- 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(2 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 (Large Encampment) 2000 Personnel. (2 Turns)
- Starfleet Academy LVL 2: University. Produces 10000 Soldiers (2 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. (2 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.
-Environmental Stability Armored Pods (ESAP): Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
- 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 (6 Turns) Warp 8 MAX
-Quantum Torpedoes (1 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.
-Phaser Array (3 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(2 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:(8 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 (3 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: (4 Turns) We are close to harnessing the power of the “perfect molecule.”
- Temporal Shielding (17 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: 1 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: (2 Turns) Complex. Produces 20000 Starfleet Soldiers every 5 turns
- Research Lab LVL 3: (2 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (4 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (Full Fledged Fortress) 5000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (3 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Base Shields (6 Turns) Protects Base planetside.
- Defensive Laboratory (3 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.