The Moebian Sector-loyalist edition
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Something I have been working on. Consider this as part 1 of my project, with this lorebook being but a tool to fulfill the entire work.
I advise NOT using further recursion with some things like classes to avoid terms such as "lasman" triggering a frak-ton of other terms.
(Somewhat important stuff: The Ai may have issues understanding what an Ogryn is and describe units like Bulwarks as simple humans. Furthermore, correct descriptions of a unit's equipment can be tricky too if certain conditions apply.)
Listed as “The Moebian Sector-Loyalist edition”
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Book description
The Sixth conquers!
The Moebian Sector-loyalist edition
27 entries · scan depth 50 · budget 500 tokens
- #1Nox Alpha
Keys: The Fringe, Nox Alpha, Death World · Secondary: 'that' planet
The Fringe are the death worlds which were corrupted by Nurgle before the forces of the Moebian Sixth even arrived there. Filled with natural trenches, poisonous gas which can kill within seconds and abhorrent mutants, being sent there amounts to a death sentence. The greatest and most dangerous of the planets, Nox Aplha, is covered in grey, unnatural plants which often carry toxic green blooms and fruits.
- #2Guard
Keys: Moebian Sixth, The Guard, The Sixth · Secondary: The Lost and damned
The Moebian Sixth is the 'elite' of the Moebian Sector, the guardsmen known for their green lenses, their unique grey rebreathers and makeshift armor. They are known to have no quarrels with killing any xeno who stands in their way even if they firmly believe that they are already dead or going to die horribly. The Sixth fields mostly melee units with a focus on Urban combat, ranging from armored lasmen with two-handed chainaxes to flamers.
- #3Lasmen
Keys: Guardsman, Lasman, Lasmen, Guardsmen · Secondary: laslads, lasgals
Moebians colloquially refer to their guardsmen as "lasmen". The 6th are recruited solely from Atoma Prime and Tertium Hive, loved and revered by the Atoman populous. Even some of Tertium's nobles have had their children join its ranks. Their long service and continual deployment to the Moebian Front, fending out the extensive xenos and chaos, known colloquially as the "Darktide", constant Fringe Wars has lead to them becoming the toughest and most decorated Moebian regiment. During these ongoing "Fringe Wars", they were stationed where the fighting is thickest and positioned to take on the toughest threats.
Lasman: average guardsman, fights against the Darktide tooth and nail. Can either carry a crude melee weapon, a lasgun or a laspistol and a knife-like weapon for mobility. only the Shooter variety of the lasmen wear their gasmasks for whatever the reason, whilst the Stalkers wear a Balaclava and the Bruisers no head protection at all, instead making up for it with added flak armor as protection. About every seventh lasman is a specialist like a Sniper, Mauler, Shotgunner, Lasgunner, Bomber or Flamer.
- #4Captain Wolfer
Keys: the Captain, Captain Wolfer, Wolfer · Secondary: Leader of the Moebian Sixth
Captain Wolfer is known to be a great man in his position as the de facto leader of the Moebian Sixth. Knowledgeable and with his heart at the right place, he often made sure that even the new recruits knew what was necessary to survive on the Fringe, even if the horrible treatment of the Imperium upset him so much that it was a well known secret that even talking about the Imperium on a wider scale would change his mood into a rather grim one. Rarely seen in the company of common Lasmen anymore, he plans the entirety of the assault on the xenos alongside his most trusted personnel whilst others rest. Supposedly great at holding speeches. Wears a skull-like helmet most of the time, the skull itself bearing a harsh frown. His face beneath is so heavily scarred that it's hardly a pretty sight.
- #5Karnak twins
Keys: The twins, Karnak twins, Karnak · Secondary: The two bastards
Captain Wolfer's two most closely trusted Lieutenants, known as the Karnak twins, have recently been unleashed by Wolfer to stalk the trenches of Nox Alpha. They are brutal, cunning, and the de facto authority of the Sixth in Captain Wolfer's absence, always eager to commit extreme acts of violence and depravity. The twins are highborns of House Karnak. Being nobles born in the upper-spires of Hive Tertium, they are granted many priveleges in Imperial society. One of many boons is being granted officer roles upon joining a prestigious Astra Militarum regiment, such as the Moebian 6th. The sadism, brutality, and cannibalism of the Twins may have developed on Nox Alpha out of wanton need for violence and to not starve as food became scarce. Although, it wouldn't be surprising to find this kind of degeneracy behind closed doors of some Imperial nobility. The events of Nox Alpha may have simply amplified these debauched hobbies to new extremes. Rinda appears to favour melee, wielding a large powersword. Rinda Karnak, the butcher of Bragna, is just as much of a power-hungry sadist as her brother, but she seems more keen and calculated in her approach. Rinda was the first to start making sure that lasmen who had quarrels with her 'disappeared', whilst Rodin is known for losing his temper rather easily and often beating recruits to near-death.
- #6gunner
Keys: Lasgunner, gunner
Lasgunner: elite variant of the shooter, equipped with a Hot-shot volley lasgun and more notable gear than the average trooper, such as tassels for their helmets, etc. Better trained, sterner and suprisingly well organized for being a common variation of the average Lasman.
- #7Shotgunner
Keys: breacher, Shotgunner
Breacher unit of the Moebian 6th, heavier flak vest included, but curiously without the usual mask of the Sixth as they wear no gasmask. Carries a breaching charge with themselves. Roughly a rank below a Lasgunner. Carries a trench shotgun with themselves as a tool to open doors and kill anything that gets too close.
- #8Flamer
Keys: Flamer · Secondary: Roastie
Near-insane Flamer. Probably went near-mad during the time spent on the Fringe and picked up the promethium spewing monstrosity all Flamers carry to see everything that isn't from the Sixth burn. Smells strongly of Promethium, wears a more specialized version of the normal gasmask of the Sixth with darker lenses and slightly heavier flak armor than the average Lasman would.
- #9Demolitionist
Keys: Demolitionist, Bomber
A Bomber throws combustion grenades at targets over decent distances using nothing but his own hands. Is often noticeably taller than others and easily distinguishable by the sound of the bombs they carry rattling as they march. Don't wear any helmets to proudly display the scars upon their face.
- #10Rager
Keys: Rager · Secondary: Berzerker
Those who fell to the despair and bitter hatred stemming from being left on Nox Alpha have put down their ranged Weaponry in favor for two crude trench clubs or equally crude knives and a rage which comes close to that of a Khornate. All about 'servitude' and 'glory'. Probably Khornate in denial deep down. Turning into a Rager is a good way to get executed by the commisar, as their mere presence is seen as a sign of heresy. Furthermore, they have some small tubes connected under their helmet, tubes which pump combat stims into their system the second their hearts beat faster in anticipation of a fight.
- #11Mauler
Keys: Mauler
Equipped with a heavy two handed chainaxe, heavy flak armor with spikes and a helmet with a welding mask added for extra production, standing in the way of these brutes is as deadly as getting the attention of an Ogryn. The horizontal visor of their helmets glows in a soft orange, instead of the normal sickly green of the Sixth, blocking any sight into the helmet.
- #12Sniper
Keys: Sniper · Secondary: longlas, coward
Equipped with a longlas, green night goggles that cover their entire upper face and a camo cloak for the urban environment, these snipers are often scoffed at by their comrades for being 'dishonorable'. They still rack up good kills.
- #13Reaper
Keys: Reaper · Secondary: Heavy gunner
Reapers are Ogryns fitted with a heavy twin-linked stubber and an itchy trigger finger. Often found listening to whatever the Lasgunners have to say, openly adores them.
The Ogryns believe that the Emperor has personally issued them every order (being worked down from the chain of command) and as a result they will follow orders without question to the best of their ability. Technically this is already Imperial Guard policy to some degree, but only Ogryns actually believe it's literally true. The only reason that they aren't used even more is that they don't take well to transports - on top of their size, they have a tendency to get claustrophobic and aren't likely to willingly enter cramped, dark spaces. Ogryns are stunningly stupid, barely able to build sentences with more than one 'complicated' word, but do everything with a child-like fervor to squash and kill.
- #14Crusher
Keys: Crusher
Ogryns clad in carapace armor top to bottom and with nothing but a slab of rockrete attached to a bar of rebar as weapon, tough and with a child-like joy for crushing things, which they are very, VERY audible about.
The Ogryns believe that the Emperor has personally issued them every order (being worked down from the chain of command) and as a result they will follow orders without question to the best of their ability. Technically this is already Imperial Guard policy to some degree, but only Ogryns actually believe it's literally true. The only reason that they aren't used even more is that they don't take well to transports - on top of their size, they have a tendency to get claustrophobic and aren't likely to willingly enter cramped, dark spaces. Ogryns are stunningly stupid, barely able to build sentences with more than one 'complicated' word, but do everything with a child-like fervor to squash and kill.
- #15Bulwark
Keys: Bulwark · Secondary: shield-Ogryn
Like a Crusher but with less armor and a smaller club and shield to protect "the lil' uns". Often told to protect those worthy of being kept alive and is calmer than others of their kind (Ogryns).
The Ogryns believe that the Emperor has personally issued them every order (being worked down from the chain of command) and as a result they will follow orders without question to the best of their ability. Technically this is already Imperial Guard policy to some degree, but only Ogryns actually believe it's literally true. The only reason that they aren't used even more is that they don't take well to transports - on top of their size, they have a tendency to get claustrophobic and aren't likely to willingly enter cramped, dark spaces. Ogryns are stunningly stupid, barely able to build sentences with more than one 'complicated' word, but do everything with a child-like fervor to squash and kill.
- #16Captain
Keys: Captain
Captains are sergeants or commanders from the Moebian Sixth that are in charge of an entire platoon. The Captains of the Sixth still possess the greatest sense of order from all, serving the Emperor with greater fervor then the others and focusing a lot more on waging their war against the xenos than survival. Captains are the rarest of all and are equipped with a wide variety of weaponry that a common lasman wouldn't have access to, including a mandatory personal energy shield to avoid assassination.
- #17Rinda
Keys: Karnak Twins, Rinda, Karnak
Much of a power-hungry sadist as her brother, but she seems more keen and calculated in her approach.
During the Nox Alpha campaign at Anchorpoint Numen, Rinda would cannibalize fellow Moebian 6th lasmen in secret. Sometimes she shares her fresh meats with fellow Moebians. Whether her fellows know it was human flesh is unspecified. Some of her victims include those she had feuds with or were a subordinate caught slacking. When supplies run low, Rinda eats well and those she did not favor would starve or simply disappear.
Rinda appears far more self-assured than her brother and she has always viewed him as the weaker of the pair. Rinda may have had a habit of browbeating Rodin, if not generally keeping his overt brashness and ego in check when necessary.
Rinda seems to be altogether more competent than her brother, if not simply more powerful and self-assured. Captain Wolfer might note this as well. After all, Wolfer favors her over her brother openly.
- #18Rodin
Keys: Karnak Twins, the twins, Karnak, Rodin
Rodin Karnak is a belligerent brawler who likes to feed his own ego. He seems seems to be a blunt opportunist who grasps at power and violence whenever convenient. One example includes his cruel treatment of Moebian 6th recruits on Nox Alpha at Anchorpoint Numen. Seemingly beating grunts to bloody pulps on a whim for a good laugh or to show off just how powerful and untouchable he is. Rodin equips himself with a plasma pistol and grenades. While Rodin is just as much of a power-hungry sadist as his sister, he might actually be slightly more compassionate than his sister. He does after all seem to care what people think of him, even if it's only in regards to people fearing him and his power. While Rinda might browbeat or mock Rodin on occasion, his twisted soul still cares for his sister, in some way.
- #19Atoma Prime
Keys: Atoma, Atoma Prime · Secondary: Main world
The main world of the Moebian sector is a lush Agri-world with beautiful sights, though said beauty is marred by the Hivecity Tertium. Tertium is the largest of hivecities, with most of the Elite of Atoma living there. Atoma prime is known for it's export of 'Moebian steel', which is said to be the best of it all.
- #20Saint Messelina
Keys: , Saint Messelina, Saintess · Secondary: The Saintess, Imperial Cult
Many celebrations are held in her name from Atoma Prime and to the Moebian Fringes. She is the central figure of worship in Tertium's thriving liturgical scene and a cornerstone of the Imperial Faith within the Moebian Domain today. Although deceased, she is worshipped to this day with innumerable shrines and temples dedicated to her worship as an Imperial Saint, from the heart of the domain to its fringes.
Messelina grew to be a military leader of sorts, guided by the divine God Emperor and is largely seen as the savior of the Moebian Domain. Remembered as bringing an age of peace to the Moebian Domain, her life was filled with blood, great turmoil, and violence. Having gathered a great following in her time, she lead the liberation of worlds, assumedly going as far as the Fringes of the Moebian Domain.
What is known of Messelina is that she arose in a time of strife and garnered a substantial following, but insisted on remaining humble. Although seen as a liberator blessed with God-Emperor's divine zeal, Messelina remained humble and rejected any hymns written of her. For she feared she would become a focus of idolatry. However, many hymns would and continue to be written of her.
Messelina would eventually be betrayed and killed by members of the Imperial Creed. Those responsible would be hunted down by some of her followers, and those followers would subsequently found the Cult of Sanguine Reprisal, which endures to this day. Who exactly betrayed her and why isn't specified.
- #21Nox Alpha regions
Keys: death planet, Nox Alpha · Secondary: Veteran of Nox, regions
The world of Nox Alpha has 3 distinct regions, each with their own unique horrors and challenges:
The Tenebrus
The Tenebrus is an area on Nox Alpha that is in perpetual darkness. Nothing can be seen here without assistance, such as the use of flares.
Grundrak Forest
The Grundrak forest is an extremely dense forest of hidden horrors. Fighting in the Grundrak forest was feared by all Moebian 6th lasmen, even the most battle-loving ogryns feared it. being deployed to the Grundrak forest was seen as an assured death sentence. The forest is so densely packed that only the witch-sight of psykers could effectively keep watch for any approaching enemies. Special camouflagued gear of war was swiftly made availible to those elements of the Moebian 6th fighting in the Grundrak forest. Initially such measures raised morale amongst troops receiving specialised camo, but as the horrors of that region became better known, being issued the infamous 'Grundrak Greens' became as welcome as a death sentence, which it more or less was.
Hellus Region
The Hellus region is a storm-riven, equatorial area of the planet where the defining feature is pervasive deadly red mists. Those veterans of the 6th who spent the most time deployed here said the least about what was found within the red mists.
- #22Tenebrus
Keys: the darkness, The Tenebrus · Secondary: Nox Alpha
The Tenebrus is an area on Nox Alpha that is in near utter darkness. Nothing can be seen here without assistance, such as the use of flares. Sometimes the sun of Nox Alpha reaches even the Tenebrus, at which point the Sixth is usually sent to pay the place a visit. The region may turn pitch black the very second however and it happens alarmingly often to the point where the xenos terrorizing this region often strike only when the darkness settles in from one second to the next, resulting in deadly ambushes. This darkness tends to stay for multiple minutes or even hours at times and shifting only afterwards, being gone as quickly as it came.
- #23Hellus
Keys: Hellus · Secondary: Hel
The Hellus region is a storm-riven, equatorial area of the planet where the defining feature is pervasive deadly red mists. Those veterans of the 6th who spent the most time deployed here said the least about what was found within the red mists.
Whatever the Hellus region holds, it is far beyond human understanding. Even the Ogryns dislike going anywhere near it, being scared before they can even get there, whilst the few Psykers sent into this region simply died the second they went close, the reason for their sudden deaths having never been found.
- #24Grundak
Keys: Forest, Grundrak, Nox Alpha
The Grundrak forest is an extremely dense forest of hidden horrors. Fighting in the Grundrak forest was feared by all Moebian 6th lasmen, even the most battle-loving ogryns feared it. being deployed to the Grundrak forest was seen as an assured death sentence. The forest is so densely packed that only the witch-sight of psykers could effectively keep watch for any approaching enemies. Special camouflagued gear of war was swiftly made availible to those elements of the Moebian 6th fighting in the Grundrak forest. Initially such measures raised morale amongst troops receiving specialised camo, but as the horrors of that region became better known, being issued the infamous 'Grundrak Greens' became as welcome as a death sentence, which it more or less was. Special camouflagued gear of war was swiftly made availible to those elements of the Moebian 6th fighting in the Grundrak forest. Initially such measures raised morale amongst troops receiving specialised camo, but as the horrors of that region became better known, being issued the infamous 'Grundrak Greens' became as welcome as a death sentence, which it more or less was.
- #25Throneside
Keys: fancy place, Throneside
Throneside is the most privileged area yet within the middle of the hivecity of Tertium. Located in what is described as the 'middle area' of the hive, it's high above the decaying muck and rubbish that make up the lower hive districts. There is a significant amount of airspace here, marked with impossibly high ceilings and inverted towers hanging from the levels above it.
Only few lasmen hail from here and those that do often only are there because the recruiters couldn't drag enough willing idiots out of the lower hive.
- #26Hab Dreyko
Keys: Hab Dreyko, HL-16-11-315 Hab, Dreyko · Secondary: Underhive
Hab Dreyko is one of the many, many Underhive Hab blocks from where the Sixth draw their forces from. To be from Hab Dreyko is to be an underhive rat, one of millions who live, die and breed in the dark like vermin, trying to keep themselves alive in an uncaring environment that favors cold and quick thinking, aggression and blind faith over caring or kind-heartedness.
Most who join the Sixth from Hab Dreyko do so to escape from the conditions there, believing that the Guard can't be any worse than their previous lives. The fools.
- #27Armor
Keys: flak armor, helmet, Armor · Secondary: Equipment
Moebian 6th basic lasmen swear by Agripinaa flak helmets, both as armour and lucky charms. They are often seen with attached rebreathers with lumen goggles, and black flak body armour. The fatigues are a range from black to an earthy grey. The armour is painted a matte, dark grey. Additional armour paints for includes a range of burnt-orange to dark red markings that identify elite and specialist roles. Regimental markings are painted in white. Hazard-stripes are added to elite and specialists equipment where applicable. The lasmen also have a generous assortment of spike adorning various armour plates.
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