Off Topic: The Flood
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I'll come help the Colonials out, S&S.

[Edited on 07.21.2008 6:38 PM PDT]

  • 07.21.2008 6:34 PM PDT

Semi-socialist and proud of it.

nvm

[Edited on 07.21.2008 6:37 PM PDT]

  • 07.21.2008 6:36 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.


The goal of the Temporary Necron Non-Aggression Treaty is to allow other factions to grow powerful enough to fairly challenge the Necrons. So all factions should make a goal to grow as powerful as they can, without building obscenely fast, until the peace ends (on Page 20)

  • 07.21.2008 6:37 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

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) has been born, and is maturing to adulthood in (2) turns.
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
180 Warriors (The average Xenomorph, the height of a Spartan)
345 Runners (Weaker, but much faster aliens)
360 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
200 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
50 Warriors
65 Drones
65 Runners

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Hierarch watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Research/Construction
The Alien Empress has been born. In 3 turns (after her birth) she will be fully grown. The Alien Empress is immensely powerful, and is literally a walking WMD. However, she is slow to move, and has no real "super-long range" ability, which sort of removes the need for the long WMD research period.

When reaching maturity the Empress will attempt to create another Queen, bringing the total to 3. This Queen will be created from the Hierarch at LV-385.



(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.



Sssssssss.



[Edited on 07.22.2008 1:21 PM PDT]

  • 07.21.2008 6:38 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
1012 TIE Fighters
481 TIE Interceptors
278 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)
41 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:
15,800 Stormtroopers
100 Marines
150 Engineers
1250 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
20 Sith Warriors
4700 Sabre-Class Repulsor Tanks
4700 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- 2 turns
Nuclear Fission Weapons- 6 turns
Concussion Missiles- 1 turns
Proton Torpedoes- 1 turns
Hypermatter Reactors- 4 turns
Enhanced Cooling Units- 1 turns (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)

Construction: (On Standby until Base is established.)
12-bay Space Station- 7 turns
Orbital Anti Spacecraft Minefields, 2 turns
Gravity Field Generators- 6 turns
CGT Sensors- 6 turns
FTL Sensors- 6 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
25 Acclamator-Class Assault Ships, 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

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 6:41 PM PDT]

  • 07.21.2008 6:39 PM PDT

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)
125 Skarovas Enforcers (Medium battleships)
75 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
75 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
85 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
100 Junsurak Sentinels (Anti-Fighter Escort)
85 Kanrak Assailants (Long-range combat)
85 Karrastra Destructors (Orbital-bombardment)
105 Jakara Navigators (Stealthed strike-team transport)
175 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
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts

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 (1)
Planet-class Shields (1)
Nuclear Fission (1)
Antimatter containment (2)
Nanotech repair (2)

Construction:
Building Network of Orbital Phase Missile Emplacements (3)
Capital shipyard now building twenty-five of each ship class per turn
Building Flagship Factory (3)
Building Flagship crew training school (3)

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 (1)

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: Please use your new phase gates for any intrasystem ravel. You can now instantly jump between planets 3, 6, 7, and the belts.

SECKSY POOLSIDE DANSE PARTAY!

ATTACKABLE

  • 07.21.2008 6:41 PM PDT
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Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

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

**1 UNSC Frigate en route to LV-385
**5 Covenant Banshees en route to LV-385

Ground units:
3,000 Mercenaries
500 Pilots

**10 Pilots en route to LV-385
**100 Mercenaries en route to LV-385
**50 Medics en route to LV-385


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
Advanced Space Station Thrusters
Laser Defense Perimeters

Research:
Advanced Space Station Thrusters - DONE
Laser Defense Platforms - DONE
Heavy Ship Cannons - 3 turns
Quad-Radar Defense Grid - 3 turns


Construction:
3-Bay Space Station - 2 turns
4 Perimeter Laser Platforms - 1 turn
Recruiting 200 Pilots - DONE
Recruiting 1,000 Mercenaries - DONE
Recruiting 500 Bounty Hunters - 1 turn
Recruiting Technical Team: ALL IN 2 turns
1,000 Engineers
700 Scientists
500 Medics
500 Miners
Constructing 500 Single-Manned Fighters - 3 turns
Constructing 500 Single-Manned Bombers - 3 turns
Recruiting 1,000 Pilots - 4 turns

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

Space movement:
Sending 1 UNSC Destroyer and 5 Covenant Banshees to LV-385 - 2 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 6:47 PM PDT
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Human Space Mercenaries signing off.

  • 07.21.2008 6:48 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
36000 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 (1 turns)
Nuclear Fusion (1 turns)

Construction:
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
20 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
1 Tomb Stalker Titan (2 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 6:48 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)

Ships:
1212 TIE Fighters
581 TIE Interceptors
328 TIE Bombers
78 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
62 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
41 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:
16,100 Stormtroopers
100 Marines
150 Engineers
1350 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
30 Sith Warriors
4800 Sabre-Class Repulsor Tanks
4800 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.)
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)
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)

Research:
Nuclear Fusion- 1 turns
Nuclear Fission Weapons- 5 turns
Hypermatter Reactors- 3 turns

Construction: (On Standby until Base is established.)
12-bay Space Station- 6 turns
Orbital Anti Spacecraft Minefields, 1 turns
Gravity Field Generators- 5 turns
CGT Sensors- 5 turns
FTL Sensors- 5 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
30 Tartar Class Light Frigates, 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

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 6:56 PM PDT

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)
150 Skarovas Enforcers (Medium battleships)
100 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
100 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
110 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
125 Junsurak Sentinels (Anti-Fighter Escort)
110 Kanrak Assailants (Long-range combat)
110 Karrastra Destructors (Orbital-bombardment)
130 Jakara Navigators (Stealthed strike-team transport)
200 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
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts

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)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Planet-class Shields
Nuclear Fission
Nuclear Fusion

Research:
Antimatter containment (1)
Nanotech repair (1)

Construction:
Building Network of Orbital Phase Missile Emplacements (2)
Capital shipyard now building twenty-five of each ship class per turn
Building Flagship Factory (2)
Building Flagship crew training school (2)

Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Building antimatter mines (5)

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: Please use your new phase gates for any intrasystem ravel. You can now instantly jump between planets 3, 6, 7, and the belts.

SECKSY POOLSIDE DANSE PARTAY!

ATTACKABLE

  • 07.21.2008 6:56 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
1412 TIE Fighters
681 TIE Interceptors
378 TIE Bombers
108 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
62 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
41 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:
16,400 Stormtroopers
100 Marines
150 Engineers
1450 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
40 Sith Warriors
4900 Sabre-Class Repulsor Tanks
4900 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
Orbital Anti Spacecraft 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)
Nuclear Fusion (Allows research of Fusion 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 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)
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)

Research:
Nuclear Fusion Weapons- 12 turns
Nuclear Fission Weapons- 4 turns
Hypermatter Reactors- 2 turns

Construction: (On Standby until Base is established.)
12-bay Space Station- 5 turns
Gravity Field Generators- 4 turns
CGT Sensors- 4 turns
FTL Sensors- 4 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
2 Executor Class Star Dreadnaught , 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

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 7:13 PM PDT]

  • 07.21.2008 7:02 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
1612 TIE Fighters
781 TIE Interceptors
428 TIE Bombers
108 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
62 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
41 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)
5 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
16,700 Stormtroopers
100 Marines
150 Engineers
1550 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
50 Sith Warriors
5000 Sabre-Class Repulsor Tanks
5000 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
Orbital Anti Spacecraft 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)
Nuclear Fusion (Allows research of Fusion 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 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)
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)

Research:
Nuclear Fusion Weapons- 11 turns
Nuclear Fission Weapons- 3 turns
Hypermatter Reactors- 1 turns

Construction: (On Standby until Base is established.)
12-bay Space Station- 4 turns
Gravity Field Generators- 3 turns
CGT Sensors- 3 turns
FTL Sensors- 3 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
5 Imperator Class Star Destroyers , 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

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

OFFLINE

[Edited on 07.21.2008 7:17 PM PDT]

  • 07.21.2008 7:15 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
36000 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
Necron Enhanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (12 turns)

Construction:
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Necron Star Dreadnought (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
20 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)
1 Tomb Stalker Titan (1 turns)
Aeonic Orb Containment Arms (12 turns)
Aenoic Orb Support Base (12 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 7:23 PM PDT

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)
175 Skarovas Enforcers (Medium battleships)
125 Serevun Overseers (Able to dely phase jumps by one turn, able to recharge one ship's shields per turn)
125 Lasurak Transporters (Each carrier one fighter and one bomber squadron)
135 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
150 Junsurak Sentinels (Anti-Fighter Escort)
135 Kanrak Assailants (Long-range combat)
135 Karrastra Destructors (Orbital-bombardment)
155 Jakara Navigators (Stealthed strike-team transport)
225 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
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts
Outer shield

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)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Planet-class Shields
Nuclear Fission
Nuclear Fusion
Antimatter containment (All advanced abilities use antimatter)
Nanotech repair (Allows orbital repair stations to be built)

Research:

Construction:
Building Network of Orbital Phase Missile Emplacements (1)
Capital shipyard now building twenty-five of each ship class per turn
Building Flagship Factory (1)
Building Flagship crew training school (1)
Building orbital repair platforms (7)

Ground Movement:

Space movement:
Transport drones starting to transport resources. Trade route established.
Sending fleet to Planet 3 fin
Building antimatter mines (4)

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: Please use your new phase gates for any intrasystem ravel. You can now instantly jump between planets 3, 6, 7, and the belts.

SECKSY POOLSIDE DANSE PARTAY!

OFFLINE

  • 07.21.2008 7:31 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)

Buildings
Alpha Compound (landing and fleet control)
landing pad
20 shelters
Delta Compound (military and defense control)
1 turret
Beta Compound (economic and reshearch)
1 Drop off for resources
1 HQ (my base)

Research:
turrets LVL2 6
Anti Air 5
missiles 4
Space station 20
(only what i need is being researched)

Construction:
40 houses 10 turns
1 barracks 2 turns
Walling to defend compounds 30 turns

Space movement: none

Ground Movement: none

Allies: All who help my people

Enemies: All who attack me

turns:2 (i am mainly ready for an attack and may have better defending force)

Distress signals: 1 Humans(Beta): help we or under attack by unknown forces 400 dead 400 survivors (note: survivors go down 10 each turn till i send help)

Race roles:
Alpha able to settle fights with no violence (diplomat)
Delta able to secure areas faster than any other race and i non biologic life (Military)
Beta (human) What humans do best..... Adapt (economic)
Other races (assorted abilities) There is some research being done to fuse the races together [attempts:2 success:0 deaths:0 (traits are not there but the creature do live and are pretty smart ) ]


[Edited on 07.21.2008 8:16 PM PDT]

  • 07.21.2008 7:34 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Faction:
Cookie monsters

Backstory:
After being removed from the hit children's show Sesame Street, the cookie monster decided to pursue interstellar domination.

Ships:
1 Tollhouse class flagship cruiser
One dozen Homemade class starfighters

Ground Units:
Six dozen cookie monsters

Buildings:
The Om Nom Oven- produces new cookie monsters

Technology:
Advanced baking abilities

Research:
none

Construction:
none

Ground Movement:
none

Space Movement:
None

Allies:
Nestle-Tollhouse Inc.
Grandmas everywhere

Enemies:
The Vitamin Cottage
Childhood Obesity Activists
Big Bird...

Message:
none

[Edited on 07.21.2008 7:53 PM PDT]

  • 07.21.2008 7:37 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT


Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)

Buildings
Alpha Compound (landing and fleet control)
landing pad
20 shelters
Delta Compound (military and defense control)
1 turret
Beta Compound (economic and reshearch)
1 Drop off for resources
1 HQ (my base)

Research:
turrets LVL2 5
Anti Air 4
missiles 4
Space station 19
(only what i need is being researched)

Construction:
40 houses 9 turns
1 barracks 1 turns
Walling to defend compounds 29 turns

Space movement: none

Ground Movement: none

Allies: All who help my people

Enemies: All who attack me

turns:2 (i am mainly ready for an attack and may have better defending force)

Distress signals: 1 Humans(Beta): help we or under attack by unknown forces 400 dead 400 survivors (note: survivors go down 10 each turn till i send help)

Race roles:
Alpha able to settle fights with no violence (diplomat)
Delta able to secure areas faster than any other race and i non biologic life (Military)
Beta (human) What humans do best..... Adapt (economic)
Other races (assorted abilities) There is some research being done to fuse the races together [attempts:2 success:0 deaths:0 (traits are not there but the creature do live and are pretty smart ) ]

  • 07.21.2008 8:31 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
3 Necron Star Dreadnoughts
30 Cairn-class Tombships (Battleships)
70 Scythe-class Harvest Ships (Heavy Cruisers)
105 Shroud-Class Cruisers (Anti-Fighter Cruiser)
300 Jackal-Class Raiders (Aggressive Heavy Fighter)
750 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
38000 Scarabs in swarm
150 Obelisks
75 Pylons
75 Monoliths
15 Abattoirs
1 Tomb Stalker Titan
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
Necron Enhanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (11 turns)

Construction:
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Necron Star Dreadnought (7 turns)
10 Cairn-Class Tombships (7 turns)
20 Scythe-Class Harvest ships (7 turns)
30 Shroud-Class Cruisers (7 turns)
100 Jackal-Class Raiders (7 turns)
250 Dirge-Class Raiders (7 turns)
1 Tomb Stalker Titan (6 turns)
Aeonic Orb Containment Arms (11 turns)
Aenoic Orb Support Base (11 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 8:31 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

wow. just wow. biggest nerds ive ever seen lmao

  • 07.21.2008 8:34 PM PDT

1 P17Y 7H3 F00L

KOTOR

Nevermind

[Edited on 07.21.2008 10:57 PM PDT]

  • 07.21.2008 10:54 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
1000 Fire worriors
200 XV12 Battlesuites
5 Hammerheads
50 Develfish transports

Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (100 fire warriors per turn)
1 Bay space station
Drone Defenses
Vehicle Factory (5 Hammerheads per turn)

Current tech:
Pulse rifles
Basic Tau Armour
Markerlight trackers

Research:
Pulse Snipers(2 turns)
Low grade Iridium armour(2 turns)
Medical training (2 turns)

Construction:
Drone factory (1 turns)
1000 Fire Warriors (1 turns)
3 Extra bays (1 turns)
2000 Pathfinders (7 turns)
Mass recruitment program (5 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: None

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked.

Turns Until I Can Be Attacked: 1

  • 07.21.2008 10:56 PM PDT