- WalkinBonfire
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- Intrepid Mythic Member
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)
210 Skarovas Enforcers (Medium battleships)
160 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
160 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
185 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
185 Junsurak Sentinels (Anti-Fighter Escort)
170 Kanrak Assailants (Long-range combat)
195 Karrastra Destructors (Orbital-bombardment)
195 Jakara Navigators (Stealthed strike-team transport)
260 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 (1)
Phasic barriers (1)
Reintigration (1)
Construction:
Capital shipyard now building five of each ship class per turn
Building Kastura Cannon (7)
Building one Vulkoras Destroyer (2)
Ground Movement:
Space movement:
Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt)]
Enemies:
Base: In orbit of planet 3
Message to all: