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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 150 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 13 turns
Nuclear fission 5 turns
Nuclear Fusion 11 turns
Nuclear missiles 12 turns
shielding building grade 4
shielding fighter grade 4
shielding city grade 9
shielding battleship grade 9
shielding continent grade 14
shielding Heavy frigate grade 14
shielding planet (or halo) grade 19
shielding capital ship grade 16
forerunner research (reseach for the ring of halo) 24
advanced Technology upgrade 29
Heavy proton cannons 9
Heavy plasma cannons 9
Heavy laser cannons 9
Project:Genesis (or The Begging) 31 (large fleet build up and upgrade period)


WMD research (after Nuclear Fission and Fusion
EMP
Self Destruct

Construction:
Omega base on Halo
Beta base on Halo
Terran (or Human) engineered thrusters on all building being installed on all building that are needed 6 turns


Space movement:
Ground Movement: building and gathering resources

Allies: All who help my people

Enemies: All who attack me



Distress signals:
Race roles:Alpha able to settle fights with no violence (diplomat)
Delta able to secure areas faster than any other race and i non biologic life (Military)
Beta (human) What humans do best..... Adapt (economic)
OMEGA (MIXED as in all race put into a creature) Infection fighters
Other races (assorted abilities)
ATTACKABLE

Messages:
sending blueprints...
they were sent and you now have them BK Burger Boy

we will give knowlegdge of basic cloning and 2 OMEGA cells to allow omega soldiers
in exchange i want anvanced weaponry like plasma or pulse or basic EMP for study to make mech weapons and velichle disabling tech

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

  • 07.23.2008 6:21 PM PDT
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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:

-260 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.
- Starbase Command Deck Allows for use of Station, grants leadership bonus at home
-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 150 Personnel (10 Turns)

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 1000
-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.
- Borg Implants: Allows for assimilation of enemy troops.
-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)
- Positronic Research Allows for development of Positronic (Android) Technology

Active Abilities:

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

Research:

- Warp Drive (3 Turns) Warp 5 MAX
- Neutron Torpedoes (1 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:(3 Turns) Desire for discovery of the “perfect molecule.”
- EMH Mobile Emitter (4 Turns) Increased function of EMH.
- Borg Shields (4 Turns)(Mid-Grade Defence) Upgrades Energy Shields.
-BiTanium Hull Reinforcement (6 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)
- Positronic Net: (5 Turns) Further Research of Android Tech.
-EnviroSuits:(8 Turns) Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
-Hypospray (2 Turns) Medical Upgrade. Further reduction of losses in battle.
- Medical Tricorders (7 Turns) Upgrades Tricorders.
-Phaser Rifles (5 Turns) (High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 5 settings: stun, kill, wide-beam, melt, and vaporize.
-Phaser Banks (13 Turns) (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.

Abilities: 1 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 (1 Turns) LVL 1: Training Ground. Produces 150 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (9 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
-Deuterium Synthesizer (1 Turns) Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Starbase Engineering Section (1 Turns) Allows use of Station, grants speed bonus at home
- Starbase Medical Ward (1 Turns) Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (4 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)
- Nanite Facility (7 Turns) Reduces all construction times by 2 turns. ONCE
- Ground Base (Medium Encampment) (7 Turns)

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. (1 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.

- Morse Code Transmission to Planet 7.Failure. SIGNAL LOST. Hostility is 97.8% Likely. Commencing project “INANDOUT”. Shuttle sent to Orbit Planet 7. 20 UNSC MERCS and 5 UNSC Pilots aboard. Armed with Phasers, they land. 5 Patrols of 4 Mercs scanning land. Pilots Holding ground inside the Shuttle, which is set to wide-band scan, which can detect all but the best cloaked enemies. Mercenaries ordered to collect samples of any Xenobiological biomatter for study. Priority target is a "facehugger." EXTREME CAUTION IS BEING TAKEN. ALL SECURITY PROTOCOLS IN PLACE. Mercs have been briefed. Briefing consisted of watching 21st century film "AVP-R"

ATTACKABLE

  • 07.23.2008 6:24 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
130000 Scarabs in swarm
700 Obelisks
350 Pylons
350 Monoliths
70 Abattoirs
15 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 (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 (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (5 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 6:26 PM PDT
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  • 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:

-260 StarFleet Personnel.
-225 StarFleet Soldiers
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
-Solar Array: Located on StarBase. 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 150 Personnel (9 Turns)

- Starfleet Academy LVL 1: Training Ground. Produces 1125 Soldiers (5 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.

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.
- Neutron Torpedoes (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.

Warp Drive- Warp 4 MAX (FTL Travel, ~186k mps) x 1000
-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.
- Borg Implants: Allows for assimilation of enemy troops.
-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)
- Positronic Research Allows for development of Positronic (Android) Technology

Active Abilities:

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

Research:

- Warp Drive (2 Turns) Warp 5 MAX
- Electron Torpedoes (10 Turns) (High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Smaller vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. EMP Damage increased. Area of Effect Damage.
- OMEGA Particle Desire:(2 Turns) Desire for discovery of the “perfect molecule.”
- EMH Mobile Emitter (3 Turns) Increased function of EMH.
- Borg Shields (3 Turns)(Mid-Grade Defence) Upgrades Energy Shields.
-BiTanium Hull Reinforcement (3 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)
- Positronic Net: (4 Turns) Further Research of Android Tech.
-EnviroSuits:(7 Turns) Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
-Hypospray (1 Turns) Medical Upgrade. Further reduction of losses in battle.
- Medical Tricorders (6 Turns) Upgrades Tricorders.
-Phaser Rifles (4 Turns) (High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 5 settings: stun, kill, wide-beam, melt, and vaporize.
-Phaser Banks (12 Turns) (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.

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

Construction:

- Starfleet Academy (8 Turns) LVL 2: University. Produces 500 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (8 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
- Starbase Docking/Construction Bay [1] (3 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)
- Nanite Facility (6 Turns) Reduces all construction times by 2 turns. ONCE
- Ground Base (Medium Encampment) (6 Turns)

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 and Returned.

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.

- Morse Code Transmission to Planet 7.Failure. SIGNAL LOST. Hostility is 97.8% Likely. Commencing project “INANDOUT”. Shuttle sent to Orbit Planet 7. 20 UNSC MERCS and 5 UNSC Pilots aboard. Armed with Phasers, they land. 5 Patrols of 4 Mercs scanning land. Pilots Holding ground inside the Shuttle, which is set to wide-band scan, which can detect all but the best cloaked enemies. Mercenaries ordered to collect samples of any Xenobiological biomatter for study. Priority target is a "facehugger." EXTREME CAUTION IS BEING TAKEN. ALL SECURITY PROTOCOLS IN PLACE. Mercs have been briefed. Briefing consisted of watching 21st century film "AVP-R"


ATTACKABLE

  • 07.23.2008 6:36 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
104 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
71 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
81 Light Battlecruisers Carries 1 WMD
1000 Landing Craft
1000 Tracers (Recon and Transport Ships)
50000 Stinger Class Fighters (Light-Medium Armament/Armor)
110 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 3000 Raiding/Boarding Parties (100 Man Each)
20000 Pilots
15000 Telepathy Bio-commandos.
15000 Super-soldiers. *Heavy Armor and Shielding*
20000 Infantry *Light Armor and Shielding*
13000 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 6:38 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:

-260 StarFleet Personnel.
-225 StarFleet Soldiers
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
-Solar Array: Located on StarBase. 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 150 Personnel (8 Turns)

- Starfleet Academy LVL 1: Training Ground. Produces 1125 Soldiers (4 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.

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.
- Neutron Torpedoes (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.

Warp Drive- Warp 4 MAX (FTL Travel, ~186k mps) x 1000
-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)
-Hypospray: Medical Upgrade. Further reduction of losses in battle.

-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.
- Borg Implants: Allows for assimilation of enemy troops.
-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)
- Positronic Research Allows for development of Positronic (Android) Technology

Active Abilities:

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

Research:

- Warp Drive (1 Turns) Warp 5 MAX
- Electron Torpedoes (9 Turns) (High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Smaller vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. EMP Damage increased. Area of Effect Damage.
- OMEGA Particle Desire:(1 Turns) Desire for discovery of the “perfect molecule.”
- EMH Mobile Emitter (2 Turns) Increased function of EMH.
- Borg Shields (2 Turns)(Mid-Grade Defence) Upgrades Energy Shields.
-BiTanium Hull Reinforcement (2 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)
- Positronic Net: (3 Turns) Further Research of Android Tech.
-EnviroSuits:(6 Turns) Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- Medical Tricorders (5 Turns) Upgrades Tricorders.
-Phaser Rifles (3 Turns) (High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 5 settings: stun, kill, wide-beam, melt, and vaporize.
-Phaser Banks (11 Turns) (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.

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

Construction:

- Starfleet Academy (7 Turns) LVL 2: University. Produces 500 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (7 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
- Starbase Docking/Construction Bay [1] (2 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)
- Nanite Facility (5 Turns) Reduces all construction times by 2 turns. ONCE
- Ground Base (Medium Encampment) (5 Turns)

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 and Returned.

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.

- Morse Code Transmission to Planet 7.Failure. SIGNAL LOST. Hostility is 97.8% Likely. Commencing project “INANDOUT”. Shuttle sent to Orbit Planet 7. 20 UNSC MERCS and 5 UNSC Pilots aboard. Armed with Phasers, they land. 5 Patrols of 4 Mercs scanning land. Pilots Holding ground inside the Shuttle, which is set to wide-band scan, which can detect all but the best cloaked enemies. Mercenaries ordered to collect samples of any Xenobiological biomatter for study. Priority target is a "facehugger." EXTREME CAUTION IS BEING TAKEN. ALL SECURITY PROTOCOLS IN PLACE. Mercs have been briefed. Briefing consisted of watching 21st century film "AVP-R"


ATTACKABLE

  • 07.23.2008 6:41 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.
38 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)
1,530 Warriors (The average Xenomorph, the height of a Spartan)
2,030 Runners (Weaker, but much faster aliens)
2,060 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
240 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 (2) 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 (1) 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 (2) 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 (2) 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) (3) 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"

BATTLE

The Ambush at LV-385

The UNSC Forces set foot on hallowed ground. A small task force of 20 hardened men and their pilots approach what was once the small colony of LV-385. Although it appears normal on the outside, upon breaking the sealed airlock the soldiers discover that something very sinister has occured in this place. They expected no less, and are in search for a creature they have heard referred to as "Facehugger". They would understand that meaning quite clearly before long.

Stepping down the narrow corridors, lined with bullet holes and debris from what looked like a short-lived skirmish, they hear the faint groan and rasping of old tombs like this. Something rattles deep within the belly of the place.

Before they realized it, something was upon them that they could hardly see or understand. One, two, and three well-trained and fully armed men fell before they could set their rifles to fire. Radioing out to the other squads...the remaining two soldiers of this squad defend themselves against the terror that has come before them.

Arriving after hearing the commotion on the radio broadcast, they find one of their men incapacitated, and the other apparently gone missing. They conduct a short perimeter search, and radio back to the pilots. There is no answer. Picking up the man at their feet, they have a decision to make: will they look for their most likely dead friend, or get the hell out while they can?



[Edited on 07.23.2008 6:52 PM PDT]

  • 07.23.2008 6:42 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
114 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
91 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
91 Light Battlecruisers Carries 1 WMD
1000 Landing Craft
1000 Tracers (Recon and Transport Ships)
60000 Stinger Class Fighters (Light-Medium Armament/Armor)
120 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 3000 Raiding/Boarding Parties (100 Man Each)
21000 Pilots
16000 Telepathy Bio-commandos.
16000 Super-soldiers. *Heavy Armor and Shielding*
21000 Infantry *Light Armor and Shielding*
14000 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
100 Landing Ships Per Turn
100 Tracers 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 6:45 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:
Mech mounted missile pod 4 turns

SPACE Base:OMEGA station x
alpha sentry
Research:
EMP 13 turns
Nuclear fission 5 turns
Nuclear Fusion 11 turns
Nuclear missiles 12 turns
shielding building grade 4
shielding fighter grade 4
shielding city grade 9
shielding battleship grade 9
shielding continent grade 14
shielding Heavy frigate grade 14
shielding planet (or halo) grade 19
shielding capital ship grade 16
forerunner research (reseach for the ring of halo) 24
advanced Technology upgrade 29
Heavy proton cannons 9
Heavy plasma cannons 9
Heavy laser cannons 9
Project:Genesis (or The Begging) 31 (large fleet build up and upgrade period)


WMD research (after Nuclear Fission and Fusion

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 6:48 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
132000 Scarabs in swarm
700 Obelisks
350 Pylons
350 Monoliths
70 Abattoirs
15 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 (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 (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
30 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (4 turns)

Ground Movement:

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

Moving a small research group consisting of one Shroud-class Stealth cruiser, a handful of warriors, several warriors, and 200 scarabs move to Planet 7, homeworld of the Xenomorphs to try to scientifically study the biological engines of destruction in combat against the Star Trek Federation scout group (1 turn, given proximity of planet 6 to planet 7)

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 6:53 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Message to the Hanchex alliance all members will recieve mech blueprints and missile pod mech add ons that will be made to support nuclar missiles and once my EMP research is done i will create a emp burst mech add on plus veichle grade EMP shielding that is not turned offline by emps

  • 07.23.2008 6:54 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
124 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
101 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
101 Light Battlecruisers Carries 1 WMD
1200 Landing Craft
1200 Tracers (Recon and Transport Ships)
70000 Stinger Class Fighters (Light-Medium Armament/Armor)
130 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 3000 Raiding/Boarding Parties (100 Man Each)
22000 Pilots
17000 Telepathy Bio-commandos.
17000 Super-soldiers. *Heavy Armor and Shielding*
22000 Infantry *Light Armor and Shielding*
15000 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
100 Landing Ships Per Turn
100 Tracers 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 7:01 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race
1 cruiser
1 Capital Ship- Omegisas

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
12000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
1000 battle mechs
Survivers all races :380
OMEGA 100 soldiers (omega fighter)
Resources:2500 ore
8000 wood
11000 workers (they build and determine how fast buildings are completed)
10000 omega cells (used to make the clones)
Buildings
Alpha Compound (landing and fleet control)
landing pad
Delta Compound (military and defense control)
1 barracks LVL 2 produces battle drones 2000 (or soldiers 1000) each turn CHOSEN: Battle drones (lesser soldiers but greater in numbers) (non biologic)
Fort trains 3000 new recruits each turns
Mech Factory builds 500 soldier mechs a turn for beta
Beta Compound (economic and research) HQ lvl1
Resource gather (unit) factory
OMEGA omegasis research and cloning facility produces 50 omega fighters per turn (ground units) and researches upgrades for the OMEGA race

OMEGA research:
Mech mounted missile pod 3 turns
EMP mech add on (after wmd research)
EMP velichle grade shielding (after EMP creation)
SPACE Base:OMEGA station x
alpha sentry
Research:
EMP 12 turns
Nuclear fission 4 turns
Nuclear Fusion 10 turns
Nuclear missiles 11 turns
shielding building grade 3
shielding fighter grade 3
shielding city grade 8
shielding battleship grade 8
shielding continent grade 13
shielding Heavy frigate grade 13
shielding planet (or halo) grade 18
shielding capital ship grade 15
forerunner research (reseach for the ring of halo) 23
advanced Technology upgrade 28
Heavy proton cannons 8
Heavy plasma cannons 8
Heavy laser cannons 8
Project:Genesis (or The Begging) 30 (large fleet build up and upgrade period)


WMD research (after Nuclear Fission and Fusion

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 7:01 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
13 Necron Star Dreadnoughts
110 Cairn-class Tombships (Battleships)
200 Scythe-class Harvest Ships (Heavy Cruisers)
290 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1100 Jackal-Class Raiders (Aggressive Heavy Fighter)
2500 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
134000 Scarabs in swarm
700 Obelisks
350 Pylons
350 Monoliths
70 Abattoirs
15 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 (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 (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (3 turns)

Ground Movement:

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

Moving a small research group consisting of one Shroud-class Stealth cruiser, a handful of immortals, several warriors, and 200 scarabs move to Planet 7, homeworld of the Xenomorphs to try to scientifically study the biological engines of destruction in combat against the Star Trek Federation scout group ARRIVED

The research cruiser slips past the Federation cruiser, due to it's stealth nature and active and passive jamming devices. The research team deploys onto the surface of Planet 7 activating their optical, thermal, and radiation camouflage. They carefully avoid detection and scout around, picking up traces of thermal heat and following it...

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 7:06 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:

-260 StarFleet Personnel.
-225 StarFleet Soldiers
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
-Solar Array: Located on StarBase. 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 150 Personnel (6 Turns)

- Starfleet Academy LVL 1: Training Ground. Produces 1125 Soldiers (2 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.

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.
- Neutron Torpedoes (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.

-Warp Drive- Warp 5 MAX (FTL Travel, ~186k mps) x 10000
-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)
-Hypospray: Medical Upgrade. Further reduction of losses in battle.

-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.
- Borg Implants: Allows for assimilation of enemy troops.
-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)
- Positronic Research Allows for development of Positronic (Android) Technology

Active Abilities:

- OMEGA Particle Desire: Desire for discovery of the “perfect molecule.”
- 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)

Research:

- Warp Drive (5 Turns) Warp 6 MAX
- Electron Torpedoes (7 Turns) (High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Smaller vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. EMP Damage increased. Area of Effect Damage.
- OMEGA Particle Scanning:(7 Turns) Start of search for the “perfect molecule.”
- EMH Mobile Emitter (1 Turns) Increased function of EMH.
- Borg Shields (1 Turns)(Mid-Grade Defence) Upgrades Energy Shields.
-BiTanium Hull Reinforcement (1 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)
- Positronic Net: (1 Turns) Further Research of Android Tech.
-EnviroSuits:(4 Turns) Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- Medical Tricorders (3 Turns) Upgrades Tricorders.
-Phaser Rifles (1 Turns) (High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 5 settings: stun, kill, wide-beam, melt, and vaporize.
-Phaser Banks (9 Turns) (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.

Abilities: 2 Turns
- Veteran Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Veteran Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Veteran Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Veteran Terraformation Tech (Allows for more hospitable conditions on a small moon or planetoid)
- Veteran Engineering Tech (Increases Engine Output)
- Veteran Leadership Tech (Increases Discipline)
- Veteran Security Tech (Increases Training, Decreases Losses in combat)
- Veteran Astrometric Tech (Increases Scanning technology)
- Veteran Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:

- Starfleet Academy (5 Turns) LVL 2: University. Produces 500 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (5 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
- Starbase Docking/Construction Bay [1] (1 Turns) (Produces 1 Galaxy Class Battleship a turn, or Fully repairs any vessel in one turn.)
- Nanite Facility (3 Turns) Reduces all construction times by 2 turns. ONCE
- Ground Base (Medium Encampment) (3 Turns)

Ground Movement:
The Conflict on Planet 7

Alpha, Beta, and Delta Squads home in on the radio call from Epsilon Squad to find Corporal Suez immobilized in a narrow hallway. There are 3 corpses, whos dogtags are removed. Private Thom is nowhere to be found, but a trail of a steaming yellowish substance is seen leading off down a corridor.

Using a dose of lectrozene, Suez is revived. He tells a tale of 'nightmarish creatures' and what he believed was a face hugger leaping at him, but after that it is grey. He stands, determined to exact revenge on the .... whatever they weres. Scanning the yellowisn substance with a tricorder reveals that it is genetic material, but is HIGHLY acidic, moreso even than Hydrochloric. A small sample is beamed to the shuttle, and placed in a electromagnetic containment field.

The 16 Men pair off into 2 groups of 8. Group A stays to hold down the entrance to the colony. Group B, with Suez, follows the substance trail down the dank corridor. He mumbles something about 'bad heartburn' to the sergeant, but it falls on deaf ears. Too bad they weren't paying attention during the film...

Gamma Team Returns to the shuttle, and instructs them to relocate to a position directly over the colony. After a brief non-communication period due to heavy interference, limited contact is re-established with the ground teams. Sensors are unable to accurately penetrate the structure, but far more than 16 life forms are detected inside...

Team B passes more scenes of carnage, but no corpses. Odd, thinks the sergeant. What the Hell is going on? He would soon find out. Setting phasers for 'kill' they pry open a recently fused hatch, and enter. . .


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

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 7:07 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
134 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
111 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
111 Light Battlecruisers Carries 1 WMD
1400 Landing Craft
1400 Tracers (Recon and Transport Ships)
80000 Stinger Class Fighters (Light-Medium Armament/Armor)
140 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 3000 Raiding/Boarding Parties (100 Man Each)
23000 Pilots
18000 Telepathy Bio-commandos.
18000 Super-soldiers. *Heavy Armor and Shielding*
23000 Infantry *Light Armor and Shielding*
16000 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
100 Landing Ships Per Turn
100 Tracers 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.

To Necros of 40K: Even though we share no alliance, would you like a backup Super-Carrier for assistance with your recon team on Planet 7, we will supply supplies to your ground recon team, give you an emergency evacuation if need be, and shelter your troops if something were to happen to your transport.

  • 07.23.2008 7:14 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
13 Necron Star Dreadnoughts
110 Cairn-class Tombships (Battleships)
200 Scythe-class Harvest Ships (Heavy Cruisers)
290 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1100 Jackal-Class Raiders (Aggressive Heavy Fighter)
2500 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
136000 Scarabs in swarm
750 Obelisks
375 Pylons
375 Monoliths
75 Abattoirs
16 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 by 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 (5 turns)
250 Immortals (5 turns)
100 Pariahs (5 turns)
100 Flayed Ones (5 turns)
50 Wraiths (5 turns)
50 Tomb Spyders (5 turns)
50 Destroyers (5 turns)
25 Heavy Destroyers (5 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 (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 (2 turns)

Ground Movement:

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

Moving a small research group consisting of one Shroud-class Stealth cruiser, a handful of immortals, several warriors, and 200 scarabs move to Planet 7, homeworld of the Xenomorphs to try to scientifically study the biological engines of destruction in combat against the Star Trek Federation scout group ARRIVED

The research team homes in on the thermal signature and are within visual range. The Necrons remain concealed with their personal stealth systems, and stalk the Federation scouts. They remain a distance away and unseen. The lead research Immortal receives a message from the Shroud-class Stealth Cruiser and patch the order to the rest of the group:

In Necron Language:
Maintain stealth and remain unseen; Do not interfere in any conflict unless discovered or attacked first. However, make sure NO SAMPLE of any Xenomorphs leave the planet or is otherwise captured. Take violent action if needed to prevent the capture of Xenomorph specimens by the Federation scouts


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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 7:17 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
To Necros of 40K: Even though we share no alliance, would you like a backup Super-Carrier for assistance with your recon team on Planet 7, we will supply supplies to your ground recon team, give you an emergency evacuation if need be, and shelter your troops if something were to happen to your transport.


No, thank you, I'm fine. Necrons got to study the factions as much as possible. If really detected, the Necrons will retreat back and their stealth cruiser will get the heck out of there

  • 07.23.2008 7:19 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
144 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
121 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
121 Light Battlecruisers Carries 1 WMD
1600 Landing Craft
1600 Tracers (Recon and Transport Ships)
90000 Stinger Class Fighters (Light-Medium Armament/Armor)
150 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 4000 Raiding/Boarding Parties (100 Man Each)
24000 Pilots
19000 Telepathy Bio-commandos.
19000 Super-soldiers. *Heavy Armor and Shielding*
24000 Infantry *Light Armor and Shielding*
17000 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
100 Landing Ships Per Turn
100 Tracers 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.

To Necros of 40K: Even though we share no alliance, would you like a backup Super-Carrier for assistance with your recon team on Planet 7, we will supply supplies to your ground recon team, give you an emergency evacuation if need be, and shelter your troops if something were to happen to your transport.

  • 07.23.2008 7:19 PM PDT

Posted by: rst7503
Posted by: Cooley470
To Necros of 40K: Even though we share no alliance, would you like a backup Super-Carrier for assistance with your recon team on Planet 7, we will supply supplies to your ground recon team, give you an emergency evacuation if need be, and shelter your troops if something were to happen to your transport.


No, thank you, I'm fine. Necrons got to study the factions as much as possible. If really detected, the Necrons will retreat back and their stealth cruiser will get the heck out of there


Okay, I am just asking, because if an outbreak were to occour...

If you need any assistance, I shall be ready, give me the word.

  • 07.23.2008 7:21 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Posted by: rst7503
Posted by: Cooley470
To Necros of 40K: Even though we share no alliance, would you like a backup Super-Carrier for assistance with your recon team on Planet 7, we will supply supplies to your ground recon team, give you an emergency evacuation if need be, and shelter your troops if something were to happen to your transport.


No, thank you, I'm fine. Necrons got to study the factions as much as possible. If really detected, the Necrons will retreat back and their stealth cruiser will get the heck out of there


Okay, I am just asking, because if an outbreak were to occour...

If you need any assistance, I shall be ready, give me the word.


Thanks for your concern, but Necrons are immune to infection and/or infestation.

This is a Necron. As you can see, it is impossible for them to be infected

  • 07.23.2008 7:23 PM PDT

Posted by: rst7503
Posted by: Cooley470
Posted by: rst7503
Posted by: Cooley470
To Necros of 40K: Even though we share no alliance, would you like a backup Super-Carrier for assistance with your recon team on Planet 7, we will supply supplies to your ground recon team, give you an emergency evacuation if need be, and shelter your troops if something were to happen to your transport.


No, thank you, I'm fine. Necrons got to study the factions as much as possible. If really detected, the Necrons will retreat back and their stealth cruiser will get the heck out of there


Okay, I am just asking, because if an outbreak were to occour...

If you need any assistance, I shall be ready, give me the word.


Thanks for your concern, but Necrons are immune to infection and/or infestation.

This is a Necron. As you can see, it is impossible for them to be infected


Yes, but if there was an outbreak, it would be a dire situation for other species. There is always a chance for something to go wrong.

  • 07.23.2008 7:24 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Posted by: rst7503
Posted by: Cooley470
Posted by: rst7503
Posted by: Cooley470
To Necros of 40K: Even though we share no alliance, would you like a backup Super-Carrier for assistance with your recon team on Planet 7, we will supply supplies to your ground recon team, give you an emergency evacuation if need be, and shelter your troops if something were to happen to your transport.


No, thank you, I'm fine. Necrons got to study the factions as much as possible. If really detected, the Necrons will retreat back and their stealth cruiser will get the heck out of there


Okay, I am just asking, because if an outbreak were to occour...

If you need any assistance, I shall be ready, give me the word.


Thanks for your concern, but Necrons are immune to infection and/or infestation.

This is a Necron. As you can see, it is impossible for them to be infected


Yes, but if there was an outbreak, it would be a dire situation for other species. There is always a chance for something to go wrong.


I'll just keep my ship in low orbit, and that ways, only the soldiers will have potential contact. And Xenomorphs can't hide on the soldiers, so it'll be all good

  • 07.23.2008 7:29 PM PDT

Would you mind if I sent a small-fleet of ships to Planet 7 just to be safe. I want to be the first one there if something were to happen. I am by no mean a threat to your people, our interests are the same.

So would you mind?

  • 07.23.2008 7:32 PM PDT

1 P17Y 7H3 F00L

KOTOR

I prefer not to. I want to get as little of other factions involved. If need be, I'll send a fleet of ships to handle it.

The Xenomorphs aren't leaving the planet through my ships, though, they might infect the Federation shuttle, at which I would do routine, secret scans, and if they test positive for parasites, then I'll blow it up.

But thanks. Main point is, I want as little other factions involved.

  • 07.23.2008 7:40 PM PDT