- II Hunt3r II
- |
- Exalted Legendary Member
Wait, you actually checked this?
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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.
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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
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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
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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
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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]
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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
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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.
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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
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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