- 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!