I really have to apologize for waiting this long. Life was hectic and I got a huge writers block from writing the next chapter... twice. It just never seems to come out right, but I may as well post what I got for now. This is the updated GOE Codex entry. It's literally a book; 112 pages in Microsoft Word. I have no idea why I did this, but I did. Enjoy or don't. inb4 tl;dr...

Guest 1: Why is Starcraft never involved? Well, what does Starcraft have to offer? Most of the themes and military values in Starcraft are already in Warhammer 40K, so why add Starcraft? If you want me to add a universe in here, please be specific about what it adds to the greater lore of the universe. I could care less about more weapons, since I think I have enough as it is.

Schroudinger cat: DLC references will be made. Tyranids will be in full force (at least from 6th edition codex). I'll find a way to add squats somehow. And yes, I would like to avoid the drama that TVTropes brings.

Guest 2: I don't think so. While it would be cool to add something like that in, it would be totally against character for this human empire to do it. This empire is a dick. It's not there to help uplift races, or to wag their finger in the Council's face about their wrongdoings. This empire is a dick, just like everybody else. Everyone is a dick. They don't care about the Krogan, or the Quarians. To them, what is the incentive to help them? Another species to compete with? To me, it's out of character and so won't happen.

Guest 3: Again, what would adding Universe at War bring to the greater lore? Everyone has their favorite series and stuff, but sometimes less is more. Please state reasons why they would fit and what they would add.

Guest 4: Please see Guest 1.

Guest 5: I do not plan on repeating the ME trilogy. To me, it seems repetitive, unrealistic, and makes the Reapers to be even bigger morons than ever.

rvb lover: Cerberus will be doing its own thing. You'll find out later. SA will not join the Council, but they may act as arbiters for different relations. The Halo's fate will be revealed... in due time.


Galactic Orion Empire

Capital: Capital Station, Coruscant System

Language: Galactic (Orion) Basic

Currency: Orion Credit

Government: Constitutional Monarchy with an Emperor and a Senate (two houses)

Population: Several hundred trillion scattered throughout several hundred thousand worlds

Species: Various thousands, humans are dominant

House Colors

Primary Color: Black, Dark Grey

Secondary Color: Gold


The Galactic Orion Empire (also known as the Orion Empire, the GOE, or the Orion Imperium) is the most powerful government in the Orion arm of the galaxy. Forged from the fires of the Great Galactic War in 2,614 C.E., the GOE represents the majority of the Orion species and governments. The GOE includes vast swaths of territory and is considered a superpower on the galactic scale. With a combination of a strong but splintered government, a large, strong military and a powerful economic engine, the GOE is ready to claim the stars for themselves. However, the empire is not without enemies, as the Tion Cluster continues to oppose them on more than just values. The Tyranids approach from outside the galaxy, while more sinister elements gather inside the borders themselves.


History

The Orion arm was always at war with someone. It could be another faction, an extragalactic force, or even some malevolent evil from another dimension. Regardless, the events that preceded the GOE would not leave anyone unaffected.

The events can be led all the way back to 2,544 C.E. Both the Imperium of Orion and the Galactic Federation of Free Alliances were expanding at an impressive rate all across the dense areas of the Orion arm. Both of these empires had been experiencing varying waves of peace and war in all of their histories. When contact was finally made over the world of Lorn V, a small battle ensued as both claimed the world and mistook each other as rebels, since both parties had humans in them. This would only be the start of a massive deployment of arms all across the galaxy.

Massive fleets and armies ravaged system after system. These massive battles consumed billions of lives and made many planets uninhabitable. Technology and weapons were stolen, examined, and reverse engineered. Soon both of these empires were experiencing a loss of resources. They both started to dedicate forces to exploring new systems, possibly for lost artifacts and hidden weapons.

By 2,558 C.E., both of these empires came across a ravaged sector of the galaxy. In this part of the galaxy, three different empires were vying for power. The Vasari, the Advent, and the TEC were all attempting to annihilate each other with ships far larger than expected. When the Imperium and the Federation came into contact with the Vasari Empire, they expected a quick conquest and a fresh batch of resources. Unfortunately, this would be the catalyst for an even more devastating war.

When the two warring empires had attacked Vasari space, the Vasari were already exhausted from a long standing internal civil war with an external war of conquest. The attack on their worlds managed to bring the civil war to an end as it became more a fight for survival. The Vasari quickly made contact with the TEC and offered unification to fight this new threat. The TEC were hesitant on the issue but soon agreed when the Imperium had struck their own worlds. The Advent were soon coerced into joining when their xenophobic leadership was assassinated. The Orion Solar Empire was born.

With a united leadership and pools of resources, the OSE waged a massive war on both of the aggressors. The Imperium and Federation, already exhausted from their earlier conquests, were unable to defend themselves against this newly united and vengeful threat. The OSE even managed to assault Terra itself before their massive fleet was destroyed in orbit. Both the Imperium and the Federation struck back, devastating worlds, including Apollo itself. The defense was held, if only barely.

In 2,559 C.E., the Orion Species Union makes contact with all three empires. Having already come from their own wars, the OSU hoped to establish peaceful relationships. Unfortunately, newcomers to war are never welcome. All three factions believed that it was some sort of trap and attacked the diplomatic vessels. This plunged the entire Orion arm into a full scale war, making it a true Great Galactic War. By this time, destruction of planets was common and thousands of species along with billions of people were left as refugees.

Things only got worse when the Tion Cluster started to hire out its information networking services. More worlds were devastated as the Tion Cluster revealed many undefended colonies (most of these colonies had little to no strategic value). The Tion Cluster itself was also losing ground and many speculated as to whether a faction would annex them or not. Mercenaries from around the Orion arm all partook in the massive battles, often assassinating key targets and leaving many sectors helpless to attack, only to be balanced out by a lack of leadership on the offensive fleet.

During the war, all factions decided that new technologies were the future and started developing massive amounts of scientific inquiry to try and weaponize the first thing that they came across. Many genetic experiments were also done as attempts to find the perfect soldier met with varying results.

In 2,580 C.E., the Chiss entered the scene and started to expand all across the Orion arm. Being a new faction, they had the advantage that most of their facilities and infrastructure were intact and ready. However, they did not have the grizzled experience the other factions had and their assault soon ground to a halt. Their largest achievement was the assault on Coruscant, but logistics quickly caught up with them. They had to retreat from the capital, but still held onto numerous planets.

By 2,600 C.E., massive riots had engulfed numerous sectors of the Orion arm, as their citizens cried out for peace. Many planets and sectors had been entirely cut off from their respective governments and had to fend for themselves in a hostile galaxy of raiders and pirates. The military forces of all sides had already been exhausted to the brink of collapse, with most factions barely able to produce even a tenth of what they had before. Infrastructure had been completely obliterated, leaving billions starving and restless. Several systems even declared their own independence from their over governments. It was time for negotiations.

By 2,614 C.E., most governments knew that they wouldn't survive the political fallout. Thus a compromise was reached that they hoped would benefit the entire Orion arm. All of the former governments would disband themselves and united under a single banner for the good of the galactic community. The Galactic Orion Empire was born.

It was during this time the Great Restoration took place. Using the fleets and armies that were left, the Emperor led his forces, reclaiming those worlds that were either cut off during the war or had separated themselves during the infighting.

Though it was successful in reaching the majority of the Orion arm, the Tion Cluster refused to acknowledge the government and isolated itself off from the rest of the Orion arm. Still, raiders from the Tion Cluster regularly struck at GOE colonies.

However, the GOE has since turned its attention to far larger problems. The massive war had certainly attracted the vile forces of Chaos, as no one could miss the death toll. The Tyranids still threaten to consume the Orion arm in an endless swarm. And still other dangers lurk in the dark places where no man would ever lurk.


Government

The government of the GOE is broken into several different sections, each with its own strengths, weaknesses, and jurisdictions.

The purely political branch of the GOE is the Imperial Senate. The entire empire is broken into more than 150 different sectors, each ruled by a Moff appointed by the sector government. These 150 different sectors are then consolidated into 15 oversectors, each ruled by a Grand Moff appointed by the Emperor himself. The Eldar also get one representative to represent the Webway. The capital system Coruscant also gets to appoint their own Moff, who acts as a legislative leader for discussion and moderates debates. Each of these representatives appear in the Senate to debate and vote on measures, laws, and other rulings. The Grand Moffs, being a representative for a larger oversector, have more political leverage than an average Moff. These representatives when then divide themselves into different committees to handle the various issues of the empire.

The local planets and systems usually operate autonomously, allowing them to set up their own governments, laws and practices. So long as they stay loyal and follow the basic guidelines to the Constitution of Orion, they are usually ignored by the majority of the Senate. These local systems are also responsible for creating their own sector governments, whether by vote or council. These large groupings of star systems are almost miniature empires within an empire, having their own committees, government officials, and bureaucracy.

Standing next to the political heads is the Traders Coalition. The Traders Coalition is the corporate empire within the GOE, responsible for keeping the trade routes open and safe, running most of the economic infrastructure, and being the voice of the businesses and corporations within the political arena. Not unlike the Imperial Senate, the largest and wealthiest corporations send their representatives to this corporate council to help lobby for new trade routes and help expand their businesses. Seeing as they represent a host of planets as well, they hold some affluent power over some Moffs. However, after the Great Galactic War, leadership of the Traders Coalition has returned back to the Aluxite Dynasty, who acts as a council head. He normally sets the agenda for the Traders Coalition.

Standing in conjunction with the Traders Coalition is the Adeptus Mechanicus, who own and operate all industrial worlds. It is based around the religion known as the Cult Mechanicus, whose followers worship knowledge above all else, with machines being the being the embodiment of knowledge. Because Forge Worlds get a little more autonomy than other worlds, the Adeptus Mechanicus are allowed to run things very differently than the rest of the empire. A local Magos will act as a leader and the highest ranking priest on a world, while the Fabricator-General is the voice of the Omnissiah. Since the Adeptus Mechanicus owns almost all industry in the empire, the Fabricator-General joins the Traders Coalition council as the voice of industry.

While not as significant, the Sith Inquisition also has its own structure of leaders and politics. While Lord Darth Revan may be the visible head of the Sith Inquisition, he is not the only one. An Inquisitional Council presides over most of the organization, with each lord directing a certain department. This could be research into new technologies, otherworldly powers, recruitment, security, or any other interesting subject with applications. It should be noted the Grey Knights are completely separate from this political jurisdiction. The Sith Inquisition also rules directly over several dozen systems, acting as bases and headquarters across the galaxy. They are usually ruled over by a ranking inquisitor.

Another small yet significant faction is the Ecclesiarchy, or the official church of the Imperial Cult. While they may not be able to influence politics on a grand scale, they have significant influence at the local level. They even own several systems as religious palaces and temples. The local lords of these "temple worlds" are the Cardinals. The leader of the Ecclesiarchy is the Ecclesiarch, who uses his significant wealth and power to spread the word of the Imperial Cult. They lend their military forces, the Sisters of Battle, to the Sith Inquisition.

Lastly, the only separate organization left is the Eldar Empire, or at least what's left of it. The Eldar tend to stay out of "the affairs of man," and so care little for what actions the empire as a whole takes. They instead take up residence in the Webway and on the few Craftworlds in the galaxy. From within the Webway on their capital city of Commorragh, a council of Farseers dictates the lives of those who choose to dwell in the Webway. The same system is used on individual Craftworlds as well. To the rest of the empire, their goals are mysterious and filled with riddles and double-meanings.


Laws

The laws set down by the Constitution of Orion apply to all planets and citizens, regardless of history or relevance. For one thing, planets, systems, sectors and oversectors are allowed a semi-autonomous rule so as to streamline the political scene. This ensures that the Imperial Senate only receives the most important decisions. The constitution sets down several basic laws along with other political ideals but the most important ones are the following.

-Slavery is never permitted inside the Orion arm. Any who practice it will be punished severely.

-All citizens are entitled to a judicial trial in regards to their planetary government. However, the Sith Inquisition may circumvent this law in regards to rogue psychic users, Force users, etc.

-Artifacts deemed useful to the empire are to be turned over to either a corporation with a government contract for artifacts or to the Sith Inquisition for study.

-The definition of private property is relegated to the individual planets. Under Orion law, theft without warrant is forbidden.

-Free trade must be permitted between all planets inside the Orion arm. Any attempt to force tariffs on imports or exports inside the empire is a matter to be dealt with by the Traders Coalition.

-All religions are permitted within the borders of the GOE. However, all must citizens must at least recognize the basic tenets of the Imperial Truth.

-The Sith Inquisition has the right to invoke interrogations on any citizen suspected on being part of Chaos. This is nonnegotiable, but the Sith Inquisition may not harm the citizen unless the citizen resists with chaotic powers.

All forces in the GOE must abide by these laws. It is specifically stated that no one is above the law and that even the Inquisition is bound by these laws and rights. However, the Sith Inquisition is given leeway when the issue of rogue psychic users and other anomalies come up.


Punishments

Punishment in the empire is dealt out accordingly for each crime. The most heinous crimes are dealt with in several ways, all of them horrifying. The empire likes to say that every citizen, even the ones that choose a life of crime, have something to offer to the empire. The most serious criminals are lobotomized and stripped of free will. They will either be turned into servitors or similar servants. Others will be conscripted to take part in some of the dangerous experiments being done by companies, such as Aperture. Those that have been convicted but hold key knowledge will be held in cryo-prisons in case such knowledge is needed in the future. Rarely is someone ever executed, as that would be a waste of a good test subject.


Territory

The GOE is ready to declare the whole galaxy their territory, but currently only has colonized several hundred thousand worlds. These planets make up the bulk of the GOE and are officially represented in the Orion governments. The GOE effectively rules over 91% of the Orion arm. However, the extent of the GOE is actually quite larger. Corporations and other private interests have started to map out and expand at an increasing rate to far off planets, hoping to find ancient technologies left behind by civilizations long past or valuable minerals to sell to legal and illegal types. Whatever the reasons, billions have flocked to these small outposts, eager to support new expansion. This has caused a strained relationship between many different political parties. The parties that want to expand are often opposed by the parties that want to build up the still-shattered infrastructure of the territory they already have. These two ideologies typically clash in the Imperial Senate. The GOE truly believes that it is their manifest destiny to rule the galaxy, but must first survive the horrors that wait in the dark.


Economy

The GOE has a very strong economy, despite the fact most of the infrastructure remains shattered. This is due to several inventions that have made the empire interconnected in many different ways. The first major invention was the STC, or the Standard Template Construct. STCs are sentient computers that store the total of all knowledge in the Orion arm. All have sworn loyalty to the GOE, ensuring that the knowledge doesn't fall into the wrong hands. This is supplemented by the Holonet, a galactic wide communications network, linking all worlds with each other, ensuring that the empire is truly connected with instantaneous communications. The next major invention was the molecular furnaces that broke down a materials' physical structure, ensuring that resources were always in abundance. The last invention was the universal constructor which took those pieces to create new substances and materials. This has ensured that the GOE has a reliable source of materials for all of their construction projects. The economy of the GOE is quite strong, with trade bridging distant worlds. This is overseen by a number of private interests, ensuring that the trade lanes stay open to free trade. The banking industry is overseen by the Intergalactic Banking Clan. The galactic currency is the Orion credit. The military-industrial complex is very intertwined within the economy and includes a variety of different technology and industrial powerhouses. Perhaps the greatest strength of the economy at this point is the philanthropist tendencies of the major corporations, as they are often the ones financing new colonization and rebuilding projects.


Society

The society of the GOE is very much a transhumanity, with technology integrated into every part of life, for better or worse. Augmentations are the norm and almost everyone has them. This has created a society based on merit rather than family nobility. The average human lifespan has increased to almost one thousand years, though the brain starts to deteriorate after eight hundred. Information is passed on at speeds unheard of before. People in the Orion arm are informed of all the threats that the galaxy has to offer. They are even aware of the corruption of Chaos. Despite the Emperor's fears, the public was actually quite accepting of the threat and this has made them even more vigilant against threats, real or imagined. This has created some paranoia in the empire, but nothing too serious. The only people that are not integrated with technology are on the Feudal Worlds, where people have regressed to varying states of technology. The GOE provides protection, but estimates say that these worlds will soon join the rest of the empire as younger generations are fascinated by the technological progress. The military has become a very huge part of culture and pride for the Orion arm. Almost everyone has at least served one tour of duty in the militia or in the armed forces. People are aware that the Sith Inquisitorial Forces are brutal, but most accept that it is a necessary evil to help protect them against rogue psychics, Force users, Chaos Cults and Genestealer Cults.


Religion and Philosophy

While most religions are tolerated in the empire, the over-all philosophy in the Orion arm is the Imperial Truth, a set a rules that praises rational thought and reason over superstition and fear. The Emperor created this line of thought as a direct attack on Chaos. All beings in the Orion arm have to acknowledge at least some of its basic tenets. Another large religion is the Cult Mechanicus, a religion based upon the worship of technology. However, a growing movement in the Orion Empire is the worship of the empire itself. While it still retains the basic tenets of the Imperial Truth, the Emperor has found this fanaticism of the empire somewhat disturbing, though untainted by Chaos. It is known throughout the empire as the Imperial Cult.


Enemies

The GOE is currently at a state-of-war with the Tyranids, having already fought off numerous incursions. Chaos is always a threat and they are dealt with extreme efficiency by Sith Security forces. They are unofficially at war with the Tion Cluster, as numerous pirates have raided GOE space, though the GOE is still rebuilding and cannot strike back directly at the Tion Cluster. Plus, several parts of the Tion Cluster are willing to "pay" a protection fee to the GOE, so most of these incidents are overlooked. There are some dissident elements throughout Orion space, but most have retreated to the Tion Cluster.


Classification of Planets

Dead or Shattered Worlds: These unfortunate worlds were either devastated beyond survival by the Great Galactic War or were the victims of a Tyranid invasion. The GOE have vowed to restore these planets back to health in time.

Mining Worlds: Mining Worlds are those that feed the fires of industry with the necessary raw materials. They are often in the farthest reaches of systems. Sometimes large asteroids are classified as Mining Worlds. They are legion in number and are often guarded by corporate security forces.

Frontier Worlds: These worlds are on the very edge of Orion space. They are often claimed by corporations or private explorers who hope to find a huge discovery and make a fortune before the official colonists arrive. They are sparsely populated and contain no real military force. They are often guarded by corporate or private security forces.

Feudal Worlds: Worlds that have elected to leave most technology behind. They are in various states of progress, with some going as far back as medieval while others retain something close to the twenty-first century. They are very few and many believe that, as new generations arise, they will fade entirely from the political map.

Forge Worlds: Forge Worlds are worlds that are completely consumed by industry. As natural living worlds are rare to find, Forge Worlds are often created from dead or barren worlds. They have the capabilities to mass produce any amount of material, whether commercial or military. Most are owned and guarded by the Adeptus Mechanicus.

Temple Worlds: Temple Worlds are planets claimed by the Ecclesiarchy. The entire planet is covered in temples and alters to the Imperial Cult. There are very few in the empire, but those that exist are true bastions of wealth, power, and military force.

Civil Worlds: The normal worlds of the Orion arm, Civil Worlds are those worlds that have an established colony and are part of the formal government system. They make up the bulk of the Orion arm, where most people make their living. They are guarded by official military forces.

Fortress Worlds: Fortress Worlds are those worlds that are military bastions against the waiting enemies of the GOE. At least one can be found in each sector of the Orion arm, though sectors at the edge of Orion space notably have many more. They often found with small repair and refueling stations around their orbits. They are heavily militarized.

Ecumenopolis: These worlds are completely covered in cities, as rapid build-up has eroded the natural state of the world. They are considered high priority targets as they can contain billions of people. They are centers of trade and commerce. Some of the most famous examples are the planets Coruscant, capital of the empire, and Terra, former home of the Emperor.

Craftworlds: The Craftworlds are worlds crafted by the Eldar to suit their needs as they drift through space. They are often found drifting from system to system. They have become prime areas for exotic trade and are often used as slow cruise liners for the economically inclined. They are exclusively guarded by a combination of Eldar and military forces.

The Webway: The Webway isn't truly a planet classification, but it is actually an extra-dimensional space created by the Old Ones millions of years ago. It is essentially a tunnel through time and space to reach a destination. Pockets in the Webway can allow entire star systems to exist within the space provided. It is very extensive and connects all of Orion space. However, it should be noted that the Webway can only access points where a gate is present. If there is no destination gate, then travel cannot be made. The Webway is extremely vast and it is very easy for someone to get lost. It is exclusively guarded by the Eldar, who inhabit the many systems placed within the paths and pockets of the Webway.

Artificial Constructs: The worlds designated as Artificial Constructs are worlds or space stations that match stellar scales. Depending on the size and scale, these worlds can house a number of different people, from small thousands to several billion and more. The most famous examples are the Forerunner stations such as Capital Station, the Lesser and Greater Ark stations, the Halo Installations, the former-Covenant station High Charity, the Expeditionary Battle Planetoids, and the Rakata Star Forge factory. They are put under heavy security due to their various uses as government headquarters, shipyards, and interstellar weapons.


Military

The GOE has an extensive military, covering nearly the entire Orion arm. Their troops number in the tens of billions while their navy has thousands of ships. However, most of these forces are placed across the Orion arm to protect worlds from multiple threats. This means that they cannot concentrate all of their forces on a single threat and their offensive forces are extremely small and limited. The armed forces are divided into several categories. The Imperial Armed Forces represents the ground troops, the Imperial Navy represents the space forces, the Elite Forces represent the specialized forces of the empire, Orion Intelligence represents the intelligence gathering services, and the Sith Inquisitorial Forces represent the secret police of the empire.


Imperial Army

The Hammer of Orion, these are the ground troops that guard the planets of the GOE. They are led by Grand General Thel 'Vadam. This Sangheili has created a culture within the army as he leads from the frontlines. This has inspired almost every single officer into taking the same initiative, often inspiring their troops as well. The Imperial Armed Forces come with heavy armor and firepower through vehicles, battlesuits, air support, and titan walkers. However, it should be noted that individual regiments and planetary systems may have different armaments based upon necessity or specialization. Most make their own patterns of weapons and equipment.

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Infantry: Infantry are the basic men and women who fight on the front lines against all aggressors. They are armed with a number of different personal weapons along with several heavy weapons platforms. They support larger vehicles into battle. Individually they are a threat to small groups of enemies, but en mass they truly become a great wave of firepower.

Planetary Defense Forces (PDF)

Planetary Defense Forces, or PDFs, are the normal guardians of planets. Due to a variety of native species, the militias are composed of an unaccountable amount of unique weapons and abilities. They are the normal guards for many worlds, but usually fall under the command of the local Guardsmen when invasions begin.

Imperial Guardsmen

These are the soldiers who guard the home front from any invaders to the empire. They are made of all species. They are organized like a true army, though their purpose is basic defense and militia duties. They make up the bulk of the Imperial Armed Forces, with hundreds of millions serving all across the galaxy. Guardsmen are equipped with Chirothecam Mk II Power Armor, augmenting their durability, strength and speed while providing a direct interface with the soldiers' cranial augmentations and targeting systems. Guardsmen typically wear local clothing over their armor, a symbol of not just the Orion Empire, but their local home system or planet. They are supported by a number of heavy support vehicles. Imperial Marines are their naval counterparts.

Imperial Jump Troopers

The soldiers that are the most flexible, the Jump Troopers use jetpacks to quickly and easily travel the battlefield. Originally based upon the concept of the Mandalorian Supercommando, the Jump Trooper is ready for any danger that he or she may fly into. They often act as strike teams to distract the enemy. They recruit from all species. They wear the lighter Salire II Power Armor. It is light enough to be lifted by their jetpacks. They are often support for larger and slower units.

Imperial Stormtroopers

Stormtroopers are the elite versions of the Guardsmen. They are given special equipment to use on missions and represent the best of the regular soldiers. They inspire other troops to fight as they charge into battle. They accept all species into their ranks. They wear the advanced Veterani IV Power Armor. They are supported by other infantry and vehicles.

Imperial ODSTs

ODST stands for Orbital Drop Shock Troopers. The soldiers who strike from orbit, the ODSTs are the orbital insertion troops to make a first strike into enemy territory and create a landing zone for the advancing Marines. They use drop pods to reach their destination as they would burn up in the atmosphere. They only accept species that can survive the stress of entering atmosphere without blacking out. They are equipped with Venator Mk III Power Armor, perfect for recon and sabotage missions. They are supported by a small number of drones and light vehicles.

Imperial LOITs

LOIT stands for Low Orbit Insertion Troopers. These soldiers fill a similar role to the ODSTs, but are dropped from low orbit inside the atmosphere rather than from space. They are typically used to spearhead assaults with a massive sky drop, causing confusion as they land. Unlike ODSTs, they do not use drop pods for their assaults, as they like to free fall to the battlefield. They are made of all species. They are equipped with the heavier Percute Mk II Power Armor. They are supported by a small number of light and medium vehicles for support.

Imperial Heavy Strikers

Heavy strikers fill the role of infantry heavy support in the army. They are typically made of species that exhibit a great amount of strength, but accept those that apply and pass the training. They are equipped with Magnus Mk IV Power Armor, far more durable but heavier than other power armor variants. They are generally supported by other infantry and vehicles.

Imperial Stalkers

Stalkers fill the role of skirmishers and infiltrators, going behind enemy lines to snipe enemy officers or silence key targets. They use their stealth field generators to sneak up on enemies, deliver the killing blow, and then retreat into the shadows to repeat the process. They will typically use sniper rifles or close combat weapons. They accept all species, save Deathclaws, as they have their own unit. They are equipped with Occulta Stealth Power Armor, giving them stealth field generators. They are usually only supported by drones.

Imperial Deathclaw Corps

The Deathclaws are similar to the Stalkers in that they infiltrate behind the enemy. They also make use of stealth field generators. However, the Deathclaws are able to use much heavier weaponry, creating a huge advantage for insertion missions. They will typically carry heavy weapons on their backs, all coordinated by the AI computer linked to their minds. They wear modified versions of the Occulta Stealth Power Armor, with close combat modifications to use their sharp claws to tear enemies apart. They are usually supported by drones.

Imperial Iter Corps

These are specialized troops in the Imperial military. They use their portal guns to create holes in time and space and reach targets much faster. Or they could use their guns to dodge fire and turn it against their enemies. Iter troops specialize in allowing other troops to infiltrate areas no one thought possible. They usually travel in groups of three to five in order to maximize efficiency. They wear Occulta Stealth Power Armor. All species are invited to join, but those that have ties to Aperture Science get priority. They are supported by other infantry units when they work with them.

Imperial Engineseers

The engineers of the Imperial military, engineseers are able to use their advanced engineering skills to repair vehicles, drones, and structures with ease. Able to see the inner-workings of machines, they instantly know a solution to most problems. They typically come from the Adeptus Mechanicus, but many times competent engineers throughout the empire are recruited. They are equipped with Chirothecam Mk II Power Armor, though they are lightly armed. They are closely supported by the rest of the military.

Imperial Medics

The medics of the Imperial military, the doctors are actually placed in the rest of the field units, wearing similar armor and weaponry. The only difference is that their helmets usually carry a red cross on the front and their secondary equipment is based more for support duties than offensive weaponry. They come from all species and are typically supported by the rest of the infantry.

Imperial Psychics

Support that comes from another dimension, the psychics draw upon the power of the Warp to unleash terror and destruction upon the enemy as well as buff their allies for battle. They are susceptible to Chaos corruption, so they are watched carefully, though the new augmentations have created a barrier provided by the Emperor and the Old Ones. They are typically drawn from psychic individuals, though Eldar and humans are the most common. They wear the advanced Psychicae Power Armor, designed to augment the psychic abilities to high levels. They are supported by the infantry they are assigned to.

Imperial Psionic Corps

Support that comes from power of the human mind, psionic users can unleash the full potential of the human mind and wreak havoc for enemies. They use their abilities to peer into what the enemy is planning before using said power to destroy them. They are only drawn from Advent humans, the only people to develop psionic powers. They wear Videntis Power Armor to augment their abilities even further. They are supported by the infantry they are assigned to.

Imperial Knights

Hailing from the Jedi Order, Imperial Knights are not necessarily part of the military. Rather, they go into hot zones because they feel the need to protect the innocent and ensure peace in the empire. They wield lightsabers into battle, capable of slicing almost any material in half. They are also able to communicate with the Force. This allows them to unleash many different abilities. While not as powerful as psychic attacks, they face no danger from the Warp.

Imperial Commissars

Commissars are the men assigned to keep discipline in the military. They typically travel with squads of infantry, inspiring them as they close the distance between them and the enemy. Commissars are no longer allowed to execute men under their command, but they found an excellent substitute. Using their tesla pistols, they can stun infantry and leave them helpless against the approaching enemy. This usually motivates the men to fight harder, though with augmentations cutting off the areas of the brain that generate fear, they have rarely had to use this tactic. They come from all species and are supported by the infantry they lead.

Imperial Officers

The leadership corps of the Imperial military, years of brutal warfare inspired these men to fight on the front lines just like their troops. They are just as brave and fierce as the men they lead, some would even say reckless. They come with varying amounts of equipment, though all are equipped with the Dux Power Armor. They come from all species and are supported immensely by the troops they lead, usually with a personal entourage.

Imperial K-9s

Being alone in the wastes of Eden has taught many people the value of companionship. Many soldiers wanted to have a close companion during war so Orion forces took many canines and put cybernetics into them. This has created a durable companion capable of traveling onto the battlefield with forces. They are not to be used for direct combat, but instead are posted as guards for mobile bases, troops to detect stealth units, companions to carry equipment, or to warn troops of dangers. More than one Imperial Guardsmen has been saved by the warning from their K-9. They support the main infantry.

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Equipment (Infantry)

Power Armor (all)

Power armor, or powered infantry armor, is the standard armor given to all infantry forces. Powered by the new Omega generators, power armor allows infantry to go above and beyond their own skills. Strength, endurance, and durability are increased. However, this also means weight has also increased, meaning most of the systems are designed to allow movement. All power armor types come equipped with the appropriate sensor equipment standard in armor along with a small shield generator. Another feature of all power armor types is the ability to link up with the weapons used for maximum targeting accuracy and account of how much ammunition (or power) is left. Finally, all power armor types have the ability to gain more energy from AURA generators, absorbing the radio waves given off and converting it into energy. Each type of power armor is suited for their own specialty.

Motion Sensors (all)

Motion sensors sense movement in the vicinity of the person and identify objects as friend or foe using IFF codes. Useful in environments where sight is hindered or in urban combat where ambushes are likely to take place.

Shield Generator (all)

Shield generators protect troops by projecting an energy barrier around them. This nullifies attacks from both kinetic and energy rounds. While it offers protection, it should be noted that it can be worn down over a period of intensive fire and eventually the power source will shut down for cooling. It is rechargeable and will comeback online in a few seconds.

Smart Vision (all)

Provided with the use of retinal prosthesis, smart vision allows soldiers to read huge amounts of information from their retina. This includes everything from strategic information, officer's orders, and other communications. Works exactly like an HUD.

Infolink (all)

Infolinks allow instant communication between troops and their commanders. Necessary to call in support or to declare objectives completed. Communication lines with infolinks are required throughout the GOE.

Implanted Rebreathers and Tanks (all)

Due to the nature of hostile environments, all troops are equipped with tanks with breathable air (depending on species). However, these tanks contain limited amounts. In the case where the natural air can be filtered, the tank intakes air and does its best to clean out toxins left in it.

Jetpack (Jump Troopers)

Jetpacks fire superheated gasses to rocket across the battlefield. This creates reliable and fast airborne troops, a flexible unit. While it may be fast, it is not subtle and thus will most likely be detected immediately in the surrounding area. Allows for troops to hover in the air and fire down at enemies. While this can be a useful tactic, it also leaves the trooper exposed to enemy fire.

Drop Capsules (ODSTs)

Drop capsules are the special capsules used by the ODSTs to survive atmospheric reentry. They are durable and can easily be mistaken as falling debris. Due to the high speeds from falling, all drop capsules are equipped with boosters to slow reentry at the last possible second, making them very hard to target by anti-air weapons. Only a single occupant can fit inside them, resulting in waves when deployed.

Icarus Landing System (LOITs)

The Icarus landing system is an augmentation that slows the decent of its user. When in freefall, the system will activate a field and repulse against a planet's magnetosphere. The LOITs use this to insert themselves into battle without drop capsules or other means.

Stealth Field Generators (Stalkers, Deathclaws)

Stealth field generators are used to conceal the user by bending the light around them. This is mainly used for stealth operations or to try and confuse the enemy. While stealth field generators are able to conceal troops from sight, this does not stop motion sensors from tracking their movements (nor does it stop units that can detect stealth). Along with the generator itself, it has a dampening field. This ensures that not a sound is made during missions, further increasing Stalkers effectiveness.

Portal Guns (Iters)

Portal guns are experimental weapons created by Aperture Science. By opening up a hole in space along with a companion hole, it is possible for troops to travel through these portals to another destination. Improvements have been made to the original prototype, the first and foremost of them being safety issues. Notably, the distance that the gun can shoot has been downgraded so as to not allow users to shoot portals into space. No one wants to find out what would happen at that point.

Cranial Upgrades (Enginseers)

Cranial upgrades are given to Enginseers, allowing them to quickly analyze and hack enemy technology (mostly computers and other assets). It also provides them instant information on blocking enemy hackers as well, being a great boost to Enginseers fighting on cyber warfare fronts.

Multi-Tool Augmentations (Enginseers)

Multi-tool augmentations are augmentations giving Enginseers a number of variable tools in one package. Jokingly called the "Swiss Army Knife" of augmentations, the multi-tools have given Enginseers all the tools necessary to hack, repair, and sometimes even assist in building for the military.

Mechadendrite (Enginseers)

Mechadendrites are mechanical arms grafted onto Enginseers. They hold multiple tools and can assist the Enginseers in repairs and construction. While they can hold delicate tools, they are also able to hold giant claws for lifting materials and sometimes even weapons, though this is rare.

Medical Gear (Medic)

The medic carries a large number of tools for any job that requires medical attention. Equipped with a large amount of kolto and bacta tanks for quick healings, the medic also comes equipped with small medical drones for on-the-go healing. For serious situations, the medic also carries numerous surgical tools for jobs that are too serious for a kolto or bacta patch.

Mental Conditioning Augmentations (Psychics, Psionics)

Mental conditioning augmentations allow for enhance the abilities of Psychics and Psionics, allowing them to use their abilities with greater power. For psychics, it also provides limited protection against Chaotic possession. This is done by allowing the Old Ones to communicate via the Warp a connection to each individual and establishing a Warp-shield around the mind. This is not fool proof and Psychics still require years of training before unleashing their full power.

Plasma Grenade (all)

Plasma grenades are special grenades that explode with a contained plasma explosion. They can stick to targets once thrown. They are the most common.

Cryo Grenade (all)

Cryo grenades are special grenades that explode with a cryo blast in the vicinity. On planets with relatively temperate climates, this can freeze enemies in their tracks, making them easier to capture or kill.

Ion Grenade (all)

Ion grenades are special grenades that explode with a blast of ionized molecules. They are capable of knocking out electrical systems on droids and equipment. Very deadly to cybernetic units.

Poison Grenade (all)

Poison grenades emit toxic fumes for a short period of time. For any troops that do not have access to rebreathers or other respiratory equipment, this can be a very deadly weapon.

Thermal Detonator (all, but rare)

Thermal detonators are larger versions of grenades that explode in a large blast of thermal energy. They are extremely deadly to all troops and sometimes even small vehicles if thrown correctly.

Flash Grenade (all)

Flash grenades can blind enemies in a massive flash of light. Usually bright enough to overwhelm visual sensors and organic eyesight, they can provide a key opening for any squad.

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Weapons (close combat)

Energy Knife (all)

Based off of the famous energy sword, its smaller cousin, the energy knife, is just as effective at penetrating infantry armor and cover. It suffers from smaller range so it is more of a last-resort weapon for those forced into close combat. It is mostly used as a bayonet for many troops, giving it more range.

Energy Sword (all, mostly Officers)

Energy swords are based on the old Covenant-style weapons used against humanity in the Human-Covenant War. Using an ionized gas to create a solid blade, the new energy swords are shaped much more like human weapons, though species that still prefer the two-prong configuration are still common. While it cannot "clean cut" through metals like a lightsaber or a powersword, it can penetrate armor through a quick stab.

Gravity Hammer (Heavy Strikers)

Heavy strikers that wish for a close combat weapon usually receive the gravity hammer. Based upon the design of the Jiralhanae centuries ago, the new gravity hammer is still pretty similar. Using the Jiralhanae expertise in gravimetrics, the head of the weapon exerts a kinetic barrier to "push" objects out of the way. It has since become a favorite in the heavy strikers.

Psychic Staff (Psychics)

Psychic staffs are used by psychics are help hone their powers. They feature a statue of the Aquila on one end and a knife-like blade on the other. While not the most practical of weapons, it is still deadly in its own right. The spear end counts as a power weapon and will discharge electrical energy just like other power weapons. Most contain a special focusing crystal in the center to hone a person's psychic powers.

Power Sword (Commissars, Officers)

Power swords are swords imbued with an energy field in the hilt of the blade. This energy field allows the weapon to deal and take more damage than it would normally be able to understand. Power swords are especially favored by commissars and officers, allowing them to cleave both armor and flesh. Due to its nature, it will also discharge electrical damage at the target.

Lightsaber (Knights)

Lightsabers are the chosen weapon for all Jedi Knights in the GOE. Using a blade of pure plasma, the lightsaber is able to cleave through almost any metal in the galaxy. With the ability to deflect laser and maser blasts, they are infamous for turning the enemy's firepower against them. However, it should be noted that the lightsaber will still be stopped by another lightsaber and that it is unable to cut through several metals, including beskar and cortosis.

Power Fists (Commissars, Officers)

Power fists are very large glove-like armor mounted upon one's hands. Since they are powered, the fists can easily destroy armor and break apart flesh. It also sends down an electrical charge at a target. Favored by commissars and several officers, many remark that the power fist truly is "the fist of the Emperor."

Power Claws (Deathclaws, Officers)

Power claws are used by high ranking officers as their chosen close combat weapons. They are favored due to the fact that since they are mounted on the wrists, they still allow the officer to wield more weapons in their hands. For Deathclaws, the power claws are grafted onto their already deadly claws. Like all power weapons, they discharge electrical energy at a touch.

Chainsword (Officers)

Favored by many officers, the chainsword is a cruel weapon. Able to cut apart both armor and flesh, the chainsword is designed off of the Eldar version, using thousands of monomolecular blades moving in conjunction with each other. This creates a very painful experience for anyone on the receiving end.

Weapons (sidearms)

Maser Pistol (all)

The maser pistol is the standard sidearm for most units in the Imperial Armed Forces. It fires a single maser beam at enemies and can be easily modified with a number of upgrades, including scopes and additional power cells. They are available to all troops and are easy to handle.

Plasma Pistol (all, mostly Officers)

Plasma pistols are small arms that utilize plasma in their design. While more expensive and less numerous then the maser pistol, the plasma pistol is able to easily cut through armor and melt those unfortunate enough to get within its range. While the pistol is still not enough to completely destroy vehicles in quick succession, it does have the capability given time.

Shuriken Pistol (all)

Shuriken pistols operate on the same technology as shuriken lancers. Firing thousands of small shards at highly lethal speeds, this is a weapon to be feared in the hands of a skilled marksman. While they do less damage than other pistols, their ROF allows them to suppress entire squads of enemy infantry.

Furypistol (Stormtrooper Officers)

Used by the officers in the Stormtrooper Corps, the Furypistol has the same effectiveness as the furygun but is much more expensive to manufacture. Given that it is a pistol, it allows the officer to wield another weapon in the opposite hand. This is most likely used as a close-quarters weapon but can be used at range effectively.

Tesla Pistol (Commissars)

A favorite of the commissars, the tesla pistol works by generating an electric charge within its barrel before launching an arc of lightning at the target. Its settings can be adjusted to be lethal (against enemies) to disabling (against cowardly or disobedient troops).

Bolt Pistol (Officers, sometimes Commissars)

A rare weapon to be found in the Imperial Armed Forces, the bolt pistol is similar in design to other bolt weapons. It fires giant kinetic explosives called bolts into the enemy, making it more similar to a rocket launcher than a gun. It is an excellent weapon to use against infantry. However, the weapons themselves are expensive and the ammunition required even more so. Only officers who have proven themselves are able to gain them.

Storm Bolters (Officers)

Even rarer than the pistol, storm bolters are similar to bolt pistols. However, they have a very good ROF with their twin barrels and can easily penetrate most armor. Since it has an excellent rate of fire, officers can easily lay waves of fire on the enemy. Since it uses bolts, the rounds explode inside the target, making them useful against any infantry and light vehicles. Officers usually mount these on their wrists, freeing their hands to use other equipment.

Weapons (basic)

Masgun (Guardsmen, Jump Troopers, ODSTs, LOITs, Medics)

The standard-issue Masgun is the standard firearm produced by the GOE for the majority of its troops. Taking the infamous lasgun and combining it with maser technology along with improvements in accuracy, power, rate of fire, and range, the Adeptus Mechanicus continues to produce the main infantry weapons of the Orion arm. While not having the same ROF as the aged hellgun, it is certainly an improvement over normal lasguns and blasters.

Plasma Pulse Rifle (Guardsmen, Jump Troopers, ODSTs, LOITs, Medics)

Taking the combined efforts of both Covenant and Tau technologies, the plasma pulse rifle fires small bolts of plasma at very far range. Improvements in rate of fire and power have made plasma weapons a feared choice. Thanks to new insights, soldiers no longer have to fear the weapons overloading when firing. New cooling techniques allow for the full power of plasma weapons to be used rather than the toned down old-Tau weapons. Suffers from low ROF.

Shuriken Lancer (Guardsmen, Jump Troopers, ODSTs, LOITs, Medics)

Research into Eldar technologies has given rise to new kinetic weapons for soldiers. Firing slices of a munitions core with highly lethal speeds, the shuriken lancer works best against infantry, but poorly against armor. It is noted as being very effective at mid-to-close range and its rate of fire exceeds most other weapons available to troops. It has been noted to be a cruel weapon, as it can easily harm (but not kill) many individuals.

Blast Cannon (Guardsmen, Jump Troopers, ODSTs, LOITs)

Blast cannons are weapons that scatter several shots in with extreme force in varying directions. Used as the replacement to the aging shotguns, blast cannons scatter several maser shots with extreme force. Only accurate at close range, blast cannons are used by forces that know they will face heavy close combat or in crowded urban environments, where ranged weapons are hindered.

Striker Gun (Heavy Strikers)

Basically the upgraded version of the blast cannon, striker guns are given to heavy striker infantry as an automatic shotgun weapon. It is a favorite of Ogryns, who use them to assault enemy infantry with. Durable enough to be used as a club, they are ideal against enemies that favor close combat.

Suppression Blaster (ODSTs, LOITs, Stalkers)

Suppression blasters are smaller weapons capable of keeping enemies pinned down. It is generally used to ensure that enemies keep their distance. This has been especially useful to troops that are dropped behind or near enemy lines, where assaults are determined to take place. They have a very high ROF with deadly maser technology, but suffer from lack of range. ODSTs have found this to be a very good replacement for the SMG type weapons.

Furygun (Stormtroopers)

Furyguns combine the ROF of suppression blasters with the range and lethality of masguns. They are some of the deadliest infantry weapons on the battlefield and require soldiers to wear an independent power source on their backs just to maintain the weapon. Given out only to stormtroopers, furyguns are produced very carefully, thus making them not only time-consuming to build, but also require constant maintenance to operate at full efficiency.

Weapons (heavy)

Repeating Masgun (Guardsmen, Deathclaws)

The repeating masgun is an upgrade on the original masgun. Firing at a much higher rate, the repeater is used to suppress enemy infantry. Being larger, it can support its own power pack without the need for an external power source like a furygun. However, it is heavier so it needs to be deployed first before it can fire. Deathclaws can carry these on their backs and it is not unknown for them to twin-link repeaters.

Laser Minigun (Heavy Strikers, Deathclaws)

The laser minigun has some of the highest rates of fire in the entire arsenal of the GOE. Carried by heavy infantry, they are capable of laying waste to any cover or terrain in the vicinity. While it is one of the few weapons that still utilizes lasers instead of masers, it more than makes up for it as a suppression weapon. On Deathclaws, laser miniguns can be mounted on their back.

Proton Missile Launcher (Heavy Strikers, Deathclaws)

The proton missile launcher is the key anti-vehicle weapon in the GOE's arsenal. Utilizing a pod-like structure, it features four barrels from which four separate missiles can launch out of. When reloading, the trooper will reload all four rockets into the pod, streamlining the effort of having to reload every shot.

Coilgun (Stalkers, Heavy Strikers, Deathclaws)

The coilgun is a large magnetically charged projectile launcher. It is a powerful anti-armor weapon that can continue traveling through targets even after it hits an initial target. It is for this effect that the weapon can be truly devastating against mobs of enemies. However, it has a slow ROF and can be easily overwhelmed with numbers.

Weapons (special)

Electro-Magnetic Torch (Guardsmen, Stormtroopers)

Electro-magnetic torches spew superheated plasma in a small field in front of the user. It is considered the successor to many flame-based weapons. Truly devastating to those caught in its range, the torches will also break the moral of the enemy, especially when packed into large groups. However, it is a very short ranged weapon and should be regarded as a defensive line against assaults and an offensive line against entrenched positions.

Fusion Blasters (Guardsmen, Jump Troopers, Stormtroopers)

Fusion blasters are melta weapons that super-agitate the air around them to subatomic levels, making them very deadly against armor and infantry. It is literally able to melt any enemies to the empire. While it may not have the range of some infantry weapons, it does have a longer reach than torches. Used to break enemy heavy infantry and armor. Has an option to be fired in small bursts (for semi-maximum damage at very close range against multiple enemies) or for single blasts (for maximum damage at single or far targets).

Ordinance Launcher (Guardsmen, Stormtroopers)

Ordinance launchers are a very basic specialist weapon, having evolved for a number of different scenarios. Based off of a number of different weapons including fuel rod guns, grenade launchers, and other explosive weapons. They are able to be modified to throw plasma, explosives, and grenades at great distances. This gives many infantry an advantage in range for many different ordinances. They are very easy to produce, but still suffer from lack of ordinance and ROF.

Vengeance Sniper Rifle (Stalkers)

Vengeance sniper rifles are weapons that utilize extreme range and accuracy. They are used in conjunction with Stalkers to give them the ability to snipe key targets in the enemy lines. Firing maser bolts, they are not limited by ammunition, only by the amount of power available. Against most targets, the power of the vengeance is enough to punch through shields and even impale an object behind the target. However, their ROF is slow so care needs to be taken when moving in close.

Weapons (support platforms)

Support Platforms

Taking the advice of the Eldar, the GOE's infantry squads are supported by numerous support platforms, which usually hold heavy weapons on them. Since the platforms are held aloft by repulsorlift generators, they are very mobile and can keep up with the rest of the squad's charge. The can be equipped with several different weapons.

Laser Minigun: Used to clear infantry and lay down large amounts of suppressing fire.

Mascannon: A large maser weapon that can be devastating to vehicles. Suffers from a slow rate of fire, but can easily destroy enemy armor.

Plasma Pulse Cannon: Fires a devastating plasma blast at a target. Useful against heavy infantry divisions and other tough targets. Has a small blast radius.

Autocannon: An automatic, self-loading ballistic weapon that fires high velocity shells at the enemy. These shells contain a small plasma charge inside them, giving them a more powerful punch against all targets. Devastating against light to medium armor and heavy infantry, but not as adept at taking down shields.

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Drones/Droids: The GOE makes extensive use of droids and drones, often utilizing artificial intelligence programs to make them much more intelligent. They are often used more in support roles in the military due to their higher durability, but many have displayed talent as officers for their own units. With the signing of the Sentient Accords, all AIs, droids and drones have certain rights should they wish to apply for citizenship. While significant majorities do, there are many that simply remain as drones.

S-101 Scout Drone

S-101s are the scout drones for the Imperial military. Only about a meter tall and wide, the S-101 is armed with twin-linked masguns and a small shield generator. They are typically linked with a drone operator to coordinate tactics with other drones. They are only made to scout the enemy's position, not to engage in long term combat. Their appearance is a large flat dome with a small communications antenna sticking out in the center. Underneath this dome are the weapon systems, the antigravity drives that keep it afloat, and a large photoreceptor to take scan for the enemy. There are some variants.
S-102 is armed with twin-linked plasma pulse rifles.
S-103 is armed with proton rockets.
S-104 is armed with a laser minigun.
S-105 with a single plasma pulse rifle, advanced surveillance systems and a stealth package.

S-201 Support Drone

S-201s are the support drones in the Imperial military. With the same make as the S-101s, the design only differs in purpose and equipment. The S-201 is not armed at all. Instead, it acts as a support platform for infantry troops. It is equipped with a small tractor beam to carry heavy equipment and catch grenades before they can hit troops. It is also equipped with a medical scanner to heal troops and a small nanotech dispenser to repair minor damage to armor. There are some variants.
S-202 has a with a shield generator replacing the tractor beam.
S-203 has an extended kolto scanner and dispenser.
S-204 has an enlarged nanotech dispenser to repair damage for vehicles.
S-205 has an enhanced AURA projector.

C-301 Combat Drone

C-301s are the combat drones in the Imperial military. They are designed in a humanoid shape and are armored wherever possible. The head is shaped to be squarer then a human's and uses a visor instead of individual photoreceptors to scan for hostiles. They are most often used in police actions and security, though their main role on the battlefield is supporting large scale attacks. They carry weapons just like Guardsmen and Marines, but they are equipped with advanced scanners and a basic electronic warfare suite for hacking smaller scale targets. There are some variants.
C-302 is equipped with heavier weapons.
C-303 is equipped with stealth capabilities.
C-304 is equipped with expanded scanners and advanced electronic warfare suites.
C-305 carries lighter weapons but also a large hardlight shield.

H-401 Heavy Support Drone

H-401s are the heavy support drones in the Imperial military. They are massive floating platforms that resemble tanks more than drones. Easily about 15 meters long and 5 meters high, the main computer is located in an armored shell. The rest of the drone's length is covered by the massive arms, which house weaponry. Armed with two mascannons and two twin-linked laser miniguns, they are the heavy hitters in the drone army. They lock onto enemies using advanced firing solutions. They are usually supported by lesser drones to assist in targeting and other support. There are some variants.
H-402 is armed with two coilguns replacing the mascannons.
H-403 is armed with Basilisk artillery gun instead of mascannons.
H-404 is armed with two plasma destroyer guns instead of mascannons.
H-405 is armed with a tesla cannon on one arm and an electro-magnetic torch on the other.

P-501 Prime Drone

The P-501s act as a focusing role in the Imperial military. They assist in coordinating the other drones into attacks. They will regularly shout propaganda to inspire troops around them and to infuriate their enemies. They are humanoid in shape and stand over 15 meters tall. They are armored from head to toe and carry a number of weapons. The P-501 is armed with a heavy mascannon, tesla cannon, two banks of proton rockets, and a small number of Atomus grenades, special weapons for the P-501s. They are generally supported by other drones and infantry. It has one variant.
P-502 is a variant that replaces the Atomus grenades for Ignis grenades.

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Equipment (Drones/Droids)

Surveillance System (S-105, C-304)

Advanced scanning equipment that can reveal huge amounts of the surrounding environment and detect stealth units.

Stealth Field Generator (S-105, C-303)

Stealth field generators assist drones/droids just like troops. They are completely undetectable save for enemies with the right equipment to scan for stealthed units.

Tractor Beam Projector (S-201)

Tractor beam projectors are tools that can stimulate a "pull" on an object. It can hold an object in place or it can move said object to a different location. When used on the S-201s, they can catch grenades in battle as well as carry equipment off the battlefield.

Medical Scanner (S-201, S-202, S-203)

Medical scanners are medical equipment that can quickly heal minor wounds. Providing a "scan" of the victim, kolto or bacta is carefully applied at an atomic level. Though the wounds may heal, additional damage may be impossible to repair with a scan. Serious wounds are completely immune to scans.

Nanotech Dispenser (S-201, S-202, S-204)

Nanotech dispensers are specialized equipment used to quickly repair vehicles. Like the medical scanner, the dispensers can easily repair minor damage to vehicles and equipment, but fail at any major damage. Any major damage needs to be repaired in repair garages or an equivalent.

Shield Generator (S-202)

While all units carry shield generators for personal protection, the specialized shield generator mounted upon S-202s creates a shielded "bubble" around troops and equipment. No enemy fire is allowed to enter but troops can fire out of it. However, this does not prevent enemies from entering the shield and should be used with caution for enemies specialized in close combat.

AURA Projector (S-205)

The AURA projector is a tool that emits large amounts of radio waves across an area around the projector. Since the GOE military is highly reliant upon ambulant energy, AURA projectors provided a very reliant solution. Keeping at least on S-205 in the proximity of a unit can make that unit last for weeks in direct combat.

Electric Warfare Suite (C Series)

Electronic warfare suites allow for minor to advanced hacking of enemy computer systems and drones. Used by the C Series of drones/droids, electronic warfare suites allow them to fight two battles simultaneously. A very good weapon against enemy cybernetic vehicles and drones.

Hardlight Shield (C-305)

Hardlight shields are wielded by C-305 drones/droids. A literal shield made of solidified light, it was based off of designs found originally by the Forerunners, though no one knows exactly what it was originally designed for. Can block any energy and kinetic weapon with extreme efficiency. However, nothing can be fired through it, so troops still have to fire around it.

Atomus Grenade (P-501)

Atomus grenades are used by the powerful P-501s. They create small contained atomic explosions in a small vicinity, destroying anything within its blast radius. Since the grenades themselves are of a significant size, the shell is considered a dangerous kinetic weapon.

Ignis Grenade (P-502)

Ignis grenades are used by the powerful P-502s. They explode in a firestorm upon impact, igniting anything close to it and capable of melting materials with prolonged exposure. Since the grenades themselves are of a significant size, the shell is considered a dangerous kinetic weapon.

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Weapons (Drones/Droids)

Weapons for drones/droids are very similar to those found in the infantry and vehicles guide. Use them for reference on drone/droid weapons.

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Battlesuits: Battlesuits are large suits of armor that can carry a number of heavy weaponry. Inspired by the Tau battlesuits of old, battlesuits offer a balance between maneuverability and firepower. They are considered excellent support platforms and are able to perform missions on their own. The most famous commander of battlesuit forces is the veteran General Farsight.

XV-3 Stealth Suit

The XV-3 Stealth Suit is the ideal choice for armored tactical insertion. Equipped with a stealth generator, the XV-3 can hide from enemies and scout out positions. However, it also comes armed with a heavy weapon, making it ideal for hit-and-run strikes against the enemy, providing much needed fire support for stealth forces. They are used by all forces, though most are offensive.

XV-11 Crisis Suit

The XV-11 Crisis Suit is the next evolution in tactical battlesuits. Equipped with jetpacks and heavy weapons, the XV-11 can handle any situation given to it. They are equipped with powerful shield generators and are able to soak up huge amounts of damage. They can equip up to four different weapons or equipment add-ons. They are used by all forces. Variants include the XV-115 Broadside with heavy and artillery-like weapons.

XV-15 Hazard Suit

The more powerful XV-15 Hazard Suit is used for extreme circumstances when battlesuit support is absolutely crucial. They are far larger than other battlesuits and carry even heavier style weaponry, more suited to heavy vehicles rather than mobile platforms. They can equip up to four different weapon systems or equipment add-ons. They also include a jetpack to make their mobility even more frightening. They are only used for defensive operations. They often act as support for smaller battlesuits.

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Equipment (Battlesuits)

Jetpacks (all)

All battlesuits are equipped with powerful jet boosters, allowing them to soar above the battlefield and reach any location in a very short time. They may also be used in conjunction with ODSTs and LOITs for the ultimate deep strike.

Iridium Armor (all)

Iridium armor is a very light yet durable alloy. It is mostly used on battlesuits where a lighter weight can increase maneuverability for pilots. This can also improve the distance for many battlesuit jetpacks.

Blacksun Filter (all)

Blacksun filter allows battlesuits to see in complete darkness, along without revealing their position like searchlights. Useful in night campaigns.

Multi-Tracker (all)

Multi-trackers allow battlesuits to fire more than one weapon at a time. Before, many battlesuits were limited in trying to juggle two or more weapons during firing, as the computer tried to lock on multiple weapons. Now battlesuits are free to fire at their hearts content.

Shield Generators (all)

Shield generators act the same way they do infantry, accept with a larger power source. While powerful, a pilot should not be too reliant on it, as there have been instances where the shield may overload due to firing a weapon too often.

Stealth Field Generators (XV-3)

Stealth field generators are used by XV-3 battlesuits to hide in the terrain and scout out enemy positions. They are also useful for setting up an ambush. While they have a better power supply then the normal infantry trooper, they should still be considered delicate tools, as an XV-3 with no stealth is considered a dead XV-3.

Drone Controller (XV-11, XV-15)

Drone controllers are an equipment add-on for many battlesuits. When a battlesuit takes control of a nearby drone, the drone's abilities can be enhanced as the drone then uses the data from the battlesuit. This can easily improve a drone's effectiveness on the battlefield.

Positional Relay (XV-11, XV-15)

Positional relays are an equipment add-on for many battesuits. Often times, when an army needs to deep strike in hostile territory, a positional relay can beam in additional and often strategic information on the terrain. While infantry scouts are just as effective, battlesuits can provide maximum protection for landing parties.

Target Lock (XV-11, XV-15)

Target locks are an equipment add-on for battlesuits. Target locks allow battlesuits to fire at two different enemies at the same time. Usually the computer locks up trying to lock on to two different targets. The target lock adds another computer to calculate the second target.

Vectored Retro-Thrusters (XV-11)

Vectored retro-thrusters are an equipment add-on for crisis suits. They allow for extra movement on the battlefield and can quickly allow a battlesuit team to redeploy almost anywhere on the battlefield in a quick and efficient manner.

AURA Projector (XV-11, XV-15)

The AURA projector is a tool that emits large amounts of radio waves across an area around the projector. Since the GOE military is highly reliant upon ambulant energy, AURA projectors provided a very reliant solution.

Hardlight Shield (XV-11)

Hardlight shields are wielded by crisis suits. A literal shield made of solidified light, it was based off of designs found originally by the Forerunners, though no one knows exactly what it was originally designed for. Can block any energy and kinetic weapon with extreme efficiency. However, nothing can be fired through it, so troops still have to fire around it. Since battlesuits weren't completely designed for close combat situations, the shield remains a secondary defense for ranged fire.

Command and Control Node (XV-11, XV-15)

Command and control nodes are specialized equipment for battlesuit commanders. They allow commanders to link their targeting data to their troops, increasing efficiency for the entire unit. However, since they are only given to battlesuit officers, their overall effect is limiting.

System Jammer (XV-11, XV-15)

System jammers are an equipment add-on for battlesuits. Like an electronic warfare suite, it allows battlesuits to hack certain systems of an enemy vehicle or sometimes even infantry. However, it is only able to access one system at a time, limiting their effectiveness.

Onager Gauntlet (XV-11, XV-15)

Onager gauntlets are an equipment add-on for battlesuits. Essentially a giant power fist, these large weapons are mounted on the arm of the battlesuit. While battlesuits were never designed for close combat engagements, the Onager ensures that they are still well prepared for it.

Repulsor Impact Field (XV-11, XV-15)

Repulsor impact fields are an equipment add-on for battlesuits. Essentially a flechette discharger for battlesuits, it can make any enemy regret assaulting this battlesuit. While its field is relatively small compared to ordinance weapons, it can still deal massive damage to assaulting squads.

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Weapons (Battlesuits)

Laser Minigun (XV-3, XV-11 is twin-linked)

Laser miniguns are the standard anti-infantry weapon for the GOE. On battlesuits, they are the most common weapon as they can easily overwhelm enemies in sheer volume of fire.

Mascannon (XV-3, XV-11, XV-15 is tri-linked)

Mascannons are the basic anti-vehicle weapon in the GOE. On battlesuits, they are used often to snipe enemy vehicles at a distance, especially by XV-3 stealth suits.

Plasma Pulse Cannon (XV-11, XV-15 is twin-linked)

Plasma pulse cannons are very strong weapons that have a small blast radius. They are highly effective at taking down light vehicles and infantry.

Autocannon (XV-11, XV-15 is twin-linked)

An automatic, self-loading ballistic weapon that fires high velocity shells at the enemy. These shells contain a small plasma charge inside them, giving them a more powerful punch against all targets. Devastating against light to medium armor and heavy infantry, but not as adept at taking down shields.

Proton Missile Launcher (XV-11, XV-115 is twin-linked, XV-15 is larger)

Proton missile launchers are key anti-vehicle weapons. As a missile pod, they can fire multiple times and deal tremendous damage. XV-115s have twin-linked missile launchers while XV-15s have an even larger pod that can fire a storm of missiles.

Fusion Blasters (XV-3, XV-11, XV-15 is twin-linked)

Fusion blasters are melta weapons that super-agitate the air around them to subatomic levels, making them very deadly against armor and infantry. It is literally able to melt any enemies to the empire. While it may not have the range of some infantry weapons, it does have a longer reach than torches.

Electro-magnetic Torch (XV-11, XV-15 is twin-linked)

Electro-magnetic torches spew superheated plasma in a small field in front of the user. It is considered the successor to many flame-based weapons. Truly devastating to those caught in its range, the torches will also break the moral of the enemy, especially when packed into large groups. However, it is a very short ranged weapon and should be regarded as a defensive line against assaults and an offensive line against entrenched positions. Battlesuits versions have a longer reach than infantry versions.

Coilgun (XV-115, XV-15 is twin-linked)

The coilgun is a large magnetically charged projectile launcher. It is a powerful anti-armor weapon that can continue traveling through targets even after it hits an initial target. It is for this effect that the weapon can be truly devastating against mobs of enemies. However, it has a slow ROF and can be easily overwhelmed with numbers. The battlesuit version is much larger than the infantry version.

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Vehicles: Vehicles are the armor of the GOE. They can come in all shapes and sizes depending on situation, terrain, objective, and other concerns. They can include anything from light armor designs for scouting to heavy armor designs to punish the enemy. While there are specializations, most GOE armor comes from the mass produced designs, though regiments have been known to change these to suit their needs.

Fulmen Speeder Bike

The prime light reconnaissance vehicle for the Imperial military, the Fulmen is able to cross any terrain in efficient amounts of time. It is small, barely 4.5 meters in length. It uses antigravity engines to float above the ground and travel at a top speed of 500 km/h. Using two steering pylons located at the front of the vehicle, the bike only has room for a maximum of two soldiers. While soldiers still have to use the handles to steer the bike, a new holographic interface has allowed soldiers more control over their bikes and a better knowledge of their surroundings. It is equipped with an advanced sensor package and a repeating maser. They are typically found in all Orion forces, though ODSTs and Stalkers use them more often.

All Terrain Sentinel Transport (AT-ST)

A light vehicle used by Imperial military forces, the AT-ST is a light two-legged walker used for escort and patrol duties. Standing at over 10 meters tall, the AT-ST was made for battles that involve a variety of terrains and situations. The AT-ST has two legs underneath an armored cockpit. The head of the walker is sloped back, giving the walker an edgier look. Earlier models lacked armor and made the legs a prime target to either be destroyed or tripped. The AT-ST solved this by creating monomolecular fibers around the legs to deter tripping and armored the legs slightly to prevent destruction. AT-STs are armed with a number of different weapons, though they typically carry one main armament and two side armaments. They also come with an advanced sensor package. Here are the weapon options.
Laser Minigun (main weapon)
Mascannon (main weapon)
Proton Missile Launcher (main weapon, side weapon is a single silo)
Electro-Magnetic Torch (main weapon)
Fusion Blaster (main weapon)
Plasma Pulse Cannon (main weapon)
Autocannon (main weapon)
Coilgun (main weapon)
Repeating Masgun (side weapon)
Plasma Pulse Rifle (twin-linked side weapon)
Ordinance Launcher (side weapon)
Tractor Beam Projector (side weapon)

Fury Light Speeder

A light antigravity vehicle, it acts as an anti-personal weapons platform. Sloped to achieve the maximum speed, the Fury is less than 10 meters in length and acts as a quick response speeder. It uses two small wings to hide the engines. The entire speeder is enclosed in armor and the outside is only viewed through a small visor as a window. It can support one weapon mount. Here are the weapon options.
Repeating Masgun (twin-linked)
Laser Minigun
Mascannon
Proton Missile Launcher
Plasma Pulse Cannon
Autocannon
Ordinance Launcher

Custos Personal Transport Speeder

The light transport unit of the empire, the Custos is an armored antigravity tank designed to take massive amounts of punishment and survive. It is capable of carrying more than eight units across the battlefield in efficient amounts of time. The tank was sloped for speed and maximum protection, just as the Tau intended it. It is usually armed with a drone swarm along with two twin-linked repeating masguns and a cryo beam, relying upon support against armored targets. It also contains an AURA projector and advanced sensor packages.

Chimera Armored Transport

The Chimera is the dedicated heavy transport unit for the GOE. A relic from an older age of the Imperium of Man, the Chimera was resurrected with a brand new design. While still a treaded vehicle, it has received improved armor and other technological upgrades. Capable of transporting an entire squad through the thick of battle, it is the tried and true old workhorse of the GOE. It features a dozer blade in front and six (three on each side) mounted masguns for the infantry inside. It can support one hull mounted weapon, one turret mounted weapon, and one pintle mounted weapon. Here are the weapon options.
Laser Minigun (hull, turret)
Autocannon (turret)
Ordinance Launcher (turret)
Electro-Magnetic Torch (hull, turret)
Fusion Blaster (hull)
Repeating Masgun (hull is twin-linked, turret is twin-linked, pintle)

Hydra Anti-Aircraft Tank

The Hydra is an anti-aircraft tank based off of the Chimera chassis. Swapping out the turret for an even larger one, the Hydra can mount an impressive amount of weapons. While it is a dedicated anti-air tank, its weapons can also be used against ground targets, though targeting may be inaccurate. Depending on the weapon mounted, the Hydra can mount one anti-air turret and one hull mounted weapon. Here are the weapon options.
Laser Minigun Turret (starship-grade size and twin-linked)
Mascannon Turret (quad-linked)
Autocannon Turret (quad-linked and long-barreled)
Coilgun Turret (quad-linked)
Proton Missile Turret (several banks of anti-air type)
Laser Minigun (hull)
Electro-Magnetic Torch (hull)
Repeating Masgun (hull is twin-linked)

Basilisk Self-Propelled Artillery

Basilisk artillery tanks are the most common ordinance battery available to the GOE. Using the Chimera chassis as a basis, the transport capability and turret have been removed in favor of more room for ammunition and the main gun. The entire command cabin is shielded from the outside by a heavily armored shell. It can mount one single ordinance gun. It is still armed with a hull mounted twin-linked repeating masgun. Here are the weapon options.
Basilisk Cannon
Colossus Bombardment Cannon
Griffon Heavy Mortar
Medusa Siege Cannon

Telum Launcher Tank

The Telum launcher tank is an artillery tank that fires off missiles at extreme ranges. Using the Chimera chassis as a guide, the turret was replaced with the necessary equipment to launch rockets from it. It also features a trailer that drags behind it, allowing the tank to fire even more missiles. However, it is a tempting target for any enemy scouts, so it must be far from the battlefield to operate effectively. It can hold several different missiles in varying quantities along with a hull mounted twin-linked repeating masgun. Here are the weapon options.
Proton Thunder Missile (x8)
Storm Eagle Missile (x4)
Deathstrike Missile (x1)

Arcus Self Propelled Artillery

A heavier artillery platform, the Arcus excels at hit targets in a more precise manner. Mounted on a four-legged walker design, this large artillery piece mounts a starship-grade lance cannon as a main armament, giving it devastating power against anything less than a titan, and even then it's questionable. However, unlike other artillery pieces, it's a direct-fire weapon. This means that it has to have a line-of-sight in order to fire on a target, unlike ordinance artillery pieces that can arc over. It is also armed with two laser miniguns on its sides and a single mascannon under the command cabin.

Saber Medium Tank

Inspired by the Eldar, the Saber is an armored antigravity tank equipped with a variable amount of weapons for any purpose. A central command cabin with two arms extending from the sides gives the Saber a pronged-look. It is used to spearhead attacks in several waves and survive. The "arms" of the tank are maneuvering wings to allow for maximum handling. It can mount one weapon in each "arm," one turret weapon, and one pintle mounted weapon. Here are the weapon options.
Laser Minigun (turret)
Mascannon (turret is twin-linked)
Electro-Magnetic Torch (arms have infantry versions, turret)
Tesla Cannon (turret)
Plasma Pulse Cannon (turret)
Proton Missile Launcher (one silo in arms, turret)
Autocannon (turret)
Coilgun (turret)
Chemical Cannon (turret)
Fusion Cannon (turret)
Repeating Masguns (arms, turret is twin-linked, pintle)
Plasma Pulse Rifles (arms are twin-linked)

Vengeance Assault Platform

Vengeance assault platforms are very potent walkers used by the GOE. Based upon the old Covenant Scarab, the Vengeance is one of the few orbital insertion vehicles in the GOE military. With a four-legged design, it was built to withstand the pressure of atmospheric fall along with withstanding the inertia change once planet side. It does not have a large arsenal of weapons, but can surprise enemies easily. It is armed with an Advent beam cannon and an interchangeable turret. It can also be armed with numerous anti-infantry turrets, though this is dependent on the infantry inside. Here are the weapon options.
Laser Minigun (turret is starship-grade and twin-linked)
Mascannon (turret is quad-linked)
Autocannon (turret is quad-linked and long -barreled)
Coilgun (turret is twin-linked)
Plasma Pulse Cannon (turret is tri-linked)

All Terrain Armored Transport Mark II (AT-AT MKII)

These large four-legged transports are somewhat different than their older and obsolete counterparts. While still keeping their tall stature and transport capability, several weaknesses were recognized and fixed. Monomolecular fibers now deter tripping up the walker while the armor has been upgraded. Though slower, it is far more heavily armored then the Chimera. With a view of the entire battlefield, commanders enjoy using the AT-AT MKII as a command vehicle as well as a support and assault transport. However, its size makes it an inviting target. It can be armed one weapon mount underneath the head, another weapon mount on the sides of the head, and one long-range weapon on its back. Here are the weapon options.
Laser Minigun (head is twin-linked, sides)
Mascannon (head is twin-linked, sides)
Plasma Pulse Cannon (head is twin-linked, sides)
Autocannon (head is twin-linked, sides)
Coilgun (head is twin-linked, sides)
Proton Missile Launcher (sides)
Basilisk Cannon (back)
Griffin Heavy Mortar (back)
Advent Beam Cannon (back)

Proelio Heavy Tank

The Proelio is the main heavy battle tank in the GOE military forces. With enough heavy armor to withstand most attacks and a speed decent for a tank of its weight, the Proelio is surprisingly easy to mass produce. A treaded tank, it shares many designs with the very old British MKI tank. Along with the ease of manufacture, the design allows a lot of customization and options to kit out each tank toward a certain specialization. It can mount one turreted weapon, one hull mounted weapon, two sponson mounted weapons, and one pintle mounted weapon. Here are the weapon options.
Battle Cannon (turret)
Vanquisher Battle Cannon (turret)
Eradicator Cannon (turret)
Demolisher Cannon (turret)
Punisher Minigun (turret)
Plasma Destroyer Cannon (turret)
Conqueror Cannon (turret, allows co-axial weapon)
Tesla Cannon (twin-linked)
Maser Destroyer (hull, takes up turret and sponson mounts)
Laser Minigun (hull, sponson)
Mascannon (turret is twin-linked, hull)
Autocannon (turret is twin-linked, hull)
Coilgun (turret is twin-linked, hull)
Plasma Pulse Cannon (sponson)
Electro-Magnetic Torch (sponson)
Repeating Masgun (pintle, co-axial if Conqueror Cannon is used)

Impetus Heavy Tank

The Proelio's larger cousin, the Impetus is a larger tank built for the GOE military. It is often used as the cheaper alternative for many regiments that are in need of a super heavy tank, but supply is short. With a larger hull, the Impetus can mount even more weapons than the Proelio. It can mount one turreted weapon, two hull mounted weapons, two sponson weapons, and a pintle mounted weapon. Here are the weapon options.
Battle Cannon (turret is twin-linked)
Vanquisher Cannon (turret is twin-linked)
Vulcan Mega-Bolter (turret)
MAC (turret)
Plasma Blastgun (hull, takes up turret mount)
Inferno Cannon (hull, takes up turret mount)
Maser Destroyer (hull, takes up turret mount)
Laser Minigun (sponson)
Mascannon (sponson)
Autocannon (sponson)
Coilgun (sponson)
Plasma Pulse Cannon (sponson)
Electro-Magnetic Torch (sponson)
Repeating Masgun (hull is twin-linked, pintle)

Baneblade Super Heavy Tank

The Baneblade is one of the most feared vehicles in the GOE military. The size of a city block, it is a treaded fortress with the firepower to easily annihilate anything less than an entire army. Production of this vehicle is slow, so while the demand for such vehicles is high, the supply the Mechanicus can give is minutely small. As a mobile fortress, the Baneblade can easily crush smaller tanks underneath its treads. Firing on the move, it features numerous weapon mounts and options. Depending on the weapon mounted, it can also transport infantry. It can mount one main turret weapon, one co-axial weapon, one light hull weapon, one heavy hull weapon, two sponson turret weapons, two sponson weapons, and one pintle mounted weapon.
Baneblade Cannon (turret)
Hellhammer Cannon (turret)
Tremor Cannon (fixed turret, takes up co-axial and heavy hull mounts)
Quake Cannon (fixed turret, takes up co-axial and heavy hull mounts)
Magma Cannon (fixed turret, takes up co-axial and heavy hull mounts)
Volcano Cannon (fixed turret, takes up co-axial, heavy hull, and light hull mounts)
Plasma Blastgun (fixed turret, takes up co-axial, heavy hull, and light hull mounts)
Vulcan Mega-Bolter (fixed turret, takes up co-axial and heavy hull mounts)
Stormsword Cannon (fixed turret, takes up co-axial, heavy hull, and light hull mounts)
MAC (fixed turret, takes up co-axial, heavy hull, and light hull mounts)
Autocannon (co-axial, heavy hull is twin-linked)
Demolisher Cannon (heavy hull)
Laser Minigun (light hull is twin-linked, sponson is twin-linked)
Mascannon (sponson turret)
Coilgun (sponson turret)
Proton Missile Launcher (sponson turret, sponson)
Plasma Pulse Cannon (sponson turret)
Electro-Magnetic Torch (sponson turret, sponson is twin-linked)
Repeating Masgun (light hull is twin-linked, sponson is twin-linked, pintle)

Stormhammer Super Heavy Tank

A relatively new design, the Stormhammer is more of a mobile fortress than a tank like the Baneblade. With an even larger chassis, the Stormhammer has a very strange configuration. While still treaded like the Baneblade, it features four sponsons and two large turrets. The Stormhammer can mount two turret weapons, four sponson turret weapons, four sponson weapons, and two pintle mounted weapons. Here are the weapon options.
Battle Cannon (turret is twin-linked)
Vanquisher Battle Cannon (turret is twin-linked)
Demolisher Cannon (fixed turret)
Laser Minigun (sponson is twin-linked)
Mascannon (sponson turret, sponson)
Autocannon (sponson turret)
Coilgun (sponson turret)
Proton Missile Launcher (sponson)
Plasma Pulse Cannon (sponson)
Electro-Magnetic Torch (sponson turret, sponson)
Repeating Masgun (pintle)

Mobile Command Vehicle (MCV)

These large vehicles are the mobile command centers for commanders during a campaign. Usually dropped from orbit, they immediately use their nanotechnology to deploy and form into a sturdy building capable of surviving assaults. They are designed with large treads to roll over terrain before deploying. Once deployed, they can release smaller carts known as nanocores to deploy defenses and other equipment. This allows the Imperial military to establish a proper base in minutes. The building it transforms into is quite formidable as it stands over three stories tall and allows for snipers to take posts for defense. In case of capture, the MCV can be ordered to self-destruct, ensuring that precious data doesn't fall into enemy hands. Command interfaces are included in MCV. They are used by offensive forces in the Orion arm. Here are the nanocore options.
Repeating Masgun
Laser Minigun
Mascannon
Autocannon
Plasma Pulse Cannon
Coilgun
Proton Missile Launcher
Electro-Magnetic Torch
Battle Cannon

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Equipment (vehicles)

Shields (all)

All vehicles are equipped with some sort of shielding device. The amount of damage it can take before collapsing depends entirely upon how much energy the vehicle gives to the shield generator, which could be very small on speeders or very large on tanks.

Targeting (all)

All vehicles have advanced targeting equipment, able to make precise shots with most of their weapons. They are also able to feed their targeting data into a central computer for other units to observe and use on the battlefield.

Communication (all)

All vehicles have top of the line communication systems. A commander is able to get into contact with his units immediately and issue orders. It also allows units to keep themselves into formation and alert others of dangers.

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Weapons (vehicles)

Repeating Masgun (Fulmen, AT-ST, Fury, Custos, Chimera, Hydra, Basilisk, Telum, Saber, Proelio, Impetus, Baneblade, Stormhammer, MCV)

Repeating masguns are upgraded but heavier variants of masguns. Firing at a faster rate, they can easily suppress enemy infantry. Unfortunately, their effectiveness against vehicles is not so great. They can be mounted on most vehicles.

Plasma Pulse Rifles (AT-ST, Saber)

Plasma pulse rifles are infantry weapons that are sometimes mounted on vehicles as twin-linked weapons. Since they are effective against heavier infantry, vehicles still like to mount them and make up for their small ROF by pairing two of them up.

Laser Minigun (AT-ST, Fury, Chimera, Hydra, Arcus, Saber, Vengeance, AT-AT MKII, Proelio, Impetus, Baneblade, Stormhammer, MCV)

Laser miniguns are anti-infantry weapons capable of laying down a devastating volume of fire. Through sheer volume alone, they can lay waste to lines of infantry. Their effectiveness against armored targets is not the best, though.

Mascannon (AT-ST, Fury, Hydra, Saber, Vengeance, AT-AT MKII, Proelio, Impetus, Baneblade, Stormhammer, MCV)

Mascannons are the powerful anti-vehicle weapons. They provide the needed punch against extremely armored targets. They are highly effective against enemies with shields. While effective against infantry, they do not have the ROF capable of being dedicated anti-infantry.

Proton Missile Launcher (AT-ST, Fury, Hydra, Saber, AT-AT MKII, Baneblade, Stormhammer, MCV)

Proton missile launchers are missile-type weapons that can fire off single silos or entire banks of proton missiles. Capable of exploding in a tight radius, they are ideal anti-vehicle weapons that can track and follow any moving target.

Electro-Magnetic Torch (AT-ST, Chimera, Hydra, Saber, Proelio, Impetus, Baneblade, Stormhammer, MCV)

Electro-magnetic torches are flame-based weapons. The successor to the flamer, this weapon is capable of spewing superheated plasma in a small field in front of the user. It is truly devastating weapon in close range, though it requires the user close the distance between them and the target.

Fusion Blaster (AT-ST, Chimera)

Fusion blasters are melta weapons that super-agitate the air around them to subatomic levels, making them very deadly against armor and infantry. It is literally able to melt any enemies to the empire. While it may not have the range of some infantry weapons, it does have a longer reach than torches.

Plasma Pulse Cannon (AT-ST, Fury, Saber, Vengeance, AT-AT MKII, Proelio, Impetus, Baneblade, Stormhammer, MCV)

Plasma pulse cannons are plasma weapons that have a small blast radius. Effective against heavy infantry, they are highly effective at taking down light armor as well.

Autocannon (AT-ST, Fury, Chimera, Hydra, Saber, Vengeance, AT-AT MKII, Proelio, Impetus, Baneblade, Stormhammer, MCV)

Autocannons are automatic, self-loading ballistic weapons that fire high velocity shells at the enemy. These shells contain a small plasma charge inside them, giving them a more powerful punch against all targets. Devastating against light to medium armor and heavy infantry, but not as adept at taking down shields.

Coilgun (AT-ST, Hydra, Saber, Vengeance, AT-AT MKII, Proelio, Impetus, Baneblade, Stormhammer, MCV)

The coilgun is a large magnetically charged projectile launcher. It is a powerful anti-armor weapon that can continue traveling through targets even after it hits an initial target. It is for this effect that the weapon can be truly devastating against mobs of enemies. However, it has a slow ROF and can be easily overwhelmed with numbers. Vehicle versions are larger than infantry versions.

Ordinance Launcher (AT-ST, Fury, Chimera)

Ordinance launchers are vehicle based mortars. Able to lob grenades and other explosives at far distances, they can easily be used as a support weapon during long engagements. They are highly effective against both infantry and vehicles, but their range is much shorter than any artillery gun.

Tesla Cannon (Saber, Proelio)

Tesla cannons are electrical-based weapons capable of shocking infantry to death or to overload vehicles. It is a powerful anti-armor and anti-heavy infantry weapon, though it suffers from a somewhat mediocre range. It can also "jump" from unit to another due to chain lightening, though this is based purely on chance.

Chemical Cannon (Saber)

Chemical cannons are unique weapons that spew acidic chemicals on enemies. They are extremely effective against any infantry, especially heavy infantry. Unfortunately, they do not have the same spread like torches, so they can only target very tight targets.

Fusion Cannon (Saber)

Fusion cannons are a step up from fusion blasters. With a blast template accompanying the shell, the fusion cannon is extremely good at eliminating at vaporizing small groups of heavy infantry or just any amount of heavy armor. However, it loses effectiveness against armor the farther it is from the target.

Advent Beam Cannon (Vengeance, AT-AT MKII)

Advent beam cannons are very powerful beam weapons. While they may not have the blast radius of an ordinance weapon, they share the amount of power on a more precise scale. Devastating to both armor and infantry, it has the ability to "rake" enemies as it goes. However, it requires an Advent user to power the weapon, limiting its use.

Battle Cannon (Proelio, Impetus, Stormhammer, MCV)

Battle cannons are the standard issue heavy tank weapons of the GOE. While it fires a large tank shell, it counts as an ordinance weapon as it explodes in large radius. It is a hard hitting weapon and most regiments keep it as their tanks' chosen weapon.

Vanquisher Battle Cannon (Proelio, Impetus, Stormhammer)

Vanquisher battle cannons are specialized weapons used by the heavy tanks in the GOE. Taking the standard battle cannon and retooling it, the vanquisher is an impressive anti-armor weapon, with the ability to penetrate heavily armored targets. However, it sacrifices the original battle cannon's ordinance radius, making this weapon a poor choice against infantry.

Eradicator Cannon (Proelio)

Eradicator cannons are weapons that fire sub-atomic charges at enemies in cover, completely devastating anything in its range. It is often used in urban combat, where it can instantly bring any building down. Unfortunately, its range is rather short, making Orion commanders consider the regular battle cannon superior.

Demolisher Cannon (Proelio, Baneblade, Stormhammer)

Demolisher cannons are large siege weapons mounted on tanks. While it does not have the range of the regular battle cannon, it is far stronger. Often used as a line breaker, the demolisher offers commanders a weapon with the firepower of an artillery piece with the speed and survivability of a tank.

Punisher Minigun (Proelio)

Punisher miniguns are anti-infantry weapons used on tanks. Pretty much an upgraded and larger version of the laser minigun, punishers are truly frightening weapons. Able to lay down massive amounts of firepower, they can easily destroy lines of infantry and have the possibility of being deadly to vehicles if they stay out in the open too long.

Plasma Destroyer Cannon (Proelio)

Plasma destroyer cannons are the upgraded versions of the standard plasma pulse cannon. Able to fire multiple blasts in bursts, the plasma destroyer is a much more dangerous weapon. Its blast radius is larger and much stronger than the standard pulse cannon.

Conqueror Cannon (Proelio)

Conqueror cannons are light weapons mounted on heavy tanks. A lighter version of the battle cannon, the conqueror has far shorter range and damage. However, this allows the tank to fire on the move with deadly accuracy and can mount a co-axial weapon on the side of the turret.

Maser Destroyer (Proelio, Impetus)

Maser destroyers are massive weapons mounted on heavy tanks. A more powerful version of the mascannon, maser destroyers can easily shred the armor of any armor with a large beam. Unfortunately, it takes up so much space that most vehicles must remove almost all of their other weapons, relegating it to a position like a sniper.

Vulcan Mega-Bolter (Impetus, Baneblade)

Vulcan mega bolters are bolter weapons that act more like laser miniguns. While they fire bolt rounds like usually bolters, they can lay down an extreme volume of firepower rivaled only by a few. They are guaranteed to bring any infantry assault to a stop and can even be threatening against armor with enough hits.

Magnetic Accelerator Cannon (MAC) (Impetus, Baneblade)

Magnetic accelerator cannons are the upgraded versions of coilguns. Firing larger rounds and accelerating these slugs at high speeds, they can punch through armor with ease, often sucking the enemy crew out through the exit point as nothing more than a bloody smear. They are not the huge guns used on starships, but they can easily leave their mark.

Plasma Blastgun (Impetus, Baneblade)

Plasma blastguns are large weapons used on heavy tanks. Firing a large round of plasma, they can reduce an entire platoon to a very small number in a short amount of time. They have a very wide blast radius, ensuring that the blast will hit the target, no matter where it moves. While rare, they are some of the most devastating weapons on the battlefield with the right commander.

Inferno Cannon (Impetus)

Inferno cannons are huge weapons often mounted on titans. When a tank mounts it, it becomes a very large and armored flamethrower. An upgraded version of the electro-magnetic torch, these weapons can easily burn through any amount of flesh, no matter how large.

Baneblade Cannon (Baneblade)

Baneblade cannons are very large cannons mounted on super heavy tanks. Firing rockets out of its barrel, these cannons create a very strong blast with a sizable radius, devastating to almost all units. With its rocket rounds filled with neutron bursts, this devastating weapon can cripple any infantry platoon or armored company. It also has tremendous range, making it a very formidable weapon.

Hellhammer Cannon (Baneblade)

Hellhammer cannons are large cannons mounted on super heavy tanks. While it may not have the devastating range or blast radius of its cousin, the Baneblade, the Hellhammer hits much harder. Firing an unstable sub-atomic charge, the Hellhammer is able to smash armor and cover with ease.

Tremor Cannon (Baneblade)

Tremor cannons are specialized weapons. They fire projectiles that bury themselves in the ground. Once at a certain underground distance, they detonate their ordinance, releasing massive shockwaves and liquefying the ground above them. They are very devastating weapons to both infantry and vehicles.

Quake Cannon (Baneblade)

Quake cannons are massive artillery guns usually mounted on titans and super heavy tanks. With a massive range, it is mostly used for siege battles. Firing neutron shells, this weapon also has strength with its range. It only suffers from its small ROF.

Magma Cannon (Baneblade)

Magma cannons are anti-titan and anti-vehicle weapons mounted on super heavy tanks. The weapon can fire literally liquefied ammunition at a target, bringing devastation to armor. Unfortunately, it suffers from a lack of range, reducing its effectiveness.

Volcano Cannon (Baneblade)

Volcano cannons are large maser weapons usually mounted on titans and super heavy tanks. With a tremendous range and unrivaled firepower, this weapon can easily shear through titan armor and almost vaporizes anything less. It can only be mounted on some of the heaviest platforms due to the massive recoil.

Stormsword Cannon (Baneblade)

Stormsword cannons are large siege weapons mounted on super heavy tanks. Sharing many similarities with the Hellhammer, the Stormsword fires rocket propelled siege shells, turning buildings into dust. Used in urban warfare campaigns, they excel in the close quarters fighting. Because of their limited range, they aren't usually fit for anything else.

Basilisk Cannon (Basilisk, AT-AT MKII)

The default artillery cannon, the Basilisk cannon is a large ordinance gun that fires shells across vast distances. Not many guns can claim the same range and devastation that the Basilisk can. However, it has a large dead zone, so it should be kept far from the frontlines. It fires either neutron bombardment shells for maximum damage in a small radius or plasma bombardment shells for maximum radius and fair damage.

Colossus Bombardment Cannon (Basilisk)

The Colossus is a massive gun compared to everything else. While the Basilisk has the longer barrel, the Colossus fires the largest shells. Unlike other artillery pieces, the Colossus is not meant to fire directly at the enemy. Its purpose is to create massive shockwaves that defy armor and cover. It may not have the strength of a Basilisk, but it is still one of the most deadly weapons in the GOE. However, it has a massive dead zone.

Griffon Heavy Mortar (Basilisk, AT-AT MKII)

The Griffon is the lightest ordinance piece for the Basilisk. It fires smaller shells, allowing it a higher ROF than other artillery pieces. It fires smaller proton based shells that create smaller blasts than neutron shells. However, it is also more accurate than other ordinance weapons and has a much smaller dead zone.

Medusa Siege Cannon (Basilisk)

The Medusa is a powerful siege cannon mounted on Basilisks. Instead of lobbing shells over walls and obstacles, the Medusa just tends to shoot neutron shells through them to reach the enemy. It is often used to breach enemy fortresses. Unfortunately, it has a very short range compared to other ordinance weapons and the armor on the Basilisk is still comparatively light. Thus the Medusa is not used by many regiments, though tests to repurpose it have been tried.

Proton Thunder Missile (Telum)

Proton thunder missiles are essentially the same thing as regular proton missiles, only on a much larger scale. They have a medium-sized blast radius and can easily devastate infantry and vehicles.

Storm Eagle Missile (Telum)

Storm eagle missiles are very large explosive missiles used by the Telum. With a large blast radius, it can make short work of any infantry or vehicle in its range. However, each missile is fired off one after another, so unleashing a full salvo may be a waste of good ordinance.

Deathstrike Missile (Telum)

Perhaps the most frightening weapon to be used on the ground, the Deathstrike missile is a fearsome sight for any enemy. While only able to fire once, the sheer magnitude of both strength and radius is capable of reducing even titans to smoldering ash. It is a single neutron bombardment condensed into one missile. It also has a very large range, ensuring it can be placed far from the battlefield.

Lance Cannon (Arcus)

Lance cannons are usually starship-grade weaponry used to "rake" across the hulls of starships. The GOE decided to build a direct-fire artillery gun with the same idea. With the ability to "rake" across the battlefield, the groundside lance cannon is just as feared as its space-based cousin. It is usually used to punch through gun lines and other defenses at extreme range.

Tractor Beam Projector (AT-ST)

Tractor beam projectors are tools that can stimulate a "pull" on an object. It can hold an object in place or it can move said object to a different location. Vehicles often use these to pick up cargo or even the wrecks of other vehicles and throw them at the enemy.

Cryo Beam (Custos)

Cryo beams are support weapons that freeze targets in a solid state of ice. While they do no harm on their own and the targets will eventually melt out, this can easily suppress enemy infantry and vehicles long enough for other units to deal with them, especially in their more fragile state.

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Titans: The largest war machines to be unleashed on the battlefield, titans are almost like walking fortresses. They are responsible for unleashing firepower and supporting troops on worlds too valuable to destroy but contain numerous enemies. They are considered almost equal in strength to an orbiting fleet. They require special barges to take them to the battlefield.

Thunder Scout Titan

Thunder Scout Titans are the smallest titans in the Orion military. Hunchbacked, two-legged and carrying enormous firepower, they provide troops the necessary push needed to break enemy lines. They stand 30 meters tall and are considered a good support platform. They are armed with two heavy weapons (one in each of the arms). Here are the weapon options.
Vulcan Mega-Bolter (arm)
Plasma Blastgun (arm)
Inferno Cannon (arm)
Macromaser (arm is twin-linked)

Atlas Titan

Atlas Titans stand upright at a staggering 80 meters. They are armed with an extreme amount of firepower, including shoulder mounted cannons and even heavier weapons. These massive two-legged walkers are known as the standard battle titans. They were designed to combat heavy support such as other titans. They are armed with one heavy weapon in each arm and two carapace weapons. Here are the weapon options.
Plasma Destructor (arm)
Quake Cannon (arm)
Volcano Cannon (arm)
Macromaser (arm is tri-linked, carapace is twin-linked)
Gatling Blaster (arm)
Melta Cannon (arm is twin-linked)
Titan Powerfist (arm)
Apocalypse Missile Launcher (carapace)
Vortex Missile (carapace)
Vulcan Mega-Bolter (carapace)
Plasma Blastgun (carapace)
Inferno Cannon (carapace)

All-Terrain Heavy Titan (AT-HT)

Based off of the obsolete AT-AT, the new AT-HT is by far one of the largest titans in existence. A four-legged walker design that stands nearly 140 meters tall, its concept was simply to put a city on legs and arm it. It is receiving very limited production due to its size and high cost. Being a walking fortress, it is armed with more tons of heavy weaponry. It is only being used defensively and some even question if they are even needed. Weaponry varies depending on planet and regiment.

Kaiser Titan

Kaiser Titans are the ultimate in titan design. Standing more than 160 meters tall on the battlefield, this two-legged titan looks more like a castle with legs. It is armed with an extreme amount of firepower and it was designed to lead other titans into battle. Like the AT-HT, many question whether or not such designs are a waste of time or simply propaganda for the empire. It is armed with one weapon in each arm and six carapace weapons. Here are the weapon options.
Plasma Annihilator (arm)
Macromaser (arm is sextuple-linked, carapace is tri-linked)
Lance Cannon (arm)
Doomstrike Missile Launcher (arm)
Plasma Destructor (carapace)
Inferno Cannon (carapace)
Vulcan Mega-Bolter (carapace)
Gatling Blaster (carapace)
Melta Cannon (carapace)
Quake Cannon (carapace)
Volcano Cannon (carapace)
Apocalypse Missile Launcher (carapace)
Vortex Missile Launcher (carapace)

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Equipment (titan)

Shields (all)

Like all vehicles, titans also get shield generators built in to them. This can protect them from range fire, but like all shields, they can falter if enough firepower is poured into them.

Void Shields (all)

Unlike other vehicles, titans also get to be protected by void shields, powerful energy shields. Unlike normal shields, which work by displacing the energy of a projectile over its surface before absorbing it, void shields displace any projectile into another dimension, or the Warp. However, they can only absorb so much volume of firepower, and will collapse under extreme circumstances.

Targeting (all)

All titans have advanced targeting equipment, able to make precise shots with most of their weapons. They are also able to feed their targeting data into a central computer for other units to observe and use on the battlefield.

Communication (all)

All titans have top of the line communication systems. A commander is able to get into contact with his units immediately and issue orders. It also allows units to keep themselves into formation and alert others of dangers.

Princeps (all)

A Princep is the pilot who commands the titan through his or her thoughts. Chosen by the Adeptus Mechanicus, a Princep eventually bonds with the titan's "machine spirit," becoming one mind. This link grows so strong that his or her mental health will slowly deteriorate when unlinked. He or she can assume direct control of any system, though it is usually aiming and fire control that is taken. The link in some cases gets so strong that the Princeps becomes physically-integrated into the Titan, and cannot be removed until he or she dies.

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Weapons (titan)

Vulcan Meg-Bolter

Vulcan mega bolters are bolter weapons that act more like laser miniguns. While they fire bolt rounds like usually bolters, they can lay down an extreme volume of firepower rivaled only by a few. They are guaranteed to bring any infantry assault to a stop and can even be threatening against armor with enough hits.

Plasma Blastgun

Plasma blastguns are large weapons used on heavy tanks. Firing a large round of plasma, they can reduce an entire platoon to a very small number in a short amount of time. They have a very wide blast radius, ensuring that the blast will hit the target, no matter where it moves. While rare, they are some of the most devastating weapons on the battlefield with the right commander.

Inferno Cannon

Inferno cannons are huge weapons often mounted on titans. An upgraded version of the electro-magnetic torch, these weapons can easily burn through any amount of flesh and armor, no matter how large or tough.

Macromaser Cannon

The larger cousin of the mascannon, macromasers are the generic weapon of choice for most starships. When mounted on titans, they truly become monsters on the battlefield as they devastate the battlefield with firepower unrivaled by almost any other ground weapon.

Plasma Destructor

Plasma destructors are some of the most devastating weapons seen on the ground. With the ability to fire blasts of plasma at far range and devastating effect, the destructor is considered one of the more powerful plasma weapons.

Quake Cannon

Quake cannons are massive artillery guns usually mounted on titans and super heavy tanks. With a massive range, it is mostly used for siege battles. Firing neutron shells, this weapon also has strength with its range. It only suffers from its small ROF.

Volcano Cannon

Volcano cannons are large maser weapons usually mounted on titans and super heavy tanks. With a tremendous range and unrivaled firepower, this weapon can easily shear through titan armor and almost vaporizes anything less. It can only be mounted on some of the heaviest platforms due to the massive recoil.

Gatling Blaster

Gatling blasters are massive weapons mounted on titans. With the ability to fire battle cannon shells in rapid succession, this weapon can easily rip apart any enemy army save for another titan. It also has tremendous range, making it a favored weapon by commanders.

Melta Cannon

One of the most powerful anti-armor weapons available to titans, the melta cannon launches powerful blasts of melta power onto unlucky targets. It can literally melt through any cover, making it a feared weapon for those hiding. Unfortunately, it suffers from lack of range.

Plasma Annihilator

The most powerful plasma weapon available to titans, the annihilator lays down huge plasma blasts. Capable of leaving nothing standing in a single blasts, the enemies of the GOE are thankful they are as rare as the titans themselves.

Lance Cannon

Lance cannons are usually starship-grade weaponry used to "rake" across the hulls of starships. The GOE decided to build a direct-fire artillery gun with the same idea. With the ability to "rake" across the battlefield, the groundside lance cannon is just as feared as its space-based cousin. It is usually used to punch through gun lines and other defenses at extreme range.

Doomstrike Missile Launcher

Doomstrike missile launchers are some of the largest missile weapons produced by the GOE. While not the most accurate weapon, it fires so many missiles that it gains its accuracy by leveling half of a continent in the process. It is only mounted on the largest titans.

Apocalypse Missile Launcher

Apocalypse missile launchers are weapons that hold a huge amount of ordinance. Spraying missiles in waves, this weapon can litter the battlefield with massive craters and always seems to have more missiles, no matter how many it fires.

Vortex Missile Launcher

Vortex missile launchers are rare weapons mounted on titans. When launched, these weapons tear open a hole in time and space to the immaterial universe, or the Warp. This tear can swallow entire armies in its path, making it one of the most useful but often dangerous weapons employed by the GOE. It is a rare but powerful weapon.

Titan Powerfist

Titan powerfists are the huger equivalents of regular powerfists. One of the only close combat weapons available to titans, they can chew through any amount of armor, breaking it down at the sub-atomic level. This is the perfect weapon to use against enemy titans, provided one gets close enough.

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Army Chain of Command

The Imperial Army has a modern command structure, ranging from the smallest support squad to the highest ranks of the Imperial Army. While many regiments from different planets have different ways of organization, the most common is found below.
Squads are small units commanded by a sergeant.
Platoons consist of several squads commanded by a lieutenant and assisted by a sergeant major.
Companies consist of several platoons commanded by a captain and assisted by several lieutenants.
Battalions consist of several companies commanded by a major and assisted by several captains.
Regiments consist of several battalions commanded by a lieutenant colonel.
Battlegroups consist of several regiments commanded by a high colonel.
A corps consists of several battlegroups commanded by a major general.
An army consists of several corps commanded by a full general.
A systems army consists of several armies commanded by a high general.
A sector army consists of several system armies commanded by a surface marshal.
All of these elements fall under the command of Army Command, the senior officers of the Imperial Army, who are subordinate under the Army Chief of Staff, who holds the rank of Grand General.


Imperial Navy

The Imperial Navy are the space forces that guard the Orion Empire from threats all across the Orion arm. They are the shield against enemy spatial assaults and assist ground forces by providing orbital support. They also transport the ground forces for planetary assaults, though most vessels are made for guarding the many planets, systems, and sectors across the Orion arm. They are led by Grand Admiral Thrawn, a tactical genius when it comes to unorthodox tactics and one of the most respected officers in the entire fleet. It should be noted that those listed are just the mass produced standard armaments for ships and local sectors and systems may vary in design and weaponry. Their ships carry the identification Imperial Naval Vessel (INV).

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Transports/Gunships: These are the ships that move ground troops from naval forces to the surface, often acting as air support in many situations. They are vital to many campaigns as they bring in fresh troops, relieve injured soldiers, and bring in supplies.

Legatus-class Shuttle

Legatus-class shuttles are the generic shuttles used by the majority of the GOE's VIP officers and bureaucrats. With two folding wings and a central fin, the shuttle is capable of landing in tight spaceports and shuttle bays. With a sleek design, most people would assume it a tempting target for pirates. For that, the Legatus is armed with twin-linked mascannons under the cockpit, concealed until needed. Even though it is armed, it still should not be sent out into direct combat, as its shields cannot stand direct assaults for long.

Desultor-class Transport

Desultor-class transports are aircraft dedicated to deploying forces en masse on the battlefield. Designed as a fixed-wing aircraft, the Desultor is the successor to the Valkyrie transport. Capable of holding an entire squad of troops in its cargo bay, the Desultor is a quick-insertion transport and relies upon its speed and maneuverability to survive the battlefield intact. Alternatively, it can forgo its infantry transport ability and fly in a vehicle instead. Armed with twin-linked mascannons on its nose, two laser miniguns on the tips of its wings, and four proton missile pods along the wings, the Desultor is also a very capable fire-support option.

Bulk-class Dropship

Bulk-class dropships are massive transports designed to bring the majority of the GOE's infantry and vehicles to the surface of a planet. Much larger than the Desultor, the Bulk can carry entire infantry divisions or several light/medium vehicles to the battlefield. With a large box-like shape, the dropship is angular at the bow. The entire forward hull of the ship is actually a loading ramp, from which soldier and vehicles can pour out for the fight. It is armed with eight twin-linked mascannons and four laser miniguns along its sides. This gives them some protection while unloading troops on land, though it should still be escorted.

Cratus-class Landing Barge

The Cratus-class landing barge is the largest transport used by the GOE. Designed at over 800 meters long, its only purpose is to deploy the heavy vehicles and titans used by the GOE military. Being a barge, the Cratus is shaped like a huge sloped box, with a command bridge above the cargo area. Instead of waiting for their occupants to disembark, the transport lands, and then drops the entire floor of the cargo bay. It then lifts off to provide limited fire support above. The reason for this deployment was the complaints made by commanders who lost many forces when the only landing ramp would bottleneck their forces and captains of barges who complained about the slow speed of the heavy vehicles. Armed with ten twin-linked macromasers, thirty tri-linked mascannons, and twenty twin-linked laser miniguns, it can make a formidable fire-support platform, but it is still vulnerable to anti-vehicular weaponry.

Impetus-class Gunship

The Impetus-class gunship is the standard fire-support platform in the GOE. It is larger and slower than the Desulator, but comes armed with more weapons for fire-support. It is shaped with two large sloped wings that meet with two central engines. Able to transport two squads of infantry (or one light/medium vehicle), it must be guarded against faster and more agile targets. Armed with two twin-linked mascannons near the nose, two twin-linked laser miniguns grafted on the wings, two light plasma projectors mounted upon the engines, four proton missile pods grafted on the wings, and one mascannon mounted on the rear for anti-fighter duty.

Incaendiarius-class Bomber

Incaendiarius-class bombers are support aircraft for the GOE. Tailored as bombers more suited to atmospheric flight, they are still capable of appearing in space combat, though they are more likely to get shot down. Their wing shape is more similar to the Aquila, with two large shaped wings dominate the majority of its hull, though the wings are sleeked a bit for better speed in atmospheric combat. As bombers, they have two large loading bays for ordinance to drop. They utilize inferno, fusion, proton, and sometimes neutron bombs. The neutron bombs are rarely used, since it would be more effective to bomb from orbit in most cases. To protect themselves, they are armed with twin-linked mascannons on the nose, two proton missile pods grafted on the wings, one twin-linked laser minigun mounted on a swivel turret up top, a single plasma projector mounted on a swivel turret mounted on bottom, and one twin-linked laser mingun mounted on a swivel turret in the rear for anti-fighter duty.

Tempastas-class Atmospheric Fighter

The Tempastas-class atmospheric fighter is a dedicated atmospheric support fighter for the ground forces of the GOE. Using massed strafing runs to devestate enemy infantry and armor, the Tempastas can unleash of storm of fire upon any enemy. However, to achieve this feat, the fighters have to hug the ground closely, giving some enemies the chance to shoot it with anti-tank weaponry. To Tempastas pilots, speed is there greatest weapon. Armed with two twin-linked mascannons grafted on the wings, two twin-linked laser miniguns mounted on the nose, and two proton missile pods, the Tempastas can easily exchange these weapons to specialize in anti-infantry or anti-armor duties.

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Fighters: Fighters are the basic starfighters that fight in the skies, taking out bombers and dog-fighting other starfighters. They are very fast and agile, but their damage output is mitigated against larger targets. They are usually designated as fighters or interceptors. Most are hyperspace capable, allowing for better and independent deployment.

Tri-Wing Starfighter

Tri-Wing starfighters are the basic fighter craft used by the GOE. With a folding wing design, it takes some design ques from the Legatus shuttles. Each of the three wings is capable of holding weapons while the hull itself with the cockpit can also hold weaponry. While it may seem slimmer in comparison to the Legatus, it is a very maneuverable and agile fighter with three large engines grafted at the base of the wings to the main hull. Typically armed with a single mascannon at the end of each wing and two proton missile tubes near the nose of the craft.

TIE Superior

TIE Superiors are very similar to other TIE series. They are centered around a ball cockpit and powered by twin ion engines. Around the cockpit are two large dagger wings that also act as solar panels. Similar in design to the aged TIE Interceptor, the TIE Superior was not meant to fill the role of an interceptor starfighter. Rather, the TIE Superior was meant to be a heavy starfighter to support bomber squadrons. They are armed with one mascannon on each wing-dagger for a total of four and twin-linked ion cannons mounted on the hull directly. Some have replaced the ion cannons with fusion beamers for more devastating effects.

Apollo-class Interceptor

The Apollo-class interceptors are the mainstay interceptors in the GOE fleet. The Apollo is described as an engine with guns, as its profile is very small even compared to other starfighters. Consisting of a main engine mounted inside the hull, a small cockpit in the forward hull and two very sleeked wings, the Apollo only has what's necessary to fly and shoot. Noted for its extreme speed, the Apollo is considered the best interceptor in the Orion arm. It is armed with twin-linked laser miniguns and a proton missile pod.

Omega-class Xg-2 Star Wing

The Omega-class Xg-2 Star Wing, also known as the Assault Star Wing, is one of the key heavy fighters in the GOE navy. With speed greater than most starfighters and an armament rivaling most bombers, the Assault Star Wing is considered an engineering achievement for many pilots. Consisting of a central cockpit, four angled wings and a central fin, the Assault Star Wing is powered by four large engines. Though expensive, many pilots have gone out of their way to transfer into one of these illustrious units. It is armed with twin-linked fusion beamers below the cockpit, four proton missile pods located forward of each engine, two ion cannons between each pair of wings, and a single mascannon located at the end of each wing.

TIE Phantom

TIE Phantoms are the feared reconnaissance fighters of the GOE. Using the rare stygium cloaking device, the Phantom can cloak itself from enemy sensors and visibility. Used more often than not for reconnaissance, it is also a capable fighter for light hit-and-run raids. Consists of a ball-like cockpit and three wings, each pointed forward toward the enemy. It is armed with one mascannon on the tips of each wing and twin-linked mascannons on the hull.

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Bombers: Heavier starfighters dedicated to providing bombing runs on ground campaigns and striking at larger cruisers and warships with deadly ordnance. They are slower than fighters and must be protected against corvettes and fighters. Most are hyperspace capable, allowing for better and independent deployment.

Starsword Bomber

The generic bomber in the GOE Navy, the Starsword bomber is a large but slow craft. It is capable of carrying all sorts of ordinances for any situation, including bombing runs in space or atmospheric combat. These include proton, inferno, fusion, and neutron bombs. The Starsword is built along a long hull, from which four small wings are angled near the rear. Each of these wings supports an engine. It is near this area that the ordinance is loaded and dropped. The Starsword is also armed for combat against fighters and other threats. It is typically armed with a mascannon on each end of wings, four proton torpedo tubes located near the nose and one twin-linked laser minigun mounted on a turret up top.

TIE Devastator

TIE Devastators are the advanced bombers in the GOE Navy. Based upon the obsolete TIE Defender series, the TIE Devastators are designed around a ball cockpit with three separate dagger wings. They excel in their ability to be fast for a bomber. They are even able to engage enemy starfighters with a good chance of coming out on top. They are armed with twin-linked mascannons on each wing, twin-linked ion cannons mounted on the hull and three proton torpedo tubes at the base of each wing. Sometimes the ion cannons are exchanged for laser miniguns.

Alpha-class Xg-9 Missile Wing

The ultimate in anti-starship fighters, the Alpha-class Xg-9 Missile Wing, more commonly known as the Missile Gunboat, was conceived for production fairly recently. The design consists of two small wings jutting out from a central chassis, but the most dominate feature is the large ordinance pods located above the wings. It is armed with twin-linked mascannons below the cockpit, a twin-linked ion cannon mounted on a swivel turret, two large ordinance pods (equal to eight missile pods) and four proton torpedo tubes.

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Scouts: Scouts are small starships dedicated to scouting positions in enemy or occupied territory. They have advanced stealth systems and usually operate alone. They usually contain advanced sensor and electronic warfare suites, but are relatively unarmed.

Explorationi-class Scout Ship

The Explorationi-class scout ship is the GOE's main source for long range information and reconnaissance. Though it is not well armed, it more than makes up for the fact with advanced sensors and a cloaking device. Based upon the scout frigates of old, the Explorationi is a sloped box with sensor packages spread out across its surface. It is approximately 150 meters long. It is armed with twin-linked mascannons near the bow of the craft, twin-linked laser miniguns mounted on a turret up top and twenty point-defense lasers.

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Corvettes: Small starships that fill in a variety of roles depending on their armament. Most are dedicated toward anti-fighter duty, but some contain weapons for anti-ship duty.

Sicarius-class Corvette

The Sicarius-class corvette is the most common corvette in the GOE Navy. At over 250 meters long, it is a formidable and armored corvette for its size. Like most former IOO vessels, it is shaped like the ships of old with a broad prow armored prow in the front. Acting as the basic corvette, it primarily serves to eliminate enemy starfighters and bombers. It is armed with ten twin-linked laser miniguns on each broadside and two twin-linked mascannon turrets, on up top and one down bottom.

Ballistic-class Gunship

The Ballistic-class gunship is a specialized corvette used by the GOE Navy. Most of its armament consists of missiles, making it an effective ship when squaring off against larger targets or against enemy bombers. Following the old Corellian Engineering look, the ship has a large engine bank in the rear while the front has a more module shape. It is about 200 meters long. It is armed with sixteen proton missile tubes, four proton torpedo tubes and two quad-linked mascannon turrets.

Poena-class Corvette

The Poena-class corvette is a specialized corvette used by the GOE Navy. Used to strafe larger ships, the Poena is a fast corvette that uses close-range weaponry to devastate ships in close engagements. It is heavily shielded for this role and can easily evade most escorts. However, it is still vulnerable to many bomber squadrons and should be escorted by fighter screens. It is shaped very similar to the Ballistic-class with a large engine bank in the rear while the front is more shaped like a pointed cone. It is about 200 meters long. Armed with ten twin-linked graviton pulsars and two twin-linked fusion beamers mounted on turrets.

Assectator-class Corvette

The Assectator-class corvette is a specialized corvette used by the GOE Navy. Its main purpose is to guard the larger vessels from enemy bombers, specifically enemy torpedo weapons. To this end, the Assectator is armed with many point-defense lasers. At over 200 meters long, the Assectator is shaped somewhat like a boxy cylinder, taking a que from UNSC designs. It is armed with fifty point-defense lasers, eight twin-linked laser miniguns, and two twin-linked mascannon turrets.

Tragula-class Corvette

The Tragula-class corvette is a specialized corvette used by the GOE Navy. It is primarily used as an artillery ship, as it fires off missiles at far off targets. At just under 500 meters long, the Tragula is shaped more like a flat plate, with two prongs jutting out for the missile tubes. It is armed with two diamond boron missile tubes, four proton missile tubes, and ten quad-linked mascannons.

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Frigates: Starships that are dedicated for screening the enemy lines. They are not the heaviest warships but do provide key escorts for larger warships. Often provide the backbone for small patrols.

Strike II-class Frigate

The first of a more modern line, the Strike II-class provides a moderate amount of firepower against larger ships while being relatively inexpensive. At over 450 meters long, it's not a large ship and is used to provide escort duty to mainline cruisers. While its modular design allows for a number of configurations, standard is equipped with a single torpedo tube on the bow, twenty twin-linked macromasers, ten marcomasers on turrets, and ten twin-linked ion cannons.

Percutiet-class Frigate

The first of the mainline ships, the Percutiet is the backbone that most of the navy relies upon. Shaped with a sloped forward bow and banks along the broadsides, the Percutiet is a multirole frigate capable of carrying weapons for any enemy. It is about 800 meters long. Though weaponry can vary, standards are armed with four lance cannons per broadside, two lance cannons mounted on two wings, two torpedo tubes in the bow, a single MAC armed on the bow, twenty twin-linked macromasers, ten twin-linked ion cannons, twenty quad-linked mascannons, six twin-linked laser minigun turrets, and two twin-linked coilgun turrets.

Warhawk-class Frigate

The Warhawk-class is a specialized frigate used for closer combat engagements. Fills this role with many weapons to cause splash damage on hulls, but is limited in range. Shaped very similar to the boxy ships of the UNSC, the Warhawk is over 700 meters long. It is armed with a single MAC armed on the bow, thirty twin-linked fusions beamers, ten quad-linked graviton pulsars, ten twin-linked plasma projectors, and four twin-linked laser minigun turrets.

Resurgence-class Frigate

The Resurgence-class is a specialized frigate in the GOE navy. It specializes in spamming missiles and generally is an anti-ship platform. Versatile to a fault, the Resurgence can easily barrage multiple enemies and are quite useful against large cruisers. Unfortunately, it needs to be guarded against other large ships, as it can easily be overwhelmed. Shaped very similar to many Corellian ships, its 750 meter hull is sectionalized for mass production and looks somewhat-boxy in appearance. It is armed with two torpedo tubes on the bow, sixty proton torpedo tubes, ten twin-linked mascannons, and two twin-linked laser minigun turrets.

Interdictor-class Frigate

The Interdictor-class is a specialized frigate designed to help ambushes. While its armament is not that impressive, the four gravity well generators on its hull are where its real value lies. Able to halt enemy starships in their tracks through FTL, this 650 meter craft ensures that no enemies can escape the battle. It is armed with a torpedo tube on the bow, ten twin-linked macromasers, forty quad-linked mascannons, and ten twin-linked laser miniguns.

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Destroyers: A larger ship that is capable of sustaining a fair amount of damage, often providing escorts for larger ships. They often sweep systems for traps and other areas of interest.

Victory III-class Destroyer

The Victory III-class destroyer is the mainline destroyer in the GOE Navy. Built by Kuat Drive Yards, it is the successor to their earlier Victory-class destroyers, even sharing the same dagger-like design. With an updated armament and new engines, the Victory III is a powerful escort. With a hull length of 1.5 kilometers, it is able to engage many enemies simultaneously, though it can be overwhelmed in numbers. It is armed with two torpedo tubes, a single MAC on the bow, eight octuple-linked macromasers on turrets, eight lance cannons per broadside, sixty twin-linked macromasers, twenty twin-linked ion cannons and twenty twin-linked plasma projectors.

Linea-class Destroyer

The Linea-class destroyer is another mainline destroyer in the GOE Navy. Like many Imperial ships, it shares a likeness with the ships of old, including massive broadsides. However, the Linea is known as being a planetary support ship as well, providing bombardment abilities to planetary armies and defense forces. At just over 1.4 kilometers long, the Linea can easily survive assaults on its hull. It is armed with a single MAC on the bow, four octuple-linked macromasers on turrets, one lance cannon on a turret, four lance cannons per broadside, forty twin-linked macromasers, ten twin-linked ion cannons, and forty twin-linked bombardment cannons.

Modular Taskforce Destroyer

A large support ship, the Modular Taskforce is used to great effect on longer campaigns. At over 1.2 kilometers long, the Taskforce is able to carry many mission specific modules on it, usually to help keep the fleet supplied on longer campaign duties. This can include a number of different mission-specific roles including a hospital module, an observation module, an inquisition module, a rescue module, a survey module, or even a gravity well module. This ship also comes equipped with a number of engineering modules, allowing the fleet to repair without having to return to friendly starship yards. It is armed with twenty twin-linked macromasers, twenty twin-linked ion cannons, and twenty quad-linked mascannons.

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Light Cruisers: A multirole ship, light cruisers are the backbone for larger patrols and small fleets. They are often found in multiple positions.

Resolve-class Light Cruiser

The first of the larger ships for small fleets, the Resolve-class light cruiser is armed with a moderate amount of weaponry for its size. At over 2.5 kilometers long, it is the key ship in any large scale engagement, capable of holding its own even when outnumbered. Its endurance ensures its success as a long range cruiser. It is armed with two torpedo tubes, a single MAC on the bow, fourteen octuple-linked macromasers on turrets, twelve lance cannons per broadside, one-hundred quad-linked macromasers, sixty quad-linked ion cannons, and forty quad-linked plasma projectors.

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Cruisers: The backbone of all major fleets, they are often the first to charge into enemy lines. Because of this role, they are often heavily shielded.

Imperialis II-class Cruiser

The key ship for any large fleet, the Imperialis II-class cruiser is also a symbol of the GOE. At over 4 kilometers long, it shares the dagger-like shape of its predecessors of the Victory-line. An imposing ship, it represents the power and ferocity of the GOE, sending a message of fear throughout any worlds visited. It is armed with two torpedo tubes, a single MAC on the bow, eight twin-linked lance cannons on turrets, twenty octuple-linked macromasers on turrets, twenty lance cannons per broadside, one-hundred and eighty quad-linked macromasers, eighty quad-linked ion cannons, and eighty quad-linked plasma projectors.

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Light Carriers: Lightly armed and lightly armored, light carriers escort small starfighter wings into the battle. Though they are often found at the back of the fleet, they do provide some anti-fighter support, especially against bombers.

Signifer-class Light Carrier

A staple for fleets operating beyond local systems, the Signifer-class light carrier can bring entire squadrons of starfighters and bombers to the engagement. They are almost 3 kilometers long. Typically placed outside of the engagement zone, they can provide key fighter support to the larger cruisers. They are sloped similarly like a dagger but instead of a sharp center point, they feature two prongs on the sides while the missing center features a large hanger. They are typically armed with four quad-linked macromasers on turrets, forty quad-linked mascannons on turrets, ten twin-linked laser miniguns on turrets, twenty twin-linked macromasers and eighty quad-linked mascannons.

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Heavy Cruisers: Even more heavily shielded, heavy cruisers often plunge themselves into the enemy. They are known to take advantage of their heavy armor and ram ships before sending off their payloads.

Ductile-class Heavy Cruiser

The hammer for larger fleets, the Ductile-class heavy cruiser is a very large dagger-shaped cruiser used for closer engagements with the enemy, often using their impressive size to simply ram enemy ships and survive relatively unscathed. They are approximately 5 kilometers long and contain much heavier armor for their design. They are armed with two torpedo tubes, two MACs on the bow, ten twin-linked lance cannons on turrets, twenty-eight octuple-linked macromasers on turrets, twenty-six lance cannons on each broadside, two-hundred and forty quad-linked macromasers, one-hundred and forty quad-linked ion cannons, and one-hundred and forty quad-linked plasma projectors.

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Carriers: Carriers carry even more starfighters into battle, often providing key support in many areas. Unlike their light carrier counterparts, they are fully prepared for battle. Some even carry small corvettes with them.

Reservant-class Carrier

A larger version of the Signifer, the Reservant-class carrier is a massive ship capable of carrying entire starfighter wings into battle. Many of these have also been modified to carry corvettes, shielding them from ranged fire. At over 6 kilometers long, the Reservant also fairs well as an engagement ship, capable of going toe-to-toe with smaller cruisers, though it can still be overwhelmed by numbers. It is typically armed with two torpedo tubes, two MACs (one on each prong), six twin-linked lance cannons on turrets, twenty quad-linked macromasers on turrets, forty quad-linked mascannons on turrets, twenty twin-linked laser miniguns on turrets, sixteen lance cannons per broadside, one-hundred and twenty quad-linked macromasers, one-hundred and twenty quad-linked mascannons, forty quad-linked ion cannons, and twenty twin-linked plasma projectors.

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Battle Cruisers: They are the heavier ships in the fleet, unleashing large amounts of firepower. They do not charge enemy positions, but rather fight near knife-fight range. They carry heavy amounts of ordnance and can often face off against small fleets alone.

Tolerantium-class Battle Cruiser

Often used as upgraded heavy cruisers, the Tolerantium-class battle cruiser defines the definition of an endurance starship. Capable of taking an extreme amount of firepower as well as dishing it out, the Tolerantium is often used in defensive positions to take advantage of its extreme size and firepower. At over 7.5 kilometers long, the Tolerantium can easily square off against multiple enemies with its massive broadsides. Typical of Imperium-styled vessels, the Tolerantium features large broadsides along a massive forward armament. It is armed with a Nova cannon on the bow, two torpedo tubes, twenty quad-linked lance cannons on turrets, forty octuple-linked macromasers on turrets, forty lance cannons on each broadside, ten Advent beam cannons on each broadside, four-hundred and twenty quad-linked macromasers, two-hundred and fifty quad-linked ion cannons, and two-hundred and fifty quad-linked plasma projectors.

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Grand Cruisers: Known as "pocket battleships" by many navy personal, grand cruisers are a step up from battle cruisers, but fail to hold the amount of sheer power that battleships contain. They often act as the flagship for medium sized fleets.

Strategus-class Grand Cruiser

Named after the Latin word for "warlord," the Strategus-class grand cruiser was named so for the practice that several officers tried during the Great Galactic War. During the waning days of the Great Galactic War, several officers went rogue and declared themselves warlords with similarly sized vessels. The Strategus, at a length of 8.5 kilometers long, is a fine flagship for any high ranking officer, though the legacy of such a vessel remains. It is armed with a Nova cannon, four torpedo tubes, twenty-six quad-linked lance cannons on turrets, fifty octuple-linked macromasers on turrets, forty-two twin-linked lance cannons on each broadside, twelve twin-linked Advent beam cannons on each broadside, five-hundred quad-linked macromasers, three-hundred quad-linked ion cannons, and three-hundred quad-linked plasma projectors.

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Battleships: Often the heaviest starships in a battle, battleships can easily swing a battle in a fleet's favor. They bring huge amounts of firepower and support. They are often used as literal battering rams against smaller vessels and are eager to open fire on fleets far beyond expected ranges.

Auctoritate-class Battleship

Large weapon platforms capable of decimating entire fleets, the Auctoritate-class battleship is an immense dagger-shaped vessel used to lead fleets into battle. At over 10 kilometers long, it is an impressive sight for most systems and an intimidating sight for enemies. While it was designed to operate independently from a fleet, it still makes a key part of large fleet formations. It is armed with a Nova cannon, two MACs, four torpedo tubes, thirty-six quad-linked lance cannons on turrets, seventy octuple-linked macromasers on turrets, sixty quad-linked lance cannons on each broadside, twenty-four quad-linked Advent beam cannons on each broadside, seven-hundred octuple-linked macromasers, four-hundred and fifty quad-linked ion cannons, and four-hundred and fifty quad-linked plasma projectors.

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Fleet Carriers: They are only seen when High Command deems the battle to be truly of significant importance. They carry legions of starfighters and provide key support in many fleets. They are large enough to ram small ships, but don't have that much armor. They can carry small fleets with them.

Auxilium-class Fleet Carrier

Often used in major battles, the Auxilium-class fleet carrier is a major asset for any admiral. Even with the ability to deploy an entire fleet of starfighters, the Auxilium can also hold its own against other starships, though it should be used sparingly in this role. Instead of the two-pronged design of other fleet carriers, the Auxilium instead chooses to use a large 12 kilometer long hull that is bulbous-shaped, similar to Covenant and Mon Calamari designs. It is armed with two MACs on the bow, four torpedo tubes, twenty twin-linked lance cannons on turrets, thirty quad-linked macromasers on turrets, twenty twin-linked lance cannons on each broadside, five twin-linked Advent beam cannons on each broadside, five-hundred twin-linked macromasers, two-hundred and fifty twin-linked ion cannons, and two-hundred and fifty twin-linked plasma projectors.

Elongato-class Fleet Carrier

A massive starship capable of unleashing huge amounts starfighter support, the Elongato-class fleet carrier is the workhorse of the GOE. Capable of moving entire armies across the vast depths of space, this 30 kilometer long vessel is key to several major operations in the Tyranid conflict. Being a very large vessel, it is capable of sustaining an entire fleet and acting as a mobile base of operations. It is armed with a Nova cannon, four MACs, four torpedo tubes, fifty tri-linked lance cannons on turrets, one-hundred octuple-linked macromasers on turrets, sixty tri-linked lance cannons on each broadside, twenty twin-linked Advent beam cannons on each broadside, one-thousand and five-hundred quad-linked macromasers, eight-hundred quad-linked ion cannons, and eight-hundred quad-linked plasma projectors.

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Star Dreadnoughts: The ultimate in ship to ship engagement, star dreadnoughts are battleships that are a fleet unto themselves. They carry a fleet's worth of weapons and starfighters and are able to take an extreme amount of punishment. They are often used at guarding key locations. However, when they are mustered for offense, they have the capability of wiping out entire star systems.

Metus-class Star Dreadnought

The Metus-class star dreadnought is different than many other starships. Basing itself off of the sharp architecture of the Forerunners, it is shaped more like a 15 kilometer long flat sword, an unusual design in the GOE. However, this allows the ship to give a lot more power to the shield generators, making them much stronger without have to divert more power from weaponry. In fact, a key tactic is to ram starships with the "blade" as many captains refer it as. Unfortunately, it is not a mass producible design right now, with compartmentalization being minimal and close range being required for full effectiveness (not something to do against Tyranids). Thus it sees little action outside of guard duty for now. It is armed with It is armed with a Nova cannon, two MACs, four torpedo tubes, forty quad-linked lance cannons on turrets, one-hundred octuple-linked macromasers on turrets, eighty quad-linked lance cannons on each broadside, thirty-six quad-linked Advent beam cannons on each broadside, one-thousand octuple-linked macromasers, five-hundred and fifty quad-linked ion cannons, and five-hundred and fifty quad-linked plasma projectors.

Princeps-class Star Dreadnought

The largest of the dagger-shaped cruisers, Princeps are huge command ships, measuring over 20 kilometers long. Often acting as a mobile base of operations for large scale engagements, they house some of the finest officers in the fleet. Many grand admirals and high-ranking admirals make these massive ships their flagships, though there are exceptions. It is rare to see these massive cruisers in action, as the mere size of them can intimidate many enemies into simply surrendering in terror, though this has not stopped the Tyranids. They are armed with two Nova cannons, four MACs, six torpedo tubes, eighty quad-linked lance cannons on turrets, one-hundred and eighty octuple-linked macromasers on turrets, one-hundred and sixty quad-linked lance cannons on each broadside, eighty quad-linked Advent beam cannons on each broadside, one-thousand and five-hundred octuple-linked macromasers, one-thousand quad-linked ion cannons, and one-thousand quad-linked plasma projectors. Though rare, some are equipped with superlasers.

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Citadel Dreadnoughts: Citadel Dreadnoughts are by far the largest ships utilized in the GOE. They are used to defend systems from any threat and carry an arsenal equal to a large planet. They are the ultimate fortresses and should be feared and respected if only for their size.

Arce-class Guardian Dreadnought

This immense leviathan of a ship is built around a 50 km long chassis. It is armed with a large amount of weapons, capable of annihilating a small fleet. The main weapon is an experimental coaxial superlaser mounted on the bow and powered by an unknown amount of generators. The laser has been estimated to be able to crack a planet down to its core. They are to be set up in orbit around systems to monitor traffic and intimidate threats (or the planets below). They carry limited FTL drives, as they are never intended to leave the systems they guard. Like many other large projects, they are currently under construction.

Emperor-class Guardian Dreadnought

An even more massive starship, the Emperor-class is designed to be the Emperor's flagship in the coming battles. At a massive size of sixty kilometers long, it is to be a symbol of human ingenuity and the power the Emperor wields. It is currently under construction in pieces at several facilities. Rumors are about of the terrible and experimental systems being implemented into it. Some even speculate the Emperor plans to make it his new mobile capital. Regardless, when built, it will have the power to instantly annihilate entire systems. This is even without its attendant fleet.

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Weapons (Starships)

Point-Defense Lasers

Point-defense lasers are weapons mounted on escort starships. Used to counter small missiles and small torpedoes, they serve as a principle weapon for escorts protecting larger cruisers. While they are not designed to be used in an offensive manner, many captains have utilized them against boarding parties once the enemy's shields are down, as they can be quite effective against unshielded targets.

Mascannons

The generic weapon of choice for starfighters and light escort craft. Effective at taking down enemy starfighters and smaller escorts. Can be configured into batteries consisting of twin-, tri-, or quad-linked.

Laser Minigun

The starship version of the laser minigun serves the same purpose as their land counterparts: to lay suppressive fire in every direction. Larger than the land counterpart, the laser miniguns mounted in space are mostly used by special starfighters and escort craft such as corvettes. Mostly used to either destroy enemy starfighters, or overload shields with sheer volume of fire. Can be configured into batteries consisting of twin-linked.

Macrocannons

Macrocannons are large linear accelerators that take large solid slugs and fire them at high speeds toward the enemy. They are less effective than macromasers and are usually mounted in fleets that don't have an appropriate supply of macromasers for their sharships. Can be configured into batteries consisting of twin-, and quad-linked.

Macromaser

The larger cousin of the mascannon, macromasers are the generic weapon of choice for most starships larger than escorts. Can lay large waves of fire into enemy starships and vaporize unshielded starfighters with no issue. Can be configured into batteries consisting of twin-, tri-, quad-, or octuple-linked.

Plasma Projector

Plasma projectors launch small bolts of plasma at a target, usually in volleys. They are highly effective against armor. Unfortunately, they have a shorter range than other weapon batteries and are usually a mid-range weapon in most respects. Can be configured into batteries consisting of twin-, tri-, or quad-linked.

Coilgun Battery

Coilgun batteries are effective medium-range weapons mounted on starships. By accelerating a projectile at extremely high speeds, the coilgun is an excellent weapon to punch into enemy armor with solid projectiles. Since the projectiles are solid, they can be mounted with unique ammunition. The most common is a small projectile with a plasma casing inside, causing the plasma to detonate as soon as the projectile hits a target. Another is the fusion casing, which can easily melt armor from the inside out. Can be configured into batteries consisting of twin- or quad-linked.

Graviton Pulsar

Graviton pulsars are weapons that utilize small "pulses" of kinetic energy to literally crush targets. They have very short range, but can be highly effective against lightly armored targets. Can be configured into batteries consisting of twin-, tri-, or quad-linked.

Fusion Beamer

Fusion beamers are melta weapons that are extremely devastating to armored targets. The beams are powerful enough to melt any armor, no matter how strong. However, it suffers from an extremely short range, relegating them to emergency duties in boarding actions or enemy assault. Can be configured into batteries consisting of twin- or quad-linked.

Ion Cannon

Ion cannons are weapons used to disable shields and enemy starships. By firing ionized particles in a small "bolt," they are capable of overloading energy shields fairly quickly. Once shields are down, the starship's systems may start overloading. These weapons cause minimal physical damage. Can be configured into batteries consisting of twin-, tri-, or quad-linked.

Advent Beam Cannon

The Advent beam cannon is a very powerful form of a plasma battery. By focusing the plasma battery's firepower into a single beam, the power and range of the battery is augmented. However, they are very power hungry so weapon batteries of these cannons are small in comparison. Can be configured into batteries consisting of twin- and quad-linked.

Lance Cannon

Lance cannons are similar in design to macromasers. However, instead of firing bolts of maser fire, the lance cannons fire beams over a short period of time. Usually mounted on the broadsides of larger ships, these cannons can focus fire on a single target area or "rake" the target by dragging the beam across the area. In some cases, these cannons have been known to split hulls in half. Can be configured into batteries consisting of twin- or quad-linked.

Nano Torpedo

Nano torpedoes are warheads filled with nanites. They have a number of uses as they can completely destroy starships or simply disable them. Since punching into the target is not required, the torpedo only needs to hit the target. Once it impacts the ship, nano swarms sweep across the hull, either destroying the molecular bonds that hold the hull together or disabling systems for boarding actions. They are very expensive weapons. As such, they are used sparingly among the fleets.

Proton Torpedo

Proton torpedoes are small weapons used to punch through energy shields to attack the ship directly. They are often deployed by starfighter squadrons against larger targets, though it is not unheard of for larger cruisers to carrier such weapons in batteries. Since they are able to bypass energy, shields, they are the first weapons to be deployed against larger targets. They are still intercepted by void shields.

Proton Missile

Proton missiles are the smaller cousins of the proton torpedo. Able to bypass shields like their larger counterpart, the proton missile sacrifices power for speed. Since it is much faster than the torpedo, it is able to easily intercept starfighters, making them the perfect anti-starfighter weapon for many ships, even larger ones. Again, they are still intercepted by void shields.

Diamond Boron Missile

Diamond boron missiles are very effective anti-ship weapons. Fired from extremely long range by artillery ships, the diamond-boron missiles contain explosive materials capable of damaging anything within seven hundred meters. It is considered a starfighter killer.

Proton Bomb

The basic ordinance dropped by bombers, proton bombs explode in a small radius. They are often dropped in small waves by groups of bombers. They are highly effective at taking out general targets, though their effectiveness is more of the jack-of-all-trades. There are specialized bombs for more specific targets.

Inferno Bomb

Inferno bombs explode in huge amounts of flame. Filled with combustible chemicals, the resulting explosion does little to damage the target. However, the bomb spreads out over a wide area, burning anything within its path. Highly effective against infantry.

Fusion Bomb

Fusion bombs are the small melta bombs used by bomber squadrons. Dropped on heavy armor, the melta bombs are highly effective at burning the insides of tanks. Literally melting through any substance, the fusion bomb is perfect for anti-vehicle duty.

Neutron Bomb

Used by bomber squadrons against larger starships, neutron bombs are devastating weapons. Dropped from bombers right above their targets, the bombs are pulled by the target's (or planet's) mass until it collides. While they are very powerful weapons, their speed is still considered slow compared to many other anti-starship weapons. As such, many commanders use them sparingly in planning stages and only see their use in attacks against starbases or planets.

Plasma Torpedo

Plasma torpedoes contain a warhead filled with plasma. Designed to punch through a ship's hull and then detonate inside the target. They are truly devastating weapons at range and can lock onto targets with ease. Size of the warhead depends upon the size of the ship carrying it, though large battleships and dreadnoughts can carry warheads over 300 meters long.

Fusion Torpedo

Fusion torpedoes are even more feared then plasma torpedoes. Instead of the warhead itself detonating inside the target ship, the torpedo instead has a series of melta charges that continue to detonate upon breaking into the hull, burning the inside of the target with ease. Size of the warhead depends upon the size of the ship carrying it, though large battleships and dreadnoughts can carry warheads over 300 meters long.

Vortex Torpedo

Possibly one of the most feared weapons in the GOE arsenal, the vortex torpedo is capable of tearing open a rift in the Warp, swallowing anything unfortunate enough to be within its target radius. No one is quite sure of the fate of those unfortunate vessels, but no on wants to know either. Size of the warhead depends upon the size of the ship carrying it, though large battleships and dreadnoughts can carry warheads over 300 meters long.

MAC

Magnetic Accelerator Cannons, or MACs, are very large coilguns. Mounted on the bow of several vessels, they are capable of launching a projectile at tremendous speeds at incredible ranges. Since the founding of the GOE, the ammunition of the MAC has changed. The ammunition is now a large projectile with a large plasma casing inside. When the projectile hits the target, the plasma detonates in a wide radius. This makes the weapon very effective against enemies with tight formations. The speed that the MAC cannon fires has also been improved, being able to accelerate an object to a fraction of the speed of light.

Nova Cannon

The nova cannon is the improved version of the MAC. Mounted on star dreadnoughts and battleships, the nova cannon is built along the same design, but on a much larger scale. It is the weapon of choice when assaulting enemy star dreadnoughts and starbases. Nova cannons use the infamous nova warhead, a very powerful warhead capable of completely annihilating small moons. However, because of this, they are rarely used with the nova warhead. Instead, they can be armed with less powerful projectiles consisting of plasma and melta based projectiles. They have a large dead-zone around them and are thus nearly useless in close-range combat.

Coaxial Superlaser

More of an experimental weapon, the coaxial superlaser is mounted on large star dreadnoughts and provides a pocket-victory for fleet admirals. Unleashing the full power of the superlaser, captains are able to completely destroy starships even in the star dreadnought and supercarrier range in a single shot. Thanks to new coolant systems, the recharge time for the weapon has been lowered drastically, allowing for one single ship to wipe out entire fleets.

Bombardment Cannons

Bombardment cannons are large linear accelerators mounted on certain starships. They are specialized in planetary combat, but can also be used in naval operations if needed. Though their range is small compared to other weapons, they are capable of launching neutron bombs at high speeds toward planetary bases and even enemy ships that get too close. Can be configured into batteries consisting of twin-, tri-, or quad-linked.

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Equipment (starships)

Sensors

All ships have sensor equipment capable of detecting most enemies even several hundred thousand kilometers away. This allows ships to engage targets in depths of space without even seeing them. It also links up with the targeting computers, allowing accurate shots even at huge distances.

Shields

Energy shields are required on all starships, no matter what class. These energy shields protect the ships from range fire along with small-sized debris, though it will provide only limited protection against large asteroids and large size space junk. They can absorb large amounts of energy before collapsing.

Void Shields

Unlike normal shields, which work by displacing the energy of a projectile over its surface before absorbing it, void shields displace any projectile into another dimension, or the Warp. However, they can only absorb so much volume of firepower, and will collapse under extreme circumstances. They are equipped on starships the size of scouts and up. The equipment is too large to mount on starfighters and small transports.

Hanger Bays

Hanger bays are large spaces dedicated to the maintenance, launching, and docking of starfighters, bombers, and transports. Depending on the size of the ship, hangers can hold everything from a single fighter to an entire wing to a small fleet. Almost all ships larger than corvettes have hanger bays, with carriers having the largest.

Stygium Cloaking Device

Cloaking devices are rare devices that allow a ship to disappear not only off of most sensors, but also visually from sight. This can provide a huge tactical advantage for those that aren't looking for it. Hidden from sight, these devices allow scouts to observe and coordinate attacks with the rest of the fleet.

Gravity Well Projectors

Gravity well projectors are massive apparatus used to create interdiction fields. By simulating the gravity shadow of a planet or other celestial body, often called a gravity well, a ship's travel through hyperspace or phase space could be halted or their jump to hyperspace or phase space could be rendered impossible within the simulated gravity shadow.

Hyperdrives

Hyperdrives are devices that allow starships to travel into the dimension known as hyperspace and thus go faster than light. Since they are small enough, most craft smaller than scouts are equipped with hyperdrives while crafts larger than scouts often have them as secondary systems should the slipspace drives fail.

Slipstream Drives

Slipstream drives are used as another form of FTL. Slipstream refers to the eleven dimensions that exist in a very small bundle. By moving an object into these dimensions, the laws of physics change, allowing one to go faster than light. Due to Forerunner discoveries, slipspace is considered an extremely fast way to travel and is reserved for military purposes.

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Space Structures

Around each planet, defenses have been constructed to ensure that all planets have a basic defense against raiders and other attacks. Defenses can range from small satellites capable of shooting down fighters to large monstrosities with a city's worth of weapons. However, the sheer size of the GOE makes it hard to construct defenses for every planet. More often than not, there are gaps in the defensive walls that an enemy could easily exploit. Some planets only have small stations, but the most important planets have entire fleets of defenses. It should be noted that all structures, whether military or civilian, have defensive capabilities, such as laser miniguns.

Beam Defense Turrets

Beam defense turrets are small satellites armed with defensive lance cannon beam weapons as well as laser miniguns. This makes them a formidable defense against basic attacks, with firepower capable of disabling both enemy starships and smaller fighters/bombers. They are a cheap and effective defense when used en masse, but they should not be deployed alone lest they be quickly overwhelmed.

Dedicated MAC Station (DMS)

Dedicated MAC stations are larger structures that serve only one purpose: to hold the large coil guns in place. Drawing their power from dedicated power plants on the surface of planets, DMSs target larger ships, allowing smaller stations to focus on smaller targets. With the ability to speed a projectile at a fraction of the speed of light, DMSs are able to deal with any threat larger than a frigate. They also contain several laser miniguns, but most power is reserved for the MAC gun.

Golan IV Defense Station

Golan IV defense stations are very large defensive structures. Usually set in orbit of high profile planets, Golan IVs are often used as defensive command posts for space commanders. Armed with enough weaponry to equal a large cruiser, these defensive structures can be placed en masse around shipyards for the most effective defensive screen in the Orion Empire.

Salvation-class Starbase

Salvation-class starbases are some of the largest defensive structures in the GOE. Armed with a Nova cannon along with a slew of other weaponry, these starbases are placed only around the most precious of targets. Capable of deterring any enemy force, the Salvation-class starbases are considered high priority targets and are usually surrounded by a defensive fleet.

Interdiction Station

Interdiction stations are small defensive structures that include several gravity well generators. These gravity well generators are capable of disrupting and pulling starships completely out of hyperspace. These are often used when chasing pirates and disrupting their runs through Orion space. They can also prevent other starships from entering hyperspace as well, creating a trap for any would-be get away.

Hacking Jammer Array

Hacking jammer arrays are small space stations capable of disrupting enemy transmissions and communications within a large radius. It is often used in defensive operations to confuse enemy fleets. While ships can simply switch to another channel or change frequencies, the array calculates these changes and modifies its jamming to match. They can also hack unsuspecting ships, giving them a disabling ability.

Utility Repair Station

Utility repair stations are large space structures with the sole purpose of repairing and maintaining allied starships. They come equipped with thousands of nanite drones. These drones will only travel a safe radius from the station and apply repairs to starship areas when needed. While they are not high on weaponry, they do come equipped with laser miniguns, though this is more to protect the drones than the starships.

Planetary Shield Generator

Planetary shield generators are large space structures capable of casting a shield across an entire planet, protecting it from any bombardment. While ground-side shield generators can do the exact same thing, they are only capable of shielding a small radius on the planet. They are powered from specialized power plants on the ground, though the generator itself has its own power source to power the many laser miniguns on its surface.

Defensive Hanger

Defensive hangers are large space structures that only have one purpose: to launch starfighters and bombers. With a large enough hanger to fit several squadrons, they also come equipped with several laser miniguns and other defenses to protect themselves. With several deck layers and a dedicated flight control bridge to coordinate the squadrons, the defensive hanger is ready for any action.

Galactic Siege Engine

Taking the design of the Novalith Cannon and pitting it with other weapons, the GOE was able to create one of the most powerful weapons in the galaxy. The Galactic Siege Engine is used to bombard distant worlds from across the galaxy. It is able to shoot a warhead into phase space. This warhead will travel across star systems to reach its intended target. Once it arrives at the target, it will impact the planet, causing tremendous kinetic damage while releasing a massive electrical overcharge. This causes not only true damage to the planet or the intended target, but it disables defenses and ships in the vicinity. However, this does not mean that a system is defenseless. Planetary shield generators can absorb the damage, but without secondary generators, the electrical charge will short the shields out after impact. This leaves it open to attack by a second round. Galactic siege engines may target fleets and ships, but it loses some effectiveness as targeting is still not acute enough.

Expeditionary Battle Planetoid

Massive artificial moons constructed by the empire, these Battle Planetoids were designed to be the ultimate military bases and defenses against enemy invasion. Armed with a massive superlaser as its main armament, it also had a planet's worth of other weapons, enough to fight an entire fleet with and possibly more. Perhaps its most intimidating feature is the ability to travel through hyperspace (though slow). Designed to have a diameter over 900 kilometers, they are massive construction projects for important worlds. While officials claim they are the ultimate defenses for valuable systems, many suspect that they are intended to intimidate the worlds they guard rather than an approaching enemy.

Star Forge

The Star Forge was a giant automated shipyard, designed to create the most powerful army of all time, constructed by the Rakatan Infinite Empire. The Star Forge drew energy and matter from a nearby star which, when combined with the power of the Force, was capable of creating an endless supply of ships, droids, and other war material in a relatively short amount of time. During the Great Galactic War, it became a major target and was damaged. Repairs have now begun, so that it may be used for future war campaigns.

Halo Array

The Halo arrays were superweapons created by the Forerunners thousands of years ago. They were designed to kill organic life with intense radiation by targeting the nervous system. Each array had an effective range of 25,000 light-years. When they all work in tangent, they are capable of annihilating all life in the known galaxy. This has only occurred once when the Forerunners sought to remove the Flood from the known galaxy. They are massive in scale, with diameters as large as 30,000 km on the largest rings. Most of their defenses consist of armies of sentinels. However, the main weapon will always be the structure itself.

Lesser Ark

The Lesser Ark, otherwise known as Installation 00, is a massive space station. Resembling a starfish with eight separate arms, it has a diameter of over 127,530 kilometers. Built by the Forerunners to act as a giant shipyard to build the Halo arrays, the Lesser Ark is an artifact by itself, with the ability to rebuild lost Halo arrays. Like the Halo arrays, it has a viable living surface with varying climates, allowing settlements to grow. While it used to be outside the galaxy, it was moved after the Great Galactic War to a location near the center of the Orion arm. It now serves as one of the chief shipyards for the GOE.

Greater Ark

The Greater Ark, otherwise known as Installation 0, is a massive space station just like the Lesser Ark. Even more massive than its cousin, it was designed to replace the original Halo arrays (ones with a diameter of 30,000 kilometers). It only had six petals rather than eight. Again, after the Great Galactic War, it was moved to the center of the Orion arm. It now serves as a principle shipyard for the GOE.

Capital Station

Capital Station was originally the capital of the Forerunner Empire thousands of years ago. The capital was composed of a series of perfectly circular "platforms" arranged in a spiral along a central rod. These platforms decreased in size toward either end of the rod, with the widest central one being approximately 100,000 kilometers in diameter. Each platform was covered with a "city" of structures and buildings, whose gravity was controlled individually by buffer fields. It is now known as the current capital of the GOE.

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Like the Imperial Army, the Imperial Navy has their own chain of command. Just as before, there are differences depending on sectors and systems, but this is the most basic.
Squadrons are the smallest fleet unit and commanded by an admiral.
Systems forces consist of several squadrons and commanded by an admiral or commodore.
Fleets are the same size as systems forces but not tied down by location.
Sector groups consist of several fleets and commanded by a high admiral.
Regional and oversector groups consist of several sector groups and can be found under multiple commands depending on region, sector, and other factors.
These all fall under the command of Naval Command, the senior officers of the Imperial Navy, who are subordinate under the Chief of Naval Operations, who holds the rank of Grand Admiral.


Orion Elite Forces

The Elite Forces are the specialized forces of the empire. They are called upon during times of great need. They often perform missions that many in the normal military would consider suicidal. More often than not, they will arrive to support the local forces that may be overrun. They are known to be swift and brutal in their missions. They are led by the Warmaster Horus, a space marine Primarch with great tactical ability. He has been able to design strategies that benefit the entire military by recognizing their strengths and using them to their full advantage. The Elite Forces are renowned as Orion's finest, the protectors of the empire. They include Space Marines, Spartans, Predators, and Dark Troopers. Their ships carry the identification Elite Forces Vessel (EFV).


Space Marines

The Space Marines, or the Adeptus Astartes, are the Emperor's finest warriors. Composed of genetically improved humans, the Space Marines know no fear. They all carry latent psychic abilities, but only Librarians can muster the strength to fully use them. They are loyal only to the Emperor and are composed of twenty legions. The Great Galactic War devastated their numbers, as each legion has varying numbers. Each of these legions is led by one of the Emperor's sons, the Primarchs. The legions are as follows:
Lion El'Johnson – Dark Angels
Sigmar – Hammers of the Emperor
Fulgrim – Emperor's Children
Perturabo – Iron Warriors
Jaghatai Khan – White Scars
Leman Russ – Space Wolves
Rogal Dorn – Imperial Fists
Konrad Curze – Night Lords
Sanguinius – Blood Angels
Ferrus Manus – Iron Hands
Azariah Kyras – Blood Ravens
Angron – War Hounds
Roboute Guiliman – Ultramarines
Mortarion – Dusk Raiders
Magnus the Red – Thousand Sons
Warmaster Horus – Luna Wolves
Lorgar – Imperial Heralds
Vulkan – Salamanders
Corax – Raven Guard
Alpharius Omegeon (twins) – Alpha Legion

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Infantry: The space marine infantry troops and squads are extremely tough when compared to the regular military forces. They are quite versatile and can easily turn the tide of any battle.

Primarchs

Primarchs are the sons of the Emperor, those Space Marines that carry the gene seed of the Emperor within them. They are almost demigods in respect to the rest of humanity, able to do great feats with little to no effort. However, they are limited. During their childhoods, each of the Primarchs had to go on a path of discovery. They traveled to far off worlds and made unique personalities. They lead their forces into battle with courage and skill. However, it should be noted that though they consider each other brothers, they do not always agree on courses of action.

Scout Marines

Scout marines are the newest recruits of a space marine legion. They often infiltrate enemy positions or fight as lightly armed skirmishers. Scout marines do not yet have the proper bio-implants to interface with their space marine power armor, so they wear a lighter, but completely silent counterpart instead. Often scout marines will progress to tactical marines once they receive their bio-implants, but some veterans stay within the scouts to train future neophytes. They are often found in small squads separate from the main battle group.

Tactical Marines

The basic space marine, tactical marines can fulfill a variety of roles. They often serve as the baseline infantry for the space marines, carrying small arms to certain anti-tank weapons. Their heavy armor allows them to shrug off most small arms fire, though it does not make them invincible. They are often used in small squads for a number of purposes.

Assault Marines

Assault marines are those space marines armed with jump packs to propel them toward the enemy. Fast and agile, they specialize in close combat. Their mission is to strike fast and hard in an enemy formation, causing confusion and distracting the enemy from the rest of the army. They often fight with a pistol in one hand and a close combat weapon in the other. They are found in small squads near ambush sites.

Devastator Marines

Similar to tactical marines with a single catch: they carry heavy weapons into battle. Able to support their fellow infantry or threaten enemy vehicles, the devastator marines are a versatile addition to any space marine squad. However, some heavy weapons may slow the squad down and usually there aren't too many guns to shoot. Prioritizing targets is key.

Terminators

Terminators are space marine veterans clad in tactical dreadnought armor, or terminator armor. Armed with heavy weapons or power weapons, terminators are considered the elite of the elite. Within their tactical dreadnought armor lies a teleportation device, allowing them to deep strike close distances and engage the enemy faster than most others. While rare, a squad of terminators is considered almost a death sentence for any opposing army.

Apothecary

Space marines specializing in medical techniques are known as apothecaries. Assisting other space marines by healing their injuries to the best of their ability, apothecaries are necessary during any campaign.

Chaplain

Often called "warrior priests," chaplains are specialist officers in the space marines. They are there to ensure that their battle brothers continue their veneration of the Emperor in all capacity, often acting like inquisitors when rooting out corruption and heresy. They are often close combat specialists and can assist in combat like any other space marine.

Techmarines

Those space marines who have decided to join the Adeptus Mechanicus often become masters of the forge, experts in mechanical engineering. They are able to make repairs in the field even during the heat of battle.

Librarian

Librarians are special space marines who can access the power of the Warp. Trained to use the chaotic energies for the greater good of the empire, librarians are some of the most dangerous troops to the enemy and (possibly) to their own men and allies. Always fighting against the demonic powers of Chaos, librarians can bring a whole swath of psychic abilities to the battlefield.

Space Marine Officers

Just like the Imperial Army, space marines have their own officers take charge of their squadrons and formations. Leading their space marines from the front, they are just as fierce, if not more so, then the men they lead. They are often equipped with specialized and rare equipment, usually for close combat situations.

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Equipment (Infantry)

Power Armor (all)

Space marine power armor is a lot larger and more powerful than the ones given out to the normal military. However, in order to use it effectively, one must have the proper bio-implants to interface with the armor. Only full space marines have these upgrades. Scouts still require them and use less powerful versions of the armor.

Motion Sensors (all)

Motion sensors sense movement in the vicinity of the person and identify objects as friend or foe using IFF codes. Useful in environments where sight is hindered or in urban combat where ambushes are likely to take place.

Shield Generator (all)

Shield generators protect troops by projecting an energy barrier around them. This nullifies attacks from both kinetic and energy rounds. While it offers protection, it should be noted that it can be worn down over a period of intensive fire and eventually the power source will shut down for cooling. It is rechargeable and will comeback online in a few seconds.

Smart Vision (all)

Provided with the use of retinal prosthesis, smart vision allows soldiers to read huge amounts of information from their retina. This includes everything from strategic information, officer's orders, and other communications. Works exactly like an HUD.

Infolink (all)

Infolinks allow instant communication between troops and their commanders. Necessary to call in support or to declare objectives completed. Communication lines with infolinks are required throughout the GOE.

Implanted Rebreathers and Tanks (all)

Due to the nature of hostile environments, all troops are equipped with tanks with breathable air (depending on species). However, these tanks contain limited amounts. In the case where the natural air can be filtered, the tank intakes air and does its best to clean out toxins left in it.

Jump Packs (Assault Marines)

Jump Packs are specialized turbines or jets that are powerful enough to lift even a man wearing power armor. They are used exclusively by assault marines to engage the enemy quickly and usually offers a surprise attack from above.

Stealth Field Generators (Scout Marines)

Stealth field generators are used to conceal the user by bending the light around them. This is mainly used for stealth operations or to try and confuse the enemy. While stealth field generators are able to conceal troops from sight, this does not stop motion sensors from tracking their movements (nor does it stop units that can detect stealth). Along with the generator itself, it has a dampening field. This ensures that not a sound is made during missions, further increasing their effectiveness.

Cranial Upgrades (Techmarines)

Cranial upgrades are given to Techmarines, allowing them to quickly analyze and hack enemy technology (mostly computers and other assets). It also provides them instant information on blocking enemy hackers as well, being a great boost to Techmarines fighting on cyber warfare fronts.

Multi-Tool Augmentations (Techmarines)

Multi-tool augmentations are augmentations giving Techmarines a number of variable tools in one package. Jokingly called the "Swiss Army Knife" of augmentations, the multi-tools have given Techmarines all the tools necessary to hack, repair, and sometimes even assist in building for the military.

Mechadendrite (Techmarines)

Mechadendrites are mechanical arms grafted onto Techmarines. They hold multiple tools and can assist the Techmarines in repairs and construction. While they can hold delicate tools, they are also able to hold giant claws for lifting materials and sometimes even weapons, though this is rare.

Medical Gear (Apothecary)

The medic carries a large number of tools for any job that requires medical attention. Equipped with a large amount of kolto and bacta tanks for quick healings, the medic also comes equipped with small medical drones for on-the-go healing. For serious situations, the medic also carries numerous surgical tools for jobs that are too serious for a kolto or bacta patch.

Mental Conditioning Augmentations (Librarians)

Mental conditioning augmentations allow for enhance the abilities of Librarians, allowing them to use their abilities with greater power. For psychics, it also provides limited protection against Chaotic possession. This is done by allowing the Old Ones to communicate via the Warp a connection to each individual and establishing a Warp-shield around the mind. This is not fool proof and Psychics still require years of training before unleashing their full power.

Teleportation Device (Terminators)

Teleportation devices are special equipment given to Terminators, allowing them to teleport into the thick of battle anywhere on the field. However, the devices do have limited range and must recharge before use again. This is a handy device for marines that want to get in close quickly and without losses.

Plasma Grenade (all)

Plasma grenades are special grenades that explode with a contained plasma explosion. They can stick to targets once thrown. They are the most common.

Cryo Grenade (all)

Cryo grenades are special grenades that explode with a cryo blast in the vicinity. On planets with relatively temperate climates, this can freeze enemies in their tracks, making them easier to capture or kill.

Ion Grenade (all)

Ion grenades are special grenades that explode with a blast of ionized molecules. They are capable of knocking out electrical systems on droids and equipment. Very deadly to cybernetic units.

Poison Grenade (all)

Poison grenades emit toxic fumes for a short period of time. For any troops that do not have access to rebreathers or other respiratory equipment, this can be a very deadly weapon.

Thermal Detonator (all, but rare)

Thermal detonators are larger versions of grenades that explode in a large blast of thermal energy. They are extremely deadly to all troops and sometimes even small vehicles if thrown correctly.

Flash Grenade (all)

Flash grenades can blind enemies in a massive flash of light. Usually bright enough to overwhelm visual sensors and organic eyesight, they can provide a key opening for any squad.

Vortex Grenade (all, but extremely rare)

Vortex grenades are very rare grenades that work by opening a portal into the Warp itself. Anything caught within the vicinity is completely destroyed, turned into the very essence of the Warp itself. What makes it even more dangerous is the chaotic nature of the blast itself; it can shrink, grow, move, or even divide. It is only given to troops on the most extreme circumstances.

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Weapons (close combat)

Energy Knife (all)

Based off of the famous energy sword, its smaller cousin, the energy knife, is just as effective at penetrating infantry armor and cover. It suffers from smaller range so it is more of a last-resort weapon for those forced into close combat. It is mostly used as a bayonet for many troops, giving it more range.

Energy Sword (all)

Energy swords are based on the old Covenant-style weapons used against humanity in the Human-Covenant War. Using an ionized gas to create a solid blade, the new energy swords are shaped much more like human weapons, though species that still prefer the two-prong configuration are still common. While it cannot "clean cut" through metals like a lightsaber or a powersword, it can penetrate armor through a quick stab.

Gravity Hammer (all)

Heavy strikers that wish for a close combat weapon usually receive the gravity hammer. Based upon the design of the Jiralhanae centuries ago, the new gravity hammer is still pretty similar. Using the Jiralhanae expertise in gravimetrics, the head of the weapon exerts a kinetic barrier to "push" objects out of the way.

Psychic Staff (Librarians)

Psychic staffs are used by psychics are help hone their powers. They feature a statue of the Aquila on one end and a knife-like blade on the other. While not the most practical of weapons, it is still deadly in its own right. The spear end counts as a power weapon and will discharge electrical energy just like other power weapons. Most contain a special focusing crystal in the center to hone a person's psychic powers.

Power Sword (Officers)

Power swords are swords imbued with an energy field in the hilt of the blade. This energy field allows the weapon to deal and take more damage than it would normally be able to understand. Power swords are especially favored by commissars and officers, allowing them to cleave both armor and flesh. Due to its nature, it will also discharge electrical damage at the target. A similar weapon, the power axe, works the same way.

Power Fists (Terminators, Officers)

Power fists are very large glove-like armor mounted upon one's hands. Since they are powered, the fists can easily destroy armor and break apart flesh. It also sends down an electrical charge at a target. Favored by terminators and officers, many remark that the power fist truly is "the fist of the Emperor."

Lightning Claws (Terminators, Officers)

Power claws are used by high ranking officers as their chosen close combat weapons. They are favored due to the fact that since they are mounted on the wrists, they still allow the officer to wield more weapons in their hands.

Chainsword (all)

Favored by many officers, the chainsword is a cruel weapon. Able to cut apart both armor and flesh, the chainsword is designed off of the Eldar version, using thousands of monomolecular blades moving in conjunction with each other. This creates a very painful experience for anyone on the receiving end.

Chainfist (Terminators)

Essentially the combination of a chainsword and a power fist, the chainfist is a good weapon for ripping apart enemy armor, especially during boarding parties.

Crozius Arcanum (Chaplains)

The weapon of choice for Chaplains, the Crozius Arcanum is a mace imbued like a power sword. It serves as both a symbol of office and a weapon.

Thunder Hammers (Terminators, Officers)

Similar to other power weapons, Thunder Hammers are imbued with energy around them. However, they only activate their energy upon contact, where it explodes in a small burst of energy. While there are many varients, it is mostly common among terminator squads in any legion.

Weapons (sidearms)

Bolt Pistol (all)

The basic sidearm found in the space marines, the bolt pistol is similar in design to other bolt weapons. It fires giant kinetic explosives called bolts into the enemy, making it more similar to a rocket launcher than a gun. It is an excellent weapon to use against infantry. However, the weapons themselves are expensive and the ammunition required even more so.

Plasma Pistol (all)

Plasma pistols are small arms that utilize plasma in their design. While more expensive and less numerous then the bolt pistol, the plasma pistol is able to easily cut through armor and melt those unfortunate enough to get within its range. While the pistol is still not enough to completely destroy vehicles in quick succession, it does have the capability given time.

Weapons (basic)

Bolters (all)

The basic weapons of the space marine forces, bolters are used by all legions. It fires giant kinetic explosives called bolts into the enemy, making it more similar to a rocket launcher than a gun. It is an excellent weapon to use against infantry, as the bolt explodes inside the target, almost guaranteeing that the enemy is disabled to dead.

Storm Bolter (Terminators, Officers)

Storm bolters are simply twin-linked bolters. Since there are now two barrels, the rate of fire doubles, allowing more shots to be made in the same amount of time. It is a popular choice among terminators and officers.

Weapons (special)

Electro-Magnetic Torch (all)

Electro-magnetic torches spew superheated plasma in a small field in front of the user. It is considered the successor to many flame-based weapons. Truly devastating to those caught in its range, the torches will also break the moral of the enemy, especially when packed into large groups. However, it is a very short ranged weapon and should be regarded as a defensive line against assaults and an offensive line against entrenched positions.

Fusion Blasters (all)

Fusion blasters are melta weapons that super-agitate the air around them to subatomic levels, making them very deadly against armor and infantry. It is literally able to melt any enemies to the empire. While it may not have the range of some infantry weapons, it does have a longer reach than torches. Used to break enemy heavy infantry and armor. Has an option to be fired in small bursts (for semi-maximum damage at very close range against multiple enemies) or for single blasts (for maximum damage at single or far targets).

Ordinance Launcher (all)

Ordinance launchers are a very basic specialist weapon, having evolved for a number of different scenarios. Based off of a number of different weapons including fuel rod guns, grenade launchers, and other explosive weapons. They are able to be modified to throw plasma, explosives, and grenades at great distances. This gives many infantry an advantage in range for many different ordinances. They are very easy to produce, but still suffer from lack of ordinance and ROF.

Bolt Sniper Rifle (Scout Marines)

Bolt sniper rifles are weapons that utilize extreme range and accuracy. They are used in conjunction with scouts to give them the ability to snipe key targets in the enemy lines. Firing bolts, they are limited by ammunition, so scouts must choose their targets carefully. Against most targets, the power of the bolt is enough to punch through shields and even impale an object behind the target. However, their ROF is slow so care needs to be taken when moving in close.

Combi-Weapon (Terminators, Officers)

Combi-weapons are specialized weapons developed to maximize the potential of many terminators and officers. It consists of simply slapping together another weapon with a bolter, giving the user much more varied firepower (or simply increases firepower). There are combi-bolters, combi-torches, combi-fusions, and combi-plasmas.

Weapons (heavy)

Heavy Bolter (Devastator Marines)

Simply a large bolter weapon that can rapid fire like a machine gun. Very useful in mowing down enemy infantry.

Mascannon (Devastator Marines)

A large maser weapon that can be devastating to vehicles. Suffers from a slow rate of fire, but can easily destroy enemy armor.

Plasma Pulse Cannon (Devastator Marines)

Fires a devastating plasma blast at a target. Useful against heavy infantry divisions and other tough targets. Has a small blast radius.

Assault Cannon (Terminators)

With six rotating barrels, the assault cannon is the ultimate weapon in mowing down infantry. It also fires unique, diamond-hard rounds at significantly increased velocity, resulting in far greater stopping power and penetration.

Proton Missile Launcher (Devastator Marines, Terminators)

The proton missile launcher is the key anti-vehicle weapon in the GOE's arsenal. Utilizing a pod-like structure, it features four barrels from which four separate missiles can launch out of. When reloading, the trooper will reload all four rockets into the pod, streamlining the effort of having to reload every shot.

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Vehicles: Like the Imperial Army, space marines also have an assortment of vehicles to support them in operations. While not as numerous as the Imperial Army, they are still quite durable.

Jet Bikes

Jet bikes are very fast but large repulsorlift vehicles made specifically for space marines. They are considered the scouts on the battlefield, nimble enough to travel through enemy fire without issue. It can mount a single weapon system (not counting any weapons the driver carries).
Bolters (twin-linked)
Combi-Weapon
Electro-Magnetic Torch (twin-linked)
Fusion Blasters (twin-linked)
Ordinance Launcher

Space Marine Land Speeder

The space marine land speeder is one of the primary vehicles in the space marine forces. Fast and maneuverable, it can carry quite the punch when well equipped. While it does not have the greatest armor, it can take quite a few hits from enemy infantry. It can mount a single underslung weapon system and one turret.
Storm Bolter (underslung or turret)
Fusion Blaster (underslung or turret)
Electro-Magnetic Torch (underslung or turret)
Proton Missile Launcher (underslung or turret)

Dreadnought

These are massive battlesuits that serve the space marine forces. Perhaps the scariest part about these behemoths isn't there size or the weapons they carry, but rather the individual interred within. Within the armor is not healthy space marine, but rather a hero whose body had been ravaged through war. Unable to fully recover, these space marines receive the highest honor possible and get to serve the Emperor long past their lives. As the saying goes, "The most dangerous space marine is the one interred within his tomb." Dreadnoughts can equip up to two weapons, one on each arm.
Power Fist
Assault Cannon
Fusion Blaster
Plasma Pulse Cannon
Autocannon (twin-linked)
Mascannon (twin-linked)
Heavy Bolter (twin-linked)
Proton Missile Launcher (twin-linked)

Rhino Transport

Essentially a giant metal box, the Rhino is the generic transport for the space marine forces. A large treaded vehicle, it has very good armor all around and can survive long enough to insert space marine troops where they need to go. It can mount one single weapon system.
Combi-Weapon
Storm Bolter
Heavy Bolter

Razorback Transport

The Razorback is essentially a modified Rhino. Taking away some of its carrying compacity, it instead is able to mount several heavy weapons. Useful for transporting smaller squads and able to support them more readily. It can mount one heavy weapon system and one light weapon system.
Combi-Weapon (light)
Storm Bolter (light)
Heavy Bolter (heavy is twin-linked)
Electro-Magnetic Torch (heavy is twin-linked)
Mascannon (heavy is twin-linked)
Assault Cannon (heavy is twin-linked)
Plasma Pulse Cannon (heavy is twin-linked)

Predator Tank

The Predator Tank is another modified variation of the Rhino. Trading in its carrying ability for more firepower, the Predator acts as the frontline tank for the space marine forces. It is still a formidable tank with good armor and can go toe to toe with any enemy armor. It can mount two sponson weapons, one turret mounted weapon, and one pintle mounted weapon.
Autocannon (turret)
Mascannon (turret is twin-linked, sponson)
Assault Cannon (turret is twin-linked)|
Plasma Destroyer Cannon (turret)
Heavy Bolter (sponson)
Electro-Magnetic Torch (sponson)
Storm Bolter (pintle)

Whirlwind Artillery Tank

Another Rhino variant, this tank sacrifices its ability to transport for ammunition space. Mounting a full rocket launcher on its hull, this tank is able to lob missiles across the battlefield. However, unlike other artillery tanks of the Imperial Army, this tank was meant to be more mobile and thus has better armor protection. It can mount one artillery piece and one light weapon system.
Combi-Weapon (light)
Storm Bolter (light)
Proton Missile Launcher (artillery is x16)
Proton Thunder Missile (artillery is x8)
Proton Eagle Missile (artillery is x4)

Vindicator Siege Tank

The space marine siege tank, the Vindicator is a modified Rhino tank designed to lob shells at enemy fortifications. With a large demolisher cannon, the Vindicator is a very powerful artillery piece and any enemies should be wary of it. Can mount one artillery piece and one light weapon.
Combi-Weapon (light)
Storm Bolter (light)
Demolisher Cannon (artillery)

Land Raider

An even more massive tank, the Land Raider is one of the most powerful transports the space marines can field. Able to successfully transport terminators, the Land Raider is huge compared to most vehicles, and is usually well armed. Can mount two sponson weapons, one turret mounted weapon, and one pintle mounted weapon.
Heavy Bolter (turret is twin-linked, sponson is quad-linked)
Assault Cannon (turret is twin-linked)
Mascannon (turret is twin-linked, sponsons are twin-linked)
Thunderfire Cannon (turret and takes up transport space)
Hurricane Bolter (sponson)
Electro-Magnetic Torch (sponson is twin-linked)
Whirlwind Missile Battery (sacrifices some carrying capacity)
Demolisher Cannon (sacrifices all carrying capacity)
Storm Bolter (pintle)
Fusion Blaster (pintle)

Spartan Assault Tank

Not to be confused with actual SPARTAN forces, the Spartan Assault Tank is the newest and largest transport for the space marine forces. With a larger carrying capacity then the Land Raider, the Spartan seems underpowered when comparing firepower. It can mount two sponson weapons and one turret weapon.
Heavy Bolter (turret is twin-linked)
Mascannon (sponson is quad-linked)

Fellblade Super Heavy Tank

The space marine equivalent of the Baneblade tank, the Fellblade is a giant tank that can not only take punishment, but can dish out even more firepower than almost anything attacking it. Being a massive tank, it could mount a full thirteen barrels when fully armed. With powerful shields and brand new alloys making up its chassis, the Fellblade is more than a match for most enemy tanks (and even some titans). It can mount one turret weapon, two sponson weapons, one heavy hull weapon, one light hull weapon, and one pintle weapon.
Coilgun (enlarged) (turret is twin-linked)
Vulcan Mega-Bolter (turret)
Inferno Cannon (turret)
Siege Breaker Cannon (turret is twin-linked, takes up heavy hull)
Macromaser (turret is twin-linked)
Demolisher Cannon (heavy hull)
Heavy Bolter (light hull is twin-linked)
Electro-Magnetic Torch (light hull is twin-linked)
Mascannon (sponson is quad-linked)
Storm Bolter (pintle)
Fusion Blaster (pintle)

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Equipment (vehicles)

Shields (all)

All vehicles are equipped with some sort of shielding device. The amount of damage it can take before collapsing depends entirely upon how much energy the vehicle gives to the shield generator, which could be very small on speeders or very large on tanks.

Targeting (all)

All vehicles have advanced targeting equipment, able to make precise shots with most of their weapons. They are also able to feed their targeting data into a central computer for other units to observe and use on the battlefield.

Communication (all)

All vehicles have top of the line communication systems. A commander is able to get into contact with his units immediately and issue orders. It also allows units to keep themselves into formation and alert others of dangers.

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Weapons (vehicles)

Bolters (Jet Bike)

The basic weapons of the space marine forces, bolters are used by all legions. It fires giant kinetic explosives called bolts into the enemy, making it more similar to a rocket launcher than a gun. It is an excellent weapon to use against infantry, as the bolt explodes inside the target, almost guaranteeing that the enemy is disabled to dead.

Storm Bolter (Land Speeder, Rhino, Razorback, Predator, Vindicator, Whirlwind, Land Raider, Fellblade)

Storm bolters are simply twin-linked bolters. Since there are now two barrels, the rate of fire doubles, allowing more shots to be made in the same amount of time. It is a popular choice among terminators and officers.

Electro-Magnetic Torch (Jet Bikes, Land Speeder, Razorback, Predator, Land Raider, Fellblade)

Electro-magnetic torches spew superheated plasma in a small field in front of the user. It is considered the successor to many flame-based weapons. Truly devastating to those caught in its range, the torches will also break the moral of the enemy, especially when packed into large groups. However, it is a very short ranged weapon and should be regarded as a defensive line against assaults and an offensive line against entrenched positions.

Fusion Blasters (Jet Bike, Land Speeder, Dreadnought, Land Raider, Fellblade)

Fusion blasters are melta weapons that super-agitate the air around them to subatomic levels, making them very deadly against armor and infantry. It is literally able to melt any enemies to the empire. While it may not have the range of some infantry weapons, it does have a longer reach than torches. Used to break enemy heavy infantry and armor. Has an option to be fired in small bursts (for semi-maximum damage at very close range against multiple enemies) or for single blasts (for maximum damage at single or far targets).

Combi-Weapon (Jet Bike, Rhino, Razorback, Whirlwind, Vindicator)

Combi-weapons are specialized weapons developed to maximize the potential of many terminators and officers. It consists of simply slapping together another weapon with a bolter, giving the user much more varied firepower (or simply increases firepower). There are combi-bolters, combi-torches, combi-fusions, and combi-plasmas.

Heavy Bolter (Dreadnought, Rhino, Razorback, Predator, Land Raider, Spartan, Fellblade)

Simply a large bolter weapon that can rapid fire like a machine gun. Very useful in mowing down enemy infantry. Can be especially helpful against hordes of enemies, such as Tyranids. Vehicles use these to great effect against swarms.

Mascannon (Dreadnought, Razorback, Predator, Land Raider, Spartan, Fellblade)

A large maser weapon that can be devastating to vehicles. Suffers from a slow rate of fire, but can easily destroy enemy armor.

Plasma Pulse Cannon (Dreadnought, Razorback)

Fires a devastating plasma blast at a target. Useful against heavy infantry divisions and other tough targets. Has a small blast radius.

Assault Cannon (Dreadnought, Razorback, Predator, Land Raider)

With six rotating barrels, the assault cannon is the ultimate weapon in mowing down infantry. It also fires unique, diamond-hard rounds at significantly increased velocity, resulting in far greater stopping power and penetration.

Proton Missile Launcher (Land Speeder, Dreadnought, Whirlwind)

The proton missile launcher is the key anti-vehicle weapon in the GOE's arsenal. Utilizing a pod-like structure, it features four barrels from which four separate missiles can launch out of. When reloading, the trooper will reload all four rockets into the pod, streamlining the effort of having to reload every shot.

Autocannon (Dreadnought, Predator)

An automatic, self-loading ballistic weapon that fires high velocity shells at the enemy. These shells contain a small plasma charge inside them, giving them a more powerful punch against all targets. Devastating against light to medium armor and heavy infantry, but not as adept at taking down shields.

Ordinance Launcher (Jet Bike)

Ordinance launchers are a very basic specialist weapon, having evolved for a number of different scenarios. Based off of a number of different weapons including fuel rod guns, grenade launchers, and other explosive weapons. They are able to be modified to throw plasma, explosives, and grenades at great distances. This gives many infantry an advantage in range for many different ordinances. They are very easy to produce, but still suffer from lack of ordinance and ROF.

Plasma Destroyer Cannon (Predator)

Plasma destroyer cannons are the upgraded versions of the standard plasma pulse cannon. Able to fire multiple blasts in bursts, the plasma destroyer is a much more dangerous weapon. Its blast radius is larger and much stronger than the standard pulse cannon.

Proton Thunder Missile (Whirlwind)

Proton thunder missiles are essentially the same thing as regular proton missiles, only on a much larger scale. They have a medium-sized blast radius and can easily devastate infantry and vehicles.

Storm Eagle Missile (Whirlwind)

Storm eagle missiles are very large explosive missiles used by the Telum. With a large blast radius, it can make short work of any infantry or vehicle in its range. However, each missile is fired off one after another, so unleashing a full salvo may be a waste of good ordinance.

Demolisher Cannon (Vindicator, Land Raider, Fellblade)

Demolisher cannons are large siege weapons mounted on tanks. While it does not have the range of the regular battle cannon, it is far stronger. Often used as a line breaker, the demolisher offers commanders a weapon with the firepower of an artillery piece with the speed and survivability of a tank.

Thunderfire Cannon (Land Raider)

Simply a much larger assault cannon, the Thunderfire Cannon is a giant minigun capable of sending out a large volume of fire at an enemy, whether it be infantry or armor. The sheer amount is enough to send most enemies to ground or for cover, but it still packs quite the punch when hit.

Hurricane Bolters (Land Raider)

Special sponson mounts for Land Raiders, Hurricane Bolters are simply six different bolters stuck together to create the ultimate anti-infantry spam. Capable of bringing most infantry squads down, though not quite as effective at bringing down heavier infantry and armor.

Coilgun (Fellblade)

The coilgun is a large magnetically charged projectile launcher. It is a powerful anti-armor weapon that can continue traveling through targets even after it hits an initial target. It is for this effect that the weapon can be truly devastating against mobs of enemies. However, it has a slow ROF and can be easily overwhelmed with numbers. The Fellblade has a considerably larger than normal coilgun.

Vulcan Mega-Bolter (Fellblade)

Vulcan mega bolters are bolter weapons that act more like laser miniguns. While they fire bolt rounds like usually bolters, they can lay down an extreme volume of firepower rivaled only by a few. They are guaranteed to bring any infantry assault to a stop and can even be threatening against armor with enough hits.

Inferno Cannon (Fellblade)

Inferno cannons are huge weapons often mounted on titans. When a tank mounts it, it becomes a very large and armored flamethrower. An upgraded version of the electro-magnetic torch, these weapons can easily burn through any amount of flesh, no matter how large.

Siege Breaker Cannon (Fellblade)

Siege Breaker Cannons are similar to demolisher cannons, only far more destructive with far better range. They ignore cover, as they simply blow up any debris in the way. They are the ultimate siege guns for the space marines.

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Space Marine Naval Forces: While not as extensive as the Imperial Navy, the space marines still keep an impressive navy available, though it is mostly used for transport to other conflicts and air support. Nevertheless, the space marines are still a force to be reckoned with, especially their boarding parties.

Stormtalon Gunship

A combination between the Land Speeder and a Thunderhawk, the Stormtalon is a fast vehicle capable of surviving in many harsh battlefields. Flying nimbly above the battle, the Stormtalon can strafe enemy targets easily. It is equipped with twin-linked assault cannons and twin-linked heavy bolters, though it can exchange these for twin-linked mascannons and proton missile launchers.

Stormraven Gunship

Pretty much a flying Land Raider, the Stormraven is a large gunship that can carry troops and dish out large amounts of firepower. It is also heavily armored, ensuring that the soldiers inside will survive to fight on the ground. It is armed with twin-linked heavy bolters, twin-linked assault cannons, four proton missile pods and hurricane bolters for sponson mounts. It may also exchange its heavy bolters for fusion blasters and assault cannons for plasma pulse cannons.

Storm Eagle

The Storm Eagle is the dedicated transport for space marines on the ground. It also comes with an impressive armament. With heavy armor and a good amount of speed, this is the essential flying transport for most space marine squads. It is armed with twin-linked heavy bolters, a Vengeance Launcher, and two twin-linked mascannons under the wings. It may also exchange its heavy bolters for fusion blasters and mascannons for proton missile pods.

Thunder Hawk Gunship

The space marines' largest gunship, the Thunder Hawk is a serious danger to any enemies within its sight. With a carrying capacity rivaling large transports and weapons to rival heavy tanks, this is the ultimate in air superiority for the space marines. It is armed with a macromaser, four twin-linked heavy bolters, two mascannons, and six proton missile pods.

Drop Pods

Drop pods are special pods that allow space marines to deep strike into areas they wouldn't normally be able to get into. Falling directly from space, these drop pods land on the ground with a crash, before unfolding and unleashing the space marine squad inside. The larger ones are even able to carry dreadnoughts.

Deathstorm Drop Pod

These drop pods are built the same way as regular drop pods, only they don't contain any troops. Any enemies thinking that the drop pod contains troops will be sorely confused when the hatches open up only to reveal the barrels of assault cannons. These drop pods were designed to fall right in the middle of enemy armies and break them up. These drop pods will keep on firing on enemies until there is no more ammunition or the enemy destroys the pod itself.

Gladius Destroyer

The smallest space marine vessel, the Gladius is a large destroyer capable of going toe to toe with slightly larger craft. It is very similar to the Imperial Navy's own Victory III-class Destroyer. It is armed with two torpedo tubes, a single MAC on the bow, eight octuple-linked macromasers on turrets, eight lance cannons per broadside, sixty twin-linked macromasers, twenty twin-linked ion cannons and twenty twin-linked plasma projectors.

Assault Cruiser

The space marine equivalent of the Imperialis-class, the Assault is the normal cruiser assigned by space marine legions. It is armed with two torpedo tubes, a single MAC on the bow, eight twin-linked lance cannons on turrets, twenty octuple-linked macromasers on turrets, twenty lance cannons per broadside, one-hundred and eighty quad-linked macromasers, eighty quad-linked ion cannons, and eighty quad-linked plasma projectors.

Battle Barge

The ultimate fortress monastery for any space marine legion, the battle barge is the largest ship the space marines have available to them. Though rare and even more rarely seen, they are seen as some of the finest warships the Emperor has under his command. It is armed with a Nova cannon, two MACs, four torpedo tubes, thirty-six quad-linked lance cannons on turrets, seventy octuple-linked macromasers on turrets, sixty quad-linked lance cannons on each broadside, twenty-four quad-linked Advent beam cannons on each broadside, seven-hundred octuple-linked macromasers, four-hundred and fifty quad-linked ion cannons, four-hundred and fifty quad-linked plasma projectors, and four hundred bombardment cannons.

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Weapons (starships)

They are virtually identical to their Imperial Navy counterparts.

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Equipment (starships)

They are virtually identical to their Imperial Navy counterparts save for one key difference.

Warp Drives

Warp drives are special drives that allow one to enter the dimension known as the Warp. It is a perilous journey for any starship. Any starship that wishes to use the Warp requires a Navigator to help guide the ship and a Gellar Field to repel the more hostile elements of the Warp. Only the Elite Forces and the Inquisition are allowed to use these drives.


SPARTAN Soldiers

SPARTANs are special soldiers that are heavily augmented and trained. They were considered the elite of the UNSC before being integrated into the OSU. They then started to integrate other species into their ranks, but the training often killed most. They are made of multiple species now, but the majority still remains human. They are equipped with advanced armor and are often seen as the jack-of-all-trades special forces, as they can do a multitude of tasks without specialized units.

SPARTAN-II

SPARTAN IIs were the culmination of the SPARTAN-II Project, an ONI project dedicated to producing super soldier during the Insurrection Wars plaguing the UNSC forces. Conceived by Dr. Catherine Halsey, the project was the successor to the original ORION Project. Taking young children who displayed superior physical and mental attributes, they were taught the art of warfare and military values. Given biological augmentations, only 33 of the original 75 would survive without any physiological deformities. Given the superior MJOLNIR armor, they were soon sent out to fight the Covenant during the Human-Covenant War. During the Great Galactic War, several were reported to be killed in action, making their numbers even smaller. They are still considered some of the best SPARTANs, even if they are dated.

SPARTAN-III

SPARTAN-IIIs were considered a secret project done by ONI during the Human-Covenant War. With the literal and propaganda success of the SPARTAN IIs, ONI decided to initiate another project to make expendable super soldiers. Led by then Colonel James Ackerson, the project featured a much wider pool of candidates. Instead of relying on superior technology and augmentation like its predecessor, the project focused on superior battle tactics, teamwork, and sheer numbers to accomplish its goal. After the Human-Covenant War, the SPARTAN III Project was expanded to include more soldiers, just in time for the new Great Galactic War. They now have a very large number of troops, recruiting from all over the empire.

SPARTAN-IV

An offshoot of the SPARTAN-III Project, the SPARTAN-IV embodies all of these traits but specializes in stealth, scouting, speed, and assassination. Wearing lighter armor but carrying more specialized equipment, they are the ultimate scouts in the Special Forces. Conceived by the end of the Human-Covenant War, they were originally designed by ONI to keep a close eye on the remnants of the Covenant Empire. During the days of the Great Galactic War, they were pressed into service in large numbers, trying to find the weaknesses of the enemies they faced on unfamiliar terrain. They are now one of the core forces of the SPARTANs.

SPARTAN-V

A relatively new class, the SPARTAN-V Project began in the early days of the Great Galactic War. Facing off against what was considered superior enemies, the OSU commissioned a new project of super soldiers to counter this threat. The result came from an older project, the HRUNTING/YGGDRASIL Mark I Prototype Armor Defense System. Taking the older MJOLNIR armor and building on top of it, the scientists of the OSU managed to produce a heavy but small battlesuit capable of bringing massive amounts of heavy firepower to the battlefield. However, their speed was slightly compromised as a result. Post-war, they are now the heavy hitters in the SPARTAN forces.

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SPARTAN Equipment

By virtue of being in the Elite Forces, SPARTANs can requisition anything on the list of the regular military, including equipment, vehicles, and weapons. However, they still get access to a number of options not available to the regular military.

MJOLNIR Armor (all, varies)

By virtue of being SPARTANs, the soldiers of the program get access to the best power armor in the empire save for the space marines themselves. These new suits have some of the most advanced technologies ingrained within them, including quick recharging shields and auto-healers. Some would even classify them as experimental.

Vortex Grenade (all, but extremely rare)

Vortex grenades are very rare grenades that work by opening a portal into the Warp itself. Anything caught within the vicinity is completely destroyed, turned into the very essence of the Warp itself. What makes it even more dangerous is the chaotic nature of the blast itself; it can shrink, grow, move, or even divide. It is only given to troops on the most extreme circumstances.

Bolters (all)

While not as big as space marine bolters, the SPARTANs still get access to smaller versions of the weapons. While many SPARTANs still enjoy the weapons used by the Imperial Army, some SPARTANs have taken the weapons trying to prove they are just as good, if not better than the space marines.

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Vehicles: SPARTANs may requisition any vehicle in the Imperial Army for their missions. Their vehicles are essentially the same, just with different colors.

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Navy: SPARTANs usually fly with the rest of the army and navy, so they have no specialized cruisers or transports. Again, they may requisition anything vessel for special missions.


Predators

The Yautja have been hunting people for thousands of years, but when the Great Galactic War hit, they were a dying species. Though the GOE has helped them recover, they still resent their new overlords. Likewise, the GOE is wary of the Yautja and some have expressed complete prejudice over the issue. The Predators found a new purpose as part of the Elite Forces, known as stealth agents and assassins. They still enjoy the hunt and are resentful of any other species that join the Predators.

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Predator Equipment

Predators get accessed to any equipment that will improve their forces performance. With some of the best stealth technologies and ceremonial hunting equipment, the Predators are just as fierce as they were before the war.

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Navy: Due to mistrust and resentment, the Yautja have been prevented from building any naval force since the years after the Great Galactic War. Instead, the Imperial Navy "loans" ships out to those Predators that need them for missions. Obviously, this has only created more resentment.


Dark Troopers

The Dark Trooper Project was initiated during the waning days of the Great Galactic War. With the GFFA having no true counter for Space Marines and Spartans, the GFFA set out to create the ultimate droid soldier. However, before work could be finished, the Great Galactic War came to a close and all assets were absorbed by the new empire. Taking the initiative, General Rom Mohc took control and completed the project. He now spends his days on the factory ship Arc Hammer, designing new droids to unleash upon the enemies of Orion and his own rivals within. Operations have now expanded to include other droid designs.

Dark Trooper Phase I

Phase I troopers are the basic skeletons of the Dark Trooper Program. Nothing more than a droid skeleton with some armor plates tacked on and a small shield generator, they were cheap and that's all that mattered. They were not designed for ranged combat, rather they were given close combat weapons and assigned roles that were essentially suicide/distractions for other forces. They are still quite formidable, though, and should one droid survive long enough to reach the enemy, you can be sure the enemy won't survive long.

Dark Trooper Phase II

Phase II troopers are armored better than their Phase I counterparts. Looking more like a bulked up guardsmen, the Phase II was equipped with heavy weapons in mind. These were designed with ranged combat in mind, so their shielding was improved along with a smarter AI and a jetpack was added. No longer the suicidal troops of Phase I, these are designed to march and support an army in full capacity, no matter the cost.

Dark Trooper Phase III

Phase III troopers are the antithesis of the Dark Trooper Project. As large as a space marine and bulked up with enough armor to withstand anti-vehicle blasts, the Phase III is one of the ultimate designs of engineering. Equipped with heavy weapons in its forearms and missile launchers in its shoulders, it is a danger to any infantry or vehicle that dares cross it.

SD-10 Battle Droid

Designed by Umak Leth and produced by Balmorra Arms, the SD-10 is one of the most powerful infantry droids in the empire. Standing at 3.8 meters, the SD-10 dwarfs most infantry. While it may not have experimental weaponry, its most formidable aspect comes from its other systems, specifically the materials that make it. Equipped with advanced sensor and combat packages, an experimental self-healing metal, missile launchers, heavy repeating guns, and burst cannons, the SD-10 is a force for any enemy, though their numbers are still limited.

X-1 Viper Automadon

Produced by Balmorra Arms, the X-1 Viper is shaped like a giant beetle. Its six arm configuration allows it to stand on its hind legs and fire its other weapons at a target. Each of its forward arms is equipped with powerful macromasers and mascannons. It even haa a pair hidden under its chin. But perhaps its most frightening feature ia its experimental molecular shielding, which not only blocks energy blasts, but absorbs it as well to fuel itself. This makes the Viper one of the more dangerous ground-based droids to ever exist in the galaxy.

World Devastator

These behemoth machines are truly monsters, military and civilly. Designed to be mobile factories, world devastators use their giant molecular furnaces to pull ships, cities, even entire planets, apart molecule by molecule. It then uses these materials to upgrade itself, whether giving it new weapons, enlarging its superstructure, or creating more droid starfighters to assist it in battle. They can range from just under a kilometer to over ten kilometers long (and perhaps more).

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Dark Trooper Equipment

Dark troopers are equipped similarly to other infantry and troops in the Imperial Army. See their guide for more.

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Dark Trooper Weapons

Dark troopers use the same weapons that most infantry use in the Imperial Army. See their guide for more.


Sith Inquisition

The Sith Inquisition is the secret police of the empire, keeping order and preventing Chaos from finding a weakness. They are led by the enigmatic Darth Revan, Lord of the Sith. They are very good at their job, as they hunt down rogue psychic users, Force users, Chaos cultists, Genestealer cults, and other internal threats. They are always held with suspicion and mistrust across the empire. Their ships carry the identification Sith Inquisitorial Vessel (SIV).

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Inquisitorial Forces

The Inquisitorial Forces are the basic forces that enforce the will of the Inquisition on the ground. While their troop choices are not as extensive as the normal military, they have many specialists to enforce their will on local forces. They may also requisition any other forces to their cause under punishment of death for treason.

Inquisitors

Inquisitors are those agents in the Orion Empire that seek out rogue psychic users and Force users. They always seek out the truth from deception and fight the forces of Chaos in a never ending battle for the soul of Orion. They are excellent at finding and purging the forces of Chaos. They will usually purge it with fire and carry numerous artifacts to protect them. They have been known to call Chaos "heretical blasphemy." Surprisingly, no one expects them to bust in.

Inquisitorial Stormtroopers

Inquisitorial stormtroopers are stormtroopers recruited to serve the Inquisition in their hunts for Chaos incursions. They can easily be identified by their gold plated power armor. Like regular stormtroopers, they are often equipped with furyguns. They also have access to more equipment then the standard regiment, allowing them to be an elite force when used.

Unicorn Battlemages

Unicorn Battlemages are Equines that hail from the world of Equestria. Gifted in psychic abilities, the Old Ones designed them as a race of psychic users that could fight Chaos. Hence, they are extremely powerful against Chaos daemons and create an aversion to Chaos corruption. They are capable of easily detecting corruption in a unit. However, this also makes them a target and must usually be escorted. Their small numbers don't make this any easier. Their most powerful attack is the Harmony Beam, a deadly attack against Chaos, but still powerful enough against other units. They are often found next to inquisitors as part of their entourage.

Sith Warriors

Sith warriors are Force users skilled in using their abilities in combat. They can range from excellent swordsman, using their lightsabers to cut apart their enemies, to skilled manipulators, using the Force to confuse and destroy all that stand in their way. While their abilities may make them great in the eyes of their troops, they should not be held as invincible.

Arco-Flagellants

Arco-Flagellants are heretics deemed worthy of redemption by the Inquisition. They undergo extreme physical and mental augmentations, turning them into frenzied berserkers. They can be implanted with a number of deadly close combat weapons. They are equipped with a pacifier helm, which keeps them in a calm, barely conscious state. These helms then feed the victim's subconscious with dubious amounts of propaganda. These helms can be deactivated with a trigger word, unleashing the full fury of the Arco-Flagellant. Pumped with combat drugs and pain killers, they are an unstoppable force.

Banishers

Banishers are specialists skilled at delving into the forbidden knowledge of Chaos and then eradicating the daemons on the battlefield. Chosen at a young age, banishers will endure large amounts of training and often will take part in the Imperial Cult to gain faith in their abilities. By the time they are ready, they often are of advanced age with augmentations and scars, proof of their loyalty to the empire.

Crusaders

Crusaders are some of the most fanatic warriors of the empire. Charging forth with sword and shield, crusaders want nothing more than to smite the daemon where it stands. Though more akin to the Ecclesiarchy, the crusaders can be just as loyal to their inquisitors. They are close combat specialists and they are trained to perfection.

Death Cult Assassins

Death cult assassins come from the many death cults that characterize their worship through bloodshed. Often tied to the extreme ends of the Imperial Cult, these assassins choose to kill for the honor of the empire. They often specialize in ritual killings and assassinations with blades, though they can make use of a number of other weapons. Though not an Assassin Temple, many death cult assassins are recruited into their ranks.

Inquisitorial Servitors

Servitors that are used by Inquisitorial Forces, these lobotomized organic bodies provide a cheap labor service for many inquisitors. They often are used as heavy infantry, including carrying heavier weapons into battle. Though they are stronger than a normal trooper, they are not independent thinkers.

Jokaero Weaponsmith

Jokaero are an intelligent, psychically-powerful race who resembles the orange-furred orangutans found on Earth. Created by the Old Ones millennia ago, they are a nomadic people that travel on vast starships. Sometimes, they can be coerced to work for an inquisitor, though most would prefer to be left alone. Their most prominent characteristic is that they can make some of the most advanced technology from rudimentary parts. It is known that they created some of the more powerful force fields along with digital weapons.

Mystics

Mystics are specialists sent by the Adeptus Mechanicus to the Inquisition. While they have several close combat blades built into their arm, they mostly specialize in helping coordinate teleportation and deep striking abilities for other units. Covered in machinery and the blessings of the Omnissiah, mystics are well equipped to survive the battlefield, though they should often stay away from combat anyway.

Psychics

A specialist in possession of psychic powers, the psychic is constantly battling the powers of the Warp. At any time, the psychic could become possessed by a daemon of the Four Powers. However, some are able to use their powers to strengthen the empire and sometimes even use it to battle the foul forces of Chaos. Often put under extreme scrutiny and many inquisitors watch them carefully.

Advent Psionic Corp

Advent psionic users are those Advent that are chosen to be a part of an inquisitor's retinue. They use their psionic powers for telekinesis, energy projection, and mental domination. While they are useful, their numbers are limited, meaning only a few inquisitors will have them as part of their retinue.

Warrior Acolytes

Warrior acolytes are soldiers chosen to be part of the inquisitor's retinue. While their equipment and armament may vary, they can be equipped to deal with any situation. Sometimes they can be equipped with heavier power armor for maximum protection, but these are costly. Most acolytes are trained beyond that of a normal guardsman.

Freelancers

Experimental black ops departments within the Sith Inquisition, the Freelancers are 49 Spartan-IVs with added training for Chaos and interrogation resistance. They excel at speed, sabotage and assassination. They are well known as being very violent and willing to do anything to get the job done. They are currently led by Director Leonard Church.

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Inquisitorial Equipment

Inquisitors may equip their troops with any equipment they can get their hands on and can requisition any supplies from the Imperial Army and Elite Forces. Nevertheless, inquisitors also get access to more specialized equipment.

Artifacts or Runes (Inquisitors)

Artifacts and Runes are imbued with properties to help effectively combat Chaos, no matter where the user is. Strengthened by the mental abilities of the Old Ones and the Emperor, these artifacts help repel the random Chaos incursions and, more often than not, save the life of the inquisitor.

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Inquisitorial Weapons

Inquisitors may equip their troops with any weapons they can get their hands on and can requisition any supplies from the Imperial Army and Elite Forces. Nevertheless, inquisitors also get access to more specialized weapons.

Inferno Pistol (Inquisitor)

Inferno pistols are rare melta weapons used by high up officials. They have the power of a fusion blaster inside the small size of a pistol, making them a very deadly weapon in close engagements. More often than not, an inquisitor has a chance to actually take out enemy armor. Do not underestimate it.

Flamer Pistol (Inquisitor)

A flame-based weapon the size of a pistol, the flamer pistol is a potent close engagement weapon for any inquisitor that believes the enemy is too close.

Daemonhammer (Inquisitor)

A thunder hammer that has been specially designed and imbued to defeat daemons with no issue. Given out to inquisitors when they believe Chaos will reign, Daemonhammers are rare but powerful weapons.

Digital Weapons (Inquisitor, Jokaero)

Digital weapons are rare weapons made by the Jokaero. Digital weapons are very small. In fact, they fit just like a ring. However, inside this small ring, is a blast that is comparable to a fusion blaster at the range of a mascannon, along with some remnants of flame-based weapons. It is extremely powerful against any enemy. The only downside to this weapon is just how short supply really is.

Disruptors (all)

A disintegrator or disintegrator ray was an energy beam that destroyed an object by disintegrating it to its basic components, which usually dispersed into the atmosphere. Although technically illegal in the empire, many inquisitors equip these weapons to their retinue for one reason only: they ignore more energy shields.

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Vehicles: The Inquisitorial Forces have access to any vehicle in the Imperial Army. Often, they will paint them in the classic Sith Inquisition colors for battle (black, red, and gold). They may also be of slightly better quality than the usual Imperial Army equivalent.

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Navy: The Inquisitorial Forces have access to any ship in the Imperial Navy. Often they will pain them in the class Sith Inquisition colors for battle. They may also be of slightly better quality than the usual Imperial Navy equivalent. However, there are a few unique ships.

Private Yacht

Many inquisitorial agents, to hide their true nature, will often sail the stars in small yachts instead of large warships. This helps them be more inconspicuous to the locals and attract less attention from unwanted eyes. They will often travel with their closest entourage.

Centurion-class Destroyer

A unique starship produced by the Star Forge, the Centurion was a powerful ship for its size. At only 1.2 kilometers long, the destroyer was armed with some of the most modern weapons available. But what was more impressive was its speed. It could easily match the speed of a large frigate, perfect for chasing down renegades. It also was equipped with two small gravity well generators. It is armed with two torpedo tubes, a single MAC on the bow, six octuple-linked macromasers on turrets, six lance cannons per broadside, fifty twin-linked macromasers, fifteen twin-linked ion cannons and fifteen twin-linked plasma projectors.

Reluctor-class Battle

One of the newer battle cruisers, the Reluctor is a large ship capable of engaging multiple targets. At 8.2 kilometers long, it is more than a match for most enemies and often acts as a command ship in inquisitorial fleets. It is also capable of performing exterminatus over worlds. It is armed with a Nova cannon, four torpedo tubes, twenty-six quad-linked lance cannons on turrets, fifty octuple-linked macromasers on turrets, forty-two twin-linked lance cannons on each broadside, twelve twin-linked Advent beam cannons on each broadside, five-hundred quad-linked macromasers, three-hundred quad-linked ion cannons, and three-hundred quad-linked plasma projectors.

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Equipment (starships)

Virtually identical to both the Imperial Navy and the Elite Forces, the Inquisitorial Navy only differs in one factor.

Exterminatus

Inquisitorial vessels are the only ones equipped with the weapons and payload to perform exterminatus, an extreme action to destroy a friendly/hostile world in the event that the tactical situation on the ground in untenable. It is a scorched earth policy to deny anyone else the world. Only inquisitorial vessels may perform these.


Grey Knights Space Marines

Grey Knights are those Space Marines dedicated to destroying anything that is related to Chaos. They are mostly sent out against daemons that escape the Warp. They are given special weapons to combat Chaos, but they rarely show up for any other battles. They are led by Kaldor Draigo. Many Space Marine Primarchs resent the Grey Knights as they take many psychic users from their ranks.

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Grey Knight Forces

Perhaps the most unique feature about the Grey Knights is that all of them are psychics, no exceptions. This makes them an extremely powerful army; though some worry it could be a ticking time bomb. Most of their forces are very similar to regular space marines, but there are differences.

Grey Knight Strikers

The basic Grey Knight infantry, they are considerably better trained than even most other space marines. They are relatively better armed and have access to advanced equipment.

Grey Knight Interceptors

The Grey Knights' version of assault marines, the Interceptors are equipped with teleportation packs, allowing them to instantly close in on the enemy.

Grey Knight Terminators

Simply Grey Knights in terminator armor, the Grey Knight Terminators have access to even better equipment than most other space marines.

Grey Knight Purgation Squad

The equivalents to Devastator Marines, the Purgation Squad are infantry that carry many heavy weapons into battle. They are often very useful against hordes.

Grey Knight Purifiers

Grey Knight Purifiers have many psychic abilities that allow them to face hordes and are often equipped with many special weapons.

Grey Knight Paladins

The elite of the Grey Knight Terminators, Paladins are some of the toughest units in the Grey Knight forces. Not many can stand against a full squad.

Nemesis Dreadknight

A huge battlesuit used by the Grey Knights, Dreadknights are the bane of all enemies of the empire. Fast, strong, and durable, the Dreadknight is the larger cousin of the Dreadnought and should never be underestimated.

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Grey Knight Weapons

While Grey Knights have very similar weapons to the rest of the space marines, they do have some unique options available only to them.

Nemesis Force Weapons (all)

Unlike usual power weapons, nemesis force weapons are imbued with the psychic power of the Warp, making them much more powerful, but also much more corrupting than the normal weapons. Grey Knights must tread carefully when using them.

Storm Bolter (all)

The generic weapon for all Grey Knights, the Storm Bolter offers better rate-of-fire than the regular bolters.

Psilencer (all)

A minigun that fires off psychic energy in quick succession, the psilencer is a good anti-infantry weapon available only to the Grey Knights.

Incinerator (all)

A flame-based weapon that will literally incinerate all in its path. Great against hordes of enemies, of which the Grey Knights have no limit of.

Psycannon (all)

One of the most powerful weapons available to Grey Knights, the psycannon is a very good all-rounder weapon. It fires silver-tipped bolts covered with anti-daemonic symbols and impregnated with massive amounts of psychic energy, making it able to tear holes in tanks.

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Navy: It is very similar to regular space marines. See their guide for more.


Deathwatch Space Marines

While many alien species are loyal to the Orion Empire and remain useful, there are some species that must be purged for the good of the empire. Drawing upon the prior experience against the Orks, Deathwatch Space Marines are the best at killing dangerous xenos and take great pride in their work. Like the Grey Knights, they are resented by Primarchs as they take effective troops away from their own legions.

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Deathwatch Equipment

It is virtually identical to regular space marine forces. See their guide for more.

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Deathwatch Weapons

It is virtually identical to regular space marine forces. See their guide for more.

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Vehicles: It is virtually identical to regular space marine forces. See their guide for more.

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Navy: It is virtually identical to regular space marine forces. See their guide for more.


Ecclesiarchy

The Ecclesiarchy is a large faction inside the GOE. Over the years, the followers of the Imperial Cult grew in strength and power to the extent that they made their own territorial gains. Now, they are able to make their own gains and even field their own military forces. While they are not officially a political faction within the GOE, no one can deny that they have a strong presence in all political sectors. Due to an earlier agreement, that the Ecclesiarchy can field "no men of arms," the entire military is made of women, circumventing the original edict. The empire tolerates this if only to get more troops on the battlefield.

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Orion Sororitas

The Orion Sororitas, otherwise known as the Sisters of Orion, are a militant arm of female soldiers dedicated to fighting the enemies of Orion from within. They are completely dedicated to the Orion Empire and their loyalty is unwavering. They are often used as a show of force against worlds that may turn to Chaos, as they are notorious for using flame-based weapons. Most come from the Imperial Cult, believing that they empire itself should be seen as a religion. While this worries some elements, their loyalty to the cause is appreciated.

Battle Sisters

The basic infantry for the Sisters Orion, the Battle Sister is no slouch on the battlefield. Wearing better power armor than a normal guardsman, but still not as good as a space marine, the battle sister is a fair troop choice and can stand her own against any equivalent infantry.

Retributors

Retributors are sisters that are trained in the use of heavy weapons. They are often seen supporting regular sisters throughout the battlefield.

Seraphims

Duel wielding pistols and wearing jetpacks into battle, the Serphims are an extremely fast unit for the sisters. Nimble and quick, they are experts in closing the distance between them and the enemy.

Sisters Repentia

Wearing very little armor, the Sisters Repentia are those followers who have sinned and now seek redemption through death in battle. Charging forth with giant chainswords, they ensure no sins go unpunished.

Celestians

The elite of the Sisters of Orion, the Celestians are some of the best warriors in the Ecclesiarchy, second only to their commanders. They are completely devoted to the cause and will never surrender.

Preachers

Often spiritual leaders for squads, they sing the praises and hymns to inspire their troops to greater glory. Armed with a giant chainsword and wearing little armor, one could almost call it suicidal.

Confessor

The spiritual leaders of crusades, confessors accompany the sisters in their battles, often leading them and inspiring them with hymns of war and righteousness. While not wearing the best armor, they are often equipped with advanced shields and protected by the best warriors the sisters have.

Canoness

The canoness is the leader of a crusade. Armed with advanced power armor and holy artifacts, the canoness is ready to deal death and destruction to any enemies of the sisters.

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Equipment (infantry)

Due to their connections, the Sisters of Orion get access to most of the equipment given out to the Imperial Army and the Elite Forces, along with their holy relics.

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Weapons (infantry)

Due to their connections, the Sisters of Orion get access to most of the weapons given out to the Imperial Army and the Elite Forces, including bolters for all their sisters. However, they also have access to some rare and unique choices.

Eviscerator (Sisters Repentia, Preacher)

Basically a giant two-handed chainsword, the Eviscerator is a cruel and devastating weapon. Just the sight of one can set some enemies running.

Neural Whip (Canoness)

A melee weapon that can do tremendous damage to most infantry in the way. While a rare weapon, it is quite a sight and a danger.

Inferno Pistol (Canoness)

Inferno pistols are rare melta weapons used by high up officials. They have the power of a fusion blaster inside the small size of a pistol, making them a very deadly weapon in close engagements. More often than not, an inquisitor has a chance to actually take out enemy armor. Do not underestimate it.

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Vehicles: Like all other armies, the Orion Sororitas has a fleet of vehicles to assist its operations all across the galaxy.

Immolator Transport Tank

A heavily armored transport tank, the Immolator can safely transport sisters anywhere on the field. Acts similar to other transports. It is often armed with heavy flame weapons on its single turret.'

Exorcist Support Tank

A heavily armed tank that acts as a support unit in campaigns. With a special exorcist launcher, the tank is capable of lobbing a slew of specially designed missiles at a number of targets. Each missile has the ability to break up armor and scatter infantry.

Penitent Engines

The Sisters' equivalent to a space marine dreadnought, the Penitent Engine is a large bipedal walker that is used as punishment for those heretics who have repented their sins. Hardwired into the machine, the driver is not protected. Rather, they let fate decide if they deserve to live or die on the battlefield. They are often utilized as close-combat machines, with flame-based weapons attached to its sides and powerfists on its arms.

Avenger Strike Fighter

While the Sisters often "borrow" most of their aerial forces from the Imperial Army, they do possess on unique fighter in their ranks. The Avenger is a fast fighter that comes armed with a bolt cannon, two mascannons, and a rear heavy bolter.

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Weapons (vehicles)

Most weapons come from the Imperial Army or the Elite Forces. However, there are several unique selections for the sisters.

Exorcist Launcher

Used on Exorcist tanks, the Exorcist launcher is a unique launcher that fires salvos of small, yet deadly missiles into enemy ranks. It can easily tear up enemy armor or infantry, making it a very powerful support weapon, though its range is shorter than most artillery weapons. Produced on only a few worlds, it is reserved for the Sisters of Orion until further review.

Bolt Cannon

Unique to the Avenger is the bolt cannon. Firing like an autocannon, but at a faster pace, the bolt cannon can easily knock over most infantry and most armor from a distance. Even at the Avenger's top speed, it still has a fairly high accuracy rating.

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Navy: The Orion Sororitas Navy is very similar to the Imperial Navy, but their ships are often shaped more like flying cathedrals.


Orion Intelligence

Also known as the Office of Orion Intelligence, they are the information gathering services of the empire. They are known to use stealth and guile above all other attributes. They are just as mistrusted as Sith Security in many parts of the empire. They deal mostly with assassination and covert operations. They are led by Director Born Under Light, an Advent human known for her ability to pear into distant systems and see the defenses of a planet along with a host of other abilities. Their ships carry the identification Orion Intelligence Vessel (OIV).

Orion Agent

Agents are those people that use sabotage, stealth, and guile to accomplish their goals. They are often used for information gathering situations and are highly augmented. That said they have very little armor to protect themselves but have some of the best stealth equipment available. While they are capable of taking out targets, they usually leave that up to the assassins.

Orion Assassins

Assassins specialize in the art of killing and can come from all walks of life. They are responsible for arranging the assassination of sensitive targets. They can come in all different shapes and sizes. They are trained in distinct assassin temples, designed to hone their skills to the maximum efficiency. They are extremely deadly and regularly argue with each other over tactics. They are given the best equipment and receive the highest training. There are many temples, but some examples are as follows:
Callidus: Exercise camouflage and subterfuge for infiltration. Can shape shift into any other species.
Culexus: Use psychic blanks, those with no signature in the Warp. Used against psychic and demonic enemies.
Eversor: Makes use of criminals. Essentially pumps a prisoner with augmentations and drugs and sends them out against key targets. Can cause carnage on epic scales. They are not subtle in their work.
Vanus: Strategists that use others to accomplish their goals. They gather information and cause "accidental" killings. They leave no trace.
Venenum: Make use of poison for assassination. Can make almost anything into a deadly weapon.
Vindicare: Perhaps some of the greatest snipers alive. Make use of long range assassinations.

Shadow Troopers

Shadow troopers are special intelligence soldiers that act as their enforces during raids and other battles. While agents are adept at finding information and assassins are skilled at killing targets, shadow troopers are the muscle in Imperial Intelligence. They are essentially stormtroopers in completely black armor.

Storm Commandos

Storm commandos are the black ops team in Imperial Intelligence. Mysterious and skilled, no one knows much about their activities or even how many there are. Even more skilled than shadow troopers, storm commandos are just as stealthy as they are deadly.

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Intelligence Equipment and Weapons

Intelligence has access to many different departments when it comes to equipment and weapons. Most of it is experimental or under classified secret projects. Though they number few, they may be the best equipped in the entire empire.

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Navy: While most intelligence agents travel incognito to their locations, Imperial Intelligence does maintain a small fleet of starships. However, one unique ship stands above all others.

Executor-class Star Dreadnought

Though it was thought all of them were destroyed in the Great Galactic War, one of these massive dagger-shaped ships was saved by the some of the first imperial agents. Named the Night Hammer, this massive 19 kilometer long ship now serves as Imperial Intelligence's mobile headquarters, a secret that only those in high circles are even aware of. It even has a cloaking device large enough to hide the entire ship. Though it was once that that it had a sister ship, the Lusankya, these rumors have turned up nothing.


Traders Coalition

The TEC survived the reorganization of the galactic governments. Now they are the protectors of the many trade vessels that fill the trade lanes between worlds. They are the anti-piracy fleets and the merchant marine of the Orion Navy. Technically still under the command of the Orion Navy, the Coalition regularly works with the Orion Navy against pirates. However, the Coalition is made from the security teams of the various corporations inside the GOE so much of their weaponry has been downgraded from the Orion Navy. Nevertheless, one should never underestimate the Coalition, as they are ready to protect their assets at any cost. Their ships carry the identification Traders Coalition Vessel (TCV).

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Corporate Security Forces

The military arm of the Traders Coalition, the CSF is responsible for guarding the corporate headquarters of various companies along with their assets, such as laboratories and factories. They are also responsible for policing those corporate worlds completely owned by the Traders Coalition. Though not as well armed as an Orion Regiment, they still get the job done against corporate espionage.

Corporate Security Agent

The basic corporate guard, the agent is more of a hired thug than a professional mercenary. Never the less, they are trained almost to the extent of an Orion guardsmen, though they lack the proper equipment of a true military force. They are often armed with form-fitting battle armor along with pistols and stun batons.

Corporate Security Policemen (Espos)

Espos are considered the local police of a corporate world. They are better equipped than the security agent. Often, many Espos are former military personal or professional mercenaries. The name "Espos" was given by many smugglers for people who belong to the organization. Espos are known for their brutality and won't hesitate to use lethal force. They are often armed with power armor along with rifles and stun batons.

C-301 Combat Drone

Mass produced for the Imperial Army, the CSF likes to keep some of their inventory off to the side. While not as many variants are produced for the CSF, they still are quite dangerous and can come in large numbers. Armed very similar to their military counterparts.

Droideka Mk III

The original droideka was considered a monster on the battlefield even for military forces. With the ability to roll into a ball for mobility and deploy into essentially a mobile defense turret, the droideka was a nightmare for enemy commanders. Now, the CSF unleash the latest version. Armed with twin-linked masguns, ion cannons, and proton missiles with a heavy shield generator, it is the perfect defense for worlds that can afford it.

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CSF Equipment and Weapons

The CSF, being the producers of most of the equipment the Imperial Army receives, is armed and equipped very similarly. Use their guide for weapon and equipment options.

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Vehicles: Being the producers for most of the Imperial Army's vehicles, the CSF will often use their extra inventory when in need of vehicles, though they will usually not mount anything larger than a medium tank for fear of offending the Adeptus Mechanicus.

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Navy: The CSF maintains a modest navy like any other faction. They will often borrow many ships from the Imperial Navy, though they will usually not use anything larger than 5 kilometers. However, they do have some more unique choices to their designs.

Preybird Fighter

A small, but modestly fast starfighter, the Preybird has a raptor like shape, giving it an intimidation factor. Well shielded and utterly cheap, the Preybird is the starfighter of choice for the CSF. However, it is not that maneuverable when compared to other interceptors. It is armed with two mascannons and two proton missile launchers.

Lucrehulk-class Carrier

While officially a very large freighter for transporting raw materials across the trade lanes, the Lucrehulk is actually a very large but well-armed carrier for the CSF. With a large central core surrounded by a 3 kilometer long diameter ring, the Lucrehulk was comparable to most large cruisers in power. Carrying a huge amount of starfighters, the Lucrehulk was no sitting target. Its core ship could also detach from the ring and enter a planet's atmosphere. This also provided a very convenient troop transport for many CSF armies.

Imperialis I-class Cruiser

When the Imperialis II-class went into production, many of the old Imperialis I-class cruisers were discarded or sold to various factions and local defenses fleets. However, the CSF managed to acquire most of the vessels, while the rest fell into the hands of the Tion Cluster. Though aged, the upgrades given to it have made it quite a formidable match for many vessels, though it is still weaker than an Imperialis II-class cruiser. It is the same size, but it is not armored or shielded as well.

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Weapons (starships)

The CSF is armed the same way that the Imperial Navy is armed. They are almost virtually the same.

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Equipment (starships)

The CSF is equipped the same way the Imperial Navy is armed except for one single difference.

Phase Drives

Unlike other vessels, the Traders Coalition (and the CSF) are equipped with phase drives, drives with the ability to send a vessel to another plane of existence (phase space) and allow it to break the laws of physics. The Traders Coalition hold a literally monopoly on the drives and use them exclusively to transport good across the trade routes and trade lanes, away from the normal civilian traffic and the military traffic.


Adeptus Mechanicus

The Adeptus Mechanicus are the loose coalition of planetary governments that belong to the Machine Cult. They govern most if not all industry and forge worlds. Most of their forces are made of mechanical and cybernetic troops. From the lowliest servitor to the massive Titan machines, the Adeptus Mechanicus makes the best use of technology while still adhering to the ancient practices of the Machine Cult. After the Great Galactic War, a group known as the Brotherhood of Steel joined with their worship of machinery, bolstering their forces considerably. Their ships carry the identification Adeptus Mechanicus Vessel (AMV).


Eldar Webway Empire

The Webway is always a dangerous and expansive place. To guard such an asset requires those that already know their way inside and out. The Eldar take exclusive control of the Webway, guarding the Old Ones and their ancient cities. Though the Webway is open to anyone, it is the Eldar that make up the soldiers inside. They are very cautious and will always inspect those that cross into the realm. Their ships carry the identification Eldar Webway Vessel (EWV).


Technological Advancements

Antigravity: Antigravity technology is one of the largest markets in the Orion arm. It is available in many different forms, but its basic structure is simply reversing the force of gravity to propel the object above a surface. It is used by military and civilians alike. Antigravity vehicles are often faster and more agile than other vehicles, though if they break down, repairs could be longer due to more advanced technologies.

Artificial Intelligence (AI): Artificial intelligences are computers that have gained a reasonable amount of sentience and self-awareness. The empire makes exclusive use artificial intelligences, whether as an aid for starships, to administrators for cities and planets. After the signing of the Sentient Accords, all artificial intelligences have been given certain rights and are allowed to apply for citizenship. AIs come in many different forms depending on the make and use of them. Cyber AIs only appear as holograms and rarely use physical avatars. They specialize in cyber warfare and communications problems. Droids are AIs that were built with a physical avatar, or a hardware module, in mind. They emphasize physical force and other tasks that many people can do. AIs strive to be just like their creators and this has created a parallel world to the Orion arm. Known as Cyberspace, many AIs gather their consciousness into this public "forum" and live almost like their creators. Of course, time passes much faster in this world to keep up with their near instantaneous thought processes. This ensures that AIs do not get distracted while working. The lifespan of AIs is currently around five hundred years.

Augmentations: Augmentations are cybernetic enhancements applied to a biological body to improve certain abilities or enhance the body in general. Almost everyone In the Orion arm uses augmentations in some way. The only known people that do not use any are the Emperor and one Sith Master named Kreia. Augmented people are often superior to people without augmentations. Augmentations come in all shapes and sizes depending on species, use or practicality. Some of the most common augmentations include synthetic dermal armor (grafted onto true skin, giving the body more durability against damage and is able to do minor self-repair), neural interface infolinks (able to interface directly with a computer or AI, giving people the ability to immediately access information and communications in their head), retinal prosthesis (uses eye to display information on a holographic view for the user), limb prosthesis (enhances strength, coordination, etc.), health augmentations (inside the body, allow for minor self-repairs and monitors the health of the user), toxin respiratory enhancement (can clean out toxins from the air to suit user, though it is not perfect), and more are created for specific purposes, including military.

Bolt Weapons: Bolt weapons are unique weapons utilized by the Space Marines and the Ecclesiarchy. Bolt weapons fire rounds known as bolts. These bolts are more akin to rockets than bullets. When fired, the bolt immediately starts accelerating toward their target. Once the target is hit, the bolt weapon penetrates the armor of the individual. Once imbedded in the target, the chemicals inside the bolt explode. The result is usually death, though there are some accounts of survival. However, it is usually very painful. Currently, the bolter weapons have gotten upgrade as each bolt is now filled with a plasma casing, making them even deadlier than before.

Chems: Chems, or chemical drugs, had come into extreme use while on Eden, as many people simply wanted to forget the wasteland that was their planet. However, many of these drugs were addictive in nature and caused many people to think irrationally, leading to some unfortunate side-effects and accidents. When the GOE came to power, they tasked many pharmaceutical companies with the task to not rid the world of these drugs, but find how they can have longer lasting effects without addictions or side-effects. This has made the drug market not only legal but also very profitable. It should be noted that Sith Security keeps some of these drugs for themselves, as they use them as incentives for interrogation. Currently, the most popular chem is Mentats, though it is still somewhat addictive.

Cloning: Cloning is a technology that allows one to reproduce another being with identical genes, appearance, traits, and psychology. This technology had been around for centuries, but it got a huge response in the Great Galactic War. When the empires of the Orion arm were starting to run out of troops, many advisors suggested the use of clone soldiers. For a time, this worked. However, by the near end of the war, most found clones to be impractical. While their numbers always were a positive sign, the fact was that they now had more soldiers than equipment. Infrastructure had been completely devastated, making decent equipment worth more than the soldier. After the war, many clones leftover underwent gene therapy to change their appearance so that they would never be referred to as clones again. Cloning is still in practice, but it is limited to only certain uses, such as flash cloning brains for AIs.

Coilguns: Coilguns are a type of projectile accelerator that consists of one or more coils used as electromagnets in the configuration of a linear motor which accelerate a ferromagnetic or conducting projectile to high velocity. In almost all coilgun configurations, the coils and the gun barrel are arranged on a common axis. Coilguns generally consist of one or more coils arranged along a barrel, so the path of the accelerating projectile lies along the central axes of the coils. The coils are switched on and off in a precisely timed sequence, causing the projectile to be accelerated quickly along the barrel via magnetic forces. The big brothers to the coilguns are the MAC guns, or Magnetic Accelerator Cannons.

Faster Than Light Travel (FTL): The Orion arm has developed several different forms of FTL during its many years of exploration and warmongering. The many civilians of the galaxy use the hyperdrive as a means to travel the galaxy. Hyperdrives operate by allowing a ship to enter an alternate dimension where the laws of physics don't operate correctly, allowing a ship to travel faster than light. Hyperdrives are the slowest form of travel, but allow ships to freely explore the galaxy. Many commercial interests will use phase drives as a means of travel. Phase drives are faster and used by commercial companies and public transportation. They operate by phasing a ship literally out of the physical plane, allowing that ship to break the laws of physics. However, it should be noted that when traveling from system to system, a phased ship must travel to a star before going to the rest of the system. This has been solved using phase stabilizers, but they only exist on official colonies. There is also another alternative for civilians known as the Webway. The Webway allows for tunnels in space. It is very fast but suffers from two faults. One is that a Webway gate must exist at the destination point. Two is that it is very easy for people to get lost in it. The military forces of Orion utilize slipspace drives to travel the galaxy via tears in space. It essentially operates by tearing a hole in space and allowing for a vessel to travel to an adjacent hole at the destination point. It is considered the fastest way to travel, giving the military a huge edge in speed. There is also Warp travel, but it is considered a forbidden FTL, as no one wants to bait the daemons that lie beyond. It works by opening a portal to another dimension known only as the Immaterium or the Warp. It is only used by the Special Forces and Sith Inquisition under extreme circumstances, in that it cannot be blocked by any known technology. Special technology is required to travel through the Warp.

Force Powers: The power only known as the Force is actually the result of a symbiotic relationship with small microorganisms known as Midi-chlorians. The Force is a metaphysical force that manifests itself in the through manipulation of the real world. This could include anything from simple levitation, to changing the minds of others, to producing an entire storm of lightning and even moving entire star systems to a person's whim. It is not entirely understood, even by the greatest Jedi and Sith Masters. It should be noted that no one in the GOE thinks in terms of light or dark. Most think of a grey area and are part of a Living Force, as every single species give off some impression in the Force (save for several exceptions).

Genetic Engineering: Genetic engineering has existed in a number of forms around the Orion arm. The Emperor's greatest warriors, the Space Marines, were direct results of genetic engineering by introducing a gene seed into an artificial fetus. The result was a warrior far stronger than the average human. Genetic manipulation was also used by many others, extending lives, changing appearances, and even forming new species (such as adhumans, humans that have been changed down at a genetic level). Perhaps the most famous in genetic engineering was the Forced Evolutionary Virus. FEV was a chemical substance created on Eden during the Great War. No one quite knew what the consequences would be, but the result was the coming of super mutants and other abominations in the wastelands. Now, the FEV has been improved, providing several of the species affected sanity and sentience (such as Deathclaws and super mutants, who now wish to be called FEV-humans). Genetic manipulation also can occur at a more basic adaptation (such as the ghouls who survived Eden's Great War, now known as Rad-humans). Genetic manipulation has been used to improve the lives of Orion, but many are cautious that this could also be used for inhumane experiments.

Holograms: Hologram technology has existed for centuries in the Orion arm. Though designs and creation differ from one area to another, it is essentially a projection of another being in a three-dimensional image for viewership. They are utilized all across the empire. In the past, holograms were usually dominated by a single color, such as orange or blue. Advances from studying Forerunner technologies have allowed holograms to achieve almost perfect images, even down to the true colors of the object in question. Hologram projectors are still required for holograms to operate, but other advances have recently made them far more useful. Scientists had essentially managed to equip holograms with weapons. This has made hologram technology the biggest security commodity on the market for many corporations.

Holonet: The Holonet is the galaxy-wide communications network used by all denizens of Orion. It is accessed via communications hubs all across the empire, usually centered on space stations. The Holonet is the main source of all news, communications, and interfaces throughout the empire. It is owned by several telecommunications companies along with the government. Thanks to slipspace communications, the Holonet is near instantaneous for events, allowing all citizens to see the real picture. It is extremely hard to intercept communications, as it requires a listening device either on the sender, the relay station, or the destination itself. It is able to house trillions of channels, making "space" in the Holonet no issue. It requires a relay to operate on the galactic scene. Data is stored via data storage crystals.

Lasers: Lasers are weapons that use a small amount of light to energize into a plasma form as a bolt. They are extremely cost effective in the long run as they lose very little energy from their respective power cells. A very cost effective direct energy weapon, lasers come in many different forms. From the GFFA, lasers were powered by gas that was superheated into a plasma form. On Eden, lasers usually worked the same as above. IOO lascannons and lasguns managed to focus a beam of light into a single shot, producing very powerful blasts, but a slow firing rate. When the GOE came to power, they combined multiple technologies to get a hybrid. The new lasers focus a beam of light through an Eldar prism several times. During this process, small amounts of gas are added to the beam, creating a plasma skin around the beam. The result is a highly powerful beam of light that not only has the firepower to punch through concrete, but is also able to burn enemies and cause disintegration damage. It also makes a small explosion on contact, creating a very potent force.

Masers: Masers worked similar to lasers in that a small amount of light was energized into a plasma form before being released as a bolt. However, the maser is slightly different in that several particles are included within the process, creating something more akin to a particle beam. This provides masers not only with laser energy but also kinetic energy as well. The Chiss made exclusive use of these weapons during the Great Galactic War. Now, most masers have phased out conventional laser weapons, though the new lasers see much more use.

Medical Tech: Medical technology has made leaps and bounds within the Orion Empire, trying to reach all segments of the population. While augmentations do help speed up recovery times, medical technologies still are necessary for long term recovery. Perhaps the most basic form of medical equipment is the application of bacta and kolto. Bacta is a synthetic chemical substance that consists of gelatinous, translucent red alazhi and kavam bacterial particles that are mixed within a colorless, viscous fluid known as ambori. When a patient is exposed to bacta, the bacterial particles within seek out wounds and promote rapid tissue regeneration while preventing the emergence of scar tissue. Kolto is a similar substance, but only comes from the oceanic world of Manaan, making kolto much rarer than its synthesized counterpart. Stimpacks can be applied to certain wounds, stimulating cellular reproduction and healing wounds faster than would normally be possible, along with other applications. With the development of all these technologies, the GOE can effectively rewrite DNA and change the appearance of someone in real time. Of course, Sith Security is always tracking down those individuals that do and ensure that these people do not change their appearance due to illegal activities.

Molecular Furnace: Molecular furnaces are large devices that break a material down to its physical components, ensuring that any material consumed could be remade into other materials. It is a great boon to many mining guilds and companies as this allows them to remain profitable even in the barest of mining equipment. In the past, they were used to also forge new materials, but with the introduction of the universal constructors and nanite factories, this was no longer the case.

Nanotechnology: Nanotechnology is the ability to create small machines on a microscopic level to do very delicate work. This can include anything from construction projects, to material composite, gene therapy, medical rehabilitation, and even weapons. They can be found all across the empire thanks to the Vasari.

Omega Energy: Omega energy is the energy source that powers almost everything in the empire. Developed by the Zetans long ago, this energy source is not only the most efficient in the Orion arm, but it can also be miniaturized to fit all augmentations and equipment. It works by offering a small amount of a powerful element into a reactor. This reactor then produces a very delicate fusion reaction that creates a rare isotope of the element. It was this source of energy that turned the Zetans into a superpower on the galactic market.

Personal Information Processor (PIP-Boy): The Personal Information Processor, often shortened to PIP-Boy, is a personal technology developed during Eden's Great War. They now are completely interfaced with individuals' augmentations. They come with a holographic display and are able to display news casts, access the Holonet, display information on the individual's health, give directions even in the Webway, and even store vast amounts of personal data. They are often a must for any travelers out in the frontier worlds, though most people already own one.

Psi-Tech: Psionic users are those individuals that can access the full power of the human mind to create mind-over-magic power. They are notably only from the Advent humans and are able to use their minds to focus on a goal. This can enhance certain weapons to a staggering degree or create feats that many would deem impossible by many laws of physics. It is literally the mind projecting an action upon the real world. Only the Advent humans truly understand how it is possible.

Psychic Power: Psychic users are those individuals that can access the power of the Immaterium or the Warp. They are able to harness incredible power but are at risk of it going out of control. As they are always connected to the Warp, they are at extreme risk at falling to the forces of Chaos through possession or corruption. Only with extreme training can one resist the temptations of the Warp. It is because of this corrupting factor that has led the most powerful psychic users to protect the galaxy from the horrors of Chaos. Currently, the Emperor is the most powerful psychic user in existence, followed by the Old Ones and then the Eldar Farseers. They use their massive psychic energy and knowledge to project a protection bubble around the Orion arm. This is further enhanced with augmentations that allow that signal to be broadcast from artifacts such as the Golden Throne.

Shields: Shielding in the GOE works as a energized barrier that prevents most laser and kinetic energy from passing. Some of the more expensive shielding allows for a ship to absorb laser and kinetic energy and convert that into their own energy systems. Most ships, vehicles, and troops are equipped with the former while only specialized forces have access to the latter. However, there are some flaws with conventional shielding. For one, the shield cannot block objects that move at a slower velocity or have shield negating technology. They can pass through shields with very little issue. For ground forces, there is also the issue of air. For those forces that do not have rebreathers or external oxygen tanks, the shield must allow for particles to pass through. This makes those people vulnerable to poison and monomolecular weapons, which are too small to block. There is another form of shielding known as void shielding. It involves a projection of the Warp around the vehicle/ship in question. This projection would then absorb whatever projectile was launched and send it into the Warp directly. This negates several problems with conventional shielding.

Standard Template Construct (STC): The Standard Template Constructs are sentient computers found in all colonies across Orion space. They are able to house the sum of all knowledge in the empire for all to access. They are responsible for providing new colonies templates to build structures, weapons, and other supplies to survive. Most STC consoles contain only the necessary blueprints for survival and growth. If one has the correct clearance, the STC will connect to the STC library, where all knowledge is stored. What made these machines exceptional was the fact that they were able to think of new designs as well for changing circumstances, especially when it came to environmental or other dangers.

Stellar Construction: The GOE is able to build massive spatial structures. These include massive space stations, orbital defenses, orbital elevators, and even sky cities. These feats of engineering are often large, time-consuming, and ambitious. They provide huge rewards and can often lead to colonization in areas once thought uninhabitable, such as gas giants. However, the largest stations cannot be replicated right now. These include Capital Station, the Ark stations and the Halo arrays.

Teleportation Technology: Teleportation has existed in a number of forms before the GOE was formed, but it was always flawed in some way or another. With the knowledge of the Forerunners behind them, the GOE was able to perfect and surpass their original plans. Teleportation is an integrated part of the GOE, with teleportation technology developed as an interplanetary way of travel. Teleporters have been introduced into the military, allowing for boarding parties and small extractions via teleportation. Space folding technology has allowed for small distance teleportation of vehicles and vessels, though it has proven lethal to infantry. Aperture Science managed to develop the most efficient process to date but it is limited in range. Teleportation can best be described as opening a quantum space hole to a destination.

Terraforming: Terraforming technology has been a necessary advancement in an empire with so many hostile worlds. The ability to terraform is to transform the environment of a world into another condition, mostly to house intelligent life. The process has been shortened to several years, though even then it takes tremendous amounts of work. Most worlds are terraformed to perform specific duties, such as being a Forge World.

Universal Constructors: Universal constructors are nanite factories capable of constructing almost anything from small arms to entire space stations. From the knowledge gained from the Vending Machines on Eden and the nanotechnology from the Vasari, the universal constructors are able to assemble almost anything for colonies. They often are teamed with molecular furnaces as they can process the components broken down to form new materials. They are even able to form entire buildings and cities, though the process takes an ample amount of time as they process each individual particle for faults in construction. An early but still advanced form of this technology was used in the Rakata Star Forge.

Universal Translator: Universal translators are a must in an empire filled with thousands of species, with each of these species having more than a hundred dialects. They are directly connected to the neural augmentations and allow for that person to speak and understand the other. However, this does not mean that all people can speak it. For instance, a Wookie is still unable to speak Orion Basic, but is easily able to understand it. It would be up to the receiver to understand what the Wookie said. Because universal translators take their mannerisms from the person who recorded it, the user also inherits that person's accent, pronunciations, etc. This is usually rectified when they connected to the Holonet, but all universal translators come equipped with a rudimentary knowledge of all languages for basic conversation.

Webway: The Webway is a series of tunnels in space that connect distant planets together. Created by the Old Ones long ago, the Webway is not just a transportation network, but can house entire star systems inside the pocket dimensions that it creates. It is the home of the majority of the Eldar and the remnants of the Old Ones. It allows for commercial and civilian traffic to cross the distance of the empire in just a few hours. However, it is very easy to get lost in this massive deadlock of tunnels. Also, the Webway requires gates in order to access it. If there is no gate, then there is no destination.


Okay that's it. There are probably thousands of spelling and grammar mistakes. Below is just for reference.

Designs for ships and troops was taken from both the Imperium of Man (WH40K) and the Galactic Empire (Star Wars)

Any ship that doesn't say "dagger-shape" (i.e. Star Destroyer) is shaped like the ships from the Imperium of Man and the Republic Command Ship from Star Wars (Old Sith Wars).

Theme for the Imperial Army is either the Unsung War (Ace Combat V) or the Imperial Guard Theme (Dawn of War).

Theme for the Imperial Navy is the Imperial March (Star Wars).

Tired now, going to take a nap.