- Cooley470
- |
- Exalted Heroic Member
Ships: 1 Mothership Carries 5 WMD's
185 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
201 Galaxy Class Battleships (Borrowed From Star Trek)
247 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
160 Light Battlecruisers Carries 1 WMD
7500 Landing Craft
7500 Tracers (Recon and Transport Ships)
15000 Stinger Class Fighters (Light-Medium Armament/Armor)
333 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD
Ground Units: 5400 Raiding/Boarding Parties (100 Man Each)
24000 Pilots
19000 Telepathy Bio-commandos.
24000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
14000 Snipers/Recon
Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):
Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.)
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit
Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
1000 Pilots per turn.
1000 Super-Soldiers per turn
1000 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
1000 Sniper/Recon per turn.
Construction: 10 Baracks: 1 Turns
Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Either aid for offensive task force, or can pull back to help defend the Home Planet.
Task Force Three: Aggressive fleet.
All units ready for battle. WMD's primed and ready to fire. Plasma Conduits Heating and Anti-Matter Cannons loaded. Main and Backup Shielding online. Reaction-Shielding set to remote.
Ground Movement:
Allies: The Hanchex Alliance
Enemies: None at the moment. Unless the Necrons still are at war with The Hanchex.
Messages to All: I'm Back!
[Edited on 08.04.2008 5:09 PM PDT]