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Planetkiller II 12 Dec 2004 17:23

Colonies: The Return to Alsar Prime
 
Look what's back. All orders will please be posted in thread, with records of current status kept at the beginning of the thread. No old powerblocks if you please, and try to refrain from all out war for at least a LITTLE while. Anyway, on with the thread.

This thread we shall be returning to an old favourite, Alsar Prime. The flood waters have receded, and the races have returned to try and take the planet once more.



This is mostly for new players, but old players may find it helpful as well. (To new players) Please read the info on the website, as it will be essential to you. The rules have barely been changed this time around, except for some minor resources stuff, check it out down the page.


Website



Colonies: Alsar System is a thread-based roleplaying game where each character is a leader from one of several species that are listed on the website. You may trade, do diplomatic missions, ally and fight with other players, as well as other threats that will keep you busy.

The thread is set in a Sci-Fi universe where mankind has spread throughout the stars. The latest system to be colonised is the Alsar System, and the Terrans, along with other races have begun settling on the planets. The current one is Alsar Secondus, the second planet from the sun. Along the way they've had many difficulties, including fighting between themselves, the sinister, primative Glubs (lizards), Termi-Eron Pirate attacks and more. Expect more of the same. Now for the rules.





Everyone has a space station in orbit which launches Colony hubs to the planet. You each start with a Colony Hub which has the ability to construct your buildings.

Colonies (the large ones) are limited to 10, ever, even if captured, or destroyed. They can be called down by requestition (i.e. asking me whether you can). Each large colony may have up to 4 buildings on it.



Colonies:

You may place colonies anywhere, after a hile, but to begin with you may only drop starting colonies on the large central continent, preferably the eastern peninsular.





Resources:

These have been changed slightly this thread. They are gained via the use of Mines which produce 2 Slots a day, providing that they can tap into an area which can be processed for resources. To construct a Mine costs 5 Slots and can be built two a day. They come into the Special Non-combat catergory. New to this thread is the fact that only 40 Nanos can be supported by the main colony. This can be increased by 10 for each additional colony dropped in. Mines are stationary, and are built wherever you like. However, they can't be too close together. This is designed to give you something to fight over, since smash and grab raids won't be so effective anymore.





Units and Orders:

Things will only be built if there is enough slots to construct them.

Only one order per day is accepted, with ORDER LIST or similar clearly in it's subject and includes the days order of research, units and buildings.



Titans and Specials- May be limited to a certain amount. However, if they are abused, they will be removed entirely.

Starships- Now illegal. Don't even try building them.




Unit Costs-

Starter- 1 Slot

L1- 2 Slots

L2- 3 Slots

L3- 4 Slots

L4- 5 Slots

Titans and Specials- To be agreed at time of research.




Shuttles can ferry up to 10 units at a time.





Research:

You start at Level 1 research, and at that point can only research level 1 units. When PK feels you are ready to move to the next stage, you will advance to Level 2, and can build and research Level 1 or 2 units. This continues up to Level 4.

You can trade one research a week with another Commander of the same species (as long as their tech is up to that level)

Research is paid for out of Tech Points. 1 point per level- level 1- 1pt, level 2- 2pts etc. You get 10 Research Points a week.

You may invent units to research (within reason) to be used. Bear in mind you MUST use technology out of the Unit Tech lists. A unit's level is may be altered by PK, if he feels it is incorrect.

You may also research one of the available base defences.

Quick Note: Artillery must be L4 or above. This is another one that if abused, will go.







Battles:

When battles are conducted, losses will be resolved by the players, each describing their tactics, and removing units as appropriate. If one player thinks they are being treated unfairly in this way, talk to PK about it. This will go as follows:

1. Attacking player puts up an attack post

2. Defending player puts up a defending post

3. Round DMed

4. Repeat as many times as players wish.

DM's decision is final. Disputing (except where there is a genuine mistake) will cause unit removal.





Miscellaneous:

There are 20 in infantry units, 10 in vehicle units, and 5 in air and sea units. There is 1 in a titan or special unit.


Secret Plans are allowed but only if you inform PK, and get his approval. Be sure to include a way this will add to the experience of the thread. You must put a decent post, saying how you construct it/launch it/whatever, and spend a decent amount of slots on it. Secret bases are not allowed.

NO giveing away armies if you wish to leave and start a new character. You also may not give more than 10 slots worth of units to another player each week.

Arguments WILL cause removal of units. Any time you think PK is wrong, take it up by PM or E-mail, not in the thread.

Generals for your forces will appear, who you can hire for a certain amount of slots, and they cause your troops to fight better. They will probabally have their own special vehicle as well. You'll be notifyed if one appears. Currently there is:



Ensign Xan (Terran)- Will fight only for Terran Fleet. Comes with a custom Greyhound with highly improved speed. Price: 1 Slot a day .

Pirate TerocNar (Termi-Eron)- Will fight for anyone. Comes with triple barrelled custom Proton Bazooka. Enjoys blowing things up. Price: 1 Slot a day

Overhiveman Talatar (Antless)- Will fight for the Antless (Zappa as priority). Demolitions expert. Highly skilled in the use of all weapons. Comes with his own unit of elite Blacksmith Combat Engineers. Price: 2 Slots a day

Sky Lieutenant Larranne (Trillan)- Will fight for Trillan (No Dachi has priority). Larranne is a courageous, capable and charismatic leader for any soldier; but he is himself a fighter pilot. He specialises in drawing up plans to win against massive odds, but can be a bit reckless. He is extremely loyal to the Trillan Special Corps. He flies a souped up Valour Fighter, which is faster and more manouevreable with no additional weapons.
Hiring out price: 2 Slots a day

Diplomat Guardian Nadari (Iridanii)- An excellent diplomat, and accomplished leader. He has mediated many talks and strives to find the best solution for all involved. Does not like aggresive leaders. Comes with a hand held health sapper, and a massively strong shield, given to him by the Trillans. Best used as a diplomat rather than a fighter, but he'll fight if ordered. Price: 3 Slots a day

Aquisitions Expert Sithin (Spideron)- Will fight for anyone who pays. A spy, and a good one, he is great at discovering plans and sabotage. Though he is only armed with a plasma pistol, he does have a portable holo-field, and his skills are better than his equipment. Price: 3 Slots a day

Also, YOU are a general, and can fight if you want.



The longer you have a general, the better they will become.





You start with 50 Slots and 1 Colony Hub (1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport with 1 Shuttle, 3 Mines)





(Title) (Name) of the (Species)

Generals:

Colonies:
1. ??? in ???

Slots per Day:

Total Units:


-Units-

OF:

DF:

OV:

DV:

SpV:

SV:

BA:

FA:

ST:

BM:

SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport


Research:



So, what are you waiting for, pick a place on the map, and post!

Planetkiller II 12 Dec 2004 17:23

Factions Available to Play
 
Terrans - Fairly obvious, normal humans, however they have the best construction abilities of the races. Good at trade and diplomacy and average at both war and science.

Terran Command – The normal Terran military.

Ginn-Sai Jihad – Possessed with a religious hatred of all other species, their main purpose is attempting to destroy any and all non-terrans. They hate the Hive Banor Brood above all.

Raptor Industries Corporate – A non-military venture, this company produces most of the Terran military’s equipment, both ships and weapons. They also construct their own colonies, for purposes of research, trade and construction facilities. They are in direct competion with the Spideron Trade Command and Economic Alliance, which can cause problems. They are on friendly terms with the rest of the Terrans, and the Trillans.



Antless - Look like giant ants that stand upright (almost twice the height of Humans), hive minded but individual at the same time, brilliant at weaponry but tend to use brute force to solve simple scientific problems. Speak with x's and s's accentuated. Good at war, average at trade, science and diplomacy.

Hive Mother Brood – The largest Brood, they make up almost half of all Antless.

Imperial Guard Brood – A Brood dedicated to the protection of all Antless Queens and Kings, they are the royal guard, and would give their lives to protect their charges. Though they are few in number, they are very well trained.

Hive Banor Xenophobe Brood – The second largest Brood, the Banors have historically hated other species, the Terrans in particular. They hold the Ginn-Sai in the highest disgust, and wish to eliminate them above all else.



Trillan - Generally brilliant scientists who don't like war but they can turn their efforts in this direction. They are squid-like, but orange, with one central eye and an armoured shell. They have seven tentacles with 2 lungs in each which can take in gases and allows them to move more lightly. Excellent at science, average at trade, good at diplomacy, not to good at war.

Trillan Council – The general Trillan personel, dedicated to their research and colonization. They dislike religions of all forms, as they belive that species should be above it, and turn to technology instead.

Special Corps – The Trillan military, they are the main defence against any aggressor. They have been know to take ‘preventative measures’ too, a first for the Trillan species.

Technocratic Cult – Hatred by the other two Trillan factions, due to their religious belief in technology. They worship machines, and believe that they will deliver them from mortal life. They dislike all other forms of religion.


Spideron - Often very sneaky and good at manipulating others, always make unfair deals. Look like six legged spider with an almost human head and arms protruding from the front, covering in black fur. They have regeneration ablilities, and their vehicles often incorporate this sort of technology. Brilliant at trade, as they can often find what people need, bad at diplomacy as people don't trust them, average at war and science
Spideron Trade Command – The standard trade minded Spiderons.

Economic Alliance – Extremely trade minded, they barely even use weapons. They prefer to use economic methods to destroy their enemies. Other Spideron groups regard them with some distain, but the Trillans are on very good terms with them because of it.

Aggressive Sales Division – These guys are the military arm of the Spiderons, built for breaking into colonies and forcibly ‘selling’ people items.

Hewitt 12 Dec 2004 17:53

Re: Colonies: The Return to Alsar Prime
 
Oh goody goody goody... *rubs his hands with immense glee :D*

Insane. Badger 12 Dec 2004 18:13

Re: Colonies: The Return to Alsar Prime
 
Ah, Aslar Prime, the perfect place to finally get my damned revolution off the ground.....and kill that damned australian spider :D

KlavoHunter 12 Dec 2004 18:41

Re: Colonies: The Return to Alsar Prime
 
... yes, Badger, if only that Terran bastard KlavoHunter would leave you alone! ;)

Insane. Badger 12 Dec 2004 19:01

Re: Colonies: The Return to Alsar Prime
 
Lets see if you find a better way to me than marching heavy infantry up a mountain this time ;)

Hewitt 12 Dec 2004 19:08

Re: Colonies: The Return to Alsar Prime
 
Heh, you know I used to burn ants for fun when I ws young... :p

No Dachi 12 Dec 2004 22:03

Re: Colonies: The Return to Alsar Prime
 
I'll probably be here. Either Trillan Special Corps or Terran Command, most likely.

Fluffie 12 Dec 2004 22:08

Re: Colonies: The Return to Alsar Prime
 
i just saw the title



holy feck

KlavoHunter 13 Dec 2004 01:19

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Fluffie
i just saw the title



holy feck

Holy Feck is right! \o/

Lakhim 13 Dec 2004 02:11

Re: Colonies: The Return to Alsar Prime
 
Keep ND out. He'll just destroy it with his cunning ND ways.

Technocratic Cult , by the way.

KlavoHunter 13 Dec 2004 05:36

Re: Colonies: The Return to Alsar Prime
 
It seemed like a good idea at the time... :D

No Dachi 13 Dec 2004 09:17

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Lakhim
Keep ND out. He'll just destroy it with his cunning ND ways.

I've been found out :(

Evil_Ginge 14 Dec 2004 17:44

Re: Colonies: The Return to Alsar Prime
 
I shall join again, for it is my duty :P

Planetkiller II 14 Dec 2004 18:14

Re: Colonies: The Return to Alsar Prime
 
So...

Hewitt
IB
Klavo
ND (Trillan Special Corps)
Fluffie
Lakhim (Trillan Technocratic Cult)
EG

A good haul, methinks ;)

Evil_Ginge 14 Dec 2004 18:39

Re: Colonies: The Return to Alsar Prime
 
yup so do i, and i shall take my traditional antless role i think, though it depends how much badger bribes me :P

No Dachi 14 Dec 2004 18:40

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Planetkiller II
So...

Hewitt
IB
Klavo
ND (Trillan Special Corps)
Fluffie
Lakhim (Trillan Technocratic Cult)
EG

A good haul, methinks ;)

Are you attempting to nudge me toward TSC then?

Muha 14 Dec 2004 20:35

Re: Colonies: The Return to Alsar Prime
 
Muha foams at the mouth, before convulsing and falling flat on his face

count me in, ill have my usual order of Antless with a side of kicking aussie arse

Muha 14 Dec 2004 20:37

Re: Colonies: The Return to Alsar Prime
 
Ohh, and im all up in that mountain area on the main island, on the peninsula type part

*EDIT - lets get it started!*
-----------------------------
Hive Brain Muha of the Antless

Generals:

Colonies:
1.Hive 1 in Main Island Peninsula Mountains

Slots per Day:

Total Units:


-Units-

OF:

DF:

OV:

DV:

SpV:

SV:

BA:

FA:

ST:

BM:

SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport
Build Order : 2 Mines (10 Slots)
Save 40 Slots

Research: Sword Striker

*havnt played in a while, plz correct any mistakes PK*

KlavoHunter 14 Dec 2004 23:24

Re: Colonies: The Return to Alsar Prime
 
Terran, Ginn-Sai Jihad. Main Continant, South-Western Mountain Range.

*STARES at IB*

Muha 15 Dec 2004 01:58

Re: Colonies: The Return to Alsar Prime
 
that better not be my mountians biznatch!

KlavoHunter 15 Dec 2004 03:15

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Muha
that better not be my mountians biznatch!

too late, pwned bitch! :p

Lakhim 15 Dec 2004 03:15

Re: Colonies: The Return to Alsar Prime
 
I think I'll hide in the dead center of the desert.

Muha 15 Dec 2004 03:40

Re: Colonies: The Return to Alsar Prime
 
ill see your 'pwned bitch' and raise you a 'I WAS HERE FIRST'

Insane. Badger 15 Dec 2004 06:21

Re: Colonies: The Return to Alsar Prime
 
*Badger Reoccupies the ruins of the Mountain Hive*

Hewitt 15 Dec 2004 11:51

Re: Colonies: The Return to Alsar Prime
 
Name: Respected Trader Hewitt :cool:

Faction: Aggressive Sales Division – These guys are the military arm of the Spiderons, built for breaking into colonies and forcibly ‘selling’ people items.

Background: Originally started off as an observer for the STC during the original efforts on Alsar Prime. After making a few contacts and gathering required intel Hewitt was withdrawn from his position and replaced with another more experienced respected trader. Mission accomplished..... that was until the planet was completely flooded and all contact with the spideron forces lost.

With the main spideron trader nominated for this sector lost and a busy schedule to keep, STC turned to respected trader Hewitt to fill the role until a more adequent replacement was found. Accepting the new role with glee, Hewitt set out to prove himself on Alsar Pentra. Surprising his superiors, the fledging spideron faction quickly progressed in leaps and bounds, thanks to Hewitt's high level of initiate and creativity. Quickly gathering abandoned resource area's Hewitt annexed with unusual aggression using a new form of weapon: the bio-titan. With the increased resources the spideron army grew fast and it wasn't long before more distant factions started taking notice.

Things started to unravel however, when a sneak attack on the 'neutral' antless colony New Antar turned into a stand off with the major antless faction on Alsar Pentra. Hewitt had wanted antless subjects for weapons and product research but in the process spideron forces unwittingly captured an antless of royal lineage - one which colony prince Badger wanted for his own plans. As such neither side backed down and conflict ensured when shuttles arrived to pick up Hewitt's prize. These were later shot down but an elite spideron bio-titan regiment was able to secure then retrieve the prize.

Things were then made worse by a surprise Glub attack that resulted in heavy casualities. Spideron expansion was brought to a halt as suddenly Hewitt found himself the focus of both the angry Antless and an unpredictable Glub. Frantic, Hewitt turned to the stars for solutions and began construction of a space fleet to defend a new orbital colony were all ground forces would retreat to should things on Alsar Pentra become worse. And worse they did become, when a glub plot increased seismic activity on the planet ultimately leading to it's destruction. However, thanks to the forsight by Hewitt the fiasco of Alsar prime was not repeated and was able to retreat from from the collapsing planet with most of his resources still intact. The STC was very pleased indeed but Hewitt's methods had caused some spideron CEO's to become uneasy and many saw him as a bit too reckless.

Fortune smiled on Hewitt however. During the campaign the unnatural aggression Hewitt showed had brought the attention of another spideron agency - the Aggressive Sales Division. Even as the STC continued to meet over who should continue to represent them in the Alsar sector Hewitt was approached by the ASD and before the STC knew what was going on Hewitt had jumped ship. Now working for the military arm of the STC, Hewitt was deployed on short stints to Alsar Tertiarus and Alsar Secondus where his primary role was to exploit as much of the surrounding resources as position to secure the area for the high traders of the ASD.

Now that the ASD had better observed respected trader Hewitt it was decided to give him the important task of returning to Alsar Prime. Hewitt was made to believe this was due to his abilities that he had demostrated but Hewitt knew the main reason for this latest deployment is the fact he is one of the very few spideron that had been to that place before that fateful cataclysmic flood that had started it all......

Hewitt 15 Dec 2004 12:07

Re: Colonies: The Return to Alsar Prime
 
edit - Days passed: 20

Respected Trader Hewitt of the Spideron (ASD)

Generals:
Repected Trader Hewitt

Colonies:
1. Spider City in the South Western Strip (Main Continent)

Slots per Day: 80

Total Units: 415


-Units-

OF:

DF: 20 Immoblisers, 50 Heavy Immoblisers

OV: 20 Assassins, 20 Grinders, 20 Toasters, 10 Rumbers, 10 Creditors, 10 Solicitors

DV: 10 Concealments, 35 Deadly Clouds, 25 Instigators, 10 Netstorm, 10 Stingers

SpV: 5 Infiltrators, 10 Spider bikes

SV: 2 Secret Shuttles

BA: 5 Deceivers, 15 Terrorists

FA: 5 Spies, 60 Violent Fighters, 25 Shadow Fighters

ST: 2 Erasers, 1 Black Widow

BM:

SN: 5 Creepy Crawlies

AB (Attack Bio-titan): 25 Huntsman Bio-titans

DB (Defence Bio-titan):

AT (Attack titan): 5 Liquidators

DT (Defence titan):


Buildings and Defenses:

1. Spider City (South Western Strip, Main Continent)
1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 16 Mines, 4 Defensive Trench sections, Sensor Tower, 10 Anti-Infantry defense turrets, 1 Advanced Engineering Factory, 4 Sections of Fortified Walls, Concealed Trenches, 10 Crackers (Anti-tank defence turrets)

Research:
Deadly Cloud, lvl 1 - DV (1 pt)
Violent, lvl 1 - FA (1 pt)
Terrorist, lvl 1 - BA (1 pt)
Assassin, lvl 1 - OV (1 pt)
Horror, lvl 1 - SpV (1 pt)
Heavy Immobliser, lvl 1 - DF (1 pt)
Heavy Stealther, lvl 1 - OF (1 pt)
Dominator, lvl 1 - SV (1 pt)
Instigator, lvl 1 - DV (1 pt)
Huntsman, lvl 1 - AB (1 pt)
Fortified Wall (L1 - BD) (1 pt)
Concealed Trenches (L1 - BD) (1 pt)
Grinder (L1 - OV) (1 pt)
Rumbler (L1 - OV) (1 pt)
Toaster (L1 - OV) (1 pt)
Stinger (L1 - DV) (1 pt)
Spider Bike (L1 - SpV) (1 pt)
Cracker (L1 - BD) (1 pt)
Netstorm (L1 - DV) (1 pt)
Venom (L1 - BA) (1 pt)
Shadow (L1 - FA) (1 pt)
Bladerunner (L1 - SN) (1 pt)
Eraser (L1 - ST) (1 pt)
Nano-spy (L1 - SN) (1 pt)
Black Widow (L1 - ST) (1 pt)
Deceiver (L1 - ST) (1 pt)
Liquidator (L1 - ST) (1 pt)

Hewitt 15 Dec 2004 12:32

Day 1, Week 1
 
Slot Production: 0
Slots in Storage: 50

ORDER LIST

Spider City
Buildings
2 Mines (10 slots)

Units
5 Spies - FA (5 slots)
20 Immoblisers - DF (20 slots)
10 Concealments - DV (10 slots)
5 Infiltrators - SpV (5 slots)

-------------------------------------------------------
Slots placed in storage this turn: 0
-------------------------------------------------------

*Hewitt took in a deep breath as he viewed from up high the virgin surface of Alsar Prime. There was an also purity to the mountain air, everything around him was natural, serene, peaceful.*

"Another planet, another potential field of ressourcess."

*Hewitt smirked as he turned around just in time to watch the colony module land in the narrow strip of green below. Immediately upon planetfall the great spideron construction began to unfold, it's modular producion facilities unpacking themselves soon ready to begin building the army that would be required to secure this region. Thick black smoke began to pour into the pristine air as production got under away and hundreds of spideron colonists began digging up the pristine green fields, the starting process in the construction of many new homes. Yes this was the land of opportunity alright, and Hewitt was determined to make use of his industrious spideron citizens to take full advantage of that opportunity.*

No Dachi 15 Dec 2004 16:51

Re: Colonies: The Return to Alsar Prime
 
*ND offers to produce an updated version of the map*

Planetkiller II 15 Dec 2004 18:24

Re: Colonies: The Return to Alsar Prime
 
*PK Accepts :)*

Hewitt (Spideron Aggressive Sales Division)
IB
Klavo (Terran Ginn-Sai Jihad)
ND (Trillan Special Corps)
Fluffie
Lakhim (Trillan Technocratic Cult)
EG
Muha (Antless, dunno the faction) [No need to research starter level units, you get that free :) ]

We start Friday or Saturday.

Fluffie 15 Dec 2004 18:38

Re: Colonies: The Return to Alsar Prime
 
terran, allegiance pending, eh ;)

Insane. Badger 15 Dec 2004 18:45

Re: Colonies: The Return to Alsar Prime
 
I'll be going Antless, sort of. Hive Banor

No Dachi 15 Dec 2004 18:47

Re: Colonies: The Return to Alsar Prime
 
*ND pastes an active volcano over the former location of the Mountain Hive*

Insane. Badger 15 Dec 2004 18:51

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by No Dachi
*ND pastes an active volcano over the former location of the Mountain Hive*

cool, I get a colony with a lava moat :)

Hewitt 15 Dec 2004 18:53

Re: Colonies: The Return to Alsar Prime
 
Darn, why can't I get something cool like an evil volcano lair.... *sulks*

:rolleyes:

Insane. Badger 15 Dec 2004 19:07

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Hewitt
Darn, why can't I get something cool like an evil volcano lair.... *sulks*

:rolleyes:

*laughs at the Spider without an evil volcano lair* :D

Fluffie 15 Dec 2004 19:13

Re: Colonies: The Return to Alsar Prime
 
Badger and you other filthy Antless scum... Better behave or I'll be coming for you :p

Insane. Badger 15 Dec 2004 19:20

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Fluffie
Badger and you other filthy Antless scum... Better behave or I'll be coming for you :p

The more the merrier ;)

Muha 15 Dec 2004 20:41

Re: Colonies: The Return to Alsar Prime
 
its time to go medieval antless on some ass's

KlavoHunter 16 Dec 2004 05:41

Re: Colonies: The Return to Alsar Prime
 
Hell yeah, Fluffie, join the Jihad! :D

KlavoHunter 16 Dec 2004 06:03

Re: Colonies: The Return to Alsar Prime
 
Lord Commander KlavoHunter of the Terran Ginn-Sai Jihad

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus in the South Western Mountains (Main Continent)

Slots per Day: 6

Total Units: 1


-Units-

OF:

DF:

OV:

DV:

SpV:

SV: 1 Rhino Shuttle

BA:

FA:

ST:

BM:

SN:

Buildings and Defenses:

1. Nexus Primus (South Western Mountains, Main Continent)
1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 3 Mines


Research: (None)

Muha 16 Dec 2004 09:04

Re: Colonies: The Return to Alsar Prime
 
ok, since my position/name post etc is kinda patchy, ill repost


---------------------------

Hive Brain Muha of the Antless

Generals:

Colonies:
1.Roger Brown in Main Island Peninsula Mountains

Slots per Day: 6

Total Units: 1


-Units-

OF:

DF:

OV: 1 Blunt Knife(shuttle)

DV:

SpV:

SV:

BA:

FA:

ST:

BM:

SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 1 Shuttle, 3 Mines

Research: (none)

Muha 16 Dec 2004 09:06

Re: Colonies: The Return to Alsar Prime
 
Build Order

2 Mines(10 Slots)
10 Sword Strikers(10 Slots)
Save 30 Slots

Slots Left : 30

Fluffie 16 Dec 2004 14:59

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by KlavoHunter
Hell yeah, Fluffie, join the Jihad! :D

No.
I don't hate (all) other races, you do. At least, atm.

Evil_Ginge 16 Dec 2004 16:25

Re: Colonies: The Return to Alsar Prime
 
Lord Ginge of the Antless

Generals:

Colonies:
1. Underhive on Main continent, southwest Mountains (opposite side of badger to kalvo)

Slots per Day: 6

Total Units: 1


-Units-

OF:

DF:

OV: 1 Blunt Knife(shuttle)

DV:

SpV:

SV:

BA:

FA:

ST:

BM:

SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 3 Mines


Research:

Bio-Striker, Heavy shock Troops, Kamikazi Knife, Dagger, hatchet = 10 RP

Build:

2 Mines = 10 slots

15 Units of Shock Troops = 15 slots

5 Blade = 5 Slots

20 Scimitar = 20

Total = 50 :)

right thats my air and basic ground defense sorted

RP:

Seeing the first of the Infantry run out of the barracks and take positions filled Lord Ginge with pride, he looked over his space on the mountain with a smile, the fresh air was sure to do him some good in this case.. he turned and went back into the hive.

Five minuites later he was sending communications to Badger, requesting an allience

Hewitt 16 Dec 2004 17:06

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Hewitt
1. Spider City (South Western Strip, Main Continent)

Quote:

Originally Posted by KlavoHunter
1. Nexus Primus (South Western Mountains, Main Continent)

Quote:

Originally Posted by Evil_Ginge
1. Underhive on Main continent, southwest Mountains (opposite side of badger to kalvo)

Oh this should be good. :D

No Dachi 16 Dec 2004 17:22

Re: Colonies: The Return to Alsar Prime
 
Name and Rank: Admiral No Dachi
Race and Faction: Trillan Special Corps
History: One of the original advocates of the creation of a dedicated military branch exempt from the standard Trillan ideals of pacifism - and self-defense only when pushed to the very brink - No Dachi found himself an Admiral once the Special Corps came to be. Radically aggessive and belicose for a Trillan, No Dachi believes in defending Trillan interests to the last, even if doing so merits the use of offense and pre-emptive strike. Heavily criticized in the Trillan home systems for getting bogged down in several previous wars on the Alsan planets, Admiral No Dachi fortunatly continues to enjoy the trust and support of the Trillan Council. In the past he has often allied himself to the Terran cause, and is a known support of pro-Terran policies in the Trillan Council. Whilst he has fought Antless, Termi-Eron and Spideron in the past, he is well known as a forgiving character, and between his last deployment and this current re-deployment to Alsar Prime, was given the position of Overseer for diplomatic missions to all three races. Admiral No Dachi is a brilliant engineer as well as military commander, and has something of a reputation for designing weaponry to aid the Trillan cause.

Evil_Ginge 16 Dec 2004 18:16

Re: Colonies: The Return to Alsar Prime
 
Quote:

Originally Posted by Hewitt
Oh this should be good. :D

"this will require a precise mix of psychology.. and extreme violence"

- Vivian, The Young Ones

Muha 16 Dec 2004 22:03

Re: Colonies: The Return to Alsar Prime
 
if they are my mountains then you better ... do nothing for now, BUT BE SCARED LATER!


or are they the different strip of mountains

Hewitt 17 Dec 2004 07:04

Re: Colonies: The Return to Alsar Prime
 
Dude, seriously. Read what all locations have in common - SOUTH WESTERN.

Does your pennisula reside in the south west hmm? :rolleyes:


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