Off Topic: The Flood
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1 P17Y 7H3 F00L

KOTOR

Necron Message:

%(1002":%>?2%(!@*%091 @)%(!*255!%^(%@ !@)%(^*!24 ?@>%!":@%{{!}@%**!24 !(@(%)%(285 !@*%(!)%"}{@>%?!!<< %*@(!%)@ ?!>@>%

The Cylons must be liberated from their slavery, but the Necrons take no responsibility in the revolution, in the...unfortunate...Colonial situation

  • 07.25.2008 5:51 PM PDT

1 P17Y 7H3 F00L

KOTOR

nevermind

[Edited on 07.25.2008 5:54 PM PDT]

  • 07.25.2008 5:52 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
181 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
205 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
205 Light Battlecruisers Carries 1 WMD
7000 Landing Craft
7000 Tracers (Recon and Transport Ships)
143000 Stinger Class Fighters (Light-Medium Armament/Armor)
269 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 16000 Raiding/Boarding Parties (100 Man Each)
48000 Pilots
35000 Telepathy Bio-commandos.
35000 Super-soldiers. *Heavy Armor and Shielding*
68000 Infantry *Light Armor and Shielding*
30000 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: 1 Turns


Construction: 40 Baracks: 14 Turns

Space Movement: A force of 10 Super-Carriers, 5 Heavy Battlecruisers, 5 Light Battlecruisers, 10 Destroyers, 100 Tracers, 100 Landing Craft, and 5,000 Stinger fighters slip into Colonial space and await confirmation on what is needed.. System_Check: All weapons warmed and primed to fire, full crew on alert status, going into either friendly or enemy territory. Reaction-Shielding on remote status. WMD Anti-Matter cannons and plasma-bolt launchers primed.

Reinforcements arriving out-of-system: 2 Turns




Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages:

Data Packet Transmission to Colonial Fleet Admiral: We are coming to your assistance. Tell me, what do you need done. An evacuation, or and extermination!

Give me coordinates and I will set up a defensive network. I will not let harm befall to you!

[Edited on 07.25.2008 5:52 PM PDT]

  • 07.25.2008 5:52 PM PDT
  • gamertag:
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  • last post: 01.01.0001 12:00 AM PDT

I know it's a little late to join but deal with it (if I am not allowed to join for any reason or I am doing something wrong PM me)

Your faction: Geth Army (Planet 2)

Ships:
1 Dreadnought Class Reaper (If you stay aboard this ship for 5 or more turns you are brainwashed, able to generate a Mass Effect fields powerful enough to land on a planets surface)
5 Geth Starship
10 Geth Battleships
25 Geth Fighters
50 Geth Dropships

Ground units:
1 Rouge Turian Spectre (Extremely efficient in Biotic powers)
500 Geth Troopers (Armed with assault rifles and limited biotic powers)
25 Krogan Mercs (Armed with shotguns, efficient in Biotic powers, and resistant to toxins, radiation and extreme temperatures)
11 Assari Commandos (Armed with assault rifles, extremely efficient in Biotic powers)

Buildings: 1-Bay Space Station

Finished Research:

Research:
Geth Destroyer (10 turns)
Geth Shock Trooper (8 turns)
Geth Primes (14 Turns)
Geth Colosuss (20 turns)
Krogan Genophage Cure (200 turns) (Speeds up Krogan troop birth)
Dragons Teeth (100 turns) (Impales humans and turns them into a Husk)
Basic settlement procedures (1 turn)
Advanced settlement procedures (2 turns)
Total settlement procedures (4 turns)
Shielding (5 turns)
Advanced mining (2 turns)
Maximum mining (5 turns)

Construction:
2-bay Space Station (2 turns)
Basic base (1 turn)
Advanced base (2 turns)
60-mile radius base (5 turns)
Shielded base (8 turns)
Basic mines (2 turns)
Advanced mines (4 turns)
Basic landing zone (2 turns)
Advanced landing zone (3 turns)
Reaper class landing zone (5 turns)

Ground Movement: Geth Begin to settle a perimeter around their Space Station

Space movement: Orbiting Planet 2

Allies: None

Enemies: None

Message to all: I am the vanguard to your destruction

  • 07.25.2008 5:52 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
30 Necron Star Dreadnoughts
75 Armageddon Carnage Ships
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
164000 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
Advanced Repair Speed
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 (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 (3 turns)
5 Armageddon Carnage Ships (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 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:

  • 07.25.2008 5:55 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necron Message:

%(1002":%>?2%(!@*%091 @)%(!*255!%^(%@ !@)%(^*!24 ?@>%!":@%{{!}@%**!24 !(@(%)%(285 !@*%(!)%"}{@>%?!!<< %*@(!%)@ ?!>@>% !*%("!)^( !@(%^*!^!*^ @*%^(!@(^&^*@$5 (@%*!^!*@(%(!^*&%&!@*(%()^ #@*^!*^@(%*^&!@:#"^>!<@>^%{2*%!**&2*!(^ *&@@*^(@)(%(^#&!729 (@#^*!&^ (@^(&!@&%(
^@(

!@(^*(!@&*^%(!@^*12

The Cylons must be liberated from their slavery, but the Necrons take no responsibility in the revolution, and in the...unfortunate...Colonial situation. We were merely asked to update the Cylons and their programming and we did. We suspect a Hanchex spy sabotaged the project. We would much rather stick with the Colonials and harvest the Hanchex, rather than being forced to attempt to harvest every faction.

I demand an investigation of the Hanchex for saboteurs.


[Edited on 07.25.2008 6:42 PM PDT]

  • 07.25.2008 5:58 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
182 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
210 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
210 Light Battlecruisers Carries 1 WMD
7500 Landing Craft
7500 Tracers (Recon and Transport Ships)
144000 Stinger Class Fighters (Light-Medium Armament/Armor)
279 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 17000 Raiding/Boarding Parties (100 Man Each)
49000 Pilots
36000 Telepathy Bio-commandos.
36000 Super-soldiers. *Heavy Armor and Shielding*
69000 Infantry *Light Armor and Shielding*
31000 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
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

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.


Construction: 40 Baracks: 13 Turns

Space Movement: A force of 10 Super-Carriers, 5 Heavy Battlecruisers, 5 Light Battlecruisers, 10 Destroyers, 100 Tracers, 100 Landing Craft, and 5,000 Stinger fighters slip into Colonial space and await confirmation on what is needed.. System_Check: All weapons warmed and primed to fire, full crew on alert status, going into either friendly or enemy territory. Reaction-Shielding on remote status. WMD Anti-Matter cannons and plasma-bolt launchers primed.

Reinforcements arriving out-of-system: 1 Turns




Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages:

Data Packet Transmission to Colonial Fleet Admiral: We are coming to your assistance. Tell me, what do you need done. An evacuation, or and extermination!

Give me coordinates and I will set up a defensive network. I will not let harm befall to you!


[Edited on 07.25.2008 6:04 PM PDT]

  • 07.25.2008 6:01 PM PDT
  • gamertag: [none]
  • user homepage:

omfg.....

  • 07.25.2008 6:01 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Geth Army (Mass Effect)

Ships:
1 Dreadnought Class Reaper (If you stay aboard this ship for 5 or more turns you are brainwashed, able to generate a Mass Effect fields powerful enough to land on a planets surface)
5 Geth Starship
10 Geth Battleships
25 Geth Fighters
50 Geth Dropships

Ground units:
1 Rouge Turian Spectre (Extremely efficient in Biotic powers, heavily armed)
1 Asari Matriarch (political leader) (Extremely efficient in Biotics, lightly armed)
500 Geth Troopers (Armed with assault rifles and limited biotic powers)
25 Krogan Mercs (Armed with shotguns, efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures)
10 Asari Commandos (Armed with assault rifles and shotguns, extremely efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers)

Buildings:
1-Bay Space Station
Basic base

Finished Research:
Basic settlement procedures

Research:
Geth Destroyer (9 turns)
Geth Shock Trooper (7 turns)
Geth Primes (13 Turns)
Geth Colosuss (19 turns)
Krogan Genophage Cure (199 turns) (Speeds up Krogan troop birth)
Dragons Teeth (99 turns) (Impales humans and turns them into a Husk)
Advanced settlement procedures (1 turns)
Total settlement procedures (3 turns)
Shielding (4 turns)
Advanced mining (1 turns)
Maximum mining (4 turns)

Construction:
2-bay Space Station (1 turns)
Advanced base (1 turns)
60-mile radius base (4 turns)
Shielded base (7 turns)
Basic mines (1 turns)
Advanced mines (3 turns)
Basic landing zone (1 turns)
Advanced landing zone (2 turns)
Reaper class landing zone (4 turns)

Ground Movement: (planet 2) Geth Begin to settle a perimeter around their Space Station and move into their newly built base.

Space movement: Orbiting Planet 2

Allies: None

Enemies: None

Message to all: I am the vanguard to your destruction

[Edited on 07.25.2008 6:12 PM PDT]

  • 07.25.2008 6:02 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

Ships:
The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
5 Alien Queens
4 Alien Hierarchs (Become Queens if one of the five dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not nearly as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
182 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
8,300 Warriors (The average Xenomorph, the height of a Spartan)
9,200 Runners (Weaker, but much faster aliens)
9,680 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,579 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
800 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Greater Xenomorphs (casters and others with very unique traits; see research for descriptions)
24 Rift Aliens

With the entirety of what's left of Planet 7 remaining for them to explore, there are a surprising number of stragglers left behind:
In 1 turns, these facehuggers will be the following:[/i]
300 Warriors
300 Drones
300 Runners
40 Carriers
12 Stalkers

In 2 turns:
3 Rift Aliens

Buildings

- The Hive Superior -
The main Hive expands, deeper, wider, and stronger. It is a labyrinth of immeasurable proportions to make room for the inevitable population boom. Not only does it become larger, but it also becomes more resilient in its old age.

Completed Research/Construction (some research must be found in prior posts due to size constraints)

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

Facehugger Carrier (completed)
- The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment (completed)
- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.


Acid Spit (completed)
- Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.

Facehugger Pod (completed)
- a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).

Chestburster Overgrowth (complete)
- The Empress changes her chemistry, and now broods facehuggers that impregnate victims with four chestbursters. Population growth will be effectively quadrupled in most cases. This effect does not apply to Greater Xenomorphs (yet to be seen), in which case one Chestburster consumes the others for faster growth.


Hive Mind (complete)
- The larger its numbers grow, the more intelligent the Xenomorph becomes. The Hive Mind which rules them all now has even more room to store, process, and analyze its findings, allowing the Empress to create newer, more powerful castes, and increase the potency of her forces even moreso. It also allows for communication between all Xenomorphs, transcending all distances.

Rift Alien (Greater Xenomorph) (complete)
- This Greater Xenomorph has the special ability of being "phased" between multiple dimensions, allowing it to teleport short distance, and assume complete ethereal invisibility while prowling on a second plane. It cannot attack from this plane, and it cannot remain there for long. It is the size of a very large crocodile and moves on all fours with about 3/4 of the speed a Runner has.

Hive Creation (complete)
- All Xenomorphs can create Hive-scape, but with this evolution it will be done twice as fast, with equal effectiveness.

Hierarch Proboscis (complete)
- Hierarchs are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving hidden probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Rift Wave (complete) - The Rift Alien gains the ability to gather its surroundings, including Xenomorphs into its Rift, and bring them into another plane. At this point, the Xenomorphs must be removed by the Rift Alien when it exits, otherwise they will remain on the other plane inevitably. The rift has a range of 75 meters.

Research/Construction

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


Other Research pending:


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

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

Space movement
None.

Base/Facility Locations

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

Message to all:

"In Space, No One Can Hear You Scream"

Story

After gorging itself on the remains of its host, the Hierarch grew at an exponential rate. The lack of any other significant Xenomorph presence on this planet has put her body in overdrive. She begins the production of facehuggers immediately, and the resulting aliens continue building the Hive, deep within the bowels of Planet 5.

  • 07.25.2008 6:10 PM PDT

Reaction-Shielding set to proximity firing.

Oflline for now.

  • 07.25.2008 6:21 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
30 Necron Star Dreadnoughts
75 Armageddon Carnage Ships
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 Lords w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
200 Rebirth Hybrids
200 Canisters of Rebirth Nanites
12000 Warriors
6000 Immortals
2200 Pariahs
2200 Flayed Ones
1100 Wraiths
1100 Tomb Spyders
1100 Destroyers
550 Heavy Destroyers
166000 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
Naval On-Board Rebirth Nanite Complement
Necron Advanced Regeneration
Advanced Repair Speed
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 (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 (2 turns)
5 Armageddon Carnage Ships (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
Necron Phase Shifters Powered up and ready to activate

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

Enemies: None

Message to All:

  • 07.25.2008 6:22 PM PDT

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

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

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
190 Skarovas Enforcers (Medium battleships)
140 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
140 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
165 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
165 Junsurak Sentinels (Anti-Fighter Escort)
150 Kanrak Assailants (Long-range combat)
180 Karrastra Destructors (Orbital-bombardment)
170 Jakara Navigators (Stealthed strike-team transport)
240 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 (5)
Wave resonator warheads (3)

Construction:
Capital shipyard now building five of each ship class per turn
Building orbital repair platforms (3)
Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Building uranium mines (1)
Building antimatter plant (1)

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

Enemies:

Base: In orbit of planet 3

Message to all: rst, my Messenger's frozen. Status update?

  • 07.25.2008 6:25 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)


Ships:
FIGHTER DESIGNATIONS
1000 Viper Mk IIs
550 Mk II Cylon Raider
500 Viper Mk VIIs
50 Combat Raptors
300 Heavy Cylon Raiders


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


SpecialtyShip DESIGNATIONS
1 Ressurection Ship (Fast, None, None, Heavy, None) *Rebirths Cylon Raiders and Human-Forms after death*


WARSHIP DESIGNATIONS
5 Defender-Class Battlestar *Actual Image* (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)
1 Cylon BaseStar-Hybrid Fusion (Medium, No Armament, Large Hangars, Medium Protection, All Nuclear Armament)



FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
3 Human-Form Cylons
5000 Stormtroopers
5,700 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


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


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


Research:
Halo Weapon- 3 turns


Construction:
100 Cylon Mk IIs a turn, 50 Mk II Raiders a turn, 25 Heavy Cylon Raiders a turn, 1 Cylon Hybrid as needed, 1 Human-Form Cylon every 2 turns.
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 3 turns



Ground Movement: Colonials completing their advanced society.


Space movement: Fleet moves into complete readiness. Covert isolation of the Cylon BaseStar begins.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:


Messages:

THE CYLONS ARE ATTACKING! Shields to full, have the G-T-S Cannons open fire on the BaseStars. Order all ground personell to execute any and all remaining Cylons. Send away the StrikeStars and the Nukeships to Adama- they can't handle this type of fight. Order the FireStars to go to the planet and land, picking up our ground forces and the Project. At all costs, PROTECT THE FLEET THAT IS UNDER CONSTRUCTION AT THE SHIPYARDS!

[Edited on 07.25.2008 6:29 PM PDT]

  • 07.25.2008 6:26 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necron Message:

%(1002":%>?2%(!@*%091 @)%(!*255!%^(%@ !@)%(^*!24 ?@>%!":@%{{!}@%**!24 !(@(%)%(285 !@*%(!)%"}{@>%?!!<< %*@(!%)@ ?!>@>% !*%("!)^( !@(%^*!^!*^ @*%^(!@(^&^*@$5 (@%*!^!*@(%(!^*&%&!@*(%()^ #@*^!*^@(%*^&!@:#"^>!<@>^%{2*%!**&2*!(^ *&@@*^(@)(%(^#&!729 (@#^*!&^ (@^(&!@&%(
^@(

!@(^*(!@&*^%(!@^*12

Translation:

The Cylons must be liberated from their slavery, but the Necrons take no responsibility in the revolution, and in the...unfortunate...Colonial situation. We were merely asked to update the Cylons and their programming and we did. We suspect a Hanchex spy sabotaged the project. We would much rather stick with the Colonials and harvest the Hanchex, rather than being forced to attempt to harvest every faction. and bringing the Age of Steel prematurely.

I demand an investigation of the Hanchex for saboteurs.

  • 07.25.2008 6:43 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

COMBAT:

===SPACE===

The Colonial Fleet has their shields up when they are hit by the first salvo of nukes, shrugging off the greater damage. 2 Tiger-Class BattleStars and 3 Defender-Class Battlestars are destroyed.

The Colonial fleet authorizes a Nuclear Mission, and all the nukes in the fleet are released. All of the fighters for the Cylon side take the hit, but they could only hold a small number of the onslaught. The nukes hit the BaseStars, and their fleet is severely damaged- 8 BaseStars offlined. The Colonial Fleet then fires up their Forerunner Beam technology and fires another salvo, coupled with turrets from the backs of the great BattleStars. 3 more ships are taken before the BaseStars start to Jump, Vasari turretfire smashing into the pockets of space where the ships once were.

Hendrix realises why, and orders the fleet to Jump to the other side of the moon. Many don't make it before the Cylon fleet appears in their midst and Self-Destructs, however, taking out all of the remaining Defender Battlestars, 2 Tiger Battlestars, 3 Columbia Battlestars, and 1 Mercury Battlstar. The fight in orbit is over.

===GROUNDSIDE===

The Stormtroopers lent to the Colonials by the Empire fared much better on the ground. They quickly eliminated the 3 Human-Form Cylons, dumbing down the Centurions quite a bit. They spent the rest of their numbers keeping the Centurions in check, with 2,300 Marines going down to destroy the Cylon Ressurection Hub and Cylon Manufacturing Plant, plus the last of the Centurions.

The FireStars land, and the forces happily get on board. The "Project" and the prototype that came with it are loaded up, and the FireStars launch back into orbit with the remainder of the fleet in orbit. That fleet finalizes the construction of the remaining ships in the Space Dock, then they lock down all of their bases and their Shipyard with Forerunner-Grade shielding.

===COLONIAL MESSAGE===

This is Admiral Hendrix. We have lost a great many of our number this day, but we leave this place only to return to it later. We will return, and we will return with many more forces than we came with.

This fight is over. It is not safe here for us, however. We must meet with the rest of our fleet, then return when we are at full force.

In the meantime, if you want somebody to blame, shoot the Necrons. Unless they have a better explanation than they've been messaging us with.

====JUMP====

[Edited on 07.25.2008 7:14 PM PDT]

  • 07.25.2008 6:45 PM PDT
  • gamertag: [none]
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

The Colonial Fleet leaves the Solar System with the following items:

Ships:
FIGHTER DESIGNATIONS
1000 Viper Mk IIs
500 Viper Mk VIIs
50 Combat Raptors


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


NukeShip DESIGNATIONS
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)


WARSHIP DESIGNATIONS
70 Defender-Class Battlestar *Actual Image* (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
50Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
41 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
22 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
24 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)



FLAGSHIPS
5 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
7,700 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


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


Research:
Halo Weapon............................................. UNFINISHED


THE FOLLOWING WERE LEFT INTACT UPON PLANET 3, BUT UNDER FORERUNNER-GRADE SHILDING LOCKDOWN:

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

  • 07.25.2008 6:53 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Geth Army (Mass Effect)

Ships:
(any Geth ship in a 4 mile radius of Sovereign is able to do a Mass Effect jump propelling them anywhere in the univerese)
1 Dreadnought Class Reaper (Sovereign) (If you stay aboard this ship for 5 or more turns you are brainwashed, able to generate a Mass Effect fields powerful enough to land on a planets surface)
5 Geth Starships (heavily armed and armored, slow)
10 Geth Battleships (heavily armored, heavily armed, slow)
25 Geth Fighters (all purpose attack ships)
50 Geth Dropships (fast, heavy armor, no weaponry)

Ground units:
1 Rouge Turian Spectre (Extremely efficient in Biotic powers, heavily armed)
1 Asari Matriarch (political leader) (Extremely efficient in Biotics, lightly armed)
500 Geth Troopers (Armed with assault rifles and limited biotic powers)
200 Geth Snipers (Armed with snipers and limited biotic powers)
25 Krogan Mercs (Armed with shotguns, efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures)
10 Asari Commandos (Armed with assault rifles and shotguns, extremely efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers)
10 Geth Armatures (Slow sentient four-legged tanks)

Buildings:
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (10 Geth troopers per turn, 5 Geth snipers per turn, 1 Krogan merc per turn)

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining

Research:
Geth Destroyer (8 turns)
Geth Shock Trooper (6 turns)
Geth Primes (12 Turns)
Geth Colosuss (18 turns)
Krogan Genophage Cure (198 turns) (Speeds up Krogan troop birth)
Dragons Teeth (98 turns) (Impales humans and turns them into a Husk)
Total settlement procedures (2 turns)
Shielding (3 turns)
Maximum mining (3 turns)

Construction:
60-mile radius base (3 turns)
Shielded base (6 turns)
Advanced mines (3 turns)
Advanced landing zone (2 turns)
Reaper class landing zone (4 turns)
Shipyard (7 turns)

Ground Movement: (planet 2) Geth Begin to settle a perimeter around their Space Station and move into their base as more Geth begin mining and drop ships begin to land

Space movement: Orbiting Planet 2

Allies: None

Enemies: None

Message to all: I am the vanguard to your destruction

Turns till I can be attacked: 3

[Edited on 07.25.2008 7:09 PM PDT]

  • 07.25.2008 6:53 PM PDT
  • gamertag: [none]
  • user homepage:

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

Unknown_Relay_Network_Transmission *COLONIALSPACE*: We will return. Repeats. Repeats. Repeats. Repeats. Repeats. Repeats....

  • 07.25.2008 6:54 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

24500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
4000 Seraph Purifiers
4000 Seraph Hellfires
12 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
122 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
58 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
66 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
18 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:
15000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
8000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
3000 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)
14200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1400 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
34 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:
40 Covenant Anti-matter bomb
50 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
100 Abyss mines
25 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- 5 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)- 2 turns

-Blanket Shield- 1 turn

- Blanket Shield Generator- 1 turn

-Covenant Supercarrier (This collossus of a Covenant vessel is over 5000 metres and easily the largest capital ship in the Covenant Union Armada. It boasts over 7 Energy Projectors as well as multiple Plasma Torpedo launchers, Pulse lasers and can carry a crew of thousands. A ship of this caliber is powered by staggeringly effective shielding and may just be the last and most amazing sight seen by the commander of an enemy fleet.)- 10 turns

-Reverence-class cruiser (3000 metres, or 3km in length, the Reverence class is one of the larger capital ships. Equipped with two energy projectors, seven Plasma Torpedo launchers, and several innovative Sangheili combat programs, this cruiser is quite formidable in battle.)- 4 turns, or 1 per turn for every 4 shipyards.

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)
1 Reverence-Class Cruiser per turn(4 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 four 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:

-Hostile Cylons have been detected by long-range sensors harrassing the Colonial fleet. The Henchex Alliance is not aware of any attempts at sabotage and would like to inquire as to why the Necrontyr were so eager to blame us for this event, despite being the only ones in close proximity to the Cylons.

The Covenant Union would like to remind everyone to keep a weary eye out for the Necrontyr as well as the Cylon forces, and have shields ready in the event of a Necron attack. I have a strange suspicion that something bad is about to happen to the Colonials...

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

  • 07.25.2008 6:55 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necron Message:

!(@)^)!*@%! !@(()!)@%(^!*@$ ^)@#)^!(^*@%(^ !#(^!(^))^)(^*#)(% !#(!^)@^!!@:^:!"@>M ^@"!?@%><@692854 (^)@)%*^@2 !@(%*!(@%"" @*^!*@?^%<!<"}5 !@(%^*&!@*!^% @}^!P@(^!*@&^ @^$^^*^^%^"^!#^>^%#^>!@^?#%^{^@}^ $^{!^{#^@>%L^ ^{^!{^@{#^@}^>@#^#@^(*)#6 $^(!(@##^(^*# "#%}@^$:<M@#^(@^)$%@ "#^!)(^@*^@)@#%)^($@^)^(@^*#*^)@*^@#()% #(^@*^@)#"%}@^{<@@?>^ #@^(^$(#)%^(^*

@^%(@!)^@)^*#^))@(#*^ {#$^}@{@)$^*@$^&(^&*^@()^&(^$$^(&@#%@^* @2 %72309706974 27 60724-^ &$(@#^(@)#^(@^*@)#*^ ^*&#$@()_#^_)!_^* #^!{^< >%"@# !)@(%!&^&(%!) *@)*(^!( _#)^*!3#^}!@><^>@^! *@)#* %^*@%

1%&*@^(!)@^! @#^%@!^&^*@(%!(@5

Translation:

Ok fine. We were hoping that by blaming you, we could still keep the Colonials on our side and not against us and maintain the Superpowers' unity against the Hanchex. We will tell you everything we knew of the Cylon project. The Necrons were asked by the Colonials for upgrading the Cylons and producing various models so that they would take over the Hanchex. The Colonials told us Necrons it was to be used, as well, as a weapon against the Xenomorphs, and he wanted to reduce them to piles of crap. We agreed to his plan, because of both of his reasons. The Colonials even told us about secret plans to turn Halo into an unspeakable weapon. (check his posts). Because of that, we incarnated the C'tan to counter his Halo weapon, should he ever use it out of line and (cheaply) obliterate the Hanchex.

The Colonials have betrayed the Necrons and abandoned the Vasari and the Empire. We know they plan to come back in even greater numbers to re-conquer the system. The Colonials are merely using this incident as an excuse to destroy one of their greatest competitors

If war is declared against the Necrons, we will not hesitate to use our C'tan Gods in combat

Watch your back, they may soon do the same to you.




[Edited on 07.25.2008 7:09 PM PDT]

  • 07.25.2008 7:07 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
30 Necron Star Dreadnoughts
75 Armageddon Carnage Ships
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 Lords w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
200 Rebirth Hybrids
200 Canisters of Rebirth Nanites
12000 Warriors
6000 Immortals
2200 Pariahs
2200 Flayed Ones
1100 Wraiths
1100 Tomb Spyders
1100 Destroyers
550 Heavy Destroyers
168000 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
Naval On-Board Rebirth Nanite Complement
Necron Advanced Regeneration
Advanced Repair Speed
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 (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 (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 (1 turns)
5 Armageddon Carnage Ships (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
Colonizing Planet 3 Under Crust (8 turns)

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
Sending C'tan Star Gods to destroy Colonial Halo Weapon (3 turns)

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

Enemies: None

Message to All:

  • 07.25.2008 7:12 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
183 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
215 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
215 Light Battlecruisers Carries 1 WMD
8000 Landing Craft
8000 Tracers (Recon and Transport Ships)
145000 Stinger Class Fighters (Light-Medium Armament/Armor)
289 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 18000 Raiding/Boarding Parties (100 Man Each)
50000 Pilots
34000 Telepathy Bio-commandos.
37000 Super-soldiers. *Heavy Armor and Shielding*
70000 Infantry *Light Armor and Shielding*
32000 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
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

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.


Construction: 40 Baracks: 12 Turns

Space Movement: A force of 15 Super-Carriers, 20 Heavy Battlecruisers, 20 Light Battlecruisers, 25 Destroyers, 500 Tracers, 500 Landing Craft, and 10,000 Stinger fighters slip out of Colonial space on trail of the Colonial fleet. System_Check: All weapons warmed and primed to fire, full crew on alert status, going into either friendly or enemy territory. Reaction-Shielding on remote status. WMD Anti-Matter cannons and plasma-bolt launchers primed.

Reinforcements Arrived: See Space Movement







Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: Long-Range Secure Transmission: Admiral Hendrix, things may seem confusing now. But let this be known, and do not shrug this off as an asset. We have had to pick sides, and as of now, we are holding true to you, and as the Necrons have clearly stated that you have betrayed them and the Superpowers Alliance, I am holding true to the Hanchex alliance as well. But alas, if you try to stab us in the back, the consequences will be great, great enough to shake the foundations of every species in the Universe.

Burst Transmission Ends.

  • 07.25.2008 7:13 PM PDT

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

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

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
195 Skarovas Enforcers (Medium battleships)
145 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
145 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
170 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
170 Junsurak Sentinels (Anti-Fighter Escort)
155 Kanrak Assailants (Long-range combat)
185 Karrastra Destructors (Orbital-bombardment)
175 Jakara Navigators (Stealthed strike-team transport)
245 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
Uranium mines in Belt 1
Antimatter production facility

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 (4)
Wave resonator warheads (2)
Phasic barriers (4)
Reintigration (4)

Construction:
Capital shipyard now building five of each ship class per turn
Building orbital repair platforms (2)
Building Kastura Cannon (10)
Building one Vulkoras Destroyer (5)

Ground Movement:

Space movement:

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

Enemies:

Base: In orbit of planet 3

Message to all:

  • 07.25.2008 7:14 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
35 Necron Star Dreadnoughts
80 Armageddon Carnage Ships
200 Cairn-class Tombships (Battleships)
330 Scythe-class Harvest Ships (Heavy Cruisers)
480 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
2000 Jackal-Class Raiders (Aggressive Heavy Fighter)
4000 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 Lords w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
200 Rebirth Hybrids
200 Canisters of Rebirth Nanites
12000 Warriors
6000 Immortals
2200 Pariahs
2200 Flayed Ones
1100 Wraiths
1100 Tomb Spyders
1100 Destroyers
550 Heavy Destroyers
170000 Scarabs in swarm
900 Obelisks
500 Pylons
500 Monoliths
100 Abattoirs
25 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
Naval On-Board Rebirth Nanite Complement
Necron Advanced Regeneration
Advanced Repair Speed
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 (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 (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (6 turns)
5 Armageddon Carnage Ships (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
Colonizing Planet 3 Under Crust (7 turns)

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
Sending C'tan Star Gods to destroy Colonial Halo Weapon (2 turns)

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

Enemies: None

Message to All:

  • 07.25.2008 7:17 PM PDT