Off Topic: The Flood
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Subject: please don't post yet

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

Be Back in 5 mins

  • 07.23.2008 1:31 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
5 Heavy Battlecruisers
5 Light 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
Shipyard
50 Space Platforms around Planet 5 (Fitted with WMD's when research completes)

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: 5 Turns
Soldier Shielding: 2 Turns
Plasma Weaponry (Samuri Sword, Rifle, Sniper, Pistol): 2 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
1 Destroyer Per Turn



Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 5 Turns
5 More Barracks (Each doubles units per turn): 4 Turns
5 More Shipyards: (Producing one ship each per turn):4 Turns
Drilling for Underground Secret Weapon facility: 5 Turns


Ground/Space Movement: Constructing Barracks and creating units.
Engineers and Constructors building destroyers in shipyard

Allies/Enemies: N/A

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

Long-Range Transmission: The Covanent Union, shall our alliance be taken up now?

  • 07.23.2008 1:32 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:
154 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
61 Security Guards, Armed with MP-5s and light kevlar armor.
255 Colonists
64 Crew (15 aboard the Domain)
45 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
255 Colonists
45 Soldiers
104 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 3 turns.

Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 3 turns.

Researching FTL travel. Complete in 7 turns.
_____________________________________________________________ ____

Construction: Tug Class-M has been modified with thicker armor plating.

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 6 turns.

Construction begins on a 2-port shipyard on Planet 2. Complete in 4 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. 45 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. 14 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 has been modified with thicker armor plating

The Domain broadcasts a narrow-beam transmission to CEC Headquarters requesting heavy reinforcements. Arrival in 5 turns.

A shuttle takes the CEC diplomats to a waiting friendly Assault Carrier provided by the Transversal Union.
_____________________________________________________________ ____

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

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.23.2008 1:33 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
5 Heavy Battlecruisers
5 Light Battlecruisers
10 Landing Craft
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters (Light armor, plasma armament)
1 Destroyer (Light Armor and Armament, Fast, Maneuverable and agile)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1400 Pilots
200 Telepathy Bio-commandos.
250 Super-soldiers. *Heavy Armor and Shielding*
300 Infantry *Light Armor and Shielding*


Buildings: Light Fortresses at strategic points on Planet 5.
Baracks
Shipyard
50 Space Platforms around Planet 5 (Fitted with WMD's when research completes)

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: 4 Turns
Soldier Shielding: 1 Turns
Plasma Weaponry (Samuri Sword, Rifle, Sniper, Pistol): 1 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
1 Destroyer Per Turn



Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 4 Turns
5 More Barracks (Each doubles units per turn): 3 Turns
5 More Shipyards: (Producing one ship each per turn):3 Turns
Drilling for Underground Secret Weapon facility: 4 Turns


Ground/Space Movement: Constructing Barracks and creating units.
Engineers and Constructors building destroyers in shipyard

Allies/Enemies: N/A

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

Long-Range Transmission: The Covanent Union, shall our alliance be taken up now?

  • 07.23.2008 1:36 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:

2 Covenant Assault Carrier: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and covered 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.

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

18 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.

100 Seraph fighters: Lightly sheilded and heavily armed.

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

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





Ground units: 1800 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.

250 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.

2800 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Pulse Rifles.

100 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.

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

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

25 Hunter-Chopper helicopters.

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

40 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
40 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.

On way to Hanchex Pact Summit. CEC Diplomats are onboard. Jump is underway. (1 turn).

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.

[Edited on 07.23.2008 1:39 PM PDT]

  • 07.23.2008 1:36 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
6800 Fire worriors
2000 Pathfinders (With Stealth)
4800 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
130 Hammerheads
50 Develfish transports
4100 Gua Val
4100 Vespid
4100 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 - 4 turns)
High grade Iridium (7 turns)
Rail Weaponry (7 turns)
Photon grenades (2 turns)

Construction:
3000 XV 21 Battlesuites (11 turns)
50 Great Whites (3 turns)
WMD proof bunker (6 turns)
Nuclear launch facillity (1 turn)


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 1:37 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much deadlier, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first
movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
3 Alien Queens
3 Alien Hierarchs (Become Queens if one of the three already alive dies)
20 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
630 Warriors (The average Xenomorph, the height of a Spartan)
920 Runners (Weaker, but much faster aliens)
935 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
60 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
300 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
100 Warriors
125 Drones
125 Runners
20 Carriers
2 Stalkers
1 Hierarch

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Queen watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Completed Research/Construction

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

Hardened Carapace (completed)
- The chitin-like armor of the Xenomorph becomes harder, and resistant to medium-range small arms fire.

Facehugger Carrier (completed)
- The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment (completed)
- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.

Population Increase (completed)
- More facehuggers means more breeding, and the Xenomorphs continue to hunt and infest the various creatures found within the depths and surfaces of the asteroid, as well as the occasional straggler from LV-385.

Acid Spit (completed) - Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.


Research/Construction

Facehugger Pod (3) turns - a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).


Other Research pending:

Sensing imposing threats even thousands of miles away, the Hive begins to grow in strength and vitality:


Shell of Steel (3) turns - The Empress' immense size and strength are supported by an exoskeleton which is immensely stronger and more dense than a typical Xenomorph. Evolving further, the Empress will be invulnerable to normal munitions, and only anti-tank, high-energy laser, or other extremely potent munitions will be able to damage her in the slightest.

Hive Mind (7) turns - The larger its numbers grow, the more intelligent the Xenomorph becomes. The Hive Mind which rules them all now has even more room to store, process, and analyze its findings, allowing the Empress to create newer, more powerful castes, and increase the potency of her forces even moreso. It also allows for communication between all Xenomorphs, transcending all distances.



(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.

Posted by: Ninja2000


----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.



Quick note on this before I start my turn, Xenomorphs do not have eyes, but they use other senses to detect the world around them, however, they perceive all creatures that would normally be invisible, therefore, I wouldn't advise walking an Elite onto LV-385 thinking he'll be chill with the bugs.


Sssssssss.

[Edited on 07.23.2008 1:39 PM PDT]

  • 07.23.2008 1:38 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers(Extremely High Armor and Weaponry)
5 Heavy Battlecruisers(High Armament/Armor)
5 Light Battlecruisers(Medium-High Armament/Armor)
10 Landing Craft
15 Tracers (Light, Recon Ships, Transport, No Weapons)
1,000 Stinger Class Fighters (Light armor, plasma armament)
2 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1600 Pilots
250 Telepathy Bio-commandos.
350 Super-soldiers. *Heavy Armor and Shielding*
450 Infantry *Light Armor and Shielding*


Buildings: Light Fortresses at strategic points on Planet 5.
Baracks
Shipyard
50 Space Platforms around Planet 5 (Fitted with WMD's when research completes)

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)
Soldier Shielding
Plasma Weaponry




Research: Plasma-Beam WMD for Ships: 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
1 Destroyer Per Turn



Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 3 Turns
5 More Barracks (Each doubles units per turn): 2 Turns
5 More Shipyards: (Producing one ship each per turn):2 Turns
Drilling for Underground Secret Weapon facility: 3 Turns


Ground/Space Movement: Constructing Barracks and creating units.
Engineers and Constructors building destroyers in shipyard

Allies/Enemies: N/A

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

SEEKING ALLIANCE.

Long-Range Transmission: The Covanent Union, shall our alliance be taken up now?

  • 07.23.2008 1:42 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
7300 Fire worriors
2000 Pathfinders (With Stealth)
5300 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
130 Hammerheads
50 Develfish transports
4600 Gua Val
4600 Vespid
4600 Kroot


Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
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 - 3 turns)
High grade Iridium (6 turns)
Rail Weaponry (6 turns)
Photon grenades (1 turn)

Construction:
3000 XV 21 Battlesuites (10 turns)
50 Great Whites (2 turns)
WMD proof bunker (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 1:43 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.

IDA: Will you be attending the Hanchex pact confrence?

  • 07.23.2008 1:45 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-1 turn
Radar cloaking- 2 turns
Armor Shielding-1 turn
Advanced ship sensors-3 turns
Mass Relays(see Mass Effect)- 8 turns
Armor cloaking-3 turns
Advanced mining-3 turns

Construction:
3 Ship building factories- 1 turn
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- 2 turns
Basic cloaking for base- 5 turns
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- 1 turn
Space station orbiting planet 3- 3 turns
Mass Relays(See Mass Effect)- 13 turns

Ground Movement: Traders begin setting up main base

Space movement: Ships orbitingPlanet 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: 2

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 1:45 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:
5000 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)
28 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
13 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
18 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
3 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:
3500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
2000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
700 Sangheili (Shielded, intelligent, commanding officers of various ranks)
80 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)
3200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
300 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
10 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

4000 Covenant Ghosts
1600 Covenant Wraiths
500 Covenant banshees
400 Covenant Phantoms
1600 Spectres

Armaments:
5 Covenant Anti-matter bomb
32 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)
Redundant shielding- 4 turns (Answer to EMP effects)
EMP pulse-4 turns (An offensive weapon that when launched will activate, sending out EMP waves to lower enemy shields and disable electronic functions of enemy capital ships.
EMP study- 3 turns
EMP-generator-4 turns

Forerunner Artifact
Forerunner Artifact
Forerunner Artifact
Forerunner Artifact

Construction:

Second Base- 1 turn
Third Base- 1 turn
Communications centre 2 turns

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
*** Will be reinforced once every 2 turns, if neccessary.

Ground Movement:

-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. More will be arriving in two turns.
- Both Shipyards operational. Construction in progress.
-Pondering possible mining of the second Asteroid field (Uninhabited). Mining has begun and resources are being brought back to planet 4 for manufacturing of capital ships and ground materiel.

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

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 will begin once all other factions interested have reached planet 4. Please make due haste. The Superpowers and the Necrontyr will not allow this peace to continue for long.

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

[/b]Covenant Union Tactical Updates:[/b] 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
----

Turns until I can be attacked: 0

[Edited on 07.23.2008 2:01 PM PDT]

  • 07.23.2008 1:47 PM PDT

Futher Elaborate: Where will it be held, and when.

I will send a diplomat there. I will be able to send armed guards, of course?

  • 07.23.2008 1:48 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
7800 Fire worriors
2000 Pathfinders (With Stealth)
5800 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
130 Hammerheads
50 Develfish transports
5100 Gua Val
5100 Vespid
5100 Kroot


Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
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
Photon grenades

Research:
Tau heavy plasma (WMD research - 2 turns)
High grade Iridium (5 turns)
Rail Weaponry (5 turns)

Construction:
3000 XV 21 Battlesuites (9 turns)
50 Great Whites (1 turn)
WMD proof bunker (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 1:48 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)
1000 battle mechs
Survivers all races :380
OMEGA 100 soldiers (omega fighter)
Resources:2500 ore
8000 wood
11000 workers (they build and determine how fast buildings are completed)
10000 omega cells (used to make the clones)
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 2 turns
OMEGA Capital Ship 2 turns
OMEGA mech 1 turns
SPACE Base:OMEGA station x
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 2
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 1:49 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.

Indeed, we may be at risk of Super power attack, (maybe.)

  • 07.23.2008 1:50 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Posted by: Cooley470
Futher Elaborate: Where will it be held, and when.

I will send a diplomat there. I will be able to send armed guards, of course?

Read the first page often for updates like this.

  • 07.23.2008 1:50 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)
55 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
8300 Fire worriors
2000 Pathfinders (With Stealth)
6300 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
130 Hammerheads
50 Develfish transports
5600 Gua Val
5600 Vespid
5600 Kroot


Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
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
Photon grenades

Research:
Tau heavy plasma (WMD research - 1 turn)
High grade Iridium (4 turns)
Rail Weaponry (4 turns)

Construction:
3000 XV 21 Battlesuites (8 turns)
WMD proof bunker (3 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 1:51 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers(Extremely High Armor and Weaponry)
5 Heavy Battlecruisers(High Armament/Armor)
5 Light Battlecruisers(Medium-High Armament/Armor)
10 Landing Craft
15 Tracers (Light, Recon Ships, Transport, No Weapons)
1,000 Stinger Class Fighters (Light armor, plasma armament)
3 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1800 Pilots
300 Telepathy Bio-commandos.
450 Super-soldiers. *Heavy Armor and Shielding*
600 Infantry *Light Armor and Shielding*


Buildings: Light Fortresses at strategic points on Planet 5.
Baracks
Shipyard
50 Space Platforms around Planet 5 (Fitted with WMD's when research completes)

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)
Soldier Shielding
Plasma Weaponry




Research: Plasma-Beam WMD for Ships: 2 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
1 Destroyer Per Turn



Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 2 Turns
5 More Barracks (Each doubles units per turn): 1 Turns
5 More Shipyards: (Producing one ship each per turn): 1 Turns
Drilling for Underground Secret Weapon facility: 2 Turns


Ground/Space Movement: Constructing Barracks and creating units.
Engineers and Constructors building destroyers in shipyard

Allies/Enemies: N/A

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

SEEKING ALLIANCE.

Long-Range Transmission: The Covanent Union, shall our alliance be taken up now?

  • 07.23.2008 1:52 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)
55 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
8800 Fire worriors
2000 Pathfinders (With Stealth)
6800 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
130 Hammerheads
50 Develfish transports
6100 Gua Val
6100 Vespid
6100 Kroot


Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
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
Photon grenades
Tau heavy plasma

Research:
High grade Iridium (3 turns)
Rail Weaponry (3 turns)

Construction:
3000 XV 21 Battlesuites (7 turns)
WMD proof bunker (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

OFFLINE

  • 07.23.2008 1:54 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: Hanchex Summit

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:

2 Covenant Assault Carriers: 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.

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

20 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.

110 Seraph fighters: Lightly sheilded and heavily armed.

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

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





Ground units: 2000 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.

280 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.

300 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.

3000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Pulse Rifles.

110 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.

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

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

30 Hunter-Chopper helicopters.

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

50 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
40 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.

Arived at summit, transfering diplomats.

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 1:54 PM PDT

Wait, you actually checked this?

Will you be my friend?

Perhaps we should have the Hanchex Summit in a separate thread?

  • 07.23.2008 1:56 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much deadlier, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first
movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
3 Alien Queens
3 Alien Hierarchs (Become Queens if one of the three already alive dies)
22 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
730 Warriors (The average Xenomorph, the height of a Spartan)
1,045 Runners (Weaker, but much faster aliens)
1,060 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
80 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
300 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
100 Warriors
125 Drones
125 Runners
20 Carriers
2 Stalkers
1 Hierarch

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Queen watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Completed Research/Construction

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

Hardened Carapace (completed)
- The chitin-like armor of the Xenomorph becomes harder, and resistant to medium-range small arms fire.

Facehugger Carrier (completed)
- The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment (completed)
- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.

Population Increase (completed)
- More facehuggers means more breeding, and the Xenomorphs continue to hunt and infest the various creatures found within the depths and surfaces of the asteroid, as well as the occasional straggler from LV-385.

Acid Spit (completed) - Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.


Research/Construction

Facehugger Pod (1) turns - a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).


Other Research pending:

Sensing imposing threats even thousands of miles away, the Hive begins to grow in strength and vitality:


Shell of Steel (2) turns - The Empress' immense size and strength are supported by an exoskeleton which is immensely stronger and more dense than a typical Xenomorph. Evolving further, the Empress will be invulnerable to normal munitions, and only anti-tank, high-energy laser, or other extremely potent munitions will be able to damage her in the slightest.

Hive Mind (7) turns - The larger its numbers grow, the more intelligent the Xenomorph becomes. The Hive Mind which rules them all now has even more room to store, process, and analyze its findings, allowing the Empress to create newer, more powerful castes, and increase the potency of her forces even moreso. It also allows for communication between all Xenomorphs, transcending all distances.



(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.

Posted by: Ninja2000


----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.



Quick note on this before I start my turn, Xenomorphs do not have eyes, but they use other senses to detect the world around them, however, they perceive all creatures that would normally be invisible, therefore, I wouldn't advise walking an Elite onto LV-385 thinking he'll be chill with the bugs.


Sssssssss.

OFFLINE for dinner. Returning in ~ an hour.

  • 07.23.2008 1:57 PM PDT

The Hanchex Pact Conference will begin once all allied factions have arrived on Planet 4. Be sure to hurry!

The Covenant Union will be waiting.


Edit- yes I do realize that Xenomorphs can pick up even camouflaged opponents, which is why I wisely did not boast about how we would fair, had we infiltrated your hive.

The Covenant Union won't be approaching planet 7 anytime soon.

[Edited on 07.23.2008 2:04 PM PDT]

  • 07.23.2008 1:58 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
Total settlement procedures
Armor shielding

Research:
Radar cloaking- 1 turn
Advanced ship sensors-2 turns
Mass Relays(see Mass Effect)- 7 turns
Armor cloaking-2 turns
Advanced mining-2 turns
Sound dampening materials-3 turns
Scent masking materials-3 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- 1 turn
Basic cloaking for base- 4 turns
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- 2 turns
Mass Relays(See Mass Effect)- 12 turns

Ground Movement: Traders begin setting up main base

Space movement: Ships orbiting 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.

IDA would an alliance be in your interests? We cannot provide much strength but advanced technologies we are producing would be at your disposal for in return for your support

Turns until I can be attacked: 1

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 1:58 PM PDT