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1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
60 Necron Star Dreadnoughts
175 Armageddon-Class Carnage Ships
320 Cairn-Class Tombships (Battleships)
470 Scythe-Class Harvest Ships (Heavy Cruisers)
520 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
3500 Jackal-Class Raiders (Aggressive Heavy Fighter)
6000 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
184000 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
Planet 3 Secondary Base

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 (2 turns)
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 (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Tomb Stalker Titan (2 turns)
1 Necron Star Dreadnought (4 turns)
5 Armageddon-Class Carnage Ships (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)
Necron Anti-Ground Weapons (5 turns)
Necron Planetary Shielding (8 turns)
Necron Planetary Cannons (8 turns)
Necron Anti-Matter Naval Mines (8 turns)
Necron Orbital Defense Platforms ( 8 turns)

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

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:

[Edited on 07.26.2008 7:36 PM PDT]

  • 07.26.2008 7:32 PM PDT

1 P17Y 7H3 F00L

KOTOR

Die Ghost Page

  • 07.26.2008 7:33 PM PDT

1 P17Y 7H3 F00L

KOTOR

die ghost page

  • 07.26.2008 7:36 PM PDT

I wish I was still legendary.

Am I allowed to start over as a new faction, snakie?

  • 07.26.2008 7:36 PM PDT
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This thread is haunted! Therev'e been like 50 ghost pages so far!

  • 07.26.2008 7:37 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)
245 Skarovas Enforcers (Medium battleships)
195 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
195 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
220 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
220 Junsurak Sentinels (Anti-Fighter Escort)
210 Kanrak Assailants (Long-range combat)
235 Karrastra Destructors (Orbital-bombardment)
230 Jakara Navigators (Stealthed strike-team transport)
300 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)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

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 one Vulkoras Destroyer

Ground Movement:

Space movement: Five Jakaras lost to Cylon fleet

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

Enemies:

Base: In orbit of planet 3

Message to all: The Cylons are preparing to invade. Ready your ships for battle!

  • 07.26.2008 7:42 PM PDT

As the IDA fleet slipped into system they immediatly took note of the location of the remaining Colonial ship, there was no awaiting approval. Before there could have been a reaction, The raw power of 400 Plasma-Bolt WMD's rammed once and once and again into the Cylons Basestar shields. When the glare died down, Fleet Admiral Mirage noticed that the numbers of the Basestar's had decresed exponentially. Before the first wave of Anti-Matter bombarding could take place, the Battlestars had the opportunity to launch a strike. Pulse-Lasers bombarded the hulls of the side-sweeping force of Destroyers, taking out 13 of them.

*Sir, the Destroyers we lost, there was a malfuntction in the reaction shielding*
Not now, there are no worries. We have work to do.

Enemy Losses: 37 Basestars
Our Losses: 13 Destroyers

Continued in next post.

[Edited on 07.26.2008 7:45 PM PDT]

  • 07.26.2008 7:42 PM PDT
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All video feed in the galaxy goes out.

Saren: "Dear universe I would like to inform you that construction of the Citadel is complete. This massive space station will cater to politics and economy. I would like to invite each faction to send the ambassadors down to discuss current and future issues. They will be met with the utmost of pleasures including the best suites available, fine cuisine, and defense. Dont worry about crime or maintenance we have our own police force and maintenance Keepers. Did I mention that the Citadel was a Mass Effect Relay? That means everyone who is aiding us will be able to transport to the Citadel from a nearby Relay or vice-versa. That is all."

Video feed returns.

Geth OFFLINE

  • 07.26.2008 7:43 PM PDT

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

TU offline.

  • 07.26.2008 7:44 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

1. Cooly, the BaseStar's entire armament is Nuclear, holding over 500 high-grade nukes per ship. They also carry 2,000 Raiders per BaseStar (140,000 total) and 20 Heavy Raiders per BaseStar that are designed to be used to board ships (1,400 total). Your damages would be less on them, and higher on your end.

2. Yes llama, you can start over.

3. Geth, you are constructing a bit too fast. Mass Relay times should take about 8 turns with help, 12 without. And the Citadel? It would take a LOT of research (Gravity Manipulation to deal with weight and rotation on the Ward Arms, shielding, mass materials transfer...) alone to even BEGIN construction of the station, not to mention it would take over 50 turns (intra-game realisticaly) to produce. Please remove the completion of the Citadel, and do the research necessary to begin construction of the 50-turn project.

  • 07.26.2008 7:49 PM PDT

1 P17Y 7H3 F00L

KOTOR

nevermind

[Edited on 07.26.2008 7:52 PM PDT]

  • 07.26.2008 7:50 PM PDT
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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.

  • 07.26.2008 7:55 PM PDT

With the plasma-bolts recharging, and the element of suprise gone, the tables have turned.

Out of the bays of the Basestars flew out swarms of Raiders. In moments, the Stinger fighters that had been a nuisance to the Cylons were turned into running insects. Too many nukes to count had been launched from the Basestars towards the Light Battlecruisers of our fleet. In seconds, every one of them was gone. Vanished. This is not going so well.

As those actions take place, the rest of the IDA fleet begins to distract the Basestars with Anti-Matter Cannons, taking out several large ships with concentrated fire. Under too much distraction, a single Destroyer manages to get next to the Colonial ship.

Enemy Losses: 45 Basestars
12,000 Raiders
800 Heavy Raiders
Our Losses: 17 Destroyers
100 Light Battlecruisers
4,879 Stingers
13 Heavy Battlecruisers
7 Super-Carriers

To Any Surviving Members on Colonial Ship: The bridge has been connected. We are here to rescue you. I suggest you hurry, we are going to make quite an exit.


[Edited on 07.26.2008 8:04 PM PDT]

  • 07.26.2008 8:03 PM PDT

I wish I was still legendary.

I'm guessing that i can...

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
20x sontaran scouts (no weapons, light armor)
12x sontaran escorts (1x plasma autogun, light armor)

Ground units:
120x foot soldiers
30x commanders

Buildings:
1-bay space station

Finished Research:
plasma autogun: space vehicles are armed with a rapid-fire plasma rifle.
projectile weaponry: ground units are armed with the equivalent of an SMG.

Research:
plasma rifles: all ground units are armed with base plasma rifles. (5 turns)
CQB division: ground units can be made that have powered blades for close combat. (7 turns)
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (9 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (11 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun of 2 powered blades. (15 turns)
nitrogen fission: acts like nuclear fission. (20 turns)
nitrogen fusion: acts like nuclear fusion. (24 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (30 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 3 mac cannon bolts. needs to recharge over 6 turns. (36 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (18 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (16 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (40 turns)
flamethrower: used by ground forces, spreads between units. (41 turns)
biological incubator: stores energy for use of a biological WMD. (42 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (50 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (54 turns)
extended plasma railgun: a starship mountable version of the railrun. (45 turns)
primitive mining (3 turns)
extended mining (8 turns)
battle shielding (25 turns)
improved battle shielding (58 turns)

Construction: (Current Construction)
1x barracks: creates 100 foot soldiers per turn, and 5 commanders. (4 turns)
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts p/t. (8 turns)
2-bay space station (6 turns)
battle academy: improves a soldier's chances of winning a fight by 5%. (10 turns)

Ground Movement:
colonizing the ruins of timelord civilization of moon of planet 1

Space movement:
orbiting planet 1, engaging in treaty movements with the hanchex pact/alliance.

Allies:

Enemies:

Message to all: I started again, and am a lot slower and weaker now. NO MORE RIFT CANNONS!

turns left: 3 (took it down because i had already tried this game.)

  • 07.26.2008 8:03 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

The bridge between the ships opened from the Colonial end, and Cylon Centurions began pouring into the ship. It was evident what the ship was being used for- it was filled with damaged-looking probes. They were using the ship to Jump the probes in with the Colonial signature on it. But the ship appeared to be filled to the brim with Centurions, and they were quickly making boarding procedures on the Destroyer.

  • 07.26.2008 8:05 PM PDT
Subject: please don't post yet

The remainder of the IDA fleet here jumps on a random vector out of this system to regroup and recount.

Enemy Losses: 45 Basestars
12,000 Raiders
800 Heavy Raiders
Our Losses: 17 Destroyers
100 Light Battlecruisers
4,879 Stingers
13 Heavy Battlecruisers
7 Super-Carriers

Oh what the bloody hell! Captain Ishoraku of the Destroyer Parkanova reroutes all power to shielding around the bridge, and hits the self destruct button.

Before our forces take any more losses, we jump out of system on a random vector to take count and regroup.

  • 07.26.2008 8:09 PM PDT

I wish I was still legendary.

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
20x sontaran scouts (no weapons, light armor)
12x sontaran escorts (1x plasma autogun, light armor)

Ground units:
120x foot soldiers
30x commanders

Buildings:
1-bay space station

Finished Research:
plasma autogun: space vehicles are armed with a rapid-fire plasma rifle.
projectile weaponry: ground units are armed with the equivalent of an SMG.

Research:
plasma rifles: all ground units are armed with base plasma rifles. (4 turns)
CQB division: ground units can be made that have powered blades for close combat. (6 turns)
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (8 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (10 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun of 2 powered blades. (14 turns)
nitrogen fission: acts like nuclear fission. (19 turns)
nitrogen fusion: acts like nuclear fusion. (23 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (29 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (35 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (17 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (15 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (39 turns)
flamethrower: used by ground forces, spreads between units. (40 turns)
biological incubator: stores energy for use of a biological WMD. (41 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (49 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (53 turns)
extended plasma railgun: a starship mountable version of the railrun. (44 turns)
primitive mining (2 turns)
extended mining (7 turns)
battle shielding (24 turns)
improved battle shielding (57 turns)

Construction: (Current Construction)
1x barracks: creates 100 foot soldiers per turn, and 5 commanders. (3 turns)
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts p/t. (7 turns)
2-bay space station (5 turns)
battle academy: improves a soldier's chances of winning a fight by 5%. (9 turns)

Ground Movement:
colonizing the ruins of timelord civilization of moon of planet 1

Space movement:
orbiting planet 1, engaging in treaty movements with the hanchex pact/alliance.

Allies:

Enemies:

Message to all: this is us...

turns left: 2

  • 07.26.2008 8:09 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)
250 Skarovas Enforcers (Medium battleships)
200 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
205 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
225 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
225 Junsurak Sentinels (Anti-Fighter Escort)
215 Kanrak Assailants (Long-range combat)
240 Karrastra Destructors (Orbital-bombardment)
235 Jakara Navigators (Stealthed strike-team transport)
305 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)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

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 one Vulkoras Destroyer

Ground Movement:

Space movement: Five Jakaras lost to Cylon fleet

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

Enemies:

Base: In orbit of planet 3

Message to all: The Cylons are preparing to invade. Ready your ships for battle!

  • 07.26.2008 8:16 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
60 Necron Star Dreadnoughts
175 Armageddon-Class Carnage Ships
320 Cairn-Class Tombships (Battleships)
470 Scythe-Class Harvest Ships (Heavy Cruisers)
520 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
3500 Jackal-Class Raiders (Aggressive Heavy Fighter)
6000 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
186000 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
Planet 3 Secondary Base

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:
Reviving and Bio-Engineering Ancient Virus (HIV/AIDS) (4 turns)

Construction:
50 Rebirth Nanites Canisters (1 turns)
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
1 Necron Star Dreadnought (3 turns)
5 Armageddon-Class Carnage Ships (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)
Necron Anti-Ground Weapons (Planet 3) (4 turns)
Necron Planetary Shielding (Planet 3) (7 turns)
Necron Planetary Cannons (Planet 3) (7 turns)
Necron Anti-Matter Naval Mines (Planet 3) (7 turns)
Necron Orbital Defense Platforms (Planet 3) (7 turns)

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

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:

[Edited on 07.26.2008 9:28 PM PDT]

  • 07.26.2008 8:16 PM PDT

I wish I was still legendary.

Cooley, I should like my new and more cool force to be able to join the hanchex alliance/pact. oh, and the axis entente are planning to attack you.

  • 07.26.2008 8:17 PM PDT

[Enter extremely funny joke here]

Wait, there's already colonists on planet 4?

...

crap.

  • 07.26.2008 8:19 PM PDT

The remainder of this portion of the mighty IDA fleet:
43 Super-Carriers
87 Heavy Battlecruisers
82 Destroyers

The estimated remainder of the Cylon Rebellion Fleet:
25 Basestars
108,000 Raiders
1,200 Heavy Raiders

What happened to the Colonials?
Was it all a hoax? Are the Colonials still not in contact at all, or did the Cylons kill them all?

There are too many questions left to be answered. Unknown answers.

The remainder of the IDA fleet travels back to Planet 4 to join up with the main fleet: 3 Turns

  • 07.26.2008 8:20 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons Offline

  • 07.26.2008 8:22 PM PDT