Battle for Earth: Tanks and Tripods (Map Game)

Crimson M. Assassin proudly presents Battle for Earth: TNT

It is a desperate time in the world. The world economies are suffering from a massive financial collapse. The nations of Europe are rebuilding as Nazi Germany spreads its wings, an action that will lead to another World War and the death of millions of people. As the situation looks grim everywhere, the truth is far more grizzlier than anyone can hope to realize.

At the edge of the Solar System, a fleet of starships is amassing. The violent, warlike race inhabiting the third planet from this yellow main-sequence star must be prevented from joining the galactic community. The humans don't deserve the mineral-rich planet and must be kept from destroying it. As the invasion dawns on the planet, other races see redeeming features in the Earthlings. As an ancient race returns from the fringes of dark space with unknown intentions, how long can the relative peace the galaxy has enjoyed last? Will Earth become the spark that sets off the next Galactic War? Or will the planet simply be a pawn in a much larger game? Whatever the case is, it will be a battle for earth!

Rules Guide to the Galaxy

 * 1) You do not talk about BFE: TNT
 * 2) YOU DO NOT TALK ABOUT BFE: TNT
 * Yes, this is an ASB game. That does not mean you can be implausible. Remember, space is big. Galactic Wars might last longer than planetary wars.
 * 1) Be civil. Oh for the love of Cthulhu, be civil.
 * 2) Speaking of Cthulhu, no god races, immortal beings, or transcendant aliens.
 * 3) You can be an alien nation and a human nation.
 * 4) Feel free to go all out on your alien races. Each alien race has three perks and two weaknesses that can be common or unique. The possibilities are nearly limitless.
 * 5) Strive for originality! You cannot be a race that already exists in sci fi works unless it is genericized (grey aliens being a prime example. Speaking of prime, Transformers is not an example. You may not be a Transformer)
 * 6) Let's keep planetary destruction to a minimum. I'd prefer for the Solar System to have at least eight planets by the time the game ends. That being said, feel free to destroy other bodies (asteroids, comets, maybe minor planets if asked first). Remember: asteroids make great weapons.
 * 7) No Uranus jokes.
 * 8) I'd prefer if nation ages were kept under 1 million years. I will add exceptions if plausibly presented.
 * 9) No extragalactic races or intergalactic travel. The Magellanic Clouds are iffy. Ask first if you want to do that.
 * 10) Don't uplift humans too quickly and don't destroy them too quickly.
 * 11) We'll be using a modified algorithm for battles. Space battles have yet to receive an algorithm. Until then, present some decent writing and write your opponent out of the skies! (No BS)
 * 12) The center of the galaxy is a black hole and a cluster of dying stars and other black holes. Your homeworld should be nowhere near there. Also, this distorts light. No spying on people on the other side of the galaxy.
 * 13) For artifacts that crashed on Earth, ask me for permission. Earth shouldn't be too special.
 * 14) Black holes are not wormholes. If you go near black holes, you will die. And that would suck. Oh, Crimson!
 * 15) When in doubt, ask a mod. Nothing bad can come of that.
 * 16) Without a hyperdrive engine, it will take one turn to travel 100 lightyears. Advances can be made, but if you don't choose a hyperdrive engine, you must dedicate at least one turn to troop movement. With a hyperdrive engine, this is negated.
 * 17) Don't panic

Mods
Mods are here to help you. If a mod approaches you, assume a kneeling position and place both hands on the back of your head. They are to keep the game fair, plausible, and running smoothly. They can control two human or two alien nations, but one may not be used to bolster one nation. They also get cool titles. To be a mod, you must:
 * Have a history of fairness and unbiasedness (totally winged it with that word)
 * Be a plausible contributor that has been with us for a while.
 * Preferably played a BFE game in the past.

Mod Positions

 * Cthulhu- Head Mod
 * CrimsonAssassin (talk)
 * (Add title here)- Vice Mod
 * POSITION TO BE FILLED
 * Silent Cartographer- Map Mod
 * POSITION TO BE FILLED
 * Universal Translator- Grammar Mod
 * POSITION TO BE FILLED
 * Science Officer- Plausibility Checker
 * POSITION TO BE FILLED

Allies

 * USA:
 * United Kingdom:
 * France:
 * USSR:
 * China:
 * Poland:
 * Canada:
 * Australia:
 * Norway

Axis

 * Nazi Germany:
 * Japan:
 * Romania:
 * Italy:
 * Bulgaria:
 * Hungary:

Neutral

 * Spain:
 * Switzerland:
 * Cuba:
 * Saudi Arabia:

Add whatever nation you want that existed in 1937.

Alien Nations
To create your race, please choose three strengths and two weaknesses. One strength, you make up can be unique and limited to your race.

Strengths
Please choose two from below and create one of your own.
 * Rapid Reproduction
 * Hyperdrive Engine
 * Telepathy
 * Telekinesis
 * Death Ray
 * Death Ray Shielding
 * Racial Confederacy

Weaknesses
Please choose two from below.
 * Weak Genetic Diversity
 * No Home world
 * Divided Planet
 * Low-Gravity Home world
 * Weak Immune System
 * Overly Hostile
 * Complex Government
 * Home world in the middle of nowhere
 * High-Gravity Home world
 * Overpopulated
 * Tiny empire

Alien Nations

 * Mech Network (CrimsonAssassin (talk) 17:18, January 30, 2013 (UTC)): Created 65 million years ago as a labor force by an ancient, enigmatic race known only as 'Phantoms', the Mechs gained sentience and revolted. The ensuing war resulted in the destruction of the once-great Phantom and galaxy-wide destruction. The last battle with the Phantoms occurred over a massive terraforming tool known as The Forge over Earth. The Forge was lost and crashed to Earth. The Mechs, rather than taking over the Phantom empire, traveled to the far reaches of the galaxy to create their own 'nation'. Fading into legend, the Mechs haven't contacted any organics since then, its military force offline but ever-growing. When a beacon from a fragment of the lost Forge is activated on Earth, the Mechs have returned to known space.
 * Strengths: (Rapid Reproduction) (Mech Virus) (Hyperdrive)
 * Weaknesses: (Overly Hostile) (Home world in Deep Space)
 * Phantoms CrimsonAssassin (talk) 17:18, January 30, 2013 (UTC): The Phantoms once owned an empire that controlled the entire galaxy. They uplifted many races and built legendary constructs. To manage their empire and construct the Terra Forge, the Mechs were created. When the Mechs revolted, the massive war led to the destruction of many planets and the downfall of the Phantom Empire. The Phantoms retreated to a refuge near the center of the galaxy. The last Phantoms died in the war as the Mechs were unable to find the last Phantom hideout. The Phantom numbers have recovered since then. Evolving a hard outer shield to protect themselves from the radiation of the center of the galaxy, the Phantoms are on the cusp of being able to leave their planetary prison now that reports of the Mechs have stopped.
 * Strengths: (Rapid Reproduction) (Phantom Industry) (Hyperdrive)
 * Weaknesses: (Overpopulation) (Tiny Empire)