Off Topic: The Flood
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Russian scientists have done it. They have somehow managed to replicate the power of the Norris on a miniature scale. This weapon, which they have named "Tsar Bomba" (King Bomb) could hold 100 megatons of viable round-kicks. The first testing of this device was done using only 0.000000000000001% of this weapon's true power in the Tunguska region in Siberia in 1908. The incident was cleverly covered up by the Russian government and was covered up as an exploding meteor.

Posted by: rst7503
Posted by: OD97
Faction: Flood-infested Zerg
Location: Braxis
Fleet:
1 Flood-infested Sarah Kerrigan
1 Flood-infested Duran
50 Flood-infested Guardians
50 Flood-infested Devourers
100 Flood-infested Mutualisks
150 Flood-infested Hunter Killers
200 Flood-infested Scourges
250 Flood-infested Torrasques (ZOMG!!!)
300 Flood-infested Devouring Ones
100 Flood-infested Queens
300 Flood-infested Overlords
25 Flood-infested Battlecruisers
25 Flood-infested Science Vessels
125 Flood-infested Unclean Ones
500 Flood-infested Hybrids
300 Flood-infested Infested Terrans


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

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

I couldn't play for some time, so this is what I'm planning to do, by the time I get up to your research level, you will own me. So this is to give myself a fighting chance. Anyways, the flood boards ships and keeps them.

EDIT: notice that most of my forces are ground troops, and only 50 ships are capable of space travel.

[Edited on 07.23.2008 7:42 PM PDT]

  • 07.23.2008 7:40 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Your faction: Transversal Union. A group of united species.
LOCATION: Planet 4

Tech: Biomechs are being employed to keep potential hosts of parasites safe. Walking high above the ground, all will fall under their advanced weaponry.

Pulse/Dark matter weaponry is now equiped to all soldiers.

Ships:

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

6 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay. Neuclear weapons now attached

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

80 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding. Now have energy projectors.

1000 Basilisk fighters: Fast and moderately armed aerospace fighters.

1000 Seraph fighters: Lightly sheilded and heavily armed.

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

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

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


Ground units:

5000 NDF Troopers: These specialised Human infantry of the Union are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ Overwatch Dark Matter Pulse rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

1000 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenades. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

800 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships. Armed with Plasma Rifles andDark Matter Pulse carbines.

6000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

400 Stalkers: 60-foot tall, thin, Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

1200 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

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

200 Hunter-Chopper helicopters.

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

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

500 Wraith Tanks

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

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

20 Cobra Anti-air batteries: Plasma cannons that fire magnetically charged bolts with a medium EMP effect.
-----


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

Orbital Shipyards-planet 3,4

Ground factories.-planet 3,4

Barracks-planet 3,4

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

Planet 4-Shipyards

Finished Research:

-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Neuclear reactors.
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armor Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armor-Integrated Shielding
-Ice Suits
-Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
-Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)
-Covenant Anti-matter bomb (WMD)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armor
-Energy Projector enhancement
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements (The Forerunners could make impossibly fast Slipspace transitions, allowing them the advantage in battle. These documents have yielded information on how this system works, allowing each Covenant Union and allied starship to recieve the very finest Slipspace technology available.
-Energy Shielding for All ships
-Ability to utilize plasma weaponry
-Ability to utilize pulse lasers
-Artificial intelligence

Research: Combat droids. (2 turns)

Construction:

Factories:
50 Stalkers per turn
100 Banshees per turn
100 NDF troopers per turn
100 Sangheili per turn
500 Moblie infantry per turn
10 Kestrel Urban/Recon Jets per turn
20 Phantoms per turn
10 Hunter-Choppers per turn
20 IFVs per turn.
20 Wraiths per turn
2 Scarab walkers per turn.
5 Hunter pairs per turn.
2 Cobra Ant-air batteries per turn

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


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

Space movement: Fleet on defense standby around planet 4

Allies:Hancheck alliance.

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed. I will not attack unless declared a threat by a majotity of factions. Free parking at my bases. Seek refuge and I will fix your fleets. Run parasite check on ships before docking. If out of control infestation is detected, your ship will be glassed. It's the only way to assure the safety of everybody.

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

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.


WMD:

Glassing: When ships surround the planet, they bombard the crust with 10,000,000 degree raw plasma. Nothing survives.

Slipspace Nukes; When we can't risk an invasion of an infected planet, we nuke strategic targets before we come in. This method also works against non parasitic adversaries.

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

  • 07.23.2008 7:43 PM PDT
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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
4 drop ships
2 escort class drop ship deffenders
1 Base class ship (hangar far up to six ships and able to stay inbound for drop ship pick up)

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 200 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 2 turns

SPACE Base:OMEGA station x
alpha sentry
Research:
EMP 11 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) (current stage:1)


WMD research (after Nuclear Fission and Fusion

Self Destruct

Construction:

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 7:43 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
154 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
131 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
131 Light Battlecruisers Carries 1 WMD
1800 Landing Craft
1800 Tracers (Recon and Transport Ships)
100000 Stinger Class Fighters (Light-Medium Armament/Armor)
1600 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5000 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
20000 Telepathy Bio-commandos.
20000 Super-soldiers. *Heavy Armor and Shielding*
25000 Infantry *Light Armor and Shielding*
18000 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: A Fleet of 10 Super-Carriers, 10 Heavy Battlecruisers, 10 Light Battlecruisers, 10 Destroyers, 100 Landing Craft, 100 Tracer Recon Ships, and 10,000 Stinger Fighters move to within long-range orbital contact of Planet 7. Just precautionary. Plasma-Beam and Anti-Matter Cannon WMD's warmed up. Arrival: 2 Turns

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.




[Edited on 07.23.2008 7:50 PM PDT]

  • 07.23.2008 7:46 PM PDT
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Russian scientists have done it. They have somehow managed to replicate the power of the Norris on a miniature scale. This weapon, which they have named "Tsar Bomba" (King Bomb) could hold 100 megatons of viable round-kicks. The first testing of this device was done using only 0.000000000000001% of this weapon's true power in the Tunguska region in Siberia in 1908. The incident was cleverly covered up by the Russian government and was covered up as an exploding meteor.

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

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

Buildings (Completed):
1 Hive
2 Lairs
3 Hatcheries
2 Spawning Pools
2 Hydralisk Dens

Buildings(in evolution):
Queen's nest
Ultralisk Cavern
Defiler Mound
Nydus canal (for quick ground troop travel)

Alliances:
None

Enemies:
None

Transmission:
We would like to trade ground troops for capable, battle ready ships.

[Edited on 07.23.2008 7:48 PM PDT]

  • 07.23.2008 7:47 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.

My men would be willing to help in the invasion of Planet 7. They are trained to deal with Xenos. I know you don't want involvement, but if the -blam!- hits the fan, I've got your back. Everyone wants the Xenos dead, and I'd be glad to help that.

  • 07.23.2008 7:51 PM PDT

Hey OD97, I hope you know that nobody here is going to take you seriously, because you are cheating. We have all worked to get where we are, I suggest you start working overtime.

  • 07.23.2008 7:53 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
164 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
141 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
141 Light Battlecruisers Carries 1 WMD
2000 Landing Craft
2000 Tracers (Recon and Transport Ships)
110000 Stinger Class Fighters (Light-Medium Armament/Armor)
170 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 6000 Raiding/Boarding Parties (100 Man Each)
26000 Pilots
21000 Telepathy Bio-commandos.
21000 Super-soldiers. *Heavy Armor and Shielding*
26000 Infantry *Light Armor and Shielding*
19000 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: A Fleet of 10 Super-Carriers, 10 Heavy Battlecruisers, 10 Light Battlecruisers, 10 Destroyers, 100 Landing Craft, 100 Tracer Recon Ships, and 10,000 Stinger Fighters move to within long-range orbital contact of Planet 7. Just precautionary. Plasma-Beam and Anti-Matter Cannon WMD's warmed up. ARRIVED

If any ship tries to leave system without our IR, Thermal Imaging, Radiation, or multiple systems on board picking up viable life signs, we will destroy them. Will use WMD's if necessary.

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 7:57 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.

I'm offline.

  • 07.23.2008 8:02 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)


Ships:


FIGHTER DESIGNATIONS
1000 Viper Mk IIs
50 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
25 Heavy Cylon Raiders


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
5,100 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- 1 turn
Human-Form Cylons- 3 turns
Halo Weapon- 13 turns


Construction:
100 Cylon Mk IIs a turn, 50 Mk II Raiders a turn, 25 Heavy Cylon Raiders a turn, 1 Cylon Hybrid as needed, 1 Human-Form Cylon every 2 turns.
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 12 turns
Ressurection Hub- 5 turns
Forerunner-Grade Shielding- 3 turns
Forerunner Beam Weaponry- 3 turns


Ground Movement: Colonial diplomat arrives at summit.


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


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:
Xenomorph


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

EMPIRE: We have arrived at the summit.

[Edited on 07.23.2008 8:18 PM PDT]

  • 07.23.2008 8:04 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.
54 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)
2,330 Warriors (The average Xenomorph, the height of a Spartan)
3,030 Runners (Weaker, but much faster aliens)
3,060 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
400 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: The Hive Inferior (completed) - 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.

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 (1) 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.

Other Research pending:

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


Hive Mind (1) 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 (1) 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) (2) 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
See brief, seperate post below for Post-Battle Ground Movement.

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: Part Three


That which was created by the devil himself senses movement in its home. Unraveling itself from where it lie in wait, it mentally gestures to those surrounding it. As if the room itself were alive, the walls slither with movement, but in the darkness it goes unnoticed by the human presence. With one great motion of lethal bite, and deadly strike, the pack of evil incarnate comes down upon the men without mercy. Several are shot and killed, but it makes no difference, their numbers are too many for such a small amount of weak firepower.

A runner comes forward from a vent above. Crying out to his squadmates, the lone soldier is caught up by the creature. It moves faster than a cheetah, and carries the soldier away. The rest of its pack continues to massacre the men that are foolish enough to stay, and while some retreat, the ambush left many for dead.

The runner bursts its way outside and leaves the body on the ground, hidden from view. It sees a soldier on patrol near some sort of ship, and with the grace of some ancient force, rips into his throat. In his thrashing, the runner takes stray phasers to its chest, and falls to the ground, its blood eating through all around it, including the dead human below him.

Yards away, a groan comes forth from the soldier's mouth. A rending and gnashing just beneath his flesh, and from him emerges the child of hate. His nametag reads: Suez.


[Edited on 07.23.2008 8:14 PM PDT]

  • 07.23.2008 8:06 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
174 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
151 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
151 Light Battlecruisers Carries 1 WMD
2200 Landing Craft
2200 Tracers (Recon and Transport Ships)
120000 Stinger Class Fighters (Light-Medium Armament/Armor)
180 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 7000 Raiding/Boarding Parties (100 Man Each)
27000 Pilots
22000 Telepathy Bio-commandos.
22000 Super-soldiers. *Heavy Armor and Shielding*
27000 Infantry *Light Armor and Shielding*
20000 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: A Fleet of 10 Super-Carriers, 10 Heavy Battlecruisers, 10 Light Battlecruisers, 10 Destroyers, 100 Landing Craft, 100 Tracer Recon Ships, and 10,000 Stinger Fighters move to within long-range orbital contact of Planet 7. Just precautionary. Plasma-Beam and Anti-Matter Cannon WMD's warmed up. ARRIVED

If any ship tries to leave system without our IR, Thermal Imaging, Radiation, or multiple systems on board picking up viable life signs, we will destroy them. Will use WMD's if necessary.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Message to All: Non-Hostile

[Edited on 07.23.2008 8:09 PM PDT]

  • 07.23.2008 8:06 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:

Post-Battle Ground Movement

Sensing impending danger around the Hive, the Xenomorphs of the Hive Inferior (LV385) apply one last coating of reinforcement to the walls of the complex and move deeper into the main Hive part of the complex. Assuming defensive preparations, the Queen removes herself from her eggsac and retreats into a deeper part of the complex. Her eggs remain with a number of guardians.

[Edited on 07.23.2008 8:16 PM PDT]

  • 07.23.2008 8:13 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
100 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
50 Heavy Cylon Raiders


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-Hybrid Fusion (Medium, No Armament, Large Hangars, Medium Protection, All Nuclear Armament



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
5,200 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:
Human-Form Cylons- 2 turns
Halo Weapon- 12 turns


Construction:
100 Cylon Mk IIs a turn, 50 Mk II Raiders a turn, 25 Heavy Cylon Raiders a turn, 1 Cylon Hybrid as needed, 1 Human-Form Cylon every 2 turns.
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 12 turns
Ressurection Hub- 5 turns
Forerunner-Grade Shielding- 3 turns
Forerunner Beam Weaponry- 3 turns


Ground Movement: 100 Cylons are loading on to BaseStar in preperation of taking off to Planet 7 for a show of force.


Space movement: Cylon BaseStar fuses with Cylon Hybrid. Cylon BaseStar is prepared for launch. Being loaded with Cylon Centurions.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:
Xenomorph


Message to all:
EMPIRE: We have arrived at the summit.

[Edited on 07.23.2008 8:22 PM PDT]

  • 07.23.2008 8:21 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

While Awaiting the return of the ground teams, Gamma and the pilots wait in the shuttle. One of the pilots, Flight Commander Lear, observes the targeting scanner system. He alerts the gamma squad. "This is odd, but I think that there are stealth troops or something down there." "How? I don;t read any life signs..." "Look, See all of that white haze on the overlay? that's the interference, and the bright white patches are our men's lifesigns. Now, look out about a klick from the compound. Do you see the dark spots? That signifies that there is Absoutely nothing there, just barren land." "Then why do you think it is a life form?" "Because, they are moving. So, in essence, their camoflage is 'too good'. under any other circumstances, they'd be totally invisible." "Damn. What should we do?" "They have to have a ship in orbit somewhere, so I'll send them a message.

*Pushes Transmit Button*

Attention unknown alien vessel, This is Flight Commander Lear of the federation shuttle IMPERVIOUS. We understand the risk of 'contamination' and I assure you that all available security methods are in place. The ground team with be thoroughly scanned before being granted access back aboard. You probably scanned us to see a small sample of what appears to be this thing's blood on board. Do not fret, only a single DNA strand will be taken back, and it will be under a Class X containment field, with an independant power source. We will allow you to inspect the field, if you wish.

Of course, this is not for weapons research, only scientific discovery. Now, it appears you have some men on the surface. Do not interfere with our mission, but assistance would be welcomed.

END TRANSMISSION

"Well, did that do it?" "I don't know, but prepare a tachyon pulse. If we need to, it could be used to knock out their cloaks temporarily. Also, if they don't comply, We're gonna need a whole lot of speed, shields, and firepower to get outta here." "Understood sir. I'll work on re-routing power...


(TO ALL INVOLVED IN THIS CONFLICT THING ON PLANET 7, PM ME THE DEVELOPMENTS, SO I KNOW WHAT HAS HAPPENED OVER NIGHT. since itll be buried under 20 pages by tomorrow.)

STARFLEET OFFLINE FOR TEH NIGHT

  • 07.23.2008 8:22 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
138000 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 (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 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 (1 turns)

Ground Movement:

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

The Necrons continued moving deeper into the Xenomorph hive, stalking the Federation troopers. They captured footage of the Xenomorph's morphology and streamed the data back to the Shroud-class Stealth Cruiser.
One Necron was unlucky enough to attract the attention of a Facehugger egg. A facehugger burst from within it and attached to the warrior's face, trying to slide its proboscis into it's core. The annoyed warrior didn't have an opening for the Facehugger to deposit the Xenomorph embryo, and he ripped the parasite-layer off of his face, though he slightly burned his faceplate...nothing Necrodermis couldn't re-seal.
The Necrons continued on and found a dead Xenomorph and several dead Federation troopers, one of which, had it's chest burst open. Rounding up the dead specimens, they let the scarab swarm carry them back to the ship, while the experiment team continued searching for any signs of combat between the Xenomorphs and Federation soldiers

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 8:23 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
184 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
161 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
161 Light Battlecruisers Carries 1 WMD
2400 Landing Craft
2400 Tracers (Recon and Transport Ships)
130000 Stinger Class Fighters (Light-Medium Armament/Armor)
190 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 8000 Raiding/Boarding Parties (100 Man Each)
28000 Pilots
23000 Telepathy Bio-commandos.
23000 Super-soldiers. *Heavy Armor and Shielding*
28000 Infantry *Light Armor and Shielding*
21000 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: A Fleet of 10 Super-Carriers, 10 Heavy Battlecruisers, 10 Light Battlecruisers, 10 Destroyers, 100 Landing Craft, 100 Tracer Recon Ships, and 10,000 Stinger Fighters move to within long-range orbital contact of Planet 7. Just precautionary. Plasma-Beam and Anti-Matter Cannon WMD's warmed up. ARRIVED

If any ship tries to leave system without our IR, Thermal Imaging, Radiation, or multiple systems on board picking up viable life signs, we will destroy them. Will use WMD's if necessary.

Reinforcements Called In: 40 Super-Carriers, 40 Destroyers, 40 Light and Heavy Battlecruisers, 1000 Tracers and Recon Ships, and 40,000 Stinger Class Fighters carrying 1000 Snipers/Recon, 10,000 Infantry, 5,000 Telepathy Bio-Commandos, and 5,000 Supers Soldeirs headed for Planet 7: 2 Turns

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Message to All: Non-Hostile

  • 07.23.2008 8:26 PM PDT

1 P17Y 7H3 F00L

KOTOR

Message from Necrons to Federation Star Fleet:

in an unintelligible language:

19284!@88592(($)@)$* (!**@599!@%??!"@{%{}}2-01@{%/124!!
!%)25-)%(^(^2 !(@%}}!2 !{@{%!2 }}%(@*!^( !(@(%)!%* !*@%!*@(%)!
)@(%( *@*%* %*%@&% !*@%*% !(@(@)!55^&&*%??%"@:59 5582"%)2

End Transmission

no explanation, translation, or other form of communication was sent.

(PS) the spoken Necron language is in-audible to humans and humanoid species. The written language is based on an extinct language, belonging to the original Necrontyr. The Necrontyr runes and artifacts are only found on Planet 6, so don't bother translating that.

  • 07.23.2008 8:29 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

XENOMORPHS going offline for now (must sleep...but this is so damn good right now). As it stands now, we are deep within the Hive, too far to venture for the Necron scouting party most likely. Regardless, consider this a turn post, but there is no movement or battle action taken. I will be online tomorrow in the early afternoon to resume this current situation.

OFFLINE.

  • 07.23.2008 8:30 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Good GOD, it's an MMFG!

  • 07.23.2008 8:32 PM PDT
Subject: please don't post yet
  • gamertag: [none]
  • user homepage:

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

Your faction:Colonials (Battlestar Galactica)


Ships:
FIGHTER DESIGNATIONS
1000 Viper Mk IIs
150 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
100 Heavy Cylon Raiders


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-Hybrid Fusion (Medium, No Armament, Large Hangars, Medium Protection, All Nuclear Armament



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
5,300 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:
Human-Form Cylons- 1 turn
Halo Weapon- 11 turns


Construction:
100 Cylon Mk IIs a turn, 50 Mk II Raiders a turn, 25 Heavy Cylon Raiders a turn, 1 Cylon Hybrid as needed, 1 Human-Form Cylon every 2 turns.
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 11 turns
Ressurection Hub- 4 turns
Forerunner-Grade Shielding- 2 turns
Forerunner Beam Weaponry- 2 turns


Ground Movement: Colonials setting up Forerunner Research.


Space movement: 300 Cylons are loaded into the Cylon Base-Star. Intra-Atmospheric JUMP. Arrive on the surface of Planet 7.


MOVEMENT ON PLANET 7: 300 Centurions pop the hatch on the Cylon Base Star and fan out. They kill 3 Runners they saw in the immediate area, but they allowed 1 to escape to ensure that they would have sport when he got new forces back from the hive. 50 Centurions remain near the ship, the other 250 fan out slightly to ensure that no Xenomorph breaches the perimiter without them knowing.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:
Xenomorph


Message to all:
EMPIRE: We have arrived at the summit.

  • 07.23.2008 8:36 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
194 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
171 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
171 Light Battlecruisers Carries 1 WMD
2600 Landing Craft
2600 Tracers (Recon and Transport Ships)
140000 Stinger Class Fighters (Light-Medium Armament/Armor)
200 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 9000 Raiding/Boarding Parties (100 Man Each)
29000 Pilots
24000 Telepathy Bio-commandos.
24000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
22000 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: A Fleet of 10 Super-Carriers, 10 Heavy Battlecruisers, 10 Light Battlecruisers, 10 Destroyers, 100 Landing Craft, 100 Tracer Recon Ships, and 10,000 Stinger Fighters move to within long-range orbital contact of Planet 7. Just precautionary. Plasma-Beam and Anti-Matter Cannon WMD's warmed up. ARRIVED

If any ship tries to leave system without our IR, Thermal Imaging, Radiation, or multiple systems on board picking up viable life signs, we will destroy them. Will use WMD's if necessary.

Reinforcements Called In: 40 Super-Carriers, 40 Destroyers, 40 Light and Heavy Battlecruisers, 1000 Tracers and Recon Ships, and 40,000 Stinger Class Fighters carrying 1000 Snipers/Recon, 10,000 Infantry, 5,000 Telepathy Bio-Commandos, and 5,000 Supers Soldeirs headed for Planet 7: 1 Turn

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Message to All: Non-Hostile

  • 07.23.2008 8:37 PM PDT

IDA Logging Off.

There is a Fleet blockading any exit from Planet 7 for the time being.

  • 07.23.2008 8:41 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.

  • 07.23.2008 8:42 PM PDT
Subject: please don't post yet

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:
C'tan Star God "Nightbringer" WMD/Unit
C'tan Star God "Deceiver" WMD/Unit
C'tan Star God "Void Dragon" WMD/Unit
C'tan Star God "Outsider" WMD/Unit
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
800 Obelisks
380 Pylons
380 Monoliths
80 Abattoirs
17 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) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

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 (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 (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)

Ground Movement:

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

The Necron research group decided that they couldn't, or shouldn't go any farther into the hive and left, though they left a strange device that beeped constantly with sonic resonant pulses. They returned to the exit of the Hive, when several Federation soldiers noticed a slight metal clicking sound (Necrons walking) and opened fire in the general direction.
The Necron research team opened fire on the Federation sentries (due to being attacked first), The Necrons annihilated the Federation guards with their Necron Gauss weapons. A number of the guards were left alive, though with severely broken bones everywhere in their body. The lead Immortal of the Necrons left several more beeping devices near the survivors, dropped the name tags of the dead Federation soldiers, whose bodies the Necrons took, near the survivors, and walked off into the darkness.
The Shroud-class Cruiser continued its stealth systems and jammed the fleet blockading Planet 7, this time with jamming signals falsely emanating from hundreds of different sources, confusing the fleet like hell.
The Necrons left, and returned to Planet 6, along with their dead specimens.

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

[Edited on 07.24.2008 10:18 AM PDT]

  • 07.23.2008 8:43 PM PDT