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

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
183 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
237 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
150 Light Battlecruisers Carries 1 WMD
6500 Landing Craft
6500 Tracers (Recon and Transport Ships)
13000 Stinger Class Fighters (Light-Medium Armament/Armor)
313 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5200 Raiding/Boarding Parties (100 Man Each)
22000 Pilots
17000 Telepathy Bio-commandos.
22000 Super-soldiers. *Heavy Armor and Shielding*
27000 Infantry *Light Armor and Shielding*
12000 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: 4 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 8:14 PM PDT

Offline for Shower

Die Ghost

  • 07.28.2008 8:15 PM PDT
  • gamertag:
  • user homepage:
  • 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(3 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.(3 Turns)
- Starfleet Academy LVL 4: Earth-Equivalent: Produces 100000 Starfleet Soldiers every 5 turns
(3 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (3 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 LVL2: Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: Decreases time needed for Weapon-based research ONCE by three 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.
-Hirogen Rifles (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.
-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)

- Temporal Shielding: 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 real effect. Protects against temporal anomalies.
-QuadTanium Hull Reinforcement(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)

- 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.
- Efficient Replicators: Replaces Replicators, reduces every turn-based action except for abilities, construction of units, and travel times by 2 Turns ONCE
-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.
-Sensor Dampening : Makes Engine emissions undetectable. Low-Grade ‘cloaking.’

Active Abilities:

- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail 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:(5 Turns) Far faster than warp drive, allows for very fast transportation. The Mid of 3 grades.
-Transphasic Torpedoes (5 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.
- Expert Phase-Coil Alignment (3 Turns) Upgrades phaser ‘grade’ by 1.
-Visual Light Refraction:(7 Turns)Mid-Grade ‘cloaking.’ Light is bent around the ship, making detection difficult. However, ship must be unshielded with weapons powered down.

Abilities: 5 Turns

- OMEGA Particle Mastery: The “Perfect Molecule” has been harnessed. The development of Uber-powerful weapons may now begin!

Construction:

- Nanite Factory LVL2(5 Turns) Reduces all construction times by 5 turns. ONCE
- Propulsion Theory Station LVL2(10 Turns) Reduces Propulsion-Based technology by 5 Turns ONCE
- Dyson Sphere (43 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 (15 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(28 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 (4 Turns)
1 Energy Focusing ship (4 Turns)

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!

Wow, I just realized that I have Summer school in a few short hours, so I have to go offline for like 12hrs, till its over. (No, I'm not dumb, I'm trying to get ahead so I am not as pressured in my senior year).

I'll try and get on tomorrow asap, but a lot of stuff'l go down before then. So, I loan control of my 201 Galaxy Class Battleships to IDA. Good luck IDA...

  • 07.28.2008 8:15 PM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4
Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:

Single-ship fighters

25500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
5400 Seraph Purifiers
5400 Seraph Hellfires
24 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
138 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
63 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
76 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
21 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)
3 Reverence-class Cruisers (3000 metres, medium speed, Pulse Lasers/Plasma Torpedo Launchers and two alternating Energy Projectors

***[b]Ground units:

16000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
9000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
3400 Sangheili (Shielded, intelligent, commanding officers of various ranks)
340 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
15700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1400 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
38 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

20000 Covenant Ghosts
8600 Covenant Wraiths
4000 Covenant banshees
2200 Covenant Phantoms
11200 Spectres


Armaments:
46 Covenant Anti-matter bomb
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
140 Abyss mines
EMP Mines

Defenses

-Blanket Shield
- Blanket Shield Generator
-30 Automated Sentry Turrets
-52 Covenant Anti-Air Batteries- Planet 4
*-16 Covenant Anti-Air Batteries- Asteroid Field 2 base
-10 Covenant Union Defense Satellites (Equipped with an Energy Projector)

Buildings:


Base:

Planet 4

5-bay Space Station
Basic Base/Advanced Base
Second Base
Third Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
14 Landing Fields (Two for each type of unit)
Communications centre

Planetoid
Base
mining centre
4-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
4 Covenant Union Shipyards
-Advanced Gravity generators/Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids. Now upgraded, can pull large planetoids out of the Asteroid Field)


Finished Research:
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armour Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armour-Integrated Shielding
-Ice Suits
-Unknown Forerunner Artifact Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour found
-Energy Projector enhancment
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts
-EVA suits
-EMP study
-Forerunner Artifact- Forerunner Terraforming techniques- Further advancement will be detailed in future CUTU (Covenant Union Tactical Update).
-Forerunner Artifact-Blanket Shielding
-Redundant shielding (Answer to EMP effects)
-EMP Mines

Research: (To-do List)

Mass Density Generator- Project terminated

Antimatter Field Generator- 6 turns (In light of our abandonment of the Mass Density Generator, we've decided to focus on something more effective in naval combat- The Antimatter Field Generator. The Antimatter field generator is an improvement over the Antimatter charge in that the generator projects an anti-matter field, which proves a hazard for the enemy fleet. When anti-matter mixes with matter, the result is a catastrpohic explosion of 100% energy. A Hydrogen bomb is only 7% of that energy.

Using the design schematics from the mass Density generator, the Covenant Union was able to figure out how to channel anti-particles into a field and use it for combat purposes. Any attempts to use it for a surface attack would prove as blatant suicide since a large crew is required to maintain it and defend it. Also compounding to this is the fact that it takes a reasonably long time for the generator to charge up, a problem alo found in the Antimatter bomb. It can be disabled or reveresed in the same fashion.)

-Gravity Lift crush -1 turn

Forerunner Artifact

Construction:


-10 Defense Satellites- 2 turns

- 5 Plasma Torpedo Batteries- 2 turns

*-Geothermal dynamos (On Standbye until further notice.)- 4 turns

-Covenant Supercarrier (This collossus of a Covenant vessel is over 5000 metres and easily the largest capital ship in the Covenant Union Armada. It boasts over 7 Energy Projectors as well as multiple Plasma Torpedo launchers, Pulse lasers and can carry a crew of thousands. A ship of this caliber is powered by staggeringly effective shielding and may just be the last and most amazing sight seen by the commander of an enemy fleet. The downside? It moves like an Elephant dipped in quick-dry cement... Very slow)- 7 turns

Covenant Union Shipyards Construction**

2000 Seraph Fighters per turn
1200 Seraph Purifier per turn
1200 Seraph Hellfire per turn
4 Seraph Optimum per turn
8 Covenant Frigates per turn
12 Stealth Corvettes per turn
4 Covenant Destroyer per turn
4 CCS-class Cruiser per turn
2 Covenant Assault Carrier per turn(2 Shipyards required)
1 Reverence-Class Cruiser per turn(4 Shipyards required)

Covenant Factories**2

500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres per turn
1 Covenant Antimatter bomb per turn
2 Covenant Anti-air Batteries per turn
5 Automated Sentry Turrets per turn
20 Abyss mines per turn

Landing zone reinforcments*
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab each turn

*On standby/discontinued until further notice
** Multiplier for each factory/shipyard
*** Will be increased every turn
**** Research being resumed for improvements.

Ground Movement:

-factories continue to build Troop transportation.
-The Gravity field generator is being turned towards the planet in the hopes of heating Planet 4's long-frozen core. By compressing it, the atoms that make up the centre of this world will speed up, generating heat and eventually warming the core. In time, we will bring this dead world back to life!)- 5 turns

Space movement:
-Mining of Asteroid Field 2 in progress.

In orbit around Planet 4.

- All four Shipyards operational. Construction in progress.

"Moon" in orbit around Planet 4

-Gravity Field Generator activated, a planetoid from the asteroid field is now in orbit around Planet 4, serving as an artificial moon.
-Plasma Torpedo batteries under construction


Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:

-Necrontyr, the Covenant Union will not be fooled into attacking you. The risk of a trap is not worth bloodying the metaphorical nose of your faction if it means losing a large portion of my naval forces in the process.

Covenant Union Tactical Updates: For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
-Active Camouflage
-Superluminal Transition
-Shield grid
-EMP
-Enhanced Gravity Field Generators

----

Turns until I can be attacked: 0

[Edited on 07.28.2008 8:21 PM PDT]

  • 07.28.2008 8:17 PM PDT

1 P17Y 7H3 F00L

KOTOR

OK, I'm back, so where's the fighting?

[Edited on 07.28.2008 8:32 PM PDT]

  • 07.28.2008 8:31 PM PDT

Posted by: rst7503
OK, I'm back, so where's the fighting?


I don't think it started yet.

[Edited on 07.28.2008 8:35 PM PDT]

  • 07.28.2008 8:35 PM PDT

1 P17Y 7H3 F00L

KOTOR

Does it take Cooley that long for a shower?

He must be taking a bath, rather than a shower

  • 07.28.2008 8:37 PM PDT

Posted by: rst7503
Does it take Cooley that long for a shower?

He must be taking a bath, rather than a shower


Perhaps he is. Aren't you two about to begin a battle of some sort?

[Edited on 07.28.2008 8:41 PM PDT]

  • 07.28.2008 8:40 PM PDT

1 P17Y 7H3 F00L

KOTOR

Both. Hopefully, we'll resolve the battle before it comes to a ground battle

  • 07.28.2008 8:41 PM PDT

Whoa guys. I wasn't taking a bath, calm down.

I went to the bathroom, took a shower, shaved, washed my face, clipped my nails, and other stuff.

  • 07.28.2008 8:49 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Whoa guys. I wasn't taking a bath, calm down.

I went to the bathroom, took a shower, shaved, washed my face, clipped my nails, and other stuff.


You weren't that's what it said when you last logged off about an hour ago

  • 07.28.2008 8:50 PM PDT

Yeah, I wasn't taking a bath, a shower.

And I did some other stuff. Dude.

  • 07.28.2008 8:51 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Yeah, I wasn't taking a bath, a shower.

And I did some other stuff. Dude.


Ok then. Dude.

So are we going to get this started? Dude?

[Edited on 07.28.2008 8:52 PM PDT]

  • 07.28.2008 8:51 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
184 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
201 Galaxy Class Battleships (Borrowed From Star Trek)
242 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
155 Light Battlecruisers Carries 1 WMD
7000 Landing Craft
7000 Tracers (Recon and Transport Ships)
14000 Stinger Class Fighters (Light-Medium Armament/Armor)
323 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5300 Raiding/Boarding Parties (100 Man Each)
23000 Pilots
18000 Telepathy Bio-commandos.
23000 Super-soldiers. *Heavy Armor and Shielding*
28000 Infantry *Light Armor and Shielding*
13000 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: 3 Turns

Space Movement: Fleet separates into two.
Task Force 1: Defend Home of Hanchex Alliance: Planet 4
Task Force 2: Assault enemy fleets
Task Force 1.2: Reinforce Task Force 2 if need be.

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 8:55 PM PDT

Double Post. Sorry



[Edited on 07.28.2008 8:59 PM PDT]

  • 07.28.2008 8:58 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
1250 Obelisks
700 Pylons
700 Monoliths
125 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 units)
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 (2 turns)
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (4 turns)
5 Armageddon-Class Carnage Ships (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)

Planet 3 Construction:
Same as construction at Planet 6

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:


[Edited on 07.28.2008 9:04 PM PDT]

  • 07.28.2008 8:59 PM PDT

Ships: 1 Mothership Carries 5 WMD's
184 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
201 Galaxy Class Battleships (Borrowed From Star Trek)
242 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
155 Light Battlecruisers Carries 1 WMD
7000 Landing Craft
7000 Tracers (Recon and Transport Ships)
14000 Stinger Class Fighters (Light-Medium Armament/Armor)
323 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5300 Raiding/Boarding Parties (100 Man Each)
23000 Pilots
18000 Telepathy Bio-commandos.
23000 Super-soldiers. *Heavy Armor and Shielding*
28000 Infantry *Light Armor and Shielding*
13000 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: 3 Turns

Space Movement: Fleet separates into two.
Task Force 1: Defend Home of Hanchex Alliance: Planet 4
Task Force 2: Assault enemy fleets
Task Force 1.2: Reinforce Task Force 2 if need be.

Task Force One moves to Planet Six: 2 Turns

All units ready for battle. WMD's primed and ready to fire. Plasma Conduits Heating and Anti-Matter Cannons loaded. Main and Backup Shielding online. Reaction-Shielding set to remote.

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.

  • 07.28.2008 9:04 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
1250 Obelisks
700 Pylons
700 Monoliths
125 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 units)
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth
Ancient Viral Research and Development *specific strains unrevealed*

Research:

Construction:
50 Rebirth Nanites Canisters (1 turns)
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (3 turns)
5 Armageddon-Class Carnage Ships (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)

Planet 3 Construction:
Same as construction at Planet 6

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 at a nanosecond's notice
Aeonic Orb moving up to space

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

Enemies: The Hanchex Alliance

Message to All:

  • 07.28.2008 9:06 PM PDT

1 P17Y 7H3 F00L

KOTOR

Cooley, no offense against you, but Snakie needed war, and you were on the most out of the Hanchex.

May the best faction win. I mean that honestly

  • 07.28.2008 9:07 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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. (4 turns- research has been sped up to colonize war-ravaged planets)
Metroid-based energy drain tech (23 turns)
Antimatter generation (18 turns)
Wormhole technology (20 turns)
Cloaking Technology (6 turns)

Construction:
Mining equipment for Space Station (4 turns)
Installing Turrets in Space Station (4 turns)
*Learns of war, resources are diverted*
Salvaging equipment being loaded onto ships (1 turn)
Starts building shipyards (3 turns)

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

Space movement:
Most ships set up a garrison around the space station
3 Battlecruisers moving back towards space station to join the garrison.
3 transports with weapons and supplies being guarded by 12 warships en route due to war (10 turns)

Allies: None, so far

Enemies: None, so far

Message to all: We are willing to trade for basic weapons, supplies, and materials. We currently do not have a strong enough military presense for us to enter a war, however.

Turns Left Before Able to be Attacked: 4

[Edited on 07.28.2008 9:40 PM PDT]

  • 07.28.2008 9:09 PM PDT

Ships: 1 Mothership Carries 5 WMD's
185 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
201 Galaxy Class Battleships (Borrowed From Star Trek)
247 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
160 Light Battlecruisers Carries 1 WMD
7500 Landing Craft
7500 Tracers (Recon and Transport Ships)
15000 Stinger Class Fighters (Light-Medium Armament/Armor)
333 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5400 Raiding/Boarding Parties (100 Man Each)
24000 Pilots
19000 Telepathy Bio-commandos.
24000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
14000 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: 2 Turns

Space Movement: Fleet separates into two.
Task Force 1: Defend Home of Hanchex Alliance: Planet 4
Task Force 2: Assault enemy fleets
Task Force 1.2: Reinforce Task Force 2 if need be.

Task Force One moves outside Planet 6 system: 1 Turn

All units ready for battle. WMD's primed and ready to fire. Plasma Conduits Heating and Anti-Matter Cannons loaded. Main and Backup Shielding online. Reaction-Shielding set to remote.
Ships Traveling Towards Planet 6 scramble into random vectors.

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.

  • 07.28.2008 9:11 PM PDT

As to you, rst.

  • 07.28.2008 9:13 PM PDT