- WalkinBonfire
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- Intrepid Mythic Member
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)
1 Antorak Marauder (Support battleship, abilities to be displayed in combat)
300 Skarovas Enforcers (Medium battleships)
250 Serevun Overseers (Able to delay phase jumps by one turn, able to project a mobile shielding sphere)
255 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
280 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
280 Junsurak Sentinels (Anti-Fighter Escort)
270 Kanrak Assailants (Long-range combat)
290 Karrastra Destructors (Orbital-bombardment)
285 Jakara Navigators (Stealthed strike-team transport)
355 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 (8)
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, all Hive races minus the Flood
Base: In orbit of planet 3
Message to all: