Off Topic: The Flood
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  • Subject: My Faction
Subject: My Faction
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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
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone

Reasearching-
Unhackable computer systems (3)
nuclear fission (2)
nuclear fusion (2)

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)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate


Construction-
Asteroid Base (3) ( located near planet 1)(moveable)
8 Frigates (5)
20 Command Ships (59) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
10000 sniper Marines (15)
Command Ship Shipyard (21)
Battleship Shipyard (11)

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
2650 Fighters
2950 stealth fighters
5000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
22450 Marines (500 rocket trained specialists)
7200 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
310 Hornets
820 Warthogs
400 Scorpions
175 Pelicans
435 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
2400 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 (2)

CONVERTING MOON INTO A MOVEABLE BASE (47)

COOLEY, NECRONS HAVE DECLARED WAR ON THE HANCHEX, JUST TO LET YOU KNOW

  • 07.28.2008 3:52 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
180 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
222 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
135 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
10000 Stinger Class Fighters (Light-Medium Armament/Armor)
283 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: 7 Turns

Space Movement: Remainder of Cylon Rebellion crusade on the way home: 1 Turns

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Cylon Rebels

Messages to All: Reaction-Shielding on proximity.

Broad-Spectrum Transmission Throughout Space: Colonials, we have taken heavy fleet damage from a trap lay by the Cylons. They had captured one of your ships and we thought it was yours. We were mistaken and punished for our ignorance. Where are you?

*End Transmission*

To UNSC: Thank you friend, but I was aware. I see you fit as an ally, and I permit you to join the Hanchex, but I am not so sure the others will agree. We must wait on their decision, as it is not in my power.

  • 07.28.2008 3:58 PM PDT

Die Ghost.

  • 07.28.2008 3:59 PM PDT

Die Ghost!

  • 07.28.2008 4:00 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Another node jumps in system.

Ah, God, IDA, it's good to hear from you. We had assumed you dead. We're out-system, building the final prototype for the Weapon. Give us the Cylon coordinates, we'll deal with them. Anyway, we had heard scattered reports from our base in the system that it had picked up a communique from the Necrons saying that they confirmed war on the Hanchex. Can you confirm?

-Hendrix

  • 07.28.2008 4:16 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

Ships:
The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
6 Alien Queens
4 Alien Hierarchs (Become Queens if one of the five dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not nearly as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
194 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
8,600 Warriors (The average Xenomorph, the height of a Spartan)
9,500 Runners (Weaker, but much faster aliens)
9,980 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,619 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
800 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Greater Xenomorphs (casters and others with very unique traits; see research for descriptions)
27 Rift Aliens

With the entirety of what's left of Planet 7 remaining for them to explore, there are a surprising number of stragglers left behind:
In 1 turns, these facehuggers will be the following:[/i]
300 Warriors
300 Drones
300 Runners
40 Carriers
12 Stalkers

In 2 turns:
3 Rift Aliens

Buildings

- The Hive Superior -
The main Hive expands, deeper, wider, and stronger. It is a labyrinth of immeasurable proportions to make room for the inevitable population boom. Not only does it become larger, but it also becomes more resilient in its old age.

Completed Research/Construction (some research must be found in prior posts due to size constraints)

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

Facehugger Carrier (completed)
- The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment (completed)
- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.


Acid Spit (completed)
- Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.

Facehugger Pod (completed)
- a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).

Chestburster Overgrowth (complete)
- The Empress changes her chemistry, and now broods facehuggers that impregnate victims with four chestbursters. Population growth will be effectively quadrupled in most cases. This effect does not apply to Greater Xenomorphs (yet to be seen), in which case one Chestburster consumes the others for faster growth.


Hive Mind (complete)
- The larger its numbers grow, the more intelligent the Xenomorph becomes. The Hive Mind which rules them all now has even more room to store, process, and analyze its findings, allowing the Empress to create newer, more powerful castes, and increase the potency of her forces even moreso. It also allows for communication between all Xenomorphs, transcending all distances.

Rift Alien (Greater Xenomorph) (complete)
- This Greater Xenomorph has the special ability of being "phased" between multiple dimensions, allowing it to teleport short distance, and assume complete ethereal invisibility while prowling on a second plane. It cannot attack from this plane, and it cannot remain there for long. It is the size of a very large crocodile and moves on all fours with about 3/4 of the speed a Runner has.

Hive Creation (complete)
- All Xenomorphs can create Hive-scape, but with this evolution it will be done twice as fast, with equal effectiveness.

Hierarch Proboscis (complete)
- Hierarchs are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving hidden probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Rift Wave (complete) - The Rift Alien gains the ability to gather its surroundings, including Xenomorphs into its Rift, and bring them into another plane. At this point, the Xenomorphs must be removed by the Rift Alien when it exits, otherwise they will remain on the other plane inevitably. The rift has a range of 75 meters.

Research/Construction

Planet 5 Inferior Hive (3) turns - While the Rift Alien searches for a suitable host for the Hierarch, the other aliens begin construction of a Hive deep within the bowels of Planet 5's municipal sewer systems. With tunnels leading to all parts of the city, the Xenomorphs have access to many areas, and can go unnoticed in their movements.


Other Research pending:


(Let me know if I should adjust my times ^^)

Ground Movement
The Hive Superior on Planet 7 draws into itself. LV-385 is left isolated with a few defending aliens waiting in choke hold ambush positions. The Hive is completely sealed by the Drones and other Aliens assisting them. Pushing deeper into the asteroid, the Empress ensures that whatever hits the surface of this planet does not scathe them in the slightest. LV-385 can be sacrificed.

Space movement
None.

Base/Facility Locations

Hive Superior - Planet 7
Hive Inferior / LV385
Hive Inferior *under construction* / Planet 5 (Underground Sewers)

Message to all:

"In Space, No One Can Hear You Scream"

Story

After gorging itself on the remains of its host, the Hierarch grew at an exponential rate. The lack of any other significant Xenomorph presence on this planet has put her body in overdrive. She begins the production of facehuggers immediately, and the resulting aliens continue building the Hive, deep within the bowels of Planet 5.

  • 07.28.2008 4:27 PM PDT
Subject: please don't post yet

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

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

Haloplayer, I have several mining bases in belt one, I'd advise against laying claim.

Vasari online, and ready to support the Necrons in their war against the Hanchex. We hope the remainder of the Axis is ready.

  • 07.28.2008 4:33 PM PDT

Broad-Spectrum Message

Colonials, it is true, the Necrons have declared war on the Hanchex, and that last battle with the Cylons has left me at my weakest.

Here are the coordinates: Coordinates: 1-325-8174-184-12-8

I have weakened them considerably, but they are still powerful. Be advised, use the element of suprise to your advantage. If you need furthermore assistance, notify me and I shall do what I can.

Having contact with the Colonials once again delights my people.

*Message Ends*

  • 07.28.2008 4:34 PM PDT

Offline for a bit. Have to go weedeat.

  • 07.28.2008 4:34 PM PDT
Subject: My Faction

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

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

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Vulkoras Destroyer (Seige Battlestations) (Ten squadrons, five bomber squads)
1 Kortul Devastator (Heavy battleships) (Five squadrons, two bomber squads)
1 Jarrasul Evacuator (Worldships)
270 Skarovas Enforcers (Medium battleships)
220 Serevun Overseers (Able to delay phase jumps by one turn, able to recharge one ship's shields per turn)
225 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
245 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
245 Junsurak Sentinels (Anti-Fighter Escort)
235 Kanrak Assailants (Long-range combat)
260 Karrastra Destructors (Orbital-bombardment)
255 Jakara Navigators (Stealthed strike-team transport)
325 Ravasta Skirmishers (Light battleships))

All ships carry one squadron (One hundred ships) of fighters unless otherwise noted.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our navy is considerably larger than most, as we have no choice but to wipe out and bombard.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts
Outer shield
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements
Uranium mines in Belt 1
Antimatter production facility
Network of orbital repair platforms (Repair Nanite hangars)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Planet-class Shields
Nuclear Fission
Nuclear Fusion
Antimatter containment (All advanced abilities use antimatter)
Nanotech repair (Allows orbital repair stations to be built)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintigration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)
Atomic lattice armor (Allows hulls to take a great deal of punishment)

Research:

Construction:
Capital shipyard now building five of each ship class per turn
Building one Skirantra Carrier (2)

Ground Movement:

Space movement: Ships move to form protective barrier around Planet 3.

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

Enemies:

Base: In orbit of planet 3

Message to all:Though at the moment I'm offline for dinner. Be back in a bit, bad timing on my part.

  • 07.28.2008 4:36 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

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
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone

Reasearching-
Unhackable computer systems (2)
nuclear fission (1)
nuclear fusion (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)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate


Construction-
Asteroid Base (2) ( located near planet 1)(moveable)
8 Frigates (4)
20 Command Ships (58) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
10000 sniper Marines (14)
Command Ship Shipyard (20)
Battleship Shipyard (10)

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
2700 Fighters
3000 stealth fighters
5000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
23000 Marines (500 rocket trained specialists)
7400 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
320 Hornets
840 Warthogs
410 Scorpions
180 Pelicans
450 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
2600 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 (1)

CONVERTING MOON INTO A MOVEABLE BASE (46)

  • 07.28.2008 5:15 PM PDT

*In-System Message*

Fleet Admiral_Super-Carrier Invincible: Bring up the scanners, which ship is that? The Mirrors Edge? Isn't that the new Heavy-Battlecruiser?

*Hail to Mirrors Edge*

"Admiral Yoxthimer, what is your ship doing on an outbound trajectory of the system?"

*Static*

Loop that message.

  • 07.28.2008 5:33 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

I wish to aquire xenomorph DNA

which faction contains a sample?

  • 07.28.2008 5:38 PM PDT
Subject: please don't post yet
  • gamertag:
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  • last post: 01.01.0001 12:00 AM PDT

WTF IS ALL THIS

  • 07.28.2008 5:39 PM PDT
Subject: My Faction

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Posted by: WaNaBeSnIpEr
I wish to aquire xenomorph DNA

which faction contains a sample?

Hahahaha.

  • 07.28.2008 5:47 PM PDT

Fleet_!@^Miral: Ship_!#@#Functioning, have no @#5trol over @#%@$#

What! #@5 Jump #@Ive is starting $^?

*Ship jumps out of system*

  • 07.28.2008 5:50 PM PDT
Subject: please don't post yet

feet first into hell

ODST's motto

well ships blowing there fusion cores can destroy a planet. take halo 1 for example.
UESC command ships are logded on the planet. detonation in 1 turn

  • 07.28.2008 5:51 PM PDT

Semi-socialist and proud of it.

Posted by: fingersticks123
well ships blowing there fusion cores can destroy a planet. take halo 1 for example.
UESC command ships are logded on the planet. detonation in 1 turn

Halo was a relatively thin strip of metal. A planet is a huge chunk of rock. You won't destroy the planet.

  • 07.28.2008 5:53 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
45110 TIE Fighters
23530 TIE Interceptors
11300 TIE Bombers
388 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
243 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
211 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
143 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
103 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
44 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
40,700 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7250 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
730 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9390 Sabre-Class Repulsor Tanks
9120 AT-STs
660 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)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 24 turns
Ship Mounted Proton Beam (Fires a concentrated beam of Protons, capable of slicing unshielded ships apart), 3 turns
Diamond-Boron Missiles (WMD), 3 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
25 Tartans, 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 (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)

Enemies:
Hanchex Alliance

Message to all:
Attack us, and the consequences will be great.
Do not land on Planet 3, as it will be taken as an invasion

We support the Necrons efforts against the Hanchex Alliance.

ATTACKABLE

[Edited on 07.28.2008 5:59 PM PDT]

  • 07.28.2008 5:54 PM PDT

In a fit of furous rage, the Fleet Admiral smashed his huge fist into the control panet, causing plasma to spark.

What just happened to my Battlecruiser?

  • 07.28.2008 5:56 PM PDT
Subject: My Faction

1 P17Y 7H3 F00L

KOTOR

Posted by: WaNaBeSnIpEr
I wish to aquire xenomorph DNA

which faction contains a sample?


I Have Xenomorph DNA, but it's going to cost you
;-)

  • 07.28.2008 5:58 PM PDT
Subject: please don't post yet

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
206000 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
Phase Anchor Portal Gate connecting Planets 6 and 3
Advanced Necron Production and Manufacturing Facilities (Planet 3)
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 (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 (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (1 turns)
5 Armageddon-Class Carnage Ships (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
30 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (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

  • 07.28.2008 6:00 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

  • 07.28.2008 6:01 PM PDT