vizn3r/warhammer40k-lore huggingface dataset:
XV8 Crisis Battlesuit - XV85 Enforcer Battlesuit: The XV85 Enforcer Battlesuit is a larger and sleeker variant of the standard XV8 Crisis Battlesuit that provides better protection and joint movement for the pilot, and can mount additional support systems or weapons due to its more powerful reactor.It is produced in limited numbers, and is issued almost exclusively to T'au Commanders. The XV85 is favoured by many as its distinctive design allows allies and enemies alike to quickly identify its wearer as a warrior to be feared and respected.
XV8 Crisis Battlesuit - XV86 Coldstar Battlesuit: The XV86 Coldstar Battlesuit, or simply the XV86, is a rare mark of XV8 Crisis Battlesuit that carries many wholly unique support and weapon systems. Designed for operation in a void environment, each XV86 is fitted with integrated interface armour.XV86 Coldstar Battlesuits feature enhanced Jetpack designs which allow them to achieve something akin to true extended flight, and their armour is layered with super-insulating carbodine mesh and integral heat-shielding so that they can handle the heat of atmospheric re-entry and the icy cold of the void.So far, all known XV86 Coldstar Battlesuits have been deployed with a weapons loadout consisting of a high-yield Burst Cannon and a shoulder-mounted Missile Pod, with space for two additional Battlesuit Support Systems.
XV8 Crisis Battlesuit - XV89 Crisis Battlesuit: The XV89 Crisis Battlesuit was intended for assaults against heavily-fortified enemy positions and thus is outfitted with the heavy Iridium Armour modification for enhanced protection compared to the standard XV8 Crisis Battlesuit.Initially deployed during the fighting on Taros during the Taros Campaign, it was soon found that the XV89's bulky armour plating limited its manoeuvrability, leaving those shas'vre assigned to it unable to fulfil the traditional role of XV8 Crisis Teams.Based on reports compiled after the Taros Campaign, the design was abandoned in favour of the XV8-02 Iridium Battlesuit and hundreds of XV89 Battlesuits that had been deployed for testing were recalled and had their armour stripped down, before being reassigned to XV8 Crisis teams in need of replacement suits.Many cadres operating on the outer fringes of the T'au Empire's expansion zone, however, have been observed by Imperial military forces and Rogue Traders still equipped with the distinctive XV89 variant battlesuits.
XV8 Crisis Battlesuit - Ordo Xenos Departmento Analyticus Technical Specifications: Serial Number85673-908158Main ArmamentVariableDesignationXV8Vehicle CodenameCrisisSecondary ArmamentVariableVehicle TypeBattlesuitCrew1 PilotTraverse120°Weight2.5 tonnesElevation-90° to +90°Length1.7 metresAmmunitionVariableWidth1.9 metresArmour TypeNano-Crystalline Alloy; Composition Unknown to Adeptus MechanicusHeight2.8 metresMax Recorded Speed50 kilometres per hour
XV8 Crisis Battlesuit - Sources: Apocalypse (6th Edition), pg. 181Apocalypse (4th Edition), pg. 161Apocalyse Reload, pg. 43Imperial Armour Volume Three - The Taros Campaign, pp. 171-174, 283Imperial Armour Volume Three - The Taros Campaign (Second Edition), pp. 143-146Codex: Tau Empire (7th Edition), pp. 10, 27, 47-48, 54, 56, 75, 87, 105, 125, 127Codex: Tau Empire (6th Edition), pp. 7, 12, 15, 19, 28, 34, 40-41, 65-73, 95, 98, 100Codex: Tau Empire (4th Edition), pp. 25-27, 32, 34, 44Codex: Tau (3rd Edition), pp. 16-17, 22-24Deathwatch: Core Rulebook (RPG), pp. 365-366Legends of the Dark Millenium - The Tau Empire (Anthology) by Braden Campbell, Andy Chambers, Joe Parrino, Peter Fehervari, Andy Smillie, and Phil KellyRogue Trader: Tau Character Guide (RPG), pp. 40-41War Zone Damocles: Kauyon, pp. 44, 109-110, 116, 174, 179, 183War Zone Damocles: Mont'ka, pp. 118-119, 185White Dwarf 263 (US), "Crisis! Tau Battlesuit Teams: A Look at the Strategies of the Tau Batlesuits" by Pete Haines and Phil KellyWhite Dwarf 400 (AUS), "XV8 Battlesuit Commander", pg. 15White Dwarf Weekly 91, "Mantle of Heroes", pp. 18-21Fire Warrior (Novel) by Simon SpurrierFire & Honor (Graphic Novel)The Regimental Standard - Tau Technology Inferior
XV95 Ghostkeel Battlesuit - XV95 Ghostkeel Battlesuit: The XV95 Ghostkeel Battlesuit is the pinnacle of T'au stealth technology, a battlesuit created specifically for use behind enemy lines in the most gruelling conditions.These mighty battlesuits loom several times the height of a Fire Warrior, and mount a full array of repulsor jets. They are equipped with an arsenal of heavy weaponry, and are supported by a wealth of high-technology hardware and counter-sensory warfare suites. XV95 Ghostkeel Battlesuits can tear apart entire armoured squadrons and massacre rank upon rank of enemy infantry in sudden ambushes. The firestorm of their onslaught is such that the foe often believes a whole army must be attacking them from an unexpected quarter.
XV95 Ghostkeel Battlesuit - History: Until recently, the deployment of the XV95 Ghostkeel Battlesuit was restricted to covert missions. In truth, development of these potent battlesuits was completed around the beginning of the Third Sphere Expansion, but it was decreed by the Ethereals that these new weapons should remain hidden until their unveiling held the greatest inspirational value.Pilots were chosen from pre-vetted candidates who were extracted from Stealth Team operations and transported to a secret facility on J'ka'vo station, on the fringes of the abandoned sept of N'dras. From here, following orders from the Ethereal Supreme Aun'Va himself, the first generation of Ghostkeel Battlesuits performed a range of deep-cover operations, ranging from the Vadenfall Station sabotage to the assassination of Cardinal Bocsh.With the current success of the XV104 Riptide Battlesuit, the time has been judged ripe to reveal the freshly named "Ghosts of N'dras." Suddenly, this insular band of warriors has been thrust into the light, their existence changing from a secret to a propaganda exercise virtually overnight. Recruitment of XV95 Ghostkeel pilots has now begun across the T'au Empire, as has production of the Battlesuits themselves; soon enough the armies of every Sept will possess XV95 Ghostkeel wings of their own.
XV95 Ghostkeel Battlesuit - Tactical Role: The tactical applications of the Ghostkeel are many and varied, ranging from unleashing devastating strikes behind enemy lines to ambush-hunting alongside Hunter Cadres. XV95 Ghostkeel Battlesuits can be seen as the epitome of the Tau Mont'ka "Killing Blow" stratagem -- striking precisely where they need to with unerring accuracy and overwhelming force. Used to sow confusion and destruction in the enemy ranks, the XV95 is a terror weapon designed to leave the enemy in a state of panic and disorder as they search in vain for their mysterious attacker. Enveloped by overlapping stealth fields projected by its attendant Drone, the XV95 Ghostkeel is virtually invisible even in open terrain. Targeting arrays and scopes simply slide off its holophoton projectors, while scanners and Auspexes are baffled by the Battlesuit's electrowarfare suite, pinging back false readings and contradictory data.Each Ghostkeel is piloted by single, highly trained Shas'vre, a former XV25 Stealthsuit Team veteran. This focused warrior is supported by an integrated artificial intelligence (AI) that assists him in operating the Ghostkeel's many complex systems and monitors his physical and psychological well-being during extended operations. As Ghostkeel pilots spend long periods of time isolated in enemy territory, many form unusually strong bonds with their Battlesuit AI. Indeed, in some cases these eccentric warriors become so introverted that they prefer the company of their suit's AI to that of other Tau. XV95 Ghostkeel Battlesuits are typically deployed in squads of one to three Battlesuits. Pilots in squads consisting of multiple members are usually ritually bonded to one another according to the Tau custom of Ta'lissera, which is symbolised by a knife design painted onto the squad leader's armour.
XV95 Ghostkeel Battlesuit - Known Formations: Heavy Retribution Cadre - Heavy Retribution Cadres consist of a squad of XV95 Ghostkeel Battlesuits working in tandem with two units of KV128 Stormsurge Ballistic Suits, with the Ghostkeels acting as invisible forward spotters that feed targetting data back to the Stormsurges. Thus, when a Heavy Retribution Cadre opens fire, the blinding firestorm produced is truly terrifying. Even the most colossal enemies stand little chance when caught amid this sudden monsoon of destruction.
XV95 Ghostkeel Battlesuit - Available X95 Ghostkeel Battlesuit Support Systems: Below is a list of the most common available Battlesuit support systems that an XV95 Ghostkeel Battlesuit can be armed with:Advanced Targeting System – An Advanced Targeting System is a specialised target acquisition system that enables the Battlesuit pilot to automatically identify and pick out priority targets in the midst of combat.Counterfire Defence System – A Counterfire Defence System is a valuable artificial intelligence (AI) sensor suite first designed to counter the threat of charging Ork hordes. It incorporates logic circuits to ensure that assaulting enemies are met with a withering curtain of unerringly accurate Battlesuit firepower.Drone Controller - A Drone Controller acts as a hub for communications and interface between an operator and the AI battle programs of a number of Tau Drones. The Drone Controller device gives the user the ability to relay any additional targetting data they receive to their Drones, thus directing those automatons' fire more accurately at the target.Early Warning Override – An Early Warning Override sensor suite is calibrated to detect the electronic signatures of teleport beams and orbital-entry jump systems, and jolt the Battlesuit's weapon systems to lock-on status before the target has a chance to react.Positional Relay - A Positional Relay digitally records detailed battlefield data and relays it in a tight encrypted radio burst to assets in orbit and squads held in reserve. Information sent usually includes battlefield terrain and status reports to allow the incoming units to make a better decision on where to deploy onto the battlefield and coordinate their actions as part of the overall combat strategy.Shield Generator - Battlesuit Shield Generators project cohesive energy fields around the Battlesuit that can deflect weapons fire and melee blows that would otherwise destroy the Battlesuit outright, whether such incoming fire be shots from heavy ordnance or anti-tank weapons.Stimulant Injector - A Battlesuit with Stimulant Injectors is fitted with advanced life support systems that are able to flood the Battlesuit pilot's body with painkillers, analgesic drugs, and other life-sustaining stimulants should he become badly wounded in combat.Target Lock - A Target Lock is a specialised target acquisition system that enables the user to engage different targets from the rest of the squad.Velocity Tracker – The advanced motion detection and infra-red sensor systems built into a Velocity Tracker allows Battlesuit pilots to track the movements of airborne targets and effectively engage them with the Battlesuit's weapons.
XV95 Ghostkeel Battlesuit - Sources: Codex: Tau Empire (7th Edition), pp. 30, 49, 89, 106, 116-124War Zone DamoclesL Kauyon, pp. 65-70, 73-74Games Workshop - XV95 Ghostkeel BattlesuitWhite Dwarf Weekly Magazine #89 (10 Oct. 2015) " XV95 Ghostkeel Battlesuit", pp. 5-9
XV9 Hazard Battlesuit - XV9 Hazard Battlesuit: The XV9 Hazard Battlesuit close support armour is a new weapon in the armoury of the T'au Empire. It is a sophisticated and powerful T'au Battlesuit that has remained something of a controversy both among the more traditionalist T'au Ethereals and elements of the Earth Caste. Though undoubtedly powerful, its armament is short-ranged and the battlesuit's systems are more complex than any that has come before it, requiring a veteran's skills to master its power in combat and being a significant investment in resources to construct.Such is the complexity and demands of this battlesuit that XV9s are only entrusted to veteran Fire Warriors of the rank of shas'vre or higher when actively deployed on campaign. Those shas'vre who has been assigned to pilot the XV9 Hazard Battlesuit are all XV8 Crisis Battlesuit combat veterans and survivors of deadly battles against the most savage enemies of the Greater Good. Nevertheless, it has proven effective on the various battlefields during the defence of the T'au Empire in its Third Sphere Expansion.The XV9 requires a huge expenditure in resources to produce in useful numbers -- resources some argue are better expended elsewhere building larger quantities of the more tested battlesuit designs. The XV9 is a considerably larger battlesuit than its more commonplace counterparts, such as the XV8 Crisis Battlesuit, and is built to the highest specifications that the T'au Empire can produce on a substantial scale. As well as greatly augmenting the warrior within, the XV9's built-in systems feature a powerful compact energy source that enables it to mount weapons, based on experimental technologies, of an unprecedented strength for its size.
XV9 Hazard Battlesuit - Role: Created with the goal of countering the growing alien incursions that threaten the gains of the Third Sphere Expansion in mind, the XV9's battlefield role is focused on applying overwhelming firepower in relatively short range engagements against numerically superior foes. The XV9 performs this role admirably due to its possession of the greatest degrees of durability and mobility T'au technology can currently provide.The results gained in service by the XV9 have converted many Fire Caste war leaders to its cause. In particular, the Fire Caste of the Ke'lshan Sept have mastered the use of XV9s both in conducting counterattacks and in using its potent firepower to prevent enemy advances. In doing so, the bulk of a mobile T'au Hunter Cadre is allowed to repeatedly redeploy into superior firing positions. This can prove a dangerous tactic for the XV9 pilots to execute, but for the solemn and determined Fire Warriors of Ke'lshan, it is a worthwhile risk in the service of the Greater Good.
XV9 Hazard Battlesuit - Swift Protector Wing: The Swift Protector Wing is a specialist deployment used in the most hazardous warzones, where some of the most sophisticated technology the Fire Caste has at their disposal must be utilised. Developed as a logical extension of the Fire Warrior counterstrike Cadres first advocated by Commander Puretide during the Imperial assaults on the Sept world of Dal'yth, the Swift Protector Wing was the invention of the hard-pressed Fire Caste of the Ke'lshan Sept. Made to take advantage of the newly issued XV9 Hazard Support Armour, the wing mounts a force of six of these advanced Battlesuits within a specially modified Orca transport to rapidly deploy them to the battlefield. The Swift Protector Wing allows a battlefront Tau Commander to swiftly redeploy a great deal of firepower to block breaches in his force's lines, or apply further pressure to a point of attack where the enemy line of battle teeters on the brink of collapse. This dangerous duty is taken on as a matter of pride by the Shas'vre who pilot the XV9s, who view deployment in a Swift Protector Wing as a great honour and readily embrace the task of standing between their fellow warriors and harm. The formation's specially-modified Orca transport allows the XV9 teams on-board to deploy from it during a drop-run with a relatively high degree of accuracy. Additionally, the Orca's modifications and the skill of its pilots mean that it is able to be piloted as a skimmer. Orcas utilised to transport XV9s in a Swift Protector Wing are also fitted with nonstandard, defensive Energy Fields to better protect the transport and its occupants during operational strikes. A Swift Protector Wing may sometimes also be accompanied by a squadron of Remora Drone Stealth Fighters which provide further support in battle to the XV9 Hazard Battlesuit teams.
XV9 Hazard Battlesuit - Notable Users: Shas'O Vesu'r Ra'lai - Commander Vesu'r Ra'lai has become a legend amongst the grim Fire Warriors of the Ke’lshan Sept, and is one of the Tau Empire’s most experienced Battlesuit pilots. It is his leadership and innovation that has successfully led the way in the controversial tactics associated with the deployment of the XV9 Close Support Armour, one of which he currently operates. He is a strong advocate for the Fire Caste adopting more ruthless tactics against the Tau Empire's growing legion of deadly foes.
XV9 Hazard Battlesuit - Variants: There are two known variants of the XV9 Hazard Battlesuit that have been encountered by the forces of the Imperium to date. These variants include:XV9-01 - The XV9-01 is armed with two Fusion Cascades, weapons that are similar to Imperial Melta Weapons.XV9-04 - The XV9-04 variant is armed with twin Phased Ion Guns.
XV9 Hazard Battlesuit - Sources: Imperial Armour Apocalypse II, pp. 58, 60Imperial Armour Volume Three - The Taros Campaign (Second Edition), pg. 264Rogue Trader: Tau Character Guide (RPG), pg. 40Forge World - Experimental XV9 Hazard Battlesuit RulesXV9-01 (Dead link)XV9-04 (Dead link)
Xyan - Xyan: Xyan is a heavily sulphuric Penal World found within the Orpheus Salient of the Jericho Reach, though its native Human population, being descendants of criminals, has shown only reluctant cooperation with the Imperium.Xyan has a brethable but highly acidic atmosphere which slowly damages the lungs of those condemned to live upon it.
Xyan - History: Those few million Humans who have dwelt on the planet have done so in small communities, typically of less than a hundred members. Through the ages, they have adapted to their toxic environment, and can tolerate the highly sulphuric atmosphere and diet far better than an outsider. Their vision has also adapted to the haze, though not so well that they would generally be classified as mutants.During the time when the Jericho Reach was still the Jericho Sector, Xyan became a Penal World. Heretics, criminals, and cowards were dumped on the planet's surface, where survival of the fittest was allowed to run its course. Little was done to monitor the system, as the hazardous environs were deemed sufficient punishment and an effective prison.Millennia later, the planet's population are the offspring of those who managed to survive the brutal conditions. Largely amoral filth, the natives have not responded well to the Achilus Crusade's efforts to reunite their planet with the Imperium of Man.Some of the crusade's officers argued that, as descendants of prisoners, these inhabitants could scarcely qualify for membership in the Imperium. Of course, as a Penal World, they were not due any support from the Imperium either.This combination meant that reasserting compliance, after once more designating Xyan a Penal World, was an easy feat. The Orpheus Salient has already begun the process of raising Penal Legions from the system's hardy population. These descendants of Imperial outcasts have co-operated reluctantly, as they have little recourse.As units of the Departmento Munitorum have begun to spend time on the planet to train the first regiment, they have come across a number of worrisome legends. It seems that there are many tales of aggressive xenos that lurk in the hottest and murkiest parts of the swamp.While there is no evidence to confirm this, there are always disappearances. The atmosphere makes tracking anything difficult, which has led to numerous unexplained disappearances among natives and soldiers of the crusade. Even establishing stable outposts on the murky surface has been a challenge for the Imperial units.
Xyan - Geography: Xyan's atmosphere is tinged yellow by the sulphurous fumes that constantly bubble from the hot springs scattered across its surface. These dense fumes leave the planet's surface a dim place, as the thick acidic clouds diffuse light.While breathable, the atmosphere leaves a foul taste in the mouths of those who visit, and lasting scar tissue in the lungs of those who stay. The planet's highly active core causes frequent tectonic instability, which is likely tied to the constant eruptions from the assorted geysers and the steady emission of gases through the hot swamps.The planet's ubiquitous swamps are filled with aquatic life that thrives in the intensely acidic environment. Plant analogues draw energy from the geothermal heat that flows through these swamps, using this as an energy source rather than the light of the system's star.Small predatory animals are common throughout these bogs, but they represent far less of a threat than the atmosphere and the sulphuric pollutants.
Yamnin Volunteers - Yamnin Volunteers: The Yamnin Volunteers are Astra Militarum regiments. They are known to have collectively saved 103 Imperial planets from the enemies of the Emperor and purified 69,203,669 impenitents.The Yamnin Volunteers took part in the Haephos Containment during the Era Indomitus and contributed 4 artillery musters to that campaign to aid in the cleansing of the Eletyrio Spaceport.
Yanth - Yanth: Located in the Stygies Cluster of the Askellon Sector, Yanth is a Death World, for nearly everything living on it is utterly hostile to Human life.A standing Imperial warning beacon is in place near the world, warning anyone who approaches to stay away. In the past, many gave Yanth a wide berth, valuing their own lives more than any exploration of the planet.However, recent discoveries on the world have made it a much more appealing destination despite the dangers involved.
Yanth - Climate: Yanth is a world covered with dense jungles. From the smallest island to the largest continent, every square metre of the world is filled with thick vegetation. The temperatures are sweltering and rainfall is abundant, helping these plants to grow and thrive.Sweeping vistas break up the jungle with waterfalls, gigantic trees, and many other features, providing breath-taking views.Alongside many of the rivers that flow across the continents, latticework patches of vines and other vegetation cast sweeping nets to grab any creatures that come to the rivers for water.
Yanth - Flora and Fauna: Deep below the canopy of leaves, thousands upon thousands of species of flora grow in a complex ecosystem unseen elsewhere in Askellian space. There are few permanent Human settlements on Yanth, as the voracious flora and fauna can rapidly destroy anything that attempts to intrude upon their lands.The plant life of Yanth is largely carnivorous, subsisting on the varied species of insectoid life that also call Yanth home. Trees use creeping tendrils to snare prey and pull it back to waiting maws for digestion, while overgrown bushes unleash deadly barbs to poison and stun anything that gets close before consuming it with microbes capable of melting the hardiest carapace.The never-ending struggle between the plants and insects for dominance of the planet is a hallmark of the world's ecosystem.Many of the insects feed off of the plant life and in turn, the plants feed off of the insects. One cannot exist without the other, though, for long; as one side becomes ascendant, the other evolves even greater capabilities and resurges to continue the conflict.While there are some forms of mammalian and reptilian life on Yanth, the primary fauna are various insectoid species. Many of these reach gargantuan sizes, far larger than would be expected based on planetary conditions such as ambient oxygen levels.They are the apex predators of Yanth and are the overwhelming cause of death, even for the ever-vigilant Human natives who have learned from birth to be constantly wary of everything around them.In addition to the Renders, there are thousands of other deadly species that make their home on this Death World. These range in size from no bigger than a bolter shell to monsters large enough to bat aside Chimera tanks with ease.The skies are also home to flying predators, and even the seas are filled with insectoids and other arthopoids adapted to living below the deep ponds or gliding along the surfaces on striding limbs.Some of the most notable insectoid flora of Yanth includes the following species.EnveloperRazorclaw BeetleRender
Yanth - Imperial Interests: With everything on the surface of the planet ready to kill, Yanth would seem to be a world devoid of visitors. That could not be further from the truth, however. On an early expedition to the Death World, a Magos Biologis team discovered something extraordinary about the planet -- a number of the native plants possess powerful healing properties.This remarkable discovery has made Yanth a prime destination for Rogue Traders, Askellian Chirurgeons, and many less savoury individuals.Several permanent settlements have been established across the planet, devoted to processing and gathering these useful species. After generations of living on these heavily fortified facilities, inhabitants have become inured to life on the Death World, and some natives are rumoured to have trained the larger insectoid fauna to act as steeds across land and air.Out of the millions of plant species (most of which are exceptionally toxic), the Tech-priesthood of Askellon has identified four particular ones that offer very useful properties. They tend to grow in the most remote and dangerous locations on Yanth, perhaps adapted to growing only where natural defenders of terrain and hostile fauna exist to protect them.The disciples of the Omnissiah despatched hundreds of servitors to harvest these plants, with very few returning. Attempts to relocate these flora to other settings or to reproduce them in growing-vats have proven unsuccessful, which has also led to further studies of Yanth's unique biosphere.The Adeptus Mechanicus is currently re-evaluating its procedures for dealing with this operation, a process that has taken many Terran years as they weigh all their options. In that time of indecision, many other groups have swept in to claim the flora for themselves.At least seven different Rogue Trader operations (including agents of Maxellian Vor and Hesiah Luftius) have attempted to harvest the plants, and two separate smuggling outfits have also begun to make regular trips to Yanth.Conflicts between the groups have been rare so far, but all involved are expecting an escalation of violence at any time as the price of the plants reaches new heights on the various black markets in the sector.
Yasan Sector - Yasan Sector: The Yasan Sector is a sector of space in the Imperium of Man located in the Ultima Segmentum near to the Warp rift known as the Maelstrom. It is the sector where the White Scars Chapter homeworld of Chogoris is located.The Yasan Sector was ravaged by the Traitor forces of Horus and later Drukhari slave raids during the chaos of the Horus Heresy in the early 31st Millennium.In the midst of the campaigns of the Great Scouring that followed the Heresy, the White Scars returned to their home sector to scour it clean of the remaining Traitors and drive the Drukhari back into the Webway.The Chapter reclaimed the sector for the Imperium, though during one such battle on the world of Corusil V in 084.M31 the White Scars Primarch Jaghatai Khan disappeared while pursuing Drukhari raiders into a Webway portal.Following the birth of the Great Rift during the Era Indomitus, the Yasan Sector has come under constant assault from the Heretic Astartes of the piratical Red Corsairs warband.Their invasion of the sector out of the Maelstorm during the 13th Black Crusade of 999.M41 led to the almost complete loss of the Gartuli and Thaxis Systems to their forces.While a similar invasion befell Chogoris, the White Scars succeeded in throwing back the Red Corsairs offensive, though at a steep cost.Heretic forces continue to plague Chogoris and the foundation of Chaos outposts in the sector mean the Red Corsairs will continue to present a major threat to the White Scars' home star system for a long time to come.
Yasan Sector - Notable Systems: Chogoris System - The Chogoris System was liberated from the Red Corsairs' assault, but remnant Heretic forces like mutants and Chaos Cultists remain in place on Chogoris itself, while Heretic raids out of the Maelstrom are a constant thorn in the side of the people of this system's primary world.Gartuli System - The Gartuli System dominated by the Fortress World of the same name has almost wholly fallen to the Chaos forces of the Red Corsairs and now serves as a base for their continued operations in the sector.Thaxis System - The Thaxis System, once home to the Forge World of the same name, has almost wholly fallen to the Chaos forces of the Red Corsairs and now serves as a base for their continued operations in the sector.
Yason Annellus - Yason Annellus: Yason Annellus served as one of the Blood Angels Legion's first Wardens (Chaplains) during the Great Crusade and the opening days of the Horus Heresy in the late 30th and early 31st Millennia. He was assigned as one of the spiritual caretakers of the IXth Legion. One of Annelus' primary duties was to ensure that the Emperor’s Decree Absolute, that had been issued during the Council of Nikaea preventing the use of psychic powers, was strictly enforced. Annellus valiantly gave his life during the final assault on the Cathedral of the Mark during the Battle of Signus Prime.
Yason Annellus - Signus Prime: The primary responsibility of Warden Annellus and the other Blood Angels Wardens was to ensure that the Emperor's Decree Absolute was strictly enforced, monitoring those Battle-Brothers who were former members of the Librarius and had been reintegrated back into the IXth Legion's line companies. During his tenure with the Legion during the Great Crusade, Warden Annellus continued to provide spiritual counseling and guidance to both his fellow Battle-Brothers as well as those few that were psychically gifted. The Wardens always stood ready to renew a Battle-Brother's devotion when he faltered, and to remind him of his duty and his vows when hope seemed lost. During the Signus Campaign, Warden Annellus fought alongside his fellow Astartes against the hordes of daemons and the other Forces of Chaos on the benighted world of Signus Prime. At the height of the conflict, he was a part of a small Blood Angels strike force composed of First Captain Raldoron, Apothecary Meros and a number of other Blood Angels during the assault on the Cathedral of the Mark, the headquarters of the Chaotic forces on the planet. As the majority of their Legion was gripped in the bloody throes of their genetic curse, later known as the Red Thirst, Warden Annellus and his Battle-Brothers fought through hordes of daemons in order to infiltrate the profane basilica. During the assault, Annellus was knocked off their Mastodon tracked armoured transport by a winged daemon and fell to the ground. Surrounded on all sides by the foul minions of Chaos, the Warden told the small strike force to go on without him. He was last witnessed standing his ground against a horde of savage daemons until he disappeared in a pile of snapping maws and rending claws.
Yelav Draykavac - Yelav Draykavac: Yelav Draykavac was an archmagos of the ancient Mechanicum and the principal warlord of Forge World Cyclothrathe at the time of the Horus Heresy. Unheard of before the events that would split the Imperium of Man asunder, the archmagos would rise in fame and infamy to become one of the most powerful and feared representatives of what became the Dark Mechanicum.Declared Heretek Ultima by the Great Synod of Martian Unification and being held responsible for such atrocities as the Genocide of Goth, the Lucine Travesty and the death of the seventeen worlds of the Donia League, as ruling Sovereign-Prelate of House Atrax the self-stylised "Bringer of Perfection" would lead the once-proud Knights of this household into a series of bloody pogroms and massacres which earned him his dire reputation.The Imperium has thus far been unable to ascertain Draykavac's ultimate fate, even if most historitors agree that he either died or was lost in the Warp onboard his personal vessel, the Sacra Astra.
Yelav Draykavac - Origins: Though he would become one of the most reviled champions of the Dark Mechanicum, Archmagos Yelav Draykavac was an all but unknown figure before the civil war wrought by the Warmaster Horus' betrayal of his father the Emperor sundered the Imperium. Such records as still exist agree that Yelav Draykavac was already the Forge World of Cyclothrathe's most proficient warlord at the time of the annexation of Arrian and the subsequent discovery of House Atrax around 3447.853.M30. However no information is available on the real age or former position of Draykavac before his rise within the command structure of Cyclothrathe's Taghmata.With customary brutality, Draykavac forced the then still-independent House Atrax into utter submission to the Cyclothrathe Mechanicum, installing himself as its Sovereign-Prelate and devising means to ensure that none of the surviving Knights would ever pose a threat to his rule. While nominally House Atrax still had its own seneschals and masters, in reality the house was little more than a puppet of the utterly callous and inhuman archmagos.Draykavac's appearance was designed to inspire fear in those that would oppose him: a tall yet brooding figure dressed in black robes whose face was obscured by an equine skull which he customarily wore in place of a face-mask. Within Cyclothrathe's Taghmata his power was absolute, and only the sombre masters of that Forge World's ruling synod could give him orders.Draykavac was notoriously harsh and unforgiving, even by the standards of the Mechanicum. When on the Agri-world of Numinal civilian unrest and Loyalist-led guerillas threatened to slow down servitor-conversion of the entire civilian population, Draykavac's first action upon setting foot on planet was to rip out his subordinate magos' organic cortex and submit her body to the Magos Mortifex for ulterior reconversion as a servitor.
Yelav Draykavac - Cyclothrathe at War: As Cyclothrathe's principal war leader, Draykavac was instrumental in his Taghmata's victories during the war of conquest led by his Forge World after the fall of Port Maw and that of the Manachean Commonwealth, both campaigns he had nothing to do with. Having honoured their pact with the Archtraitor Horus, Cyclothrathe was let loose and began its long anticipated war of conquest amongst the worlds of the Coronid Deeps.With cold logic and casual brutality the Cyclothrathine Taghmata were rapidly victorious, preying on those worlds isolated by the rout of the Loyalists. Wherever the shadow of his personal flagship the Sacra Astra, a towering Mechanicum war-ark, fell untold bloodshed and atrocities would follow. Seemingly obsessed by the idea of further expanding his own military might every planet was ransacked of any precious resource it could yield, mineral wealth and Human flesh being the two most valuable currencies.The conquest of the Agri-world of Numinal stands as an exemplar to those worlds that would fall beneath the iron foot of Cyclothrathe's baleful rule during the Horus Heresy. Having been quite easily vanquished and expecting only limited resistance on Numinal, Draykavac left behind a potent force to secure this new addition to the Cyclothrathine Holdfast.On the dust-moon of Numinal V, locally called Quachil, the Taghmata built an extensively fortified complex to house the new navigation beacon and astropathic communication nexus they would need. A fortified base from which to rule over Numinal was also constructed on the planet's principal archipelago.Numinal was an Agri-world and although its production was to be upheld, Draykavac ordered the harvesting of a far more unusual resource than mere crops or fish: Human flesh. Through servitor conversion or Adsecularis lobotomisation, Numinal's civilian population was to swell the ranks of the Cyclothrathine Mechanicum.Resistance, however, had not fully ceased and the forced conversion processing of the civilian population had spurred many to take up arms against their new ruler. It is a testimony to Draykavac's ruthlessness and organisational skills that within a few short solar days of his planetfall, processing operations returned to normal; each island and archipelago would be processed in turn; the civilian population accompanied under heavy escorts to specially-commissioned amphibious crawlers where the lobotomisation process would be performed.Each of these crawlers was equipped with servitor-manned charnel-surgery chambers, corpse sluice and protein recovery vats so that nothing would go to waste. Each of these inhuman machines would be guarded by Imperial Knights of Draykavac's personal thrall-house of House Atrax, a menace that no force on Numinal could hope to overcome.
Yelav Draykavac - Legacy: Even though he secured many victories for his Forge World and he perpetuated a great many misdeeds and massacres during his years of rampage through the Imperium -- amongst them such infamous atrocities as the Genocide of Goth, the Lucine Travesty and the death of the seventeen worlds of the Donia League -- it is ironic that the vaunted Archmagos Draykavac is most prominently remembered for his failings.His role in the Liberation of Numinal has not been forgotten, especially within the worlds of the Coronid Deeps, but to the Imperium as a whole, Draykavac is remembered as something far more trivial: a source of information. It would only be after the Great Scouring that the floating wreck of Draykavac's flagship, the Sacra Astra, would be discovered adrift in the Maelstrom region.The identity of its attackers or the destinies of its crew remain a mystery to this day, but in the entrails of the Sacra Astra the Imperium discovered a most precious boon: Draykavac's entire personal archive, computed from his very own data-cores. This "Draykavac Archive" as it has since been called, provided the Adeptus Terra and military branches of the Imperium with precious knowledge regarding the function, the organisation and methods of the Dark Mechanicum, an insight that would prove most valuable on countless battlefields in the millennia to come.
Yelav Draykavac - Wargear: As commander of Taghmata Cyclothrathe, Archmagos Yelav Draykavac heavily augmented his body with bionics like most senior Tech-priests in order to be able to stride on the battlefield unharmed and overcome his enemies. His wargear included:Paragon Blade - Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon Blades are few in number and may take many forms. Archmagos Draykavac's Paragon Blade is a monstruous weapon in the form of a halberd bearing the sacred cog emblem of the Mechanicum.Machinator Array - The Machinator Array is a complex and intricate system of manipulators, augmetic body replacements, built-in tools, sensors, and energy projectors utilised by the most able magi. Each array is unique to the magos who bears it and is a vital part of their cybernetically-augmented bodies.Djinn-skein -  Djinn-skein is the name given to the wireless network of auto-senses and the suite of battlefield communications protocols available to Archmagos Draykavac to control all the forces of the Taghmata at his disposal.Mechanicum Protectiva - This term covers a variety of energy field and defensive shield projectors devised by the magi of the ancient Mechanicum to protect themselves both on the battlefield and from assassination by their rivals. For this reason, the frequency and modulation of each device is a closely guarded secret.Cortex Controller - This vox-based control and signaling device uses data-djinn (wireless communications network) to command robotic Battle-Automata fitted with cybernetic cortex systems, allowing the wielder to witness the battlefield through the Automata's own senses, as well as monitor their status and exact precise control over their actions.Graviton GunAbeyant - Considered in part as a symbol of status as well as a functional tool, an Abeyant is the name given to a class of anti-gravitic, hovering conveyances into which the rider's augmetic and life support systems are connected, so that the machine-vehicle becomes an extension of their own body. Often taking the form of a stylised throne or enclosing scarab-like framework, its levitation suspensor field allows the owner to cross most war-torn battlefields with ease. They are commonly used by high-ranking Tech-priests, especially in battlefield situations. As a powerful archmagos of a Mechanicum domain it was not unheard of for Yelav Draykavac to stride into battle mounted in an Abeyant such as he did during the Liberation of Numinal.Cyber-occularis - The Cyber-occularis is a type of servo-automata that is an extension of its master's senses on the wider battlefield, being more robustly constructed then a standard cyber-Familiar. These drones often resemble artificial raptors or strange hybrid creatures of organic corpse and machine.
Yellow Jackets - Yellow Jackets: Note: This article discusses material that was once considered canon but whose canonicity is now questionable.The Yellow Jackets is a Loyalist Space Marine Chapter created during an unknown Founding and is of uncertain origin.
Yellow Jackets - Chapter History: The newly founded Space Marine Chapter known as the Yellow Jackets emerged as a distinct Chapter during the terror-filled era of the Horus Heresy. Cut off from the bulk of Imperial forces, the Chapter began a campaign of hit-and-run attacks launched from Thunderhawk gunships.The sudden appearance of these warriors pinned down and paralysed vast enemy forces and fear of their retribution prevented many a Planetary Governor from going over to the service of Chaos. In the ages since, the Yellow Jackets have continued to serve the Emperor of Mankind with distinction, including their heroic stand against Warlord Graznik and his mighty Ork WAAAGH!
Yellow Jackets - Chapter Colours: The Yellow Jackets primarily wear black Power Armour. The Aquila or Imperialis on the chest plate, as well as the top of the helm, shoulder plate trim and lower legs are yellow. Two distinctive black rings are painted on the lower legs, emulating the distinctive markings of their insect namesake. The inset of the right shoulder plate is painted red.The yellow squad specialty markings -- Tactical, Devastator, Assault or Veteran -- are located on the right shoulder plate. Sergeants are designated by the skull symbol worn on their helms whilst Captains are designated by their red helms. A black Roman numeral is stenciled on the right knee guard, indicating squad number. The right knee guard is painted in the company colour in accordance with the dictates of the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), Green (4th Company), etc.
Yellow Jackets - Chapter Badge: The Yellow Jackets' Chapter badge is a distinctive yellow wasp centred on a field of black.
Yellow Jackets - Canon Conflict: The Yellow Jackets Chapter was created early in the history of Warhammer 40,000 at a time when the lore of the Horus Heresy was less defined than at present. At such, their background as printed in White Dwarf 177 claims that they were raised as a Chapter DURING the Heresy, which would have been impossible since only the 18 First Founding Space Marine Legions existed at the time, with the Chapters being created AFTER the Heresy following Roboute Guilliman's completion of the Codex Astartes.
Yellow Jackets - Sources: White Dwarf 177, "The Yellow Jackets", pg. 30 (Chapter created by 1994 Golden Daemon Chapter Design Competition Winner Jeff Durochia)Demon Winner - Golden Daemon Website, Golden Daemon 1994 Chapter Design Competition Winner, The Yellow Jackets by Jeff Durochia (Archived)
Ygethmor the Deceiver - Ygethmor the Deceiver: Ygethmor the Deceiver, known also as the "Twice Damned" and the "Purgator of Corrialis," is a formidable Sorcerer Lord of the Black Legion. He currently serves as one of Abaddon the Despoiler's lieutenants and a member of his personal retinue,  the Chosen of Abaddon as well as one of the commanders of the Sons of the Cyclops warband.Ygethmor is the current Lord Deceiver, whose visions of the Warp lead the Black Crusade from star system to star system.During the 13th Black Crusade in 999.M41, the Officio Assassinorum sanctioned the deployment of an assassin team to eliminate Ygethmor, amongst other notable targets in service to the Archenemy. Whilst scrutiny of their field records is impossible, at least seven Assassinorum agents are known to have failed in the attempt to take the life of the Deceiver.
Ygethmor the Deceiver - History: Little is known of the personal history of the vile creature known as Ygethmor the Deceiver before he rose to prominence during the 13th Black Crusade in 999.M41. It can be assumed that he was once a Legionary who served within the ranks of Sons of Horus Legion during the Great Crusade and the terrible intergalactic conflict known as the Horus Heresy over ten thousand standard years ago. As a Chaos Sorcerer, he possesses powerful psychic abilities, which may hint at his origins as a former psychic servant of his Legion's Librarius. During the early years of the Great Crusade, many Astartes of the Space Marine Legions began to display powerful psychic abilities. At the urging of the powerful psyker and Primarch of the psychically-gifted Thousand Sons Legion, Magnus the Red, as well as some of his fellow Primarchs, this led to the creation of the Librarius within each Legion, whose psychically gifted Battle-Brothers would seek the betterment of their Legion and the expansion of the burgeoning Imperium of Man. When Horus was corrupted by the powers of the Chaos Gods and began the internecine conflict known as the Horus Heresy, the Librarians of those Traitor Legions that followed him spat upon their oaths of fealty to the Emperor and dedicated themselves to Chaos, receiving new psychic powers. The only exception were the Librarians of the World Eaters, who were hunted down and slain by their brethren as a bloody sacrifice to Khorne, for the Chaos God of war and murder hates all practitioners of sorcery, which he sees as dishonourable trickery when compared to the joys of simple, blood-drenched slaughter.
Ygethmor the Deceiver - 13th Black Crusade: In 999.M41, Abaddon launched his 13th Black Crusade, which resulted in the largest mobilisation of both Imperial and Chaotic forces seen in the Milky Way Galaxy since the Horus Heresy. Though Abaddon's attempt to break through the Cadian Gate into open Imperial space proved ultimately unsuccessful, the advances made by his forces have gained him much more than was initially realised. His retinue of Chosen, led by Devram Korda, the "Tyrant of Sarora," returned to his side in the closing days of the war, bringing with them two individuals who had journeyed to the centre of the Eye of Terror. Together with Ygethmor the Deceiver, they presented Abaddon with the Heart of Chaos, a powerful Chaos artefact that Zaraphiston, the Chaos Sorcerer who served as one of Abaddon's Chosen, and a long-time hated rival of Ygethmor, had claimed could not exist. It is known that Ygethmor now stands at Abaddon's right hand as his Lord Deceiver, while Zaraphiston's status remains a mystery. What this object is or its true abilities are, no one knows, but it definitely bodes ill for the Imperium.
Yharas Kine - Yharas Kine: Yharas Kine is a Chaos Lord of the Night Lords Traitor Legion who commands the battleship Nightmare of Celyx.Kine commanded the Night Lords forces that invaded the Talledus System during the Talledus War. The Dark Cardinal of the Word Bearers Legion Kor Phaeron, who led the overall forces of Chaos in the assault, convinced Kine to take part with promises of pious souls to torment and the finest pickings of a resource-rich Imperial star system.He has engaged in a cat-and-mouse war within the Tears of the Emperor asteroid field of the Talledus System against three White Scars Vanguard Space Marines strike forces commanded by Jodagha Khan.