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  • Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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Posted by: flippinrite
Sorry to interrupt, but wtf is this?

  • 07.29.2008 6:12 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
34 Heavy Attack Galley
185 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drones
34 Planetary Defense Carrier

Ground Units:
315 Brown Goblins
63 Valkalry Spiders
190 Grunts

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Grunt Flesh Vat turns out 10 Grunts per turn
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals
Boneyard Reanimation Facility turns out 1 Skeleton Soldier for every five infantry losses.

Resources
DiTriDiamond crystals: 290

Research
DiTriDiamond Teleportation Done

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination
Rift Technology
Dark Energy Death Reanimation
DiTriDiamond Teleportation

Allies:
Colonial Expansion Corporation
UNSC

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to TimeSplitters: We wish to ally with you.

Can be attacked

  • 07.29.2008 6:19 PM PDT
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Geth Army

Biotic Powers:
Limited: Barrier: Creates a small kinetic barrier that Geth and allies can fire through.
Efficient: Barrier, Lift: Lifts enemies into the air.
Extremely Efficient: Barrier, Lift, Singularity: sucks all nearby enemies into the air (can be used on solid objects).
Lethally Efficient: Barrier, Lift, Singularity, Warp: Destroys enemy armor.

Tech Abilities:
Limited: Hack AI
Efficient: Hack AI, Sabotage (overheats / jams enemy weapons)
Extremely Efficient: Hack AI, Sabotage, Overload (overloads enemy shields)

Ships:
(any Geth ship in a 4 mile radius of Sovereign is able to do a Mass Effect jump propelling them anywhere in the univerese)
1 Dreadnought Class Reaper (Sovereign) (If you stay aboard this ship for 5 or more turns you are brainwashed, able to generate a Mass Effect fields powerful enough to land on a planets surface)
26 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
54 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
172 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
388 Geth Fighters (all purpose attack ships)
289 Geth Scouts (fast, camo, lightly armed, lightly armored)
289 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
492 Geth Dropships (fast, heavy armor, no weaponry, seats 25 Geth and 5 Geth Armatures)
1 Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities) (orbiting P2)

Ground units:
2 Rouge Turian Spectres (one active, one dormant) (Saren) (Lethally efficient in Biotic powers, heavily armed, efficient tech)
1 Asari Matriarch (Benezia) (political leader) (Lethally efficient in Biotics, lightly armed, limited tech)
844 Geth Troopers (Armed with assault rifles and efficient biotic powers limited tech)
402 Geth Snipers (Armed with snipers and efficient powers limited tech)
59 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures, limited tech)
10 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers, limited tech)
110 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
355 Geth Assault Drones (fast, lightly armed patrol droids, limited biotics)
355 Geth Rocket Drones (slow, heavily armed patrol droids, limited biotics)
788 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns, limited tech)
434 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited biotics, efficient tech)
284 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics, limited tech)
586 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics, limited tech)
30 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)
36 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
130 Rachni Workers (small, fast, explosive) (20 eggs1)(20 eggs2)
65 Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (10 eggs1) (10 eggs2)
35 Rachni Brood Warriors (twice the size of soldiers, efficient biotics) (5 eggs1) (5 eggs2)
1 Rachni Queen (queens resemble soldiers but are much larger, with darker skin and glowing eyes they carry the genetic memory of their mothers and can control the minds of receptive beings like asari commandos, lay eggs every few hours)
315 Varren (fish-dogs used as war beasts)
83 Geth Stalkers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, overload) (hopper)
83 Geth Ghosts (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, chargeable sniper(does more damage)) (hopper)
83 Geth Sappers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, sabotage) (hopper)
25 Geth Beast Masters (energy whip and energy shield, increases animal efficiency, limited biotics and tech)
1 Thresher Maw (huge underground space worms that can spit acid)
1 Mass Accelerator Missile (WMD) (creates a rift that sends all nearby ships/troops into Dark Space)
100 Recon Drone (fast, lightly armed and armored)
100 Repair Drone (heals larger Geth (Armatures and Collosi))
1 Thorian (huge plant monster whose spores can take over minds of their victims, can clone people who are extremely efficient in biotics and higher (the real person remains in the Thorian, one clone at a time) the Thorian is indestructible, the only way to kill it is to kill it's nodes) immobile) lets off 50 spores per turn)
1 Thorian Node (immobile (no defenses))

Vehicles:
149 Makos (3 person car, has propulsion jets, armed with a rocket cannon and machine guns)

Buildings:
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (22 troopers, destroyers & drones per turn, 12 snipers per turn, 2 Krogan mercs per turn, 6 Armatures per turn, 20 Asari Biotics per turn, 28 shock troopers per turn, 30 Salarian Assassins per turn, 2 Quarian slaves, 3 collosusi per turn, 30 Varren per turn, 10 Hoppers (stalker, ghost, sapper) per turn, 5 BM per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone (Sovereign)
Shielded base
Shipyard (2 CS per turn, 4 SS per turn, 12 BS per turn, 22 Fighter per turn, 22 scouts per turn, 22 Heavy Bombers per turn, 32 DS per turn)
Advanced Barracks
Com. Center
Construction Center (15 Makos per turn)
Advanced Shipyard
Sentry Security Station
Prisons
Advanced Construction
Cloning Institute
Maximum Barracks
Maximum Shipyard
Rachni Hives (under the crust of planet 2)
Salarian Labs
Mass Accelerator Energy Mines
Thorian Spore Collectors
Thresher Burrows (deep within the Rachni Hives) (1 Thresher Maw) (3)
Mass Accelerator Missile (WMD) (requires Mass Accelerator energy)
Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities)
Advanced Mass Accelerator Energy Mine
Gravity Manipulation
Perimeter Fence (pentagon shaped fence with sniper towers on the corners, 5 gates that require a 4 digit PW)
WMD Class Missile Launch Pad
Citadel Class Shielding
Catacombs (under P2 crust)
Thorian Node (Thorian life-support) (2)
Recon Drone
Repair Drone (heals larger Geth (Armatures and Collosi))
Geth Life Support Engine (giant generator that Geth hook up to in order to heal)

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining
Geth Shock Troopers
Shielding
Geth Destroyer
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))
Proximity Mines
Radar
Geth Primes
Advanced Geth production
Advanced Geth Airforce Production
Camo
AA Batteries
Ground to Ground Artillery
Biotic Amplifiers (increases all troops efficiency in biotics)
Omni-Tools (gives all troops a Omni-Tool, used for hacking, decryption, and repair)
Advanced Shielding
Plasma Torpedos
Keepers (Maintenance, speeds up construction and research by half)
Mass Relays (instant travel to anywhere in the galaxy, available to Geth and their allies)
Nuclear Fusion
Nuclear Fission
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades)
Rachni Soldiers
Satellite Laser
Titanium Hull (for all Geth ships AND Geth)
Geth Hoppers (stalker, ghost, sapper)
Mass Materials Transfer

Research:
Krogan Genophage Cure (23) (Speeds up Krogan troop birth to what it was before the Genophage) (allows production of Krogan Battle Masters)
Geth Dragon Warrior (heavily armored, energy shield in one hand a Dragons Tooth in the other) (5)

Construction:
Citadel (50)
5 Dragons Teeth (5)
Mass Accelerator Missile (WMD) (15)


Relays:
(factions able to use relays UNSC, Transversal Union, Axis Entente)
One over Planet 2
One in construction over Planet 4 (1)
Citadel (in construction)

Ground Movement:
(planet 2):
Snipers take post on the 5 watch towers while other Geth begin to prepare...for something.
Meanwhile, Saren strokes the outside of the Thorian. The Thorian opens up it's 'mouth' and sucks Saren in. After a while a blue Saren falls out. "I am going to enjoy this..."

Space movement:
Half of the Geth fleet begins to depart to planet 4. There they will meet 500 of the UNSC's colonists and begin construction of the 2nd Relay. The Geth have reached planet 2 and began construction. The rest of the fleet remains in orbit above planet 2.

Allies:
Axis Entente (Vasari, Empire, Flood, Necrons)

Enemies:
Hanchex Pact

Message to all:
I am the vanguard to your destruction. The Geth support the Necrons war against the Hanchex fools but until further notice will not be able to send aid.

[Edited on 07.29.2008 6:48 PM PDT]

  • 07.29.2008 6:41 PM PDT
Subject: please don't post yet

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
80 Necron Star Dreadnoughts
240 Armageddon-Class Carnage Ships
420 Cairn-Class Tombships (Battleships)
600 Scythe-Class Harvest Ships (Heavy Cruisers)
700 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
4500 Jackal-Class Raiders (Aggressive Heavy Fighter)
8000 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
800 Canisters of Rebirth Nanites *carries viruses*
20000 Warriors
1000 Immortals
3400 Pariahs
3400 Flayed Ones
3400 Wraiths
1600 Tomb Spyders
1600 Destroyers
800 Heavy Destroyer
224000 Scarabs in swarm
1500 Obelisks
800 Pylons
800 Monoliths
160 Abattoirs
40 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Forces at Planet 3:
10 Necron Star Dreadnoughts
30 Armageddon-Class Carnage Ships
40 Cairn-Class Tombships
80 Scythe-Class Harvest ships
120 Shroud-Class Cruisers
400 Jackal-Class Raiders
1000 Dirge-Class Raiders

50 Rebirth Nanites Canisters
3000 Warriors
1500 Immortals
600 Pariahs
600 Flayed Ones
600 Wraiths
300 Tomb Spyders
300 Destroyers
150 Heavy Destroyers
14000 Scarabs in Swarm
200 Obelisks
100 Pylons
100 Monoliths Obelisks
20 Abattoirs
10 Tomb Stalker Titan

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*
Grand Unification Theory and X and Y Boson Manipulation
X and Y Boson Manipulation Naval Cannons

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)
100 Obelisks (5 turns)
50 Pylons (5 turns)
50 Monoliths Obelisks (5 turns)
10 Abattoirs (5 turns)
5 Tomb Stalker Titan (5 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:

  • 07.29.2008 6:44 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

-Asteroid Base ( located near planet 1)(moveable)
-Hangar
-Fighter Creation Bay
-Hidden Turrets
-Shielding
-Stealth Fighter Creation bay
-Radar- Can Detect all ships in the area
-Sentinel Command Destroying Space Lazer (WMD)
-Frigate Creation Bay
-Engines x10
-Information Nodes (feed information to the base)

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone
nuclear fusion
nuclear fission
Unhackable computer systems!
Backup shield Generators
Advance Backup Shield Generators
Frigate Advance Shielding

Reasearching-
Frigate Maximum Shielding (2)
Stealth fighter Maximum Shielding (2)
Battleship Maximum Shielding (2)
Command Ship Maximum Shielding (2)
Gauss Moon Destroyer Maximum Shielding (2)
Advance Stealth Fighter Maximum Shielding (2)
Maximum Backup Shield Generators (2)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate
Hidden Turrets (gauss, beam, ballistic) (asteroid base)-turrets are scattered along the surface of the base
Fighter Creation bay (asteroid base)-can create fighters
Shielding (asteroid base)-Base contains advance shielding
Hangar (asteroid base)- All Completed Ships Launch From Here, Also Repairs Ships
Stealth Fighter Creation bay (asteroid base)
Radar (asteroid base)
Frigate Creation Bay (asteroid Base)
Information Nodes (orbit the asteroid base)
Sentinel Command Destroying Space Lazer (WMD) (asteroid base)
Asteroid Base Engines x10

Construction-
20 Command Ships (50) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
10000 sniper Marines (6)
Command Ship Shipyard (12)
Battleship Shipyard (2)
Frigate Shipyard (3)
Equipping Bases with backup shield generators (1)

Space Forces- 3 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
2 Gauss Moon Destroyers- Similar to the "Forces of Corruption" new ships
8 Battleships
16 Frigates - Smaller Battleship
3100 Fighters
3400 stealth fighters
10000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
27400 Marines (500 rocket trained specialists)
4000 Special Opps Marines
8600 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
400 Hornets
100 Warthogs
490 Scorpions
220 Pelicans
570 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
4200 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- Testing Asteroid Base engines

Allies- Orfoi, Rebel Aliens

CONVERTING MOON INTO A MOVEABLE BASE (38)

Constructing Grunt Flesh Vat on Planet 1's Moon (1)

  • 07.29.2008 6:45 PM PDT
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  • 07.29.2008 6:45 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

27500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
6600 Seraph Purifiers
6600 Seraph Hellfires
40 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
148 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
68 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
84 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
22 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)
7 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
-45 Automated Sentry Turrets
-52 Covenant Anti-Air Batteries- Planet 4
*-16 Covenant Anti-Air Batteries- Asteroid Field 2 base
-20 Covenant Union Defense Satellites (Equipped with an Energy Projector)
-5 Plasma Torpedo Batteries (Planetoid)

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
-Forerunner Artifact- Sentinel construction schematics

Research: (To-do List)

*Mass Density Generator- Project terminated

Antimatter Field Generator (WMD)- 2 turns


Forerunner Artifact- Sentinel construction schematics (With these instructions, it is possible to construct Sentinels and Sentinel construction facilities. However, until a sufficient number of Sentinel Constructors are developed, the combat models will have to wait. All vehicles are being placed on standby in order for the factories to build these Forerunner Constructs.)

Construction:

Sentinel Monitor-6 turns


-10 Defense Satellites- 1 turn

- 5 Plasma Torpedo Batteries- 1 turn

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

-Covenant Supercarrier- 4 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
*100 Sentinel Constructors per turn (On standby until a Monitor is created to establish protocol)
*50 Sentinels per turn (Requires at least 500 Constructors)
* 5 Sentinel Launchers per turn (Requires at least 1000 Constructors)
*1 Sentinel Enforcer per turn (Requires at least 1000 Constructors)
*1 Sentinel Production Factory per turn (Requires at least 5000 Constructors)
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!)- 1 turn

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
-Sentinels (In progress)

----Covenant Union Offline. I will probably be offline for most of tomorrow as well.


Turns until I can be attacked: 0

  • 07.29.2008 7:05 PM PDT
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Ships:
-4 Pirate Frigates
-8 Warships
-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:
-62 Pirate Troopers
-38 Aerotroopers
-15 Commandos
-26 Shield Troopers
-21 Armored Troopers
-15 Sentry Drones
-10 Remorse-Class Movable Turrets
-1 Ridley

Buildings:
-1 Bay Mining Station (Second Asteroid Field)
-Second Space Station

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does ot protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology

Research:
-"Gravity" Technology -Enables free movement underwater. (1 turn)
-Metroid-based energy drain tech (16 turns)
-Antimatter generation (10 turns)
-Wormhole technology (12 turns)
-Nova Mining Drill technology (6 turns)
-Ice Beam technology (1 turn)
-Researching Forerunner artifact (2 turns)

Construction:
-Incorperating defense systems onto secondary space station (1 turn)
-2 Troopers every turn
-1 Aerotrooper every turn
-1 Shield Trooper every turn
-1 Armored Trooper every turn
-Shipyard built: 1 Frigate
-Using mined ore and minerals to expand space station, also used to build more ships in shipyard. Supplies and Space on Space station allow for more Pirates.
-Colony Ship creating colony on Planet 1 (done next turn)

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 transports with weapons and supplies being guarded by 12 warships en route due to war (2 turns)
-Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology.
-2 Battlecruisers and 2 warships garrisoned at Planet 1

Allies: UNSC

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.

Can be attacked

[Edited on 07.29.2008 7:09 PM PDT]

  • 07.29.2008 7:06 PM PDT
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Geth Army

Biotic Powers:
Limited: Barrier: Creates a small kinetic barrier that Geth and allies can fire through.
Efficient: Barrier, Lift: Lifts enemies into the air. (can be used on solid objects)
Extremely Efficient: Barrier, Lift, Singularity: sucks all nearby enemies into the air (can be used on solid objects).
Lethally Efficient: Barrier, Lift, Singularity, Warp: Destroys enemy armor.

Tech Abilities:
Limited: Hack AI
Efficient: Hack AI, Sabotage (overheats / jams enemy weapons)
Extremely Efficient: Hack AI, Sabotage, Overload (overloads enemy shields)

Ships:
(any Geth ship in a 4 mile radius of Sovereign is able to do a Mass Effect jump propelling them anywhere in the univerese)
1 Dreadnought Class Reaper (Sovereign) (If you stay aboard this ship for 5 or more turns you are brainwashed, able to generate a Mass Effect fields powerful enough to land on a planets surface)
28 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
58 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
184 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
400 Geth Fighters (all purpose attack ships)
313 Geth Scouts (fast, camo, lightly armed, lightly armored)
313 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
525 Geth Dropships (fast, heavy armor, no weaponry, seats 25 Geth and 5 Geth Armatures)
1 Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities) (orbiting P2)

Ground units:
2 Rouge Turian Spectres (one active, one dormant) (Saren) (Lethally efficient in Biotic powers, heavily armed, efficient tech)
1 Asari Matriarch (Benezia) (political leader) (Lethally efficient in Biotics, lightly armed, limited tech)
866 Geth Troopers (Armed with assault rifles and efficient biotic powers limited tech)
414 Geth Snipers (Armed with snipers and efficient powers limited tech)
61 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures, limited tech)
10 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers, limited tech)
116 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
377 Geth Assault Drones (fast, lightly armed patrol droids, limited biotics)
377 Geth Rocket Drones (slow, heavily armed patrol droids, limited biotics)
816 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns, limited tech)
464 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited biotics, efficient tech)
304 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics, limited tech)
608 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics, limited tech)
32 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)
39 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
150 Rachni Workers (small, fast, explosive) (20 eggs1)(20 eggs2)
75 Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (10 eggs1) (10 eggs2)
40 Rachni Brood Warriors (twice the size of soldiers, efficient biotics) (5 eggs1) (5 eggs2)
1 Rachni Queen (queens resemble soldiers but are much larger, with darker skin and glowing eyes they carry the genetic memory of their mothers and can control the minds of receptive beings like asari commandos, lay eggs every few hours)
345 Varren (fish-dogs used as war beasts)
93 Geth Stalkers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, overload) (hopper)
93 Geth Ghosts (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, chargeable sniper(does more damage)) (hopper)
93 Geth Sappers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, sabotage) (hopper)
30 Geth Beast Masters (energy whip and energy shield, increases animal efficiency, limited biotics and tech)
1 Thresher Maw (huge underground space worms that can spit acid) (2)
1 Mass Accelerator Missile (WMD) (creates a rift that sends all nearby ships/troops into Dark Space)
122 Recon Drone (fast, lightly armed and armored)
122 Repair Drone (heals larger Geth (Armatures and Collosi))
1 Thorian (huge plant monster whose spores can take over minds of their victims, can clone people who are extremely efficient in biotics and higher (the real person remains in the Thorian, one clone at a time) the Thorian is indestructible, the only way to kill it is to kill it's nodes) immobile) lets off 50 spores per turn)
1 Thorian Node (immobile (no defenses)) (1)
10 Geth Dragon Warriors (heavily armored, energy shield in one hand a Dragons Tooth in the other)

Vehicles:
164 Makos (3 person car, has propulsion jets, armed with a rocket cannon and machine guns)

Buildings: P2
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (22 troopers, destroyers & drones per turn, 12 snipers per turn, 2 Krogan mercs per turn, 6 Armatures per turn, 20 Asari Biotics per turn, 28 shock troopers per turn, 30 Salarian Assassins per turn, 2 Quarian slaves, 3 collosusi per turn, 30 Varren per turn, 10 Hoppers (stalker, ghost, sapper) per turn, 5 BM per turn 5 DW per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone (Sovereign)
Shielded base
Shipyard (2 CS per turn, 4 SS per turn, 12 BS per turn, 22 Fighter per turn, 22 scouts per turn, 22 Heavy Bombers per turn, 32 DS per turn)
Advanced Barracks
Com. Center
Construction Center (15 Makos per turn)
Advanced Shipyard
Sentry Security Station
Prisons
Advanced Construction
Cloning Institute
Maximum Barracks
Maximum Shipyard
Rachni Hives (under the crust of planet 2)
Salarian Labs
Mass Accelerator Energy Mines
Thorian Spore Collectors
Thresher Burrows (deep within the Rachni Hives)
Mass Accelerator Missile (WMD) (requires Mass Accelerator energy)
Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities)
Advanced Mass Accelerator Energy Mine
Gravity Manipulation
Perimeter Fence (pentagon shaped fence with sniper towers on the corners, 5 gates that require a 4 digit PW)
WMD Class Missile Launch Pad
Citadel Class Shielding
Catacombs (under P2 crust)
Thorian Node (Thorian life-support)
Recon Drone
Repair Drone (heals larger Geth (Armatures and Collosi))
Geth Life Support Engine (giant generator that Geth hook up to in order to heal)

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining
Geth Shock Troopers
Shielding
Geth Destroyer
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))
Proximity Mines
Radar
Geth Primes
Advanced Geth production
Advanced Geth Airforce Production
Camo
AA Batteries
Ground to Ground Artillery
Biotic Amplifiers (increases all troops efficiency in biotics)
Omni-Tools (gives all troops a Omni-Tool, used for hacking, decryption, and repair)
Advanced Shielding
Plasma Torpedos
Keepers (Maintenance, speeds up construction and research by half)
Mass Relays (instant travel to anywhere in the galaxy, available to Geth and their allies)
Nuclear Fusion
Nuclear Fission
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades)
Rachni Soldiers
Satellite Laser
Titanium Hull (for all Geth ships AND Geth)
Geth Hoppers (stalker, ghost, sapper)
Mass Materials Transfer

Research:
Krogan Genophage Cure (17) (Speeds up Krogan troop birth to what it was before the Genophage) (allows production of Krogan Battle Masters)


Construction:
Citadel (47)
5 Dragons Teeth (4)
Mass Accelerator Missile (WMD) (14)

Relays:
(factions able to use relays UNSC, Transversal Union, Axis Entente)
One over Planet 2
One over Planet 4
Citadel (in construction)

Ground Movement:
(planet 2):
Snipers take post on the 5 watch towers while other Geth begin to prepare...for something.
Meanwhile, Saren strokes the outside of the Thorian. The Thorian opens up it's 'mouth' and sucks Saren in. After a while a blue Saren falls out. "I am going to enjoy this..."

Space movement:
The Geth fleet that was building the Relay over P4 has finished construction. They decide to test their new creation. The Relay successfully propels them to its sister Relay over P2. The full Geth fleet is orbiting P2 until further notice.

Allies:
Axis Entente (Vasari, Empire, Flood, Necrons)

Enemies:
Hanchex Pact

Message to all:
I am the vanguard to your destruction. The Geth support the Necrons war against the Hanchex fools but until further notice will not be able to send aid.

Geth Offline

[Edited on 07.29.2008 7:20 PM PDT]

  • 07.29.2008 7:14 PM PDT
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Posted by: UnholyFurball382
when did geth join the Axis Entente?

Today.

  • 07.29.2008 7:20 PM PDT
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Your faction: Space Pirates (Metroid)
[Planet 1]

Ships:
-5 Pirate Frigates
-8 Warships
-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:
-64 Pirate Troopers
-39 Aerotroopers
-15 Commandos
-27 Shield Troopers
-22 Armored Troopers
-15 Sentry Drones
-10 Remorse-Class Movable Turrets
-1 Ridley

Buildings:
-1 Bay Mining Station (Second Asteroid Field) (SPS-1)
-Second Space Station (Halo 2 debris field) (SPS-2)
-Colony on Planet 1 (SPC-1)

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does ot protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Gravity Technology

Research:
-Metroid-based energy drain tech (15 turns)
-Antimatter generation (9 turns)
-Wormhole technology (11 turns)
-Nova Mining Drill technology (5 turns)
-Researching Forerunner artifact (1 turn)
-Wave Beam Technology (2 turns)

Construction:
-4 Troopers every turn
-3 Aerotroopers every turn
-2 Shield Troopers every turn
-2 Armored Troopers every turn
-1 Commando every turn
-2 Sentry Drones every turn
-Shipyard built: 5 Single-Pirate ships, 1 Colony ship
-Using mined ore and minerals to expand space station, also used to build more ships in shipyard. Supplies and Space on Space station allow for more Pirates.
-Buliding Agricultural Bay on colony (1 turn)
-Building defense system on colony (2 turns)
-Equiping colony with mining systems (2 turns)

Ground Movement:
-Occupied in ships or outfitting the space stations and colony with technology.

Space movement:
-3 transports with weapons and supplies being guarded by 12 warships en route due to war (1 turn)
-Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology.
-2 Battlecruisers and 2 Warships garrisoned at Planet 1
-7 Battlecruisers and 1 Warship garrisoned at SPS-2
-Remaining ships garrisoned at SPS-1

Allies: UNSC

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.

Can be attacked

  • 07.29.2008 7:49 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons Offline

  • 07.29.2008 7:50 PM PDT
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Your faction: Space Pirates (Metroid)
[Planet 1]

Ships:
-5 Pirate Frigates
-1 Colony Ship
-20 Warships
-15 Battlecruisers
-15 Assault Ships
-3 Heavy Transports
-165 Single-Pirate Fighters
-80 ATC's
-200 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-518 Pirate Troopers
-132 Aerotroopers
-61 Commandos
-104 Shield Troopers
-64 Armored Troopers
-67 Sentry Drones
-75 Remorse-Class Movable Turrets
-1 Draygon
-1 Phantoon
-1 Kraid
-1 Ridley

Buildings:
-1 Bay Mining Station (Second Asteroid Field) (SPS-1)
-Second Space Station (Halo 2 debris field) (SPS-2)
-Colony on Planet 1 (SPC-1)

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does ot protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Gravity Technology

Research:
-Metroid-based energy drain tech (14 turns)
-Antimatter generation (8 turns)
-Wormhole technology (10 turns)
-Nova Mining Drill technology (4 turns)
-Attempting to create teleportation grid based on Forerunner Artifact (4 turns)
-Wave Beam Technology (1 turn)

Construction:
-4 Troopers every turn
-3 Aerotroopers every turn
-2 Shield Troopers every turn
-2 Armored Troopers every turn
-1 Commando every turn
-2 Sentry Drones every turn
-Shipyard building: 3 Battlecruisers
-Using mined ore and minerals to expand space station, also used to build more ships in shipyard. Supplies and Space on Space station allow for more Pirates.
-Building defense system on colony (1 turn)
-Equiping colony with mining systems (1 turn)
-Using supplies to expand SPS-1 considerably (5 turns)

Ground Movement:
-Occupied in ships or outfitting the space stations and colony with technology.

Space movement:
-Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology.
-1 Battlecruiser and 1 Heavy Transport headed for Planet 1 (1 turn)
-5 Warships and 1 Colony ship headed for Planet 2 (1 turn)
-2 Battlecruisers and 2 Warships garrisoned at Planet 1
-7 Battlecruisers and 1 Warship garrisoned at SPS-2
-Remaining ships garrisoned at SPS-1

Allies: UNSC

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.

We are sending a colony ship to set up a colony within the ocean of Planet 2.

Can be attacked

[Edited on 07.29.2008 8:11 PM PDT]

  • 07.29.2008 8:10 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

-Asteroid Base ( located near planet 1)(moveable)
-Hangar
-Fighter Creation Bay
-Hidden Turrets
-Shielding
-Stealth Fighter Creation bay
-Radar- Can Detect all ships in the area
-Sentinel Command Destroying Space Lazer (WMD)
-Frigate Creation Bay
-Engines x10
-Information Nodes (feed information to the base)

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone
nuclear fusion
nuclear fission
Unhackable computer systems!
Backup shield Generators
Advance Backup Shield Generators
Frigate Advance Shielding

Reasearching-
Frigate Maximum Shielding (1)
Stealth fighter Maximum Shielding (1)
Battleship Maximum Shielding (1)
Command Ship Maximum Shielding (1)
Gauss Moon Destroyer Maximum Shielding (1)
Advance Stealth Fighter Maximum Shielding (1)
Maximum Backup Shield Generators (1)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate
Hidden Turrets (gauss, beam, ballistic) (asteroid base)-turrets are scattered along the surface of the base
Fighter Creation bay (asteroid base)-can create fighters
Shielding (asteroid base)-Base contains advance shielding
Hangar (asteroid base)- All Completed Ships Launch From Here, Also Repairs Ships
Stealth Fighter Creation bay (asteroid base)
Radar (asteroid base)
Frigate Creation Bay (asteroid Base)
Information Nodes (orbit the asteroid base)
Sentinel Command Destroying Space Lazer (WMD) (asteroid base)
Asteroid Base Engines x10
All bases have backup generators
Grunt Flesh Vat- 10 grunts per turn

Construction-
20 Command Ships (49) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
10000 sniper Marines (5)
Command Ship Shipyard (11)
Battleship Shipyard (1)
Frigate Shipyard (2)
Heavy Ships backup shield generators (3)
Recreating Flesh Vats x9 (9)

Space Forces- 3 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
2 Gauss Moon Destroyers- Similar to the "Forces of Corruption" new ships
8 Battleships
16 Frigates - Smaller Battleship
3150 Fighters
3450 stealth fighters
10000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
27950 Marines (500 rocket trained specialists)
4000 Special Opps Marines
8800 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
410 Hornets
1200 Warthogs
500 Scorpions
225 Pelicans
585 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
4400 Giant Venus Fly Traps
10 Grunts

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- Testing Asteroid Base engines

Allies- Orfoi, Rebel Aliens

CONVERTING MOON INTO A MOVEABLE BASE (38)

Grunt Flesh Vat Complete!
Sending back Drone with the Blueprints (3)

  • 07.29.2008 10:05 PM PDT

what the hell are you guys actually typing out all that -blam!- or whats going on

  • 07.29.2008 10:08 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

copy and paste

  • 07.29.2008 10:18 PM PDT