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Posted by: SilentScreams
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)
510 Geth Troopers (Armed with assault rifles and limited biotic powers)
205 Geth Snipers (Armed with snipers and limited biotic powers)
26 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)
12 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, 2 Geth Armatures per turn.)

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining

Research:
Geth Destroyer (7 turns)
Geth Shock Trooper (5 turns)
Geth Primes (11 Turns)
Geth Colossus (17 turns)
Krogan Genophage Cure (197 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (97 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
Total settlement procedures (1 turns)
Shielding (4 turns)
Maximum mining (2 turns)
Geth Sentries (3 turns)
Geth Rocket Sentries (3 turns)

Construction:
60-mile radius base (2 turns)
Shielded base (5 turns)
Advanced mines (2 turns)
Advanced landing zone (1 turns)
Reaper class landing zone (3 turns)
Shipyard (6 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: 2

  • 07.25.2008 7:18 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

A node pops in-system, Jumped there by the Colonials.

Let us make the situation clear. The Necrons are lying to you. We did not betray them, the Cylons betrayed us. We do not know if it was the Necrons, but they are the obvious faction who could have done such a thing. We are not trying to turn Halo into our weapon, we are just researching a part of the Halo network. And we also did not order the Cylons fixed to be used to destroy the Hanchex Pact- the Pact was not even at half of its power when we commisioned the reconstruction of the Cylon's BaseCode.

Furthermore, we only wanted to use the Cylons to study the actions of the Xenomorph. They, however, took matters into their own hands in a severely frightening way. Fellows- do not believe the lies of the machines.


[Edited on 07.25.2008 7:21 PM PDT]

  • 07.25.2008 7:20 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necron Message:

If the Colonials seriously have good, non-violent intentions with the second Halo, why did Snakie's post always post that they are building the "Halo Weapon" and when they left the system, that the "Halo Weapon" was unfinished?

At any rate, I am destroying the Halo Weapon, regardless of its purpose

Beware, he may edit his force announcement posts to deceive you all


[Edited on 07.25.2008 7:23 PM PDT]

  • 07.25.2008 7:22 PM PDT

Transmission recieved. Reply sent

Admiral, we believe you. Our fleet is en-route to meet up with yours. Would you like me to send the bulk of my fleet to prevent the destruction of your Halo weapon?

  • 07.25.2008 7:23 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

The final node that the Colonial fleet has is Jumped in-system.

You cannot rendevous with us, we are far, far away from the Solar System you are in now, and we cannot openly disclose our coordinates. We took the prototype for the Weapon with us, anyway, so there is no way the Necrons can destroy it.

We will keep the weapon with us and make it fully to the best of our ability. Then, we shall return with the full fleet and the completed weapon, ready to do war with those who would not stand true to us.

  • 07.25.2008 7:27 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
172000 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 (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 (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (5 turns)
5 Armageddon Carnage Ships (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning
Colonizing Planet 3 Under Crust (6 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 (1 turns)

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

Enemies: None

Message to All:

  • 07.25.2008 7:28 PM PDT
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Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers (Refit With Starfleet Technology)
-1 Galaxy Class Battleship

Ground units:

-860 StarFleet Personnel.
-6350 StarFleet Soldiers
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 20 Galaxy Class Battleships(5 Turns) Or fully repairs any two vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.

PLANET1: MOON
- Airponics Farm: Increased Population Production. (50%)
- Research Lab LVL 2: Scientific Laboratory.
- Ground Base (Medium Encampment) 600 Personnel. (5 Turns)
- Starfleet Academy LVL 2: University. Produces 10000 Soldiers (5 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Nanite Facility: Increased Ship production. Upped by 100%
- Local Shields Protects high-risk targets planetside.
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.
- Mech Factory: Allows for production of 250 Federation Battle Tanks. (5 Turns)

Finished Research:

- Phaser Banks (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Disruptors (Elevated Yield) Increased Firepower, range, and versatility. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Electron Torpedoes (High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Smaller vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. EMP Damage increased. Area of Effect Damage.

-Warp Drive- Warp 6 MAX (FTL Travel, ~186k mps) x 100.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Borg Shields (Mid-Grade Defence) Upgrades Energy Shields.
-BiTanium Hull Reinforcement (Totally Eliminates Damage from Low-Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 10% EMP Damage and 20% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Hypospray: Medical Upgrade. Further reduction of losses in battle.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-EnviroSuits: Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
-Replicators: Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
- Positronic Net: Further Research of Android Tech.

Active Abilities:

- OMEGA Particle Scanning: Start of search for the “perfect molecule.”
- Advanced Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Advanced Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Advanced Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Advanced Terraformation Tech (Allows for more hospitable conditions on a moon or large planetoid)
- Advanced Engineering Tech (Increases Engine Output)
- Advanced Leadership Tech (Increases Discipline)
- Advanced Security Tech (Increases Training, Decreases Losses in combat)
- Advanced Astrometric Tech (Increases Scanning technology)
- Advanced Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research:

- Warp Drive (4 Turns) Warp 7 MAX
-Quantum Torpedoes (5 Turns)(Elevated Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded Mid-size vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling.
- OMEGA Particle Detection: (1 Turns) The “perfect molecule” has been discovered!
-Environmental Stability Armored Pods (ESAP):(4 Turns) Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
-Phaser Array (7 Turns) (High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-TriTanium Hull Reinforcement(4 Turns) (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)
-Positronic Brain:(2 Turns) Artificial Intelligence.
-Modulating Disruptors (7 Turns) (Extreme Yield) Increased Firepower, range, and versatility. 7 settings: stun, kill, wide-beam, melt, overload, weld, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Multi-Phasic Shields(1 Turns)(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-Nanoprobe therapy (1 Turns) Replaces and upgrades Hyposprays.
- Advanced Phase-Coil Adjustment. (3 Turns) Upgrades the yield by 1 grade in phaser weapons.

Abilities: 5 Turns
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a moon or large planetoid)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:

- Starfleet Academy LVL 3: (6 Turns) Complex. Produces 20000 Starfleet Soldiers a Turn.
- Research Lab LVL 3: (6 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (8 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (4 Turns)(Large Encampment) 2000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (6 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Base Shields (10 Turns) Protects Base planetside.
- Engineering School (1 Turns) Decreases time needed for Propulsion-based research ONCE by two turns.

Ground Movement:
- Exploration teams gathering resources.

Space movement:
The Lost Shuttle: Rescue

Lear walks with his rescuers to their bridge. When asked, he imputs the coordinates into the navigation computer. He desires to arrive home quickly, since he feels tension in the air, as if war was on the horizon. And it likely was, Superpowers vs Hanchex vs Xenos? Would anyone survive? How many different WMDs were about to be used in this solar system? Finding out, would be soon F.C. Lear decided. And it wasn’t going to be pretty when it did all go down.

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs

Message to all:
- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

- Attention Admiral Hanchex, We would like addition into the Hanchex Pact. We Offer our Multi-phasic shielding technology when it is completed, as well as instructions to produce an EMH mobile emitter. It seems that this sector is moving towards war, and we don’t wish to be caught in the middle.

ATTACKABLE

  • 07.25.2008 7:28 PM PDT
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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)
520 Geth Troopers (Armed with assault rifles and limited biotic powers)
210 Geth Snipers (Armed with snipers and limited biotic powers)
27 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)
14 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, 2 Geth Armatures per turn.)
Advanced landing zone

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures

Research:
Geth Destroyer (6 turns)
Geth Shock Trooper (4 turns)
Geth Primes (10 Turns)
Geth Colossus (16 turns)
Krogan Genophage Cure (196 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (96 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
Shielding (3 turns)
Maximum mining (1 turns)
Geth Sentries (2 turns)
Geth Rocket Sentries (2 turns)
Advanced Geth production (doubles production rates of all Geth) (10 turns)

Construction:
60-mile radius base (1 turns)
Shielded base (4 turns)
Advanced mines (1 turns)
Reaper class landing zone (2 turns)
Shipyard (5 turns)

Ground Movement: (planet 2) The Geth base is being continuously upgraded as the nearby mining continues. More and more Geth ships begin to land on the planets surface. Soon Sovereign will be able to land on the planet giving the Geth not only another base but a way to jump to any part of the galaxy from the planets surface.

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: 1

Message: Necrons, we wish to aid you in the destruction of the Halo. We are not yet ready for war but soon we will be able to aid you.

[Edited on 07.25.2008 7:34 PM PDT]

  • 07.25.2008 7:30 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
300 Canisters of Rebirth Nanites
14000 Warriors
7000 Immortals
2400 Pariahs
2400 Flayed Ones
1200 Wraiths
1200 Tomb Spyders
1200 Destroyers
600 Heavy Destroyers
174000 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 (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 (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 (4 turns)
5 Armageddon Carnage Ships (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning
Colonizing Planet 3 Under Crust (5 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 DONE---See Next Post

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

Enemies: None

Message to All:

  • 07.25.2008 7:31 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
184 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
220 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
220 Light Battlecruisers Carries 1 WMD
9000 Landing Craft
9000 Tracers (Recon and Transport Ships)
150000 Stinger Class Fighters (Light-Medium Armament/Armor)
300 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 19000 Raiding/Boarding Parties (100 Man Each)
50000 Pilots
35000 Telepathy Bio-commandos.
38000 Super-soldiers. *Heavy Armor and Shielding*
71000 Infantry *Light Armor and Shielding*
33000 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: 11 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.

Seperate Ships: Destroyer Untouchable speedily reads the coordinates and begins the journey to the Star Trek home: 1 Turn

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.



[Edited on 07.25.2008 7:33 PM PDT]

  • 07.25.2008 7:32 PM PDT

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

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

Communications across the galaxy suddenly cut off. A message begins to play n all screens and speakers.

This is the Vasari military high command, broadcasting across phase-lanes from Planet 3. We wish it to be known that with the departure of the Colonials, negotiations have been finalized to transform the Alliance of Superpowers into an entirely new entity.

The Necrons, Galactic Empire, and Vasari Exodus Fleet are officially announcing the formation of the Axis Entente treaty. As well as our current close contact, we will now, under certain conditions, fully support each other in the event of war.

End communication.


The message cuts off. communications come back online.

  • 07.25.2008 7:35 PM PDT

Semi-socialist and proud of it.

Geth, you start out with only a 2 bay space station and a small number of troops,. We all worked to get where we are, you also have to.

  • 07.25.2008 7:37 PM PDT

Transmission to Colonials_undisclosed location...

Admiral, let it be known, the Axis powers have risen, and I personally welcome you to the Hanchex Alliance. What were once known as your friends have become your enemies. What were previously your enemies, are now your friends. We will take care of you, and with unbounded determination will crush all who oppose us!

  • 07.25.2008 7:38 PM PDT

1 P17Y 7H3 F00L

KOTOR

Part of Last Post:

The C'tan Star Gods arrived at the second Halo, not the one made into a shield, but the one made into a weapon...the destroyer of life... the Apocalypse weapon. How foolish the Hanchex were to not see past the lies of the humans...the Colonials...Humans will never be whole-heartedly trusted again.

The C'tan finished the conversation between themselves and turned to the gigantic ring world. For so long, they have fed on the sumptuous life-energies of mortals and delighted in its ambrosia-like taste. They resented having to once again eat something as dull and tasteless as a star, world, or other planetary body. But they knew, for the survival of the Necrons, and perhaps every other faction, they must.

The C'tan started consuming the Halo, streams of its energy feeding into the mouths of the C'tan. They continued the process for a while, before letting all the energy out, in powerful beams and explosions directed at the Halo. They started eating again and repeated the process.

Soon, the Halo became nothing but shards of terrestrial rock and Forerunner metal. They were satisfied in completing their goals and left, returning to the Necron planet.

  • 07.25.2008 7:38 PM PDT

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

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

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
200 Skarovas Enforcers (Medium battleships)
150 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
150 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
175 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
175 Junsurak Sentinels (Anti-Fighter Escort)
160 Kanrak Assailants (Long-range combat)
190 Karrastra Destructors (Orbital-bombardment)
180 Jakara Navigators (Stealthed strike-team transport)
250 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 (3)
Wave resonator warheads (1)
Phasic barriers (3)
Reintigration (3)

Construction:
Capital shipyard now building five of each ship class per turn
Building orbital repair platforms (1)
Building Kastura Cannon (9)
Building one Vulkoras Destroyer (4)

Ground Movement:

Space movement:

Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt)]

Enemies:

Base: In orbit of planet 3

Message to all:

  • 07.25.2008 7:38 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
20812 TIE Fighters
11381 TIE Interceptors
5228 TIE Bombers
248 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
162 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
161 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
78 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
63 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
24 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
34,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
4500 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
390 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
7700 Sabre-Class Repulsor Tanks
7950 AT-STs
440 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo (20 Nuclear Fission Missiles, 20 Nuclear Fusion Missiles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)
Thermal Sensors

Research:
Death Star Plans, 40 turns
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns), 6 turns

Construction: (On Standby until Base is established.)
Defensive Bunkers, 1 turns
1000 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
25 Acclamators, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

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

Allies:
Axis Entente
Vasari
Necrons

Enemies:
None

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


ATTACKABLE

[Edited on 07.25.2008 7:41 PM PDT]

  • 07.25.2008 7:38 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Posted by: Sergeant Matt
Geth, you start out with only a 2 bay space station and a small number of troops,. We all worked to get where we are, you also have to.

Err what exactly should I be changing? (considering I did only start out with a 2 bay space station and a small number of troops)

  • 07.25.2008 7:39 PM PDT

Semi-socialist and proud of it.

Posted by: SilentScreams
Posted by: Sergeant Matt
Geth, you start out with only a 2 bay space station and a small number of troops,. We all worked to get where we are, you also have to.

Err what exactly should I be changing? (considering I did only start out with a 2 bay space station and a small number of troops)

Did you? I must not have seen your earlier posts, I thought you started out with a lot. Never mind.

  • 07.25.2008 7:40 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
300 Canisters of Rebirth Nanites
14000 Warriors
7000 Immortals
2400 Pariahs
2400 Flayed Ones
1200 Wraiths
1200 Tomb Spyders
1200 Destroyers
600 Heavy Destroyers
176000 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 (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 (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 (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
Colonizing Planet 3 Under Crust (4 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 DONE
C'tan Returning to Planet 6 (3 turns)

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

Enemies: None

Message to All:

  • 07.25.2008 7:41 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)
530 Geth Troopers (Armed with assault rifles and limited biotic powers)
220 Geth Snipers (Armed with snipers and limited biotic powers)
28 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)
16 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, 2 Geth Armatures per turn.)
Advanced landing zone
Advanced mines
60-mile radius base

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining

Research:
Geth Destroyer (5 turns)
Geth Shock Trooper (3 turns)
Geth Primes (9 Turns)
Geth Colossus (15 turns)
Krogan Genophage Cure (195 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (95 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
Shielding (4 turns)
Geth Sentries (1 turns)
Geth Rocket Sentries (1 turns)
Advanced Geth production (doubles production rates of all Geth) (9 turns)

Construction:
Shielded base (3 turns)
Reaper class landing zone (1 turns)
Shipyard (4 turns)

Ground Movement: (planet 2) The Geth base is being continuously upgraded as the nearby mining continues. More and more Geth ships begin to land on the planets surface. Soon Sovereign will be able to land on the planet giving the Geth not only another base but a way to jump to any part of the galaxy from the planets surface.

Space movement: Orbiting Planet 2

Allies: None

Enemies: None

Message to all: I am the vanguard to your destruction

  • 07.25.2008 7:46 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
185 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
225 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
225 Light Battlecruisers Carries 1 WMD
10000 Landing Craft
10000 Tracers (Recon and Transport Ships)
150000 Stinger Class Fighters (Light-Medium Armament/Armor)
300 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 20000 Raiding/Boarding Parties (100 Man Each)
50000 Pilots
36000 Telepathy Bio-commandos.
39000 Super-soldiers. *Heavy Armor and Shielding*
72000 Infantry *Light Armor and Shielding*
34000 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: 11 Turns

Space Movement: The whole of the IDA fleet begins to rendevous outside of Planet 5. Untill further hostilities/actions are taken, I am going to continue the constant bombardment on the surface of what I once knew as my home planet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: To Hanchex Alliance: Many new things have become of what we once knew. I believe, and correct me if I am wrong, that we must take in our Colonial brothers and fight by their side!

And looking back into the music database of history, I see one song in particular that stands out in this golden moment.

Rage Against the Machines.

To Star Trek: We have delivered your surviving members. I hope you enjoyed the ride.




[Edited on 07.25.2008 7:52 PM PDT]

  • 07.25.2008 7:47 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
21812 TIE Fighters
11881 TIE Interceptors
5478 TIE Bombers
248 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
187 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
161 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
78 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
63 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
24 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
35,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
4600 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
400 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
7800 Sabre-Class Repulsor Tanks
8050 AT-STs
450 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo (20 Nuclear Fission Missiles, 20 Nuclear Fusion Missiles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)
Thermal Sensors

Research:
Death Star Plans, 39 turns
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns), 5 turns

Construction: (On Standby until Base is established.)
Defensive Trenches, 3 turns
Laser Wire, 3 turns
1000 Stormtroopers per turn
500 Dark Troopers per turn
200 AT-STs per turn
20 AT-ATs per turn
50 Sith Warriors per turn
300 Sabre-Class Repulsor Tanks per turn
10000 TIE Fighters per turn
5000 TIE Interceptors per turn
2500 TIE Bombers per turn
50 Tartans, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

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

Allies:
Axis Entente
Vasari
Necrons

Enemies:
None

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


ATTACKABLE


[Edited on 07.25.2008 7:51 PM PDT]

  • 07.25.2008 7:48 PM PDT

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

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

Transmission form Vasari Space

The Colonials have been excluded at present due to their absence on the world stage. Should they return, They will find their holdings in perfect working order. The Vasari will honor their treaty. The Axis is open if they wish to come back.

End transmission

  • 07.25.2008 7:49 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-3 UNSC Destroyers (Refit With Starfleet Technology)
-1 Galaxy Class Battleship

Ground units:

-860 StarFleet Personnel.
-6350 StarFleet Soldiers
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 20 Galaxy Class Battleships(5 Turns) Or fully repairs any two vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.

PLANET1: MOON
- Airponics Farm: Increased Population Production. (50%)
- Research Lab LVL 2: Scientific Laboratory.
- Ground Base (Medium Encampment) 600 Personnel. (5 Turns)
- Starfleet Academy LVL 2: University. Produces 10000 Soldiers (5 Turns)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
- Nanite Facility: Increased Ship production. Upped by 100%
- Local Shields Protects high-risk targets planetside.
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.
- Mech Factory: Allows for production of 250 Federation Battle Tanks. (5 Turns)
- Engineering School: Decreases time needed for Propulsion-based research ONCE by two turns.

Finished Research:

- Phaser Banks (Medium-High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Disruptors (Elevated Yield) Increased Firepower, range, and versatility. 6 settings: stun, kill, wide-beam, melt, overload, and vaporize.
- Electron Torpedoes (High Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Smaller vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. EMP Damage increased. Area of Effect Damage.

-Warp Drive- Warp 6 MAX (FTL Travel, ~186k mps) x 100.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Multi-Phasic Shields(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-BiTanium Hull Reinforcement (Totally Eliminates Damage from Low-Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 10% EMP Damage and 20% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Nanoprobe therapy: Replaces and upgrades Hyposprays.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-EnviroSuits: Upgraded EnviroForms. Allows deployment of troops/personnel on hostile planets, Vacuums, and Class Y planets, for a limited time albeit.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
-Replicators: Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
- Positronic Net: Further Research of Android Tech.

Active Abilities:

-- OMEGA Particle Detection: The “perfect molecule” has been discovered!
- Advanced Agricultural Tech (Increases Soldier/Personnel Production by 100%)
- Advanced Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Advanced Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Advanced Terraformation Tech (Allows for more hospitable conditions on a moon or large planetoid)
- Advanced Engineering Tech (Increases Engine Output)
- Advanced Leadership Tech (Increases Discipline)
- Advanced Security Tech (Increases Training, Decreases Losses in combat)
- Advanced Astrometric Tech (Increases Scanning technology)
- Advanced Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research:

- Warp Drive (1 Turns) Warp 7 MAX
-Quantum Torpedoes (4 Turns)(Elevated Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded Mid-size vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling.
-Environmental Stability Armored Pods (ESAP):(3 Turns) Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
-Phaser Array (6 Turns) (High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-TriTanium Hull Reinforcement(3 Turns) (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)
-Positronic Brain:(1 Turns) Artificial Intelligence.
-Modulating Disruptors (6 Turns) (Extreme Yield) Increased Firepower, range, and versatility. 7 settings: stun, kill, wide-beam, melt, overload, weld, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Advanced Phase-Coil Adjustment. (2 Turns) Upgrades the yield by 1 grade in phaser weapons.
- OMEGA Particle Experimentation: (7 Turns) We are close to harnessing the power of the “perfect molecule.”
- Temporal Shielding (20 Turns): The Ultimate Shielding type. All ‘conventional’ weapons are totally ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have any effect. Protects against temporal anomalies.

Abilities: 4 Turns
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a moon or large planetoid)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Construction:

- Starfleet Academy LVL 3: (5 Turns) Complex. Produces 20000 Starfleet Soldiers a Turn.
- Research Lab LVL 3: (5 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (7 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (3 Turns)(Large Encampment) 2000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (5 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Base Shields (9 Turns) Protects Base planetside.

Ground Movement:
- Exploration teams gathering resources.

Space movement:
The Lost Shuttle: Rescue

Lear walks with his rescuers to their bridge. When asked, he imputs the coordinates into the navigation computer. He desires to arrive home quickly, since he feels tension in the air, as if war was on the horizon. And it likely was, Superpowers vs Hanchex vs Xenos? Would anyone survive? How many different WMDs were about to be used in this solar system? Finding out, would be soon F.C. Lear decided. And it wasn’t going to be pretty when it did all go down.


Top-Secret Project: Project LIGHTTHEMATCHANDRUNAWAY.
Janeway to unknown operative on Starbase 001: In orbit of Planet 1's inhabitable moon. "Commander, Fire!"

The Starbase rotates on its pitch and axis, and rotates to fire an emerald beam into the space surrounding the planet. A pinprick of amber light forms, and grows into a schism in the folds of space. A singularity to "Fluidic Space" is formed, but collapses in .00000000024 seconds due to variations in the beam's polarity. "The technology is not yet ready" thinks Janeway, as she sinks back into her command chair, with a sigh.

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs

Message to all:
- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

- Attention Admiral Hanchex, We would like addition into the Hanchex Pact. We Offer our Multi-phasic shielding technology when it is completed, as well as instructions to produce an EMH mobile emitter. It seems that this sector is moving towards war, and we don’t wish to be caught in the middle.

-Message to IDA: This is Janeway. Thank you for the safe return of my crewmembers, you are always welcome here on Planet 1!
ATTACKABLE

  • 07.25.2008 7:50 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
31812 TIE Fighters
16881 TIE Interceptors
7978 TIE Bombers
298 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
187 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
161 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
78 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
63 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
24 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
36,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
5100 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
450 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
8100 Sabre-Class Repulsor Tanks
8250 AT-STs
470 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo (20 Nuclear Fission Missiles, 20 Nuclear Fusion Missiles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)
Thermal Sensors

Research:
Death Star Plans, 38 turns
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns), 4 turns

Construction: (On Standby until Base is established.)
Defensive Trenches, 2 turns
Laser Wire, 2 turns
1000 Stormtroopers per turn
500 Dark Troopers per turn
200 AT-STs per turn
20 AT-ATs per turn
50 Sith Warriors per turn
300 Sabre-Class Repulsor Tanks per turn
10000 TIE Fighters per turn
5000 TIE Interceptors per turn
2500 TIE Bombers per turn
10 Executors, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

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

Allies:
Axis Entente
Vasari
Necrons

Enemies:
None

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


ATTACKABLE

  • 07.25.2008 7:53 PM PDT