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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)
-1 Galaxy Class Battleship

Ground units:

-260 StarFleet Personnel.
-225 StarFleet Soldiers
-239 UNSC Mercenaries
-47 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
- Starbase Docking/Construction Bay [1] (Produces 10 Galaxy Class Battleships(10 Turns) Or fully repairs any vessel in one turn.)
- Starbase Solar Array: 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 (5 Turns)

- Starfleet Academy LVL 1: Training Ground. Produces 1125 Soldiers (1 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.
-Phaser Rifles (High Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 5 settings: stun, kill, wide-beam, melt, 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)

- Borg Shields (Mid-Grade Defence) Upgrades Energy Shields.
-BiTanium Hull Reinforcement (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)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- 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 Net: Further Research of Android Tech.

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 (4 Turns) Warp 6 MAX
- Electron Torpedoes (6 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:(6 Turns) Start of search for the “perfect molecule.”.
-EnviroSuits:(3 Turns) Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- Medical Tricorders (2 Turns) Upgrades Tricorders.
-Phaser Banks (8 Turns) (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-TriTanium Hull Reinforcement(11 Turns) (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)
-Positronic Brain:(9 Turns) Artificial Intelligence.
-Disruptors(7 Turns) (Elevated Yield) Increased Firepower, range, and versatility. Hand-Held defence. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Multi-Phasic Shields(8 Turns)(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.

Abilities: 1 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 (4 Turns) LVL 2: University. Produces 500 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (4 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
- Nanite Facility (2 Turns) Reduces all construction times by 2 turns. ONCE
- Ground Base (Medium Encampment) (2 Turns)
*- Fluidic Space Singularity Generator (15 Turns)

Ground Movement:

- SEE NEXT POST

Space movement:

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

Allies:

- HSM
-Covenant Union

Enemies:

-

Messages:

- 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

[Edited on 07.24.2008 7:27 AM PDT]

  • 07.24.2008 7:22 AM PDT
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The Conflict on Planet 7

Delta team, or whats left of it, 3 men, after narrowly escaping the xenos, came upon a grizzly sight. Team A was neutralized. 2 Men were still alive, but in comas, and had over 20 broken bones a piece. The sergeant had a decision to make. He could either heal 1 man, and escape now, or attempt to heal both, but risk more contact with the xenos.

He decided the former. He injected the other man with a relaxation agent, ensuring a peaceful death in his coma. Using Dermal regenerators and stimulants, the other man was healed enough to be moved.

“Transporters are down!” Flight Controller Lear screamed. “Our targeting beam got scrambled by some kind of wave from those unknown aliens.” “We’ll just have to do some old-fashioned heavy lifting then.” The shuttle landed just outside the complex, and waited for the 4 men to return.

PFC Mallory heard a minute ticking, coming from a device planted on the floor. He set his phaser to vaporize. The object, which had risen to an insect-like drone, was vaporized by the crimson beam. Mallory scanned the area, and detected abnormal levels of... something, that appeared to be explosives. The Chrono-decay indicator indicated the had he not vaporized the device, it would have exploded in 13.7 seconds, leveling the whole colony.

An enormous explosion erupted somewhere far away. It was enough to shake ones bones. “It wasn’t me!” Mallory exclaimed.

After placing the injured corporal in a stasis-field, the other loaded onto the shuttle, which rose to 5 kilometers, for safety. Lear shouted to the other pilots, “The scanners are either malfunctioning, or we have a problem.” “What?” “The planet appears to be blockaded, and all of their weapons are fully charged.” “Options?” “We could engage the warp drive on a random vector, but this atmosphere has screwed our sensor readings to hell, and the interference has had a highly negative effect on our hull. So I suggest we all get into enviroSuits. We probably wont all make it. Prepare a distress beacon for Voyager.”

“What about the DNA?” “Here, Scan it into this tricorder, the original genetic material can’t be left alive, it is too dangerous, and probably why everyone upstairs is so jumpy.” *Scans DNA pattern* “Done. Now, just before we go to warp, eject the containment bay. That’ll give our ‘friends’ upstairs something to deal with, and thats not us. Engage the neutron purgers, I don’t want a single quark of that junk left on this ship. Now, let’s do this.”

The shuttle ascends to the ionosphere, where they engage the warp drive, but not before being shot by the alien fleet. A cascade overload ignites a plasma conduit, killing 3 members of the piloting staff. The rest of the crew is knocked unconscious. With a groan, the nacelles erupt in blue-light, and the shuttle cruises into warp. The containment bay, a 2m cylinder, is ejected, and careens towards the alien vessels.

With no one to disengage the warp engines, the shuttle flies until it runs out of deuterium. Now stranded far out past the oort cloud, they awaken...

  • 07.24.2008 7:23 AM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
214 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
191 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
191 Light Battlecruisers Carries 1 WMD
3000 Landing Craft
3000 Tracers (Recon and Transport Ships)
160000 Stinger Class Fighters (Light-Medium Armament/Armor)
220 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 10000 Raiding/Boarding Parties (100 Man Each)
31000 Pilots
26000 Telepathy Bio-commandos.
26000 Super-soldiers. *Heavy Armor and Shielding*
40000 Infantry *Light Armor and Shielding*
24000 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 50 Super-Carriers, 50 Heavy Battlecruisers, 50 Light Battlecruisers, 50 Destroyers, 1000 Landing Craft, 1000 Tracer Recon Ships, and 50,000 Stinger Fighters move to within long-range orbital contact of Planet 7 and form multi-layer blockade scanning for any energy output at all. Just precautionary. Plasma-Beam and Anti-Matter Cannon WMD's warmed up. 10,000 Infantry, 5,000 Telepathy Bio-Commandos, 5,000 Super Soldiers, and 1000 Sniper/Recon men onboard.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Messages: Nobody will leave Planet 7. Not on my watch.


[Edited on 07.23.2008 11:14 PM PDT]


[Edited on 07.24.2008 9:27 AM PDT]

  • 07.24.2008 9:26 AM PDT

The Conflict on Planet 7:

The instant the foreign vessal went into jump drive, leaving behind a canister of Zenomorph DNA, over 200 Beams of plasma vaporized the canister. The struggle was over. The Zenomorph are stuck on the planet.

  • 07.24.2008 9:29 AM PDT

IDA logging out.

  • 07.24.2008 9:37 AM PDT
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Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

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

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

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

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

Research:
5-Bay Space Station - 2 turns
Cloning Technology (Faster Creation + More Troops) - 3 turns

Construction:
Constructing Hanchex Star Fleet: - 1 turn
150 Hanchex Interceptors
25 Hanchex Destroyers
10 Hanchex Heavy Cruisers
5 Hanchex Battleships
1 Hanchex Command Ship
Recruiting Hanchex Army: - 4 turns
5,000 Mercenaries
1,400 Shock Troopers
500 Medics
400 Pilots


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

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

Allies:
Hanchex Alliance (Under Rules of Hanchex Pact)
Star Trek: VE
Colonist Expansion Corporation (ll Hunt3r ll)
Transversal Union (BK Burger Boy)
Human Traders (mysixe24hoof)
Independance Day Aliens (Cooley470)

Enemies:


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

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

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

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

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

  • 07.24.2008 9:51 AM 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:
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
4000 Immortals
1500 Pariahs
1500 Flayed Ones
750 Wraiths
750 Tomb Spyders
750 Destroyers
375 Heavy Destroyers
132000 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:
Project: Rebirth (10 turns)

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 (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 (3 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)

Ground Movement:

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

The Necrons left, and returned to Planet 6, along with their dead specimens and conduct experiments 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 10:21 AM PDT]

  • 07.24.2008 9:55 AM 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:

8 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.

8 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

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

110 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.

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

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

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


Ground units:

6000 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.

1400 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.

1000 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.

8000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

550 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.

2000 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

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

300 Hunter-Chopper helicopters.

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

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

700 Wraith Tanks

50 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.

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

30 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.

  • 07.24.2008 10:24 AM 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.
62 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)
2,730 Warriors (The average Xenomorph, the height of a Spartan)
3,530 Runners (Weaker, but much faster aliens)
3,560 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
420 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
600 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 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:
640 Warriors
720 Drones
720 Runners
120 Carriers
12 Stalkers

Buildings

- The Hive Superior - The main Hive expands, deeper, wider, and stronger. It is 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 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 - 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.

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

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.

Hive Mind (complete) - 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.


Research/Construction


Other Research pending:

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

Hierarch Proboscis (5) turns - Hierarch are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.


Rift Alien (Greater Xenomorph) (1) 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 Lost Shuttle:

Awoken from its slumber by a sudden jolt, the young Hierarch became attentive to its surroundings. The hold it had placed itself in as a small chestburster had become too small for her new size. Above her was a ventilation shaft of some sort. She raised her body slowly, old, molted layers of carapace sloughing away, revealing the shiny black armor of an Alien figurehead. Stretching her powerful legs, she leaped, and latched onto the shaft above her. Inward she crept, and she made little sound.

Her senses so acute, she felt the beating of the hearts of those remaining alive on board. Even the most faint of the barely living, she knew they were here. Finally she found a place that gave her enough space. She once again became dormant, and began the final transformation of her time aboard this ship.

Back on Planet 7, the Empress communicated her desires to the new Queen, and understood the potential that this moment could have for her kind. She concentrated all of her great power into making the Hive stronger, and preparing it for what was to come.


[Edited on 07.24.2008 10:35 AM PDT]

  • 07.24.2008 10:34 AM 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.

Necrons, will you be hostile towards my fleet if we arrive at Planet 7's orbit and blockade the planet. We will send a small ground team to experiment Dark Matter weaponry on Xenomorphic lifeforms.

  • 07.24.2008 10:37 AM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: BK Burger Boy
Necrons, will you be hostile towards my fleet if we arrive at Planet 7's orbit and blockade the planet. We will send a small ground team to experiment Dark Matter weaponry on Xenomorphic lifeforms.


No, the Necrons have already left the planet, though we deem it best that no other faction land on the planet. Quarantine is the best solution. Leave the research of the Xenomorphs to the immune factions

  • 07.24.2008 10:42 AM PDT

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

Posted by: rst7503
Posted by: BK Burger Boy
Necrons, will you be hostile towards my fleet if we arrive at Planet 7's orbit and blockade the planet. We will send a small ground team to experiment Dark Matter weaponry on Xenomorphic lifeforms.


No, the Necrons have already left the planet, though we deem it best that no other faction land on the planet. Quarantine is the best solution. Leave the research of the Xenomorphs to the immune factions


Your wish will be honored. We just wanted to blast the rock out of exsistance, but I see the benifits of keeping it for study.

  • 07.24.2008 10:44 AM 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:
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
8500 Warriors
4250 Immortals
1600 Pariahs
1600 Flayed Ones
800 Wraiths
800 Tomb Spyders
800 Destroyers
400 Heavy Destroyers
134000 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:
Project: Rebirth (9 turns)

Construction:
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (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 (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)

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!!!

  • 07.24.2008 10:45 AM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons are not the only immune faction, I believe. I think some other species, or species variants are immune too.

  • 07.24.2008 10:45 AM PDT

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

Posted by: rst7503
Necrons are not the only immune faction, I believe. I think some other species, or species variants are immune too.


I have Biomechs and Vaccuum sealed suits for my NDF troopers. I could manage some successful raids.

  • 07.24.2008 10:47 AM 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.
74 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)
3,370 Warriors (The average Xenomorph, the height of a Spartan)
4,270 Runners (Weaker, but much faster aliens)
4,280 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
540 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
600 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 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:
640 Warriors
720 Drones
720 Runners
120 Carriers
12 Stalkers

In 2 turns:

Buildings

- The Hive Superior - The main Hive expands, deeper, wider, and stronger. It is 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 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 - 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.

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

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.

Hive Mind (complete) - 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.

Rift Alien (Greater Xenomorph) (complete)- This Greater Xenomorph has the special ability of being "phased" between multiple dimensions, allowing it to teleport short distance, and assume complete ethereal invisibility while prowling on a second plane. It cannot attack from this plane, and it cannot remain there for long. It is the size of a very large crocodile and moves on all fours with about 3/4 of the speed a Runner has. These Xenomorphs require two turns of gestation within the host.


Research/Construction


Other Research pending:

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

Hierarch Proboscis (5) turns - Hierarch are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Hive Creation (4) turns - All Xenomorphs can create Hive-scape, but with this evolution it will be done twice as fast, with equal effectiveness.



(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 Lost Shuttle:

Story is holding from last post.

  • 07.24.2008 11:01 AM PDT

1 P17Y 7H3 F00L

KOTOR

I think anything biological, even if they are wearing suits would be vulnerable. I remember in some of the Alien movies, the facehuggers were strong enough to crush suits and helmets, then proceeding to implant the Xenomorph embryo

  • 07.24.2008 11:02 AM PDT

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

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

Posted by: rst7503
I think anything biological, even if they are wearing suits would be vulnerable. I remember in some of the Alien movies, the facehuggers were strong enough to crush suits and helmets, then proceeding to implant the Xenomorph embryo

Correct. I'd recommend Alien (first film) for a great example.

  • 07.24.2008 11:05 AM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
14 Necron Star Dreadnoughts
120 Cairn-class Tombships (Battleships)
220 Scythe-class Harvest Ships (Heavy Cruisers)
320 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1200 Jackal-Class Raiders (Aggressive Heavy Fighter)
2750 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
8500 Warriors
4250 Immortals
1600 Pariahs
1600 Flayed Ones
800 Wraiths
800 Tomb Spyders
800 Destroyers
400 Heavy Destroyers
136000 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:
Project: Rebirth (8 turns)

Construction:
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Tomb Stalker Titan (2 turns)
1 Necron Star Dreadnought (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)

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!!!

  • 07.24.2008 11:11 AM 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.

[u]Ground Units

1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
4 Alien Queens
5 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.
86 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)
4,010Warriors (The average Xenomorph, the height of a Spartan)
4,990 Runners (Weaker, but much faster aliens)
5,000 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
660 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
600 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 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:

640 Warriors
720 Drones
720 Runners
120 Carriers
12 Stalkers

In 2 turns:
4 Rift Aliens

Buildings

- The Hive Superior -
The main Hive expands, deeper, wider, and stronger. It is 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 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 - 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.

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

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.

Hive Mind (complete)
- 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.

Rift Alien (Greater Xenomorph) (complete)
- This Greater Xenomorph has the special ability of being "phased" between multiple dimensions, allowing it to teleport short distance, and assume complete ethereal invisibility while prowling on a second plane. It cannot attack from this plane, and it cannot remain there for long. It is the size of a very large crocodile and moves on all fours with about 3/4 of the speed a Runner has. These Xenomorphs require two turns of gestation within the host.


Research/Construction


Other Research pending:

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

Hierarch Proboscis (4) turns - Hierarch are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Hive Creation (3) turns - All Xenomorphs can create Hive-scape, but with this evolution it will be done twice as fast, with equal effectiveness.



(Let me know if I should adjust my times ^^)

Ground Movement
The Hive continues to grow and carry about its normal business. No other ground movement occurs.

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 Lost Shuttle:

Story is holding from last post.

[Edited on 07.24.2008 11:25 AM PDT]

  • 07.24.2008 11:19 AM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
14 Necron Star Dreadnoughts
120 Cairn-class Tombships (Battleships)
220 Scythe-class Harvest Ships (Heavy Cruisers)
320 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1200 Jackal-Class Raiders (Aggressive Heavy Fighter)
2750 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
8500 Warriors
4250 Immortals
1600 Pariahs
1600 Flayed Ones
800 Wraiths
800 Tomb Spyders
800 Destroyers
400 Heavy Destroyers
138000 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:
Project: Rebirth (6 turns)

Construction:
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
1 Necron Star Dreadnought (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)

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!!!

  • 07.24.2008 11:21 AM PDT

what in the hell is going on

  • 07.24.2008 11:23 AM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
180 Interceptors(One pilot, Very fast, little armament, little protection)
110 Destroyers-(Medium speed, medium protection, medium armament)
24 Cruisers(Medium speed, heavy armament, high protection
1 Salvaged Battleship-(Slow, heavy armament, massive protection

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

Ground units:
575 Pilots
3450 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

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

Hiring:


Buildings: 1 Base on Planet 3

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced trade techniques
Total settlement procedures
Armor shielding
Radar Cloaking
Advanced ship sensors
Armor Cloaking
Advanced Mining
Sound dampning materials
Scent masking materials
Advanced Science studies
Mass Relays(See Mass Effect)
Laser Weaponry
Military training for workers
Cloning
Human augmentation
Advanced armor
Advanced ship defenses
Ship energy shields

Research:
Superdestroyers- 1 turns
Synthetic soldiers-6 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- DONE
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- DONE
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE
5 Cloning facilities- 1 turns
3 Synthetic soldier facilities- 6 turns

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

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

Message to all: We are willing to trade technology for troops/ships

  • 07.24.2008 11:25 AM 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.
4 Alien Queens
5 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.
98 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)
4,650 Warriors (The average Xenomorph, the height of a Spartan)
5,710 Runners (Weaker, but much faster aliens)
5,720 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
780 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
600 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Greater Xenomorphs (casters and others with very unique traits; see research for descriptions)
4 Rift Aliens

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:

640 Warriors
720 Drones
720 Runners
120 Carriers
12 Stalkers

In 2 turns:
4 Rift Aliens

Buildings

- The Hive Superior -
The main Hive expands, deeper, wider, and stronger. It is 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 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 - 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.

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

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.

Hive Mind (complete)
- 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.

Rift Alien (Greater Xenomorph) (complete)
- This Greater Xenomorph has the special ability of being "phased" between multiple dimensions, allowing it to teleport short distance, and assume complete ethereal invisibility while prowling on a second plane. It cannot attack from this plane, and it cannot remain there for long. It is the size of a very large crocodile and moves on all fours with about 3/4 of the speed a Runner has. These Xenomorphs require two turns of gestation within the host.


Research/Construction


Other Research pending:

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

Hierarch Proboscis (3) turns - Hierarch are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Hive Creation (2) turns - All Xenomorphs can create Hive-scape, but with this evolution it will be done twice as fast, with equal effectiveness.



(Let me know if I should adjust my times ^^)

Ground Movement
The Hive continues to grow and carry about its normal business. No other ground movement occurs.

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 Lost Shuttle:

Story is holding from last post.

  • 07.24.2008 11:27 AM PDT

Would any factions outside the Hanchex Pact be interested in a temporary trade treaty? The Traders are offering technology for soldiers/ships

  • 07.24.2008 11:28 AM PDT