Off Topic: The Flood
This topic has moved here: Subject: please don't post yet
  • Subject: please don't post yet

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
320 Brown Goblins
64 Valkalry Spiders
200 Grunts

Ground Movement:
All units train hard for fighting

Space Movement:
None

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: 295

Research
Dark Energy Harvesting 6

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 2:57 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
325 Brown Goblins
65 Valkalry Spiders
210 Grunts

Ground Movement:
All units train hard for fighting

Space Movement:
None

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: 300

Research
Dark Energy Harvesting 5

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 3:18 PM 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
230000 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
20000 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 (1 turns)
1000 Warriors (1 turns)
500 Immortals (1turns)
200 Pariahs (1 turns)
200 Flayed Ones (1 turns)
200 Wraiths (1 turns)
100 Tomb Spyders (1 turns)
100 Destroyers (1 turns)
50 Heavy Destroyers (2 turns)
100 Obelisks (3 turns)
50 Pylons (3 turns)
50 Monoliths Obelisks (2 turns)
10 Abattoirs (2 turns)
5 Tomb Stalker Titan (2 turns)
5 Necron Star Dreadnought (3 turns)
15 Armageddon-Class Carnage Ships (3 turns)
20 Cairn-Class Tombships (3 turns)
40 Scythe-Class Harvest ships (3 turns)
60 Shroud-Class Cruisers (3 turns)
200 Jackal-Class Raiders (3 turns)
500 Dirge-Class Raiders (3 turns)

Planet 3 Construction:
Same as construction at Planet 6

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

Space Movement:
Ship Combat systems and shielding powered up, prepared for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate at a nanosecond's notice
Aeonic Orb moving up to space

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

Enemies: The ENTIRE Hanchex Alliance

Message to All:

  • 07.30.2008 3:38 PM PDT
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
48810 TIE Fighters
25400 TIE Interceptors
12075 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)
178 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:
42,000 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7900 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
850 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
10250 Sabre-Class Repulsor Tanks
9800 AT-STs
760 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, 13 turns

Construction:
20 Diamond Boron IPBMs, 17 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
25 Nebulons, 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.

ATTACKABLE

  • 07.30.2008 4:32 PM 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
900 Canisters of Rebirth Nanites *carries viruses*
22000 Warriors
11000 Immortals
3600 Pariahs
3600 Flayed Ones
3600 Wraiths
1700 Tomb Spyders
1700 Destroyers
850 Heavy Destroyer
260000 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

60 Rebirth Nanites Canisters
4000 Warriors
2000 Immortals
800 Pariahs
800 Flayed Ones
800 Wraiths
400 Tomb Spyders
400 Destroyers
300 Heavy Destroyers
22000 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 (4turns)
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 (2 turns)
100 Obelisks (2 turns)
50 Pylons (2 turns)
50 Monoliths Obelisks (1 turns)
10 Abattoirs (1 turns)
5 Tomb Stalker Titan (1 turns)
5 Necron Star Dreadnought (2 turns)
15 Armageddon-Class Carnage Ships (2 turns)
20 Cairn-Class Tombships (2 turns)
40 Scythe-Class Harvest ships (2 turns)
60 Shroud-Class Cruisers (2 turns)
200 Jackal-Class Raiders (2 turns)
500 Dirge-Class Raiders (2 turns)

Planet 3 Construction:
Same as construction at Planet 6

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

Space Movement:
Ship Combat systems and shielding powered up, prepared for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate at a nanosecond's notice
Aeonic Orb moving up to space

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

Enemies: The ENTIRE Hanchex Alliance

Message to All:

  • 07.30.2008 4:37 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
330 Brown Goblins
70 Valkalry Spiders
220 Grunts

Ground Movement:
All units train hard for fighting

Space Movement:
None

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: 305

Research
Dark Energy Harvesting 4

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 4:44 PM PDT
  • gamertag:
  • user homepage:
  • 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
-20 Battlecruisers
-19 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:
-536 Pirate Troopers
-143 Aerotroopers
-65 Commandos
-111 Shield Troopers
-71 Armored Troopers
-73 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 not 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
-Power Beam Technology

Research:
-Metroid-based energy drain tech (11 turns)
-Antimatter generation (5 turns)
-Wormhole technology (7 turns)
-Nova Mining Drill technology (1 turn)
-Attempting to create teleportation grid based on Forerunner Artifact (1 turn)
-Modular Weaponry (15 turns)
-Advanced Scanning Equipment (7 turns)

Construction:
-10 Troopers every turn
-8 Aerotroopers every turn
-7 Shield Troopers every turn
-7 Armored Troopers every turn
-4 Commandoes every turn
-2 Sentry Drones every turn
-Shipyard building: 1 Warship, 5 Single-Pirate Fighters
-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 defense systems on Planet 2 colony (1 turn)
-Buliding Space Elevator on Planet 2 colony (2 turns)
-Planet 2 colony desalination plant 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 4:46 PM PDT

1 P17Y 7H3 F00L

KOTOR

Who lives on Planet 4?

  • 07.30.2008 4:55 PM PDT
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
49810 TIE Fighters
25900 TIE Interceptors
12275 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)
256 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
178 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:
42,200 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
8000 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
870 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
10300 Sabre-Class Repulsor Tanks
9840 AT-STs
770 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, 12 turns

Construction:
20 Diamond Boron IPBMs, 14 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
30 Acclamators, 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.

ATTACKABLE

  • 07.30.2008 4:59 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
50810 TIE Fighters
26400 TIE Interceptors
12475 TIE Bombers
418 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
288 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
256 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
178 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:
42,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
8100 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
890 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
10350 Sabre-Class Repulsor Tanks
9880 AT-STs
780 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, 11 turns

Construction:
20 Diamond Boron IPBMs, 13 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
35 Tartans, 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.

ATTACKABLE

  • 07.30.2008 5:05 PM 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
900 Canisters of Rebirth Nanites *carries viruses*
22000 Warriors
11000 Immortals
3600 Pariahs
3600 Flayed Ones
3600 Wraiths
1700 Tomb Spyders
1700 Destroyers
850 Heavy Destroyer
262000 Scarabs in swarm
1600 Obelisks
850 Pylons
850 Monoliths
170 Abattoirs
50 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

60 Rebirth Nanites Canisters
4000 Warriors
2000 Immortals
800 Pariahs
800 Flayed Ones
800 Wraiths
400 Tomb Spyders
400 Destroyers
300 Heavy Destroyers
24000 Scarabs in Swarm
300 Obelisks
150 Pylons
150 Monoliths Obelisks
40 Abattoirs
20 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 (3turns)
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 (5 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 (1 turns)
15 Armageddon-Class Carnage Ships (1 turns)
20 Cairn-Class Tombships (1 turns)
40 Scythe-Class Harvest ships (1 turns)
60 Shroud-Class Cruisers (1 turns)
200 Jackal-Class Raiders (1 turns)
500 Dirge-Class Raiders (1 turns)

Planet 3 Construction:
Same as construction at Planet 6

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

Space Movement:
Ship Combat systems and shielding powered up, prepared for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate at a nanosecond's notice
Aeonic Orb moving up to space

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

Enemies: The ENTIRE Hanchex Alliance

Message to All:

  • 07.30.2008 5:07 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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

Ships:
-5 Pirate Frigates
-21 Warships
-20 Battlecruisers
-19 Assault Ships
-3 Heavy Transports
-170 Single-Pirate Fighters
-80 ATC's
-200 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-546 Pirate Troopers
-151 Aerotroopers
-69 Commandos
-118 Shield Troopers
-78 Armored Troopers
-75 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 not protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Wave Beam Technology
-Power Beam Technology
-Nova Beam Technology
-Gravity Technology
-Forerunner based teleportation

Research:
-Metroid-based energy drain tech (10 turns)
-Antimatter generation (4 turns)
-Wormhole technology (6 turns)
-Modular Weaponry (14 turns)
-Advanced Scanning Equipment (6 turns)
-Reviewing "Aether" logs for usuable information (3 turns)
-Genetic Manipulation (12 turns)

Construction:
-10 Troopers every turn
-8 Aerotroopers every turn
-7 Shield Troopers every turn
-7 Armored Troopers every turn
-4 Commandoes every turn
-2 Sentry Drones every turn
-Shipyard building: 1 Warship, 5 Single-Pirate Fighters
-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 (2 turns)
-Building shipyards on Planet 1 using supplies from Heavy Transport (3 turns)
-Building tunnels beneath the colony
-Buliding Space Elevator on Planet 2 colony (1 turn)

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

  • 07.30.2008 5:07 PM PDT
Subject: please don't post yet

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
335 Brown Goblins
71 Valkalry Spiders
230 Grunts

Ground Movement:
All units train hard for fighting

Space Movement:
None

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: 310

Research
Dark Energy Harvesting 3

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 5:08 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
51810 TIE Fighters
26900 TIE Interceptors
12675 TIE Bombers
453 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
288 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
256 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
178 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:
42,600 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
8200 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
900 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
10400 Sabre-Class Repulsor Tanks
9920 AT-STs
790 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, 10 turns

Construction:
20 Diamond Boron IPBMs, 12 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
5 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.

ATTACKABLE

  • 07.30.2008 5:09 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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

Ships:
-5 Pirate Frigates
-22 Warships
-20 Battlecruisers
-19 Assault Ships
-3 Heavy Transports
-175 Single-Pirate Fighters
-80 ATC's
-200 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-556 Pirate Troopers
-159 Aerotroopers
-73 Commandos
-125 Shield Troopers
-85 Armored Troopers
-77 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) (now underwater)

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does not protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Wave Beam Technology
-Power Beam Technology
-Nova Beam Technology
-Gravity Technology
-Forerunner based teleportation

Research:
-Metroid-based energy drain tech (9 turns)
-Antimatter generation (3 turns)
-Wormhole technology (5 turns)
-Modular Weaponry (13 turns)
-Advanced Scanning Equipment (5 turns)
-Reviewing "Aether" logs for usuable information (2 turns)
-Genetic Manipulation (11 turns)

Construction:
-10 Troopers every turn
-8 Aerotroopers every turn
-7 Shield Troopers every turn
-7 Armored Troopers every turn
-4 Commandoes every turn
-2 Sentry Drones every turn
-Shipyard building: 1 Heavy Transport
-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 (1 turn)
-Building shipyards on Planet 1 using supplies from Heavy Transport (2 turns)
-Building tunnels beneath the colony 1
-Building surface landing site

Ground Movement:
-Occupied in ships or outfitting the space stations and colony with technology.
-Colony 2 has submerged

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

  • 07.30.2008 5:14 PM PDT
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
52810 TIE Fighters
27400 TIE Interceptors
12875 TIE Bombers
453 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
288 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
256 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
178 Victory Class Star Destroyers* (Medium, medium armament, medium hangars, medium protection)
128 Imperator Class Star Destroyers* (Slow, heavy armament, large hangars, massive protection)
64 Executor Class Star Dreadnaught** (Medium, heavy armament, large hangars, massive protection)

Ground units:
42,800 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
8300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
920 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
10450 Sabre-Class Repulsor Tanks
9960 AT-STs
800 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, 9 turns

Construction:
20 Diamond Boron IPBMs, 11 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
10 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.

ATTACKABLE

  • 07.30.2008 5:16 PM PDT