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

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
50 TIE Bombers
12 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
37 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
7,000 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
2000 Sabre-Class Repulsor Tanks
2000 AT-STs

Buildings:
2-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Defensive Anti Personnel Minefields
Base Shield Generators
Defensive Turbolaser Turrets

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Redundant Systems- 3 turns (Provides resistance to EMP)
FTL Sensors-3 turns
CGT Sensors-3 turns
Gravitational Field Generators-3 turns
Nuclear Fusion- 9 turns
Thermal Detonators- 5 turns (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)

Construction: (On Standby until Base is established.)
6-bay Space Station- 2 turns
Orbital Turbolaser Platforms- 3 turns
Defensive Anti Vehicle Minefields, 5 turns
Orbital Anti Spacecraft Minefields, 9 turns
Nuclear Materials Mine- 3 turns
Sith Temple- 3 turns
1500 Stormtroopers per turn
500 AT-STs per turn
500 Sabre-Class Repulsor Tanks per turn
64 Tartar Class Light Frigates, 1 turn

Ground Movement:
Troops in concealed defensive positions around base

Space movement: Fleets forms defensive position over base.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.

URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: Do not send any ships to planet 7. It has been infested by a hostile parasitic life form. As long as it remains there, it will be no threat. I suggest a Permanent military blockade and quarantine of the planet, to let nothing in or out. Obtaining a specimen for study would be useful, but far too risky. The only faction that can safely attempt this are the Necrons. I vote for a Base Delta Zero on Planet 7. This is when warships orbit the planet and constantly pound it with Turbolasers, until the entire top two meters of the surface are molten lava.

ATTACKABLE

  • 07.21.2008 5:14 PM PDT

Semi-socialist and proud of it.

Posted by: Sword and Scales
Posted by: Sergeant Matt


URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: This is when warships orbit the planet and constantly pound it with Turbolasers, until the entire top two meters of the surface are molten lava.



You all are vicious!!

Also, how many turns would it take for you to "glass" the planet in these stages of initial gameplay, out of curiousity. Also, keep in mind that the vast majority of the Hive and its branches are nowhere near the surface.

Yes, but this is the action the Empire would probably take. I agree that you would not be destroyed, or even harmed that much, if you are deep underground.

  • 07.21.2008 5:16 PM PDT
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Your faction: Human Space Mercenaries

Ships:
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
25 Salvaged UNSC Pelicans
20 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship

Ground units:
2,000 Mercenaries
300 Pilots


Buildings (Space Based):
2-Bay Space Station


Finished Research:


Research:
Space Station Defense Grid - 2 turns
Space Station Laser Weapons - 2 turns
Space Station Shields - 3 turns
Asteroid Mining Efficiency - 1 turn
Exterior Plating on Station - 2 turns


Construction:
Space Station Defense Towers - 2 turns
2-Bay Space Station - DONE
30 4-Manned Boarding Craft - 2 turns
Shield Generators - 3 turns
Shipyard Bay - 4 turns


Ground Movement:
Mercenaries are resting in their barracks.

Space movement:
Fleet is moving near asteroid field for mining and habitation.

Allies:


Enemies:


Message to all:
The Space Mercenaries are willing to create an alliance with any willing factions. An alliance willing to protect each other and fight for order throughout the system. Transmit a message if you are willing.


Beginning Anti-Attack Shield Depletes in 3 turns

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Ever mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

  • 07.21.2008 5:17 PM PDT
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Piggie Worshipers
Planet- Large Ship Near planet 7

Buildings-Ship systems

Ground Units-Worshippers The Piggy Has "experienced"
Total-800 Different Species, 600 intelligent
Space Units- Heavy Frigate

IMPORTANT
The Piggy is an Intelligent AI that sole duty is to "experience" or be in the general area of a new species so it can absorb its habits, customs and memories. If the piggy does not experience the new species it shall destroy itself which consists of a giant thermonuclear bomb contained in its body. Due to this, many species which to give an offering of 2 of there species to satisfy the piggy. The Piggy currently wishes to experience an Xenomorph Empress.

Movement- landing on planet 7 with 600 armed species, 20 of them immune to Xenomorphs

[Edited on 07.21.2008 5:19 PM PDT]

  • 07.21.2008 5:17 PM PDT

Semi-socialist and proud of it.

Posted by: rst7503
Posted by: Sword and Scales
Posted by: Sergeant Matt


URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: This is when warships orbit the planet and constantly pound it with Turbolasers, until the entire top two meters of the surface are molten lava.



You all are vicious!!


I agree, I, as a member of the alliance, will not do that. I prefer to be a gentleman and march my Necrons into his hive and fight them on the ground, giving them a chance, rather than screwing them over without giving them any chance through orbital bombardment.

I understand that you guys are at risk with such an operation, that's why I say that Necrons will do it, so you guys aren't at risk

Sounds extremely dangerous, we should research more effective methods of underground warfare to help in your operation once it begins.

  • 07.21.2008 5:17 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
50 TIE Bombers
78 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
37 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
8,500 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
2500 Sabre-Class Repulsor Tanks
2500 AT-STs

Buildings:
2-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Defensive Anti Personnel Minefields
Base Shield Generators
Defensive Turbolaser Turrets

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Redundant Systems- 2 turns (Provides resistance to EMP)
FTL Sensors-2 turns
CGT Sensors-2 turns
Gravitational Field Generators-2 turns
Nuclear Fusion- 8 turns
Thermal Detonators- 4 turns (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)

Construction: (On Standby until Base is established.)
6-bay Space Station- 1 turns
Orbital Turbolaser Platforms- 2 turns
Defensive Anti Vehicle Minefields, 4 turns
Orbital Anti Spacecraft Minefields, 8 turns
Nuclear Materials Mine- 2 turns
Sith Temple- 2 turns
1500 Stormtroopers per turn
500 AT-STs per turn
500 Sabre-Class Repulsor Tanks per turn
128 TIE Bombers, 1 turn

Ground Movement:
Troops in concealed defensive positions around base

Space movement: Fleets forms defensive position over base.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.

URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: Do not send any ships to planet 7. It has been infested by a hostile parasitic life form. As long as it remains there, it will be no threat. I suggest a Permanent military blockade and quarantine of the planet, to let nothing in or out. Obtaining a specimen for study would be useful, but far too risky. The only faction that can safely attempt this are the Necrons.

  • 07.21.2008 5:20 PM PDT
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Piggie Worshipers
Planet- Large Ship Near planet 7

Buildings-Ship systems

Ground Units-Worshippers The Piggy Has "experienced"
Total-800 Different Species, 600 intelligent
Space Units- Heavy Frigate

IMPORTANT
The Piggy is an Intelligent AI that sole duty is to "experience" or be in the general area of a new species so it can absorb its habits, customs and memories. If the piggy does not experience the new species it shall destroy itself which consists of a giant thermonuclear bomb contained in its body. Due to this, many species which to give an offering of 2 of there species to satisfy the piggy. The Piggy currently wishes to experience an Xenomorph Empress.

Movement- landing on planet 7 with 600 armed species, 20 of them immune to Xenomorphs

ATTENTION ALL SPECIES
THE PIGGY WISHES TO EXPERIENCE YOU,
SEND A TRIBUTE OF 2 MEMBERS OF YOUR SPECIES OR WE WILL TAKE ACTION

  • 07.21.2008 5:21 PM PDT
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Your faction: Human Space Mercenaries

Ships:
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
25 Salvaged UNSC Pelicans
20 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship

Ground units:
2,000 Mercenaries
300 Pilots


Buildings (Space Based):
2-Bay Space Station


Finished Research:
Asteroid Mining Efficiency

Research:
Space Station Defense Grid - 1 turn
Space Station Laser Weapons - 1 turn
Space Station Shields - 2 turns
Asteroid Mining Efficiency - DONE
Exterior Plating on Station - 1 turn
Advanced Flagship Thrusters - 3 turns

Construction:
Space Station Defense Towers - 1 turn
30 4-Manned Boarding Craft - 1 turn
Shield Generators - 2 turns
Shipyard Bay - 3 turns


Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
Fleet is moving near asteroid field for mining and habitation - 3 turns

Allies:


Enemies:


Message to all:
The Space Mercenaries are willing to create an alliance with any willing factions. An alliance willing to protect each other and fight for order throughout the system. Transmit a message if you are willing.


Beginning Anti-Attack Shield Depletes in 2 turns

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

  • 07.21.2008 5:22 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

Posted by: Nubitsche
Piggie Worshipers
Planet- Large Ship Near planet 7

Buildings-Ship systems

Ground Units-Worshippers The Piggy Has "experienced"
Total-800 Different Species, 600 intelligent
Space Units- Heavy Frigate

IMPORTANT
The Piggy is an Intelligent AI that sole duty is to "experience" or be in the general area of a new species so it can absorb its habits, customs and memories. If the piggy does not experience the new species it shall destroy itself which consists of a giant thermonuclear bomb contained in its body. Due to this, many species which to give an offering of 2 of there species to satisfy the piggy. The Piggy currently wishes to experience an Xenomorph Empress.

Movement- landing on planet 7 with 600 armed species, 20 of them immune to Xenomorphs

ATTENTION ALL SPECIES
THE PIGGY WISHES TO EXPERIENCE YOU,
SEND A TRIBUTE OF 2 MEMBERS OF YOUR SPECIES OR WE WILL TAKE ACTION


This is when someone says: "Read the rule about not being ridiculous."

  • 07.21.2008 5:23 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Piggie Worshipers
Planet- Large Ship Near planet 7

Buildings-Ship systems

Ground Units-Worshippers The Piggy Has "experienced"
Total-800 Different Species, 600 intelligent
Space Units- Heavy Frigate

IMPORTANT
The Piggy is an Intelligent AI that sole duty is to "experience" or be in the general area of a new species so it can absorb its habits, customs and memories. If the piggy does not experience the new species it shall destroy itself which consists of a giant thermonuclear bomb contained in its body. Due to this, many species which to give an offering of 2 of there species to satisfy the piggy. The Piggy currently wishes to experience an Xenomorph Empress.

Movement- Retreat into ship -Sealing all Entrances and exits, no contact with Xenomorphs yet

  • 07.21.2008 5:24 PM PDT

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

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

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
50 Skarovas Enforcers (Medium battleships)
10 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
5 Jarun Migrators (Cityships)
25 Junsurak Sentinels (Anti-Fighter Escort)
10 Kanrak Assailants (Long-range combat)
10 Karrastra Destructors (Orbital-bombardment)
30 Jakara Navigators (Stealthed strike-team transport)
100 Ravasta Skirmishers (Light battleships))

All ships carry a compliment of fighters and bombers equivalent to their size.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our starting navy is larger than most.

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
F/B Shipyards

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)

Research:
Phase Gates
Jump drive inhibitors
Nanotech building (2)
Energy missile tech (1)

Construction:
Building Network of Orbital Phase Missile Emplacements (7)
Building Five hundred fighters and bombers per hanger capacity onto F/BShip (8)
Building One hundred Ravasta Skirmishers per five turns capacity onto CShip (3)
Building fifty Skarovas Enforcers per five turns Capacity onto CShip (8)
Building Phase Jump Gates in orbit of planets three and six (5)
Researching anti-ftl weaponization (3)

Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin

Allies: Alliance of Superpowers [Colonials (Lord Snakie), Necrons (rst7503)]

Enemies:

Base: In orbit of planet 3

Message to all: Piggies: Read the rulebook and stop being rediculous. If you don't start playing normally, further posts will be ignored.

ATTACKABLE

[Edited on 07.21.2008 5:27 PM PDT]

  • 07.21.2008 5:26 PM PDT

1 P17Y 7H3 F00L

KOTOR

"Experience an Xenomorph Empress"

This is a somewhat disturbing picture, and dude, be serious about this.

[Edited on 07.21.2008 5:26 PM PDT]

  • 07.21.2008 5:26 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
2 Necron Star Dreadnoughts
20 Cairn-class Tombships (Battleships)
50 Scythe-class Harvest Ships (Heavy Cruisers)
75 Shroud-Class Cruisers (Anti-Fighter Cruiser)
200 Jackal-Class Raiders (Aggressive Heavy Fighter)
500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord carrying Staff of Light, Chronometron, Lightning Field, and Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
30000 Scarabs in swarm
100 Obelisks
50 Pylons
50 Monoliths
10 Abattoirs
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)
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 Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Nuclear Fission

Research:
Necron Enhanced Regeneration (4 turns)
Nuclear Fusion (4 turns)

Construction:
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 (6 turns)
25 Pylons (6 turns)
25 Monoliths Obelisks (6 turns)
5 Abattoirs (6 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
20 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)
1 Tomb Stalker Titan (5 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

To All Allies: Have as little contact and interaction with the Xenomorphs as possible, when the Non-Aggression Aggreement between Necrons and all Factions ends, the Necrons will be the primary Alliance of Superpowers Force combating them. The nature of the Necrons makes them immune to the Xenomorph parasitism

  • 07.21.2008 5:27 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

"....this is Balinda Richmond. I'm one of the colonists......at LV-385 on the Seventh Planet.

We've......something horrible.

Please...*crahhhahshshs* is it working?

John, is it working!!?
....*crahahhaha*...we've sealed oursel..

..last of us left...anyone...please....."

  • 07.21.2008 5:31 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

Posted by: Eleventh Sniper


Message to all:Im new, so dun be surprised if i do something that makes no sense. Turns 'til I can be attacked: 5


Just be sure to read the rules, take time with your posts, and have fun.

  • 07.21.2008 5:37 PM PDT
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
25 TIE Interceptors
178 TIE Bombers
78 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
37 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
10,000 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
3000 Sabre-Class Repulsor Tanks
3000 AT-STs

Buildings:
6-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Defensive Anti Personnel Minefields
Base Shield Generators
Defensive Turbolaser Turrets

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)

Research:
Redundant Systems- 1 turns (Provides resistance to EMP)
FTL Sensors-1 turns
CGT Sensors-1 turns
Gravitational Field Generators-1 turns
Nuclear Fusion- 7 turns
Thermal Detonators- 3 turns (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)

Construction: (On Standby until Base is established.)
12-bay Space Station- 12 turns
Orbital Turbolaser Platforms- 1 turns
Defensive Anti Vehicle Minefields, 3 turns
Orbital Anti Spacecraft Minefields, 7 turns
Nuclear Materials Mine- 1 turns
Sith Temple- 1 turns
1500 Stormtroopers per turn
500 AT-STs per turn
500 Sabre-Class Repulsor Tanks per turn
256 TIE Interceptors, 1 turn

Ground Movement:
Troops in concealed defensive positions around base. All forests in the area are destroyed to eliminate concealment for Xenos. All tunnels are sealed off with Durasteel. When traveling, all soldiers travel in groups of no less than 30 men, with Vehicle support. Martial Law declared in all cities. AP minefields activated.

Space movement: Fleets forms blockade over base, allowing no ships through. Minefields activated.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.

URGENT MESSAGE TO ALL SUPERPOWER MEMBERS: The Xenos have taken an unknown colony on the surface of Planet 7, they may escape the planet. Lock down your worlds, scan all incoming ships for unknown lifeforms.

ATTACKABLE

[Edited on 07.21.2008 5:46 PM PDT]

  • 07.21.2008 5:41 PM PDT
Subject: Lord Snakie's Semi-Famous Flood Forum Fun Game!

1 P17Y 7H3 F00L

KOTOR

most importantly: follow the rules and don't be overwhelmed by some of the factions already here (notably my Necron Faction). If you consistently play for a while, you'll have enough to fairly fight the factions that started in the beginning

  • 07.21.2008 5:41 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.

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
50 Skarovas Enforcers (Medium battleships)
10 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
5 Jarun Migrators (Cityships)
25 Junsurak Sentinels (Anti-Fighter Escort)
10 Kanrak Assailants (Long-range combat)
10 Karrastra Destructors (Orbital-bombardment)
30 Jakara Navigators (Stealthed strike-team transport)
100 Ravasta Skirmishers (Light battleships))

All ships carry a compliment of fighters and bombers equivalent to their size.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our starting navy is larger than most.

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
F/B Shipyards

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)

Research:
Precision Phase Jumps (5)
Planet-class Shields (5)
Nuclear Fission (5)

Construction:
Building Network of Orbital Phase Missile Emplacements (6)
Building Five hundred fighters and bombers per hanger capacity onto F/BShip (7)
Building One hundred Ravasta Skirmishers per five turns capacity onto CShip (2)
Building fifty Skarovas Enforcers per five turns Capacity onto CShip (7)
Building Phase Jump Gates in orbit of planets three and six (4)
Researching anti-ftl weaponization (2)

Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin

Allies: Alliance of Superpowers [Colonials (Lord Snakie), Necrons (rst7503)]

Enemies:

Base: In orbit of planet 3

Message to all: Piggies: Read the rulebook and stop being rediculous. If you don't start playing normally, further posts will be ignored.

And don't worry.You'll be up to strength in no time.

ATTACKABLE

  • 07.21.2008 5:47 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Human Space Mercenaries

Ships:
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
20 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

Ground units:
2,000 Mercenaries
300 Pilots


Buildings (Space Based):
2-Bay Space Station
Space Station Laser Towers

Finished Research:
Asteroid Mining Efficiency
Space Station Defense Grid
Space Station Laser Weaponry
Exterior Plating on Space Station


Research:
Space Station Defense Grid - DONE
Space Station Laser Weapons - DONE
Space Station Shields - 1 turn
Exterior Plating on Station - DONE
Advanced Fleet Thrusters - 2 turns
Advanced Space Station Thrusters - 3 turns
Laser Defense Platforms - 3 turns

Construction:
Space Station Defense Towers - DONE
30 4-Manned Boarding Craft - DONE
Shield Generators - 1 turn
Shipyard Bay (Space Station Addon) - 2 turns
Perimeter Laser Platforms - 4 turns
Recruiting 200 Pilots - 3 turns
Recruiting 1,000 Mercenaries - 3 turns

Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
Fleet is moving near Asteroid Field 1 for mining and habitation - 2 turns

Allies:


Enemies:


Message to all:
The Space Mercenaries are willing to create an alliance with any willing factions. An alliance willing to protect each other and fight for order throughout the system. Transmit a message if you are willing.


Beginning Anti-Attack Shield Depletes in 2 turns

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

  • 07.21.2008 5:48 PM PDT
  • gamertag: [none]
  • user homepage:

I seriously needed to update my signature. I'll never forget it, though.

Your faction: Goa'uld

Ships:
6 Ha'tak
1 Ha'tak(Ancient enhanced)
1 Ha'tak(Cloak enabled)
3 Al'kesh
240 Death Gliders
8 Tel'ac

Ground units:
8000 Jaffa

Buildings:
Haven't gone to a planet yet

Finished Research:
none as of now

Research:
None as of now

Construction:
None as of now

Ground Movement: Bored Jaffa do the Hare Hare Yukai

Space movement: Looking for a planet

Allies: None

Enemies: None

Message to all: Looking over thread to see what I missed

  • 07.21.2008 5:49 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

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

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) in gestation
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 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)
110 Warriors (The average Xenomorph, the height of a Spartan)
215 Runners (Weaker, but much faster aliens)
220 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
200 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Buildings
The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

Research/Construction
1 Alien Empress is currently in her gestation period. In (1) turn she will be born, and vulnerable. In 3 turns (after her birth) she will be fully grown. The Alien Empress is immensely powerful, and is literally a walking WMD. However, she is slow to move, and has no real "super-long range" ability, which sort of removes the need for the long WMD research period.

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
20 Warriors
30 Drones
30 Runners

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

Ground Movement
Small packs of warriors and runners are dispersing through the colony known as LV-385. Having found a larger source of hosts, and food, the growth rate of the Horde will increase in (1) turn.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.

[Edited on 07.21.2008 5:52 PM PDT]

  • 07.21.2008 5:49 PM PDT
Subject: Lord Snakie's Semi-Famous Flood Forum Fun Game!

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

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

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
50 Skarovas Enforcers (Medium battleships)
10 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
5 Jarun Migrators (Cityships)
25 Junsurak Sentinels (Anti-Fighter Escort)
10 Kanrak Assailants (Long-range combat)
10 Karrastra Destructors (Orbital-bombardment)
30 Jakara Navigators (Stealthed strike-team transport)
100 Ravasta Skirmishers (Light battleships))

All ships carry a compliment of fighters and bombers equivalent to their size.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our starting navy is larger than most.

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
F/B Shipyards

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)

Research:
Precision Phase Jumps (4)
Planet-class Shields (4)
Nuclear Fission (4)
Antimatter containment (5)
Nanotech repair (5)

Construction:
Building Network of Orbital Phase Missile Emplacements (5)
Building Five hundred fighters and bombers per hanger capacity onto F/BShip (6)
Building One hundred Ravasta Skirmishers per five turns capacity onto CShip (1)
Building fifty Skarovas Enforcers per five turns Capacity onto CShip (6)
Building Phase Jump Gates in orbit of planets three and six (3)
Researching anti-ftl weaponization (1)

Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Sending scouts to belt one to search for fissionable material (3)

Allies: Alliance of Superpowers [Colonials (Lord Snakie), Necrons (rst7503), Galactic Empire (Sergeant Matt)]

Enemies:

Base: In orbit of planet 3

Message to all: Piggies: Read the rulebook and stop being rediculous. If you don't start playing normally, further posts will be ignored.

And don't worry.You'll be up to strength in no time.

ATTACKABLE

[Edited on 07.21.2008 5:56 PM PDT]

  • 07.21.2008 5:52 PM PDT
Subject: please don't post yet

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
2 Necron Star Dreadnoughts
20 Cairn-class Tombships (Battleships)
50 Scythe-class Harvest Ships (Heavy Cruisers)
75 Shroud-Class Cruisers (Anti-Fighter Cruiser)
200 Jackal-Class Raiders (Aggressive Heavy Fighter)
500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord carrying Staff of Light, Chronometron, Lightning Field, and Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
32000 Scarabs in swarm
150 Obelisks
75 Pylons
75 Monoliths
15 Abattoirs
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)
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 Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Nuclear Fission

Research:
Necron Enhanced Regeneration (3 turns)
Nuclear Fusion (3 turns)

Construction:
500 Warriors (5 turns)
250 Immortals (5 turns)
100 Pariahs (5 turns)
100 Flayed Ones (5 turns)
50 Wraiths (5 turns)
50 Tomb Spyders (5 turns)
50 Destroyers (5 turns)
25 Heavy Destroyers (5 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
20 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)
1 Tomb Stalker Titan (4 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

To All Allies: Have as little contact and interaction with the Xenomorphs as possible, when the Non-Aggression Aggreement between Necrons and all Factions ends, the Necrons will be the primary Alliance of Superpowers Force combating them. The nature of the Necrons makes them immune to the Xenomorph parasitism

  • 07.21.2008 5:54 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
100 TIE Fighters
281 TIE Interceptors
178 TIE Bombers
78 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
37 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
11,500 Stormtroopers
100 Marines
150 Engineers
50 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
3500 Sabre-Class Repulsor Tanks
3500 AT-STs

Buildings:
6-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
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)

Research:
Nuclear Fusion- 6 turns
Thermal Detonators- 2 turns (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons- 10 turns
Concussion Missiles- 5 turns
Proton Torpedoes- 5 turns
Hypermatter Reactors- 8 turns
Enhanced Cooling Units- 5 turns (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)

Construction: (On Standby until Base is established.)
12-bay Space Station- 11 turns
Defensive Anti Vehicle Minefields, 2 turns
Orbital Anti Spacecraft Minefields, 6 turns
Gravity Field Generators- 10 turns
CGT Sensors- 10 turns
FTL Sensors- 10 turns
1500 Stormtroopers per turn
500 Dark Troopers per turn
500 AT-STs per turn
10 Sith Warriors per turn
500 Sabre-Class Repulsor Tanks per turn
512 TIE Fighters, 1 turn

Ground Movement:
Troops remain deployed, all other activity relaxed.

Space movement: Fleet returns to standard postitions, mines disabled, defense grid disabled.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.

ATTACKABLE

[Edited on 07.21.2008 6:06 PM PDT]

  • 07.21.2008 5:55 PM PDT