Off Topic: The Flood
This topic has moved here: Subject: please don't post yet
  • Subject: please don't post yet
Subject: please don't post yet
  • 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)
540 Geth Troopers (Armed with assault rifles and limited biotic powers)
225 Geth Snipers (Armed with snipers and limited biotic powers)
29 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)
18 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
Sovereign

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

Research:
Geth Destroyer (4 turns)
Geth Shock Trooper (2 turns)
Geth Primes (8 Turns)
Geth Colossus (14 turns)
Krogan Genophage Cure (194 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (94 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
Shielding (3 turns)
Geth Sentries
Geth Rocket Sentries
Advanced Geth production (doubles production rates of all Geth) (8 turns)
Advanced Geth Airforce Production (doubles production rates of all Geth ships) (10 turns)

Construction:
Shielded base (3 turns)
Reaper class landing zone
Shipyard (3 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. A huge squid like ship is looming on the horizon. It soon lands upon the surface of planet 2. Sovereign has arrived.

Space movement: All Ships Orbiting Planet 2 Except Sovereign

Allies: None

Enemies: None

Message to all: I am the vanguard to your destruction.

  • 07.25.2008 7:54 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)
205 Skarovas Enforcers (Medium battleships)
155 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
155 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
180 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
180 Junsurak Sentinels (Anti-Fighter Escort)
165 Kanrak Assailants (Long-range combat)
190 Karrastra Destructors (Orbital-bombardment)
190 Jakara Navigators (Stealthed strike-team transport)
255 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
Network of orbital repair platforms (Repair Nanite hangars)

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 (2)
Phasic barriers (2)
Reintigration (2)

Construction:
Capital shipyard now building five of each ship class per turn
Building Kastura Cannon (8)
Building one Vulkoras Destroyer (3)

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 7:54 PM PDT

1 P17Y 7H3 F00L

KOTOR

DIe Ghost Thread!!!

  • 07.25.2008 7:56 PM PDT

Offline.

  • 07.25.2008 7:58 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
41812 TIE Fighters
21881 TIE Interceptors
10478 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)
34 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
37,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
5600 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
500 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
8400 Sabre-Class Repulsor Tanks
8450 AT-STs
490 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, 37 turns
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns), 3 turns

Construction: (On Standby until Base is established.)
Defensive Trenches, 1 turns
Laser Wire, 1 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
20 Imperators, 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 8:00 PM PDT

1 P17Y 7H3 F00L

KOTOR

as a side note, Necrons aren't machines. They are spirits of the Necrontry that were enslaved by the C'tan and were forced to resort to inhabiting metal bodies

  • 07.25.2008 8:02 PM PDT

Semi-socialist and proud of it.

Err... IDA? How did you get those crazy troop numbers? 150000 fighters? Well over 200000 ground troops? You're recruiting way too fast.

  • 07.25.2008 8:06 PM PDT

1 P17Y 7H3 F00L

KOTOR

those must be some really crappy troops and ships.


Necrons Offline

  • 07.25.2008 8:07 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)
550 Geth Troopers (Armed with assault rifles and limited biotic powers)
230 Geth Snipers (Armed with snipers and limited biotic powers)
30 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)
20 Geth Armatures (Slow sentient four-legged tanks)
50 Geth Sentries (fast, lightly armed patrol droids)
50 Geth Rocket Sentries (slow, heavily armed patrol droids)

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, 10 sentries per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone (Sovereign)

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

Research:
Geth Destroyer (3 turns)
Geth Shock Trooper (1 turns)
Geth Primes (7 Turns)
Geth Colossus (13 turns)
Krogan Genophage Cure (193 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (93 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
Shielding (2 turns)
Advanced Geth production (doubles production rates of all Geth) (7 turns)
Advanced Geth Airforce Production (doubles production rates of all Geth ships) (9 turns)
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))(5 turns)
Proximity Mines (5 turns)
Radar (5 turns)
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades) (10 turns)

Construction:
Shielded base (2 turns)
Shipyard (2 turns)
Advanced Barracks (allows production of one more Geth than usual) (3 turns)
Com. Center (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. Sovereign has landed 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. Geth begin to fill the corridors of Sovereign. Soon both of the Geth bases are being patrolled by Sentries.

Space movement: All Ships Orbiting Planet 2 Except Sovereign

Allies: None

Enemies: None

Message to all: I am the vanguard to your destruction.

[Edited on 07.25.2008 8:14 PM PDT]

  • 07.25.2008 8:12 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
42812 TIE Fighters
22381 TIE Interceptors
10728 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)
103 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
83 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
34 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
38,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
6100 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
550 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
8700 Sabre-Class Repulsor Tanks
8650 AT-STs
510 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 Trenches
Laser Wires
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, 36 turns
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns), 2 turns

Construction: (On Standby until Base is established.)
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
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
25 Victorys, 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 8:23 PM PDT

Semi-socialist and proud of it.

OFFLINE.

  • 07.25.2008 8:24 PM PDT

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

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

Vasari offline.

  • 07.25.2008 8:31 PM PDT
Subject: RAWR! I AM TEH HAWT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships:
1 Cruiser Mk II, the Auburn Dusk, armed with 20 plasma torpedo launchers, 60 pulse laser emplacements, 70 vulcan cannons (hybrid), and 2 MAC cannons (hybrid). Has Polarized armor plating, energy shields, dark matter converters and FTL capabilities. Carries 150 EMs, 2 Dropships.

4 Battleship Mk IIs, the Domain, Lionhead, Sprint and Terra Firma: 4 plasma torpedo launchers, 30 Pulse Laser emplacements, 1 cannon; ballistic, and 30 vulcan cannons (hybrid), spread evenly across the ship. Able to enter atmosphere, and holds only a small outfit of Expansion Marines (50). All Battleship Mk IIs have a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters. Equipped with energy shielding and polarized armor plating, a Dark Matter Converter, and it also has FTL capabilities.

1 Carrier, the Regiment, armed with 3 plasma torpedo launchers, 30 pulse lasers, 20 vulcan cannons (hybrid), and 25 flak cannons (hybrid), holds 40 Flashfire-Class fighters. Has polarized plating, energy shields, and a dark matter converter

40 Flashfire-Class starfighters. Capable of atmospheric and space flight. Armed with twin six-barrel Hybrid-ammunition machineguns and twin small-scale plasma torpedo launchers. Has polarized plating, energy shields, FTL capabilities and dark matter converters

1 mining vessal, the Reliquary, is armed only with 30 evenly spaced anti-personnel guns (hybrid), and 15 flak cannons(hybrid). Has polarized plating, energy shields, FTL capabilities, and a dark matter converter.

7 Gunboats, armed with 2 plasma torpedo launchers, 14 pulse lasers, 6 vulcan cannons. Has polarized plating, energy shields, FTL capabilities, and a dark matter converter

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter, each of them outfitted with 1 plasma torpedo launcher, 7 pulse lasers, energy shielding, polarized armor plating, Dark Matter Converters, and FTL capabilities.

5 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships. Now has energy shielding and polarized plating.

1 Tug Class-M, has a single pulse laser, a single, 8-tube missle launcher, energy shielding, polarized plating, and a Dark Matter converter.
_____________________________________________________________ _

Ground units:
386 Expansion Marines, Armed with AP armor and PCR-1s
29 Security Guards, Armed with PCR-1s and AP armor.
175 Colonists
125 Soldiers, PCR-1s, AP armor.
40 Nova Battletanks. PCR-style main ballistic (hybrid) cannon. Polarized armor plating

Currently on the Ground
175 Colonists
125 Soldiers
386 Expansion Marines
40 Nova Battletanks. PCR-style main ballistic (hybrid) cannon. Polarized armor plating
_____________________________________________________________ ___

Buildings:
1-Bay Shipyard, building a dropship, Crew members are the only ones aboard
2-port shipyard (land-based)
9 Factories (vehicles, small arms)
Basic CEC Colony
Weapons Manufacturing Plant
Space Elevator
Anti-Orbital Plasma Cannon (Land-based) [1]
_____________________________________________________________ ___

Finished Research:
-Cloning
-Nano Technology
-The PCR-1 assault rifle
-Hybrid ballistic-plasma ammunition
-Dark Matter Conversion (Space-borne vessels now have a near-limitless supply of fuel and energy)
-Polarized Armor Plating
-AP Infantry Armor (Energy Shields, and bare armor resists plasma/energy-based weapons more effectively)
Following tech obtained through Hanchex Pact
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armour Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armour-Integrated Shielding
-Ice Suits
-Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
-Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)
-Covenant Anti-matter bomb (WMD)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armour
-Energy Projector enhancment
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements (The Forerunners could make impossibly fast Slipspace transitions, allowing them the advantage in battle. These documents have yielded information on how this system works, allowing each Covenant Union and allied starship to recieve the very finest Slipspace technology available.
-Energy Shielding for All ships
-Ability to utilize plasma weaponry
-Ability to utilize pulse lasers
-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Nuclear reactors.
-Artificial Intelligence
_____________________________________________________________ ___

Research: Bio-reconstructive nanite programming [5 turns]

Researching Psycho kinesis [10 turns]

Gravity Well Fluctuation [8 turns]

Researching Laser Cannons [5 turns]
_____________________________________________________________ ____

Construction: Building a Hangar [2 turns]
A High-capacity dropship has been built
Building mawr vehicles 100 AT assault vehicles, 75 tanks [4 turns]
Building a 5-bay, space-borne shipyard [5 turns]
Building a Cloning Facility [1 turns]
Building Anti-Orbital Plasma Cannons. 1 built every 2 turns (1 completed)
Building a Battleship Mk II [2 turns] and a Cruiser Mk II [3 turns]
Building a larger, 10-bay shipyard on Planet 2 [5 turns]
_____________________________________________________________ ____

Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 125 Soldiers trained.

Expansion Marines train Security guards to become EMs. 46 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: Fleet holding position around Planet 4
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

The CEC is going offline for the night


[Edited on 07.25.2008 10:39 PM PDT]

  • 07.25.2008 10:38 PM PDT
Subject: please don't post yet
  •  | 
  • Noble Member
  • gamertag: [none]
  • user homepage:

Russian scientists have done it. They have somehow managed to replicate the power of the Norris on a miniature scale. This weapon, which they have named "Tsar Bomba" (King Bomb) could hold 100 megatons of viable round-kicks. The first testing of this device was done using only 0.000000000000001% of this weapon's true power in the Tunguska region in Siberia in 1908. The incident was cleverly covered up by the Russian government and was covered up as an exploding meteor.

GROUND BREAKING NEWS:
An unusually powerful solar flare has somehow caused Sarah Kerrigan to lose control of half of her broods. The resulting renegade renegade broods then proceeded to attack her broods. Meanwhile, an unknown contagion is rampant among all the zerg.It had a miraculous effect of curing the zerg from the flood (iin those that survived, but it devolved them back to their normal forms). When the dust settled, only these forces remained under Kerrigan's control:

1 Sarah Kerrigan
1 Lieutenant Duran
1 Guardian
1 Devourer
2 Mutualisks
1 Scourge
1 Hydralisk
2 zerglings

Buildings that survived the onslaught:
1 Lair
1 spawining pool
1 evolution chamber

Buildings in construction:
2 Hatcheries
1 Hydralisk den
1 queen's nest

Upgrades that are still retained:
Melee attacks (lvl1)
Missile Attacks (lvl 1)



Meanwhil, on the other side of the planet:

  • 07.25.2008 11:42 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Ships:
1 Swordfish (Battleships)
55 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
9800 Fire worriors
2000 Pathfinders (With Stealth)
7800 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
160 Hammerheads
50 Develfish transports
7100 Gua Val
7100 Vespid
7100 Kroot

Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)
WMD proof bunker


Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding
Photon grenades
Tau heavy plasma

Research:
High grade Iridium (1 turns)
Rail Weaponry (1 turns)

Construction:
3000 XV 21 Battlesuites (5 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked

  • 07.26.2008 12:13 AM PDT

Rules say eight thousand troops per turn. I'm just now really noticing. In earlier turns I believe I may have accidentaly deleted or added too many numbers as I was updating them. Sorry, I'll cut it back some, but not by an extremely large margin, as I have been here pretty long.

Sorry about that.

  • 07.26.2008 12:38 AM PDT
  • gamertag: [none]
  • user homepage:

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

Right now I'd like to take the time to thank each and every one of the participants in this game for making it the SECOND MOST ACTIVE AND SECOND MOST POPULAR FORUM GAME RELEASED BY ME!

With that said, we've surpassed both my first and third Forum Game with this game- but we're not out of the woods yet. I would love for us to be able to surpass even my second Forum Game, the Juggernaut of all Forum Games, standing tall at 86 pages. If we can do this, if we can beat this game, it will mean that we have done what we have set out to do, we have surpassed the basic designs of this game and made a TOTAL BALANCE of rules and creativity!

We can do this people, easy! Let's just double what we've got now! 90 pages'll be a piece of cake!

  • 07.26.2008 12:39 AM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
186 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
230 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
230 Light Battlecruisers Carries 1 WMD
10000 Landing Craft
5000 Tracers (Recon and Transport Ships)
15000 Stinger Class Fighters (Light-Medium Armament/Armor)
300 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5000 Raiding/Boarding Parties (100 Man Each)
20000 Pilots
15000 Telepathy Bio-commandos.
20000 Super-soldiers. *Heavy Armor and Shielding*
25000 Infantry *Light Armor and Shielding*
10000 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
1000 Pilots per turn.
1000 Super-Soldiers per turn
1000 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
1000 Sniper/Recon per turn.


Construction: 40 Baracks: 10 Turns

Space Movement: The IDA fleet moves to stand-by status outside of Planet 4's outer orbit. Reaction-Shielding active.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: This could escalate quickly. Cool your jets.

[Edited on 07.26.2008 12:47 AM PDT]

  • 07.26.2008 12:45 AM PDT

Soo my bad. I had not even realised that I added in extra zeros here and there. Thank you for pointing that out.

I'm an idiot. I am sorry.

  • 07.26.2008 12:48 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

what the -Blam!- is going on?

  • 07.26.2008 12:58 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Can someone fill me in from page 40?

  • 07.26.2008 1:06 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Ships:
1 Swordfish (Battleships)
55 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
10300 Fire worriors
2000 Pathfinders (With Stealth)
8300 Drones(With Stealth)
200 XV21 Battlesuites (With Stealth)
175 Hammerheads
50 Develfish transports
7600 Gua Val
7600 Vespid
7600 Kroot

Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)
WMD proof bunker


Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding
Photon grenades
Tau heavy plasma
Rail Weaponry
High grade Iridium

Research:
XV31 Battle suites (5 turns)
Performance enhancing medical treatments ( 5 turns)


Construction:
3000 XV 21 Battlesuites (4 turns)
45 Great Whites (10 turns)
Pulse bomb (10 turns) WMD
3 Humpback Capital ships (20 turns)
1000 heavy gun drones (5 turns)
Orbiting WMD firing cannons (15 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked

  • 07.26.2008 1:19 AM PDT

Posted by: UnholyFurball382
Your faction: The flood

Ships:
2 infected CCS assault carrier
1 infected CCS flagship [ Seeker of truth ]
2 infected CCS Agricultural Support Ships.
20 Spirit dropships

Ground units:
2000 infection forms
200 carrier forms
1550 combat forms

Buildings:
Hive [ base ]
spore growth room.

Finished Research: N/A

Research:
Infection speed increase 10% - 25% (3)
Combat form reanimation (2)
Flood dispersal pods (4)
Proto-Gravemind (5)
Construction:
infection form growth chamber (2)
Combat form growth chamber (2)

Ground Movement: N/A

Space movement: Fleet moves to Beta halo.

Allies:

Enemies:

Message to all: I am a timeless chores, join your voice with mine!

The flood takes Halo beta


IDA fleet fires every single WMD in power, sends all ground troops to clean up shop for all radiation sick Flood troops, and then bombards every Flood unit with plasma-turrets and anti-matter cannons.

The Flood Problem is over! Let's all rejoice at the guy who doesn't read the rules!

See, I can do it too...

  • 07.26.2008 1:21 AM PDT