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Post by Facade [TVTP] on Aug 14, 2008 17:21:44 GMT
*Franchise Wars Island Explorers: Romorini*
************************************************************************** The rest of your Autobots begin to Scout the other region of the island, not much is encountered...but soon enough a crevice is discovered in the northern part of the island. Your men peer down and see strange minerals growing out of the walls...
But this island is not as stable as it used to be....The Erogator was a vital part of it's life... The red skies don't indicate good circumstances either....must be a Space Storm....
Small creatures begin to run around the land, squealing and yelping....they do not deserve this fate......they were in peace until you arrived here.
What do you do? **************************************************************************
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Post by romorini on Aug 14, 2008 22:41:54 GMT
Stranger, and stranger. If the Erogator's dying is the source of the island's loss of stability, we have only hastened the inevitable. The best we can do is take deep scans and seismic readings to build a model of the island's subterranean structure. We can use it as a guide for any possible intervention. We could relieve built-up areas of pressure or sink pylons to take over where the weakening Erogator left off.
Slag it, in for a penny, in for a pound. We need reinforcements, I'm requesting two transports, four heavies, ten micromasters and mining equipment. If we're able to save the island or just people and minerals, we'll need the hands, space, and equipment. Are there any sentients among the critters?
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Post by Facade [TVTP] on Aug 14, 2008 23:42:59 GMT
*Franchise Wars Island Explorers: Romorini*
************************************************************************** Your men work rapidly to salvage this dying land, more rumbles shake the land....the strange bubbles start up again... A crack begins to form on the island... Your reinforcements arrive and a quick series of scans detect Medium levels of a Foreign Mineral and a strange type of crystal. As for the creatures, 3 races are detected and only 2 are Semi-Sentient. You see the same little creature you saw earlier scurry around helplessly....it moans and runs off. All of a sudden, a square piece of rocky forest separates...an Ear-splitting sound echoes across the island. One of your Autobots stumbles and falls off the edge....he calls for help...
...More bubbles arise...
What do you do? **************************************************************************
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Post by romorini on Aug 15, 2008 0:03:19 GMT
Slag, we were too slow. There's no way we can stabilize this. All that's going to happen is we're going to get crushed under tons of rocks. I send some aerialbots to fly down and retrieve the fallen autobot. We quickly grab samples of the foreign material and crystals for analysis and get out. If this reaction is due to this foreign material or the crystals, we may be able to neutralize whatever energy field is causing this from the air. We leave the mining equipment behind. It would only slow us down
With one last mournful look back, we can only hope these little critters are scrappy enough to survive long enough for us to think of something. We couldn't herd them into the spare transport if we tried.
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Post by Facade [TVTP] on Aug 15, 2008 0:12:42 GMT
*Franchise Wars Island Explorers: Romorini*
************************************************************************** The two chunks of land drift off around 6 feet away from each other....then they stop... The bubbles calm down a little, and you and your men take off to Base.
Congratulations Romorini (Optimus Prime) You have finished the first Explorer Mission fairly well. The Fetuses of the new race are yours to keep and care for. It will take 15 Research days to have them ready for Breeding, and it will take another 15 days for them to lay a batch of 10 eggs. They are also good messengers and their wingspan is 4 feet. If you take another 15 days to research thier Psychic abilities it may serve well in further events or wars. As for the island, you are free to explore it more as it has calmed down to a safe level. You may name the island if you like.
**************************************************************************
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tyranidwarrior
Genestealer
Who needs a rifle when you have a crowbar and an HEV suit?
Posts: 57
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Post by tyranidwarrior on Aug 15, 2008 4:19:59 GMT
Day 185 the covenant general:the arbiter messenger:a drone situated:a crashed covenant ship
allies:facade,optimus prime enemies:none
research projects: brutes(8 days) jackals(32 days)
completed projects: energy sabers(10 days) plasma rifles/grenades(8 days each) ghosts(15 days) banshees(20 days) hunters(36 days) flood/ship fortification(40 days) rebuilt ship turrets(10 days) the master chief(72 days) engineers(20 days) the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers(48 days)
units: vehicles: 17,250 banshees w/ high power turrets 17,350 ghosts w/ hover upgrade and medium power turrets 7 water speeders 10 assault speeders infantry: the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers 3,400 engineers the master chief 10,500 hunters w/ fuel rod guns and plasma grenades 30,990 elites w/ plasma grenades, plasma rifles and energy sabers 10 elites w/ plasma grenades and ARC cannons 10 elites w/ flamethrowers,heat resistant masks and plasma grenades
total units:80,527
Log:the arbiter: Our brutes are nearing completion and we have begun working on jackals,small birdlike creatures equipped with small shield gauntlents and plasma pistols or needlers. We have also begun constructing wraiths, large tanks that have plasma mortars capable of destroying almost anything in a single blast.
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Post by ErA | zoe)ender on Aug 15, 2008 4:34:07 GMT
Day 67 General - Prodigy Messenger - Mastermind Situated - Northern Red Zone Allies: None Enemies: None Research/Projects: - Research - Control Node (15 Days) [OK so to make it fair, I wont get any reinforcements until the Threshold Tower is complete, but I can research for upgrades] - Research - Marv Hero unit (15 Days) - Research - Redeemer Hero unit (15 Days) - Research - Eradicator Hero unit (15 Days) Completed Research: - GDI Reclimation Hub [(8 Days) Allows production of the MARV Hero Unit] - Nod Redeemer Engineering Facility [(8 Days) Allows production of the Redeemer Hero Unit] - Scrin Warp Portal (8 Days) [Allows production of the Eradicator Hero unit] - Planetary Assault Carrier Research (3 Days) - Mastermind Mind-control Nod (18 Days) - Mastermind Mind-Control GDI (18 Days) - Nerve Center (8 Days) - Warp Sphere (Vehicles) (8 Days) - Signal Transmitter (8 Days) - Stasis Chamber (8 Days) - Technology Assembly (15 Days) Vehicles: 2000 Annihilator Tripods (Really good tanks, Take up 3 unit slots) 500 Corrupters (Anti-Infantry/Structure units that can heal allied units with Tiberium Weapons) Total: 2500 Tanks Air Force: 2000 Planetary Assault Carriers (One of the Scrins best non Superweapon unit, takes up 4 unit slots) 500 Storm Riders (Fast Air-Air&Ground interceptors which use energy beams, eliminating the need to land and Re-fuel/Re-Arm) Total: 2500 Air units Infantry: 1000 Buzzer Swarms 2000 Disintigrator Squad 3000 Ravagers Squads 5500 Shock Troopers Squads 1000 Cultist Units Total: 12500 Infantry
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Post by commandergoldeneye on Aug 15, 2008 8:23:42 GMT
ANNOUNCEMENT: Zerg Vs Starcraft: The battle.
The starcraft army fly in their carriers, laden with scouts. They come across nothing and so make a front line. Once they have landed, the Zerg spot them and warn the colony of their arrival. The colony prepares all available units for attack.
By this point, the starcraft army have landed their dropships containing their zealots, dragoons, templars and the HQ tassadar, thus establishing a base camp. The zerg units are prepared, and rush forwards towards the enemy. Full battle now insues. The starcraft air units take to the skies and begin to bombard the zerg with everything they have, and it seems to be working. The zealot and dragoon set spot a large group of zerglings running away from the battlefield, and, deciding it would be an easy kill, pursue. The zerglings lead them right into a canyon, where, waiting for them, are a group of Zerg ultralisks and tentacle colonies, which line the top of the canyon. They fire upon the dragoons and zealots below, safe in the knowledge that they cannot be fired back on.
Or so they thought. The dragoons and zealots find cover in the rocky ground of the canyon and radio in air support. Some of the air units break off the main battle and assist the dragoons and zealots.
Back with the main battle, the templars of the starcraft army are relatively safe, as they are able to use their psychic abilities to repel zerg assault. Most of them are on the back lines, with 10 up front, which repels the zerg overmind from entering the battle. The Reavers are sticking behind the main lines, throwing scarb grenades into zerg attack formations, taking many of them out at a time. However, with the dragoons and zealots pulled away from the battle, the zerg air units come onto the field and begin bombing runs along the reaver line. The starcraft front lines are being kept safe by their arbiter’s cloak capabilities, but the zerg have their own cloak. Their defilers begin spreading Dark Swarm, stopping enemy fire into the zerg front lines. The zerg devourers and multalisks take to the air and attempt to deal with the starcraft air units. The multalisks spread their armour degrading acid down onto the battlefield, thus weakening the starcraft defences.
The starcraft air units have been bombing the ground for a while now. This is because they know that there are sunken zerg colonies, but they don’t know where they are. The zerg decide it is time to “reveal” them, and so the underground units rise. They take some of the templars down, thus allowing the overmind to come onto the battlefield. They swarm the dragoons and zealots
The zerg queen appears, firing webbing over the enemy, slowing them down. By now the dragoons and zealots have appeared, and they are invulnerable to the queens webbing. They fire back into the battle. The zerg defilers also appear, and both the queen and defilers spread their spawn over the battlefield. Some of this explodes, separating into two weaker units, which assault the starcraft front lines. Some of it spreads plague, degrading infantry and vehicles even further.
Eventually the templars make it to the front lines again and repel the queen back inside the colony. Starcraft follows, only to have their units come under attack from more spore colonies and hydralisks. Starcraft feels the time is now to retreat and try again another day.
Battle casualties: Starcraft: Zealots: 15,000 Dragoons: 1,200 Dark Templars: 15 Reavers: 15 Arbiter: 0 Scouts: 50 Carriers: 0 Shuttles: 0 Tassadar: 0
Starcraft base set up on Zerg Continent
Zerg unable to leave their tunnels for 50 days, too few units remaining.
(these results are generated based on the tactics given and the information supplied by both armies. If anyone disputes this in some way, inform me and a review may be carried out.)
ANNOUCEMENT: Starting from this Saturday (tomorrow) to next Saturday I will be on holiday, where computer access is impossible. For this time I would like any battle tactics and/or questions to go to the other war mods (facade and name). If they are unsure, leave it until I get back, try to work around it.
Also, could everyone if possible post the research times for each project in the completed research/project area. That way we can read up your last posts for the information we need when deciding battles. Thank you
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Post by Facade [TVTP] on Aug 15, 2008 17:15:55 GMT
Ok, I'll keep things organized with Name's help here.
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Post by Name on Aug 15, 2008 18:12:24 GMT
darn you zergs.... o yea, you forgot about my awesome aribiters. they cloak my troops =P
also, I may be able to get on next week, but tomarrow, saterday, I will be taking a hunting class and then go to the beach for a week and be back satuday. so I guess its up to our only war mod! YAY! anyways...
-=Protoss Zerg War=-
The matriarc Hygog warps in photon cannons to make sure the base camp is fortifed. he also sends in 5000 more zealots and 500 more dragoons.
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Post by romorini on Aug 15, 2008 18:42:57 GMT
Day 173: Autobot army General: Optimus Prime Messenger: Blurr Autobot city (a.k.a Metroplex)
Allies: Black Hole Army, Imperial/Republic Army, Covenant, Enemies: none
Research/projects: Tejex development: 0/15 Command Port launchpad: 0/24 Aerialbot Commander Silverbolt 54/65
Completed Research/Projects: Maximal Upgrade 4/4 days 30 units each Land-based Autobot 20/20 days 150 units each Air-based Autobot 25/25 days 180 units each Large Autobot Brute: 35/35 200 units each Maximal flight tech: 8/8 Maximal + 5 Robots in Disguise: 15/15 Aquatic combat specialization: 15/15 unit + 10 Blackanium-clad Exo-Suits: 15/15 human+15 Autobot City Defense Grid: 40/40 Optimus Prime Battle-ready: 80/80 TargetMaster Research: 15/15 20 units each Air transports: 20/20 ? Space Transport Autobot: 60/60 1000 units each Constructing Launch-point Command Port: 30/30 Ore-13 Processing 15/15 Communication Specialist Blaster 50/50 Command Port transforming cog: 45/45
2000 1000x= 200x5=1000 180x= 160x= 150x5=750 40x= 35x2= 70 30x1=30 20x= 15x10=150 1x=
Units: Infantry: 4,400 Micromasters (mechanics/infantry) 1,544 Sector Seven Agents (infantry) 461 Exo-Suit Troops (Heavy infantry) 50 Targetmasters (Heavy Infantry/ gun emplacement) 315 Maximals (Super-heavy infantry) 142 Maximal fliers (Super-heavy jetpack infantry) 174 Autobots (Vehicles/walker) 49 Aerialbots (aircraft/walker) 81 Autobot Brutes (Heavy Vehicle/Walker) 18 Aquatic Maximals (Submersible/walker) 10 Aquatic Autobots (Scuba heavy infantry) 5 Autobot Transports (Space transport/Giant walker)
Heroes Optimus Prime - Autobot Leader Blaster- Communications Specialist
Unit Locations: 7 Autobots 20 micromasters With Black Hole Army
5 Naval Autobots 4 Autobots 20 Micromasters Collaborating with Clone Army
10 Aerialbots 30 Autobots 10 Brutes 9 Aquatic Maximals 5 Naval Autobots 60 Micromasters Manning Port at Southern Shore of the Continent
2 Transports 20 Micromasters 8 Brutes 11 Autobots 6 Targetmasters 6 Aerialbots Securing Large Island
1 Transport 5 Micromasters 2 Brutes 8 Autobots 3 Targetmasters 3 Aerialbots 9 Aquatic Maximals In prep for securing Arrowhead island
Log:-Prime
Well, I have read the report from the leader of the expedition to the Large Island. If I hadn't seen the weather patterns and aerial photographs of the island myself, I wouldn't believe it. Considering what has happened, I have decided to name what is left of that place Erogator Isle, as both an honor to the creature and a warning to all who would do harm to its resting place. The readings of the foreign materials and crystals found at the site are rather interesting. We must secure the site as it is the original source of the Ore 13 Carter found, and its geographic location maintains its importance to easy trade routes. I have instructed the crew to land now that the activity has ceased.
The seed concerns me. We must fulfill our promise to the Erogator, but something about the events following contact with it makes me wonder about the nature of the beast. The scientists have to date discovered little more than what we already knew about this creature. Examining the Erogator's corpse may be required, as the seed's energy field is confounding many of our efforts. I want to know what I am unleashing when this seed is planted, and if this creature can truly be 'good' anywhere.
In the meantime, our deal has given the Tejex a new lease on life. We have been keeping them in stasis while our facilities are adapted to ensuring their sound development and expansion. The team leader made the best of an ugly choice. If their prescient abilities are indeed true, great advances can be made in studying this innate ability, let alone their initial utility as sentries and scouts.
I hope this does not introduce complications to our meeting.
To all conference attendees ******************************************************** Friends, you may have noticed some strange goings on recently. I have provided you all with a briefing of our interactions with the Erogator and the following changes to the island and climate of the region. Does anyone have any experiences with similar creatures that would shed light on this matter?
Carter's suggestions about dealing with the Maange would be a good starting point. What would we be willing to do to appease them? From their perspective, we invaded their territory, killed their soldeirs, and captured their ship along with its sole survivor. What are the odds of there being a connection between the Maange and the enslavers the Erogator spoke of?
Till All are one, Optimus Prime
********************************************************
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Post by Facade [TVTP] on Aug 15, 2008 18:57:19 GMT
*Franchise Wars Island Explorers: TyranidWarrior*
************************************************************************** Greetings Arbiter, you have been chosen to go on the next Island Explorers Mission. Name is leaving for a while, and Romorini has finished his Mission already. I shall be taking responsibility of the Franchise Wars for this week or so, until Goldeneye gets back. TyranidWarrior, PM me on your 2 Island choices you want to explore and then I'll choose one and give you an Event. **************************************************************************
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tyranidwarrior
Genestealer
Who needs a rifle when you have a crowbar and an HEV suit?
Posts: 57
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Post by tyranidwarrior on Aug 16, 2008 4:15:30 GMT
Day 185 the covenant general:the arbiter messenger:a drone situated:a crashed covenant ship
allies:facade,optimus prime enemies:none
research projects: brutes(4 days) jackals(24 days) covenant dropships(56 days)
completed projects: energy sabers(10 days) plasma rifles/grenades(8 days each) ghosts(15 days) banshees(20 days) hunters(36 days) flood/ship fortification(40 days) rebuilt ship turrets(10 days) the master chief(72 days) engineers(20 days) the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers(48 days)
units: vehicles: 17,650 banshees w/ high power turrets 17,750 ghosts w/ hover upgrade and medium power turrets 7 water speeders 10 assault speeders infantry: the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers 3,800 engineers the master chief 10,900 hunters w/ fuel rod guns and plasma grenades 31,390 elites w/ plasma grenades, plasma rifles and energy sabers 10 elites w/ plasma grenades and ARC cannons 10 elites w/ flamethrowers, heat resistant masks and plasma grenades
total units:82,527
Log:the arbiter: We have begun building dropships that will allow us to move faster and and to reach places that would otherwise be unreachable. We are also preparing to explore one of the islands nearby Sanghelios.
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tyranidwarrior
Genestealer
Who needs a rifle when you have a crowbar and an HEV suit?
Posts: 57
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Post by tyranidwarrior on Aug 17, 2008 5:01:15 GMT
Day 190 the covenant general:the arbiter messenger:a drone situated:a crashed covenant ship
allies:facade,optimus prime enemies:none
research projects: jackals(20 days) covenant dropships(52 days)
completed projects: energy sabers(10 days) plasma rifles/grenades(8 days each) ghosts(15 days) banshees(20 days) hunters(36 days) flood/ship fortification(40 days) rebuilt ship turrets(10 days) the master chief(72 days) engineers(20 days) the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers(48 days) brutes(32 days)
units: vehicles: 17,850 banshees w/ high power turrets 17,950 ghosts w/ hover upgrade and medium power turrets 7 water speeders 10 assault speeders infantry: the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers 3,800 engineers the master chief 11,300 hunters w/ fuel rod guns and plasma grenades 31,790 elites w/ plasma grenades, plasma rifles and energy sabers 10 elites w/ plasma grenades and ARC cannons 10 elites w/ flamethrowers, heat resistant masks and plasma grenades 800 brutes w/ grenade launchers and plasma grenades
total units:84,527
Log:the arbiter: Nothing has happened recently.
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tyranidwarrior
Genestealer
Who needs a rifle when you have a crowbar and an HEV suit?
Posts: 57
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Post by tyranidwarrior on Aug 18, 2008 2:47:22 GMT
Day 195 the covenant general:the arbiter messenger:a drone situated:a crashed covenant ship
allies:facade,optimus prime enemies:none
research projects: jackals(16 days) covenant dropships(48 days)
completed projects: energy sabers(10 days) plasma rifles/grenades(8 days each) ghosts(15 days) banshees(20 days) hunters(36 days) flood/ship fortification(40 days) rebuilt ship turrets(10 days) the master chief(72 days) engineers(20 days) the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers(48 days) brutes(32 days)
units: vehicles: 18,050 banshees w/ high power turrets 18,150 ghosts w/ hover upgrade and medium power turrets 7 water speeders 10 assault speeders infantry: the arbiter and bodyguards:4 veteran elites,all dual wielding energy sabers 4,000 engineers the master chief 11,700 hunters w/ fuel rod guns and plasma grenades 32,190 elites w/ plasma grenades, plasma rifles and energy sabers 10 elites w/ plasma grenades and ARC cannons 10 elites w/ flamethrowers, heat resistant masks and plasma grenades 1,400 brutes w/ grenade launchers and plasma grenades
total units:86,527
Log:the arbiter: We are continuing preparations to explore one of the nearby islands. We also hope to eventually begin repairs to our ship so that it is capable of flight and possibly space travel.
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