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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]
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  • [quote][b]Posted by:[/b] UnholyFurball382 [quote][b]Posted by:[/b] Sir Killalot33 10 Days!?!?!?!? Wait, if you have no ships besides fighters I can just own all your troops with orbital bombardment. BTW I am in orbit over Planet 1 with a base on it.[/quote] That's true, His strength is in ground combat, that's also his weakness, unless he pops out 10,000 drop ships out of thin air, with 50,000 warships then were totally screwed. [/quote] Well, Why don't I have a one vs. one fight with one of you, and we'll see

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  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -54 Pirate Frigates -200 Warships -267 Battlecruisers -259 Assault Ships -4 Heavy Transports -1250 Single-Pirate Fighters -830 ATC's -1280 Skiffs Ground units: -23600 Pirate Troopers -22110 Aerotroopers -13840 Commandos -18295 Assault Troopers -18295 Advanced Troopers -126 Rezbits -112 Metroids -163 Sentry Drones -75 Remorse-Class Movable Turrets -23 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor -Advanced Wormhole Manipulation -Energy Absorption Shield -Phazon Radiation Studies Research: -Dimensional Shielding (2 turns) -Phazon Molecular Structure (15 turns) -Bioships (4 turns) -Antiteleportation Field (3 turns) -Astroengineering (6 turns) -Metroid Genome (12 turns) Construction: -2500 Troopers -2300 Aerotroopers -2000 Shield Troopers -2000 Advanced Troopers -1500 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (4 turns) -Building aqautic shipyards on SPC-2 (1 turn) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-2 turns, Zebesian Pirates-6 turns, Kihunters-12 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Attackable rst, the locations of my colonies are under my "buildings" category.

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  • Your faction: Canadian Superfleet Ships: Fleet at planet 3. ALL SHIPS 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 54 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 107 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 161 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 233 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 9850 CF-18's Space Variant with Tactical Atomic Weaponry. 5 un-manned WMD ships with on-board nukes (Extreme Shielding, medium speed) Infantry: 17500 JSF2s Infantry (Ship Boarding/ Ground Assault) 7750 APZs Engineer Infantry 5250 HDH Commandos (Special Operations) 500 Armored Vehichles RECRUITED: 8000 Recruits (2) Clones: 12,000 clones (1) Buildings: 1One Bay Space defense center. 3 6 Dock bay Space defense center 28 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. 1 Cloning Facility 5 Ground Based Ship Repair centers 1 Heavily Shielded, Well Protected Planetary Base 10 Ground Based Direct Energy Stations Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Cloaking for Ships: every ship in my fleet can become invisible. Massive Cloning:Humans can be cloned in massive numbers for soilders. Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles. Extreme Energy shelding: Even stronger and better shielding for ships. Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become lowered when activated. Radar can still detect. Extreme Pulse and Direct Energy Weapons: Infantry gets ultra weaponry Space Mine Networks (15 000 mines) :Tactical Nuclear Spacemines above planet 1 Elite Ground Forces: Infantry has improved tactics. Ship to Ship Tactics: Ships have improved tactics. Research: NONE Construction: 15 Medium Payload Nuclear Warhead (WMD) (1) 2 MK1s (1) 15 MK2s (1) 25 G3s (1) 40 MK5s (1) 60 Strike Ships (1) Automatic Building 4 MK2 per turn. 7 G3s per turn. 10 MK5s per turn. 15 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Fleet Cloaks Fleet HyperSpace Jump to Planet 3 Fleet arrived at planet 3. Allies: Phazons, Space Pirates Truces: Flood, Galactic Empire Enemies:Borg, Necris Resources 100000 Tons of Metals per turn. Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion I have arrived at planet 3!

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  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -51 Pirate Frigates -190 Warships -250 Battlecruisers -242 Assault Ships -4 Heavy Transports -1175 Single-Pirate Fighters -770 ATC's -1200 Skiffs Ground units: -21110 Pirate Troopers -19800 Aerotroopers -12340 Commandos -16295 Assault Troopers -16295 Advanced Troopers -119 Rezbits -102 Metroids -161 Sentry Drones -75 Remorse-Class Movable Turrets -22 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor -Advanced Wormhole Manipulation -Energy Absorption Shield Research: -Dimensional Shielding (3 turns) -Phazon Radiation Studies (1 turn) -Bioships (5 turns) -Antiteleportation Field (4 turns) -Astroengineering (7 turns) Construction: -2500 Troopers -2300 Aerotroopers -2000 Shield Troopers -2000 Advanced Troopers -1500 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (5 turns) -Intalling new habitat rings on SPS-1 and 2 for experiments (1 turn) -Building aqautic shipyards on SPC-2 (2 turns) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-3 turns, Zebesian Pirates-7 turns, Kihunters-13 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Attackable rst, the locations of my colonies are under my "buildings" category.

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  • Your faction: Canadian Superfleet Ships: Fleet at planet 3. ALL SHIPS 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 50 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 100 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 151 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 218 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 9850 CF-18's Space Variant with Tactical Atomic Weaponry. 5 un-manned WMD ships with on-board nukes (Extreme Shielding, medium speed) Infantry: 17500 JSF2s Infantry (Ship Boarding/ Ground Assault) 7750 APZs Engineer Infantry 5250 HDH Commandos (Special Operations) 500 Armored Vehichles RECRUITED: 8000 Recruits (3) Clones: 12,000 clones (2) Buildings: 1One Bay Space defense center. 3 6 Dock bay Space defense center 28 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. 1 Cloning Facility 5 Ground Based Ship Repair centers 1 Heavily Shielded, Well Protected Planetary Base 10 Ground Based Direct Energy Stations Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Cloaking for Ships: every ship in my fleet can become invisible. Massive Cloning:Humans can be cloned in massive numbers for soilders. Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles. Extreme Energy shelding: Even stronger and better shielding for ships. Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become lowered when activated. Radar can still detect. Extreme Pulse and Direct Energy Weapons: Infantry gets ultra weaponry Space Mine Networks (15 000 mines) :Tactical Nuclear Spacemines above planet 1 Elite Ground Forces: Infantry has improved tactics. Ship to Ship Tactics: Ships have improved tactics. Research: NONE Construction: 15 Medium Payload Nuclear Warhead (WMD) (2) 2 MK1s (2) 15 MK2s (2) 25 G3s (2) 40 MK5s (2) 60 Strike Ships (2) Automatic Building 4 MK2 per turn. 7 G3s per turn. 10 MK5s per turn. 15 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Fleet Cloaks Fleet HyperSpace Jump to Planet 3 Fleet arrived at planet 3. Allies: Phazons, Space Pirates Truces: Flood, Galactic Empire Enemies:Borg, Necris Resources 100000 Tons of Metals per turn. Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion I have arrived at planet 3! [Edited on 08.13.2008 9:37 PM PDT]

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  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -48 Pirate Frigates -180 Warships -233 Battlecruisers -225 Assault Ships -4 Heavy Transports -1100 Single-Pirate Fighters -710 ATC's -1120 Skiffs Ground units: -18620 Pirate Troopers -17490 Aerotroopers -10840 Commandos -14295 Assault Troopers (Energy drain shields make shields obsolete, so these troopers were stripped of shields and given Assault armor) -14295 Advanced Troopers -112 Rezbits -92 Metroids -159 Sentry Drones -75 Remorse-Class Movable Turrets -21 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor -Advanced Wormhole Manipulation -Energy Absorption Shield Research: -Dimensional Shielding (4 turns) -Phazon Radiation Studies (2 turns) -Bioships (6 turns) -Antiteleportation Field (5 turns) -Astroengineering (8 turns) Construction: -2500 Troopers -2300 Aerotroopers -2000 Shield Troopers -2000 Advanced Troopers -1500 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (6 turns) -Intalling new habitat rings on SPS-1 and 2 for experiments (2 turns) -Building aqautic shipyards on SPC-2 (3 turns) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-4 turns, Zebesian Pirates-8 turns, Kihunters-14 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Canadians, we have the abilty to create wormholes at will. Currently, our ships will remain where they are, but we can go to Planet 3 almost instantaneously when it becomes necessary. Attackable rst, the locations of my colonies are under my "buildings" category.

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  • Your faction: Canadian Superfleet Ships: Fleet enroute to Planet 3. One Turns Until Arrival ALL SHIPS 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 46 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 93 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 141 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 203 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 9850 CF-18's Space Variant with Tactical Atomic Weaponry. 5 un-manned WMD ships with on-board nukes (Extreme Shielding, medium speed) Infantry: 13500 JSF2s Infantry (Ship Boarding/ Ground Assault) 5750 APZs Engineer Infantry 3250 HDH Commandos (Special Operations) 500 Armored Vehichles RECRUITED: 8000 Recruits(1) Clones: 12,000 clones (3) Buildings: 1 One Bay Space defense center. 3 6 Dock bay Space defense center 28 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. 1 Cloning Facility 5 Ground Based Ship Repair centers 1 Heavily Shielded, Well Protected Planetary Base 10 Ground Based Direct Energy Stations Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Cloaking for Ships: every ship in my fleet can become invisible. Massive Cloning:Humans can be cloned in massive numbers for soilders. Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles. Extreme Energy shelding: Even stronger and better shielding for ships. Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become lowered when activated. Radar can still detect. Extreme Pulse and Direct Energy Weapons: Infantry gets ultra weaponry Space Mine Networks (15 000 mines) :Tactical Nuclear Spacemines above planet 1 Elite Ground Forces: Infantry has improved tactics. Ship to Ship Tactics: Ships have improved tactics. Research: NONE Construction: 15 Medium Payload Nuclear Warhead (WMD) (3) 2 MK1s (3) 15 MK2s (3) 25 G3s (3) 40 MK5s (3) 60 Strike Ships (3) Automatic Building 4 MK2 per turn. 7 G3s per turn. 10 MK5s per turn. 15 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Fleet Cloaks Fleet HyperSpace Jump to Planet 3 (enroute) 1 turns Allies: Phazons, Space Pirates Truces: Flood, Galactic Empire Enemies:Borg, Necris Resources 100000 Tons of Metals per turn. Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion Space Pirates: Join us at Planet 3!

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  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -45 Pirate Frigates -170 Warships -216 Battlecruisers -208 Assault Ships -4 Heavy Transports -1035 Single-Pirate Fighters -650 ATC's -1040 Skiffs Ground units: -16130 Pirate Troopers -15180 Aerotroopers -9340 Commandos -12295 Shield Troopers -12295 Advanced Troopers -105 Rezbits -82 Metroids -157 Sentry Drones -75 Remorse-Class Movable Turrets -20 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor -Advanced Wormhole Manipulation Research: -Dimensional Shielding (5 turns) -Energy Absorption Shield (1 turn) -Phazon Radiation Studies (3 turns) -Bioships (7 turns) -Antiteleportation Field (6 turns) -Astroengineering (9 turns) Construction: -2500 Troopers -2300 Aerotroopers -2000 Shield Troopers -2000 Advanced Troopers -1500 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (7 turns) -Intalling new habitat rings on SPS-1 and 2 for experiments (3 turns) -Building aqautic shipyards on SPC-2 (4 turns) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-5 turns, Zebesian Pirates- 9 turns, Kihunters 15 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Canadians, we have the abilty to create wormholes at will. Currently, our ships will remain where they are, but we can go to Planet 3 almost instantaneously when it becomes necessary. Attackable rst, the locations of my colonies are under my "buildings" category.

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  • faction : humans (star trek) Action william shatner kicks everyones ass Action 2 beam chuck norris from the heavens kick everyones ass again... I win

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  • Your faction: Canadian Superfleet Ships: Fleet enroute to Planet 3. One Turns Until Arrival ALL SHIPS 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 42 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 86 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 131 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 188 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 9850 CF-18's Space Variant with Tactical Atomic Weaponry. Infantry: 13500 JSF2s Infantry (Ship Boarding/ Ground Assault) 5750 APZs Engineer Infantry 3250 HDH Commandos (Special Operations) 500 Armored Vehichles RECRUITED: 8000 Recruits(3) Clones: 12,000 clones (5) Buildings: 1 One Bay Space defense center. 3 6 Dock bay Space defense center 18 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. 1 Cloning Facility 5 Ground Based Ship Repair centers 1 Heavily Shielded, Well Protected Planetary Base Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Cloaking for Ships: every ship in my fleet can become invisible. Massive Cloning:Humans can be cloned in massive numbers for soilders. Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles. Extreme Energy shelding: Even stronger and better shielding for ships. Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become lowered when activated. Radar can still detect. Research: Extreme Pulse and Direct Energy Weapons. (1) Space Mine Networks (15 000 mines) (1) Elite Ground Forces: (1) Ship to Ship tactics: (1) Construction: 5 un-manned WMD ships with on-board nukes (1) 10 Orbital Direct Energy Weapons (1) 15 Medium Payload Nuclear Warhead (WMD) (4) 2 MK1s (4) 15 MK2s (4) 25 G3s (4) 40 MK5s (4) 60 Strike Ships (4) 10 Ground Based Direct Energy Stations (1) Automatic Building 4 MK2 per turn. 7 G3s per turn. 10 MK5s per turn. 15 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Fleet Cloaks Fleet HyperSpace Jump to Planet 3 (enroute) 1 turns Allies: Phazons, Space Pirates Truces: Flood, Galactic Empire Enemies:Borg, Necris Resources 100000 Tons of Metals per turn. Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion Space Pirates: Join us at Planet 3! [Edited on 08.13.2008 8:58 PM PDT]

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  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -42 Pirate Frigates -160 Warships -199 Battlecruisers -191 Assault Ships -4 Heavy Transports -960 Single-Pirate Fighters -590 ATC's -1000 Skiffs Ground units: -13640 Pirate Troopers -12880 Aerotroopers -7840 Commandos -10295 Shield Troopers -10295 Advanced Troopers -98 Rezbits -72 Metroids -155 Sentry Drones -75 Remorse-Class Movable Turrets -19 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor -Advanced Wormhole Manipulation Research: -Dimensional Shielding (6 turns) -Energy Absorption Shield (2 turns) -Phazon Radiation Studies (4 turns) -Bioships (8 turns) -Antiteleportation Field (7 turns) -Astroengineering (10 turns) Construction: -2500 Troopers -2300 Aerotroopers -2000 Shield Troopers -2000 Advanced Troopers -1500 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (8 turns) -Intalling new habitat rings on SPS-1 and 2 for experiments (4 turns) -Building aqautic shipyards on SPC-2 (5 turns) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-5 turns, Zebesian Pirates- 9 turns, Kihunters 15 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Attackable rst, the locations of my colonies are under my "buildings" category. [Edited on 08.13.2008 8:48 PM PDT]

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  • Our combined fleet of ships (includes fighters) (Me, Flood, Empire) 176,399 ships. Ground Units (Us) 517,200 ------------------------------------------------------------------------------------------------------------------- Necris Ships 10,200 Necris Ground Units 500,549 ------------------------------------------------------------------------------------------------------------ There is hope. We need to own them with orbital bombardment to give our infantry a better chance. I don't want to take chances with only a 17,000 unit difference. There is no hope for their ships against our fleet. [Edited on 08.13.2008 3:21 PM PDT]

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  • Your faction: Canadian Superfleet Ships: Fleet enroute to Planet 3. Two Turns Until Arrival ALL SHIPS 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 40 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 81 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 124 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 178 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8650 CF-18's Space Variant with Tactical Atomic Weaponry. Infantry: 13500 JSF2s Infantry (Ship Boarding/ Ground Assault) 5750 APZs Engineer Infantry 3250 HDH Commandos (Special Operations) RECRUITED: 8000 Recruits(3) Clones: 12,000 clones (5) Buildings: 1 One Bay Space defense center. 3 6 Dock bay Space defense center 18 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. 1 Cloning Facility 5 Ground Based Ship Repair centers 1 Heavily Shielded, Well Protected Planetary Base Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Cloaking for Ships: every ship in my fleet can become invisible. Massive Cloning:Humans can be cloned in massive numbers for soilders. Research: Indefinite Cloaking for Infantry (1) Extreme Energy shelding (1) Extreme Pulse and Direct Energy Weapons. (2) Armored Ground Vehichles with Direct Energy Turrets (1) Space Mine Networks (15 000 mines) (2) Elite Ground Forces: (2) Ship to Ship tactics: (2) Construction: 5 un-manned WMD ships with on-board nukes (2) 10 Orbital Direct Energy Weapons (2) 15 Medium Payload Nuclear Warhead (WMD) (5) 2 MK1s (5) 15 MK2s (5) 25 G3s (5) 40 MK5s (5) 60 Strike Ships (5) 1200 CF-18s (1) 1 Heavily Shielded, Well Protected Planetary Base 10 Ground Based Direct Energy Stations (2) 500 Armored Vehichle (1) Automatic Building 2 MK2 per turn. 5 G3s per turn. 7 MK5s per turn. 10 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet. 8000 Troops recalled from planet 1 to fleet. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Fleet Cloaks Fleet HyperSpace Jump to Planet 3 (enroute) 2 turns Allies: Phazons, Space Pirates Truces: Flood, Galactic Empire Enemies:Borg, Necris Resources 100000 Tons of Metals per turn. Message to all: We will defend our new home of planet one until the end. GO TO PLANET 3. Put aside your differences and fight the Necris invasion

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  • [u]Your faction: The flood[/u] [b]OFFLINE[/b] ( Intergalactic stage ) Main fleet: ( en-route )( slip space ) [u]Ships:[/u] -905 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -591 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -685 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -630 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -105 Infected forerunner dreadnought's ( 3 energy projectors/ 8 plasma turrets, extremely armored. -Infected high charity ( mobile base/can slip space jump/ the bottom spire can be used as a WMD) -1 infected CCS flagship [ Seeker of truth ]( 7 torpedo tubes, 2 energy projectors ) -5 infected CCS Agricultural Support Ships. ( suicide ship's,"one crash's into another" ) -700 Spirit drop ships( 30 in each drop ship )( 1 shade turret ) -1,120 Dispersal pods (holds 3 combat forms or 15 infection forms) -39,000 Infected seraph star fighters ( Lightly armored, personal ship shields, medium armed ) [u]Ground units: [i]{{Memories upgrades}}( weapons and flood/forerunner war knowledge )[/i][/u] -60,000 infection forms ( Single infection form's ) -79,000 carrier forms ( each carry's 30 infection forms. ) -165,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -11,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -11,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -11,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -21,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]630 X CCS Frigates, 685 X CCS battle cruisers, 591 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 905 X CCS destroyers 105 X Infected forerunner dreadnought's[/u] [u]Combat vehicles:[/u] -13,000 infected ghost's -8,000 infected wraiths [u]Base locations:[/u] ( air spore infection/ planetary spore infection/ 6 shade turrets each) -Hive (seeker of truth )(in slip space) -Hive (under crust of planet 6) -Hive (under crust of planet 3) -Infected high charity (in slip space) [u]Buildings:[/u] -Hive [ base ] -spore growth room -infection form growth chamber -Combat form growth chamber -Dispersal pod room -Infected seraph star fighter hanger -Pure form growth chamber+ add on( able to build Juggernaut forms ) -Flood work shop (able to make human/covenant vehicles ) [u]Finished Research:[/u] -Combat form reanimation ( when infection forms are near. ) -Infection speed increase (10% - 25%)(25% - 35%) -Flood dispersal pods ( Like the ODST drop pod ) -Proto-Gravemind ( pre-gravemind ) -Grade one gravity manipulation -Hive mind connection (better tactics between ground troops {needed for pure form/gravemind}) -Memories { weapons/ ship building] CCS ship's FTM } ( combat forms can use plasma, human and forerunner weapons ) -point pin jump ( All infected CCS ships can jump into a planets atmosphere after taking 50% casualties from enemy fleet. ) -Advanced flood super cell -Flood bio mass ( live able atmosphere for flood / can be used to repair damaged warships/ nearly destroyed hauls/ can create new hive's. ) -Flood Evolution ( needed to research pure forms ) -flood bio mass cloning { The bio mass can create cloned combat forms} -Advanced hive mind -Pure forms { pre-Flood Juggernaut form research } -Air infection ( Hive deference ) -Advanced ship shielding ( stronger ship shields ) -Personal shields ( for combat forms ) -Memories ( vehicle building Human/covenant ) -Memories ( Flood-forerunner war )( Battle knowledge, Navel tactics, Ground tactics, Able to use commercial/trader/ personal ship's as cannon fodder ) -Planetary spore infection (Defense against invading infantry/ non-harmful against allied factions ) -Intergalactic stage ( flood can travel back and forth between galaxy's ) -stealth ship system's (senors do not pick up flood ships/ can make CCS stealth covette ship) -Hive heavy defenses( 6 shade turrets ) -Infected high charity (space station/ hive base)( pre forerunner dreadnought ) -forerunner dreadnought type ship's -Infected Spartan's -Planetary shade gun's ( Orbital defense platforms ) [u]Research:[/u] -Planetary shade gun's [u]Construction:[/u] [b][u] Warship's [/u][/b] -15 X infected CCS destroyer per turn -10 X infected CCS assault carrier per turn -10 X infected CCS battle cruisers per turn -20 X infected CCS frigate per turn -1,000 X infected seraph star fighters per turn -5 X forerunner dreadnought type ship's per turn -10 X Planetary shade gun's (3) [b][u] Ground force's [/u][/b] -10,000 X Combat forms per turn -7,000 X carrier forms per turn -1,000 X stalker pure forms per turn -1,000 X tank pure forms per turn -1,000 X ranged pure forms per turn -500 X Infected Spartan's -2,000 X Flood Juggernaut forms per turn -20 X Dispersal pods per turn -500 X infected ghost's per turn -200 X infected wraith's per turn [u]Ground Movement:[/u] All units have rejoined with the main fleet. [u]Space movement:[/u] All ship's enter slip space heading to planet 3 (1) [u]Current ground force position:[/u] within main fleet. [u]Current fleet position:[/u] Main fleet is currently in slip space transit. [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Truces: Canadian superfleet [u]Enemies:[/u] Hanchex Pact Borg Necris [u]Message to all:[/u] [i][b]All Factions put aside the rivalry's join us at planet 3 to stand against the Necris faction! [/b][/i] [Edited on 08.13.2008 2:06 PM PDT]

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  • Your faction:Galactic Empire(Star Wars) Planet 3 Ships: 74010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons) 38500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons) 17575 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs) 623 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.) 402 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes) 364 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.) 270 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.) 164 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.) 77 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: 53,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. 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 150 Engineers 13300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) 1840 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility) 12750 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles) 11200 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher) 1100 AT-ATs (Four legged juggernauts with almost impenetrable armor. 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) 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: TIE Shields, 1 turns Infantry Shields, 1 turns Vehicle Shields, 1 turns Planetery Shield Generators ( Prevent ground attack until Space forces are defeated. 4 turns PROJECT DESPAYRE: 32 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), 8 turns Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 2 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

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  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( en-route )( slip space ) [u]Ships:[/u] -890 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -581 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -675 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -620 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -100 Infected forerunner dreadnought's ( 3 energy projectors/ 8 plasma turrets, extremely armored. -Infected high charity ( mobile base/can slip space jump/ the bottom spire can be used as a WMD) -1 infected CCS flagship [ Seeker of truth ]( 7 torpedo tubes, 2 energy projectors ) -5 infected CCS Agricultural Support Ships. ( suicide ship's,"one crash's into another" ) -680 Spirit drop ships( 30 in each drop ship )( 1 shade turret ) -1,100 Dispersal pods (holds 3 combat forms or 15 infection forms) -38,000 Infected seraph star fighters ( Lightly armored, personal ship shields, medium armed ) [u]Ground units: [i]{{Memories upgrades}}( weapons and flood/forerunner war knowledge )[/i][/u] -60,000 infection forms ( Single infection form's ) -72,000 carrier forms ( each carry's 30 infection forms. ) -155,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -10,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -10,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -10,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -19,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]620 X CCS Frigates, 675 X CCS battle cruisers, 581 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 890 X CCS destroyers 100 X Infected forerunner dreadnought's[/u] [u]Combat vehicles:[/u] -12,000 infected ghost's -7,000 infected wraiths [u]Base locations:[/u] ( air spore infection/ planetary spore infection/ 6 shade turrets each) -Hive (seeker of truth )(in slip space) -Hive (under crust of planet 6) -Hive (under crust of planet 3) -Infected high charity (in slip space) [u]Buildings:[/u] -Hive [ base ] -spore growth room -infection form growth chamber -Combat form growth chamber -Dispersal pod room -Infected seraph star fighter hanger -Pure form growth chamber+ add on( able to build Juggernaut forms ) -Flood work shop (able to make human/covenant vehicles ) [u]Finished Research:[/u] -Combat form reanimation ( when infection forms are near. ) -Infection speed increase (10% - 25%)(25% - 35%) -Flood dispersal pods ( Like the ODST drop pod ) -Proto-Gravemind ( pre-gravemind ) -Grade one gravity manipulation -Hive mind connection (better tactics between ground troops {needed for pure form/gravemind}) -Memories { weapons/ ship building] CCS ship's FTM } ( combat forms can use plasma, human and forerunner weapons ) -point pin jump ( All infected CCS ships can jump into a planets atmosphere after taking 50% casualties from enemy fleet. ) -Advanced flood super cell -Flood bio mass ( live able atmosphere for flood / can be used to repair damaged warships/ nearly destroyed hauls/ can create new hive's. ) -Flood Evolution ( needed to research pure forms ) -flood bio mass cloning { The bio mass can create cloned combat forms} -Advanced hive mind -Pure forms { pre-Flood Juggernaut form research } -Air infection ( Hive deference ) -Advanced ship shielding ( stronger ship shields ) -Personal shields ( for combat forms ) -Memories ( vehicle building Human/covenant ) -Memories ( Flood-forerunner war )( Battle knowledge, Navel tactics, Ground tactics, Able to use commercial/trader/ personal ship's as cannon fodder ) -Planetary spore infection (Defense against invading infantry/ non-harmful against allied factions ) -Intergalactic stage ( flood can travel back and forth between galaxy's ) -stealth ship system's (senors do not pick up flood ships/ can make CCS stealth covette ship) -Hive heavy defenses( 6 shade turrets ) -Infected high charity (space station/ hive base)( pre forerunner dreadnought ) -forerunner dreadnought type ship's -Infected Spartan's [u]Research:[/u] -Planetary shade gun's (1) [u]Construction:[/u] [b][u] Warship's [/u][/b] -15 X infected CCS destroyer per turn -10 X infected CCS assault carrier per turn -10 X infected CCS battle cruisers per turn -20 X infected CCS frigate per turn -1,000 X infected seraph star fighters per turn -5 X forerunner dreadnought type ship's per turn [b][u] Ground force's [/u][/b] -10,000 X Combat forms per turn -7,000 X carrier forms per turn -1,000 X stalker pure forms per turn -1,000 X tank pure forms per turn -1,000 X ranged pure forms per turn -500 X Infected Spartan's -2,000 X Flood Juggernaut forms per turn -20 X Dispersal pods per turn -500 X infected ghost's per turn -200 X infected wraith's per turn [u]Ground Movement:[/u] All units have rejoined with the main fleet. [u]Space movement:[/u] All ship's enter slip space heading to planet 3 (2) [u]Current ground force position:[/u] within main fleet. [u]Current fleet position:[/u] Main fleet is currently in slip space transit. [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Truces: Canadian superfleet [u]Enemies:[/u] Hanchex Pact Borg Necris [u]Message to all:[/u] [i][b]All Factions put aside the rivalry's join us at planet 3 to stand against the Necris faction! [/b][/i] [Edited on 08.13.2008 1:47 PM PDT]

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  • Your faction:Galactic Empire(Star Wars) Planet 3 Ships: 72010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons) 37500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons) 17075 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs) 603 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.) 386 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes) 352 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.) 262 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.) 160 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.) 75 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: 51,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. 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 150 Engineers 12300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) 1640 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility) 12250 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles) 11000 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher) 1050 AT-ATs (Four legged juggernauts with almost impenetrable armor. 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) 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: TIE Shields, 2 turns Infantry Shields, 2 turns Vehicle Shields, 2 turns Planetery Shield Generators ( Prevent ground attack until Space forces are defeated. 4 turns PROJECT DESPAYRE: 33 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), 9 turns Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 2 turn recharge time), 2 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 08.13.2008 1:41 PM PDT]

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  • [quote][b]Posted by:[/b] Sergeant Matt GALACTIC EMPIRE TO ALL NATIONS. I suggest we all make a stand at my world, Planet 3. Planet 1 has little orbital defenses, but Planet 3 has orbital defense grids, minefields, shields, and many more defenses. The ground is also heavily fortified. We will last far longer here.[/quote] Understood. changing coordinates for planet 3.

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  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( Planet 6 )( Orbit ) [u]Ships:[/u] -875 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -571 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -665 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -610 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -95 Infected forerunner dreadnought's ( 3 energy projectors/ 8 plasma turrets, extremely armored. -Infected high charity ( mobile base/can slip space jump/ the bottom spire can be used as a WMD) -1 infected CCS flagship [ Seeker of truth ]( 7 torpedo tubes, 2 energy projectors ) -5 infected CCS Agricultural Support Ships. ( suicide ship's,"one crash's into another" ) -660 Spirit drop ships( 30 in each drop ship )( 1 shade turret ) -1,080 Dispersal pods (holds 3 combat forms or 15 infection forms) -37,000 Infected seraph star fighters ( Lightly armored, personal ship shields, medium armed ) [u]Ground units: [i]{{Memories upgrades}}( weapons and flood/forerunner war knowledge )[/i][/u] -60,000 infection forms ( Single infection form's ) -65,000 carrier forms ( each carry's 30 infection forms. ) -145,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -9,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -9,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -9,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -17,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]610 X CCS Frigates, 665 X CCS battle cruisers, 571 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 875 X CCS destroyers 95 X Infected forerunner dreadnought's[/u] [u]Combat vehicles:[/u] -11,000 infected ghost's -6,000 infected wraiths [u]Base locations:[/u] ( air spore infection/ planetary spore infection/ 6 shade turrets each) -Hive (seeker of truth )(in orbit planet 6) -Hive (under crust of planet 6) -Hive (under crust of planet 3) -Infected high charity (Charging slip space gen.) [u]Buildings:[/u] -Hive [ base ] -spore growth room -infection form growth chamber -Combat form growth chamber -Dispersal pod room -Infected seraph star fighter hanger -Pure form growth chamber+ add on( able to build Juggernaut forms ) -Flood work shop (able to make human/covenant vehicles ) [u]Finished Research:[/u] -Combat form reanimation ( when infection forms are near. ) -Infection speed increase (10% - 25%)(25% - 35%) -Flood dispersal pods ( Like the ODST drop pod ) -Proto-Gravemind ( pre-gravemind ) -Grade one gravity manipulation -Hive mind connection (better tactics between ground troops {needed for pure form/gravemind}) -Memories { weapons/ ship building] CCS ship's FTM } ( combat forms can use plasma, human and forerunner weapons ) -point pin jump ( All infected CCS ships can jump into a planets atmosphere after taking 50% casualties from enemy fleet. ) -Advanced flood super cell -Flood bio mass ( live able atmosphere for flood / can be used to repair damaged warships/ nearly destroyed hauls/ can create new hive's. ) -Flood Evolution ( needed to research pure forms ) -flood bio mass cloning { The bio mass can create cloned combat forms} -Advanced hive mind -Pure forms { pre-Flood Juggernaut form research } -Air infection ( Hive deference ) -Advanced ship shielding ( stronger ship shields ) -Personal shields ( for combat forms ) -Memories ( vehicle building Human/covenant ) -Memories ( Flood-forerunner war )( Battle knowledge, Navel tactics, Ground tactics, Able to use commercial/trader/ personal ship's as cannon fodder ) -Planetary spore infection (Defense against invading infantry/ non-harmful against allied factions ) -Intergalactic stage ( flood can travel back and forth between galaxy's ) -stealth ship system's (senors do not pick up flood ships/ can make CCS stealth covette ship) -Hive heavy defenses( 6 shade turrets ) -Infected high charity (space station/ hive base)( pre forerunner dreadnought ) -forerunner dreadnought type ship's -Infected Spartan's [u]Research:[/u] -Planetary shade gun's (2) [u]Construction:[/u] [b][u] Warship's [/u][/b] -15 X infected CCS destroyer per turn -10 X infected CCS assault carrier per turn -10 X infected CCS battle cruisers per turn -20 X infected CCS frigate per turn -1,000 X infected seraph star fighters per turn -5 X forerunner dreadnought type ship's per turn [b][u] Ground force's [/u][/b] -10,000 X Combat forms per turn -7,000 X carrier forms per turn -1,000 X stalker pure forms per turn -1,000 X tank pure forms per turn -1,000 X ranged pure forms per turn -500 X Infected Spartan's -2,000 X Flood Juggernaut forms per turn -20 X Dispersal pods per turn -500 X infected ghost's per turn -200 X infected wraith's per turn [u]Ground Movement:[/u] All unit have rejoined with the main fleet. [u]Space movement:[/u] .All 3 fleets are merging into the main fleet. All ship's are charging slip space gen. (1) [u]Current ground force position:[/u] within main fleet. [u]Current fleet position:[/u] All 3 fleets are merging into the main fleet. [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Truces: Canadian superfleet [u]Enemies:[/u] Hanchex Pact Borg Necris [u]Message to all:[/u] [i][b]All Factions put aside the rivalry's join us at planet 3 to stand against the Necris faction! [/b][/i] [Edited on 08.13.2008 1:38 PM PDT]

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  • Your faction:Galactic Empire(Star Wars) Planet 3 Ships: 70010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons) 36500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons) 16575 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs) 583 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.) 370 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes) 340 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.) 254 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.) 156 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.) 73 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: 51,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. 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 150 Engineers 11300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) 1440 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility) 11750 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles) 10800 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher) 1010 AT-ATs (Four legged juggernauts with almost impenetrable armor. 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) 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. 5 turns PROJECT DESPAYRE: 34 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), 10 turns Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 3 turn recharge time), 2 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 08.13.2008 1:30 PM PDT]

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  • GALACTIC EMPIRE TO ALL NATIONS. I suggest we all make a stand at my world, Planet 3. Planet 1 has little orbital defenses, but Planet 3 has orbital defense grids, minefields, shields, and many more defenses. The ground is also heavily fortified. We will last far longer here. [Edited on 08.13.2008 1:29 PM PDT]

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  • Your faction: Canadian Superfleet Ships: 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 38 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 79 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 117 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 168 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8650 CF-18's Space Variant with Tactical Atomic Weaponry. Infantry: 9500 JSF2s Infantry (Ship Boarding/ Ground Assault) 3750 APZs Engineer Infantry 1250 HDH Commandos (Special Operations) RECRUITED: 8000 Recruits training (1) Buildings: 1 One Bay Space defense center. 3 6 Dock bay Space defense center 18 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. 1 Cloning Facility 5 Ground Based Ship Repair centers Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Cloaking for Ships: every ship in my fleet can become invisible. Humans can be cloned in massive numbers for soilders. Research: Indefinite Cloaking for Infantry (2) Extreme Energy shelding (2) Extreme Pulse and Direct Energy Weapons. (3) Armored Ground Vehichles with Direct Energy Turrets (2) Construction: 5 un-manned WMD ships with on-board nukes (3) 10 Orbital Direct Energy Weapons (2) 15 Medium Payload Nuclear Warhead (WMD) (6) 2 MK1s (6) 15 MK2s (6) 25 G3s (6) 40 MK5s (6) 60 Strike Ships (6) 1200 CF-18s (2) 1 Heavily Shielded, Well Protected Planetary Base (1) 10 Ground Based Direct Energy Stations (3\2) 500 Armored Vehichle Shells (2) Automatic Building 2 MK2 per turn. 5 G3s per turn. 7 MK5s per turn. 10 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only. 8000 Troops to be dispatched to surface of planet 1. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Fleet Cloaks Allies: Phazons, Space Pirates Truces: Flood Enemies:Borg, Necris Resources 100000 Tons of Metals per turn. Message to all: We will defend our new home of planet one until the end. Join us and the Flood at planet 1!. Put aside your differences and fight the Necris invasion!

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  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( 2nd Asteroid Field )( retuning to planet 6 ) 2nd fleet: ( Planet 6 )( Orbit ) 3rd fleet: ( Planet 3 )( Returning to planet 6 ) [u]Ships:[/u] -860 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -561 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -655 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -620 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -90 Infected forerunner dreadnought's ( 3 energy projectors/ 8 plasma turrets, extremely armored. -Infected high charity ( mobile base/can slip space jump/ the bottom spire can be used as a WMD) -1 infected CCS flagship [ Seeker of truth ]( 7 torpedo tubes, 2 energy projectors ) -5 infected CCS Agricultural Support Ships. ( suicide ship's,"one crash's into another" ) -640 Spirit drop ships( 30 in each drop ship )( 1 shade turret ) -1,060 Dispersal pods (holds 3 combat forms or 15 infection forms) -36,000 Infected seraph star fighters ( Lightly armored, personal ship shields, medium armed ) [u]Ground units: [i]{{Memories upgrades}}( weapons and flood/forerunner war knowledge )[/i][/u] -60,000 infection forms ( Single infection form's ) -58,000 carrier forms ( each carry's 30 infection forms. ) -135,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -8,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -8,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -8,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -15,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]460 X CCS Frigates, 500 X CCS battle cruisers, 490 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 600 X CCS destroyers 88 X Infected forerunner dreadnought's[/u] [u][b]2nd Fleet:[/b] 140 X CCS frigates, 130 X battle cruisers, 60 X CCS assault carriers, 225 X CCS destroyers[/u] [u][b]3rd Fleet:[/b] 2 X dreadnought's, 10 X CCS frigate's, 5 X CCS battlecuriser's, 1 X CCS assault carrier[/u] [u][b] Stealth fleet:[/b]25 X infected CCS stealth Corvette [/u] [u]Combat vehicles:[/u] -10,000 infected ghost's -5,000 infected wraiths [u]Base locations:[/u] ( air spore infection/ planetary spore infection/ 6 shade turrets each) -Hive (seeker of truth )(in orbit planet 6) -Hive (under crust of planet 6) -Hive (under crust of planet 3) -Infected high charity (returning with main fleet to planet 6) [u]Buildings:[/u] -Hive [ base ] -spore growth room -infection form growth chamber -Combat form growth chamber -Dispersal pod room -Infected seraph star fighter hanger -Pure form growth chamber+ add on( able to build Juggernaut forms ) -Flood work shop (able to make human/covenant vehicles ) [u]Finished Research:[/u] -Combat form reanimation ( when infection forms are near. ) -Infection speed increase (10% - 25%)(25% - 35%) -Flood dispersal pods ( Like the ODST drop pod ) -Proto-Gravemind ( pre-gravemind ) -Grade one gravity manipulation -Hive mind connection (better tactics between ground troops {needed for pure form/gravemind}) -Memories { weapons/ ship building] CCS ship's FTM } ( combat forms can use plasma, human and forerunner weapons ) -point pin jump ( All infected CCS ships can jump into a planets atmosphere after taking 50% casualties from enemy fleet. ) -Advanced flood super cell -Flood bio mass ( live able atmosphere for flood / can be used to repair damaged warships/ nearly destroyed hauls/ can create new hive's. ) -Flood Evolution ( needed to research pure forms ) -flood bio mass cloning { The bio mass can create cloned combat forms} -Advanced hive mind -Pure forms { pre-Flood Juggernaut form research } -Air infection ( Hive deference ) -Advanced ship shielding ( stronger ship shields ) -Personal shields ( for combat forms ) -Memories ( vehicle building Human/covenant ) -Memories ( Flood-forerunner war )( Battle knowledge, Navel tactics, Ground tactics, Able to use commercial/trader/ personal ship's as cannon fodder ) -Planetary spore infection (Defense against invading infantry/ non-harmful against allied factions ) -Intergalactic stage ( flood can travel back and forth between galaxy's ) -stealth ship system's (senors do not pick up flood ships/ can make CCS stealth covette ship) -Hive heavy defenses( 6 shade turrets ) -Infected high charity (space station/ hive base)( pre forerunner dreadnought ) -forerunner dreadnought type ship's -Infected Spartan's [u]Research:[/u] -Planetary shade gun's (3) [u]Construction:[/u] [b][u] Warship's [/u][/b] -15 X infected CCS destroyer per turn -10 X infected CCS assault carrier per turn -10 X infected CCS battle cruisers per turn -20 X infected CCS frigate per turn -1,000 X infected seraph star fighters per turn -5 X forerunner dreadnought type ship's per turn [b][u] Ground force's [/u][/b] -10,000 X Combat forms per turn -7,000 X carrier forms per turn -1,000 X stalker pure forms per turn -1,000 X tank pure forms per turn -1,000 X ranged pure forms per turn -500 X Infected Spartan's -2,000 X Flood Juggernaut forms per turn -20 X Dispersal pods per turn -500 X infected ghost's per turn -200 X infected wraith's per turn [u]Ground Movement:[/u] P6/P3 hive's on full alert [u]Space movement:[/u] . Main fleet returning to planet 6 to regroup (1). 2nd fleet arrived back at Planet 6. 3rd fleet returning to planet 6 to regroup (1) [u]Current ground force position:[/u] P6 and P3 Hive's on full combat alert. [u]Current fleet position:[/u] Main fleet returning to planet 6/ 2nd fleet has arrived back at planet 6 /3rd fleet returning to planet 6. [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Truces: Canadian superfleet [u]Enemies:[/u] Hanchex Pact Necris [u]Message to all:[/u] [i][b]All Factions put aside the rivalry's join us at planet 1 to stand against the Necris faction! [/b][/i] [Edited on 08.13.2008 1:14 PM PDT]

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  • Your faction:Galactic Empire(Star Wars) Planet 3 Ships: 68010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons) 35500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons) 16075 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs) 563 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.) 354 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes) 328 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.) 246 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.) 152 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.) 71 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: 49,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. Armed with Blaster Rifles, Ion Rifles, Flechette Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators) 100 Marines 150 Engineers 10300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) 1240 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility) 11250 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles) 10600 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher) 960 AT-ATs (Four legged juggernauts with almost impenetrable armor. 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) 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: None Construction: PROJECT DESPAYRE: 68 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), 20 turns Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 3 turn recharge time), 6 turns 1000 Stormtroopers per turn 100 Dark Troopers per turn 40 AT-STs per turn 10 AT-ATs per turn 20 Sith Warriors per turn 50 Sabre-Class Repulsor Tanks per turn 1000 TIE Fighters per turn 500 TIE Interceptors per turn 200 TIE Bombers per turn 10 Tartans per turn 8 Acclamators per turn 6 Nebulons per turn 4 Victorys per turn 2 Imperators per turn 1 Executor per turn Ground Movement: All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed. Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed. Allies: Axis Entente Vasari (WalkinBonfire) Necrons (rst7503) Colonials (Lord Snakie) The Flood (UnholyFurball382) Geth (SilentScreams) Enemies: Hanchex Alliance Borg Message to all: We call for genocide of the Borg. ATTACKABLE

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