vizn3r/warhammer40k-lore huggingface dataset:
Kill-team Cassius - Unit Composition: 4 Deathwatch Veterans1 Deathwatch Terminator2 Deathwatch Vanguard Veterans1 Deathwatch Veteran Biker1 Deathwatch Librarian1 Watch SergeantCommanded by Chaplain Ortan Cassius
Kill-team Cassius - Wargear: Power Armour (Any Firstborn Marine pattern)Terminator Armour (Worn by Deathwatch Terminator)One Deathwatch Veteran is equipped with Plasma Pistol, Power Sword, Frag Grenades and Krak Grenades.One Deathwatch Veteran is equipped with Boltgun, Chainsword, Frag Grenades and Krak Grenades.One Deathwatch Veteran is equipped with Combi-melta, Frag Grenades and Krak Grenades.One Deathwatch Veteran is equipped with Frag Cannon, Frag Grenades and Krak Grenades.The Terminator is equipped with Heavy Flamer, Meltagun, Power Fist and a Teleport Homer.The Deathwatch Veteran Biker is equipped with Assault Bike armned with a Twin-linked Boltgun, A Power Sword, Frag Grenades and Krak Grenades.One Deathwatch Vanguard Veteran is equipped with 2 Lightning Claws, Frag Grenades and Krak Grenades.One Deathwatch Vanguard Veteran is equipped with Hand Flamer, Chainsword, Frag Grenades and Krak Grenades.The Deathwatch Librarian is armed with a Force Sword, Bolt Pistol,  Frag Grenades and Krak Grenades.The Deathwatch Watch Sergeant is equipped with Boltgun, Frag Grenades and Krak Grenades.All of the boltguns have access to the Deathwatch's special-issue bolter ammunition.
Kill-team Cassius - Roster: Chaplain Ortan Cassius (Ultramarines)Watch Sergeant Vael Donatus (Ultramarines)Deathwatch Veteran Zameon Gydrael (Dark Angels)Deathwatch Veteran Drenn Redblade (Space Wolves)Deathwatch Devastator Marine Rodicrus Grytt (Imperial Fists)Deathwatch Veteran Ennox Sorrlock (Iron Hands)Deathwatch Terminator Garran Branatar (Salamanders)Deathwatch Veteran Biker Jetek Suberei (White Scars)Codicier Jensus Natorian (Blood Ravens)Deathwatch Vanguard Veteran Edryc Setorax (Raven Guard)Deathwatch Vanguard Veteran Antor Delassio (Blood Angels)
Kill-team Excis - Kill-team Excis: Kill-team Excis was the tactical code name given to a Deathwatch kill-team split off from Kill-team Cassius by order of Chaplain Ortan Cassius of the Ultramarines and commanded by Thaniel Ectros of the White Consuls Chapter that was ordered in 681.M41 to investigate the Mining World of Ghosar Quintus after the disappearance of Inquisitor Chaegryn and his team of Tempestus Scions on a previous investigation of the world.Excis followed Chaegryn's trail into the Great Pit, the primary mining complex on the planet yet they too were swallowed by its mysteries, apparently slain to the last Astartes in their first encounter with the Genestealer Cult of the Four-Armed Emperor that lurked within the planet's depths and controlled its ruling Trysst Dynasty.Upon learning of the loss of Kill-team Ectis, Ortan Cassius led a mission unauthorised by his watch commander to Ghosar Quintus with Kill-team Cassius to discover the horrific mystery of what had slain his battle-brothers.
Kill-team Excis - Roster: Thaniel Ectros - Ectros was the commander of Kill-team Ectis and an Astartes of the White Consuls. He was armed with a Power Maul and Storm Shield.Luca Thalassi - Thalassi was an Astartes of the Flesh Tearers. He was armed with a Power Sword and a Bolter.Koenen Siegfric - Siegfric was a Space Marine drawn from the Howling Griffons. He was armed with a Deathwatch Shotgun.Vondel Omid - Omid was a proud Astartes of the Crimson Fists. He was armed with an Infernus Pattern Heavy Bolter.Stentor Pranus - Pranus was a Battle-Brother of the Novamarines. He was armed with a Stalker Pattern Bolter.
Kill Hill (Short Story) - Kill Hill (Short Story): Kill Hill is a short story in the Iron Snakes series of novels by Dan Abnett.
Kill Hill (Short Story) - Synopsis: Priad of Damocles, of the Iron Snakes of Ithaka, reaches the end of a long and gruelling campaign against Orks. All he has to do is survive to reach Kill Hill...
Kill Kroozer - Kill Kroozer: The Ork Kill Kroozer is as close to a "standard" type of cruiser as Orks get. Usually based on the hulks of destroyed Imperial and Chaos Cruisers, Kill Kroozers are protected by heavy prow armour and primarily armed with lots of Gunz and Heavy Gunz, with some also adding Torpedo Launchas to their arsenal.Kill Kroozers were a major threat to shipping in the Gothic Sector even during peacetime, and their numbers only grew during the Gothic War, presumably due to all of the starship hulks left over from the battles between Imperial and Chaos forces.Kill Kroozers also made up a large portion of the Warlord Ghazghkull Mag Uruk Thraka's armada during the Third War for Armageddon, and as such saw action in virtually every fleet engagement of the war. They were especially pivotal during the Battle of Pelucidar when a squadron of Kill Kroozers crippled and boarded the Apocalypse-class Battleship Triumph.
Kill Kroozer - Dimensions: Hull: Varies; 4.5 kilometres long approximately, 1.1 kilometres abeam approximatelyClass: Ork "Kroozer" designation -- typically either "Kill Kroozer" or "Terror Ship"Mass: Approximately 30 megatonnesCrew: Hordes of Grotz and BoyzAcceleration: 2.7 gravities maximum sustainable acceleration
Kill Kroozer - Sources: Battlefleet Gothic Rulebook, pg. 136Battlefleet Gothic Armada (PC Game) (Images)Battlefleet Gothic Resources: Imperial Fleets, pg. 19Codex: Militarum Tempestus (6th Edition), pp. 36-37Rogue Trader: Battlefleet Koronus (RPG), pp. 79, 83Rogue Trader: The Frozen Reaches (RPG), pg. 68Rogue Trader: Twilight Crusade (RPG), pg. 119
Killa Kan - Killa Kan: A Killa Kan (pl. Killa Kanz) is a cybernetic Ork combat walker. Killa Kans are smallish, bipedal walkers composed of a rickety, lightly armoured "kan" perched atop a pair of piston driven legs, and armed with a selection of ranged and close-combat weapons. Relatively primitive and weak by Ork standards, they are nonetheless fast and incredibly dangerous for their size, and one or two are more than a match for an Astra Militarum Sentinel walker.As for the operator within, Killa Kanz are not so much piloted as they are inhabited by a particularly ill-tempered Gretchin. Requiring the skills of both a Mekboy and a Painboy, fielding a Killa Kan entails first building the vehicle itself, then hard-wiring a volunteer Grot directly into the control systems.This painful procedure is not unlike the technology used in the creation of Space Marine Dreadnoughts, although significantly cruder and messier. Not only is the procedure excruciatingly painful, but implanting a Grot into a Killa Kan often increases the creature's aggression and brute savagery by an inordinate amount.Killa Kanz bear many similarities to Deff Dreads, with their snipping klawz, chugging heavy weapons, and lumpy metal hulls. Though individually smaller than a Deff Dread, Killa Kanz charge toward the enemy lines in jostling mobs of riveted iron and roaring saw-blades.The Killa Kanz's Grot pilots put their relative skill with firearms to good use, blowing the zog out of anything unlucky enough to cross their path. Despite being hardwired into a ten-foot tall killing machine, Killa Kan pilots still retain a good degree of Gretchin cowardice. As a result they still believe in safety in numbers, and have a bad habit of losing their nerve under fire. It is not unheard of for Killa Kanz to waddle about in circles or freeze up entirely at the first sign of danger.
Killa Kan - Role: Ork warbosses see Killa Kanz as handy and completely disposable shock units. They are well-armoured enough to run in and lead the charge, and with a usual armament of a single close combat arm fitted with a massive shear blade claw, buzzsaw or warhammer and matched on the other arm with a heavy, short-ranged weapon of some sort with which they are usually better shots than their impatient Ork cousins.Killa Kanz are able to do considerable damage even to heavy opposition. An added bonus being that any Kanz that get wrecked or blown to bits can easily be salvaged afterwards and recycled into more Killa Kanz -- after all, there is never any shortage of volunteer Gretchin pilots.The downside of Killa Kanz is that even a massive, armoured, piston-driven Grot is still sadly a Grot at heart, despite its newfound power, and Grots can often prove cowardly, skittish and easily distracted, having none of the psychotic and often suicidal sense of invulnerability that most Orks succumb to once wired into a Deff Dread.In order to overcome this, Mekboyz wisely tend to field them in small mobz to bolster their courage -- all Grots cleave instinctively to safety in numbers (and the possible chance of betraying your mates to escape), but despite this some Killa Kanz have been known to stagger about in panic when shot at or try to hide when things get rough.Conversely when confronted with an overpowered foe or an enemy in disarray, the Grots' natural vicious streak comes to the fore and these overpowered little sadists take great pleasure in gunning down, burning, crushing and slicing anything with its back to them.
Killa Kan - Design: Roaring, stumbling and clanking towards the enemy in thick clouds of oily smoke, with huge iron claws snapping and heavy ranged weapons spitting death indiscriminately, Killa Kanz are metal monsters built by the Orks to slaughter their enemies.Killa Kanz, while superficially smaller, even cruder cousins to the Deff Dreads (and most often with fewer limbs), are actually in many ways very different war machines. This is in no small part because they are crewed not by Orks, but rather by Grots, wired into the controls. When Kan construction is in the offing, Gretchin of every metre and stripe queue up for a chance to exchange their picked-upon, bullied and often appallingly short lives as the Orks' dogsbodies for an equally short but far more spectacularly violent and magnificent existence as a Killa Kan pilot.Dreams of lording it over their larger masters and handing out some damage for a change fill their little brains with delight. Indeed, such can be the competition among them that many Mek workshops and Grot mobs hold impromptu lotteries to decide who is picked to pilot the new Kanz. This is to cut down on the murder and backstabbing between the hopeful candidates.Once ensconced in their new metal bodies it is not unknown for the Grot inside to seek out and wreak some well-earned revenge on their former oppressors. While this is looked on as normal and indeed funny by the Orks, most Meks soon learn the wisdom of fitting their Killa Kanz with a handy "off" switch in order to keep them dormant between battles.
Killa Kan - Wargear: Killa Kans are typically equipped with:Big ShootaKan KlawOptional upgrades includes:Rokkit LaunchaGrotzookaKustom Mega-BlastaSkorchaAny Killa Kan can take the following:Grot RiggerExtra Armour Plating
Killbox (Short Story) - Killbox (Short Story): KillboxGaunt's GhostsDan AbnettKillboxBlack Library
Killbox (Short Story) - Synopsis: Even among the Tanith First-and-Only, famed for their skill at stealth, one Guardsman stands out for his skill in the arts of concealment and hunting. Scout-Sergeant Oan Mkoll has been at the forefront of many of the greatest victories for Gaunt's Ghosts, and his abilities are unparalleled. Now, aboard the starship Highness Ser Armaduke, Mkoll is put to the ultimate test. He has prepared for the moment, laid traps and established killboxes, ready for the instant the hunt begins. Because something dangerous lurks in the depths of the ancient voidcraft -- and it is coming for Mkoll.
Killfist - Killfist: Gorgrok Killfist was an Ork Warlord of the Deathskulls klan and the leader of WAAAGH! Killfist which ravaged the Knight World of Adrastapol in the Majestis System. During what became known as the Second Ork War, Killfist was killed in personal combat by Adrastapol's High King Danial Tan Draconis and his WAAAGH! routed by the combined might of House Draconis, House Minotos and House Pegasson.
Killfist - History: The first to note the destructive potential of the gathering WAAAGH! Killfist was Inquisitor Tane Massata of the Ordo Malleus, who had come to Adrastapol to investigate the purity of the Knight Houses of Adrastapol following the betrayal of the Imperium by House Chimaeros and House Wyvorn during the Donatos War. Massata's initial clandestine efforts to recover a Chaos artefact from Adrastapol were thwarted by the Chaos Cultists still present on the world. The Inquisitor ordered his flagship, the Oberon-class Battleship Light of Truth and its small attending fleet to reroute WAAAGH! Killfist to Adrastapol to use the Ork invasion as cover for his own attempt to claim the artefact.The number of warships and Roks in Killfist's WAAAGH! was such that even though Adrastapol boasted a sizeable defence fleet, there was no naval battle to slow down the enemy advance on the world. While Adrastapol's orbital defences took a heavy toll on the first wave of Ork landing craft, the WAAAGH!'s numbers were such that the Orks easily established a bridgehead on Adrastapol. Their primary landing area was in the less well-defended lands of House Minotos.During the first engagements of Adrastapol's Second Ork War, it quickly became apparent that while most of Gorgrok's Boyz were Deathskulls like himself, other klans had also joined his WAAAGH!. These included a powerful mob led by Warboss Drogg of the Goff klan, who was was also Killfist's primary rival for control of the WAAAGH!.What distinguished WAAAGH! Killfist from many others of its kind was its heavy degree of mechanisation due to its large complement of Mekboyz and Big Mekz. These Orks focussed primarily on the construction of Greenskin combat walkers, especially the medium-sized Morkanauts and Gorkanauts as well as the heavier Stompaz. These walkers were a common sight within WAAAGH! Killfist as even the lesser Warbosses fielded them in support of their mobs.The WAAAGH! also fielded entire squadrons of looted and repurposed Imperial vehicles such as Looted Leman Russes and Looted Basilisks. It also benefited from the support of Deff Dreadz and Deffkoptaz. WAAAGH! Killfist's primary super-heavy assets were the two Gargantz commanded by Killfist himself and Warboss Drogg.While the WAAAGH!'s rerouting was not planned by the Orks, Killfist's numerous Stompaz and his own Gargant fielded highly unorthodox weapons designed to incapacitate Imperial Knights rather than destroy them outright. As such, many Ork walkers sported javelin or spear-launchers or fired electrically-loaded nets in attempts to capture Knights for the WAAAGH!'s Meks to repurpose. While the Lootas and Meks showed considerable interest in these powerful war machines and were able to capture several more or less intact, no looted Imperial Knight was encountered during the Second Ork War.
Killfist - Wargear: Killfist usually led his forces from the bridge of his personal Gargant, but his wealth and reputation were such that he also led his own retinue of Meganobz into the fray. Wearing Mega Armour himself, Killfist's favorite weapons were his two incorporated Power Klaws, each taller than a full-grown human adult. One was fitted with an under-slung Gatling Cannon similar to the Avenger Gatling Cannon used by Imperial Knights.
Killmongers - Killmongers: The Killmongers are a warband of Chaos Space Marines of unknown origin or Founding. They are more than likely devoted to Chaos Undivided. This is little other information on this obscure warband in known Imperial records.
Killmongers - Warband Colours: The Killmongers' colours are not currently recorded in current Imperial records.
Killmongers - Warband Badge: The Killmongers' badge is not currently recorded in current Imperial records.
Kin's Wrath Warhead - Kin's Wrath Warhead: The Kin's Wrath Warhead is a warhead placed on a missile that can be fired from an optional missile launcher weapon hardpoint on the Leagues of Votann's Hekaton Land Fortress. When a Kin's Wrath Warhead detonates, it unleashes several smaller bomblets across a wide spread of the battlefield which explode into a hail of shrapnel that can shred enemy infantry, making it a potent anti-personnel weapon.
Kin World - Kin World: A Kin World is the classification given to any planet that has been settled by the Kin of the Leagues of Votann. These worlds have many classifications, including serving as Hold Worlds and Mining Worlds, which are among the most common types.Most Kin Worlds are located in the galactic core, but they can be found in other regions of the galaxy as well.
Kin World - Hold Worlds: A Hold World is any world that is home to a hold, or dwelling place, of a Kindred of the Leagues of Votann. Most Hold Worlds are located in the galactic core.A hold is any major, fortified dwelling of the Kin, whether it be a city, void station, industrial outpost or even an entire planet. All Kin live, train and toil within their home hold when not abroad amongst the stars for trade, scouting, mineral prospecting or war.The Kin habitually load apparently simple terms such as "hold" with nuanced meaning, being disinclined to even waste words. Thus, while the term is used throughout the Leagues of Votann, it can refer to wildly different structures and locations. Some holds are fusions of fortification, city, industrial complex and strip mine, the largest of which may sprawl across -- or honeycomb beneath -- much of a so-called "Hold World"'s surface. Others may be heavily armed void stations, chains of domes scattered through asteroid belts, nomadic harvesting fleets, mobile matter-energy syphoning plants riding the fringes of black holes to harvest their accretion discs, or even stranger marvels of the Kin's advanced technology.Each Kindred -- the basic political unit of one of the Kin's leagues equivalent to a clan or nation-state -- may possess one or more holds in their territory, depending on the population of the Kindred. A Kindred's hold may boast bustling cityscapes, industrial and military powerhouses, and many of the Kin's massive voidships.Every hold generally possesses four crucial components -- crucibles where new generations of Kin are cloned and gestated; a Forge where the engineers and artificers of the Kin known as the Brôkhyr craft the weapons, equipment, tools, vehicles and technologies required to sustain them; a Hearth that is the power source that provides energy to the hold; and a Fane, the device or node used by the Grimnyr or "Living Ancestors" of the Leagues of Votann to interface with the Votann, the self-aware machine intelligences that govern the Leagues.
Kin World - Notable Hold Worlds: Broken Triplets - The Broken Triplets is a Hold World of the Trans-Hyperian Alliance. The Broken Triplets are actually a trio of worlds found in the galactic core where the three planets were smashed together during some ancient catastrophe, and the colossal quantities of debris from their demise still whirls and ricochets in a vast cloud to this day, trapped by the gravitic anomaly that caused the disaster. The Broken Triplets is home to the hold of Sunder Stair, a void station that exists precariously yet safely at the heart of the three shattered worlds.Crimson Gulf - The Crimson Gulf is a Hold World of the Greater Thurian League.Cynder Span - Cynder Space is a Hold World of the Ymyr Conglomerate.Delvegard - Delvegard is a Hold World of the Ghulo Industrial Complex.Demmâk's Haven - Demmâk's Haven is a Hold World.Grandhall - Grandhall is a Hold World of the Greater Thurian League.Hold Silver Six - Hold Silver Six is a Hold World of the Greater Thurian League.Hyvôk's Kindred - Hyvôk's Kindred is a Hold World of the Leagues of Votann. Its people were once saved from destruction by the famed Hernkyn adventurer Sîmmka Farstryd and in thanks, a unique void suit called the Wayfarer's Grace was crafted for her.Obsyd Gate - Obsyd Gate is a Hold World of the Greater Thurian League.Tamâkh - Tamâkh is a Hold World of the Ymyr Conglomerate.Ûrvymm's Bulwark - Ûrvymm's Bulwark is a Hold World of the Greater Thurian League.
Kin World - Other Kin Worlds: The Kin also maintain outposts and colonies on other worlds, mostly in the galactic core, that may not necessarily be host to a true hold yet are still important as Mining Worlds, industrial centres, research stations or some other significant outpost of the Leagues of Votann.
Kin World - Notable Kin Worlds: Törg (Mining World) - Törg is a Mining World of the Greater Thurian League. It is an outlying world in that Kin league's space and Terran years of deep-core tectonic mining left Törg riven by great chasms. It is now a hostile mass of jagged stone, exposed magma veins, convulsing super-volcanoes and toxic fumes, which the Greater Thurian League's Kin Harvester Fortresses traverse as they mine Törg's mineral wealth. During the Era Indomitus the world was invaded by Chaos Space Marines belonging to the warbands of the Khornate World Eaters and the Nurglites called The Purge. These Heretic Astartes arrived in a small flotilla of voidships and overran the Greater Thurian League void docks that orbited Törg, before then assaulting the Kin settlements on the world itself. The miners of the Greater Thurian League's Cthonian Mining Guild were now trapped in their Harvester Fortresses. A plea for aid was sent out to the Greater Thurian League even as the Chaos Space Marines attacked. The Kin of Törg's plea was answered by High Kâhl Ûthar, whose Oathband was dispatched by the league to defeat the Chaos invaders.
Kindled Spirits - Kindled Spirits: The Kindled Spirits was a thrallband of Heretic Astartes of the Thousand Sons Traitor Legion that was lost during the event known as the First War of the Webway in 579.M37.
Kindled Spirits - Notable Campaigns: First War in the Webway (579.M37) - A coven of sorcerers from the Kindled Spirits thrallband conducted a great ritual in the Webway, hoping to gain access to the scream-filled city of Commorragh, the home of the Drukhari. Before their ritual was complete, hundreds of Drukhari, led by troupes of Harlequins, poured from an invisible portal and launched themselves at the Rubricae defending the coven. With their spell sundered, the Kindled Spirits counterattacked, their blasts of Warp-flame eventually breaching the fabric of the Webway itself. As the arterial walls of the Webway buckled and collapsed outwards, the backlash stranded the combatants in a shattered pocket-reality with no way out. There are whispers that the fighting has continued ever since, and that each warrior is fated to die and be reborn in an endless cycle for the rest of time.
Kindled Spirits - Warband Colours: The Kindled Spirits' warband colours are not currently listed in Imperial records.
Kindled Spirits - Warband Badge: The Kindled Spirits' warband badge is not currently listed in Imperial records.
Kindred (Kroot) - Kindred (Kroot): Kindred is a term used to define a family or group of Kroot Carnivores and their Shaper leader. Kroots can also specialise their kindreds to possess specific abilities and roles in Kroot society.Some notable kindreds include the Headhunter Kindred, who have devoured the most poisonous creature they can find which has allowed them to spit posion at their enemies.The Stalker Kindred have devoured the stealthiest creatures they could find and now are masters of stealth themselves.The Vulture Kindred have grown wing adaptations which allow them to soar on air currents but not to truly fly.The Tracker Kindred are excellent riders and scouts.The Hunter Kindred possess the most Kroot Hunting Rifles as they possess the most accurate shots among the species.
Kindred (Leagues of Votann) - Four Pillars of a Kindred: Other than its people, the heart of every Kindred lies in its "Four Pillars." The first is "the Hearth" -- the fire that burns at the heart of the hold. Echoing the times when all Kin sailed the stars aboard vast generation ships, the Hearth is the blazing plasma reactor that powers the hold's defences and sustains light and life. Its fires are said to burn within the breast of all its Kin, only extinguished if every last member of a Kindred falls.The second pillar is "the Forge," wherein the Kindred known as Brôkhyr craft the weapons, equipment, tools, vehicles and technologies required to sustain them. In planet-based holds the Forge may be a conventional -- if vast -- industrial workshop, but in others it may take the form of a huge factory-vessel, a hollowed out industrial asteroid or a grav-anchored factory-station.The third pillar is "the Fane," tended to by the Living Ancestors. From the Fane flows the wisdom of the Votann, for it is here that the Grimnyr interface with their Kindred's Ancestor Core.The final pillar is "the Crucible," whose genomic cloning technologies and artificial wombs ensure the Kindred's continuation as a people, and whose ancient devices are defended by the oath-sworn orders of the Embyr, elite protectors who are one of the few bearers of a psychoactive cloneskein.
Kindred (Leagues of Votann) - Votannic Council: When a Kinhost of the Leagues of Votann mobilises for war, it is commanded by its Kindred's Votannic Council. This military command council consists of the most senior and respected heroes of the Kindred. It often includes the high kâhl who commands the Kindred's Kinhost, the Brôkhyr Forge-master who leads all of the Kindred's Brôkhyr, the Kindred's Lord Grimnyr who leads all of their fellow Grimnyr in communicating with the Votann, and senior figures of power and authority in the Kindred, as well as their assembled advisors.The Votannic Council is normally gathered only for the greatest conflicts, however -- usually when the entire Kindred or their hold face direct and potentially existential peril. At other times, portions of the Kinhost's forces may be led to war by smaller gatherings of leaders such as kâhls, Brôkhyr Iron-masters, Living Ancestors, or even by just a single one of these brave commanders.
Kindred Crimson-Two - Kindred Crimson-Two: Kindred Crimson-Two is a Kindred of the Greater Thurian League of the Leagues of Votann located in the galactic core. It was one of many Thurian Kindreds whose Hearthspakes voted to take up defensive positions and face the onslaught of the forces of Chaos pouring out of Warp Storm Örgvayr after it was created in northeastern Thurian space with the birth of the Great Rift.
Kindred Eleven-D - Kindred Eleven-D: Kindred Eleven-D is a Kindred of the Leagues of Votann. Its name is an example of the Kin's tendency to sometimes use oddly basic names for their Kindreds.
Kindred of Aârnok - Kindred of Aârnok: The Kindred of Aârnok is a Kindred of the Leagues of Votann. The Kindred of Aârnok is known to possess Balewind harvester stations. This is an example of the extremophile inclinations of many Leagues of Votann Kindreds.
Kindred of Echodark - Kindred of Echodark: The Kindred of Echodark is a Kindred of the Leagues of Votann. It is an example of a Kindred that has been named for a defining feature of their Hold World.
Kindred of Liminus Crag - Kindred of Liminus Crag: The Kindred of Liminus Crag is a Kindred of the Trans-Hyperian Alliance of the Leagues of Votann. The folk of the Kindred of Liminus Crag are famed as shipwrights of the swiftest voidcraft and atmospheric gunships among the Leagues.
Kindred of Nârunn - Kindred of Nârunn: The Kindred of Nârunn is a Kindred of the Leagues of Votann. It is an example of a Kindred that has been named after its founding Ancestor.
Kindred of Ork Slayers - Kindred of Ork Slayers: The Kindred of Ork Slayers is a Kindred of the Leagues of Votann. It is an example of a Kindred that has been named after the defining nature of its Kin.
Kindred of Six - Kindred of Six: The Kindred of Six is a Kindred of the Kronus Hegemony of the Leagues of Votann. The brutally direct Kin of the Kindred of Six pride themselves on their mastery of urban warfare. They are known rivals of Sylâkh's Kindred.
Kindred of Six - Notes: It is possible that the Kindred of Six is the same as the Kindred known simply as Kindred Six.
Kindred of Vôrtun - Kindred of Vôrtun: The Kindred of Vôrtun is a Kindred of the Greater Thurian League of the Leagues of Votann. Its Hold World is the planet of Obsyd Gate. This is the home Kindred of the famed Thurian kâhl Ûthar the Destined.It was the Kindred of Vôrtun's Kinhost that provided the Oathbands led by Ûthar to rescue the Cthonian Mining Guild personnel on the world of Törg during the Battle of Örgvayr. This operation occurred only after Ûthar convinced the Kindred's Hearthspake that they must take offensive action against the forces of Chaos spilling out of Warp Storm Örgvayr rather than taking up purely defensive positions.
Kindred Six - Kindred Six: Kindred Six is a Kindred of the Leagues of Votann. It is an example of the Kin's tendency to sometimes use oddly basic names for their Kindreds.
Kindred Six - Notes: It is possible that Kindred Six is simply another name for the Kindred of Six, a Kindred of the Kronus Hegemony.
Kir'la (Warden)-class Gunship - Kir'la (Warden)-class Gunship: The Kir'la (Warden)-class Gunship is a T'au spacecraft escort that serves as part of the T'au Empire's battlefleet, known as the Kor'or'vesh in the T'au Lexicon.It represents a radical departure in gunship design for the T'au Empire's fleet in that while it still requires towing via Gravitic Hooks by larger vessels in order to keep up with the rest of a fleet, it is designed for and crewed primarily as a combat vessel; as opposed to being a re-configured cargo lighter such as the Kass'l (Orca)-class Gunship.Because of this, the Kir'la can seamlessly integrate itself into Kor'or'vesh flotillas, though it will still operate independently as an escort squadron when assigned to escort Gal'leath or Il'fannor vessels of the Kor'vattra.Because of the high experience levels of crews assigned to Kir'la’s, and the ships' superior manoeuvring qualities when compared to the K'essl, the Kir'la has proven to be a formidable adversary to attacking raiders. However, its numbers will not be sufficient to replace the Kess'l in active service for quite some time because of its complexity to manufacture.Despite technological advances in Ether Drive technology, the Kir'la’s small size made it extremely difficult to put an efficient interstellar drive system into its hull. Thus, they lack faster-than-light capabilities and must always be towed into combat and launched after their mothership enters a system.The Or'es El'leath (Custodian)-class Battleship is specially designed to quickly deploy these vessels immediately upon entering combat, and it operates with the Kir'la exclusively as its towed gunship escort.While Wardens have on occasion been used in other roles and paired with other ships that have Gravitic Hooks, they were designed primarily to protect their vitally important carrier battleships and will rarely be seen too far away from their sides.In battle, Wardens will commonly operate as escort squadrons that can also include Kir'shasvre (Castellan)-class Ecorts as part of their ranks.
Kir'la (Warden)-class Gunship - Armament: All Warden-class Gunships, as standard, are armed with a prow set of both Railgun and Ion Cannon batteries as their primary armament.Warden-class Gunships also feature standard T'au starship gravitic shielding, and a single defensive turret mounted on their hulls.
Kir'qath (Defender)-class Starship - Kir'qath (Defender)-class Starship: The Kir'qath (Defender)-class Starship is an Escort grade starship used by the T'au Empire's Kor'vattra, the Tau Navy.Just as the Lar'shi (Hero)-class Starship is the T'au response to the Imperial Lunar-class Cruiser, the Kir'qath is their answer to the Imperial Sword-class Frigate.The Kir'qath is the only true Escort in the Kor'vattra, and is used in squadrons to provide close support for the larger, capital-grade vessels. Its main weakness is the lengthy recharge time for its Ether Drives.It can make up to half a dozen Warp jumps in succession but will then be unable to do any more for at least a rot'aa (approximately 15 Terran hours).This means the Kir'qath is not suitable for scouting as it either travels slowly across interstellar space or risks being unable to retreat when it arrives.This can make it a liability in rapid fleet manoeuvres. Consequently, squadrons are spread through T'au space where heavier units can call upon them for support if required.
Kir'qath (Defender)-class Starship - Armament: Every Kir'qath-class Starship is armed, as standard, with a prow Railgun battery, a prow-mounted Gravitic Launcher, two defensive turrets mounted around its hull, and standard Tau starship gravitic shielding.Together, this armament allows the Kir'qath to pose a credible threat to any enemy warship the Kir'qath engages, especially in large numbers.
Kir'shashvre (Castellan)-class Escort - Kir'shashvre (Castellan)-class Escort: The Kir'shashvre (Castellan)-class Escort, also sometimes referred to as the Kir'shashvre (Castellan)-class Heavy Escort, is a new voidship design of the T'au Empire developed as part of the Kor'or'vesh fleet initiative.The Castellan is the Kir'la (Warden)-class Gunship's larger cousin; capable of independent action and well-equipped for starship combat.Operations by the older Kir'qath (Defender)-class Starship revealed that while it was a capable Escort, continuing shortcomings in its engineering plant required a new vessel design that could make much deeper and longer dives as well as a larger number of dives before requiring to recharge its primary drives.Like the other vessels designed during the Kor'or'vesh initiative, the Castellan’s unique hull design allows for considerably longer-range operations compared to its predecessor.When deployed in the role of traditional escort vessels, it has proven directly comparable to commonly encountered Imperial designs such as the Sword-class Frigate and the Firestorm-class Frigate.Around Taros during the Taros Campaign, the T'au fleet deployed Castellans in large numbers in support of their larger vessels with great success.
Kir'shashvre (Castellan)-class Escort - Armament: All Castellan-class Heavy Escorts are, as standard, armed and equipped with a prow Railgun battery and Gravitic Launcher, a pair of defensive turrets mounted around their hulls, and standard T'au starship gravitic shielding.
Kjarl Grimblood - Kjarl Grimblood: Kjarl Grimblood is a Wolf Lord of the Space Wolves Space Marine Chapter, one of twelve legendary warriors who lead the Great Companies into battle. Kjarl Grimblood is a fierce rival of Sven Bloodhowl. He and his Great Company bear the sigil of the Fire Wolf. In Fenrisian myth the Fire Wolf burns without being consumed, and it is his voice of flame that melts the snows and thaws the glaciers before each season.They say that Kjarl's foresight is so supernaturally acute that it is whispered that he possessed the Gift, and that he is able to see the future in the flames, though none say it in his presence. His Great Company favours a great many flame weapons, boasting no fewer than twelve Land Raider Redeemers.So it is that his Grey Hunters have a special rite of passage -- once a Grey Hunter has killed his prey with flame, they have earned the right to paint their face with blood before each battle, the crimson flames upon their countenance marking them as a Red Hunter for all to see.
Kjarl Grimblood - Wargear: Artificer Armour - Kjarl'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 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 GrenadesKrak GrenadesFrost Blade
Klaha - Klaha: Klaha is a volcanic world found within the Jericho Reach. According to Rogue Trader Covington Arcadius in 987.816.M41, research into old survey information indicates that this planet within the Klaha System still presents an extraordinary treasure trove of resources.Classified as a Dead World by Imperial charts, some argue that Klaha has not yet begun to live. The planet is extremely active from a geological perspective. In addition to the frequent quakes, Klaha's surface is littered with active volcanoes, which spew steady streams of ash and sulphur into the atmosphere as they unleash lava upon its surface.This combination suggests that the planet is relatively young, or it might be a consequence of an unusual combination of minerals inherent in its nature. The high level of venting gasses and geothermal activities also pushes the planet's ambient temperature well beyond the range that is acceptable for an unprotected Human.Only the world's substantial mineral resources have drawn any significant attention. Were it not for those resources, the world might well have been completely ignored.
Klaha - History: Even during the height of the Jericho Sector's golden age, there were more worlds suited for colonisation than there were people to send.Of all the teeming masses, only a subset is willing to leave the comforts of an established Imperial world and venture forth to an unknown wilderness. Of those who might choose such a life, only a smaller group has the necessary training and physical stamina to be effective in such a role.It comes as no surprise, then, that only the most likely worlds for colonisation ever saw serious efforts. Nevertheless, in spite of its significant natural resources, there are no records of any serious Imperial efforts to colonise Klaha. This is also in spite of numerous recorded exploratory missions and dozens of reports concerning its mineral wealth.It is clear that, at some time or another, there were multiple organisations interested in identifying some way to extract Klaha's natural resources. According to the aforementioned records, this included at least three mercantile houses, a group affiliated with the Adeptus Mechanicus, and agents of the Adeptus Administratum.Clearly, all of these organisations sought an effective means to extract the world's vast mineral wealth through some technique that had a manageable cost. Certainly, the exploratory missions were successful, as several offer insights into the beautiful phenomena associated with an eruption of the world's heavy-metal laden volcanoes.However, there is no evidence that any group succeeded at actually establishing a settlement. The world's toxic atmosphere in conjunction with its geologic instability clearly made the task overwhelming for any Imperial assets.Of course, given those same dangers, it is possible -- albeit unlikely -- that some group might have established a perilous foothold which vanished over the intervening millennia.Certainly, the world's environment is more than capable of destroying any evidence, but even given the fragmentary nature of the Jericho Sector's records, it seems improbable that such a massive feat of engineering could be completely forgotten.
Klaha - Collapse: Over the millennia since the ancient Jericho Sector's collapse, the world has seen more habitation than it ever did in known history. However, that habitation is not a product of the Imperium's efforts. Another organisation has successfully begun mining operations on this hostile world.Their success is due, in large part, to the fact that they are capable of using a technological base distinct from that of the Imperium. Heretek forces successfully established a mining outpost and manufactorum atop one of the world's most active volcanoes, which they have named "Mount Pride."Only through their ties to the Immaterium and its tools have they been able to begin to effectively exploit this unforgiving world.Deathwatch records indicate that this enormous manufacturing fortress has been in place at least as long as the world's watch station. That lone Imperial structure in this accursed system is located on one of Klaha's many moons.The facility uses passive scanning capabilities and carefully regulates its power consumption, as part of the designer's efforts to keep it from being noticed by those devoted to the Ruinous Powers.There are no records of it having come under assault by Chaos forces, but, on at least two occasions, vessels sent to recover data from it ran afoul of the blasphemers. It is unclear if Watch Station Klaha was placed in the system specifically to observe the facility at Mount Pride or if there may have been additional reasons for selecting this location.Given Klaha's extreme conditions, it is hardly surprising that much of its surface is barren. In spite of this fact, other forces have shown a distinct interest in the world. Watch Station Klaha has recorded vessels of unknown xenos origin intruding into the system at least twice since its activation.In both instances, forces originating from the Heretek facility engaged and repelled the intruders during actions on the world's surface. Due to necessary limitations on the watch station's scanning capacity, little additional information is available about these conflicts.
Klaha - The 41st Millennium: In 809.M41, Watch Station Klaha detected the first of a series of massive energy fluctuations from deep beneath the world's surface. A second, similar surge came two standard years later. Nineteen additional surges of varying magnitude, but increasing frequency, have been noted since that time.Each of these fluctuations has been associated with significant seismic and volcanic activity. This includes the reactivation of nine volcanic ranges, which had been inert through the entirety of Imperial records in the system.Since the second spike, the Hereteks and their allies have begun the construction of a facility in geosynchronous orbit directly over Mount Pride. The capabilities and purpose of this satellite remain unknown, but Inquisitorial requests for additional information have been filed.It is likely that the ground-based facilities have suffered some damage during this time of geological instability, although there is no hard evidence to corroborate this theory.Shortly before the watch station identified the orbital construction, it also detected evidence of additional surface activities. Due to the nature of the energy types, magnitude of the flow, and planetary location, it is unlikely that this activity was directly affiliated with the Mount Pride facility.Rather, analysts have begun to conclude that this activity must be affiliated with another group -- most likely one of xenos origin or exploiting technology inconsistent with that of the Imperium or known Heretek techniques.It has been more than three Terran centuries since Watch Station Klaha last detected any unknown xenos vessels within the system. While possible, it is unlikely that any colonists have dwelt upon the hostile surface without detection for that length of time.This suggests that this is the work of a xenos force capable of interplanetary transit without the use of voidcraft, or that there is something that has lain dormant beneath Klaha's surface for a very long time.
Kleitus - Kleitus: Kleitus was the Captain of the elite 1st Company of the Imperial Fists Chapter of Space Marines. He died during the Imperial Fists' siege of Haddrake Tor when the Forces of Chaos proved capable of manipulating the Warp using sorcerous rituals in such a fashion that Kleitus and much of the 1st Company suffered from a teleportation mishap.Kleitus rematerialised with one side of his body within solid rock, leading to an agonising death. Before he expired, he handed his great Thunder Hammer, the Fist of Dorn, on to Captain Darnath Lysander of the 2nd Company. Lysander went on to lead the Imperial Fists to victory over the Heretics and to be raised to replace Kleitus as the Captain of the 1st Company. Lysander still proudly wields the Fist of Dorn.
Klovis the Redeemer - Klovis the Redeemer: Klovis the Redeemer is a noble of House Cawdor and a particularly fanatical and homicidal Redemptionist priest of the Ecclesiarchy from the Hive World of Necromunda.
Klovis the Redeemer - History: Based in Hive Primus, the capital hive city of Necromunda, the noble House Cawdor is the stronghold of the Adeptus Ministorum's fanatical Cult of Redemption, whose prophets foretell of universal destruction and salvation from sin through death in the Emperor's service.Although the cult has its adherents throughout the hive city, in House Cawdor its fanatical take on the theology of the Imperial Creed has attained the status of an official religion. For this reason, the house is also known as the "House of Redemption." Members of House Cawdor are forbidden to show their faces in public, and so they wear elaborate masks to conceal their identities.Klovis the Redeemer is a legend in his own lifetime and a force to be reckoned with. From his fortress in the Ash Wastes, two solar weeks' journey from Hive Primus, Klovis launches crusades which are notorious for the slaughter they bring.After the Arch-zealot himself, Klovis the Redeemer is perhaps the most notorious Redemptionist in the underhive. He battles tirelessly against the infidels, scourging Heretics and purging mutants. His righteous acts of merciful execution are chronicled by the hand of his faithful scribe, Deacon Malakev, who is also charged with carrying the large tome of tortures known as the Liber Excruciatus.Klovis often leads a loyal flock of dedicated Zealots on Redemptionist crusades into the underhive. These are crazed individuals that are members of the Necromundan Redemeptionist cults who have been touched by the Emperor's fury.Klovis also leads a cowardly Ratskin named Brude, whom he rescued from a life of sin, turning him from his heretical ways into a faithful follower of the Imperial Creed.
Klovis the Redeemer - Wargear: In battle Klovis wears the sacred vestments of his calling -- heavy padded robes with mesh armour beneath it.He also wears his customary ornate Redeemer mask and a crown of iron that is connected to two canisters of promethium on his back, enabling the crown to constantly burn with the righteous flame of his zeal.In close quarters battle, he can turn a valve on the fuel canisters on his back, causing the flames of his crown to release a large blast of fire to burn his enemies.Sword of Persecution - The Sword of Persecution is a massive two-handed chainsword known as an Eviscerator, fitted with a master-crafted Exterminator flame cartridge, to slice and burn the unbelievers. The large canisters of Promethium upon his back ensures that the righteous flames of his weapon never run out in the heat of battle.Pulpitek - The Pulpitek is a specially-made, armoured half-track vehicle that travels the Ash Wastes and the corrupt byways of the underhive. The Pulpitek is also heavily armed with an array of Autocannons. From the command pulpit of his vehicle, the Redeemer can preach his fiery oratory while commanding his loyal flock in the midst of battle.
Klovis the Redeemer - Sources: Necromunda (2nd Edition), pp. 123, 191-198Necromunda (1st Edition), pg. 81Necromunda Magazine Vol. 1, 2, "House of Iron", pp. 28-29Necromunda Magazine 2, pp. 30-35Necromunda: Outlanders Rulebook pp. 33, 77Necromunda: Underhive (Living Rulebook edition), pg. 79The Redeemer (Graphic Novel) written by Pat Mills and Debbie Gallagher and illustrated by Wayne ReynoldsWarhammer Monthly 18, pg. 3White Dwarf 190 (UK), "Gang Warfare!", pg. 8White Dwarf 196 (UK), "'Eavy Metal: Redemptionists - The Witch Hunters", pp. 5, 54White Dwarf 302 (US), "Necromunda - The Iron Lords", pg. 91
Klybo - Klybo: Klybo is an Imperial classified Dead World located in the Calixis Sector.Klybo is an extinct world, where the ruins of a lost human colony poke from the sifting sands. Klybo's harsh environment spurned all efforts to settle it. The Calixis Sector Fleet maintains a waystation on a moon in close orbit. Klybo has become proverbial over the years, indicating a worthless or doomed effort. "It all went like Klybo" or "I tried my best, but I had a day on Klybo" are common sector euphemisms.Klybo is a particular haunt of prospectors and tech-archaeologists. It is rumoured that fabulous STC finds are hidden on Klybo, remnants of the colonial attempts to settle the world. Several myths report "walking monsters," akin to Ambulon, still striding the wastelands. No form of conclusive data has yet been obtained.
Klybo - Departmento Cartographicae Planetary Database: Galactic Position: 234/33/CS/SClass: Dead WorldContact With Other Worlds: None to speak of.