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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
140000 Scarabs in swarm
850 Obelisks
425 Pylons
425 Monoliths
85 Abattoirs
18 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 (5 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 (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 (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)

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 11:44 AM PDT

1 P17Y 7H3 F00L

KOTOR

Killing Ghost Page!

  • 07.24.2008 11:45 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)
230 Interceptors(One pilot, Very fast, little armament, little protection)
130 Destroyers-(Medium speed, medium protection, medium armament)
2 Superdestroyers-(Medium speed, massive armament, massive protection)
30 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
2 Superdestroyers per turn

Ground units:
700 Pilots
3700 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
250 mercenary clones per turn (5 cloning facilities)
125 pilot clones per turn (5 cloning facilities)

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
Superdestroyers

Research:
Synthetic soldiers- 5 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- DONE
3 Synthetic soldier facilities- 5 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


[Edited on 07.24.2008 12:20 PM PDT]

  • 07.24.2008 11:59 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
9000 Warriors
4500 Immortals
1700 Pariahs
1700 Flayed Ones
850 Wraiths
850 Tomb Spyders
850 Destroyers
425 Heavy Destroyers
142000 Scarabs in swarm
850 Obelisks
425 Pylons
425 Monoliths
85 Abattoirs
18 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 (1 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 (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 (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

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

[Edited on 07.24.2008 5:03 PM PDT]

  • 07.24.2008 12:15 PM PDT

Your faction:Human Traders

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

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

Ground units:
825 Pilots
3950 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
250 mercenary clones per turn (5 cloning facilities)
125 pilot clones per turn (5 cloning facilities)

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
Superdestroyers

Research:
Synthetic soldiers- 4 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- DONE
3 Synthetic soldier facilities- 4 turns

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

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

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

  • 07.24.2008 12:23 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

Ships:
At Home Base:
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
4-Bay Space Station

Assault Fleet:
150 Hanchex Interceptors
25 Hanchex Destroyers
10 Hanchex Heavy Cruisers
5 Hanchex Battleships
1 Hanchex Command Ship

Ground units:
At Home Base:
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)

Assault Fleet:
Being Created.


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 - 1 turn
Cloning Technology (Faster Creation + More Troops) - 2 turns

Construction:
Constructing Hanchex Star Fleet: - DONE
150 Hanchex Interceptors
25 Hanchex Destroyers
10 Hanchex Heavy Cruisers
5 Hanchex Battleships
1 Hanchex Command Ship
Recruiting Hanchex Army: - 3 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 Assault Fleet for takeoff.
Appointing Gregory Durek to Assault Fleet Captain.

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 12:42 PM PDT
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Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers (Refit With Starfleet Technology)
-1 Galaxy Class Battleship

Ground units:

-260 StarFleet Personnel.
-1350 StarFleet Soldiers
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 10 Galaxy Class Battleships(9 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 300 Personnel (4 Turns)
- Starfleet Academy LVL 1: Training Ground. Produces 2250 Soldiers (5 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.

Finished Research:

- Ship-Based Phasers (Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
-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.”
- 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)

Research:

- Warp Drive (3 Turns) Warp 6 MAX
- Electron Torpedoes (5 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:(4 Turns) Start of search for the “perfect molecule.”.
-EnviroSuits:(2 Turns) Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- Medical Tricorders (1 Turns) Upgrades Tricorders.
-Phaser Banks (7 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(10 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:(8 Turns) Artificial Intelligence.
-Disruptors(6 Turns) (Elevated Yield) Increased Firepower, range, and versatility. Hand-Held defence. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Multi-Phasic Shields(7 Turns)(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.

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

Construction:

- Starfleet Academy (3 Turns) LVL 2: University. Produces 500 Starfleet Soldiers a Turn.
- Research Lab LVL 2: Scientific Laboratory. (3 Turns) Reduces all current technology turns by 1 additional turn. ONCE.
- Nanite Facility (1 Turns) Reduces all construction times by 2 turns. ONCE
- Ground Base (Medium Encampment) (1 Turns) 600 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (14 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Local Shields (5 Turns) Protects high-risk targets planetside.
- Mech Factory (7 Turns) Allows for production of Federation Battle Tanks.
- Weapons Lab(6 Turns) Decreases time needed for Weapon-based research ONCE by two turns.
- Engineering School (8 Turns) Decreases time needed for Propulsion-based research ONCE by two 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:
-

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

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

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

ATTACKABLE

  • 07.24.2008 1:07 PM PDT
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The Lost Shuttle

Lear awakens with a cough, “Environmental controls are damaged.” he thinks. He checks the pulses of the other pilot, and the 9 Soldiers. Three of the soldier’s neural pathways have collapsed, they are dead. He initiates the transporter, and beams their corpses into space.

“Computer, where are we?” “APPROXIMATELY 47 AUs FROM THE PREVIOUS COORDINATES.” “Energy status” “LIFE SUPPORT IS MINIMAL, DEUTERIUM RESERVES DEPLETED, WARP AND IMPUSLE ENGINES INCAPACITATED. SENSORS DAMAGED, PORT THRUSTERS OFFLINE. TRANSPORTERS MINIMAL. STASIS PODS INOPERABLE. FORCE FIELDS AT 50%. AIR SUPPLY FOR CURRENT COMPLIMENT OF 9 LIFE-FORMS IS APPROXIMATELY 34 HOURS.”

“Huh, not much to work with. What is the status of long-range communications?” “A NECRON SCOUT VESSEL 28 AUs FROM HERE IS THE ONLY VESSEL IN RANGE.” “Hail them, tell them that I think we have a problem. A xenobiological problem. Tell them that we believe that we have an un-authorized stowaway on board, and we would like help removing it, as peacefully as possible.”

“THE SHIP HAS RECIEVED OUR MESSAGE, BUT, LANGUAGE TRANSLATORS ARE HAVING EXTREME DIFFICULTY DECODING THE RESPONCE. DISPLAYING TRANSLATION:”

(0N/=1RM3D 574R/=1337 \/35531. 7H3 11/=3/=0RM M|_|57 83 (0N741N3D 47 411 (0575. W3 W111 R3ND3Z\/0|_|5 5H0R71Y W17H Y0|_|R \/35531. W3 W111 74K3 4NY “N0N-PR0813M471(“ 11/=3/=0RM5 84(K 70 Y0|_|R H0M3W0R1D, W3 W111 D341 W17H 7H3 11/=3/=0RM. N3(R0N \/35531 0|_|7.

“Can’t make much sense of that, for all I know, it’s a declaration of war. All I can make out is ‘HOMEWORLD’ Towards the end there. Until something happens, I’ve still got a problem though.”

Something scurryed around underneath the floor, startling Lear. The Xeno, he thought. Computer, erect a level X forcefield around the pilots chair. Maintain for as long as possible. Divert power from all lower-deck life-support, and erect a level V forcefield around the command deck. Prepare Depressurization sequence. Depressurize the vessel, NOW. Now, engage all functioning thrusters and set a course back to planet 1's moon....

  • 07.24.2008 1:07 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
200 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
125 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
5,100 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:
Halo Weapon- 10 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- 10 turns
Ressurection Hub- 3 turns
Forerunner-Grade Shielding- 1 turn
Forerunner Beam Weaponry- 1 turn


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: One Centurion party encounters another Xenomorph. They attempt to communicate their wish to help it break quarantine of this planet. They attempt to communicate that they will offer it as many as it can fit of its kind on their BaseStar and they will use their Jump Drives to jump from the surface of this planet to the surface of another, allowing their horde to escape.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:


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

  • 07.24.2008 1:08 PM PDT

Your faction:Human Traders

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

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

Ground units:
950 Pilots
4200 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
3000 mercenary clones per turn (5 cloning facilities)
50 pilot clones per turn (5 cloning facilities)

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
Superdestroyers

Research:
Synthetic soldiers- 3 turns

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

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

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

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

  • 07.24.2008 1:13 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race
1 cruiser
1 Capital Ship- Omegisas
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 10 turns
Nuclear fission 3 turns
Nuclear Fusion 9 turns
Nuclear missiles 10 turns
shielding building grade 2
shielding fighter grade 2
shielding city grade 7
shielding battleship grade 7
shielding continent grade 12
shielding Heavy frigate grade 12
shielding planet (or halo) grade 17
shielding capital ship grade 14
forerunner research (research for the ring of halo) 22
advanced Technology upgrade 27
Heavy proton cannons 7
Heavy plasma cannons 7
Heavy laser cannons 7
Project:Genesis (or The Begging) 29 (large fleet build up and upgrade period) (current stage:1)


WMD research (after Nuclear Fission and Fusion

Self Destruct

Construction:

Space movement: soldiers are on there way to planet 7 to scout for the structures that have xenomorph infestations 2 turns
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

  • 07.24.2008 1:21 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.
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.
110 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)
5,290 Warriors (The average Xenomorph, the height of a Spartan)
6,430 Runners (Weaker, but much faster aliens)
6,440 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
900 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.


Research/Construction


Other Research pending:

Hierarch Proboscis (1) turns - Hierarchs 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 hidden probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Hive Creation (1) 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"

Story

The Lost Shuttle:

Dormancy...

On Planet 7

The Rift Alien circled the Centurion being carefully. It was cunning enough to avoid any attack the clumsy creature would attempt in such a duel-like scenario, but it was more intelligent than its brethren. Much more. The Empress had given it a unique part of the Hive Mind, and with it, it considered its opponent carefully. Wary of its intention, the Alien stepped out of the physical plane to observe the creature's reaction. It remained steadfast. Clearly, it was not frightened, but for what reason, the Alien was not yet sure. Communicating silently, two large Warriors emerge from the shadow. This surprised the Centurion, he had not seen them there. Standing on its hind legs, the Rift Alien stood before the Centurion, towering above him by several feet.

The Centurion turns its back and walks away, towards the location it appeared. This had surprised the Rift Alien at first, the Centurion seemed to have just, popped up. Something that a Xenomorph, especially of its intelligence, was not used to...being ambushed. The Rift Alien, and its two companions followed. From an unseen Hive node close to the colony building, an unusual Xenomorph emerged. On its back were bulbous membranes, and it walked as if it were under an unusual weight. Looking toward its leader, the Rift Alien, it followed the Centurions as well.



  • 07.24.2008 1:28 PM PDT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

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

1 Battleship Mk II, the Domain: 4 plasma torpedo launchers, 30 Pulse Laser emplacements, 1 cannon; ballistic, and 30 vulcan cannons, spread evenly across the ship. Able to enter atmosphere, and holds only a small outfit of Expansion Marines (50). The Domain has a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters. Equipped with energy shielding and polarized armor plating, a Dark Matter Converter, and it also has FTL capabilities.

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

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

40 Flashfire-Class starfighters. Capable of atmospheric and space flight. Armed with twin six-barrel 50 caliber machineguns and an armament of heat- and radar-seeking missles.

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

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

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. All Transport ships have been redesigned into impromptu gunboats, each of them outfitted with 1 plasma torpedo launcher, 7 pulse lasers, energy shielding, polarized armor plating, Dark Matter Converters, and FTL capabilities.

5 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships. Now has energy shielding and polarized plating.

1 Tug Class-M, has a single pulse laser, a single, 8-tube missle launcher, energy shielding, polarized plating, and a Dark Matter converter.
_____________________________________________________________ _

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

Currently Offloading
220 Colonists
80 Soldiers
118 Expansion Marines
_____________________________________________________________ ___

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

Finished Research:
-Dark Matter Conversion (Space-borne vessels now have a near-limitless supply of fuel and energy)
-Polarized Armor Plating
Following tech obtained through Hanchex Pact
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armour Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armour-Integrated Shielding
-Ice Suits
-Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
-Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)
-Covenant Anti-matter bomb (WMD)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armour
-Energy Projector enhancment
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements (The Forerunners could make impossibly fast Slipspace transitions, allowing them the advantage in battle. These documents have yielded information on how this system works, allowing each Covenant Union and allied starship to recieve the very finest Slipspace technology available.
-Energy Shielding for All ships
-Ability to utilize plasma weaponry
-Ability to utilize pulse lasers
_____________________________________________________________ ___

Research:
Scientists are now researching hybrid ballistic-plasma weaponry that will provide the benefits of each type to infantry and ships. [1 turns]

Researching Classified Armor [3 turns]
_____________________________________________________________ ____

Construction: The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 9 turns

Currently building 2 battleships in the recently completed shipyard. [5 turns]
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 80 Soldiers trained.

Expansion Marines train Security guards to become EMs. 28 Expansion Marines trained.
_____________________________________________________________ ____

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

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable


[Edited on 07.24.2008 2:14 PM PDT]

  • 07.24.2008 1:29 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers (Refit With Starfleet Technology)
-1 Galaxy Class Battleship

Ground units:

-260 StarFleet Personnel.
-1350 StarFleet Soldiers
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 20 Galaxy Class Battleships(9 Turns) Or fully repairs any two vessels 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 2: Scientific Laboratory.
- Ground Base (Medium Encampment) 600 Personnel. (3 Turns)
- Starfleet Academy LVL 2: University. Produces 5000 Soldiers (4 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Nanite Facility: Increased Ship production. Upped by 100%


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)
- Medical Tricorders: Upgrades Tricorders.
-Hypospray: Medical Upgrade. Further reduction of losses in battle.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-EnviroSuits: Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- 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.”
- 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)

Research:

- Warp Drive (1 Turns) Warp 6 MAX
- Electron Torpedoes (3 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:(2 Turns) Start of search for the “perfect molecule.”.
-Environmental Stability Armored Pods (ESAP):(8 Turns) Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
-Phaser Banks (5 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(8 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:(6 Turns) Artificial Intelligence.
-Disruptors(4 Turns) (Elevated Yield) Increased Firepower, range, and versatility. Hand-Held defence. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Multi-Phasic Shields(5 Turns)(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.

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

Construction:

- Starfleet Academy LVL 3: (10 Turns) Complex. Produces 1000 Starfleet Soldiers a Turn.
- Research Lab LVL 3: (10 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (12 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (Large Encampment) 1000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (11 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Local Shields (2 Turns) Protects high-risk targets planetside.
- Mech Factory (4 Turns) Allows for production of Federation Battle Tanks.
- Weapons Lab(3 Turns) Decreases time needed for Weapon-based research ONCE by two turns.
- Engineering School (5 Turns) Decreases time needed for Propulsion-based research ONCE by two turns.

Ground Movement:
- Exploration teams gathering resources.

Space movement:
-See previous post.

Allies:
- HSM
-Covenant Union

Enemies:
- Xenomorphs

Message to all:
- 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.”

- Attention Admiral Hanchex, We would like addition into the Hanchex Pact. We Offer our Multi-phasic shielding technology when it is completed, as well as instructions to produce an EMH mobile emitter. It seems that this sector is moving towards war, and we don’t wish to be caught in the middle.

ATTACKABLE

  • 07.24.2008 1:34 PM PDT
  • gamertag: [none]
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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
250 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
150 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:
Halo Weapon- 9 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- 9 turns
Ressurection Hub- 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: The Centurions lead the Xenomorphs back to the BaseStar. There are only a few of them; they were unsure that this many would survive to populate and form a strong enough hive to hold out on the planet of very strong beings that they would be taking them to. The Centurion explains it will take 1 more turn to prepare the Jump Drive to fire, so they should get as many more Xenomophs on-board as possible so they can survive the breach in quarantine.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:


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

[Edited on 07.24.2008 1:40 PM PDT]

  • 07.24.2008 1:39 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Posted by: Lord Snakie
MOVEMENT ON PLANET 7: The Centurions lead the Xenomorphs back to the BaseStar. There are only a few of them; they were unsure that this many would survive to populate and form a strong enough hive to hold out on the planet of very strong beings that they would be taking them to. The Centurion explains it will take 1 more turn to prepare the Jump Drive to fire, so they should get as many more Xenomophs on-board as possible so they can survive the breach in quarantine.


Oh Shi-

  • 07.24.2008 1:42 PM PDT
  • gamertag:
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  • last post: 01.01.0001 12:00 AM PDT

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

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race
1 cruiser
1 Capital Ship- Omegisas
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 300 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 DONE
SPACE Base:OMEGA station x
alpha sentry
Research:
EMP 9 turns
Nuclear fission 2 turns
Nuclear Fusion 8 turns
Nuclear missiles 9 turns
shielding building grade 1
shielding fighter grade 1
shielding city grade 6
shielding battleship grade 6
shielding continent grade 11
shielding Heavy frigate grade 11
shielding planet (or halo) grade 16
shielding capital ship grade 13
forerunner research (research for the ring of halo) 21
advanced Technology upgrade 26
Heavy proton cannons 6
Heavy plasma cannons 6
Heavy laser cannons 6
Project:Genesis (or The Begging) 28 (large fleet build up and upgrade period) (current stage:1)


WMD research (after Nuclear Fission and Fusion

Self Destruct

Construction:

Space movement: soldiers are on there way to planet 7 to scout for the structures that have xenomorph infestations 2 turns
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

  • 07.24.2008 1:43 PM PDT

Losers who crap talk should receive the death penalty

Posted by: McFiLLa
Posted by: SuP3r4wSUmD0NNy
Posted by: Cooley470
Posted by: SuP3r4wSUmD0NNy
wow, do the people that participate in this ever rest or talk to real people besides their moms whom they live with


Hmm. Lets see, I am about to go to bed, I am 14, so yes, I do live with my mom in a house, in the richest and fastest growing county in the country, not in a cardboard box like some people.

Oh, and I work 5 days a week, hard work too.


i can make up stuff too, watch

i can bench 350 and i have 2enises so both of my girlfriends can suck em at the same time

p.s. u have 2 be 16 to have a job in the richest country in the world, also u can only have 20 hours a week until ur 18


:O. Snap!

Nice reply.


thank you sir

also id like to join the game for one turn

Race: GOD

Soldiers: Jesus and Ghandi

Actions: Jesus and Ghandi get drunk and watch as god instantly blips everyone and everything in the universe out of existance. The only thing remaining is a cardboard box for McFilla to live in

  • 07.24.2008 1:46 PM PDT
  • gamertag:
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  • last post: 01.01.0001 12:00 AM PDT

Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers (Refit With Starfleet Technology)
-1 Galaxy Class Battleship

Ground units:

-260 StarFleet Personnel.
-1350 StarFleet Soldiers
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 20 Galaxy Class Battleships(8 Turns) Or fully repairs any two vessels 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 2: Scientific Laboratory.
- Ground Base (Medium Encampment) 600 Personnel. (2 Turns)
- Starfleet Academy LVL 2: University. Produces 5000 Soldiers (3 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Nanite Facility: Increased Ship production. Upped by 100%


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 6 MAX (FTL Travel, ~186k mps) x 100.000
-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)
- Medical Tricorders: Upgrades Tricorders.
-Hypospray: Medical Upgrade. Further reduction of losses in battle.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-EnviroSuits: Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- 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.”
- 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)

Research:

- Warp Drive (7 Turns) Warp 7 MAX
- Electron Torpedoes (2 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:(1 Turns) Start of search for the “perfect molecule.”.
-Environmental Stability Armored Pods (ESAP):(7 Turns) Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
-Phaser Banks (4 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(7 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:(5 Turns) Artificial Intelligence.
-Disruptors(3 Turns) (Elevated Yield) Increased Firepower, range, and versatility. Hand-Held defence. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Multi-Phasic Shields(4 Turns)(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.

Abilities: 3 Turns
- Advanced Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Advanced Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Advanced Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Advanced Terraformation Tech (Allows for more hospitable conditions on a moon or large planetoid)
- Advanced Engineering Tech (Increases Engine Output)
- Advanced Leadership Tech (Increases Discipline)
- Advanced Security Tech (Increases Training, Decreases Losses in combat)
- Advanced Astrometric Tech (Increases Scanning technology)
- Advanced Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:

- Starfleet Academy LVL 3: (9 Turns) Complex. Produces 1000 Starfleet Soldiers a Turn.
- Research Lab LVL 3: (9 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (11 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (7 Turns)(Large Encampment) 1000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (10 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Local Shields (1 Turns) Protects high-risk targets planetside.
- Mech Factory (3 Turns) Allows for production of Federation Battle Tanks.
- Weapons Lab(2 Turns) Decreases time needed for Weapon-based research ONCE by two turns.
- Engineering School (4 Turns) Decreases time needed for Propulsion-based research ONCE by two turns.




Ground Movement:
- Exploration teams gathering resources.

Space movement:
-See previous post.

Allies:
- HSM
-Covenant Union

Enemies:
- Xenomorphs

Message to all:
- 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.”

- Attention Admiral Hanchex, We would like addition into the Hanchex Pact. We Offer our Multi-phasic shielding technology when it is completed, as well as instructions to produce an EMH mobile emitter. It seems that this sector is moving towards war, and we don’t wish to be caught in the middle.

- Due to the nature of the borg shielding, Voyager is unaffected by the god-beams. Voyager goes over to Jesus and Ghandi, and assimilates them. They phase out of existence, and the timeline is restored to normal. It is discovered that it wasn't actually jesus and ghandi, but a couple of disgruntled lawyers. They phailed miserably.
ATTACKABLE

  • 07.24.2008 1:49 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.
5 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.
122 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)
5,830 Warriors (The average Xenomorph, the height of a Spartan)
7,150 Runners (Weaker, but much faster aliens)
7,160 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,020 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
800 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)
8 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.

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

Hierarch Proboscis (complete)
- Hierarchs 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 hidden probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Research/Construction


Other Research pending:



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

Ground Movement
See below.

Space movement
Having their way made for them by the Centurion, the Xenomorphs remain cautious of their environment. They are somewhat hostile with their escorts, and the human leaders warn the junior among them to avoid contact with the creatures, knowing that a face tilted in the wrong direction could be a dead man in the snap of a finger.

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"

Story

The Lost Shuttle:

The new Queen rustles aboard the Shuttle. Sensing no reason to move from her well hidden location, she begins to gestate eggs and creating a small lair from which she will reign. The facehuggers are restless to emerge, they can sense a human presence near, but the Queen knows better, and waits. Ambush is when they will have the greatest advantage, and that time is not far off.

On Planet 7

Communicating to the Empress, the Rift Alien recommends that more are sent with the Centurions. Unwilling to sacrifice her young in what may turn to be a dangerous game, she sends only a few of them to accompany. Two Stalkers emerge, and the Centurions cower, they have never seen such an abomination...taller than an elephant and having a body that looked as if it were made entirely of razor sharp claw and blade, the soldiers back away from the creatures as they follow the Rift Alien. Behind them follow a pack of runners and warriors, numbering around 75. Each of these Xenomorphs many times stronger than the average human, the Centurions have with them what would equate to a small battalion in human terms, but there is nothing human about these creatures.




  • 07.24.2008 1:54 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
215 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
193 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
195 Light Battlecruisers Carries 1 WMD
3500 Landing Craft
3500 Tracers (Recon and Transport Ships)
165000 Stinger Class Fighters (Light-Medium Armament/Armor)
230 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15000 Raiding/Boarding Parties (100 Man Each)
32000 Pilots
27000 Telepathy Bio-commandos.
27000 Super-soldiers. *Heavy Armor and Shielding*
41000 Infantry *Light Armor and Shielding*
25000 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.
5 Destroyer Per Turn
1 Super-Carrier Per Turn
2 Heavy Cruiser Per Turn
4 Light Cruiser per turn
5000 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.

1 Super Carrier supported by 5 Heavy Battlecruisers and 10 Destroyers, accomodated by 1,000 Stinger class fighters move to deep space to hail the Star Trek shuttle: 3 Turns

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Messages:

To Colonials: It may seem like your mission is going smoothly, and that is the truth. For now. This was a suicidal mission, and your only hope would have been to never enter the atmosphere of the planet. I am in no way trying to be an enemy in this course of action I am going to take. I am simply doing it for the good of the species of the Universe. Therefore, it is my civic duty to not let a strand, not even a speck, of Xenomorph DNA off of the planet. I regret to inform you that an anti-matter canister of 5 mm. will be shot in the center of your Shuttle on the planets surface. Again, I am sorry, and I seek no hostilites with your people, you must understand where I am coming from, a single outbreak could mean the extinction of all biological creatures.

I cannot let that happen.



  • 07.24.2008 2:03 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race
1 cruiser
1 Capital Ship- Omegisas
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 10 turns
Nuclear fission 3 turns
Nuclear Fusion 9 turns
Nuclear missiles 10 turns
shielding building grade 2
shielding fighter grade 2
shielding city grade 7
shielding battleship grade 7
shielding continent grade 12
shielding Heavy frigate grade 12
shielding planet (or halo) grade 17
shielding capital ship grade 14
forerunner research (research for the ring of halo) 22
advanced Technology upgrade 27
Heavy proton cannons 7
Heavy plasma cannons 7
Heavy laser cannons 7
Project:Genesis (or The Begging) 29 (large fleet build up and upgrade period) (current stage:1)


WMD research (after Nuclear Fission and Fusion

Self Destruct

Construction:

Space movement: Sending drop ship down to deploy 20 Omega soldiers
Ground Movement: building and gathering resources
Planet 7 Xenomorph chronicles:
Day1: we have landed we have seen Humans and Necron scouting and they have told us to stay out of there way.
Day2:
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

  • 07.24.2008 2:04 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers (Refit With Starfleet Technology)
-1 Galaxy Class Battleship

Ground units:

-260 StarFleet Personnel.
-1350 StarFleet Soldiers
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 20 Galaxy Class Battleships(7 Turns) Or fully repairs any two vessels 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 2: Scientific Laboratory.
- Ground Base (Medium Encampment) 600 Personnel. (1 Turns)
- Starfleet Academy LVL 2: University. Produces 5000 Soldiers (2 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Nanite Facility: Increased Ship production. Upped by 100%
- Local Shields Protects high-risk targets planetside.

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 6 MAX (FTL Travel, ~186k mps) x 100.000
-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)
- Medical Tricorders: Upgrades Tricorders.
-Hypospray: Medical Upgrade. Further reduction of losses in battle.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-EnviroSuits: Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- 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 Scanning: Start of search for the “perfect molecule.”
- 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)

Research:

- Warp Drive (6 Turns) Warp 7 MAX
- Electron Torpedoes (1 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 Detection: (3 Turns) The “perfect molecule” has been discovered!
-Environmental Stability Armored Pods (ESAP):(6 Turns) Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
-Phaser Banks (3 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(6 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:(4 Turns) Artificial Intelligence.
-Disruptors(2 Turns) (Elevated Yield) Increased Firepower, range, and versatility. Hand-Held defence. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Multi-Phasic Shields(3 Turns)(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-Nanoprobe therapy (3 Turns) Replaces and upgrades Hyposprays.
Abilities: 2 Turns
- Advanced Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Advanced Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Advanced Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Advanced Terraformation Tech (Allows for more hospitable conditions on a moon or large planetoid)
- Advanced Engineering Tech (Increases Engine Output)
- Advanced Leadership Tech (Increases Discipline)
- Advanced Security Tech (Increases Training, Decreases Losses in combat)
- Advanced Astrometric Tech (Increases Scanning technology)
- Advanced Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:

- Starfleet Academy LVL 3: (8 Turns) Complex. Produces 1000 Starfleet Soldiers a Turn.
- Research Lab LVL 3: (8 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (10 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (6 Turns)(Large Encampment) 1000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (9 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Base Shields (12 Turns) Protects Base planetside.
- Mech Factory (2 Turns) Allows for production of Federation Battle Tanks.
- Weapons Lab(1 Turns) Decreases time needed for Weapon-based research ONCE by two turns.
- Engineering School (3 Turns) Decreases time needed for Propulsion-based research ONCE by two turns.




Ground Movement:
- Exploration teams gathering resources.

Space movement:
The Lost Shuttle

“Computer, now how many lifeforms are aboard this vessel that are not human?” “SENSOR READINGS ARE EXTREMELY INNACURATE, SO THE ESTIMATE IS ANYWHERE FROM 4 TO 20.” “Why weren’t they killed when I depressurized the bay?” “UNKNOWN.” “Okay, present location?” “APPROXIMATELY 46 AUs FROM PREVIOUS LOCATION.”

“Computer, access borg database, display all known information on, whatever these things are. Also, in case we don’t make it back, prepare an informational beacon containing the Genetic sequences recorded previously. Launch it to Voyager Space, NOW.” “SPECIES 666. UN-ASSIMILATEABLE BY ALL BORG ATTEMPTS. ACIDITY IN BLOOD DISSOLVES BORG NANOPROBES. NEXT TO NOTHING ELSE IS KNOWN, OTHER THAN THE FACT THAT THEY ARE AS GREAT A THREAT OF SPECIES 8472, IF NOT A DESCENDANT/ ANCESTOR OF SAID SPECIES.”

“ATMOSPHERIC SUPPLY LEFT: 3 HOURS, UNLESS ENVIRONMENTAL POWER IS ALL ROUTED INTO THE PILOT SECTION. IN WHICH CASE THERE IS 72 HOURS REMAINING FOR 1 CREWMEMBER, 40 FOR 2 MEMBERS, 22 FOR 3, 14 FOR 4, .... 4 FOR 8. . . .

Allies:
- HSM
-Covenant Union

Enemies:
- Xenomorphs

Message to all:
- 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.”

- Attention Admiral Hanchex, We would like addition into the Hanchex Pact. We Offer our Multi-phasic shielding technology when it is completed, as well as instructions to produce an EMH mobile emitter. It seems that this sector is moving towards war, and we don’t wish to be caught in the middle.

ATTACKABLE

  • 07.24.2008 2:10 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.
5 Alien Queens
4 Alien Hierarchs (Become Queens if one of the five dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not nearly as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
134 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)
6,670 Warriors (The average Xenomorph, the height of a Spartan)
7,870 Runners (Weaker, but much faster aliens)
7,880 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,140 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
800 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)
8 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.

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

Hierarch Proboscis (complete)
- Hierarchs 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 hidden probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Research/Construction

Rift Wave (2) turns - The Rift Alien gains the ability to gather multiple Xenomorphs into its Rift, and bring them into another plane. At this point, the Xenomorphs must be removed by the Rift Alien when it exits, otherwise they will remain on the other plane inevitably. All Xenomorphs within 50 meters can be inducted into this expanded rift.


Other Research pending:


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

Ground Movement
See below.

Space movement
Having their way made for them by the Centurion, the Xenomorphs remain cautious of their environment. They are somewhat hostile with their escorts, and the human leaders warn the junior among them to avoid contact with the creatures, knowing that a face tilted in the wrong direction could be a dead man in the snap of a finger.

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"

Story

The Lost Shuttle:

The new Queen rustles aboard the Shuttle. Sensing no reason to move from her well hidden location, she begins to gestate eggs and creating a small lair from which she will reign. The facehuggers are restless to emerge, they can sense a human presence near, but the Queen knows better, and waits. Ambush is when they will have the greatest advantage, and that time is not far off.

On Planet 7

As it stands from the previous post.

Posted by: UNDEAD

Planet 7 Xenomorph chronicles:
Day1: we have landed we have seen Humans and Necron scouting and they have told us to stay out of there way.
Day2:


The Necrons are no longer on the planet, be sure to read everyone's post carefully, I'm sure they're extending you the same courtesy. I hope you brought a lot of men...we're hungry.

  • 07.24.2008 2:14 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
215 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
195 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
199 Light Battlecruisers Carries 1 WMD
4000 Landing Craft
4000 Tracers (Recon and Transport Ships)
167000 Stinger Class Fighters (Light-Medium Armament/Armor)
240 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15000 Raiding/Boarding Parties (100 Man Each)
33000 Pilots
28000 Telepathy Bio-commandos.
28000 Super-soldiers. *Heavy Armor and Shielding*
42000 Infantry *Light Armor and Shielding*
26000 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.
1 Destroyer Per Turn
1 Super-Carrier Per Turn
1 Heavy Cruiser Per Turn
1 Light Cruiser per turn
5000 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.

1 Super Carrier supported by 5 Heavy Battlecruisers and 10 Destroyers, accomodated by 1,000 Stinger class fighters move to deep space to hail the Star Trek shuttle: 2 Turns

Super-Carrier Invincible Fires a 5 mm. Canister of Anti-matter into the the Colonials shuttle on the planets surface. Nothing will survive the vaporization of this blast: 1 Turn (WMD cannon was previously warmed up)


Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Messages:

To Colonials: It may seem like your mission is going smoothly, and that is the truth. For now. This was a suicidal mission, and your only hope would have been to never enter the atmosphere of the planet. I am in no way trying to be an enemy in this course of action I am going to take. I am simply doing it for the good of the species of the Universe. Therefore, it is my civic duty to not let a strand, not even a speck, of Xenomorph DNA off of the planet. I regret to inform you that an anti-matter canister of 5 mm. will be shot in the center of your Shuttle on the planets surface. Again, I am sorry, and I seek no hostilites with your people, you must understand where I am coming from, a single outbreak could mean the extinction of all biological creatures.

I cannot let that happen.


  • 07.24.2008 2:15 PM PDT