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

1 P17Y 7H3 F00L

KOTOR

It looks like just about everybody that's not part of Superpowers is in the Hanchex Pact.

  • 07.23.2008 4:17 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
7000 Warriors
3500 Immortals
1300 Pariahs
1300 Flayed Ones
650 Wraiths
650 Tomb Spyders
650 Destroyers
325 Heavy Destroyers
112000 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 (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (14 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 4:19 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
44 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
29 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
29 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
700 Landing Craft
700 Tracers (Light, Recon Ships, Transport, No Weapons)
26000 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.
50 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 2100 Raiding/Boarding Parties (100 Man Each)
14000 Pilots
9000 Telepathy Bio-commandos.
9000 Super-soldiers. *Heavy Armor and Shielding*
14000 Infantry *Light Armor and Shielding*
7000 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: 4 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

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.


[Edited on 07.23.2008 4:20 PM PDT]

  • 07.23.2008 4:19 PM PDT
Subject: i like babies
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  • last post: 01.01.0001 12:00 AM PDT

Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

Ships:
500 Single-Personnel Fighter
500 Single-Personnel Bomber
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
17 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

Ground units:
5,000 Mercenaries
1,600 Pilots
1,000 Engineers
700 Scientists
750 Bounty Hunters
500 Medics
500 Miners
100 Shock Troopers
1 Admiral Bruce Hanchex (Creator of Hanchex Pact)

Buildings (Space Based):
4-Bay Space Station
Space Station Laser Towers
Shield Generators
Shipyard Bay (Space Station Addon)
4 Perimeter Laser Platforms
Asteroid Mining Plant
Laboratory Bay (Space Station Addon)

Finished Research:
Asteroid Mining Efficiency (Better Mining from Asteroid Fields)
Space Station Defense Grid (Computerized Defense Grid of Area)
Space Station Laser Weaponry (Laser Technology for Space Station)
Exterior Plating on Space Station (Heavy Armor for Space Station)
Space Station Shield Systems (Shield Systems for Space Station)
Advanced Fleet Thrusters (Faster Ship Movements)
Advanced Space Station Thrusters (Faster Space Station Movements)
Laser Defense Perimeters (Laser Defenses in Base Perimeters)
Quad Radar Defense Grid (Perimeter Radar Grid)
Heavy Ship Cannons (Heavy Ship Damage)
Salvaged Ship Efficiency (Makes Salvaged Ships Stronger)
Diplomatic Relations

Research:


Construction:
4-Bay Space Station - DONE
Recruiting Assault Team: - DONE
2,500 Mercenaries
250 Bounty Hunters
150 Pilots
100 Shock Troopers (Heavy Ground)
Constructing Hanchex Star Fleet: - 4 turns
150 Hanchex Interceptors
25 Hanchex Destroyers
10 Hanchex Heavy Cruisers
5 Hanchex Battleships
1 Hanchex Command Ship

Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
Offering protection to members of the Hanchex Alliance

Allies: Hanchex Alliance (Under Rules of Hanchex Pact)
Star Trek: VE
Colonist Expansion Corporation
Transversal Union

Enemies:


Message to all:
[//BEGINNING LONG-RANGE TRANSMISSION]
This is Admiral Bruce Hanchex of the HSM. I am proposing an alliance between willing factions to protect and fight for each other. In this time of war, any independant factions need to rely on each other to survive. A pact, named the Hanchex Pact, will be written with the approval of leaders from other factions. I hope whoever receives this will comply.
[//END LONG-RANGE TRANSMISSION]

-------------------------------------------------------------------------------------------------------------------------

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

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.

  • 07.23.2008 4:20 PM PDT
Subject: please don't post yet
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Russian scientists have done it. They have somehow managed to replicate the power of the Norris on a miniature scale. This weapon, which they have named "Tsar Bomba" (King Bomb) could hold 100 megatons of viable round-kicks. The first testing of this device was done using only 0.000000000000001% of this weapon's true power in the Tunguska region in Siberia in 1908. The incident was cleverly covered up by the Russian government and was covered up as an exploding meteor.

Faction: Flood-infested Zerg
Location: Braxis
Fleet:
1 Flood-infested Sarah Kerrigan
1 Flood-infested Duran
50 Flood-infested Guardians
50 Flood-infested Devourers
100 Flood-infested Mutualisks
150 Flood-infested Hunter Killers
200 Flood-infested Scourges
250 Flood-infested Torrasques (ZOMG!!!)
300 Flood-infested Devouring Ones
100 Flood-infested Queens
300 Flood-infested Overlords
25 Flood-infested Battlecruisers
25 Flood-infested Science Vessels
125 Flood-infested Unclean Ones
500 Flood-infested Hybrids
300 Flood-infested Infested Terrans

Research (completed):
Melee attacks (lvl1)
Ground Carapace (lvl 1)
Missile Attacks (lvl 1)
Flyer Attacks (lvl 1)
Flyer Armor (lvl 1)
Spawn Flood-infested Broodlings


[Edited on 07.23.2008 7:36 PM PDT]

  • 07.23.2008 4:22 PM PDT
Subject: i EAT babies

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships: 1 Battleship, the Domain: 4 plasma torpedo launchers, 30 Pulse Laser emplacements, 1 cannon; ballistic, and 30 vulcan cannons, spread evenly across the ship. Able to enter atmosphere, and holds 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. Equipped with energy shielding and polarized armor plating, a Dark Matter Converter, and it also has FTL capabilities.

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. 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, a single, 8-tube missle launcher, energy shielding, polarized plating, and a Dark Matter converter.
___________

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

Currently Offloading
235 Colonists
65 Soldiers
112 Expansion Marines
___________

Buildings: 1-Bay Shipyard, currently empty, Crew members are the only ones aboard
___________

Finished Research:
-Dark Matter Conversion (Space-borne vessels now have a near-limitless supply of fuel and energy)
-Polarized Armor Plating
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
__________

Research:
Scientists are now researching hybrid ballistic-plasma weaponry that will provide the benefits of each type to infantry and ships. [4 turns]

Researching Classified Armor [6 turns]
__________

Construction: Currently building 2 battleships in the recently completed shipyard. [8 turns]

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

The 2-port shipyard on Planet 2 is complete.
__________

Ground Movement: Aboard all transport vessels, Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 65 Soldiers trained.

A training regiment has been set on all transport vessels to give current Security guards Expansion Marine training and skills. 22 Expansion Marines trained.
__________

Space movement: Holding position

CEC reinforcements arrive in 1 turns.
__________

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable


[Edited on 07.23.2008 4:24 PM PDT]

  • 07.23.2008 4:23 PM PDT
Subject: please don't post yet
  • 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
5550 Pilots
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
10,000 Ground-To-Air Cannons

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- 1 turn
Faster fuel reaload- 4 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- 4 turns
Hybrid Cylons- 7 turns
Human-Form Cylons- 9 turns

Construction:
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 1 turn
1 Trinity-Class Battlestar- 3 turns
5,000 MK-II Cylon Centurions- 1 turn
1 Cylon BaseStar- 1 turn
Unlocking Index- 3 turns

Ground Movement: Colonial diplomat arrives at summit.

Space movement: Index has arrived at the base. Fleet maintaining orbit.

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 4:23 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.

Where'd the flood come from?

  • 07.23.2008 4:24 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: OD97
Faction: Flood-infested Zerg
Location: Braxis
Fleet:
1 Flood-infested Sarah Kerrigan
1 Flood-infested Duran
50 Flood-infested Guardians
50 Flood-infested Devourers
100 Flood-infested Mutualisks
150 Flood-infested Hunter Killers
200 Flood-infested Scourges
250 Flood-infested Torrasques (ZOMG!!!)
300 Flood-infested Devouring Ones
100 Flood-infested Queens
300 Flood-infested Overlords
25 Flood-infested Battlecruisers
25 Flood-infested Science Vessels
125 Flood-infested Unclean Ones
500 Flood-infested Hybrids
300 Flood-infested Infested Terrans


Are you seriously playing, because you are going to have to start from the bottom, with your first flood-infested hatchery, and upgrade it until you get to hive level. We all started with barely anything and built our way up.

And plus, Battlecruisers and Science Vessels aren't even Zerg. And the only way you would get Hybrids are to capture some Protoss from the Protoss player, and spend time researching to combine them

  • 07.23.2008 4:25 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
7000 Warriors
3500 Immortals
1300 Pariahs
1300 Flayed Ones
650 Wraiths
650 Tomb Spyders
650 Destroyers
325 Heavy Destroyers
114000 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 (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 (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (13 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 4:30 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
54 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
35 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
35 Light Battlecruisers(Medium-High Armament/Armor) Carries 1 WMD
900 Landing Craft
900 Tracers (Light, Recon Ships, Transport, No Weapons)
27000 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.
60 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 2700 Raiding/Boarding Parties (100 Man Each)
15000 Pilots
10000 Telepathy Bio-commandos.
10000 Super-soldiers. *Heavy Armor and Shielding*
15000 Infantry *Light Armor and Shielding*
8000 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: 3 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

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 4:30 PM PDT

When will the Superpowers meeting take place? You guys are taking awhile.

  • 07.23.2008 4:32 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

Ships:
500 Single-Personnel Fighter
500 Single-Personnel Bomber
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
17 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

Ground units:
5,000 Mercenaries
1,600 Pilots
1,000 Engineers
700 Scientists
750 Bounty Hunters
500 Medics
500 Miners
100 Shock Troopers
1 Admiral Bruce Hanchex (Creator of Hanchex Pact)

Buildings (Space Based):
4-Bay Space Station
Space Station Laser Towers
Shield Generators
Shipyard Bay (Space Station Addon)
4 Perimeter Laser Platforms
Asteroid Mining Plant
Laboratory Bay (Space Station Addon)

Finished Research:
Asteroid Mining Efficiency (Better Mining from Asteroid Fields)
Space Station Defense Grid (Computerized Defense Grid of Area)
Space Station Laser Weaponry (Laser Technology for Space Station)
Exterior Plating on Space Station (Heavy Armor for Space Station)
Space Station Shield Systems (Shield Systems for Space Station)
Advanced Fleet Thrusters (Faster Ship Movements)
Advanced Space Station Thrusters (Faster Space Station Movements)
Laser Defense Perimeters (Laser Defenses in Base Perimeters)
Quad Radar Defense Grid (Perimeter Radar Grid)
Heavy Ship Cannons (Heavy Ship Damage)
Salvaged Ship Efficiency (Makes Salvaged Ships Stronger)
Diplomatic Relations

Research:
5-Bay Space Station - 5 turns

Construction:
Constructing Hanchex Star Fleet: - 3 turns
150 Hanchex Interceptors
25 Hanchex Destroyers
10 Hanchex Heavy Cruisers
5 Hanchex Battleships
1 Hanchex Command Ship

Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
Offering protection to members of the Hanchex Alliance
Mobilizing fleet for possible attack.

Allies:
Hanchex Alliance (Under Rules of Hanchex Pact)

Enemies:


Message to all:
[//BEGINNING LONG-RANGE TRANSMISSION]
This is Admiral Bruce Hanchex of the HSM. I am proposing an alliance between willing factions to protect and fight for each other. In this time of war, any independant factions need to rely on each other to survive. A pact, named the Hanchex Pact, will be written with the approval of leaders from other factions. I hope whoever receives this will comply.
[//END LONG-RANGE TRANSMISSION]

-------------------------------------------------------------------------------------------------------------------------

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

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.

[Edited on 07.23.2008 4:41 PM PDT]

  • 07.23.2008 4:33 PM PDT

1 P17Y 7H3 F00L

KOTOR

Well, Snakie and I have arrived, but Bonfire's never been on, so he's not there

  • 07.23.2008 4:33 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:

6 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.

4 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

100 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor. Now sheilded and equiped with nuclear MAC rounds.

50 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.

600 Seraph fighters: Lightly sheilded and heavily armed.

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

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

10 Light cruisers with hangar space for 4 fighters and equiped with a photon canon. and pulse lasers for anti-air.


Ground units:

4000 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.

600 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.

600 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.

5000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

350 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.

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

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

120 Hunter-Chopper helicopters.

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

200 Phantom Dropships: Sangheili craft that hold 20 troops and are heavily armed with plasma weaponry. Support types carry Pulse cannons.

400 Wraith Tanks

2 Type 60 Scarab Ultra Heavy Assault Platforms: Upgraded with a new dark matter cannon on the top deck while retaining it's plasma cannon up front. It has firing ports with fixed Dark Matter Pulse rifles. Can carry crew into heavily contested areas. It has deflector sheilding aroind it's leg joints and reactor. It is a more formidable adversary than it's previous incarnations.

10 Hunter pairs: Heavy assault units that accompany attacks. Equiped with a plasma cannon and Composite sheild. Their armor is graded for starship hulls.
-----

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. (2 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
2 Scarab walkers per turn.
5 Hunter pairs 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
10 light cruisers per turn.


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

Space movement: Fleet on defense standby around planet 4

Allies:Hancheck alliance.

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.

[Edited on 07.23.2008 4:38 PM PDT]

  • 07.23.2008 4:35 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Bizzy, BK, I'm going to say it again: All you have to say is "Hanchex Alliance". No alliances from before carry over. It's the Hanchex Alliance and no previous alliance, or the previous alliance and no Hanchex Alliance

[Edited on 07.23.2008 4:35 PM PDT]

  • 07.23.2008 4:35 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-8 turns
Hiring 300 pilots-1 turns
Hiring 300 workers-1 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
Advanced Science studies
Mass Relays(See Mass Effect)

Research:
Military training for workers- 3 turns
Cloning- 4 turns
Human augmentation-4 turns
Advanced armor-4 turns
Advanced ship defenses-5 turns
Laser weaponry-3 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- DONE
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- 5 turns
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-3 turns
Warship building yard- 3 turns

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

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

Message to all: Human traders have landed on Planet 3. We wish to trade with other factions.

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 4:36 PM PDT

1 P17Y 7H3 F00L

KOTOR

Aren't those the people in the Hanchex Pact?

And what is taking Matt to tell us why we are at the summit?

  • 07.23.2008 4:36 PM PDT

Ah I see. Hope he gets on soon.

  • 07.23.2008 4:37 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.

Posted by: Lord Snakie
Bizzy, BK, I'm going to say it again: All you have to say is "Hanchex Alliance". No alliances from before carry over. It's the Hanchex Alliance and no previous alliance, or the previous alliance and no Hanchex Alliance


Fixed, sorry. Forgot to take him off.

[Edited on 07.23.2008 4:39 PM PDT]

  • 07.23.2008 4:39 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)
1 Cylon BaseStar

Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
5000 Stormtroopers
5,000 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons

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
Project: Leviathan Dock

Research:
Faster fuel reaload- 3 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- 3 turns
Hybrid Cylons- 6 turns
Human-Form Cylons- 8 turns

Construction:
1 Trinity-Class Battlestar- 1 turn
Unlocking Index- 2 turns

Ground Movement: Colonial diplomat arrives at summit.

Space movement: Index has arrived at the base. Fleet maintaining orbit.

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.

[Edited on 07.23.2008 4:39 PM PDT]

  • 07.23.2008 4:39 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
7000 Warriors
3500 Immortals
1300 Pariahs
1300 Flayed Ones
650 Wraiths
650 Tomb Spyders
650 Destroyers
325 Heavy Destroyers
116000 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 (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 (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 (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (12 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 4:41 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
64 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
41eavy Battlecruisers(High Armament/Armor) Carries 2 WMD
41 Light Battlecruisers Carries 1 WMD
1000 Landing Craft
1000 Tracers (Recon and Transport Ships)
28000 Stinger Class Fighters (Light-Medium Armament/Armor)
70Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 2700 Raiding/Boarding Parties (100 Man Each)
15000 Pilots
10000 Telepathy Bio-commandos.
10000 Super-soldiers. *Heavy Armor and Shielding*
15000 Infantry *Light Armor and Shielding*
8000 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: 2 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

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 4:42 PM PDT

Hey Necron Army, does the 40k rule apply where if we destroy a monolith, you are defeated?

  • 07.23.2008 4:42 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Alright, I was just listing the members of the alliance in case you needed it for reference, but ok.

  • 07.23.2008 4:43 PM PDT