Khurit XI

### Temperature

Average surface temperature:45~1200°C/Volcanic (pre seismoclysm: 12~24°C/Forested)

### Military Forces

Khuritian Guard, Knights of the Red Wastes, Khuritian Lancers, house Lybran

### Affiliation

Imperium
Adeptus Mechanicus

## Location

### System

Khurit

**Khurit XI**, also known as "The volcano furnace" for its wildly high temperatures and volcanic activity, is a world that has made numerous *slightly heretical* decisions, that have led to it being one of the most feared forge worlds.

Khurit XI remained on the side of the emperor during the Horus Heresy , though suffered heavily as a lot of its Tech-Priests and Skitarii legions left to join the forces of chaos.

Khurit XI is an anomaly, in that it is both a Knight World and a Forge World. The early Mechanicus settlers saw a potent planet, with vast amounts of precious metals, and a population of people who learned to live in this inhospitable landscape. So, the Khuritian people are extremely hardy.

## History

Khurit XI has a rich history, full of conflict, war and *slightly heretical* decisions.

#### Early History

When the Mechanicus landed on the world, they found vibrant, rolling hills laced with green trees. Great beasts lumbered through the vibrant area. And the Mechanicus found people living there. With no time to waste, the Mechanicus established both a Knight world and a forge world, for positively enormous amounts of promethium slumbered beneath the crust. Khurit XI's lush, paradise-like environment attracted tourists like moths to a flame. And while the Horus Heresy raged on, Khurit XI sent out soldiers, but was almost untouched by the war. After the war, more and more tourists flocked, more nobles were knighted, and factory upon factory was put down. Great drilling devices bored into the crust and produced massive amounts of promethium. The mechanicus got greedier. Drills slowly gre in size and number. Tech-priests were overjoyed at the amounts of promethium being pulled from the depths of the planet. However, this blissful paradise was not to last.

#### Apocalypse now

The Mechanicus's greedy drilling eventually dug too deep. A drill unit hit a buried Xenos artifact, that produced an enormous wave of seismic energy. Massive earthquakes shook the planet. Then, the crust cracked. Great spurts of a liquid composed of molten rock, promethium, copper, and brass, called Meltium by the Khuritians, blasted out of the crust. Whole factory cities and knight castles were swept away, and even to this day, it is not unlikely to see buildings half-submerged in the terrain, far from their original locations. The destruction was rampant. Whole valleys were filled with Meltium. Servitors midlessly stood still as they were incinerated. Knights, too slow too escape to surprisingly fast flows, were melted down as their pilots had their blood boiled inside their veins. This event came to be known as the Seismoclysm.

#### Reconstruction

After the Seismoclysm had passed, Khurit XI was a completely different world. Green plains and rolling hills had been replaced with red, dusty rock and flat plateaus. Meltium still spurted out from the planets fractured crust, but it had stopped being dangerous enough to cause the events of another Seismoclasm. Monsters, immune to the deadly touch of Meltium, emerged from hidden caves or simply from the newly deposited pieces of crust. These beasts ranged from the tiny and docile *Micondia Liporia* to the massive and hostile *Micondia Theorop*. 99.99% of the population died in the Seismoclysm, and only those in the highest points survived. Luckily for the survivors, the most important factories were built upon great reinforced spires of rock. Gone was the sprawling houses and in were the tight, compact buildings.

#### Reconstruction

Over the next 400 years, the Khuritians had rebuilt entirely. House Lybran was founded, the Khuritian Guard was assembled, and the Knights of the Red Wastes spec ops unit was formed. Khurit XI made the slightly heretical decision to utilize stolen xenos tech to aid it's legions. Khurit XII is the site of numerous Necron tombs, and Khurit IV is usually being attacked the T'au. This means that the flow of weapons into the hands of the Skitarii of Khurit XI was constant. The world Khurit VI was colonized, and is used as a training ground for the Guard. Khurit XI has not seen much conflict itself, though it has sent soldiers across many worlds to help quell genestealer cults, renegade inquisitors, and the like.

## Geography and Infrastructure

Khurit XI, pre-Seismoclysm, was a vibrant and lush world. Plains stretching for miles and rolling hills marked the landscape, and great forests of trees with odd yellow leaves grew in abundance. Fauna and Flora from Khurit XI were widely sought after for their ability to survive in almost any environment. Post-Seismocylsm, Khurit XI is a wasteland of red rocks and cracked plateaus. Volcanos litter the environment, and odd creatures resistant to the magma wander the planet. The most common creatures are the carnivorous *Micondia Resentum*, which is lizardlike and quick to attack, and are also called fleshtearers, and the omnivorious, catlike *Tirorium Gestalt*, also known as bloodrippers or blood cats for their reddish fur. Great plains of boiling mud mark the upper and lower Poles of the planet, and going into those regions is a death sentence, for the heat gets so hot that vehicles will melt if they spend too much time in the area. The steam is kept in the areas by large poles of xenos origin that were pushed out of the crust after the Seismoclysm. The posts produce a pinkish field that reaches up to the limits of the atmosphere. The field only seems to block steam from passing through, which has caused horrendous accidents where a ship crosses the field with steam inside and has a hole ripped right through it. There are about 24 xenos poles on the upper Pole and 12 on the lower pole.

## Politics and Culture

The politics of Khurit XI are simple: the Tech-priest that has the highest rank on the planet makes the decisions. While this has caused problems in the past, if someone makes a decision that is directly detrimental to the forge world, they are shot full of holes and their body is burned. While this might sound anarchic, this is executed in perfect ceremony. The techpriest willingly allows themselves to be shot by ceremonial rifles, then their body is sent out on a metal raft onto the Meltium flows. In Khuritian culture, having the wasteland monsters as pets is a sign of high rank, and the most popular of which is *Micondia Liporia*, which is about the size of a parrot. Pre-Seismoclysm, buildings tended to be massive and sprawling, but in modern Khurit XI, space is a luxury. Everything is built to be compact but usable.

## Production output and Capabilities

Khurit XI is the primary manafacturer of Coolant/S, a substance that is, on average, -40°C. Coolant/S is necessary for the inhabitants of Khurit XI, as it is the only way to keep their bodies cool in the wasteland. Coolant/S is also very flammable, and is used as ammo in the Coolant blaster and other Coolant weapons.

### Coolant weapons

Coolant/S is used in coolant weapons as an alternative to Plasma. Coolant weapons have less punch, but dont explode, which is a massive improvement.

#### Coolant Pistol (CoPistol)

The Coolant Pistol, also known as the CoPistol, is a lethal weapon. Unlike a regular plasma pistol, the CoPistol has numerous fire modes. It can fire like in semi-auto, full auto, a 5-round burst, and a shotgun-like blast that drains the whole magazine.

#### Coolant Rifle (CoRifle)

The Coolant rifle, also known as the CoRifle, is the coolant equivalent of the plasma rifle. It fires in 3-round bursts at extremely long ranges, and often has a stolen T'au photon grenade launcher underslung.

#### Coolant Blaster

The Coolant Blaster is the coolant equivalent of the Plasma Caliver. The reduced punch doesn't matter when you can spew out 600RPM. However, the Blaster's fire does get stuttery when the magazine gets low, and will often misfire or simply not fire at that stage.

#### CoSpear

The CoSpear is a weapon that can incinerate targets with massive streams of Coolant/S. The CoSpear draws from massive tanks of Coolant, and can empty its vats in about half a minute of firing. CoSpears are extremely heavy, and hard to wield due to their large size, but are the preferred weapons of Khuritian Lancers.

#### Heavy CoSpear (CoLance)

The Heavy CoSpear, more often known as the CoLance, is the heaviest Coolant weapon. It fires tightly compacted "bolts" of coolant that punch through Ceramite like it was paper. CoLances fire in full-auto, too, though users need to watch their ammo consumption. CoLances are so large that they are usually used on Knights or Anti-air emplacements.

### Other weapons

Khurit XI manafactures numerous other weapons. These include autoguns and plasma weapons, but the primary export is the compact Sol MKIII LasGun. The Sol is the size of a large pistol, but hits with twice the strength of a LasRifle. However, the Sol runs its battery down in just a few shots. The Sol is often used by Khuritian Lancers, but is sometimes given to officers of the Khuritian Guard.

## Military Forces

It is Khuritian Culture to have the strongest and smartest soldiers increase in rank. While in other places, some might be born into a higher rank, on Khurit XI, you start as a private, and that's that. Earning ranks is only for those who's combat capabilities are the best.

### Khuritian Guard

The Khuritian Guard is the name given to the Skitarii Legions and Imperial Guard of Khurit XI. Known for their pale red cloaks and iron determination, the Khuritian Guard never backs away from a fight. The symbol of the Red Swords flying above the qpproaching army has scared many into submission. The Khuritian Guard often uses a strategy concocted in WW2: Blitzkrieg. The Khuritian Guard has won many battles by making a massive armored charge. For an enemy, seeing dozens of APCs, tanks, walkers, and experimental Hov-Vehicles pouring in from great teleporter gates. In addition, the Khuritian Guard will use music to improve morale in the middle of a battle. The preferred music of the guard? Rock. Very heavy rock.

#### Ranks (in acsending order)

Private, private second class, cavalier, junior officer, junior officer second class, officer, commander (at this stage they advance to the knights if they rank up)

#### Weapons used:

LasRifle, LasPistol, AutoGun, Sol MKIII LasGun, heavy stubber, radium rifle, galvanic rifle, CoPistol, CoRifle, Coolant Blaster

### Knights of the Red Wastes

The Knights of the Red Wastes are the best of the best. Knights are the best Lancers, the best Skitarii, the best reprogrammed Necrons or Tau drones. They almost always have a battlesuit pilot piloting a Skitarii Broadside battlesuit, stolen and modified. The Knights are sent when everything else has failed. A single Knight squad has the destructive capabilities of a force sixteen times larger. Knights tend to use Coolant weapons, and use them with pride gleaned from having the distinction of using them. Knights also use Freezer weapons imported from Khurit VI, though this is rare, as most knights woudnt give up their coolant weapons.

#### Ranks (in acsending order)

Knight, hatchetman, pikeman, sergeant, lieutenant, Alpha

#### Weapons used:

CoPistol, CoRifle, Coolant Blaster, CoSpear, Sol MKIII LasGun, Heavy freezer rifle, multi-freezer, heavy stubber, bolter, heavy bolter, flamer, Transuranic Arquebus, Radium Rifle, Galvanic rifle, flechette blaster

### Khuritian Lancers

The Khuritian Lancers are the heavy troopers, the ones that are called in to deal with the problem when the guard failed. They are, like the Sicarian Infiltrators and Sydonian Dragoons, are a new class of skitarii entirely. Unlike other skitarii, they are capable of completely free thinking, which allows them to approach a fight better. Clad in the black robes of the Knights of the Red Wastes, just without the purple markings, Lancers strike fear into the hearts of their enemies. Their faceplates are completely markingless, a flat surface, though some lancers will mark a face or a skull on their visors to scare enemies into having heart failure. A Lancer's armor is composed of a mix of Ceramite shoulder- and knee-plates, and meltium (with removed promethium) as the rest of the armor. While this is extremely heavy, a Lancer has strength that rivals and sometimes even surpasses that of a Space Marine. Lancers are usually those called in to quell Chaos space marines, as they can easily overpower them.

#### Ranks (in acsending order)

Lancer, Lancer second class, lancer third class, Lancer Commander (at this stage, if they rank up they advance to the knights)

#### Weapons used:

Heavy flamer, Heavy bolter, Heavy Stubber, autocannon, lascannon, CoSpear, Sol MKIII LasGun, Autogun, Bolter, Bolt Pistol

### House Lybran

House Lybran is the resident Knight House of Khurit XI. Lybran is known for it's bloodlust in a fight, and their Knight armor is always loaded up with the most powerful weapons. House Lybran knights attack without mercy, striking down their foes in lightning speed. Those who run are cut down from behind, and those who stand their ground are cut down from the front. House Lybran knights have been deployed all over the Imperium, and have felled more Chaos Cultists then any other group from Khurit XI. In house lybran, since only nobles get to pilot the knights, every knight is on the same rank. Hous Lybran often uses recovered Xenos tech, especially T'au battlesuits.

#### Weapons used:

All normal knight weapons, alonside CoSpears and CoLances.

## Notable Members

### Seargeant Garvey

Sergeant Garvey is a Skitarii vanguard who leads a Knights of the Red Wastes team. The team consists of him as the commanding officer, Pikeman Rell as the sniper, and Knight Tey (pronounced tie), who is a human mind implanted into a necron body. Garvey wields a Master-crafted Coolant blaster, Rell carries a CoSpear, and Tey wields a customized Gauss Blaster.