vizn3r/warhammer40k-lore huggingface dataset:
Triplex Sector - Triplex Galatia: The Forge World of Triplex Galatia was the first of the triple Forge Worlds to be established, its birth long since lost to history in those ancient days when the Explorator fleets of the Mechanicum set forth blindly into the void, seeking fertile new lands in which to grow and expand.For long centuries, it would reign as the overlord of local space, its dominion assured by the strength of the Legio Victorum I, the Foe Slayers, and the sheer proclivity of its tech-priests.It would only be with the arrival of the Emperor that it would stumble and fall behind its sibling forges, for Mars took a hand to curb the power of this new rival and petitioned the Emperor to take only the Legio Victorum II for His Great Crusade, sealing the remaining two slivers of the Legio to the defence of Triplex.This would see Galatia cut off from the riches of the Great Crusade, which would flow instead into the hands of Phall. Denied the glory of war and the spoils of victory, Galatia turned inwards and its tech-adepts began to walk forbidden paths in search of power, paths long forbidden by the decree of both Mars and Terra.So it was that when the representatives of the Warmaster Horus and of its brother forge, Triplex Phall, sought to turn them to their cause they found a ready ally, one more than prepared to throw off the shackles of the Imperiun.With the promise of rich rewards from the Warmaster himself, Galatia began to slowly stockpile weapons of war built to new and fearsome specifications, shipping the more orthodox examples of their craft to the Imperium in order to keep up the pretence of loyalty that had been thrown across the system like a shroud.History has often suggested that Galatia, despite its new hidden allegiance, did not take a hand in the death of Thule and kept its warriors and Titans absent from the fratricidal conflict.Yet, it remains guilty of the lesser sin of standing by as the Legio Victorum III and the warriors of Thule died, and of stripping bare the corpse that remained of its brother Forge World, unleashing at last its Heretek hosts once the battle had been decided in order to seal its pact with the Traitors.Galatia's triumph would be short-lived. For though the bones of Thule would nourish its industry and fuel the construction of new armies and voidcraft in anticipation of the Traitor conquest of the Eastern Fringe, the arrival of Lion El'Jonson and his Dark Angels would seal the fate of the darkened forge of Galatia.Utterly destroyed by the Dark Angels' Dreadwing, it would stand as a warning of the fate of Traitors and a token of the I stLegion's wrath that Phall could neither forget nor ignore.Even by the end of the Horus Heresy, it remained largely unvisited, for few wished to risk calling down the I stLegion's censure upon themselves despite the riches and secrets that lay buried in the ruin of Galatia's pride and ambition.
Triplex Sector - Triplex Thule: The smallest of Triplex's three Forge Worlds, the tale of Triplex Thule is born and ended in tragedy. It was founded by tech-magi cast out of Galatia in its early days for the practise of an extreme branch of Mars' orthodox doctrine that abhorred and condemned even the primitive servo-automata still in production amongst the Mechanicum's scattered worlds.Their obsession with the purity of mechanical devices and the subtle blending of man and machine in the form of servitors and MIU links put them at odds with the rulers of Galatia, who trod an increasingly deviant path in their research and lust for power.Thule would grow only slowly, starved of resources and shunned by their siblings, having reached the lowest grade of Primaris-ranking by the time of the Imperium's arrival at Triplex.Driven to struggle against their brethren for every last shipment of ore and batch of new subjects, Thule had long engaged in a hidden war with the other Forge Worlds of Triplex, one fought by a small Taghmata of heavily-modified servitors and the agents of the Malagra sect rather than by the Titans of the Legio Victorum III, the Foe Breakers.It was a conflict that would only intensify after the Emperor inducted the warriors of Phall into His crusade and gave it access to all the riches of the wider Imperium.As it had always done, Phall held its newfound wealth at arm's reach from the tech-magi of Thule, both a taunting reminder of the power Phall held and a mocking promise of what they might enjoy should they bow before Phall as Galatia had chosen to do.Stubborn and convinced of the rightfulness of their cause, the rulers of Thule refused to buckle beneath the growing influence of Phall. When the  emissaries of the Warmaster Horus came in secret to offer them Horus' favour for their loyalty, the archmagi of Thule spurned them as servants of Phall and its sneering Hereteks.The hidden war then took a more savage turn, with bombs and data-phage infections wreaking havoc on outposts of both Forge Worlds as well as upon Thule itself.It would be Thule's retaliation, the assassination of a Phallian archmagus by a trio of Malagra adepts, which would set the pyre for the final tragedy of Thule's tale. In the opening months of Horus' rebellion, open war would arrive in Triplex as Triplex Phall took up arms against its least sibling, setting the Legios Victorum I and III to open battle.As with any war between brothers it was fought with a vicious and unrelenting spite, with no mercy offered or expected, and by the time of the Night Lords' arrival in the system, there would be little but ruins left of the once-proud Forge World of Triplex Thule.
Triplex System - Triplex System: The Triplex System is an Imperial star system located in the Triplex Sector of the Ultima Segmentum which was the beating heart of the Eastern Fringe at the time of the closing years of the Great Crusade. This system was once considered one of the greatest industrial hubs in the entire Imperium, rivalling even great Mars and Anvilus in the capacity of its forges.By its labour had the Great Crusade won the distant stars of the eastern region of the galaxy, and it was by the products of their manufactoria that civilisation was sustained in those hostile systems that sat at the very edge of the galaxy.Home to the three-fold Legio Victorum and several hundred militant Mechanicum Taghma forces, the system was also one of the greatest concentrations of military force in the east. The few inhabited worlds and scattered mining colonies in the sector were held in thrall to Triplex by the threat of its Forge Worlds' anger and the necessity of its protection in the face of the terrors that lurked in unknown space.The Triplex System was a nascent power that strained at the bonds of the Emperor's law and the dictates of distant Mars, one that saw in Horus' rebellion a chance for their own ascent even as they professed their loyalty to the newly-founded Imperium.
Triplex System - Notable Planets: Triplex Galatia - Triplex Galatia was the system's second-largest planet. It was the first to be colonised and was the most prominent of the worlds of system before the Horus Heresy. It is in the 41st Millennium a Dead World that was devastated by the Dark Angels Legion at the time of the Thramas Crusade during the Horus Heresy for siding with the Traitors. They rained destruction upon it until nothing but a lifeless wasteland remained.Triplex Phall - Triplex Phall was the system's  largest world. It remains a bustling major Forge World of the Imperium in the 41st Millennium and the homeworld of the Legio Victorum.Triplex Thule - TTriplex Thule was the system's smallest planet.
Triplex Thule - Triplex Thule: Triplex Thule is a Dead World that was once a major Forge World of the ancient Mechanicum located in the Triplex System of the Triplex Sector in the Ultima Segmentum. This Forge World was also home to the Legio Victorum III ("Foe Breakers") Titan Legion.The smallest of the Triplex System's three Forge Worlds, it had a great rivalry with its brother planets in the system, which ultimately ended in tragedy during the Horus Heresy when Thule was destroyed in a war with its sibling world, Triplex Phall.
Triplex Thule - History: Triplex Thule was founded by tech-magi cast out of Triplex Galatia in its early days for the practise of an extreme branch of Mars' orthodox doctrine that abhorred and condemned even the primitive servo-automata still in production amongst the Mechanicum's scattered worlds.Their obsession with the purity of mechanical devices and the subtle blending of man and machine in the form of servitors and MIU links put them at odds with the rulers of Triplex Galatia, who trod an increasingly deviant path in their research and lust for power.Triplex Thule would grow only slowly, starved of resources and shunned by its sibling Forge Worlds, having reached the lowest grade of Primaris-ranking by the time of the Imperium's arrival in the Triplex Sector.Driven to struggle against its brethren for every last shipment of ore and batch of new subjects, Triplex Thule had long engaged in a hidden war with the other Forge Worlds of the Triplex System, one fought by a small Taghmata of heavily-modified servitors and the agents of the Malagra sect rather than by the Titans of the Legio Victorum III, the Foe Breakers.It was a conflict that would only intensify after the Emperor inducted the warriors of Triplex Phall into his Great Crusade and gave it access to all the riches of the wider Imperium.As it had always done, Triplex Phall held its newfound wealth at arm's reach from the tech-magi of Triplex Thule, both a taunting reminder of the power it held and a mocking promise of what they might enjoy should it bow before Triplex Phall as Triplex Galatia had chosen to do.Stubborn and convinced of the rightfulness of their cause, the rulers of Triplex Thule refused to buckle beneath the growing influence of Triplex Phall. When the emissaries of the Warmaster Horus came in secret to offer them Horus' favour for their loyalty, the archmagi of Triplex Thule spurned them as servants of Triplex Phall and its sneering Hereteks.The hidden war then took a more savage turn, with bombs and data-phage infections wreaking havoc on outposts of both Forge Worlds as well as upon Triplex Thule itself.
Triplex Thule - Horus Heresy: It would be Triplex Thule's retaliation, the assassination of a Phallian archmagos by a trio of Malagra adepts, which would set the pyre for the final tragedy of Triplex Thule's tale. In the opening months of Horus' rebellion, open war would start in the Triplex System as Triplex Phall took up arms against its least sibling, setting the Legios Victorum I and III to open battle.As with any war between brothers it was fought with a vicious and unrelenting spite, with no mercy offered or expected, and by the time of the Night Lords' arrival in the system during the campaign of the Thramas Crusade, there would be little but ruins left of the once-proud Forge World of Triplex Thule.
Trisagion - Trisagion: The Trisagion was a part of a triumvirate of unique Imperial Abyss-class Battleships of special configuration, created and built in the early 31st Millennium. This vessel was constructed in secret during the latter years of the Great Crusade by the Renegade Dark Mechanicum faction loyal to Kelbor-Hal, the Fabricator-General of Mars' Mechanicum. This vessel was constructed for the Word Bearers Space Marine Legion, who were secretly ordered by the rebellious Warmaster Horus to bring their unfettered wrath down upon their hated rivals, the Ultramarines Legion. Following the destruction of his former flagship, the Fidelitas Lex, at the hands of an Ultramarines' retribution fleet during the Purge of Nuceria in the early days of the Horus Heresy, the Word Bearers' Primarch Lorgar took the Trisagion as his new flagship.
Trisagion - History: During the opening days of the Horus Heresy, Primarch Lorgar had ordered his two most trusted advisors, First Chaplain Erebus and the Dark Apostle Kor Phaeron, to unleash their unfettered wrath against the Realm of Ultramar. This was done in retaliation for the humilation the XVIIth Legion had been forced to endure by being forced to kneel in disgrace before the Emperor and Roboute Guilliman and his Ultramarines on the world of Khur at the Emperor's orders during the Great Crusade. The purpose of the Word Bearers' invasion of Ultramar in the Eastern Fringe of the galaxy was to tie down the XIIIth Legion, which administered the region as its Imperial fief, and prevent the Ultramarines from reinforcing their fellow Loyalists as the Traitor Legions marched relentlessly on Terra itself. To this end, Lorgar commissioned the Fabricator-General of Mars, Kelbor-Hal, in the construction of a mighty vessel of unique design, built on a scale never before seen by man. This gargantuan warship, the largest ever built by the Imperium, was christened by the Word Bearers with the name Furious Abyss. The Furious Abyss was to be manned by one thousand Word Bearers Astartes. They were led by Fleet-Captain Zadkiel, a devout and zealous follower of the Word of Lorgar. He was charged by the Dark Apostle Kor Phaeron to lead the assault upon the Ultramarines homeworld of Macragge, where they would strike the first blow for the Word Bearers against the hated Imperium of Man. But ultimately, Zadkiel failed in achieving his objective when the Furious Abyss was boarded by a small ad hoc force of Loyalist Astartes who had learned of the Word Bearers' role in Horus' rebellion and who proceeded to sabotage the massive vessel and destroy it before its array of formidable weaponry could be brought to bear against the worlds of Ultramar.
Trisagion - Shadow Crusade: In the meantime, the Word Bearers' invasion of Ultramar proceeded to achieve a monumental victory at the Battle of Calth. The Ultramarines Legion was badly crippled by the Word Bearers' assault at Calth and no longer presented a viable threat to Horus' plan to drive on Terra. Erebus had managed to complete his blasphemous ritual on Calth's surface, which summoned the beginnings of the sorcerous Ruinstorm to the galaxy's Eastern Fringe -- a monstrous Warp Storm larger and more destructive than anything space-faring humanity had witnessed since the days of the Age of Strife. Simultaneously, with the Word Bearers' assault on Calth, Lorgar and the more reliable Word Bearers under his command launched a second offensive, a joint Shadow Crusade with his brother Angron and his World Eaters Legion into the rest of the Realm of Ultramar. They would go on to lay waste to the Five Hundred Worlds with reckless abandon, slaughtering twenty-six worlds in rapid succession. This was to ensure the success of the sorcerous Ruinstorm, which would ultimately split the void asunder, dividing the galaxy in two and rendering vast tracts of the Imperium impassable for centuries, effectively cutting Ultramar off from the rest of the Imperium.
Trisagion - Armament: Likes its lost sister-ship the Furious Abyss, the Trisagion possessed a formidable array of weaponry, with hundreds of laser batteries that ran the length of both of its sides. It also possessed an experimental weapon: a Plasma Lance embedded in its prow, developed as a direct fire, close-range weapon for ship-to-ship combat, which was able to fire at point-blank ranges. The Trisagion could also deploy psionic mines when in transit through the Warp, to collapse stable Warp routes behind it when being followed by enemy vessels.
Triskele - Triskele: A Triskele is a deadly Craftworld Aeldari ranged weapon composed of three blades that can be thrown in a great, coruscating arc that slices through anything in its path before returning to its owner. Only Exarchs of the Howling Banshees Aspect Shrine wield them.The weapon can also be used as a Power Weapon in close combat and is highly effective against even the most heavily-armoured foes.
Triskele - Jainas Mor: A unique version of this weapon, the Jainas Mor ("Silent Death" in the Aeldari Lexicon), is utilised by the Howling Banshees' Phoenix Lord, Jain Zar. The Jainas Mor is far more powerful than a standard Triskele.
Trojan - Trojan: The Trojan logistical support tank is one of the main workhorse vehicles of the Astra Militarum. The Trojan is mainly used to transport supplies from the safety of the supply dump to the front lines.This support vehicle is built using the same chassis and engine as the Chimera armoured personnel carrier, but it trades in its troop space for a supply hold, and possesses an external crane to hoist the supplies out. The Trojan can also be used to transport even larger amounts of supplies than can fit in its own hold on trailers that it tows behind it.Since it is larger than the Centaur utility tank, the Centaur is used to tow smaller siege weapons and trailers. The Trojan is only lightly armed, as it is not meant to be used as a front line combat vehicle.The Trojan is easy to manufacture and is very efficient in its role, but it is unable to tow vehicles due to its rather weak crane system. As such, that task is better left to the Atlas recovery tank.The Trojan's main purpose is the transportation of supplies and other materiel to the front line, and this can include ammunition, foodstuffs, clothing, water, infantry weapons, and just about anything that is needed, as long as it fits inside the vehicle's chassis.The Trojan has several types of trailers it tows behind it, including a munitions trailer, a fuel tanker, and a general supply trailer.The Trojan can also tow weapons platforms such as the Earthshaker Cannon, Medusa Siege Gun, Quad Launcher, and Heavy Mortar Cannon, which may be too large or the terrain to rough for a Centaur to tow into position. The Trojan can carry the large shells those artillery pieces require, so that they may never stop firing for want of ammunition.Trojans can be used as command vehicles and communications vehicles if the need arises, and as minesweepers and bridge layers if there is no other alternative.
Trojan - Armament: The Trojan is a lightly armed and armoured variant of the Imperial Chimera. The Trojan uses the same hull-mounted Heavy Bolter as the Chimera but removes all other weapons in favor of providing space for supplies.The Trojan can be outfitted with a Pintle-mounted Heavy Stubber or Storm Bolter and a Hunter-Killer Missile Launcher to give it some more firepower, Camouflage Netting, Extra Armour Plating, rough terrain modifications, and track guards to give it more protection, and a Searchlight, a Dozer Blade, improved communications equipment, and Smoke Launchers to make it more useful.
Trojan - Known Regiments That Make Use of Trojans: 61st Death Korps of Krieg Armoured Regiment - Fought during the Siege of Vraks resupplying Imperial forces alongside the Centaur utility tank.28th Death Korps of Krieg Tank Regiment - Galen V Expedition Force9th Dnieper Tank Corps17th Tallarn Heavy Tank Company9th Krieg Heavy Tank Company12th Valhallan Field Artillery8th Valhallan Armoured Regiment597th Valhallan Regiment9th Konig Heavy Tank Company - Colonia Campaign
Trojan - Adeptus Mechanicus Technical Specifications: Graia Pattern TrojanVehicle Name:TrojanMain Armament:1 Heavy BolterForge World of Origin:Graia, Gryphonne IV, Stygies VIII, Ryza, Voss, M'Khand, Armageddon, Tolkan, Accatran, Lucius, Triplex Phall, Metalicus, Vanahiem, PhaetonSecondary Armament:N/AKnown Patterns:I - MXVIITraverse:10 degreesCrew:1 Commander, 1 Driver, 1 Crane OperatorElevation:-2 to 18 degreesPowerplant:Vulcanor 16 Twin Coupled Multi-FuelMain Ammunition:300 RoundsWeight:3.5 TonnesSecondary Ammunition:N/ALength:6.9 metresArmour:Width:5.7 metresHeight:3.0 metresSuperstructure:90 millimetresGround Clearance:0.45 metresHull:90 millimetresMax Speed On-Road:80 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:60 kilometres per hourVehicle Designation:0427-941-112-TR14Transport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/A
Trojan - Sources: Imperial Armour, pp. 43, 50-51Imperial Armour Apocalypse II, pg. 15Imperial Armour Volume One - Imperial Guard & Imperial Navy, pp. 143-146Imperial Armour Volume One - Imperial Guard (Second Edition), pp. 231-234, 246, 253, 267Imperial Armour Volume Three - The Taros CampaignImperial Armour Volume Five - The Siege of Vraks - Part OneImperial Armour Volume Six - The Siege of Vraks - Part Two
Troupe Master - Troupe Master: A Troupe Master, also known as the "Leaders of the Dance," the "Avatars of the Laughing God" and athair in the Aeldari Lexicon, are the officers of the Harlequins, with each troupe led by a Troupe Master. Amidst the mayhem of battle, the masque's elite leader choreographs the carnage. Each Troupe Master directs their Players with the skill of an impresario and the strategic genius of a seasoned general.It is he that decides where the troupe goes next, what dances are performed, and what messages they deliver. If the Shadowseers are the heart and soul of a troupe of Harlequins, the Troupe Master is its mind and cunning.When performing, a Troupe Master invariably plays the story's hero or major protagonist. In the Dance Without End, the Troupe Master takes the role of the Laughing God himself, striving against She Who Thirsts and thwarting the newly birthed Chaos God's unceasing hunger.Other times a Troupe Master is an emissary for the troupe, meeting with Craftworld Aeldari Farseers, Archons of the Drukhari, Aeldari Corsair princes, or representatives of the Aeldari Exodites.
Troupe Master - History: Troupe Masters are choreographers of war, directing their comrades' reactions to the changing fates of battle, and ensuring the Harlequins' performance in the theatre of war is as perfect as it can be. By consent of their peers, the Troupe Masters become focal points for the successes and failures of entire troupes of Harlequins. In many conflicts, the most talented will even be entrusted with directing the performance of their entire masque.Troupe Masters are closer to the lead Players of a cast than formal commanders; they are elevated by the will of their brothers and sisters, playing their role until it is time for another to take their place. Troupe Masters act as exemplars for all their troupe's key characteristics, embodying everything it means to be Light, Dark or Twilight writ large.Thus Troupe Masters of the Light will hurl themselves into battle like the headstrong Aeldari heroes of ancient myth, adopting such aggressive, protagonist roles as the Duke of the Hidden Realm, or the Eldanari Prince. Troupe Masters of the Dark, by comparison, are sinister and vindictive, always seeking some way in which to flamboyantly finish off the foe. Troupe Masters of the Twilight, meanwhile, see cycles of transition in everything, often seeming obsessive or insane in their attention to nuance and detail until the precise moment their true genius reveals itself.In performance, the Troupe Master always dances the part of Cegorach, the Laughing God.  In combat, a Troupe Master is usually armed with two close combat weapons (one of which is often a Shuriken Pistol), and equipped with a visual disruption Holo-field and Conversion Field emitter. They may also be armed with Vortex Grenades, which they deliver on-target by running forwards alone while the rest of the troupe supplies covering fire. In addition, some Troupe Masters may have psychic abilities.The Troupe Masters of some Harlequin troupes carry a number of lightweight batons, which unfold into a flag bearing the symbol of their masque. This is commonly left as a "calling card" after the destruction of enemy units and installations.
Troupe Master - Troupe Master Markings: A Harlequin Troupe Master's battlefield garb is often more extravagant than that of the troupe's other warriors, clearly marking him out as a leader in the maelstrom of combat. Whereas Players wear elegantly cut jackets or ritually folded tunics clasped about the waist, Troupe Masters often sport high-collared greatcoats which billow and whirl dramatically with each bone-crunching kick or graceful flick of the blade.Many Troupe Masters display their troupe's rune upon the coat's lapel or hem -- others prefer to use this space to better display the kaleidoscopic patterns of their masque, adhering instead to the Players' practice of bearing their troupe rune upon the shoulder, thigh or knee. The masque rune is usually marked upon a sash, though this is by no means consistently so.
Troupe Master - Troupe Master Mask: Troupe Masters wear grotesque masks that mock the sinister, ugly face of war. Their ever-shifting features flicker between nightmarish horror and leering, sardonic humour at the mortal plight of their foes.
Troupe Master - Wargear: Holo-Suit - The Holo-Suit, or dathedi -- meaning "between colours" -- is responsible for this transformation. The device incorporates a programmable holo-field that breaks down the wearer's profile into a fractal lightstorm as they move; the faster they travel, the more pronounced the effect. So it is that a charging Harlequin appears as nothing more than an indistinct, prismatic storm that is nigh-on impossible to hit, allowing them to simply avoid blows that would otherwise lay them low.Shuriken Pistol - Shuriken Pistols are light, compact sidearms much favoured by Harlequins. The slender, graceful lines of these weapons mislead many foes, who discover their lethal stopping power only as a flurry of razor-edged shuriken rip through their flesh. The reliability and featherweight construction of the Shuriken Pistol means that most Harlequins bear them into battle, the Players' acrobatic combat style perfectly complemented by the firearm they wield.Close Combat Weapon (Any Aeldari type)Fusion Pistol (As replacement for Shuriken Pistol)Plasma GrenadesFlip Belt - These devices enhance the Harlequins' agility to incredible levels by making use of the Aeldari's signature anti-gravitic technology.
Troupe Master - Optional Wargear: Harlequin's Embrace - This weapon shreds its victims with a web of monofilament wires.Harlequin's Kiss - The iconic weapon of the Harlequins, once plunged into the victim's body, this weapon reduces their innards to meat slurry in moments. Arguably the most iconic weapon that the Harlequin masques carry to war, the Harlequin's Kiss is horrifically lethal. This weapon consists of a sharpened tube containing high-tensile monofilament wire, like those used in the Death Spinners, and is worn on the forearm. The Kiss is only effective in close combat. It contains a tightly-coiled retractable monofilament wire which is around 100 metres in length. When activated, usually by a forward punching motion, the wire is violently released. Capable of piercing armour, if the wire penetrates its victim it instantly uncoils and lashes around violently, liquefying bones and internal organs, and causing immediate death in a spectacular and bloody fashion. The wire then retracts back into the Kiss with a rush of gore for another use.Harlequin's Caress - This device sheathes the wearer's hand in a deadly power field.Power Sword - Harlequin power swords are always named after famed weapons from Aeldari myth. Many bear titles taken from the blades forged by the smith god Vaul to appease the god of war Khaine and secure the release of his divine prisoners, Kurnous, the god of the hunt, and Isha, the goddess of nature and fertility. Also popular are the various blades of the legendary mortal House of Eldanesh, one of Khaine's many godly weapons, or the many stolen swords of the Laughing God himself.Haywire GrenadesEnigma of the Black Library - These artefacts are items of incredible rarity, ancient treasures that are carefully maintained and stored within the Black Library.
Troupe Master - Sources: Black Crusade: The Tome of Excess (RPG), pg. 113Codex: Eldar (6th Edition), pp. 46-47Codex: Harlequins (7th Edition) (Digital Edition), pp. 12, 37, 40-41, 85-88, 137, 159, 172-173Harlequins Painting Guide - Warriors of the Laughing God, pp. 3, 11-12, 30, 36, 40, 44-47, 50, 57, 106-111, 165Warhammer 40,000: Compendium (2nd Edition), pg. 185White Dwarf Issue #53 (31 Jan 2015), "Harlequin Troupe," pp. 4, 10
True Sons - True Sons: The True Sons are a large splinter warband of Chaos Space Marines that formerly belonged to the Black Legion and are dedicated to Chaos Undivided. Following the death of their Primarch Horus at the hand of the Emperor during the final battle of the Horus Heresy and the XVIth Legion's subsequent flight from Terra into the Eye of Terror, Horus' Legion continued to worship him as a god. They bowed down before his newly-raised tomb on the Daemon World of Maeleum where the XVIth Legion found its first refuge and made daily oaths of loyalty. The warband known as the True Sons never broke with these traditions, even after the destruction of the Primarch's body in the wake of the Traitor Legions' internecine Slave Wars. Covering their armour in the profane symbol known as the Eye of Horus, the True Sons build effigies of Horus wherever they go, bowing down to them before symbolically burning them.
True Sons - Warband History: In the closing days of the Horus Heresy, the Traitor Legions retreated before the Loyalists, their Warmaster Horus slain by the Emperor of Mankind and their dreams of galactic conquest denied. With their former brothers in close pursuit, the Traitors fled toward the corrupting embrace of Chaos and into the Eye of Terror. Among these Traitors were the fragmented survivors of the Sons of Horus and their greatest surviving warlord: First Captain Ezykyle Abaddon. While other Traitor Legions lost themselves in the madness and excess of the Warp, Abaddon never forgot the defeat of Horus and the debt of vengeance he owed the Emperor. On Maeleum, a graveyard world of steel and rust, the Sons of Horus raised a fortress. Surrounded by living darkness and the bones of dead Warp-dragons, it was fashioned from the wrecks of decaying vessels long lost to the Warp, with each spire and tower made from the jagged prow of an ancient voidship. The Legion interred Horus' body within a great tomb, where many fell into worship of their fallen demigod.Horus' body hung suspended in a spiralling chamber of bone-white stone, bathed in flickering golden light, his perfect form looking down upon his sons. Reaching up as far as the eye could see, the deeds of Horus were carved into the arching crypt walls, each one depicting a great battle or glorious victory. Each day, the worshippers would gather in the shadow of their Primarch and offer up their oaths anew, unable and unwilling to find a new leader. With their Primarch dead and their Legion on the verge of extinction, the Sons of Horus stagnated. Like many of the other Traitor Legions, the Sons of Horus suffered from incessant daemonic attacks during the early years within the Eye of Terror. There was a never-ending supply of daemons to fight off, and many fell to the uncontrollable influence of Chaos, losing their mind and bodies to possession by these insidious Warp entities.Some within the Legion argued that the Sons of Horus should offer their allegiance to a single power rather than deal with the daemons of many gods. Most, however, warned that the XVIth Legion should never bow to an outside power again; they remembered too well the yoke that the Emperor had placed around the neck of their Legion, and were wary of letting another master hold such power over them again. The martial pride of the XVIth Legion also meant that they would never completely accept a master who did not come from their own ranks, be it the Emperor of Mankind or even a God of Chaos.
True Sons - The Slave Wars: The wars between the other Legions who had sided with Horus during the Horus Heresy, known as the Slave Wars, raged across the Eye of Terror even as the Sons of Horus ignored the events happening around them, and continued to raise their fortress ever higher, worshipping the corpse of their Primarch. The Sons of Horus had remained largely apart from these conflicts; however, jealous eyes now turned their way. Traitorous forces gathered against them and conspired to rob them of the remains of Horus to further vile and selfish ambitions. The Primarch Horus' body, with its potent genetic information and biological secrets, was a great prize indeed. In a sudden assault, the remnants of the debased Emperor's Children, having grown vastly in power after firmly cementing their terrible pacts with Slaanesh, easily smashed their way through the defences of Maeleum and into the central chambers of the Sons of Horus' stronghold. They stole the body of the slain Primarch from the heart of its tomb and spirited it away, some say with the purpose of cloning it in order to create a new and still greater Warmaster of Chaos.
True Sons - Rise of Abaddon: Their fortress in ruins and their Legion decimated, the Sons of Horus stood on the brink of vanishing forever from the galaxy and fading into cursed memory. The XVIth Legion devolved into in-fighting amongst themselves, giving in to dark despair or uncontrolled rage. The divisions between the Legion's captains turned into bitter bloodshed and murder, as order completely collapsed. The salvation of the Sons of Horus came when one of its greatest captains, Ezekyle Abaddon, returned from his Dark Pilgrimage in time to watch the battle from afar. It was in that moment that he saw, with cold clarity, that it was Horus' failure that had led the Legion here, to them tearing each other apart in the blood-soaked ruins of Maeleum. Finally, sickened by how far the Legion had fallen, he stalked through the ruins hunting down his fellow captains, cooling his rage with their final screams. In the end, Abaddon alone remained of the Legion's leaders, demanding obedience from his brothers.Some saw Abaddon as Horus' rightful successor and fell at his feet willingly, while others recognised his raw strength and bowed their heads to his might. A few turned their back on Abadodn, and were either cut down by their brothers or managed to escape into the Warp. With his Legion brought to heel, Abaddon turned his attention to the clones of Horus; he commanded his warriors to extinguish all trace of their former Primarch and free themselves from his shadow. He then personally led an attack on the Emperor's Children that destroyed the body of the Primarch Horus and all its clones, and in so doing, ushered in a new age for the XVIth Legion. The Traitors changed their name once more, this time in reference to the fact that their armour was now adorned black in mourning for the loss of Horus, calling themselves the Black Legion. Through his actions, Abaddon re-invigorated the Legion, reviving the old notion that none could stand in their way and that they would one day inherit the galaxy itself.In the long, dark decades after the death of their Primarch, the Sons of Horus fragmented. When Ezekyle Abaddon proclaimed himself the new master of the XVIth Legion in the ruins of Maeleum, there were those who turned their back on the Despoiler. These Legionaries either remained true to the memory of Horus or forsook all masters, before vanishing into the depths of the Eye of Terror. Most would disappear from history forever, but some returned to challenge the Black Legion, or in time rejoin its ranks. They are known to the Black Legion as the Thrice-Cursed Traitors. The True Sons are one such warband; they have never broken with the traditions of worship of their revered Primarch. Covering their armour in the symbol of the Eye of Horus, the True Sons build effigies of Horus wherever they go, bowing down to them before symbolically burning them.
True Sons - Warband Colours: The True Sons still wore the dark and murky verdigris green-black colours of their former Legion. Most notably, they covered their battle plate in the sacred symbol of the Eye of Horus. Their armour also still displayed the Cthonian gang-sigils graven into their armour that recorded their notable kills and deeds.
True Sons - Warband Badge: The True Sons continued to display the Eye of Horus in tribute to their fallen Primarch.
Truesilver Armour - Truesilver Armour: Truesilver Armour is a type of physical protection used by the Grey Knights for their vehicles.Strands of sanctified silver and iron have been embedded into the vehicle's armour, rendering it unbearable to the touch of daemons and Chaos-tainted psykers.
Truskan Snowhounds - Truskan Snowhounds: The Truskan Snowhounds are a Militarum Regimentum of the Astra Militarum who emulate the Cadian Shock Troopers.The drilled precision and ardent resolve of lost Cadia's regiments have been emulated across countless Imperial worlds, with many Militarum Regimentos receiving training from Cadian infantry and tank officers. Cadian-derived tactics and uniforms are therefore seen upon battlefields throughout the galaxy.The tribes from which the Snowhounds recruit mastered the art of winter warfare long ago. Aside from being an extremely hardy regiment, the Truskans are renowned for their keen vision.Snipers and sharp-shooters are common amongst this regiment, their skills honed hunting the white animals of their homeworld, the Ice World of Trusk, across snow-drifts and glaciers.Regiments of the Truskan Snowhounds are known to have participated in the War of Beasts on the Sentinel World of Vigilus during the Era Indomitus.
Truskan Snowhounds - Notable Regiments: 132nd Truskan Snowhounds - Aided the Ultramarines in their battle against the Heretic Astartes of the Crimson Slaughter on the Shrine World of Beati Sedna.602nd Truskan Snowhounds - The 602nd Truskan Snowhounds was deployed to the frozen Death World oddly named Death of Bianzeer in the Bianzeer's Hollow System in the Pankallis Sub-sector of the Octarius Sector to maintain a Cordon Impenetra from the attacks of Hive Fleet Leviathan. Five companies of the 602nd Truskan Snowhounds vanished without a trace during the major combat operations on that world against the Tyranids.
Trygon - Trygon: A Trygon (Tyranicus subterra-extremis) is a species of Tyranid that is similar to the smaller Ravener and often leads their hordes into battle. Trygons are primarily employed by the Hive Mind as stealth operatives who can emerge behind enemy lines and slaughter foes where they stand.Trygons are capable of digging massive tunnels that lead behind enemy lines and then use their acute senses to detect the presence of enemies above it. The emergence of a Trygon will often herald a larger Tyranid attack as hordes of smaller bioforms like Raveners pour out after it using the freshly created tunnel. Trygons are deadly close combat specialists who make use of their six clawed arms, razor-sharp teeth and a bio-electric field that flows through its armour that can be unleashed in an ionised spray to incapacitate attacking enemies.
Trygon - Role: The Trygon is a vast, serpentine Tyranid bioform, so colossal that it towers over even the mighty Carnifex. It is a heavily armoured monster, covered from head to tail with a thick carapace of shifting plates. As the Trygon moves, these plates generate a potent bio-static charge that courses along the length of the beast's body and wreathes its bladed forelimbs with crackling power. The Trygon can direct this energy as a lethal high-voltage discharge -- unleashing pulsing arcs of lightning that leave its prey as little more than a charred pile of scorched bones. Called a "bio-electric pulse" by Imperial scholars of the Great Devourer, this electrical energy can be channeled into a sudden, powerful arc that is potent enough to kill by exhaling an ionised spray carrying the charge from the Trygon's gills.A Trygon's claws are not only fearsome in close combat, they also allow it to burrow through practically any material. When a Trygon detects an enemy above, it digs upwards, bursting through the ground with explosive force, its huge claws scything through enemy warriors and tanks alike. Such attacks are hard to detect and harder to defend against, especially on worlds with background seismic activity. Once the beast emerges, only focused heavy-weapons fire can be relied upon to bring it down, for the Trygon's iron-hard carapace is proof against all else.Trygons excavate a massive network of underground tunnels as they burrow beneath the surface of a prey world. Other Tyranid bioforms use the passageways left in the Trygon's wake, scuttling unseen as battle rages overhead. The emergence of a tunnelling Trygon therefore often heralds a larger Tyranid attack, with hordes of creatures pouring out of the tunnel shortly after its emergence.It is possible that Trygons use their natural bio-static charge to also assist with their tunnelling, as their tunnels have been found to be coated with a fused, glass-like silicate layer on the inside created from material that has been fused by a potent electrical charge. This effect acts to stabilise the tunnel walls and prevents them from collapsing behind a burrowing Trygon.Trygons have also been known to dig deadfall traps by leaving a thin crust of soil over a deep, conical hole. Sufficient weight in troops and armour walking across the hole will collapse the roof of the sinkhole and deposit the victims into the Trygon's waiting claws. A Trygon's greatest weakness is probably that it can be baited or misdirected from its primary target while burrowing by the first prey to cross its path.
Trygon - Trygon Prime: As with many Tyranid organisms, different Trygons display substantial variety; one of the most distinct is the Trygon Prime. These Tyranid bioforms have elongated jaws and containment spines running the length of their sinuous bodies, to better harness and direct their bio-electric discharges.More dangerous still, these Trygons share a strong synaptic link with the Hive Mind and are able to telepathically dominate the will of lesser Tyranid species, essentially allowing them to serve as subsidiary synapse creatures in a Tyranid swarm.
Trygon - Bioshock Brood: A Bioshock Brood is a group of Trygons who work together to combine and so amplify their own static charges into a single bio-electric field covering the whole brood, rather than generating individual bio-static fields. Bio-electrical lightning arcs from Trygon to Trygon with a build-up of power so great that the generated field can disrupt, absorb, and even deflect incoming enemy fire.When this potent electrical build-up is discharged, it has the power of a raging tempest which reduces targets to charred corpses. Tell-tale signs of an imminent surfacing from a Bioshock Brood include hairs standing on end, the tang of ozone, or unusual electronic static disrupting vox communication channels -- though these warnings usually go unnoticed by te imminent victims.
Trygon - Ordo Xenos Departmento Analyticus Data: Ordo Xenos Departmento Analyticus RecordDesignationTrygonMain Weaponry4 Scything ClawsCommon Title"Mother Ravener"  "Slash-tail"Species NameTyranicus subterra-extremisSecondary WeaponryBio-electric fieldAverage Height7.1 metresAverage Weight9.7 tonnesTertiary WeaponryOther claws and fangsFirst encounteredBeta Anphelion IVRoleSubterranean stealth assaultThreat evaluationVery high
Tsagualsa - Tsagualsa: Tsagualsa, also sometimes referred to as the "Carrion World," was a planet located on the Eastern Fringe of the galaxy that Primarch Konrad Curze of the Night Lords Traitor Legion chose as his base of operations following the destruction of his homeworld Nostramo.After the Night Haunter's assassination, the world was abandoned by the Night Lords for a new home within the Eye of Terror sometime in the 32nd Millennium.It was later settled by Imperial colonists who became trapped there during the 41st Millennium by a Warp storm. The world was renamed "Darchana," though these settlers were largely slaughtered once the Night Lords returned to reclaim the world for their own.
Tsagualsa - At Present: Tsagualsa was resettled by Imperial colonists in the 41st Millennium who renamed the world Darchana. They had been driven to the cursed world by a Warp storm. The nearly-Dead World, with its cold temperatures and frequent silica dust storms, was not a hospitable one, and the new colony's position beyond the light of the Astronomican meant the Imperium had left them to live or die on their own, laying no official claim to the world.The Darchana colony remained unsupported throughout its existence by the wider body of the Imperium, and no Imperial authority made claim to the planet, though the Imperium did acknowledge the colony's existence.The population halved in five hundred standard years, and then it was ended entirely when the Night Lords returned to try to reuse the world as a base. They butchered millions of colonists, leaving roughly one in every ten thousand alive, and used their hideous Warp-knowledge to inflict the death-trauma of those millions on the colony's astropaths.Then, these astropaths' own death-trauma was used to psychically assault other astropaths down an Imperial communication line, burning out innumerable astropathic choris in that region of space. The true cause of this event would remain unknown to the Imperium.
Tsagualsa - Palace Layout: The original palace (and fortress) of the Night Lords on Tsagualsa is a bleak and terrible place, constructed of dark stone and heavily eroded after the passage of ten Terran millennia.Within the palace's throne room in the time of the Horus Heresy and Great Scouring, a carpet made of skinned Human faces, all locked in a perpetual scream, led to a pool of shadow, where Konrad Curze maintained a throne made of Human bones.The carpet of faces was known as "the Screaming Gallery." The captains of the Night Lords Legion usually met with their primarch there.
Tsua'Malor - Tsua'Malor: Tsua'Malor is the capital world of the T'au Empire's Velk'Han Sept and the headquarters of the Mal'caor Shi, the T'au Air Caste fleet and other military forces operating in the Jericho Reach. Once a populous and advanced Human world, it was transformed by Earth Caste architects into a shining example of T'au civilisation and enlightenment.Few sights in the Jericho Reach are as magnificent as the skyline of Tsua'Malor's vast Equatorial City. Stretching around the Desert World's circumference, it houses millions of T'au settlers and the great edifices of learning and government.The Mal'caor Shi's ruling council, a small number of Ethereals and ambassadors, gather in the kilometre-high edifice known in the Gue'la (Human) tongue as the "Transcendence".Each caste has its own district in Equatorial City, from the floating tethered platforms of the Air Caste to the bronze-walled fortresses of the Earth Caste.Several billion Humans also live on this world, in the planet's other cities cut from the rocky desert by Imperial pilgrim-settlers thousands of Terran years before.Every city has a T'au quarter of glittering spires and grand pavilions, where the Human leaders gather to listen to the wisdom of T'au ambassadors.One such city, Beldar, is home to the Gue'Retha, a research institute and university to which the T'au transport all the brightest and most talented Humans to educate them in T'au philosophy and technology. Attached to the Gue'Retha is a place which the T'au decline to name, but which Human malcontents call the Lacuna.This underground research facility, it is rumoured, is where the T'au conduct psychological experiments on Gue'la prisoners.The results supposedly help the T'au refine their methods of social manipulation, but no one can be sure since any heard to utter such thoughts vanish, quite possibly into the Lacuna itself.
Tu'Shan - Tu'Shan: Tu'Shan is the current Chapter Master of the Salamanders Space Marine Chapter.During the Second War for Armageddon Tu'Shan valiantly led his Chapter in the defence of the beleaguered Hive World against the predations of the massive Ork WAAAGH! of Ghazghkull Mag Uruk Thraka, in the process earning the respect of the Salamanders' fellow Space Marines, the Blood Angels, and Armageddon's grateful citizens.Tu'Shan would return to that world fifty standard years later to aid in its defence during the Third War for Armageddon.Tu'Shan has been recognized by the other Chapters of the Adeptus Astartes as a valiant and skilled master of his Astartes and is respected by nearly all.He greatest concern is to protect the lives of the normal Humans of the Imperium -- an unfortunately unusual trait for a commander of the Space Marines.