Off Topic: The Flood
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Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
181 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
227 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
140 Light Battlecruisers Carries 1 WMD
5500 Landing Craft
5500 Tracers (Recon and Transport Ships)
11000 Stinger Class Fighters (Light-Medium Armament/Armor)
293 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: 6Turns

Space Movement: Fleet prepares for war. All shielding online. Weapons warming up. WMD's priming.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Cylon Rebels
Necrons

Messages to All: Reaction-Shielding on proximity.

Broad-Spectrum Transmission Throughout Space: Colonials, I fear the Necrons and members of the Axis Entente are about to undertake a suprise offensive. I might need you're help. Are you a friend or are you to continue your own battles.

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 7:32 PM PDT

1 P17Y 7H3 F00L

KOTOR

Cooley, you know you have to strike Planet 6 first, I can't afford to move my fleet away, and you have enough ships to defend against a 2-front battle

  • 07.28.2008 7:33 PM PDT

But it is not only a two front battle.

Now I am facing three members of the Axis Entente.

  • 07.28.2008 7:35 PM PDT
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Your faction: The Space Pirates (Metroid)

Ships:
4 Pirate Frigates
15 Battlecruisers
40 Single-Pirate Fighters
20 ATC's
15 Assault Ships
50 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
50 Pirate Troopers
35 Aerotroopers
15 Commandos
25 Shield Troopers
20 Armored Troopers
15 Sentry Drones
10 Remorse-Class Movable Turrets
1 Ridley

Buildings: 1 Bay Space Station

Finished Research:
Hazard Suits- protect against radiation, caustic, and acidic materials. Does ot protect against extreme temperatures.

Research:
"Varia" technology, aka technology to protect against the extreme weather conditions. (7 turns)

Construction:
Mining equipment for Space Station (4 turns)
Installing Turrets in Space Station (3 turns)

Ground Movement:
Occupied in ships or outfitting the space station with technology.

Space movement:
3 Battlecruisers moving towards Halo 1 (Will arrive in 2 turns)

Allies: None, so far

Enemies: None, so far

Message to all: We are charting this system. Any help will rewarded with an alliance. We currently do not have a strong enough military presense for us to enter a war, however.

Turns Left: 5

[Edited on 07.28.2008 7:42 PM PDT]

  • 07.28.2008 7:35 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
But it is not only a two front battle.

Now I am facing three members of the Axis Entente.


But Matt's not on as much at this time as we are, and Bon has to go off really soon.

Besides, I'm sure your 180-some "Supercarriers" can take care of that, if it's really all that it's hyped up to be

Space Pirates: Halo 2 no longer exists, and Halo 1 is owned and defended ferociously by some other factions

[Edited on 07.28.2008 7:37 PM PDT]

  • 07.28.2008 7:36 PM PDT

Don't worry, I will lose without help from my alliance. Huh.

And what drove you to wage war with me? The only interests I have in fighting is preventing harm to come to my allies.


[Edited on 07.28.2008 7:40 PM PDT]

  • 07.28.2008 7:39 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Don't worry, I will lose without help from my alliance. Huh.



Well, Snakie says one of us has to die

And Snakie wants war, and I volunteered to declare war, seeing as how everybody didn't like me already

[Edited on 07.28.2008 7:42 PM PDT]

  • 07.28.2008 7:39 PM PDT

Maybe so. What is the reason again I have to attack you?

What if I wanted you to attack me for various reasons?

  • 07.28.2008 7:43 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Maybe so. What is the reason again I have to attack you?

What if I wanted you to attack me for various reasons?


Why, because I can't afford to move my fleet. My fleet isn't large enough for a two-front war.

Yours is, so you can attack me without stretching your forces thin and unable to defend your home. For me, I need to rely on my allies to defend my planet while I leave to attack people.

I'm basically Snakie's war-declarer, and if you won't attack me, I'll attack the battlecruiser "that is crashing at Planet 7" with my C'tan Gods and incinerate it.

For fair combat, I won't use the C'tan in regular combat because they are cheap and it's Snakie's anti-cheap-noob-weapon. Only to be used when authorized by him.

  • 07.28.2008 7:46 PM PDT

Whatever. I really don't feel like waging a war with three with no allies on. All of the Axis Entente is on at the moment I believe.

But whatever. I'll do it.

  • 07.28.2008 7:48 PM PDT

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

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

Actually, I'm offline. See you tomorrow, buckaroos.

  • 07.28.2008 7:51 PM PDT
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Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-201 Galaxy Class Battleship

Ground units:

-20860 StarFleet Personnel.
-206350 StarFleet Soldiers
-1250 Federation Battle Tanks
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay {Large, 2 Bay}: Doubles all ship production. (Produces 200 Galaxy Class Battleships(5 Turns) Or fully repairs any twenty vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base (Large Encampment) 10000 Personnel. (5 Turns)
- Starfleet Academy LVL 4: Earth-Equivalent: Produces 100000 Starfleet Soldiers every 5 turns
(5 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (5 Turns)
- Airponics Farm: Increased Population Production. (50%)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Mechanized Garage: Quadruples Mech Production
- Base Shields: Protects Base planetside.
- Nanite Factory(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Research Lab LVL 4: Master’s Lab: Reduces all current technology turns by 2 additional turns. ONCE.
- Propulsion Theory Station: Reduces Propulsion-Based technology by 3 Turns ONCE
- Defensive Laboratory: Reduces all defensive research times by 2 Turns ONCE
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.

Finished Research:

-Phaser Array (Elevated Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Modulating Disruptors (Extreme Yield) Increased Firepower, range, and versatility. 7 settings: stun, kill, wide-beam, melt, overload, weld, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
-Plasma Torpedoes (Extreme Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.

-Warp Drive- Warp 9 MAX (FTL Travel, ~186k mps) x 100.000.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Multi-Phasic Shields(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-TriTanium Hull Reinforcement (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Nanoprobe therapy: Replaces and upgrades Hyposprays.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-Environmental Stability Armored Pods (ESAP): Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
-Replicators: Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
-Positronic Android: The Apex of android development. Extremely efficient android crewmember joins every ship, excluding shuttles and support craft. The Warp threshold is upped by 1 level due to android efficiency.

Active Abilities:

- OMEGA Particle Experimentation: We are close to harnessing the power of the “perfect molecule.”
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a planet, moon, or asteroid.)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research

- Transwarp Drive (1 Turns) Grade I: Far faster than warp drive, allows for very fast transportation. The slowest of 3 grades.
-Transphasic Torpedoes (12 Turns)(Devastating Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded Mid-size vessels in 1 hit. Hit to an unshielded hull causes Surreal damage. Further EMP Damage increase. Increased Radius Area of Effect Damage. Phases random parts of ship, causing hull buckling. Shields are permanently disrupted. Shock wave Travels along comm lines, damaging all connected ships as well.
-Isokinetic Phasers (Extreme Yield)(1 Turns) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-QuadTanium Hull Reinforcement(5 Turns) (Mostly Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)
-Hirogen Rifles (3 Turns)(Devastating Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Temporal Shielding (4 Turns): The Ultimate Shielding type. All ‘conventional’ weapons are nearly ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have effect. Protects against temporal anomalies.
- Expert Phase-Coil Alignment (7 Turns) Upgrades phaser ‘grade’ by 1.
- Efficient Replicators(2 Turns): Replaces Replicators, reduces every turn-based action except for abilities, construction of units, and travel times by 2 Turns ONCE
-Sensor Dampening (2 Turns) Makes Engine emissions undetectable. Low-Grade ‘cloaking.’

Abilities: 2 Turns

- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail the “Perfect Molecule.”

Construction:

- Nanite Factory LVL2(9 Turns) Reduces all construction times by 5 turns. ONCE
- Ground Base LVL4 (1 Turns)(Full Fledged Fortress) 25000 Personnel every 5 turns.
- Propulsion Theory Station LVL2(14 Turns) Reduces Propulsion-Based technology by 5 Turns ONCE
- Defensive Laboratory LVL2: (4 Turns) Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: (4 Turns) Decreases time needed for Weapon-based research ONCE by three turns.
- Dyson Sphere (47 Turns): Blocks access of solar power for all except planet 1. Allows for colonization of inner surface. Outer surface will be SepTanium alloy, nearly indestructible.
-Sensor Net (19 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(32 Turns) The entire moon is reinforced with a lattice of HexTanium Armor, making it resistant to even powerful gravitational fields, and nearly indestructible.

Ground Movement:
- Exploration teams gathering resources.

Space movement:
- All ships are running combat training, preparing to go to war.

Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472 (1 Turns)

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs
- Necrons

Message to all:
- Message to IDA: We are here, ready to go to battle alongside you, if it comes to that. We must defend the honor of Hanchex!

  • 07.28.2008 7:51 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Whatever. I really don't feel like waging a war with three with no allies on. All of the Axis Entente is on at the moment I believe.

But whatever. I'll do it.


Matt declared he was offline on the last page, and Bon told me through MSN he was going off. He currently is offline on MSN

  • 07.28.2008 7:51 PM PDT

As an optical probe jumps in-system of Planet 7, it witnesses the last moments of the Battlecruiser Mirrors Edge as it lowers into Planet 7.

RIght before impact with the Planet, the Captain pulled the nose up. They must have gotten controls back right before crash-landing.

*Hail to Optical Probe in-system* This is Captain Yoxthimer, we have sustained little damage in landing, due to shields being active. But enduring the crash, the shields are now offline and boarding is possible. We will take every measure possible to prevent the Xenomorphs from taking the ship. That is all

*Hail ended*

  • 07.28.2008 7:51 PM PDT
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Hey, just 16 more pages to the record, right?

  • 07.28.2008 7:53 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
182 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
232 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
145 Light Battlecruisers Carries 1 WMD
6000 Landing Craft
6000 Tracers (Recon and Transport Ships)
12000 Stinger Class Fighters (Light-Medium Armament/Armor)
303 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5100 Raiding/Boarding Parties (100 Man Each)
21000 Pilots
16000 Telepathy Bio-commandos.
21000 Super-soldiers. *Heavy Armor and Shielding*
26000 Infantry *Light Armor and Shielding*
11000 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: 5 Turns

Space Movement: Fleet prepares for war. All shielding online. Weapons warming up. WMD's priming.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Cylon Rebels
Necrons
Axis Entente.

Messages to All: Reaction-Shielding on proximity.

Broad-Spectrum Transmission Throughout Space: Colonials, war is to be waged.

To Star Trek: Thank you, I take comfort in the fact that I have somebody standing by my side. Actions will soon be taken, and you will be informed.

  • 07.28.2008 7:55 PM PDT
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I wish understood what you guys were doing.

  • 07.28.2008 7:56 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
70 Necron Star Dreadnoughts
210 Armageddon-Class Carnage Ships
360 Cairn-Class Tombships (Battleships)
520 Scythe-Class Harvest Ships (Heavy Cruisers)
580 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
4000 Jackal-Class Raiders (Aggressive Heavy Fighter)
7000 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
400 Rebirth Hybrids
700 Canisters of Rebirth Nanites *carries viruses*
19000 Warriors
9500 Immortals
3200 Pariahs
3200 Flayed Ones
1600 Wraiths
1550 Tomb Spyders
1550 Destroyers
775 Heavy Destroyer
208000 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
Necron Super-Enhanced and Advanced Nanites/Nanoprobe technology: applied to everything
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 (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 (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)

Ground Movement:
Units prepared 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 powered up, prepared 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
Aeonic Orb moving up to space

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

Enemies: The Hanchex Alliance

Message to All: NECRONS DECLARE WAR ON THE HANCHEX ALLIANCE

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

[Edited on 07.28.2008 8:05 PM PDT]

  • 07.28.2008 7:59 PM PDT

Look for the back

Faction Name: The Reapers
Current Location: Deep Space, out of the milky way
Currrent Status: Waiting on Soviergn
....[curropted signal]...
Transmission////
+-8274559 Mins/LY

----------Arrived///Citidel
----------Latched
----------DAMAGE SUSTAINED
----------DAMAGE IRREVERSABLE
----------000101001011110010101001111001001010100000100100101 00001010101010---------------------------------------------------------------------------



EMPIRE Transmission to REPUBLIC
It seems like our brother was destroyed.
R to E
Mobilize our fleets. We will have to go in Manually.
E to R
Mobilizing....

T0101010010000001000001000000010100010010000010101010010=8LY


/////Shut down to conserve energy/////

WE ARE LEGION

  • 07.28.2008 8:01 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Your faction:

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

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-201 Galaxy Class Battleship
- 8 Species 8472 Bioships
Ground units:

-20860 StarFleet Personnel.
-206350 StarFleet Soldiers
-1250 Federation Battle Tanks
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay {Large, 2 Bay}: Doubles all ship production. (Produces 200 Galaxy Class Battleships(5 Turns) Or fully repairs any twenty vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base LVL4:(Full Fledged Fortress) 25000 Personnel every 5 turns.(5 Turns)
- Starfleet Academy LVL 4: Earth-Equivalent: Produces 100000 Starfleet Soldiers every 5 turns
(5 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (5 Turns)
- Airponics Farm: Increased Population Production. (50%)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Mechanized Garage: Quadruples Mech Production
- Base Shields: Protects Base planetside.
- Nanite Factory(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Research Lab LVL 4: Master’s Lab: Reduces all current technology turns by 2 additional turns. ONCE.
- Propulsion Theory Station: Reduces Propulsion-Based technology by 3 Turns ONCE
- Defensive Laboratory: Reduces all defensive research times by 2 Turns ONCE
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.

Finished Research:

-Isokinetic Phasers (Extreme Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Modulating Disruptors (Extreme Yield) Increased Firepower, range, and versatility. 7 settings: stun, kill, wide-beam, melt, overload, weld, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
-Plasma Torpedoes (Extreme Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.

- Transwarp Drive Grade I: Far faster than warp drive, allows for very fast transportation. The slowest of 3 grades.(FTL Travel, ~186k mps) x 1.000.000.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Multi-Phasic Shields(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-TriTanium Hull Reinforcement (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Nanoprobe therapy: Replaces and upgrades Hyposprays.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-Environmental Stability Armored Pods (ESAP): Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
-Replicators: Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
-Positronic Android: The Apex of android development. Extremely efficient android crewmember joins every ship, excluding shuttles and support craft. The Warp threshold is upped by 1 level due to android efficiency.

Active Abilities:

- OMEGA Particle Experimentation: We are close to harnessing the power of the “perfect molecule.”
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a planet, moon, or asteroid.)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research

- Transwarp Drive Grade II:(11 Turns) Far faster than warp drive, allows for very fast transportation. The Mid of 3 grades.
-Transphasic Torpedoes (11 Turns)(Devastating Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded Mid-size vessels in 1 hit. Hit to an unshielded hull causes Surreal damage. Further EMP Damage increase. Increased Radius Area of Effect Damage. Phases random parts of ship, causing hull buckling. Shields are permanently disrupted. Shock wave Travels along comm lines, damaging all connected ships as well.
-QuadTanium Hull Reinforcement(4 Turns) (Mostly Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)
-Hirogen Rifles (2 Turns)(Devastating Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Temporal Shielding (3 Turns): The Ultimate Shielding type. All ‘conventional’ weapons are nearly ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have effect. Protects against temporal anomalies.
- Expert Phase-Coil Alignment (6 Turns) Upgrades phaser ‘grade’ by 1.
- Efficient Replicators(1 Turns): Replaces Replicators, reduces every turn-based action except for abilities, construction of units, and travel times by 2 Turns ONCE
-Sensor Dampening (1 Turns) Makes Engine emissions undetectable. Low-Grade ‘cloaking.’

Abilities: 1 Turns

- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail the “Perfect Molecule.”

Construction:

- Nanite Factory LVL2(8 Turns) Reduces all construction times by 5 turns. ONCE

- Propulsion Theory Station LVL2(13 Turns) Reduces Propulsion-Based technology by 5 Turns ONCE
- Defensive Laboratory LVL2: (3 Turns) Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: (3 Turns) Decreases time needed for Weapon-based research ONCE by three turns.
- Dyson Sphere (46 Turns): Blocks access of solar power for all except planet 1. Allows for colonization of inner surface. Outer surface will be SepTanium alloy, nearly indestructible.
-Sensor Net (18 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(31 Turns) The entire moon is reinforced with a lattice of HexTanium Armor, making it resistant to even powerful gravitational fields, and nearly indestructible.

Ground Movement:
- Exploration teams gathering resources.

Space movement:
- All ships are running combat training, preparing to go to war.

Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472

Voyager returns, with a flight of 8 bioships behind it. Janeway tells the rest of the Federation and Hanchex forces that many, many more are willing to help wipe the corruption from the galaxy.

8 Bioships arrive from fluidic space every 5 turns (5 Turns)
1 Energy Focusing ship (5turns)

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs
- Axis Entente

Message to all:
- Message to IDA: We are here, ready to go to battle alongside you, if it comes to that. We must defend the honor of Hanchex!

  • 07.28.2008 8:01 PM PDT

1 P17Y 7H3 F00L

KOTOR

Just a message to all people that Snakie, Bon, and I, the principle mods in this game have declared all reinforcements to be illegal OR must be declared and take a minimum of 10 turns, growing proportionally in time needed to the amount and types of ships coming.

If you noticed, only Hanchex and Neutrals have ever summoned reinforcements. We Axis people have never done something so cheap

I'm not accusing anybody though, but be warned that future reinforcements require the listed procedure

I'm going off line for dinner. I'll be back soon to wage the war

[Edited on 07.28.2008 8:07 PM PDT]

  • 07.28.2008 8:04 PM PDT

Whoa. I have never summoned reinforcements!

Uncool.

  • 07.28.2008 8:07 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Whoa. I have never summoned reinforcements!

Uncool.


I never said you did. I said only Hanchex and neutral have, it doesn't mean that ALL Hanchex and Neutrals called for reinforcements


Offline Now for dinner, will be back soon for war

[Edited on 07.28.2008 8:08 PM PDT]

  • 07.28.2008 8:08 PM PDT