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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)
5800 Seraph Purifiers
5800 Seraph Hellfires
28 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)
4 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
-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
-Gravity Lift crush

Research: (To-do List)

*Mass Density Generator- Project terminated

-Forerunner Artifact found within Asteroid field

Antimatter Field Generator- 5 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.)


Forerunner Artifact

Construction:


-10 Defense Satellites- 1 turn

- 5 Plasma Torpedo Batteries- 1 turn

*-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)- 6 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!)- 4 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:

-Due to the latest update from the council, all Covenant Union reserves are being deployed to other fields of battle. Creativity will have to take command here as we make do with what we have.

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

----Artifact Uncovered: During a routine mining expedition in the second Asteroid Belt, a survey crew stumbled upon a Forerunner relic, the reliquery unable to locate it due to interference. It is being brought back to Planet 4, and analysis and study will be underway.


Turns until I can be attacked: 0

  • 07.28.2008 9:13 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

Forces at Planet 3:
50 Rebirth Nanites Canisters
1000 Warriors
500 Immortals
200 Pariahs
200 Flayed Ones
200 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers

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 (4 turns)
1000 Warriors (4 turns)
500 Immortals (4 turns)
200 Pariahs (4 turns)
200 Flayed Ones (4 turns)
200 Wraiths (4 turns)
100 Tomb Spyders (4 turns)
100 Destroyers (4 turns)
50 Heavy Destroyers (4 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (2 turns)
5 Armageddon-Class Carnage Ships (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 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 9:14 PM PDT

1 P17Y 7H3 F00L

KOTOR

die ghost

  • 07.28.2008 9:14 PM PDT

1 P17Y 7H3 F00L

KOTOR

Ghost Die Already

  • 07.28.2008 9:16 PM PDT

I wish I was still legendary.

I believe that something has gone down in my absence...information please!

I am not entirely sure, but I believe I pulled my fleet back to Sontar before leaving as well.

  • 07.28.2008 9:17 PM PDT

Those ghosts are persistent, aren't they?

  • 07.28.2008 9:17 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Ninja2000
Those ghosts are persistent, aren't they?


Very:

Also, Snakie, in MSN, authorized my use of C'tan, only when I feel it is absolutely necessary, though

  • 07.28.2008 9:18 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 1 Stops just outside maximum firing range of both Fleets. Pending Signal.

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.



[Edited on 07.28.2008 9:20 PM PDT]

  • 07.28.2008 9:19 PM PDT

Oh Comon. So Yeah, I should just quit now haha.

  • 07.28.2008 9:20 PM PDT

1 P17Y 7H3 F00L

KOTOR

Have your ships arrived yet? I don't want to keep posting our forces if no fighting is going on

  • 07.28.2008 9:20 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Cooley470
Oh Comon. So Yeah, I should just quit now haha.


Hey, ask Snakie, he authorizes, though I really don't like to and don't want to use them

  • 07.28.2008 9:21 PM PDT

Haha I was kidding. It's okay, I have a plan.

And no, my ships are just outside maximum firing range. I am taking one last turn.

  • 07.28.2008 9:22 PM PDT

Rst. Check inbox.

  • 07.28.2008 9:24 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
210000 Scarabs in swarm
1250 Obelisks
700 Pylons
700 Monoliths
125 Abattoirs
30 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Forces at Planet 3:
50 Rebirth Nanites Canisters
1000 Warriors
500 Immortals
200 Pariahs
200 Flayed Ones
200 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
4000 Scarabs in Swarm

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
Necrodermis can be magnetized or de-magnitized at will
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 (3 turns)
1000 Warriors (3 turns)
500 Immortals (3 turns)
200 Pariahs (3 turns)
200 Flayed Ones (3 turns)
200 Wraiths (3 turns)
100 Tomb Spyders (3 turns)
100 Destroyers (3 turns)
50 Heavy Destroyers (3 turns)
50 Obelisks (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Tomb Stalker Titan (2 turns)
1 Necron Star Dreadnought (1 turns)
5 Armageddon-Class Carnage Ships (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
30 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)

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:

[Edited on 07.28.2008 9:30 PM PDT]

  • 07.28.2008 9:24 PM PDT

I wish I was still legendary.

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
120x sontaran scouts (no weapons, light armor)
62x sontaran escorts (1x plasma autogun, light armor)
150x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)
80x Sontaran light dreadnoughts ( 12x plasma rifles, Solaris mobile designator, medium armor)
600x light assault vehicles (1x plasma rifle, light armor)

Ground units:
620x foot soldiers with plasma rifles
55x commanders with plasma rifles
200x blades men with powered blades
hack team: a group of Sontarans whose sole role is to plant viruses inside enemy robotics or machinery. the 4 are trained for single person missions.when one dies, unless all are dead they will be replaced with a cloned replacement. currently armed with: computer virus. can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious.


Buildings:

-moon of P1:
1-bay space station
2 barracks: creates 100 foot soldiers per turn, and 5 commanders each.
2-bay space station
deep-space transmitter relay: allow delivery of technological research from Sontar.
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts, 50 fighters p/t.
master of the blades: trains 100 CQB fighters per turn.
Solar Harness: Classified project 24/z - required for safe deployment of Solaris.
battle academy: improves a soldier's chances of winning a fight by 5%.
Solaris radiation bunker: in case Solaris is ever turned against us.


WMD: codename: solaris
parts arrived:
laser designator
solar attractor
heat and range amplifier
radiation shield
whip tamer
solar harness
geothermal power generator

constructing...19 turns to activation and preliminary tests on uninhabitable planet 1.


Finished Research:
plasma autogun: space vehicles are armed with a rapid-fire plasma rifle.
projectile weaponry: ground units are armed with the equivalent of an SMG.
primitive mining: allows mining of metals to create war walkers and vehicles.
plasma rifles: all ground units are armed with base plasma rifles.
CQB division: ground units can be made that have powered blades for close combat.
extended mining: allows building of underground facilities, rather then they typically high-rise Sontaran buildings.
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. can also be armed with a plasma autogun for combat situations.
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. takes 3 turns to complete, and will only work if undisturbed.
computer virus: can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious.

Research:


War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (4 turns)
nitrogen fission: acts like nuclear fission. (10 turns)
nitrogen fusion: acts like nuclear fusion. (13 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (19 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (25 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (7 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (7 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (29 turns)
flamethrower: used by ground forces, spreads between units. (30 turns)
biological incubator: stores energy for use of a biological WMD. (31 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (39 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (44 turns)
extended plasma railgun: a starship mountable version of the railrun. (34 turns)
battle shielding (14 turns)
improved battle shielding (47 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. perfectly suited to their environmental needs. (1 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (1 turns)

-new research: Sontaran armory: improves armor of all ground units, including walkers and SSAS vehicles. (8 turns)



Construction: (Current Construction)


Solaris solar invigorator (1 turns)



Ground Movement:
atmospheric alterations completed.
standing by and ready for imminent combat.

Space movement:
orbiting planet 1, detecting outer realm movement by registered species [Necrons]. request immediate alertness levels from all remain hanchex pact members.

Allies:Hanchex pact.

Enemies:

Message to all: I remain neutral in the Hanchex/Necron war. I have no wish to become involved at this point.

  • 07.28.2008 9:26 PM PDT

1 P17Y 7H3 F00L

KOTOR

before anything happens, I just want you to know that I told Snakie all of my battle strategies, and he approves of them, so don't blame cheapness

  • 07.28.2008 9:27 PM PDT

I wish I was still legendary.

Posted by: rst7503
before anything happens, I just want you to know that I told Snakie all of my battle strategies, and he approves of them, so don't blame cheapness


I'm neutral in this war. just telling you all that snakie approved Solaris with its current statistics and usage.

question: are your c'tan actually able to be all deployed at once, and what would it take to kill one?

Still neutral...information is a blessing.

[Edited on 07.28.2008 9:33 PM PDT]

  • 07.28.2008 9:32 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: Ships begin to move to Planet 7 system for aid: 2 Turns

Task Force 1 Stops just outside maximum firing range of both Fleets. Pending Signal.

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 remote.

  • 07.28.2008 9:32 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
75 Necron Star Dreadnoughts
225 Armageddon-Class Carnage Ships
400 Cairn-Class Tombships (Battleships)
560 Scythe-Class Harvest Ships (Heavy Cruisers)
640 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
4250 Jackal-Class Raiders (Aggressive Heavy Fighter)
7500 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
212000 Scarabs in swarm
1250 Obelisks
700 Pylons
700 Monoliths
125 Abattoirs
30 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Forces at Planet 3:
5 Necron Star Dreadnought (6 turns)
15 Armageddon-Class Carnage Ships (6 turns)
20 Cairn-Class Tombships (6 turns)
40 Scythe-Class Harvest ships (6 turns)
60 Shroud-Class Cruisers (6 turns)
200 Jackal-Class Raiders (6 turns)
500 Dirge-Class Raiders (6 turns)

50 Rebirth Nanites Canisters
1000 Warriors
500 Immortals
200 Pariahs
200 Flayed Ones
200 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
4000 Scarabs in Swarm

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
Advanced Stealth and Cloaking Detection
Necrodermis can be magnetized or de-magnitized at will
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)
1000 Warriors (2 turns)
500 Immortals (2 turns)
200 Pariahs (2 turns)
200 Flayed Ones (2 turns)
200 Wraiths (2 turns)
100 Tomb Spyders (2 turns)
100 Destroyers (2 turns)
50 Heavy Destroyers (2 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
5 Necron Star Dreadnought (6 turns)
15 Armageddon-Class Carnage Ships (6 turns)
20 Cairn-Class Tombships (6 turns)
40 Scythe-Class Harvest ships (6 turns)
60 Shroud-Class Cruisers (6 turns)
200 Jackal-Class Raiders (6 turns)
500 Dirge-Class Raiders (6 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:

[Edited on 07.28.2008 10:16 PM PDT]

  • 07.28.2008 9:35 PM PDT

On a system-wide earsplitting tone, 92 Super-Carriers, 100 Galaxy Battleships, 123 Heavy Battlecruisers, 80 Light Battlecruisers, and 166 Destroyers all enter in-system slipspace with exit coordinates placed right in the middle of the Necron Fleet.

Continued in Next Post


[Edited on 07.28.2008 9:37 PM PDT]

  • 07.28.2008 9:36 PM PDT

1 P17Y 7H3 F00L

KOTOR

Sontorans, are your species skilled in the sorcerous arts of Warhammer 40K?

And don't make it up by saying yes

  • 07.28.2008 9:37 PM PDT

I wish I was still legendary.

Posted by: rst7503
Sontorans, are your species skilled in the sorcerous arts of Warhammer 40K?

And don't make it up by saying yes


is that the only way to kill them? using chaos?

what about say, extreme heat, enough to melt the crust of a planet, or 2 mac cannon rounds each?

I don't want to fight you - I'll probably get massacred, especially seeing as your guys get back up as soon as I kill them, but would it?

  • 07.28.2008 9:42 PM PDT

1 P17Y 7H3 F00L

KOTOR

Ships prepare for battle mere moments away from eruption

[Edited on 07.28.2008 9:51 PM PDT]

  • 07.28.2008 9:43 PM PDT

As Task Force 2 exits the in-system jump, an earsplitting message is sent out through all communication vectors to any listening ears.

*You have us heavily outnumbered. This is the only way I see fit*

Almost simultaneaously, every single ship in Task Force 2's core detonated, blowing up every weapon and WMD onboard.

I'll leave damage to you, as over 500 mm. of Anti-Matter and Anti-Matter bombs blowing up is no walk in the park.

  • 07.28.2008 9:45 PM PDT