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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:
19000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
90 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
41 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
50 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:
10500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
5500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
2000 Sangheili (Shielded, intelligent, commanding officers of various ranks)
220 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)
9700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1000 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
24 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

17000 Covenant Ghosts
6800 Covenant Wraiths
3100 Covenant banshees
1700 Covenant Phantoms
8800 Spectres

Armaments:
31 Covenant Anti-matter bomb
42 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
Abyss mines


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)

EMP Mines- 2 turns

-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)- 1 turn

-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)- 1 turn

-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.)- 2 turns




Forerunner Artifact

Construction:



Fourth Covenant Union Shipyards- 3 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
5 Automated Sentry Turrets per turn
20 Abyss mines 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- 1 turn

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 9:13 PM PDT

Posted by: FaJiTa TuEsDaY
only eat one small snack a week to save money on food and just have water toilet and lights to save money thats my plan

Though the Earth is dying we must enrich her body, for the ground we tread is hφly.

I'm a lion in a world where everybody's content with being cats. ☥



[Edited on 07.24.2008 9:15 PM PDT]

  • 07.24.2008 9:14 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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 (1)
Maximum Stealth (5)
Advance med (1)
Maximum Med (5)
Scorpion plasma defenses (3)
Warthog cannons upgrade (gauss) (3)

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
Hornet Creation Facility-10 hornets trained per turn

Construction-
Space Station bays 2,3,4,5 (3)
Battleship creation bay (6)


Space Forces- 1 Battleship
250 Fighters
100 stealth fighters

Ground forces- Pilots
2050 Marines
50 ODST
10 Hornets
20 Warthogs
10 Scorpions

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

message - UNSC Reinforcements Arriving from out of system (2)
WISH TO JOIN HANCHEX ALLIANCE


[Edited on 07.24.2008 9:18 PM PDT]

  • 07.24.2008 9:16 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
179 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
200 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
205 Light Battlecruisers Carries 1 WMD
6000 Landing Craft
6000 Tracers (Recon and Transport Ships)
141000 Stinger Class Fighters (Light-Medium Armament/Armor)
249 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15400 Raiding/Boarding Parties (100 Man Each)
46000 Pilots
33000 Telepathy Bio-commandos.
34000 Super-soldiers. *Heavy Armor and Shielding*
66000 Infantry *Light Armor and Shielding*
28000 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: 4 Turns


Construction: 40 Baracks: 17 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!

Shall he join our ranks in the alliance? He could be of some use.

  • 07.24.2008 9:20 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Reasearching-
Maximum Stealth (4)
Maximum Med (4)
Scorpion plasma defenses (2)
Warthog cannons upgrade (gauss) (2)

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- 100 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn

Construction-
Space Station bays 2,3,4,5 (2)
Battleship creation bay (5)
Medical Ship Blueprints (2)
Anti Plasma Space Shields (2)
Space Forces- 1 Battleship
250 Fighters
150 stealth fighters

Ground forces- Pilots
2100 Marines
50 ODST
20 Hornets
40 Warthogs
20 Scorpions

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

message - UNSC Reinforcements Arriving from out of system (1)
My Marines are currently of no use, they can be used as garrison if u need them

[Edited on 07.24.2008 9:28 PM PDT]

  • 07.24.2008 9:24 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:

Single-ship fighters

20000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
600 Seraph Purifiers
600 Seraph Hellfires

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
96 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
44 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
53 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:
11500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
6000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
2200 Sangheili (Shielded, intelligent, commanding officers of various ranks)
240 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)
10200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1100 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
26 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

18000 Covenant Ghosts
7200 Covenant Wraiths
3300 Covenant banshees
1800 Covenant Phantoms
9400 Spectres

Armaments:
33 Covenant Anti-matter bomb
42 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
20 Abyss mines
5 Automated Sentry Turrets


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)

EMP Mines- 1 turn



-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.)- 1 turn




Forerunner Artifact

Construction:



Fourth Covenant Union Shipyards- 2 turns

Covenant Union Shipyards Construction**

1000 Seraph Fighters per turn
600 Seraph Purifier
600 Seraph Hellfire
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
5 Automated Sentry Turrets per turn
20 Abyss mines 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

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[/b
-[b]EMP

-Enhanced Gravity Field Generators

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

  • 07.24.2008 9:25 PM PDT

feet first into hell

ODST's motto

USEC TRANSMISSIN. from ai Duruandual to all species
We come in piece, and wish to form a allience with any wanting forces
END TRANSMITION

  • 07.24.2008 9:28 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Reasearching-
Maximum Stealth (3)
Maximum Med (3)
Scorpion plasma defenses (1)
Warthog cannons upgrade (gauss) (1)

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- 100 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn

Construction-
Space Station bays 2,3,4,5 (1)
Battleship creation bay (4)
Medical Ship Blueprints (1)
Anti Plasma Space Shields (1)
Space Forces- 1 Battleship
250 Fighters
200 stealth fighters

Ground forces- Pilots
7150 Marines
50 ODST
30 Hornets
160 Warthogs
30 Scorpions

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

REINFORCEMENTS ARRIVED = 5000 Marines, 200 Pilots, 100 Warthogs
My Marines are currently of no use, they can be used as garrison if u need them

  • 07.24.2008 9:30 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
180 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
205 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
205 Light Battlecruisers Carries 1 WMD
6500 Landing Craft
6500 Tracers (Recon and Transport Ships)
142000 Stinger Class Fighters (Light-Medium Armament/Armor)
259 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15000 Raiding/Boarding Parties (100 Man Each)
47000 Pilots
34000 Telepathy Bio-commandos.
34000 Super-soldiers. *Heavy Armor and Shielding*
67000 Infantry *Light Armor and Shielding*
29000 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: 3 Turns


Construction: 40 Baracks: 16 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!

Shall he join our ranks in the alliance? He could be of some use.

  • 07.24.2008 9:30 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, FTL capabilities and dark matter converters

1 mining vessal, the Reliquary, is armed only with 30 evenly spaced anti-personnel guns (hybrid), and 15 flak cannons(hybrid). Has polarized plating, energy shields, FTL capabilities, and a dark matter converter. 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:
382 Expansion Marines, Armed with AP armor and PCR-1s
33 Security Guards, Armed with PCR-1s and AP armor.
185 Colonists
115 Soldiers, PCR-1s, AP armor.

Currently on the Ground
185Colonists
115 Soldiers
382 Expansion Marines
_____________________________________________________________ ___

Buildings:
1-Bay Shipyard, building a dropship, Crew members are the only ones aboard
2-port shipyard (land-based)
9 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: Gravity Well Fluctuation [10 turns]

Researching nano technology [1 turns]

Researching Cloning [1 turns]

Researching Laser Cannons [7 turns]
_____________________________________________________________ ____

Construction: Building a Hangar [3 turns]
Building a High-capacity dropship in 1-Bay shipyard
Building mawr vehicles 100 AT assault vehicles, 75 tanks [6 turns]
Building a 5-bay, space-borne shipyard [7 turns]
Building a Cloning Facility [3 turns]
Building Anti-Orbital Plasma Cannons. 1 built every 2 turns
Building a Battleship Mk II [4 turns] and a Cruiser Mk II [5 turns]
The factories on Planet 2 begin frantically building tanks. 40 tanks complete in 1 turns
Building a larger, 10-bay shipyard on Planet 2 [7 turns]
Factories (7) complete
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 115 Soldiers trained.

Expansion Marines train Security guards to become EMs. 42 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The Full CEC fleet has joined up with the Covenant Union Fleet (Planet 4).

The newly arrived fleet begins receiving the now standard technological upgrades. (1 ship fully-upgraded per turn). The Reliquary has been upgraded.
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable


[Edited on 07.24.2008 9:35 PM PDT]

  • 07.24.2008 9:34 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Reasearching-
Maximum Stealth (2)
Maximum Med (2)

Buildings- 5 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 100 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn

Construction-
Battleship creation bay (3)
Medical Ships x5 (6) - Repair injured ships, minimal weaponry but increased speed and shields

Space Forces- 1 Battleship
250 Fighters
250 stealth fighters

Ground forces- Pilots
7200 Marines
50 ODST
40 Hornets
180 Warthogs
40 Scorpions

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

My Marines are currently of no use, they can be used as garrison if u need them
UNSC Battleship Entering from out of system (5)

  • 07.24.2008 9:35 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Offline 4 the night!

  • 07.24.2008 9:36 PM PDT

feet first into hell

ODST's motto

USEC
Ships
3 marathon class colonization ships (light armament, speed medium, small hanagar)
1 higgans class scout (light armour, light armament, fast speed, no hangar)
10 albatross class dropships
5 light attack craft

ground untits

200 marines
5 mjonir class cyborgs
2000 civilans
no attack for 3 turns

space movements

slipspace jump insystem successfull

Message to all factions

we come in peace, recquesting allience

  • 07.24.2008 9:37 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:

Single-ship fighters

21000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
1200 Seraph Purifiers
1200 Seraph Hellfires

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
102 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
47 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
56 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
13 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:
12000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
6500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
2400 Sangheili (Shielded, intelligent, commanding officers of various ranks)
260 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)
11200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1200 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
28 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

18500 Covenant Ghosts
7400 Covenant Wraiths
3400 Covenant banshees
1900 Covenant Phantoms
10000 Spectres

Armaments:
35 Covenant Anti-matter bomb
44 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
40 Abyss mines
10 Automated Sentry Turrets
EMP Mines



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)
-EMP Mines

Research: (To-do List)

Mass Density Generator- 8 turns (WMD- Creates a 30-second Micro-black hole from the explosion radius. Anything within the event horizon is crushed)

Forerunner Artifact

Construction:



Fourth Covenant Union Shipyards- 1 turn

Covenant Union Shipyards Construction**

1000 Seraph Fighters per turn
600 Seraph Purifier per turn
600 Seraph Hellfire per turn
*4 Seraph Optimum 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
5 Automated Sentry Turrets per turn
20 Abyss mines 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

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[/b
-[b]EMP

-Enhanced Gravity Field Generators

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

  • 07.24.2008 9:38 PM PDT

feet first into hell

ODST's motto

requesting a allience with all unsc and unsc alliened forces

  • 07.24.2008 9:41 PM PDT

I'm offline. Reaction-Shielding activated.

  • 07.24.2008 9:44 PM PDT

feet first into hell

ODST's motto

USEC
Ships
3 marathon class colonization ships (light armament, speed medium, small hanagar)
1 higgans class scout (light armour, light armament, fast speed, no hangar)
10 albatross class dropships
5 light attack craft

ground untits

200 marines
5 mjonir class cyborgs
2000 civilans
no attack for 3 turns

space movements

slipspace jump insystem successfull

Message to all factions

we come in peace, recquesting allience

Colonist Expansion Corporation

We wish to form a allience and colinize the new galaxy
END TRANSMISSION, AI DURUANDAL

[Edited on 07.24.2008 9:49 PM PDT]

  • 07.24.2008 9:47 PM PDT

feet first into hell

ODST's motto

going to bed, dont attack

  • 07.24.2008 9:50 PM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
580 Interceptors(One pilot, Very fast, little armament, little protection)
250 Destroyers-(Medium speed, medium protection, medium armament)
16 Superdestroyers-(Medium speed, heavy armament, massive protection)
72 Cruisers(Medium speed, heavy armament, high protection
3 Battleship-(Slow, massive armament, massive protection

Building:
10 Destroyers per turn
6 Cruisers per turn
50 interceptors per turn
2 Superdestroyers per turn
1 Battleship per turn

Ground units:
1250 Pilots
5400 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers
450 Synthetic super soldiers (Technically robots, with cloaking, shielding, sound dampening, scent masking and laser rifles)

Aquiring due to cloning:
300 mercenary clones per turn (5 cloning facilities)
50 pilot clones per turn (5 cloning facilities)
150 Synthetic super soldiers per turn (3 Synthetic soldier facilities)

Hiring:


Buildings: 1 Base on Planet 3
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- DONE
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- DONE
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE
5 Cloning facilities- DONE
3 Synthetic soldier facilities- DONE

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced trade techniques
Total settlement procedures
Armor shielding
Radar Cloaking
Advanced ship sensors
Armor Cloaking
Advanced Mining
Sound dampning materials
Scent masking materials
Advanced Science studies
Mass Relays(See Mass Effect)
Laser Weaponry
Military training for workers/pilots
Cloning
Human augmentation
Advanced armor
Advanced ship defenses
Ship energy shields
Superdestroyers
Synthetic soldiers

Research:

Construction:


Ground Movement: Traders researching and continuing to set up main base

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

Message to all: We are willing to trade technology for troops/ships

Can I get an update on what has happened starting from page 36?

  • 07.24.2008 9:50 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:

Single-ship fighters

23000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
2400 Seraph Purifiers
2400 Seraph Hellfires
4 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
110 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
51 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
60 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
15 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:
13000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
7000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
2600 Sangheili (Shielded, intelligent, commanding officers of various ranks)
280 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)
12200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1300 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
30 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

19000 Covenant Ghosts
7800 Covenant Wraiths
3600 Covenant banshees
2000 Covenant Phantoms
10600 Spectres

Armaments:
37 Covenant Anti-matter bomb
46 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
60 Abyss mines
15 Automated Sentry Turrets
EMP Mines



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)
4 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)
-EMP Mines

Research: (To-do List)

Mass Density Generator- 7 turns (WMD- Creates a 30-second Micro-black hole from the explosion radius. Anything within the event horizon is crushed)

Forerunner Artifact

Construction:


-Defense Satellites (Built in orbit, these structures contain an Energy Projector and can be used as automated defense platforms against enemy fleets)- 4 turns

-Blanket Shield- 3 turns

- Blanket Shield Generator- 3 turns

Covenant Union Shipyards Construction**

1000 Seraph Fighters per turn
600 Seraph Purifier per turn
600 Seraph Hellfire per turn
4 Seraph Optimum 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
5 Automated Sentry Turrets per turn
20 Abyss mines 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.

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

-Gravity Field Generator activated

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
-EMP
-Enhanced Gravity Field Generators

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

[Edited on 07.24.2008 10:16 PM PDT]

  • 07.24.2008 9:55 PM PDT

Wait, you actually checked this?

Will you be my friend?

The CEC activates their super-mega-top-secret "Don't-Kill-Me-While-I'm-Asleep" Energy Shield of +20 Invincibility.

A.k.a., the CEC is offline fer nao.

  • 07.24.2008 10:05 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:

Single-ship fighters

24000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
3600 Seraph Purifiers
3600 Seraph Hellfires
8 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
118 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
55 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
64 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
17 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:
14000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
7500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
2800 Sangheili (Shielded, intelligent, commanding officers of various ranks)
300 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)
13200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1400 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
32 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

20000 Covenant Ghosts
8200 Covenant Wraiths
3800 Covenant banshees
2100 Covenant Phantoms
11200 Spectres


Armaments:
39 Covenant Anti-matter bomb
48 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
80 Abyss mines
20 Automated Sentry Turrets
EMP Mines



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)
4 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)
-EMP Mines

Research: (To-do List)

Mass Density Generator- 6 turns (WMD- Creates a 30-second Micro-black hole from the explosion radius. Anything within the event horizon is crushed)

Forerunner Artifact

Construction:


-Defense Satellites (Built in orbit, these structures contain an Energy Projector and can be used as automated defense platforms against enemy fleets)- 3 turns

-Blanket Shield- 2 turns

- Blanket Shield Generator- 2 turns

Covenant Union Shipyards Construction**

2000 Seraph Fighters per turn
1200 Seraph Purifier per turn
1200 Seraph Hellfire per turn
4 Seraph Optimum per turn
8 Covenant Frigates per turn
12 Stealth Corvettes per turn
4 Covenant Destroyer per turn
4 CCS-class Cruiser per turn
2 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
5 Automated Sentry Turrets per turn
20 Abyss mines 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.

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

-Gravity Field Generator activated

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
-EMP
-Enhanced Gravity Field Generators

----Covenant Union Offline

Turns until I can be attacked: 0

[Edited on 07.25.2008 9:20 AM PDT]

  • 07.24.2008 10:23 PM PDT

Charge...BACKWARDS!

Im sorry, it looks like you put a ton of work into this, I just don't want to read it, and seems to complex.

[Edited on 07.24.2008 10:44 PM PDT]

  • 07.24.2008 10:29 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
30 Necron Star Dreadnoughts
180 Cairn-class Tombships (Battleships)
300 Scythe-class Harvest Ships (Heavy Cruisers)
450 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1800 Jackal-Class Raiders (Aggressive Heavy Fighter)
3750 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
100 Rebirth Hybrids
200 Canisters of Rebirth Nanites
10000 Warriors
5000 Immortals
2000 Pariahs
2000 Flayed Ones
1000 Wraiths
1000 Tomb Spyders
1000 Destroyers
500 Heavy Destroyers
160000 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 (4 turns)
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
1 Necron Star Dreadnought (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)

Ground Movement:
Units preparing for War
Defenses 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 10:49 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons Offline

Can you guys please hold on posting and wait until tomorrow? It's really unfair for Non-Hanchex Alliance players because we aren't on as long as some of you, so we don't really get enough posts in and don't grow as much compared to you guys.

Thanks

  • 07.24.2008 10:51 PM PDT