- II Hunt3r II
- |
- Exalted Legendary Member
Wait, you actually checked this?
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Colonist Expansion Corporation
Ships:
1 Cruiser Mk II, the Auburn Dusk, armed with 20 plasma torpedo launchers, 60 pulse laser emplacements, 70 vulcan cannons (hybrid), and 2 MAC cannons (hybrid). Has Polarized armor plating, energy shields, dark matter converters and FTL capabilities. Carries 150 EMs, 2 Dropships.
4 Battleship Mk IIs, the Domain, Lionhead, Sprint and Terra Firma: 4 plasma torpedo launchers, 30 Pulse Laser emplacements, 1 cannon; ballistic, and 30 vulcan cannons (hybrid), spread evenly across the ship. Able to enter atmosphere, and holds only a small outfit of Expansion Marines (50). All Battleship Mk IIs have a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters. Equipped with energy shielding and polarized armor plating, a Dark Matter Converter, and it also has FTL capabilities.
1 Carrier, the Regiment, armed with 3 plasma torpedo launchers, 30 pulse lasers, 20 vulcan cannons (hybrid), and 25 flak cannons (hybrid), holds 40 Flashfire-Class fighters. Has polarized plating, energy shields, and a dark matter converter
40 Flashfire-Class starfighters. Capable of atmospheric and space flight. Armed with twin six-barrel Hybrid-ammunition machineguns and twin small-scale plasma torpedo launchers. Has polarized plating, energy shields, FTL capabilities and dark matter converters
1 mining vessal, the Reliquary, is armed only with 30 evenly spaced anti-personnel guns (hybrid), and 15 flak cannons(hybrid). Has polarized plating, energy shields, FTL capabilities, and a dark matter converter.
7 Gunboats, armed with 2 plasma torpedo launchers, 14 pulse lasers, 6 vulcan cannons. Has polarized plating, energy shields, FTL capabilities, and a dark matter converter
5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter, each of them outfitted with 1 plasma torpedo launcher, 7 pulse lasers, energy shielding, polarized armor plating, Dark Matter Converters, and FTL capabilities.
5 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships. Now has energy shielding and polarized plating.
1 Tug Class-M, has a single pulse laser, a single, 8-tube missle launcher, energy shielding, polarized plating, and a Dark Matter converter.
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Ground units:
388 Expansion Marines, Armed with AP armor and PCR-1s
27 Security Guards, Armed with PCR-1s and AP armor.
170 Colonists
130 Soldiers, PCR-1s, AP armor.
40 Nova Battletanks. PCR-style main ballistic (hybrid) cannon. Polarized armor plating
Currently on the Ground
170 Colonists
130 Soldiers
388 Expansion Marines
40 Nova Battletanks. PCR-style main ballistic (hybrid) cannon. Polarized armor plating
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Buildings:
1-Bay Shipyard, building a dropship, Crew members are the only ones aboard
2-port shipyard (land-based)
9 Factories (vehicles, small arms)
Basic CEC Colony
Weapons Manufacturing Plant
Space Elevator
Anti-Orbital Plasma Cannon (Land-based) [2]
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Finished Research:
-Cloning
-Nano Technology
-The PCR-1 assault rifle
-Hybrid ballistic-plasma ammunition
-Dark Matter Conversion (Space-borne vessels now have a near-limitless supply of fuel and energy)
-Polarized Armor Plating
-AP Infantry Armor (Energy Shields, and bare armor resists plasma/energy-based weapons more effectively)
Following tech obtained through Hanchex Pact
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armour Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armour-Integrated Shielding
-Ice Suits
-Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
-Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)
-Covenant Anti-matter bomb (WMD)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armour
-Energy Projector enhancment
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements (The Forerunners could make impossibly fast Slipspace transitions, allowing them the advantage in battle. These documents have yielded information on how this system works, allowing each Covenant Union and allied starship to recieve the very finest Slipspace technology available.
-Energy Shielding for All ships
-Ability to utilize plasma weaponry
-Ability to utilize pulse lasers
-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Nuclear reactors.
-Artificial Intelligence
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Research: Bio-reconstructive nanite programming [4 turns]
Researching Psycho kinesis [9 turns]
Gravity Well Fluctuation [7 turns]
Researching Laser Cannons [4 turns]
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Construction: Building a Hangar [1 turns]
Building mawr vehicles 100 AT assault vehicles, 75 tanks [3 turns]
Building a 5-bay, space-borne shipyard [4 turns]
Cloning Facility Completed. Produces 100 EM clones every turn
Building Anti-Orbital Plasma Cannons. 1 built every 2 turns (2 completed)
Building a Battleship Mk II [1 turns] and a Cruiser Mk II [2 turns]
Building a larger, 10-bay shipyard on Planet 2 [4 turns]
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Ground Movement: Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. 130 Soldiers trained.
Expansion Marines train Security guards to become EMs. 48 Expansion Marines trained.
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Space movement: Fleet holding position around Planet 4
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Allies: The Hanchex Alliance
Enemies: (Currently) None
Message to all: Lollercanes
Attackable