Off Topic: The Flood
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Subject: please don't post yet

Semi-socialist and proud of it.

Offline.

  • 07.26.2008 2:48 PM PDT

[Enter extremely funny joke here]

FACTION: United Nations Government from Earth

Ships:
1 SDF-1 (capital of the U.N. Spacy expeditionary force)
9 Guantánamo Class Stealth Carriers
12 stealth frigates
5 light cruisers
2 battleships/carriers
7 Heavy Cruisers
UPDATE: 2 COLONY SHIPS, EACH CARRYING 400,000 COLONISTS FRESH FROM EARTH AND U.N. ESTABLISHED COLONIES ELSEWHERE

Ground units: 5 armored divisions of Veritech Hover Tanks. 50,000 soldiers
enough food, munitions, water, and other supplies to survive a 5-year siege

Buildings: none...yet

Finished Research: none

Research: none

Construction: none

Allies: none

Enemies: none

Message to all: The main fleet is still straying near planet 4, but again, has not engaged anything (if there is anything near planet 4)

The Protoculture Naval Yard is 96% complete. Once we get a steady supply of supplies and personnel from Earth and her colonies, we should have a seizable military prescense in the near future.

The Colony ships have arrived but are staying with the main fleet until the U.N. Fleet can scan the entire area for appropriate colonization efforts.

UPDATE

Colonization ships are now beginning to deploy on Planet 4. There isn't much resources on the planet, but that can be remedied with a steady route from Earth. There are supplies on the two colony ships to last for 5 years.

  • 07.26.2008 3:01 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 8 Bay Space Station
- Ground - Space Shielding

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems

Reasearching-
Flashbang Projectors (2)
Flashbang Missles (6)
Drone Flight (2)

Buildings- 8 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn

Construction-
1 Command Ship (4)
Cloning Labs x5 (Moon) (7)
Drone Construction lab (1)
5000 Advance Stealth Fighters (13)

Space Forces- 4 Battleships
2 Frigates - Smaller Battleship
2000 Fighters
2300 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
8500 Marines
600 ODST
250 Hornets
560Warthogs
270 Scorpions
110 Pelicans
240 Gauss Warthogs
500 Colonists- Colonists build Faster (-1 turn of construction for new colonies)
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
200 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY



  • 07.26.2008 3:16 PM PDT
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Your faction: Geth Army (Mass Effect)

Infantry weapons use mass accelerator technology. The guns shave a bullet the size of a grain of sand off a dense block of metal stored in the gun, decrease its mass with a mass effect field, and fire the projectile at hypersonic velocities.

Infantry shields are repulsive mass effect fields projected from tiny emitters, providing protection against most mass accelerator weapons. They safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins or radiation.

Biotic Powers:
Limited: Barrier: Creates a small kinetic barrier
Efficient: Barrier, Lift: Lifts enemies into the air
Extremely Efficient: Barrier, Lift, Singularity: sucks all nearby enemies into the air (can be used on solid objects)
Lethally Efficient: Barrier, Lift, Singularity, Warp: Destroys enemy armor.

Tech Abilities:
Hack
Sabotage (overheats / jams enemy weapons)
Overload (overloads enemy shields)

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)
4 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
13 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
40 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
86 Geth Fighters (all purpose attack ships)
62 Geth Scouts (fast, camo, lightly armed, lightly armored)
62 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
137 Geth Dropships (fast, heavy armor, no weaponry, seat 25 Geth and 5 Geth Armatures)

Ground units: (all troops are armed with basic shielding and Krogan (see below) shielding)
1 Rouge Turian Spectre (Saren) (Lethally efficient in Biotic powers, heavily armed)
1 Asari Matriarch (Benezia) (political leader) (Lethally efficient in Biotics, lightly armed)
624 Geth Troopers (Armed with assault rifles and efficient biotic powers)
269 Geth Snipers (Armed with snipers and efficient powers)
37 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures)
10 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers)
38 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
123 Geth Sentries (fast, lightly armed patrol droids, limited biotics)
123 Geth Rocket Sentries (slow, heavily armed patrol droids, limited biotics)
490 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns)
104 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited)
62 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics)
344 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics)
9 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)

Vehicles: 6 Mako (3 person car, has propulsion jets, armed with a rocket cannon and machine guns)

Buildings:
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (22 Geth troopers per turn, 12 Geth snipers per turn, 2 Krogan mercs per turn, 6 Geth Armatures per turn, 22 sentries per turn, 20 Asari Biotics per turn, 28 Geth shock troopers per turn, 30 Salarian Assassins per turn, 2 Quarian slaves, 22 Geth destroyers per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone (Sovereign)
Shielded base
Shipyard (2 Geth CS per turn, 4 Geth SS per turn, 12 Geth BS per turn, 22 Geth Fighter per turn, 22 Geth scouts per turn, 22 Geth Heavy Bombers per turn, 32 Geth DS per turn)
Advanced Barracks (allows production of one more Geth than usual)
Com. Center
Construction Center (5 Makos per turn)
Advanced Shipyard ( 2 more of each type of ship and production of Geth Capital Ship)
Sentry Security Station

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining
Geth Shock Troopers
Shielding
Geth Destroyer
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))
Proximity Mines
Radar
Geth Primes
Advanced Geth production (doubles production rates of all Geth)
Advanced Geth Airforce Production (doubles production rates of all Geth ships)
Camo
AA Batteries
Ground to Ground Artillery
Biotic Amplifiers (increases all troops efficiency in biotics)
Omni-Tools (gives all troops a Omni-Tool, used for hacking, decryption, and repair)
Advanced Shielding
Plasma Torpedos
Keepers (Maintenance, speeds up construction and research by half)
Mass Relays (instant travel to anywhere in the galaxy, available to Geth and their allies)
Nuclear Fusion
Nuclear Fission
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades)

Research:
Geth Colossus (1 turns)
Krogan Genophage Cure (91 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (41 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
The Citadel (huge space station built for economy, politics, and unification of species) (10 turns, a Mass Relay leading to dark space)
Geth Robotics Enhancements (increases Geth speed and overall efficiency of all Geth) (5 turns)
Varren (fish-dogs) (5 turns)
Rachni-(require Rachni hives)
Rachni Workers (small, fast, explosive) (2 turns)
Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (5 turns)
Rachni Brood Warriors (twice the size of soldiers, use biotics) (7 turns)
Rachni Queen (queens resemble soldiers but are much larger, with darker skin and glowing eyes they carry the genetic memory of their mothers and can control the minds of receptive beings like asari commandos, lay eggs every few hours) (10 turns)

Construction:
Cloning Institute (doubles troop production) (5 turns)
Prisons (2 turns)
Advanced Construction (2 turns)
Maximum Barracks (5 turns)
Maximum Shipyard (5 turns)
Salarian Labs (allows Salarian scientists to study the cure for the Genophage better) (7 turns)
Rachni Hives (under the crust of planet 2) (5 turns)
Mass Accelerator Energy Mines (10 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. Both of the Geth bases are being patrolled by Sentries. Geth begin to lay proximity mines around the perimeter and immigrate Quarian slaves from their home-world. The nearby radar gives the Geth more security than ever before. AA batteries and ground-to-ground artillery is set up around the base ensuring to trespassers will leave unharmed. With the Sentry Security Station built the Geth can now control Sentries more than they ever could before. The new Geth power node installed atop the base has given Geth much more power. Soon construction of WMD's will begin.

Space movement: All Ships Orbiting Planet 2 Except Sovereign

Allies: None (looking for allies)

Enemies: None

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

[Edited on 07.26.2008 4:20 PM PDT]

  • 07.26.2008 4:12 PM PDT
Subject: please don't post yet

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
35 Necron Star Dreadnoughts
80 Armageddon-Class 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
178000 Scarabs in swarm
950 Obelisks
525 Pylons
525 Monoliths
105 Abattoirs
26 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 (5 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (1 turns)
5 Armageddon Carnage Ships (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
30 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning
Colonizing Planet 3 Under Crust (3 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 (2 turns)

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

Enemies: None

Message to All:

  • 07.26.2008 4:22 PM PDT
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All Communications in the galaxy go dead...A video feed of Saren pops up,

"Good evening species of the galaxy, I am here to announce that today the first successful Mass Relay was built. This Mass Relay when paired up to another will instantly transport any ship to the other Relays location. This is a great step forward for galactic transport and it's welcomed to be used by any other species or armies out there...for a price of course. You see we still only have one Relay up and one relay is useless unless it has a partner one. This is where you come in. Contribute materiels and researchers to help the construction of these relays and you will be re payed with the ability to use them. We hope you contribute so we can all see a better, faster tomorrow."

Screens and radios are filled with static, than normal communications resume.

  • 07.26.2008 4:35 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 8 Bay Space Station
- Ground - Space Shielding

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems

Reasearching-
Flashbang Projectors (1)
Flashbang Missles (5)
Drone Flight (1)

Buildings- 8 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn

Construction-
1 Command Ship (3)
Cloning Labs x5 (Moon) (6)
5000 Advance Stealth Fighters (12)
9,10,11,12 bays space station (5)

Space Forces- 4 Battleships
2 Frigates - Smaller Battleship
2050 Fighters
2350 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
9050 Marines
600 ODST
260 Hornets
580Warthogs
280 Scorpions
115 Pelicans
255 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
400 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY

500 Colonists have been sent to build the Relays.



[Edited on 07.26.2008 4:57 PM PDT]

  • 07.26.2008 4:56 PM PDT
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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.

Faction: Zerg
Troops:
1 Sarah Kerrigan
1 Lieutenant Duran
1 Guardian
1 Devourer
2 Mutualisks
1 Scourge
3900 Hydralisk
4000 zerglings

Buildings:
1 Lair
1 spawining pool
1 evolution chamber
2 Hatcheries
1 Hydralisk den
1 queen's nest

Buildings in construction:
1 Spire
1 Ultralisk mound
1 Defiler mound

Upgrades:
Melee attacks (lvl1)
Missile Attacks (lvl 1)
Carapace (lvl 1)
Faster movement: Ground troops

Alliances: None
Enemies: None

Meanwhile, on the other side of the planet:

"Sir, I don't know, how much longer we can take! We're throwing all we got at it, but its shield is absorbing everything!"
It was at least 1000 feet tall, it had four legs, or arms, it was blue with a yellow cap. Its head was in the shape of stacked cones, its front laser was the dominating feature of this mechanical monster.The 1000 foot behemoth then charged fired its front laser, which destroyed half of the Terran base.

[Edited on 07.26.2008 5:00 PM PDT]

  • 07.26.2008 4:59 PM PDT
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Your faction: Geth Army (Mass Effect)

Infantry weapons use mass accelerator technology. The guns shave a bullet the size of a grain of sand off a dense block of metal stored in the gun, decrease its mass with a mass effect field, and fire the projectile at hypersonic velocities.

Infantry shields are repulsive mass effect fields projected from tiny emitters, providing protection against most mass accelerator weapons. They safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins or radiation.

Biotic Powers:
Limited: Barrier: Creates a small kinetic barrier
Efficient: Barrier, Lift: Lifts enemies into the air
Extremely Efficient: Barrier, Lift, Singularity: sucks all nearby enemies into the air (can be used on solid objects)
Lethally Efficient: Barrier, Lift, Singularity, Warp: Destroys enemy armor.

Tech Abilities:
Hack
Sabotage (overheats / jams enemy weapons)
Overload (overloads enemy shields)

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)
6 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
14 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
52 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
198 Geth Fighters (all purpose attack ships)
84 Geth Scouts (fast, camo, lightly armed, lightly armored)
84 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
169 Geth Dropships (fast, heavy armor, no weaponry, seat 25 Geth and 5 Geth Armatures)

Ground units: (all troops are armed with basic shielding and Krogan (see below) shielding)
1 Rouge Turian Spectre (Saren) (Lethally efficient in Biotic powers, heavily armed)
1 Asari Matriarch (Benezia) (political leader) (Lethally efficient in Biotics, lightly armed)
646 Geth Troopers (Armed with assault rifles and efficient biotic powers)
281 Geth Snipers (Armed with snipers and efficient powers)
39 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures)
10 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers)
44 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
145 Geth Sentries (fast, lightly armed patrol droids, limited biotics)
145 Geth Rocket Sentries (slow, heavily armed patrol droids, limited biotics)
518 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns)
134 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited)
82 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics)
366 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics)
11 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)
10 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)

Vehicles: 11 Makos (3 person car, has propulsion jets, armed with a rocket cannon and machine guns)

Buildings:
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (22 Geth troopers per turn, 12 Geth snipers per turn, 2 Krogan mercs per turn, 6 Geth Armatures per turn, 22 sentries per turn, 20 Asari Biotics per turn, 28 Geth shock troopers per turn, 30 Salarian Assassins per turn, 2 Quarian slaves, 22 Geth destroyers per turn, 3 Geth collosusi per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone (Sovereign)
Shielded base
Shipyard (2 Geth CS per turn, 4 Geth SS per turn, 12 Geth BS per turn, 22 Geth Fighter per turn, 22 Geth scouts per turn, 22 Geth Heavy Bombers per turn, 32 Geth DS per turn)
Advanced Barracks (allows production of one more Geth than usual)
Com. Center
Construction Center (15 Makos per turn)
Advanced Shipyard ( 2 more of each type of ship and production of Geth Capital Ship)
Sentry Security Station
Prisons
Advanced Construction

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining
Geth Shock Troopers
Shielding
Geth Destroyer
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))
Proximity Mines
Radar
Geth Primes
Advanced Geth production (doubles production rates of all Geth)
Advanced Geth Airforce Production (doubles production rates of all Geth ships)
Camo
AA Batteries
Ground to Ground Artillery
Biotic Amplifiers (increases all troops efficiency in biotics)
Omni-Tools (gives all troops a Omni-Tool, used for hacking, decryption, and repair)
Advanced Shielding
Plasma Torpedos
Keepers (Maintenance, speeds up construction and research by half)
Mass Relays (instant travel to anywhere in the galaxy, available to Geth and their allies)
Nuclear Fusion
Nuclear Fission
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades)

Research:
Krogan Genophage Cure (88 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (38 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
The Citadel (huge space station built for economy, politics, and unification of species) (7 turns, a Mass Relay leading to dark space)
Geth Robotics Enhancements (increases Geth speed and overall efficiency of all Geth) (2 turns)
Varren (fish-dogs) (2 turns)
Rachni-(require Rachni hives)
Rachni Workers (small, fast, explosive) (2 turns)
Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (5 turns)
Rachni Brood Warriors (twice the size of soldiers, use biotics) (7 turns)
Rachni Queen (queens resemble soldiers but are much larger, with darker skin and glowing eyes they carry the genetic memory of their mothers and can control the minds of receptive beings like asari commandos, lay eggs every few hours) (10 turns)

Construction:
Cloning Institute (doubles troop production) (2 turns)
Maximum Barracks (2 turns)
Maximum Shipyard (2 turns)
Salarian Labs (allows Salarian scientists to study the cure for the Genophage better) (4 turns)
Rachni Hives (under the crust of planet 2) (2 turns)
Mass Accelerator Energy Mines (7 turns)
Mass Accelerator Missile (WMD) (requires Mass Accelerator energy)

Relays:
One over Planet 2
One in construction over Planet 4
Citadel in construction


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. Both of the Geth bases are being patrolled by Sentries. Geth begin to lay proximity mines around the perimeter and immigrate Quarian slaves from their home-world. The nearby radar gives the Geth more security than ever before. AA batteries and ground-to-ground artillery is set up around the base ensuring to trespassers will leave unharmed. With the Sentry Security Station built the Geth can now control Sentries more than they ever could before. The new Geth power node installed atop the base has given Geth much more power. Soon construction of WMD's will begin.

Space movement: Half of the Geth fleet begins to depart to planet 4. There they will meet 500 of the UNSC's colonists and begin construction of the 2nd Relay. They will reach the planet in 3 turns and begin construction. The rest of the fleet remains in orbit above planet 2.

Allies: None (looking for allies)

Enemies: None

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

  • 07.26.2008 5:14 PM PDT

[Enter extremely funny joke here]

You mean...the U.N. colonists, right? o.O

  • 07.26.2008 5:18 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Your faction: Transversal Union. A group of united species.
LOCATION: Planet 4

Tech: Biomechs are being employed to keep potential hosts of parasites safe. Walking high above the ground, all will fall under their advanced weaponry.

Pulse/Dark matter weaponry is now equiped to all soldiers.

Ships:

10 Covenant Assault Carriers: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and bristling with pulse and plasma weaponry.Now equiped with a dark matter charge launcher.

12 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay. Neuclear weapons now attached

200 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor. Now sheilded and equiped with nuclear MAC rounds.

150 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding. Now have energy projectors.

1000 Basilisk fighters: Fast and moderately armed aerospace fighters.

1500 Seraph fighters: Lightly sheilded and heavily armed.

200 Sniper Mechs: Stay behind and fire 200mm sniper railguns at enemy craft.

400 Zero-G Phantoms: Completely sealed for space combat and boarding.

150 Light cruisers with hangar space for 4 fighters and equiped with a photon canon. and pulse lasers for anti-air.


Ground units:

7000 NDF Troopers: These specialised Human infantry of the Union are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ Overwatch Dark Matter Pulse rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

2000 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenades. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

1000 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships. Armed with Plasma Rifles andDark Matter Pulse carbines.

10000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

600 Stalkers: 60-foot tall, thin, Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

2500 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

350 Kestrel attack jets: Small jets that can navagate in city streets and other enclosed airspaces

350 Hunter-Chopper helicopters.

500 Infantry fighting vehicles. Equipped with a pulse cannon on the top with experimental Dark Matter rounds, can hold 12 troops

700 Phantom Dropships: Sangheili craft that hold 20 troops and are heavily armed with plasma weaponry. Support types carry Pulse cannons.

700 Wraith Tanks

80 Type 60 Scarab Ultra Heavy Assault Platforms: Upgraded with a new dark matter cannon on the top deck while retaining it's plasma cannon up front. It has firing ports with fixed Dark Matter Pulse rifles. Can carry crew into heavily contested areas. It has deflector sheilding aroind it's leg joints and reactor. It is a more formidable adversary than it's previous incarnations.

500 Hunter pairs: Heavy assault units that accompany attacks. Equiped with a plasma cannon and Composite sheild. Their armor is graded for starship hulls.

60 Cobra Anti-air batteries: Plasma cannons that fire magnetically charged bolts with a medium EMP effect.
-----


Buildings: 4 bay Space Station (In orbit around planet 4)

Orbital Shipyards-planet 3,4

Ground factories.-planet 3,4

Barracks-planet 3,4

Anaconda Surface-to-air missile placemeents in the asteroid belt

Planet 4-Shipyards

Finished Research:

-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Neuclear reactors.
-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 Armor Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armor-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 armor
-Energy Projector enhancement
-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
-Artificial intelligence

Research: Combat droids. (2 turns)

Construction:

Factories:
50 Stalkers per turn
100 Banshees per turn
100 NDF troopers per turn
100 Sangheili per turn
500 Moblie infantry per turn
10 Kestrel Urban/Recon Jets per turn
20 Phantoms per turn
10 Hunter-Choppers per turn
20 IFVs per turn.
20 Wraiths per turn
2 Scarab walkers per turn.
5 Hunter pairs per turn.
2 Cobra Ant-air batteries per turn

Orbital Shipyards:
1 Assault carrier (Once every 2 turns)
1 Prosecutor per 3 turns
CCS-class cruisers (2 per turn)
4 Sniper mechs per turn.
50 Seraph fighters per turn.
10 Zero-G pahantoms per turn
5 FFGs per turn
10 light cruisers per turn.


Ground Movement: Deployed on Planet 4. Anti-air batteries being constructed.

Space movement: Fleet on defense standby around planet 4

Allies:Hancheck alliance.

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed. I will not attack unless declared a threat by a majotity of factions. Free parking at my bases. Seek refuge and I will fix your fleets. Run parasite check on ships before docking. If out of control infestation is detected, your ship will be glassed. It's the only way to assure the safety of everybody.

Forerunner technologies are being researched with the Covenant Union to better our technology.

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.


WMD:

Glassing: When ships surround the planet, they bombard the crust with 10,000,000 degree raw plasma. Nothing survives.

Slipspace Nukes; When we can't risk an invasion of an infected planet, we nuke strategic targets before we come in. This method also works against non parasitic adversaries.

Dark Matter charge: When detonated, a gravity well opens up and sucks everything within range into a raging heat and energy storm.

  • 07.26.2008 5:18 PM PDT
  •  | 
  • Fabled Mythic Member

Posted by: Shishka
Everything will be gone long before me. When the first living thing was born, I was here, waiting. When the last living thing dies, my job is finished. I'll put the chairs on the tables, turn out the lights and lock the universe behind me when I leave.

I would join, but it seems too late. I've been on vacation (kinda) for the last week almost, so I never got a chance to join when it started.

  • 07.26.2008 5:23 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 8 Bay Space Station
- Ground - Space Shielding

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes

Reasearching-
Flashbang Missles (4)
Drone Self Destruction (4)

Buildings- 8 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn

Construction-
1 Command Ship (2)
Cloning Labs x5 (Moon) (5)
5000 Advance Stealth Fighters (11)
9,10,11,12 bays space station (4)
5000 Drones (3)
2000 Marines (5)
8 Frigates (16)
20 Command Ships (70) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)

Space Forces- 4 Battleships
2 Frigates - Smaller Battleship
2100 Fighters
2400 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
9600 Marines
200 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
270 Hornets
600Warthogs
290 Scorpions
120 Pelicans
270 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
600 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY

500 Colonists have been sent to build the Relays. You may keep them until all relays are finished.

[Edited on 07.26.2008 5:30 PM PDT]

  • 07.26.2008 5:25 PM PDT
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offline :)

  • 07.26.2008 5:30 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Geth fleet, dock with my carrier for a shipment of Titanium-A and Lithium. I have some Dark Matter cubes too.

  • 07.26.2008 5:35 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Posted by: LiquidNazgul42
You mean...the U.N. colonists, right? o.O

Err no the UNSC sent colonist to aid me. If you wish to aid me then meet my fleet above planet 4.

Your faction: Geth Army (Mass Effect)

Infantry weapons use mass accelerator technology. The guns shave a bullet the size of a grain of sand off a dense block of metal stored in the gun, decrease its mass with a mass effect field, and fire the projectile at hypersonic velocities.

Infantry shields are repulsive mass effect fields projected from tiny emitters, providing protection against most mass accelerator weapons. They safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins or radiation.

Biotic Powers:
Limited: Barrier: Creates a small kinetic barrier
Efficient: Barrier, Lift: Lifts enemies into the air
Extremely Efficient: Barrier, Lift, Singularity: sucks all nearby enemies into the air (can be used on solid objects)
Lethally Efficient: Barrier, Lift, Singularity, Warp: Destroys enemy armor.

Tech Abilities:
Hack
Sabotage (overheats / jams enemy weapons)
Overload (overloads enemy shields)

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)
8 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
18 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
64 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
210 Geth Fighters (all purpose attack ships)
106 Geth Scouts (fast, camo, lightly armed, lightly armored)
106 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
201Geth Dropships (fast, heavy armor, no weaponry, seat 25 Geth and 5 Geth Armatures)

Ground units: (all troops are armed with basic shielding and Krogan (see below) shielding)
1 Rouge Turian Spectre (Saren) (Lethally efficient in Biotic powers, heavily armed)
1 Asari Matriarch (Benezia) (political leader) (Lethally efficient in Biotics, lightly armed)
668 Geth Troopers (Armed with assault rifles and efficient biotic powers)
296 Geth Snipers (Armed with snipers and efficient powers)
41 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures)
10 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers)
50 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
167 Geth Sentries (fast, lightly armed patrol droids, limited biotics)
167 Geth Rocket Sentries (slow, heavily armed patrol droids, limited biotics)
546 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns)
164 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited)
102 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics)
388 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics)
13 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)
13 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
50 Rachni Workers (small, fast, explosive)
75 Varren (fish-dogs used as war beasts)

Vehicles: 26 Makos (3 person car, has propulsion jets, armed with a rocket cannon and machine guns)

Buildings:
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (22 Geth troopers per turn, 12 Geth snipers per turn, 2 Krogan mercs per turn, 6 Geth Armatures per turn, 22 sentries per turn, 20 Asari Biotics per turn, 28 Geth shock troopers per turn, 30 Salarian Assassins per turn, 2 Quarian slaves, 22 Geth destroyers per turn, 3 Geth collosusi per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone (Sovereign)
Shielded base
Shipyard (2 Geth CS per turn, 4 Geth SS per turn, 12 Geth BS per turn, 22 Geth Fighter per turn, 22 Geth scouts per turn, 22 Geth Heavy Bombers per turn, 32 Geth DS per turn)
Advanced Barracks (allows production of one more Geth than usual)
Com. Center
Construction Center (15 Makos per turn)
Advanced Shipyard ( 2 more of each type of ship and production of Geth Capital Ship)
Sentry Security Station
Prisons
Advanced Construction
Cloning Institute (doubles troop production)
Maximum Barracks
Maximum Shipyard
Rachni Hives (under the crust of planet 2)

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining
Geth Shock Troopers
Shielding
Geth Destroyer
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))
Proximity Mines
Radar
Geth Primes
Advanced Geth production (doubles production rates of all Geth)
Advanced Geth Airforce Production (doubles production rates of all Geth ships)
Camo
AA Batteries
Ground to Ground Artillery
Biotic Amplifiers (increases all troops efficiency in biotics)
Omni-Tools (gives all troops a Omni-Tool, used for hacking, decryption, and repair)
Advanced Shielding
Plasma Torpedos
Keepers (Maintenance, speeds up construction and research by half)
Mass Relays (instant travel to anywhere in the galaxy, available to Geth and their allies)
Nuclear Fusion
Nuclear Fission
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades)

Research:
Krogan Genophage Cure (85 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (35 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
The Citadel (huge space station built for economy, politics, and unification of species) (4 turns, a Mass Relay leading to dark space)
Geth Robotics Enhancements (increases Geth speed and overall efficiency of all Geth)
Varren (fish-dogs)
Rachni-(require Rachni hives)
Rachni Workers (small, fast, explosive) (2 turns)
Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (5 turns)
Rachni Brood Warriors (twice the size of soldiers, use biotics) (7 turns)
Rachni Queen (queens resemble soldiers but are much larger, with darker skin and glowing eyes they carry the genetic memory of their mothers and can control the minds of receptive beings like asari commandos, lay eggs every few hours) (10 turns)

Construction:
Salarian Labs (allows Salarian scientists to study the cure for the Genophage better) (1 turns)
Mass Accelerator Energy Mines (4 turns)
Mass Accelerator Missile (WMD) (requires Mass Accelerator energy)

Relays: (factions aiding in construction: UNSC, Transversal Union)
One over Planet 2
One in construction over Planet 4 (7 turns (once my fleet arrives))
Citadel in construction


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. Both of the Geth bases are being patrolled by Sentries. Geth begin to lay proximity mines around the perimeter and immigrate Quarian slaves from their home-world. The nearby radar gives the Geth more security than ever before. AA batteries and ground-to-ground artillery is set up around the base ensuring to trespassers will leave unharmed. With the Sentry Security Station built the Geth can now control Sentries more than they ever could before. The new Geth power node installed atop the base has given Geth much more power. Soon construction of WMD's will begin.

Space movement: Half of the Geth fleet begins to depart to planet 4. There they will meet 500 of the UNSC's colonists and begin construction of the 2nd Relay. They will reach the planet in 2 turns and begin construction. The rest of the fleet remains in orbit above planet 2.

Allies: None (looking for allies)

Enemies: None

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

[Edited on 07.26.2008 5:43 PM PDT]

  • 07.26.2008 5:40 PM PDT
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I'll post my turn in a few minutes but seriously, guys, what went down overnight?! I mean, I got off last night when there was ~44 pages of actually mature posts (for the most part, you must excuse the flamers that pop in sometimes to call us nerds.) and now, an explosion of 10+ Pages of garbage. 7 of which was just a flame war. Not to sound like I'm kissin up to snakie, but, he's right, you cannot expect him to come in 24/7 and be a parent to all the misbehaving children.

Also, since when has like 3 other factions just decided to take over my inhabitable moon, especially new players?

/ RANT

  • 07.26.2008 5:46 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
45 Necron Star Dreadnoughts
100 Armageddon-Class Carnage Ships
220 Cairn-Class Tombships (Battleships)
370 Scythe-Class Harvest Ships (Heavy Cruisers)
520 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
2200 Jackal-Class Raiders (Aggressive Heavy Fighter)
4500 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)
100 Lords w Staff of Light, Chronometron, Lightning Field, Resurrection Orb, Phase Shifter
200 Rebirth Hybrids
400 Canisters of Rebirth Nanites
15000 Warriors
7500 Immortals
2600 Pariahs
2600 Flayed Ones
1300 Wraiths
1300 Tomb Spyders
1300 Destroyers
650 Heavy Destroyers
180000 Scarabs in swarm
950 Obelisks
525 Pylons
525 Monoliths
105 Abattoirs
26 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 (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 (6 turns)
5 Armageddon-Class Carnage Ships (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning
Colonizing Planet 3 Under Crust (2 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 (1 turns)

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

Enemies: None

Message to All:

  • 07.26.2008 5:46 PM PDT

It's like taking candy from a grown man!

nerd alert level 5

  • 07.26.2008 5:48 PM PDT

Dare to believe it's not butter.

Okay guys I think you need to stop being so cheap and just buy Starcraft already.

  • 07.26.2008 5:54 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Posted by: SPARTAN CMDR 125
I'll post my turn in a few minutes but seriously, guys, what went down overnight?! I mean, I got off last night when there was ~44 pages of actually mature posts (for the most part, you must excuse the flamers that pop in sometimes to call us nerds.) and now, an explosion of 10+ Pages of garbage. 7 of which was just a flame war. Not to sound like I'm kissin up to snakie, but, he's right, you cannot expect him to come in 24/7 and be a parent to all the misbehaving children.

Also, since when has like 3 other factions just decided to take over my inhabitable moon, especially new players?

/ RANT

No offense but all new players need a planet to settle on and they just happened to choose he one you were on (I havent set foot on planet 3 FYI).

Geth: OFFLINE

[Edited on 07.26.2008 6:07 PM PDT]

  • 07.26.2008 5:55 PM PDT
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  • 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(4 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. (4 Turns)
- Starfleet Academy LVL 2: University. Produces 10000 Soldiers (4 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. (4 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 7 MAX (FTL Travel, ~186k mps) x 1.000.000
-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 Brain: Artificial Intelligence.

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 (8 Turns) Warp 8 MAX
-Quantum Torpedoes (3 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):(2 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 (5 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 Android:(10 Turns) The Apex of android development. Extremely efficient android crewmember joins every ship, excluding shuttles and support craft. The Warp threshold is upped by 1 level. (Warp Max 9 goes to Transwarp[10])
-Modulating Disruptors (5 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. (1 Turns) Upgrades the yield by 1 grade in phaser weapons.
- OMEGA Particle Experimentation: (6 Turns) We are close to harnessing the power of the “perfect molecule.”
- Temporal Shielding (19 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: 3 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: (4 Turns) Complex. Produces 20000 Starfleet Soldiers a Turn.
- Research Lab LVL 3: (4 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (6 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (2 Turns)(Large Encampment) 2000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (4 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Base Shields (8 Turns) Protects Base planetside.
- Defensive Laboratory (5 Turns) Reduces all defensive research times by 2 Turns ONCE

Ground Movement:
- Exploration teams gathering resources.

Space movement:
The Lost Shuttle: Rescue

Arriving back in Federation space, Lear is given a week of shore leave to deal with his PTSM. The man in stasis, PFC Argen, is awakened, and tells the story of his ordeal, about the terrifying experience with the Xenos, and the aliens which had shot him with that horrible, bone-cracking gun. He will be in intensive care for several days, and is then released back to active duty.


Top-Secret Project: Project LIGHTTHEMATCHANDRUNAWAY.
Janeway ponders to herself, is opening the portal into Fluidic Space ethically and morally right? Yes, 8472 had become a powerful friend of hers, but she didn’t know whether that friendship would extend to her allies in the Hanchex Pact. 8472 Would be a key ally in the nearly inevitable conflict with the AXIS Entente, but could Janeway actually control 8472?
Species 8472

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.”


OFFLINE FOR NOW

[Edited on 07.26.2008 6:32 PM PDT]

  • 07.26.2008 6:08 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 very damaged and old communication node Jumps in-system. It is evident it had been battered while it was moving into the Jumping system.

ALERT! ALERT! Rogue Cylons that survived our purge have found us! Over thirty BaseStars! We don't know the outcome of this battle; these BaseStars are not our own crude mock-ups. They are the real, actual Cylon varients. These appear to be the last of the known Cylons; we will follow them and execute them to ensure that the Cylon threat never re-appears! What- WHAT? Oh God... Oh God... ADMIRAL ADAMA! The Galactica just detonated! No... NO!! ADMIRAL ADAMA!!!! FOLLOW THOSE BASTARDS! KILL THEM ALL! *recording degrades- end playback*

[Edited on 07.26.2008 6:29 PM PDT]

  • 07.26.2008 6:28 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
187 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
235 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
235 Light Battlecruisers Carries 1 WMD
5000 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: 10 Baracks: 9 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:

  • 07.26.2008 6:30 PM PDT

IDA Fleet Admiral: If these Colonials are going to accept any help, they better ask while they can. If they have another node, the next one better include coordinates or at least news of victory. I can't stand to watch a friend be seperated and me not being able to help.

If they have another node..

[Edited on 07.26.2008 6:44 PM PDT]

  • 07.26.2008 6:34 PM PDT