vizn3r/warhammer40k-lore huggingface dataset:
Months of Shame - Uneasy Peace: Bjorn told Grimnar to immediately cease hostilities and to find a compromise with the Inquisition and the Imperium. He addressed Jarlsdottyr and Hyperion, as the ranking representatives of the Inquisition present, and stated that no Inquisition ship should ever again appear over Fenris; the Space Wolves who had learned of the Grey Knights were also not to be mind-wiped as was normal in such cases, but instead Hyperion should personally explain the Grey Knights' mission and its importance to all of the Astartes within The Fang, so that such a conflict should never again occur due to misunderstanding and ignorance of the Inquisition's mission. The combatants reluctantly accepted the terms, and the siege of Fenris ended.However, the terms of the truce were only accepted out of necessity by both sides. The losses of the Space Wolves were extensive: during the conflict their Chapter fleet was decimated, many thousands of their Chapter Serfs or Thralls had perished, and large numbers of Astartes were dead or disabled. During the siege, The Fang was damaged even more severely than during Magnus the Red's attack in the 32nd Millenium. As many as four Imperial vessels had crashed into the massive fortress-monastery itself, while the orbital bombardment had caused even more crippling damage.The Space Wolves' losses were mirrored by the Inquisition. The Grey Knights specifically suffered serious casualties, with several of the Chapter's starships lost, as well as a Brotherhood-strength contingent of irreplaceable Astartes. The casualties came on the heels of the First War for Armageddon campaign which had already cost both sides dearly.Even more damaging were the unspoken repercussions: the almost total breakdown of trust between the Space Wolves and Imperial authorities, especially the Inquisition; the second-guessing of their Inquisitorial masters by some Grey Knights and the obvious reluctance of others to join Kysnaros' containment campaign. However, despite the dissent within his ranks, Kysnaros was not a rogue operative. He summoned a large number of Inquisitors, and an entire Chapter of Space Marines with their fleet. He prosecuted an 8-month violent campaign against a celebrated Loyalist First Founding Chapter of Space Marines, and had exclusive call on a Brotherhood-strength force of Grey Knights, using them clearly outside of their anti-daemon mission parameters. Kysnaros' mandate was coming from the higher echelons of the Inquisition, as was made obvious during the discussion of the truce terms among the assembled Inquisitors over Fenris. The Inquisitors had no choice but to accept the truce, yet they immediately started to ponder ways of bringing the Space Wolves to heel, going as far as to consider manipulation of the Chapter's gene-seed.The Space Wolves also had no illusions: the Inquisition was not going to leave them in peace. Even as the last Inquisition vessel was departing Fenris, Grimnar and the remnants of the Chapter were preparing for the next round of their conflict with the Imperium's secret police.
Months of Shame - Campaign Notes: The Armageddon Containment, though a failure, still cost the lives of 10 billion Imperial citizens across the galaxy who died in the Inquisitorial purges following the escape of the survivors from Armageddon. The blame for these deaths must be shared between the Inquisition and the Space Wolves: if the purge had been limited to Armageddon, it would have affected a relatively much smaller number of innocent victims. Another factor in the continuation of the conflict between the Inquisition and the Space Wolves Chapter is the fate of the Armageddon survivors who escaped the purge thanks to Logan Grimnar's actions and probably number in the low millions, scattered across the galaxy. The surviving defenders had been exposed to Chaos, and thus some likely carried the seeds of corruption in them. Imperial records tell of entire worlds that have succumbed to corruption because of the mere presence of a single Chaos-corrupted individual.For someone presumably versed in subterfuge and double-dealing, Kysnaros was clearly outmatched by Logan Grimnar's cunning, superior strategy, and ferocity. In the beginning he was treating the unprecedented containment campaign as a routine Inquisitorial purge, despite the facts on the ground and the analysis of other Inquisitors. When he was confronting the Space Wolves, he was paralysed by the fear that he was going to cause another civil war within the Imperium -- the campaign was indeed veering close to such an outcome. As a result, he moderated his actions in several instances, which the Space Wolves took definite advantage of.Both sides made basic miscalculations that aggravated and extended the conflict, and clearly misunderstood each other's basic natures and positions. Inquisitor Jarlsdottyr called Kysnaros a "fool" for having no understanding of the Space Wolves and their motives, but Hyperion told Grimnar that he was as guilty as the Inquisition -- his pride and small-mindedness were some of the causes of the conflict.The Inquisition came to view the Space Wolves as heretical, and Grimnar as defying the Chapter's mandate and mission, thus putting him in clear opposition to the Imperial Throne. The suppression of information concerning the existence of Chaos and the daemonic was a policy instituted by the Emperor himself before the start of the Great Crusade; it remains perhaps the most fundamental core interest of the Imperium, and also the main reason for the Inquisition's existence.
Mor'tonium - Mor'tonium: Mor'tonium is a highly-radioactive metal alloy discovered and manufactured by the T'au Empire primarily to power their Ion Weapons. A fairly recent discovery, Mor'tonium rapidly decays upon exposure to air and releases extremely large numbers of ionised particles in the process.T'au Ion Weapons can choose to use this property in overcharging their shots and making them far more explosively powerful, simply by exposing their power source to the atmosphere.
Mor'tonium - History: For many years the T'au Earth Caste has been seeking ways to produce Ion Weapons usable by the infantry. Previously, in order to generate the high-energy particles emitted by T'au Ion Weapons, a powerful generator or small fusion reactor was necessary. Thus, only vehicles or T'au Battlesuits were large enough to utilise the potent Ion Weapons, as only they could carry the bulky power sources required.Recent developments, however, have produced a new finding -- a new alloy was discovered after enriching a sample of iridium isotope far past the point previously thought possible. This highly reactive material was named Mor'tonium and, although dangerous, it has proven extremely useful.When exposed to air, Mor'tonium immediately begins to decay, creating a profusion of ion streams that can be harnessed and focused into a beam to fire a highly charged shot. This discovery meant that a heavy generator was no longer needed, allowing for the development of infantry-portable versions of T'au Ion Weapons that immediately went into Earth Caste production. The most notable result of this program was the infantry-portable Ion Rifle.A cylindrical slab of Mor'tonium powers an Ion Rifle, and its power source can be recharged or overcharged simply by exposing the unstable alloy to the atmosphere. When the alloy has entirely degraded, a new slab can be quickly fitted into the weapon's protective housing.While there are issues -- the average Fire Warrior's vital functions become compromised within a matter of solar months under the barrage of such intense radiation exposure when the weapon is used -- the high strength and long range of the Ion Rifle have made such inherent risks worthwhile. Already the Earth Caste is working on developing greater degrees of protection for T'au infantry who use Mor'tonium-powered Ion Weapons, although thus far no results of the program have proven cost-effective.
Mor Deythan - Mor Deythan: The Mor Deythan, known informally as the "Shadow Masters", were a small elite cadre of infiltration squads within the Raven Guard Legion during the era of the Great Crusade and Horus Heresy in the late 30th and early 31st Millennia. In a Legion already well known for its nigh unsurpassed skill in infiltration tactics, the Mor Deythan were, however, far more than specialists in the arts of stealth, for each warrior was a veteran of the Lycaen Uprising who had fought at the side of their Primarch Corvus Corax himself. When the Emperor arrived on Lycaeus and the Raven Lord learned the truth of his creation, some rebels sought to remain at his side. The strongest of the young freedom fighters were judged worthy of ascension to the ranks of the XIXth Legion, providing a constant reminder of the Primarch's roots. These elite Legionaries were rumored to have inherited a modicum of the unique trait of their genetic father that allowed them to "Shadow-Walk", enabling them to deny their presence to anything with a mind, making them effectively invisible. The Mor Deythan utilised Chainswords and Bolt Pistols as their primary weapons but often deployed Sniper Rifles, Shotguns or other rare weaponry such as Volkite Chargers. In battle, they utilised a specially developed battle-cant called "Stalk Argot", that consisted of a series of sighs and whispers that were nigh-indistinguishable from wind and other environmental sounds.
Mor Deythan - Composition: 4 to 5 Mor Deythan1 Mor Deythan Shade (Sergeant)
Mor Deythan - Wargear: Power ArmourBolt PistolChainsword or Combat KnifeFrag GrenadesKrak GrenadesShroud Bombs
Mor Deythan - Optional Wargear: Legiones Astartes ShotgunSniper RifleCombi-WeaponsVolkite ChargerFlamerMeltagunPlasma GunPlasma PistolMissile Launcher with Suspensor Web and Frag and Krak missiles
Mor Deythan - Optional Wargear (Mor Deythan Shade Only): Melta BombsArtificer Armour
Mor Jalchek - Mor Jalchek: Mor Jalchek was a Dark Apostle of the Word Bearers Traitor Legion who led its Weeping Veil Chapter. His Heretic Astartes played a part in the failed Chaos assault on the Forge World of Agripinaa during the 13th Black Crusade in 999.M41.The Weeping Veil next allied with the Death Guard warband called the Lords of Silence to conquer Sabatine, the Chapter planet of the White Consuls after the formation of the Great Rift.
Mor Jalchek - History: Under Mor Jalchek's leadership, the Weeping Veil Chapter, aboard their flagship the Styx-class Heavy Cruiser Ayamandar, took part in the Chaos assault upon the Forge World of Agripinaa during the 13th Black Crusade. Despite two attempts, the Chaos forces were ultimately repelled by Astra Militarum regiments brought to Agripinaa as part of the Cadian Diaspora.After the Great Rift opened, the Chaos Gods charged the Weeping Veil's Dark Apostle Mor Jalchek with the conquest of Sabatine, the homeworld of the White Consuls Space Marines. The Ayamandar and the Weeping Veil then left Agripinaa and the battles of the Cadian Gate behind to carry out the Ruinous Powers' latest sacred task. However, with the onset of the Noctis Aeterna, the Weeping Veil proved unable to determine Sabatine's exact location in the Warp, no matter what instruments of technology or sorcery they employed.Their difficulties ended when they were approached aboard the Ayamandar by the Death Guard Repulsive-class Grand Cruiser Solace and the warband that commanded it which was known as the Lords of Silence. The Lords of Silence also desired to conquer Sabatine and their Chaos Lord Vorx explained that he knew its location and promised to lead the Weeping Veil to the White Consuls world if the Word Bearers Chapter agreed to join with them in carrying out the planetary assault. After some consideration, Jalchek agreed to Vorx's proposal, but also secretly planned to betray the servants of Nurgle and allow the Word Bearers' daemonic allies to claim the world for their own once it was conquered.With their combined forces, the Weeping Veil and the Lords of Silence easily overwhelmed the skeleton garrison force the White Consuls had left behind to defend Sabatine and the forces of Chaos claimed the planet for their own. But when the Weeping Veil moved to betray their allies by sacrificing much of Sabatine's captured population to summon three Greater Daemons and their daemonic legions to the captured world and remove the Nurglites, the Lords of Silence struck first.Vorx had been prepared for the Weeping Veil's betrayal from the start and he had ordered his warband to poison Sabatine's mortal population with a pathogen prepared by his Biologus Putrifier Slert during the invasion. Before the Word Bearers could initiate their sacrificial ritual, all the people of Sabatine were transformed into Plague Zombies and Poxwalkers who quickly joined with the Lords of Silence to overwhelm the Weeping Veil.Jalchek was forced to lead his Chapter in a retreat from the world back to the Ayamandar which successfully fled into the Warp. Sabatine was soon transformed into a Daemon World dedicated to the Plague God and became a remarkable facsimile of the Death Guard's Plague Planet within the Eye of Terror.
Moray - Moray: The Moray assault ship is a T'au super-heavy atmosphere-capable spacecraft that is a relatively new addition to the armies of the T'au Empire. The Moray was developed to provide heavy fire support for T'au forces without having to call in the power of a full Manta missile destroyer.The Moray is very similar to the Manta in appearance, but is much smaller and cannot carry any troops. However, it retains the same potent offensive capabilities with its pair of Heavy Railguns, larger versions of the Railgun mounted on T'au tanks such as the Hammerhead and Swordfish, or a phalanx of Heavy Ion Cannons that are networked to fire in unison.Unlike the Orca, which only drops in from orbit to embark or disembark troops before disengaging again as fast as possible, the Moray is intended to hover slowly above the ground and maintain a constant presence on the battlefield.The Moray can be regarded as the T'au counter to enemy super-heavy tanks and Warhound-class Scout Titans, and it serves a similar role in the T'au order of battle as the Scorpionfish.
Moray - Armament: A Moray assault ship's primary weapon can be either a pair of Heavy Railguns designed to unleash destruction at extreme ranges, or a pair of Heavy Ion Phalanxes each featuring a number of Ion Cannons networked to fire in unison.A Moray is also armed with twin-linked Burst Cannons for close-range self-defence, Interceptor Missiles to counter enemy aircraft, and Tracer Missiles to mark out priority targets for other friendly forces.All Morays feature a protective Deflector Shield that uses a locally-emitted gravitic field to repel incoming enemy fire.
Moray - Ordo Xenos Departmento Analyticus Technical Specifications: Technical specifications are not yet available for this T'au vehicle from the Ordo Xenos.
Morbok - Morbok: Morbok was an Ork warlord who commanded the WAAAGH! Morbok and was the master of the Ork Empire known as the "Empire of Scrap" in the galactic core. He and his entire WAAAGH! were ultimately wiped out by the Kin of the Grand Orion Compact in the Five Hundred Years' War.
Morbok - History: It was Morbok who triggered the Five Hundred Years' War with the Grand Orion Compact of the Leagues of Votann when his WAAAGH! overran the hold of Oriâkh's Irongate Kindred and tore apart the Ancestor Core within.The Grand Orion Compact, the league of which Oriâkh's Irongate was a member, swore the most widespread Grudge in recorded Kin history for this death of their Votann, hurling all their might against Morbok's Empire of Scrap for more than five Terran centuries, until the last Ork was slain and the insult answered.
Mordacai Blaylock - Mordacai Blaylock: Mordacai Blaylock, known as "The Stormbreaker," is the Captain of the elite 1st Company of the Novamarines Space Marine Chapter.Blaylock is one of the greatest warriors in the Novamarines' long history. This no-nonsense officer's physical bravery is legendary, even amongst his fellow Astartes.Commanding the 1st Company for the last five solar decades, age has not diminished his strength nor his wits.During the lamentable conflict known as the Badab War, Captain Blaylock commanded the Loyalists' Novamarines contingent, notably coming to the aid of the stricken Howling Griffons forces, and performing a crucial role in defeating the forces of the Secessionists.
Mordacai Blaylock - History: Mordacai Blaylock is one of the greatest warriors in the annals of his Chapter's long and illustrious history. This cold-blooded, taciturn commander's physical bravery is legend, even amongst his fellow Astartes. The advancing years have not dimmed this grizzled Veteran's strength nor his wits, as Captain Blaylock has commanded the Novamarines' vaunted 1st Company for over fifty Terran years, as his long and illustrious career has seen him do battle on countless worlds and against enemies unnumbered.Despite his many triumphs, Blaylock has little love for glory or titles, eschewing the many laurels of victory that have been his due over the years as mere trinkets of vanity. But one accolade given to him by his Battle-Brothers has stood uncontested -- the nickname "Stormbreaker."This title was given to him after the 1st Company's defence of Uaxactun Septus against the ravages of the Aeldari Swordwind of Autarch Amyntal. This honorific was earned after Blaylock and his 1st Company Terminators stood against the Aeldari like rocks against the fury of a storm and Blaylock himself crushed the life out of the Autarch after first imprisoning the alien's deadly glimmering blade between his ribs after he had been impaled by it.During the Badab War, Captain Mordacai Blaylock commanded the Novamarines task force that served with the Loyalists. The Novamarines' reason for intervention was simple: a deep-seated revulsion at what they believed was Lufgt Huron and his Space Marine allies' unforgivable presumption and arrogance. The Novamarines Chapter was well-disposed to the overall command of the Loyalist assault by the Red Scorpions, as they knew that Chapter to be firm in the tenets of the Codex Astartes and to possess a hatred of the alien that matched their own.Captain Blaylock most notably came to the aid of the beleaguered Howling Griffons forces who had been driven back in bloody disarray by the Executioners Chapter. The Novamarines quickly applied their forces to saving their brethren from further attack, intercepting several Executioners raiding forces with mixed success. With the aid of fleet elements the Novamarines managed to check the Executioners' attacks in the Khymaran Drift.At the behest of Lord High Commander Carab Culln, the Magister Millitant of the Loyalist forces, the Novamarines performed a crucial role in combating Secessionist raiders, as well as conducting punishing attacks against the Ork and Aeldari Corsairs who sought to use the anarchy of the conflict to pursue their own dark purposes uncontested.Captain Mordacai Blaylock and the Novamarines withdrew from the conflict in 908.M41, having gained much renown for themselves and their Chapter.
Mordacai Blaylock - Wargear: Terminator ArmourFoe Ripper - Captain Blaylock utilises the master-crafted Chainfist Foe Ripper in battle.Terminator Armour - Mordacai Blaylock wears a suit of Indomitus Pattern Tactical Dreadnought Armour. With the relative rarity of such technology, only a few Chapters possess sufficient working suits to fully equip their 1st Company as the Codex Astartes prescribes. Its defences are further enhanced with a protective energy field generator known as an Iron Halo, mounted within Blaylock's breastplate.Storm Bolter - Captain Blaylock's other weapon is a Storm Bolter, a plain and largely unadorned example of its kind; it is nevertheless a valued artefact in its own right.Iron Halo
Mordant Acid-Dogs - Mordant Acid-Dogs: The Mordant Acid-Dogs are the regiments of the Astra Militarum Militarum Regimentum raised from the Mining World of Mordant Prime, located in the Segmentum Obscurus.The Mordant Acid-Dogs specialise in subterranean tunnel fighting. They are typically deployed to combat zones where the Imperial High Command wishes to take advantage of their natural affinity for dark and confined spaces.The harsh conditions of their world breed extremely tough and resilient warriors who are perfect for conscription into the military forces of the Imperium.
Mordant Acid-Dogs - Regimental History: Mordant Prime is a world situated to the galactic north of the Eye of Terror in the Segmentum Obscurus, and is known for the mining of bioluminescent bacteria from which a unique, highly corrosive acid is extracted. Mordant is also classed by the Adeptus Terra as a Night World, a planet that sees no sunlight, and its surface is a barren wasteland, totally unfit for Human habitation.The only reason Humanity exists at all on the world is to mine the strains of luminescent bacteria that grow beneath the surface so that it can be refined into the potent acid that has many different industrial uses, including the manufacture of Bane Wolf Chem Cannons. Over the millennia, this process has formed a vast chain of caverns and tunnels that connect across the entire world. Within these tunnels Mordant mining clans extract the bacteria, culturing it in vast cavern-vats, to bleed off the most corrosive acids known to the Imperium. These extracts are shipped to Forge Worlds across the sector, where they find use in all manner of esoteric fabrication processes.After countless generations of living in mining warrens and working with the potent bio-acids, mutations have begun to plague the populace of Mordant Prime. Any such mutants discovered on the planet are promptly dissolved in the same acid that helped create them -- either at birth, or when their nascent deformity first appears. Few regiments of the Imperial Guard harbour a greater disgust towards abominations of the flesh than the Mordant Acid-Dogs.The peoples of Mordant can be split into two broad categories: the acid miners, and everyone else. The miners are organised into an ancient clan structure, and have total control over their business. They exploit cheap local labour; paying the workers barely enough to survive in the run down shanty-caverns they call home. Many of the disenfranchised citizens of Mordant turn to a life of organised crime, and gang violence is the only authority acknowledged amongst many of the deeper settlements.Only the skilled miners who are a part of the ancient organisation of Mordant mining clans do not suffer from the extreme poverty experienced by the majority of the populace. The Mordant Acid-Dog Regiments draw their conscripts from those unfortunate wretches who can no longer tolerate the harsh life of their world and the horrid living conditions, or from those who have earned the dire wrath of one of the many criminal gangs.
Mordant Acid-Dogs - Notable Acid-Dog Regiments: 12th Mordant Acid-Dogs, "Scarifiers" - A notable Mordant regiment often deployed to face mutants.13th Mordant Acid-Dogs, the "Lucky 13s" - Raised in 596.M37, the 13th Mordant, the so-called "Lucky 13s," was one of the forty-three regiments raised to take part in the Imperial Crusade against the Black Crusade of Jihar the Lacerator. This regiment was raised as part of a larger muster brought about by a particularly portentous reading of the Emperor's Tarot. This reading, carried out by a senior Sanctioned Psyker attached to the staff of the Cadian High Command, spoke of the coming of one "whom the dead fear above all else." So it was that the 13th had trained intensely for the day they would be despatched to fight one of Humanity's most deadly foes. Despite not having a clue what they might be facing, the 13th Mordant was well versed in the ways of the mutant, and had participated in a number of purges verging the Sentinel Worlds, gaining invaluable combat experience in the process. The 13th were trained and equipped as assault pioneers, proficient in the use of such engineering stores as breaching charges, Stummers, Flamers and the like. Since their resounding success, the Acid-Dogs regiments have often been called upon to scour Imperial worlds on which signs of mutation have begun to show.303rd Mordant Acid-Dogs - The Mordant 303rd was originally a unit of Mordant Prime's Planetary Defence Forces before being tithed to the Imperial Guard during the 13th Black Crusade. Their most notable combat experience was against an infestation of Hrud, in the battles that marked the Plague of Delphic.607th Mordant Heavy Armoured Regiment - A rare armoured regiment raised from Mordant Prime.
Mordant Acid-Dogs - Notable Acid-Dogs: Colonel Bane - Colonel Bane was the commanding officer of the 13th Mordant, having served in the Mordant Planetary Defence Force for many years before being promoted to service as an officer with the Imperial Guard, and was proficient in small unit actions against the private armies maintained by the smugglers and criminal syndicates of his world. Furthermore, while detached form the 13th Mordant, he had served in an assault group that put down a mutant uprising in the Scarus Sector, leading the attack on the mutant overlord's hive-lair and ending the uprising. Bane was therefore judged the ideal commander to lead an assault against the mutants of the Gloom Worlds, and his superiors briefed him to seek out and engage the enemy leadership as his highest priority.
Mordant Hex - Mordant Hex: Mordant Hex is a Sorcerer of the Thousand Sons Traitor Legion who commands its Six-Cursed thrallband of Heretic Astartes.
Mordant Hex - History: Mordant Hex, Sorcerer Lord of the Six-Cursed, was sent by Ahriman to the barren, airless planet of Etiamnun III on the distant Eastern Fringe. The arrival of Thousand Sons drop-ships shattered the peace that had shrouded the world for millennia, though the small community of hermits gathered within the central monastery met the arrival with quiet, contemplative acceptance.Hex's forces advanced steadily through the mountain passes, directly towards the gates of the hermitage where he strikes the giant adamantium doors nine times. As the doors yawned open, many of those inside were wrenched into the cold vacuum of the planet's surface, while those who remained in sealed chambers were swiftly hunted down and massacred. Even facing death at the hands of the Six-Cursed, the inhabitants gave little or no resistance.When all were dead, Hex descended into the heart of the mountain complex, to a long-forgotten xenos chamber buried under layers of ancient Imperial construction. Within the chamber was the prize for which Hex was sent -- an entrance to the Webway and the first step in Ahriman's plan to claim the secrets of the Aeldari.
Mordecai Haarlock - Mordecai Haarlock: Mordecai Haarlock was an Imperial Free Captain who helped to lead the defence of the Imperium from the assault of the tyrannical forces of High Lord Goge Vandire in the Jericho Sector during the Reign of Blood in the Age of Apostasy of the 36th Millennium.As a reward for his service, the reforming Ecclesiarch Sebastian Thor who succeeded Vandire used his influence to have Haarlock granted a Warrant of Trade and made a Rogue Trader. Mordecai would go on to found House Haarlock, a Rogue Trader dynasty that would prove to have a major role in the histories of the Jericho Reach, the Calixis Sector and the Koronus Expanse.
Mordecai Toth - Mordecai Toth: Mordecai Toth was the Inquisitor dispatched by the Ordo Malleus to the Civilised World of Tartarus to warn the Blood Ravens Chapter about the Warp storm that was about to hit the planet and to ensure that the forces of Chaos operating on that doomed world were found and purged.Toth initially suspected the Blood Ravens' Force Commander on Tartarus, Captain Gabriel Angelos of the 3rd Company, of being tainted by the Ruinous Powers due to the commander's stubborn refusal to flee in the face of the arrival of Chaos forces from the Alpha Legion on the planet, which Toth perceived to be a symptom of Angelos becoming overly obsessed and enamoured with Chaos. He did not suspect the true Traitor, the Blood Ravens' Librarian Isador Akios, until it was too late.Toth helped the Blood Ravens purge the forces of Chaos from Tartarus and even gave Gabriel his Daemonhammer -- Godsplitter, which had been forged from a fragment of a Craftworld Aeldari Avatar of Khaine's sword. It was with this same weapon that Captain Angelos, in an attempt to destroy the artefact of Chaos found on the world called the Maledictum, unintentionally released a powerful Greater Daemon of Khorne from its prison within the object where it had been trapped following a battle with the Asuryani of the Biel-Tan craftworld for many millennia.During the course of the Blood Ravens' campaign on Tartarus, it was discovered that Inquisitor Toth had actually been present on the planet before the initial Ork invasion that had called the Space Marines to the world; presumably Toth was there trying to find the Maledictum before it could fall into the hands of the servants of Chaos.
Mordelai - Mordelai: Mordelai is the watch commander of Watch Fortress Talasa Prime of the Deathwatch Chapter in the Ultima Segmentum who was seconded to the Long Watch from the Imperial Fists.Talasa Prime, the archetypal training world for the Deathwatch, maintains an Aquila pattern watch fortress in addition to dozens of attendant watch stations. It has a wide variety of Firstborn and Primaris Marine kill-teams, each tested against those races that would encroach upon Ultramar's borders. Overall command is entrusted to Watch Master Mordelai, a humourless and extremely efficient proponent of Malleus war doctrine, who has the long-standing trust of Chapter Master Marneus Calgar of the Ultramarines himself.It was Mordelai who first devised the Fortis Kill-team structure for the Primaris Marines who joined the Deathwatch after the Ultimaris Decree of Primarch Roboute Guilliman. He would later go on to help devise other Primaris kill-team patterns such as the Indomitor and Spectrus Kill-teams as the new transhuman warriors proved their value and capabilities again and again during the conflicts of the Era Indomitus.
Mordian - Mordian: Mordian is an Imperial Hive World located in the Imperium Nihilus portion of the Segmentum Obscurus that is the homeworld of the Astra Militarum's Mordian Iron Guard regiments. Many of the Imperium's enemies have underestimated these ranks of colorfully-uniformed troops, only to find out that they are among the toughest and most uncompromising of the Emperor's soldiers.Mordian is a world that is tidally locked with its star, so that the Mordian day is the same as the Mordian year. As the planet does not rotate on its axis this means that like Luna, one-half of the planet is bathed in perpetual darkness and the other half burnt to a scorched cinder by the glaring sun. This unusual planetological characteristic makes Mordian a truly miserable world to live upon, and it has well-earned its moniker as the "World of Eternal Night" as all of the Human settlements on the world lie on Mordian's dark side.The people of Mordian are often of a dour and grim temperament, living as they do in perpetual darkness. The suicide rate on the planet is reportedly now the highest in the Imperium since the destruction of the Night Lords Traitor Legion's homeworld of Nostramo.The world's billions of Human inhabitants live in vast hive cities where all resources are controlled and distributed by the Mordian state. Mordian's inhabitants dwell on a land surface barely one tenth the size of Terra. Its hive cities are characterised by pyramidal, multi-levelled towers rising like mountains of steel and ceramic towards the ebon sky. Its atmosphere is often hot and stagnant.The oligarchic planetary government of Mordian is known as the "Tetrarchy," and it strictly controls and rations the planet's meagre resources. This scarcity and authoritarian repression naturally breeds discontent, and the existence of the Iron Guard is often the only thing that stands between order and total anarchy. There is much discontent among the people, and the Iron Guard spend much of their time simply keeping the populace in line when they are not deployed to Imperial war zones.Mordian also once came under a great assault by the forces of Chaos during the Battle of Mordian that was defeated only through the extraordinary discipline and valour of the Iron Guard in one of the Imperium's finest moments.
Mordian - Stygius Crusade: In the wake of the birth of the Great Rift following the 13th Black Crusade of 999.M41, Tzeentch looked upon his brothers. Without plan or agenda, Khorne and Slaanesh were glutting themselves on slaughter and torment, consumed by their rampages, but when Tzeentch saw Nurgle corrupting a whole realm in Ultramar during the Plague Wars, it grew jealous, seeking as ever to conspire against the Plague God, but also wishing to seize star systems in realspace for its own.So did the Architect of Fate put a million plans in motion. The Crystal Stars intrigued Tzeentch, as did the Shrouded Zone. It was the Stygius Sector, however, that it would attempt to claim first.It was in the Segmentum Obscurus, near the Eye of Terror and cut off from the Light of the Emperor's Astronomican during the Noctis Aeterna. There, entropy raged the fiercest, and amidst the maelstrom of unnatural energies the tightly packed pattern of nine-times-nine star systems called out irresistibly to Tzeentch.The Stygius Crusade began with cult uprisings across a score of planets. Although the Noctis Aeterna had long since ended in the galactic south, the sectors of the Imperium Nihilus were still wracked with frequent Warp storms. Each planet was isolated, a perfect atmosphere for the Changeling to play his many duplicitous roles. Only when each world was seething with rebellion did invasion follow.Sweeping out of the Warp rifts came Magnus the Red and his Thousand Sons, the Greater Daemon M'Kachen and its Great Changehost, and the Coven of Nine, each leading an army of Renegades, Daemons, and Chaos Cultists. Three of the star systems were swiftly conquered, as the arcane assaults were too much for the Imperial defenders. Of those worlds attacked, only the benighted Hive World of Mordian held out.As the Warp storms shifted and revealed the weakest flickering of the Astronomican, astropathic relay networks sent out a slew of distress signals. Several Chapters of Adeptus Astartes and Adeptus Mechanicus Skitarii Legions answered. Daring only short jumps through the Warp, these forces arrived too late -- seven sub-sectors had already fallen into Chaos hands. The battles to stave off the invasion and retake the fallen planets were epic in size and savagery.In a long campaign, the siege of Mordian was finally relieved. This was followed by six major clashes in the Dhobash System, where the Thousand Sons met the Space Wolves amidst crystal terraforming on Tarkan. Initial Imperial gains were soon offset, however, and only the unlooked-for arrival of an Asuryani warhost from Craftworld Ulthwe on the Ice World of Rimenok staved off further Imperial disaster, allowing an orderly withdrawal.
Mordian Iron Guard - Mordian Iron Guard: The Mordian Iron Guard is the superbly drilled and accoutred Militarum Regimentum of the Astra Militarum whose constituent regiments hail from the Hive World of Mordian. They are primarily deployed in the Segmentum Solar and the Segmentum Obscurus and are particularly skilled at putting down insurrections against Imperial rule and in urban combat.This bleak world is tidally-locked with its sun, which causes one side of it to always be bathed in perpetual darkness while the other is continuously bathed in its star's radiation, leaving it a scorched and lifeless wasteland. As such, all Human settlements on Mordian are located on the world's dark side, and the planet has well-earned its moniker as the "World of Eternal Night."The planet's oppressive atmosphere, coupled with overpopulation and meagre resources, makes for a sultry hotbed of antagonism. Newly raised regiments from Mordian commonly already have several standard years' experience in putting down insurrections, riots and uprisings with authoritarian firmness.The people of Mordian are grim and dour by nature, respecting only discipline and duty. Their regiments are fiercely loyal to their cause: the prosecution of the Emperor's enemies.In battle, these highly-disciplined soldiers present perfectly formed ranks of troops to the enemy, unleashing precisely timed volleys of las-fire from behind a hedge of bayonet points. Rigidly adhering to orders even in the face of overwhelming odds, the Iron Guard are known to use pinpoint shelling from attached artillery and rapid advances by armoured tank squadrons, all while their carefully choreographed infantry platoons advance.Some enemies of the Emperor have been misled by the Mordians' elaborate and ornate parade-like uniforms to believe they were facing amateurs, ceremonial puppets with no real experience, only to find the bright uniforms contain tough, steely-eyed and implacable warriors of the Imperium. They learn the hard way that every Mordian soldier is a tough and determined professional killer.
Mordian Iron Guard - Origins: The Mordian Iron Guard are the elite Astra Militarum regiments that hail from a tiny world of overcrowded hive cities and scarce resources. Mordian's already limited surface area is reduced further by simple quirks of rotation and orbit. Mordian's rotational speed and orbit are perfectly synchronised, resulting in a local day and a local year being of identical length, and causing one side of the world to be bathed in perpetual searing light, while the other is swathed in endless darkness.The entire population of Mordian dwells in cramped conditions upon a region on the dark side of the world barely a tenth the size of Terra, where they are forced together into multilevel tower cities. Mordian's hive cities are characterised by pyramidal, multi-levelled towers rising like mountains of steel and ceramic towards the ebon sky.The authoritarian planetary government of Mordian is known as the "Tetrarchy," and it strictly controls and rations the planet's meagre resources. The scarcity of resources and the typically dim lighting which casts entire city-sized districts into an oppressive gloom combine with the overcrowded conditions to breed constant discontent and thoughts of rebellion.As such, the existence of the Iron Guard is often the only thing that stands between order and total anarchy. There is much discontent among the people, and the Mordian Iron Guard spend much of their time simply keeping the populace in line when they are not deployed to Imperial war zones.Standing against this threat is the Mordian Iron Guard. The Iron Guard serves as both the world's primary military force and the world's enforcers of order, and its troops strive to swiftly crush any uprising in its infancy, while protecting the world from external threats.Queue wars and hospice riots are a common occurrence on Mordian, and the Iron Guard are thus never lacking for some threat to quell, whether from within or without. So named for their unwavering discipline and dour attitudes, the Iron Guard are a stark contrast to the unruly population around them, which outnumbers them by hundreds of thousands to one. The Iron Guard's precise, rigorously-drilled combat doctrines have allowed them to maintain order in the name of Mordian's oligarchic rulers, the Tetrarchs, for millennia.With resources so scarce, a portion of Mordian's tithe to the Imperium is given in the form of Imperial Guard regiments drawn from the disciplined ranks of the Iron Guard. These regiments serve in a variety of roles within the Imperial Guard, but most commonly as line infantry. They are unusual in their disdain for traditional doctrines such as camouflage, preferring instead to take to the field in Flak Armour-reinforced dress uniforms, brightly coloured and pristine.This can lead many to underestimate the Mordians in battle, perceiving them as vainglorious, naïve, or inexperienced ceremonial troops. None who have made war against the Mordians with such a mistaken opinion have held it for long, often finding themselves blasted apart by precisely-timed volleys of laser fire from serried ranks of unflinching and hardened veteran infantrymen.
Mordian Iron Guard - The Spinward Front: Located as their homeworld is within the Segmentum Obscurus, regiments of the Mordian Iron Guard are commonly deployed to the Calixis Sector and its surrounding regions, and as a result, there is a sizeable contingent of Iron Guard within the Spinward Front.For the most part, these regiments' experience as enforcers of law and discipline on Mordian has been invaluable on rear-echelon worlds and in multi-regiment deployments alike, with the Mordians often being tasked to serve as provosts for the Commissars, a duty that the Mordians accept with the same stoicism as any of their required duties.This has resulted in some resentment, particularly against more independent regiments of the Imperial Guard, such as those drawn from the worlds of Catachan, Elysia, and Tallarn, who regard the interference of these pallid, gaudily-clad outsiders as entirely unwelcome. Nonetheless, the discipline and proficiency of the Iron Guard have proven invaluable on the night-shrouded world of Nox, the mustering yards of Kalf, and the ever-shifting defence lines of Kulth.However, the unwavering resolve of the Mordians has often proven to be costly to the Spinward Front, with the number of Iron Guard regiments dwindling. Numerous regiments have found themselves on the front lines, isolated from the chain of command, without the explicit order to withdraw and regroup.In such a situation, the troops of the Iron Guard continue firing and reloading with mechanical precision and efficiency, and then fighting with bayonets at close quarters as their weapons run dry of charge, dying where they stand rather than retreat.With the numbers of regiments available at any given time limited by circumstance and logistics, the Spinward Front can ill-afford to squander lives needlessly, and every act of sacrifice must be accompanied by a commensurate gain if the Imperium is ultimately to triumph.
Mordian Iron Guard - Stygius Crusade: In the wake of the birth of the Great Rift following the 13th Black Crusade of 999.M41, Tzeentch looked upon  its fellow Ruinous Powers. Without plan or agenda, Khorne and Slaanesh were glutting themselves on slaughter and torment, consumed by their rampages, but when Tzeentch saw Nurgle corrupting a whole realm in Ultramar during the Plague Wars, it grew jealous, seeking as ever to conspire against the hated Plague God, but also wishing to seize star systems in realspace for its own.So did the Architect of Fate put a million plans in motion. The Crystal Stars intrigued Tzeentch, as did the Shrouded Zone. It was the Stygius Sector, however, that it would attempt to claim first.It was in the Segmentum Obscurus, near the Eye of Terror and cut off from the Light of the Emperor's Astronomican during the Noctis Aeterna. There, entropy raged the fiercest, and amidst the maelstrom of unnatural energies the tightly packed pattern of nine-times-nine star systems called out irresistibly to Tzeentch.The Stygius Crusade began with cult uprisings across a score of planets. Although the Noctis Aeterna had long since ended in the galactic south, the sectors of the Imperium Nihilus were still wracked with frequent Warp Storms. Each planet was isolated, a perfect atmosphere for the Changeling to play his many duplicitous roles. Only when each world was seething with rebellion did invasion follow.Sweeping out of the Warp rifts came Magnus the Red and his Thousand Sons, the Greater Daemon M'Kachen and its Great Changehost, and the Coven of Nine, each leading an army of Renegades, Daemons, and Chaos Cultists.Three of the star systems were swiftly conquered, as the arcane assaults were too much for the Imperial defenders. Of those worlds attacked, only the benighted Hive World of Mordian held out.As the Warp storms shifted and revealed the weakest flickering of the Astronomican, astropathic relay networks sent out a slew of distress signals. Several Chapters of Adeptus Astartes and Skitarii Legions answered.Daring only short jumps through the Warp, these forces arrived too late -- seven sub-sectors had already fallen into Chaos hands. The battles to stave off the invasion and retake the fallen planets were epic in size and savagery.In a long campaign, the siege of Mordian was finally relieved. This was followed by six major clashes in the Dhobash System, where the Thousand Sons met the Space Wolves amidst crystal terraforming on Tarkan. Initial Imperial gains were soon offset, however, and only the unlooked-for arrival of an Asuryani warhost from Craftworld Ulthwe on the Ice World of Rimenok staved off further Imperial disaster, allowing an orderly withdrawal.
Mordian Iron Guard - Regimental Combat Doctrine: Mordians seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar enclosed space) they have a difficult time adjusting due to their continued unfamiliarity with such places.Surrounded by crowds, Mordians are used to weaving through even the densest of mobs with ease, despite the typical difficulties of manoeuvring in such an environment. Highly disciplined and iron-willed, the Iron Guard present perfectly formed firing lines, unleashing precisely timed volleys of las-fire, despite the chaos of battle around them.The Iron Guard are known for their incredible discipline, and will not break from the line under almost any conditions, displaying a fortitude that is near-superhuman when compared to other Astra Militarum regiments, though the death of an officer can degrade their ability to successfully take the initiative.
Mordian Iron Guard - Regimental Beliefs: The Guardsmen raised from Mordian have a reputation for following orders to the letter, and without a moment's hesitation. Each Iron Guard rigidly obeys and respects the chain-of-command, and are amongst the most dependable troops in the Imperial Guard. Mordian tanks crews are as disciplined as the infantry, their training as strict and rigorous as is humanly possible.The Mordian Iron Guard regiments march to war in bright colours and ornate uniforms. Some enemies of the Emperor have been misled by the sight of the Iron Guard, believing they were fighting amateurs or ceremonial troops, only to find tough, determined, professional soldiers. Upon each regiment's founding, a lavish banner, created within Mordian's Tetrarchal Palace, is presented to the regiment in a parade ground ceremony during which every Iron Guard trooper swears an oath to never let the colours fall in battle or be captured by the enemy.The vehicles and troops of Mordian Iron Guard regiments proudly display an Iron Eagle emblem in addition to their regular platoon, company and army markings, reminding the Mordians to enforce the Emperor's steely discipline throughout the Imperium.