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1 P17Y 7H3 F00L

KOTOR

Strogg, it's ok if your reinforcements come in 4 turns, that's ok with me

  • 08.04.2008 5:43 PM PDT

1 P17Y 7H3 F00L

KOTOR

That's good,



[Edited on 08.04.2008 5:46 PM PDT]

  • 08.04.2008 5:46 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

Damn me, being too modest

:D

  • 08.04.2008 5:46 PM PDT

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

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

Necrons, just call if you need space reinforcement.

  • 08.04.2008 5:48 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)
Location 2nd Asteroid Field

Ships:
1 Assualt Carrier.
2 Battle Cruisers
5 Frigates

Ground Forces
300 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
Space Port.



Finished Research
None.


Research
Reactor Meltdown (Prevents Ship take over)- 2 turns
Soldier Reprocessing ( When killed we gain The soldier for Stroyent)-6 turns.
Stroyent Processor- 4 turns


Construction
Nexus- 4 turns
Stroyent Factory- 5 turns

Ground Movement


Space Movement

Slipgate opening, 5 Assault Carriers Bringing :
10000 Strogg Marines
1000 Strogg Tacticals
600 Grunts
400 Gladiators
500 Heavy HoverTanks
600 Harvestors.
(once garrisoned at main base the 5 Assault Carriers will return to Stroggos.) - 4 turns.




Allies IDA

Enemies None

Message to all:

attackable

  • 08.04.2008 5:48 PM PDT

1 P17Y 7H3 F00L

KOTOR

Nah, I'm letting them get reinforcements to make it fair, so it'll be alright. If I go down, it's because it was fair. I don't really care since I have to go on vacation tomorrow, and I want to finish this ASAP I'll donate whatever's leftover to anybody who goes claim it, though they'll have to do some mission to get it

  • 08.04.2008 5:49 PM PDT

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
253 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
170 Light Battlecruisers Carries 1 WMD
7600 Landing Craft
7600 Tracers (Recon and Transport Ships)
15000 Stinger Class Fighters (Light-Medium Armament/Armor)
343 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5500 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
20000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
30000 Infantry *Light Armor and Shielding*
15000 Snipers/Recon


Buildings: 20 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.
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles: 2 Turns (Decreased Research Time Frame due to Allies giving me schematics through the Hanchex Pact)


Construction: 500 Nuclear Bomb Shells: 3 Turns
1000 Nuclear Missile Shells: 3 Turns

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive 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: Necrons

Messages to All: I'm Back!



  • 08.04.2008 5:50 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
115 Necron Star Dreadnoughts
300 Armageddon-Class Carnage Ships
520 Cairn-Class Tombships (Battleships)
760 Scythe-Class Harvest Ships (Heavy Cruisers)
880 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
5250 Jackal-Class Raiders (Aggressive Heavy Fighter)
9500 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
1030 Canisters of Rebirth Nanites *carries viruses*
27000 Warriors
13500 Immortals
4200 Pariahs
4200 Flayed Ones
4200 Wraiths
2000 Tomb Spyders
2000 Destroyers
1000 Heavy Destroyers
288000 Scarabs in swarm
1900 Obelisks
950 Pylons
950 Monoliths
225 Abattoirs
60 Tomb Stalker Titans
Scarab Swarm of 1 million for Defense

Forces at Planet 3:
35 Necron Star Dreadnoughts
100 Armageddon-Class Carnage Ships
120 Cairn-Class Tombships
220 Scythe-Class Harvest ships
300 Shroud-Class Cruisers
1000 Jackal-Class Raiders
2500 Dirge-Class Raiders

120 Rebirth Nanites Canisters
8000 Warriors
4000 Immortals
1400 Pariahs
1400 Flayed Ones
1400 Wraiths
700 Tomb Spyders
700 Destroyers
450 Heavy Destroyers
50000 Scarabs in Swarm
500 Obelisks
250 Pylons
250 Monoliths Obelisks
60 Abattoirs
25 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 (2 turns)
50 Pylons (2 turns)
50 Monoliths Obelisks (2 turns)
10 Abattoirs (2 turns)
5 Tomb Stalker Titan (2 turns)
5 Necron Star Dreadnought (5 turns)
15 Armageddon-Class Carnage Ships (5 turns)
20 Cairn-Class Tombships (5 turns)
40 Scythe-Class Harvest ships (5 turns)
60 Shroud-Class Cruisers (5 turns)
200 Jackal-Class Raiders (5 turns)
500 Dirge-Class Raiders (5 turns)

Planet 3 Construction:
Same as construction at Planet 6

Ground Movement:
Defenses powered up
Forces Priming Weapons
Long Range Sensors set to active scanning

Space Movement:
Necron Patrols active and scouting for potential threats
Foce pulling back to Necron Homeworld ARRIVED
Forces Priming Weapons

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

Enemies: The ENTIRE Hanchex Alliance

Message to All:

  • 08.04.2008 5:50 PM PDT

If reinforcements come from the Axis Entente, I will detonate all reactors and munitions on board my ships in the combat area, and send my remaining fleet on standby deep out of system.

  • 08.04.2008 5:52 PM PDT

1 P17Y 7H3 F00L

KOTOR

Well I'm telling them to back off, but you don't have to threaten them like that :-P

  • 08.04.2008 5:52 PM PDT

Ships: 1 Mothership Carries 5 WMD's
205 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
258 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
175 Light Battlecruisers Carries 1 WMD
7700 Landing Craft
7700 Tracers (Recon and Transport Ships)
17000 Stinger Class Fighters (Light-Medium Armament/Armor)
353 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5600 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
21000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
30000 Infantry *Light Armor and Shielding*
16000 Snipers/Recon


Buildings: 20 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.
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles: 1 Turns (Decreased Research Time Frame due to Allies giving me schematics through the Hanchex Pact)


Construction: 500 Nuclear Bomb Shells: 2 Turns
1000 Nuclear Missile Shells: 2 Turns

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive 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: Necrons

Messages to All: I'm Back!

  • 08.04.2008 5:53 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:
Automatic FTL Drives- Ships do not need to gather solar energy to make a lightspeed jump
Harjel- All breaches in armor are automatically sealed with a gooey, black liquid (Even spaceships)


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

Construction: Naval Yard (1 turn)

Ground Movement: Aboard all ships

Space movement: Orbiting Space Station

Allies: N/A

Enemies: N/A

Message to all: 3 turns before attackable

Seeking Alliance

  • 08.04.2008 5:54 PM PDT

I do not want war in the first place, I am hesitant in this battle, and if another faction goes to war with me, I will do the above.

  • 08.04.2008 5:54 PM PDT

1 P17Y 7H3 F00L

KOTOR

You know what? I'm tired of waiting. I'm going to vacation tomorrow, and I want to fight ASAP, let's say the Strogg reinforcements already arrived at the homeworld.

Now Strogg, send them over to the IDA to help them out, and let's this fight started already

  • 08.04.2008 5:57 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)
Location 2nd Asteroid Field

Ships:
1 Assualt Carrier.
2 Battle Cruisers
5 Frigates

Ground Forces
300 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
Space Port.



Finished Research
None.


Research
Reactor Meltdown (Prevents Ship take over)- 1 turns
Soldier Reprocessing ( When killed we gain The soldier for Stroyent)-5 turns.
Stroyent Processor- 3 turns


Construction
Nexus- 3 turns
Stroyent Factory- 4 turns

Ground Movement


Space Movement

Slipgate opening, 5 Assault Carriers Bringing :
10000 Strogg Marines
1000 Strogg Tacticals
600 Grunts
500 Gladiators
500 Heavy HoverTanks
600 Harvestors.
(once garrisoned at main base the 5 Assault Carriers will return to Stroggos.) - Arrived

Redirect towards IDA Homeworld- 1 turn.




Allies IDA

Enemies None

Message to all:

attackable

[Edited on 08.04.2008 6:00 PM PDT]

  • 08.04.2008 5:59 PM PDT

Ships: 1 Mothership Carries 5 WMD's
206 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
263 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
180 Light Battlecruisers Carries 1 WMD
7800 Landing Craft
7800 Tracers (Recon and Transport Ships)
18000 Stinger Class Fighters (Light-Medium Armament/Armor)
363 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5700 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
22000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
30000 Infantry *Light Armor and Shielding*
17000 Snipers/Recon


Buildings: 20 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
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles

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: 500 Nuclear Bomb Shells: 1 Turns
1000 Nuclear Missile Shells: 1 Turns

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive 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: Necrons

Messages to All: I'm Back!

  • 08.04.2008 6:01 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
115 Necron Star Dreadnoughts
300 Armageddon-Class Carnage Ships
520 Cairn-Class Tombships (Battleships)
760 Scythe-Class Harvest Ships (Heavy Cruisers)
880 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
5250 Jackal-Class Raiders (Aggressive Heavy Fighter)
9500 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
1030 Canisters of Rebirth Nanites *carries viruses*
27000 Warriors
13500 Immortals
4200 Pariahs
4200 Flayed Ones
4200 Wraiths
2000 Tomb Spyders
2000 Destroyers
1000 Heavy Destroyers
290000 Scarabs in swarm
1900 Obelisks
950 Pylons
950 Monoliths
225 Abattoirs
60 Tomb Stalker Titans
Scarab Swarm of 1 million for Defense

Forces at Planet 3:
35 Necron Star Dreadnoughts
100 Armageddon-Class Carnage Ships
120 Cairn-Class Tombships
220 Scythe-Class Harvest ships
300 Shroud-Class Cruisers
1000 Jackal-Class Raiders
2500 Dirge-Class Raiders

120 Rebirth Nanites Canisters
8000 Warriors
4000 Immortals
1400 Pariahs
1400 Flayed Ones
1400 Wraiths
700 Tomb Spyders
700 Destroyers
450 Heavy Destroyers
52000 Scarabs in Swarm
500 Obelisks
250 Pylons
250 Monoliths Obelisks
60 Abattoirs
25 Tomb Stalker Titan

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Anti-Matter Mines
Planet 3 Secondary Base
Phase Anchor Portal Gate connecting Planets 6 and 3
Advanced Necron Production and Manufacturing Facilities (Planet 3)
Necron Anti-Ground Weapons (Planet 3)
Necron Planetary Shielding (Planet 3)
Necron Planetary Cannons (Planet 3)
Necron Anti-Matter Naval Mines (Planet 3)
Necron Orbital Defense Platforms (Planet 3)

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
Information File: N/A

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Shield Leeches
Advanced Necron Inertia-less Drive Engines
Advanced Stealth and Cloaking Detection
Necrodermis can be magnetized or de-magnitized at will
Necron Super-Enhanced and Advanced Nanites/Nanoprobe technology: applied to everything
Naval On-Board Rebirth Nanite Complement
Necron Advanced Regeneration
Advanced Repair Speed
Necrodermis Anti-acid sealing and protection
Naval Sepulchre (psychological and mental warfare and precision targetting)
Advanced Sepulchre (upgraded of naval sepulchre, also found on abattoirs)
Anti-Hack and Counter-Hack Systems (all units)
Gaze of Flame (stops momentums of all enemy attack charges in visual range of a Necron)
Naval Scarab Complement
Necron Phase Shifters (all units)
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth
Ancient Viral Research and Development *specific strains unrevealed*
Grand Unification Theory and X and Y Boson Manipulation
X and Y Boson Manipulation Naval Cannons

Research:

Construction:
50 Rebirth Nanites Canisters (1 turns)
1000 Warriors (1 turns)
500 Immortals (1 turns)
200 Pariahs (1 turns)
200 Flayed Ones (1 turns)
200 Wraiths (1 turns)
100 Tomb Spyders (1 turns)
100 Destroyers (1 turns)
50 Heavy Destroyers (1 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 (4 turns)
15 Armageddon-Class Carnage Ships (4 turns)
20 Cairn-Class Tombships (4 turns)
40 Scythe-Class Harvest ships (4 turns)
60 Shroud-Class Cruisers (4 turns)
200 Jackal-Class Raiders (4 turns)
500 Dirge-Class Raiders (4 turns)

Planet 3 Construction:
Same as construction at Planet 6

Ground Movement:
Defenses powered up
Forces Priming Weapons
Long Range Sensors set to active scanning
Taking up defensive positions in hive
Sealing away C'tan and Aeonic Orb for now

Space Movement:
Necron Patrols active and scouting for potential threats
Foce pulling back to Necron Homeworld ARRIVED
Forces Priming Weapons
Ships priming Phase Shifters, ready to use in a nano-second's notice

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

Enemies: The ENTIRE Hanchex Alliance

Message to All:

  • 08.04.2008 6:06 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)
Location 2nd Asteroid Field

Ships:
1 Assualt Carrier.
2 Battle Cruisers
5 Frigates

Ground Forces
300 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
Space Port.



Finished Research
Reactor Meltdown (Prevents Ship take over)-


Research
Reactor Meltdown (Prevents Ship take over)- Completed
Soldier Reprocessing ( When killed we gain The soldier for Stroyent)-4 turns.
Stroyent Processor- 2 turns


Construction
Nexus- 2 turns
Stroyent Factory- 3 turns

Ground Movement


Space Movement

Slipgate opening, 5 Assault Carriers Bringing :
10000 Strogg Marines
1000 Strogg Tacticals
600 Grunts
500 Gladiators
500 Heavy HoverTanks
600 Harvestors.
(once garrisoned at main base the 5 Assault Carriers will return to Stroggos.) - Arrived

Redirected to IDA World: Arrived




Allies IDA

Enemies None

Message to all: Ready to defend ya, IDA.

attackable

  • 08.04.2008 6:07 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
Naval Yard

Finished Research:
Automatic FTL Drives- Ships do not need to gather solar energy to make a lightspeed jump
Harjel- All breaches in armor are automatically sealed with a gooey, black liquid (Even spaceships)
Shielding- Energy shields attached to all units
HPG- Allows instantaneous communication across the universe [Immobile]

Research:
Shielding (Complete)
DNA Failsafe (1 turn)
HPG (Complete)
Stealth armor technology (5 turns)

Construction: Naval Yard (Complete)
Space Station Expansion ( 20 ship capacity) (5 turns)

Ground Movement: Aboard all ships

Space movement: Orbiting Space Station

Allies: N/A

Enemies: N/A

Message to all: 2 turns before attackable

Seeking Alliance

  • 08.04.2008 6:12 PM PDT

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

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

Maybe I should just send a fleet in and instantly phase out. Hilarity would undoubtably ensue.

  • 08.04.2008 6:12 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

:(

  • 08.04.2008 6:13 PM PDT