vizn3r/warhammer40k-lore huggingface dataset:
Moderatus - Notable Moderati: Jonah Aruken - Jonah Aruken was a moderatus primus of the Legio Mortis Imperator-class Titan Dies Irae during the Great Crusade and Horus Heresy. Aruken's ambition, as was true for most moderati, was to eventually become the princeps of his own Titan, a dream he felt would be jeopardised if the Dies Irae' commanding Princeps Turnet believed he was involved with the forbidden underground cult of Emperor-worship known as the Lectitio Divinitatus, like his friend and fellow moderati Titus Cassar. During the Battle of Isstvan III, as Cassar prepared to kill Turnet to stop the Dies Irae' betrayal of the Loyalist Space Marines on Isstvan III, Aruken's ambition led him to kill his friend, which allowed the Dies Irae to carry out the mission assigned to it by the Warmaster Horus and turn on the Loyalist Death Guard Astartes it was supporting in the battle for the Choral City.Titus Cassar - Titus Cassar was a moderatus primus of the Legio Mortis Imperator-class Titan Dies Irae during the Great Crusade and Horus Heresy. Cassar was secretly a member of the underground cult of Emperor-worship known as the Lectitio Divinitatus in direct violation of the Imperial Truth. Cassar was often ridiculed for this belief by his friend and fellow moderatus Jonah Aruken, though the two rescued the Remembrancer and future Imperial saint Euphrati Keeler from the mute assassin Maggard sent to slay her by the Warmaster Horus. During the Battle of Isstvan III, after the world had been ravaged by the firestorm unleashed by the aftereffects of the virus bombing ordered by Horus, the Dies Irae' Princeps Turnet ordered his moderati to open fire on the Loyalist Death Guard Astartes they had been providing fire support to. Cassar confronted Turnet with his autopistol to stop that betrayal of the Emperor. However, Aruken, fearful that such a betrayal would end his chances for promotion within the Legio Mortis so that he might one day become a princeps himself and command his own Titan, killed his friend instead. The Dies Irae then completed its assigned mission and sought to kill any Loyalist Astartes who had survived the viral bombardment.
Moebian 6th Regiment - Regimental Organisation: The Moebian 6th, like all of the Moebian Regiments, refers to its guardsmen as "lasmen." The regiment was originally an elite Imperial force that possesses many different units and specialties beyond what are usually available to a more standard Astra Militarum regiment.They maintain units of fierce melee troops who excel at close range and hand-to-hand combat. They have Storm Troopers, snipers, flame-troopers, demolition units, and Heavy Weapons Squads. They possess all the needed specialties an armed unit needs if it wants to take down an Imperial world.
Moebian 6th Regiment - Sources: Warhammer 40,000: Darktide (Video Game)Darktide Dev Blog: Moebian SixthWarhammer 40,000: Darktide - Vox Transmission IIWarhammer 40,000: Darktide - Vox Transmission IV
Moebian Domain - Moebian Domain: The Moebian Domain is a semi-autonomous region of Imperial space located in the Segmentum Solar that is comprised of several strategically important worlds. The domain is ruled by Constant Margrave of the Highborn House Margrave which is based on the domain's capital Hive World of Atoma Prime. Margrave serves as the region's sector lord with the title of the "Lord Moebian."Forge World Obscurus once supplied much of the Moebian Domain with technology and armaments, though those days are long past.The Moebian Domain is awash with old Cadian Shock Troops wargear. History does not record why.Despite attempts by the authorities to crack down on them, honour duels remain a popular -- if deadly -- method of settling disputes throughout the cultures that comprise the Moebian Domain.The galactic north of the Moebian Domain is dotted with Feral Worlds -- the sites of constant battles to hold back the Darktide and as such these conflicts are considered a part of the Fringe Wars.The Moebian Domain is the setting for the video game Warhammer 40,000: Darktide.
Moebian Domain - Origins: The Moebian Domain is highly loyal to the Emperor and the domain itself is considered a significant tract of Imperial space. The Moebian Domain is a fiefdom comprised of several important worlds in the Segmentum Solar, loyal to Terra and ruled over by the Lord Margrave of the domain's capital Hive World of Atoma Prime, who serves essentially as its sector lord with the title of the "Lord Moebian."The domain can be considered a province or a self-governing state of the Imperium. It pays its tithes and taxes to Terra, it obeys Imperial Law, and its worlds manufacture vast quantities of strategically important goods for the Imperium. It is thus highly important to the Imperium and must be defended from assault by the Emperor's foes, whether they be within or without.The world that would be known as Atoma was first colonised by Humans at some point in the Dark Age of Technology, when Mankind had achieved its technological golden age. What would later be known as the Moebian Domain was likely colonised during the "Stellar Exodus" from Old Earth in ca. M15, as the region was relatively close to the Human homeworld.In the the subsequent Age of Strife after the collapse of the first Human interstellar civilisation, Atoma managed to survive by becoming economically self-sufficient largely due to its advanced industry, ultimately weathering the isolation of Old Night relatively well when compared with what befell so many other Human colonies.During the Great Crusade of the late 30th Millennium, the expeditionary fleets of the Emperor of Mankind rediscovered Atoma Prime and immediately saw its strategic value to the newborn Imperium. No harsh re-education and violent subjugation was needed to incorporate Atoma into the fledgling Imperium and impose Imperial Compliance. The rulers of Atoma were quite willing to join their fates to this powerful new interstellar Human empire. The highly productive manufactoria of Atoma were immediately set to produce materiel needed to support the Great Crusade's fleet supply lines.Soon after, Atoma was designated the capital world of its star system, thus becoming becoming "Atoma Prime," after the forces of the Great Crusade had brought its neighbouring planet, the future Shrine World of Crucis, to Compliance. The rulers of Crucis ceded their own authority to Atoma Prime, whose planetary governor was recognised by the Administratum as the overall governor of every world in the system. The fleets of the Great Crusade would ultimately bring all the worlds of the Moebian Domain into the Imperium  liberating many of the worlds they discovered from Human tyrants, while xenos species were either completely exterminated or defeated to the point of military insignificance.
Moebian Domain - Notable Fringe Worlds: Infidus Brim - The world of Infidus Brim is a planet on the Fringe of the Moebian Domain that was first conquered by the Imperium during the Great Crusade and then was likely lost during a xenos incursion from the Fringe in the 35th Millennium. It was subsequently reclaimed once more for the Imperium as a vassal world of the Moebian Domain in the late 35th Millennium. Wars have been fought for control of the planet by Imperial forces at least 13 times in recent years.Karnas - Karnas was a world conquered by the Imperium during the Great Crusade and made a vassal world of the Moebian Domain.Komaris - Komaris was conquered by the Imperium during the Great Crusade. It served as an Imperial bastion for the Moebian Domain's fringe region, until the world recently fell to the Darktide in the 41st Millennium. During that time a fierce defence of the system was fought by Imperial forces for control of the Komaris Belt fortifications.Messelina Gloriana (Forest World/Shrine World) - Messelina Gloriana is a heavily-forested moon that serves as a minor Shrine World dedicated to Saint Messelina, the patron saint of the Moebian Domain. Messelina Gloriana has few resources and only a small population of Human settlers, but is strategically important for the Moebian Domain as the next line of defence from the Darktide since the fall of nearby Komaris. Messelina Gloriana's star system is located somewhere between the Fringe and the core worlds of the Moebian Domain.Phade (Death World) - Phade is a war-torn Death World located in the Moebian Fringe region that is home to a deadly toxvenom plant which has been processed for use as a toxin on Moebian-produced melee weapons.Nox Alpha - Nox Alpha is a planet that has become a major focus of the Moebian Domain's Astra Militarum forces in the Fringe War against the Darktide. It is independent of Moebian control.Nox Secundus - Nox Secundus was a world scoured by multiple battlegroups of the Moebian Regiments during the Nox Wars, a campaign of the larger Fringe War against Heretics present on the world. Enormous ferro-tigers stalk the planet's inhospitable plains.Komlar - A battle between the Astra Militarum forces of the Moebian Regiments and the forces of Chaos occurred somewhat recently on this world.Syndian Reach - The Syndian Reach is a backwater collection of Imperial outposts and way stations in the Moebian Domain. Torveth, the so-called "Butcher of the Syndian Reach," made a name for himself in the fighting pits and arenas here.Montar System - Montar is a star system whose worlds are defined their highly diverse environments. The Montar System has been a longtime warzone for the Astra Militarum regiments of the Moebian Domain in the Fringe War, subjected to frequent invasions from Ork WAAAGH!s and conclaves of Chaos Renegades.
Moebian Domain - Notable Locations: Gathadra (Desert World) - Gathadra is a Desert World where the Moebian 81st Regiment fought Greenskins. Unfortunately, the Moebian 81st's task was made infinitely harder as they had been equipped for a campaign on a frigid Ice World rather than a blazingly hot Desert World.Haxorn - The world of Haxorn is famed for its harsh winters, which blanket its irradiated plains, turned red by centuries of industry. Haxorn has been defended many times in its long history by the Moebian Regiments from the Darktide, most recently by the Moebian 13th Regiment, who successfully repelled an Ork invasion during a vicious solar month of fighting.Aethos (Jungle World) - Aethos is a grotesquely hot, humid and unfathomably dangerous Jungle World where the Moebian 83rd, 441st and 515th Regiments took part in the now-infamous Aethos campaign.Montar System - The Montar System has long been a war zone, facing invasions from ambitious Ork warbosses to conclaves of Chaos Renegades; is a system whose worlds are defined by their diverse environments.
Moebian Regiments - Moebian Regiments: The Moebian Regiments are the regiments of the Astra Militarum raised from the worlds of the Moebian Domain in the Segmentum Solar, though the majority call the domain's capital Hive World of Atoma Prime home.
Moebian Regiments - Regimental Organisation: The Moebian Regiments refer to their guardsmen as "lasmen." The Moebian Regiments possess many different units and specialties. They maintain units of fierce melee shock troops, usually called "commandos," who excel at close range and hand-to-hand combat. They also maintain several armoured regiments, outfitted with Leman Russ Tanks and the other armoured vehicles produced by the famed manufactoria of Atoma Prime.The Moebian Regiments maintain units of Storm Troopers, snipers, flame-troopers, demolition units, and Heavy Weapons Squads. They possess all the needed specialties an armed unit needs if it wants to take down an Imperial world.
Mogrok - Mogrok: Mogrok, known as Mogrok the Mangler, is an infamous Big Mek of the Split-Grin tribe of Bad Moons. It was Mogrok who first convinced the Goffs Warlord Grukk Face-rippa to look beyond conquering one planet and to launch his Red WAAAGH! into the stars. Later Mogrok would replace Grukk as the leader of the WAAAGH! after his death in the battle for the world of Alaric Prime in the Sanctus Reach system.Big Mek Mogrok was a know-it-all git through and through. He was the kind of Ork who would rather build a giant war engine covered in Dakkaguns than run towards the foe pell-mell, getting shot to bits in the normal Greenskin manner.Though he has often been accused of "not being one of da Boyz," Mogrok is so good at creating big, impressive war machines that not even Grukk himself was dumb enough to refuse him a place in the upper echelons of the tribe. Though none of the would-be Ork warlords of the WAAAGH! liked to admit it, Mogrok had been the power behind the throne for quite some time.Always close at hand, Mogrok made sure Grukk was attacking the best worlds and keeping the tribes in line. Filled with all kinds of technological inspiration, Mogrok always seems to have another trick in his bag of scrap, often pulling something out at the last minute to turn the tide in favour of Grukk and his Boyz.Following Grukk's death at the Battle of Sacred Mountain during their invasion of the Knight World of Alaric Prime, klanz under Grukk's rule slowly began to fragment as each Warboss vied for supremacy over the WAAAGH!. Mogrok's War of Kunnin' was a new phase in the battle for Alaric Prime, and one characterised by dirty tricks and sneaky plans.The Big Mek Mogrok managed not only to unite the tribes but also to manipulate their bosses into doing his bidding. For much of this stage of the war, the Imperium was slow to react to the plans and plots of Mogrok and he visited terrible ruin upon them for their folly.
Mogrok - History: For many standard years, the Split-Grin tribe of Bad Moons scraped out an existence on the Desert World of Eyrok skirmishing with their rivals the Skullcrackers. Their Warboss, Skagfing, was content to lead his Boyz in the brawl with the Goffs and make some teef in the process, trading with Freebooterz for shiny stuff.The big guns of the klan kept the Skullcrackers in check, and Skagfing liked to make jokes about poor old Krugg the "Tyrant" who couldn't afford a good Shoota. The Split-Grin tribe might not have been huge, but they had the best loot, and the biggest guns to keep other Orks from getting their hands on it.Once an Ork Boy, Grukk fought in the Skullcracker Goffs tribe. Even then Grukk was bigger and stronger than the other Orks, and Krugg kept a wary eye on him ready to put him back into place if he stepped out of line. The only thing that stopped Krugg throwing Grukk down the biggest sinkhole he could find was that the Ork was just too handy in a fight.Fate then took a hand in Grukk's life when it sent the Big Mek Mogrok to Eyrok. The Mek had been marooned there by a tribe of Freebooterz, who had decided that firing the Mek at a planet was easier than paying him for the work he did to their ship, and was now trying to build his own ship from scrap. When Grukk came upon the Mek he was going to give him a good kicking, until Mogrok changed his mind.
Mogrok - The Red WAAAGH!: By the time Grukk reached the Sanctus Reach star system in the Ultima Segmentum's Sanctus Sub-sector he had billions of Orks following in his wake. Only a few obstacles stood in the Orks' way, most notably the Space Marine world of Obstiria, home to the Obsidian Glaives Chapter. Five companies of the Chapter defended their home planet, led by their Chapter Master Midnias, a scarred veteran of countless wars against the Greenskins.Despite Grukk's numbers, Midnias assured the sector lord that he could halt the Ork incursion before it plunged even deeper into the Sanctus Sub-sector. A little over a solar week into the fighting, the surviving Obsidian Glaives launched a desperate assault into Black Gulch, one of the few inhospitable passes that led to their fortress-monastery, the Penumbral Spike.Into their midst the Chapter Master brought the fight to Grukk himself, but in end it was all for naught, as the Chapter Master fell before the might of the Ork Warlord.Their commander dead, the Space Marines valiantly attempted to defend their world for a further three solar days, fighting a battle they could not hope to win against the overwhelming numbers of Grukk's hordes. With Obstiria crushed and the Sanctus Reach aflame, only the Knight World of Alaric Prime remained defiant, and the Red WAAAGH! gathered once more for war.
Mogrok - Alaric Prime: As the planets of the Sanctus Reach crumbled one by one before the onslaught of WAAAGH! Grukk, Alaric Prime girded itself for war. Aid was summoned from a nearby fleet out of Cadia and from the Schola Progenium world of Edificus. Before long the planet was fortified for the coming invasion, though strife still blighted the ancient Knight houses of Alaric Prime.The houses of Alaric Prime had long stood divided. Many of the Noble lineages had long-standing feuds, and the years of oppressive tradition had bred frequent civil wars that had blighted the archipelagos and land masses of the world without exception.A tense solar month passed. Just as the houses were on the brink of open civil war, a reed-thin message crackled out within each keep's vox-chamber. Its audiosign was that of one Castellan Jakren Stein, a Cadian Shock Troops commander whose fleet had been tasked with reinforcing Ghul Jensen.Though the Cadians had arrived too late to fulfil their primary mission, they had outrun the cumbersome, ramshackle Ork voidships of the Red WAAAGH! and hence were able to bolster the defenders of Alaric Prime. En route they had rendezvoused with a fleet of black-armoured warships hailing from the nearby Schola Progenium planet Edificus, scrambling in response to the astropathic distress call.Less than two solar weeks after the bulk landers of the Astra Militarum had made planetfall, Alaric Prime had been transformed. Each of its cities, fortresses and island penitentiaries had been warscaped, optimised and reinforced by masterful Cadian strategos.Regiments of disciplined soldiery manned every Aegis line and crenellated bunker complex. Those Knight houses that had managed to put aside their differences loomed in support, ready for battle. Here the Imperium would make their stand.
Mogrok - The WAAAGH! Descends: The war against Grukk's Red WAAAGH! was brutal and bloody affair. The shocking impetus of WAAAGH! Grukk’s initial assault was eventually spent, and the Imperial troops quickly consolidated their forces at the base of Sacred Mountain. Wounded and out for revenge, Grukk had bashed together an army larger than his two previous forces combined.Jakren Stein knew full well that, at this early stage in the war, the danger had been stayed rather than averted altogether. The scattered holdings of the planet had limited the amount of damage the Orks were able to do thus far, and the actions at Grukk's flagship and the bridges of Boiling River had killed thousands of Orks -- perhaps even tens of thousands.Yet by the estimates of Stein's strategos, the marauding xenos numbered in the billions. The Ork invaders threw themselves at the defended positions in ever-greater numbers, but so far the Cadians and their Imperial Knight allies had proved equal to the task of hurling them back. As the mountain slopes became littered with smouldering corpses, Grukk himself entered the fray, and the Freeblade Knight known as Gerantius, "The Forgotten Knight", moved to stop him.In a hail of grenades, the fearsome Ork Warlord was mortally wounded. A moment later, Gerantius' great claw-like foot came around in a sweeping kick, rolling the Warlord's wrecked Battlewagon onto his broken body with a final, resounding crash. The spectacular felling of the Ork Warboss had been so explosive and, most of all, so public that not one single Cadian or Ork could have failed to see it.Waves of dismay rippled through the Orks at the base of the mountain. In response, a thousand Cadians poured from the barricades and boulders, roaring a war cry of their own. Lasfire lit the slopes and bayonets flashed bright.Running down the slopes, they fell upon the reeling Ork vanguard with impressive force. Few of them reached the resultant combat, for Stein had judged his timing perfectly. Robbed of their great leader, the Orks turned tail, and were already in full retreat by the time the Cadians hit home.
Mogrok - Breaking of the Klanz: As the ordnance rained down and word of Grukk's death spread throughout the teeming Greenskin masses, the cohesion of the Ork invasion began to break apart. Castellan Jakren Stein and his troops watched the Ork horde erupt into a series of scuffles, then brawls, then full-blown battles as the bosses of each tribe fought to become the new master of the leaderless WAAAGH! and claim the invasion for their own, even as the Imperial bombardment continued.With the death of Grukk, the battle for Sacred Mountain was effectively over, at least for now. Having broken like a wave against the tidal bastion of Sacred Mountain, the Ork horde was easily scattered over the next few solar days by the determined assaults of the Cadians and their Knight allies.Stein's after-siege actions were every bit as inspired as his layered defences. With each bombardment and Militarum Tempestus assault they forced more and more ground in between the Ork klanz and tribes, deliberately driving wedges between those who wore blue warpaint and those who painted their vehicles red, and separating those clad in chequered black and white from those in ostentatious yellow.The goal of the Astra Militarum's new strategy was not to exterminate the xenos outright, for the Orks still numbered in their billions, but to divide and displace. Castellan Stein believed that, should he succeed in breaking the Ork klanz into separate armies, they would fight amongst themselves. In the battle for ultimate leadership that ensued, the warring Ork tribes would effectively be doing the defenders' job for them.Following Grukk's fall at the Battle of Sacred Mountain, the Ork klan rulers scattered throughout the invading Greenskin armies began a series of civil wars to determine who would lead in the defeated Warlord's stead. There were several main contenders dotted across Alaric Prime, each bashing heads at his own rust-ship in order to steal a march on his rivals.
Mogrok - War of Kunnin': The sledgehammer tactics of WAAAGH! Grukk had taken a massive bite out of the Sanctus Reach system, but had failed at the last. When Grukk was taken out, his loyal Skull-Nobz were swiftly run off by Mogrok's followers. Led by Bossnob Skrak, they herded together those Gretchin and Oddboyz they could kick into line, before setting off to find somewhere new to plant their bosspoles.Days later, the last survivors of this ragtag tribe washed up on the shores of Blistered Isle. The scrap-skiffs that had borne them to this isolated spot were coming apart, yet they had served their purpose.As Grukk's last Greenskins stumbled up the beach between hissing sulphur vents, their beady red eyes settled on the distant silhouettes of humie buildings. Stuff to kill, stuff to loot, and best of all no Mogrok -- Grukk's ladz shot each other toothy grins before setting off to get stuck in.The first stage of Mogrok's grand plan was geared more around the Ork mindset than that of his foes. The Big Mek understood what made the Ork species tick, and knew how to use that knowledge to his own advantage. Whilst the other tribes were fighting amongst themselves, Mogrok intended to start a sufficiently large and impressive battle against the Human forces to draw the attention of the other Orks.The Big Mek's rivals would kick themselves for not thinking of the same plan, and hurry to join the fighting in order to prove to their tribes that they too were up for a good scrap and not a bunch of skulking wimps. In the process, the rival Ork tribes would concede that Mogrok was the fastest and most killy of them all.If Mogrok's plan worked, and if he could keep the kill count nice and high, he would become the de facto new Warlord of the WAAAGH! before long. Of course, this was only the beginning, but Mogrok wasn't about to reveal the true scale of his plans just yet -- not even to his best mate, the metal-limbed Painboy known as Fourklaw, or his fellow Big Meks taking up position across the planet.
Mogrok - Honour and Death: It was obvious to the Imperials that they needed to crush the infernal green-skinned beast that was coordinating the Ork invasion to secure victory. Such kills were the specialty of House Degallio -- lop off the head of the beast, and slay its body in the process. The knightly triumvirates' Lord Neru Degallio had named Alabaster Lances who were up to the task.With the White Warden at their head, House Degallio's finest would soon carry the day. Ahead of Degallio's striding Knights the legendary figure of the Freeblade Gerantius was storming through the Ork ranks, his shield flickering fast as it blocked incoming fire left and right.The ancient was heading off on some quest of his own, but the White Warden loped after it like a devoted squire; Neru Degallio would be damned if he'd let Gerantius go unsupported. The mysterious Knight's legend spoke of always defending the needs of Alaric Prime, and there was every chance that it instinctively knew what needed to be done.If there was indeed some fiendish mastermind coordinating the Ork assault, Gerantius would like as not be heading straight for him, and Lord Neru intended to be around for the kill. He had no doubt that he could dispatch the beast if it was only identified, and such a prominent part in the victory would cement his position as Alaric Prime's leading patriarch for decades to come.The waves of Ork infantry that seethed around them were giving way to larger and ever more impressive constructs. Some were almost the same height as the Knights themselves, the fat-bellied war machines that they had encountered west of Boiling River. Degallio blew away the upper half of one of the beasts with a flurry of shots from his Battle Cannon, revealing the torso of the walker behind.Standing on the shoulder of the next Greenskin effigy was a metal-headed Ork mechanic hoisting a strange, whirring contraption that was firing a ghostly green beam right at Gerantius' helm. Degallio's Battle Cannon was still reloading, so he mind-fired a stream of Stubber bullets at the Ork gunner, but only burst apart some of the runtish creatures that scurried at the Greenskin's feet.Suddenly a terrible shriek pierced the roar of battle. Where the green beam touched Gerantius' helm, its light turned white. The tendrils of that light reached back to the Ork mechanic himself, pulling him and a half-dozen of his runt-creatures into the tunnel of ghostly emanations.Degallio watched in fascination as the Ork gunner twisted and thinned, his corporeal form mingling with those of the screaming slave-creatures. His impossibly elongated body bristled with tiny, twitching hands and horribly distended jaws before the tunnel of light vanished with a wet pop. Gerantius strode on.
Mogrok - Mayhem Unbound: Across the world, the Ork rustships had been used as ready-made fortresses by the Ork invaders, and Castellan Jakren Stein had assumed them beached like the megawhales they resembled. He had been wrong. A massive Ork spacecraft was lurching through the skies in a series of bursts and explosions, hoisted aloft once more by the mad science of the Greenskin mechanic caste.To Stein's horror it was curving around on an intercept course towards the comet that even now streaked through the skies. Tempestor Prime Whitlock's Valkyries and Vendettas had veered off to intercept, but their long-range Lascannon fire was achieving little more than searing off the ablative sheets that comprised the thing's hide.Only by boarding the craft could Whitlock have any hope of taking control. Stein still had hope it could be neutralised before making too much of an impact -- if the castellan could choose any men for the mission, Whitlock's Tempestus Scions would be top of the list.Just as the inverse rain of metal reached the same altitude as Whitlock's flyers, green beams of crackling energy flew skyward from the rear of the Orkoid scrap caravan. The resultant chain of detonations lit up the skies for kilometres around. The burning chunks of Whitlock's skimmer-borne platoons and Stein's transports fell from the skies to spear down into the chaos of the battle raging below.Stein's heart sank as, above the still-blossoming explosions, the burning rustship rose with terrible, unstoppable momentum, a flaming meteor in reverse breaching the stratosphere of a firebound planet.The castellan cried out in horror as the burning rustship blazed white for a second, then detonated directly adjacent to the inbound comet. The skies were devoured by a great halo of blinding flame that roared overhead in all directions. When Stein recovered his wits, he saw that the sheer force of the multi-megatonne explosion had knocked the frozen comet onto a new course at the last moment. It was heading right for the armoured flank of Fortress Alaric.
Mogrok - The Foot of Gork Descends: Even as the castellan shouted orders to raise shields, he knew it was no use. There was no way the Cadians could withstand the meteoric impact of the celestial body inbound on their position. Even the Knights would be obliterated by its sheer godlike force. The Orks would be burnt from the face of the planet too, a black testament to their mindless need for titanic violence. Despair roiled through his chest. Even those troops that managed to get inside the mountain would be buried alive in the very tomb they were trying to defend.In that instant, something snapped in the castellan's mind. He ordered all personnel to attack the Greenskin horde in full force -- they were dead already -- so they might as well face the Emperor soaked in xenos blood. A great roar resounded across the slopes of Fortress Alaric. It was not the guttural heave of a Greenskin war-bellow, but the raw-throated cry of ten thousand Human warriors united in desperate bloodlust.The skies burned a dangerous red as the massed regiments of the Cadian Shock Troops charged over their defensive positions to the Orks spilling across the circumference of the moat. Lasbolts burned open torsos, bayonets speared guts and gloved fists broke snaggle-toothed fangs. Within seconds of Stein's order, every trooper and beast within a kilometre of the fortress was embroiled in desperate close combat.The screams and roars of battle were eclipsed by an omnipresent roar and a bow-wave of heat that filled the air with the stench of burning hair. The world filled with blinding white light as the comet struck home.Every Human, Ork and machine outside the protective aegis of a power field was blasted to ash in an instant. A whole flank of the Sacred Mountain was torn away, crumbling down into the boiling moat to leave the honeycombed innards of the great peak open to the air.Roaring in triumph, the surviving Orks poured forward in an unstoppable mass. Sacred Mountain had fallen.
Mogrok - The Final Hours: In the wake of the clockwork massacre, the war had swept on at a pace that left little time for clean-up. As the Greenskins dug frantically through the wreckage, they soon found the rusted hulk of Warlord Grukk's Battlewagon still lying where Gerantius had kicked it all those weeks before.It was one of the Nobs that struck gold, hefting aside a slab of mangled metal and shouting excitedly to his comrades to come look at what he'd found. His grunting was cut short as a massive green fist, scarred and shaking, pistoned up from the wreckage to grab him about his thick throat. Watching the bulge-eyed Ork's struggles with interest, the group's grinning Mekboy brandished a mass of wires, glowy lights and spinning gubbins.The Greenskins braced, several Grots jamming grubby fingers in their ears or pinching their long noses tight, then with another deafening crack the entire mob vanished along with their miraculous prize.Meanwhile, cradled in Castellan Jakren Stein's arms, Astropath Zeil coughed blood onto his robes. Of his command squad, only Stein's vox officer had died in the comet's moment of impact. Using some ancient protocol that Stein would never understand, the Alarican Knights had united their Ion Shields in a great aegis dome that had shielded hundreds of Cadians from death by incineration.It had burned out many of the Knights' number, several of the giant machine-martyrs now pillars of flame that lit the hellish tableau around them as the after-effects of the comet's collision faded.Many of the cannier Ork tribes had erected their own shields too -- the electromagnetic bubble-fields that had protected them thus far proof even against the godly impact of the comet. Thousands of the beasts were roaring unimpeded towards the breach in the mountain's flank even now. Stein felt like he had died inside, even if his body was still alive.Zeil coughed again, and pointed at the skies. Stein looked up. More meteorites, by the look of it; the final blow. Then the flame of hope sparked in his chest once more. They were the contrails of Imperial Drop Pods.The Adeptus Astartes -- the Space Wolves -- had come...
Mogrok - Mork's Meks: A Big Mek has to be both kunnin' and fixy to pilot a Morkanaut, and that goes double for Mogrok's ladz.During the Red WAAAGH!, Mogrok gathered together some of his best Big Meks and unleashed them on the defenders of Alaric Prime by the most direct invasion vector he could devise.Rokstik Ironstitch - All Meks like to tinker with things, but Rokstik's enthusiasm includes himself. With the help of his Painboy, the Mek looted three of his four limbs from other Orks. His Morkanaut is similarly patchwork, its riot of colour evidence of many "donors".Gutmash Festork - Being a Big Mek is dangerous -- even if the enemy don't get you, your own machines might. Festork has "died" and been brought back more times than he can count (not that he can count particularly high); he now marks his Morkanaut's armour with his own "deaths" rather than his kills.Midgit Mogok - Suspiciously small for an Ork, Midgit is rumoured to have been built by Mogrok. Some Orks reckon he is a failed experiment to make a Morkanaut think for itself, while others reckon it was Mogrok trying to make another version of himself.Gitfink Hollowskull - Orks are natural looters and are always after bigger and better trophies. Gitfink has taken this to the extreme; anything he stomps ends up hanging from the hull of his Morkanaut. The collection of skulls, hull plates and other shiny stuff clanks and bangs whenever it moves, leaving his foes in no doubt that something big is coming for them.
Mogrok - Mogrok's Ladz: Though he does not inspire the same terror as his hulking predecessor Warlord Grukk, Mogrok has a swathe of tribes devoted to his rule.From amongst this horde, Mogrok has hand-picked the most inventive or belligerent to act as his personal retinue. Big Mek Mogrok is a veteran of a hundred battles, many of which he started himself.Over the solar decades since he first began to break heads for fun and profit, he has accumulated a vast number of followers. These are not the usual Orky hangers-on, for Mogrok has never been one to follow the norms of Greenskin society. Instead they are a collection of the junkyard dogs and metal-heads of Greenskin society; scrappers, show-offs, looters, thieves and mechanics to an Ork.The unbridled creativity exhibited by the Meks in Mogrok's horde means that his Bad Moons are never wanting for large and extremely dangerous machines of war, from man-portable Kustom Blastas to Mek Stompas that blast the enemy to bits with bolts of green energy.
Mogrok - Mogrok's Bossboyz: Mogrok's War of Kunnin' was a new phase in the battle for the Knight World of Alaric Prime, and one characterised by dirty tricks and sneaky plans. The Big Mek Mogrok managed not only to unite the tribes but also to manipulate their bosses into doing his bidding.Though Skyboss Wingnutz and Baddfrag the Tank Boss were usually off leading their own formations into the fray, the other bosses would often accompany the Big Mek into battle personally.Amongst their number, Mogrok enlisted Big Redd da Warphead for his mastery of WAAAGH! energy and Big Mek Dagogg for his skill with his shiny Shokk Attack Gun.Gathered together, this motley collection of Ork "kommanderz" not only provided him with a powerful bodyguard, but allowed Mogrok to direct the klanz where and when he wanted them, out-manoeuvring the Imperial forces at every turn.For much of this stage of the war, the Imperium was slow to react to the plans and plots of Mogrok and he visited terrible ruin upon them for their folly.
Mogrok - Da Mekanobs: The Nobz in Mogrok's warband are so rich they are always clad in the best armour that teef can buy. So advanced are the technologies involved -- for Orks, at any rate -- that their wearers have had to master the knack of fixing gubbins and resetting wossnames even in the midst of battle.Some of them even consider themselves to be Meks in their own right, though next to Mogrok, they have about as much mechanical know-how as a braindead Snotling. Still, every one of them understands the fundamental tenet of wearing Mega Armour –- get stuck in as quick as possible and kill anything you can catch.
Mogrok - Da Wheelz Steelaz: Since the triumphant charge of their many-wheeled Battlewagon Big Yella at the Battle of Black Gulch, the Wheel Steelaz have clung to the idea that the more wheels a Battlewagon has, the faster it will go.Because of this belief it is not uncommon for one of Mogrok's tribe to wake up one morning to find his favourite wagon raised up on a stack of rocks and its wheels mysteriously absent.
Mogrok - Da Kannon Krew: For Mogrok, simply shooting the enemy is a waste of an opportunity. Far more fun to test out a few new inventions in the process, especially if the field test results in the foe being blown to atoms in the process.The batteries of Da Kannon Krew are replete with their master's latest inventions, all manner of wild and potentially unstable weapons jostling for position in their ranks.It takes a special type of Grot to crew these guns without getting blown up, but then again, that's half the fun.
Mogrok - Dakkaboyz: The average Ork Boy wants nothing more than to get stuck in at close quarters as quickly as he possibly can. However, Mogrok prefers a certain discerning desire for dakka in his handpicked ladz. After all, charging at the enemy guns is all part of a good fight, but the odds of victory are much improved by the ability to fire back.To this end, the Dakkaboyz all wield the biggest, noisiest Shootas they can get their snaggle-taloned hands on. This is made easier for them by a combination of teef galore and Mogrok's personal patronage.Indeed, Mekboyz in Mogrok's WAAAGH! have been known to drop kustom jobs for Greenskins of other tribes in order to get Da Dakkaboyz' work done first.Unsurprisingly, this leads to widespread resentment and no small amount of violence. However, so long as Da Dakkaboyz go to battle with all guns blazing, Mogrok couldn't care less.
Mogrok - Da Burnin' Teef: This convoy of Wartrukk-driving loons is so named for their initiation ritual of drinking a gallon of promethium and igniting the resulting belches. This is hardly their only peculiarity, for the enduring obsession of these Bad Moon speed freaks is to be at one with their Trukks.They believe that the more in tune they are with their vehicles, the better those vehicles will work. This odd belief sees the Orks of Da Burnin' Teef roaring like Trukk engines, decorating their bodies with hammered in engine-bits, and even eating whole handfuls of oil Squigs before battle.For any other species, such behaviour would be at best eccentric and at worst physically harmful. However, Orks being Orks, this crude attempt at synergy actually gets results. The Trukks of Da Burnin' Teef bellow like wild beasts, responding to their drivers' every deft touch and proving more reliable than any Ork contraption has any right to be.
Mogrok - Da Feet of Mork: The Deff Dreads and Killa Kans of Mogrok's Bad Moons are known collectively as the Feet of Mork, because they are as stompy as Mogrok's Meks could make them.Owing to the Dreadmoon Contests -- regular competitions that Mogrok holds (and always wins) as to who can build the most Deff Dreads over the course of a single lunar cycle -- his hordes boast so many of these clanking, smoke-spewing walkers that the Feet of Mork often outnumber the greenskinned throngs at the heart of their rival tribes.
Mogul Kamir - Mogul Kamir: Mogul Kamir is the fiercest mounted warrior of the Rough Riders of Attila Imperial Guard Regiments. Like his fellow Attilan tribesmen, Kamir is proud and aloof except in battle, when he turns into a snarling daredevil oblivious to mortal danger.
Mogul Kamir - History: Mogul Kamir is a renowned warrior who is more daring and bloodthirsty than any of his fellow Attilans. He rose to take control of his tribe by the age of thirteen after killing his uncle, the chief, in single combat. By age fifteen Kamir was ruler of over twenty tribes by right of conquest, yet he still lusted for combat in a way that could not be sated. Looking for a greater challenge, he sought counsel with the King of Khanasan, the Lord of Attila. The wise King spoke of the glorious Imperial Guard armies of the Emperor which offered the fiery young warrior a lifetime of battle across the galaxy, with more foes to test his skills than could ever be found on their homeworld. Kamir nodded with a grin and accepted this new challenge. As a fierce warrior and natural leader, Kamir easily rose to a position of leadership of his own squadron of Rough Riders. Mogul Kamir's squadron is some of the Khanasan's fiercest mounted charges within all of the Imperial Guard regiments. His headstrong attitude often sees him recklessly charging the enemy. Kamir's body is a testament of pain and a lifetime of battle, riddled with scar-tissue and other signs of uncounted notable endeavours in the heat of battle. Many a warlord's skull adorns his massive hunting-lance, both a testament to his courage and a proclamation of his skills as Attila's greatest warrior.
Mogul Kamir - Personality: Mogul Kamir lives for the thrill of battle and has a predilection for danger. Very few of those that fight beside him remain unmarked by blade or blast. Though many never return from accompanying him into battle, that does not stop those among the Attilan Rough Riders from ritually dueling for the right to ride with Mogul Kamir into the heat of battle. His lust for combat is a matter of pride amongst the Attilans and only the fiercest and most skilled of warriors are allowed to ride with him. Kamir possess a short and extremely violent temper. This attitude reinforces his barbaric appearance, but those that can see past the tribal scars and savage-looking fetishes find a courageous and cunning ally who has the ability to turn the tide of battle with a single charge. It is a fool indeed who fails to show the Attilan Chief the proper respect.
Mogul Kamir - Wargear: Cyber-Steed - Due to Kamir's unquenchable battle lust, no steed was able to cope with his constant head-long charges and those that did not die from their wounds eventually died from exhaustion. Even the notoriously tough breed of Attilan warhorses were run into the ground by Kamir's relentless charges and counter-attacks. After saving the manufactorum world of Loxar IV from the predations of the Necrons, the Adeptus Mechanicus bestowed a cybernetic steed upon the great Attilan warrior in gratitude for his actions -- a steed that would never tire, never flinch and never bleed to death.Crushing Arm of Kamir - A bionic arm that acts in unison with his specially crafted bionic eye to provide a unique guidance system. In addition the arm is tremendously powerful and can crush an enemy that has been grabbed during close combat.Eye of the Falcon - A specially created bionic eye that has an electromagnetic link built into his bionic arm which enables it to act as a special targeter and allows Kamir to hit an enemy with preternatural ease.
Moirae - Moirae: Moirae is a former Forge World of the Adeptus Mechanicus located on the northwestern edge of the Segmentum Solar.During the Nova Terra Interregnum in the early 35th Millennium, the Imperium of Man was fractured into a number of different warring factions.This included great swathes of the Adeptus Mechanicus and their closest allies, who were riven with internal rebellion due to the pernicious doctrine espoused by the tech-priests of Moirae, which went against the orthodox teachings of the Cult Mechanicus. The resulting doctrinal conflict would come to be known as the Moirae Schism.Eventually, the world of Moirae suffered the ignominious fate of being blasted to ashes by a large fleet sent by Mars.Despite Moirae being rendered into an uninhabitable Dead World, the conflict between traditionalist and radical elements of the Adeptus Mechanicus would continue to flare up intermittently throughout the next standard millennium before the schism was finally ended.
Moirae - History: The early history of Moirae is not well known within the official Imperial record. The first notable mention of this minor Forge World occurred in the early 35th Millennium during the Nova Terra Interregnum.This was a period of division and civil war when Imperium was shattered into warring and disparate factions which cut across the lines of the Adeptus Terra and turned former allies against each other.During this period it was not just the Imperium's governance and state religion which suffered schism, but the Adeptus Mechanicus was also afflicted with division and internal warfare brought about by doctrinal differences and competing political powers.One of the most acrimonious of these internal conflicts occurred during the so-called Moirae Schism, a dogmatic battle between Martian Orthodoxy and a radical creed based upon the prophetic writings of a triad of tech-mystics based on the minor Forge World of Moirae.
Moirae - The Moirae Schism: The Moirae Schism was one of the most divisive and widespread to afflict the Adeptus Mechanicus since the Horus Heresy. The schism erupted during the widespread civil strife of the Nova Terra Interregnum, and this factor allowed the swift spread of radical doctrines that would perhaps have been quickly quashed in a more stable period of the Imperium's history.The Moirae tech-creed was based on the prophetic wave calculations of a triad of tech-mystics enshrined within Moirae's colossal data-looms who believed that they had discerned a series of predictive patterns within the micro-fluctuations of the Astronomican beacon. They believed these so-called Gematric patterns contained the word of the Omnissiah-God-Emperor from which the skein of future history and humanity's destiny could be read.They compiled the fruits of their apocalyptic divinations within encrypted archives, copies of which quickly spread through many of the Cult Mechanicus' sects. These radical teachings included among other visions and interpretations of the Emperor's will veiled references to the future overthrow of Mars and the fusion of the Cult Mechanicus and the Ecclesiarchy into a unified Imperial state religion. Such claims were treated (unsurprisingly) as dark sedition by the Mechanicus authorities on Mars and civil war was quickly sparked between traditionalist and radical elements.One of the first casualties of the conflict was the Forge World of Moirae itself, blasted to ashes by the Martian fleet. But by this time the schismatic creed had spread across the galaxy.Conflict between its advocates, the Martian Orthodoxy and other opposing radical groups would flare up intermittently throughout the next millennium before the schism was finally ended and its surviving adherents brought back into the Cult Mechanicus' firm embrace.