Off Topic: The Flood
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  • Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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  • last post: 01.01.0001 12:00 AM PDT

Your faction: Space Pirates (Metroid)
[Planet 1], [Ocean of Planet 2]

Ships:
-5 Pirate Frigates
-20 Warships
-18 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:
-522 Pirate Troopers
-135 Aerotroopers
-62 Commandos
-106 Shield Troopers
-66 Armored Troopers
-69 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)
-Colony on Planet 2 (SPC-2)

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
-Wave Beam Technology
-Gravity Technology

Research:
-Metroid-based energy drain tech (13 turns)
-Antimatter generation (7 turns)
-Wormhole technology (9 turns)
-Nova Mining Drill technology (3 turns)
-Attempting to create teleportation grid based on Forerunner Artifact (3 turns)
-Power 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 building: 3 Assault Ships
-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.
-Using supplies to expand SPS-1 considerably (4 turns)
-Building shipyards on Planet 1 using supplies from Heavy Transport (5 turns)
-Building tunnels beneath the colony
-Building Desalination plant on Planet 2 colony (2 turns)
-Building defense systems on Planet 2 colony (3 turns)
-Developing agricultural bay on Planet 2 colony (1 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.
-5 Warships garrisoned at Planet 2 colony
-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

[Edited on 07.29.2008 10:57 PM PDT]

  • 07.29.2008 10:45 PM PDT

I wish I was still legendary.

the Sontaran fleet phases into the system, only find burnt and charred wreckage orbiting their LZ. upon investigation, they find that these ships are of an unknown origin, and, despite their near-destroyed status, still glow with a shimmering blue energy field. they are roughly geometric, and floating amongst the asteroid fields - who knows what else could be out here? the tenth Sontaran battlefleet commander, Baras Sontar, orders the pieces taken back to Sontaris Minor, their base on the moon, for further analysis.

the Sontarans have recovered the wrecks of some forerunner ships in the asteroid field.

  • 07.29.2008 11:35 PM PDT
Subject: My Faction

Lets Boogie



Your faction: The Random People (you can call it TRP).

Location: 1st Asteroid Field

Ships:

1 Random Mothership (RM)
30 Dude Cruisers
15 Texas Ranger Battleships
800 Surfer Fighters
500 Hobo Shuttle Crafts


Ground units: None (all my men are in the ships)

Buildings: None

Finished Research: None

Research:

Advanced Shields - 1 Turns
Advanced Warp Drive - 1 Turns
Advanced Plasma Canons - 1 Turns
Tractor Beam - 2 Turns
Ford Trucks (Texas Ranger technology) - 2 Turns
Booze - 1 Turn

Construction: None

Ground Movement: None

Space movement: 100 Shuttle crafts being sent to a unihabital Asteroid to start colonization - 2 Turns

Allies: None

Enemies: None

Message to all: Hello, we are the Random group of asorted people. Some of our members are from smaller Factions of the Past.

Turns until i can be attacked is 3.

  • 07.30.2008 12:55 AM PDT

Lets Boogie

Going Offline

  • 07.30.2008 12:56 AM PDT
Subject: please don't post yet

Lets Boogie

Posted by: WalkinBonfire
Haloplayer, I have several mining bases in belt one, I'd advise against laying claim.

Vasari online, and ready to support the Necrons in their war against the Hanchex. We hope the remainder of the Axis is ready.


Will i be allowed to build Colonies in the Asteroid belt? Maybe i can ally with you or become neutral.

Are there any Planets not taken?

  • 07.30.2008 12:59 AM PDT

I wish I was still legendary.

captain's log: Baras Sontar, The Vengeance
as we sailed back into the system today, we encountered the wreckage of a previously unknown ship. initial estimates place it's age as 100,000 years, but this is impossible...or at least, we thought so.

There are forces at work here, older then we could possibly imagine...only a few days ago, upon entering the Slipstream, we encountered a shadow of a colossal vessel, with a large 'tower' in the form of an ancient Human pyramid. This anomaly was logged, but almost immediately after we detected it they were gone, a shadow on the ever-darkening horizon. Even now, I am not sure that such a vessel could exist.

It dwarfed even the worldship - larger then the moon on which our base is planted - and radiated a feeling of despair and hopelessness.

But this was not all we saw. For no sooner had it disappeared, then a fleeting, walker-sized shadow appeared on our radar. this too radiated the same bleak feelings...but far more detectably. many of the bridge crew were visibly breaking down at the sight of it. Despite its small size, we are almost certain this being was even more dangerous then the ship which it followed...It may even have been the same entity which destroyed the ship we encountered.

\\end log entry


[Edited on 07.30.2008 1:54 AM PDT]

  • 07.30.2008 1:53 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
45810 TIE Fighters
23900 TIE Interceptors
11475 TIE Bombers
418 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
258 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
231 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
158 Victory Class Star Destroyers* (Medium, medium armament, medium hangars, medium protection)
113 Imperator Class Star Destroyers* (Slow, heavy armament, large hangars, massive protection)
49 Executor Class Star Dreadnaught** (Medium, heavy armament, large hangars, massive protection)

Ground units:
41,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7600 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
800 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9600 Sabre-Class Repulsor Tanks
9260 AT-STs
730 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Trenches
Laser Wires
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 16 turns

Construction:
20 Diamond Boron IPBMs, 20 turns
200 Stormtroopers per turn
100 Dark Troopers per turn
40 AT-STs per turn
10 AT-ATs per turn
20 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
10 Executors, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed.

Allies:
Axis Entente
Vasari (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)
Geth (SilentScreams)

Enemies:
Hanchex Alliance

Message to all:
We support the Necrons efforts against the Hanchex Alliance.
Necrons, we are sending reinforcements to your world.

ATTACKABLE

[Edited on 07.30.2008 10:05 AM PDT]

  • 07.30.2008 8:11 AM PDT

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
226000 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
16000 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 (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)
100 Obelisks (4 turns)
50 Pylons (4 turns)
50 Monoliths Obelisks (4 turns)
10 Abattoirs (4 turns)
5 Tomb Stalker Titan (4 turns)
5 Necron Star Dreadnought (5 turns)
15 Armageddon-Class Carnage Ships (5 turns)
20 Cairn-Class Tombships (5 turns)
40 Scythe-Class Harvest ships (5 turns)
60 Shroud-Class Cruisers (5 turns)
200 Jackal-Class Raiders (5 turns)
500 Dirge-Class Raiders (5 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:

  • 07.30.2008 10:11 AM PDT

1 P17Y 7H3 F00L

KOTOR

The Necron War is against ALL Hanchex Members.

That means it is impossible for any Hanchex members to remain Neutral in the conflict

  • 07.30.2008 10:13 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
46810 TIE Fighters
24400 TIE Interceptors
11675 TIE Bombers
418 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
258 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
231 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
158 Victory Class Star Destroyers* (Medium, medium armament, medium hangars, medium protection)
113 Imperator Class Star Destroyers* (Slow, heavy armament, large hangars, massive protection)
59 Executor Class Star Dreadnaught** (Medium, heavy armament, large hangars, massive protection)

Ground units:
41,600 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7700 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
820 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9900 Sabre-Class Repulsor Tanks
9560 AT-STs
740 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Trenches
Laser Wires
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 15 turns

Construction:
20 Diamond Boron IPBMs, 19 turns
200 Stormtroopers per turn
100 Dark Troopers per turn
40 AT-STs per turn
10 AT-ATs per turn
20 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
200 TIE Bombers per turn
15 Imperators, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed.

Allies:
Axis Entente
Vasari (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)
Geth (SilentScreams)

Enemies:
Hanchex Alliance

Message to all:
We support the Necrons efforts against the Hanchex Alliance.
Necrons, we are sending reinforcements to your world.

ATTACKABLE

  • 07.30.2008 10:33 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

hay guys playin monoply?

  • 07.30.2008 10:38 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
47810 TIE Fighters
24900 TIE Interceptors
11875 TIE Bombers
418 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
258 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
231 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
158 Victory Class Star Destroyers* (Medium, medium armament, medium hangars, medium protection)
128 Imperator Class Star Destroyers* (Slow, heavy armament, large hangars, massive protection)
59 Executor Class Star Dreadnaught** (Medium, heavy armament, large hangars, massive protection)

Ground units:
41,800 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7800 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
830 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
10200 Sabre-Class Repulsor Tanks
9760 AT-STs
750 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Trenches
Laser Wires
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 14 turns

Construction:
20 Diamond Boron IPBMs, 18 turns
200 Stormtroopers per turn
100 Dark Troopers per turn
40 AT-STs per turn
10 AT-ATs per turn
20 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
200 TIE Bombers per turn
20 Victorys, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed.

Allies:
Axis Entente
Vasari (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)
Geth (SilentScreams)

Enemies:
Hanchex Alliance

Message to all:
We support the Necrons efforts against the Hanchex Alliance.
Necrons, we are sending reinforcements to your world.

ATTACKABLE

  • 07.30.2008 10:45 AM PDT

Semi-socialist and proud of it.

OFFLINE.

  • 07.30.2008 11:25 AM PDT

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
228000 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
18000 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 (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)
100 Obelisks (3 turns)
50 Pylons (3 turns)
50 Monoliths Obelisks (3 turns)
10 Abattoirs (3 turns)
5 Tomb Stalker Titan (3 turns)
5 Necron Star Dreadnought (4 turns)
15 Armageddon-Class Carnage Ships (4 turns)
20 Cairn-Class Tombships (4 turns)
40 Scythe-Class Harvest ships (4 turns)
60 Shroud-Class Cruisers (4 turns)
200 Jackal-Class Raiders (4 turns)
500 Dirge-Class Raiders (4 turns)

Planet 3 Construction:
Same as construction at Planet 6

Ground Movement:
Units prepared for War
Defenses powered up
Long Range Sensors set to active scanning
Colonizing Planet 3 Under Crust Done

Space Movement:
Ship Combat systems and shielding powered up, prepared for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate 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:

Necrons Offline

[Edited on 07.30.2008 12:26 PM PDT]

  • 07.30.2008 12:25 PM PDT

I wish I was still legendary.

the sontarans no longer have any allegiance. we are freelancers, and will join anyone for 12 turns if we get given something worthwhile.


Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
220x sontaran scouts (no weapons, light armor)
112x sontaran escorts (1x plasma autogun, light armor)
200x 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)
1x world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. used in case of imperative exodus of colonized planets.

Ground units:
2220x foot soldiers with plasma rifles
115x commanders with plasma rifles
600x 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:
*cloning has been researched, so all numbers are now doubled on Sontaran biological units.

-moon of P1:
1-bay space station
2 barracks: creates 100(200 w/c) foot soldiers per turn, and 5(10w/c) 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(200 with cloning) 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.
Solaris solar invigorator: activation construct for project: Solaris.

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

constructing...17 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.
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn.


Research:


War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (1 turns)
nitrogen fission: acts like nuclear fission. (7 turns)
nitrogen fusion: acts like nuclear fusion. (10 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (16 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (22 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (4 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (4 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (26 turns)
flamethrower: used by ground forces, spreads between units. (27 turns)
biological incubator: stores energy for use of a biological WMD. (28 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (36 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (41 turns)
extended plasma railgun: a starship mountable version of the railrun. (31 turns)
battle shielding (11 turns)
improved battle shielding (44 turns)

-new research: Sontaran armory: improves armor of all ground units, including walkers and SSAS vehicles. (5 turns)
Imperial Guard: allows building of the imperial guard unit, who are armed with plasma shotguns, plasma rifles and a powered blade. (13 turns)
interrogation is critical: Sontaran field marshals will take prisoners of war to be interrogated back on the Sontaran world ship for information on technology and tactics. (3 turns)
Field Marshal: Sontaran field marshals, armed with dual plasma rifles, can be deployed upon the battlefield. (1 turns)

Construction: (Current Construction)

3-bay space station (18 turns)
imperial Sontaran Guard Facility: trains Sontaran imperial guards, 5 p/t. (18 turns)
Stanchion of Leadership: allows the building of field marshals, 8 p/t. (1 turns)

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

Space movement:
main fleet blockading around the perimeter of Sontaran base on moon of planet one.

Allies: freelancers

Enemies: N/A

Message to all: At this present moment, we offer you our allegiance and Solaris.

iartifacts
forerunner ship wreckage



OFFLINE

[Edited on 07.30.2008 12:45 PM PDT]

  • 07.30.2008 12:45 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

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:
P2/P6
(any Geth ship in a 4 mile radius of Sovereign is able to do a Mass Effect jump propelling them anywhere in the universe)
1/0 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)
15/15 Geth Capital Ships (Super heavily armed and armored, slow, 50 ship hangar)
31/31 Geth Starships (heavily armed and armored, slow, 20 ship hangar)
98/98 Geth Battleships (heavily armored, heavily armed, slow, 5 ship hangar)
210/210 Geth Fighters (all purpose attack ships)
167/167 Geth Scouts (fast, camo, lightly armed, lightly armored)
167/167 Geth Heavy Bombers (average speed, heavily armed, mildly armored)
278/278 Geth Dropships (fast, heavy armor, no weaponry, seats 25 Geth and 5 Geth Armatures)
0/1 Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities)

Ground units:
P2/P6
1/1 Rouge Turian Spectres (one active, one dormant) (Saren) (Lethally efficient in Biotic powers, heavily armed, efficient tech)
1/0 Asari Matriarch (Benezia) (political leader) (Lethally efficient in Biotics, lightly armed, limited tech)
444/444 Geth Troopers (Armed with assault rifles and efficient biotic powers limited tech)
215/215 Geth Snipers (Armed with snipers and efficient powers limited tech)
32/32 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures, limited tech)
10/0 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers, limited tech)
61/61 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
200/200 Geth Assault Drones (fast, lightly armed patrol droids, limited biotics)
200/200 Geth Rocket Drones (slow, heavily armed patrol droids, limited biotics)
422/422 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns, limited tech)
247/247 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited biotics, efficient tech)
162/162 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics, limited tech)
315/315 Geth Destroyers (heavily armored, fast ,armed with assault rifles, limited biotics, limited tech)
34/0 Quarian Slaves (non-military) (increases construction and research by 1 turn for every 5)
Keepers (Maintenance, speeds up construction and research by half)
21/21 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
85/85 Rachni Workers (small, fast, explosive) (20 eggs1)(20 eggs2)
43/43 Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (10 eggs1) (10 eggs2)
23/23 Rachni Brood Warriors (twice the size of soldiers, efficient biotics) (5 eggs1) (5 eggs2)
1/0 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)
188/188 Varren (fish-dogs used as war beasts)
52/52 Geth Stalkers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, overload) (hopper)
52/52 Geth Ghosts (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, chargeable sniper(does more damage)) (hopper)
52/52 Geth Sappers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, sabotage) (hopper)
18/18 Geth Beast Masters (energy whip and energy shield, increases animal efficiency, limited biotics and tech)
0/1Thresher Maw (huge underground space worms that can spit acid) (1)
0/1 Mass Accelerator Missile (WMD) (creates a rift that sends all nearby ships/troops into Dark Space)
72/72 Recon Drones (fast, lightly armed and armored)
72/72 Repair Drone (heals larger Geth (Armatures and Collosi))
1/0 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)
2/0 Thorian Nodes (immobile (no defenses)) (2)
8/8 Geth Dragon Warriors (heavily armored, energy shield in one hand a Dragons Tooth in the other)

Vehicles:
P2/P6
95/95 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 (11) (Speeds up Krogan troop birth to what it was before the Genophage) (allows production of Krogan Battle Masters)


Construction:
Citadel (46)
5 Dragons Teeth (3)
Mass Accelerator Missile (WMD) (13)

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:
In order to aid the Necrons against the Hanchex fools I have sent half of my fleet and army to Planet 6. Once there my troops will begin to drop off at the Necrons home base while my ships stay in orbit. We will reach P6 in two turns.

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.

[Edited on 07.30.2008 1:02 PM PDT]

  • 07.30.2008 12:59 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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  • last post: 01.01.0001 12:00 AM PDT

Your faction: Space Pirates (Metroid)
[Planet 1], [Ocean of Planet 2]

Ships:
-5 Pirate Frigates
-20 Warships
-18 Battlecruisers
-18 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:
-526 Pirate Troopers
-138 Aerotroopers
-63 Commandos
-108 Shield Troopers
-68 Armored Troopers
-71 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)
-Colony on Planet 2 (SPC-2)

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
-Wave Beam Technology
-Gravity Technology

Research:
-Metroid-based energy drain tech (12 turns)
-Antimatter generation (6 turns)
-Wormhole technology (8 turns)
-Nova Mining Drill technology (2 turns)
-Attempting to create teleportation grid based on Forerunner Artifact (2 turns)
-Power Beam Technology (1 turn)

Construction:
-8 Troopers every turn
-5 Aerotroopers every turn
-3 Shield Troopers every turn
-3 Armored Troopers every turn
-2 Commandoes every turn
-2 Sentry Drones every turn
-Shipyard building: 2 Battlecruisers, 1 Assault 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.
-Using supplies to expand SPS-1 considerably (3 turns)
-Building shipyards on Planet 1 using supplies from Heavy Transport (4 turns)
-Building tunnels beneath the colony
-Building Desalination plant on Planet 2 colony (1 turn)
-Building defense systems on Planet 2 colony (2 turns)
-Buliding Space Elevator on Planet 2 colony (3 turns)
-Planet 2 colony agricultural bay complete, allowing for more Troopers to be supported.

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.
-5 Warships garrisoned at Planet 2 colony
-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 will remain neutral in the Necron-Hanchex war, however.

Can be attacked

[Edited on 07.30.2008 4:49 PM PDT]

  • 07.30.2008 1:18 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
Dark Energy Harvesting 7

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
TimeSplitters

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.

Can be attacked

  • 07.30.2008 1:52 PM PDT