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

Your faction:Colonials (Battlestar Galactica)

Ships:
100 Viper Mk Vs
100 Viper Mk VIIs
50 Combat Raptors
10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection)
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection)
5 Columbia-Class Battlestars (Slow, heavy armament, large hangars, massive protection)
2 Mercury-Class Battlestars (Medium, heavy armament, medium hangars, massive protection)

Ground units:
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
5-bay Space Station
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Planet-Grade Shielding

Research:
Nuclear Fusion- 3 turns
Jump Drives for Vipers- 5 turns
Hack-proof Computer Networks- 2 turns
In-system Ionic Engines- 5 turns
Project: VICTORY- 9 turns

Construction:
Orbital Super-Shipyard- 9 turns
10,000 Ground-To-Air launchers to protect from space assault- 17 turns
Arming Marines and R.A.Z.O.R.S. with high-quality guns and gear- 4 turns
Star Dreadnaught-Class modified Jump Drive- 5 turns

Ground Movement: Colonials begin to form an advanced society.

Space movement: JUMP COMPLETE. Fleet orbiting Beta Halo. Vipers sent down to analyze and *POSSIBLY* retrieve anomaly. 1 turn until Vipers return from scanning and retrival.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
None

Message to all:

GALACTIC EMPIRE: Very well. It will take us time to construct the modified drive, as well. Expect it in 8 turns. You will have to backwards-engineer any that are not for the Star Dreadnaught class, however.

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

TAU: We do not seek an alliance at this time. Perhapsa short time from now we may accept, but for now we must kindly refuse.

SCRIN: Our response to you is the same as our response to the Tau.

[Edited on 07.21.2008 3:57 PM PDT]

  • 07.21.2008 3:54 PM PDT

Chuck Norris is my reinforcement, he wil be here before the next person posts. I win [/game]

  • 07.21.2008 3:58 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
1 Necron Star Dreadnought
10 Cairn-class Tombships (Battleships)
30 Scythe-class Harvest Ships (Heavy Cruisers)
45 Shroud-Class Cruisers (Anti-Fighter Cruiser)
100 Jackal-Class Raiders (Aggressive Heavy Fighter)
250 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord
1000 Warriors
500 Immortals
100 Pariahs
100 Flayed Ones
50 Wraiths
50 Tomb Spyders
50 Destroyers
25 Heavy Destroyers
18000 Scarabs in swarm
50 Obelisks
25 Pylons
25 Monoliths
5 Abattoirs

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)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment

Research:
Necron Enhanced Regeneration (9 turns)
All-Unit EMP Shielding (2 turns)
Nuclear Fission (2 turns)

Construction:
Necron Tomb of the Titans (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 (1 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Necron Star Dreadnought (3 turns)
10 Cairn-Class Tombships (3 turns)
25 Scythe-Class Harvest ships (3 turns)
40 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)
Scarab Swarm of 5 million for Defense (4 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

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

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.21.2008 3:59 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
50 TIE Bombers
12 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
5 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
5 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
2 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
1,000 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
2-bay Space Station
60-Mile Radius Base
Barracks
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Anti Spacecraft Mines-1 turns
Redundant Systems- 8 turns (Provides resistance to EMP)
FTL Sensors-8 turns
CGT Sensors-8 turns
Gravitational Field Generators-8 turns

Construction: (On Standby until Base is established.)
4-bay Space Station- 1 turns
Shielded base- 2 turns
Vehicle Factory-1 turns
Defensive Turbolaser Turrets-4 turns
Orbital Turbolaser Platforms- 8 turns
Defensive Anti Personnel Minefields-2 turns
Nuclear Materials Mine- 8 turns
Sith Temple- 8 turns

Ground Movement: 5000 Stormtroopers given to Colonials
Troops in concealed defensive positions around base

Space movement: Fleets forms defensive position over base.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Tau, an alliance would not be in our interests at this time.

Colonials, I accept your proposal, the troops are en route

ATTACKABLE

[Edited on 07.21.2008 4:01 PM PDT]

  • 07.21.2008 4:00 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 PlanetaryAssault Fighters
2 RefractorShield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
80 Brown Goblins
16 Valkalry Spiders

Ground Movement:
Reconstruction Drone Ships Build a center operations base on planet 2 5

Space Movement:
Reconstruction Drone Ships work on building Reconstruction Drone Ships. One done every 4 turns. Done

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 50

Research
Nuclear Fission 1

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Can be attacked

  • 07.21.2008 4:00 PM PDT
  • gamertag: [none]
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Colonials offline- I have a humpday to attend.

  • 07.21.2008 4:01 PM PDT

Escape will make me god.

There are somethings that just can't be explained no matter how you slice it. Learn to live with it.

Your faction: Protoss

Planet: Aiur (planet 8)

Ships:
1 Mothership
20 Carriers
5 Arbiters
10 Observers
50 Scouts

Ground units:
320 Zealots
110 Dragoons
48 Templars
50 Dark Templars
10 Archons
10 Dark Archons (mind control unit)
1 Twilight Archon
5 Immortals
5 Stalkers

Stargate:
2 Corsairs (1 turns)
5 Phoenix (2 turns)
2 Warp Rays (2 turns)

Gateway:
10 Zealots (3 turns)
5 Dragoons (3 turns)
5 Immortal (3 turns)
5 Stalkers (3 turns)

Buildings:
Stargate
9 Pylons
Nexus
Gateway (barracks)
Forge
Cybernetic Core
5 Shield Batteries
20 Photon Cannons

Finished Research:
Enhanced Armor lvl 1
Enhanced Weapons lvl 1
Enhanced Shielding lvl 1

Research:
Enhanced Armor lvl 2 (6 turns)
Ehanced Sheilding lvl 2 (12 turns)
Ehanced Weapons lvl 2 (7 turns)
Black Hole Ripper (16 turns)
Advanced Waroing Tech (4 turns) ~decrease construction and research times~

Construction:
3 Pylon (1 turns)
20 Photon Cannons (5 turns)
Citadel of Undun (2 turns)
Robotics Facility (3 turns)


Ground Movement:

Space movement:

Allies:

Enemies:

Message to all:

  • 07.21.2008 4:06 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
50 TIE Bombers
12 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
5 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
5 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
2 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
1,000 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
2-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Redundant Systems- 7 turns (Provides resistance to EMP)
FTL Sensors-7 turns
CGT Sensors-7 turns
Gravitational Field Generators-7 turns

Construction: (On Standby until Base is established.)
6-bay Space Station- 6 turns
Shielded base- 1 turns
Defensive Turbolaser Turrets-3 turns
Orbital Turbolaser Platforms- 7 turns
Defensive Anti Personnel Minefields-1 turns
Nuclear Materials Mine- 7 turns
Sith Temple- 7 turns
1500 Stormtroopers per turn
500 AT-STs per turn
500 Sabre-Class Repulsor Tanks
4 Imperator Class Star Destroyers, 1 turn

Ground Movement:
Troops in concealed defensive positions around base

Space movement: Fleets forms defensive position over base.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Tau: an alliance would not be in our interests at this time.

Colonials: Very well, please alert us when the research is complete.

ATTACKABLE

  • 07.21.2008 4:07 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
1 Necron Star Dreadnought
10 Cairn-class Tombships (Battleships)
30 Scythe-class Harvest Ships (Heavy Cruisers)
45 Shroud-Class Cruisers (Anti-Fighter Cruiser)
100 Jackal-Class Raiders (Aggressive Heavy Fighter)
250 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
22000 Scarabs in swarm
50 Obelisks
25 Pylons
25 Monoliths
5 Abattoirs

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)
Necron Tomb of the Titans
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment

Research:
Necron Enhanced Regeneration (8 turns)
All-Unit EMP Shielding (1 turns)
Nuclear Fission (1 turns)

Construction:
500 Warriors (5 turns)
250 Immortals (5 turns)
100 Pariahs (5 turns)
100 Flayed Ones (5 turns)
50 Wraiths (5 turns)
50 Tomb Spyders (5 turns)
50 Destroyers (5 turns)
25 Heavy Destroyers (5 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
25 Scythe-Class Harvest ships (2 turns)
40 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
Scarab Swarm of 5 million for Defense (3 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

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

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.21.2008 4:08 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 PlanetaryAssault Fighters
2 RefractorShield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
85 Brown Goblins
17 Valkalry Spiders

Ground Movement:
Reconstruction Drone Ships Build a center operations base on planet 2 4

Space Movement:
None

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 55

Research
Nuclear Fission Done

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Can be attacked

  • 07.21.2008 4:08 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
50 TIE Bombers
12 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
5 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
5 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
2,500 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
500 Sabre-Class Repulsor Tanks
500 AT-STs

Buildings:
2-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Defensive Anti Personnel Minefields
Base Shield Generators

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Redundant Systems- 6 turns (Provides resistance to EMP)
FTL Sensors-6 turns
CGT Sensors-6 turns
Gravitational Field Generators-6 turns

Construction: (On Standby until Base is established.)
6-bay Space Station- 5 turns
Defensive Turbolaser Turrets-2 turns
Orbital Turbolaser Platforms- 6 turns
Defensive Anti Vehicle Minefields, 8 turns
Orbital Anti Spacecraft Minefields, 12 turns
Nuclear Materials Mine- 6 turns
Sith Temple- 6 turns
1500 Stormtroopers per turn
500 AT-STs per turn
500 Sabre-Class Repulsor Tanks per turn
8 Victory Class Star Destroyers, 1 turn

Ground Movement:
Troops in concealed defensive positions around base

Space movement: Fleets forms defensive position over base.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete.

ATTACKABLE

  • 07.21.2008 4:20 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) in gestation
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships)
85 Warriors (The average Xenomorph, the height of a Spartan)
170 Runners (Weaker, but much faster aliens)
115 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
200 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Buildings
The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

Research/Construction
1 Alien Empress is currently in her gestation period. In (2) turns she will be born, and vulnerable. In 3 turns (after her birth) she will be fully grown. The Alien Empress is immensely powerful, and is literally a walking WMD. However, she is slow to move, and has no real "super-long range" ability, which sort of removes the need for the long WMD research period.

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
10 Warriors
15 Drones
20 Runners

(Let me know if I should adjust my times ^^)

Ground Movement
The Xenomorph Horde has no desire to leave the area currently infested at this time. If an encroaching force arrives, they will overrun them and just simply have more food :).

Space movement
Not available until the arrival of a foreign ship.

Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:
"In Space, No One Can Hear You Scream"
Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph. [/i]

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.

[Edited on 07.21.2008 5:07 PM PDT]

  • 07.21.2008 4:25 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
1 Necron Star Dreadnought
10 Cairn-class Tombships (Battleships)
30 Scythe-class Harvest Ships (Heavy Cruisers)
45 Shroud-Class Cruisers (Anti-Fighter Cruiser)
100 Jackal-Class Raiders (Aggressive Heavy Fighter)
250 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord carrying Staff of Light, Chronometron, Lightning Field, and Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
24000 Scarabs in swarm
50 Obelisks
25 Pylons
25 Monoliths
5 Abattoirs

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)
Necron Tomb of the Titans
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Nuclear Fission

Research:
Necron Enhanced Regeneration (7 turns)
Nuclear Fusion (7 turns)

Construction:
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 (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Necron Star Dreadnought (1 turns)
10 Cairn-Class Tombships (1 turns)
25 Scythe-Class Harvest ships (1 turns)
40 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)
Scarab Swarm of 5 million for Defense (2 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

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

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed


Nice to have your and your Xenomorphs here, Sword and Scale
All I have to say is that I consider myself lucky that I am Necrons and have no need to fear your facehuggers


[Edited on 07.21.2008 4:32 PM PDT]

  • 07.21.2008 4:31 PM PDT

Semi-socialist and proud of it.

Swords, how would your Facehuggers deal with my Stormtroopers, as they wear sealed armor? Also, how strong are Xenomorphs, since it would take a lot of force to crack the armor, and acid would have little effect. Would they even be able to hurt armored vehicles?

[Edited on 07.21.2008 4:36 PM PDT]

  • 07.21.2008 4:33 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Nice to have your and your Xenomorphs here, Sword and Scales
All I have to say is that I consider myself lucky that I am Necrons and have no need to fear your facehuggers

Oh, I see! How is this? Are Necrons already dead, I'm guessing?

Posted by: Sergeant Matt
Swords, how would your Facehuggers deal with my Stormtroopers, as they wear sealed armor? Also, how strong are Xenomorphs, since it would take a lot of force to crack the armor, and acid would have little effect.


If you've ever seen the first Alien (the original Alien movie), then you would know that a facehugger pierced two inches of pressure sealed glass on a very modern spacesuit helmet. So, I think it would most likely crack that armor. Xenomorphs are very strong, but fragile. Think of them like ants: they can lift 50x their weight and destroy in the same fashion, but they can easily be broken.

If you want to know more about my faction, just ask, but let's keep it imaginative...the point of the game is to have fun with interesting battles and roleplay!

[Edited on 07.21.2008 4:38 PM PDT]

  • 07.21.2008 4:34 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
50 TIE Bombers
12 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
5 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
4,000 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
1000 Sabre-Class Repulsor Tanks
1000 AT-STs

Buildings:
2-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Defensive Anti Personnel Minefields
Base Shield Generators

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Redundant Systems- 5 turns (Provides resistance to EMP)
FTL Sensors-5 turns
CGT Sensors-5 turns
Gravitational Field Generators-5 turns

Construction: (On Standby until Base is established.)
6-bay Space Station- 4 turns
Defensive Turbolaser Turrets-1 turns
Orbital Turbolaser Platforms- 5 turns
Defensive Anti Vehicle Minefields, 7 turns
Orbital Anti Spacecraft Minefields, 11 turns
Nuclear Materials Mine- 5 turns
Sith Temple- 5 turns
1500 Stormtroopers per turn
500 AT-STs per turn
500 Sabre-Class Repulsor Tanks per turn
16 Victory Class Star Destroyers, 1 turn

Ground Movement:
Troops in concealed defensive positions around base

Space movement: Fleets forms defensive position over base.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete.

URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: Do not send any ships to planet 7. It has been infested by a hostile parasitic life form. As long as it remains there, it will be no threat. I suggest a military blockade and quarantine of the planet, to let nothing in or out.

ATTACKABLE

[Edited on 07.21.2008 4:40 PM PDT]

  • 07.21.2008 4:35 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Sword and Scales
Nice to have your and your Xenomorphs here, Sword and Scales
All I have to say is that I consider myself lucky that I am Necrons and have no need to fear your facehuggers

Oh, I see! How is this? Are Necrons already dead, I'm guessing?


Necrons were once living, but had their souls transplanted into metal bodies. They are neither living nor dead, they're not really biological, nor, are they robotical (they don't have CPUs or circuitry)

they look like this in case you can't picture their appearance

  • 07.21.2008 4:38 PM PDT

Semi-socialist and proud of it.

Posted by: Sword and Scales
If you've ever seen the first Alien (the original Alien movie), then you would know that a facehugger pierced two inches of pressure sealed glass on a very modern spacesuit helmet. So, I think it would most likely crack that armor. Xenomorphs are very strong, but fragile. Think of them like ants: they can lift 50x their weight and destroy in the same fashion, but they can easily be broken.

If you want to know more about my faction, just ask, but let's keep it imaginative...the point of the game is to have fun with interesting battles and roleplay!

I see, interesting. I know what planet I'm not sending any ships to. Too risky. Now if I just had a Death Star... :)

[Edited on 07.21.2008 4:42 PM PDT]

  • 07.21.2008 4:42 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Posted by: Sergeant Matt
Posted by: Sword and Scales
If you've ever seen the first Alien (the original Alien movie), then you would know that a facehugger pierced two inches of pressure sealed glass on a very modern spacesuit helmet. So, I think it would most likely crack that armor. Xenomorphs are very strong, but fragile. Think of them like ants: they can lift 50x their weight and destroy in the same fashion, but they can easily be broken.

If you want to know more about my faction, just ask, but let's keep it imaginative...the point of the game is to have fun with interesting battles and roleplay!

I see, interesting. I know what planet I'm not sending any ships to. Too risky. Now if I just had a Death Star... :)

Good point. Be sure your "quarantine" stays frosty.

:D.

[Edited on 07.21.2008 4:45 PM PDT]

  • 07.21.2008 4:45 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
2 Necron Star Dreadnoughts
20 Cairn-class Tombships (Battleships)
50 Scythe-class Harvest Ships (Heavy Cruisers)
75 Shroud-Class Cruisers (Anti-Fighter Cruiser)
200 Jackal-Class Raiders (Aggressive Heavy Fighter)
500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord carrying Staff of Light, Chronometron, Lightning Field, and Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
28000 Scarabs in swarm
50 Obelisks
25 Pylons
25 Monoliths
5 Abattoirs
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)
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 Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Nuclear Fission

Research:
Necron Enhanced Regeneration (5 turns)
Nuclear Fusion (5 turns)

Construction:
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (1 turns)
1 Necron Star Dreadnought (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
20 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)
1 Tomb Stalker Titan (6 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

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

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

To All Allies: Have as little contact and interaction with the Xenomorphs as possible, when the Non-Aggression Aggreement between Necrons and all Factions ends, the Necrons will be the primary Alliance of Superpowers Force combating them. The nature of the Necrons makes them immune to the Xenomorph parasitism

[Edited on 07.21.2008 5:21 PM PDT]

  • 07.21.2008 4:50 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
50 TIE Bombers
12 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
5,500 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
1500 Sabre-Class Repulsor Tanks
1500 AT-STs

Buildings:
2-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Defensive Anti Personnel Minefields
Base Shield Generators
Defensive Turbolaser Turrets

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Redundant Systems- 4 turns (Provides resistance to EMP)
FTL Sensors-4 turns
CGT Sensors-4 turns
Gravitational Field Generators-4 turns

Construction: (On Standby until Base is established.)
6-bay Space Station- 3 turns
Orbital Turbolaser Platforms- 4 turns
Defensive Anti Vehicle Minefields, 6 turns
Orbital Anti Spacecraft Minefields, 10 turns
Nuclear Materials Mine- 4 turns
Sith Temple- 4 turns
1500 Stormtroopers per turn
500 AT-STs per turn
500 Sabre-Class Repulsor Tanks per turn
32 Acclamator Class Assault Ships, 1 turn

Ground Movement:
Troops in concealed defensive positions around base

Space movement: Fleets forms defensive position over base.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete.

URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: Do not send any ships to planet 7. It has been infested by a hostile parasitic life form. As long as it remains there, it will be no threat. I suggest a Permanent military blockade and quarantine of the planet, to let nothing in or out. Obtaining a specimen for study would be useful, but far too risky. The only faction that can safely attempt this are the Necrons. I vote for a Base Delta Zero on Planet 7. This is when warships orbit the planet and constantly pound it with Turbolasers, until the entire top two meters of the surface are molten lava.

ATTACKABLE


[Edited on 07.21.2008 5:07 PM PDT]

  • 07.21.2008 5:04 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) in gestation
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships)
95 Warriors (The average Xenomorph, the height of a Spartan)
190 Runners (Weaker, but much faster aliens)
130 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
200 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Buildings
The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

Research/Construction
1 Alien Empress is currently in her gestation period. In (2) turns she will be born, and vulnerable. In 3 turns (after her birth) she will be fully grown. The Alien Empress is immensely powerful, and is literally a walking WMD. However, she is slow to move, and has no real "super-long range" ability, which sort of removes the need for the long WMD research period.

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
10 Warriors
15 Drones
20 Runners

(Let me know if I should adjust my times ^^)

Ground Movement
The Xenomorph Horde has no desire to leave the area currently infested at this time. If an encroaching force arrives, they will overrun them and just simply have more food :).

Space movement
Not available until the arrival of a foreign ship.

Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:
"In Space, No One Can Hear You Scream"
Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph. [/i]

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.

[Edited on 07.21.2008 5:10 PM PDT]

  • 07.21.2008 5:08 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Posted by: Sergeant Matt


URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: This is when warships orbit the planet and constantly pound it with Turbolasers, until the entire top two meters of the surface are molten lava.



You all are vicious!!

Also, how many turns would it take for you to "glass" the planet in these stages of initial gameplay, out of curiousity. Also, keep in mind that the vast majority of the Hive and its branches are nowhere near the surface.

[Edited on 07.21.2008 5:13 PM PDT]

  • 07.21.2008 5:11 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Sword and Scales
Posted by: Sergeant Matt


URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: This is when warships orbit the planet and constantly pound it with Turbolasers, until the entire top two meters of the surface are molten lava.



You all are vicious!!


I agree, I, as a member of the alliance, will not do that. I prefer to be a gentleman and march my Necrons into his hive and fight them on the ground, giving them a chance, rather than screwing them over without giving them any chance through orbital bombardment.

I understand that you guys are at risk with such an operation, that's why I say that Necrons will do it, so you guys aren't at risk

  • 07.21.2008 5:14 PM PDT