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Surf a Flood of random discussion.
7/21/2008 2:45:22 AM
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Lord Snakie's EXTREMELY Famous Flood Foum Game!

As for us from the Dev team, we’d like to announce the… “rebirth” of the Flood Forum Games. Before, we tried to narrow the spectrum with rules and ignore the success we had with the second game. Which is why 3.0 was a bust. As such, we’re coming back with shortened rules, easier ideas, and [b]NO[/b] set alliances. This game is the “Fun Game”, a game devoid of all the entrapping, ensnaring, and just downright un-fun rules we tried to encorperate into the last game. [I]We worked on this for a LONG while… please bear with the length. We suggest that you read the entire thing, then go back and copy parts that you think would be useful to have at hand so you don’t have to look through it again.[/I] --- [b][u]Credit goes to[/b][/u]: -Lord Snakie, for making games 1 and 2, and for Lead Design and compilation of 3. Also for the compilation of this “Fun-Game”, game 4.0. -ODST27 for helping with pictures for the system, and for assistance on other, more mundane items. -The rest of the previous development teams and the development teams of BGG for their massive contributions! --- [b][u]Why we play[/u][/b]: Simple; everybody wants to kill everybody else! --- [b][u]How to play[/u][/b]: * Pick a faction and declare yourself * Narrate your actions * Join an Alliance (If you want to) * Fight for you (and your allies) to control the system --- [b][u]There are a few guidelines[/u][/b]: * Keep it reasonable; No fleets of obscenely large size without building them, no instant landings or takeoffs, no quick movements. Everything takes turns * No "Instant fleets"; Reinforcements can arrive, but it must be declared that they are inbound several turns before they arrive. The only ‘instant’ fleet you get is the one your armies bring with them at the beginning, and it should be fairly small. * A "turn" consists of one post. You cannot take two consecutive turns * Don't be a prick- When you loose ships and people, admit it and keep playing * Pay attention to other people’s posts and the rules *Make sure that you don’t just constantly build. Even if you are building within the rules, you can’t build fleets and buildings all the time. Think about when your resources would run out if this was real, and stop building one or the other at that point for a few turns. The entire point of this game is [b]realism[/b], and it’s only [I]real[/I] if there’s no infinite resources. --- [b][u]Story Plots[/u][/b]: Story Plots are new things that will pop up in the course of the story. They will offer rewards of ships, technology, and many other things. But be careful- some story plots are more dangerous than others to ignore. If ignored, the enemy could gain valuable technology or ships without having to fight for them at all. Story plots will be listed in the post under the current player/faction status post. --- [b][u]The Game’s Format[/u][/b]: The game should follow one, solid format so every one of us can keep track of what the enemy has. This is how it should be done ([b][I]PLEASE NOTE: You should check your post completely before you post it! Make sure you change out old messages and comments left strewn around your posts! The smaller it is, the faster and easier it is to work![/I][/b]): [b]Your faction[/b]: [b]Ships[/b]: [b]Ground units[/b]: [b]Buildings[/b]: (What buildings you've already built. Add different sub-titles, like Buildings-Asteroid Field as you expand, so people know your full defenses at every base. Doesn't include research/upgrades. Delete buildings as they are destroyed) (You start the game with a 1-bay Space Station. Please reflect that as your first building here, and look further below as to what the differences are in Space Stations) [b]Finished Research[/b]: (Finished research goes here. Make sure to [b][I]EXPLAIN WHAT IT DOES[/b][/I]) [b]Research[/b]: (Current Research) [b]Construction[/b]: (Current Construction) [b]Ground Movement[/b]: [b]Space movement[/b]: [b]Allies[/b]: [b]Enemies[/b]: [b]Message to all[/b]: (What you would like to flash around your solar system to all who see it.) --- [b][u]Rules for fighting[/u][/b]: 1. [b]War losses[/b]: When a war is being fought, all sides must accept the defeats. The winning and losing sides lose things. They must change their posts to orient around the fight, like change the fleet numbers to it. With this comes the responsibility of deducting the amount of losses from the total fleet. 2. [b]Fighting[/b]: You must declare what you attack and how. If you just say you attack something, then it could be with just infantry and it do nothing. You must say what attacks what, and you must either outnumber, outpower, or use a surprise or tactical approach to win. 3. [b]Boarding[/b]: When boarding, it takes 3 turns, with the exception of a larger-grade ship that would take longer (for conformation if one of your ships would have a longer boarding time, PM me and give me the specifications. In my reply, I will say yes or no and give you the amount of time it would take a slow-boarding (normal) faction to take it or a fast-boarding (Flood/Borg) faction to take it. If it is different than the norm, you will have to post those times next to the ship listed in your Ships bar in your post). For a normal takeover, it’s 1 to board, one to kill crew, one to learn to fly and take control, then the ship is yours. If you have a faction such as the Borg that can terraform ships and turn all of the crew into Borg at the same time, or the Flood which can attack much quicker and take the crew itself over, it would only take 2 turns. Make sure to PM me to confirm if your faction would take 3 or 2 turns to board a ship. 4. [b]WMD's[/b]: Superweapons may be used during warfare, but be careful of the losses, if anything of yours is engaging the enemy fleet that gets attacked, they get lost along with the enemy. Also, the Superweapon normally only destroys a large number, not the whole enemy fleet. Advanced WMD rules are down a bit more. 5. [b]Shields[/b]: Shields are automatically installed to ships and units based on what level of shielding you research. The shield can protect from anything except for a WMD or EMP. You must design better shields to protect against WMDs, and the only thing that would protect against EMP is a backup shield, which must also be researched. 6. [b]EMP[/b]: We all know that EMP, if used, will knock out a ship/vehicle. EMP uses a lot of power though, and you must research it. It is classified as a WMD, and the same advanced rules will apply. 7. [b]Equal turns[/b]: If you and an enemy are fighting, you cannot do a double post. You must wait at least until 1 other person has made a post, and then you can post again. You can only post twice without the enemy you are attacking responding. From that point on, you can post but not attack him. 8. [b]Base destruction[/b]: You must get through an orbital fleet and shielding before you can destroy an enemy base. If it comes this far and your enemy has you pinned without shields, beware! If your faction loses its only base, you lose the game and cannot re-enter as the same faction. This is why building 2-3 bases on separate planets would be a smart move. 9. [b]Victory[/b]: If you win a war, your opponent that lost (as long as he wasn’t destroyed) must pay whatever the two of you were fighting for (if you were). If you were not, by the terms of whatever treaty you come up with (the treaty must be posted when finished) you can get whatever was discussed there. Be careful with treaties, however. Time spent negotiating can turn into turns your enemy has to recuperate, and can make the agreement way less than perfect. 10. [b]Nemeses… become allies?[/b]: Sometimes, it will come down to ‘The Enemy of my Enemy is my Friend’ logic. If one faction teams up with another under the table, the third will likely get obliterated. Be careful to not overly piss off one faction unless you have a plan. Better to keep one neutral than have one even trade with your enemy. 11. [b]Base Listing[/b]: Wherever you set up a base, space port, space station, asteroid mine, or anything that involves building and would be considered a ‘factory’ ‘space station’ or ‘base’ of any kind must be listed. Post the info under the ‘lists’ section in the suggested guide for posting. 12. [b]Bypassing Defenses[/b]: During an attack your ships can ignore the orbiting enemy fleets and go right for defensive structures or other things....but you will suffer an automatic 50% loss in ships and personnel. (If you have an odd number of something, round UP) 13. There is a limit of 8,000 units recruited per planet per turn. [Edited on 10.17.2008 9:44 AM PDT]
English
#Offtopic #Flood

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  • bump

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  • planet 2 alins is from aby n the chief Your faction:alins Ships: Ground units:400 newbs 500 demens 5 Reaper spitters Buildings:1-bay Space Station Finished Research: Research:class 4 V.2 arks 2 turns/500 rolf coppers 3 turns/upgrade demens 2 turns Construction: Ground Movement: Space movement: Allies:Timespitters Enemies: Message to all: attackable v.2 arks shoots bombs size of a house [Edited on 08.23.2008 9:55 PM PDT]

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  • And then Recon came and wiped out the universe... ... ... Any time now.

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  • ^NERD^

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  • [quote][b]Posted by:[/b] ChimpyKing NERDS!![/quote] Look who's talking.

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  • NERDS!!

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  • Your faction: Hyrulian Heroes (The Legend of Zelda Series) Ships: Steller fleet of Pirate ships all lead by our flagship; The King of Red Lions Ground units: The united peoples of Hyrule! Zoras, Gorons, Gerudos, Hyrulians, Kokiri, and Sheikah. Buildings: ---Cities--- -Castletown-- The home and palace of the Hyrulians and refuge to all against evil. -Goron City-- Home to the Gorons, and suppliers of various bombs. -Zora's Domain-- Land of the Zoras, well hidden and only accessible to the Zoras and the Royal Famaly --Small Towns-- Gerudo Fortress-- Home of the few remaining Gerudo, excellent training ground located in a barren desert. Kokariko Village-- Another settlement of the Hyrulians, nearby to Goron City. Kokiri Village-- Home to the perpetual 10-year-old children known as the Kokiri. they are well defended by the Lost Woods, and the Great Deku Tree. -Other- Lon Lon Ranch-- Ranch dedicated to raising the fastest horses around. Finished Research: Special stones, allowing one to fire an arrow of either fire, ice, or light. The ability to combine arrows with bombs to create a devastating effect. A magical Ocarina to manipulate the flow of time. Countless other magical objects used to control; the seasons, the ages, and the wind. Research: Trying to weild the power of the true Triforce Construction: Various bridges that always seem to collapse. (Gerudo bridge, Bridge of Eldan...) Ground Movement: Epona, Various birds who come when summoned, Keapora Geabora, Magical Ocarina. Space movement: Sweet Trailer a while back which showed Link and Ganon fighting in space. Too bad it never came through. Allies: All who seek to defend the realm of light. Enemies: Ganon, Vaati, Aghanim, That dude from Oracle of Ages/Seasons, Zant. Message to all: Hyrule is a pretty sweet place, all the evil aside and all. Zelda has officially not been kidnapped for 3 months now, (She's trying so hard) Ganon has aperantly been sealed away for ever, (again) we also have some nice, cool, refreshing, Lon Lon milk for all visiters. [Edited on 08.20.2008 10:58 PM PDT]

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  • planet 2 Your faction:alins Ships: Ground units:400 newbs 500 demens 5 Reaper spitters Buildings:1-bay Space Station Finished Research: Research:class V.2 arks 4 3 turns Construction: Ground Movement: Space movement: Allies:Timespitters Enemies: Message to all: attackable v.2 arks shoots bombs size of a house [Edited on 08.20.2008 10:27 PM PDT]

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  • The explosion ripples outward, slamming into planet after planet like a tidal wave. Millions of people are flash-vaporized, not even knowing what hit them. As the blast reaches planet 3, Voyager's sensors detect it, and proceeds to bring the fluidic space rift generator online. A handful of ships cross the threshold just as the wave obliterrates planet 1. Beaming as many crew and personel and technology aboard as possible, the ships fly into the void. Those left on the surface of the moon only have time to say a quick prayer before the wave inundates their home, washing away all traces of intelligent life. Trapped in the void, Voyager waits for an opportune time to re-emerge. Although it will take some time, as the generator was destroyed in real space. Losses: All buildings, and 95% of all units.

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  • Damn it, I joined to late. Oh well... Honestly, Snarlz? You're gloating over a thread's reply count?

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  • Still not bigger than my thread though (facts)

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  • Just let it die this is bigger than the pie thread already

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  • Figures, game ends while I'm away. I never got to fight one battle.

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  • Your faction:Galactic Empire(Star Wars) Planet 3 Ships: 76010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with decent shields. Two laser cannons) 39500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons) 18075 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs. Decent armor, shielded.) 643 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.) 418 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes) 376 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.) 278 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.) 168 Imperator Class Star Destroyers (An immensely armored ship, covered with Turbolasers, Ion Cannons, and Laser Cannons. Can carry fission and fusion missiles. Can take and dish out a tremendous amount of punishment.) 79 Executor Class Star Dreadnought (A true juggernaut, this ship stands at an incredible 19 kilometers long. It bristles with Turbolasers, laser cannons, concussion missile launchers, and ion cannons. Armed with a Proton Beam (WMD, 3 turn recharge). Carries Fission, Fusion, and Diamond-Boron Missiles.) Ground units: 55,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. Shielded. Armed with Blaster Rifles, Ion Rifles, Flechette Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators. Equipped with Thermal Sensors) 100 Marines (Shielded) 150 Engineers 14300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Heavy armor and shields. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers) 10 R.A.Z.O.R.S. (heavily trained and armored marines, shielded) 2040 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility. Equipped with personal shield generators.) 13550 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles. Shielded.) 11400 AT-STs (Scout walkers with decent armor. Shields. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher) 1200 AT-ATs (Four legged juggernauts with almost impenetrable armor. Have extremely tough shields. Armed with two heavy Laser Cannons and two heavy blaster cannons. Can carry 100 ground troops and their equipment) Buildings: Kuat Class Orbital Shipyard (A massive shipyard that forms a ring around the planet) Planetary Shield Generators (Prevent ground attack until Space forces are defeated) 60-Mile Radius Base Barracks Vehicle Factory Sith Temple (Allows Sith to be trained) Imperial Landing Zone Maximum Mines Nuclear Materials Mine Defensive Anti Personnel Minefields (30,000 mines) Defensive Anti Vehicle Minefields(15,000 mines) Orbital Anti Spacecraft Minefields (10,000 mines) Base Shield Generators Defensive Bunkers Defensive Trenches Laser Wires (Think Razor Wire. Made of lasers) Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets) Orbital Turbolaser Platforms (5,000 Platforms, each equal to a Frigate) Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs, 20 Diamond-Boron IPBMs) Gravitational Field Generators (Prevent retreat) CGT Sensors (Detect cloaked ships) FTL Sensors (Detects ships jumping in, prevents ambushes) Finished Research: Shielding Technology (Allows deflector shields to be developed) Nuclear Fission (Allows research of Fission weapons) Nuclear Fusion (Allows research of Fusion weapons) 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) Flechette Guns (Fires a spread of razor sharp hot shrapnel, designed to counter the Borgs ability to adapt to energy weapons) Nuclear Fission Weapons(WMD) Nuclear Fusion Weapons (WMD) Diamond Boron Missiles (WMD) Proton Beam (Capable of slicing unshielded ships apart) 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) Hypermatter Reactors (A required Technology for Superlasers) Focusing Crystals (A required technology for Superlasers) Adjustable Superlasers (Needed for Death Stars Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star) Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness) Death Star Plans Jump Drives (Instant Travel) Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns) Thermal Sensors Jamming Signals (Block communications, designed to counter Borg networking. Executor Class Ships only) Research: Research inactive, so more resources can be pushed to construction. Double speed on all construction. Construction: Planetery Shield Generators ( Prevent ground attack until Space forces are defeated PROJECT DESPAYRE: 31 turns Planet Based Superlaser (Fires an immensely concentrated turbolaser, at maximum power capable of reducing a planet to an asteroid field. 15 turn recharge time), 7 turns Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 1 turn recharge time), 1 turns 2000 Stormtroopers per turn 1000 Dark Troopers per turn 200 AT-STs per turn 50 AT-ATs per turn 200 Sith Warriors per turn 500 Sabre-Class Repulsor Tanks per turn 2000 TIE Fighters per turn 1000 TIE Interceptors per turn 500 TIE Bombers per turn 20 Tartans per turn 16 Acclamators per turn 12 Nebulons per turn 8 Victorys per turn 4 Imperators per turn 2 Executor per turn Ground Movement: All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed. Gravitational Field Generators ready. Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed. Jamming signals ready. Allies: Axis Entente Vasari (WalkinBonfire) Necrons (rst7503) Colonials (Lord Snakie) The Flood (UnholyFurball382) Geth (SilentScreams) Enemies: Borg Xenomorphs Necris Message to all: I call upon all forces to settle their differences and assemble at Planet 3, to defeat the Necris once and for all. ATTACKABLE [Edited on 08.15.2008 4:54 PM PDT]

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  • DAMMIT I MISSED THE FINAL BATTLE! :'( [Edited on 08.14.2008 7:12 PM PDT]

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  • I lost my fricken race without even being part of the final battle! My fleet was in hyperspace when it went kaboom :) I want to start another one of these. Different SOL layout though. [Edited on 08.14.2008 9:17 AM PDT]

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  • /// Message Transmited at 12:43 /// [i] Losses. . . nificant. . . orces. . .attered. . . ttempting to regroup. . . searching . . .or. . .llies. . .lease respond. . . will construct a bridge and wait for another to be constructed to allow us into. . . new game. . . [/i] /// Message Terminated /// [Edited on 08.14.2008 6:14 AM PDT]

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  • Thank you for playing Lord Snakie's Extremely Famous Form Game 4.0 I hope all of you who participated had fun. For those who thought they joined too late, but are still interested in playing a 5.0 and helping it being made, please join: [url=http://www.bungie.net/fanclub/ffg/Group/GroupHome.aspx]COS Gaming Division[/url] This group is based soley on developing Forum Games and Laser-Wars-esque games. We are already trying to develop the next edition.

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  • [quote][b]Posted by:[/b] the gold MC bet the jedi felt that! Well that was fun, and i only joined at page 98![/quote] I joined around 44-47 don't remember which.

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  • [quote][b]Posted by:[/b] the gold MC bet the jedi felt that! Well that was fun, and i only joined at page 98![/quote] ROFLMAO @ Jedi, and I only joind at about page 100, yet I managed to destroy the universe, damn, I work [i] fast! [/i]

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  • bet the jedi felt that! Well that was fun, and i only joined at page 98!

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  • /// Message: To all factions /// [i](Evil laughing) Now the gate has been unlatched, headstones pushed aside, corpses shift and offer room; a fate you must abide. But Do not be afraid. I am peace; I am salvation. Join your voice with mine, and sing victory everlasting........................///:Error:///[/i] /// End message ///

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  • Moon detonation in 3. . . 2. . . 1. . . *WHOARRRRRRRRRRRRRRRRRRRRRRRRR* A brief flash of light as the containment systems are detonated, then an all encompasing roar as a black-hole is created. Then, nothing but crushing darkness. A quarter of the galaxy, as all speices are destroyed, no survivors. This is the end of the Flood forum game, we hoped you enjoyed the final battle, and we'll be back with more forum games in the future. FIN. [Edited on 08.14.2008 5:40 AM PDT]

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  • losses as above. All ships calculate hyperspace vector and jump to the hapan cluster on the edge of the galactic Alliance ( star wars). Last trasmition to death moon as follows: Trasmittion 0019444*// Kings fury : We've detected mass power readings on the moon. Is it firing? Moon: yes, the time has come. The Necris must not live. Kings fury : We understand, Calculating hyperspace vector. Moon: Firing sequence initiated. Kings fury: May we meet again. In another life.....Good luck. END TRANSMITION// CODE 221. The Hapan fleet jumps away but leaves co-ordinates for the omicarans to contact them.

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  • The Necris know they can't capture the Death-Moon in time, so they abandon the attempt, and through the tentacles, they teleport back to Planet 7. The tentacles surround planet 2 and the moon, now with no Omnicronians to fight, target the death moon. Their massed impacts damage critical systems in the moon, making it destroy the primary and back up self-destruct shut-off systems. Guaranteeing the moon will be self-destruct. All Forces on Planet 7. A HUGE Tentacles, and many smaller ones, appear from a large portal near Portal 7. They impact into the planet, and the Necris forces, enter them, teleporting back to the real Absalon 6 and Necris homeworld. All Necris are out of the system and the galaxy. Unfortunately, all ofher species will be destroyed

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  • Death-Moon self-destruct sequence initiated, 1 turn untill detonation. All remaining ships make an un-targeted jump through pre-existing galactic-bridge. Death-Moon uses Ion-Cannons to destroy bridge after jump, in order to prevent persuit. Forces remaining to ensure destruction given High-Hounours, and deploy last ditch-defences, delaying any forces attempting to capture/deactivate Death-Moon by at least 3 turns. No Necris damages. [Edited on 08.14.2008 5:25 AM PDT]

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