WARHAMMER 40K CIV 2 UNITS


(Settlers)
Wanderers:
	When a new habitable planet is discovered, or more rarely, a planet
	purged by the Inquisition or wiped out by aliens, the Adeptus Terra
	will usually attempt to recolonize. To do this, they draft entire
	families and load them aboard spaceships which take them to their new
	homes. Led by retired Imperial veterans, these colonies are composed
	of tough self sufficient individuals chosen for their loyalty and
	firm unswerving belief in the Imperial Cult.

Tech Priest Enginners:
	The Tech Priests of the Cult Mechanicus practise the arcane arts
	of their Machine God. They guard their hard won knowledge but are
	willing allies of the people of the Undying Emperor, who they consider
	the physical manifestation of their Machine God. Amongst the Imperial
	armies, they serve the vital roles of technicians, but groups of Tech-
	priests are often sent on voyages of discovery and colonization as well
	directing the efforts of their cyborg servitors on projects of military
	value, such as Imperial Garrison Outposts and fortifications.

(Infantry)
Hive Militia:
	Within the Hives warfare is epidemic. Sometimes however even the Hive
	Lords maybe forced to draft any available fighters including abhumans,
	factory workers, mercenaries or even mutants into the front line as a
	source of expendable cannon fodder. Therefore it is perhaps not sur-
	prising that these troops are of dubious loyalty and little value in
	the major wars of the Imperium.

Planetary Guard:
	The need to maintain local defenses against Orks and such like led
	to the creation of a standing force of conscripts who're better
	equipped and led than the Hive Militia, who they're often obliged
	to suppress. They form the bastion of a planet's defenses, and units
	of Planetary Guard often form the bodyguard of a Hive's Lord.

Ogryns:
	Adapted to cold, high g worlds, the Ogryns are closely related to
	the Beastmen but without the tendency towards Chaos. They're very
	strong, but requires a lot of training and patience before they 
	can be deployed, although once their trust is gained, they will
	follow orders and use their Ripper Guns to devastating effect.

Imperial Guard:
	The Imperium demands an endless supply of manpower in their war
	against aliens and rebels. The Imperial Guard regiments range from
	two to six thousand, and are drawn from the finest soldiers in the
	Planetary Guard. They form the backbone of the Imperial Armies, and
	are found on the Imperium's battlefields arrayed in their millions,
	adding their countless numbers to their thousand ton war machines'
	devastating firepower.

Imperial Guard Commandos
	The Schola Progenium educates the orphans of Imperial officials 
	killed in the service of the Imperium. Most would become part of
	the vast administrative machinery, but others are inducted into 
	the Commandos. Utterly dedicated to their cause, trained to a high
	degree and equipped with fine weapons, they're the envy of many
	Imperial Guard commanders, and often used to lead assaults supported
	by handpicked Imperial Guard veterans.

Arbitrators:
	The Adeptus Arbites's militant arm are the Arbitrators. In their
	black armour and sinister reflective visors, the Arbitrators are
	the represenatives of Imperial Justice, tracking down criminals and
	executing traitors under the leadership of the Judges.

Cultists:
	Some stray from the path of the righteous, and seek Powers that
	would be better left unknown. Others dedicate themselves to their
	cause. Whatever their beliefs, these are often heretics that must
	be rooted out before their heresy takes root and twist the hearts
	of men. The Adeptus Ministorum however often find itself the proud
	owner of bloodthirsty fanatics whipped into a frenzy by their zealous
	confessors, and in most cases are not hesitant to use them to suppress
	rebellions and root out heresy.

Ratlings:
	Some mutants are tolerated by the Adeptus for their usefulness and
	their loyalty to the Imperium. Ratlings, while they make pathetic
	line infantry, are startlingly good shorts and are deployed as
	snipers in support of the Imperial Guard. With their Needle Sniper
	Rifle, Ratlings seek out the unwary and end their existence with
	the agonizing and deadly toxin darts.

Psykers:
	Psykers come in many different kinds. Across the worlds of the 
	Imperium they're branded as "witches" and usually face death by
	torture. Some talents can be useful to the Imperium however. Some
	are Astropaths, using their minds to transmit messages over the
	gulf of interstellar spaace. Others sacrifice their souls to the
	Undying Emperor to fuel his psychic battles in the Warp. Others,
	more powerful, become Inquisitors, and hunt out heresy. Amongst
	the Space Marines, those with psychic talents become Librarians,
	and their prowess is matched by tales of heroic deeds. 
	The most common psykers are the Primaris Psykers of the Adeptus
	Telepathica. These are depoyed alongside Imperial Guard troops
	and gives the favoured Imperial commander an invaluable asset, sending 
	bolts of psychic fire into enemy ranks or directing fire into areas
	where they would be most effective.

Space Marines:
	While few in number when compared to the enormous countless masses of
	breathing humanity that they're called upon to protect and sometimes
	execute in the name of the Emperor, these chosen warriors of the 
	Adeptus Astartes make the brawniest Imperial Guard trooper look like
	undernourished examples from the underhives.
	Bioengineered and given exotic organ implants that boost growth as
	well as grant them some of the power of their Primarchs from whom the 
	the gene-seeds were first cultivated, the Space Marines are trained
	from an early age in the arts of war and indoctrinated according to
	the dicates of their Chapter Cult.
	As one with their power armour, and armed with a variety of deadly
	weaponary, these dedicated warriors stand unflinching before the
	most towering of foes and lose explosive bolts in the face of death.

Terminators:
	Veteran Space Marines of a Space Marine Chapter's 1st Company may
	sometimes be granted the honour of going to war protected inside one
	of the Chapter's old and immensely valuable Terminator armour.
	The secrets of the suits' construction had been lost over time,
	but there is little doubt that they're the toughest personal
	protection available in the galaxy.
	With bones of adamatium and thick skins of ceramite, the Terminator
	suits can be equipped with stormbolters, assault cannons, Cyclone
	missile launchers that blast foes apart before the Terminators close
	in for the kill with lightning claws, thunderhammer, power fists,
	power swords and the unstoppable chainfist.

Dreadnoughts:
	Occassionally a mortally wounded Marine hero of the Imperium may be
	fortunate enough to be linked into one of these powerful fighting
	machines of adamatium. The biotechnology incorporated into the Dread-
	noughts keep the fallen heroes alive, and inside their metal sacro-
	phagus the greatest of the space Marines may continue to serve the
	Emperor on battlefields across the Imperium to triumph against foes
	mightier than even their powerful brethren of flesh and blood.

Champion:
	There are many wars that rage across the war torn millenia of the
	40th Millenium. On those countless battlefields acts of selfless
	heroism are innumerable, but sometimes one stands out from the
	rest. These individuals can be a Judge, a Space Marine, a Psyker,
	or an Inquisitor, but they share a common bond. Forged in the
	heat of battle, these Champions of humanity are fearless individuals
	whose warrior prowess makes them the feared opponents of the
	Imperium's foes.

(Cavalry)
Rough Riders
	Mounted on hardy steppe horses, these horse soldiers may not be
	the epitome of advanced military technology but they still have a
	role to play. Used as scouts, or raiders, the Rough Riders of the
	Imperial Guard have a role to play.

Bikes:
	The swif moving bike squadrons of the Imperial Guard may not be
	crewed by the powerful Marines, but they can still mow down lesser
	troops caught in the open with their twin linked bolters.
(Armour)
Rhino:
	The workhorse of the Imperium, these trusty APCs are easy to build
	and maintain, with numerous variants such as the Razorback, the
	Whirlwind and the Predator.

Chimera:
	The Imperial Guard's transport of choice, the Chimera is based on
	a chassis that has proved itself as versatile as the Rhino. In
	this variant, the Chimera, armed with a multi-laser, and along
	with its mechanized Imperial Guard squad, the Chimera form the
	backbone of the Imperial Guard "Blitzkrieg", carrying troops forward
	under fire into the warzone to secure objectives from which their
	multilasers can scythe down advancing enemy infantry.

Leman Russ:
	Named after the Primarch of the Space Wolves, this main battle
	tank of the Imperial Guard mounts a battlecannon, a lascannon,
	and two heavy bolters mounted in side sponsons. Protected by thick
	armour, these battle machines can advance through the maelstrom of
	enemy fire all the time replying with their earth shaking battle 
	cannons.

Hydra:
	The Hydra Mechanized Anti-Aircraft Battery form the aerial defense
	of the Imperial Guard, blasting flying foes out of the sky and
	annihilating weak infantry with its quadruple cannons.

Land Raider:
	The Space Marines place great value on mobility and firepower, and
	the Land Raider suits their purposes admirably. Equipped with
	twin lascannons and heavy armour, the Land Raider brushes aside
	enemy resistance and punches through enemy tanks with contempuos
	ease. 

Stormblade:
	The superheavy tanks of the Imperial Guard are a fearsome sight to
	behold. Massing hundreds of tons, and bristling with weaponary of
	all types, they form the frontline of the Imperial Guard's massive
	tank armies.
	The Stormblade variant is armed with a combination of heavy Titan
	busting Volcano Cannon as well as close in bolters for defence. For
	more distant threats, the Stormblade can launch a barrage of missiles.


(Artillery)
Mortar:
	A simple weapon to produce, the Imperial Guard Mortar is a basic
	squad level non-LOS weapon which can toss explosive shells amongst
	exposed infantry to wreak terrible carnage.

Lascannon:
	The Lascannon is a deadly weapon. Used by tanks as their main anti
	armour punch, the Imperial Guard's lascannon is designed to move
	over rough terrain and be quickly dragged into position to deal
	with oncoming enemy tanks.

Giffon:
	Using the Basilisk chassis, the Griffon is a stripped down version
	equipped with a huge mortar that launch bombs amongst enemies with
	deadly accuracy pulverizing men and vehicles alike.

Basilisk:
	Equipped with the Earthshaker Cannon, this piece of mechanized
	artillery makes taking one's chances out in the open seem almost
	attractive. It is usually deployed behind the main battleline of
	tanks and troops and from there it sends the Earthshaker shells
	into the enemy midst, pulverizing the most stoutly built defences
	along with their fanatical defenders.

(Fliers)
Jetbike:
	The Eldar Jetbikes are slender and graceful machines which fly
	a metre or two above ground and is armed with twin shuriken
	guns or or a single shriekr cannon.
	The human attempt at imitating these high mobility vehicles
	did not achieve the same artistry, but the deadly purpose of these
	jetbikes are maintained with twin bolters as well as the Marine
	rider's own personal weapons.
	Flying low above the ground, jetbikes don't consume as much fuel
	as its high flying larger cousins, but it cannot operate far from
	its base due to the rather unreliable anti-gravitic drives that
	power it, since the Tech Priests are still not sure how this example
	of captured Eldar technology works.
	
Land Speeder:
	The Space Marine Land speeder is a lightning fast weapon of war.
	Crewed by two Space Marines, the Land Speeder is armed with a
	heavy flamer and the awesome multi-melta. Soaring across the fields
	of war, these deadly machines strike deep into enemy rear and bring
	havoc and confusion to poorly prepared troops.

Thunderbolt Fighter:
	Powered by two reliable plasma ramjets, the Thunderbolt fighter
	flies high above the battlefield, covering the advance of the
	Emperor's armies from other fliers, then diving to strafe exposed
	troops with autocannon and rockets.

Thunderhawk Gunship:
	The Space Marines are often the first to respond to calls for help
	from beleaguered Imperial garrisons and planets. While Imperial
	battle fleets maybe able to annihilate entire sectors within minutes
	with orbital bombardment, the Space Marines do not have the luxury
	of using such firepower in most of their landings.
	To ensure accurate, concentrated landings, and secure landing zones,
	The Space Marines often choose to use the Thunderhawk Gunships.
	These tremendously tough, durable, and heavily armed fliers are able
	to rake the objective with explosive shells and rockets, then touch
	down to disgorge their complement of Marines before taking off again
	to allow the Gunship to bring down fire effectively against any
	enemy strongpoints.

Marauder Fighter Bomber:
	When the Thunderbolt drive the enemy air forces from the sky and 
	leave their ground units unprotected, the Marauder squadrons swoop
	down and rain missiles upon the enemy before strafing them with
	the battlecannon, brushing aside enemy fire with their armourplas
	sides. If an enemy fighter attempt to attack these circling death-
	bringers waiting to attack, then they must run the gauntlet of the
	Marauder's turret lascannon, which also seeks out vehicles and
	add their deadly armour piercing punch in a strafing run.

(Walkers)
Sentinel:
	A light recon walker, the Sentinel has very impressive firepower
	in its assault cannon but only a foolish commander would deploy
	these in the front line when they could do a sterling job seeking
	out weak enemy units and making sure the way's clear ahead.

Knights:
	The Cult Mechanicus's Forge Worlds supply these large humanoid
	suits of armour to their nearby fief worlds. The Knights accompany
	the Titans and with their shock lances and battle cannons wipe out
	lesser targets leaving the Titans free to destroy important foes.

****
Note: Titans are huge fighting machines often towering over forty metres,
	ranging from the Warhounds to the Emperor. They're humanoid in
	shape, and are crewed by dedicated followers of the Machine God.
	They're the primary fighting machine of the Adeptus Mechanicus
	and make mockery of the heaviest defenses. Their higher defense
	value comes from having void shields that deflect and absorb 
	hostile energies.

Warhound Titans:
	These smaller (15 metre) Titans are fast and maneouvrable, and are
	often used in a scouting role, although their weaponary is potent
	enough to make even the commander of a superheavy tank quell in
	fear.

Reaver Titans:
	Designed around the same time as the Warhound, the Reaver Titans
	are larger (20 metres) and can mount more powerful and energy
	gulping weaponary. Their plasma reactors, relatively exposed in
	their rear mounted position however mean that the Reaver Titans
	are vulnerable in the close confines of cities, and are therefore
	most usually deployed out in the open where their well sloped forward
	armour can deflect most incoming fire.

Warlord Titans:
	The Warlord is the most common type of Titan, and combines good
	protection, heavy firepower, and decent mobility. It is often used
	to mount supporting weapons, but with chainfist, wrecking ball,
	harpoon, power fist and other deadly close in weaponary it could
	easily rip lesser units apart.

Imperator:
	The Imperator variant of the Emperor class Titans (45metres) are
	treated with veneration by the Adeptus Mechanicus. With a crew
	of hundreds, and often with an entire company of defending Tech
	Guard aboard, these enormous fighting machines can rightly said to
	be incarnations of the Machine God, such is their might.
	The Imperator is heavily armed with an enormous arsenal of weapons
	capable of levelling cities. To build one is an endeavour that
	could last for a century on less industrialised Forge worlds.

(shipping)
Colony Ship:
	With only subspace capability, these slow moving colony ships 
	travel through space transporting colonists to new planets. They
	are not designed for fighting, and are easily lost if it goes
	beyond the range of its navigation instruments and into the gulf
	between stars.

Warpship:
	The discovery of the Navigator Gene allowed mankind to travel
	further and safer in the Warp where daemons lurk. The Warpship is
	a trustworthy vessel and usually used to trade between planets.

Frigate:
	The Frigate is a utilitarian warp capable vessel usually used by 
	the Marines to deploy quickly at a point of conflict. It can
	also provide planetary bombardment.

Ironclad:
	The Ironclad has no void shields, but is instead protected by huge
	adamantium shields tens of metres thick. It bristles with deadly
	weaponary, and used by the Imperium for heavy fire support.

Gothic Class Battleship:
	These starfaring cathedrals may seem like a clumsy imitation of
	the Eldar warpships but the towering spires are home to weapons of
	mass destruction which could vaprozie smaller vessels with ease.
	The mainstay of the Imperial Navy, the Gothic class battleships
	are a represenation of the Imperial might, and can be found in space
	fighting against alien warfleets or pounding planetary fortifications
	from orbit.

Battle Barge:
	The Battle Barge are even more heavily armed than the Gothic class
	battleships, and some boast a history that goes all the way back
	to the Horus Heresy. Capable of carrying entire armies, these
	ponderous behemoths dominate their region of space like nothing
	else. Like the Gothic class battleships, they can also carry entire
	squadrons of fighters for space and planetary combat.

(Missiles)
Hellion Missile:
	The Hellion Missile utilizes an armour piercing plasma warhead
	that makes mockery of most vehicle armour. Only the mighty void
	shields of the Titans stand any chance before these missiles
	which strike with such unerring accuracy then detonate with deadly
	effect.
	
Vortex Missile:
	The fabric of reality overlays that region of pure chaos which 
	the Imperium calls the Warp. Warpspace is inimical to all true
	creatures of the galaxy, and the Tech Priests only allowed the
	production and use of such weapons when the Imperium is in grave
	danger, as the Vortex missile leaves the fabric of reality much
	weakened, and through these weaknesses the creatures of Chaos
	pollute reality.

(Imperial Agents)
Explorator:
	The Explorator is a high ranking imperial official with the
	authority to negotiate with aliens and rediscovered human 
	colonies. As an envoy of the Emperor, he represents the
	Imperium and as such he is usually a Judge with a bodyguard of
	Arbitrators to provide protection.

Assassin:
	The Assassin is an individual who has spent years if not decades in
	training for his or her missions. Inspite of their expertise in the
	ways of bringing death, Assassins are not usually deployed straight
	onto the battlefield. They're more usefully employed as agents of
	the Imperial diplomacy, meeting with leaders, and if necessary, win
	their submission to the Imperium with a show of force.
	The Assassin however can also infiltrate enemy cities to perform a
	variety of different missions, ranging from sabotage to the planting
	of an Exterminatus Device.

(Miscellaneous)
Trader:
	If the countless billions going about their daily lives are the body
	of the Imperium, and the vast Imperial Armies the bone and sinew,
	then the traders are its lifeblood. Without trade, the Imperium
	would falter and be unable to sustain its massive effort, not to
	mention the possibility of splitting apart and becoming vulnerable
	to the depredations of lesser races.
	The traders travel between star systems and with them they bring a
	measure of wealth and prosperity.

Land Train:
	Commerce can take place anywhere, from the crater marked barren home
	worlds of the Squats to the luxuriant jungles of the Slann. These
	different kinds of terrans pose no difficulty to traders. The Land
	Trains are designed to move slowly and surely through any terrain,
	their giant tracks crushing small obstacles and clawing into hard
	mountain rock when needed.


Space Probe:
	These easily manufactured devices take many forms, whether it be
	a sentinel satellite or a spacefaring interstellar probe. The
	Tech Priests' insistence on following the STC template in the
	construction of these machines however mean that they are all
	invariably dependent on solar power, and are incapable of going
	through the warp or going far from star systems. 


****
Designer's Notes:

	The Warlord and Imperator Titans, due to their size, are able to
	mount carapace landing fields. These fields allow air units to land
	and refuel, which is important for extending the range of the tank
	killing Hellion Missile. 
	The range of the Hellion Missile is limited, since I didn't want to
	allow players to sit tight and "Blitz" enemy cities. (Vice versa of
	course!)

	Land units cannot carry troops in the Civ2 engine, so I've left it
	out. They however are still able to cover the advance of other
	troops,and should be handy defending the weaker artillery units.

	The Titans' stats, especially the Imperator, give them a rather one
	sided advantage against lesser units, but then again, in the 40K
	universe, nobody ever said a Imperator was supposed to go down in
	on go. Best tactic would be to launch as many missiles at it as
	possible. Try protect your Imperator... one Vortex missile can do
	something nasty....

	Colony Ships are not designed to attack anything. Designed before
	humanity realised "We're not Alone", the STCs for these starfaring
	vessels have no weapons. In a last ditch effort, the commander may
	decide to do a kamikaze attack, ramming their enemy.

	Spies in Civ2 cannot attack, and the Assassin has inherited this
	weakness. If hunted, the Assassin however can ambush his or her
	pursuers. Against an organized and numerous foe however the Assassin
	is only one, so unlike the Champions, who're usually accompanied
	by bodyguard troops, the Assassin's stats are weaker.

       
P.S.
	The Horus Heresy Scenario is in production, so.... Wait!
	 
