A Magistrate on Halo rings (Starcraft and Halo crossover)

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Former magistrate of the Terran confederacy now leader of a shadow rebellion against the Terran...
Prologue: character Creation, Army build and Commanders life sucks.

san

F#$k you I'm a dragon
Banned
Location
canada
Former magistrate of the Terran confederacy now leader of a shadow rebellion against the Terran Dominion. The Commander was planning out an assault on a Dominion research facility. The facility was supposed to be for studying Protoss technology and figuring out how to reproduce it for Terran usage. However the commander intended to destroy it after taking the research to improve her own troops.


VOTE: choose the commander's name and sex.


[] (commander's name)

-[] male or female.


The commander first had to choose what kind of army to take on this raid and what style of warfare would best crack the facilities defenses.


Vote on what troop types make the the majority of your army.


[] Infantry: a massive number of power armoured marines with gauss rifles,heavily armoured Marauder grenadiers, swiftly healing medics, flame loving Firebats, jetpack equipped Reapers, and psionic ghosts with several Hercules transport ships.

Positives: Start with more terran population and a larger number of troops, high damage army can be healed at no resource cost, have ghosts and nukes in larger numbers.

Negatives: army is easy to kill, relies on transports, vulnerable to enemy capital ships.

[] Mech: a combination of Siege tanks, fast attacking cyclones, flame throwing hellions, anti-air walker Goliaths and massive Thors with several hercules transport ships.

Positives: powerful long ranged troops, can slaughter any kind of army, can take lots of damage.

Negatives: high maintenance, army costs resources to repair, Highly specialized units means if you lack the counter to an army type you will get hammered, start with smaller terran population and number of troops.

[] small ships: a combo of stealthy wraith fighters, invisible banshee bombers, High-speed transforming Viking raiders, position securing Liberators, and AI raven support ships.

Positives: unless the enemy has anti air they can't hurt you, great offensive power, better space power.

Negative: weak defense, smallest starting terran population and number of troops.

[] capital ships: 2 extra battlecruisers with a balanced mix of all the other army types.

Positives: best space power, increased orbital bombardment, fairly balanced army, 2nd largest starting terran population.

Negatives: smallest amount of ground power, vulnerable to massed fighters with anti-capital ship weapons, less starting industry.

[] Balanced army: an equal mix of all other army types. Infantry, mech, Small ships, and 1 extra battlecruiser.

Positives: no weakness compared to a basic terran army.

Negatives: no strengths compared to a basic terran army.

(note that all units will be weakened or strengthened to how powerful they are according to plot/fluff.)


Now vote on combat doctrine


[] Fast attack: lots of units designed for raiding attacks, fewer slow units. Strong with a 'hit and run' precision strike style. Weak at storming a heavily defended position and holding a position or choke point. Moderate at mobile defense.

[] slow offense: lots of medium speed but higher HP and damage units. Great at storming a heavily defended position. Bad at precision strikes, or hitting weak spots. Moderate at holding a position or choke point, weak at mobile defense.

[] Static Defense: Lots of high damage units that tend to be either slower or have low HP. Great at holding a position or choke point. Terrible at precision strikes or hitting weak spots. Moderate at storming a heavily defended position. Weak at mobile defense.

[] Mobile defense: Lots of medium damage medium mobility units. Good at defending several different attacks one after the other. Moderate at precision strikes and hitting weak spots. Terrible at static defense. Weak at storming an enemy position.

[] Balanced doctrine: no specific style of unit in your army. Decent at everything, but amazing at nothing, and bad at nothing. Little focus in your army.


Having decided on what they are taking to storm the Research Facility the commander ordered the attack to commence. The attack went very well at first, the troops swiftly retrieved the research and defeated most of the enemies. The commander ordered the troops to return and the ships forward to bombard to facility until it was destroyed.

As the Battlecruisers and other ships closed in on the facility the commander soon realized their folly. A massive sphere of darkness swiftly engulfed the entire facility as the machines designed to detect psionic energy started blaring warning signals.

"Warning massive buildup of void energy detected, recommend retreating immediately!" The machines blared

"It's a trap!" The commander yelled as the void energy closed in on them. "Fire up warp drives prepare for a jump NOW!"

The crews of the various ships rushed to obey the Commander even as the void sphere closed in on them routing power to the warp drives and getting all non-warp capable ships onto the warp capable ones. However just as the jump was beginning the ships became engulfed in the energy causing them to shake enough to throw many crew members to the floor unconscious.

The commander looked as an altered version of the warp sped around them with the pitch blackness of the void mixed in before they too were thrown off their feet to smash their head onto the command table knocked unconscious.

Chapter ends here.


So here is my promised Starcraft/Halo crossover. Took me a bit to get it all together but I think its a good start. :D

Remember this will be updated less often than my Warcraft fic as that will be taking my focus, but I will try to update at least once every week, and at most once every 2 weeks.
 
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Mechanics
Actions and turns:

So

Resources:

Expendable resources:


These are resources that are easy to come by but are quickly used up. These are the main resources you need to power your forming nation. They include food, production, minerals and vespene.

Food: This is the resource you will always need but will rarely actively use. It increases your population growth and slightly increases moral. However having too little to feed your people lowers moral and trust in your rule greatly, as well as possibly causing disease to ravage a portion of your population if food production is low enough which can have drastically terrible effects.

Production: This is the resource that shows the power of economies. While it is called production, in reality this resource accounts for all actual production, money and effectively every other aspect of an economy. This resource is utilized in almost everything you do is the resource most easily disrupted in enemy attacks. However it is also the most easily increased resource so generally you won't have problems ensuring you have enough of it.

Minerals: This resource terms stands for basically all the materials you are capable of harvesting and turning into neo-steel. This is the third most commonly found resource and much like production is used in the building and creation of nearly everything in Terran nations though much less of it is used than production. On many occasions there will be large deposits of this resource in locations that are impossible to reach without the aid of SCV's and even then is often dangerous enough that even the robust vehicle that is an SCV is at risk of being destroyed.

Vespene: This resource is what Terran nations use for power generation. A naturally occurring combination of gasses mixed with psionic power, the power output of Vespene is unrivaled by any other material in existence. However Vespene is nearly impossible to find naturally in this new universe and you will now have to rely on manufacturing it yourself. Thankfully not much of it is needed in the creation of almost anything except for the most high end of structures and Vehicles. The primary consumer of Vespene will be any capital ships you choose to build.


Boost resources:


Semi-Expendable resources:


These are resources that are generally created by you and are applied to various purposes and while they can't be used up, they can end up destroyed through various means including enemies attacking them, natural hazards and improper management (natural 1 rolls.) SCV's, Nuclear missiles, even your military can be counted as semi-expendable resources.

SCV's: Can be used towards Four purposes. One use is to have them increase the output of an expendable resource such as production, food, a normal mineral or vespene mine, etc. The other use however is the more common one where you have SCV's work the hazardous environments they were built for. These environments include Volcanoes, extreme depths of oceans, planets that are unfit for human life and the outside of ships and shipyards. The third is to have them repairing mechanical units and buildings during battles. The fourth is to have them cutting production costs of actions. Each SCV cuts production costs of an action by 5% to a maximum of 50%

Nukes: nukes have one purpose and one purpose only. That is to blow up a large area killing everything inside of it. They are a single use weapon but may sit around doing nothing for a long period of time until utilized.


Warfare:

Basics:

When you command:
You only get to command and control a battle of any kind when you, as the commander, are there and actually commanding the battle. You can also only command 1 battle at a time so if a space battle and 5 ground battle are happening at the same time you can only command 1 space battle OR 1 ground battle.

When you are not in command: When you are not in command of the battle you must have a commander leading the army or navy that is fighting. They also have to be of the same army type as the army they are commanding, (I.E. only infantry can command infantry, mech can command mech and spaceships can command spaceships.)

How the outcome is determined when you are not in command: When a commander is overseeing a battle in your place the battle is determined by rolls and roll modifiers. Bonus modifiers are gained through several methods. First is outnumbering your enemy. 2nd is having bigger ships than your enemy. 3rd is having better tech than your enemy 4th is how your combat doctrine compares to your enemies which dictates how your commanders act and what they do. There are several other factors but you get the idea, basically anything that could swing a battle in your favour or lower your chances of winning is factored in as a modifier.

Space Warfare:


Ship defences:
Energy shields:
These provide a layer of defense for the entire ship, and must be broken before being able to damage a ship section. Attacking a ship anywhere damages the shield as it is not separated by section.

Ship sections:
Ships are separated by sections which contain certain parts of the ship ( these can be the reactors, the bridge, the warp drive, the crew quarters, etc.) Some sections contain multiple distinct parts of the ship. When you attack a ship you target a specific section off it by choice (or at random if you don't specify.) Each section has its own HP and armor values.

Outer hull: This must be destroyed to attack the inner compartment where the critical parts of the ship are. If you do more than half damage in a single attack to the outer hull all damage past half targets the inner compartment.

Inner compartment: The inner compartment is where the actual parts of the ship that make it function are. Dealing more than half damage to an inner compartment means you destroy the most critical compartment in that ship section.

Core compartments: among the most important parts of the ship needed to operate it. Destroying any of these will disable part of what the ship can do until it is fixed. Core compartments include: The Hyperdrive, the main weapon, the shield generator, etc.

Critical compartments:
The most important parts of a ship, if these are destroyed the ship is either completely disabled or outright destroyed. Critical compartments include: The bridge, reactors, etc.

Armor: armor outright reduces damage taken by attacks from outside. Armor is gained from several factors including better alloys, refractive plating, ship design etc.

HP: actual durability of something once this is gone it is destroyed.


Ship Weapons and attacks:
Main Weapon:
Primary weapon of the ship, takes up a lot of space and usually takes a lot of time to recharge. Not all ships have these and larger ships may have several main weapons. Main Weapons include The Yamato cannon, MAC Cannons and Energy Projectors.

Secondary Weapons: Secondary weapons of a ship designed to be used while the main weapon is recharging. These tend to be fairly numerous and spread out on various parts of the ship. Secondary weapons include: Laser Batteries, Pulse Laser Turrets and Coilgun Batteries.

Missile weapons: These are self propelled weapons designed for barraging enemy ships at extreme ranges generally in an attempt to overwhelm the point defense systems. Missile Weapons include: Archer Missiles, Plasma Torpedoes and J23 Missiles.

Point Defense Weapons: These are designed to protect the ship by shooting down attacks before they hit it and to take out enemy fighters. PD Weapons include: Pulse Laser turrets, Burst Laser turrets, Helix PD guns and Rampart PD guns.

Ship to Surface Weapons:
These weapons are designed to bombard the surface of a planet usually to support troops on the ground but sometimes to turn the entire world to glass. StS Weapons include: StS Laser batteries, Plasma Bombardment Mortars, Nuclear Weapons and NOVA Bombs.

AOE attacks: These are attacks that are explosive or expansive enough that they take up a whole section of space. Small AOE= 1^3 unit of space, medium AOE= 4^3 units of space, large AOE= 9^3 units of space, Massive AOE= 16^3 units of space. These are most valuable at destroying small objects that are hard to hit or can dodge normal weapons.

How Space battles commence:
Initiative:
Each side of a battle rolls for initiative at the start of every turn. The side with the highest initiative goes first and then it cycles through to the other sides in order of their rolls.

Flagships: flagships go before any other ships in a battle as they are the ship from which the commander of a side of a battle commands his fleet. This means turns cycle between each sides Flagship before other ships take their turns.

Turns: Each turn all ships get a movement action, an attack action and a secondary action.

Movement actions: these involve moving the ship either through sublight engines or through hyperdrive jumps. You can skip this action and take a second attack action or secondary action if you choose.

Attack actions: these involve firing primary or all secondary weapons once. If you fire your primary weapon you can't take a secondary action in exchange.

Secondary actions: these involve using your point defence weapons or missile weapons, or simply repairing a part of the ship if you can.


Ground Warfare:

How Ground battles commence:
Initiative:
Each side of a battle rolls for initiative at the start of every turn. The side with the highest initiative goes first and then it cycles through to the other sides in order of their rolls.

Turns:
Each turn all units get a movement action, an attack action and a secondary action.

Movement actions:
These actions involve either moving a unit or having them use an ability that takes up a lot of time such as siege mode on siege tanks, or any other transforming ability.

Attack actions: This involves attacking an enemy with either a ranged or melee attack.

Secondary actions:
This involves using one of the units special abilities such as stimpack or deploy mines.

How unit types and size works:

Unit size:
A unit has to be killed a number of times equal to its unit size before it is completely wiped out. It also has a number of attacks equal to its attacks multiplied by its unit size.

Infantry: When these units take damage if an attack outright kills one of them and has damage left over it spreads to other units until the damage reaches 0 or the unit is wiped out. Infantry can take cover in buildings to have the building take damage instead of them while they shoot at their enemies from what windows and other openings they can find.

Vehicles: When these units take damage that kills one outright the damage does not spread to the others except in special circumstances. These units cannot take cover in buildings but can do so behind walls if the walls are large enough to protect them.

Ships: When these units take damage that kills one outright the damage does not spread to the others.

Energy Shields: when a unit has energy shields takes damage it is exempt from taking all the damage to 1 unit. Instead the damage is spread between each member of a units energy shields before losing any actual HP.
 
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Your current military
Terran forces in Halo-universe:

Your naval force:
4 regular minotaur-class battlecruisers: Energy Shielding:
200 HP 20 armor.
Sections:
Central section: Outer hull: 100 HP 20 armor, Inner compartments: 150 HP 0 armor, contains Yamato cannon.
Front section: Outer hull: 200 HP, 40 armor, Inner compartments: 150 HP 0 armor contains Bridge, crew quarters.
Middle section: Outer hull: 150 HP, 30 armor, Inner compartments: 250 HP 0 armor contains ship bays, secondary weapons, Shield Generator, Warp drive.
Back section: Outer hull: 250 HP, 50 armor, Inner compartments: 300 HP 20 armor contains Reactors, sublight drive, PD targeting system.

Weapons:
Primary:
Yamato cannon, Range 500 units, Damage 1000-1200, Recharge rate 5 turns.
Secondary: 4 Laser Batteries, Range 300 units, Damage 50-60 per battery.
Missiles: 10 J21 Missile launchers with 30 J21 missiles per launcher, Range 600 units, Damage 25-40 small AOE per missile.
Point Defence: 35 Burst laser turrets on each section except central, Range 150 units, can intercept all but primary weapons, 50% base interception chance increases by 10% for every additional turret focused on a single attack, deals 35 damage to enemy fighters.
ATS: 4 STS Laser batteries, Range 200 units, precision targeting 80% chance of hitting target, damage 40-60 per battery.

movement:
Sublight speed: 35 units per turn,
Hyperdrive activation speed: 2 turns,
Tactical Jump: instantly jump 100 units in a single direction, can use to dodge attacks, recharge rate 5 turns.

Transport Capacity: 7,000 infantry and 300 hellions/cyclones/Goliaths or 30 tanks.

1 Flagship Gorgon-class Battlecruiser: Energy Shielding: 300 HP 25 armor.
Sections:
Central section: Outer hull: 250 HP 30 armor, Inner compartments: 250 HP 0 armor, contains Yamato cannon.
Front section: Outer hull: 550 HP, 60 armor, Inner compartments: 350 HP 0 armor contains Bridge, crew quarters.
Middle section: Outer hull: 400 HP, 40 armor, Inner compartments: 550 HP 0 armor contains ship bays, secondary weapons, Shield Generator, Warp drive.
Back section: Outer hull: 600 HP, 75 armor, Inner compartments: 700 HP 30 armor contains Reactors, sublight drive, PD targeting system.

Weapons:
Primary: Improved Yamato cannon, Range 600 units, Damage 1900-2100, Recharge rate 4 turns.
Secondary: 6 Laser Batteries, Range 350 units, Damage 70-80 per battery.
Missiles: 16 J23 Missile launchers with 40 J23 missiles per launcher, Range 650 units, Damage 35-50 small AOE per missile.
Point Defence: 50 Burst laser turrets on each section except central, Range 150 units, can intercept all but primary weapons, 50% base interception chance increases by 10% for every additional turret focused on a single attack, deals 40 damage to enemy fighters.
ATS: 6 STS Laser batteries, Range 250 units, precision targeting 90% chance of hitting target, damage 80-100 per battery.

movement:
Sublight speed: 45 units per turn,
Hyperdrive activation speed: 2 turns,
Tactical Jump: instantly jump 150 units in a single direction, can use to dodge attacks, recharge rate 4 turns.

Transport Capacity: 12,000 infantry and 500 hellions/cyclones/Goliaths or 50 tanks.

Your transport forces:
5 Hercules-class transports:

Front section:
Outer hull: 200 HP, 30 armor, Inner compartments: 150 HP 0 armor contains Bridge, crew quarters, transport bay.
Middle section: Outer hull: 150 HP, 20 armor, Inner compartments: 200 HP 0 armor contains Shield Generator, Warp drive, transport bay.
Back section: Outer hull: 250 HP, 40 armor, Inner compartments: 250 HP 10 armor contains Reactors, sublight drive, PD targeting system.

Weapons:
Point Defense: 10 Burst laser turrets on each section, Range 150 units, can intercept all but primary weapons, 40% base interception chance increases by 10% for every additional turret focused on a single attack, deals 30 damage to enemy fighters.

Transport Capacity: 5000 infantry, 500 hellions/cyclones, 50 tanks or 2 thors.

movement:
Sublight speed: 35 units
Hyperdrive activation speed: 3 turns

35 Medivacs: Defences: HP 150, armor 0. Can heal infantry.

Transport capacity: 100 marines, 10 hellions/cyclones or 2 siege tanks.

Speed: 60 units, can boost to 120 units for 1 turn every 3 turns.

120 Dropships: Defences: HP 150, armor 0.

Transport capacity: 100 marines, 10 hellions/cyclones or 2 siege tanks.

Speed:
60 units, can boost to 120 units for 1 turn every 3 turns.

Your naval/air support forces:
30 Vikings: Fighter form:
Defenses
: 80 HP, 5 armor, 30% chance to dodge enemy attacks. Attacks: Ripwave missiles carries 18, Range 200 units, Damage 50 with 35 in a small AOE each, 2 attacks. 2 Gatling cannons Range 80 units, Damage 25 +25 against shields per cannon. Speed: 80 units
Walker form:
Defenses
: 80 HP, 5 armor. Attacks: 2 Gatling cannons ,Range 60 units, Damage 20 +20 against shields per cannon. Speed: 15 units
Unit size: 5

18 Liberator Gunships: Defenses: 250 HP, 8 armor. Attacks: Fighter mode: Lexington rockets Range 200 units, Damage 25 small AOE, 2 attacks. Defender mode: Concord Cannon. Range 100 units, Damage 60 +20 against infantry. Unit size: 1 Speed: 65 units

30 Wraiths: Defenses: 120 HP, 6 armor, 20% chance to dodge attacks, increased to 40% while stealthed. Attacks: Gemini Missiles, carries 20, Range 200 units, Damage 60 +40 vs capital ships, 2 attacks. Burst Lasers, Range 100 units, Damage 30. Special abilities: Cloak, turns invisible for up to 15 turns, recharges 1 turn for every turn not in use. Unit size: 5 Speed: 75 units

15 Ravens: Defenses: 180 HP, 3 armor. Attacks: N/A Special abilities: Deploy turret, deploys a single Auto Turret at the target location. Deploy point defense drone, Deploys a drone that hovers in place and shoots down all attacks without a terran IFF within 100 units, it lasts for 30 individual attacks. Deploy Seeker Missile, Fires a seeker missile which deals 100 +20 against infantry damage to a target unit within 100 units. Unit size: 1 Speed: 40 units.

20 Banshees: Defences: 80 HP, 3 armor. Attacks: Backlash Rockets, Range 70 units, Damage 20, 2 attacks. Special abilities: Cloak, turns invisible for up to 15 turns, recharges 1 turn for every turn not in use. Unit size: 3 Speed: 65 units

Mech support forces:
2 Thors
: Defences: 1132 HP, 25 Armor. Attacks: Twin Thor's Hammer Particle beams, Range 90 units, Damage 70 +30 against Vehicles, ignores 10 armor, Attacks 2. Twin Punisher Cannons, Range 200 units, Targets Air only, Damage 60 +50 against Capital ships, ignores 5 armor, attacks 2. Special Ability: Can attack with both weapons at the same time. Unit size: 1, Speed: 40 units.

160 Crucio siege tanks: Defences: 213 HP, 10 armor. Special ability: Siege/Tank mode, can change between siege and tank mode changing weapons and move speed, costs the turns movement action. Tank mode Attack: Twin 90mm cannons, Range 80 units, Damage 16 +11 against vehicles, ignores 3 armor, 2 attacks. Siege Mode Attack: 180mm Crucio Shock Cannon, Range 160 units, Damage 75 +35 against Vehicles. Speed: tank mode 30 units/0 units siege mode.

70 Goliaths: Defences: 148 HP, 6 armor. Attacks: 2 Hellfire missiles, only hits air, Range 120, Damage 25 +35 against capital ships each. Autocannon, Range 60, Damage 16. Special ability: Multilock weapons system, can fire both Missiles and Autocannon at the same time. Unit size: 3 Speed: 16 units.

50 Cyclones: Defences: 92 HP, 4 armor. Attacks: 2 Typhoon Blasters, Range 60 units, Damage 7 +8 against vehicles or ships, 3 attacks per turn per blaster. Special ability: Lock on, Targets an individual unit to deal 12 attacks to them over a single turn, Halves movement speed. Unit size: 5 Speed: 35 units.

0 Hellions: Defences: 48 HP, 3 armor. Attacks: Infernal Flamethrower, Range 25 units, Damage 6 +6 against infantry. Special ability: Transform, turns into a hellbat increasing Armor by 3, HP by 12, and Damage by 2 +4 against infantry, While lowering speed by 40 units and range by 10 units, costs movement action for turn. Unit size: 5 Speed: 50 units.

Infantry forces:
14,800 Marines:
Defenses: 12 HP, 1 armor. Attacks: Gauss Rifle, Range 45 units, Damage 7. Special ability: Stimpack, each marine takes 2 HP damage but can attack twice a turn for the next 3 turns and moves 30% faster. Unit size: 100 Speed: 12 units.

4,900 Marauders: Defenses: 28 HP, 3 armor. Attacks: 2 Quad K12 'Punisher' grenade launcher, Attacks 2, Range 50 units, Damage 6 +10 against Vehicles. Special abilities: Stimpack, each marauder takes 2 HP damage but can attack twice a turn for the next 3 turns and moves 30% faster. Concussive shells, each attack slows the movement speed of all non-massive units hit by 50%. Unit size: 60 Speed: 10 units.

1,700 Firebats: Defenses: 34 HP, 5 armor. Attacks: 2 Perdition plasma flamethrowers, Attacks 2, Range 5 units, Damage 8 +4 against infantry. Special abilities: Rocket pack, triples unit move speed for 1 turn Unit size: 50 Speed: 10 units.

1,000 Reapers: Defenses: 12 HP, 0 armor. Attacks: 2 P-45 Reaper Pistols, Attacks 2, Range 40 units, Damage 5 +3 against infantry. D-9 Charge, Range 35, Damage 20, only targets structures. Special abilities: Jump Jet, can jump up and down small cliffs. Unit size: 50 Speed: 25 units.

Support infantry and mines:
14,000 Crew members: Defenses
: 6 HP, 0 armor. Attacks: P-45 Reaper Pistol, Range 25 units, Damage 5. Special abilities: N/A Unit size: 500 Speed: 8 units

1,220 Pilots and Operators: Defenses: 7 HP, 1 armor. Attacks: P-45 Reaper Pistol, Range 30 units, Damage 5. Special abilities: N/A Unit size: 20 Speed: 9 units

5 ghosts: Defenses: 54 HP, 1 armor. Attacks: C-10 Canister Rifle, Range 80, Damage 28. Special Abilities: Cloak, turns invisible for as long as the Ghost wants. Snipe, deals 70 damage to a target within 130 units, can only be done once every two turns. EMP grenade, wipes out enemy shields and prevents special abilities from being used. Unit size: 1 Speed: 15 units.

5,000 medics: Defenses: 12 HP, 0 armor. Attacks: N/A Special abilities: Heal, can heal an allied infantry unit for up to 75% damage or 1500 HP per medic unit, whichever is lower. Unit size: 50 Speed: 12 units.

11,000 spider mines: Defenses: 10 HP, 0 armor. Attacks: Blow up, Range 3, Damage 40 +80 against vehicles +30 against energy shields. Special abilities: Dies after attacking. Unit size: 10 Speed: 20 units.

6,000 widow mines: Defenses: 34 HP, 2 armor. Attacks: N/A Special abilities: Sentinel Missile, Range 100, Damage 120 +40 against shields +20 against infantry, CD 4 turns. Unit size: 5 Speed: 10 units.

Auto Turrets: Defenses: 57 HP, 5 armor. Attacks: 12mm Gauss Cannon, Range 55, Damage 23.

150 SCV's: Defenses: 25 HP, 0 armor. Attacks: 0. Abilities: can repair mechanical units and buildings.
 
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faction status
(Faction name here): Owns 1 agricultural planet, 4 capital ships, 1 flagship, 43,000 troops.

(Planet name here): Provides (225- 54- 10% for damages) 148 units of food, Provides (71- 25% for damages=) 53 units of production, provides 47 units of minerals, provides 0 units of Vespene.

Current stockpiled resources: 0 units of food, 0 units of production, 50 units of minerals, 30 units of Vespene.
 
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In-depth looks at each planet in your nation
Focus of each continent on each planet:

(planet name here) - South continent: 50 units or 62.5% of resources produced are Production. 30 units or 37.5% of resources produced are food.
North continent: 105 units or 77% of resources produced are food. 31.5 units or 23% of resources produced is minerals.
East Continent: 7 units or 8.5% of resources produced are production. 67.5 units or 81.5% of resources produced are food. 8.5 units or 10% of possible resource creation is wasted on tourist stuff and other inefficiency that is no longer important.
West Continent: 14 units or 27% of resources produced are production. 22.5 or 43.5% of resources produced are food. 15 units or 29.5% of resources produced are minerals.


Distribution of population of each continent of each planet:

(Planet name here) -
North continent: 450,000 people in large or medium towns, 350,000 people small towns/villages.
South continent: 1.1 million people in cities, 900,000 people in large or medium towns, 200,000 people in small towns or villages.
East continent: 500,000 people living in cities, 200,000 people living in large or medium towns, 200,000 people living in small towns/villages
West continent: 600,000 people living in cities, 300,000 people living in large or medium towns, 100,000 people living in small towns/villages
 
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-[X] David Bulren

-[X] male

[X] Balanced army: an equal mix of all other army types. Infantry, mech, Small ships, and 1 extra battlecruiser.

Positives: no weakness compared to a basic terran army.

Negatives: no strengths compared to a basic terran army.

[X] Balanced doctrine: no specific style of unit in your army. Decent at everything, but amazing at nothing, and bad at nothing. Little focus in your army.

Awesome man, I would have suggested that you gave us a small colony to run. maybe around 5 turns as a introduction into the management and combat of this system before sending us to halo-verse...but this works.

also my balanced plan is to give us some small advantages, in some ways we are better, and in others we are weaker. This also allows us to one day define different doctrines in-case this is needed, plus we need to be ready for anything, a balanced force that's a jack of trades can undertake a number of missions while may not all be successful, this can be multiplied into different benefits if we win those combat rounds.

also thanks for doing this man, I really look forward to this quest- hope my balance plan works out!
 
-[X] David Bulren
-[X] male
[X] Balanced army: an equal mix of all other army types. Infantry, mech, Small ships, and 1 extra battlecruiser.
Positives: no weakness compared to a basic terran army.
Negatives: no strengths compared to a basic terran army.
[X] Balanced doctrine: no specific style of unit in your army. Decent at everything, but amazing at nothing, and bad at nothing. Little focus in your army.
 
-[X] David Bulren
-[X] male
[X] Balanced army: an equal mix of all other army types. Infantry, mech, Small ships, and 1 extra battlecruiser.
Positives: no weakness compared to a basic terran army.
Negatives: no strengths compared to a basic terran army.
[X] Balanced doctrine: no specific style of unit in your army. Decent at everything, but amazing at nothing, and bad at nothing. Little focus in your army.
 
[X] Anaya Trill
-[X] Female.

[X] capital ships: 2 extra battlecruisers with a balanced mix of all the other army types.
[X] Mobile defense: Lots of medium damage medium mobility units. Good at defending several different attacks one after the other. Moderate at precision strikes and hitting weak spots. Terrible at static defense. Weak at storming an enemy position.

I like big space boats, and battlecruisers make for an impressive force multiplier on their own with their bombardment. Plus if we're going by Canon rather than ingame mechanics they should be able to pick up and drop off troops, making the moderate mobility doctrine that much more effective since they can act as mobile deployment hotspots for both offensive and defensive action.
 
Character sheets
Name: Natalia Leblanc
Gender: Female
Age: 22
Titles: Commander of the 'Tarsonis's Avengers' rebel group.

Attributes:
Martial
: 11
Administration: 8
Diplomacy: 5
Intrigue: 7
Research: 4
Morale: 5

Description/Backstory: Natalia Leblanc was born on Tarsonis to the Leblanc family, one of the old families of the Confederacy. This came as a surprise to her parents Darius and Luxxana Leblanc as they had given up on having a child after several years of trying and doctors telling them that Darius was nearly sterile. Growing up Natalia was her parents 'little miracle' and they were determined to ensure she had everything she could ever want while they trained her in everything she needed to know as the heir to the family.

However as the family would soon find out things were too good to be true. As after she turned 6 Natalia started to exhibit signs of powerful psionic prowess. This meant that her parents would have to send their child off to the Confederacies Ghost program which would mean that their child would not only never be able to inherit but on top of that she would be forced into a brutal regimen of military training designed to break her and ensure she remained a weapon of the Confederacy.

Thankfully much of the Leblanc families power came from being the ones in charge of the ghost program. Rather than have their child forced to join the brutal program they hid her powers with their authority and prepared everything they could for when Natalia's powers became too great to hide. They faked the death of one of the more powerful ghost recruits and instead of forcing them to become brainwashed to serve the Confederacy they instead instilled a sense of loyalty to the Leblanc family and their daughter first and foremost. They faked his death via a 'shuttle accident.' The Candidates name was Johnny Raynor.

Once she turned 8 they started having Natalia trained alongside Johnny by one of the Ghosts that were previously subordinated to be one of their personal assassins. They also started to put away the Family money into several large trust funds for their child so that once they were forced to part she would have the money needed for her survival. Natalia's 'death' was also planned and where she would go and be after it.

At the Age of 10 Natalia's parents were finally forced to fake her death. After she 'died' her parents went into 'mourning' which allowed them to transport Natalia and her protector Johnny as well as their teacher out to Tyrador VIII where they assumed a false identity of a single parent taking care of his two adopted children. They assumed the fake names of Samantha, John and Natalie Hanson. Natalia and John tested into some of the famous academies of Tyrador. Natalia as the younger and female child tested into the political academy in which thanks to her training and natural genius she was admitted with near perfect entrance test scores. John Hanson enrolled in the officer academy to join the military as a good son should and also gained high scores on his entrance test.

Over the next several years the two children would swiftly grow in intelligence and ability before graduating from their respective academies. John 'Hanson' was first and he joined the Confederate military as the highest possible officer rank for a new graduate, Captain, thanks to his marks and Leblanc family influence. While Natalia graduated early just a year after her 'brother' at the age of 16 with the highest marks seen in the 50 years. She was swiftly sent out to be the new Magistrate of Mar Sara as the last one recently died. After winning a few victories under his commanding officer colonel Duke, He quickly joined Dukes inner circle as one of his most trusted officers.

In the year 2499 the Sara system came under attack by Alien forces later identified as the Zerg and Protoss. Eventually Natalia and her Marshall Jim Raynor were forced to join the terrorist group, The Sons of Korhal, to ensure the evacuation of Mar Sara. Later on General Duke came into conflict with the Sons of Korhal under Natalia's command on Antiga Prime. Natalia was able to beat Duke and the officer he left in command there was killed by Kerrigan. This only further propelled Natalia and Johnny through the ranks of the respective armies they were in quickly becoming the 4th and 2nd in command respectively.

When Mengsk, the leader of the Sons of Korhal announced his intentions for Tarsonis Natalia sent Samantha over to warn her parents of what was going to happen. However as the Zerg invaded Tarsonis and Mengsk ordered them to leave Kerrigan and the planet to their fates she only got one final message from Samantha. An apology and her and her parents last words telling Natalia they loved her and to live for her own happiness. With that Natalia lost both her original parents, the woman who became a 2nd mother to her in Samantha, one of her closer friends in Kerrigan and finally Natalia Leblanc lost her Home. Alongside her own losses Johnny Raynor lost the people who were an aunt and uncle to him in the Natalia's parents and also lost his 2nd mother and mentor, Samantha.

This incident cemented Natalia's hatred for Arcturus Mengsk, and while Jim Raynor and Natalia blew through the blockade Mengsk set up to prevent them from leaving she sent a message to Johnny to stay with Mengsk and Duke and be her spy into their ranks. Natalia later left Jim on his own and while he created his own rebellion group 'Raynor's Raiders' she went off and used her parents connections to gather every single ghost that was loyal to her family along with several who weren't but supported the confederacy. Natalia then used her parents funds and name to gather up many Confederate loyalists and people who opposed Mengsk's rule into a new Rebel group she named 'Tarsonis's Avengers'.

As Natalia was creating her rebellion the brood war started, General Duke was slain and Johnny was promoted to be the captain of the new flagship Mengsk was building. Natalia ordered him to steal it with the troops who were loyal to him and join her rebellion as her 2nd in command. Once he did they went on to strike many of the top research facilities of the new dominion waging a constant shadow war against them. However despite her best efforts Mengsk sent his top ghost after them and while she never caught them, Nova Terra succeeded at taking out most of the ghosts loyal to Natalia over the 3 year period she spent hunting her. Though her new Special operations leader John Raynor is able to counter that and ensures many Dominion forces and ghosts fall in exchange.

Once the Zerg begin invading again Natalia had managed to gather a small fleet to herself along with thousands of troops and she used the war to continue causing problems for Mengsk. Eventually she learned of an important Facility to the Dominion that supposedly made a breakthrough in learning Protoss technology. Natalia led her troops there and that is where our story begins.
 
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Awesome man, I would have suggested that you gave us a small colony to run. maybe around 5 turns as a introduction into the management and combat of this system before sending us to halo-verse...but this works.

also my balanced plan is to give us some small advantages, in some ways we are better, and in others we are weaker. This also allows us to one day define different doctrines in-case this is needed, plus we need to be ready for anything, a balanced force that's a jack of trades can undertake a number of missions while may not all be successful, this can be multiplied into different benefits if we win those combat rounds.

also thanks for doing this man, I really look forward to this quest- hope my balance plan works out!
I didn't want to have you guys build stuff up and then not be able to take it with you... plus this was easiest ;)

and np dude I am glad to do it :D
 
-[X] David Bulren
-[X] male
[X] Balanced army: an equal mix of all other army types. Infantry, mech, Small ships, and 1 extra battlecruiser.
Positives: no weakness compared to a basic terran army.
Negatives: no strengths compared to a basic terran army.
[X] Balanced doctrine: no specific style of unit in your army. Decent at everything, but amazing at nothing, and bad at nothing. Little focus in your army.
 
Eh. Why not... If this doesn't win, I always have my own ideas.

[X] Natalia Leblanc
[X] Female
[X] Capital Ships
[X] Slow Offense

Capital ships because firepower will be a must, and slow offense because I think we will not be best suited to settling in, but moving around gathering resources. We will be better suited to hitting hard, which I think matches well with battlecruisers.
 
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Eh. Why not... If this doesn't win, I always have my own ideas.

[X] Natalia Leblanc
[X] Female
[X] Capital Ships
[X] Slow Offense

Capital ships because firepower will be a must, and slow offense because I think we will not be best suited to settling in, but moving around gathering resources. We will be better suited to hitting hard, which I think matches well with battlecruisers.
hmmmm if you want an example of how the combat doctrines work here is a few.

Slow offense units: Thors, ghosts, Liberators.

Static Defense units: Siege tanks, Goliaths, Ravens, Marines, Firebats.

Fast attack units: hellions, vikings, banshees, reapers, medivacs.

mobile defense units: Liberators, Wraiths, Goliaths, cyclones, marauders, medics.

so thats what you will focus on with specific combat doctrine. and if you choose to have a specific army type too then you hyperfocus on the units that fit both.

For example: Mech + mobile defense = a shitton of cyclones and goliaths, a decent amount of other mech units, and a handful of other unit types.

or small ships + fast attack = an insane amount of vikings and banshees, a decent number of other small ships, and a smattering of other unit types.
 
hmmmm if you want an example of how the combat doctrines work here is a few.

Slow offense units: Thors, ghosts, Liberators.

Static Defense units: Siege tanks, Goliaths, Ravens, Marines, Firebats.

Fast attack units: hellions, vikings, banshees, reapers, medivacs.

mobile defense units: Liberators, Wraiths, Goliaths, cyclones, marauders, medics.

so thats what you will focus on with specific combat doctrine. and if you choose to have a specific army type too then you hyperfocus on the units that fit both.

For example: Mech + mobile defense = a shitton of cyclones and goliaths, a decent amount of other mech units, and a handful of other unit types.

or small ships + fast attack = an insane amount of vikings and banshees, a decent number of other small ships, and a smattering of other unit types.

So combat doctrine will further modify the army composition based on template?
 
hmmmm if you want an example of how the combat doctrines work here is a few.

Slow offense units: Thors, ghosts, Liberators.

Static Defense units: Siege tanks, Goliaths, Ravens, Marines, Firebats.

Fast attack units: hellions, vikings, banshees, reapers, medivacs.

mobile defense units: Liberators, Wraiths, Goliaths, cyclones, marauders, medics.

so thats what you will focus on with specific combat doctrine. and if you choose to have a specific army type too then you hyperfocus on the units that fit both.

For example: Mech + mobile defense = a shitton of cyclones and goliaths, a decent amount of other mech units, and a handful of other unit types.

or small ships + fast attack = an insane amount of vikings and banshees, a decent number of other small ships, and a smattering of other unit types.

Battlecruisers, Thors, Ghosts, and Liberators? Sounds like exactly what I expected. :D
Adhoc vote count started by King Tharassian on Feb 25, 2018 at 10:36 PM, finished with 25 posts and 8 votes.
 
Question, where exactly are we going to land and also, can the standard Marine armor be giving to UNSC forces at least?
 
Question, where exactly are we going to land and also, can the standard Marine armor be giving to UNSC forces at least?
1) you will find out the WHEN and where of the spot you are going to land in the next chapter :D I will say it will be be before Reach though.

2) whether or not you give the UNSC your tech is entirely up to you... you could also just join up with them if you wanted... or you could create your own faction and conquer everyone ;)

there are a lot of options ahead of you :D
Adhoc vote count started by san on Mar 2, 2018 at 2:25 PM, finished with 22 posts and 6 votes.
 
1) you will find out the WHEN and where of the spot you are going to land in the next chapter :D I will say it will be be before Reach though.

2) whether or not you give the UNSC your tech is entirely up to you... you could also just join up with them if you wanted... or you could create your own faction and conquer everyone ;)

there are a lot of options ahead of you :D

Okay.
I asked since the best Halo/Starcraft fic I found is this:
https://www.fanfiction.net/s/6460543/1/The-Shores-of-Xanadu-A-Rewrite

Raynor's Fleet (post Liberty) without a single living soul; ends up in UNSC Halo sometime before the UNSC FTL is tested.
 
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