Off Topic: The Flood
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  • Subject: Lord Snakie's Semi-Famous Flood Forum Fun Game!
Subject: please don't post yet

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
75 Skarovas Enforcers (Medium battleships)
25 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
25 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
35 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
50 Junsurak Sentinels (Anti-Fighter Escort)
35 Kanrak Assailants (Long-range combat)
35 Karrastra Destructors (Orbital-bombardment)
55 Jakara Navigators (Stealthed strike-team transport)
125 Ravasta Skirmishers (Light battleships))

All ships carry a compliment of fighters and bombers equivalent to their size.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our starting navy is larger than most.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)

Research:
Precision Phase Jumps (3)
Planet-class Shields (3)
Nuclear Fission (3)
Antimatter containment (4)
Nanotech repair (4)

Construction:
Building Network of Orbital Phase Missile Emplacements (5)
Building Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts (2)
Ca[ital shipyard now building twenty-five of each ship class per turn
Building Flagship Factory (5)
Building Flagship crew training school (5)

Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Sending scouts to belt one to search for fissionable material (3)

Allies: Alliance of Superpowers [Colonials (Lord Snakie), Necrons (rst7503), Galactic Empire (Sergeant Matt)]

Enemies:

Base: In orbit of planet 3

Message to all: Piggies: Read the rulebook and stop being rediculous. If you don't start playing normally, further posts will be ignored.

And don't worry.You'll be up to strength in no time.

SUPERPOWERS: I'm building a phase network (instant-jump gates) between our world and the belts. I'd advise using them until further notice so all ships may be scanned.

ATTACKABLE

  • 07.21.2008 6:09 PM PDT

Semi-socialist and proud of it.

Timesplitters, the Necrons have already agreed not to attack any faction until further notice. When the non aggression treaty ends, they are focusing on destroying the Xenos. You don't need to worry about them.

  • 07.21.2008 6:11 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Your faction: Human Space Mercenaries

Ships:
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
20 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

Ground units:
2,000 Mercenaries
300 Pilots


Buildings (Space Based):
2-Bay Space Station
Space Station Laser Towers
Shield Generators

Finished Research:
Asteroid Mining Efficiency
Space Station Defense Grid
Space Station Laser Weaponry
Exterior Plating on Space Station
Space Station Shield Systems

Research:
Space Station Shields - DONE
Advanced Fleet Thrusters - 1 turn
Advanced Space Station Thrusters - 2 turns
Laser Defense Platforms - 2 turns

Construction:
Shield Generators - DONE
Shipyard Bay (Space Station Addon) - 1 turn
Perimeter Laser Platforms - 3 turns
Recruiting 200 Pilots - 2 turns
Recruiting 1,000 Mercenaries - 2 turns
Recruiting 500 Bounty Hunters - 3 turns
Recruiting Technical Team: ALL IN 4 turns
1,000 Engineers
700 Scientists
500 Medics
500 Miners


Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
Fleet is moving near Asteroid Field 1 for mining and habitation - 1 turn

Allies:


Enemies:


Message to all:
The Space Mercenaries are willing to create an alliance with any willing factions. An alliance willing to protect each other and fight for order throughout the system. Transmit a message if you are willing.

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

  • 07.21.2008 6:13 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
612 TIE Fighters
281 TIE Interceptors
178 TIE Bombers
78 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
37 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
13,500 Stormtroopers
100 Marines
150 Engineers
550 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
10 Sith Warriors
4000 Sabre-Class Repulsor Tanks
4000 AT-STs

Buildings:
6-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
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)

Research:
Nuclear Fusion- 5 turns
Thermal Detonators- 1 turns (Extremely powerful explosives. A Grenade version is capable of reducing everything within 9 meters to dust)
Nuclear Fission Weapons- 9 turns
Concussion Missiles- 4 turns
Proton Torpedoes- 4 turns
Hypermatter Reactors- 7 turns
Enhanced Cooling Units- 4 turns (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)

Construction: (On Standby until Base is established.)
12-bay Space Station- 10 turns
Defensive Anti Vehicle Minefields, 1 turns
Orbital Anti Spacecraft Minefields, 5 turns
Gravity Field Generators- 9 turns
CGT Sensors- 9 turns
FTL Sensors- 9 turns
1500 Stormtroopers per turn
500 Dark Troopers per turn
500 AT-STs per turn
10 Sith Warriors per turn
500 Sabre-Class Repulsor Tanks per turn
2 Executor Class Star Dreadnaughts, 1 turn

Ground Movement:
Troops remain deployed, all other activity relaxed.

Space movement: Fleet returns to standard postitions, mines disabled, defense grid disabled.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.

ATTACKABLE

  • 07.21.2008 6:15 PM PDT

Semi-socialist and proud of it.

Posted by: Eleventh Sniper
What are the Xenos?

The Xenomorphs are controlled by Swords and Scales, they are the aliens from Aliens. A parasitic race that can infest organic lifeforms to reproduce. The more powerful the lifeform, the more powerful the resulting Xeno.

  • 07.21.2008 6:16 PM PDT
Subject: Lord Snakie's Semi-Famous Flood Forum Fun Game!

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Your faction: Vasari (Sins of a Solar Empire)

Ships:
1 Kortul Devastator (Heavy battleships)
1 Jarrasul Evacuator (Worldships)
100 Skarovas Enforcers (Medium battleships)
50 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
50 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
60 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
75 Junsurak Sentinels (Anti-Fighter Escort)
60 Kanrak Assailants (Long-range combat)
60 Karrastra Destructors (Orbital-bombardment)
80 Jakara Navigators (Stealthed strike-team transport)
150 Ravasta Skirmishers (Light battleships))

All ships carry a compliment of fighters and bombers equivalent to their size.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our navy is considerably larger than most, as we have no choice but to wipe out and bombard.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)

Research:
Precision Phase Jumps (2)
Planet-class Shields (2)
Nuclear Fission (2)
Antimatter containment (3)
Nanotech repair (3)

Construction:
Building Network of Orbital Phase Missile Emplacements (4)
Building Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts (1)
Ca[ital shipyard now building twenty-five of each ship class per turn
Building Flagship Factory (4)
Building Flagship crew training school (4)

Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Sending scouts to belt one to search for fissionable material (2)

Allies: Alliance of Superpowers [Colonials (Lord Snakie), Necrons (rst7503), Galactic Empire (Sergeant Matt)]

Enemies:

Base: In orbit of planet 3

Message to all: Piggies: Read the rulebook and stop being rediculous. If you don't start playing normally, further posts will be ignored.

And don't worry.You'll be up to strength in no time.

SUPERPOWERS: I'm building a phase network (instant-jump gates) between our world and the belts. I'd advise using them until further notice so all ships may be scanned.

ATTACKABLE

  • 07.21.2008 6:19 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
612 TIE Fighters
281 TIE Interceptors
178 TIE Bombers
78 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
37 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
6 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
3 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
15,000 Stormtroopers
100 Marines
150 Engineers
1050 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
20 Sith Warriors
4500 Sabre-Class Repulsor Tanks
4500 AT-STs

Buildings:
6-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Defensive Anti Vehicle Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
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)

Research:
Nuclear Fusion- 4 turns
Nuclear Fission Weapons- 8 turns
Concussion Missiles- 3 turns
Proton Torpedoes- 3 turns
Hypermatter Reactors- 6 turns
Enhanced Cooling Units- 3 turns (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)

Construction: (On Standby until Base is established.)
12-bay Space Station- 9 turns
Orbital Anti Spacecraft Minefields, 4 turns
Gravity Field Generators- 8 turns
CGT Sensors- 8 turns
FTL Sensors- 8 turns
1500 Stormtroopers per turn
500 Dark Troopers per turn
500 AT-STs per turn
10 Sith Warriors per turn
500 Sabre-Class Repulsor Tanks per turn
12 Imperator Class Star Destroyers, 1 turn

Ground Movement:
Troops remain deployed, all other activity relaxed.

Space movement: Fleet returns to standard postitions, mines disabled, defense grid disabled.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.

ATTACKABLE

  • 07.21.2008 6:20 PM PDT
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  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Wtf is going on

  • 07.21.2008 6:21 PM PDT

Semi-socialist and proud of it.

Posted by: Eleventh Sniper
Posted by: Sergeant Matt
Posted by: Eleventh Sniper
What are the Xenos?

The Xenomorphs are controlled by Swords and Scales, they are the aliens from Aliens. A parasitic race that can infest organic lifeforms to reproduce. The more powerful the lifeform, the more powerful the resulting Xeno.
so stay semi-weak until the Nerons treaty has died?

No, you want to be as powerful as possible.

  • 07.21.2008 6:22 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
2 Necron Star Dreadnoughts
20 Cairn-class Tombships (Battleships)
50 Scythe-class Harvest Ships (Heavy Cruisers)
75 Shroud-Class Cruisers (Anti-Fighter Cruiser)
200 Jackal-Class Raiders (Aggressive Heavy Fighter)
500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord carrying Staff of Light, Chronometron, Lightning Field, and Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
34000 Scarabs in swarm
150 Obelisks
75 Pylons
75 Monoliths
15 Abattoirs
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
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 Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Nuclear Fission

Research:
Necron Enhanced Regeneration (2 turns)
Nuclear Fusion (2 turns)

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

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

To All Allies: Have as little contact and interaction with the Xenomorphs as possible, when the Non-Aggression Aggreement between Necrons and all Factions ends, the Necrons will be the primary Alliance of Superpowers Force combating them. The nature of the Necrons makes them immune to the Xenomorph parasitism

  • 07.21.2008 6:25 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Posted by: Atreyu133
Wtf is going on
Read the rules, look at the posts. There's no need to ask if you'd bother to do that.

  • 07.21.2008 6:27 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Posted by: Sword and Scales
"....this is Balinda Richmond. I'm one of the colonists......at LV-385 on the Seventh Planet.

We've......something horrible.

Please...*crahhhahshshs* is it working?

John, is it working!!?
....*crahahhaha*...we've sealed oursel..

..last of us left...anyone...please....."

No one ever cares about the poor colonists.

  • 07.21.2008 6:27 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Sergeant Matt
Posted by: Eleventh Sniper
Posted by: Sergeant Matt
Posted by: Eleventh Sniper
What are the Xenos?

The Xenomorphs are controlled by Swords and Scales, they are the aliens from Aliens. A parasitic race that can infest organic lifeforms to reproduce. The more powerful the lifeform, the more powerful the resulting Xeno.
so stay semi-weak until the Nerons treaty has died?

No, you want to be as powerful as possible.


Timesplitters, to add to your power, why don't you form alliances with some players who aren't in alliances.

Alliance-less people include Protoss (Mastersniper), Tau (Holme), Scrin (Pyroshark), Space Mercenaries (JakeBizzy), and some other guys

  • 07.21.2008 6:28 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
812 TIE Fighters
381 TIE Interceptors
228 TIE Bombers
78 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
37 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
21 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
13 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
18 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
3 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
15,500 Stormtroopers
100 Marines
150 Engineers
1150 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
10 Sith Warriors
4600 Sabre-Class Repulsor Tanks
4600 AT-STs

Buildings:
6-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Defensive Anti Vehicle Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Basic settlement procedures
Advanced Settlement Procedures
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 Blueprints (Allows productions and deployment of ASC mines.)
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)
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)

Research:
Nuclear Fusion- 3 turns
Nuclear Fission Weapons- 7 turns
Concussion Missiles- 2 turns
Proton Torpedoes- 2 turns
Hypermatter Reactors- 5 turns
Enhanced Cooling Units- 2 turns (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)

Construction: (On Standby until Base is established.)
12-bay Space Station- 8 turns
Orbital Anti Spacecraft Minefields, 3 turns
Gravity Field Generators- 7 turns
CGT Sensors- 7 turns
FTL Sensors- 7 turns
300 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
20 Nebulon B Class Frigates, 1 turn

Ground Movement:
Troops remain deployed, all other activity relaxed.

Space movement: Fleet returns to standard postitions, mines disabled, defense grid disabled.

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.

ATTACKABLE

[Edited on 07.21.2008 6:32 PM PDT]

  • 07.21.2008 6:29 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Sword and Scales
Posted by: Sword and Scales
"....this is Balinda Richmond. I'm one of the colonists......at LV-385 on the Seventh Planet.

We've......something horrible.

Please...*crahhhahshshs* is it working?

John, is it working!!?
....*crahahhaha*...we've sealed oursel..

..last of us left...anyone...please....."

No one ever cares about the poor colonists.


Yeah, well Necrons don't care because they are going to sacrifice them to their Star-Gods anyways. They sacrifice all organic things to Star Gods, (don't worry, that aspect about Necrons has no effect on gameplay whatsoever, though it does explain the origin of some Necron tech/ buildings/ vehicles)

  • 07.21.2008 6:29 PM PDT

Semi-socialist and proud of it.

Posted by: Sword and Scales
Posted by: Sword and Scales
"....this is Balinda Richmond. I'm one of the colonists......at LV-385 on the Seventh Planet.

We've......something horrible.

Please...*crahhhahshshs* is it working?

John, is it working!!?
....*crahahhaha*...we've sealed oursel..

..last of us left...anyone...please....."

No one ever cares about the poor colonists.

I could do a pinpoint orbital bombardment to put them out of their misery. A few colonists are of no concern to the Empire, we blew up a planet of billions just to get the location of the Rebellion base.

[Edited on 07.21.2008 6:31 PM PDT]

  • 07.21.2008 6:30 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Posted by: Atreyu133
Wtf is going on

The nerds are having a sexy party.

  • 07.21.2008 6:32 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Your faction: Human Space Mercenaries

Ships:
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
20 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

Ground units:
2,000 Mercenaries
300 Pilots


Buildings (Space Based):
2-Bay Space Station
Space Station Laser Towers
Shield Generators
Shipyard Bay (Space Station Addon)

Finished Research:
Asteroid Mining Efficiency
Space Station Defense Grid
Space Station Laser Weaponry
Exterior Plating on Space Station
Space Station Shield Systems
Advanced Fleet Thrusters

Research:
Advanced Fleet Thrusters - DONE
Advanced Space Station Thrusters - 1 turn
Laser Defense Platforms - 1 turn

Construction:
3-Bay Space Station - 3 turns
Shipyard Bay (Space Station Addon) - DONE
Perimeter Laser Platforms - 2 turns
Recruiting 200 Pilots - 1 turn
Recruiting 1,000 Mercenaries - 1 turn
Recruiting 500 Bounty Hunters - 2 turns
Recruiting Technical Team: ALL IN 3 turns
1,000 Engineers
700 Scientists
500 Medics
500 Miners


Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
Fleet is moving near Asteroid Field 1 for mining and habitation - Arrived.
Sending 1 UNSC Destroyer and 5 Covenant Banshees to LV-385 - 3 turns
Crew of Search and Rescue team:
10 Pilots
100 Mercenaries
50 Medics

Allies:


Enemies:


Message to all:
Intercepting transmission from "Balinda Richmond"....
Message received.
Sending reply to area "LV-385" on channel 105.
"This is the Mercenaries. We have received your message, and hope you are still intact. A search-and-rescue team will be sent soon. Hang in there."
End transmission.

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

  • 07.21.2008 6:34 PM PDT