vizn3r/warhammer40k-lore huggingface dataset:
Kratos - Wargear: Kratos BattlecannonAutocannon4 Heavy Bolters1 Combi-flamer or 1 Combi-melta or 1 Combi-plasma or 1 Combi-volkite or 1 Havoc Missile Launcher or 1 Heavy Bolter or 1 Heavy Flamer or 1 Multi-melta or 1 twin-linked Boltgun1 Hunter-Killer MissileMelta Blast-gun (Optional replacement for Kratos Battlecannon)Volkite Cardanelle (Optional replacement for Kratos Battlecannon)2 Autocannons or 2 Lascannons or 2 Volkite Calivers (Optional replacements for 2 Heavy Bolters)2 Heavy Flamers or 2 Lascannons or 2 Volkite Culverins (Optional replacements for 2 Heavy Bolters)
Kratos - Adeptus Mechanicus Technical Specifications: The Adeptus Mechanicus has not released the technical speficifications of the Kratos Heavy Assault Tank publicly.
Kratos - Sources: Games Workshop Website - Kratos Heavy Assault TankGames Workshop Website - Kratos Horus Heresy RulesWarhammer Twitch Webpage: Warhammer Fest 2022 Online: Day 4 - Warhammer The Horus Heresy (Posted on 07/05/22)The Horus Heresy Book Eight - Malevolence (Forge World Series), pg. 58
Kratos Battlecannon - Kratos Battlecannon: The Kratos Battlecannon is a variant of the standard Battle Cannon created for use millennia ago on the Kratos Heavy Assault Tank.  It is a ballistic weapon that can be loaded with high-explosive shells intended to kill large numbers of enemy infantry, armour-piercing shells to eliminate enemy armour or assault well-defended fortifications or flashburn shells that are most effective when used against super-heavy enemy tanks.
Kreg - Kreg: The Kreg are a Prospect fleet of the Leagues of Votann that was misidentified as a different xenos species known to be hostile to Imperial and Craftworld Aeldari interests.
Kregor Thann - Kregor Thann: Kregor Thann is a senior Apothecary of the Red Scorpions Space Marine Chapter. Thann is currently seconded by his Chapter to the Deathwatch.He is currently serving his Vigil within the Jericho Reach at Watch Fortress Erioch, and is tasked with engineering various toxins that could help combat the growing Tyranid menace in that sector of space.
Kregor Thann - History: Kregor Thann is a veteran of countless war zones and a master of biological weaponry. Thann gained renown as the mastermind behind the geno-tailored toxins that made the Purging of Castillium possible, defeating the horrific Thazeme xenos when no other weapon could slay them. In the aftermath of the Purge, Commander Antir petitioned Lord High Commander Ortys to consider Thann for Deathwatch service.Thann arrived at Watch Fortress Erioch in 815.M41, and has served there ever since. Thann was not assigned to a Kill-team, but rather remains as part of Watch Commander Mordigael's command staff, tasked with engineering a virus or toxin that could be used to combat the Tyranid menace. Like many Apothecaries in the Red Scorpions Chapter, Thann had served as a sergeant as well as in his role as a medic, which is quite useful to less-experienced Kill-teams deployed to the Orpheus Salient of the Achilus Crusade.Thann's duties have taken him across much of the Orpheus Salient, and he has served alongside a dozen Kill-teams in the prosecution of his duties, taking samples of various Tyranid flora and fauna, or testing recently developed concoctions in the field. To date, he has not successfully developed a substance that works for more than a single generation. The Tyranids are able to adapt, swiftly overcoming Thann's creations, though his tests have still provided numerous opportunities for other Imperial forces to drive back the crippled swarms.Thann has been operating towards the spinward edge of the Orpheus Salient, pushing deep into the heart of the Tyranid advance. Thann continues to coordinate with each Kill-team that is operating deep behind enemy lines in order to gather samples and deploy newly developed bio-weapons.Tyranids are not, strictly speaking, immune to poisons, toxins or venoms. Rather, each generation of Tyranids is engineered to overcome the weaknesses of those that came before, and thus a toxin that functions against the Tyranids during one engagement may be completely useless during the next one.He is working under a theory that worlds beyond the vanguard will contain less-evolved or otherwise genetically purer creatures that are closer to a theoretical genetic baseline that can be exploited.Kregor Thann is extremely skilled in the art of poisoncraft, having studied the physiologies of a great many foes and the deadly toxins that are employed by xenos reavers like the Scythians and the Drukhari. There are few creatures his concoctions cannot slay.
Kregor Thann - Wargear: Power ArmourDiagnostor Helmet - Apothecaries often replace their usual helmet with a Diagnostor Helmet, which contains upgraded Auto-senses and readouts to assist with their charge of treating the injured and maintaining their Battle-Brothers’ physical combat readiness.ChainswordBolt PistolFrag GrenadesKrak GrenadesNarthecium - The tool of an Apothecary’s trade, a Narthecium contains implements specially designed for Space Marine physiology and for performing first aid without having to remove the patient’s Power Armour. It also comprises various counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing recovered gene-seed.Reductor - Retrieval and storage of a fallen Battle-Brother’s gene-seed is so critical that Apothecaries carry a special tool for this operation. While a Reductor is not required for Progenoid removal, it significantly reduces the time. This surgical implement fastens under the wrist. It includes a monomolecular saw for penetrating Power Armour and Ossmodula-enhanced rib cages, and a diamantine-tipped extractor drill.
Krieg - Krieg: The Imperial planet of Krieg is a toxic, radioactive Death World and the homeworld of the grim and fatalistic Astra Militarum Militarum Regimentum known as the Death Korps of Krieg.
Krieg - Before the Fall: Much of the early history of what was once the Hive World of Krieg in the Segmentum Tempestus is shrouded in rumour, allegory and dark myth. Its dreadful history of rebellion and treachery has been obscured and lost in the mists of time.This once-thriving Hive World was a trading and manufacturing centre that was populated by billions. Yet Krieg is now covered in a wilderness of ruined cities that span the poison-choked world. Bloated with wealth and corrupt with indolence, the former rulers of this world -- the Council of Autocrats -- was rife with petty vendetta and vice.This ruling oligarchy became increasingly insular and debauched over time. Their paranoia over an outside threat that could shatter their dictatorial rule caused them to sink vast resources into strengthening the defences of their hive cities, building private armies and further surrounding their world with an outward facing ring of steel.Worse, the Autocrats grew to resent the influence of the Imperial Administratum on "their" world and in particular the heavy tithes levied on them by the Departmento Munitorum, taking resources they protested were vital to their own defence.The citizens of Krieg were sadly ignorant of these slowly spiralling events and the terrible ruin the misrule of their leaders was about to bring down upon them.
Krieg - Revolt: In 433.M40, the end came for Krieg in the form of the High Autocrat of Krieg's largest hive, the Chairman of the Council of Autocrats and the de facto Planetary Governor, (a man so hated that his name has been purged from all Imperial records by an Edict of Obliteration) who declared planetary-wide martial law and that Krieg was now independent of the Imperium of Man.The High Autocrat further renounced the Emperor of Mankind as his divine master and political overlord. Krieg was then immediately devoured by a civil war which erupted suddenly and violently, between the heretical rebels who supported the High Autocrat and those citizens of Krieg who remained firm Imperial Loyalists. After the rebels' initial attacks much of Krieg quickly fell to the Heretics, save for Hive Ferrograd which remained under Loyalist control under the command of the now-infamous Colonel Jurten of the 83rd Krieg Imperial Guard Regiment.In response to the revolt, Colonel Jurten moved quickly to take control of the hive city from its vacillating rulers in a military coup. With the veteran colonel at its helm, Ferrograd rapidly became the rallying point for the remaining Loyalist factions. But the situation for the Loyalists was dire; the rebel forces numbered in the millions and Ferrograd was soon cut off and besieged.The Loyalists were on their own; the planetary defences were under the Traitors' control, and those defences were strong enough that a full-scale fleet action would be required to breach them. Colonel Jurten had been informed in no uncertain terms by the Segmentum Command that an Imperial fleet on the scale necessary to invade Krieg would not be forthcoming.His orders were to resist with all means at his disposal, to engage the enemy, to punish their treachery and emerge victorious -- whatever the cost. So faced with the horrific odds stacked against him, Colonel Jurten came to the fateful decision that Krieg would either belong to the Emperor of Mankind or to no one at all. Within a secret Adeptus Mechanicus storage facility located deep below Hive Ferrograd, Colonel Jurten, with his loyal Adeptus Mechanicus ally, Archmagos Greel, moved to unlock the facility and to unleash the forbidden and ancient weapons within. While outside the siege ground on, within Ferrograd's walls the defenders laboured on a desperate plan.
Krieg - The Purging: On the day of the Feast of the Emperor's Ascension, Jurten unleashed his long-planned counter-attack using atomic weapons to enact a great cleansing of the planet's heretical population. The Traitors watched their augers helplessly as Jurten's ballistic missiles arced high into the planet's stratosphere before detonating in blooms of blinding light, and unleashing tonnes of lethal isotopes which blanketed the entire world in a deadly fallout.For days Krieg was engulfed in a sea of nuclear fire. Krieg's already tainted and marginal ecosystem collapsed, and as a result, untold billions died due to the raging fires blocking out the sun and the nuclear winter that followed.To future generations who would live with the terrible consequences of the atomic attack, Jurten's plan would come to be known as the "Purging." Krieg might have been transformed into a blasted wasteland, but the Purging had evened up the odds. The Loyalists had been well prepared for the attack, while the Traitors suffered terribly.But the civil war dragged on, regardless. The survivors of Jurten's nuclear purge were forced to exist in underground bunkers or deep in the radioactive chem-wastes of the Hive World, as their descendants do to this day. To the Imperial authorities, Krieg was a prize no longer worth saving, its fate a red mark in the ledgers of the Administratum.Krieg became a man-made Death World, trapped in the freezing grip of a radioactive nuclear winter. The bloody war of attrition continued to rage between the surviving Secessionist and Loyalist troops across a planet where every inch of ground would eventually be littered with trenches, rusting razorwire and shell craters, in a deadly landscape where drifting fallout ash shrouded the numberless bones of the unburied dead.A full accounting of those terrible centuries of civil war will never be known. Jurten finally perished, how, it is not recorded, but the descendants of those that followed him lived on and became as fearless as they were callous. War would become all that they would ever know -- raised to fight from the cradle to the grave.The warriors that advanced great-coated and vapour-masked through the rad-wastes and blasted cities of Krieg would become known as the Death Korps -- existing only to endure the hellish planetary surface, in order to do their duty and to kill in the Emperor's name. The Loyalists slowly re-took their blasted world in the name of the Emperor over fifteen generations of terrible bloody attrition -- trench-by-trench and tunnel-by-tunnel -- with bayonets, brutality and when needed, atomic fire.After more than 500 standard years of the most nightmarish warfare imaginable and an incalculable price paid in human life and suffering, Krieg belonged to the Death Korps. From this long civil conflict and the unique military culture it engendered was born the tradition of naming Imperial Guard regiments drawn from Krieg as the Death Korps. Krieg was finally returned fully to the Imperial fold in 949.M40.
Krieg - Inspiration: The troops of the Death Korps of Krieg are primarily based on the Imperial German Army of World War I. And the word Krieg itself is simply the German word for war.Many features, such as the helmet, backpack, leather boots and shovel are similar to the equipment of a German soldier during the Great War.However, their uniforms also share similarities with other World War I troops, such as the greatcoat worn by the French and the respirators used by British Army troops to defend against gas attacks on the Western Front.
Krieg Mount - Krieg Mount: The Krieg Mount is a genetically modified version of the original Terran horse used by the Astra Militarum's Death Riders of Krieg that no longer resembles its ancient ancestor.Having been designed to endure far worse battlefield conditions than ever existed in Terran history, its physique is far stronger than that of a normal horse, with its hind legs being able to clear trenches and power the creature through thick mud or over rubble. Its splayed feet are also better adapted to moving in difficult or nearly impassable terrain.The creature is almost hairless. It no longer has a tail, only the remaining stump, while its mane has almost entirely been bred out, leaving just short bristles which do not become tangles and require no maintenance. Its neck is longer than that of a Terran horse, with broader shoulder and girth.Psychologically these creatures are far more aggressive than their domestic Terran ancestors, with drug injectors being used to make the creature fearless in the face of an enemy. In battle the animal will charge directly into the foes' lines and will not be startled by weapons fire or explosions. Due to the Krieg Steed's unstable body chemistry and metabolism, it has to be constantly monitored by its rider and stabilised with additional chemicals. This means the creature can sustain injuries that would kill lesser creatures, but leaves many of these mounts with horrible scars from previous wounds.A Krieg Steed is equipped with armour to protect its head and a respirator system to protect it from poison gases and toxic atmospheres. These creatures are grown in vitaegenic cloning vats deep below the surface of Krieg, with their gestation carefully monitored by the Adeptus Mechanicus' magi biologus. Each creature is individually number branded at the genetic level for identification purposes.
Krieg Mount - History: As the hugely destructive civil war raged across the face of Krieg, it became increasingly more difficult for the Loyalists and their traitorous enemies to field tanks and fighting vehicles. Supplies of parts and fuel quickly became scarce, the knowledge and manpower needed to pilot the vehicles and keep them operational dwindled as the war deaths mounted, and the very land itself became so blasted and broken that not even tracked vehicles could cross it with any ease.As vehicles succumbed to supply shortages, battle damage, and lack of crewmen, the Loyalist Krieg turned to the ancient tactics of mounted cavalry to give them a competitive edge over their enemies. Breeding and genetically modifying the hardy local Terran-descended equines as warhorses and raising specially trained cavalry companies to ride them into battle, the Loyalist forces unleashed new mounted warriors on their unsuspecting foes with great results.So effective were these steeds that they were later adopted for general use by all of the Astra Militarum's Death Korps of Krieg's Death Rider units.
Krios - Krios: The Krios was a main battle tank used by the Mechanicum of Mars during the Great Crusade and Horus Heresy. The Krios was developed on Mars during the earliest days of the Mechanicum and used numerous arcane integrated systems that are well outside the purview of most Standard Template Construct (STC) construction facilities to build or maintain. Due to the difficulty to build and maintain these vehicles, the Krios and its variants have never seen service outside the Taghmata and Skitarius. The Krios Battle Tank is comparable in function and tactical role to the Predator main battle tank that is used by other Imperial forces. Although it lacks a more flexible traversable turret for its main weapon, the Krios makes up for this disadvantage with its greater speed and maneuverability.
Krios - Construction: In marked contrast to more conventional armoured vehicles, the Krios Pattern tank does not use layers of physical armour plating for protection and instead relies on a series of interlocking defensive energy fields, lending it a deceptively skeletal appearance. The Krios and its variants also make use of a galvanic traction drive that allows the vehicle to traverse dangerous terrain with relative ease. The most important feature of the Krios Pattern Battle Tank is its extremely potent on-board fusion reactor. This powerful reactor not only powers the vehicle's protective energy fields but its powerful directed energy weapon systems as well.
Krios - Armament: The Krios Battle Tank is armed with a hull-mounted, forwards-firing Lightning Cannon. The Lightning Cannon uses the Krios' powerful on-board reactor's vast capacity to create a laser-guided electromagnetic beam. The weapon is capable of vaporising flesh and rupturing heavy armour with sustained blasts. While the Lightning Cannon has a relatively short range, its advantage over conventional ballistic weapons is that its reactor-fed firepower has the capacity to fire at full effect for extended periods, far eclipsing the amount of solid shells that other vehicles would ever be able to carry. The Krios Battle Tank can be outfitted with several upgrades and attachments, including Extra Armour Plating, Smoke Launchers, an Anbaric Claw, and up to two Volkite Sentinels.
Krios - Known Formations: The following are all known formations used by the Krios Battle Tank:Krios Battle Tank Squadron - The standard battle formation for the Krios and its variants, this formation consists of up to three Krios Battle Tanks or Krios Venator Tank Destroyers.
Krios - Variants: The Krios Battle Tank has been in service to the Mechanicum for many centuries, and unsurprisingly its has many variants that have come and gone over the years, with the following the most common:Krios Venator - The Krios Venator is the most common variant of the standard Krios Battle Tank and replaces the Krios' standard Lightning Cannon with a Pulsar-fusil. A relic of the Dark Age of Technology, the Pulsar-fusil is a multi-chambered particle beam cannon designed to fire volleys of destructive energy bolts that detonate explosively upon impact. The Krios Venator is a purpose-designed tank destroyer.
Krios - Adeptus Mechanicus Technical Specifications: The technical specifications of the Krios Battle Tank are a closely-guarded secret of the Martian Priesthood, and the Adeptus Mechanicus has thus not made its specifications public.
Krios - Sources: The Horus Heresy - Book Three: Extermination (Imperial Armour), pp. 224, 226, 228Forge World - Krios Battle Tank
Krios Venator - Krios Venator: The Krios Venator, also known as the Krios Venator Tank Destroyer, was a tank destroyer variant of the standard Krios Battle Tank that was used by the Mechanicum of Mars during the Great Crusade and Horus Heresy.The Krios was developed on Mars during the earliest days of the Mechanicum and uses numerous arcane integrated systems that are well outside the purview of most Standard Template Construct (STC) construction facilities to build or maintain. Due to the difficulty to build and maintain these vehicles the Krios and its variants have never seen service outside the Taghmata and Skitarius.The Krios Venator is comparable in function and tactical role to the Predator main battle tank that is used by other Imperial forces. Although the Krios lacks the more flexible traversable turret for its main weapon, the Krios makes up for this disadvantage with its greater speed and maneuverability.
Krios Venator - Construction: In marked contrast to more conventional Imperial armoured vehicles, the Krios Pattern does not make use of layers of physical armour plating for protection and instead relies on a series of interlocking defensive energy fields, lending it a deceptively skeletal appearance. The Krios Venator also makes use of a galvanic traction drive that allows the vehicle to traverse dangerous terrain with relative ease. The most important feature of the Krios Pattern is its extremely potent on-board fusion reactor. This powerful reactor not only powers the vehicle's protective energy fields, but also its powerful directed energy weapon systems.
Krios Venator - Armament: The Krios Venator is armed with a hull-mouted, forwards-firing Pulsar-fusil. The Pulsar-fusil is a multi-chambered particle beam cannon designed to fire volleys of destructive energy bolts that detonate explosively upon impact. The Krios Venator is a purpose-designed tank destroyer as repeated strikes from its weapon hammer armoured vehicles into pieces. The Krios Venator can be outfitted with several upgrades and attachments, including Extra Armour Plating, Smoke Launchers, an Anbaric Claw, and up to two Volkite Sentinels.
Krios Venator - Known Formations: The following are all known formations used by the Krios Venator:Krios Venator Squadron - The standard battle formation for the Krios and its variants, this formation consists of up to three Krios Battle Tanks or Krios Venator Tank Destroyers.
Krios Venator - Adeptus Mechanicus Technical Specifications: The technical specifications of the Krios Venator are a guarded secret of the Martian Priesthood and as such the Adeptus Mechanicus has not made its specifications public.
Krios Venator - Sources: The Horus Heresy - Book Three: Extermination (Imperial Armour), pg. 228Forge World - Krios Venator
Kritias Secundus - Kritias Secundus: Kritias Secundus is a Type IV semi-inhabitable satellite moon and Mining World of the gas giant Kritias (Pireaus VI) located in the Piraeus System in the Badab Sector of the Segmentum Ultima.During the lamentable internecine conflict known as the Badab War, Kritias Secundus was the site of a massive Loyalist offensive that almost ended in near-disaster as the Renegade Chapter Master Lufgt Huron of the Astral Claws Chapter sprung a cunning trap and counterattacked the Loyalist assault forces.
Kritias Secundus - History: Human colonial habitation on Kritias Secundus had been in place since at least the 34th Millennium, and may in fact predate the colonisation of the more readily inhabitable world of Pireaus V. The reasons for this include the moon's use as a base for the sustained gas mining of its much larger primary, and the numerous exotic trace elements found in the surface strata of the planetoid itself.Since the advent of the Maelstrom Warders' control of the region during the Badab War, existing orbital construction and shipyard facilities (of a small scale but ancient provenance) were co-opted from native control and turned over to the use of the Maelstrom Warders' Maelstrom Squadron of starships as a secondary replenishment and supply base.
Kritias Secundus - The Invasion of Pireaus: In 911.M41, Lord High Commander Carab Culln, the Magister Militant or supreme commander of Loyalist forces during the Badab War, put his plans for the invasion and conquest of the Piraeus System as a stepping-stone into the Badab System itself into action. The Piraeus System had been identified as the key to the subsequent attack on the central Badab System due in no small part to the relatively stable Warp route that lay between the two regions.The initial attack would occur with an Imperial Navy assault intended to interdict the industrial world of Piraeus V (also known locally as Yarrow Station), with a direct Space Marine attack against the lunar colonies on Kritias Secundus. From the start, the Loyalist invasion of the Pireaus System was subject to reversal and unexpected calamity.The massive Loyalist offensive almost ended in near-disaster as Lufgt Huron, the Chapter Master of the Astral Claws, sprung a cunning trap and counterattacked the Loyalist assault forces. The Secessionists inflicted heavy casualties upon the Red Scorpions and Exorcists Chapters, and slaughtered tens of thousands of other Astra Militarum and Inquisition troops in their transport ships as part of a mutually destructive orbital battle in the system that saw both sides inflict severe damage upon one another.Lord High Commander Culln was terribly wounded when he faced the Tyrant of Badab in personal combat and only survived thanks to the desperate intervention of the Exorcists' Battle Barge Redeemer. The Loyalist assault was blunted, forcing the Imperials to settle for a blockade action of the Badab System while they made a tactical withdrawal to re-consolidate and rebuild their forces for what promised to be a bloody final invasion of the central Badab System.
Kritias Secundus - Departmento Cartographicae Planetary Database: The estimated population of Kritias Secundus is currently unknown. It formerly had a population of 37 million Imperial citizens.Class: Type-IV Semi-Inhabitable Moon, satellite of gas giant Kritias (Piraeus V), Mass .6 Terran normal. (Rotation 22.3 Standard Hours), 0.87 G.Tithe Grade: N/A (Formerly Exactis Tertius)Climate/Geography/Biosphere: The native atmosphere is poor in oxygen and rich in carbon monoxide, meaning that life cannot exist without artificial aids. However, the presence of a subsurface water table makes habitation viable with sufficient infrastructure. Extensive native non-Terran pseudo-plant life present. This life exists in fast-growing, highly invasive coral-like tree structures which cover most of the planet's surface in "forests." Indigenous flora can be made edible with treatment, providing abundant foodstuffs for a huuman population of settlers.Governmental Type: During the Badab War, subject to a Secessionist-appointed Governor-General. (Formerly controlled by a plutocratic oligarchy known as the Oratory of Guilds.)Planetary Governor: UnknownAdepta Presence: None; Extinquished under Secessionist control. (Formerly minor, including Adeptus Mechanicus Tech-Chantry House, Imperial Navy tertiary orbital shipyard, Provender and Garrison Company for the Maelstrom Squadron Detachment.)Military: Formerly the planet maintained a small void-capable Planetary Defence Force, latterly a garrison of Tyrant's Legion troops, extent unknown.
Krius Grav Imploder - Krius Grav Imploder: A Krius Grav Imploder is a Titan-grade, directed energy Graviton Weapon wielded as a primary ranged weapon by a Warmaster Iconoclast-class Heavy Battle Titan.A product of the Age of Technology, these weapons were barely understood even at the time of the Horus Heresy by the Tech-priests of the ancient Mechanicum, who sanctioned their use. Through means unknown, a Krius Grav Imploder can concentrate gravity into a beam of particles that can effortlessly turn the mass of an enemy against itself. The use of a Krius Grav Imploder in combat can turn other Titans into a heap of molten slag or crumple an enemy Knight like an empty tin of corpse-starch.The Krius Grav Imploder is contained within a four-fingered claw that grants the Titan additional ways to rip apart fortified bunkers, walls or other Titans in close combat.
Krius Siege Drill - Krius Siege Drill: A Krius Siege Drill is a Titan-grade siege weapon intended to be used by a Warmaster Iconoclast-class Heavy Battle Titan to drill through stubborn enemy static fortifications so that it can destroy the defenders within.The Krius Siege Drill is contained within a four-fingered claw that grants the Titan additional ways to rip apart fortified bunkers, walls or other Titans in close combat.
Krom Dragongaze - Krom Dragongaze: Krom Dragongaze, sometimes called the "Fierce-eye," is a Wolf Lord of the Space Wolves Space Marine Chapter, one of twelve legendary warriors who lead that unorthodox Chapter's Great Companies into battle. Krom's Great Company is known as the "Drakeslayers."Notoriously violent and possessed of a short temper, Krom has been known to let his anger govern his reason. Thankfully for Krom, his skill in personal combat and the glory he has accrued from his service to the Chapter more than makes up for any doubts the Great Wolf Logan Grimnar might have over the warrior he and the other Space Wolves name "Fierce-eye."Krom's presence and sheer force of will can be petrifying to a lesser man. He keeps a great many Wolf Guard in his company, for the Fierce-eye believes that valour should be rewarded wherever it is to be found. Clutching the rune-carved Frost Axe Wyrmclaw, and an ornate Bolt Pistol, Krom Dragongaze is a lord among men. Upon his back he wears a wolf-skull totem and his cloak is trimmed with furs.Krom's fearsome visage is one of notorious rage: his lips drawn back in a howl, wolf fangs bared, he is further accentuated by his windswept cloak and outstretched arm clutching Wyrmclaw, perfectly capturing the Wolf Lord's ferocious might and his occasionally wild, unpredictable savagery. Krom's sigil is that of the Sun Wolf, a mythological entity of Fenrisian legend who makes the belly of the sun his lair, and attacks Fenris anew with every dawn.Krom Dragongaze's saga is long and blood-drenched, featuring heroic victories and epic duel in great number. However, though his string of victories is beyond question, there are many who mutter darkly of his methods. Krom's temper is little short of volcanic -- his nickname of "Fierce-eye" stemming from the furious intensity of his rage-filled stare -- and he will suffer no impediment to his perpetual hunt for glory.For every moment of shining heroism in Krom's past, there is an instance of bloody-mindedness or needless barbarism that overshadows it, and the Wolf Lord has been in and out of Logan Grimnar's good graces time and again. Krom is belligerent and competitive to a fault, with little humour or humility to leaven his hard-eyed aggression, and he and his fellow Wolf Lords have butted heads on many occasions.Yet for all this, Krom Dragongaze is a deadly weapon in the Great Wolf's arsenal, for his uncompromising ferocity is as dangerous to the foe as it is wearing to his allies -- there is no corner out of which the Fierce-eye cannot fight, and no foe he cannot best.
Krom Dragongaze - Battle of Alaric Prime: When the Ork Warlord Grukk Face-rippa's Red WAAAGH! attacked the Knight World of Alaric Prime in 998.M41, it was opposed by the towering Knights of the Alarican nobility and the grim-faced Cadians of the Astra Militarum. Led by heroes such as Castellan Stein and Lord Neru Degallio, the forces of the Imperium fought tooth and nail for every volcanic island and sulphurous river.The torn bodies of martyred troops carpeted the Sacred Isle like macabre sand dunes. Yet still the Orks came on, fighting their way to the very foot of Sacred Mountain. However, the Warlord Grukk was betrayed, the cunning Big Mek Mogrok orchestrating his leader's messy downfall and seizing the reins of power for himself.The war ground on, with first one side then the other gaining the upper hand. In the end, however, Mogrok's ingenuity could not be denied. The tides of battle flowed back to Sacred Mountain once again, the Greenskins finally dropping a frozen asteroid on the horrified Imperial defenders to break them body and soul. However, even as all hope seemed lost, the sky lit up with the blazing contrails of Imperial Drop Pods. The Adeptus Astartes had answered Alaric Prime's desperate cry for help. The Space Wolves had come.
Krom Dragongaze - In Search of Glory: Strike Force Stormclaw was Fenrisian vengeance made manifest, led by no fewer than three of the Chapter's greatest heroes. The Old Wolf and the Young, Logan Grimnar and Ragnar Blackmane, were at the forefront of the attack upon Sacred Isle. Meanwhile, leading the second wave of Fenrisians into the war came Krom Dragongaze. However, the fell-tempered Krom was less than delighted with his assigned duty. Krom is an ambitious individual and, whether or not a slight was intended, he perceived one in Grimnar's choice of him as the second wave commander.Standing in an observation bay aboard the strike cruiser Ironpelt, Krom watched the thrusters of the first wave's Drop Pods dwindle into firefly sparks, slowly crushing a drinking goblet in one fist as he did so. Krom would prove to the Old Wolf that it was he, not the whelp Ragnar Blackmane, who should be fighting at the forefront of this war.Soon after, Dragongaze stood in the cockpit of his Thunderhawk gunship, Vengeful Howl. Fangs bared, the Wolf Lord rode the juddering deck like a longship in a storm as the super-heavy attack craft bludgeoned its way through the Alarican atmosphere. As the clouds parted and Sacred Isle hove into view below, Krom was already running through the deployment protocols and initial attack strategies in his mind.The ships of the second wave bore warriors and tanks enough to crush an army many times their size, and Krom meant to see them do just that. Soon another distress call clawed its way through the Fenrisians' banter. The distress call continued to warble from its vox speakers, a Cadian voice pleaded for help, repeating a single, ominous name, "Repeat: reinforcements requested to Blistered Isles, xenos threat level crimson. Repeat: Warlord Grukk is here..."As the Wolf Lord listened intently, his mouth curled into a feral grin. He immediately ordered his remaining forces to deploy in support of Logan Grimnar's attack, and Krom turned his Thunderhawk south.
Krom Dragongaze - Pride Before the Fall: Intent on adding another glorious verse to his already mighty saga, Krom's chosen quarry proved dangerous game indeed. Rushing to battle with their blood singing and their voices raised in warriors' boasts, Krom's warband soon discovered that to underestimate the Greenskin menace was to charge headlong into the deadliest danger. As Krom's Thunderhawk gunship swept in over the coast of Blistered Isle, the Vengeful Howl was brought down by an unknown Ork energy weapon.When the Wolf Lord finally awoke from unconsciousness, Krom's face darkened when he took in his surroundings. A long trail of devastation cut through the acid-bogs and close-packed woodland, a deep and blackened trench sizzled with acidic ground-water that led to the battered form of the Vengeful Howl. Krom's Wolf Guard pack leader, Beoric Winterfang, explained that they had been shot down by some kind of strange Greenskin field artillery. As the Iron Priest pilot and his servitors worked to restore their craft to function, the Wolf Lord was informed that their work might take solar hours, or even days to complete.Cursing bitterly, Krom Dragongaze knew he could not call for help, for to do so, he and his Great Company would both be mocked and censured for going off-mission. Resolving to fight his way to glory, the Wolf Lord marshalled his warriors into two forces. He departed the crash site with his loyal Wolf Guard and hot-headed Blood Claws. They would march overnight to reach their objective at Fortress 26 on foot, to fall upon Grukk's warband from the east.Meanwhile, the Great Company's Grey Hunters would remain at the crash site until the repairs could be completed. The two forces would reunite once the craft was repaired and they would put an end to Grukk once and for all.
Krom Dragongaze - Blood in the Mists: In the wake of Krom's departure, his loyal Grey Hunters settled in to stand watch. Suddenly, they were beset on all sides by a vicious Ork assault made possible by the use of a Greenskin tellyporta. Despite the inability to see their targets through the acid-bog's impenetrable fog, the Space Wolves' superhuman senses strained to penetrate the muffling murk, allowing the Astartes to draw a bead on their foes. The Grey Hunters blazed away, their weapons' roar muffled by the cloying fog.Grots squealed and died in droves, their ruined corpses littering the boggy ground beneath the trees. The Grey Hunters adopted the best firing discipline for their numerous foe. Then amid a second blazing flare of energy, Grukk Face-rippa himself, and a handpicked mob of his biggest, meanest Skull-Nobz, joined the fight.From the moment the warlord's bestial roars echoed between the trees, the Grey Hunters' pack leader, Hengist Ironaxe, knew his warriors were in trouble. Hengist had not become a pack leader by squandering the lives of his warriors and, as more Nobz surged from the darkness to join the melee, he realised the Grey Hunters could not win this engagement.Swiftly and brutally, the Grey Hunters blasted and hacked their way to freedom, retreating west into the darkened woodland on the trail of their Wolf Lord. Bloodcurdling roars and agonised howls chased them like vengeful ghosts, fading to muffled silence as the Space Wolves melted into the sulphurous gloom, forced to bear the shame of leaving their fallen behind.
Krom Dragongaze - The Wolf Lord and the Warlord: Warlord Grukk Face-rippa's tellyporta attack against the crashed Space Wolf Thunderhawk left the craft crippled and its defenders mostly dead. However, amid the turgid tangle of atmospheric distortion created by the meteor impact on Sacred Isle, long range vox was all but useless.Thus, Krom Dragongaze pressed on with his hunt for the Greenskin foe, unaware of his slain pack-mates who now lay fallen in his wake.The Wolf Lord ultimately fell upon Grukk rearuard of ramshackle war engines before he finally confonted the immense Ork in an epic duel. Sparks flew from clashing weapons an blood flowed, brutal roars were met in turn by fercoious howls. Though each scored devastating blows, final victory was snatched from both as their forces were flung apart in a violent blaze of energies from a malfunctioning Ork tellyporta.Badly wounded, Krom's disoriented warriors found themselves transported back near the heart of the Space Wolves' lines. Krom's pride and ego would take longer to heal than his cracked skull, however.He had left the other Wolf Lords unsupported and lost many battle-brothers, with not even Grukk's head to show for it. In later battles, some of Krom's warriors wore masks of contrition, seeking to wash away the bitter taste of failure with the mead of new victories, but none fought harder for redemption than the Fierce-eye.Krom's rising maturity has even seen him forgo some opportunities for glory, for both himself and his Great Company, in favour of oath-sworn duties of guardianship. Logan Grimnar knows there may come other times when Krom seeks his own path, but his loyalty and brutal efficiency in combat remained without question even in the wake of the disaster on Alaric Prime.
Krom Dragongaze - House Hawkshroud Becomes Oathsworn: Krom is known to have saved a Knight from House Hawkshroud during a later campaign, causing that Knight house to become oathsworn to the Space Wolves.
Krom Dragongaze - Hunt for the Wulfen and the Siege of the Fenris System: During the campaign known as the Hunt for the Wulfen in the final years of the 41st Millennium Krom remained on Fenris to watch over the Space Wolves' fortress-monastery, The Fang during his battle-brothers' absence.After the start of the Siege of the Fenris System in 999.M41, Krom joined battle on the world of Valdrmani where with the Grey Knights' 3rd Brotherhood and its captain Arvahn Stern, the Drakeslayers fought off the infestation of Daemons.Krom returned to Fenris and when the conflict with the forces of Tzeentch and the Thousand Sons began there, he defended The Fang against the enemy within.
Krom Dragongaze - War of Beasts: After the birth of the Great Rift and the start of the Era Indomitus, Krom Dragongaze was the first Wolf Lord to encounter the new Primaris Space Marines. He enthusiastically supported integrating them into the Space Wolves because of the substantial increase in combat effectiveness they would bring to the Chapter, as opposed to the more cautious and distrustful welcome to the new Astartes provided by the Great Wolf Logan Grimnar.During the War of Beasts, Krom's Great Company was deployed to the strategically vital world of Vigilus after its invasion by a wide variety of Chaos and xenos foes. He led a Space Wolves fleet assault on the Ork cruiser Worldsmasha as soon as the Space Wolves translated from the Warp into the Vigilus System, and succeeded in sending the ramshackle Greenskin vessel plummeting into the Ork settlements that had been established on the world below.Krom considered it a fitting spectacle to herald his arrival at the world, but soon found himself locked in a tense relationship with Chapter Master Marneus Calgar of the Ultramarines, the leader of the Imperial defence of the planet, and his war council. Before an almost violent conflict between the two Astartes leaders could erupt, Krom learned of a renewed Ork assault on the temple districts of Hyperia and left to deal with the threat.
Krom Dragongaze - Personality: Krom Dragongaze is competitive to a fault. He seeks always to set himself against his peers, hungering after glorious victory in every form of test and trial. His force of will and piercing glare is so genuinely frightening that they have earned him the nickname the "Fierce-eye" among his brothers.Furthermore, Krom's temper is notoriously volcanic, having led him on several occasions to beat senseless lesser men who questioned his decisions. Such behaviour has earned Great Wolf Logan Grimnar's censure and has left no love lost between the two Space Wolf lords, yet for all Krom's unrepentant ferocity none could question that he is a true Fenrisian hero.Krom rarely turns down a direct challenge and regularly pits himself against his fellow Wolf Lords in all kinds of contests, be it eating, drinking, duelling, hunting or the Trial of the Bladed Eye. After Lukas the Trickster bet Krom he could not outstare Fenris' fierce star, the Wolf Lord endured an agonising ordeal that saw him grudgingly squint with one eye and go blind in the other -- though in the evening the Wolf's Eye went down, so Krom declared it a draw.None can deny that Krom's unrepentant ferocity and willingness to do whatever it takes to secure glorious victory make the Wolf Lord a true Fenrisian hero, his will as fiery as his flame-red hair. Kromopenly condones his warriors' fierce rivalries -- rivalries that sometimes see them ill thought-of by other Space Wolves -- viewing such aggression as an essential means of honing their power. Krom's never-ending search for greater feats of glory will be ever be undertaken through the blood and ruination of their foes.Grom has led his Drakeslayers Great Company to one saga-worthy victory after another against the mightiest of foes, from the blood-drenched defeat of the Iron Warriors on Haegral V to the boarding and capture of the space hulk Prometheus Rising during the Balros Incursion.Just as he punishes failure, Krom believes in rewarding greatness wherever he sees it, and so his Great Company contains a complement of Wolf Guard second only in size and renown to the Great Wolf's own.
Krom Dragongaze - Wargear: Artificer Armour - Krom's power armour is a one-of-a-kind masterpiece with gilt edging. The vents on his backpack are a pair of stylised wolf heads.Terminator Armour (Optional)Belt of Russ - Each Great Company of the Space Wolves has in its Armoury a single Belt of Russ. A mighty ward against enemy attacks, these powerful girdles incorporate potent gravitic force fields that protect the wearer. Forged by the master Iron Priest Stef Blacksoul after the disappearance of Russ, these belts are important relics of the Chapter.Bolt PistolFrag Grenades and Krak GrenadesWyrmclaw - Krom's mighty Frost Axe is a revered relic of The Fang. Krom's masterwork frost axe is a perfectly balanced weapon made doubly deadly by the skill of its heroic wielder. Its blade was dusted with a bonemeal glaze made from the ground down talons of the great ice wyrm Witherwing, lending it a razor-sharp cutting edge that can never be dulled. In the hands of Krom Dragongaze, Wyrmclaw becomes a veritable avalanche of destruction, its every blow perfectly placed and impossible to stay.Fierce-eye (Cybernetic Occular Implant)
Krom Dragongaze - Drakeslayers Great Company: Krom Dragongaze has a presence of will so strong that his fiercely loyal Wolf Guard say only the mythical Fenrisian Sun Wolf, his sigil, has a hope of staring him down. Krom loves taking part in all kinds of contests, from the Trial of the Bladed Eye to the rivalries he fosters within his Great Company and without. The Fierce-eye commands the fiercely loyal Space Wolves Great Company known as the "Drakeslayers."Like their fierce Wolf Lord, the Drakeslayers are savagely competitive. Rivalries between warriors and packs, and even with other Great Companies, are ignited and relished. By such contests do they demonstrate their strength and identify ways to dominate every battle. Krom is a harsh commander, as demanding of his warriors as he is of himself, yet he is swift to reward valour.Though much of their aggression and hunt for glory stem from Krom Dragongaze's own intense competitive streak, all the Drakeslayers are equally as eager to earn honour and a place amongst the greatest heroes in the Space Wolves Chapter. They seek ever to improve themselves and prove to all their courage, strength and determination. Within the Fang, they disdain the use of Combat Servitors for combat practice and instead engage in increasingly violent sparring matches amongst themselves, goaded on by derisive taunts and accusations until blood is drawn. Even then, many such "tests" have been taken too far and required the urgent action of the unimpressed Wolf Priests.On the battlefield, wagers are freely made by the Drakeslayers and loud boasts broadcast. Some will seek the head of the enemy garrison commander, to wade through a sea of deadly enemies and emerge leaving naught but butchered meat or to lead others in a glorious charge towards a slavering monstrosity. The Drakeslayers are a fluid and gifted brotherhood, capable of incredible feats of daring and masters of a dizzying array of strategies both complex and direct. They seek nothing less than to be recognised as the greatest fighting force of the Chapter: to win and be seen to win, striving to outdo the other companies even in their own areas of speciality.Their Wolf Lord indulges his warriors' eager reach for glory. He relentlessly drives them on to ever greater heights of achievement with his intolerance of failure. Krom's Great Company are highly proud of both his and their deeds. If they occasionally overreach themselves, there are perhaps none but the Drakeslayers who can batter through the direst of situations and emerge triumphant and bloody, their fangs glinting among grins of defiance.