DragoNES: Secrets of Darkspace

Either it's the Death Star, and we'll break it by sending in one disillusioned guy whose father cut his hand off....

Or it's a sleeping cthulhu, in which case I don't think shooting anything at it is a good idea...
 
My stats are coming by saturday - sorry for delay :(
 
Either it's the Death Star, and we'll break it by sending in one disillusioned guy whose father cut his hand off....

Or it's a sleeping cthulhu, in which case I don't think shooting anything at it is a good idea...

two things:
1) It can't be cthulu because its not a being, and cthulu is a being
2) shooting cthulu would be a good idea because he's a major push-over when he's asleep and barely awake. He got beaten up by a crazy guy in a steamship for pete's sake. :p

If he arrived fully awake though... shudders :( :crazyeye:
 
Wait....
People consider something abit larger than a normal planet huge?

Yeah, ok, so that is pretty huge. DAMN huge, actually, but it damn well isn't "The whole galaxy shivers" or, "The black nebula better be prepared" material. I mean, if its the death star, with a whole galaxy against it it would get to destroy, like, 4 or 5 solar systems, tops, before a load of different races who happened to be tolerant to each other got in and kicked its ass.
oh, question, what does the radars say about its shape?
and: since time is measured After the Arrival, i'd like to know: the arrival of what?
 
Maybe it's a scout droid, and they come from a galaxy where things are 10000000000 times larger than normal :p
 
maybe it's somekind of item from another dimension? which we will blow our minds trying to figure out how it looks? then even the most powerful military force will not be able to destroy it
 
Yeah, but the planet would be larger too, no? :p.

...alternatively it's a swirling mass of alien spaceship compacted so tightly togather and so numerous that it registers as a planet sized object.
 
or alternatively, the krelen invasion showed that even a few krelen were crazy powerful, and so a planet-sized force would be OMGSHIT-like.
 
whatever drove the outsiders here decided to finish the job?
planet sized ball of dark-space energy bent on destroying our homes, family, and apple-pie.
 
Ohkay! I am now back, with full access to computer.
(Christmas was one big load of Away From Home-Time)
And NO, you will NOT get any more info on the giant object til it's within sight range.

Finishing the Magic List.
 
Magic list done!
Don't post your magic startup until your empire is added to the list.
If your empire hasn't been added to the list yet, it is either me not having that much time right after christmas (LESS THAN NORMAL! GHASP!) or that there's something that needs to be changed.

Merry C(h)ri(s)tmas!
 
Empire of Tartasia

Spoiler :
Empire Name: Tartasia
Empire Type: Technomantic (mixture of Science and Magic)
Empire Main Race: Seraphim
Empire Race Politics: Multiracial Focus, Democracy (although Seraphim are the most likely to be the leaders of the nation)
Empire Starting Technologies: (See below)
Homeworld Name: Hame
Empire Leader Name: Gendibal I
Homeworld Clima: Temperate, with some hot and cold deserts. Basically, like Earth.
Homeworld Defence: Hame's Great Shield, a great shield that covers the whole world borne from a mixture of science, magic and Hame's essence.
Empire Magic Politics: They like magic very much, and encourage children that possess this talent to practice with it.
Empire Magic Specialisation: Normally, things that have to do with keeping life and healing. Much control over the elements, but the Seraphim abhor Death Magic.
Empire Technology Politics: They are very forward tech-wise, and also encourage those that have the inventive spirit to push forward with their ideas.
Empire Technology Specialisation: In Space, they favour the creation of powerful Space Stations and Power Armours for their fighters (the Seraphim, for some reason, can't have actual spaceships). In Land, they use their great knowledge to terraform planets and make them more livable to the Seraphim, Humans and Gnomes that live in the Empire of Tartasia


Background
Spoiler :
Many thousands of years ago, the Seraph were part of a great nation that lived in one planet. Their wings gave them the ability to fly, and even cross the space, as they would soon discover. Many Seraph would travel around the universe, and would always be thought to be messengers of the gods, due to their coming from the sky and their appearance. It was when those Seraph came back when the problems started.

The leadership of the Seraph divided itself in three groups. One of them wanted to make use of that belief of their being messengers of the gods to assert total control over those believers. Those, were, fortunately, a minority.

The second group preferred to use that in order to spread peace and prosperity, by using that belief to improve the lives of those people they visited.

Finally, there was a third group that preferred to isolate the Seraphs from any kind of contact with other beings, as the power they had was way too dangerous for them, because, as their saying said, "Power corrupts, and absolute power corrupts absolutely" (that's why the leadership of the Seraph rotated, to prevent such a thing from happening).

From there, a fight started, which would break the companionship all the Seraphs had always had, and the three groups, not willing to start a civil war over such a matter, decided to scatter. The group that decided to isolate itself would remain in the original planet, Seraia, and would not do anything to interact with other beings unless there was no other solution. The group that wished to take control of the worlds by using their power and appearance left towards the unknown, and were never seen again.

And the third group, the one that wished to use their powers for the betterment of the other beings, flew far and fast, for days and weeks, until they found a planet. They landed there, and saw that it was very much like their home planet, so they named it Home.

Over the years, the way the Seraphs talked changed, and slowly, the way they called their planet changed as well. They also hardly remembered their real history - which was kept in obscure files in their libraries - and so, slowly, people started to pronounce the 'o' as a closed 'a', which would account for the conversion of Home to Hame.

And now, after several thousands of years, the Seraph are ready again to make good on their word. They shall take themselves to other planets and direct them, in order to improve people's lives as much as possible.


Technology of Tartasia

Spoiler :
1 Colonization
1 Terraforming
1 Space Travel
1 Warp
1 Weapons
1 Bio-Tech
1 Energy
1 Fusion
1 Mining
1 Lasers


Magic of Tartasia
Spoiler :
2 Earth Magic
2 Air Magic
1 Anti Magic
2 Binding
1 Spirit
1 Life
1 Battle Energy


Hero of Tartasia

Spoiler :
Hero Name: Grigor Trevize
Hero Race: Seraph
Hero Class: Engineer
Hero Stats:
Strength: 3
Intelligence: 5
Dexterity: 3
Fighting: gun: 2
Fighting: Melee: 2
Fighting: Magic: 2
Fighting: General: 2
Magic: Healing:
Magic: Stealth:
Magic: General: 3
Tech: Hacking:
Tech: Coding:
Tech: Sabotage:
Tech: General: 3
 
The Empire
Spoiler :

Empire Name: Tanael
Empire Type: Religious/Military focused
Empire Main Race: Sylvan
Empire Race Politics: Fascist, A.K.A. focused on the Sylvan race (Elven stereotypes). They do accept races which bring advantage to the empire, such as trade agreements, alliances and such.
Empire Starting Technologies: ?
Homeworld Name: Salasar ("Planet of the Race")
Empire Leader Name: Emperor Rayne the Copperheart
Homeworld Clima: Jungle-climate, leaning towards sub-saharan temperatures and lushness. There are a few exceptions though, including various "stains" of deserts that dot within the immense jungle area. There is also a bit of water supply, which are also dotted around the planet as lakes. The only water-mass that qualified as a sea is where the city of Tanael is.
Homeworld Defence: Code-protected atmosphere (a forcefield does not let any ship without the codes input into it's data inside the planet). Any intruders without the codes and break the forcefield bubble are notified by they're location, and drone squadrons are sent to destroy them.
Empire Magic Politics: They view magic as sacred, but only under the regulations of the empire. Only sylvan magics are acceptable.
Empire Magic Specialisation: The Tanaelan sylvan population usualy master nature magics, controlling the environments.
Empire Technology Politics: The empire focuses on new technology, but also accepts sylvan traditions mixed with those technologies. State of the art military technology is the main focus on technological advancement in the empire of Tanael.
Empire Technology Specialisation: Travel efficiancy, to improve outer-system and inter-planetary trade and provide speed and travel logistics advantage to ships. The empire is also efficiant at creating space-travel warp gates to create travel routes and make travel safer and faster. There is also a prominent military industry in the imperial regions, producing advanced weaponry and military tech for troops.


The Story
Spoiler :
"There was a time. A time when the Sylvan race ruled the galaxy. Those were good times, but they did not last long. Too soon were the Sylvans forced into battle with rebels, and they're empire - destroyed. After that, it became quiet for the inferior races, with they're own crumbling factions, fighting each other and killing each other for another asteroid, rejecting a globalized entity that would unite them, and it became this.
Now, we fight for our lives. Our empire - no longer. Only a seed remains, and we are the last enclave. We must not forget who we are, we must unite the empire back to what it was and bring order to the galaxy, once more. It is our duty, as Sylvans."

~ Keeper Kalathan, Ceremony of Remembrance

-------

The empire of Tanael is one of the last surviving enclaves of the No'Kin empire. It is mainly based on the planet of Salasar, translated from Tanaelan sylvan to "Planet of the people", marking it as the homeworld of the Sylvan, for the Tanaelan sylvan population. Most of Salasar is tropical, and is lush and full of life. It is considered harsh to many, but over the years, the native Sylvans of Tanael have been used to the harsh environment, which is considered unique among the other Sylvans.

The society of Tanael is based on the old teachings of the No'Kin empire, with a mix of modern technologies and ways of life. As a xenophobic society, the non-sylvans in the empire are treated as second-class citizens, and while still having rights for protection and life, they cannot be in government positions, and cannot join the army.
Sylvans, on the other hand, gain many bonuses, such as less taxes then on non-sylvans, they are able to be in the government and are able to join the army.

Most of the population is based on the capital of Tanael, a huge city near the only sea in Salasar. Only a few dare to live in the Salasaran wilds, and so the city is regarded as "The jewel of the sylvans". Tanael is devided into three thirds - The Sylvan Third, which is the biggest and the most populous, which houses most of the Sylvans. Non-sylvans may enter, but may not live in that third. Then there is The Outsider Third, which is small but overpopulous, all of the non-sylvan people who live in Tanael must live there. There may also be some sylvans, but most of them are there becuse it is cheap to live there. The last third, which is the smallest, is The Religion Third. As the empire is based on a religious society, the Third is populated by Sylvan priests, it is dotted with giant trees and temples around them. It is strictly forbidden for non-sylvans to enter The Religion Third.
In the center of the city, there is a huge palace, which is accesible from all quarters. The emperor and the government officials reside there.


The Techs
Spoiler :

Bio-Tech - [3 Points]
Space Travel - [2 Point]
Weaponry - [2 Point]
Spaceship Building - [1 Point]
Warp - [1 Point]
Energy - [1 Point]

Combo Techs

Bio-Tech + Spaceship Building - Sentinent Ships (better control, manouverability, and best of all, they finnaly THINK for themselves. Within regulation of course, I don't need any spaceship mutinies.)
Warp + Space Travel - Warping Ports (Predefined space-travel routes which makes travel safer and faster, and more regulated. Kinda like roads, only bigger and in space)
Weaponry - Advanced weaponry (It's for combat.)
Energy + Bio-Tech - Biological Energy (Exploiting the hidden energy within the environment, such as trees, to make an effective and long lasting energy source)


The Hero
Spoiler :

Hero Name - Cheif General Alistair D'Raven
Hero Race - Sylvan
Hero Class - Commander
Hero Spaceship - TRS Da'len
Spaceship Special Abilities - As the most advanced ship in the Tanaelan spaceforce, the TRS Da'len utilizes it's advanced tactical thinking using Bio-Tech, which makes it able to know what to do without need of predefined A.I., making it best for all situations. It is also equipped with the latest and deadliest weaponry from the Tanael weapon industry, including the Dark Matter A.S. guns, which project Dark Matter at the enemy ship, practicly deleting everything the Dark Matter touches, unless blocked. There is also a considerable number of standard-issue guns equipped all around the ship.
Hero Stats
Strength: 8
Intelligence: 2
Dexterity: 0
Fighting (Guns): 10
Fighting (Melee): 0
Fighting (Magic): 0
Fighting (General): 0
Magic (Healing): 0
Magic (Stealth): 0
Magic (General): 0
Tech (Hacking): 0
Tech (Coding): 0
Tech (Sabotage): 0
Tech (General): 0
Biography - Alistair D'Raven was born inside the city of Tanael in Salasar, to a noble Sylvan family. The D'Raven family was famous for Gerald D'Raven, a former general in the Tanaelan army, whom with a force outnumbered 10 to 1, sucseeded in defending the homeworld from invading forces in the Fortress War. Alistair's family funded him to learn inside the renowned Arlan Military Acadamy in the capital, which he easily mastered, advancing quickly in ranks from a simple soldier up to his position as general once he won the favor of the emperor. His remarkable knowlage in tactical manouvers and ship commanding soon earned him the position of the Chief General, leading the Tanaelan imperial soldier command.


The Magic
Spoiler :
Earth - [3 Points]
Air - [2 Points]
Anti-Magic - [1 Point]
Binding - [2 Points]
Spirit - [1 Point]
Battle Energy - [1 Point]

I edited the magic
 
Empire
Spoiler :
Empire Name: Arcadian Empire
Empire Type: Technomantic
Empire Main Race: Cetra
Empire Race Politics: The Cetra mostly welcomes those of other races. Mostly because they love playing jokes on them.
So yeah. Multi racial:
Homeworld name: Arcadia
Empire leader name: Empress Elika
Homeworld Climate: Temperate. Not much desert, but much plains and forest and whatnot.65% of the world is land. Approximately 1/5th larger than Earth.
-There are many lakes on this planet as well.
-Cold along the north pole and the south pole.
-Rainforest exists as well
-Civilization is mainly focused on one side of the planet while the other side is filled with vegetation and temples/academies. Yes. Many wizards/templars of Cetra are hippies.
-No moons and asteroids because of the last time the Sword was activated.
Homeworld Defence: The Sword: Generates a large shockwave from the planet itself, annhiliating anything on orbit. This has no discrimination, and such it is a double edged sword. It requires long time to recharge while the planet's core heals, and also provides no other protection.
Magic Politics: Magic is greatly encouraged among people. There is no official restriction on what schools of magic that people can do. No official paths that the state forbids. The state also sets up many academies and colleages of magic. In fact, magic is such an integral part of culture that Cetra children are required to learn basic magic.
Magic Specialisation:Cetra does not have any gripe on studying various magic arts. All magical paths are open to everyone. They do, however, have natural affinity over raw magic energy manipulation, to the point of creating an armor of magic around themselves in emergency with training.. Cetra is also very adept at using geomancy, light, and shadow magic.
Technology Politics: The government is mostly ineffective at keeping people from inventing/blowing up stuff in their house anyways. So their opinion does not matter. Although most government officials are engaged in activities of inventing/blowing up stuff, so they can be counted as supportive.
Technology Specialisation: The Cetra were always an inventive creatures. There is no clear part of technological spectrum that they do not focus on. However, they truly excel in computer AI technology and energy manipulation. They also like to integrate magic into their constructions, which usually increases the output or the structure integrity of them.

With Energy manipulation, Cetra is able to create state of the art generators, energy weapons, and shields, and is the secret behind the Sword.


Tech:
Spoiler :
Crystal Forging 2
Arcano Tech 2
Energy 2
Fusion 1
Weapons 1
Space Travel 1
Spaceship building 1

Hero
Spoiler :

Hero Name: Special Agent 501 Eliza aka "Spectre." Last name unknown
Hero Race: Cetra
Hero Class: Agent. Magna Guard clas.
Hero Spaceship: Spirit
Spaceship Special Abilities: Quick. Can house complement of 20 men. Possesses an experimental stealth field generator. Able to go out in very long voyages. Commentary: Who authorized giving a ship of this calibur to a Special Agent?
Hero Stats:
Strength: 1 Commentary: Bah
Intelligence: 7 Commentary: Impressive score in test. Probably the only thing that got her in. I say again. Who authorized that ship? Or is it that the stealth field have the tendancy to explode or something?
Dexterity: 0 Commentary: gwaaaah
Fighting: gun: 4 Commentary: Her skills with the guns are mediocre at best. I've seen better.
Fighting: Melee: 0 Commentary: BAH!
Fighting: Magic: 0 Commentary: All the testers just facepalmed.
Fighting: General: 2 Aside from accuracy with that gun? Bah. Send her to a training camp, I beg of you.
Magic: Healing: 0
Magic: Stealth: 0
Magic: General: 4 Commentary: She has much potential. Too bad she didn't learn that much magic.
Tech: Hacking: Commentary:...
Tech: Coding:
Tech: Sabotage: Commentary: ...
Tech: General: 2 Commentary: ...I think we need to train her more in this field

Magic
Spoiler :

Battle Energy:3
Binding: 3
Air: 2
Communing: 2
 
Magic
Spoiler :
Communion: 5
Scrying: 5
 
Spoiler Empire Stats :



Empire Name: We are the Kranoth, call us as you wish.
Empire Type: Expanding - we rapidly reproduce, build new colonies and improve old hives. Nothing will stop us from expanding.
Empire Main Race: Kranoth
Empire Race Politics: Main Race Focused - We do not let anyone into our hives but if other race could be used as slaves - we will use them as slaves. Our drones are weaker and less numerous compared to "Welcoming Hive" and we use them only to control leaders of other race.
Empire Starting Technologies: We have some, we don't know how to call them.
Homeworld Name: Mother Hive aka "'Raffarzzz"
Empire Leader Name: The pioor has changed in time. Now it consists of:
Greatest Father and Greatest Mother - Mother takes care of planning for the future and father takes care of military and workers. To become Greatest *, someone has to challenge and beat current "throne holder". Since first settling, we have had 4 challengers and among them only one was victorious.
Homeworld Clima: Our planet has harsh climate, the season of drought lasts 8 (earth) years, while season of storms lasts 4 (earth years). Food can only be gathered during total of ~4 years - but we do not care, we store food underground and grow some more in our hives. Our planet had many predators - we defeated most of them with brute force and enslaved those, who could survive underground as our slaves. Slaves will, eventually, become food.

Rough planet demographics:
Land mass: 45-70% (Varies per season)
Magma/Lava(on ground):15%
Water: 15-40% (Varies per season)
Homeworld Defence: We have many small colonies and outposts. If enemy comes to near our planet(s) he will be attacked by many small crafts. (imagine thousands of mosquitos attacking a large bear - enough of them will drain the bear empty)
Empire Magic Politics: We think that new inventions help us to survive. Magic is technology what must be studied for glory of the hive. We have forgotten the spell of "song" - all our singers died when we first colonized this planet. Because of this we've learned to attack and defend usselves by brute force. Our military strength is much stronger compared to our ancient brothers and we use many different tactics.

We have do not use many different types of magic - rather we focus on few spells. Our "healers" can "heal", but they cannot cast "magic shields" etc. Our scouts can see through objects / see auras, but they cannot use magic to move faster or to attack. We are specialists of only one type of "spell" not entire "magic tree". More talented ones, can learn up to 3 spells and if they survive, they teach others to use atleast one of their learned spell.

Empire Magic Specialisation:
*Scouting/vision magic - if we see better, we can attack and defend better.
*Healing - healing experienced hive members is usually cheaper than training our youth.
*Mind control - We have low level of, rather weak, "mind control" drones. We have communal telepathy , meaning that we can alert entire hive, if we're attacked or if there is a need for worker force. Communal telepathy can carry small messages, like "threat" or "food", to a distance of ~3 km.
Empire Technology Politics: Hive comes first, most of us work on expanding and improving hive. Some of us are smart enough to invent new working ways - ways that are more effective.

More effective working = better hive = good. Unlike humans, we do not "work" on inventing new technologies - we prefer to learn using someone elses technology or learn "by accident".
Empire Technology Specialisation: Building, digging, military and small-spacecraft (not large motherships) building.

If need arises, we'll learn to use new technologies by trial-and-error. Example: warrior on battlefield may (by accident) learn to use armor, if he is successful -and- survives, he'll pass his skill onwards to more warriors who will use this knowledge of "armor" in next battle. Should they find it good, they'll pass this knowledge onwards...


Unlike The Welcoming Hive or vorkad'rs we are more "brute force" oriented. We do not use mind control, nearly as much as Vorkad'rs and prefer to defeat enemy on battlefield. We also have more, different, soldier castes. We are influenced by "Starship Troopers".
Spoiler StarshipTroopers :
gkphoto_25.jpg

[/I]

---------------------------------------------------------------------------
Caste
I compare caste system with US military ranks system.

"Generals of the Army/the Presidents"
The pioor: The Pioor consists of Great Mother and Great mother, who make most decision that influence entire empire. Every hive has own Pioor of great mother and great father who make local scale decisions. Great Fathers and Great Mothers are generals, while Great Mother and Father are Generals of the Army

Colonels, Majors and sergeants of hive
The vu'pioor: "The Brain" of entire hive - vu'pioor members make decision and use their communal mind to plan and refine and complete orders/plans that were given to them by local Great Mother/Father. The vu'pioor members are the Colonels, Majors and sergeants of hive, who keep this complicated machine running. Vu'pioor does not have "singer" bugs.

Spies
The vu'pioor'ko: Paracites. These are tiny creatures hatched by the vu'pioor to burrow into the target's brain and take control of them, making them become vivvok. However for unkown reasons most of the vu'pioor'ko caste members die before hatching and those who hatch are weak - it's not known why.

Privates
The vu'orm'oz: Soldier caste, the "cannon fodder" comes from here. - they can be hatched fast and are ready for battle within few hours after birth.
The vu'orm'dk: A much larger version of the soldier caste, with bigger manidibles and claws.
The vu'sort: "The Stormers", these are fastest bugs - lightweight but their speed (their average speed is 80 km/hour), they can also "jump". They lead the charges or blitz enemy from behind.

Specialists/Medics/Scientists
The Va'mag'az: Healers, scouts and other magic users are placed in this caste - not too numerous, a pair of va'mag'az healers among 100 soldiers can reduce losses of battle from 75 to 50. If there are few va'mag'az scouts among soldiers, they can reduce losses to 30-40 instead of 75 hive warriors. The Va'mag'az are also the ones who study new technology.

Military engineers
The vu'vauxout: The most populated caste. They are the builders of everything, but they neverrarely design.

Slaves aka Victims of war
The vivvok: Drones. Other races that are controlled via the vu'pioor'ko, willingly or not. Vu'pioor'ko messes with their brain and makes them loyal to the hive.
The Vivrok - Slaves who are not mind controlled, few members vu'orm'oz make sure these few survivors work on expanding the hive or growing its food source - whatever plants/meat or themselves as food.


Spoiler Empire History :

We, the Karoth, are first settlers that were sent out from "The Welcoming Hive". As expected with new technology, we ended up far from place we were supposed to colonize. We found usselves cut off from "Welcoming Hive" and it's resources. But we were lucky, there was habitable planet near us - it had much more dangerous climate and inhabitants compared to our previous home, but we managed to build our first colony here.

During the battles with original planet inhabitants, we lost many brothers and sisters but gained valuable knowledge of warfare. Unlike our ancient brother Vorkad's, we relay on small spacecraft (we reverse-engineered remains of our and our enemies spacecrafts).




Spoiler Empire Technology :




Spoiler Empire Hero :

Hero Name: Unkown
Hero ID: 12ABCZ49X7-KhaZ
Rank: Skilled Scout, Field Commander of 34-Inva-KhaZ
Member of Kha'zzz Offensive military.
Hero Race: Karnoth
Hero Class: Assault

Hero Spaceship: Kha'zzz Offensive Lander #141C
Spaceship Special Abilities: Fast troop carrier, no weapons - just shields for protection.

Hero Stats:
Strength: 1
Intelligence: 8
Dexterity: 3
Fighting: Guns:
Fighting: Melee:
Fighting: Magic: 1
Fighting: General: 3
Magic: Healing: 1
Magic: Stealth: 1
Magic: General: 2
Tech: Hacking:
Tech: Coding:
Tech: Sabotage:
Tech: General:


Spoiler Hero Biography :

ID: 12ABCZ49X7-KhaZ
Class: Va'mag'az - #Survived direct hit from epsilon rays during egg-stage.
Birth date: 1889 1926 3789 1/3
Place of Birth: Kha'zzz
Current location: Kha'zzz offensive military.
Current Rank: Kha'zzz Offensive military, Field commander

Misc Notes:
*In egg-stage unit survived being hit by epsilon rays. (Epsilon Rays - Kha'zzz(123 AC #3 - ID13XY), 4 eggs survived out of 10 398 eggs during the accident.)

Unit can use magic:
Low-medium Healing
Very good Scouting
Manipulate "Common Mind"

Unit evolution speed ~1.46x faster than normal - accepted into military service earlier.
Unit showed remarkable skills in: scouting, leadership, magic use.

Invasion #Kh-A901
*Unit manipulated and coordinated Common Mind during hostile situation, without access to Commander with less than than 360 troops.
*Unit coordinated battlefield tactics with:
  • Limited amount of common mind (less than 15 trained units, more than 180 untrained soldiers capable of common mind),
  • No access to supplies.
  • Limited amount of troops.
  • No access to Commander or Orders/strategies.

Unit promoted to "Field Commander" for heroic deeds and very good leadership.

Timeline:

Birth date: 1889 1926 3789 1/3

201 days after birth - Unit can control, manipulate and listen to Common Mind - unit sent into research.
254 days after birth - Unit assigned to be Kha'zzz Advanced Invasion Force (ID A9023I-KhaZ) - Position: Secondary Squad Commander Aid.
315 Days after birth - Due to battlefield losses and no connection with main invasion force, unit was Self-Promoted to Primary leader position. Unit had command of roughly 500 soldiers, ~270 capable of using Common mind, 15 scouts, 7 healers.
315-321 DAB - Unit defeats 4xLarger enemy defensive force - unit coordinates and improvises and changes tactics often - despite being outnumbered, cut off from supplies and info.

322 DAB - Unit leads survivors to conquer enemy power supply stations.
322 DAB-332 Unit leads defense of Power supply station with less than 75 fighting-capable units to use.
322 DAB- 341 DAB - For enemy, loss of Power stations, leads to total destruction of enemy.

345-400 Days after birth - unit uses scouting skills to aid and lead elimination of surviving enemy groups.

401 days after birth - Unit promoted to Field commander.
Unit was given right to reproduce with "level 3" mothers.
 
Apologies, Dragonson and others, but this has simply lost any interest from my side. Feel free to use the faction I invented as a mean mean mean NPC :p
 
@DE
SOrry to hear :(
Well, have fun in whatever you do.

Also everyone else, SOrry.
MY computer is ONCE AGAIN (blame my wireless net O.ô) having problems with connecting to CFC. I am now for one week able to come back on, but after that it is back to shittyness for me.

BUT! I have not wasted the time while being cut off! Posting Building Statup And mothership startup right away.
 
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