vizn3r/warhammer40k-lore huggingface dataset:
Calixis Sector - Drusus Marches: 47 Kapella - War World - Near Blackshine Nebula in the Drusus Marches, currently undergoing Imperial pacification and integration88 Tanstar - Frontier World - Imperial Navy supply depotArchaos - Hive World - Planet of philosophersAskelphion Secundus - Pleasure WorldCryptus - Cemetery World - "Trip to Cryptus" is a euphemism for death often used in the Calixis SectorDiogenes IV Research Station - Space Station - Anchored in the centre of the infamous Pulsars of the Drusus MarchesDrusus Shrine World - A Shrine World of the Ecclesiarchy, also called Sentinel in some Imperial recordsEndrite - Feral World - The population of Endrite reveres the ruined hulk of an Imperial battleship as a religious artefactFervious - Feudal World - Formerly known as VasenruleHaddrack - Death World - An Adeptus Mechanicus Explorator base of the Sollex Admech sectPort Wander - Space Station - Lies beyond the Drusus Marches proper, last stop before the Halo Stars and the largely unexplored Koronus Expanse, a popular destination for Rogue TradersLacusta - Feral World - Home of the Windriders Astra Militarum regimentLo - Hive World - Home of the Loi Metalworks ArmouryMaccabeus Quintus - Shrine World - Home of the Black Order of the Ecclesiarchy and the Maccabian Janissaries regiments of the Imperial GuardMonrass - Feral World - Lush and verdant backwater worldOpus Macharius - Forge World - Named after the Imperial hero Lord Solar MachariusPellucida IX - Mining World - Pellucida is part of the Adeptus Mechanicus' Demesne in the sectorPiety - Hive World - A world of scum and villainySacris - Forbidden World/Adeptus Astartes Chapter World - Imperial beacon satellites orbiting this planet broadcast a message that a virulent plague is raging on this otherwise normal Feral World, which is the homeworld of the Storm Wardens Space Marine Chapter; the plague warning is false and simply serves as a deception to keep travelers away since the world was forbidden intercourse with the rest of the Imperium by the Inquisition following the Nemesis Incident of 945.M36.Spectoris - Agri-world - Spectoris is a water world devoted to intensive aquacultureThical - Hive World - Planet of ancient laws and restrictive social customsThrenos Zone - Forbidden System - Star system of 13 planets avoided by ancient custom of the Calixis SectorTygress I - Frontier WorldTygress II - Frontier WorldTygress III - Feral WorldTygress IV - Dead WorldTygress V - Feral WorldVeneris - Shrine World of the Ecclesiarchy - Several mountains on this world resemble certain saints of the Imperial CultVigil - Dead World - Extensive alien ruins, the xenos population of Vigil was destroyed some 5000 years agoZel Primus - Unclassified WorldZel Secundus - Death WorldZel Tertius - Frontier World - Newly-settled planet, a model Imperial colony
Calixis Sector - Josian Reach: Acreage - Feudal World - Civil war in the Grand Realm of Ascandia, a feudal kingdom of AcreageAbandoned Hope - Forbidden World - Access forbidden by Inquisitorial orderCanopus - Hive WorldFenksworld - Hive World - Battlefleet Calixis supply depotHredrin - Hive World - Psykers present in large numbers on this planet (Gaolist astropaths)Kao-li - Forbidden World/Xenos WorldKudrun - Frontier WorldMunsk - Feral WorldOrendal's Tomb - Shrine WorldPalinurus Rhys - Frontier WorldPrester Myra - Cemetery WorldReshia - Shrine WorldSigurd IV - Hive WorldSnowden's World - Frontier World - Home of the Slaughter-FamiliesTsade - Dead WorldTsade II - Agri-worldWoe - Death WorldZillman's Domain - Feudal World - Reported visit by the Tyrant Star in 807.M41Zumthor - Frontier World
Calixis Sector - Malfian Sub-sector: Alactra - Hive WorldAryus One - Feudal World - Close to the Halo Stars, often serves as a jumping-off point for Rogue Traders seeking to explore them and the Koronus ExpanseCindar - Mining WorldDusk - Feral WorldFaldon Kise - Frontier WorldFarcast - War WorldFestus - Feudal WorldFydae Minos - Agri-world - Piracy is a constant problem in the Fydae SystemGallowglass - Agri-world - Gallowglass is that rare Agri-world that is a temperate, habitable moon of a gas giant rather than a planet in its own rightJunos - Mining World - Piracy is a constant problem in the Fydae SystemJXM A18Z - Forge World - A Civilised World placed under the Adeptus Mechanicus' controlPort Goston - Space Station - Main Headquarters for the Imperial Navy's Battlefleet CalixisKenov III - Death World - Home of the Ripper WhipsKessae - Frontier World - Piracy is a constant problem in the Fydae SystemKinog - Pleasure WorldKuluth - War WorldLandunder - Hive World - Inverted hive cities dangle from the planet's crustLind - Hive World - The Lindwyrm Armoury produces superior grenades for the ImperiumLoss - Feral WorldMalfi - Hive World - The rulers of Malfi believe it should be the Calixis Sector capital world and protest the supremacy of Scintilla in the sector's Imperial politicsMMX 215 - Forbidden WorldMundus - White Dwarf star - Orbited by Port Goston (see above)Nahme - Mining WorldOrbel Quill - Agri-world - No one on the world of Orbel Quill lives past the age of 40 standard yearsPenolpass - Feudal WorldProtasia - War World - This star system has declared independence from the Calixis Sector and the Imperium, Imperial Guard units are currently in-system to put down the rebellionSeedworld AFG:218 - Forbidden/Xenos World - Possible Eldar holding, cordoned off by elements of Battlefleet Calixis until the xenos' presence can be removedSynford II - Forge WorldVaxanide - Frontier World - Developing into a Hive World as the rapidly growing population has begun to concentrate into proto-arcologiesXeiros Prime - Forbidden World - Former Imperial Agri-world, under virus quarantineZweihan's World - Hive World - Famous as the homeworld of Saint Castor the Obviate
Calixis Sector - Golgenna Reach: Pry - A gas giant that is orbited by space station 41 PryBront - Hive World - Home of the Brontian Longknives Astra Militarum regimentPort Gavinus - Space Station - Popular commercial shipping station in the Calixis SectorScintilla - Hive World - Calixis Sector CapitalThe Lathes (Hadd, Hesh, and Het) - Three Forge Worlds located in the same star system that serve as the Adeptus Mechanicus' primary centres of production and administration in the sector.Iocanthos - Agri-world - War-torn planet that is the source of Ghostfire PollenCyrus Vulpa - Agri-world - Savannah-covered, herds of grox roam freely and are raised and slaughtered so their meat can be exportedGranithor - Cemetery WorldLuggnum - Mining World - Luggnum is famous for its ore exports.Lycosidae - Dead World - A fortress of the Collegia Titanica's Legio Venator is located here.Merov - Hive World - Home of the Merovech CombineThe Misericord - Spacecraft - Chartist VesselND0/K4 - Mining World - Strategic gas mining operationsQuaddis - Pleasure World - Famous for its wines and private pleasure palaces for the wealthy of the sectorSephiris Secundus - Mining World - Site of the Gorgonid Mine, the most important source of ore in the sectorSettlement 228 - Frontier WorldSophano Prime - Mining WorldStrank - Feral World - Also a Swamp World, home of the infamous Stenchbeast of StrankValon Urr - Shrine World of the EcclesiarchyYsai Ydumee - Frontier World
Calixis Sector - The Periphery: The Periphery is also known as the Periphery Sub-sector and is the location of the Imperial war zone called the Spinward Front, where a three-way war currently rages between the forces of the Imperium of Man, the Severan Dominate and the Ork WAAAGH! Grimtoof.Avitohol - Forbidden World/Xenos World - Ongoing war between the Orks who control this planet and the Imperium's forces who are trying to drive them from itCyclopea - Adeptus Mechanicus Forge World/Civilised WorldDrystan Construction Yards - Void Station - Located near the border with the Scarus Sector, this station is a centre of trade for commercial traffic heading from the Calixis Sector into the neighbouring Scarus Sector.Ganf Magna - Frontier World - Feral Orks roam at large on this planet, presenting a major threat to the Imperial colonists, whose primary export is PolygumKalf - Frontier World - Home of the vicious organism known as the Sand Devil by the local Imperial colonistsKulth - War World - Kulth suffered from an Ork invasion and the conflict is now currently in its 83rd yearSabriel - Void Station - Abandoned and forgotten Adeptus Mechanicus research outpostSinophia - Frontier World - Initially a launching site for Rogue Trader excursions into the Calyx Expanse prior to the Angevin Crusade, Sinophia has fallen over the centuries into a severe economic depression which is slowly leading to its complete depopulation. The ongoing wars in the Spinward Front may represent a chance for the revival of this world, however.Sisk - Feudal WorldSleef - Dead World - Uninhabited, unusual Warp vibrations detected
Calixis Sector - Hazeroth: Belahaam - Forbidden World/Xenos WorldBloodfall System - Death WorldCloister - Frontier World - Once a bastion planet of the Black Templars Space Marines where that Chapter maintained a fortification and recruitment center; now abandoned by the Black TemplarsClove - Hive World - Main base of the Clovis Ministorum of the Ecclesiarchy, home to the Imperial Guard's 23rd Drusus Dragoons RegimentCyprian's Gate - Pleasure World/Cemetery WorldDalthus - Mining World - Dalthan Miners are noted across the sector for the gaudy trinkets and charms they often wear, own and sellDwimlicht - Feral WorldElros - Feudal World - An all-female Death Cult dedicated to the Emperor of Mankind dominates this planet's politics and society and is a fertile ground for recruitment by the Inquisition when its members are seeking new AcolytesGunpoint - Hive World - Now a byword for failure across the entire sectorGuytoga - Hive WorldHesiod's Wake - Agri-worldHeterodyne - Feudal World - Domain of the Adeptus Mechanicus, site of a feudal-tech experimentHilarion - Agri-worldIchovor - Feudal World - World of swamps and decaying forestsIdumea - Adeptus Mechanicus Forge WorldKommitzar - Penal World - Notorious Imperial prison planetMalice - War World - Frontline of the "Wrack War"Mara - Forbidden World - Ice world and former Imperial penal colony; Access forbidden by order of Segmentum CommandPercipre - Agri-world - World covered in extensive greenhouse complexesPhagir - Dead World - Once a fertile Agri-world, Phagir was ravaged by a genetic virus that destroyed all flora and fauna on its surfacePhyrr - Death World - Home to the beautiful but deadly Phyrr CatPilgrim's Pause - Cemetery WorldPurgatory of Soubirous - Mining WorldSt. Astrid's Fall - Frontier World - Habitable moon orbiting gas giant known as SekmetSamson IV - Hive WorldScarric XXII - Unclassified World - Actually a dump planet for the system's waste; used as a hideout by smugglers and Human piratesSheol XVII - Asteroid - Imperial penal colony and Adeptus Mechanicus biological research outpostRegulus - Agri-world - Controlled by the Celestine AllianceSoprony - Forbidden/Xenos WorldStygian Prime - Agri-world - Cold world with subterranean fungi farmsSynford - Forge World - Baneblades are produced by the Adeptus Mechanicus forges on Synford for the Astra MilitarumThrenos - Dead World - Sometimes confused with the Threnos Zone in the Drusus Marches sub-sectorValos Krin - Feral World - World of ash storms and volcanic fire
Calixis Sector - Markayn Marches: Balecaster - Feudal WorldBelacane - Forge World - Famed for the production of Stasis Field technologyCalistra - Frontier WorldCantus - Hive WorldDreah - Agri-worldFedrid - Feral World - Fedrid is a forest world that is inhabited by a wide variety of unusually deadly animal and plant speciesGelmiro Primus - War World - Spinward of Markayn MarchesGelmiro Secundus - War World - Spinward of Markayn MarchesGelmiro Tertius - War World - Spinward of Markayn MarchesGrove's Fall - Hive World - This world's most important product are Sentinel walkers for the Imperial GuardHeed - Dead World - Heed was a battle site of the Imperial Angevin Crusade that brought the Calixis Sector into the Imperium of Man in the 40th Millennium and it is characterised by sometimes raging firestormsKarrik - Death World - Orbited by the Pearl MoonKlybo - Dead World - Rumour has it that Klybo's ruins hide a priceless Standard Template Construct (STC) data cacheMosul - Frontier WorldProl IX - Hive World - Home of the Decalogues of ProlRyboth - Forge WorldSiren's Den - Pleasure WorldSolomon - Hive World - Departmento Munitorum fiefdom; location of largest chemical refineries in the sectorSozomen's Last Stand - Agri-worldTuranshush - Forge World
Calixis Sector - Uncategorised Locations: Hereticus Tenebrae - Special Astronomical Body - Composition unknown, likely an Aetheric anomaly; moves about the Calixis Sector at will, also known as the "Tyrant Star"; is believed to be the prophetic herald of some unknown doom for the Calixis Sector and possibly for the Imperium of Man itself.Stilicho - Void Station - Mostly deserted former Imperial void station, now a centre for pirate activity in the Calixis Sector
Call of the Lion (Anthology Short Story) - Call of the Lion (Anthology Short Story): Call of the Lion is an anthology short story published in The Horus Heresy series that was originally part of an anthology novel. Call of the Lion was first published as part of the Tales of Heresy main series anthology in April 2009. The cover image used is that of the unabridged audiobook version Call of the Lion which was released in November 2015.
Call of the Lion (Anthology Short Story) - Synopsis: The Dark Angels Legion is couched in layers of mystery and secrecy, harkening back to the days of the knightly orders of Caliban that helped to raise their infant Primarch. But Lion El'Jonson's greatest strength often proves to be one of the most divisive issues amongst his sons -- rarely can any two commanders agree upon one single course of action from the start. As they seek to bring the world of Byzanthis to Imperial Compliance, Chapter Masters Astelan and Belath are among those with very different notions of what victory might require.
Calladayce Taurovalia Kesh - Calladayce Taurovalia Kesh: Calladayce Taurovalia Kesh is a skilled member of the Adeptus Custodes and a Custodian Guard who has been chosen to take part in the Blood Games intended to test the defences of the Imperial Palace multiple times, due to her flair for grandiose and unexpected stratagems, making her an excellent foil for those of her comrades seeking to hone their protective skills.
Calladayce Taurovalia Kesh - History: In her last Blood Game during the Era Indomitus, Kesh attempted to win by teleporting a compact cyclonic warhead next to the Emperor's Golden Throne. She was going to accomplish this by using the teleporter aboard the Navis Imperialis Cobra-class Destroyer Vigilant Flame of Battlefleet Solar, which she had commandeered.As a member of the Adeptus Custodes, the Vigilant Flame's crew innocently followed her orders to travel to Terra with her secret cargo, ostensibly so she could complete an important mission. Having been sworn to secrecy by the Custodian, the crew of the Vigilant Flame even repeated her fictional cover story to the Terran defence forces that they were transporting an attache from the Hive World of Necromunda.Though they became increasingly doubtful of Kesh's purpose, the destroyer's crew continued to obey her -- except for the Vigilant Flame's  Vox Officer Ewa Bhattoor. Increasingly suspicious of the Custodian's motives, she secretly transmitted a distress signal over the ship's vox system, which was received by the Adeptus Custodes officers charged with guarding Terra.In response, Shield-Captain Nicodaemius teleported aboard the destroyer with a squad of his fellow Custodians and confronted his old friend Kesh, putting an end to the Blood Game eight-hundred and seventy three solar days, sixteen solar hours and nine solar minutes after it began.
Calladayce Taurovalia Kesh - Canon Conflict: The Legio Custodes and the Adeptus Custodes were originally described as an all-male force, similar to the Space Marines. With the release of the 10th Edition Codex: Adeptus Custodes in April 2024, an in-universe fictional piece on pages 14-15 described events as seen by a viewpoint character named Calladayce Taurovalia Kesh who was noted to be female. Fans at first believed this to be a reference to a Sister of Silence, as the women of that all-female order of anti-psyker Blanks often worked alongside the Custodians.However, on April 14, 2024, the official Warhammer account operated by Games Workshop on the social media platform X, formerly known as Twitter, indicated that, "Since the first of the Ten Thousand were created, there have always been female Custodians." The company's representatives later claimed that this was not, in fact, a ret-con of the previous lore; however, as all prior references and models had referred to or depicted only male Custodians, the change was clearly one made retroactively to alter the nature of one of the Warhammer 40,000 universe's major factions.
Callidus Temple - Callidus Temple: The all-female Assassins of the Officio Assassinorum's Callidus Temple are the most subtle of the Imperium of Man's secret operatives, specialising in deceit and the use of artful deception to accomplish their objectives, usually assisted in their bloody tasks by the shape-changing Polymorphine drug.The Callidus Temple's devotion to cunning and subtlety is often used on those missions where overt interference by the Imperium in a situation would upset the intricate balance of power maintained by the High Lords of Terra.A Callidus Assassin is the ultimate weapon against those over-ambitious Imperial officials that would make a mockery of the Emperor of Mankind's justice whilst appearing to do no wrong. Those Imperial or planetary officials that use diplomacy, bribes and corruption to further their positions play a dangerous game within the corridors of powers.
Callidus Temple - History: Like all of the other temples of the Officio Assassinorum, the Callidus Temple was originally founded on Terra in the late 30th Millennium as the Callidus Clade during the Great Crusade at the direction of the first Grand Master of Assassins, Malcador the Sigillite. Malcador and the six men and women who would serve as the first Directors Primus of the Officio Assassinorum's founding clades had all sworn an oath at Mount Vengeance to eliminate the enemies of the Emperor of Mankind by any means necessary.One of these Directors Primus, whose identities were all kept hidden, even from each other, was known as Sire Callidus and she was the founder of what became the Callidus Temple. The headquarters or temple of the Callidus Clade was established somewhere on Terra, where it is still located today.Later, during the Horus Heresy, the Callidus Clade joined with the other five clades to assemble an unprecedented Execution Force of Officio Assassins intended to slay the renegade Warmaster Horus and bring an early end to the terrible civil war of the Heresy. This effort failed, though the Callidus Temple went on to prove a powerful instrument of Imperial policy in later millennia.
Callidus Temple - Combat Abilities: Callidus Assassins undergo many Terran years of rigorous training to use Polymorphine and become one of the living weapons of the Callidus Temple. As part of its Assassins' training, the Callidus Temple practises innumerable ancient and secret martial arts. These arts train the Assassin in many deadly forms of armed and unarmed combat, against which even a battle-trained foe would be hard-pressed to find a suitable defence.A Callidus Assassin must move among the enemy as one of them, so the choice of weaponry is always limited and in some cases the Assassin may be forced to fight with their bare hands. Even so, a Callidus Assassin is just as deadly unarmed as when carrying the lethal but easily concealed weaponry preferred by their Temple.
Callidus Temple - Combat Deployment: On the battlefield, Callidus Assassins are dropped behind enemy lines, where they use their cunning and skill at deception and stealth to infiltrate the enemy army. Usually this is done by eliminating certain individuals and taking their place.By disguising themselves with the recently deceased's armour and wargear and using Polymorphine to change the shape of their body and face, the Callidus Assassin can assume the identity of almost anyone in the enemy force. Using this technique, the Callidus Assassin can get close to enemy commanders or powerful psykers, influencing their strategy and finally killing them when the opportunity arises.
Callidus Temple - Sources: Assassinorum Executioner Force: Rulebook (7th Edition), pp. 26-27Blood Angels Painting Guide - Sons of Sanguinius, pg. 6Codex: Assassins (3rd Edition), pp. 3, 6Codex: Assassins (2nd Edition), pp. 12-14Dataslate: Officio Assassinorum (6th Edition)Deathwatch: Final Sanction (RPG), pg. 27Index Astartes II, "Bringers of Darkness - The Night Lords Space Marine Legion"Inquisitor: The Thorians (Background Book) by Gav Thorpe, pp. 16-17Warhammer 40,000: Rogue Trader (1st Edition), pg. 170Nemesis (Novel) by James Swallow
Calligos Winterscale - Calligos Winterscale: Calligos Winterscale is the current head of House Winterscale, one of the three most powerful Rogue Trader dynasties operating in the Koronus Expanse of the Segmentum Obscurus. Calligos Winterscale comes from a storied line of powerful Rogue Traders that has waged wars, conquered planets, and written its name across the Koronus Expanse's very stars. The friends and resources of House Winterscale are legion, but so are its foes -- for if there is one thing a Winterscale loves more than profit, it is a worthy enemy.Ever since the Rogue Trader Purity Lathimon charted safe passage through the Maw and the stars beyond in the Koronus Expanse opened to Imperial exploration, there has been a Winterscale in the Koronus Expanse. Centuries later, Calligos Winterscale is the latest of his dynasty to inherit the now famous Winterscale Warrant of Trade. In the years since his ancestor, Sebastian Winterscale, died, the power of the Winterscales has only expanded, and Calligos Winterscale has proven unwilling to rest on his family's laurels. In the last half-century, he has proven himself as capable as his ancestor Sebastian, and now the name Calligos Winterscale is spoken with fear and awe throughout the Koronus Expanse.
Calligos Winterscale - History: Calligos Winterscale rose from complete anonymity and emerged from out of nowhere to claim to be the rightful heir of House Winterscale when there was a vacancy in recent years. In a single solar week, the regents that controlled House Winterscale's Warrant of Trade while they searched out new heirs to its legacy either bowed to his will or simply vanished. Various rumours attest that Calligos Winterscale either is or is not the legitimate heir to Arturos Winterscale's dynasty or that he grew up as a pit-fighter in the lowest decks of Footfall.What is known for sure about Calligos are deeds that seem the stuff of legend: he rammed the Kroozer of the dread Ork Freebooter Kaptin Snagrash Da Burna, led the boarding parties, and hewed Snagrash's head from its shoulders; he walked the surface of Somnium even as his crew went mad and attacked each other while the spirits shirked from his wrath; he has hunted beasts on Burnscour; he drove the Aeldari Corsair vessel Silence of Eternity from the Koronus Expanse and he has journeyed to the cursed star systems on the edge of the Rifts of Hecaton. In personal combat, Winterscale wields a power axe named Breaker, a Storm Bolter called Hostile Argument, and a mono-knife named Fair Point, all of the best craftsmanship in the Imperium.Calligos Winterscale's interests span the Koronus Expanse, centred on Winterscale's Realm. His fleet contains voidships of every description but numbers more ships of the line than other Rogue Traders, as befits his martial nature. The flagship of his fleet is the grand cruiser Emperor's Vow. His endeavours include arms-dealing, participation in the xenos Cold Trade, smuggling, piracy, exploration of the Koronus Expanse, and even legitimate trade ventures. If there is a way to make money, one of Winterscale's agents is doing it right now.The focus of Calligos's current effort is on Lucin's Breath, where he is embroiled in a stalemate against rival Rogue Trader Aspyce Chorda, a rival whom he can neither cow nor crush, over the planet's immeasurable wealth of nephium.
Calligos Winterscale - Appearance: Calligos Winterscale is a tall, broad man with terrifying physical strength, and is a man ruled by his passions. He is known to go from good-natured joviality to towering fury at a single word and will tear into a man at the slightest provocation. He commands the respect and obedience of scum and hardened crew while at the same time treating them as friends or equals.
Calligos Winterscale - Wargear: Breaker (Power Axe)Hostile Argument (Storm Bolter)Fair Point (Mono-knife)
Calth - Calth: CalthImperialCivilised WorldDeath WorldVeridia SystemRealm of UltramarUltramarinesSpace MarineChapterUltima SegmentumCalth's inhabitants live in subterranean hive cities where the deadly ultraviolet light of Calth's blazing blue sun cannot reach them due to the planet's lack of an atmosphere. The caverns of Calth are constructed on such a huge scale, and with such grandeur, that they are as light and airy as any city of Macragge.The world above is an arid wasteland devoid of air and covered in the ruins of shattered cities. The atmosphere of the world was stripped away during a nuclear bombardment of the planet's hive cities during the terrible Battle of Calth that raged over 10,000 Terran years ago in the Horus Heresy. This was when the Ultramarines and the Word Bearers Traitor Legion, under the command of First Captain Kor Phaeron and the Dark Apostle, Erebus, came into conflict.As part of Ultramar, Calth provides recruits for the Ultramarines Chapter. The Aspirants compete in a series of contests between hopefuls to determine who is worthy of joining the Space Marines.Although the inhabitants of Calth are perfectly capable of living on what is grown in their subterranean algal nutrient vats, they prefer to import fresh foodstuffs from the nearby Agri-World of Iax. The orbital shipyards of Calth also earn the world a good reputation as Calthian-made starships are used by the Ultramarines and by merchants, Rogue Traders and the armed forces of the Imperium at large. The Ultramarines' Captain Uriel Ventris was born upon Calth.The Tyranid remembered as Old One Eye was discovered on Calth frozen in ice. At least one regiment of the Imperial Guard has been raised on Calth and the world is protected by the Ultramar Auxilia, the regiments of the well-trained Planetary Defence Forces of the Realm of Ultramar.
Calth - Hive Fleet Behemoth: The hearty subterranean folk of Calth also survived attacks from the Tyranid Hive Fleets Behemoth and Kraken in the late 41st Millennium
Calth - Old One Eye: Hive Fleet Behemoth's invasion of Calth had been led by a unique and extremely powerful Carnifex bioform nicknamed "Old One Eye" by the Imperial defenders that had the power to continually regenerate its cells, even from seemingly mortal wounds. The Carnifex was defeated by an anonymous Imperial hero who shot it through the eye with a Plasma Pistol. Decades later, a band of smugglers discovered Old One Eye's body frozen in a glacier in Calth's arctic region. They thawed the body out hoping to earn a reward for discovering the famous Tyranid and selling it to the highest bidder, but Old One Eye's regenerative powers had remained active, if slowed by the cold, and it awakened and butchered its rescuers.As soon as it returned to activity, scores of Tyranid creatures who still existed as feral beasts in the Calthian wilderness, including Genestealers and Termagants, were psychically drawn to Old One Eye's presence and the beast began to direct a series of Tyranid raids against Calthian convoys and hab-domes, killing thousands of people. As the people of Calth called out for deliverance to the Ultramarines, the Chapter sent Scout Sergeant Torias Telion and his squad of Scout Marines to handle the matter and prove themselves worthy of becoming full Initiates. Telion's squad tracked down Old One Eye, but the beast and its Tyranids began to slaughter Telion's squad. In a moment of desperation, Telion fired an aimed shot from his Bolter that struck the beast's already ruined eye-socket where it had been killed the first time.The creature wandered off in pain and disappeared into a ravine where its body was never found. With Old One Eye's second death, its Tyranid swarm was quickly destroyed by the Ultramarines since they were now leaderless. But reports later emerged of a powerful Carnifex fitting Old One Eye's description leading assaults on other worlds across the Ultramar Sector and beyond, indicating that the creature not only survived but somehow managed to escape off of Calth.
Calth That Was (Novella) - Calth That Was (Novella): Calth That Was is a novella published in The Horus Heresy series that was originally part of an anthology. Calth That Was was first published as part of the Mark of Calth main series anthology in April 2013. The cover image used is that of Mark of Calth, as Calth That Was has yet to be published separately.
Calth That Was (Novella) - Synopsis: Captain Remus Ventanus has a fateful encounter that will alter his destiny and shape the face of the Ultramarines Chapter for ten thousand years to come.
Calverna - Calverna: Calverna is an Ork World.The Deathwatch kill-teams of the watch fortress Null Breach in the Segmentum Solar have assaulted Calverna several times. During one of these incursions in the Era Indomitus, Watch Captain Daxis was killed when he was crushed by a rampaging Squiggoth. He was avenged when the Intercessor Lyone, seconded from the Novamarines, single-handily killed the massive creature with pinpoint fire.Lyone had made quite the reputation for himself while fighting the Orks, and avenging Daxis' death earned the Primaris Marine his predecessor's rank of watch captain. Even before his ascent, Lyone had become fearfully known to the Orks of Calverna as "Da Black Butcha," while his own battle-brothers began to call him "Orksbane." Lyone has excelled in the role of watch captain since earning the rank as one of the first Primaris brethren to do so.
Camarth - Camarth: Camarth is a Jungle World and Death World of the Imperium located in the Imperium Nihilus region of the Ultima Segmentum. It was long a heavily forested world whose flora and fauna made it inimical to its Human settlers. It was in many ways similar geographically and culturally to the Dark Angels Legion's ancient homeworld of Caliban. It was long protected by a garrison of Space Marines drawn from the Ruby Crescents Chapter, who were based at the fortress known as Redmoon Keep.Camarth was assaulted during the Era Indomitus by the Chaos Space Marines of the Ten Thousand Eyes warhost under the command of the Fallen Angel Sorcerer Lord Seraphax who overthrew the Ruby Crescents' garrison. However, the world was eventually freed by the actions of its people under the leadership of the awakened Primarch Lion El'Jonson and Zabriel, another Fallen who the Lion had redeemed and forgiven for his actions on lost Caliban and who became one of the first of The Risen.After its liberation, Camarth joined the Lion's Protectorate, the name given to those worlds of the Imperium Nihilus under the Lion's direct protection.
Camarth - History: The Ruby Crescents Chapter, genetic successors of the Blood Angels, had long maintained a fortified outpost known as Redmoon Keep on the Jungle World of Camarth. The garrison of the keep was left there to watch over the people of that world, who greatly respected and honored the Adeptus Astartes who walked among them. But when the Great Rift was born in the Era Indomitus, the Ruby Crescents of Carmath found themselves cut off from the rest of their Chapter as Carmath was located in the Imperium Nihilus. During the Era Indomitus, Camarth was assaulted by the Ten Thousand Eyes, a warhost of Heretic Astartes commanded by the Fallen Angel and Sorcerer Lord Seraphax. The Chaos forces overwhelmed the now-isolated garrison at Redmoon Keep and claimed the world for their own.In truth, Seraphax had deliberately targetted the Ruby Crescents because they were so isolated and easily overcome. Seraphax wished to use Space Marines of the Blood Angels' genetic lineage as fodder for a research endeavour he termed the "Bloodrage Project." This was an attempt to turn the Flaw in the gene-seed of all the sons of Sanguinius against them so that the mindless ferocity of the Black Rage and the Red Thirst would become all-consuming, transforming all the Astartes of the Sanguinary Brotherhood into weapons to be used against the Imperium.The Ten Thousand Eyes took control of Redmoon Keep and imprisoned nine of the surviving Ruby Crescents who had been captured at high cost to the warband in one of the fortress' cells. The Captives' blood was drained from them into a giant vat placed before them, where it was transformed by Seraphax's Chaos sorcery into a glowing liquid that he hoped could be used to initiate the Flaw in any of Sanguinius' scions.The imprisoned Ruby Crescents were later discovered by the Dark Angels Primarch Lion El'Jonson, who had found his way to Camarth through the Immaterium's sub-realm of Mirror-Caliban after his awakening beneath The Rock, and the redeemed Fallen Zabriel, now one of The Risen who had been forgiven by their primarch after being encountered on Camarth. The two sought to redeem Camarth for the Imperium, and had sought to expel the Ten Thousand Eyes from Redmoon Keep when they discovered the secret research being conducted in its dungeons.The Lion and Zabriel tried to free the Ruby Crescents, but each of the Space Marines had fallen to the Red Thirst and tried to attack their rescuers. Unaware of the nature of the Red Thirst which afflicted his brother Sanguinius' gene-sons, the Lion simply assumed they had already been corrupted by Chaos and granted them the Emperor's Peace.Then the Lion and Zabriel sabotaged the generatorium of the Redmoon Keep and destroyed it in a great explosion, which brought to an end the Bloodrage Project.Later, the Lion and Zabriel helped unite and lead the people of Camarth against the remaining Chaos forces to reclaim their world. Afterwards, its people joined the Lion's Protectorate in the Imperium Nihilus and provided contingents of the mortal paramilitary militia under the primarch's command known as the Lion Guard.
Cameleoline - Cameleoline: Cameleoline is a refractive chemical substance that morphically blends its colouration into the surrounding area. It is often woven into cloaks and smocks, or more rarely, as a coating over armour plate. Its properties aid with concealment during covert assaults.This archaic material is most likely a holdover from the Age of Technology and has been in continuous use since at least the Great Crusade and Horus Heresy eras during the late 30th and early 31st Millennia.Specially-fabricated Cameleoline Cloaks were primarily used by Legion Reconnaissance Squads, comprised of experienced Space Marines who were expert in operating independently and often deep behind enemy lines.These specialised troops were the eyes and ears of their Space Marine Legion in the field. For this task, they were armed and equipped with a variety of specialised wargear, including long-range weaponry, sensory auspex and cameleoline stealth gear.In the late 41st Millennium, cameleoline is still utilised by the Scout Marines and Vanguard Space Marines of the Adeptus Astartes, to aid them in the stealthy infiltration of enemy positions or to fight as lightly armed skirmishers ahead of the rest of their Chapter.Wearing Cameleoline Cloaks, these Scouts are able to operate behind enemy lines, set ambushes for their foes, determine the enemy's movements, and gather what information they can about their opponent's plans.A notable mortal Imperial military formation that also makes use of cameleoline technology is the Astra Militarum's Tanith First-and-Only Regiment.Cameleoline is also utilised by other Imperial armed forces as well, in the form of tarpaulins to help conceal large pieces of military equipment.These thin, resilient tarpaulins are made of sheets of photosensitive, colour-shifting fabric that can take on the appearance of their surroundings.Issued in five metre-by-five metre sheets, cameleoline tarps can be hooked together to hide anything from a Land Speeder to a Rhino armoured personnel carrier, to an entire encampment.
Camouflage - Camouflage: Camouflage is the art of hiding an individual or object from plain sight by utilising technological or natural means. This is done through the use of any combination of materials, colouration or illumination for concealment, either by making a person or object difficult to see (crypsis), or by disguising them as something else (mimesis). A third approach (motion dazzle) confuses the observer with a conspicuous pattern, making the visible object momentarily harder to locate. It is often used by the military forces of the various intelligent species of the Milky Way Galaxy.
Camouflage - Types of Camouflage: Camouflage was first practiced on Terra in simple form in the middle of the eighteenth century A.D. (ca. 750.M2) by rifle units. Their tasks required them to be inconspicuous, and they were issued green and later other drab colour uniforms. With the advent of longer range and more accurate weapons, especially the repeating rifle in the middle of the nineteenth century A.D. (ca. 850.M2), camouflage was adopted for the uniforms of all armies, spreading to most forms of military equipment including ships and aircraft. Many present-day camouflage textiles address visibility not only to visible light but also near-infrared, for concealment from night vision devices. Camouflage is not only visual; heat, sound, magnetism and even smell can be used to target weapons, and may be intentionally concealed. Digital camouflage applies patterns made of pixels, often designed to disrupt outlines at different distances, providing a degree of scale invariance.
Camouflage - Physical Camouflage: The majority of camouflage methods aim for crypsis, often through a general resemblance to the background environment, high contrast disruptive colouration, eliminating shadow, and countershading. This physical camouflage helps to conceal or break up the easily recognisable outlines of enemy forces.
Camouflage - Imperium of Man: The camouflage utilised by the armed forces of the Imperium of Man is based on physical paint schemes, many of which are Codex Astartes approved schemes that will be utilised by Imperial Guard regiments and Space Marine Chapters. Both Departmento Munitorum manuals and the Codex Astartes details thousands of approved camouflage schemes in use throughout the Imperium. Every time an Imperial Guard regiment is raised, they are allocated a camouflage scheme, often one that is unique to them. This results in an endless variety of camouflage schemes suitable for any environment. Camouflage schemes often depend on the environment in which they will be fighting, as some planets have very different ecologies, geology and enviroments, some of which would seem quite garish to modern eyes. Some Chapters of the Space Marines adopt a "no camouflage" rule, instead adopting an attitude that they hope will intimidate their opposition through their refusal to make use of such tricks.Listed below are only a small sample of the endless variety of camouflage schemes used by the military forces of the Imperium:Ice World/Winter Environment Camouflage Schemes - The troops of the Imperial Guard must fight in the harshest conditions, including the arctic wastes of Ice Worlds. Under these circumstances, winter camouflage becomes essential.Death World/Jungle Environment Camouflage Schemes - The vastness of the Imperium contains many jungle planets, most often classified as Death Worlds, which harbour a bewildering array of planet species, often with bizarre colouration. The Departmento Munitorum details camouflage schemes for even the strangest surroundings. The most famous of all Imperial jungle warfare regiments are those from the Death World of Catachan, the Catachan Jungle Fighters, with their distinctive red head bands and fearsome reputation.Desert World/Desert Environment Camouflage Schemes - The bleak wastes of the Desert World of Tallarn are not the only deserts encompassed by the Imperium. There are many arid worlds where the standard camouflage schemes are useless. There are, however, many camouflage schemes specially adapted to these conditions. It is not unusual for a regiment's vehicles to be painted in the same camouflage scheme as its troopers.
Camouflage - Scout Marine Camouflage: Space Marines rarely use any form of camouflage, for their entire combat doctrine states that they are best deployed as shock troops, their very presence filling the enemy with terror. There are instances when a Chapter may utilise patterns approved by the Codex Astartes, and in most cases this is in relation to the role of the Scouts. As ever, a Scout must be conversant in every aspect of war, and so an understanding of concealment and the use of camouflage are essential. The Codex contains a staggering array of camouflage patterns, many used in a wide range of environments. Others are intended for use in individual surroundings, and their use is extremely rare.
Camouflage - Orks: The Orks tend not to use camouflage, with two notable exceptions: the first is that of the Blood Axes clan who imitate the culture of the Imperium but do not understand the theory of camouflage and instead use combinations of colours and patterns with little relation to the environment in which they will be fighting, although it can sometimes prove effective. The second exception is that of Ork Kommandoz, those Ork Boyz who are "kunning az Mork", and are adept infiltrators and saboteurs, and use camouflage, misdirection and discreet movement with an aptitude baffling for such brutish creatures.
Camouflage - Necrons: The Necrons are not known to utilise camouflage patterns.
Camouflage - Natural Camouflage: Some factions have specific troop types that are able to physically alter their forms (eg. the Imperial Officio Assassinorum's Callidus Temple Assassins), or their natural colouration (eg. Tyranid Lictors) to better blend in with their surroundings.
Camouflage - Sources: Apocalypse (6th Edition), pp. 180-181Apocalypse (4th Edition), pg. 161Apocalypse Reload, pg. 47Codex: Assassins (3rd Edition), pp. 3, 6Codex: Assassins (2nd Edition), pp. 12-14Codex: Astra Militarum (6th Edition), pp. 222, 288Codex: Imperial Guard (3rd Edition, 2nd Codex), pg. 31Codex: Imperial Guard (2nd Edition), pp. 48-51Codex: Eldar (6th Edition), pg. 65Codex: Militarum Tempestus (6th Edition), pp. 54, 56-57Codex: Tau Empire (6th Edition), pp. 43, 68-71, 79, 87, 100Codex: Tau Empire (4th Edition), pp. 27, 35Codex: Tau (3rd Edition), pp. 16, 25, 35, 60Codex: Tyranids (5th Edition), pg. 41Deathwatch: Core Rulebook (RPG), pp. 366-367Deathwatch: The Achilus Assault (RPG), pg. 16How To Paint Space Marines (2004), pg. 40Imperial Armour Volume One - Imperial Guard & Imperial NavyImperial Armour Volume Three - The Taros Campaign, pp. 78, 282, 284, 314-315Inquisitor: The Thorians (Background Book) by Gav Thorpe, pp. 16-17Warhammer 40,000: Rogue Trader (1st Edition), pg. 170White Dwarf Magazine 321 (UK), "The Kappa Mortis Incident", pp. 76-81White Dwarf Magazine 312 (UK), "Silent Menace - Space Marine Scouts," by Andy Hoare, pg. 47White Dwarf Magazine 246 (UK), "A Rough Guide To Painting The Land Raider" by Nick Davis & Mark Jones, pg. 27White Dwarf Magazine 143 (UK), "Armies of the Imperium: Imperial Guard Colour Schemes," by Rick Priestley, pp. 63-69White Dwarf Magazine 105 (UK), "Chapter Approved: Land Raider", pg. 3White Dwarf Magazine 103 (UK), "Rampaging Rhinos" by Rick Priestley, pp. 64-65
Camouflage Netting - Camouflage Netting: Camouflage Netting, also commonly called Camo Netting, is a common upgrade used on many Imperial Guard vehicles, including those deployed by the Ordo Tempestus and even the Lost and the Damned. Camouflage Netting is a rather crude and simple technology, consisting only of fabric webbing coloured to match the local environment and usually woven with local flora. A rarer version is composed of sheets of cloth covered in Cameleoline, a refractive chemical substance that can blend its colouration into the surrounding area.Whether the netting is made with rare Cameleoline or cruder materials, Camo Netting helps conceal a vehicle from prying eyes.The netting is often rolled up when the vehicle is not in use, and upon arriving at a combat zone the netting is put into use. If a vehicle is expected to stay in a single location for a prolonged period of time, such as during a siege or waiting to ambush an enemy, the Camouflage Netting might instead be draped over the entire vehicle, using nearby trees, rocks or other environmental cues to conceal the vehicle. Camouflage Netting is especially efficient at providing concealment from enemy aircraft. Netting can also be draped over structures, such as Turret Emplacements or bunkers.
Camouflage Netting - Non-Human Equivalents: The following are known xenos technologies that mimic the most superior forms of Imperial Camouflage Netting:Tau Disruption PodsEldar Holo-Fields
Camouflage Netting - Sources: Codex: Astra Militarum (6th Edition) - GlosseryCodex: Militarum Tempestus (6th Edition), pg. 71Codex: Imperial Guard (3rd Edition, Second Codex), pg. 36
Canis Helix - Canis Helix: The Canis Helix, also known as the Spirit of the Wolf, is the term applied to the altered gene-seed which gives the Astartes of the Space Wolves Space Marine Chapter their distinctive nature and endows them with their unusual feral traits.Its mutations from the standard Astartes genetic pattern offer the scions of the VI Legion vastly enhanced sensory acuity and reaction time, as well as inducing certain physical characteristics such as extended and hardened canine teeth and an otherwise animalistic appearance.The presence of the Canis Helix, it has been argued, is also linked to the Chapter's almost uncontrollable aggression, bordering on frenzy in combat possibly due to violent overstimulation of their enhanced senses.The effects of the Canis Helix only became apparent over time as the early generations of the VI Legion's intake aged, with the psychological effects appearing earliest in those who had survived the troubled implantation process. Longer term, the instability of these mutations would lead in some cases to mental and physical breakdown of the most extreme kind, the man truly devolving into a monster.Thankfully, this instability was greatly ameliorated after the Legion's re-unification with its Primarch Leman Russ, though some cases of the gene-breakdown crisis, known now in the Legion as the "Curse of the Wulfen," persisted but were relatively rare. This was the case at least until the psychic cataclysm which marked the final deadly act of the Battle of Prospero.At that time, the curse was visited upon the VI Legion in numbers and to a degree never before seen, particularly in the case of the warriors of the all-but-lost 13th Great Company, whose Astartes fell by the hundreds to the curse's terrible effects.In the present era of the late 41st Millennium, the Canis Helix is derived from a unique segment of the genome of the Chapter's Primarch and is actually a genetic catalyst imbibed by the Chapter's Aspirants to begin their physical transformation into superhuman Astartes.However, the Canis Helix is still unstable and can reduce a Space Wolves Astartes into a feral, lupine mutant known as a Wulfen at nearly any point during his service to the Emperor of Mankind. It is keeping control of himself and refusing to give in to the savage demands of the Curse of the Wulfen which defines what it means to be a Space Wolves Astartes.