vizn3r/warhammer40k-lore huggingface dataset:
Kairos Fateweaver - Wargear: Staff of Tomorrow - The Staff of Tomorrow was constructed by Kairos Fateweaver himself, its core imbued with the arcane essence of rival Lords of Change. The rod is wrought of changefire, and is saturated with prophetic visions glimpsed in the Well of Eternity. It is a foundation worthy of bearing that which rests atop it -- the artefact known as Kairos' Tome of Destiny. This book records what both of the Fateweaver's heads proclaim, mixing insights into the shrouded past with visions of possible futures. As Kairos croaks, new text scribes across the pages, morphing and rewriting itself even as time and events unfold. To look upon those pages induces madness, but to be struck by the staff itself is worse, for it is flux made manifest. Those blessed by its touch ripple with agonising transmutations. As he is blind to the present, Kairos often uses the book as reference, judging his position in time by the pages currently being written. A rebellious Daemon Prince once managed to steal it away and plant it in the Garden of Nurgle in the Realm of Chaos. However, during one of the many battles of the Great Game, Kairos Fateweaver managed to infiltrate the garden and retrieve the staff, and now uses it to enhance his already potent precognitive and sorcerous abilities.
Kairos Fateweaver - Trivia: Kairos is an ancient Greek word for time, more specifically the opportune moment for something to happen, as opposed to the sequential flow of time itself, which is chronos.Kairos Fateweaver also made a cameo appearance in the Warhammer Fantasy novel Blood of Aenarion by William King.One of Fateweaver's aliases during the Horus Heresy, Aforgomon, is the name for one of the avatars of Yog-Sothoth in the Cthulhu Mythos.
Kakophoni - Kakophoni: The Kakophoni (meaning "Cachophony" when translated into Low Gothic) were a specialised anomalous support unit of the Emperor's Children Legion, created during the closing days of the Great Crusade by Chief Apothecary Fabius who sought to "perfect" the gene-seed of the Astartes by unlocking the secrets of the Emperor's original genetic engineering and then "improving" upon it through the use of forbidden Chaos knowledge.Enhanced with these forbidden surgical augments and formidable psycho-sonic weaponry, which was based in part on xenos designs pioneered by the serpentine Laer, the Kakophoni were unleashed against the Loyalist forces of the Imperium during the Isstvan III Atrocity and the Drop Site Massacre on Isstvan V.
Kakophoni - Unit Composition: 4-9 Chora (Squad Members)1 Orchestrator (Squad Leader)
Kakophoni - Wargear: Power Armour (Any pattern)Artificer Armour (Orchestrator only)The Cacophony - The Kakophoni manifest a variety of experimental and unique psycho-sonic weapons, made from an irrational fusion of Imperial and alien technology wedded with the whispered secrets of nightmare intelligence from beyond. These unstable devices are able to unleash blasts of screaming, discordant energy that can rupture flesh and incinerate metal. Their most terrifying ability, however, is to open up the minds of those they touch to the manifold and fatal horrors of the Warp.Sonic Shrieker - Towards the end of the Great Crusade, the IIIrd Legion's armourers and Apothecaries had begun to experiment with surgical augments and psycho-sonic weaponry based in part on xenos designs. Although their true breakthroughs in these fields would not occur until given unholy impetus as inspiration during the Legion's fall, some success had already been reached in creating effective combat implants which were finding selective use as the Horus Heresy dawned.Bolt PistolCombat Knife or Chainsword (Orchestrator Only)Frag GrenadesKrak Grenades
Kakophoni - Optional Wargear: Melta BombsPlasma PistolChainswordPower Weapon (Any type)Power Fist
Kakophoni - Sources: The Horus Heresy - Book One: Betrayal (Forge World Series) by Alan Bligh, pg. 108The Horus Heresy - Book Two: Massacre (Forge World Series) by Alan Bligh, pp. 218, 222-223Fulgrim (Novel) by Graham McNeillAngel Exterminatus (Novel) by Graham McNeillWarhammer 40,000: Index Chaotica - Noise Marines (Digital Edition)Forge World - Emperor's Children Legion Kakophoni
Kalagann - Kalagann: Kalagann, also known as Kalagann of Ursh, was a despot and techno-barbarian warlord of Old Earth, who ruled over the nation-state of Ursh during the late Age of Strife. His exploits were well-documented in the annals of Ursh, a nation located on the steppes of what had once been Central Asia, Russia and Siberia. These records were collectively known as the Chronicles of Ursh. Kalagann was eventually overthrown and slain during the early campaigns of the Unification Wars by the Emperor of Mankind and His genetically-enhanced Thunder Warriors.
Kaldor Draigo - Kaldor Draigo: Kaldor Draigo is the current Supreme Grand Master of the Grey Knights Space Marine Chapter.Lost in the Realm of Chaos within the Warp for at least the last standard century, he is sometimes able to return to realspace to fight alongside his battle-brothers in the Grey Knights during particularly dangerous daemonic incursions.But one day, when his Chapter and the defenders of the Imperium of Man know their darkest hour, he will return to the mortal realm permanently to lead them to victory.
Kaldor Draigo - Origins: Kaldor Draigo's story began during the Daemon incursion on the Imperial world of Acralem in 799.M41. The Daemon Prince M'kar the Reborn and a daemonic army from the Warp had invaded the planet, and intended to corrupt not only Acralem, but the entire Vidar Sector of which it was a part.Against such a terrible daemonic threat only the Grey Knights could effectively defend the Imperium. Joined by 9 Astra Militarum regiments and companies of Space Marines drawn from the Astral Knights and Flesh Tearers Chapters, the 3rd Brotherhood of the Grey Knights came to the rescue of Acralem with Draigo among their ranks.Had the Grey Knights not been present, there is little doubt that Acralem would have fallen to the daemonic horde. The tide was only turned when the Grey Knights' launched an unexpected assault upon the Daemon Prince M'kar's Warp-fortress.It was in this terrible battle that Draigo first made himself known, when he dealt the death blow itself to M'kar. Without their leader, the Daemons who had invaded Acralem were cast back into the Warp. Yet the Daemon Prince held onto his grip in realspace just long enough to lay a terrible curse upon Draigo:"Victory is yours this day, mortal, but know that if ever you set foot upon this world again, you and all who follow you shall walk with damnation for ten millennia."For his part in the victory on Acralem, Draigo was promoted to the rank of justicar -- the first of many such elevations within the Grey Knights.For more than 200 Terran years Draigo served his Chapter and the Emperor of Mankind with unfailing distinction. He earned honours unequaled by any Grey Knight before him, save perhaps Janus himself, one of the founding grand masters of the Chapter known as the "Titans" whose deeds had helped to reshape the Imperium during the dark times of the Horus Heresy.Draigo ultimately rose to become the Supreme Grand Master of the Grey Knights in early 901.M41, following the death of the previous lord of the Chapter at the hands of the Daemon Primarch Mortarion.Draigo's first act as the new Supreme Grand Master was to carve his predecessor's name upon Mortarion's diseased heart -- an insult that the primarch of the Death Guard has vowed to avenge.
Kaldor Draigo - Into the Realm of Chaos: Yet the life of Kaldor Draigo did not end that day, for he survived his passage into the Warp and the Realm of Chaos. Lesser men would have been driven insane by their arrival in the domain of the Chaos Gods, where reality itself has been corrupted by the instruments of damnation.Yet Draigo's mind was hardened to the seductions of Chaos, and he endured long in this realm where no other mortal could.For a time unknown Draigo wandered the frightening landscape of the Realm of Chaos. Into his path were strewn Daemons of every shape and size, who sought to slay him or seduce him to the darkness, yet Draigo ultimately overcame them all.Atop the Blood Falls, where the sanguine fluids of Khorne's fallen champions pour into an endless chasm, Draigo slew the great Bloodthirster Kar'voth.With the silver fire of the Emperor he drove the daemonic taint from that Greater Daemon's massive battleaxe, and used the molten remains to reforge his own Nemesis Force Sword, which had been broken in his final combat with M'kar the Reborn on Acralem.He unleashed his psychic power again amongst the rotting jungles of Nurgle's garden domain, and for a long time afterwards the winds of the Realm of Chaos carried only the charcoal stench produced by burning daemonic vegetation.On a journey through the Whispering Meadows, six daemonic sisters, the chosen handmaidens of Slaanesh known as Daemonettes, sought to tempt Draigo with promises of glory, power and all the myriad riches sought by mortal ambition.Yet their temptations could not take up root in his incorruptible soul, and he scattered the Daemonettes' remains amongst the alabaster grasses of the Prince of Pleasure's domain.At the gates of the Inevitable City, the Lord of Change M'kachen offered Draigo a path homewards, but the Grey Knight would accept no boon offered by a daemonic agent of Tzeentch, the Master of Sorcery.As his reply the Grey Knight brought down the city walls and left the bird-like Greater Daemon of Tzeentch entombed amongst their ruins.Daemons no longer haunted Draigo's footsteps after he had been trapped for a long period in the Realm of Chaos. The Grey Knight had over and over again proved his utter resistance to Chaos corruption and had left so many thousands of slaughtered Daemons in his wake that only the most crazed of Khorne's minions continued to seek him out for combat.That something could exist in the Realm of Chaos that was completely immune to the will of the Chaos Gods was a new impossibility in a domain defined by the impossible.Yet while the Dark Gods could not destroy or corrupt Draigo, neither could the Grey Knight win any meaningful victory against the power of Chaos within the domain defined by its anarchic energies.All of the Daemons Draigo killed always were reborn into new bodies, Nurgle's daemonic jungle of fungus and rotting plants regrew from its ashes at the Plague Lord's amused whim and even the tumbled walls of the Inevitable City eventually restored themselves, brick by shattered brick.
Kaldor Draigo - Cleansing of Jostero: Yet Draigo would get another chance to return to realspace. When the Heretic known as the Prophet of Jostero forged an alliance with the Daemon N'kari, he drew a portion of the Realm of Chaos into the mortal world, and Draigo found himself forced through it as well.Draigo was briefly reunited with his Chapter, for a Grey Knights brotherhood had arrived on Jostero to combat N'kari's threat. Draigo clearly had become unstuck in time as well as space during his sojourn in the Warp, for he did not know any of these warriors, yet they embraced him as their battle-brother, and they fought side-by-side until the mad Prophet of Jostero had been defeated and his daemonic allies had been banished from the mortal realm.Unfortunately, Draigo's victory proved to be a hollow one, for when the gateway into the Warp closed, the Grey Knight found himself drawn back through the rift and trapped again within the Realm of Chaos, just as M'kar's curse required. He had helped to save the world of Jostero, but his own salvation still remained beyond his grasp.This outcome had been repeated continuously ever since: Draigo walks the Realm of Chaos for indeterminate periods of time, sometimes returning to realspace for brief spans before being freshly imprisoned in the Warp after winning yet another victory for Mankind.It is hard to imagine the fortitude of mind, body and soul that lets Kaldor Draigo endure such hardship and shattered hopes over and over, yet he has never complained and his spirit has never broken.He walks the Realm of Chaos to this day, and will never end the eternal war against the Ruinous Powers so long as the breath remains in his body.
Kaldor Draigo - Era Indomitus: Since the birth of the Great Rift tore the Imperium asunder at the start of the Era Indomitus, Kaldor Draigo has found his way back into realspace more and more frequently.Some of the Grey Knights' Grand Masters believe that, as the Cicatrix Maledictum shredded the veil between reality and the Warp, so did it weaken the bonds that tether Draigo to the Chaos realm.Others believe that the forces of Chaos that occluded the Supreme Grand Master's vision are now dispersed across dimensions, and thus Kaldor Draigo can perceive the needs of those he leads across the vastness of the galaxy.Regardless of reason, one thing is certain -- Draigo has appeared to aid his Grey Knights multiple times since the opening of the Great Rift. He has even been witnessed fighting in different war zones on opposite sides of the galaxy.Perhaps the opening of the rift will allow his return -- or perhaps it will seal his fate forever. The Prognosticars are divided on this matter.Draigo himself does not spend his time musing over such issues. He uses what little time he has hunting down the foul spawn that the rift has regurgitated. Chief amongst his quarries is his enemy of old -- the Daemon Primarch Mortarion, the murderer of his predecessor.But the Grey Knights know one thing: One day, when his Chapter and the defenders of the Imperium of Man need him most, Kaldor Draigo will return to the realm of mortals.
Kaldor Draigo - Wargear: Kaldor Draigo wears a suit of Grey Knights Terminator Armour. He is armed with a Storm Bolter, a Storm Shield, Frag Grenades, Krak Grenades and Psyk-Out Grenades.His primary weapon, however, is a reforged Nemesis Force Sword called the Titansword which is a master-crafted blade and is an extremely potent anti-daemonic weapon, capable of badly injuring even the mightiest Greater Daemons and Daemon Princes of the Dark Gods.
Kaldor Draigo - The Titansword: A relic of the earliest days of the Imperium, the Titansword has been entrusted to the Supreme Grand Master of the Grey Knights since their records began at the end of the Horus Heresy.Stories of this Nemesis Force Sword give it many names: Mind's Edge, Foebane and Lifedrinker to name a few. Legends say the Emperor forged the blade for a favoured general during the Unification Wars on Terra, teaching him how to use his mind to trigger its terrible powers.During the Great Crusade it then passed into the hands of His champions, spilling alien blood on a hundred worlds as Mankind reclaimed the stars.When Malcador the Sigillite took the first Grey Knights to Titan just before the start of the Siege of Terra, one of the relics he carried with him was rumoured to be the ancient Force Sword.Along with His pure genetic legacy and psychic power, it was one of the Emperor's gifts to the newly founded Chapter.Renamed the Titansword by Janus, the first Supreme Grand Master, the blade must be psychically attuned to each new master. Only once it is keyed to the mind of the wielder can its true killing power be called upon.The Titansword is more than a mere weapon -- it is the badge of office of the Supreme Grand Master, a potent symbol of the Chapter's sacred duty and the Emperor's fury given form.Every lord of the Chapter has been the warden of this blade, and though many have used other weapons in battle, the Titansword's keen blade has slain more foul daemons than any other.
Kaledon Hunters - Kaledon Hunters: The Kaledon Hunters are the regiments of the Astra Militarum raised from the myriad savage clans of the Feral World of Kaledon. This world is invaluable in contributing several of the toughest, if least disciplined, regiments in the Imperium.Each regiment is drawn from a single clan and Kaledoni regiments inevitably fight all the harder to prove their superiority over a regiment raised from a rival clan.
Kalidar - Kalidar: humanKalidar IVKalidarKalidar SystemIndustrial WorldLoreleiOnce harvested and refined, these Lorelei crystals become the conducting elements for many tools of the Scholastica Psykana such as Force Weapons or Psychic Hoods. The presence of the Lorelei is the sole reason why the Imperium of Mankind is present on Kalidar at all, for its arid climate, intense, ionising solar radiation, atmospheric disturbances and other hazards create particularly harsh conditions to live in.In 395.M41, Kalidar came under attack by the Orks of WAAAGH! Gratzdakka, a conflict which entered the annals of the Imperium as the Kalidar War, a hard-fought war that was only won at great expense by the forces of the Astra Militarum.
Kalidar - Notable Events: The Kalidar War (395.M41) - Unheralded, a massive WAAAGH! of Orks fell upon Kalidar. Led by one of their most visionary leaders, Gratzdakka Wur Mekdakka of the Blood Axes klan, the Orks landed in Kalidar's southern hemisphere and quickly took possession of Kalidar's capital, Hive Meradon. Planetary Governor Lazallio Cann was slain but the Imperial defenders kept the Orks from breaking through in the subterranean transit-ways despite heavy casualties. An astropathic distress-signal was sent to and received by the sector authorities. Having concluded their campaign against the Aeldari in the Dentares Belt, an Astra Militarum taskforce was re-routed to Kalidar. On their way to the warzone, the battlegroup was reinforced by newly-raised regiments from Paragon, but these much needed reinforcements were delayed by turbulence in the Warp. It took two Terran years for Battlegroup Kalidar to reach its destination, two years during which Kalidar had to fight the Orks alone and unsupported. Unknown to the Imperial authorities, the Greenskins had begun to exploit the local deposit of Lorelei crystals to advance their own machines and the power of their Weirdboyz. The first offensives of the Astra Militarum following their arrival ended in disaster, as the Orks now possessed the ability to foretell the Imperial forces' movements and lure them into well-planned ambushes. Harassed by guerilla tactics, booby-trapped tanks and Kommando attacks, the Imperial troops reeled under the successive blows of the Orks. One Greenskin attack nearly succeeded in slaying the battlegroup's commanders inside their own Command Leviathan. It was only then that the Imperial forces realised that the Ork possessed a powerful psyker, the Weirdboy Greeneyes, who had attained a level of mastery over his powers that allowed him to read the minds of his human foes. With this information, Captain-General Iskhandrian proceeded to send his troops out into combat with sealed orders. A special mission was conducted by elements of the 7th Paragonian Super-Heavy Tank Company and the 42nd Paragonian Tank Regiment in an attempt to take the Orks by surprise. This mission succeeded in greatly disrupting the Ork defences around Hive Meradon and destroyed the psychically-powered Gargant used by Greeneyes. With the timely arrival of the Black Templars of the Michaelus Crusade, Gratzdakka himself was soon slain, which led to the full collapse of the WAAAGH! and the ultimate salvation of Kalidar.
Kalidar - Geography and Culture: For human life to settle and prosper on Kalidar, it had to show remarkable adaptability. As its classification as a Desert World indicates, Kalidar is dominated by large arid regions delimited by the remains of once-proud mountain ranges that have been diminished by millennia of steady erosion by the harsh, scalding winds.With no vegetation to break its strength, the wind continuously pounds these mountains, fueling the growth of Kalidar's deserts and their ever-changing landscape of shifting dunes. Carried by the wind, the heavy sands of Kalidar's deserts are sharp enough to lacerate a grown man's skin, especially the softer tissues of the cornea. Several testimonies have declared that being caught in a sand storm on Kalidar is akin to walking into a storm of glass shards. Stepping outside without protective googles will lead to blindness.Yet the true danger in Kalidar's deserts are the lighter grains of sand, locally referred to as "dust." Dust poses several distinct threats, the least being the formation of pools of quickdust. Virtually indistinguishable from the firmer sand that even heavy machinery can move across, quickdust fields do not possess the required density to carry nearly any weight. Without wearing the proper equipment, a man would vanish in a matter of solar minutes, inexorably swallowed by the quickdust until crushed by the surrounding pressure or asphyxiated.However, the airborne form of dust is far more dangerous. Too thin to be filtered by the tonsils of the human body and as sharp as its heavier counterpart, dust can enter the lungs unhindered, scorching the entire respiratory system on its way down. The affliction is known as "dustlung" and is particularly pernicious as it can manifest solar weeks or even months after the subject has been exposed to the dust that caused it.The first symptoms are the coughing up of blood and a shortness of breath. As the dust digs deeper into the lungs, the amount of blood within increases until the subjects perishes, drowned in his own vitae. The Adeptus Mechanicus' Magos Biologis have developed a reliable treatment known as "lungwash," but the treatment is so expensive it is only reserved for higher-ranking officials. For the common man or trooper, dustlung is always fatal.The dust fills even Kalidar's upper atmosphere, which is a boon as there it filters out much of the sun's dangerous radiation and lowers it to non-lethal levels. All inhabitants of Kalidar therefore are extremely careful to properly maintain their rebreathing units. As a side-effect, almost all atmospheric flight on Kalidar is impossible unless the aircraft are equipped with special intake filters, a measure that has been expanded to all ground vehicles deployed on the Desert World as well.
Kalidar - Fauna and Flora: As with most Desert Worlds colonised by the Imperium of Man, Kalidar's ecosystem has adapted to the lack of natural flora. Most of the local plants are unfit for Human consumption, and the savant Heironymous Squeam famously advised to avoid the local definition of "salad" at all costs in his Precise Guide of the Minor Industrial Worlds of the Segmentum Pacificus.In the tough conditions of the Kalidarian deserts, only insectoid and reptiloid lifeforms have thrived. Of these, perhaps the most important beast is the sandmite, an insectoid that lives in the sand and feeds on the smallest organic particles. They are carrion-eaters as well and the local sandscum people do not shrink from using their dead as bait to draw in the sandmites, for its flesh -- both fresh and dried -- is the basis of their diet.Sandmites also produce a natural oil which can be used to fuel ancient oil-lamps. Even in the hive cities where most of the food is imported from off-world, magnesium-seared sandmite is considered a local delicacy, even if for off-worlders it barely seems palatable.The other native Kalidarian animal of interest is the sandpike, a large pseudo-lizard with six legs and a diamond-shaped head that has been successfully domesticated by the sandscum tribes. Thinner and longer than a Terran horse, the sandpike mostly fulfills the same role as its counterpart. It is actively used as a riding beast by the local population and their sense of direction is legendary.On its back, each sandpike possesses a quilled vane that allows it to feel Kalidar's magnetic poles and the interference caused by the intense solar radiation that swathes the world. The sandpikes rely on this sense because their eyesight is naturally poor. A sanpike is equipped with thick flaps of flesh which shields the animal's eyes when it dives into quickdust pools, where it moves even faster than on hard-packed sand. Properly equipped with a saddle, a sandpike can carry two grown adult humans and still run faster than an Imperial Chimera APC.
Kalidar - Urban settlements: In stark contrast to other Hive Worlds of the Imperium where a hive city starts on the world's surface before expanding vertically, on Kalidar this fundamental tenet of Imperial architecture cannot be applied. Kalidar's sand-blasted winds would quickly eat away or prevent the construction of the mountain-sized cities so typical of Imperial Architecture, whilst finding enough solid ground to bear their weight would considerably limit urban development.Instead, Kalidarian hive cities begin as modest surface towns before growing down, eating away at the planet's core where the richest deposits of Lorelei are to be found. From close orbit or on satellite imagery, Kalidarian hive cities therefore appear as small towns erected on the precipice of a giant pit or a gigantic crater in the sand. These central shafts are often so vast that a Cruiser of the Imperial Navy could land at its bottom.The shaft itself serves as a central open ground and possesses spiraling roads and gangways that allow for people, merchandise and ore to be transported to and from different levels. The surface town and topmost levels of the hive harbour those industries that rely on solar energy or are deemed too polluting to be located underground, while the bottom level is reserved for mining operations.As on other Imperial worlds, the wealthy and powerful have taken the best locations of the hive city for themselves. On Kalidar, this means several levels about a third of the way down the inverted spire: high enough to benefit from an open sky, deep enough to be sheltered from Kalidar's elements and the noise and fumes of the surface town. Below these domed parks and palace-promontories the common people of Kalidar live, their own personal wealth and social status reflected by the depth of the level they inhabit. The poorest districts are located at the deepest point of the hive.
Kalidar System - Kalidar System: The Kalidar System is a notorious Imperial star system located in the Chiros Sector of the Segmentum Pacificus. The strategic importance of its principal world, Kalidar, and its vital Lorelei crystal deposits have led the Kalidar System to serve as the eponymous capital of its own Sub-sector.The star system derives its name from its sun, a single Type A main sequence blue-white star which is also responsible for the horrendous living conditions on its primary inhabited world, Kalidar IV. The sun itself and some of the system's coreward planets bear evidence of some sort of grade F tampering by an unknown alien intelligence on the X-T Scale, which has led the Inquisition to sequester much relevant data. Only Inquisitorial agents of grade Epsilon or higher may know the whole truth.
Kalidar System - Notable Planets: Kalidar I - The Kalidar System's first three planets, Kalidar I, Kalidar II and Kalidar III, are officially classified as "planetary husks," which means that they are unable to support human life. All three worlds are roughly twice the size of Mars. Both the planetary husks and the Kalidarian sun bear evidence of tampering by a highly evolved society. In the case of the three first planets of the Kalidar System, this manifests most clearly by their equidistant placing to the sun and their non-natural orbital pattern. All other information regarding these worlds has been sequestered by the express order of the Inquisition.Kalidar IIKalidar IIIKalidar IV (Kalidar) - As the system's sole inhabited planet, the Industrial World of Kalidar IV -- mostly referred to simply as "Kalidar" -- serves as the capital world of both the system and the entire sub-sector. Kalidar is best known for the rare resource it harbours, the psychoreactive Lorelei crystals eagerly sought after by the divisions of the Adeptus Astra Telepathica. In recent history, Kalidar was also subject to an invasion of by Orks, which prompted the Kalidar War, a grueling conflict which saw the Imperium emerge victorious against WAAAGH! Gratzdakka.Kalidar V - The Kalidar System's fifth planet is a ringed gas giant akin to Saturn in the Sol System, although with a mass equivalent to 328 Terras it is far heavier than Saturn. However, with its orbital distance of 5.33 AU, Kalidar V is also markedly smaller than the sixth planet of the Sol System. Unlike Saturn, the planet has no moons, which is atypical for a planet of this size and mass.Kalidar VI - The second and bigger gas giant in the Kalidar System easily dwarfs its neighbor at 426 Terran masses. Kalidar VI orbits its star at a distance of 7.25 AU. Unlike Kalidar V, Kalidar VI has no less than 12 moons, some of which are exploited by the Imperium as Mining Worlds. The Kalidar VI system of satellites is home to 12,137 souls according to the last census.Lax - Lax is a Grade XIV habitable moon that orbits Kalidar VI. It is the system's designated Agri-world.Kalidar VII - Kalidar VII is a super-planet, a gigantic gas giant with an orbital distance of 12.9 AU from Kalidar's sun.
Kalidar System - Notable Celestial Objects: "The Girdle" - The exterior of Kalidar's two asteroid belts, the Girdle is exploited by various mining colonies whose operations extend across this belt for 9 AU. The last census put the Girdle's population at 928,331 Imperial citizens."Kalidar's Noose" -  Extending across 8.7 AU of the system, this interior asteroid belt is marginally smaller than the Girdle but is home to more than twice the population. The last available data put the Noose's total population at just over 2,000,000 people. Various anomalies have led Imperial savants to consider that Kalidar's Noose may well be the result of a stellar collision earlier in the star system's history.
Kalidar War - Kalidar War: The Kalidar War was but one of a series of minor conflicts between the Imperium of Man and its enemies that destabilised the Segmentum Pacificus at the time of the Macharian Crusade.With the Imperium's gaze fixed upon expansion, several key star systems were left severely weakened, one of which was the Kalidar System that was home to the strategic Industrial World of Kalidar in the Chiros Sector.The conflict began in 395.M41 when an Ork invasion, a dreaded WAAAGH!, fell upon Kalidar. Led by the Warlord Gratzdakka Wur Mekdakka, the Blood Axes klan descended upon the unsuspecting Industrial World.The planetary capital of Hive Meradon quickly fell before the green-skinned invaders and the Orks gained access to Kalidar's most precious resource: the psycho-reactive Lorelei crystals. Under the direction of Gratzdakka's chief advisor and powerful Weirdboy, the Warphead Greeneyes, the Orks begin to amass considerable amounts of Lorelei crystals to power their strange, experimental technology.Delayed by severe Warp turbulence, Imperial reinforcements took nearly two Terran years to reach their designated warzone. Spear-headed by the Paragonian Regiments of the Astra Militarum, the Imperial assault quickly encountered several setbacks.Having grossly underestimated the tactical abilities of the Orks and the psychic mastery of Greeneyes, the Imperial counterattack suffered from several well-planned ambushes that lead to high casualties. Only once Imperial tacticians became aware of these factors were the Imperial forces able to regain the initiative and ultimately defeat the xenos invaders.
Kalidar War - Ork Invasion: Imperial historians have struggled to reconstruct the events of the initial Greenskin invasion of Kalidar. Lacking any meaningful orbital defences, Kalidar made for a tempting target, but no Imperial tactician would have dared to predict an attack on the isolated Desert World. To this day, the highest echelons of the Imperium's military regard the Orks as little more than savages -- hulking, greenskinned thieves and pirates drawn to civilised worlds to seize their loot or to experience the military challenge they offer. Yet none of these criteria can be said to apply to Kalidar.Kalidar was attacked either out of sheer bad luck because it was simply in the path of the WAAAGH!, or it was deliberately chosen as a target by the Orks for the very same reason the Imperium coveted its possession as well--the world's rich deposits of psycho-reactive Lorelei crystals. As the latter motivation would imply that Orks are capable of complex reasoning and able to grasp the very notion of strategic resources, it is often dismissed out of hand by most Imperial Adepts.Whatever the reason for their arrival, the Orks landed nearly unopposed on Kalidar's southern hemisphere and quickly made for its administrative capital, the Hive City of Hive Meradon. Planetary Governor Lozallio Cann was soon besieged in his own city, but his Astropaths were able to project a distress call before the hive city was overrun. It would seem that instead of pressing their advantage, the Orks chose to linger at Hive Meradon, enslaving the local population of Humans and mutants to work the Lorelei mines and in the workshops of their Mekboyz. This gave the Imperium the opportunity to mount an effective response.
Kalidar War - Back from the Brink: Although the Ork ambush on the Kostoval Flats had not succeeded in destroying the northern army, the so-called "Kostoval Rout" had cost the battlegroup dearly. The 42nd Paragonian Armoured Regiment had fared the worst, losing no less than 23 main battle tanks in its first engagement. The supporting regiments of mechanised infantry -- both Atraxian and Paragonian -- had fared little better; only the Chem-Dogs had somehow escaped the fate of the other regiments. Even after the battle ended, casualties amongst the Imperial regiments continued to rise as troopers and tankers alike succumbed to their wounds or fell prey to the pernicious and fatal local affliction known as "dustlung."The Orks were also responsible for the ever-rising body count, ambushing Imperial patrols, booby-trapping salvageable wrecks or conducting hit-and-run attacks with their Speed Freeks. The Greenskins especially targeted the 42nd's Atlas recovery teams, hindering the Imperium's attempt to reclaim their precious warmachines before Gratzdakka's Mekboyz could transform them into Looted Leman Russes, a fate that also awaited the abandoned Lux Imperator.Even outside the regiments that had suffered casualties in the rout, morale was low. Feeling himself responsible for the heavy losses of the 42nd Armoured Regiment, Colonel Sholana -- the 42nd's commander -- attempted to hand in his resignation, but General Verkerigen -- the leader of the Paragonian Regiments on Kalidar and commander of the northern battlegroup -- would not have it. He ordered the 42nd Armoured Regiment to remain in the line. To boost the failing morale of the army, the officers sought ways to improve the troops' spirits while Captain-General Iskhandrian revised his plans.
Kalidar War - Fate of Lieutenant Bannick: Imperial propaganda soon found a suitable candidate in Lieutenant Colaron Artem Lo Bannick, a disgraced Paragonian nobleman who had fled before the law by joining the Astra Militarum. The young officer had shown great talent and a keen eye, having been the first to spot the Ork ambush on the Kostoval Flats and served as the commanding officer of the rearguard which ultimately prevented the Gargant -- now referred to as "Greeneyes" because of the emerald arcs of energy unleashed by its central cannon -- from pursuing and annihilating the retreating Imperial forces.While his efforts had doubtlessly saved countless lives, the Lieutenant's actions were also under scrutiny. By ordering the rearguard's retreat he had countermanded the order of a superior officer, an act that some commanders and the Commissariat wanted to treat as an act of insubordination. Furthermore, during his valiant efforts to save his comrades, the Lieutenant's Rebreather-unit had malfunctioned, and so Lieutenant Bannick was slowly dying of dustlung.However, believing Bannick to be chosen by the Machine Spirit of the Baneblade Mars Triumphant, one of the Adeptus Mechanicus' Tech-priests, Enginseer Brasslock, secured for Lieutenant Bannick the expensive lungwash-treatment the Mechanicus had developed which he needed to survive. With the Lieutenant's survival now guaranteed, all charges against him were dismissed. Lieutenant Colaron Artem Lo Bannick was decorated for his courage and transferred to the prestigious 7th Paragonian Super Heavy Company, there to serve on the tank he had helped save: Mars Triumphant.
Kalidar War - Breakthrough in the Vorsanii Aridity: With the Orks continuing to siege the Urta Mine Complex and creeping ever closer to Hive Modulus, the northern Imperial army was at risk of becoming trapped in that hive city. Imperial scouting parties riding swift Salamander Scout Vehicles had reported that the Greenskins had invested several smaller abandoned mine-complexes in Modulus' immediate vicinity. These were not the teeming multitudes of WAAAGH! Gratzdakka's main force, but isolated bands of outriders and light armour, the so-called "Speed Freeks." Sensing an opportunity, Captain-General Iskhandrian marked these roaming bands of Greenskins for extermination.The remaining mechanised elements of the Imperial battlegroup were reorganised into raiding groups, each benefiting from the support of one of the operational super-heavy tanks. While the tanks and their mechanised infantry support would draw the Orks out, teams of Savlar Chem-Dogs would conduct a subterranean assault, using the mines' own tunnels to plant atomantic explosives beneath the Ork encampments.It was during one of these raids that Lieutenant Bannick again proved his worth. Detached by his Tank Commander, Honoured Lieutenant Cortein, to act as an additional scout for the raiding group including Mars Triumphant, Bannick led his Salamander into the thick of the firefight, reached the Ork encampment safely, liberated human prisoners and then evacuated the area before the atomantic mine destroyed it.This series of small victories and Bannick's rescue of the captured soldiers were the morale boost that High Command had so desperately needed. Over two solar weeks of raids, the Orks were forced to retreat to the inner deserts, abandoning all pretense to claiming Hive Modulus.In a rare display of strategic awareness, the Blood Axes lifted the siege of the Urta Mine Complex, the risk of being outflanked by the forces of the Imperium becoming too great. The unified front the Orks had presented during the first Imperial counterattack fragmented and the smaller bands of Greenskins proved no match for the coordinated Imperial troops. Two more of the Stompaz were brought down in a series of running battles and with still no sign of the dreaded Gargant, the northern army seemed on the cusp of victory.
Kalidar War - Butcher's Bill: While Honoured Captain Hannick lead several squads of Guardsmen and even some tanks to the relief of 7th Company, the fighting continued. The Magnificence was still in the process of being cleared of the last surviving Kommandoz when the army's logistic support went to work, assessing the damage. Venting his anger at the incompetence of the troops charged with the protection of his super heavy tanks, Honoured Captain Hannick watched as the slaughtered crew of Ostrakhan's Rebirth were carried out of the charred remains of his tank.The Orks had ensured that the Hellhammer would be out of commission for the foreseeable future, torching the inside of Hannick's command vehicle with incendiaries. This effectively reduced the 7th Paragonian Super Heavy Company to half-strength.As the Enginseers of the Adeptus Mechanicus began their work on Ostrakhan's Rebirth, the Paragonian officers were quickly joined by the remaining crew of Mars Triumphant. They carried dire news, for apparently, the Orks' primary objective had not been the assassination of the Imperial High Command or even the sabotage of their ground vehicles but a kidnapping. A third detachment of Kommandoz -- the largest and best-equipped party -- had attacked the quarters of the Adeptus Mechanicus, killing its sentries and seizing Adept Brasslock, 7th Company's Chief-Enginseer.
Kalidar War - A Perilous Journey Begins: Having distinguished themselves during the raid on the Imperial camp, Honoured Lieutenant Cortain and his Baneblade Mars Triumphant were chosen to act as Captain Exertaxes' second-in-command. Iskhandrian's change of mind had allowed Imperial forces to move swiftly, using the same sandstorm that had benefited the Orks to cover the formations' departure. All non-essential personnel had been drugged to induce a 72 solar-hours-long sleep period during which their dreams would reveal little of use to the Orks. Only the drivers remained at their stations.Three solar days into their journey, the crews awakened, the storm still sheltering the formation from prying eyes. Mars Triumphant, a company of Leman Russes of the 42nd Paragonian Regiment and fifty troopers of the Atraxian Mechanised Infantry in their Chimera APCs travelled in single file through the desert of the Penumbric Badlands. Several Trojans accompanied them, carrying the expedition's vital supplies of Promethium-barrels and ammunition on towed flatbeds, their journey scheduled to last a little over three local weeks.A lone Atlas Recovery Tank served as a transport for the formation's Enginseer and Astropath. These personnel were their only mean of communication with the rest of the army, for the Lorelei crystal deposits were also creating rogue EM-fields that rendered the Vox and other traditional means of communication next to useless. Only focused infra-red communication beams seemed to get through, and then only to short distances.Aboard each vehicle, the mood was sombre. The crews had been told their ultimate destination only when they woke, three solar days in. Hive Meradon. Orktown. The heart of enemy territory. In the minds of all they were on a suicide mission nobody had volunteered for. Conditions were also particularly hard. Even two local weeks into their journey, the sandstorm had not abated, keeping the tanks' crew confined within.Kalidar's thin dust gradually attacked the vehicles, scratching the paint from their hulls and clogging the intake valves. The air became still and hot, the tanks' interior systems scrubbing as much CO2 as they could. Unable to wash, the crewmen and their tanks stank of sweat and other bodily odors. They awoke stiff from being forced to sleep at their battle-stations, as only Mars Triumphant boasted its own moderate bunks in the tank's interior. Even when they slept, the Lorelei affected them, and many crewmen suffered horrific nightmares or destabilizing dreams. Several minor incidences of violence between crew members were reported even before the column reached the truly difficult terrain of the mountains bordering the Ozymandian Basin.
Kalidar War - Welcome to Scumtown: Unknown to the new commander of the Imperial formation, Bannick had survived. His Rebreather had kept the Lieutenant alive through his descent and at a certain depth, the quickdust opened up into a subterranean cave. His comrade was less fortunate. At some point in their descent his own rebreather had came off and the hapless crewman had suffocated.However, Bannick's crewman's death had saved his own life. Still linked by their shared safety-line, the tanker's dead body acted as a kind of anchor, preventing Bannick from being swept away by the torrent of sand. Finally cutting himself loose, Bannick stepped out of the sandfall and took in his surroundings. He had landed in a sort of deep shaft like the ones central to the hive cities of Kalidar. Platforms and girders protruded from the walls and construction and excavation equipment still stood all about. Bannick quickly realised he must have landed in one of the branches of the abandoned construction site of Hive Kimeradon.Exhausted, Bannick collapsed in the same chamber. When he woke up, he was not alone. A man stood above him, or more precisely a mutant. His eyes were too widely spaced and one of his arms was hulking and massive, almost as thick as an Ork's, and his hands sported only four fingers.The mutant was wearing a sand-crusted coat and sand filters in his nostrils. In his good hand, the mutant held a long rifle, a hunter's weapon more than that of a warrior. Unable to pronounce the mutant's name, Bannick settled for calling him "Olli," though the mutant didn't seem to mind. Olli had obviously pillaged his crewmate's body as he now wore Astra Militarum-issued boots and a belt from which he drew forth an Imperial knife and canteen.Olli proved very friendly, sharing his meagre rations with Bannick and gifting him a powerful talisman of unrefined Lorelei which would prevent Bannick from being affected by the Ghosts of Kalidar. In conversation, the mutant revealed he was a member of a wider community, the self-dubbed "Sandscum", free mutants who had fled from the Imperium's oppressive rule but still venerated the God-Emperor.Well-versed in the lay of the land and its secrets, these mutants had established their community in the half-finished Hive Kimeradon, or "Scumtown" as they were calling it. Olli agreed to take Bannick to their leader, an individual calling himself Bruta.Initially reluctant to help Bannick, Bruta was swayed to his cause after Bannick helped defeat a roaming patrol of Orks that had nearly discovered the entrance tunnels leading to Scumtown. Bannick was fascinated and also quite surprised to see how well Mayor Bruta was informed of what was happening inside Kalidar's hive cities or even on the movement of Imperial troops. Bannick's own clandestine mission had been trailed by native outriders loyal to Bruta since the day they had set out. Other parties were tracking both the main Imperial army and the Orks. The fact that they had not been discovered by either side spoke volumes about their discretion and stealth.
Kalidar War - WAAAGH! Gratzdakka Defeated: As the psychic shield collapsed, the din of battle erupted all over the surface town. Shrieking artillery shells began to land all around the square and tall columns of lights linking the sky with the ground told of naval lance-fire annihilating enemy strongpoints and Stompaz from orbit.The Orks assailing Bannick's position looked up to the sky, the fight momentarily forgotten, as did the Imperial survivors around him before Bannick bellowed the order to continue firing, shaking the Atraxian troops and tankers around him back into action.Soon tear-shaped landing-craft could be seen streaming across the dark sky, the tell-tale signs of an Adeptus Astartes Drop Pod-insertion. The Black Templars had committed in force to reclaim Hive Meradon, no doubt striking at Gratzdakka himself. Assailed from the air as well as from the ground, the Orks' resistance quickly crumbled. By sunset, WAAAGH! Gratzdakka had been vanquished and the Kalidar War had come to an end.In the wake of the Imperial victory, the survivors of the Mars Triumphant were reunited with their comrades of the 7th Paragonian Super Heavy Company. Honoured Captain Hannick personally debriefed them, revealing that the mission was initially intended to serve as a distraction, a diversion to draw Greeneyes' attention away from Iskhandrian's true intentions, thus allowing the Black Templars and the Imperial Navy to redeploy for their assault on Hive Meradon.
Kalides Prime - Kalides Prime: Kalides PrimeImperialCivilised WorldastropathsTithe GradeSecundusDuring the Indomitus Crusade the planet was attacked by the Death Guard forces of Nurgle, who were defeated by a combined force of the Astra Militarum's 44th Cadian Heavy Infantry Regiment and a contingent of Ultramarines.