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

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

I have to ready myself for war, I can't answer that request at this time.

  • 08.04.2008 12:41 PM PDT

1 P17Y 7H3 F00L

KOTOR

Well, we were thinking of making it the non-hive races vs. the hive-races (Borg and Strogg)

If you accept that, we were planning to allow you to call in reinforcements, in exchange for losing your 5-turn protection

  • 08.04.2008 12:42 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

How much reinforcement will I get?

  • 08.04.2008 12:45 PM PDT

1 P17Y 7H3 F00L

KOTOR

Die Ghost

Necrons Offline (out to lunch, I'll be back soon)

[Edited on 08.04.2008 12:45 PM PDT]

  • 08.04.2008 12:45 PM PDT
  •  | 
  • Veteran Heroic Member

Tear down these walls for me.
Stop me from going under.


Join the Anti-PETA Movement!

*New Faction*

Your faction:The Clans (Battletech)

Ships:1 Star Lord Class Jumpship - Capital (6 Overlord Class Dropships)
2 Avalon Class Cruisers (6 Overlord Class Dropships each)
3 Baron Class Destroyers (Cannot carry Dropships)
1 Mjolnir Class Battlecruiser (4 Overlord Class Dropships)
70 Corsair Light Fighters
70 Stingray Medium Fighters
70 Chippewa Bombers

Ground units: 250 Light Battlemechs
200 Medium Battlemechs
100 Heavy Battlemechs
100 Assault Battlemechs
50 Rommel MBT's
50 Goblin IFV's
25 Hawk Moth Gunships
200 Elemental Class Power Armor
100 Solhama Infantry (lightly armed, disgraced or older warrior)
50 Recovery Vehicles

Buildings: Space Station


Finished Research:

Research: Shielding (3 turns)
Non-Manual FTL drives (2 turns)
Harjel (2 turns)
HPG (3 turns)

Construction: Naval Yard (3 turns)

Ground Movement: Aboard all ships

Space movement: Orbiting Space Station

Allies: N/A

Enemies: N/A

Message to all: 5 turns before attackable

Seeking Alliance


[Edited on 08.04.2008 5:02 PM PDT]

  • 08.04.2008 1:18 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Geth Army

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

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

Ships:
(any Geth ship in a 4 mile radius of Sovereign is able to do a Mass Effect jump propelling them anywhere in the universe)
1 Dreadnought Class Reaper (Sovereign) (If you stay aboard this ship for 5 or more turns you are brainwashed, able to generate a Mass Effect fields powerful enough to land on a planets surface, able to draw power from nearby Geth ships, 1 spinal mounted cannon capable of taking out the strongest shields in the universe with one shot, 10 mass accelerator repeaters, 30 plasma repeaters, 10 plasma missiles, 15 plasma torpedoes, near impenetrable hull)
44 Geth Capital Ships (25 plasma repeaters, 5 plasma missiles, 10 plasma torpedoes, extremely armored, slow, 50 ship hangar)
90 Geth Starships (20 plasma repeaters, 3 plasma missiles, 8 plasma torpedoes, and armored, slow, 20 ship hangar)
292 Geth Battleships (heavily armored, 15 plasma repeaters, 1 plasma missile, 5 plasma torpedoes, slow, 5 ship hangar)
574 Geth Fighters (mildly armored, 3 plasma repeaters))
488 Geth Scouts (fast, camo, one plasma repeater, lightly armored)
488 Geth Heavy Bombers (average speed, plasma bombs,1 plasma repeater, mildly armored)
742 Geth Dropships (fast, heavy armor, no weaponry, seats 25 Geth and 5 Geth Armatures, able to cling on to larger ships creating a shield)
1 Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities)

Ground units:

Unique:
2 Rouge Turian Spectres (one active, one dormant) (Saren) (Lethally efficient in Biotic powers, heavily armed (pistol, assault rifle, shotgun, and sniper), extremely efficient tech, neural shock (paralyzes and poisons victims)
1 Asari Matriarch (Benezia) (Lethally efficient in Biotics, averagely armed (pistol and assault rifle), limited tech, Throw (launches enemies back (can be used on solid objects)
1 Krogan Battle Master (Kraoken) (dual-wields an assault rifle and a shotgun, heavily armored, can charge, melees can kill infantry in two hits, lethally efficient in biotics, extremely efficient in tech)

Geth:
1042 Geth Troopers (Armed with assault rifles and efficient biotic powers limited tech)
545 Geth Snipers (Armed with snipers and efficient powers limited tech)
1060 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns, limited tech)
806 Geth Destroyers (heavily armored, fast , tall, armed with assault rifles, limited biotics, limited tech)
174 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
63 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
204 Geth Stalkers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, overload)
204 Geth Ghosts (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, chargeable sniper(does more damage))
204 Geth Sappers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, sabotage)
86 Geth Beast Masters (energy whip and energy shield, increases animal efficiency, limited biotics and tech)
57 Geth Dragon Warriors (heavily armored, energy shield in one hand a Dragons Tooth in the other)
200 Geth Juggernauts (tall, fast, strong, assault rifle, semi automatic rocket launcher, limited biotics, limited tech)


Krogan:
148 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures, regenerate health, limited tech)
25 Krogan Warlords (identical to Krogan mercs but with more health, shotguns and assault rifles, lethally efficient in biotics, and efficient tech)

Drones:
522 Geth Assault Drones (fast, lightly armed patrol droids, limited biotics)
522 Geth Rocket Drones (slow, heavily armed patrol droids, limited biotics)
298 Recon Drones (fast, lightly armed and armored)
298 Repair Drone (heals larger Geth)

Asari:
10 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers, limited tech)
464 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics, limited tech)

Salarian:
706 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited biotics, extremely efficient tech)

Rachni:
320 Rachni Workers (small, fast, explosive, acidic) (20 eggs1)(20 eggs2)
156 Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (10 eggs1) (10 eggs2)
80 Rachni Brood Warriors (twice the size of soldiers, efficient biotics) (5 eggs1) (5 eggs2)
1 Rachni Queen (can control the minds of receptive beings like asari commandos, lay eggs every few hours)

Creatures:
586 Varren (fish-dogs used as war beasts)
3 Thresher Maws (huge underground space worms that can spit acid) (3)
1 Thorian (huge plant monster whose spores can take over minds of their victims, can clone people who are extremely efficient in biotics and higher (the real person remains in the Thorian, one clone at a time) the Thorian is indestructible, the only way to kill it is to kill it's nodes) immobile)
5 Thorian Nodes (immobile (no defenses)) (1)

Etc...:
50 Quarian Slaves (increases construction and research by 1 turn for every 5)
100 Keepers (Maintenance) (speeds up construction and research by half)
10 Dragons Teeth

Machines:
1 Mass Accelerator Missile (WMD) (creates a rift that sends all nearby ships/troops into Dark Space)


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

Buildings:
P2-
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (22 troopers, destroyers & drones per turn, 12 snipers per turn, 20 Krogan mercs per turn, 6 Armatures per turn, 20 Asari Biotics per turn, 28 shock troopers per turn, 30 Salarian Assassins per turn, 2 Quarian slaves, 3 collosusi per turn, 30 Varren per turn, 10 Hoppers per turn, 5 BM per turn 5 DW per turn, 5 Krogan BM per turn 10 GJ per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone
Shielded base
Shipyard (2 CS per turn, 4 SS per turn, 12 BS per turn, 22 Fighter per turn, 22 scouts per turn, 22 Heavy Bombers per turn, 32 DS per turn)
Advanced Barracks
Com. Center
Construction Center (15 Makos per turn)
Advanced Shipyard
Sentry Security Station
Prisons
Advanced Construction
Cloning Institute
Maximum Barracks
Maximum Shipyard
Rachni Hives (under crust of P2)
Salarian Labs
Mass Accelerator Energy Mines
Thorian Spore Collectors
Thresher Burrows (deep within the Rachni Hives)
Mass Accelerator Missile (WMD)
Space Satellite Project Windego
Advanced Mass Accelerator Energy Mine
Gravity Manipulation
Perimeter Fence
WMD Class Missile Launch Pad
Citadel Class Shielding
Catacombs (under P2 crust)
Thorian Node (Thorian life-support)
Recon Drone
Repair Drone (heals larger Geth)
Geth Life Support Engine

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining
Geth Shock Troopers
Shielding
Geth Destroyer
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))
Proximity Mines
Radar
Geth Primes
Advanced Geth production
Advanced Geth Airforce Production
Camo
AA Batteries
Ground to Ground Artillery
Biotic Amplifiers (increases all troops efficiency in biotics)
Omni-Tools (gives all troops a Omni-Tool, used for hacking, decryption, and repair)
Advanced Shielding
Plasma Torpedos
Keepers
Mass Relays
Nuclear Fusion
Nuclear Fission
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades)
Rachni Soldiers
Satellite Laser
Titanium Hull (for all Geth ships)
Geth Hoppers
Mass Materials Transfer
Krogan Genophage Cure (Speeds up Krogan troop birth to what it was before the Genophage)
Geth Juggernauts (tall, fast, strong, assault rifle, semi automatic rocket launcher)
Hazard suits (protects against extreme weather, acid, radioactive materiel)

Research:
High Explosive Rounds (5)
Acidic Rounds (5)
Inferno Rounds (5)
Snowblind Rounds (5)

Construction:
Citadel (29)
5 Dragons Teeth (5)
Mass Accelerator Missile (WMD) (5)

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

Ground Movement:
(planet 2):
All troops on full alert, shields online, mines primed, AA batteries warming up.

Space movement:
The boarding party kills all Borg on board the ship with few casualties (1 Armature 10 Geth 2 Krogan) and begin moving in the heavy cargo. They begin learning how to pilot the ship (1). The Geth offensive continues. Sovereign (4)

Allies:
Axis Entente (Vasari, Empire, Flood, Necrons, Colonials)
Rebel Aliens

Enemies:
Hanchex Pact
Borg

Message to all:
We are fully willing to aid any one in the destruction of the Hive Minds.

[Edited on 08.04.2008 2:12 PM PDT]

  • 08.04.2008 1:38 PM PDT

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

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

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Vulkoras Destroyer (Seige Battlestations) (Ten squadrons, five bomber squads)
1 Kortul Devastator (Heavy battleships) (Five squadrons, two bomber squads)
1 Skirantra Carrier (20 squadrons of fighters and bombers)
1 Jarrasul Evacuator (Worldships)
285 Skarovas Enforcers (Medium battleships)
235 Serevun Overseers (Able to delay phase jumps by one turn, able to recharge one ship's shields per turn)
240 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
265 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
265 Junsurak Sentinels (Anti-Fighter Escort)
255 Kanrak Assailants (Long-range combat)
275 Karrastra Destructors (Orbital-bombardment)
270 Jakara Navigators (Stealthed strike-team transport)
340 Ravasta Skirmishers (Light battleships))

All ships carry one squadron (One hundred ships) of fighters unless otherwise noted.

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
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements
Uranium mines in Belt 1
Antimatter production facility
Network of orbital repair platforms (Repair Nanite hangars)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

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)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintigration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)
Atomic lattice armor (Allows hulls to take a great deal of punishment)

Research:

Construction:
Capital shipyard now building five of each ship class per turn
Producing one flagship per five turns

Ground Movement:

Space movement: Ships move to form protective barrier around Planet 3.

Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt), Flood (UnholyFurball), Geth (SilentScreams)]

Enemies: Hanchex Pact

Base: In orbit of planet 3

Message to all: Just a status update. Going offline again.

  • 08.04.2008 1:54 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: KrunchMastaFlex1
How much reinforcement will I get?


Well, enough to have a fair fight

  • 08.04.2008 2:08 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
95 Necron Star Dreadnoughts
270 Armageddon-Class Carnage Ships
480 Cairn-Class Tombships (Battleships)
700 Scythe-Class Harvest Ships (Heavy Cruisers)
820 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
5000 Jackal-Class Raiders (Aggressive Heavy Fighter)
9000 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
1020 Canisters of Rebirth Nanites *carries viruses*
26000 Warriors
13000 Immortals
4000 Pariahs
4000 Flayed Ones
4000 Wraiths
1900 Tomb Spyders
1900 Destroyers
950 Heavy Destroyers
280000 Scarabs in swarm
1700 Obelisks
900 Pylons
900 Monoliths
200 Abattoirs
55 Tomb Stalker Titans
Scarab Swarm of 2 million for Defense

Forces at Planet 3:
20 Necron Star Dreadnoughts
60 Armageddon-Class Carnage Ships
80 Cairn-Class Tombships
160 Scythe-Class Harvest ships
240 Shroud-Class Cruisers
800 Jackal-Class Raiders
2000 Dirge-Class Raiders

110 Rebirth Nanites Canisters
7000 Warriors
3500 Immortals
1200 Pariahs
1200 Flayed Ones
1200 Wraiths
600 Tomb Spyders
600 Destroyers
400 Heavy Destroyers
42000 Scarabs in Swarm
400 Obelisks
200 Pylons
200 Monoliths Obelisks
50 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 (2 turns)
1000 Warriors (2 turns)
500 Immortals (2 turns)
200 Pariahs (2 turns)
200 Flayed Ones (2 turns)
200 Wraiths (2 turns)
100 Tomb Spyders (2 turns)
100 Destroyers (2 turns)
50 Heavy Destroyers (2 turns)
100 Obelisks (1 turns)
50 Pylons (1 turns)
50 Monoliths Obelisks (1 turns)
10 Abattoirs (1 turns)
5 Tomb Stalker Titan (1 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:
Defenses powered up
Long Range Sensors set to active scanning
Gathering Forces for Invasion of the Covenant Union

Space Movement:
Necron Patrols active and scouting for potential threats
Moving Forces towards Borg Planet-will stay out of range upon arrival (1 turns)

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

Enemies: The ENTIRE Hanchex Alliance

Message to All:

  • 08.04.2008 2:09 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg {Quake series)

Ships:
1 Assualt Carrier.
2 Battle Cruisers
5 Frigates

Ground Forces
500 Strogg Soldiers.
50 Beserkers.
5 Harvesters.
20 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
None



Finished Research
None.


Research
Reactor Meltdown (Prevents Ship take over)- 9 turns
Soldier Reprocessing ( When killed we gain The soldier for Stroyent)-14 turns.
Stroyent Processor- 11 turns


Construction
None.

Ground Movement


Space Movement
Analysis of Planet resources- Canceled.
Heading towards 2nd Asteroid Belt, for settlement and possible harvesting. - 4 turns

Allies None.

Enemies None

Message to all: We are neutral.

Turns until attackable- 4

[Edited on 08.04.2008 2:27 PM PDT]

  • 08.04.2008 2:26 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

I AM THE LEGENDARY ENDING

POOP! . . . .*giggle*

  • 08.04.2008 2:33 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Geth Army

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

[b]Tech Abilities:[/b]
Limited: Hack AI
Efficient: Hack AI, Sabotage
Extremely Efficient: Hack AI, Sabotage, Overload

Ships:
1 Dreadnought Class Reaper (Sovereign) (If you stay aboard this ship for 5 or more turns you are brainwashed, able to generate a Mass Effect fields powerful enough to land on a planets surface, able to draw power from nearby Geth ships, 1 spinal mounted cannon capable of taking out the strongest shields in the universe with one shot, 10 mass accelerator repeaters, 30 plasma repeaters, 10 plasma missiles, 15 plasma torpedoes, near impenetrable hull)
46 Geth Capital Ships (25 plasma repeaters, 5 plasma missiles, 10 plasma torpedoes, extremely armored, slow, 50 ship hangar)
94 Geth Starships (20 plasma repeaters, 3 plasma missiles, 8 plasma torpedoes, and armored, slow, 20 ship hangar)
314 Geth Battleships (heavily armored, 15 plasma repeaters, 1 plasma missile, 5 plasma torpedoes, slow, 5 ship hangar)
596 Geth Fighters (mildly armored, 3 plasma repeaters))
500 Geth Scouts (fast, camo, one plasma repeater, lightly armored)
500 Geth Heavy Bombers (average speed, plasma bombs,1 plasma repeater, mildly armored)
775 Geth Dropships (fast, heavy armor, no weaponry, seats 25 Geth and 5 Geth Armatures, able to cling on to larger ships creating a shield)
1 Space Satellite Project Windego (a space satellite with space-to-ground laser capabilities)

Ground units:

Unique:
2 Rouge Turian Spectres (one active, one dormant) (Saren) (Lethally efficient in Biotic powers, heavily armed (pistol, assault rifle, shotgun, and sniper), extremely efficient tech, neural shock, inferno rounds (paralyzes and poisons victims)
1 Asari Matriarch (Benezia) (Lethally efficient in Biotics, averagely armed (pistol and assault rifle), limited tech, Throw (launches enemies back (can be used on solid objects) snowblind rounds)
1 Krogan Battle Master (Kraoken) (dual-wields an assault rifle and a shotgun, heavily armored, can charge, melees can kill infantry in two hits, lethally efficient in biotics, extremely efficient in tech, high explosive rounds)

Geth:
1064 Geth Troopers (Armed with assault rifles and efficient biotic powers limited tech, acidic rounds)
560 Geth Snipers (Armed with snipers and efficient powers limited tech, high explosive rounds)
1088 Geth Shock Troopers (fast, tall, heavily armored, efficient biotic powers, armed with rocket launchers and shotguns, limited tech, inferno rounds)
828 Geth Destroyers (heavily armored, fast , tall, armed with assault rifles, limited biotics, limited tech, snowblind rounds)
180 Geth Armatures (Slow sentient four-legged tanks, limited biotics)
66 Geth Colossus (Huge Geth walkers with heavy shielding and weaponry)
224 Geth Stalkers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, overload, high explosive rounds)
224 Geth Ghosts (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, chargeable sniper(does more damage)high explosive rounds)
224 Geth Sappers (fast, extremely long jumpers, can climb walls, camo, sniper, built in radar jammer, sabotage, high explosive rounds)
91 Geth Beast Masters (energy whip and energy shield, increases animal efficiency, limited biotics and tech)
62 Geth Dragon Warriors (heavily armored, energy shield in one hand a Dragons Tooth in the other)
220 Geth Juggernauts (tall, fast, strong, assault rifle, semi automatic rocket launcher, limited biotics, limited tech, inferno rounds)


Krogan:
168 Krogan Mercs (Armed with shotguns, extremely efficient in Biotic powers, and resistant to toxins, radiation, cuts, scrapes, and extreme temperatures, regenerate health, limited tech, acidic rounds)
30 Krogan Warlords (identical to Krogan mercs but with more health, shotguns and assault rifles, lethally efficient in biotics, and efficient tech, acidic rounds)

Drones:
544 Geth Assault Drones (fast, lightly armed patrol droids, limited biotics)
544 Geth Rocket Drones (slow, heavily armed patrol droids, limited biotics)
320 Recon Drones (fast, lightly armed and armored)
320 Repair Drone (heals larger Geth)

Asari:
10 Asari Commandos (Armed with assault rifles and shotguns, lethally efficient in Biotic powers, Matriarchs personal bodyguards, resistant to biotic powers, limited tech, snowblind rounds)
484 Asari Biotics (Lightly armored, lightly armed, lethally efficient in biotics, limited tech, snowblind rounds)

Salarian:
736 Salarian Assassins (fast, able to be dropped behind enemy lines, camo, limited biotics, extremely efficient tech, acidic rounds)

Rachni:
340 Rachni Workers (small, fast, explosive, acidic) (20 eggs1)(20 eggs2)
166 Rachni Soldiers (slower, larger, spit acid, impale with tentacles) (10 eggs1) (10 eggs2)
85 Rachni Brood Warriors (twice the size of soldiers, efficient biotics) (5 eggs1) (5 eggs2)
1 Rachni Queen (can control the minds of receptive beings like asari commandos, lay eggs every few hours)

Creatures:
616 Varren (fish-dogs used as war beasts)
3 Thresher Maws (huge underground space worms that can spit acid) (2)
1 Thorian (huge plant monster whose spores can take over minds of their victims, can clone people who are extremely efficient in biotics and higher (the real person remains in the Thorian, one clone at a time) the Thorian is indestructible, the only way to kill it is to kill it's nodes) immobile)
6 Thorian Nodes (immobile (no defenses)) (2)

Etc...:
52 Quarian Slaves (increases construction and research by 1 turn for every 5)
100 Keepers (Maintenance) (speeds up construction and research by half)
10 Dragons Teeth

Machines:
1 Mass Accelerator Missile (WMD) (creates a rift that sends all nearby ships/troops into Dark Space)


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

Buildings:
P2-
2-bay Space Station
Advanced base
Basic mines
Basic landing zone
Barracks (22 troopers, destroyers & drones per turn, 12 snipers per turn, 20 Krogan mercs per turn, 6 Armatures per turn, 20 Asari Biotics per turn, 28 shock troopers per turn, 30 Salarian Assassins per turn, 2 Quarian slaves, 3 collosusi per turn, 30 Varren per turn, 10 Hoppers per turn, 5 BM per turn 5 DW per turn, 5 Krogan BM per turn 10 GJ per turn.)
Advanced landing zone
Advanced mines
60-mile radius base
Reaper Class Landing Zone
Shielded base
Shipyard (2 CS per turn, 4 SS per turn, 12 BS per turn, 22 Fighter per turn, 22 scouts per turn, 22 Heavy Bombers per turn, 32 DS per turn)
Advanced Barracks
Com. Center
Construction Center (15 Makos per turn)
Advanced Shipyard
Sentry Security Station
Prisons
Advanced Construction
Cloning Institute
Maximum Barracks
Maximum Shipyard
Rachni Hives (under crust of P2)
Salarian Labs
Mass Accelerator Energy Mines
Thorian Spore Collectors
Thresher Burrows (deep within the Rachni Hives)
Mass Accelerator Missile (WMD)
Space Satellite Project Windego
Advanced Mass Accelerator Energy Mine
Gravity Manipulation
Perimeter Fence
WMD Class Missile Launch Pad
Citadel Class Shielding
Catacombs (under P2 crust)
Thorian Node (Thorian life-support)
Recon Drone
Repair Drone (heals larger Geth)
Geth Life Support Engine

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced mining
Total settlement procedures
Maximum mining
Geth Shock Troopers
Shielding
Geth Destroyer
Krogan Shielding Units (shields that are identical to that of a Krogans(Once life signs are critical emergency shielding comes online))

Proximity Mines
Radar
Geth Primes
Advanced Geth production
Advanced Geth Airforce Production
Camo
AA Batteries
Ground to Ground Artillery
Biotic Amplifiers (increases all troops efficiency in biotics)
Omni-Tools (gives all troops a Omni-Tool, used for hacking, decryption, and repair)
Advanced Shielding
Plasma Torpedos
Keepers
Mass Relays
Nuclear Fusion
Nuclear Fission
Geth Power Node (Any Geth within one mile of this node receives temporary shield and weapon upgrades)
Rachni Soldiers
Satellite Laser
Titanium Hull (for all Geth ships)
Geth Hoppers
Mass Materials Transfer
Krogan Genophage Cure (Speeds up Krogan troop birth to what it was before the Genophage)
Geth Juggernauts (tall, fast, strong, assault rifle, semi automatic rocket launcher)
Hazard suits (protects against extreme weather, acid, radioactive materiel)
High Explosive Rounds
Acidic Rounds
Inferno Rounds
Snowblind Rounds

Research:

Construction:
Citadel (28)
5 Dragons Teeth (4)
Mass Accelerator Missile (WMD) (4)

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

Ground Movement:
(planet 2):
All troops on full alert, shields online, mines primed, AA batteries warming up.

Space movement:
The boarding party kills all Borg on board the ship with few casualties (1 Armature 10 Geth 2 Krogan) and begin moving in the heavy cargo. They begin learning how to pilot the ship (1). The Geth offensive continues. Sovereign (4)

Allies:
Axis Entente (Vasari, Empire, Flood, Necrons, Colonials)
Rebel Aliens

Enemies:
Hanchex Pact
Borg

Message to all:
We are fully willing to aid any one in the destruction of the Hive Minds.

  • 08.04.2008 3:12 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg {Quake series)

Ships:
1 Assualt Carrier.
2 Battle Cruisers
5 Frigates

Ground Forces
500 Strogg Soldiers.
50 Beserkers.
5 Harvesters.
20 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
None



Finished Research
None.


Research
Reactor Meltdown (Prevents Ship take over)- 8 turns
Soldier Reprocessing ( When killed we gain The soldier for Stroyent)-13 turns.
Stroyent Processor- 10 turns


Construction
None.

Ground Movement


Space Movement

Heading towards 2nd Asteroid Belt, for settlement and possible harvesting. - 3 turns

Allies None.

Enemies None

Message to all: Requesting Alliance with the Hanchex Pact, Borg.

Turns until attackable- 3

[Edited on 08.04.2008 3:38 PM PDT]

  • 08.04.2008 3:23 PM PDT
Subject: please don't post yet
  •  | 
  • Exalted Legendary Member
  • gamertag: [none]
  • user homepage:

Army: 50,000 brutes.
Next turn: now

*kills everyone*
*laughs*
*dies*

  • 08.04.2008 3:33 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg {Quake series)

Ships:
1 Assualt Carrier.
2 Battle Cruisers
5 Frigates

Ground Forces
500 Strogg Soldiers.
50 Beserkers.
5 Harvesters.
20 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
None



Finished Research
None.


Research
Reactor Meltdown (Prevents Ship take over)- 7 turns
Soldier Reprocessing ( When killed we gain The soldier for Stroyent)-12 turns.
Stroyent Processor- 9 turns


Construction
None.

Ground Movement


Space Movement

Heading towards 2nd Asteroid Belt, for settlement and possible harvesting. - 2 turns

Allies None.

Enemies None

Message to all: Requesting Alliance with the Hanchex Pact, Borg.

Turns until attackable- 2

  • 08.04.2008 4:21 PM PDT

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

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

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Vulkoras Destroyer (Seige Battlestations) (Ten squadrons, five bomber squads)
1 Kortul Devastator (Heavy battleships) (Five squadrons, two bomber squads)
1 Skirantra Carrier (20 squadrons of fighters and bombers)
1 Jarrasul Evacuator (Worldships)
290 Skarovas Enforcers (Medium battleships)
240 Serevun Overseers (Able to delay phase jumps by one turn, able to recharge one ship's shields per turn)
245 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
270 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
270 Junsurak Sentinels (Anti-Fighter Escort)
260 Kanrak Assailants (Long-range combat)
280 Karrastra Destructors (Orbital-bombardment)
275 Jakara Navigators (Stealthed strike-team transport)
345 Ravasta Skirmishers (Light battleships))

All ships carry one squadron (One hundred ships) of fighters unless otherwise noted.

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
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements
Uranium mines in Belt 1
Antimatter production facility
Network of orbital repair platforms (Repair Nanite hangars)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

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)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintigration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)
Atomic lattice armor (Allows hulls to take a great deal of punishment)

Research:
Phase rift stabilizer (10)

Construction:
Capital shipyard now building five of each ship class per turn
Producing one flagship per five turns

Ground Movement:

Space movement: Ships move to form protective barrier around Planet 3.

Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt), Flood (UnholyFurball), Geth (SilentScreams)]

Enemies: Hanchex Pact

Base: In orbit of planet 3

Message to all:

  • 08.04.2008 4:29 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Is it ok for me to edit my army to make more authentic to the Strogg?

I mean like edit the names, keep the same number of troops but divide them into the subgroups for more authenticity.

[Edited on 08.04.2008 4:39 PM PDT]

  • 08.04.2008 4:33 PM PDT
  •  | 
  • Veteran Heroic Member

Tear down these walls for me.
Stop me from going under.


Join the Anti-PETA Movement!

Your faction:The Clans (Battletech)

Ships:1 Star Lord Class Jumpship - Capital (6 Overlord Class Dropships)
2 Avalon Class Cruisers (6 Overlord Class Dropships each)
3 Baron Class Destroyers (Cannot carry Dropships)
1 Mjolnir Class Battlecruiser (4 Overlord Class Dropships)
70 Corsair Light Fighters
70 Stingray Medium Fighters
70 Chippewa Bombers

Ground units: 250 Light Battlemechs
200 Medium Battlemechs
100 Heavy Battlemechs
100 Assault Battlemechs
50 Rommel MBT's
50 Goblin IFV's
25 Hawk Moth Gunships
200 Elemental Class Power Armor
100 Solhama Infantry (lightly armed, disgraced or older warrior)
50 Recovery Vehicles

Buildings: Space Station


Finished Research:


Research:
Shielding (2 turns)
Automatic FTL drives (1 turn)
DNA Failsafe (3 turns)
Harjel (1 turn)
HPG (2 turns)

Construction: Naval Yard (2 turns)

Ground Movement: Aboard all ships

Space movement: Orbiting Space Station

Allies: N/A

Enemies: N/A

Message to all: 4 turns before attackable

Seeking Alliance


[Edited on 08.04.2008 5:04 PM PDT]

  • 08.04.2008 4:47 PM PDT

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

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

Posted by: KrunchMastaFlex1
Is it ok for me to edit my army to make more authentic to the Strogg?

I mean like edit the names, keep the same number of troops but divide them into the subgroups for more authenticity.
Go ahead, so long as troop/ship numbers stay the same.

  • 08.04.2008 4:54 PM PDT