It is the 41st Mellenium, in the grim darkness of the far future there is only war. The emperor of mankind wages a constant battle against deamons, mutants, aliens and even traitors of their own kin.
This Rp will be based on the Warhammer 40,000 tabletop game, video games, books and movie. Many of you may be firmilliar with it, for those of you who are not, prepare to read a LOT lol
In this RP, three factions will fight it out over the planet of Lixia, the Space Marines of the Cryptic Knights Chapter, the Eldar and the Tau. There will be 4 roles in each race, only 1 person may fill each role in order to keep teams even
PS: IF THIS RP MANAGES TO LAST 10 PAGES OR MORE, A `SPECIAL` ENEMY WILL APPEAR :3
So, on to the explaining lol:
THE WARP: The Immaterium (also referred to as the Empyrean, Aether or Warp) is an alternate dimension of purely psychic energy that echoes and underlies the familiar four dimensions of the material universe. It is the source of all psychic powers and known instances of so-called "sorcery" and the home dimension of the Chaos Gods and their myriad daemonic servants. Superficially, it is the Warhammer 40,000 solution to the problem of faster than light travel, an equivalent to the Star Wars universe's dimension of hyperspace. This function as a faster than light medium for travel is achieved by the Immaterium being a domain of pure psychic energy, with spacecraft navigating between currents, as in an ocean. The psychic energy that makes up the Immaterium is believed to be the direct result of the existence of sentience in the universe, in particular the Milky Way Galaxy. Considered to be a dark reflection of the material universe, the Warp is an ocean of chaos, raw emotion given energetic form. Stirred by emotion and action, the Immaterium is the true realm of Chaos, home to the dark gods who comprise the Ruinous Powers and their daemonic followers. It also is rumoured to house the spirits of the dead, and therefore can be considered the "Underworld" of the Warhammer 40,000 universe.
FACTIONS:
SPACE MARINES (Cryptic Knights, 3rd Company):
THE ELDAR:
TAU:
THE PLANET LIXIA:
Once a thriving Imperial world on the eastern fringe of the milky way, Tau invaders sent their warriors and battlesuits onto the planet, attempting to expand their empire. Lixia is one of the prime recruiting worlds of the Space Marine Chapter 'The Cryptic Knights', and once the Tau overcame the planetary Garrison of Imperial Guard, Chapter Master Gallus Marnieus sent in the 3rd Company to drive back the Tau invaders.
Meanwhile on the northern peninsula of Lixia, the Eldar emerged from their Webway, to presue their own adgenda on the planet... The Farseer foresaw Lixia as the bottleneck to a great enemy force, that would if not stoped now, threaten their Craftworld.
Lixia is much like Earth in many ways, it is around the same size and has the same topical features. The Population mostly lives in the massive Hive cities, mostly taken over by vicious Hive Gangs. These Gangs however, make for prime recruits for the Cryptic knights because of their natural furosity.
So Finally the rant is over NO GODMODDING, and play nice
People in RP: Eljordo (Space Marine Chaplain)
This Rp will be based on the Warhammer 40,000 tabletop game, video games, books and movie. Many of you may be firmilliar with it, for those of you who are not, prepare to read a LOT lol
In this RP, three factions will fight it out over the planet of Lixia, the Space Marines of the Cryptic Knights Chapter, the Eldar and the Tau. There will be 4 roles in each race, only 1 person may fill each role in order to keep teams even
PS: IF THIS RP MANAGES TO LAST 10 PAGES OR MORE, A `SPECIAL` ENEMY WILL APPEAR :3
So, on to the explaining lol:
THE WARP: The Immaterium (also referred to as the Empyrean, Aether or Warp) is an alternate dimension of purely psychic energy that echoes and underlies the familiar four dimensions of the material universe. It is the source of all psychic powers and known instances of so-called "sorcery" and the home dimension of the Chaos Gods and their myriad daemonic servants. Superficially, it is the Warhammer 40,000 solution to the problem of faster than light travel, an equivalent to the Star Wars universe's dimension of hyperspace. This function as a faster than light medium for travel is achieved by the Immaterium being a domain of pure psychic energy, with spacecraft navigating between currents, as in an ocean. The psychic energy that makes up the Immaterium is believed to be the direct result of the existence of sentience in the universe, in particular the Milky Way Galaxy. Considered to be a dark reflection of the material universe, the Warp is an ocean of chaos, raw emotion given energetic form. Stirred by emotion and action, the Immaterium is the true realm of Chaos, home to the dark gods who comprise the Ruinous Powers and their daemonic followers. It also is rumoured to house the spirits of the dead, and therefore can be considered the "Underworld" of the Warhammer 40,000 universe.
FACTIONS:
SPACE MARINES (Cryptic Knights, 3rd Company):
- Spoiler:
- NOTE, SPACE MARINES ARE USUALLY ALL MALE, BUT FOR THE SAKE OF THE RP FEMALE SPACE MARINES WILL BE ALLOWED.
"They shall be pure of heart and strong of body, untainted by doubt and unsullied by self-aggrandisement. They will be bright stars in a firmament of battle, Angels of Death whose shining wings bring swift annihilation to the enemies of Man. So shall it be for a thousand times a thousand years, unto the very end of eternity and the extinction of mortal flesh."
The Space Marines or Adeptus Astartes are foremost amongst the defenders of humanity, the greatest of the Emperor`s warriors. They are barely human at all anymore, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient Power Armour and wielding the most potent weapons known to man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unbreakable. They are the God-Emperor's Angels of Death, and they know no fear. A single Space Marine is easily worth twelve lesser warriors in pure millitary might. The Space Marines are few in number, split into millitary fleets of only 1000 warriors called `Chapters`. There are only 1000 such chapters across the Milky Way. Each Chapter is split into ten battle groups of 100 soldiers called `Companies`, each led by a Captain. Though only 100 strong, A SM company is easily worth a battle group many times its size. Their only real weakness is their pride. A Space Marine would rather fight to the last man when hopelessly doomed than retreat. Space Marines life span is unkown, for a Space Marine has never died of natural causes. The oldest living SM is 1100 years old. The SM are very religious, revearing their emperor as their god.
The Space Marines: http://images.wikia.com/lexmechanicus/images/2/20/3b.jpg
https://2img.net/h/i62.photobucket.com/albums/h98/Daniel_Jackson_2006/SpaceMarineBrother-Captain.jpg
http://www.downloadmunkey.net/images/kingmong-03.jpg
SPACE MARINE WEAPONS:
BOLTER: The Bolter is a large, .75 calibre assault rifle. It has a much greater mass than most standard-issue rifles such as the Lasgun, although it is slightly shorter in length. Unlike most rifles, it lacks a stock, resulting in a grip much like a pistol's or a submachine gun's. A Space Marine`s bulky power armour would make shouldering a stock an awkward experience, but power armour is most likely also able to compensate for vibrations and oscillation, making a stock redundant. It fires explosive rounds, making it equivelant to a modern day rocket launcer, only smaller and rapid fire.
CHAINSWORD: The Chainsword is the preferred close combat melee weapon of the military forces of the Imperium of Man. The Chainsword is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions of the weapon make use of monomolecular-edged or otherwise razor sharp teeth
BOLT PISTOL: Handheld, semi automatic version of the Bolter.
CROZIUS: The Crozius Arcanum is a mace or staff that is used as both a melee weapon and the primary badge of office of Space Marine Chaplains. This duality of purpose presents no philosophical conundrum for the Chaplains, as for them battle itself represents the most valuable form of worship of the Emperor. It is normally shaped in the form of either a staff or a mace topped by the double-headed Aquila of the Imperium or a winged skull that represents the Emperor's sacrifice
ROLES OF THE SPACE MARINES:
CAPTAIN: Known as Brother-Captains by their fellow Space Marines, an officer with the rank of Captain normally leads one of the ten companies comprising a standard Codex-compliant Space Marine Chapter. Each represents one of the foremost warriors in his company and Chapter. In addition to leading their brethren, Captains will often be called upon to fulfill other roles for their brethren, most often as the officers in charge of another aspect of the Chapter besides a company, including the Armoury, logistics, the Chapter's fortress of monistary or the command of the Chapter Fleet.
May take a chainsword and Bolt pistol OR a Bolter.
http://browse.deviantart.com/?qh=§ion=&q=cato+sicarius#/d2ymdde
CHAPLAIN: A Chaplain is a specialist officer and one of the spiritual leaders of a Space Marine Chapter, the warrior-priests that minister to the spiritual well-being of the Battle-Brothers, instilling in them the values and beliefs of the Chapter along with promoting the veneration or in some rarer cases the actual worship of the Emperor. In battle, the Chaplains will be at the forefront of the Chapter, rousing their fellow Space Marines through their words and actions. Their Power Armour is black and often incorporates Imperial skull iconography, most commonly in the form of a skull-shaped helmet
may take a Crozius and a bolt pistol CHAPLAIN ROLE TAKEN: Eljordo
http://browse.deviantart.com/?qh=§ion=&q=chaplain#/d279ohv
Librarian: Space Marine Librarians are psykers who survive a Chapter's rigorous screening and training to bend The Warp for the benefit of their Battle Brothers. Librarians also record the great deeds of their Chapter. Unlike their fellow Space Marines, the Librarian holds psychic powers.
may take a chainsword and bolt pistol OR a boltgun.
http://browse.deviantart.com/?qh=§ion=&q=librarian+marine#/d32v1an
APOTHECARY: Apothecaries are Space Marines with special medical and scientific training. Their role in battle is to recover their Space Marine Chapter`s gene-seed from killed Marines and to tend to the wounded. Outside of combat, Apothecaries are responsible for monitoring the Chapter's recruits and Neophytes for mutation or flaws in their gene-seed and organ implants and for carrying out the implantation process in their Chapter's recruits. AKA the medic.
May take a chainsword and bolt pistol OR Bolter.
http://browse.deviantart.com/?qh=§ion=&q=apothecary#/d33mfjl
THE ELDAR:
- Spoiler:
- "Trust not in their appearance for the Eldar are as utterly alien to good, honest men as the vile Tyranids and savage Orks. They are capricious and fickle, attacking without cause or warning. There is no understanding them for there is nothing to understand - they are a random force in the universe."
—Imperial Commander Abriel Hum
The Eldar are a race of elf or fey-like humanoids, the most ancient and technologically advanced of all the intelligent races of the Milky Way Galaxy. Their armies usually have the advantages of great mobility, potent psychic abilities and technology that is more advanced than that deployed by the human Imperium.Superficially, the Eldar appear very similar to humans in their anatomy, though they are generally taller, faster, thinner, more lithe of limb and slim of face with sharp features and pointed ears. The Eldar possess essentially the same appearance as the elves of classic high fantasy literature. They are long-lived by human standards, and most will live for more than a thousand standard years unless they die from accident or disease. As a species they have a high level of psychic ability, which serves as the foundation of their technology, though a side-effect of this neurological make-up is that an Eldar experiences emotion, both pleasant and painful, far more intensely than any human being.
All of the Eldar alive today are essentially a refugee population, the scattered remains of a formerly vast interstellar empire. Even in such straits, however, they are still a deadly and influential force in the galaxy. Once, over ten thousand years past, the Eldar were perhaps the most powerful race in existence, dominating a significant portion of the galaxy and secure in their prosperity. Although there were other intelligent races who possessed advanced technology and potent military power in the galaxy, none were in a position to seriously threaten the state of the Eldar empire. When it came, the disaster for the Eldar people was self-inflicted. Now the Eldar race is slowly dying off, with each generation less and less Eldar survive. The Eldar may not be as individually strong as the Space Marines, or posess the raw firepower of the Tau, but they are by far the most swift, and are the masters of hit and run tactics.
http://browse.deviantart.com/?qh=§ion=&q=eldar#/dh8vbh
http://browse.deviantart.com/?q=eldar&order=9&offset=24#/dl35wx
ELDAR WEAPONS:
SHURIKEN RIFLE or PISTOL: The standard weapon of the Eldar military forces are Shuriken guns, weapons that use gravitic forces to fire thin discs only a single molecule thick at the enemy.These discs are so thin that they are usually fired in bursts.
POWER BLADES: Swords or wristblades (Sometimes spears) crackleing with energy. Can all but ignore armour.
ELDAR ROLES:
FARSEER: The Farseers are Eldar Seers responsible for leading the Aspects and those that become lost upon the Path of the Seer forever in the same way as the Exarchs are wed forever to the Path of the Warrior are known as Farseers. A council of the most powerful Seers generally governs a Craftworld. Seers possess a diversity of psychic specialities with divination being the most common skill. They are by fare the most psychically powerfull of all the roles, Eldar or no.
May take Power blade and Shuriken pistol.
http://browse.deviantart.com/?qh=§ion=&q=eldar#/d2kfgda
WARLOCKS: The Eldar Warlock is the equivalent of a sergeant to the Imperium of Man. Though not as psychically powerfull as the farseer, the Warlock takes on more of a millitary role, leading the troops from the front.
may take any eldar weapon
http://browse.deviantart.com/?qh=§ion=&q=eldar#/d1cq1se
HOWLING BANSHEE EXARCH: NOTE, FEMALE ONLY CHARACTER. The Banshee is a harbinger of woe and death in Eldar mythology. Their cry is said to herald ill fate and can even wrench a soul from its spirit stone. It is fitting that the most feared of all the Aspect Warriors draw their inspiration from this creature.The Banshees wear masks that contain psychosonic amplifiers that magnify their keening battle screams into mind-destroying shock waves. Howling Banshees are swift and athletic troops who are most deadly in hand-to-hand fighting.
may take power blade and shuriken pistol
http://browse.deviantart.com/?q=eldar&order=9&offset=24#/d2s3f8d
WARP SPIDER EXARCH: The Warp Spiders epitomize the doctrine of aggressive defense. Using a compact warp-generator housed within their armored backpack, they can to make short warp-jumps, disappearing and reappearing in the blink of an eye. This enables them to make totally unexpected attacks on their foes, though it does necessitate spending a short time in the Warp. For this reason the Warp Spiders are considered the bravest of all Eldar Aspects — they risk not only their lives in the name of victory, but also their souls.
must take Shuriken rifle AND powerblade
http://browse.deviantart.com/?q=eldar&order=9&offset=24#/d2uk6s8
TAU:
- Spoiler:
- The Tau are a young, humanoid and highly technologically-advanced intelligent race native to the Eastern Fringes of the Milky Way Galaxy who are fighting to expand their interstellar empire and a philosophical concept they call the Greater Good. The Tau claim to be a peaceful race when possible, asking if others will join their cause voluntarily instead of fighting. However, if their peaceful overtures are refused, the Tau may well decide to conquer a planet and add it to their growing interstellar empire for the greater good, searing the flesh from the bones of anyone who stands against their benign expansions. Tau society is divided into a number of castes, each responsible for managing a specific aspect of their society. The Tau's central motivating ideal is that everyone in their empire will work for the good of everyone else. The Tau are humanoid in shape, although they have hoofed feet and four-digit hands (three fingers and one thumb). Their skin is grey-blue (although this can vary in pigmentation between Tau colony worlds), rough in texture, leathery, and exudes almost no moisture. Their faces are flat, wide around the eyes, with an "I"-shaped slit running from the center of the forehead to where a human's nose would be.The Tau do not possess psychic powers (indeed, their minds barely register in the Warp at all) But they make up for it with advanced battlesuits and extremley advanced plasma weaponry. The Tau are fairly weak when it comes to close quarters fighting, but they have without a doubt the greatest firepower of all of the factions.
http://browse.deviantart.com/?qh=§ion=&q=tau#/dk9rtx
http://ibankcoin.com/chart_addict/files/2009/06/tau2.jpg
TAU WEAPONS:
PULSE RIFLE: This weapon is the most common amongst the Fire Caste, and its range and firepower far surpasses that of the Imperium's standard Lasgun. The weapon works well with the Tau way of war, as it allows extensive salvos, making their hunter tactics extremely effective. It works by using an electromagentic induction field to propel a subatomic particle, which breaks down to create a plasma pulse as it leaves the barrel of the weapon.
PULSE CARBINE: The carbine sacrifices range for portability and power. The weapon works in the same way as its larger pulse rifle cousin, but is a lot more effective when the prey gets too close. It is much easier to get working in tight situations, and the rate at which it can be used usually knocks the charging enemy off balance, forcing them to halt their advance; the exception being when there is too much momentum behind the charge. The pulse carbine is also equipped with an underslung photon grenade launcher for further stopping power.
KROOT RIFLE: A primitive slug-thrower relying on chemical propellant and the transfer of kinetic energy. After contact with the Tau, the weapon has been adapted to fire a plasma pulse round, which gives the weapon increased stopping power. The Kroot have also adapted the weapon to suit them by adding staves at each end of the rifle for deadly effect in close melee combat.
TAU ROLES:
SHAS`O: The highest Tau rank. Kor'o would be the title of a fleet admiral, while Shas'o would be of the highest levels of command and fearsome warriors (usually placed in command of one or more cadres, and an Aun'o is the highest rank of Ethereal, revered by all Tau as the leader of their race
may take Pulse carbine or Pulse Rifle
http://www.dignews.com/legacy/screenshots/warhammer_40k_dawn_art_03.jpg
SHAS`EL: The fourth and second highest Tau rank, acknowledged as one of high esteem. Shas'el are Commanders, commanding from the front. Second only to the Shas`O and the Etherials, these are among the most fearsome of Tau warriors.
may take Pulse carbine or Pulse Rifle.
http://browse.deviantart.com/?q=tau&order=9&offset=24#/d1725fa
KROOT SHAPER: The Kroot are a species of humanoids who evolved from avian creatures. Kroot are tall aliens (a good half-meter taller than most humans), their avian ancestry giving them a bird-like beak and long quills protruding from their heads like hair. Smaller quills, possibly the evolutionary remnants of feathers, can be found scattered over their bodies. Kroot leaders are known as Shapers; they are generally the Kroot with the best ability for recognizing desirable traits in defeated foes and tells his Kindred (the word for a Kroot clan)
Kroot rifle, Plasma rifle or Plasma Carbine
http://browse.deviantart.com/?qh=§ion=&q=kroot+shaper#/d2ok8yr
SHAS`UI: The second rank among the Tau. A Shas'ui would be the leader of a squad of Fire Warriors (equivalent to an Imperial Space Marine Sergeant), or a battlesuit pilot, while a Por'Ui would be a mid-ranking envoy or diplomat. The most Veteran of the Tau Firewarriors.
may take pulse rifle or pulse carbine
http://browse.deviantart.com/?qh=§ion=&q=tau#/dqk2h6
THE PLANET LIXIA:
Once a thriving Imperial world on the eastern fringe of the milky way, Tau invaders sent their warriors and battlesuits onto the planet, attempting to expand their empire. Lixia is one of the prime recruiting worlds of the Space Marine Chapter 'The Cryptic Knights', and once the Tau overcame the planetary Garrison of Imperial Guard, Chapter Master Gallus Marnieus sent in the 3rd Company to drive back the Tau invaders.
Meanwhile on the northern peninsula of Lixia, the Eldar emerged from their Webway, to presue their own adgenda on the planet... The Farseer foresaw Lixia as the bottleneck to a great enemy force, that would if not stoped now, threaten their Craftworld.
Lixia is much like Earth in many ways, it is around the same size and has the same topical features. The Population mostly lives in the massive Hive cities, mostly taken over by vicious Hive Gangs. These Gangs however, make for prime recruits for the Cryptic knights because of their natural furosity.
So Finally the rant is over NO GODMODDING, and play nice
People in RP: Eljordo (Space Marine Chaplain)
Last edited by Eljordo on Wed Sep 07, 2011 9:37 pm; edited 4 times in total