Off Topic: The Flood
This topic has moved here: Subject: please don't post yet
  • Subject: please don't post yet
Subject: please don't post yet

We may have an alliance, but you must understand. If the Zenomorph were to sneak onto your transport, and an outbreak were to occour, it could mean the extinction of all biological life in the universe. I will refund you for your transport, but you musn't land on the planets surface.

Would you like one of my Tracers as a refund?

I seek no hostilities. I am protecting what we all must work to protect.

  • 07.24.2008 3:00 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: UNDEAD


18 Omega Soldiers
vs
5 runners




Battle

Planet 7 is a battlefield with small skirmishes. The Queen of The Hive Inferior does not wish to tolerate the pestilence of the OMEGA presence any longer.

Outside the complex the squads of OMEGA soldiers remain alert. A young man spots movement to the east and calls out to his fellow warriors. The movement turns to a wave, and that wave moves across the roof of the buildings, and through the air with a terrifying grace. Before they realize it, the small number of troops faces an oncoming horde of hundreds of aliens. Amidst them is a Stalker, moving surreally fast among its brethren.

The wave engulfs the soldiers. Shots, screams, and the screech of bestial hunger echo through the outskirts of LV-385. Several aliens are left for dead, but the OMEGA annoyance is long gone. Several are carried off into the Hive, others are eaten alive. The small horde of aliens retreats from whence it came, and lie in wait for the next opportunity to consume those foolish enough to attack so meagerly.


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)
7,070 Warriors (The average Xenomorph, the height of a Spartan)
8,270 Runners (Weaker, but much faster aliens)
8,280 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,260 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)
15 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]
240 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 (some research must be found in prior posts due to size constraints)

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.

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%.


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).

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.


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:

Same as prior.

On Planet 7

Post above, and still pending with the Centurion forces.

  • 07.24.2008 3:01 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
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!

It's just shoddy sportsmanship is all. However, I like how you "fixed" it. Also, it's spelled with an X, rather than a Z.

  • 07.24.2008 3:03 PM PDT

Posted by: Sword and Scales
Posted by: Cooley470
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!

It's just shoddy sportsmanship is all. However, I like how you "fixed" it. Also, it's spelled with an X, rather than a Z.


Haha, whoops my bad. And yes, a very sly coverup indeed.

  • 07.24.2008 3:03 PM PDT
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oh i understand but my trans port was about 40000 feet up in the sky so how could xenomorphs get to it?


i will build more trans ports and have them ready for standby

  • 07.24.2008 3:06 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
9812 TIE Fighters
5881 TIE Interceptors
2478 TIE Bombers
218 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:
23,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3400 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
280 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6600 Sabre-Class Repulsor Tanks
6850 AT-STs
330 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 (20 Nuclear Fission Missiles)
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- 1 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 1 turns
20 Nuclear Fusion Missiles, 8 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
5 Executors, 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 3:18 PM PDT]

  • 07.24.2008 3:07 PM PDT

Posted by: UNDEAD
oh i understand but my trans port was about 40000 feet up in the sky so how could xenomorphs get to it?


i will build more trans ports and have them ready for standby


If one of your units where to make it back aboard the transport infected then you would understand. Do not send any more craft to the planet, or they will receive the same fate. I am terribly sorry, I am only doing this for your protection.

[Edited on 07.24.2008 3:12 PM PDT]

  • 07.24.2008 3:08 PM PDT

Semi-socialist and proud of it.

Swords, how would your Xenos try to counter, say, an AT-AT? A hundred foot tall military walker with near impenetrable armor.

  • 07.24.2008 3:10 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 vaporize the Star Trek shuttle, and move towards the rest of the fleet at Planet 7, joining the blockade: 2 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.

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: Any inbound ships on a vector towards Planet 7 will be immedietly destroyed. The same as any ships trying to exit the system.

To Mixed Races: Your transport has been destroyed.

[Edited on 07.24.2008 2:56 PM PDT]


[Edited on 07.24.2008 3:11 PM PDT]

  • 07.24.2008 3:10 PM PDT

Losers who crap talk should receive the death penalty

Posted by: Cooley470
Posted by: UNDEAD
oh i understand but my trans port was about 40000 feet up in the sky so how could xenomorphs get to it?


i will build more trans ports and have them ready for standby


If one of your units where to make it back aboard the transport infected then you would understand. Do not send any more craft to the planet, or they will receive the same fate. I am terribly sorry, I am only doing this for your protection.


are you -blam!-1ng kidding me

  • 07.24.2008 3:13 PM PDT
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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
3 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 heavy missile pod ship
1 plasma fighter/drop ship (destroys it self if a single xenomorph is detected)






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 7 turns
Nuclear fission DONE
Nuclear Fusion 6 turns
Nuclear missiles 7 turns
shielding building grade DONE
shielding fighter grade DONE
shielding city grade 4
shielding battleship grade 4
shielding continent grade 9
shielding Heavy frigate grade 9
shielding planet (or halo) grade 11
shielding capital ship grade 11
forerunner research (research for the ring of halo) 19
advanced Technology upgrade 24
Heavy proton cannons 4
Heavy plasma cannons 4
Heavy laser cannons 4
Project:Genesis (or The Begging) 26 (large fleet build up and upgrade period) (current stage:1 4/30 ships made)


WMD research (after Nuclear Fission and Fusion

Self Destruct
Anti matter
Deathcharge

Construction:
8 drop ships 4 turns
6 capital ship class Battle Cruisers 6 turns
Space movement: Sending drop ship down to deploy 60 Omega Troopers
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 3:14 PM PDT
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recalling the transport
sending missile ship to act as artillery

oh and by the way
Omega is the only race i have that can not be infected do the traits of all my races
and my men that are there are omega

  • 07.24.2008 3:16 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, carrying the Star Trek soldiers, rejoin the fleet.


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.

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: Any inbound ships on a vector towards Planet 7 will be immedietly destroyed. The same as any ships trying to exit the system.

To Mixed Races: Your transport has been destroyed. Do not send more.

To Star Trek: I will transport your three men where you need them. Give me a location.



[Edited on 07.24.2008 3:18 PM PDT]

  • 07.24.2008 3:16 PM PDT

I was unaware of this. But there are still ways for an outbreak to occour. I still cannot risk it.

  • 07.24.2008 3:17 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

There are some things that need to be clarified here:


1. What is the deal with the Star Trek shuttle? Some posts I see it is destroyed, others you are doing stuff with it when the player isn't even online.

2. OMEGA, infestable or not, your troops on Planet 7 have been smoke-checked. Next time don't send 20 men against the two main hives of something that alone is more powerful than 10 men.

3. Here's the big one: Stop with the "ZOMG JUST BLEW UP UR SHIP" BS after there has been only one post on the "opponent's" part. Notice in my battle with the OMEGA, how they killed several of my aliens on their own (reasonable amounts) and took small casualties...after I was tired with them (and they knew what they were getting into) they were overrun.

4. This game is not about who has the biggest LAZOR, it's about having fun and using your imagination a little bit. Lastly, be specific and make you posts decent to read. "Trooper: I choose you...use double shot!" is not really a great read, nor does it say much for your faction.

  • 07.24.2008 3:32 PM PDT

IDA Fleet Action: After days of trying to prevent Xenomorph outbreak, the entirety of the IDA fleet blockading Planet 7 gives up hope, and begins to speed home to Planet 5.

I no longer want to be involved in any actions regarding Planet 7, or the Xenomorph for that matter. If an outbreak occours, don't come crawling back to us.

Once we arrive home to Planet 5, our fleet will take up huge defensive postioning around the Planet (All WMD's available warmed up): 4 Turns

IDA Offline.

[Edited on 07.24.2008 3:34 PM PDT]

  • 07.24.2008 3:32 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: Sergeant Matt
Swords, how would your Xenos try to counter, say, an AT-AT? A hundred foot tall military walker with near impenetrable armor.


How would an AT-AT with nothing, but lasers on its head, protect itself against a swarm of super fast, immensely strong sons-of--blam!-es who have no regard for their own lives if it means they might be able to melt right into the core of your transport by killing a few of their own?


(Just playing around with ya, but there is a counter to almost everything in this game. Every force has its weakness)

  • 07.24.2008 3:35 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
10812 TIE Fighters
6381 TIE Interceptors
2728 TIE Bombers
218 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)
19 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
24,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3500 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
290 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6700 Sabre-Class Repulsor Tanks
6950 AT-STs
340 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
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 (20 Nuclear Fission Missiles)
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)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)

Research:
Death Star Plans, 50 turns

Construction: (On Standby until Base is established.)
20 Nuclear Fusion Missiles, 7 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
10 Imperators, 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 3:37 PM PDT

Semi-socialist and proud of it.

Posted by: Sword and Scales
Posted by: Sergeant Matt
Swords, how would your Xenos try to counter, say, an AT-AT? A hundred foot tall military walker with near impenetrable armor.


How would an AT-AT with nothing, but lasers on its head, protect itself against a swarm of super fast, immensely strong sons-of--blam!-es who have no regard for their own lives if it means they might be able to melt right into the core of your transport by killing a few of their own?


(Just playing around with ya, but there is a counter to almost everything in this game. Every force has its weakness)

As a comeback to that example, Acid would do nothing to that kind of armor.

  • 07.24.2008 3:38 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.
158 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)
7,290 Warriors (The average Xenomorph, the height of a Spartan)
8,430 Runners (Weaker, but much faster aliens)
8,480 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,320 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)
15 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]
240 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 (some research must be found in prior posts due to size constraints)

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.

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%.


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).

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.


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:

Same as prior.

On Planet 7

Post above, and still pending with the Centurion forces.
Posted by: Sergeant Matt
Posted by: Sword and Scales
Posted by: Sergeant Matt
Swords, how would your Xenos try to counter, say, an AT-AT? A hundred foot tall military walker with near impenetrable armor.


How would an AT-AT with nothing, but lasers on its head, protect itself against a swarm of super fast, immensely strong sons-of--blam!-es who have no regard for their own lives if it means they might be able to melt right into the core of your transport by killing a few of their own?

(Just playing around with ya, but there is a counter to almost everything in this game. Every force has its weakness)

As a comeback to that example, Acid would do nothing to that kind of armor.


Don't worry, we'll find a way in.

  • 07.24.2008 3:42 PM PDT
  • gamertag: [none]
  • user homepage:

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

The Cylon Centurions laugh at the small attempts to contain them. They will break quarentine.

With all of the Xenomoprhs on board, the Jump Drive starts warming up. The Independance Day Aliens attempt to destroy the ship again, but the Jump Drives fully warm up and are able to JUMP the ship before the IDAs could destroy it. Their weapon hits, and it causes a crater, destroying a few Xenomorphs in the immediate area.

The ship re-appears on the surface of Planet 5. The Cylons communicate that they would appreciate it if the brunt of Xenomorph efforts here focus on eliminating the IDA forces. They also communicate that their scanners are sensing that the IDA forces are returning to the planet, and that the Xenomoprh would do well to burrow quickly and begin forming a hive before they are eradicated. The Cylons also convey that they will do their best to attempt to "distract" the IDA.

The Xenomophs are let off, and the BaseStar preforms a short JUMP that positions them in the middle of the IDA's fleet. They self-destruct, exploding over 500 Hydrogen-Grade bombs in their hull. IDA fleet casualties I will leave to the IDA- but it's 500 Hydrogen-Grade bombs. There'll be some damage.

[Edited on 07.24.2008 3:43 PM PDT]

  • 07.24.2008 3:42 PM PDT

Semi-socialist and proud of it.

Posted by: Sword and Scales

Don't worry, we'll find a way in.

And we'll be waiting.

  • 07.24.2008 3:43 PM PDT

Semi-socialist and proud of it.

Posted by: Lord Snakie
The Cylon Centurions laugh at the small attempts to contain them. They will break quarentine.

With all of the Xenomoprhs on board, the Jump Drive starts warming up. The Independance Day Aliens attempt to destroy the ship again, but the Jump Drives fully warm up and are able to JUMP the ship before the IDAs could destroy it. Their weapon hits, and it causes a crater, destroying a few Xenomorphs in the immediate area.

The ship re-appears on the surface of Planet 5. The Cylons communicate that they would appreciate it if the brunt of Xenomorph efforts here focus on eliminating the IDA forces. They also communicate that their scanners are sensing that the IDA forces are returning to the planet, and that the Xenomoprh would do well to burrow quickly and begin forming a hive before they are eradicated. The Cylons also convey that they will do their best to attempt to "distract" the IDA.

The Xenomophs are let off, and the BaseStar preforms a short JUMP that positions them in the middle of the IDA's fleet. They self-destruct, exploding over 500 Hydrogen-Grade bombs in their hull. IDA fleet casualties I will leave to the IDA- but it's 500 Hydrogen-Grade bombs. There'll be some damage.

And so, the outbreak begins.

  • 07.24.2008 3:44 PM PDT

~BS

I'Z LAUNCHEZ NUCLEAR MIZZLE AN BLOWS U ALL UP W00T I WIN U ALLZ SUXZORZ

  • 07.24.2008 3:44 PM PDT
  • gamertag: [none]
  • user homepage:

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

Your faction:Colonials (Battlestar Galactica)


Ships:
FIGHTER DESIGNATIONS
1000 Viper Mk IIs
300 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
175 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)
1 Human-Form Cylon
5000 Stormtroopers
5,300 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory


Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Faster fuel reaload *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier
Project: Leviathan Dock


Research:
Halo Weapon- 8 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- 8 turns
Ressurection Hub- 1 turn


Ground Movement: Colonials completing their advanced society.


Space movement: Fleet moves into complete readiness.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:
IDA (AND ANY HANCHEX PACT MEMBER THAT ASSISTS THEM!)


Message to all:
WAR! WAR WITH THE IDA!

  • 07.24.2008 3:48 PM PDT