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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: GnarlyGore


ok i am sorry but this makes the games look nerdy. i am going to stop playing the real games now.


Nerdy? You registered on Bungie.net for God sake.

  • 07.23.2008 5:08 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
94 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
61 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
61 Light Battlecruisers Carries 1 WMD
1000 Landing Craft
1000 Tracers (Recon and Transport Ships)
40000 Stinger Class Fighters (Light-Medium Armament/Armor)
100 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 3000 Raiding/Boarding Parties (100 Man Each)
19000 Pilots
14000 Telepathy Bio-commandos.
14000 Super-soldiers. *Heavy Armor and Shielding*
19000 Infantry *Light Armor and Shielding*
12000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
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
10 Heavy Cruiser Per Turn
10 Light Cruiser per turn
10000 Stinger Fighters Per Turn

Construction:

Space Movement: 75% of My fleet is at my home planet, Planet 5
25% of my fleet is at Planet 4, our Alliance Planet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Message to All: Hostile Forces on an attack vector towards Planet 4 or 5 will be neutralized immediatly.

  • 07.23.2008 5:08 PM PDT

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:
164 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
51 Security Guards, Armed with MP-5s and light kevlar armor.
230 Colonists
64 Crew (15 aboard the Domain)
70 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
230 Colonists
70 Soldiers
114 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. [3 turns]

Researching Classified Armor [5 turns]
_____________________________________________________________ ____

Construction: Currently building 2 battleships in the recently completed shipyard. [7 turns]

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 1 turns.
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 70 Soldiers trained.

Expansion Marines train Security guards to become EMs. 24 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: A second CEC fleet arrives via a CEC jumpgate (Think Stargate, but it doesn’t need a second gate to work). 1 Cruiser, the Auburn Dusk arrives, a ship armed to the teeth with missle launchers, Vulcan cannons, and has 2 MAC cannons, which are capable of aiming a few degrees in all directions, but ultimately have to be facing it’s target to hit. 1 battleship, the Lionhead, which has similar armaments to the Domain before it’s upgrades. A mining vessel, the Reliquary, which latches onto the surface of any planet to increase raw material production, 7 gunboats, each equipped with 8 missle launchers, 10 vulcan cannons. A carrier also arrives, holding 40 Flashfire-Class fighters. All ships move towards planet 2, arrival in 4 turns.
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.23.2008 5:10 PM PDT

IDA signing off. I'll be on Xbox, send me a message if something goes down or anything.

GT: Cooley470

  • 07.23.2008 5:10 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
12 Necron Star Dreadnoughts
100 Cairn-class Tombships (Battleships)
180 Scythe-class Harvest Ships (Heavy Cruisers)
260 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1000 Jackal-Class Raiders (Aggressive Heavy Fighter)
2250 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
7500 Warriors
3750 Immortals
1400 Pariahs
1400 Flayed Ones
700 Wraiths
700 Tomb Spyders
700 Destroyers
350 Heavy Destroyers
124000 Scarabs in swarm
650 Obelisks
325 Pylons
325 Monoliths
65 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 Orb 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 (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 (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 (8 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 5:11 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.

Transveral Union: Offline for now.

  • 07.23.2008 5:12 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)
20 Interceptors(One pilot, Very fast, little armament, little protection)
40 Destroyers-(Medium speed, medium protection, medium armament)
4 Cruisers(Medium speed, heavy armament, high protection
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Building:
10 Destroyers per turn
2 Cruisers per turn
20 interceptors per turn

Ground units:
500 Pilots
250 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
50 mercenary clones per turn

Hiring:
3000 Mercenaries- 4 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)
Laser Weaponry
Military training for workers
Cloning
Human augmentation
Advanced armor

Research:
Advanced ship defenses- 1 turn
Ship energy shields- 1 turn

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)- 1 turn
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE

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 5:13 PM PDT
  • gamertag: [none]
  • user homepage:

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

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 Battlestar *Actual Image* (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 (INOPERABLE AS OF YET)



FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


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
Faster fuel reaload *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
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:
Hybrid Cylons- 2 turns
Human-Form Cylons- 4 turns
Halo Weapon- 14 turns


Construction:
Cylon factory- 1 turn
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 13 turns
Ressurection Hub- 6 turns
Forerunner-Grade Shielding- 4 turns
Forerunner Beam Weaponry- 4 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 5:14 PM PDT

Human Traders are offline

  • 07.23.2008 5:14 PM PDT
  • gamertag: [none]
  • user homepage:

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

Colonials offline, for now- I have some business I have to take care of.

  • 07.23.2008 5:15 PM PDT

SPIKEY KITTEN! I WILL TEAR YOU APART WITH MY ENERGY SWORD OF DOOOM! Have a nice day.

Posted by: BK Burger Boy
Posted by: GnarlyGore


ok i am sorry but this makes the games look nerdy. i am going to stop playing the real games now.


Nerdy? You registered on Bungie.net for God sake.



ye sthis is bungie .net a place for halo lovers to talk and recieve news about games or just chat about things in general. How is bungie nerdy? just because i like ripping people to shreds with bullets? because i joined the community of grenade throwers and snipers? If thats nerdy than i am the biggest god damn nerd on the planet. what i consider nerdy is roleplaying games that we own on a forum. where there is no real action just ppl telling ech other what moves they have done. srry guys but your dice throwing days of D&D is over. Just have fun with the games that are more action packed and dont involve us having to rolepay our moves. MC= PWND stargate and bull-blam!- in a game=OK.Stargate, MC, and other bull-$hit on a forum? = g@y i am going to a more intersesting thread.

[Edited on 07.23.2008 5:17 PM PDT]

  • 07.23.2008 5:15 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:
Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

Ships:
-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers

Ground units:
-200 StarFleet Personnel.
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:
- Space Staion: One-Bay
- Ground Base (Small Encampment) Will produce 10 Personnel a Turn
- Star Base Core (Undefended, except shielding extended from the Delta Flyer)

Finished Research:
- Ship-Based Phasers (Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Handheld Phasers: (Medium-High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 4 settings, stun, kill, wide-beam, and vaporize.
- Photon Torpedoes (Low-Medium Yield) Increased Firepower and range. Impact on an unshielded vessel will do moderate damage, and inflict radiation damage as well.

Warp Drive- Warp 3 MAX (FTL Travel, ~186k mps) x 100
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Energy Shields (Low-Grade Defence)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
- EnviroForms: Allows brief deployment of troops/personnel on hostile planets. NOT Vacuums, or Class Y planets.

Research:

- Warp Drive (4 Turns) Warp 4 MAX
-Tractor Beam (2 Turns) Allows manipulation of external objects, and enemy ships.
- Transporters (3 Turns) Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
- Proton Torpedoes (1 Turns) (Medium Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes extreme damage.
- OMEGA Particle Awareness: (2 Turns): Grants awareness of the “perfect molecule.”
-Replicators (3 Turns) Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
- Positronic Research (6 Turns) Allows for development of Positronic (Android) Technology
- Tricorders (4 Turns) Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- EMH Mobile Emitter (10 Turns) Increased function of EMH.
- First Aid Kits (1 Turns)(Decreased losses on away missions)
- MonoTanium Hull Reinforcement (5 Turns)(Totally Eliminates Damage from Low-Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 5% EMP Damage and 10% Radiation Damage Reduction)

Abilities: 5 Turns
- Basic Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Basic Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Basic Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Basic Terraformation Tech (Allows for more hospitable conditions in a small environment)
- Basic Engineering Tech (Increases Engine Output)
- Basic Leadership Tech (Increases Discipline)
- Basic Security Tech (Increases Training, Decreases Losses in combat)
- Basic Astrometric Tech (Increases Scanning technology)
- Basic Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:
- Starfleet Academy (6 Turns) LVL 1: Training Ground. Produces 100 Starfleet Soldiers a Turn.
- Research Lab (2 turns) LVL 1: Scientific Outpost. Reduces all current technology turns by 1 additional turn. ONCE.
-Airponics Farm(1 Turns) Increased Population Production. (50%)
-Deuterium Synthesizer (5 Turns) Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Solar Array (2 Turns) Located on Space Station. Generates power for all operations, backup to Deuterium.
- Starbase Engineering Section (5 Turns) Allows use of Station, grants speed bonus at home
- Starbase Command Deck (4 Turns) Allows for use of Station, grants leadership bonus at home
- Starbase Defence Grid (3 Turns) Top of the line shields and weapons.
- Starbase Medical Ward (5 Turns) Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (8 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)

Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

Space movement:
- 4 Shuttles loading Technical Schematics for EMH Program and Warp Propulsion Theory. Arrives in 3 Turns in HSM space.

- UNSC Vessels Being Refitted with Federation Technology. MAC cannons are retained, and upgraded with photon warhead.

Allies:
- HSM
-Covenant Union

Enemies:
-

Message to all:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

- Communication to HSM space: Be advised, without a mobile emitter, the EMH will not be able to function outside of an area equipped with holographic arrays. We will trade you that technology if you desire when it is done.

ATTACKABLE

  • 07.23.2008 5:18 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
12 Necron Star Dreadnoughts
100 Cairn-class Tombships (Battleships)
180 Scythe-class Harvest Ships (Heavy Cruisers)
260 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1000 Jackal-Class Raiders (Aggressive Heavy Fighter)
2250 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
7500 Warriors
3750 Immortals
1400 Pariahs
1400 Flayed Ones
700 Wraiths
700 Tomb Spyders
700 Destroyers
350 Heavy Destroyers
126000 Scarabs in swarm
650 Obelisks
325 Pylons
325 Monoliths
65 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 Orb 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 (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 (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 (7 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 5:19 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 - 3 turns
Cloning Technology (Faster Creation + More Troops) - 4 turns

Construction:
Constructing Hanchex Star Fleet: - 2 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)
Star Trek: VE
Colonist Expansion Corporation (ll Hunt3r ll)
Transversal Union (BK Burger Boy)
Human Traders (mysixe24hoof)
Independance Day Aliens (Cooley470)

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 5:22 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

HSM is getting off for the night. Go Hanchex!

  • 07.23.2008 5:23 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:
Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

Ships:
-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers

Ground units:
-215 StarFleet Personnel.
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:
- Space Staion: One-Bay
- Ground Base (Small Encampment) Will produce 15 Personnel a Turn
- Star Base Core (Undefended, except shielding extended from the Delta Flyer)
- Airponics Farm: Increased Population Production. (50%)

Finished Research:
- Ship-Based Phasers (Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Handheld Phasers: (Medium-High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 4 settings, stun, kill, wide-beam, and vaporize.
- Proton Torpedoes (Medium Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes extreme damage.

Warp Drive- Warp 3 MAX (FTL Travel, ~186k mps) x 100
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Energy Shields (Low-Grade Defence)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- First Aid Kits (Decreased losses on away missions)

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
- EnviroForms: Allows brief deployment of troops/personnel on hostile planets. NOT Vacuums, or Class Y planets.

Research:

- Warp Drive (3 Turns) Warp 4 MAX
-Tractor Beam (1 Turns) Allows manipulation of external objects, and enemy ships.
- Transporters (2 Turns) Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
- Neutron Torpedoes (6 Turns) (Medium-High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes massive damage. EMP Damage is dealt as well.
- OMEGA Particle Awareness: (1 Turns): Grants awareness of the “perfect molecule.”
-Replicators (2 Turns) Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
- Positronic Research (5 Turns) Allows for development of Positronic (Android) Technology
- Tricorders (3 Turns) Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- EMH Mobile Emitter (9 Turns) Increased function of EMH.
- MonoTanium Hull Reinforcement (3 Turns)(Totally Eliminates Damage from Low-Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 5% EMP Damage and 10% Radiation Damage Reduction)
- Borg Shields (9 Turns)(Mid-Grade Defence) Upgrades Energy Shields.

Abilities: 4 Turns
- Basic Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Basic Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Basic Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Basic Terraformation Tech (Allows for more hospitable conditions in a small environment)
- Basic Engineering Tech (Increases Engine Output)
- Basic Leadership Tech (Increases Discipline)
- Basic Security Tech (Increases Training, Decreases Losses in combat)
- Basic Astrometric Tech (Increases Scanning technology)
- Basic Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:
- Starfleet Academy (4 Turns) LVL 1: Training Ground. Produces 100 Starfleet Soldiers a Turn.
- Research Lab (1 turns) LVL 1: Scientific Outpost. Reduces all current technology turns by 1 additional turn. ONCE.
-Deuterium Synthesizer (4 Turns) Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Solar Array (1 Turns) Located on Space Station. Generates power for all operations, backup to Deuterium.
- Starbase Engineering Section (4 Turns) Allows use of Station, grants speed bonus at home
- Starbase Command Deck (3 Turns) Allows for use of Station, grants leadership bonus at home
- Starbase Defence Grid (2 Turns) Top of the line shields and weapons.
- Starbase Medical Ward (4 Turns) Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (7 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)
- Nanite Facility (10 Turns) Reduces all construction times by 2 turns. ONCE
Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

Space movement:
- 4 Shuttles loading Technical Schematics for EMH Program and Warp Propulsion Theory. Arrives in 2 Turns in HSM space.

- UNSC Vessels Being Refitted with Federation Technology. MAC cannons are retained, and upgraded with photon warhead. (2 Turns)

- Beginning Deconstruction of Space Station. Any attached technology will be attached to Starbase when complete. (4 Turns)

Allies:
- HSM
-Covenant Union

Enemies:
-

Message to all:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

- Communication to HSM space: Be advised, without a mobile emitter, the EMH will not be able to function outside of an area equipped with holographic arrays. We will trade you that technology if you desire when it is done.

ATTACKABLE

  • 07.23.2008 5:27 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.
30 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)
1,130 Warriors (The average Xenomorph, the height of a Spartan)
1,530 Runners (Weaker, but much faster aliens)
1,560 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
160 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
300 Facehuggers (in eggs or pods) (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:
400 Warriors
500 Drones
500 Runners
80 Carriers
8 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.

Chestburster Overgrowth (complete) - 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.


Research/Construction

The Hive Superior (3) 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 (2) 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 (3) 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.


Ravenous Fertility (3) turns - Queens now lay eggs containing two Facehuggers rather than one, doubling the amount available to the Hive at any time.

Rift Alien (Greater Xenomorph) (4) turns - In a remote location on the asteroid, the Xenomorphs have found a breeding ground for a strange group of creatures that appear in and out of the air, as if they were in multiple places at once. Whether it is simply a defensive trick or something far greater is yet to be seen, but they are prey regardless.



(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.

  • 07.23.2008 5:30 PM PDT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships:
1 Cruiser, the Auburn Dusk, armed with 50 missle launchers, 70 vulcan cannons, and 2 MAC cannons. Carries 150 EMs, 2 Dropships.

1 Battleship Mk II, 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.

1 Battleship, the Lionhead, armed with 1 cannon; ballistic, 15 missile launchers, 30 vulcan cannons, and an outfit of 50 EMs.

1 Carrier, the Regiment, armed with 40 vulcan cannons and 25 flak cannons, holds 40 Flashfire-Class fighters

1 mining vessal, the Reliquary, is armed only with 30 evenly spaced anti-personnel guns, and 15 flak cannons. It increases raw material production and speeds construction time.

7 Gunboats, armed with 8 missle launchers and 10 vulcan cannons.

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:
366 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
49 Security Guards, Armed with MP-5s and light kevlar armor.
225 Colonists
64 Crew (15 aboard the Domain)
75 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
225 Colonists
75 Soldiers
116 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. [2 turns]

Researching Classified Armor [4 turns]
_____________________________________________________________ ____

Construction: The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 10 turns

Currently building 2 battleships in the recently completed shipyard. [6 turns]

The colony on Planet 2 is complete
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 75 Soldiers trained.

Expansion Marines train Security guards to become EMs. 26 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The second CEC fleet moves towards Planet 2, arrival in 3 turns.
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable


[Edited on 07.23.2008 5:36 PM PDT]

  • 07.23.2008 5:34 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)
40 Interceptors(One pilot, Very fast, little armament, little protection)
50 Destroyers-(Medium speed, medium protection, medium armament)
6 Cruisers(Medium speed, heavy armament, high protection
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Building:
10 Destroyers per turn
2 Cruisers per turn
20 interceptors per turn

Ground units:
500 Pilots
300 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
50 mercenary clones per turn
25 pilot clones per turn

Hiring:
3000 Mercenaries- 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
Advanced Science studies
Mass Relays(See Mass Effect)
Laser Weaponry
Military training for workers
Cloning
Human augmentation
Advanced armor
Advanced ship defenses
Ship energy shields

Research:

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)- DONE
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE
5 Cloning facilities-4 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 5:38 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
12 Necron Star Dreadnoughts
100 Cairn-class Tombships (Battleships)
180 Scythe-class Harvest Ships (Heavy Cruisers)
260 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1000 Jackal-Class Raiders (Aggressive Heavy Fighter)
2250 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
8000 Warriors
3800 Immortals
1500 Pariahs
1500 Flayed Ones
750 Wraiths
750 Tomb Spyders
750 Destroyers
375 Heavy Destroyers
128000 Scarabs in swarm
650 Obelisks
325 Pylons
325 Monoliths
65 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 Orb 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 (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 (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 (6 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 5:43 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers

Ground units:

-215 StarFleet Personnel.
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Space Staion: One-Bay
- Star Base Core (Undefended, except shielding extended from the Delta Flyer)
-Solar Array: Located on Space Station. Generates power for all operations, backup to Deuterium.

PLANET1: MOON
- Airponics Farm: Increased Population Production. (50%)
- Research Lab LVL 1: Scientific Outpost.
- Ground Base (Small Encampment) Will produce 15 Personnel a Turn

Finished Research:

- Ship-Based Phasers (Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Handheld Phasers: (Medium-High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 4 settings, stun, kill, wide-beam, and vaporize.
- Proton Torpedoes (Medium Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes extreme damage.

Warp Drive- Warp 3 MAX (FTL Travel, ~186k mps) x 100
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Energy Shields (Low-Grade Defence)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- First Aid Kits (Decreased losses on away missions)

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
- EnviroForms: Allows brief deployment of troops/personnel on hostile planets. NOT Vacuums, or Class Y planets.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.

Active Abilities:

- OMEGA Particle Awareness: Grants awareness of the “perfect molecule.”

Research:

- Warp Drive (1 Turns) Warp 4 MAX
- Neutron Torpedoes (4 Turns) (Medium-High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes massive damage. EMP Damage is dealt as well.
- OMEGA Particle Desire:(5 Turns) Desire for discovery of the “perfect molecule.”
-Replicators:(1 Turn) Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
- Positronic Research (3 Turns) Allows for development of Positronic (Android) Technology
- Tricorders (1 Turns) Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- EMH Mobile Emitter (7 Turns) Increased function of EMH.
- MonoTanium Hull Reinforcement (1 Turns)(Totally Eliminates Damage from Low-Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 5% EMP Damage and 10% Radiation Damage Reduction)
- Borg Shields (7 Turns)(Mid-Grade Defence) Upgrades Energy Shields.

Abilities: 3 Turns

- Basic Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Basic Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Basic Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Basic Terraformation Tech (Allows for more hospitable conditions in a small environment)
- Basic Engineering Tech (Increases Shipbuilding Quantity by 100%)
- Basic Leadership Tech (Increases Discipline)
- Basic Security Tech (Increases Training, Decreases Losses in combat)
- Basic Astrometric Tech (Increases Scanning technology)
- Basic Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:
- Starfleet Academy (3 Turns) LVL 1: Training Ground. Produces 150 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (11 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
-Deuterium Synthesizer (3 Turns) Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Starbase Engineering Section (3 Turns) Allows use of Station, grants speed bonus at home
- Starbase Command Deck (2 Turns) Allows for use of Station, grants leadership bonus at home
- Starbase Defence Grid (1 Turns) Top of the line shields and weapons.
- Starbase Medical Ward (3 Turns) Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (6 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)
- Nanite Facility (9 Turns) Reduces all construction times by 2 turns. ONCE

Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

Space movement:
- 4 Shuttles loading Technical Schematics for EMH Program and Warp Propulsion Theory. Arrives in 1 Turns in HSM space.

- UNSC Vessels Being Refitted with Federation Technology. MAC cannons are retained, and upgraded with photon warhead. (1 Turns)

- Beginning Deconstruction of Space Station. Any attached technology will be attached to Starbase when complete. (3 Turns)

Allies:
- HSM
-Covenant Union

Enemies:
-

Message to all:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

- Communication to HSM space: Be advised, without a mobile emitter, the EMH will not be able to function outside of an area equipped with holographic arrays. We will trade you that technology if you desire when it is done.

- Primitive “Morse Code” Transmission to Planet 7. Xenomorph Territory. Non-aggression pact Request. Offer of: Borg implants allowing assimilation instead of primitive parasitic tecniques.

ATTACKABLE

  • 07.23.2008 5:48 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race
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:
EMP 14 turns
Nuclear fission 6 turns
Nuclear Fusion 12 turns
Nuclear missiles 13 turns
shielding building grade 5
shielding fighter grade 5
shielding city grade 10
shielding battleship grade 10
shielding continent grade 15
shielding Heavy frigate grade 15
shielding planet (or halo) grade 20
shielding capital ship grade 17
forerunner research (reseach for the ring of halo) 25
advanced Technology upgrade 30
Heavy proton cannons 10
Heavy plasma cannons 10
Heavy laser cannons 10
Project:Genesis (or The Begging) 32 (large fleet build up and upgrade period)


WMD research (after Nuclear Fission and Fusion
EMP
Self Destruct

Construction:

Space movement: co
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:
The Hanchex pact
BK Burger Boy
i think i am on planet three after seeing 4-8 clone troopers scouting

  • 07.23.2008 6:00 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers (Refit With Starfleet Technology)

Ground units:

-245 StarFleet Personnel.
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Space Staion: One-Bay
- Star Base Core (Undefended, except shielding extended from the Delta Flyer)
- Starbase Defence Grid: Top of the line shields and weapons.
-Solar Array: Located on Space Station. Generates power for all operations, backup to Deuterium.

PLANET1: MOON
- Airponics Farm: Increased Population Production. (50%)
- Research Lab LVL 1: Scientific Outpost.
- Ground Base (Small Encampment) Will produce 15 Personnel a Turn

Finished Research:

- Ship-Based Phasers (Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Handheld Phasers: (Medium-High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 4 settings, stun, kill, wide-beam, and vaporize.
- Proton Torpedoes (Medium Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes extreme damage.

Warp Drive- Warp 4 MAX (FTL Travel, ~186k mps) x 100
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Energy Shields (Low-Grade Defence)
- MonoTanium Hull Reinforcement (Totally Eliminates Damage from Low-Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 5% EMP Damage and 10% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- First Aid Kits (Decreased losses on away missions)
- Tricorders Medical Upgrade. Decreases loss in battle. (People only. Not Ships)

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
- EnviroForms: Allows brief deployment of troops/personnel on hostile planets. NOT Vacuums, or Class Y planets.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
-Replicators: Increased production of weapons, ships, and technology. (Reduced by 1 turn current)

Active Abilities:

- OMEGA Particle Awareness: Grants awareness of the “perfect molecule.”

Research:

- Warp Drive (4 Turns) Warp 5 MAX
- Neutron Torpedoes (2 Turns) (Medium-High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes massive damage. EMP Damage is dealt as well.
- OMEGA Particle Desire:(4 Turns) Desire for discovery of the “perfect molecule.”
- Positronic Research (1 Turns) Allows for development of Positronic (Android) Technology
- EMH Mobile Emitter (5 Turns) Increased function of EMH.
- Borg Shields (5 Turns)(Mid-Grade Defence) Upgrades Energy Shields.
-BiTanium Hull Reinforcement (7 Turns) (Totally Eliminates Damage from Low-Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 10% EMP Damage and 20% Radiation Damage Reduction)

Abilities: 2 Turns

- Basic Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Basic Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Basic Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Basic Terraformation Tech (Allows for more hospitable conditions in a small environment)
- Basic Engineering Tech (Increases Shipbuilding Quantity by 100%)
- Basic Leadership Tech (Increases Discipline)
- Basic Security Tech (Increases Training, Decreases Losses in combat)
- Basic Astrometric Tech (Increases Scanning technology)
- Basic Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:

- Starfleet Academy (2 Turns) LVL 1: Training Ground. Produces 150 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (10 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
-Deuterium Synthesizer (2 Turns) Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Starbase Engineering Section (2 Turns) Allows use of Station, grants speed bonus at home
- Starbase Command Deck (1 Turns) Allows for use of Station, grants leadership bonus at home
- Starbase Medical Ward (2 Turns) Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (5 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)
- Nanite Facility (8 Turns) Reduces all construction times by 2 turns. ONCE

Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

Space movement:
- 4 Shuttles loading Technical Schematics for EMH Program and Warp Propulsion Theory.
HAS ARRIVED

- Beginning Deconstruction of Space Station. Any attached technology will be attached to Starbase when complete. (2 Turns)

Allies:
- HSM
-Covenant Union

Enemies:
-

Message to all:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

- Communication to HSM space: Be advised, without a mobile emitter, the EMH will not be able to function outside of an area equipped with holographic arrays. We will trade you that technology if you desire when it is done.

- Primitive “Morse Code” Transmission to Planet 7. Xenomorph Territory. Non-aggression pact Request. Offer of: Borg implants allowing assimilation instead of primitive parasitic tecniques.

ATTACKABLE

  • 07.23.2008 6:01 PM PDT

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

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

Posted by: SPARTAN CMDR 125

- Primitive “Morse Code” Transmission to Planet 7. Xenomorph Territory. Non-aggression pact Request. Offer of: Borg implants allowing assimilation instead of primitive parasitic tecniques.



An alien wakes from dormancy in the once-well used communications room of LV-385, its acute response to an auditory anomaly irritates it. Finding the source of the sound, it smashes its clawed hand against the panel and the beeping regurgitates itself, lighting up a monitor where a message is displayed. Having no use for it, the silent killer destroys the system with its whip-like tail, and there is nothing remaining to annoy it. Satisfied, it creeps into the shadows, and returns to its resting place.

Also, if someone happens to not know what a damn Xenomorph is: 1) Feel stupid; 2) Here

  • 07.23.2008 6:02 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)
80 Interceptors(One pilot, Very fast, little armament, little protection)
70 Destroyers-(Medium speed, medium protection, medium armament)
12 Cruisers(Medium speed, heavy armament, high protection
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Building:
20 Destroyers per turn
6 Cruisers per turn
40 interceptors per turn

Ground units:
525 Pilots
350 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
50 mercenary clones per turn
25 pilot clones per turn

Hiring:
3000 Mercenaries- 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
Advanced Science studies
Mass Relays(See Mass Effect)
Laser Weaponry
Military training for workers
Cloning
Human augmentation
Advanced armor
Advanced ship defenses
Ship energy shields

Research:
Superdestroyers-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)- DONE
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE
5 Cloning facilities- 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 6:09 PM PDT