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1 P17Y 7H3 F00L

KOTOR

For All of Y'all who haven't seen, The Necron Non-Aggression Pact has Expired !!!

I will be free to attack as I like

  • 07.23.2008 2:52 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
10 Necron Star Dreadnoughts
80 Cairn-class Tombships (Battleships)
140 Scythe-class Harvest Ships (Heavy Cruisers)
200 Shroud-Class Cruisers (Cruiser ship-ship/ship-fighter)
700 Jackal-Class Raiders (Aggressive Heavy Fighter)
1750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
6000 Warriors
3000 Immortals
1100 Pariahs
1100 Flayed Ones
550 Wraiths
550 Tomb Spyders
550 Destroyers
275 Heavy Destroyers
98000 Scarabs in swarm
500 Obelisks
250 Pylons
250 Monoliths
50 Abattoirs
10 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
C'tan Star God Astro-Physical Incarnation (5 turns)

Construction:
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (6 turns)
1 Necron Star Dreadnought (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)
C'tan Star God Incarnation Temple (6 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up COMPLETED

Returning Augmented Cylon Technology to Colonials ARRIVED

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 2:53 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:
156 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
59 Security Guards, Armed with MP-5s and light kevlar armor.
250 Colonists
64 Crew (15 aboard the Domain)
50 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
250 Colonists
50 Soldiers
106 Expansion Marines
_____________________________________________________________ ___

Buildings: 1-Bay Shipyard, currently empty, 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)
Following tech obtained through Hanchex Pact
-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
-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)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armour
-Energy Projector enhancment
-Voice-activated Self-destruct system
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: Atomic Bombs available via Hanchex Pact

Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 2 turns.

FTL travel obtained through Hanchex Pact
_____________________________________________________________ ____

Construction: Work begins to refit all CEC ships with newly obtained technology [2 turns until upgrade complete]

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 5 turns.

Construction begins on a 2-port shipyard on Planet 2. Complete in 3 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. 50 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. 16 Expansion Marines trained.

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

Wealth of industrial metals found not far below the surface of Planet 2. Construction on vehicles, etc. can begin as soon as factories/shipyards are completed.
_____________________________________________________________ ____

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 [i]Domain
maintains a geosynchronous orbit above the landing site.

The Domain broadcasts a narrow-beam transmission to CEC Headquarters requesting heavy reinforcements. Arrival in 4 turns.
_____________________________________________________________ ____

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

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.23.2008 2:55 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
Radar Cloaking
Advanced ship sensors
Armor Cloaking
Advanced Mining
Sound dampning materials
Scent masking materials

Research:
Mass Relays(see Mass Effect)- 4 turns
Advenced Science studies-4 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- 1 turn
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- 9 turns
Representative transport ship- 1 turn
Mining Facility- 4 turns

Ground Movement: Traders researching and continuing to set up main base

Space movement: Ships orbiting Planet 3. Small representative group attending Hanchex summit on Planet 4

Allies:
IDA
Hanchex Pact

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.

A small group of Trader representatives have arrived at Planet 4 under IDA's protection

Covenant Union and CEC, would an alliance be in your interests? we cannot supply much in the way of armies or fleets, but our technologies would be given to you if you protect us in return

Turns until I can be attacked: 0

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 2:42 PM PDT]

  • 07.23.2008 2:58 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
4412 TIE Fighters
2181 TIE Interceptors
1128 TIE Bombers
138 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
102 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
81 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
33 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
35 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
11 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,700 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2700 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
200 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6150 Sabre-Class Repulsor Tanks
6150 AT-STs
285 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)

Research:
PROJECT RANCOR- 8 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 8 turns
Missile Silo- 2 turns
20 Nuclear Fission Missiles, 7 turns
20 Nuclear Fusion Missiles, 15 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
30 Tartans, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions.

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, and 3 Imperator Class Star Destroyers en route to Beta Halo returning to Planet 3, 1 turn

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

[Edited on 07.23.2008 3:04 PM PDT]

  • 07.23.2008 2:59 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
9 Supercarriers(Extremely High Armor and Weaponry)
9 Heavy Battlecruisers(High Armament/Armor)
9 Light Battlecruisers(Medium-High Armament/Armor)
10 Landing Craft
15 Tracers (Light, Recon Ships, Transport, No Weapons)
5000 Stinger Class Fighters (Light armor, plasma armament)
11 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
6800 Pilots
2000 Telepathy Bio-commandos.
3300 Super-soldiers. *Heavy Armor and Shielding*
4150 Infantry *Light Armor and Shielding*
1000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
6 Baracks
6 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility 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)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.




Research:
1200 Pilots per turn.
500 Snipers/Recon Men Per Turn
700 Super-Soldiers Per Turn
400 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
2 Destroyer Per Turn
1 Super-Carrier Per Turn
1 Heavy Cruiser Per Turn
1 Light Cruiser per turn
1000 Stinger Fighters Per Turn
Large Hadron Collider: 5 Turns (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and will be used to form new weaponry)



Construction: Large Hadron Collider: 5 Turns
WMD Containment Canisters: 5 Turns
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5): 5 Turns


Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters Take Flight with Higest ranking Diplomat on the Super Carrier towards Planet 4: We have arrived: Taking up defensive formations around the planet.

Ground Movement:

Allies: The Hanchex Pact
Human Traders

Enemies: None

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

Sending Force To Planet 4 To guard during The Hanchex Pact: Will be attending

SEEKING ALLIANCE.

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

WE HAVE ARRIVED AT PLANET 4

  • 07.23.2008 3:00 PM PDT

Semi-socialist and proud of it.

TO ALL SUPERPOWERS:
This is Grand Admiral Sev of the Galactic Empire calling a meeting of all Superpowers to discuss this new "Hanchex Pact". We feel that they may attempt to attack our alliance, and thus we must decide how to deal with them. The meeting will be held at the Imperial HQ.

To Scrin:
Our alliance is ended.

[Edited on 07.23.2008 3:04 PM PDT]

  • 07.23.2008 3:02 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
10 Necron Star Dreadnoughts
80 Cairn-class Tombships (Battleships)
140 Scythe-class Harvest Ships (Heavy Cruisers)
200 Shroud-Class Cruisers (Cruiser ship-ship/ship-fighter)
700 Jackal-Class Raiders (Aggressive Heavy Fighter)
1750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
6000 Warriors
3000 Immortals
1100 Pariahs
1100 Flayed Ones
550 Wraiths
550 Tomb Spyders
550 Destroyers
275 Heavy Destroyers
100000 Scarabs in swarm
550 Obelisks
275 Pylons
275 Monoliths
55 Abattoirs
11 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion

Research:
C'tan Star God Astro-Physical Incarnation (4 turns)

Construction:
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)
C'tan Star God Incarnation Temple (5 turns)

Ground Movement:

Space Movement:
Necron Envoy moving to Superpower Capital (on whatever planet) (2 turns)

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

[Edited on 07.23.2008 3:04 PM PDT]

  • 07.23.2008 3:02 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
10 Supercarriers(Extremely High Armor and Weaponry)
10 Heavy Battlecruisers(High Armament/Armor)
10 Light Battlecruisers(Medium-High Armament/Armor)
10 Landing Craft
15 Tracers (Light, Recon Ships, Transport, No Weapons)
6000 Stinger Class Fighters (Light armor, plasma armament)
13 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile)

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
7000 Pilots
2400 Telepathy Bio-commandos.
4000 Super-soldiers. *Heavy Armor and Shielding*
5150 Infantry *Light Armor and Shielding*
1500 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
6 Baracks
6 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility 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)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.




Research:
1200 Pilots per turn.
500 Snipers/Recon Men Per Turn
700 Super-Soldiers Per Turn
400 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
2 Destroyer Per Turn
1 Super-Carrier Per Turn
1 Heavy Cruiser Per Turn
1 Light Cruiser per turn
1000 Stinger Fighters Per Turn
Large Hadron Collider: 4 Turns (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and will be used to form new weaponry)



Construction: Large Hadron Collider: 4 Turns
WMD Containment Canisters: 4 Turns
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5): 4 Turns


Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters Take Flight with Higest ranking Diplomat on the Super Carrier towards Planet 4: We have arrived: Taking up defensive formations around the planet.

Super-Carrier opens hangar doors and waits.

Ground Movement:

Allies: The Hanchex Pact
Human Traders

Enemies: None

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

Sending Force To Planet 4 To guard during The Hanchex Pact: Will be attending

  • 07.23.2008 3:06 PM PDT

Are we done with the convention?

  • 07.23.2008 3:12 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
10 Necron Star Dreadnoughts
80 Cairn-class Tombships (Battleships)
140 Scythe-class Harvest Ships (Heavy Cruisers)
200 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
700 Jackal-Class Raiders (Aggressive Heavy Fighter)
1750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
6000 Warriors
3000 Immortals
1100 Pariahs
1100 Flayed Ones
550 Wraiths
550 Tomb Spyders
550 Destroyers
275 Heavy Destroyers
102000 Scarabs in swarm
550 Obelisks
275 Pylons
275 Monoliths
55 Abattoirs
11 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion

Research:
C'tan Star God Astro-Physical Incarnation (3 turns)

Construction:
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)
C'tan Star God Incarnation Temple (4 turns)

Ground Movement:

Space Movement:
Necron Envoy moving to Superpower Capital (on whatever planet) (1 turns)

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

[Edited on 07.23.2008 3:14 PM PDT]

  • 07.23.2008 3:13 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
Radar Cloaking
Advanced ship sensors
Armor Cloaking
Advanced Mining
Sound dampning materials
Scent masking materials

Research:
Mass Relays(see Mass Effect)- 3 turns
Advenced Science studies-3 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- DONE
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- 8 turns
Representative transport ship- DONE
Mining Facility- 3 turns
Advanced cloaking for base- 3 turns

Ground Movement: Traders researching and continuing to set up main base

Space movement: Ships orbiting Planet 3. Small representative group attending Hanchex summit on Planet 4

Allies:
IDA
Hanchex Pact

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.

A small group of Trader representatives have arrived at Planet 4 under IDA's protection

Covenant Union and CEC, would an alliance be in your interests? we cannot supply much in the way of armies or fleets, but our technologies would be given to you if you protect us in return

Turns until I can be attacked: 0

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

Seeing as how we are not enemies with the Necrons, The Human Traders are wondering if the Necrons would like to trade. We propose copies of our Armor shielding and Armor cloaking(for ground troops), Radar cloaking and Advanced ship sensors( for ships) technologies in return for 15 Shroud class cruisers and 50 Dirge class raiders.


[Edited on 07.23.2008 3:16 PM PDT]

  • 07.23.2008 3:14 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: mysixe24hoof
Your faction:Human Traders

Seeing as how we are not enemies with the Necrons, The Human Traders are wondering if the Necrons would like to trade. We propose copies of our Armor shielding and Armor cloaking(for ground troops), Radar cloaking and Advanced ship sensors( for ships) technologies in return for 15 Shroud class cruisers and 50 Dirge class raiders.


My apologies, but it is in our best interests to keep superior Necron tech to the alliance. It's not you, it's our alliance, or rather, lack of alliance

  • 07.23.2008 3:15 PM PDT
  • gamertag: [none]
  • user homepage:

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

Your faction:Colonials (Battlestar Galactica)

Ships:

FIGHTER DESIGNATIONS
1000 Viper Mk IIs
500 Viper Mk VIIs
50 Combat Raptors

CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)

NukeShip DESIGNATIONS

5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)

WARSHIP DESIGNATIONS

5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)

CAPITAL SHIPS

5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)

Ground units:
5000 Stormtroopers
10,000 Marines
150 Pilots
1000 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron

Research:
Project: Star Hunter- 2 turns
Project: Leviathan Dock- 4 turns
Project: Cobol- 2 turns
Project: Colonial Fleet Carrier- 2 turns

Construction:
10,000 Ground-To-Air launchers to protect from space assault- 3 turns
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 4 turns
1 Trinity-Class Battlestar- 6 turns
5,000 MK-II Cylon Centurions- 4 turns
1 Cylon BaseStar- 4 turns
1,400 Pilots- 2 turns

Ground Movement: Colonials send diplomat to Imperial Headquarters. Arrival in 2 turns.

Space movement: The Index has been pried from Beta Halo! The Viper IIs, Viper VIIs, and Combat Raptors that have pried it free are returning to the Colonial Fleet. They will arrive back in 2 turns.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

EMPIRE: We hear you. Our envoy is on it's way to rendevous with you. It shall arrive in 2 turns.

  • 07.23.2008 3:18 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:
6000 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)
32 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
15 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
20 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
4 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

5000 Covenant Ghosts
2000 Covenant Wraiths
700 Covenant banshees
500 Covenant Phantoms
2200 Spectres

Armaments:
7 Covenant Anti-matter bomb
34 Covenant Anti-Air Batteries
Antimatter Collector
Antimatter storage

Buildings:

Base:

4-bay Space station
Basic Base/Advanced Base
Second Base
Third 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
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour found:
-Energy Projector enhancment
-Voice-activated Self-destruct system
[i]Forerunner Artifact
Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts (These readouts have given us an insight into Forerunner defense mechanics. The readouts from shield world Sentinel shields are extremely powerful, and snap into place whenever danger is detected. They can withstand extreme damage and when combined can protect an entire fleet. WIth these updates to our shields, the fleet as a whole can shrug off even the most devastating of attacks!)

Research: (To-do List)
Redundant shielding- 3 turns (Answer to EMP effects)
EMP pulse-3 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- 2 turns
EMP-generator-3 turns
EVA suits- 2 turns

Forerunner Artifact
Forerunner Artifact
Forerunner Artifact

Construction:
5-bay Space Station- 3 turns
Asteroid Field 2 Base- 2 turns
Asteroid Field 2 mining centre- 2 turns
Communications centre 1 turn


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 will be arriving in 1 turn.
- Both Shipyards operational. Construction in progress.
-Pondering possible mining of the second Asteroid field (Uninhabited). Facilities are being built. Mining and transportation will begin upon completion.

Allies: Transversal Union,IDA, The Human Traders, The CEC, [The Hanchex Pact] Star Trek: Voyager Era

Enemies: Xenomorphs
Message to all:

-Covenant Union Shipyards are now up and running.
-Seeking alliances with any other factions.

-The Hanchex Pact is being signed right now. Any and all factions of this Pact are now allies. Welcome to the fold.


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

----Shield grid: With a recently discovered artifact, the Covenant Union can activate a shield grid, encompassing the fleet, and combining the power of each capital ship's shield strength. It will snap into place instantly to shrug off most attacks, but it cannot detect the threat posed by the vessels themselves, or slow-moving projectiles. EMP can still lower shields, though.


Turns until I can be attacked: 0

[Edited on 07.23.2008 3:22 PM PDT]

  • 07.23.2008 3:20 PM PDT
  • gamertag: [none]
  • user homepage:

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

The Story Plot is over- the Hanchex Pact is now more than just a Pact. It is an alliance. All who embrace the ideals of the Hanchex Pact are now ratified members of the Hanchex Alliance, the only alliance possibly powerful enough to stand up to the Superpowers.

  • 07.23.2008 3:20 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
11 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
11 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
11 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
10 Landing Craft
15 Tracers (Light, Recon Ships, Transport, No Weapons)
6000 Stinger Class Fighters (Light armor, plasma armament) Carries 10 Particle Fission Missiles each, capable of burning small but effective holes into heavy armor and shielding.
15 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
8000 Pilots
3800 Telepathy Bio-commandos.
4700 Super-soldiers. *Heavy Armor and Shielding*
6150 Infantry *Light Armor and Shielding*
2000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
6 Baracks
6 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility 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)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.




Research:
1200 Pilots per turn.
500 Snipers/Recon Men Per Turn
700 Super-Soldiers Per Turn
400 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
2 Destroyer Per Turn
1 Super-Carrier Per Turn
1 Heavy Cruiser Per Turn
1 Light Cruiser per turn
1000 Stinger Fighters Per Turn
Large Hadron Collider: 3 Turns (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and will be used to form new weaponry)



Construction: Large Hadron Collider: 3 Turns
WMD Containment Canisters: 3 Turns
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5): 3 Turns
24 Shipyards: 3 Turns
4 Baracks: 2 Turns


Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters Take Flight with Higest ranking Diplomat on the Super Carrier towards Planet 4: We have arrived: Taking up defensive formations around the planet.

Super-Carrier opens hangar doors and waits.

Ground Movement:

Allies: The Hanchex Alliance
Human Traders

Enemies: None

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

Sending Force To Planet 4 To guard during The Hanchex Pact: Will be attending

[Edited on 07.23.2008 3:22 PM PDT]

  • 07.23.2008 3:21 PM PDT

Are factions still able to join the pact?

Human Traders Offline

[Edited on 07.23.2008 3:23 PM PDT]

  • 07.23.2008 3:22 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: mysixe24hoof
Are factions still able to join the pact?

Human Traders Offline


Yes they are, I would assume

  • 07.23.2008 3:23 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
4812 TIE Fighters
2381 TIE Interceptors
1228 TIE Bombers
188 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
117 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
91 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
38 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
38 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
11 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,800 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2750 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
210 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6200 Sabre-Class Repulsor Tanks
6200 AT-STs
290 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)

Research:
PROJECT RANCOR- 7 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 7 turns
Missile Silo- 1 turns
20 Nuclear Fission Missiles, 6 turns
20 Nuclear Fusion Missiles, 14 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
3 Executors, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions.

Space movement: All Defenses active. Fleet scanning all incoming traffic.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

[Edited on 07.23.2008 3:26 PM PDT]

  • 07.23.2008 3:26 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:

3 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.

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

24 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.

300 Seraph fighters: Lightly sheilded and heavily armed.

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

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



Ground units: 2500 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 Overwatch Dark Matter rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

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

400 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 andDark Matter Pulse carbines.

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

200 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.

300 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

50 Hunter-Chopper helicopters.

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

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

300 Wraith Tanks

-----



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

Planet 4-Shipyard

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 (Once every 4 turns)
1 Prosecutor per 3 turns
CCS-class cruisers (2 per turn)
2 FFG frigates ( 1 turn)
4 Sniper mechs per turn.
50 Seraph fighters per turn.
10 Zero-G pahantoms per turn
3 FFGs 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.

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


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.

Dark Matter charge: When detonated, a gravity well opens up and sucks everything within range into a raging heat and energy storm.

  • 07.23.2008 3:27 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.
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Ground units:
158 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
57 Security Guards, Armed with MP-5s and light kevlar armor.
245 Colonists
64 Crew (15 aboard the Domain)
55 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
245 Colonists
55 Soldiers
108 Expansion Marines
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Buildings: 1-Bay Shipyard, currently empty, Crew members are the only ones aboard
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Finished Research:
-Dark Matter Conversion (Space-borne vessels now have a near-limitless supply of fuel and energy)
Following tech obtained through Hanchex Pact
-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
-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)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armour
-Energy Projector enhancment
-Voice-activated Self-destruct system
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.
-Energy Shielding for All ships
-Ability to utilize plasma weaponry
-Ability to utilize pulse lasers
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Research:
Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 1 turns.
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Construction: Work begins to refit all CEC ships with newly obtained technology [1 turns until upgrade complete]

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 4 turns.

Construction begins on a 2-port shipyard on Planet 2. Complete in 2 turns.
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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. 55 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. 18 Expansion Marines trained.

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

The Domain broadcasts a narrow-beam transmission to CEC Headquarters requesting heavy reinforcements. Arrival in 3 turns.
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Allies: Rebel Aliens - Human Space Mercenaries - Members of the Hanchex Pact

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.23.2008 3:27 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
10 Necron Star Dreadnoughts
80 Cairn-class Tombships (Battleships)
140 Scythe-class Harvest Ships (Heavy Cruisers)
200 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
700 Jackal-Class Raiders (Aggressive Heavy Fighter)
1750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
6500 Warriors
3250 Immortals
1200 Pariahs
1200 Flayed Ones
600 Wraiths
600 Tomb Spyders
600 Destroyers
300 Heavy Destroyers
104000 Scarabs in swarm
550 Obelisks
275 Pylons
275 Monoliths
55 Abattoirs
11 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion

Research:
C'tan Star God Astro-Physical Incarnation (2 turns)

Construction:
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)
C'tan Star God Incarnation Temple (3 turns)

Ground Movement:

Space Movement:
Necron Envoy moving to Superpower Capital (on whatever planet) ARRIVED

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 3:27 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
12 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
12 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
12 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
100 Landing Craft
150 Tracers (Light, Recon Ships, Transport, No Weapons)
7000 Stinger Class Fighters (Light armor, plasma armament) Carries 10 Particle Fission Missiles each, capable of burning small but effective holes into heavy armor and shielding.
17 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 100 Raiding/Boarding Parties (100 Man Each)
9000 Pilots
4200 Telepathy Bio-commandos.
5400 Super-soldiers. *Heavy Armor and Shielding*
7150 Infantry *Light Armor and Shielding*
2500 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
6 Baracks
6 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility 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)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.




Research:
1200 Pilots per turn.
500 Snipers/Recon Men Per Turn
700 Super-Soldiers Per Turn
400 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
100 Raiding/Boarding Parties per turn.
2 Destroyer Per Turn
1 Super-Carrier Per Turn
1 Heavy Cruiser Per Turn
1 Light Cruiser per turn
1000 Stinger Fighters Per Turn
Large Hadron Collider: 2 Turns (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and will be used to form new weaponry)



Construction: Large Hadron Collider: 2 Turns
WMD Containment Canisters: 2 Turns
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5): 2 Turns
24 Shipyards: 2 Turns
4 Baracks: 1 Turns


Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters Take Flight with Higest ranking Diplomat on the Super Carrier towards Planet 4: We have arrived: Taking up defensive formations around the planet.

Super-Carrier opens hangar doors and waits.

Ground Movement:

Allies: The Hanchex Alliance
Human Traders

Enemies: None

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

Sending Force To Planet 4 To guard during The Hanchex Pact: Will be attending

  • 07.23.2008 3:29 PM PDT

Wait, you actually checked this?

Will you be my friend?

The CEC is offline

  • 07.23.2008 3:34 PM PDT