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

Are you daft?
Stay out of the radioactive areas!

Fan Art
GrumpyOldMan25:The Old School Emblem

Posted by: Mr Peoples
nerd alert level 5

WE NEED TO EVACUATE!!!
I seriously have no idea what this thing is, but idc.

  • 07.26.2008 6:38 PM PDT

Ghost.

  • 07.26.2008 6:39 PM PDT
  • gamertag: [none]
  • user homepage:

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

Another Node jumps in, bearing an odd message, considering their last one.

System Factions; we've met up with the whole fleet and created a few more nodes. Looks like everything's gone well, we've delt with the last of the Cylons and we're fully prepared to come back, other than our necessary research into the weapon. Admiral Adama wishes to know how the search for the culprit in the Cylon case is going. Reply back when possible.

-Hendrix

  • 07.26.2008 6:51 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
44010 TIE Fighters
22980 TIE Interceptors
11025 TIE Bombers
298 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
223 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
191 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
128 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:
39,600 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
6700 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
620 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9060 Sabre-Class Repulsor Tanks
8890 AT-STs
550 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)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 33 turns

Construction: (On Standby until Base is established.)
100 Stormtroopers per turn
50 Dark Troopers per turn
20 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
30 Sabre-Class Repulsor Tanks per turn
100 TIE Fighters per turn
50 TIE Interceptors per turn
25 TIE Bombers per turn
40 Tartans, 1 turn

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

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

Allies:
Axis Entente
Vasari
Necrons

Enemies:
None

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


ATTACKABLE

  • 07.26.2008 6:58 PM PDT

IDA Fleet Admiral: Am I the only one seeing this? It appears that in the last message we recieved the Galactia along with Admiral Adama were destroyed. That is how it seems. But now, he wants to know about the culprit in the Cylon case.

That conflict was resolved a little too quickly. Hmm.

Motherships_Lord Attainier: Perhaps it is a trap. Do you find it possible that the Cylons sent another node in with this message. Could they have intercepted ours?

IDA Fleet Admiral: Or the Colonials force could have been decimated.

Mothership_Lord Attainier: There is a chance.

IDA Fleet Admiral: Whatever is happening here, they didn't give us coordinates, but it seems like the battle is going well. I don't think we should get involved untill we have solid proof of what is happening.

Mothership_Lord Attainier: Very Well, out.

  • 07.26.2008 6:59 PM PDT
  • gamertag: [none]
  • user homepage:

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

Yet another Node pops in, this one damaged, similar to the first node, and not the second node.

THE CYLONS ARE DECIMATING US! Admiral Adama and Hendrix are confirmed dead, all the Trinity BattleStars are destroyed! We're being destroyed out here, we need all the help we can get! COORDINATES: 1-325-8174-184-12-8. ANYONE! EVERYONE! HELP US!

Just as that message was recieved, a polished and new node appears in-system.

System forces, are you there? Please respond. Were you taken out by the Necrons or some other force? We will Jump in early if any help can be sent! We have all of our fleet numbers ready- luckily, none were damaged by the Cylons.

-Hendrix


[Edited on 07.26.2008 7:14 PM PDT]

  • 07.26.2008 7:04 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necron Message:


Factions of the System, after intensive research into the Cylons' programming and their relation to Colonials, we have discovered the reason for the former's rebellion. Imprinted deeply into Cylon programming is something called "religion." Upon further investigation, we discovered that "The Colonials believe in either no religion at all, or a Pagan religion that consits of all the Gods of the Greek Pantheon. The Cylons, however, believe in one God or no God. Most of them want the Humans to learn of the One God so they can all live in peace together, but the Humans won't have any of it, other than the Cult of Baltar." (quoted from Snakie). We Necrons don't have any concept of religion (C'tan gods aren't gods to the Necrons, but are called gods by other factions in Warhammer 40K). We didn't realize the great danger that would arise from leaving the religion in place.

All in all, we Necrons encountered "religion" in the programming of the Cylons, and not knowing what it was, left it in place. Now, we know that the "religion" is a main reason the Cylons hate the Colonials so, apart from their perpetual slavery. We apologize for this gravely tragic misunderstanding, though it isn't entirely the fault of the Necrons. We hope all factions will understand.

  • 07.26.2008 7:08 PM PDT

IDA Fleet Admiral: That's it. Confirmation, our guys need some help. Here come the calvary.

Broadcasting to any listening ears: Colonials need our help. Their fleet is being decimated by the Cylons. Send any reinforcements available to Coordinates: 1-325-8174-184-12-8.

  • 07.26.2008 7:09 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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 that Geth and allies can fire through.
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)
10 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
22 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
76 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
232 Geth Fighters (all purpose attack ships)
128 Geth Scouts (fast, camo, lightly armed, lightly armored)
128 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
236 Geth Dropships (fast, heavy armor, no weaponry, seats 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)
700 Geth Troopers (Armed with assault rifles and efficient biotic powers)
309 Geth Snipers (Armed with snipers and efficient powers)
43 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)
54 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
189 Geth Sentries (fast, lightly armed patrol droids, limited biotics)
189 Geth Rocket Sentries (slow, heavily armed patrol droids, limited biotics)
574 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns)
194 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited)
122 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics)
410 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics)
15 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)
16 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
50 Rachni Workers (small, fast, explosive)
105 Varren (fish-dogs used as war beasts)

Vehicles: 31 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, 30 Varren 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)
Salarian Labs (allows Salarian scientists to study the cure for the Genophage better) (takes 25 turns off of Cure)

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 (57 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (32 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) (1 turns)
Rachni-(require Rachni hives)
Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (2 turns)
Rachni Brood Warriors (twice the size of soldiers, use biotics) (4 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) (7 turns)
Titanium Hull (for all Geth ships AND Geth) (10)
Satellite Laser (5 turns)
Thorian (10 turns)

Construction:
Mass Accelerator Energy Mines (1 turns)
Mass Accelerator Missile (WMD) (requires Mass Accelerator energy)
Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities
Thorian Spore Collectors (5 turns)

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 1 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.

Saren: "Why should we help the pathetic humans? What have they done for us Turians or Geth in the past? It would be a waste of time and troops."

[Edited on 07.26.2008 7:15 PM PDT]

  • 07.26.2008 7:11 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

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 Vulkoras Destroyer (Seige Battlestations)
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
235 Skarovas Enforcers (Medium battleships)
185 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
185 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
210 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
210 Junsurak Sentinels (Anti-Fighter Escort)
200 Kanrak Assailants (Long-range combat)
225 Karrastra Destructors (Orbital-bombardment)
225 Jakara Navigators (Stealthed strike-team transport)
290 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)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintigration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)

Research:

Construction:
Capital shipyard now building five of each ship class per turn
Building Kastura Cannon (2)
Building one Vulkoras Destroyer

Ground Movement:

Space movement:

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

Enemies:

Base: In orbit of planet 3

Message to all:

  • 07.26.2008 7:12 PM PDT
Subject: please don't post yet

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

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

Begin Vasari transmission

There's something strange about our old friends' transmissions. We've tacked the nodes' phase disruption patterns to an out-of -system location. Five cloaked Jakara Navigators have been sent to investigate. They will arrive in two turns, and we'll solve this mystery of the transmissions.

End communication

[Edited on 07.26.2008 7:16 PM PDT]

  • 07.26.2008 7:14 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 (WMD/unit, 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
182000 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 (3 turns)
500 Warriors (3 turns)
250 Immortals 3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (5 turns)
5 Armageddon-Class Carnage Ships (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)

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

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

Enemies: None

Message to All:

  • 07.26.2008 7:14 PM PDT

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: 8 Turns

Space Movement: IDA Fleet Action: 50 Super-Carriers, 100 Heavy Battlecruisers, 100 Light Battlecruisers, 150 Destroyers, and 5,000 Stinger class fighters led by Fleed Admiral Mirage slip out of orbit of Planet 4 on course for coordinates received by Colonial message node: 2 Turns

Weapon Status: Plasma-Bolt WMD's primed and ready.
Anti-Matter Cannons Priming: 1 Turn

Shield Status: Main and backup shielding online for all ships.
Reaction-Shielding set to remote.


Ground Movement:



Allies: The Hanchex Alliance

Enemies: Xenomorph Horde


[Edited on 07.26.2008 7:16 PM PDT]

  • 07.26.2008 7:15 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necron Message:

Why are your Anti-Matter Cannons powering up? We can sense this and are prepared to take precautionary measures

[Edited on 07.26.2008 7:17 PM PDT]

  • 07.26.2008 7:16 PM PDT

IDA Node Messaging:

Our Anti-Matter cannons and Plasma-Bolt WMD's are priming because I am about to enter a potentially extremely hostile system, and I want to be prepared. I seem to be the only help for the Colonials at the moment.

[Edited on 07.26.2008 7:19 PM PDT]

  • 07.26.2008 7:19 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 Vulkoras Destroyer (Seige Battlestations)
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
240 Skarovas Enforcers (Medium battleships)
190 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
190 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
215 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
215 Junsurak Sentinels (Anti-Fighter Escort)
205 Kanrak Assailants (Long-range combat)
230 Karrastra Destructors (Orbital-bombardment)
230 Jakara Navigators (Stealthed strike-team transport)
295 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)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintigration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)

Research:

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

Ground Movement:

Space movement: Jakaras arrive in one.

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

Enemies:

Base: In orbit of planet 3

Message to all:

  • 07.26.2008 7:19 PM PDT

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: 7 Turns

Space Movement: IDA Fleet Action: 50 Super-Carriers, 100 Heavy Battlecruisers, 100 Light Battlecruisers, 150 Destroyers, and 5,000 Stinger class fighters led by Fleed Admiral Mirage slip out of orbit of Planet 4 on course for coordinates received by Colonial message node: 1 Turns

Weapon Status: Plasma-Bolt WMD's primed and ready.
Anti-Matter Cannon WMD's primed and ready.

Shield Status: Main and backup shielding online for all ships.
Reaction-Shielding set to remote.


Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Cylon Rebels

  • 07.26.2008 7:20 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necron Message:

Copied from Previous Message:


Factions of the System, after intensive research into the Cylons' programming and their relation to Colonials, we have discovered the reason for the former's rebellion. Imprinted deeply into Cylon programming is something called "religion." Upon further investigation, we discovered that "The Colonials believe in either no religion at all, or a Pagan religion that consits of all the Gods of the Greek Pantheon. The Cylons, however, believe in one God or no God. Most of them want the Humans to learn of the One God so they can all live in peace together, but the Humans won't have any of it, other than the Cult of Baltar." (quoted from Snakie). We Necrons don't have any concept of religion (C'tan gods aren't gods to the Necrons, but are called gods by other factions in Warhammer 40K). We didn't realize the great danger that would arise from leaving the religion in place.

All in all, we Necrons encountered "religion" in the programming of the Cylons, and not knowing what it was, left it in place. Now, we know that the "religion" is a main reason the Cylons hate the Colonials so, apart from their perpetual slavery. We apologize for this gravely tragic misunderstanding, though it isn't entirely the fault of the Necrons. We hope all factions will understand.

  • 07.26.2008 7:21 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

I wish I was still legendary.

Your Faction: timelords

Ships:
38x time and relative dimension in space escape and intelligence ships (equipped with adaptive cloaking - morphs outer shape as needed) capacity as transport: 500 troops.
total transport capability:19000 ground troops
1x galifreiyan mother ship (3x improved void cannon, large plasma defence turrets, TARDIS engineering)
3480x galifreiyan fighters (primitive TARDIS engineering - essentially slipspace, but instantaneous. armed with small plasma turrets)
11x galifreiyan battleships (equipped with relative dimension technology and 2x improved void cannon)
7x galifreiyan dreadnought (equipped with 12 giant plasma turrets, shielding (12 direct hits), 2x improved void cannon and 1 free weapon slot. 2 dreadnoughts are armed with black hole generators.)

Ground units:
*all ground units are equipped with a sonic device, allowing them to crack locks and reprogram devices on the go.
5000x galifreiyan recruits, armed with miniature plasma cannons.
3300x galifreiyan captains, armed with miniature rift cannons.
184x galifreiyan command squads, armed with a single large rift cannon, 4x small plasma cannons and a laser designator.
1000x galifreiyan war walkers, armed with rift torpedoes, large plasma cannons and weak shielding (2 direct hits)
320x fixed gun emplacements, armed with large plasma cannons.

Buildings:

1x galifreiyan orbital defence platform (1-bay space station)
1x galifreiyan shipyard, creates 60 fighters, 4x TARDIS intelligence and transport vehicles, 1x battleship, and , when researched, 1x dreadnought per turn.
2x barracks, which each create 200 recruits, 100 captains each turn.
1x portal of time - trains new gun emplacements (30 p/t) and war walkers (100 p/t). also an R/D facility.
1x governmental building: trains command squads, 12 each turn.
12x orbital defense platform, or 1x orbital defense grid. each tower has 4 large plasma cannons, and one tower has a rift portal WMD. it can only be fired every 4 turns.

Finished Research:
relative dimension technology: bigger on the inside.
void cannon: opens a small rift, able to destroy up to a 400 man transport or disable a battle cruiser's shields.
plasma turret: generic weaponry, average strength. developed specially to disable ships in order to capture them.
orbital defense platform: orbits inhabited planets, and can be mounted with either 5 plasma turrets, 2 void cannons or 1 black hole generator. needs to be made via orbital defense grid.
mobile shipyard: a shipyard vehicle that can create ships up to the size of a TARDIS intelligence and transport on the fly. created in shipyard, 1 every 2 turns after being made.
improved TARDIS vehicle - larger size by 25%, enabling holding of 500 troops instead of 400.
improved void cannon - opens a larger rift, enabled to destroy the equivalent of a battle cruiser.
dreadnought: the largest ship in the galifrey arsenal. can hold 1x black hole generator along with 2x pulse lasers, 2x void cannons and 12 plasma turrets.
galifreiyan stellar engineering: enables the use of WMD via an orbital space station, which has an effective range of 2 astronomical units.
WMD: build a WMD such as a rift portal, but inactive until stellar engineering is researched. (1 remaining)
rift portal: enables the rift portal WMD, which tears open space at a range of 2 AU. also a hazard to all allied ships withing its vicinity.
black hole generator: can only be mounted on a dreadnought, which needs to be researched. opens a rift large enough to pull in ANY ship, but not a space station. can also pull in allied cruisers.
energy shields: enables energy shields for all ships except dreadnought, which already has them.
improved plasma cannons: all small plasma cannons are now large, and large cannons are now giant.
system override: allows a dreadnought to launch a probe, which overrides one enemy vehicle's systems and turns it to an ally of the timelords. each ship only carries one probe, and it takes 3 probes to take an enemy dreadnought.


Research:
research is currently complete.

Construction: (Current Construction)

1x portal of time (1 turns)
1x shipyard (1 turns)
1x orbital defense grid (4 rift portals) (10 turns)
upgrading 1 dreadnought to have black hole generator (1 turns)
1x barracks(5 turns)

Ground Movement:
moon 1 - alert and ready for combat

Space movement: orbiting planet 1 - rendezvous with tau spacecraft. ready for combat.

Allies: hanchex alliance/pact of whatever you want to call it.
Enemies:

Message to all: I'm back.

  • 07.26.2008 7:22 PM PDT
Subject: please don't post yet

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

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

Begin Vasari transmission

Vasari HighCom, this is the navigator investigation team. Our new reactors were faster than we thought. We're coming up on...oh, oh God. What is this? There are no Colonials here. Status report: Seventy high grade BaseStars are surrounding one surviving Colonial civilian ship. The BaseStars appeared to be piloted by...no. This can't be! They've picked us up! The Cylons hav-

End Vasari transmission

  • 07.26.2008 7:23 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • gamertag: [none]
  • user homepage:

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

llamalizard- read my post on page 57, 3 posts down. It explains what you need to fix about your posts.

[Edited on 07.26.2008 7:24 PM PDT]

  • 07.26.2008 7:24 PM PDT
Subject: please don't post yet
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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 that Geth and allies can fire through.
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)
12 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
26 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
88 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
244 Geth Fighters (all purpose attack ships)
132 Geth Scouts (fast, camo, lightly armed, lightly armored)
132 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
268 Geth Dropships (fast, heavy armor, no weaponry, seats 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)
710 Geth Troopers (Armed with assault rifles and efficient biotic powers)
324 Geth Snipers (Armed with snipers and efficient powers)
45 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)
58 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
201Geth Sentries (fast, lightly armed patrol droids, limited biotics)
201 Geth Rocket Sentries (slow, heavily armed patrol droids, limited biotics)
602 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns)
224 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited)
142 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics)
432 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics)
17 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)
19 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
50 Rachni Workers (small, fast, explosive)
25 Rachni Soldiers (slower, larger, spit acid, impale with tentacles)
135 Varren (fish-dogs used as war beasts)

Vehicles: 47 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, 30 Varren 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)
Salarian Labs (allows Salarian scientists to study the cure for the Genophage better) (takes 25 turns off of Cure)
Mass Accelerator Energy Mines

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)
Rachni Soldiers (slower, larger, spit acid, impale with tentacles)
The Citadel (huge space station built for economy, politics, and unification of species)

Research:
Krogan Genophage Cure (54 turns) (Speeds up Krogan troop birth to what it was before the Genophage)
Dragons Teeth (29 turns) (Impales humans and turns them into a Husk, a mindless Geth zombie)
Rachni-(require Rachni hives)
Rachni Brood Warriors (twice the size of soldiers, use biotics) (1 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) (4 turns)
Titanium Hull (for all Geth ships AND Geth) (7)
Satellite Laser (2 turns)
Thorian (7 turns)

Construction:
Mass Accelerator Missile (WMD) (requires Mass Accelerator energy) (10 turns)
Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities) (7 turns)
Thorian Spore Collectors (2 turns)
Advanced Mass Accelerator Energy Mine (10 turns)

Relays: (factions aiding in construction: UNSC, Transversal Union)
One over Planet 2
One in construction over Planet 4 (4 turns)
Citadel


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. The Geth have reached planet 2 and began 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 7:25 PM PDT

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: 6 Turns

Space Movement: IDA Fleet Action: 50 Super-Carriers, 100 Heavy Battlecruisers, 100 Light Battlecruisers, 150 Destroyers, and 5,000 Stinger class fighters led by Fleed Admiral Mirage slip out of orbit of Planet 4 on course for coordinates received by Colonial message node

ARRIVING IN SYSTEM!

Weapon Status: Plasma-Bolt WMD's primed and ready.
Anti-Matter Cannon WMD's primed and ready.

Shield Status: Main and backup shielding online for all ships.
Reaction-Shielding set to remote.


Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Cylon Rebels

  • 07.26.2008 7:26 PM PDT

I wish I was still legendary.

open: ghost.exe:\\
transmitting to gallifrey high command\\
begin\\

this is the galifreiyan fleet vengeance and glory, transmitting from the moon of planet one. we have detected nearby movement from an unknown species. we await your approval to establish contact and/or initiate offensive tactics.

-fleet commander Eras


DENIED. ACTIVATING SELF DESTRUCT SEQUENCE...


I'm starting anew. again.

  • 07.26.2008 7:29 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

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

Ships:

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

Ground units:

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

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 20 Galaxy Class Battleships(3 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. (3 Turns)
- Starfleet Academy LVL 2: University. Produces 10000 Soldiers (3 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. (3 Turns)
- Engineering School: Decreases time needed for Propulsion-based research ONCE by two turns.

Finished Research:

- Phaser Banks (High Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Disruptors (Extreme 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 (7 Turns) Warp 8 MAX
-Quantum Torpedoes (2 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):(1 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 (4 Turns) (Elevated Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-TriTanium Hull Reinforcement(3 Turns) (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)
-Positronic Android:(9 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 due to android efficiency. (Warp Max 9 goes to Transwarp[10])
-Modulating Disruptors (4 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.
- OMEGA Particle Experimentation: (5 Turns) We are close to harnessing the power of the “perfect molecule.”
- Temporal Shielding (18 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: 2 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: (3 Turns) Complex. Produces 20000 Starfleet Soldiers every 5 turns
- Research Lab LVL 3: (3 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (5 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (1 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 (7 Turns) Protects Base planetside.
- Defensive Laboratory (4 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.”
-The 3 UNSC/Federation Refit Destroyers and the Galaxy Class Battleship USS Explorer Venture to the coordinates provided by the colonials. They go to red alert, powering all shields, and weapons, and preparing for battle.

  • 07.26.2008 7:30 PM PDT