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Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.

Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:
6500 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)
34 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
16 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
22 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:
4000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
2250 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
800 Sangheili (Shielded, intelligent, commanding officers of various ranks)
90 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)
3700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
350 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
11 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

6000 Covenant Ghosts
2400 Covenant Wraiths
900 Covenant banshees
600 Covenant Phantoms
2800 Spectres

Armaments:
9 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)
Communications centre

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- 2 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- 1 turn
EMP-generator-2 turn
EVA suits- 1 turn

Forerunner Artifact
Forerunner Artifact
Forerunner Artifact

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



Covenant Union Shipyards Construction

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 **2
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. Updating garrison informarion now. More will be arriving in 2 turns
- 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 now signed. Any and all factions of this Pact are now allies. Welcome to the fold.

-Long range transmission to Grand Admiral Sev: "The Covenant Union wishes to inform you that no attack will be made without provocation. As long as you do not attack us, the Covenant Union will remain in orbit above and on the surface of Planet 4.


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:


----The Covenant Union is now Offline.

Turns until I can be attacked: 0

[Edited on 07.23.2008 3:36 PM PDT]

  • 07.23.2008 3:34 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
106000 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 (1 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 (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Tomb Stalker Titan (2 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
C'tan Star God Incarnation Temple (2 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 3:37 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

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
4 Alien Hierarchs (Become Queens if one of the three already alive dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
24 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)
830 Warriors (The average Xenomorph, the height of a Spartan)
1,170 Runners (Weaker, but much faster aliens)
1,185Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
100 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

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.

Facehugger Pod (completed) - 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).


Research/Construction

The Hive Superior (5) turns - The main Hive expands, deeper, wider, and stronger. It becomes a labyrinth of immeasurable proportions to make room for the inevitable population boom. Not only does it become larger, but it also becomes more resilient in its old age.

The Hive Inferior (4) turns - The colony of LV-385 is now completely infested, and has been converted to a secondary main Hive. While much of it remains similar to human technology on the surface, the bowels of the colony contain a Hive almost as large as the Superior Hive elsewhere on the Planet. It too, becomes more resilient against attacks.


Other Research pending:

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


Shell of Steel (1) 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 (6) 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.

Chestburster Overgrowth (3) turns - The Empress changes her chemistry, and now broods facehuggers that impregnate victims with four chestbursters. Population growth will be effectively quadrupled in most cases. This effect does not apply to Greater Xenomorphs (yet to be seen), in which case one chestburster consumes the others for faster growth.

In addition to the breeding overhaul, soldiers that would've been well enough to fight for the one turn they lived are now completely incapacitated, due to the face that there are four carnivorous parasites eating them from the inside out.



(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).

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.

  • 07.23.2008 3:40 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: Planet 4

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/Dark matter weaponry is now equiped to all soldiers.

Ships:

4 Covenant Assault Carriers: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and bristling with pulse and plasma weaponry.

2 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.

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

36 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 Basilisk fighters: Fast and moderately armed aerospace fighters.

450 Seraph fighters: Lightly sheilded and heavily armed.

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

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



Ground units: 3000 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.

400 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.

500 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.

3500 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

250 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.

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

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

70 Hunter-Chopper helicopters.

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

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

350 Wraith Tanks

-----

Buildings: 3 bay Space Station (In orbit around planet 4)

Orbital Shipyards-planet 3

Ground factories.-planet 3

Barracks-planet 3

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

Planet 4-Shipyards

Finished Research:

-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Neuclear reactors.
-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 Armor Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armor-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 armor
-Energy Projector enhancement
-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
-Artificial intelligence

Research: Combat droids. (4 turns)

Construction:

Factories:
50 Stalkers per turn
100 Banshees per turn
100 NDF troopers per turn
100 Sangheili per turn
500 Moblie infantry per turn
10 Kestrel Urban/Recon Jets per turn
20 Phantoms per turn
10 Hunter-Choppers per turn
20 IFVs per turn.
20 Wraiths per turn

Orbital Shipyards:
1 Assault carrier (Once every 3 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
5 FFGs per turn


Ground Movement: Deployed on Planet 4.
Space movement: Fleet on defense standby around planet 4

Allies:The Covenant Union, Hanchex Pack Members

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 3:40 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
5012 TIE Fighters
2481 TIE Interceptors
1278 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)
14 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,900 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2800 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
220 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6250 Sabre-Class Repulsor Tanks
6250 AT-STs
295 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)
Missile Silo
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- 6 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 6 turns
20 Nuclear Fission Missiles, 5 turns
20 Nuclear Fusion Missiles, 13 turns
500 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
800 TIE Fighters per turn
400 TIE Interceptors per turn
200 TIE Bombers per turn
5 Imperators, 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 3:44 PM PDT]

  • 07.23.2008 3:41 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
13 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
13 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
13 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
100 Landing Craft
150 Tracers (Light, Recon Ships, Transport, No Weapons)
8000 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.
18 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 100 Raiding/Boarding Parties (100 Man Each)
10000 Pilots
5000 Telepathy Bio-commandos.
5000 Super-soldiers. *Heavy Armor and Shielding*
8000 Infantry *Light Armor and Shielding*
3000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
10 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:
1000 Pilots per turn.
1000 Snipers/Recon Men Per Turn
1000 Super-Soldiers Per Turn
1000 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
500 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: 1 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: 1 Turns
WMD Containment Canisters: 1 Turns
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5): 1 Turns
24 Shipyards: 1 Turns



Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters take defensive positions around Planet 4.


Ground Movement:

Allies: The Hanchex Alliance
Human Traders

Enemies: None

Message to All: Any possibly hostile forces inbound for Planet 4 or 5 will be hailed, and if no response, will be destroyed.

  • 07.23.2008 3:41 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
1 cruiser
1 Capital Ship- Omegisas

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:

SPACE Base:OMEGA station x
alpha sentry
Research:
turrets LVL2 DONE
shuttle link blueprint (link hangar station together for orbital defense increment DONE

Construction:

Space movement: getting a expedition fleet ready to find a newer planet

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[/quote]

  • 07.23.2008 3:48 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
108000 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)
C'tan Star God Astro-Physical Incarnation (WMD Tech)

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:

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 (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
1 Necron Star Dreadnought (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
30 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)
C'tan Star God Incarnation Temple (1 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 3:50 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
5812 TIE Fighters
2881 TIE Interceptors
1478 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)
43 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
14 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
20,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2900 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
230 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6300 Sabre-Class Repulsor Tanks
6350 AT-STs
300 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)
Missile Silo
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- 6 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 6 turns
20 Nuclear Fission Missiles, 5 turns
20 Nuclear Fusion Missiles, 13 turns
500 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
800 TIE Fighters per turn
400 TIE Interceptors per turn
200 TIE Bombers per turn
10 Victorys, 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

  • 07.23.2008 3:53 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

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
4 Alien Hierarchs (Become Queens if one of the three already alive dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
26 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)
930 Warriors (The average Xenomorph, the height of a Spartan)
1,295 Runners (Weaker, but much faster aliens)
1,310 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
120 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

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.

Facehugger Pod (completed) - 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).


Shell of Steel (completed) - 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.


Research/Construction

The Hive Superior (5) turns - The main Hive expands, deeper, wider, and stronger. It becomes a labyrinth of immeasurable proportions to make room for the inevitable population boom. Not only does it become larger, but it also becomes more resilient in its old age.

The Hive Inferior (4) turns - The colony of LV-385 is now completely infested, and has been converted to a secondary main Hive. While much of it remains similar to human technology on the surface, the bowels of the colony contain a Hive almost as large as the Superior Hive elsewhere on the Planet. It too, becomes more resilient against attacks.


Other Research pending:

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


Hive Mind (5) 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.

Chestburster Overgrowth (2) turns - The Empress changes her chemistry, and now broods facehuggers that impregnate victims with four chestbursters. Population growth will be effectively quadrupled in most cases. This effect does not apply to Greater Xenomorphs (yet to be seen), in which case one chestburster consumes the others for faster growth.

In addition to the breeding overhaul, soldiers that would've been well enough to fight for the one turn they lived are now completely incapacitated, due to the face that there are four carnivorous parasites eating them from the inside out.



(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).

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 being that can sustain life (organic or not), 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.

[Edited on 07.23.2008 4:03 PM PDT]

  • 07.23.2008 3:53 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
14 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
14 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
14 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
100 Landing Craft
150 Tracers (Light, Recon Ships, Transport, No Weapons)
9000 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.
20 Destroyer (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 600 Raiding/Boarding Parties (100 Man Each)
11000 Pilots
6000 Telepathy Bio-commandos.
6000 Super-soldiers. *Heavy Armor and Shielding*
9000 Infantry *Light Armor and Shielding*
4000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
10 Baracks
30 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility on Planet 5
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/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.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)


Research:
1000 Pilots per turn.
1000 Snipers/Recon Men Per Turn
1000 Super-Soldiers Per Turn
1000 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
500 Raiding/Boarding Parties per turn.
10 Destroyer Per Turn
10 Super-Carrier Per Turn
5 Heavy Cruiser Per Turn
5 Light Cruiser per turn
5000 Stinger Fighters Per Turn

Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters take defensive positions around Planet 4.

The Rest of my fleet is stationed around Planet 5.

Ground Movement:

Allies: The Hanchex Alliance
Human Traders

Enemies: None

Message to All: Any possibly hostile forces inbound for Planet 4 or 5 will be hailed, and if no response, will be destroyed.

  • 07.23.2008 3:56 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
5812 TIE Fighters
2881 TIE Interceptors
1478 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)
48 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
43 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
14 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
20,900 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3000 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
240 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6350 Sabre-Class Repulsor Tanks
6450 AT-STs
305 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)
Missile Silo
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- 5 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 5 turns
20 Nuclear Fission Missiles, 4 turns
20 Nuclear Fusion Missiles, 12 turns
500 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
800 TIE Fighters per turn
400 TIE Interceptors per turn
200 TIE Bombers per turn
15 Nebulons, 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

  • 07.23.2008 3:59 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

Hiring 3000 Mercenaries-10 turns
Hiring 300 pilots-3 turns
Hiring 300 workers-3 turns

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)- 2 turns
Advenced Science studies-2 turns
Military training for workers-5 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)- 7 turns
Representative transport ship- DONE
Mining Facility- 2 turns
Advanced cloaking for base- 2 turns
Weapons creation facility-5 turns
Warship building yard-5 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.

  • 07.23.2008 4:01 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
1 cruiser
1 Capital Ship- Omegisas

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:

SPACE Base:OMEGA station x
alpha sentry
Research:

Construction:

Space movement: sending the fleet to The Halo

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
open member ship
i thnk i am on planet three after seeing 4-8 clone troopers scouting

  • 07.23.2008 4:02 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
24 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
19 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
19 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
300 Landing Craft
300 Tracers (Light, Recon Ships, Transport, No Weapons)
16000 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.
30 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 1100 Raiding/Boarding Parties (100 Man Each)
12000 Pilots
7000 Telepathy Bio-commandos.
7000 Super-soldiers. *Heavy Armor and Shielding*
10000 Infantry *Light Armor and Shielding*
5000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
10 Baracks
30 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility on Planet 5
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/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.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
All Shared Allied Research


Research:
1000 Pilots per turn.
1000 Snipers/Recon Men Per Turn
1000 Super-Soldiers Per Turn
1000 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
500 Raiding/Boarding Parties per turn.
10 Destroyer Per Turn
10 Super-Carrier Per Turn
5 Heavy Cruiser Per Turn
5 Light Cruiser per turn
5000 Stinger Fighters Per Turn

Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters take defensive positions around Planet 4.

The Rest of my fleet is stationed around Planet 5.

Ground Movement:

Allies: The Hanchex Alliance
Human Traders

Enemies: None

Message to All: Any possibly hostile forces inbound for Planet 4 or 5 will be hailed, and if no response, will be destroyed.

  • 07.23.2008 4:03 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
6812 TIE Fighters
3381 TIE Interceptors
1728 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)
106 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
48 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
43 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
14 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
21,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3100 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
250 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6400 Sabre-Class Repulsor Tanks
6550 AT-STs
310 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)
Missile Silo
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- 4 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 4 turns
20 Nuclear Fission Missiles, 3 turns
20 Nuclear Fusion Missiles, 11 turns
500 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
15 Nebulons, 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

OFFLINE

  • 07.23.2008 4:08 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- 1 turn
Project: Leviathan Dock- 3 turns
Project: Cobol- 1 turn
Project: Colonial Fleet Carrier- 1 turn

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

Ground Movement: Colonials send diplomat to Imperial Headquarters. Arrival in 1 turn.

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 1 turn.

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 1 turn.

  • 07.23.2008 4:08 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
11 Necron Star Dreadnoughts
90 Cairn-class Tombships (Battleships)
160 Scythe-class Harvest Ships (Heavy Cruisers)
230 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
800 Jackal-Class Raiders (Aggressive Heavy Fighter)
2000 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
110000 Scarabs in swarm
600 Obelisks
300 Pylons
300 Monoliths
60 Abattoirs
12 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)
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple

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:

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 (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 (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)
Coaxing 4 C'tan Star Gods into Physical Shells (15 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 4:09 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: Planet 4

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/Dark matter weaponry is now equiped to all soldiers.

Ships:

5 Covenant Assault Carriers: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and bristling with pulse and plasma weaponry.Now equiped with a dark matter charge launcher.

3 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. Neuclear weapons now attached

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

40 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. Now have energy projectors.

1000 Basilisk fighters: Fast and moderately armed aerospace fighters.

500 Seraph fighters: Lightly sheilded and heavily armed.

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

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



Ground units:

3500 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 Pulse rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

500 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.

500 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.

4000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

300 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.

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

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

100 Hunter-Chopper helicopters.

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

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

380 Wraith Tanks

-----

Buildings: 4 bay Space Station (In orbit around planet 4)

Orbital Shipyards-planet 3,4

Ground factories.-planet 3,4

Barracks-planet 3,4

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

Planet 4-Shipyards

Finished Research:

-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Neuclear reactors.
-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 Armor Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armor-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 armor
-Energy Projector enhancement
-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
-Artificial intelligence

Research: Combat droids. (3 turns)

Construction:

Factories:
50 Stalkers per turn
100 Banshees per turn
100 NDF troopers per turn
100 Sangheili per turn
500 Moblie infantry per turn
10 Kestrel Urban/Recon Jets per turn
20 Phantoms per turn
10 Hunter-Choppers per turn
20 IFVs per turn.
20 Wraiths per turn

Orbital Shipyards:
1 Assault carrier (Once every 2 turns)
1 Prosecutor per 3 turns
CCS-class cruisers (2 per turn)
4 Sniper mechs per turn.
50 Seraph fighters per turn.
10 Zero-G pahantoms per turn
5 FFGs per turn


Ground Movement: Deployed on Planet 4.Anti-air batteries being constructed.

Space movement: Fleet on defense standby around planet 4

Allies:The Covenant Union, Hanchex Pack Members

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 4:11 PM PDT

Wait, you actually checked this?

Will you be my friend?

The CEC is now back online.

Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, which has recently been upgraded with tech obtained through the Hanchex Alliance, is outfitted with 4 plasma torpedo launchers, 30 Pulse Laser emplacements, 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 is now able to 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. It is equipped with energy shielding and polarized armor plating, which can dissipate some damage caused by plasma and energy based weapons and can convert the energy into a usable form. The Domain also has a Dark Matter Converter, and no longer relies on the standard hydrogen fuels for energy. It also has FTL capabilities.

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. All Transport ships have been redesigned into impromptu gunboats, each of them outfitted with 1 plasma torpedo launcher, 7 pulse lasers, energy shielding, polarized armor plating, Dark Matter Converters, and FTL capabilities.

5 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships. Now has energy shielding and polarized plating.

1 Tug Class-M, has a single pulse laser, energy shielding, polarized plating, and a Dark Matter converter.
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Ground units:
160 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
55 Security Guards, Armed with MP-5s and light kevlar armor.
240 Colonists
64 Crew (15 aboard the Domain)
60 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
240 Colonists
60 Soldiers
110 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
-Polarized armor plating
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Research:
All ships now have polarized armor plating, along with ground vehicles and buildings.

Scientists are now researching hybrid ballistic-plasma weaponry that will provide the benefits of each type to infantry and ships. [5 turns]

Researching Classified Armor [7 turns]
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Construction: All CEC ships have been refitted with new technology

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 3 turns.

Construction begins on a 2-port shipyard on Planet 2. Complete in 1 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. 60 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. 20 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 2 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 4:11 PM PDT
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“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
5550 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
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier

Research:
Project: Leviathan Dock- 2 turns
Faster fuel reaload- 5 turns *More advanced fuel reloading systems allow ships to use their Jump Drives once every 3 turns instead of once every 5*
Cylon Raiders, Mk II- 5 turns
Hybrid Cylons- 8 turns
Human-Form Cylons- 10 turns

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

Ground Movement: Colonial diplomat arrives at summit.

Space movement: Colonial fleet has retrived its Vipers and Raptors. JUMP. Fleet is back in orbit above Planet 3. Index is being taken to the base. Arrives in 1 turn.

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 have arrived at the summit.

  • 07.23.2008 4:13 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
34 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
24 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
24 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
500 Landing Craft
500 Tracers (Light, Recon Ships, Transport, No Weapons)
21000 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.
40 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 1600 Raiding/Boarding Parties (100 Man Each)
13000 Pilots
8000 Telepathy Bio-commandos.
8000 Super-soldiers. *Heavy Armor and Shielding*
13000 Infantry *Light Armor and Shielding*
6000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
10 Baracks
30 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility on Planet 5
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/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.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
All Shared Allied Research


Research:
1000 Pilots per turn.
1000 Snipers/Recon Men Per Turn
1000 Super-Soldiers Per Turn
1000 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
500 Raiding/Boarding Parties per turn.
10 Destroyer Per Turn
10 Super-Carrier Per Turn
5 Heavy Cruiser Per Turn
5 Light Cruiser per turn
5000 Stinger Fighters Per Turn

Construction: 20 Shipyards: 5 Turns

Space Movement: 1 Super Carrier, 2 Heavy Battlecruisers, 1 Light Battlecruiser, 3 Destroyers, and 1000 Stinger Class Fighters take defensive positions around Planet 4.

The Rest of my fleet is stationed around Planet 5.

Ground Movement:

Allies: The Hanchex Alliance
Human Traders

Enemies: None

Message to All: Any possibly hostile forces inbound for Planet 4 or 5 will be hailed, and if no response, will be destroyed.

  • 07.23.2008 4:13 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Alright, guys, if you're in the Hanchex Pact, or the United Factions Alliance, whatever you want to call it, (I like the UFA), then send me a PM, because I created it, and I want to add you to my alliance list.

  • 07.23.2008 4:13 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

Hiring 3000 Mercenaries-9 turns
Hiring 300 pilots-2 turns
Hiring 300 workers-2 turns

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)- 1 turn
Advenced Science studies-1 turn
Military training for workers-4 turns
Cloning- 5 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)- 6 turns
Representative transport ship- DONE
Mining Facility- 1 turn
Advanced cloaking for base- 1 turn
Weapons creation facility-4 turns
Warship building yard- 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.

  • 07.23.2008 4:15 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

LET ME CLARIFY: All old alliances are NULLIFIED under the set-up Hanchex Pact. Any old allies you have that were not of the Hanchex Pact are NO LONGER your allies unless they get back on and ratify the pact, and you are not just seperately "allied" under the Pact. The Pact has become the name of the new alliance. As such, you have to choose- the safety of the Pact, or your old Alliance.

In other words, you cannot have two or more alliances, so it's the Hanchex Pact alliance or a seperate one. Choose who you piss off carefuly.

[Edited on 07.23.2008 4:16 PM PDT]

  • 07.23.2008 4:15 PM PDT