- Ninja2000
- |
- Exalted Legendary Member
Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.
Information about the Covenant Union can be found in the earlier posts on page 10 and 14.
Ships:
3000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*4 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
20 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
9 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
14 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
2 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)
***Ground units:
2500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1250 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
400 Sangheili (Shielded, intelligent, commanding officers of various ranks)
50 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
1700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
200 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
7 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.
Infantry Transports
2500 Covenant Ghosts
1000 Covenant Wraiths
200 Covenant banshees
250 Covenant Phantoms
900 Spectres
Buildings:
1-Bay Space Station/2-bay Space station
Basic Base/Advanced Base
9 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Antimatter Collector
Antimatter storage
18 Covenant Anti-Air Batteries
3 Covenant Factories
Covenant Union Shipyards
Finished Research:
Basic Settlement Procedures/Advanced Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
mining Protocols/Improved Mining Protocols
Energy Application study
Point-Defense Shield-gauntlet
Basic Armour Integrated Shielding
Atomic research
Active Camouflage
Advanced Armour-Integrated Shielding
Ice Suits
Unknown Forerunner Artifact Slipspace precision
Antimatter study
Shield Doors
Antimatter collector
Antimatter storage
Complete Settlement Procedures
Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)
Covenant Anti-matter bomb (WMD)
Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
Forerunner Artifact Analysis complete Forerunner combat armour found:To combat the Flood, the Forerunners equipped their armour with an advanced, all-purpose shield. Given the fact that we have long since been researching this kind of technology, this artifact is the final piece of the puzzle.
Research (To-do List):
Energy Projector enhancment- 2 (The energy projector is the most powerful long-range weapon in the Covenant fleet, capable of tearing through an unshielded vessel. With these improvements, it will be even more powerful.
Construction:
4-bay Space station 3 turns
6 Covenant Anti-Air Batteries- 1 turn
3 Covenant Union forward Outposts- 1 turn
Covenant Shipyard- 1 turn (Due to the first Shipyard and Factories, construction is now more efficient)
3 Covenant Factories- 3 turns (Construction is more efficent with our shipyards and factories working)
Covenant Union Shipyards Construction
500 Seraph Fighters per turn
2 Covenant Frigates per turn
2 Stealth Corvettes per turn
1 Covenant Destroyer per turn
1 CCS-class Cruiser per turn
Covenant Factories
500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres per turn
1 Covenant Antimatter bomb per turn
Landing zone reinforcments
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab- 2 turns
*On standby
Ground Movement: Base has been built. Units are continuing to move out and build outposts.
factories continue to build Troop transportation.
Space movement: In orbit around Planet 4.
-Construction of second Shipyard facility in orbit is in progress
-Covenant Reinforcements have arrived. Updating garrison information now. The next reinforcements will be arriving in two turns.
- First Shipyards operational. Construction in progress.
-Pondering possible mining of the second Asteroid field (Uninhabited).
Allies:Transversal Union, Star Trek: Voyager Era
Enemies:Xenomorphs are not to be engaged in a surface attack. They are to be left to their own devices, but the moment they gain access to a starship, we shall attack in full force. Like the Flood, they cannot escape quarantine!
Message to all:
-Covenant Union Shipyards are now up and running. Our first capital ships are in production.
-Seeking alliances with any other factions.
Covenant Union Tactical Updates: The Covenant Union retains most of the tactics of its predecessor and will not hesitate to use them if under attack. Listed here is a sample of our technological benefits, which will be updated as more become available. For further information of previous updates, please search your archives for a copy of our tactical information.
-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
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[i]Turns until I can be attacked: 0
[Edited on 07.23.2008 12:41 PM PDT]