Off Topic: The Flood
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  • Subject: please don't post yet
Subject: please don't post yet
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UNSC
Planet- Adrift in Space

Buildings- 1 bay space station
Stealth fighter faculty- 50 stealth fights a turn
Research- Increase Firepower
Reasearching-
Basic Stealth (1)
Advance stealth (3)
Maximum Stealth (7)
Basic Med (21)
Advance med (3)
Maximum Med (7)
Increase Armor (1)

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

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 (4)
Wish to Join Hachex Aliance





  • 07.24.2008 7:23 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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UNSC
Planet- Adrift in Space

Buildings- 1 bay space station
Stealth Fighter Facility

Research- Increase firepower
Reasearching-
Basic Stealth (1)
Advance stealth (3)
Maximum Stealth (7)
Basic Med (1)
Advance med (3)
Maximum Med (7)
Increase Armor (1)

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

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 (4)
Wish to Join Hachex Aliance





  • 07.24.2008 7:26 PM PDT
Subject: please don't post yet

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
154000 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 Anti-Matter 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 (3 turns)
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)

Ground Movement:
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:

[Edited on 07.24.2008 8:54 PM PDT]

  • 07.24.2008 7:27 PM PDT
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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 1 turns

Ground units: 55 heavy moon warriors ( plasma launcher wielding giants )
530 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 3 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 1 turns (speeds repair time by 1 turn each),Moon fortress(base)

Ground movement:none

Space movement:none

Allies:none

Enemies:none

Message to all:looking for alliance
CAN BE ATTACKED IN 3 TURNS









[Edited on 07.24.2008 7:33 PM PDT]

  • 07.24.2008 7:31 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

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)
185Skarovas Enforcers (Medium battleships)
135 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
135vLasurak Transporters (Each carrier one fighter and one bomber squadron)
160 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
160 Junsurak Sentinels (Anti-Fighter Escort)
145 Kanrak Assailants (Long-range combat)
145 Karrastra Destructors (Orbital-bombardment)
165Jakara Navigators (Stealthed strike-team transport)
235 Ravasta 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 (6)
Wave resonator warheads (4)

Construction:
Capital shipyard now building five of each ship class per turn
Building orbital repair platforms (4)
Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Building uranium mines (2)
Building antimatter plant (2)

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

Enemies:

Base: In orbit of planet 3

Message to all: Right. Necrons, how powerful are we compered to Hachex?

  • 07.24.2008 7:33 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

UNSC
Planet- Adrift in Space

Buildings- 1 bay space station
Stealth Fighter Facility

Research- Increase firepower
Reasearching-
Basic Stealth (1)
Advance stealth (3)
Maximum Stealth (7)
Basic Med (1)
Advance med (3)
Maximum Med (7)
Increase Armor (1)

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

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 (4)
Wish to Join Hachex Aliance



Orfoi, i wish to ally until my request into the hanchex pasct is answered



[Edited on 07.24.2008 7:35 PM PDT]

  • 07.24.2008 7:33 PM PDT

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

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

Vasari offline.

  • 07.24.2008 7:49 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons Offline

  • 07.24.2008 7:52 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
1 small moon ( very very small moon of the destroyed planet Orfoi )
1 lunar frigate
creating:1 carrier of the moon 2 turns, 2 lunar frigates 3 turns,15 lunar drop ships, 20 lunar light fighters 1 turn

Ground units: 55 heavy moon warriors ( plasma launcher wielding giants )
530 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),4 lunar repair facilitys(science lab and shortens required turns by 1 each)

finished repairs(research):first level of the holy relic (light sheilds,improved plasma and magic weapons,improved ship engines,improved scanners,improved infantry battle plating,light battle drones.

repairing(researching): second level of the holy relic 8 turns (medium sheilds,further improved plasma and magic weapons,further improved ship engines,further improved scanners,infantry sheilding and further improved battle plating,medium battle drones,malice heavy tanks,improved defense systems,improved ship battle plating and weapons.

construction: Moon fortress(base)1 turn,lunar protecter creation center 3 turns
Ground movement:none

Space movement:none

Allies:none

Enemies:none

Message to all:looking for alliance
CAN BE ATTACKED IN 2 TURNS

  • 07.24.2008 7:56 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons still Offline

but in case the new people who just joined this game are wondering, many people are offline for now, for various reasons. If you think this game is going to die, don't. Tomorrow, something big is going down, and possibly a huge conflict will start.

Bottom line: We're done for the night, and continuing our fight tomorrow

  • 07.24.2008 8:02 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.

4 Battleship Mk IIs, the Domain, Lionhead, Sprint and Terra Firma: 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 [only the Domain]). All Battleship Mk IIs have 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 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:
376 Expansion Marines, Armed with AP armor and assault rifles; Hybrid
39 Security Guards, Armed with Assault Rifles (Hybrid) and AP armor.
200 Colonists
64 Crew (15 aboard the Domain)
100 Soldiers, Assault Rifles (Hybrid), AP armor.

Currently on the Ground
200 Colonists
100 Soldiers
286 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:
Researching nano technology [4 turns]

Researching Classified Infantry weaponry [2 turns]

Researching Cloning [4 turns]

Researching Laser Cannons [10 turns]
_____________________________________________________________ ____

Construction: Building a Battleship Mk II [7 turns] and a Cruiser Mk II [8 turns]

The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 4 turns

Two Battleship Mk IIs have been completed, the Sprint and the Terra Firma

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

Building a weapons manufacturing plant [1 turns]

Building mawr factories [3 turns]

Building Space Elevator [2 turns]
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 100 Soldiers trained.

Expansion Marines train Security guards to become EMs. 36 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The second CEC fleet arrives at Planet 2

The Reliquary has landed on Planet 2 and has begun mining. All construction now takes one less turn.
The newly arrived fleet begins receiving the now standard technological upgrades. (1 ship fully-upgraded per turn). The Lionhead 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. (160 EMs landed)
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable


[Edited on 07.24.2008 8:35 PM PDT]

  • 07.24.2008 8:06 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: Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields: Research Time: 5 Turns


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.

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

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!

  • 07.24.2008 8:24 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:
16000 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)
72 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
34 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
41 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
12 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:
7500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
4000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
1500 Sangheili (Shielded, intelligent, commanding officers of various ranks)
160 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)
7200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
700 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
18 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

14000 Covenant Ghosts
5600 Covenant Wraiths
2500 Covenant banshees
1400 Covenant Phantoms
7000 Spectres

Armaments:
25 Covenant Anti-matter bomb
36 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
14 Landing Fields (Two 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
-Advanced Gravity generators/Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids. Now upgraded, can pull large planetoids out of the Asteroid Field)


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)

-Automated Sentry Turrets- 1 turn

-Seraph Purifier (A new prototype in the making, the Seraph Purifier is essentially the bomber of the Covenant armada, designed to cleanse the target of all life. It carries a payload of two Plasma Torpedo Launchers, and while bulkier and slower than a Seraph fighter, its shielding and hull plating are greatly superior to that of its predecessor)- 4 turns

-Seraph Hellfire ( A new Prototype, the Seraph Hellfire incorporates the jamming systems of Covenant capital ships, causing missiles to lose their lock-on in combat. The resulting attack is almost literally the equivalent of hellfire raining on your position, due to four pulse-laser cannons. the shields are slightly weaker than the standard Seraph, but speed recieves a cutting edge over its predecessor)- 4 turns

-Seraph Optimum (The Seraph Optimum is the most dangerous weapon among Covenant single-ships. It is noticeably more bulkier than its cousins, but carries more firepower than any other Seraph variation. Its crew complement consists of four trained pilots, and it boasts an impressive array of weaponry, not to mention starship-grade shielding and hull integrity.
Weapons include two Plasma Torpedo launchers, Pulse lasers, a weaker variation of the Covenant Energy Projector, as well as the ability to drop an EMP mine in its wake. The most elusive trait of this craft is its Slipspace Drive. It can also use it during battle for an In-system Microjump. These traits also make it very expensive, therefore each Shipyard can produce only one each turn.)- 5 turns

-Abyss mines (Capable of being set up and armed in Slipspace, they will destroy any vessel that attempts to pass over them without the arming codes. For starships with Jump drives, Slipspace, anything involving near-instant transportation, they enter intact- and exit in debris particles. Perfect for preventing an ambush.)- 3 turns.

Forerunner Artifact
Forerunner Artifact

Construction:


4-bay Space Station (Asteroid Field 2)- 2 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.

-Gravity Field Generator activated. The Covenant Union will now pull their Planetoid base and Space Station out of the Asteroid belt and into orbit around Planet 4. Prepare for an event not witnessed since the existence of the Forerunners! -4 turns

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

----Enhanced Gravity Field Generators- These Field Generators allow the Covenant Union to pull large planetoids out of their orbit. It can be used to collect large asteroids for resources, or to create a planetary satellite in orbit around Planet 4.

Turns until I can be attacked: 0

  • 07.24.2008 8:32 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.

4 Battleship Mk IIs, the Domain, Lionhead, Sprint and Terra Firma: 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). All Battleship Mk IIs have 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 Carrier, the Regiment, armed with 3 plasma torpedo launchers, 30 pulse lasers, 20 vulcan cannons (hybrid), and 25 flak cannons (hybrid), holds 40 Flashfire-Class fighters. Has polarized plating, energy shields, and a dark matter converter

40 Flashfire-Class starfighters. Capable of atmospheric and space flight. Armed with twin six-barrel Hybrid-ammunition machineguns and twin small-scale plasma torpedo launchers. Has polarized plating, energy shields, and dark matter converters

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:
378 Expansion Marines, Armed with AP armor and assault rifles; Hybrid
37 Security Guards, Armed with Assault Rifles (Hybrid) and AP armor.
195 Colonists
105 Soldiers, Assault Rifles (Hybrid), AP armor.

Currently on the Ground
195 Colonists
105 Soldiers
368 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
Weapons Manufacturing Plant
_____________________________________________________________ ___

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:
Researching nano technology [3 turns]

Researching Classified Infantry weaponry [1 turns]

Researching Cloning [3 turns]

Researching Laser Cannons [9 turns]
_____________________________________________________________ ____

Construction: Building a Battleship Mk II [6 turns] and a Cruiser Mk II [7 turns]

The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 3 turns

Building a larger, 10-bay shipyard on Planet 2 [9 turns]

Weapons Manufacturing Plant complete

Building mawr factories [2 turns]

Building Space Elevator [1 turns]
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 105 Soldiers trained.

Expansion Marines train Security guards to become EMs. 38 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The second CEC fleet arrives at Planet 2

The newly arrived fleet begins receiving the now standard technological upgrades. (1 ship fully-upgraded per turn). The Regiment has been upgraded, along with all it’s Flashfire-Class fighters.
240 EMs on landed on Planet 2
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.24.2008 8:37 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: Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields: Research Time: 4 Turns


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.

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

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!

  • 07.24.2008 8:39 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:
17000 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)
78 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
36 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
44 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
12 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:
8500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
4500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
1700 Sangheili (Shielded, intelligent, commanding officers of various ranks)
180 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)
8200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
800 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
20 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

15000 Covenant Ghosts
6000 Covenant Wraiths
2700 Covenant banshees
1500 Covenant Phantoms
7600 Spectres

Armaments:
27 Covenant Anti-matter bomb
38 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
14 Landing Fields (Two 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
-Advanced Gravity generators/Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids. Now upgraded, can pull large planetoids out of the Asteroid Field)


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).
Forerunner Artifact-Blanket Shielding (The Forerunners' knowledge of planetary shielding made them immovable in conflict. With this relic, the Covenant Union can defend their worlds with the very finest of orbital shielding. While it protects from weapons-fire, vessels can still slip through these geometrically-patterned defenses.)
Redundant shielding (Answer to EMP effects)

Research: (To-do List)



-Seraph Purifier (A new prototype in the making, the Seraph Purifier is essentially the bomber of the Covenant armada, designed to cleanse the target of all life. It carries a payload of two Plasma Torpedo Launchers, and while bulkier and slower than a Seraph fighter, its shielding and hull plating are greatly superior to that of its predecessor)- 3 turns

-Seraph Hellfire ( A new Prototype, the Seraph Hellfire incorporates the jamming systems of Covenant capital ships, causing missiles to lose their lock-on in combat. The resulting attack is almost literally the equivalent of hellfire raining on your position, due to four pulse-laser cannons. the shields are slightly weaker than the standard Seraph, but speed recieves a cutting edge over its predecessor)- 3 turns

-Seraph Optimum (The Seraph Optimum is the most dangerous weapon among Covenant single-ships. It is noticeably more bulkier than its cousins, but carries more firepower than any other Seraph variation. Its crew complement consists of four trained pilots, and it boasts an impressive array of weaponry, not to mention starship-grade shielding and hull integrity.
Weapons include two Plasma Torpedo launchers, Pulse lasers, a weaker variation of the Covenant Energy Projector, as well as the ability to drop an EMP mine in its wake. The most elusive trait of this craft is its Slipspace Drive. It can also use it during battle for an In-system Microjump. These traits also make it very expensive, therefore each Shipyard can produce only one each turn per shipyard.)- 4 turns

-Abyss mines (Capable of being set up and armed in Slipspace, they will destroy any vessel that attempts to pass over them without the arming codes. For starships with Jump drives, Slipspace, anything involving near-instant transportation, they enter intact- and exit in debris particles. Perfect for preventing an ambush.)- 2 turns.


Forerunner Artifact

Construction:


4-bay Space Station (Planetoid)- 1 turn
Fourth Covenant Union Shipyards

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
5Automated Sentry Turrets 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.

-Covenant Reinforcements continuing to arrive.
- All three Shipyards operational. Construction in progress.
-Mining of Asteroid Field 2 in progress.

-Gravity Field Generator activated- 3 turns

Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:
Prepare for imminent attack by the Faction of Superpowers.


Covenant Union Tactical Updates: 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:[/i]
-EMP
-Enhanced Gravity Field Generators

----
Turns until I can be attacked: 0

[Edited on 07.24.2008 8:57 PM PDT]

  • 07.24.2008 8:49 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: Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields: Research Time: 3 Turns
1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
10000 Infantry per turn
5000 Pilots per turn.
1000 Super-Soldiers per turn
500 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn


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.

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

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!

  • 07.24.2008 8:53 PM PDT
Subject: RAWR!!!

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.

4 Battleship Mk IIs, the Domain, Lionhead, Sprint and Terra Firma: 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). All Battleship Mk IIs have 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 Carrier, the Regiment, armed with 3 plasma torpedo launchers, 30 pulse lasers, 20 vulcan cannons (hybrid), and 25 flak cannons (hybrid), holds 40 Flashfire-Class fighters. Has polarized plating, energy shields, and a dark matter converter

40 Flashfire-Class starfighters. Capable of atmospheric and space flight. Armed with twin six-barrel Hybrid-ammunition machineguns and twin small-scale plasma torpedo launchers. Has polarized plating, energy shields, FTL capabilities and dark matter converters

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 2 plasma torpedo launchers, 14 pulse lasers, 6 vulcan cannons. Has polarized plating, energy shields, FTL capabilities, and a dark matter converter

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:
380 Expansion Marines, Armed with AP armor and PCR-1s
35 Security Guards, Armed with PCR-1s and AP armor.
190 Colonists
110 Soldiers, PCR-1s, AP armor.

Currently on the Ground
190Colonists
110 Soldiers
380 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
Weapons Manufacturing Plant
Space Elevator
_____________________________________________________________ ___

Finished Research:
-The PCR-1 assault rifle
-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:
Researching nano technology [2 turns]

Research on the PCR-1 is complete. The rifle coats the outside of the standard Hybrid round with Plasma, dealing mawr damage against shielded opponents while maintaining the power of a metal slug.

Researching Cloning [2 turns]

Researching Laser Cannons [8 turns]
_____________________________________________________________ ____

Construction: Building Anti-Orbital Plasma Cannons. 1 built every 2 turns

Building a Battleship Mk II [5 turns] and a Cruiser Mk II [6 turns]

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

Building a larger, 10-bay shipyard on Planet 2 [8 turns]

Building mawr factories [1 turns]

Space Elevator complete
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 110 Soldiers trained.

Expansion Marines train Security guards to become EMs. 40 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The Full CEC fleet moves to join with the Covenant Union fleet. Arrival in 1 turn.

The newly arrived fleet begins receiving the now standard technological upgrades. (1 ship fully-upgraded per turn). All gunboats have been upgraded.
250 (All) EMs landed on Planet 2
_____________________________________________________________ ____

Transmission to the Covenant Union, Fleet of Divine Salvation;
This is Admiral Jacob Gorin of the CEC fleet. We’re moving our fleet to link up with yours. Safety in numbers and all that. See you on the front lines.


Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.24.2008 8:55 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
176 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
185 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
198 Light Battlecruisers Carries 1 WMD
4500 Landing Craft
4500 Tracers (Recon and Transport Ships)
120000 Stinger Class Fighters (Light-Medium Armament/Armor)
219 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15100 Raiding/Boarding Parties (100 Man Each)
35000 Pilots
30500 Telepathy Bio-commandos.
31000 Super-soldiers. *Heavy Armor and Shielding*
50000 Infantry *Light Armor and Shielding*
26000 Snipers/Recon


Buildings: Light Fortresses at strategic points on Planet 5.
10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility on Planet 5
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
All Shared Allied Research


Research: Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields: Research Time: 2 Turns
1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
10000 Infantry per turn
5000 Pilots per turn.
1000 Super-Soldiers per turn
500 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
500 Sniper/Recon per turn.


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.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!

  • 07.24.2008 8:59 PM PDT
Subject: please don't post yet

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
25 Necron Star Dreadnoughts
160 Cairn-class Tombships (Battleships)
270 Scythe-class Harvest Ships (Heavy Cruisers)
400 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1600 Jackal-Class Raiders (Aggressive Heavy Fighter)
3500 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
200 Canisters of Rebirth Nanites
9500 Warriors
4750 Immortals
1800 Pariahs
1800 Flayed Ones
900 Wraiths
900 Tomb Spyders
900 Destroyers
450 Heavy Destroyers
156000 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 Anti-Matter 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 (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 (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning

Space Movement:
Ship Combat systems and shielding powering up, preparing for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats

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

Enemies: None

Message to All:

  • 07.24.2008 8:59 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:
18000 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)
84 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
38 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
47 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
12 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:
9500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
5000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
1900 Sangheili (Shielded, intelligent, commanding officers of various ranks)
200 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)
8700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
900 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
22 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

16000 Covenant Ghosts
6400 Covenant Wraiths
2900 Covenant banshees
1600 Covenant Phantoms
8200 Spectres

Armaments:
29 Covenant Anti-matter bomb
40 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
14 Landing Fields (Two for each type of unit)
Communications centre

Planetoid
Base
mining centre
4-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
3 Covenant Union Shipyards
-Advanced Gravity generators/Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids. Now upgraded, can pull large planetoids out of the Asteroid Field)


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).
Forerunner Artifact-Blanket Shielding (The Forerunners' knowledge of planetary shielding made them immovable in conflict. With this relic, the Covenant Union can defend their worlds with the very finest of orbital shielding. While it protects from weapons-fire, vessels can still slip through these geometrically-patterned defenses.)
Redundant shielding (Answer to EMP effects)

Research: (To-do List)



-Seraph Purifier (A new prototype in the making, the Seraph Purifier is essentially the bomber of the Covenant armada, designed to cleanse the target of all life. It carries a payload of two Plasma Torpedo Launchers, and while bulkier and slower than a Seraph fighter, its shielding and hull plating are greatly superior to that of its predecessor)- 2 turns

-Seraph Hellfire ( A new Prototype, the Seraph Hellfire incorporates the jamming systems of Covenant capital ships, causing missiles to lose their lock-on in combat. The resulting attack is almost literally the equivalent of hellfire raining on your position, due to four pulse-laser cannons. the shields are slightly weaker than the standard Seraph, but speed recieves a cutting edge over its predecessor)- 2 turns

-Seraph Optimum (The Seraph Optimum is the most dangerous weapon among Covenant single-ships. It is noticeably more bulkier than its cousins, but carries more firepower than any other Seraph variation. Its crew complement consists of four trained pilots, and it boasts an impressive array of weaponry, not to mention starship-grade shielding and hull integrity.
Weapons include two Plasma Torpedo launchers, Pulse lasers, a weaker variation of the Covenant Energy Projector, as well as the ability to drop an EMP mine in its wake. The most elusive trait of this craft is its Slipspace Drive. It can also use it during battle for an In-system Microjump. These traits also make it very expensive, therefore each Shipyard can produce only one each turn per shipyard.)- 3 turns

-Abyss mines (Capable of being set up and armed in Slipspace, they will destroy any vessel that attempts to pass over them without the arming codes. For starships with Jump drives, Slipspace, anything involving near-instant transportation, they enter intact- and exit in debris particles. Perfect for preventing an ambush.)- 1 turn.


Forerunner Artifact

Construction:



Fourth Covenant Union Shipyards- 4 turns

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
5Automated Sentry Turrets 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.

-Covenant Reinforcements continuing to arrive.
- All three Shipyards operational. Construction in progress.
-Mining of Asteroid Field 2 in progress.

-Gravity Field Generator activated- 2 turns

Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:
Prepare for imminent attack by the Faction of Superpowers.


Covenant Union Tactical Updates: 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:[/i]
-EMP
-Enhanced Gravity Field Generators

----
Turns until I can be attacked: 0

  • 07.24.2008 9:00 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
177 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
190 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
200 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
130000 Stinger Class Fighters (Light-Medium Armament/Armor)
229 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15200 Raiding/Boarding Parties (100 Man Each)
40000 Pilots
31000 Telepathy Bio-commandos.
32000 Super-soldiers. *Heavy Armor and Shielding*
60000 Infantry *Light Armor and Shielding*
26500 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
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: Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields: Research Time: 1 Turns
1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
5000 Pilots per turn.
1000 Super-Soldiers per turn
500 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
500 Sniper/Recon per turn.


Construction: 40 Baracks: 20 Turns

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.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!

  • 07.24.2008 9:05 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
25 Necron Star Dreadnoughts
160 Cairn-class Tombships (Battleships)
270 Scythe-class Harvest Ships (Heavy Cruisers)
400 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1600 Jackal-Class Raiders (Aggressive Heavy Fighter)
3500 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
200 Canisters of Rebirth Nanites
9500 Warriors
4750 Immortals
1800 Pariahs
1800 Flayed Ones
900 Wraiths
900 Tomb Spyders
900 Destroyers
450 Heavy Destroyers
158000 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 Anti-Matter 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 Shield Leeches
Advanced Necron Inertia-less Drive Engines
Necron Advanced Regeneration
Necrodermis Anti-acid sealing and protection
Naval Sepulchre (psychological and mental warfare and precision targetting)
Advanced Sepulchre (upgraded of naval sepulchre, also found on abattoirs)
Gaze of Flame (stops momentums of all enemy attack charges in visual range of a Necron)
Naval Scarab Complement
Necron Phase Shifters (all ships)
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 (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 (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
30 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning

Space Movement:
Ship Combat systems and shielding powering up, preparing for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate

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

Enemies: None

Message to All:

  • 07.24.2008 9:06 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
178 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
195 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
205 Light Battlecruisers Carries 1 WMD
5500 Landing Craft
5500 Tracers (Recon and Transport Ships)
140000 Stinger Class Fighters (Light-Medium Armament/Armor)
239 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15300 Raiding/Boarding Parties (100 Man Each)
45000 Pilots
32000 Telepathy Bio-commandos.
33000 Super-soldiers. *Heavy Armor and Shielding*
65000 Infantry *Light Armor and Shielding*
27000 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
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.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research

Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
5000 Pilots per turn.
1000 Super-Soldiers per turn
500 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
500 Sniper/Recon per turn.
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit: 5 Turns


Construction: 40 Baracks: 18 Turns

Space Movement: Fleet continues defensive roles around Planet 4. Reaction-Shielding active and waiting. All weapons warmed and prepped.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Planet 4 must be defended!


[Edited on 07.24.2008 9:13 PM PDT]

  • 07.24.2008 9:12 PM PDT
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UNSC
Planet- Adrift in Space


Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Reasearching-
Advance stealth (2)
Maximum Stealth (6)
Advance med (2)
Maximum Med (6)

Buildings- 1 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 50 units healed per turn
Recriutment Facility - 50 Marines trained per turn

Construction-
Space Station bays 2,3,4,5 (4)
Hornet Creation Facility (1)
Battleship creation bay (7)


Space Forces- 1 Battleship
250 Fighters
50 stealth 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 (3)
WISH TO JOIN HANCHEX ALLIANCE

  • 07.24.2008 9:12 PM PDT