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Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
15812 TIE Fighters
8881 TIE Interceptors
3978 TIE Bombers
218 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
162 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
141 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
63 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
53 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:
29,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
4000 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
340 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
7200 Sabre-Class Repulsor Tanks
7450 AT-STs
390 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)
Thermal Sensors

Research:
Death Star Plans, 45 turns

Construction: (On Standby until Base is established.)
20 Nuclear Fusion Missiles, 4 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

  • 07.24.2008 5:16 PM PDT

1 P17Y 7H3 F00L

KOTOR

Continued from Previous Post

Necron Studies Research and Development

Project Serial Number:
P-X12987

Test Subject Serial Number: XN-R256

Species: Human

Condition: Alive and Thriving

Starting Height: 6 ft. 4 in.

Current Height: 7 ft. 11 in.

Starting Weight: 168 pounds

Current Weight: 360 pounds

Observations:

Detailed study of parasitic and biological destructive species yield impressive results. Result of experiment demonstrates ferocity carried over from the parent species. Loyalty is unquestionably confirmed to be towards Necron authority. Original outer dermal layers have completely changed, no longer recognizable from its original form. Metallic Necrodermis covers all vital areas and most, if not all, of the body.

All traces of humanity...and weakness... have been eradicated.

Combat testing against robotic drones and other biological subjects reveals effectiveness and survivability of the species. Test Subject proves resilient to most plasma and laser weapons. Necrodermis regeneration in full working order.

Test is deemed successful. Full Scale Mass-Production recommended.

In case of Emergency: DNA source has been preserved and cloning the source will be of no complication

More observations will be transmitted and reported.

Research diagnostic: finished


[Edited on 07.24.2008 5:43 PM PDT]

  • 07.24.2008 5:17 PM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.

Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:
13000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*4 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
60 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
29 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
35 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
10 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)

***Ground units:
6000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
3250 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
1200 Sangheili (Shielded, intelligent, commanding officers of various ranks)
130 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
5700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
550 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
15 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

12000 Covenant Ghosts
4800 Covenant Wraiths
2100 Covenant banshees
1200 Covenant Phantoms
5800 Spectres

Armaments:
21 Covenant Anti-matter bomb
*34 Covenant Anti-Air Batteries- Planet 4
14 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse (An offensive weapon that when launched will activate, sending out EMP waves to lower enemy shields and disable electronic functions of enemy capital ships)


Buildings:

Base:

Planet 4

5-bay Space Station
Basic Base/Advanced Base
Second Base
Third Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Communications centre

Asteroid Field 2- Planetoid
Base
mining centre
2-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
3 Covenant Union Shipyards
Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids)


Finished Research:
-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
-Unknown Forerunner Artifact Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour found:
-Energy Projector enhancment
-Voice-activated Self-destruct system
[i]Forerunner Artifact
Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts
EVA suits
EMP study
****Forerunner Artifact- Forerunner Terraforming techniques- Further advancement will be detailed in future CUTU (Covenant Union Tactical Update).
Redundant shielding (Answer to EMP effects)

Research: (To-do List)
-Advanced Gravity generators-2 turns


Forerunner Artifact
Forerunner Artifact

Construction:

7 Landing Fields- 2 turns (Deployment of new troops doubles)
3-bay Space Station (Asteroid Field 2)- 1 turn


Covenant Union Shipyards Construction**

1000 Seraph Fighters per turn
4 Covenant Frigates per turn
4 Stealth Corvettes per turn
2 Covenant Destroyer per turn
2 CCS-class Cruiser per turn 2
1 Covenant Assault Carrier per turn(2 Shipyards required)

Covenant Factories**2

500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres per turn
1 Covenant Antimatter bomb per turn
2 Covenant Anti-air Batteries per turn

Landing zone reinforcments***
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab each turn

*On standby
** Multiplier for each factory/shipyard
*** Will be reinforced once every turn, due to advanced Slipspace drives.
**** Research being resumed for improvements.

Ground Movement:

-factories continue to build Troop transportation.

Space movement: In orbit around Planet 4.

-Construction of third Shipyard facility in orbit is complete.
-Covenant Reinforcements have arrived. Updating garisson information now. Due to enhanced Slipspace capabilities, troop deployment has exponentially increased.
- All three Shipyards operational. Construction in progress.
-Mining of Asteroid Field 2 in progress.

Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:

-Covenant Union Shipyards are now up and running.
-The Hanchex Pact is now signed. Any and all factions of this Pact are now allies. Welcome to the fold.
-Asteroid Field 2 mining is underway. Gravity field generators complete.


Covenant Union Tactical Updates: The Covenant Union retains most of the tactics of its predecessor and will not hesitate to use them if under attack. Listed here is a sample of our technological benefits, which will be updated as more become available. For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
-Active Camouflage
-Superluminal Transition
-Shield grid:

-EMP

----No new updates. Stay tuned.

Turns until I can be attacked: 0

  • 07.24.2008 5:23 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
175 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
180 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
193 Light Battlecruisers Carries 1 WMD
4000 Landing Craft
4000 Tracers (Recon and Transport Ships)
110000 Stinger Class Fighters (Light-Medium Armament/Armor)
209 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: The whole IDA fleet takes up defensive perimeter around Planet 5, and commences with anti-matter bombing and glassing of planet surface.

Ground Movement: The remnants of our ground forces on Planet 5 are commencing guerilla warfare against the Xenomorph threat, preventing them from establishing underground hives untill reinforcements arrive. Our forces are slowly being killed off, but for some reason, the commander in orbit around the Planet has stopped transmission, and the Xenomorph have suddenly began retreating all over the sewers. What is going on up there?

Allies: The Hanchex Alliance

Enemies: Superpowers
Xenomorph Horde

Messages: It hurts me to say this, but I believe we have fully lost Planet 5. Shall we pull back to Planet 4?



To members of the Superpowers: Why are we fighting? Isn't it our common goal to destroy the Xenomorph? Was it necessary to destroy much of my fleet at Planet 7. Sure, I did fire on one of your ships, but I was just trying to protect my children. Your children. What would the universe be if the Xenomorph took over. Please, stop the fighting. If you agree to stop with this nonsense, I will let the Xenomorph have my home planet. We don't want to fight, we just want to see the safety of our people, and our allies people too.

  • 07.24.2008 5:23 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
15 Necron Star Dreadnoughts
130 Cairn-class Tombships (Battleships)
240 Scythe-class Harvest Ships (Heavy Cruisers)
350 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1300 Jackal-Class Raiders (Aggressive Heavy Fighter)
3000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
C'tan Star God "Nightbringer" WMD/Unit
C'tan Star God "Deceiver" WMD/Unit
C'tan Star God "Void Dragon" WMD/Unit
C'tan Star God "Outsider" WMD/Unit
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
Rebirth Hybrids
100 Canisters Rebirth Nanites
9000 Warriors
4500 Immortals
1700 Pariahs
1700 Flayed Ones
850 Wraiths
850 Tomb Spyders
850 Destroyers
425 Heavy Destroyers
148000 Scarabs in swarm
850 Obelisks
425 Pylons
425 Monoliths
85 Abattoirs
18 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Orb is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides by the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth

Research:

Construction:
50 Rebirth Nanites Canisters (2 turns)
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Tomb Stalker Titan (2 turns)
1 Necron Star Dreadnought (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)

Ground Movement:
Units preparing for War
Defenses powering up

Space Movement:
Ship Combat systems and shielding powering up, preparing for war
Necron Envoy moving to Superpower Capital (on whatever planet) ARRIVED

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

[Edited on 07.24.2008 5:25 PM PDT]

  • 07.24.2008 5:24 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
350 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
200 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
5,400 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- 7 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- 7 turns
20 Cylon BaseStars- 4 turns
1 Ressurection Ship- 2 turns


Ground Movement: Colonials completing their advanced society.


Space movement: Fleet moves into complete readiness.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:


Messages:
HANCHEX ALLIANCE: Very well, we will have no war with you. Consider the breaching of Quarentine and the self-destruct in the IDA fleets to be a "payback" for him attempting to destroy one of our ships. Make no mistake on who has the real power here, especially now that we have installed Forerunner Technology on our ships.

  • 07.24.2008 5:26 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
16812 TIE Fighters
9381 TIE Interceptors
4228 TIE Bombers
248 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
162 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
141 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
63 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
53 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:
30,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
4100 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
350 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
7300 Sabre-Class Repulsor Tanks
7550 AT-STs
400 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)
Thermal Sensors

Research:
Death Star Plans, 44 turns
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns), 10 turns

Construction: (On Standby until Base is established.)
20 Nuclear Fusion Missiles, 3 turns
Defensive Bunkers, 5 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. Defenses ready. Minefields armed.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed.

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 5:32 PM PDT]

  • 07.24.2008 5:28 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
175 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
180 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
193 Light Battlecruisers Carries 1 WMD
4000 Landing Craft
4000 Tracers (Recon and Transport Ships)
110000 Stinger Class Fighters (Light-Medium Armament/Armor)
209 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: IDA fleet moves to Planet 4 and takes up defensive positioning. All shields, including main and backup, powered on. WMD's ready to fire at a moments notice. Every scanner available, IR, heating, radio, radar, and biological in place scanning long-range inbound contacts to Planet 4. EMP shielding up, swivel-mount turrets prepared to immediatly fire at any hostile-threat coming out of a slip-space/jump drive: 1 Turn

Ground Movement: None, ground forces on Planet 5 are gone.

Allies: The Hanchex Alliance

Enemies: Superpowers
Xenomorph Horde

Messages: To the Hanchex Alliance: It hurts me to say this, but I believe we have fully lost Planet 5. Shall we pull back to Planet 4?

To The Alliance of Superpowers: Never Underestimate us. I believe, after doing no damage to you, that killing my people, my family, on our home planet was completly unnecessary. But as I do not want any hostilities, I will go no further. Please cool down the Superpowers Alliance, they all seem a bit jumpy for war.

[Edited on 07.24.2008 5:32 PM PDT]

  • 07.24.2008 5:29 PM PDT
  • gamertag: [none]
  • user homepage:

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

COLONIALS OFFLINE

(I'll be offline until *at least* tomorrow afternoon, so don't expect me to participate as much as I am now, I'll be very far behind)

  • 07.24.2008 5:34 PM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.

Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:
14500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*4 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
66 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
32 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
38 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
11 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)

***Ground units:
6500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
3500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
1300 Sangheili (Shielded, intelligent, commanding officers of various ranks)
140 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
6200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
600 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
16 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

13000 Covenant Ghosts
5200 Covenant Wraiths
2300 Covenant banshees
1300 Covenant Phantoms
6400 Spectres

Armaments:
23 Covenant Anti-matter bomb
34 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse (An offensive weapon that when launched will activate, sending out EMP waves to lower enemy shields and disable electronic functions of enemy capital ships)


Buildings:

Base:

Planet 4

5-bay Space Station
Basic Base/Advanced Base
Second Base
Third Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Communications centre

Asteroid Field 2- Planetoid
Base
mining centre
3-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
3 Covenant Union Shipyards
Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids)


Finished Research:
-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
-Unknown Forerunner Artifact Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour found:
-Energy Projector enhancment
-Voice-activated Self-destruct system
[i]Forerunner Artifact
Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts
EVA suits
EMP study
****Forerunner Artifact- Forerunner Terraforming techniques- Further advancement will be detailed in future CUTU (Covenant Union Tactical Update).
Redundant shielding (Answer to EMP effects)

Research: (To-do List)
-Advanced Gravity generators-1 turn
Automated Sentry Turrets- 2 turns


Forerunner Artifact
Forerunner Artifact

Construction:

7 Landing Fields- 1 turn (Deployment of new troops doubles)
4-bay Space Station (Asteroid Field 2)- 3 turn


Covenant Union Shipyards Construction**

1000 Seraph Fighters per turn
4 Covenant Frigates per turn
4 Stealth Corvettes per turn
2 Covenant Destroyer per turn
2 CCS-class Cruiser per turn 2
1 Covenant Assault Carrier per turn(2 Shipyards required)

Covenant Factories**2

500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres per turn
1 Covenant Antimatter bomb per turn
2 Covenant Anti-air Batteries per turn

Landing zone reinforcments***
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab each turn

*On standby
** Multiplier for each factory/shipyard
*** Will be reinforced once every turn, due to advanced Slipspace drives.
**** Research being resumed for improvements.

Ground Movement:

-factories continue to build Troop transportation.

Space movement: In orbit around Planet 4.

-Construction of third Shipyard facility in orbit is complete.
-Covenant Reinforcements have arrived. Updating garisson information now. Due to enhanced Slipspace capabilities, troop deployment has exponentially increased.
- All three Shipyards operational. Construction in progress.
-Mining of Asteroid Field 2 in progress.

Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:

-Covenant Union Shipyards are now up and running.
-The Hanchex Pact is now signed. Any and all factions of this Pact are now allies. Welcome to the fold.
-Asteroid Field 2 mining is underway. Gravity field generators complete.


Covenant Union Tactical Updates: The Covenant Union retains most of the tactics of its predecessor and will not hesitate to use them if under attack. Listed here is a sample of our technological benefits, which will be updated as more become available. For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
-Active Camouflage
-Superluminal Transition
-Shield grid:

-EMP

----Covenant Union Offline

Turns until I can be attacked: 0

[Edited on 07.24.2008 5:36 PM PDT]

  • 07.24.2008 5:35 PM PDT

So the conflict is over. Good news.

  • 07.24.2008 5:35 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
17812 TIE Fighters
9881 TIE Interceptors
4478 TIE Bombers
248 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
162 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
141 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
63 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
53 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
24 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
31,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
4200 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
360 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
7400 Sabre-Class Repulsor Tanks
7650 AT-STs
410 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)
Thermal Sensors

Research:
Death Star Plans, 43 turns
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns), 9 turns

Construction: (On Standby until Base is established.)
20 Nuclear Fusion Missiles, 2 turns
Defensive Bunkers, 4 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. Defenses ready. Minefields armed.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

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


ATTACKABLE

  • 07.24.2008 5:35 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.

As the planet is chipped away with black pulses of anti-matter bombs, the Tranversal fleet turns away and slides into slipstream space back to planet 4. Arrival in 1 turn.

  • 07.24.2008 5:36 PM PDT

IDA offline.

And please, this time when I am offline, don't blow up 500 bombs in my fleet, as I can not dish out payback.

  • 07.24.2008 5:36 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.

Transversal Union offline.

  • 07.24.2008 5:38 PM PDT

Semi-socialist and proud of it.

GE offline.

No hostilities till we get back, okay?

  • 07.24.2008 5:38 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
15 Necron Star Dreadnoughts
130 Cairn-class Tombships (Battleships)
240 Scythe-class Harvest Ships (Heavy Cruisers)
350 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1300 Jackal-Class Raiders (Aggressive Heavy Fighter)
3000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
C'tan Star God "Nightbringer" WMD/Unit
C'tan Star God "Deceiver" WMD/Unit
C'tan Star God "Void Dragon" WMD/Unit
C'tan Star God "Outsider" WMD/Unit
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
10 Rebirth Hybrids
100 Canisters Rebirth Nanites
9000 Warriors
4500 Immortals
1700 Pariahs
1700 Flayed Ones
850 Wraiths
850 Tomb Spyders
850 Destroyers
425 Heavy Destroyers
150000 Scarabs in swarm
850 Obelisks
425 Pylons
425 Monoliths
85 Abattoirs
18 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Orb is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides by the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Necrodermis Anti-acid sealing and protection
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth

Research:

Construction:
50 Rebirth Nanites Canisters (1 turns)
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)

Ground Movement:
Units preparing for War
Defenses powering up

Space Movement:
Ship Combat systems and shielding powering up, preparing for war

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.24.2008 5:39 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.
170 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)
7,700 Warriors (The average Xenomorph, the height of a Spartan)
8,600 Runners (Weaker, but much faster aliens)
9,080 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,499 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)
21 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.

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

Planet 5 Inferior Hive (7) turns - While the Rift Alien searches for a suitable host for the Hierarch, the other aliens begin construction of a Hive deep within the bowels of Planet 5's municipal sewer systems. With tunnels leading to all parts of the city, the Xenomorphs have access to many areas, and can go unnoticed in their movements.


Other Research pending:


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

Ground Movement
The Hive Superior on Planet 7 draws into itself. LV-385 is left isolated with a few defending aliens waiting in choke hold ambush positions. The Hive is completely sealed by the Drones and other Aliens assisting them. Pushing deeper into the asteroid, the Empress ensures that whatever hits the surface of this planet does not scathe them in the slightest. LV-385 can be sacrificed.

Space movement
None.

Base/Facility Locations

Hive Superior - Planet 7
Hive Inferior / LV385
Hive Inferior *under construction* / Planet 5 (Underground Sewers)

Message to all:

"In Space, No One Can Hear You Scream"

Story

The groans of human agony resonate through the concrete walls of the deep sewer. A struggle between a man and something so small, and yet to hideously powerful. A wailing, and gnashing, and then *crrrac-blam!-*....silence. The slithering pestilence makes it way to its escorts. So small, and yet so powerful. The Rift Alien and Carrier make a bowing gesture, in servitude to the chestburster of royal lineage. It makes its way into a small area prepared by the other two Xenomorphs, and they bring the human body to her for nourishment.

Millions of miles in the distance, the young Empress communicates her intentions for her new Queen. She maintains the highest levels of vigilance in the Hive Superior. So well sealed they are, that she can barely hear the bolsterings of the violent galaxy surrounding their world.

Before long, she knew, there would be many more mouths to feed...

Edit: I believe I'll go OFFLINE for a couple of hours and watch a movie.


[Edited on 07.24.2008 5:44 PM PDT]

  • 07.24.2008 5:42 PM PDT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships:
1 Cruiser Mk II, the Auburn Dusk, armed with 20 plasma torpedo launchers, 60 pulse laser emplacements, 70 vulcan cannons (hybrid), and 2 MAC cannons (hybrid). Has Polarized armor plating, energy shields, dark matter converters and FTL capabilities. 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 (hybrid), 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:
284 Expansion Marines, Armed with AP armor and assault rifles; Hybrid
41 Security Guards, Armed with Assault Rifles (Hybrid) and AP armor.
205 Colonists
64 Crew (15 aboard the Domain)
95 Soldiers, Assault Rifles (Hybrid), AP armor.

Currently on the Ground
205 Colonists
95 Soldiers
204 Expansion Marines
_____________________________________________________________ ___

Buildings:
1-Bay Shipyard, currently empty, Crew members are the only ones aboard
2-port shipyard (land-based)
2 Factories (vehicles, small arms)
Basic CEC Colony
_____________________________________________________________ ___

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
-AP Infantry Armor
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:
AP (Anti-plasma(energy-based) armor) armor research complete. Along with personal shielding, the standard issue infantry armor can now withstand far more damage from plasma/energy-based weapons.

Researching nano technology [6 turns]

Researching Classified Infantry weaponry [4 turns]

Researching Cloning [6 turns]
_____________________________________________________________ ____

Construction: The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 6 turns

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

Building a larger, 10-bay shipyard on Planet 2 [12 turns]

Building a weapons manufacturing plant [3 turns]

Building mawr factories [5 turns]

Building Space Elevator [4 turns]
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 95 Soldiers trained.

Expansion Marines train Security guards to become EMs. 34 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The second CEC fleet arrives at Planet 2

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

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

The CEC Is Going Offline For A Bit

[Edited on 07.24.2008 8:22 PM PDT]

  • 07.24.2008 5:50 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
15 Necron Star Dreadnoughts
130 Cairn-class Tombships (Battleships)
240 Scythe-class Harvest Ships (Heavy Cruisers)
350 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1300 Jackal-Class Raiders (Aggressive Heavy Fighter)
3000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
C'tan Star God "Nightbringer" WMD/Unit
C'tan Star God "Deceiver" WMD/Unit
C'tan Star God "Void Dragon" WMD/Unit
C'tan Star God "Outsider" WMD/Unit
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
10 Rebirth Hybrids
150 Canisters Rebirth Nanites
9500 Warriors
4750 Immortals
1800 Pariahs
1800 Flayed Ones
900 Wraiths
900 Tomb Spyders
900 Destroyers
450 Heavy Destroyers
152000 Scarabs in swarm
900 Obelisks
450 Pylons
450 Monoliths
90 Abattoirs
20 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
Information File: N/A

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Necrodermis Anti-acid sealing and protection
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth

Research:

Construction:
50 Rebirth Nanites Canisters (4 turns)
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)

Ground Movement:
Units preparing for War
Defenses powering up

Space Movement:
Ship Combat systems and shielding powering up, preparing for war

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.24.2008 6:35 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Faction: Orfoi

Ships: 1 Moon gaurdian ( extremely heavy battlecruiser )
5 Carriers of the moon ( its not a carrier its a carrier )
1 small moon ( very very small moon of the destroyed planet Orfoi )

Ground units: 50 heavy moon warriors ( plasma launcher wielding giants )
500 keepers of the moon (light pulse rifle wielding giant infantry)
1 queen of the moon (queen giant gifted with lunar magic)

buildings: temple of the moon(barracks),lunar energy powerplant,lunar protecter creation center(shipyard),lunar repair facility(science lab)

finished repairs(research): none

repairing(researching): first level of the holy relic 5 turns (light sheilds,improved plasma and magic weapons,improved ship engines,improved scanners,improved infantry battle plating,light battle drones.

construction: 3 lunar repair facilitys 3 turns (speeds repair time by 1 turn each)

Ground movement:none

Space movement:none

Allies:none

Enemies:none

Message to all:looking for a alliance.

CAN BE ATTACKED IN 5 TURNS





  • 07.24.2008 6:49 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
180 Skarovas Enforcers (Medium battleships)
130Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
130Lasurak Transporters (Each carrier one fighter and one bomber squadron)
140Stilakus Subverters (Shield-weakening, ultra-precise ftl)
155Junsurak Sentinels (Anti-Fighter Escort)
140Kanrak Assailants (Long-range combat)
140Karrastra Destructors (Orbital-bombardment)
160 Jakara Navigators (Stealthed strike-team transport)
230Ravasta Skirmishers (Light battleships))

All ships carry a compliment of fighters and bombers equivalent to their size.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our navy is considerably larger than most, as we have no choice but to wipe out and bombard.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts
Outer shield
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Planet-class Shields
Nuclear Fission
Nuclear Fusion
Antimatter containment (All advanced abilities use antimatter)
Nanotech repair (Allows orbital repair stations to be built)

Research:
Antimatter reactors (7)
Wave resonater warheds (5)

Construction:
Capital shipyard now building five of each ship class per turn
Building orbital repair platforms (6)
Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Building uranium mines (3)
Building antimatter plant (3)

Allies: Alliance of Superpowers [Colonials (Lord Snakie), Necrons (rst7503), Galactic Empire (Sergeant Matt)]

Enemies:

Base: In orbit of planet 3

Message to all: Right. So I just got my new laptop configured. Can someone give me a brief summary of what's happened in my absence?

  • 07.24.2008 7:01 PM PDT

1 P17Y 7H3 F00L

KOTOR

Hanchex Pact/Alliance is formed, consisting of most of the players

Well, We had this massive buildup of soldiers, and a lot of people joined.

The Start Trek Federation people (Spartan CMDR) sent a scout team to Planet 7 (home of the Xenomorphs (Sword and Scales)). Necrons (me) sent a research/stealth party to stalk the federation guys and learn what they can from the encounter between Xenomorphs and Federation.

Xenomorphs won, some Federation guys killed, Federation took some Xenomorph DNA, and Necrons took some dead specimens of both species. Someone put up a huge blockade and threatened to destroy all Xenomorphs on Planet 7 with orbital glassing technique.

Colonials (Snakie) stepped in and took loaded up the Xenomorphs and brought them to planet 5, damaging some of the blockading ships in the process. Alliances are at brink of war, though things are slightly cooling down.

That's pretty much it

  • 07.24.2008 7:06 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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  • last post: 01.01.0001 12:00 AM PDT

UNSC
Planet- Adrift in Space

Buildings- 1 bay space station

Research- :(
Reasearching-
Basic Stealth (2)
Advance stealth (4)
Maximum Stealth (8)
Basic Med (2)
Advance med (4)
Maximum Med (8)
Increase firepower (1)
Increase Armor (2)

Construction-
Space Station bays 2,3,4,5 (6)
Scorpion Creation Facility (2)
Warthog Creation Facility (2)
Hornet Creation Facility (3)
Med Bay (2)
Stealth Fighter Facility (1)
Recriutment Facility (2)

Space Forces- 1 Battleship
250 Fighters


Ground forces- 300 Fighters
2000 Marines
50 ODST

Ground Movement- Marines begin to create Space bays
Space Movement- fighters Patrol

message - UNSC Reinforcements Arriving from out of system (5)
Wish to Join Hachex Aliance





  • 07.24.2008 7:17 PM PDT
Subject: please don't post yet
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  • last post: 01.01.0001 12:00 AM PDT

Faction: Orfoi

Ships: 1 Moon gaurdian ( extremely heavy battlecruiser )
5 Carriers of the moon ( its not a carrier its a carrier )
1 small moon ( very very small moon of the destroyed planet Orfoi )
creating:1 lunar frigate 2 turns

Ground units: 50 heavy moon warriors ( plasma launcher wielding giants )
500 keepers of the moon (light pulse rifle wielding giant infantry)
1 queen of the moon (queen giant gifted with lunar magic)
training: 5 heavy moon warriors 1 turn, 30 keepers of the moon 1 turn

buildings: temple of the moon(barracks),lunar energy powerplant,lunar protecter creation center(shipyard),lunar repair facility(science lab)

finished repairs(research): none

repairing(researching): first level of the holy relic 4 turns (light sheilds,improved plasma and magic weapons,improved ship engines,improved scanners,improved infantry battle plating,light battle drones.

construction: 3 lunar repair facilitys 2 turns (speeds repair time by 1 turn each)

Ground movement:none

Space movement:none

Allies:none

Enemies:none

Message to all:looking for a alliance.

CAN BE ATTACKED IN 4 TURNS






  • 07.24.2008 7:20 PM PDT