Going to post this as very WIP. Just to uhh, call dibs on some names and concepts and stuff I guess.
Civilisation Name: The Imperium of Man
Civilisation Type: Militaristic, with a strong sense of a form of religion. They worship their leader as if he was a God.
U.G.C Standing: Revoked
Other Civilisation/Group Associations: Openly at war with any alien race, and any human civilization that goes against them, though they’re perfectly fine with a “I leave you alone you leave me alone” relationship with other humans.
{Below, list the other aspects of your Civilisation.}
Civilisation Government: Apparently best described as an “bureaucratic constitutional oligarchy.” Essentially, there is an all powerful figure, the Emperor. However, the Emperor is unable to speak or move, due to the nature of his fate. This means that he is a religious figure to look up to, while still being technically alive. He has a council of high priests however, whom vote on matters and claim it to be the will of the Emperor.
Civilisation Overview: An overview of your civilization as a whole. This can encompass things such as a group-wide religion, a breakdown of your civilization's economy, culutural significance, or anything else that describes your civilization that doesn't fit under the other categories.
Civilisation Technologies: The Imperium makes use of several technologies, a few of which are unique however most of which can be found elsewhere, though maybe not as prominent. A good example would the Dominator, a unique police pistol that is used almost 100% of the time to take down criminals, as it doubles as a knock-out laser, similar to a taser. They also have Space Marines and the technology to create them, as well as power weapons, chain weapons (chainswords, chain-axes, etc), lightning claws, thunder-hammers, etc. Space Marines are completely unique, and these weapons were created by the Imperium, but could have been stolen or traded away at any point in their history, so it’s very possible for other races to make use of them.
The Imperium has also made use of giant, underground heating units under their capitol city, which makes the capitol city itself much more inhabitable, as another somewhat unique thing they have created. The Imperium is also fan of bullets and bolts, though neither of which are unique and they still do make use of lasers and railguns, chances are you’ll be up against a bolter or a regular rifle. The Imperium makes use of a special type of bolt for all of their ammo however, which instead of just being explosive like most bolts, also has armour piercing capability. Against enemies that like to swarm, the Imperium also makes use of flamethrowers, almost always carried by Space Marines.
Perhaps the most unique technology the Imperium has created are drop pods. Other races may have similar technology, but the Imperium doesn’t have knowledge of any other races taking advantage of it, and these races most likely don’t rely on it as heavily as the Imperium does. Drop pods are the primary way most Space Marine shock troopers (and some other marines, if the situation calls for it), will enter a battle, able to drop in right in the middle of enemy lines, behind them, even on top of their vehicles, most likely crushing it. They are almost impossible to shoot down, due to the strong metals used to forge them and the high speeds they travel at. Even if you could, there’s a good chance the Space Marine inside will survive the impact and still be ready for a fight.
A massive achievement of the Imperium is the way they control crime in their cities. Each city is fit with a network of hidden cameras and synthetic drones that roam around the city, which automatically report anything they identify as a crime. For example, someone aggressively taking a purse would automatically be reported to the police department, as would a visible illegal firearm. In addition, the system is capable of identifying wanted criminals and registered officers, so an officer tackling or shooting someone is not reported.
The system is not without it’s flaws, and there are certainly gaps, but a fair amount of vision is much better than none.
Civilisation Military: The Imperium’s military is anything but simple. First of all, let’s start with the police and law enforcers. You have your regular officers, known as Inspectors, who dress in rather
simple attire. They dress in suits and general similar formal wear, wearing a blue coat over it marked with the
symbol of the Imperium when conducting investigations or are in any sort of situation where their authority must be known. They carry a weapon known as a “
Dominator.” It appears to be a regular pistol at first, but actually has several different modes, all of which pack quite the punch, that allow it to do several different things. The primary and most commonly used mode is similar to that of a stun-gun, though it shoots out a type of laser. This can easily stun any regular unarmoured human. The next is very similar, however much more powerful. It would prove lethal to an unarmoured target, assuming they are not under the influence of certain types of drugs or are lightly armoured. If they are, however, it will simply knock the target out.
The last mode shoots out a regular, lethal laser, that can pierce light armour and will prove fatal on contact. It is, however, completely useless against a target with any type of decent armour, such as those used by almost any military in the universe.
Second, you have your
S.W.A.T. officers. These double as a light infantry military force. The police versions of these units carry a dominator, but mostly use other weapons. They make use of shotguns and rifles, both of which fire bullets. These units are used to combat any dangerous criminals. Such criminals are preferred alive, and stunned with a dominator, but the units are trained only to attempt to arrest if there is no risk involved. Such a scenario would be an officer sneaking up behind one of the criminals, giving them plenty of time to take aim with the dominator.
The military version of these units don’t carry a dominator, instead using bolter pistols. A bolter is a weapon similar to that of any other that fires bullets, but are usually bulkier, and instead shoot explosive .75 caliber armour piercing rounds, simply referred to as bolts. However, being only a pistol, it fires rather slowly, so a rifle or shotgun is generally preferred. The rifles and shotguns themselves aren’t too remarkable, but do have variations. The primary rifle used by the Imperium is simply known as an "
autogun" something like a mixture between an AK and an M4. There is nothing remarkable about it, but it works. It hits as hard as it needs to, even if it’s not very powerful. Some shotguns, such as the
Ripper Gun, are notable due to their automatic firing, though they quickly burn through their ammo.
Other weapons are also available to light infantry, as what was said above is for the standard soldier.
Sniper Rifle's are also available, which fire an armour piercing, electrically charged bullet, which are capable of piercing most infantry's armour and shields with ease. However, it works similar to one of today's bolt action sniper rifles, as they take a fair few seconds to 'recharge' the bullet, allowing it to pierce shields. As a safety mechanism, the bullet can not be fired before it is charged, so waiting is unavoidable. They are, however, also equip with 30x scopes and suppressors. Due to it's already extremely long range and accuracy, this makes it possible to use from far away, the suppressor making pin-pointing which direction the fire is coming from much harder.
Lasguns are also available, though they have earned the nickname of "flashlights" for how useless they are against armoured targets. They can, however, disable a shield with ease, so one or two are sometimes deployed within a squad.
Now let us move on to police vehicles and synthetics. Inspector’s drive
police hover cars, which are similar to the regular, civilian hover cars used around all over in the Imperium, however are reinforced to protect from weapons and are considerably faster, along with obviously being fit with sirens.
The S.W.A.T, however, drive a much different vehicle. They drive
police versions of APCs, fit with an automatic, AI controlled turret and enough armour to stop rockets. The turret’s targeting is controlled from within the APC, by the driver, a small screen inside that allows them to select a target within the vision of the turret and open fire. It can also open fire on any lifeform not registered as a police officer, effective for dealing with any group of criminals when innocent civilians are not around.
There aren’t too many synthetics that are made for police use, but they do exist. You have your basic drones, that simply patrol around the city and spot crimes, which are the primary and most common synthetic. They look similar to say, R2D2 and roll around on two wheels. The other notable type of synthetic is very similar, however is fit with sirens, and are used to draw attention to criminals or block them off from going certain paths in a chase.
Now, let’s move onto medium-tier infantry, known as "The Death Korps of Krieg." This name stems from the fact that they originated on the planet "Krieg", a planet next to Terra which is controlled by the Imperium. The Imperium’s medium infantry is the bulk and front-line of their battles, able to deal a decent amount of damage and receive a decent amount of damage. These soldiers wear somewhat
odd attire, but it makes sense due to Krieg itself. More explained in the planets section. These soldiers excel at trench warfare, however are extremely capable in regular combat. Their armour is made of the same material as Space Marine armour is, however works like a kevlar vest in the way that they wear it. This makes them much tankier than lighter infantry, but still much weaker than heavy units and Space Marines. These infantry make use of mounted guns when a trench is available, however otherwise primarily use lasguns, a rather basic yet effective laser gun. They also use autoguns, and
heavy stubbers, an LMG type weapon that shoots shotgun-like shells, spreading over an area.
Death Korps also make use of heavy weapons such as rocket launchers, and melee weapons such as powerfists, though both of which are very selectively deployed.
It is also worth mentioning that Death Korps specialise in defensive and stalling tactics. They are deployed on the front lines, while light infantry flanks and does the damage, and heavy infantry are the jack of all trades, able to take hits and defend while still having a high damage output and taking out plenty of targets.
Then there’s heavy infantry.
Ultramarines, a ‘standard’ version of the Space Marines. They are the backbone of the Imperium. Their trump card. Space Marines are unique in several ways, due to their suits, their weapons, their genetic mutations, and even the way they enter a fight. They are also completely fearless, brainwashed to know no fear. Let’s start with their armour/suits. Some excerpts from a WH40K wikia:
Space Marine Power Armour is an extraordinarily sophisticated defensive system which combines huge resistance to physical damage with a sensory array and sealed environment which protects its wearer from the ravages of the void and alien atmospheres. Integrated with the armour are networks of electro-motivated fibre bundles which mimic and augment the muscular strength of the wearer. The true genius of the design, however, lies in its close integration with the already superhuman physiology, senses and reflexes of the Space Marine within. Working in concert, armour and Astartes together become a weapon without equal.[9]
While Space Marine Armour has evolved and changed over the Millennia, key components remain the same.
Auto-senses: Contained in the helmet, these systems include thought-activated communication arrays and audio filters, targeting reticules and range finders, tactical displays and auspex-links, and a host of other features.
Photolenses: Protect the Space Marine from light bursts and allow him to see in the infrared and ultraviolet spectrum's as well as enable vision in low-light conditions.
Respirator Vox Grill: This thought-activated device amplifies a Marine's battlecry to deafening volumes and contains a respirator to filter out toxins and draw upon an internal oxygen supply.
Auto Responsive Shoulder Plates: Shaped to deflect and absorb incoming blows, they usually display heraldry including Chapter, Company, and Squad symbols.
Chestpiece: Designed to protect armored power cables.
Backpack Power Unit: This houses the primary power core for the armour, as well as reserve cells and an emergency solar collector.
Life Signs Monitor: Regulate a suite of life support functions, including an injection system that can regulate painkillers, anti-toxins, and combat stimulants.
Nutrient Reservoir: A self-replenishing high-energy food store that can sustain a Space Marine's metabolism. Thus during battle, there is no need for a Space Marine to eat or drink.
Reinforced Greaves: These incorporate gyroscopic stabilizers and power units that can magnetize the soles of the armour's boots, allowing Space Marines to walk on metal surfaces in the void of space or zero gravity environments.
This is all true for every type of Space Marine. Other Space Marine variants and chapters besides the Ultramarines will be explained later, as they are used for different roles than simple heavy infantry.
Now, let us move onto weapons. There are several different types and variants of weapons that are at the disposal of Ultramarines and most of the Space Marines. Some of these include
flamers and
heavy flamers, which are exactly what they sound like,
bolters and
heavy bolters, a bolter being a simple bolter rifle fit with .75 explosive armour piercing rounds, and a heavy bolter being a heavier version, one that shoots faster and fires .998 explosive armour piercing rounds. Heavy bolters are usually used as mounted guns by Death Korps and the like, but a Space Marine can use one with two hands easily. Flamers and bolters are ineffective against shields, however are excellent against flesh, and though the bolter does a better job, armour as well. Flames can burn through the armour, hot enough to melt most things, however doesn't always work. Bolters, of course, have armour piercing ammo, so this of course works. Storm bolters are also available, which are almost identical to a regular bolter rifle, but have two barrels and shoot faster, though they have more recoil and are less accurate.
Meltaguns and plasma weapons are also available to Ultramarines. Meltaguns are a type of weapon that shoot out a large, long-ranged beam of pure, condensed heat. It is capable of melting through any type of armour and is extremely effective against vehicles. Meltaguns can overload shields, however due to the rarity of the ammo, using it against infantry or shielded vehicles is risky and usually wasteful. A Space Marine deployed with a Meltagun may only have 10 or 20 shots, and it can take quite a few to destroy an unshielded targets as it is, even if they are extremely capable against them. In addition, stronger shields can withstand it and are not overloaded, those these type of shields are more expensive and of a higher quality than the standard.
Plasma weapons are just what they sound like, weapons that shoot plasma. These can burn through armour easily enough, and melt flesh, but are also useless against shields. They don't power shields like meltaguns, but simply does nothing to it, as it is unable to burn through. Enough shots may overload a shield, but it is generally considering not worth it due to how much time and ammo it takes.
Now let's talk about the other Space Marines. The specialists of the Imperium. There are several different chapters, which are as follows, along with their specialties.
Blood Ravens - Information and tactics
Sisters of Battle - Burning shit and heavy armour.
White scars - Fast attacks (Use fast vehicles, storm bolters, rush tactics)
Deathwatch - Exterminating/studying filthy xenos
Space Wolves - Assault
Black Templars - CQC
Dark Angels - Plasma weaponry
Iron Hands - Bionics
Imperial Fists - Heavy armour and defense.
Raven Guard - Guerrilla Warfare/Stealth/Sniping
Blood Angels - Deep striking (drop pods)
Grey Knights - Biotics (Think Mass Effect)
Salamanders - Flanking and burning shit. A Sister of Battle will attack the enemy head and burn it while a Salamander will flank an enemy and burn it.
Legion of The Damned - Elite troops, simply better trained and better fighters. Only show up when a battle is surely lost, to try and turn the tides.
Going a little bit more in-depth on each, Blood Ravens do not subscribe to a certain tactic, instead using whatever is best for the situation. Sisters of Battle sit in the front lines with ridiculously heavy armour and (primarily) flame and heat weapons, experts at exterminating unshielded targets and setting up a wall of fire. They are also the only female Space Marine chapter. White Scars use various fast vehicles to rush the enemy, dispatching of them with rapid-fire weapons such as a Storm Bolter. Deathwatch do not have any certain tactic, and don't always deploy in fights, instead studying different ways to combat xenos and how their technology works. Any xeno technology used by the Imperium is thanks to them, as they often do raids to steal some.
Space Wolves are experts at basic assault, terrible at defending a place but amazing at taking it back. Black Templars use close ranged/melee weapons to dispatch of enemies up close and personal, such as powerfists, shotguns, etc. Dark Angels make use of plasma weaponry primarily, making use of a couple of unique plasma weapons not available to other chapters. These weapons include Combi-Plasma Guns, Plasma Cannons, and Nova Cannons. Combi-Plasma guns are bolters with a fully working yet condensed plasma gun attached on the bottom, working like a sort of secondary fire. Plasma Cannons are giant, heavy bolter type weapons, however instead shoot bolts that explode into searing hot plasma on impact, having a similar destructive force to that of a small sun. However, these overheat within a few shots, and do not have much splash damage, all of the destructive power only hitting a small area. These hit hard enough to overload shields, but aren't great against infantry due to how easily they overheat, and that's at least one or two shots wasted on the shields rather than the target itself.
Iron Hands make use of robotics, amplifying their speed, strength, etc. However, they do not have any specific specialty besides this, and as a result their weapons are standard and they use no particular tactic. They are usually deployed in replacement of Ultramarines or with them, as they are sort of a higher-tier version. Imperial Hands are experts are defending a point, and have the heavy armour to support it, however due to their slower movement they aren't ideal for assaulting. Raven Guard are experts when it comes to guerrilla tactics and stealth. Even with a Space Marine's heavy armour, they have perfected the art of silent movement and surprise. Raven Guard are almost always equip with a jump pack, a sort of burst-jetpack, and usually lighting claws, a type of wrist-mounted melee weapon that's electrically charged. It can cut through shields like butter, and are sharp enough to pierce armour easily as well. Unfortunately, they are extremely short ranged, even for a melee weapon. However, due to how deadly they are, Raven Guard are often dispatched to take out a dangerous small enemy squad or thing such as sniper units. Due to their unfamiliarity with regular combat, however, Raven Guard aren't much more useful than the Death Korps, though they might be a little more tanky. Raven Guard are also used as Space Marine sniper units, as their jump packs and stealth skills allow them to slip away after taking a shot.
Blood Angels love to make use of deep striking, sometimes even dropping in the middle of enemy lines. They are known to have an uncontrollable blood lust, making them extremely aggressive fighters. Grey Knights make use of dark energy, harnessing it to unleash raw biotic power onto foes. This includes things such as biotic explosions, shields, telekinesis, etc (See Mass Effect biotic ability lists for more).
The leaders of Space Marine chapters are known as "Primarchs". These very rarely fight, but have earned their position by being the best warriors the Imperium has ever seen. They are fit with state-of-the-art genetic modifications and bionics to help them live far longer, something a general Space Marine can already do. This allows them to live for hundreds upon hundreds of years. Most of the primarchs have already lived past 500, and are expected to live up to 800, or if they're lucky or technology develops further possibly even to 1000, though the Imperium is unsure if this is possible. Unfortunately, to how costly these modifications are, only primarchs have access to it. Before primarchs were modified in this way however, parts of their DNA were taken, which is used in the transformation from man to Space Marine for others. If you were, say, a Raven Guard, DNA from the Raven Guard Primarch would be used. List of current primarchs below.
Terminators
Officers
Grenades
Ground vehicles
Mounted guns/artillery etc
Air vehicles
Spaceships
Civilisation History: A brief history of your civilization, concerning their origins before their leap to the stars, how they developed relationships with any other groups, any galactic conflict they've been a part of, etc.
{Below, list the species in your Civilization}
For multiple unique species, please complete this section multiple times. If using standard humans, feel free to leave this out.
Species: The name, either scientific or standardized, of the notable species of your civilization.
Species Appearance: What your species looks like, for example their skin tone, number of appendages, how many eyes they have, etc.
Species Biology: The biology of your species, for example what their blood - if any - looks like, how they breathe, what they breathe, what they eat, etc.
Civilization Standing: What kind of standing this species has in your civilization A slave race, the overlords, or just if they're a primary or secondary species.
Homeworld: Where this species originated from.
Inhabiting Planet(s): Any planets this species inhabits as one of the major races.
Species History:: A brief history of the species, such as their trip to the stars, or the choice of the U.G.C. to give them space flight capability.
Other Notable Comments: Any other notes about your species as not covered above, if necessary.
{Below, list the planets under your Civilisations direct or affiliated planets.}
Include multiples of the below descriptors for each major planet in your civilization.
Star Map Coordinates: The coordinates (Demonstrated By @#-@# where @ is a letter and # is a number) of your planets location. Choose these coordinates based on your desired location on the map provided.
System Details: The name of the Solar System that your civilizations planet resides in, as well as any additional info about that star system such as proximity to a black hole or number of stars in the system.
Planet Name: The name of your planet.
Civilisation Standing: Capital, Colony, Affiliate, Subjugated etc.
Planet Type: Is your planet a glacial, molten, terraformed, rocky, gas giant, or other type?
Orbital Cycle: The length of your planet's 'year' in days. This is the length of time it takes your planet to make a full rotation around its sun
Planet Rotation Period: Day Length. The length of time it takes your planet to make a full rotation on its axis.
Planet Size: The circumference of your planet, in galactic standard measurements (metric). For example, the size of the Earth is 40075.017 km.
Local Gravity: The force of gravity on your planet. 1 g is 10 m/s^2. Earth's local gravity is .98 g's.
Atmospheric Conditions: The high to low temperature variation of your planet, the makeup of the gases in it's atmosphere, and any notable weather patterns.
Notable Planetary Conditions: Is your planet composed almost entirely of volcanoes, ice or, hurricane condition waves? Anything notable about the planets surface and the conditions on the planet.
Major Satellites: Any moons your planet has or the planet your 'planet' orbits if it's a moon itself.
Indigenous Species: Any specific species native to this planet, intelligent or otherwise.
Inhabiting Species: The major intelligent species inhabiting a planet and the percentage breakdown and number of their population. For example, Earth has a population of 7.2 Billion and 100% Human
Planet Overview/History: A history and overview of your planet such as the planets economics, culture, major conflicts, colonization date, etc., as well as any major city descriptions, defenses, or other additional information you'd like to add about your planet.