Off Topic: The Flood
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Subject: please don't post yet

[Enter extremely funny joke here]

All right, SOMEONE tell me who's at Planet 4, I thought no one had claimed it yet.

  • 07.26.2008 8:22 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. (3 turns)
CQB division: ground units can be made that have powered blades for close combat. (5 turns)
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (7 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (9 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun of 2 powered blades. (13 turns)
nitrogen fission: acts like nuclear fission. (18 turns)
nitrogen fusion: acts like nuclear fusion. (22 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (28 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (34 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (16 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (14 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (38 turns)
flamethrower: used by ground forces, spreads between units. (39 turns)
biological incubator: stores energy for use of a biological WMD. (40 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (48 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (52 turns)
extended plasma railgun: a starship mountable version of the railrun. (43 turns)
primitive mining (1 turns)
extended mining (6 turns)
battle shielding (23 turns)
improved battle shielding (56 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. prefectly suited to their enviromental needs. (12 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (1 turns)

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

turns left: 1

  • 07.26.2008 8:24 PM PDT

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

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

Vasari offline.

  • 07.26.2008 8:24 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
187 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
235 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
235 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
15000 Stinger Class Fighters (Light-Medium Armament/Armor)
300 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5000 Raiding/Boarding Parties (100 Man Each)
20000 Pilots
15000 Telepathy Bio-commandos.
20000 Super-soldiers. *Heavy Armor and Shielding*
25000 Infantry *Light Armor and Shielding*
10000 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit

Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
1000 Pilots per turn.
1000 Super-Soldiers per turn
1000 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
1000 Sniper/Recon per turn.


Construction: 10 Baracks: 6 Turns

Space Movement: Remainder of Cylon Rebellion crusade on the way home: 2 Turns

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Cylon Rebels

Messages to All: Reaction-Shielding on proximity.


  • 07.26.2008 8:24 PM PDT

IDA offline. Reaction-Shielding on Proximity.

  • 07.26.2008 8:25 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 100 Galaxy Class Battleships(1 Turns) Or fully repairs any ten 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) 10000 Personnel. (1 Turns)
- Starfleet Academy LVL 2: University. Produces 50000 Soldiers (1 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. (1 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!
- 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)

Research:

- Warp Drive (5 Turns) Warp 8 MAX
-Quantum Torpedoes (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 (2 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(1 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:(7 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 (2 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: (3 Turns) We are close to harnessing the power of the “perfect molecule.”
- Temporal Shielding (16 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: 5 Turns

Construction:
- Starbase Docking/Construction Bay {Large, 2 Bay}. (9 Turns) Doubles all ship production.
- Starfleet Academy LVL 3: (1 Turns) Complex. Produces 100000 Starfleet Soldiers every 5 turns
- Research Lab LVL 3: (1 Turns) Scientific Company. Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (3 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (13 Turns)(Full Fledged Fortress) 25000 Personnel every 5 turns.
*- Fluidic Space Singularity Generator (1 Turns) Allows generation of singularities, which lead to “Fluidic Space.”
- Base Shields (5 Turns) Protects Base planetside.
- Defensive Laboratory (2 Turns) Reduces all defensive research times by 2 Turns ONCE

Ground Movement:
- Exploration teams gathering resources.

Space movement:
The Colonials Rescue Effort
SEE NEXT POST

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.”

  • 07.26.2008 8:27 PM PDT
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The Colonials Rescue Effort

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.

Arriving at the coordinates, evidence of a massive battle is instantly apparent. The Fleet rendezvous with the IDA and colonial fleet, and begins engaging the Cylon threat. While not a massive force, the 4 ships are built to be extremely powerful, and extremely efficient.

A barrage of Electron Torpedoes Approaches a basestar, ripping through its shielding and armor, while disrupting all other functions due to EMP. Residual EMP from the attack affects a dozen other basestars who lose random system control. One loses weapon control, which then overload and breach the ship’s hull. Another loses communications, and blindsides a different basestar, destabilizing the engine cores of both.
Phaser banks erupt in ruby flares, lancing across other basestars’ shields, popping them like soap bubbles. When the shields fail, the mighty MAC systems of the UNSC ships fire. The MAC bolts, now armed with Electron Warheads, do extreme damage.
The Explorer Moves into range of the Colonial/IDA Ship arrangement, and extends shields to bolster said ships’ defences.

Meanwhile, the Cylons fire Back, with vengeful force. Even though heavy casualties have been inflicted, there is still an enormous horde of Cylon Battlestars. They all open fire, sending a tidal wave of death at the Fleet. Built to withstand the intensity of a star’s corona, the multiphasic shielding on the vessels endures a lot of punishment, but ultimately fails due to the sheer quantity of destructive power.

One of the destroyers manages to get another volley off, dealing death to a pair of basestars, but is ultimately destroyed as well. Shuttle craft and escape pods from the vessels rapidly streak towards the Explorer/Colonial/IDA ship, and maneuver to the inside of the docking bays. Seconds later, the whole group engages their FTL drives, and escapes the bloody slaughter.

Enemy Losses:
5 Basestars
Friendly Losses:
3 UNSC Destroyers-Federation Refit

  • 07.26.2008 8:27 PM PDT

I wish I was still legendary.

{opening comm channels with Sontar, in southern arm of galaxy.]

Sontaran high command:

we have established contact with indigenous species and found remnants of a timelord civilization. it would seem they left as soon as they arrived. colonization and research is proceeding well - request reinforcements of 30 fighters within the next cycle.

-commander Baras Sontar

request granted. 30 fighters shall reach your location within [ 2 cycles].

-high command

  • 07.26.2008 8:28 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

SpartanCommander, read the posts. There are no Colonial forces in that system other than a captured Colonial frigate that the Cylons were using to send in false probes. And the IDA left the system. Please edit your post to reflect either you going againts the Cylon threat alone, or something else.

I'm offline. Ensure nothing like last night happens again.

[Edited on 07.26.2008 8:33 PM PDT]

  • 07.26.2008 8:32 PM PDT
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Awwwww, SOB, It took me too long to post... When I started posting, I had no Idea.

WTH!!!!

  • 07.26.2008 8:38 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.
primitive mining: allows mining of metals to create war walkers and vehicles.

Research:
plasma rifles: all ground units are armed with base plasma rifles. (2 turns)
CQB division: ground units can be made that have powered blades for close combat. (4 turns)
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (6 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (8 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (12 turns)
nitrogen fission: acts like nuclear fission. (17 turns)
nitrogen fusion: acts like nuclear fusion. (21 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (27 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (33 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (15 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (13 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (78 turns)
flamethrower: used by ground forces, spreads between units. (38 turns)
biological incubator: stores energy for use of a biological WMD. (39 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (47 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (51 turns)
extended plasma railgun: a starship mountable version of the railrun. (42 turns)
extended mining (5 turns)
battle shielding (22 turns)
improved battle shielding (55 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. prefectly suited to their enviromental needs. (11 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (8 turns)

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

Ground Movement:
atmospheric alterations in progress.

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

Allies:Hanchex pact.

Enemies:

Message to all: 30 fighters shall reach me in 1 turn.

  • 07.26.2008 8:39 PM PDT

Wait, you actually checked this?

Will you be my friend?

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.
_____________________________________________________________ _

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
_____________________________________________________________ ___

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]
_____________________________________________________________ ___

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
_____________________________________________________________ ___

Research: Bio-reconstructive nanite programming [4 turns]

Researching Psycho kinesis [9 turns]

Gravity Well Fluctuation [7 turns]

Researching Laser Cannons [4 turns]
_____________________________________________________________ ____

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]
_____________________________________________________________ ____

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.
_____________________________________________________________ ____

Space movement: Fleet holding position around Planet 4
_____________________________________________________________ ____

Allies: The Hanchex Alliance

Enemies: (Currently) None

Message to all: Lollercanes

Attackable

  • 07.26.2008 8:45 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
-101 Galaxy Class Battleship

Ground units:

-10860 StarFleet Personnel.
-106350 StarFleet Soldiers
-250 Federation Battle Tanks
-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 100 Galaxy Class Battleships(5 Turns) Or fully repairs any ten vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Airponics Farm: Increased Population Production. (50%)
- Research Lab LVL 3: Scientific Company.
- Ground Base (Large Encampment) 10000 Personnel. (5 Turns)
- Starfleet Academy LVL 3: Complex. Produces 100000 Starfleet Soldiers every 5 turns
(5 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. (5 Turns)
- Engineering School: Decreases time needed for Propulsion-based research ONCE by two turns.

Finished Research:

-Phaser Array (Elevated Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Modulating Disruptors (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.
-Quantum Torpedoes (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.

-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.
-TriTanium Hull Reinforcement (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)

- 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!
- 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)

Research:

- Warp Drive (2 Turns) Warp 8 MAX
-Plasma Torpedoes (Extreme Yield)(7 Turns) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.
-Isokinetic Phasers (Extreme Yield)(11 Turns) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-QuadTanium Hull Reinforcement(14 Turns) (Totally Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)
-Positronic Android:(4 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])
-Hirogen Rifles (10 Turns)(Catastrophic Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Temporal Shielding (13 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:
- OMEGA Particle Experimentation: (2 Turns) We are close to harnessing the power of the “perfect molecule.”

Construction:
- Starbase Docking/Construction Bay {Large, 2 Bay}. (8 Turns) Doubles all ship production.
- Starfleet Academy LVL 4: Earth-Equivalent(8 Turns) Produces 100000 Starfleet Soldiers every 5 turns
- Research Lab LVL 4: Master’s Lab(8 Turns) Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (2 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (12 Turns)(Full Fledged Fortress) 25000 Personnel every 5 turns.
- Base Shields (4 Turns) Protects Base planetside.
- Defensive Laboratory (1 Turns) Reduces all defensive research times by 2 Turns ONCE

Ground Movement:
- Exploration teams gathering resources.

Space movement:
The Colonials Rescue Effort
SEE NEXT POST

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.”


[Edited on 07.26.2008 8:58 PM PDT]

  • 07.26.2008 8:48 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

The Colonials Rescue Effort

After rendezvousing with the Colonial ship, and IDA ship, it soon became apparent that the Colonial ship was really a stolen ship, and the IDA Ship with it was a holographic projection. The real IDA Ships jumped out of the area, leaving the Federation vessels all alone.

After discovering this, the USS Explorer disengaged its shield-bubble, and sped away from the Cylon horde at full impulse. Gathering sensor readings as they left, the ship then snapped into warp speed, leaving the space just before a barrage of cylon weapons filled the space where it had just been.



8472

Captain, we have completed the modifications to the singularity generator, and are ready for the test. Understood ensign, activate a portal, and take us in. It's time we had a talk with our friends.

The starbase rotated as it had before, and events played out the same, except this time the portal sustained itself, a huge amber gash in the sky. Voyager's engines pulsed as it eased its way across the threshold. The singularity closed cleanly behind the ship.

[Edited on 07.26.2008 8:56 PM PDT]

  • 07.26.2008 8:53 PM PDT
  • gamertag:
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  • last post: 01.01.0001 12:00 AM PDT

Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-101 Galaxy Class Battleship

Ground units:

-10860 StarFleet Personnel.
-106350 StarFleet Soldiers
-250 Federation Battle Tanks
-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 100 Galaxy Class Battleships(4 Turns) Or fully repairs any ten vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base (Large Encampment) 10000 Personnel. (4 Turns)
- Starfleet Academy LVL 3: Complex. Produces 100000 Starfleet Soldiers every 5 turns
(4 Turns)
- Mech Factory: Allows for production of 250 Federation Battle Tanks. (4 Turns)
- Airponics Farm: Increased Population Production. (50%)
-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.
- Research Lab LVL 3: Scientific Company. Decreased Research times by 2 Turns ONCE
- Engineering School: Decreases time needed for Propulsion-based research ONCE by two turns.
- Defensive Laboratory: Reduces all defensive research times by 2 Turns ONCE

Finished Research:

-Phaser Array (Elevated Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Modulating Disruptors (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.
-Quantum Torpedoes (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.

-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.
-TriTanium Hull Reinforcement (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)

- 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!
- 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)

Research:

- Warp Drive (1 Turns) Warp 8 MAX
-Plasma Torpedoes (Extreme Yield)(6 Turns) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.
-Isokinetic Phasers (Extreme Yield)(10 Turns) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-QuadTanium Hull Reinforcement(11 Turns) (Totally Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)
-Positronic Android:(3 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])
-Hirogen Rifles (9 Turns)(Extreme Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Temporal Shielding (10 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:
- OMEGA Particle Experimentation: (1 Turns) We are close to harnessing the power of the “perfect molecule.”

Construction:
- Starbase Docking/Construction Bay {Large, 2 Bay}. (7 Turns) Doubles all ship production.
- Starfleet Academy LVL 4: Earth-Equivalent(7 Turns) Produces 100000 Starfleet Soldiers every 5 turns
- Research Lab LVL 4: Master’s Lab(7 Turns) Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory. (1 Turns)(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Ground Base (11 Turns)(Full Fledged Fortress) 25000 Personnel every 5 turns.
- Base Shields (1 Turns) Protects Base planetside.
- Propulsion Theory Station (6 Turns) Reduces Propulsion-Based technology by 3 Turns ONCE
-Mechanized Garage (4 Turns) Quadruples Mech Production

Ground Movement:
- Exploration teams gathering resources.

Space movement:


Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472 (5 Turns)

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.”

  • 07.26.2008 9:18 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)
30x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)
Ground units:
120x foot soldiers
30x commanders

Buildings:
1-bay space station
x barracks: creates 100 foot soldiers per turn, and 5 commanders.

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.
primitive mining: allows mining of metals to create war walkers and vehicles.

Research:
plasma rifles: all ground units are armed with base plasma rifles. (1 turns)
CQB division: ground units can be made that have powered blades for close combat. (3 turns)
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (5 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (7 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (11 turns)
nitrogen fission: acts like nuclear fission. (16 turns)
nitrogen fusion: acts like nuclear fusion. (20 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (26 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (32 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (14 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (14 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (36 turns)
flamethrower: used by ground forces, spreads between units. (37 turns)
biological incubator: stores energy for use of a biological WMD. (38 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (46 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (51 turns)
extended plasma railgun: a starship mountable version of the railrun. (41 turns)
extended mining (4 turns)
battle shielding (21 turns)
improved battle shielding (54 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. perfectly suited to their environmental needs. (10 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (8 turns)

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

Ground Movement:
atmospheric alterations in progress.

Space movement:
orbiting planet 1, detecting outer realm movement by unknown species. requesting communication uplink now.

Allies:Hanchex pact.

Enemies:

Message to all: 30 fighter reinforcements have arrived from Sontar to aid the war effort.

  • 07.26.2008 9:31 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
16000 Warriors
8000 Immortals
2800 Pariahs
2800 Flayed Ones
1400 Wraiths
1400 Tomb Spyders
1400 Destroyers
700 Heavy Destroyers
188000 Scarabs in swarm
1000 Obelisks
550 Pylons
550 Monoliths
110 Abattoirs
27 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:
Ancient Viral Research and Development *specific strains unrevealed* (2 turns)

Construction:
50 Rebirth Nanites Canisters (4 turns)
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 (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (2 turns)
5 Armageddon-Class Carnage Ships (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
Necron Anti-Ground Weapons (Planet 3) (3 turns)
Necron Planetary Shielding (Planet 3) (6 turns)
Necron Planetary Cannons (Planet 3) (6 turns)
Necron Anti-Matter Naval Mines (Planet 3) (6 turns)
Necron Orbital Defense Platforms (Planet 3) (6 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 9:38 PM PDT]

  • 07.26.2008 9:36 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
44110 TIE Fighters
23030 TIE Interceptors
11050 TIE Bombers
338 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
223 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
191 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
128 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
83 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
34 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
39,700 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
6750 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
630 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9090 Sabre-Class Repulsor Tanks
8910 AT-STs
560 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Trenches
Laser Wires
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo (20 Nuclear Fission Missiles, 20 Nuclear Fusion Missiles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 32 turns

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

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

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

Allies:
Axis Entente
Vasari
Necrons

Enemies:
None

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


ATTACKABLE

  • 07.26.2008 9:41 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-101 Galaxy Class Battleship

Ground units:

-10860 StarFleet Personnel.
-106350 StarFleet Soldiers
-250 Federation Battle Tanks
-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 100 Galaxy Class Battleships(3 Turns) Or fully repairs any ten vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base (Large Encampment) 10000 Personnel. (3 Turns)
- Starfleet Academy LVL 3: Complex. Produces 100000 Starfleet Soldiers every 5 turns
(3 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (3 Turns)
- Airponics Farm: Increased Population Production. (50%)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Mechanized Garage: Quadruples Mech Production
- Base Shields: Protects Base planetside.
- Nanite Factory(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Research Lab LVL 3: Scientific Company. Decreased Research times by 2 Turns ONCE
- Engineering School: Decreases time needed for Propulsion-based research ONCE by two turns.
- Defensive Laboratory: Reduces all defensive research times by 2 Turns ONCE
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.

Finished Research:

-Phaser Array (Elevated Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Modulating Disruptors (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.
-Quantum Torpedoes (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.

-Warp Drive- Warp 8 MAX (FTL Travel, ~186k mps) x 10.000.000
-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.
-TriTanium Hull Reinforcement (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)

- 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 Experimentation: We are close to harnessing the power of the “perfect molecule.”
- 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 planet, moon, or asteroid.)
- 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)

Research:

- Warp Drive (9 Turns) Warp 9 MAX
-Plasma Torpedoes (Extreme Yield)(5 Turns) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.
-Isokinetic Phasers (Extreme Yield)(9 Turns) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-QuadTanium Hull Reinforcement(10 Turns) (Totally Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)
-Positronic Android:(2 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])
-Hirogen Rifles (8 Turns)(Extreme Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Temporal Shielding (9 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: 5 Turns
- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail the “Perfect Molecule.”

Construction:
- Starbase Docking/Construction Bay {Large, 2 Bay}. (3 Turns) Doubles all ship production.
- Starfleet Academy LVL 4: Earth-Equivalent(3 Turns) Produces 100000 Starfleet Soldiers every 5 turns
- Research Lab LVL 4: Master’s Lab(3 Turns) Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory LVL2(12 Turns) Reduces all construction times by 5 turns. ONCE
- Ground Base LVL4 (4 Turns)(Full Fledged Fortress) 25000 Personnel every 5 turns.
- Propulsion Theory Station (2 Turns) Reduces Propulsion-Based technology by 3 Turns ONCE
- Defensive Laboratory LVL2: (7 Turns) Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: (7 Turns) Decreases time needed for Weapon-based research ONCE by three turns.
- Dyson Sphere (50 Turns): Blocks access of solar power for all except planet 1. Allows for colonization of inner surface. Outer surface will be Quadtanium alloy, nearly indestructible.
-Sensor Net (22 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(35 Turns) The entire moon is reinforced with a lattice of HexTanium Armor, making it resistant to even powerful gravitational fields, and nearly indestructible.

Ground Movement:
- Exploration teams gathering resources.

Space movement:


Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472 (4 Turns)

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.”

  • 07.26.2008 9:42 PM PDT

Semi-socialist and proud of it.

OFFLINE.

  • 07.26.2008 9:43 PM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4
Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:

Single-ship fighters

25000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
4600 Seraph Purifiers
4600 Seraph Hellfires
16 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
128 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
60 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
70 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
20 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)
1 Reverence-class Cruiser (3000 metres, medium speed, Pulse Lasers/Plasma Torpedo Launchers and two alternating Energy Projectors

***[b]Ground units:

15500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
8500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
3200 Sangheili (Shielded, intelligent, commanding officers of various ranks)
320 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
15200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1400 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
36 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

20000 Covenant Ghosts
8200 Covenant Wraiths
3800 Covenant banshees
2100 Covenant Phantoms
11200 Spectres


Armaments:
42 Covenant Anti-matter bomb
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
120 Abyss mines

EMP Mines

Defenses

-Blanket Shield
- Blanket Shield Generator
-30 Automated Sentry Turrets
52 Covenant Anti-Air Batteries- Planet 4
*16 Covenant Anti-Air Batteries- Asteroid Field 2 base

Buildings:


Base:

Planet 4

5-bay Space Station
Basic Base/Advanced Base
Second Base
Third Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
14 Landing Fields (Two for each type of unit)
Communications centre

Planetoid
Base
mining centre
4-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
4 Covenant Union Shipyards
-Advanced Gravity generators/Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids. Now upgraded, can pull large planetoids out of the Asteroid Field)


Finished Research:
-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
-Unknown Forerunner Artifact Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour found:
-Energy Projector enhancment
-Voice-activated Self-destruct system
[i]Forerunner Artifact
Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts
-EVA suits
-EMP study
-Forerunner Artifact- Forerunner Terraforming techniques- Further advancement will be detailed in future CUTU (Covenant Union Tactical Update).
-Forerunner Artifact-Blanket Shielding (The Forerunners' knowledge of planetary shielding made them immovable in conflict. With this relic, the Covenant Union can defend their worlds with the very finest of orbital shielding. While it protects from weapons-fire, vessels can still slip through these geometrically-patterned defenses.)
Redundant shielding (Answer to EMP effects)
-EMP Mines

Research: (To-do List)

Mass Density Generator- 4 turns (WMD- Mounted only on Reverence/CCS-class Cruisers and higher, creates a 30-second Micro-black hole from the explosion radius. Anything within the event horizon is crushed)

-Gravity Lift crush (This crude maneuver allows a Covenant Union capital ship to intensify the polarization of their Gravity Lift to maximum density, crushing anything one anyone brave or foolish enough to stand beneath it. It can also work in reverse, tearing buildings from their foundations with all the strength of an F-5 Tornado. Do not stand directly under Lift.)-3 turns

Forerunner Artifact

Construction:


-10 Defense Satellites (Built in orbit, these structures contain an Energy Projector and can be used as automated defense platforms against enemy fleets)- 1 turn

- 5 Plasma Torpedo Batteries (Constructed for Surface-to-air attacks, this weapons emplacements is exactly like that which you would find on Capital Ships. Lining Planet 4's new moon, they act as the next screen of defense against an enemy fleet. Each turn, more will be built, turning the small moon into a defense station)- 4 turns

*-Geothermal dynamos (To alleviate the stress of our surface machines and generators, the Covenant Union has begun harnessing geothermal power from the planet's core. Although frigid now, the planet's chilling heart will burn bright once again once the correct measures are put in place. However, this will take a great deal of time, as the heat needed to burn the icy rock is vast and we will need time to generate it.)- 4 turns

-Covenant Supercarrier (This collossus of a Covenant vessel is over 5000 metres and easily the largest capital ship in the Covenant Union Armada. It boasts over 7 Energy Projectors as well as multiple Plasma Torpedo launchers, Pulse lasers and can carry a crew of thousands. A ship of this caliber is powered by staggeringly effective shielding and may just be the last and most amazing sight seen by the commander of an enemy fleet.)- 9 turns

Covenant Union Shipyards Construction**

2000 Seraph Fighters per turn
1200 Seraph Purifier per turn
1200 Seraph Hellfire per turn
4 Seraph Optimum per turn
8 Covenant Frigates per turn
12 Stealth Corvettes per turn
4 Covenant Destroyer per turn
4 CCS-class Cruiser per turn
2 Covenant Assault Carrier per turn(2 Shipyards required)
1 Reverence-Class Cruiser per turn(4 Shipyards required)

Covenant Factories**2

500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres per turn
1 Covenant Antimatter bomb per turn
2 Covenant Anti-air Batteries per turn
5 Automated Sentry Turrets per turn
20 Abyss mines per turn

Landing zone reinforcments***
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab each turn

*On standby
** Multiplier for each factory/shipyard
*** Will be reinforced once every turn, due to advanced Slipspace drives.
**** Research being resumed for improvements.

Ground Movement:

-factories continue to build Troop transportation.
-The Gravity field generator is being turned towards the planet in the hopes of heating Planet 4's long-frozen core. By compressing it, the atoms that make up the centre of this world will speed up, generating heat and eventually warming the core. In time, we will bring this dead world back to life!)- 7 turns

Space movement:
-Mining of Asteroid Field 2 in progress.

In orbit around Planet 4.

-Fourth Covenant Union Shipyards complete.
-Covenant Reinforcements continuing to arrive.
- All four Shipyards operational. Construction in progress.

"Moon" in orbit around Planet 4

-Gravity Field Generator activated, a planetoid from the asteroid field is now in orbit around Planet 4, serving as an artificial moon.
-Plasma Torpedo batteries under construction



Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:

-

Covenant Union Tactical Updates: For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
-Active Camouflage
-Superluminal Transition
-Shield grid
-EMP
-Enhanced Gravity Field Generators

----

Turns until I can be attacked: 0

  • 07.26.2008 9:47 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)
30x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)

Ground units:
220x foot soldiers with plasma rifles
35x commanders with plasma rifles

Buildings:
1-bay space station
x barracks: creates 100 foot soldiers per turn, and 5 commanders.

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.
primitive mining: allows mining of metals to create war walkers and vehicles.
plasma rifles: all ground units are armed with base plasma rifles.

Research:

CQB division: ground units can be made that have powered blades for close combat. (2 turns)
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (4 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (6 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (10 turns)
nitrogen fission: acts like nuclear fission. (15 turns)
nitrogen fusion: acts like nuclear fusion. (19 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (25 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (31 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (13 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (13 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (35 turns)
flamethrower: used by ground forces, spreads between units. (36 turns)
biological incubator: stores energy for use of a biological WMD. (37 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (45 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (50 turns)
extended plasma railgun: a starship mountable version of the railrun. (40 turns)
extended mining (3 turns)
battle shielding (20 turns)
improved battle shielding (53 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. perfectly suited to their environmental needs. (7 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (7 turns)

Construction: (Current Construction)
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts p/t. (3 turns)
2-bay space station (1 turns)
battle academy: improves a soldier's chances of winning a fight by 5%. (5 turns)
barracks (5 turns)
deep-space transmitter relay (2 turns)

Ground Movement:
atmospheric alterations in progress.

Space movement:
orbiting planet 1, detecting outer realm movement by unknown species. requesting communication uplink now. uplink not yet received.

Allies:Hanchex pact.

Enemies:

Message to all: 30 fighter reinforcements have arrived from Sontar to aid the war effort.

  • 07.26.2008 9:55 PM PDT