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Subject: please don't post yet
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Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race
1 cruiser
1 Capital Ship- Omegisas
4 drop ships
2 escort class drop ship defenders
1 Base class ship (hangar far up to six ships and able to stay inbound for drop ship pick up)
1 Massive capital shielding ship (were gonna shield and quarantine planets)







Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 3500 soldiers
18000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
1000 battle mechs
Survivers all races :380
OMEGA 280 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 1 turns

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 13
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 2/31 ships made)


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 2:18 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

*Infests Ghost Page*


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)
12 Rift Aliens

Random colonization outside the caves have become a small breeding ground for more Xenomorphs, however food and breeding resources have become lower, causing a slowing of breeding:
In 1 turns, these facehuggers will be the following:[/i]
200 Warriors
200 Drones
200 Runners
60 Carriers
12 Stalkers

In 2 turns:
3 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 (1) 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.

[Edited on 07.24.2008 2:22 PM PDT]

  • 07.24.2008 2:20 PM PDT

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

I'm sending a cruiser bearing NDF troops to your ship. I will destroy the Xeno and rescue you. Hold out for one turn.

Cruiser arrival at shuttle: 1 turn.

  • 07.24.2008 2:21 PM PDT
Subject: RAWR

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:
370 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; Hybrid
45 Security Guards, Armed with Assault Rifles (Hybrid) and light kevlar armor.
215 Colonists
64 Crew (15 aboard the Domain)
85 Soldiers, Assault Rifles (Hybrid), Light kevlar armor.

Currently Offloading
215 Colonists
85 Soldiers
120 Expansion Marines
_____________________________________________________________ ___

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

Finished Research:
-Hybrid ballistic-plasma ammunition
-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
-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Nuclear reactors.
-Artificial Intelligence
_____________________________________________________________ ___

Research:
Research on hybrid ballistic-plasma ammunition is complete. All ballistic weapons now fire a hollow-point round containing condensed plasma.

Researching Classified Armor [2 turns]

Researching nano technology [8 turns]

Researching Classified Infantry weaponry [6 turns]

Researching Cloning [8 turns]
_____________________________________________________________ ____

Construction: The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 8 turns

Currently building 2 battleships in the recently completed shipyard. [4 turns]

Building a larger, 10-bay shipyard on Planet 2 [14 turns]

Building a weapons manufacturing plant [5 turns]

Building mawr factories [7 turns]
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 85 Soldiers trained.

Expansion Marines train Security guards to become EMs. 30 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The second CEC fleet moves towards Planet 2, arrival in 1 turn.
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.24.2008 2:21 PM PDT
Subject: please don't post yet
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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:

-860 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(6 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. (10 Turns)
- Starfleet Academy LVL 2: University. Produces 5000 Soldiers (1 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.
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.

Finished Research:

- Phaser Banks (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Disruptors (Elevated Yield) Increased Firepower, range, and versatility. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Electron Torpedoes (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.

-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 (5 Turns) Warp 7 MAX
-Quantum Torpedoes (6 Turns)(Elevated Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded Mid-size vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling.
- OMEGA Particle Detection: (2 Turns) The “perfect molecule” has been discovered!
-Environmental Stability Armored Pods (ESAP):(5 Turns) Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
-Phaser Array (8 Turns) (High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-TriTanium Hull Reinforcement(5 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:(3 Turns) Artificial Intelligence.
-Modulating Disruptors (8 Turns) (Extreme Yield) Increased Firepower, range, and versatility. 7 settings: stun, kill, wide-beam, melt, overload, weld, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Multi-Phasic Shields(2 Turns)(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-Nanoprobe therapy (2 Turns) Replaces and upgrades Hyposprays.
- Advanced Phase-Coil Adjustment. (4 Turns) Upgrades the yield by 1 grade in phaser weapons.

Abilities: 1 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: (7 Turns) Complex. Produces 1000 Starfleet Soldiers a Turn.
- Research Lab LVL 3: (7 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (9 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (5 Turns)(Large Encampment) 1000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (8 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Base Shields (11 Turns) Protects Base planetside.
- Mech Factory (1 Turns) Allows for production of Federation Battle Tanks.
- Engineering School (2 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
OFFLINE... FOR NOW...

  • 07.24.2008 2:22 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
215 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
230 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
150000 Stinger Class Fighters (Light-Medium Armament/Armor)
250 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15000 Raiding/Boarding Parties (100 Man Each)
30000 Pilots
30000 Telepathy Bio-commandos.
30000 Super-soldiers. *Heavy Armor and Shielding*
40000 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:
All Ship and Soldier producing is down due to minimal resources.

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: 1 Turns

Super-Carrier Invincible Fires a 5 mm. Canister of Anti-matter into the the Colonials shuttle on the Planet 7 surface. Nothing will survive the vaporization of this blast: 0 Turn (WMD cannon was previously warmed up)

Heavy Battlecruiser Treason launches a bolt of plasma through a swivel mount turret at the mixed race dropship on Planet 7. (WMD Turret was previously warmed up): 1 Turn


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.

To Colonials: Your ship was destroyed, any attempted exit of the planet is now futile.

  • 07.24.2008 2:23 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

*Infests Ghost Page*


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.
146 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)
6,870 Warriors (The average Xenomorph, the height of a Spartan)
8,070 Runners (Weaker, but much faster aliens)
8,080 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,200 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)
12 Rift Aliens

Random colonization outside the caves have become a small breeding ground for more Xenomorphs, however food and breeding resources have become lower, causing a slowing of breeding:
In 1 turns, these facehuggers will be the following:[/i]
200 Warriors
200 Drones
200 Runners
60 Carriers
12 Stalkers

In 2 turns:
3 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.

Rift Wave (complete) - The Rift Alien gains the ability to gather its surroundings, including 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. The rift has a range of 75 meters.

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

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 2:27 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
7812 TIE Fighters
3881 TIE Interceptors
1978 TIE Bombers
188 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
117 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
121 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
48 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
43 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
14 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
21,900 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3200 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
260 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6450 Sabre-Class Repulsor Tanks
6650 AT-STs
315 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)

Research:
PROJECT RANCOR- 3 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 3 turns
20 Nuclear Fission Missiles, 2 turns
20 Nuclear Fusion Missiles, 10 turns
500 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
20 Acclamators, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions.

Space movement: All Defenses active. Fleet scanning all incoming traffic.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

  • 07.24.2008 2:27 PM PDT

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

The Lost Shuttle.

"Bearing two-four, entering craft." The purple form of a phantom dropship entered the fractured hull of the shuttle. Captain James Hudson jumped from the bay and shouldered his Dark Matter Pulse rifle, looking down the dark hall lit by flames.

"Clear." He said as the rest of the 15 soldiers entered the craft. The Phantom pulled out and entered an orbit around the ship. The squad koved through the halway in a formation that covered all corners. As they came to the bridge, a man behind a sheild waved at them...

[Edited on 07.24.2008 2:32 PM PDT]

  • 07.24.2008 2:28 PM PDT

Semi-socialist and proud of it.

What's I miss since Page 23? I see some people are on the Xeno world.

  • 07.24.2008 2:28 PM PDT

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

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

Posted by: BK Burger Boy
The Lost Shuttle.

"Bearing two-four, entering craft." The purple form of a phantom dropship entered the fractured hull of the shuttle. Captain James Hudson jumped from the bay and shouldered his rifle, looking down the dark hall lit by flames.

"Clear." He said as the rest of the 15 soldiers entered the craft. The Phantom pulled out and entered an orbit around the ship. The squad koved through the halway in a formation that covered all corners. As they came to the bridge, a man waved at them...


I will continue, along with Spartan CMDR when he returns from his OFFLINE hiatus. I believe we really shouldn't take any action until that time.

  • 07.24.2008 2:30 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
215 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
230 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
150000 Stinger Class Fighters (Light-Medium Armament/Armor)
250 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15000 Raiding/Boarding Parties (100 Man Each)
30000 Pilots
30000 Telepathy Bio-commandos.
30000 Super-soldiers. *Heavy Armor and Shielding*
40000 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:
All Ship and Soldier producing is down due to minimal resources.

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 completly surround the Star Trek shuttle, and hail the captain.

Super-Carrier Invincible Fires a 5 mm. Canister of Anti-matter into the the Colonials shuttle on the Planet 7 surface. Nothing will survive the vaporization of this blast: (WMD cannon was previously warmed up): 0 Turn

Heavy Battlecruiser Treason launches a bolt of plasma through a swivel mount turret at the mixed race dropship on Planet 7. (WMD Turret was previously warmed up): 0 Turn


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.

To Colonials: Your ship was destroyed, any attempted exit of the planet is now futile.
To Mixed Race: Your dropship was destroyed: any attempted exit of the planet is now futile.
To Captain of the Star Trek shuttle: Do not fire your engines, if you do, you will be destroyed. Reroute all power to pilots area, and keep shields running. We will take care of your "problem"

To All: Let these last few instances send a message to you all, we will not allow Xenomorph off of this planet. Do not get involved with the Star Trek shuttle, my ships are arriving now, we will take care of it.

  • 07.24.2008 2:31 PM PDT

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

Posted by: Sword and Scales
Posted by: BK Burger Boy
The Lost Shuttle.

"Bearing two-four, entering craft." The purple form of a phantom dropship entered the fractured hull of the shuttle. Captain James Hudson jumped from the bay and shouldered his rifle, looking down the dark hall lit by flames.

"Clear." He said as the rest of the 15 soldiers entered the craft. The Phantom pulled out and entered an orbit around the ship. The squad moved through the halway in a formation that covered all corners. As they came to the bridge, a man waved at them...


I will continue, along with Spartan CMDR when he returns from his OFFLINE hiatus. I believe we really shouldn't take any action until that time.


That's covienient, because I have to go to dinner right now.

  • 07.24.2008 2:31 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:
372 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; Hybrid
43 Security Guards, Armed with Assault Rifles (Hybrid) and light kevlar armor.
210 Colonists
64 Crew (15 aboard the Domain)
90 Soldiers, Assault Rifles (Hybrid), Light kevlar armor.

Currently on the Ground
210 Colonists
90 Soldiers
122 Expansion Marines
_____________________________________________________________ ___

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

Finished Research:
-Hybrid ballistic-plasma ammunition
-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
-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Nuclear reactors.
-Artificial Intelligence
_____________________________________________________________ ___

Research:
Researching Classified Armor [1 turns]

Researching nano technology [7 turns]

Researching Classified Infantry weaponry [5 turns]

Researching Cloning [7 turns]
_____________________________________________________________ ____

Construction: The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 7 turns

Currently building 2 battleships in the recently completed shipyard. [3 turns]

Building a larger, 10-bay shipyard on Planet 2 [13 turns]

Building a weapons manufacturing plant [4 turns]

Building mawr factories [6 turns]

Building Space Elevator [5 turns]
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 90 Soldiers trained.

Expansion Marines train Security guards to become EMs. 32 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The second CEC fleet arrives at Planet 2

The Reliquary begins landing and attachment procedures for Planet 2 [2 turns]
The newly arrived fleet begins receiving the now standard technological upgrades. (1 ship fully-upgraded per turn)
Dropships from the Auburn Dusk take EMs from all battleships and cruisers down to the surface of Planet 2. 80 EMs landed per turn.
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.24.2008 2:32 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

(Still offline)

The shuttle, using its final reserves of energy, Sends a hail to the approaching Independence Day Aliens and NDF ships. Enough power was only available because 3 crewmembers were alive, Lear, the sergeant, and the man in stasis.

The message stated: Assistance requested immediately, Only 10 minutes of air remain. I've set the shuttle for self-destruct once we beam over to your ships. Be sure to lower shields so we can complete the transport.

TRANSMISSION CUT OFF. POWER LEVELS TOO LOW.

  • 07.24.2008 2:33 PM PDT

To spare some time, Destroyer Innovate moved close to the Shuttle. A team of 10 Telepathy Bio-Commandos plugs a large oxygen tube into the side of the shuttle.

As it is connected, our Transport ship moves to the landing bay, lowers its shields, and opens the doors.

Get in now!

[Edited on 07.24.2008 2:38 PM PDT]

  • 07.24.2008 2:36 PM PDT
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Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal
OMEGA 10 fighters piloted by the new OMEGA race
1 cruiser
1 Capital Ship- Omegisas
4 drop ships
2 escort class drop ship defenders
1 Base class ship (hangar far up to six ships and able to stay inbound for drop ship pick up)
1 Massive capital shielding ship (were gonna shield and quarantine planets)
1 death carrier anti infection cruiser






Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 3500 soldiers
18000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
1000 battle mechs
Survivers all races :380
OMEGA 280 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 1 turns

SPACE Base:OMEGA station x
alpha sentry
Research:
EMP 8 turns
Nuclear fission 1 turns
Nuclear Fusion 7 turns
Nuclear missiles 8 turns
shielding building grade DONE
shielding fighter grade DONE
shielding city grade 5
shielding battleship grade 5
shielding continent grade 10
shielding Heavy frigate grade 10
shielding planet (or halo) grade 12
shielding capital ship grade 12
forerunner research (research for the ring of halo) 20
advanced Technology upgrade 25
Heavy proton cannons 5
Heavy plasma cannons 5
Heavy laser cannons 5
Project:Genesis (or The Begging) 27 (large fleet build up and upgrade period) (current stage:1 3/31 ships made)


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:we have found a few xenomorphs ...
Omega (uninfectible) soldiers 20
vs
Xenomorphs (infectors) 3 runners

2 of our units died
while all of the runners were killed
Day 3 :


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 2:40 PM PDT

Undead: Be sure to read all posts of other users.

I destroyed your drop ship on the Planets surface with a plasma-bolt WMD.

You have no means of escape.

  • 07.24.2008 2:41 PM PDT

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

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

Posted by: Cooley470


To Colonials: Your ship was destroyed, any attempted exit of the planet is now futile.
To Mixed Race: Your dropship was destroyed: any attempted exit of the planet is now futile.
To Captain of the Star Trek shuttle: Do not fire your engines, if you do, you will be destroyed. Reroute all power to pilots area, and keep shields running. We will take care of your "problem"

To All: Let these last few instances send a message to you all, we will not allow Xenomorph off of this planet. Do not get involved with the Star Trek shuttle, my ships are arriving now, we will take care of it.



Don't you think it's a bit rude to just do whatever you like when the "opposing" force hasn't posted a retort, i.e. the Colonials? You simply said "will do this" and then you did it, and offered nothing else.

  • 07.24.2008 2:48 PM PDT
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on my next turn i am sending 60 more Omega troopers (trained better soldiers) to planet 7 to help and to keep the losses low

To the Hanchex Alliance
I need support to take out the infestation that was found

Day 2 of the chronicles extended from the post :
we are turning on thermal vision we are also using pulse rifle to kill the creatures
We need artillery and Elites (troopers) to help us destroy the infected camp
i see them!

18 Omega Soldiers
vs
5 runners

4 soldiers died

we need elites quickly
we might just die if we dont

End of transmition ...

Extension into log: danmit we lost the transport
we need to find ally soldiers or build a barrier

[Edited on 07.24.2008 2:51 PM PDT]

  • 07.24.2008 2:49 PM PDT

Posted by: Sword and Scales
Posted by: Cooley470


To Colonials: Your ship was destroyed, any attempted exit of the planet is now futile.
To Mixed Race: Your dropship was destroyed: any attempted exit of the planet is now futile.
To Captain of the Star Trek shuttle: Do not fire your engines, if you do, you will be destroyed. Reroute all power to pilots area, and keep shields running. We will take care of your "problem"

To All: Let these last few instances send a message to you all, we will not allow Xenomorph off of this planet. Do not get involved with the Star Trek shuttle, my ships are arriving now, we will take care of it.



Don't you think it's a bit rude to just do whatever you like when the "opposing" force hasn't posted a retort, i.e. the Colonials? You simply said "will do this" and then you did it, and offered nothing else.


I think that he never officially logged off, and a turn passed, so it is fair game, is it not?

I guess I could take it back. But I musn't let a Zenomorph outbreak occour. I musn't!

  • 07.24.2008 2:50 PM PDT

Losers who crap talk should receive the death penalty

some of you may want to sit down for this one, oh wait lol

ok Star Trek, Star Wars, Halo, Aliens, Any Sci Fi film/game/book/tv show you can think of isnt real. I know it hurts but u have to understand that the bright light outside the window isnt a alien beam of some sort, its actually the sun. Dont worry, its millions of miles away and you dont need envirosuits to walk outside, u may need a wheelchair though considering that ur legs havent been used enough to sustain ur body weight

  • 07.24.2008 2:50 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
215 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
230 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
150000 Stinger Class Fighters (Light-Medium Armament/Armor)
250 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15000 Raiding/Boarding Parties (100 Man Each)
30000 Pilots
30000 Telepathy Bio-commandos.
30000 Super-soldiers. *Heavy Armor and Shielding*
40000 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:
All Ship and Soldier producing is down due to minimal resources.

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 completly surround the Star Trek shuttle, and hail the captain.

Super-Carrier Invincible Fires a 5 mm. Canister of Anti-matter into the the Colonials shuttle on the Planet 7 surface. Nothing will survive the vaporization of this blast: (WMD cannon was previously warmed up): 0 Turn DUD.

Heavy Battlecruiser Treason launches a bolt of plasma through a swivel mount turret at the mixed race dropship on Planet 7. (WMD Turret was previously warmed up): 0 Turn


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.

To Colonials: Anti-Matter canister dud. The canisters polar magnetism must be working. It will not explode. Your ship is still fine. Do not attempt to leave the planet.

To All: Let these last few instances send a message to you all, we will not allow Xenomorph off of this planet.

To Mixed Races: The plasma bolt will arrive in one turn. I reccomend your reinforcements do not try to pass my blockade. There is no reason to disturb the Zenomorph. If they are never released from the planet, then we might see peace.

[Edited on 07.24.2008 2:56 PM PDT]

  • 07.24.2008 2:53 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
8812 TIE Fighters
5381 TIE Interceptors
2228 TIE Bombers
188 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
137 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
121 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
48 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
43 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
14 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
22,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3300 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
270 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6500 Sabre-Class Repulsor Tanks
6750 AT-STs
320 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)

Research:
PROJECT RANCOR- 2 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 2 turns
20 Nuclear Fission Missiles, 1 turns
20 Nuclear Fusion Missiles, 9 turns
1000 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
30 Tartans, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions.

Space movement: All Defenses active. Fleet scanning all incoming traffic.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

[Edited on 07.24.2008 3:04 PM PDT]

  • 07.24.2008 2:56 PM PDT
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cooley what the hell
i joined the Hanchex Alliance
so why was my trans port destroyed

  • 07.24.2008 2:57 PM PDT