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1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
65 Necron Star Dreadnoughts
200 Armageddon-Class Carnage Ships
350 Cairn-Class Tombships (Battleships)
500 Scythe-Class Harvest Ships (Heavy Cruisers)
550 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
3800 Jackal-Class Raiders (Aggressive Heavy Fighter)
6500 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 *carries viruses*
16000 Warriors
8000 Immortals
2800 Pariahs
2800 Flayed Ones
1400 Wraiths
1400 Tomb Spyders
1400 Destroyers
700 Heavy Destroyers
194000 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
Advanced Necron Production and Manufacturing Facilities
Necron Anti-Ground Weapons (Planet 3)

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
Ancient Viral Research and Development *specific strains unrevealed*

Research:
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 (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 (5 turns)
5 Armageddon-Class Carnage Ships (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)
Necron Planetary Shielding (Planet 3) (1 turns)
Necron Planetary Cannons (Planet 3) (1 turns)
Necron Anti-Matter Naval Mines (Planet 3) (1 turns)
Necron Orbital Defense Platforms (Planet 3) (1 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: Axis Entente (Visari, Empire, Flood)
Colonials (hopefully)

Enemies: The Hanchex Alliance

Message to All: NECRONS DECLARE WAR ON THE HANCHEX ALLIANCE

[Edited on 07.27.2008 8:36 PM PDT]

  • 07.27.2008 8:33 PM PDT

1 P17Y 7H3 F00L

KOTOR

Die Ghost!!!

  • 07.27.2008 8:33 PM PDT

1 P17Y 7H3 F00L

KOTOR

Die Ghost!!

  • 07.27.2008 8:34 PM PDT

1 P17Y 7H3 F00L

KOTOR

I SAID GHOST PAGE DIE ALREADY

[Edited on 07.27.2008 8:35 PM PDT]

  • 07.27.2008 8:35 PM PDT
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goddamn ghosties

  • 07.27.2008 8:37 PM PDT

1 P17Y 7H3 F00L

KOTOR

News Headline:

For the Good of the System, Necrons declare war on the Hanchex. The Axis has not yet declared war and are not sure if they will join me, so at the moment, they remain neutral.

  • 07.27.2008 8:42 PM PDT
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The UNSC declares its happy that its not part of the hanchex alliance

  • 07.27.2008 8:43 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
65 Necron Star Dreadnoughts
200 Armageddon-Class Carnage Ships
350 Cairn-Class Tombships (Battleships)
500 Scythe-Class Harvest Ships (Heavy Cruisers)
550 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
3800 Jackal-Class Raiders (Aggressive Heavy Fighter)
6500 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
600 Canisters of Rebirth Nanites *carries viruses*
18000 Warriors
9000 Immortals
3000 Pariahs
3000 Flayed Ones
1500 Wraiths
1500 Tomb Spyders
1500 Destroyers
750 Heavy Destroyer
200000 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
Advanced Necron Production and Manufacturing Facilities
Necron Anti-Ground Weapons (Planet 3)
Necron Planetary Shielding (Planet 3)
Necron Planetary Cannons (Planet 3)
Necron Anti-Matter Naval Mines (Planet 3)
Necron Orbital Defense Platforms (Planet 3)

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
Ancient Viral Research and Development *specific strains unrevealed*

Research:

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 (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 (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)

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: Axis Entente (Visari, Empire, Flood)
Colonials (hopefully)

Enemies: The Hanchex Alliance

Message to All: NECRONS DECLARE WAR ON THE HANCHEX ALLIANCE

  • 07.27.2008 8:48 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)
100x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)

Ground units:
320x foot soldiers with plasma rifles
40x commanders with plasma rifles

Buildings:

-moon of P1:
1-bay space station
x barracks: creates 100 foot soldiers per turn, and 5 commanders.
2-bay space station
deep-space transmitter relay: allow delivery of technological research from Sontar.

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.
CQB division: ground units can be made that have powered blades for close combat.
extended mining: allows building of underground facilities, rather then they typically high-rise Sontaran buildings.

Research:


Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (1 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (3 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (7 turns)
nitrogen fission: acts like nuclear fission. (13 turns)
nitrogen fusion: acts like nuclear fusion. (16 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (22 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (28 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (10 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (10 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (32 turns)
flamethrower: used by ground forces, spreads between units. (33 turns)
biological incubator: stores energy for use of a biological WMD. (34 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (42 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (47 turns)
extended plasma railgun: a starship mountable version of the railrun. (37 turns)
battle shielding (17 turns)
improved battle shielding (50 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. perfectly suited to their environmental needs. (4 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (4 turns)

-new research: computer virus: can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious. (3 turns)
hack team: a group of Sontarans whose sole role is to plant viruses inside enemy robotics or machinery. (2 turns)

Construction: (Current Construction)
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts p/t. (1 turns)
battle academy: improves a soldier's chances of winning a fight by 5%. (3 turns)
barracks (3 turns)
master of the blades: trains 100 CQB fighters per turn. (2 turns)
Solar Harness: Classified. (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: We have returned from Sontar - high command has granted us access to the shipyard research facility, in order to build our own fighters. additionally, they have gifted us with 70 fighter reinforcements.

-high command update: project codename: Solaris is proceeding as planned. with luck, it may be finished and ready to be transferred within 3 cycles. it will need, however, a suitable power source before it can be used. bear in mind this is a powerful and imprecise weapon - one mistake could mean your death. we suggest moving to a more isolated location.

-message to high command:

we need Solaris NOW. The Necron army are turning on our allied forces. requesting immediate arrival of 600 fighters.

-high command:

acknowledged. it will not be at full power, though, so hurry up and get the solar harness completed.

-Command ship vengeance:
it shall be completed in 3 cycles.


-high command:

your ships will arrive in 2 cycles, along with the components of Solaris. there will only be 100 dreadnoughts however; the conflict with gallifrey is draining our home supplies.

[Edited on 07.27.2008 9:20 PM PDT]

  • 07.27.2008 9:13 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 Colonials drop another node in-system:

What's going on? We're getting scattered reports from our transmitters on Planet 3 that there's been a Necron announcement of war. WHAT IS HAPPENING! Please, respond! Admiral Adama is anxious to know!

-Hendrix

  • 07.27.2008 9:20 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons DARE the Hanchex to attack Planet 6. Bear in mind, however, the Flood have chosen to remain neutral and can't be held as combatants.

Remember that the Axis has yet to decide on their state and currently are regarded as neutral

  • 07.27.2008 9:23 PM PDT
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UNSC is neutral
however we will help those who need it

[Edited on 07.27.2008 9:26 PM PDT]

  • 07.27.2008 9:26 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
65 Necron Star Dreadnoughts
200 Armageddon-Class Carnage Ships
350 Cairn-Class Tombships (Battleships)
500 Scythe-Class Harvest Ships (Heavy Cruisers)
550 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
3800 Jackal-Class Raiders (Aggressive Heavy Fighter)
6500 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
300 Rebirth Hybrids
600 Canisters of Rebirth Nanites *carries viruses*
18000 Warriors
9000 Immortals
3000 Pariahs
3000 Flayed Ones
1500 Wraiths
1500 Tomb Spyders
1500 Destroyers
750 Heavy Destroyer
202000 Scarabs in swarm
1100 Obelisks
650 Pylons
650 Monoliths
120 Abattoirs
30 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
Advanced Necron Production and Manufacturing Facilities
Necron Anti-Ground Weapons (Planet 3)
Necron Planetary Shielding (Planet 3)
Necron Planetary Cannons (Planet 3)
Necron Anti-Matter Naval Mines (Planet 3)
Necron Orbital Defense Platforms (Planet 3)

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)
Anti-Hack and Counter-Hack Systems (all units)
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
Ancient Viral Research and Development *specific strains unrevealed*

Research:

Construction:
50 Rebirth Nanites Canisters (3 turns)
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 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 (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)

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: Axis Entente (Visari, Empire, Flood)
Colonials (hopefully)

Enemies: The Hanchex Alliance

Message to All: NECRONS DECLARE WAR ON THE HANCHEX ALLIANCE

[Edited on 07.27.2008 10:01 PM PDT]

  • 07.27.2008 9:28 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: rst7503
Necrons DARE the Hanchex to attack Planet 6. Bear in mind, however, the Flood have chosen to remain neutral and can't be held as combatants.

Remember that the Axis has yet to decide on their state and currently are regarded as neutral

  • 07.27.2008 9:31 PM PDT

I wish I was still legendary.

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
120x sontaran scouts (no weapons, light armor)
62x sontaran escorts (1x plasma autogun, light armor)
150x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)

Ground units:
420x foot soldiers with plasma rifles
45x commanders with plasma rifles

Buildings:

-moon of P1:
1-bay space station
x barracks: creates 100 foot soldiers per turn, and 5 commanders.
2-bay space station
deep-space transmitter relay: allow delivery of technological research from Sontar.
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts, 50 fighters p/t.
master of the blades: trains 100 CQB fighters per turn.
Solar Harness: Classified project 24/z. it is almost ready...harnessing solar magnetics now.

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.
CQB division: ground units can be made that have powered blades for close combat.
extended mining: allows building of underground facilities, rather then they typically high-rise Sontaran buildings.
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. can also be armed with a plasma autogun for combat situations.

Research:



advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (2 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (6 turns)
nitrogen fission: acts like nuclear fission. (12 turns)
nitrogen fusion: acts like nuclear fusion. (15 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (21 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (27 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (9 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (9 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (31 turns)
flamethrower: used by ground forces, spreads between units. (32 turns)
biological incubator: stores energy for use of a biological WMD. (33 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (41 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (46 turns)
extended plasma railgun: a starship mountable version of the railrun. (36 turns)
battle shielding (16 turns)
improved battle shielding (49 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. perfectly suited to their environmental needs. (3 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (3 turns)

-new research: computer virus: can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious. (2 turns)
hack team: a group of Sontarans whose sole role is to plant viruses inside enemy robotics or machinery. (1 turns)

Construction: (Current Construction)

battle academy: improves a soldier's chances of winning a fight by 5%. (1 turns)
barracks (2 turns)


Ground Movement:
atmospheric alterations completed.
standing by and ready for imminent combat.

Space movement:
orbiting planet 1, detecting outer realm movement by registered species [Necrons]. request immediate alertness levels from all remain hanchex pact members.

Allies:Hanchex pact.

Enemies:

Message to all: We have returned from Sontar - high command has granted us access to the shipyard research facility, in order to build our own fighters. additionally, they have gifted us with 70 fighter reinforcements, and 600 more, along with 100 dreadnoughts, are arriving for support.


-message to high command:

we need Solaris NOW. The Necron army are turning on our allied forces. requesting immediate arrival of 600 fighters.

-high command:

acknowledged. it will not be at full power, though, so hurry up and get the solar harness completed.

-Command ship vengeance:
it shall be completed in 2 cycles.


-high command:

your ships will arrive in 1 cycles, along with the components of Solaris. there will only be 100 dreadnoughts however; the conflict with gallifrey is draining our home supplies.

-command ship Vengeance:
understood. signing out.

  • 07.27.2008 9:32 PM PDT

Posted by: ANinjaGuardian
I would name my son Ezio Shepard Mactavish Vakarian Arbiter.

Is there going to be another game, Snakie?

  • 07.27.2008 9:33 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate

Reasearching-
Maximum engine efficency (1)
Unhackable computer systems (5)
Study of beam (1)
Beam Multiplication (1)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)

Construction-
5000 Advance Stealth Fighters (3)
Asteroid Base (6) ( located near planet 1)(moveable)
8 Frigates (8)
20 Command Ships (62) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
5000 Rocket Marines (1)
10000 sniper Marines (18)
Command Ship Shipyard (24)
Battleship Shipyard (14)
Gauss Moon Destroyer Bay (1)
Equipping Ships with sentinel beam lasers (3)
Constructing experimental Project (3) (its a secret!)


Space Forces- 1 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
4 Battleships
2 Frigates - Smaller Battleship
2500 Fighters
2800 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
15800 Marines
6600 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
280 Hornets
760 Warthogs
370 Scorpions
160 Pelicans
390 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
1800 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY


UNSC REINFORCEMENTS ARRIVING FOR THE UPCOMING WAR (5)

CONVERTING MOON INTO A MOVEABLE BASE (50)

[Edited on 07.27.2008 9:38 PM PDT]

  • 07.27.2008 9:36 PM PDT

testing.

  • 07.27.2008 9:36 PM PDT
  • gamertag: [none]
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Posted by: Shadowman235
Is there going to be another game, Snakie?
There's always another game. But it won't be for 1-3 months, at the earliest. This game's not over yet, anyway- war just got declared.


llamalizard- your reinforcements are arriving too fast. Make it take 5 turns and weak dreadnaughts or 20 turns

[Edited on 07.27.2008 9:45 PM PDT]

  • 07.27.2008 9:37 PM PDT

1 P17Y 7H3 F00L

KOTOR

Llamalizard, you can't bring in 100 Dreadnoughts all of a sudden that I declared war.

I already checked your previous posts and no where does it say anything about bringing in dreadnought reinforcements.

Beside bringing in that many ships will take 200 turns, because that's how long it would take me to make 100 Dreadnoughts

  • 07.27.2008 9:42 PM PDT

1 P17Y 7H3 F00L

KOTOR

Either you fix how long it takes to bring in those ships, or you make your ships VERY weak.

This is fair, and I'm sure that's how Snakie feels too (I asked him)

[Edited on 07.27.2008 9:44 PM PDT]

  • 07.27.2008 9:44 PM PDT

Posted by: ANinjaGuardian
I would name my son Ezio Shepard Mactavish Vakarian Arbiter.

Don't think I'll play though.

  • 07.27.2008 9:46 PM PDT

I wish I was still legendary.

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
120x sontaran scouts (no weapons, light armor)
62x sontaran escorts (1x plasma autogun, light armor)
150x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)
80x Sontaran light dreadnoughts ( 12x plasma rifles, Solaris mobile designator, medium armor)
600x light assault vehicles (1x plasma rifle, light armor)

Ground units:
420x foot soldiers with plasma rifles
45x commanders with plasma rifles
100x blades men with powered blades
hack team: a group of Sontarans whose sole role is to plant viruses inside enemy robotics or machinery. the 4 are trained for single person missions.when one dies, unless all are dead they will be replaced with a cloned replacement.

Buildings:

-moon of P1:
1-bay space station
x barracks: creates 100 foot soldiers per turn, and 5 commanders.
2-bay space station
deep-space transmitter relay: allow delivery of technological research from Sontar.
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts, 50 fighters p/t.
master of the blades: trains 100 CQB fighters per turn.
Solar Harness: Classified project 24/z. it is almost ready...harnessing solar magnetics now.
battle academy: improves a soldier's chances of winning a fight by 5%.


WMD: codename: solaris
parts arrived:
laser designator
solar attractor
heat and range amplifier
radiation shield
whip tamer
solar harness

constructing...twenty turns to activation and possible deployment.



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.
CQB division: ground units can be made that have powered blades for close combat.
extended mining: allows building of underground facilities, rather then they typically high-rise Sontaran buildings.
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. can also be armed with a plasma autogun for combat situations.

Research:

advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (1 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (5 turns)
nitrogen fission: acts like nuclear fission. (11 turns)
nitrogen fusion: acts like nuclear fusion. (14 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (20 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (26 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (8 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (8 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (30 turns)
flamethrower: used by ground forces, spreads between units. (31 turns)
biological incubator: stores energy for use of a biological WMD. (32 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (40 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (45 turns)
extended plasma railgun: a starship mountable version of the railrun. (35 turns)
battle shielding (15 turns)
improved battle shielding (48 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. perfectly suited to their environmental needs. (2 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (2 turns)

-new research: computer virus: can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious. (1 turns)


Construction: (Current Construction)

barracks (1 turns)
Solaris (2 turns)
Solaris radiation bunker (1 turns) (underground)


Ground Movement:
atmospheric alterations completed.
standing by and ready for imminent combat.

Space movement:
orbiting planet 1, detecting outer realm movement by registered species [Necrons]. request immediate alertness levels from all remain hanchex pact members.

Allies:Hanchex pact.

Enemies:

Message to all: We have returned from Sontar - high command has granted us access to the shipyard research facility, in order to build our own fighters. additionally, and 600 more light assault vehicles, fighters along with 100 light dreadnoughts, for support against the xenos threat.

edit: fixed my reinforcements up...weaker and less dreadnoughts. remember, I've played this game a lot shorter then most of you.




[Edited on 07.27.2008 11:21 PM PDT]

  • 07.27.2008 9:47 PM PDT
  • gamertag: [none]
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Posted by: Shadowman235
Don't think I'll play though.
Why not? There's no reason not to. You have 5 minutes of immunity, then you can declare yourself neutral for as long as you think it'll take until you're powerful enough to choose your side. There's absolutely no way you're going to get blown out of the water in the first 5 turns, and not that many people are on right now. Now's the best time- go for it!

  • 07.27.2008 9:48 PM PDT