- 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