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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:
3500 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)
22 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
10 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
15 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:
3000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
500 Sangheili (Shielded, intelligent, commanding officers of various ranks)
60 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)
2200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
200 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
8 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

Armaments:
1 Covenant Anti-matter bomb
24 Covenant Anti-Air Batteries
Antimatter Collector
Antimatter storage

Buildings:

Base:

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)


Construction purposes:
3 Covenant Factories
2 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- 1 turn (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.

Voice-activated Self-destruct system- 1 turn


Construction:

4-bay Space station 2 turns
3 Covenant Union forward Outposts
3 Covenant Factories- 2 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
2 Covenant Anti-air Batteries 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 complete

-Covenant Reinforcements will be arriving in one turn.

- Both 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.
-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

----No new updates.

[i]Turns until I can be attacked: 0

  • 07.23.2008 12:45 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Sorry, my browsers playing up.

[Edited on 07.23.2008 12:52 PM PDT]

  • 07.23.2008 12:51 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
3000 Fire worriors
1000 Drones
200 XV12 Battlesuites
45 Hammerheads
50 Develfish transports
300 Gua Val
300 Vespid
300 Kroot


Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (300 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (10 Hammerheads per turn)
Drone factory (300 Drones per turn)
Kroot colonies (300 Kroot per turn)
Vespid colonies (300 Vespid per turn)
Gua'val colonies (300 Gua 'Val per turn)

Current tech:
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program

Research:
XV21 Battlesuites (1 turns)
Stealth generators (1 turns)
Medium shielding (1 turns)
Tau heavy plasma (WMD research - 12 turns)
1000 Tiger Sharks (7 turns)
Heat shielding (3 turns)

Construction:
2000 Pathfinders (1 turn)
4th expansion phase (2 turns)
3000 XV 21 Battlesuites (20 turns)
AA guns in orbit and surface (5 turns)


Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: None

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked!


  • 07.23.2008 12:51 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
12000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
Survivers all races :380
OMEGA 50 soldiers (omega fighter)
Resources:2500 ore
8000 wood
11000 workers (they build and determine how fast buildings are completed)

Buildings
Alpha Compound (landing and fleet control)
landing pad
Delta Compound (military and defense control)
1 barracks LVL 2 produces battle drones 2000 (or soldiers 1000) each turn CHOSEN: Battle drones (lesser soldiers but greater in numbers) (non biologic)
Fort trains 3000 new recruits each turns
Mech Factory builds 500 soldier mechs a turn for beta
Beta Compound (economic and research) HQ lvl1
Resource gather (unit) factory
OMEGA omegasis research and cloning facility produces 50 omega fighters per turn (ground units) and researches upgrades for the OMEGA race

OMEGA research:
OMEGA Heavy Cruiser 3 turns
OMEGA Capital Ship 3 turns
OMEGA mech 2 turns
SPACE Base:OMEGA station x
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 3
turret add on wall version DONE
orbiter class battle cruiser DONE
Soldier upgrades Blueprint DONE
Battle Mechs DONE
Better researching tools DONE
shuttle link blueprint (link hangar station together for orbital defense increment DONE

Construction:
40 houses DONE
Upgrade:Barracks lvl2 DONE
missile factory DONE
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds DONE
Fort DONE
orbital cannon DONE
LVL 2 upgrade for turrets and wall turrets DONE
Mech Factory (creates either 100 battle mechs 100 gather mechs or 5 prototype Space mechs (fighters almost) DONE
Space movement:

Ground Movement: building and gathering resources

Allies: All who help my people

Enemies: All who attack me



Distress signals:
Race roles:Alpha able to settle fights with no violence (diplomat)
Delta able to secure areas faster than any other race and i non biologic life (Military)
Beta (human) What humans do best..... Adapt (economic)
OMEGA (MIXED as in all race put into a creature) Infection fighters
Other races (assorted abilities)
ATTACKABLE

Messages:
sending blueprints...
they were sent and you now have them BK Burger Boy

we will give knowlegdge of basic cloning and 2 OMEGA cells to allow omega soldiers
in exchange i want anvanced weaponry like plasma or pulse or basic EMP for study to make mech weapons and velichle disabling tech

Alliances:
Elite Combat Group Delta

  • 07.23.2008 12:52 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

NEW STORY PLOT! Everybody check the third post down on the first page for your new story plot, and DO IT QUICK!

  • 07.23.2008 12:52 PM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
10 Destroyers-(Medium speed, medium protection, medium armament)
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Ground units:
200 Pilots
250 Mercenaries
300 Workers

Buildings: 1 Base on Planet 3

Finished Research:

Research:
Basic settlement procedures- 1 turn
Advanced settlement procedures- 2 turns
Total settlement procedures- 4 turns
Radar cloaking- 5 turns
Advanced trade techniques- 2 turns
Armor Shielding-4 turns
Advanced ship sensors-6 turns

Construction:
3 Ship building factories- 4 turns
Motion sensors around base- 1 turn
Advanced base- 2 turns
Underground research labs- 5 turns
Basic cloaking for base- 8 turns
Light turrets around base- 2 turns
Basic landing zone- 2 turns
Advanced landing zone- 3 turns
Space station orbiting planet 3-6 turns


Ground Movement: Traders begin setting up main base

Space movement: Ships come into orbit of Planet 3.

Allies:
None

Enemies:
None

Message to all: Human traders have landed on Planet 3. We wish to trade with other factions. We do not have strong armies or fleets so an allaiance would be in our best wishes. In turn we will try to supply you with the best resources and materials.

Turns until I can be attacked: 5

I am not really sure about the planet situation so I just landed on planet 3, tell me if i should change planets.

[Edited on 07.23.2008 12:57 PM PDT]

  • 07.23.2008 12:53 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
3300 Fire worriors
2000 Pathfinders (With Stealth)
1300 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
55 Hammerheads
50 Develfish transports
600 Gua Val
600 Vespid
600 Kroot


Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (300 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (10 Hammerheads per turn)
Drone factory (300 Drones per turn)
Kroot colonies (300 Kroot per turn)
Vespid colonies (300 Vespid per turn)
Gua'val colonies (300 Gua 'Val per turn)

Current tech:
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding

Research:
Tau heavy plasma (WMD research - 11 turns)
1000 Tiger Sharks (6 turns)
Heat shielding (2 turns)

Construction:
4th expansion phase (1 turn)
3000 XV 21 Battlesuites (19 turns)
AA guns in orbit and surface (4 turns)


Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: None

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked!

  • 07.23.2008 12:57 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

5 Tiger Sharks Moving to Planet 4 to attend the Hanchex Pact .

  • 07.23.2008 1:01 PM PDT

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:
4000 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)
24 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
11 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
16 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:
3000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1750 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
600 Sangheili (Shielded, intelligent, commanding officers of various ranks)
70 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)
2700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
250 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
9 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

Infantry Transports

3000 Covenant Ghosts
1200 Covenant Wraiths
300 Covenant banshees
300 Covenant Phantoms
1200 Spectres

Armaments:
2 Covenant Anti-matter bomb
26 Covenant Anti-Air Batteries
Antimatter Collector
Antimatter storage

Buildings:

Base:

1-Bay Space Station/2-bay Space station
Basic Base/Advanced Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)


Construction purposes:
3 Covenant Factories
2 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.
-Energy Projector enhancment (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.
-Voice-activated Self-destruct system

Research (To-do List):

[i]Forerunner Artifact

Forerunner Artifact
Forerunner Artifact
Forerunner Artifact
Forerunner Artifact
Construction:

4-bay Space station- 1 turn
3 Covenant Factories- 1 turn (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
2 Covenant Anti-air Batteries 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 complete

-Covenant Reinforcements have arrived. With will be arriving in one turn.

- Both 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.
-Seeking alliances with any other factions.

-The Hanchex Pact conference is due to begin soon. Any faction who wishes to join us would be wise to attend. The Superpowers faction will not take this lightly so bring as much security as you deem neccessary in light of such a threat. We certainly will.

Many Forerunner Artifacts found! Further excavation with the combined help of our allied factions have yielded incredible results. It is the dream of any Covenant Union member. A Forerunner command center buried beneath the surface. Five artifacts are being taken in for analysis.

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

----Active Camouflage: Even eyes in the back of your head won't help you from this latest technological asset. With this, all Covenant Union soldiers can become invisible to the naked eye, allowing them to board ship with ease. Setting up an Anti-matter bomb is now even easier due to the sophistication of our cloaking systems.

Turns until I can be attacked: 0

[Edited on 07.23.2008 1:10 PM PDT]

  • 07.23.2008 1:03 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
10 Landing Craft
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters (Light armor, plasma armament)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1000 Pilots
100 Telepathy Bio-commandos.
50 Super-soldiers.


Buildings: Light Fortresses at strategic points on Planet 5.

Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)



Research: Plasma-Beam WMD for Ships: 8 Turns
Soldier Shielding: 5 Turns
Plasma Weaponry (Samuri Sword, Rifle, Sniper, Pistol): 5 Turns


Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 8 Turns
50 Space Platforms in strategic locations around Planet 5: 3 Turns
Shipyard (Creates Space-Faring Ships): 3 Turns
Barracks:1 Turn

Ground/Space Movement: Recon Teams spread around Planet 5 looking for signs of biomass, or environmental resources.

Allies/Enemies: N/A

Message to All: Non-Hostile. Planet 5 is ours!

  • 07.23.2008 1:04 PM PDT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, fitted primarily with defensive weaponry, 15 missle launchers per side, 8 tubes per launcher, 1 cannon; ballistic, capable of rotating 360 degrees with clear lines of sight in all directions, and 30 vulcan cannons, spread evenly across the ship. It cannot enter atmosphere, and holds no colonists, and only a small outfit of Expansion Marines (50). The Domain has a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters.

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. Each ship carries 100 persons, including crew (7), Security (15), colonists (60), and Expansion Marines(18). Combined, all the transport ships have the materials and tools needed to start a small, productive colony.

5 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships

1 Tug Class-M.
_____________________________________________________________ _

Ground units:
150 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
65 Security Guards, Armed with MP-5s and light kevlar armor.
265 Colonists
64 Crew (15 aboard the Domain)
35 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
265 Colonists
35 Soldiers
100 Expansion Marines
_____________________________________________________________ ___

Buildings: 1-Bay Shipyard, 1 tug docked, Crew members are the only ones aboard
_____________________________________________________________ ___

Finished Research: None
_____________________________________________________________ ___

Research: The Science team aboard the Domain has begun researching Dark Matter, hoping to learn enough about it to turn it into a tangible resource [1 turns].

Atomic Bombs available in 5 turns.

Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 5 turns.

Researching FTL travel. Complete in 9 turns.
_____________________________________________________________ ____

Construction: Modifying the Tug Class-M

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 8 turns.

Construction begins on a 2-port shipyard on Planet 2. Complete in 6 turns.
_____________________________________________________________ ____

Ground Movement: Aboard all transport vessels, Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. At most, only 150 colonists will become Soldiers. Soldier armaments can range from pistols to 7.62mm rifles until materials can be gathered to make consistent weaponry. 35 Soldiers trained.

A training regiment has been set on all transport vessels to give current Security guards Expansion Marine training and skills. 2 Security Guards are trained to be EMs every turn, but will only have their currently issued weapons until more rifles and high-grade body armor can be produced. 10 Expansion Marines trained.

Colonists, Soldiers and EMs offload from the landed transport ships onto the surface of Planet 2.

Small patrols of EMs begin searching for materials on Planet 2.
_____________________________________________________________ ____

Space movement: The CEC Fleet has arrived at Planet 2, the 5 transport ships land on the surface and begin unloading personnel and equipment. The Domain maintains a geosynchronous orbit above the landing site.
1 Tug Class-M enters the shipyard to be modified using the parts from the salvaged Tug. [2 turns]
_____________________________________________________________ ____

Allies: Rebel Aliens - Human Space Mercenaries - Members of the Hanchex Pact

Enemies: (Currently) None

Message to all: Requesting FTL transport for CEC diplomats to Planet 4 by friendly/allied ships, since no current in-system CEC ships have FTL capabilities.

Attackable


[Edited on 07.23.2008 1:10 PM PDT]

  • 07.23.2008 1:05 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
3800 Fire worriors
2000 Pathfinders (With Stealth)
1800 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
70 Hammerheads
50 Develfish transports
1100 Gua Val
1100 Vespid
1100 Kroot


Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)

Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding

Research:
Tau heavy plasma (WMD research - 10 turns)
1000 Tiger Sharks (5 turns)
Heat shielding (1 turn)

Construction:
3000 XV 21 Battlesuites (18 turns)
AA guns in orbit and surface (3 turns)
50 Great Whites (10 turns)


Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked!

  • 07.23.2008 1:08 PM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
10 Destroyers-(Medium speed, medium protection, medium armament)
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Ground units:
200 Pilots
250 Mercenaries
300 Workers

Buildings: 1 Base on Planet 3

Finished Research:
Basic settlement procedures

Research:
Advanced settlement procedures- 1 turn
Total settlement procedures-3 turns
Radar cloaking- 4 turns
Advanced trade techniques- 1 turn
Armor Shielding-3 turns
Advanced ship sensors-5 turns
Mass Relays(see Mass Effect)- 10 turns

Construction:
3 Ship building factories- 3 turns
Motion sensors around base- DONE
Advanced base-1 turn
Underground research labs- 4 turns
Basic cloaking for base- 7 turns
Light turrets around base- 1 turn
Basic landing zone- 1 turn
Advanced landing zone- 2 turns
Space station orbiting planet 3- 5 turns
Mass Relays(See Mass Effect)- 15 turns

Ground Movement: Traders begin setting up main base

Space movement: Ships come into orbit of Planet 3.

Allies:
None

Enemies:
None

Message to all: Human traders have landed on Planet 3. We wish to trade with other factions. We do not have strong armies or fleets so an alliance would be in our best wishes. In turn we will try to supply you with the best resources and materials.

Turns until I can be attacked: 4

I am not really sure about the planet situation so I just landed on planet 3, tell me if i should change planets.

  • 07.23.2008 1:10 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
4300 Fire worriors
2000 Pathfinders (With Stealth)
2300 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
85 Hammerheads
50 Develfish transports
1600 Gua Val
1600 Vespid
1600 Kroot


Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)

Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding

Research:
Tau heavy plasma (WMD research - 9 turns)
1000 Tiger Sharks (4 turns)

Construction:
3000 XV 21 Battlesuites (17 turns)
AA guns in orbit and surface (2 turns)
50 Great Whites (9 turns)


Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked!

  • 07.23.2008 1:13 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
10 Landing Craft
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters (Light armor, plasma armament)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1000 Pilots
100 Telepathy Bio-commandos.
50 Super-soldiers.


Buildings: Light Fortresses at strategic points on Planet 5.
Baracks

Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)



Research: Plasma-Beam WMD for Ships: 7 Turns
Soldier Shielding: 4 Turns
Plasma Weaponry (Samuri Sword, Rifle, Sniper, Pistol): 4 Turns
200 Pilots per turn.
100 Super-Soldiers Per Turn
50 Telepathy Bio-Commandos per turn.
NEW SOLDIER: Basic Infantry (Armed with plasma weaponry and light armor and shielding): 150 Per Turn



Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 7 Turns
50 Space Platforms in strategic locations around Planet 5 (Capable of Firing WMD's when finished research): 2 Turns
Shipyard (Creates Space-Faring Ships): 2 Turns


Ground/Space Movement: Recon Teams spread around Planet 5 looking for signs of biomass, or environmental resources.

Allies/Enemies: N/A

Message to All: Non-Hostile. Planet 5 is ours!

  • 07.23.2008 1:13 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Your faction: Transversal Union. A group of united species.
LOCATION: Slipspace

Tech: Biomechs are being employed to keep potential hosts of parasites safe. Walking high above the ground, all will fall under their advanced weaponry.

Pulse weaponry is now equiped to all soldiers.

Ships:

1 Covenant Assault Carrier: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and b-blam!- with pulse and plasma weaponry.

1 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay.

14 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor.

16 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding

1000 Bassilisk fighters: Fast and moderately armed aerospace fighters.

700 Seraph fighters: Lightly sheilded and heavily armed.

12 Sniper Mechs: Stay behind and fire 200mm sniper railguns at enemy craft.

10 Zero-G Phantoms: Completely sealed for space combat and boarding.





Ground units: 1400 NDF Troopers: These specialised Human infantry of the Union are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ M67-PR Pulse rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

260 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenaded. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

150 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships.Armed with Plasma Rifles and MA5K carbines.

2200 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Pulse Rifles.

80 Stalkers: 60-foot tall, thin, Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

150 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

25 Kestrel attack jets: Small jets that can navagate in city streets and other enclosed airspaces

15 Hunter-Chopper helicopters.

80 Infantry fighting vehicles. Equipped with a pulse cannon on the top with experimental Dark Matter rounds, can hold 12 troops

30 Phantom Dropships: Sangheili craft that hold 20 troops and are heavily armed with plasma weaponry.
-----

Buildings: 3 bay Space Station

Orbital Shipyards-planet 3

Ground factories.-planet 3

Barracks-planet 3

Anaconda Surface-to-air missile placemeents in the asteroid belt

Finished Research: Ballistic Weaponry (Bullets) Plasma (searing weaponry brought in by the Sangheili.) Slipspace drives. (Sangheili and Human craft are equiped with this efficient travel drives that can navigate the stars with precision and speed)Biomechanics. Pulse weaponry. Dark matter. Neuclear reactors.

Research: Artificial intelligence (1 turns)
Construction:

Factories:
10 Stalkers per turn
10 Banshees per turn
50 NDF troopers per turn
20 Sangheili per turn
100 Moblie infantry per turn
4 Kestrel Urban/Recon Jets per turn
8 Phantoms per turn
1 Hunter-Chopper per turn
10 IFVs per turn.

Orbital Shipyards: 1 Assault carrier (1 turns)
CCS-class cruisers (1 per 2 turns)
2 FFG frigates ( 1 turn)
4 Sniper mechs per turn.
20 Seraph fighters per turn.
5 Zero-G pahantoms per turn

Ground Movement: En route to summit.

Space movement: Fleet on defense standby

Allies:The Covenant Union

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed. I will not attack unless declared a threat by a majotity of factions. Free parking at my bases. Seek refuge and I will fix your fleets. Run parasite check on ships before docking. If out of control infestation is detected, your ship will be glassed. It's the only way to assure the safety of everybody.

Human Space Mercinaries, your alliance rquest has been accepted by the Overwatch.

Forerunner technologies are being researched with the Covenant Union to better our technology.

Shipment of pulse rifles inbound the the Mixed Species (4 turns.)



On way to Hanchex Pact Summit. (2 turns).

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.


WMD:

Glassing: When ships surround the planet, they bombard the crust with 10,000,000 degree raw plasma. Nothing survives.

Slipspace Nukes; When we can't risk an invasion of an infected planet, we nuke strategic targets before we come in. This method also works against non parasitic adversaries.

  • 07.23.2008 1:13 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

*Let me clarify the purpose of this meeting- some seperate alliances and some loners have taken up the Hanchex Pact, but they are not formally allied with the leading faction of the Hanchex Pact. This is what this meeting is designed for; to bring all who attend this summit into one, singular alliance and to have them all ratify the Hanchex Pact, formally unifying all factions who can stand against the might of the Superpowers*

COLONIALS: OFFLINE

  • 07.23.2008 1:13 PM PDT

Wait, you actually checked this?

Will you be my friend?

CEC Diplomats require FTL transportation to the Hanchex Summit on Planet 4 via friendly/allied vessels. No CEC vessels in-system currently have FTL technology.

Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, fitted primarily with defensive weaponry, 15 missle launchers per side, 8 tubes per launcher, 1 cannon; ballistic, capable of rotating 360 degrees with clear lines of sight in all directions, and 30 vulcan cannons, spread evenly across the ship. It cannot enter atmosphere, and holds no colonists, and only a small outfit of Expansion Marines (50). The Domain has a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters.

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. Each ship carries 100 persons, including crew (7), Security (15), colonists (60), and Expansion Marines(18). Combined, all the transport ships have the materials and tools needed to start a small, productive colony.

5 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships

1 Tug Class-M.
_____________________________________________________________ _

Ground units:
152 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
63 Security Guards, Armed with MP-5s and light kevlar armor.
260 Colonists
64 Crew (15 aboard the Domain)
40 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
260 Colonists
40 Soldiers
102 Expansion Marines
_____________________________________________________________ ___

Buildings: 1-Bay Shipyard, 1 tug docked, Crew members are the only ones aboard
_____________________________________________________________ ___

Finished Research: Dark Matter Conversion (Space-borne vessels now have a near-limitless supply of fuel and energy)
_____________________________________________________________ ___

Research: Atomic Bombs available in 4 turns.

Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 4 turns.

Researching FTL travel. Complete in 8 turns.
_____________________________________________________________ ____

Construction: Modifying the Tug Class-M

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 7 turns.

Construction begins on a 2-port shipyard on Planet 2. Complete in 5 turns.
_____________________________________________________________ ____

Ground Movement: Aboard all transport vessels, Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. At most, only 150 colonists will become Soldiers. Soldier armaments can range from pistols to 7.62mm rifles until materials can be gathered to make consistent weaponry. 40 Soldiers trained.

A training regiment has been set on all transport vessels to give current Security guards Expansion Marine training and skills. 2 Security Guards are trained to be EMs every turn, but will only have their currently issued weapons until more rifles and high-grade body armor can be produced. 12 Expansion Marines trained.

Colonists, Soldiers and EMs offload from the landed transport ships onto the surface of Planet 2.

Small patrols of EMs begin searching for materials on Planet 2.
_____________________________________________________________ ____

Space movement: The CEC Fleet has arrived at Planet 2, the 5 transport ships land on the surface and begin unloading personnel and equipment. The Domain maintains a geosynchronous orbit above the landing site.
1 Tug Class-M enters the shipyard to be modified using the parts from the salvaged Tug. [1 turns]
The Domain broadcasts a narrow-beam transmission to CEC Headquarters requesting heavy reinforcements. Arrival in 6 turns.
_____________________________________________________________ ____

Allies: Rebel Aliens - Human Space Mercenaries - Members of the Hanchex Pact

Enemies: (Currently) None

Message to all: Requesting FTL transport for CEC diplomats to Planet 4 by friendly/allied ships, since no current in-system CEC ships have FTL capabilities.

Attackable


[Edited on 07.23.2008 1:20 PM PDT]

  • 07.23.2008 1:16 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
5300 Fire worriors
2000 Pathfinders (With Stealth)
3300 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
100 Hammerheads
50 Develfish transports
2600 Gua Val
2600 Vespid
2600 Kroot


Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)

Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding

Research:
Tau heavy plasma (WMD research - 7 turns)
1000 Tiger Sharks (2 turns)
High grade Iridium (10 turns)
Rail Weaponry (10 turns)
Photon grenades (5 turns)

Construction:
3000 XV 21 Battlesuites (15 turns)
50 Great Whites (7 turns)
WMD proof bunker (10 turns)
Nuclear launch facillity (5 turns)


Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked!

  • 07.23.2008 1:21 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
10 Landing Craft
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters (Light armor, plasma armament)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1200 Pilots
150 Telepathy Bio-commandos.
150 Super-soldiers. *Heavy Armor and Shielding*
150 Infantry *Light Armor and Shielding*


Buildings: Light Fortresses at strategic points on Planet 5.
Baracks

Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)



Research: Plasma-Beam WMD for Ships: 6 Turns
Soldier Shielding: 3 Turns
Plasma Weaponry (Samuri Sword, Rifle, Sniper, Pistol): 3 Turns
200 Pilots per turn.
100 Super-Soldiers Per Turn
50 Telepathy Bio-Commandos per turn.
NEW SOLDIER: Basic Infantry (Armed with plasma weaponry and light armor and shielding): 150 Per Turn



Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 6 Turns
50 Space Platforms in strategic locations around Planet 5 (Capable of Firing WMD's when finished research): 1 Turns
Shipyard (Creates Space-Faring Ships): 1 Turns


Ground/Space Movement: Recon Teams spread around Planet 5 looking for signs of biomass, or environmental resources.

Allies/Enemies: N/A

Message to All: Seeking Alliances. Any inbound long-range radar contacts found to be hostile towards Planet 5 will be destroyed immediatly.

  • 07.23.2008 1:21 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

CEC Diplomats: Tau will send 5 Tiger Sharks to allow you access.

  • 07.23.2008 1:22 PM PDT

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:
4000 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)
24 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
11 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
16 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:
3000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1750 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
600 Sangheili (Shielded, intelligent, commanding officers of various ranks)
70 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)
2700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
250 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
9 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

Infantry Transports

3000 Covenant Ghosts
1200 Covenant Wraiths
300 Covenant banshees
300 Covenant Phantoms
1200 Spectres

Armaments:
3 Covenant Anti-matter bomb
28 Covenant Anti-Air Batteries
Antimatter Collector
Antimatter storage

Buildings:

Base:

4-bay Space station
Basic Base/Advanced Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)


Construction purposes:
6 Covenant Factories (Production increased by factor of two)
2 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.
-Energy Projector enhancment (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.
-Voice-activated Self-destruct system (If boarded, a Covenant Union Shipmaster/Shipmistress can activate a self-destruct system which will destroy the ship and its attackers. The Self-destruct can be averted if the Shipmaster/mistress uses a key word to cancel the request)
[i]Forerunner Artifact
Superluminal Slipspace Enhancements (The Forerunners could make impossibly fast Slipspace transitions, allowing them the advantage in battle. These documents have yielded information on how this system works, allowing each Covenant Union and allied starship to recieve the very finest Slipspace technology available.

Research (To-do List):

Forerunner Artifact
Forerunner Artifact
Forerunner Artifact
Forerunner Artifact

Construction:



Covenant Union Shipyards Construction**2

500 Seraph Fighters per turn
4 Covenant Frigates per turn
4 Stealth Corvettes per turn
2 Covenant Destroyer per turn
2 CCS-class Cruiser per turn
1 Covenant Assault Carrier per turn(2 Shipyards required)

Covenant Factories**2

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
2 Covenant Anti-air Batteries 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
** Multiplier for each factory/shipyard

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 complete

-Covenant Reinforcements will be arriving in one turn.

- Both Shipyards operational. Construction in progress.

-Pondering possible mining of the second Asteroid field (Uninhabited).

Allies:Transversal Union, Star Trek: Voyager Era, The Hanchex Pack

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.
-Seeking alliances with any other factions.

-The Hanchex Pact conference is due to begin soon. Any faction who wishes to join us would be wise to attend. The Superpowers faction will not take this lightly so bring as much security as you deem neccessary in light of such a threat. We certainly will.

-Colonist Expansion Corporation, The Covenant Union has sent a Covenant Frigate in-system to retrieve your diplomats for the conference. Expect extraction soon.

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
-Active Camouflage

----Superluminal Transition- The Forerunners' grasp of Slipspace is far superior to our own. But with this latest discovery, we may just be able to reach their level. Near-instantaneous Slipspace Drives are being produced as we speak, thanks to the discovery of these files.

Turns until I can be attacked: 0

[Edited on 07.23.2008 1:37 PM PDT]

  • 07.23.2008 1:23 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
5800 Fire worriors
2000 Pathfinders (With Stealth)
3800 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
115 Hammerheads
50 Develfish transports
3100 Gua Val
3100 Vespid
3100 Kroot


Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)

Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding

Research:
Tau heavy plasma (WMD research - 6 turns)
1000 Tiger Sharks (1 turn)
High grade Iridium (9 turns)
Rail Weaponry (9 turns)
Photon grenades (4 turns)

Construction:
3000 XV 21 Battlesuites (14 turns)
50 Great Whites (6 turns)
WMD proof bunker (9 turns)
Nuclear launch facillity (4 turns)


Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked!

  • 07.23.2008 1:24 PM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
10 Destroyers-(Medium speed, medium protection, medium armament)
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Ground units:
200 Pilots
250 Mercenaries
300 Workers

Buildings: 1 Base on Planet 3

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced trade techniques

Research:
Total settlement procedures-2 turns
Radar cloaking- 3 turns
Armor Shielding-2 turns
Advanced ship sensors-4 turns
Mass Relays(see Mass Effect)- 9 turns

Construction:
3 Ship building factories- 2 turns
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- 3 turns
Basic cloaking for base- 6 turns
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- 2 turns
Space station orbiting planet 3- 4 turns
Mass Relays(See Mass Effect)- 14 turns

Ground Movement: Traders begin setting up main base

Space movement: Ships come into orbit of Planet 3.

Allies:
None

Enemies:
None

Message to all: Human traders have landed on Planet 3. We wish to trade with other factions. We do not have strong armies or fleets so an alliance would be in our best wishes. In turn we will try to supply you with the best resources and materials.

Turns until I can be attacked: 3

I am not really sure about the planet situation so I just landed on planet 3, tell me if i should change planets.

[Edited on 07.23.2008 1:26 PM PDT]

  • 07.23.2008 1:26 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
6300 Fire worriors
2000 Pathfinders (With Stealth)
4300 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
130 Hammerheads
50 Develfish transports
3600 Gua Val
3600 Vespid
3600 Kroot


Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)

Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding

Research:
Tau heavy plasma (WMD research - 5 turns)
High grade Iridium (8 turns)
Rail Weaponry (8 turns)
Photon grenades (3 turns)

Construction:
3000 XV 21 Battlesuites (12 turns)
50 Great Whites (4 turns)
WMD proof bunker (7 turns)
Nuclear launch facillity (2 turns)


Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked!

  • 07.23.2008 1:29 PM PDT