vizn3r/warhammer40k-lore huggingface dataset:
Sylas Skor - History: Captain Skor is the commander of Adamant Station, and in practice is in charge of all Imperial Navy forces within the Pyrathas System. Like many station-bound Imperial Navy officers, Skor is looked down on slightly by other Navy captains, earning equal parts pity and contempt that he does not command a warship.Skor's resentment at his posting and his peers' judgement is tempered by his own nature. A naturally cautious man, he has taken well to Pyrathas, a defensive posting that does not require much in the way of proactive thinking.Skor himself is a whip-thin man of late middle years, with his fair share of scars from leading boarding parties as a young midshipman.These days, his conflicts are mainly of a more bureaucratic nature, as he struggles to direct the actions of the hundreds of thousands (perhaps millions) of men and women under his command.The price of these efforts show in the nervous tic in his hands, the ever-growing collection of wrinkles, and the spectacles he vainly avoids wearing around his subordinates.Due to Skor's cautious nature, it is unsurprising that he has become one of the primary proponents of the "withdraw and endure" battle plan for coping with the Tyranid threat in the Jericho Reach.In truth, Skor sees the Achilus Crusade as an eventual failure. He is terrified that as the T'au, the Tyranids, and the forces of Chaos press in from all sides, the crusade will collapse and the last half century of Imperial blood will be for naught.Skor delegates command of the small Imperial Navy fleet protecting the Pyrathas System to his subordinate, Lieutenant Commander Alaxis McKale.
Syll'Esske - Syll'Esske: Syll'Esske is the composite name given to the union of the Daemonic Herald of Slaanesh Syll Lewdtongue and a Daemon Prince of Slaanesh named Esske.
Syll'Esske - History: The Herald of Slaanesh Syll Lewdtongue was once shunned by those in the court of Slaanesh for growing too attached to those meant to be tempted into their own destruction. Syll's unique affection for these charges would, however, eventually lead to glory.When a mortal war-slave known as Esske, a fighter in one of the gladiatorial arenas of Slaanesh's gardens in the Realm of Chaos, caught Syll's eye, the Daemon Herald decided to guide the mortal to ever greater heights of carnage.  Esske's newfound patronage allowed him to ascend all the way to the rank of Daemon Prince, only to be dismissed by other Daemon courtiers as a former mortal.Syll and Esske joined forces to take revenge on those that had shunned them, combining cunning, speed and brute strength in one deadly tag-team. Carving a bloody path of vengeance to the throne of Slaanesh itself, the two bound their fates forever before the Prince of Chaos in a dark pact.Now, they are a symbiotic entity known as Syll'Esske, fighting with deadly synchronicity. The alliance which had made them outsiders before, now paved the way for their mutual ascension.
Syll'Esske - Sources: Warhammer Community - Slaanesh: the Lore
Sylâkh's Kindred - Sylâkh's Kindred: Sylâkh's Kindred is a Kindred of the Leagues of Votann. The Kin of Sylâkh's Kindred, a known rival of the Kindred of Six of the Kronus Hegemony, favour the use of massed artillery and siege warfare.
Synapse creatures - Synapse creatures: Synapse creatures are some of the larger, more intelligent Tyranid bioforms that act as psychic conduits or nodal relays through which a portion of the iron will and vast intellect of the Hive Mind flows to other lesser members of the hive. It is through the psychic connection provided by synapse creatures that the Tyranid swarms' natural, animalistic and instinctive behaviours are overridden to serve the self-aware will of the Hive Mind.This nodal distribution creates an inherent vulnerability for Tyranid swarms, however, as the targeting and destruction of a synapse creature can lead to the loss of the Hive Mind's control over portions of its swarm in a given area. This results in the affected bioforms rampaging uncontrollably which makes them far easier for enemy forces to eliminate as all coordination and intelligent strategy is lost.
Synapse creatures - Notable Synpase Creatures: BroodlordDominatrixHive TyrantMaleceptorNorn-QueenNeurotyrantNeurothropeTervigonTrygon PrimeTyranid Warrior PrimeTyranid WarriorTyranid ShrikeZoanthrope
Synaptic Disintegrator - Synaptic Disintegrator: A Synaptic Disintegrator is an advanced sniper weapon utilised only by Necron Deathmark assassins as their favoured weapon to deliver death from afar. These cruel long-barrelled rifles fire compressed leptonic beams of sub-atomic particles which destroy neural and synaptic tissue. Beginning within the target’s brain and spreading in microseconds throughout their entire body, molecules unbond with one another, causing the luckless target to crumple limply to the ground like a puppet with its strings severed. Synaptic Disintegrators are capable of sustaining a rate of fire at long range -- even when the wielder is on the move -- that few other sniper weapons can match. Those killed by the first shot from a Synaptic Disintegrator are the fortunate ones, for a hit from the weapon that is less than fatal almost invariably leaves the victim an echo of his former self; his neural tissue utterly destroyed and his mind torn apart.
Syndilian Shanyr - Syndilian Shanyr: Syndilian Shanyr, also known as Syndillian the Traveller, is an Asuryani Pathfinder who hales from Craftworld Il-Kaithe.He has been sent by the Farseers of his craftworld to prevent the fulfillment of an ancient prophecy predicting that a gateway to the heart of the galaxy in the Eastern Fringe would be claimed by a malevolent force.To this end, he has been operating within the Jericho Reach, conducting a campaign of subversion, assassination and deflection in pursuit of a goal unknown to the Imperium.As such, he has been identified as a high-priority target by the Deathwatch of the Reach.
Synopticon - Synopticon: The Synopticon is an agency of the Adeptus Terra whose name indicates that it is dedicated to surveillance and intelligence analysis. The Synopticon acts as the primary signals intelligence and internal security surveillance agency for the Imperium.The official who leads the Synopticon is known as the "lord constable" and is sometimes granted one of the three temporary seats among the High Lords of Terra.
Syren - Syren: A syren, also called a dracite, is the title given to a Drukhari Hekatrix Bloodbride who serves as the leader of her unit of similarly elite Wyches.Every once in a while a Drukhari Succubus who commands a Wych Cult decides to assemble the most skilled and experienced of the Hekatrix Bloodbrides within her cult into an elite unit. This clique of expert murderesses is led by a Bloodbride who bears the title of syren. Sometimes also referred to as a dracite, she is a deadly exemplar whose wicked blades have shed the blood of numerous formidable opponents across dozens of worlds.
Syren - Wargear: Wych KnifeWych SuitSplinter Pistol - Splinter Weapons like the Splinter Pistol fire shards of splintered crystal covered in incredibly potent toxins using a powerful magno-electric pulse.Drukhari Close Combat Weapon - A Syren can wield any number of favoured Drukhari close combat weapons. See Drukhari Wargear for more information.Plasma Grenades - The Asuryani and Drukhari use Plasma Grenades in place of the more crudely designed Frag Grenades used by the Imperium. Plasma Grenades use a small amount of exploding plasma to blind the enemy and prevent them from properly using their terrain to defend their position against advancing enemy forces.
System Ship - System Ship: A "System Ship" is the term used by the Navis Imperialis for a mix of short-range strike vessels and other starships incapable of interstellar, FTL travel that are often used to supplement the defence of an Imperial star system.They sometimes have civilian crews unceremoniously drafted into the Imperium's defence and lack the sophisticated weapons, targetting systems, superior engines and manoeuvring thrusters of a warship, but when used in sufficient numbers can still pose a real threat to space-based foes.For instance, during the Craftworld Aeldari attack on the world of Misere in 153.M41, the planetary governor's personal fleet of luxury cruise ships were quickly fitted with gundecks and sent into battle. Although eventually destroyed, they accounted for the destruction of two Craftworld Aeldari escorts before their demise.In 998.M41, when a commercial system freighter detected Necron Shroud-class Light Cruisers entering the Sol System, the Imperial Navy deployed several flotillas of system defence ships on intercepting trajectories. The Necron ships simply avoided the slow system ships, as their Lightning Arcs ripped through the hulls of any that managed to get within range. The helpless system ships were unable to take any action save to project the hostiles' approach vector.
Szarekh - Szarekh: Szarekh, also known as the Silent King, was the last in the line of Silent Kings to lead the ruling Triarch of the ancient Necrontyr empire. It was during his reign that the Necrontyr encountered the C'tan and underwent the grand biotransference process that transformed the Necrontyr into the undying and soulless robotic Necrons.However, the biotransference process that allowed this to happen robbed the Necrontyr species of their souls and it was only afterwards that Szarekh realised the terrible fate he had unleashed upon his people.Embittered by his folly, he betrayed the C'tan after the Old Ones had been defeated in the War in Heaven, shattering them into C'tan Shards and imprisoning them in the arcane extradimensional devices known as Tesseract Labyrinths.Having gained this measure of vengeance against the Star Gods, the Silent King ordered all of the Necron dynasties to enter the Great Sleep and hibernate in stasis for sixty million standard years so that they might recover from the terrible losses incurred by their revolt. Once they awakened, the Necrons would be ready to rebuild all that they had lost and to restore their dynasties to their former glory in the galaxy.With this final order, Szarekh severed the command protocols that allowed him to control his subjects directly and went into a self-imposed exile in the intergalactic void as his penance, there to carve out vast new celestant territories for the Necron people to claim once the galaxy was theirs again. However, in the 41st Millennium, the Necrons began their Great Awakening and Szarekh returned to the galaxy after discovering the approaching Tyranid hive fleets during his sojourn in the intergalactic void.The Silent King recognised them and the other growing threats to the Necrons in the form of the Imperium of Man and the growing strength of Chaos as a major threat to his people's chances of reconquering the galaxy and regaining their organic forms.It was Szarekh's dream that the Necrons might find an organic species whose bodies would prove to be suitable vessels for Necron minds, thus finally ending the curse of biotransference.However, if the Tyranids or the servants of the Ruinous Powers were allowed to consume all life in the Milky Way Galaxy or destroy reality itself, there would be no species left to serve as Necron vessels. So the Silent King now travels across the galaxy, seeking to awaken and unite his people against this terrible extragalactic foe.
Szarekh - Notable Campaigns: 955.M41 Gehenna Campaign - Commander Dante and the 3rd Company of the Blood Angels Chapter battled against the Necron Legions of the Silent King amidst the dusty wastes of the world of Gehenna. For three solar weeks, neither side could seize the upper hand, with Dante's tactical brilliance stretched to its limits in countering the time-space manipulations of the Silent King. The stalemate was broken only when a Tyranid splinter fleet entered orbit, forcing the two armies to break off hostilities and fight the common foe. The impromptu alliance proved to be the Tyranids' undoing. Following the final battle at Devil's Crag, Dante and the Silent King went their separate ways, both forces too battleworn to guarantee victory over the other, and, at least for the Blood Angels, the idea of turning on those they had so recently fought alongside proved rather distasteful.
Szarekh - Ankh of the Triarch: All Necrons bear the mark of the Triarch, a brand upon their necrodermis skin that binds them to their species' ancient heritage. In the 41st Millennium, the absence of the Silent King and the long years of the Great Sleep have transformed the Ankh of the Triarch into a reminder of faded glory.Some Necron dynasty nobles still see the symbol as the foundation of the Necron Empire to be reborn, others merely as an echo of a long-dead age. However, the Ankh remains a symbol of the Necrons, and even those who have lost faith in its power still bear it on a cartouche adorning their metallic torso.Despite cosmetic alterations, the shape of the Ankh remains unchanged, each exacting curve and line perfectly reproduced. Each dynasty also has its own glyphs, variations on the Ankh that identify its soldiers as part of a particular phaeron's armies. These symbols are sometimes worn alongside the Ankh of the Triarch, but are usually secondary in size and placement, mirroring the ancient relationship between the dynasty's phaeron and the empire's governing Triarch.
Szeras - Szeras: Szeras, also called Illuminor Szeras, is an enigmatic Necron Cryptek Technomancer. He is one of the most reviled beings in the galaxy. Both hated and envied by the other Necrontyr, it was Szeras' twisted genius that ultimately made the process of biotransference a reality, and condemned the whole Necrontyr civilisation to an eternal, cybernetic undeath as the Necrons. Uncaring, the megalomaniac Szeras only saw the sacrifice of his people as the first step of his own ascension to C'tan-like godhood.In the 41st Millennium, Szeras still labours toward that goal, seeking to unravel the last mysteries of life that escape him. Despite being distrusted and reviled by the majority of his peers and Necron royalty, Szeras' knowledge is so vast, and the help he can grant so potent, that few nemesors refuse his assistance nor its price when offered.
Szeras - Role: Luckily for other living beings, Illuminor Szeras sees battle at best as a waste of time and resources that is only warranted in order to harvest the necessary specimens for his studies. The crazed Cryptek Technomancer only takes to the field in order to make sure the phaeron he has currently attached himself to does not renege on their part of the bargain.On the field of battle, Szeras sometimes leads a harvesting squad toward a promising specimen personally. A scientist to the core, Szeras is not the most fearsome of opponents, although he can certainly stand on his own thanks to the unholy resilience of his necrodermis body and his wargear.However, Szeras' most dangerous contribution to a battle is his intimate knowledge of organic anatomical structure, allowing him to drastically augment the performance of the present Necron Warriors and Immortals.
Szeras - Wargear: Necrodermis – Szeras is highly unusual in appearance, having replaced his humanoid legs with a set of four arachnoid limbs and having installed an extra pair of smaller prehensile appendages onto his torso for finer manipulation. His distinct appearance contrasts wildly with any surrounding Necrontyr forces. However, like all other Necrons, Szeras' necrodermis body can withstand and recover in a matter of Terran seconds from incredible amounts of punishment.Eldritch Lance – Szeras carries the staff-like weapon known as an Eldritch Lance which produces a beam of directed energy capable of piercing almost any armor or cover at medium range.Gaze of Flame – Another typical defensive technology of Crypteks, though one usually found among Plasmancers, Szeras' sole optic lens emits gouts of eldritch flame toward any foolish enough to approach him, making assailants falter in their assault.Mechanical Augmentation – As compensation for his seizing of specimens, Szeras will upgrade the performances of the rank-and-file Necron soldiery of the dynasty he joins. His vast knowledge allows him to tremendously boost either the strength, accuracy or resilience of Necron Warriors and Immortals.
Szeras - Sources: Codex: Necrons (5th Edition), pg. 56Codex: Necrons (7th Edition) (Digital Edition), pp. 140-141Codex: Necrons (8th Edition), pg. 40Codex: Necrons (9th Edition), pg. 84Warhammer Community - Illuminor Szeras - What We KnowWarhammer Community - Warhammer Preview 3: Revenge of the Preview
Szobczak - Szobczak: Szobczak is an ancient and cantankerous Deathwatch Dreadnought formerly of the Imperial Fists Chapter's 5th Company.Extremely gruff and bitter, he has a tendency to relate everything to his past war experiences, and can find even the most tenuous parallels between current events and his actions years before.If and when he becomes attached to a Kill-team, he will, at every opportunity, ramble on about battles long since fought, lost battle-brothers, and the particulars of why, in his day, Space Marines were simply better at everything.He also has a tendency to react with surprising and often inappropriate anger or violence to even the slightest provocation. He can escalate any situation, and excels at making mountains out of molehills.In all, Brother Szobczak is a very trying, capricious, and frankly dangerous companion, traits that are only just made up for by his unwavering loyalty, his prowess in battle, and his incredible skill and breadth of experience.
Szobczak - Wargear: Brother Szobczak is an Ironclad Dreadnought, a rare and wondrous chasis of Dreadnought optimised for both brutal, close-in fighting and siege work.They are armed with close range weaponry and exceedingly heavy armour.Seismic Hammer (Left Arm)Auxiliary Astartes Meltagun (Left Arm)Dreadnought Close Combat Weapon (Right Arm)Auxiliary Astartes Flamer (Right Arm)Reinforced HullSiege Auspex - Brother Szobczak is equipped with a rare piece of wargear known as a Siege Auspex. These powerful scanners can see through the densest materials to find their weak points. They are used for finding stress fractures, reinforced or uparmoured areas, hidden passages, power conduits, and numerous other items of interest to a siege engineer. The Machine Spirits (artificial intelligence) of a Siege Auspex, while canny, can only see so far through solid objects and have a fixed range of about 20 metres. Things like energy fields, thick bulkheads, iron, stone, armourplas, and plasteel can reduce the range of the unit or blind it all together.
T'au (Planet) - T'au (Planet): T'au is the homeworld of the T'au species in the star system of the same name and the largest and most politically important Sept of the T'au Empire. The High Council, led by the Ethereal Supreme Aun'Va, convenes here, its decrees shaping the entire empire.Even after the growth of the T'au Empire into an interstellar civilisation, T'au remains the centre of T'au culture and bureaucracy. No other Sept world can challenge the prestige of T'au within the empire, and only Vior'la can match its military power.T'au is a warm, dry and arid world. Preference for worlds with climates like that of T'au drives T'au colonisation towards planets with similar climates, such as T'ros.
T'au (Planet) - History: T'au was discovered and categorised by the Adeptus Mechanicus Explorator vessel Land's Vision in 789.M35, a few thousand standard years before the emergence of the T'au as a space-faring race.Before the Imperium of Man could cleanse the planet of the then-primitive T'au xenos population, a freak Warp Storm occurred and effectively sealed the planet and the surrounding region off from contact with the rest of the galaxy.In the few thousand Terran years since, the T'au underwent very rapid cultural evolution, emerging as a technologically advanced starfaring race just as the Warp Storm dissipated in the 39th Millennium.The warriors who come from the T'au Sept are known as wise and experienced troops, descendants of the original T'au explorers who fought the first battles during the initial phase of the T'au expansion into the galaxy, known as the First Sphere Expansion of the T'au Empire.The T'au Sept is also the template upon which all other newly founded T'au colonies are based. The T'au Battlesuit combat techniques in use on many new T'au worlds are the same as those practised and originally developed on T'au.T'au Sept warriors tend to forgo the ability to target multiple enemies, concentrating instead on utterly destroying a single unit before moving on to the next. This way they achieve maximum destructive efficiency.They are aware that by using the same or similar tactics, their enemy may be able to overcome them, but they are loath to change their ways. Their warriors spend evenings planning in detail the next days' attacks and meditating on their lives in case they fall in battle
T'au (Planet) - T'au Sept Unit Appearance: Sept Colours: WhiteUniform Variations: Yellow, Brown
T'au (Planet) - Sources: Codex: Tau (3rd Edition)Codex: Tau Empire (4th Edition)Codex: Tau Empire (6th Edition), pg. 28
T'au Battlesuit - Sources: Codex: Tau (3rd Edition), pp. 16-18, 22-25Codex: Tau Empire (4th Edition), pp. 25-27, 32, 34-35Codex: Tau Empire (6th Edition), pp. 12, 28, 41, 70-71, 73Codex: Tau Empire (7th Edition), pp. 9-10Deathwatch: Mark of the Xenos (RPG), pp. 3-4, 6-7Deathwatch: Ark of Lost Souls (RPG), pp. 122-124Imperial Armour Apocalypse II, pg. 58Imperial Armour Volume Three: The Taros Campaign, pp. 271-177, 283-284Rogue Trader: Tau Character Guide (RPG), pp. 24-25, 32-33White Dwarf Weekly Magazine #91 (24 Oct. 2015) "Mantle of Heroes"White Dwarf Weekly Magazine #88 (03 Oct. 2015) "KV128 Stormsurge"White Dwarf Weekly Magazine #89 (10 Oct. 2015) " XV95 Ghostkeel Battlesuit"White Dwarf 400 (AUS), "XV8 Battlesuit Commander", pg. 15White Dwarf Weekly 91 (AUS), "Mantle of Heroes", pp. 18-21Warhammer 40,000: Dataslate - Tau Firebase Support Cadre (Digital Edition)Warhammer 40,000: Rulebook (5th Edition), pg. 171Fire Warrior (Novel) by Simon SpurrierForge World – XV107 R'varna Battlesuit Experimental Rules DatasheetForge World - XV109 Y'vahra Battlesuit Experimental Rules Datasheet
T'au Commander - T'au Commander: A T'au Commander is the name given by the Imperium in Low Gothic to the two highest ranks of the T'au Fire Caste -- shas'o and shas'el. All T'au Commanders possess the authority to lead a Hunter Cadre or other cadre into combat.A T'au Commander is a hero of the T'au Empire -- they have dedicated their life utterly to the pursuit of the Greater Good. Each is wise and insightful, and an inspirational figure to their troops, whilst also being a battle-scarred warrior and a supremely dangerous foe to the enemies of the T'au.T'au Commanders maintain their heroic presence by piloting a sophisticated suit of battle armour known as a T'au Battlesuit, and whilst they may utilise similar weapons and wargear as their subordinates, their rank and importance often gives them access to more non-standard equipment, like different hard-wired Battlesuit Support Systems, battlesuit wargear, and/or upgraded weapons systems. A T'au Commander is a fearsome adversary, a warrior that the enemies of the T'au Empire have learned to respect.
T'au Commander - Path to Command: Serving as a Tau Commander is a position of great honour for Tau Fire Warriors. It is attained only after long years of progressing through the ranks of the Fire Caste, where aspirants must be schooled in all forms of warfare, ranging from the arts of subterfuge and ambush they learned in their service as Pathfinders and Stealthsuit team members, to the skills required to play the heavy support role of an XV88 Broadside Battlesuit pilot. However, it is only once a Fire Warrior has become skilled in the use of an XV8 Crisis Battlesuit in combat that they can truly rise up through the ranks. The mantle of command is only earned once a Fire Warrior has attained the rank of Shas'Vre and leads their own XV8 Crisis Battlesuit team. From there, they must continue to prove their worth in battle before being chosen to be part of another Tau Commander's bodyguard. At that point, proof of accomplishment in not only the tactical, but also the strategic arts of war may earn the Commander’s approval and elevation from Shas'Vre to the rank of Shas'El.Shas'El is the second highest rank within the Fire Caste, and for a Fire Warrior to have attained this rank is to become a Tau Commander and earn the right to lead their own Hunter Cadre. However, those Shas'El who have proven themselves worthy through repeated success in the field through displays of masterful leadership, are considered for promotion to the rank of Shas'O -- the highest rank one can attain in the Fire Caste. A Tau Commander of the rank of Shas'O will often lead multi-cadre operations and larger scale campaigns, and will form part of the Shas'ar'tol (Tau High Command) in the coordination of these affairs. It is a position of great honour, and can only be attained after years progressing through the ranks - there are no shortcuts or exceptions. To be named Shas'o is to be proven a master in the martial arts, a first rate tactician and a true disciple of the art of war. Once a Shas'O has served long enough, he is given the choice to retire from active service and/or join a high council of advisors who can play a more active role in Tau politics and directing the affairs of the Tau Empire. Many Tau Commanders do not wish to play the political games so enjoyed by the Ethereals, however, and often continue to command the forces of the Fire Caste in the name of the Greater Good – serving until death. However, Tau Commanders who grow too old may also be asked to permanently join the Tau military high command, or the Shas’ar’tol, and further direct larger war affairs where their wisdom can be put to best use.
T'au Commander - XV8 Crisis Bodyguard Team: An XV8 Crisis Bodyguard Team comprised of up to two Fire Warriors in XV8 Crisis Battlesuits may accompany a Shas’o or a Shas’el at all times. Like a Tau Commander, Bodyguard Team members also have access to special issue items from the Battlesuit Armoury for use in combat. Together with the Tau Commander they protect, a Bodyguard Team forms an inspirational command unit and a powerful fighting force on the battlefield.It is customary for many Tau Commanders to choose the most experienced warriors from amongst the XV8 Crisis Teams to become their bodyguards -- their saz'nami, or literally translated from the T'au Lexicon, their "close protection officers." Only those veteran Fire Warriors with impeccable battle records and have reached the rank of shas'vre are considered worthy enough to serve their Commander in such a capacity. XV8 Crisis Bodyguard Teams are among the most respected of all Fire Caste warriors, for they embody the philosophy of striving for the Greater Good. It is their duty to protect their Commander at all costs, and will even take incoming shots intended for their leader. Tau battle lore is rife with heroic tales of individuals leaping in front of their Commander to confront a monstrous beast, or in order to save him from a shot from some powerful energy weapon. Should it be necessary, an XV8 Crisis Bodyguard will sacrifice his own life in order to spare his Commander from certain death. It is considered a great disgrace for a Bodyguard to survive whilst his leader is slain; any who suffer such indignity often spend their remaining lifetime atoning for that which can ultimately have no forgiveness.XV8 Crisis Bodyguard Teams can draw upon the latest cutting-edge Battlesuit wargear -- prototypes that are still being tested for standard issue. Commander Dawnstar, of the Dal'yth Sept, keeps his bodyguard outfitted in the rare XV8-02 Crisis Iridium Battlesuits -- a luxury that few other Commanders can arrange. Not surprisingly, the bolder a Commander is, the shorter the lifespan of his XV8 Crisis Bodyguard Team. Those who favour leading from the front, such as serving as the bait in a Kauyon strategy, or as part of the hammer blow in a Mont'ka, greatly increase their own risks. The hot-blooded Commanders of the Vior'la Sept must routinely recruit new bodyguards to replace those lost in battle. In response to this habitually aggressive approach, the master strategist Commander Puretide, who always preached of the importance of balance, would have repeated his oft-quoted remark: "A wise leader must learn when and where to use his every asset to its best capability." This wisdom recognises that a Commander flanked by two elite Shas'vre warriors in Crisis Battlesuit armour is a formidable formation, more than capable of shrugging off enemy shots and dealing out prodigious amounts of firepower. However, the risk of losing such an important unit must always be weighed.
T'au Commander - Sources: Codex: Tau (3rd Edition), pp. 22-23Codex: Tau Empire (4th Edition), pp. 13, 32, 44-47Codex: Tau Empire (6th Edition), pp. 34, 41Codex: Tau Empire (7th Edition), pp. 19, 48, 54, 56, 75Deathwatch: Core Rulebook (RPG), pp. 355, 365-366Deathwatch: The Jericho Reach (RPG), pp. 70-71Deathwatch: Mark of the Xenos (RPG), pp. 8-10Deathwatch: Rising Tempest (RPG), pp. 17, 75Imperial Armour Apocalypse (2nd Edition), pp. 84-85, 88Imperial Armour Apocalypse 2, pp. 59-60Imperial Armour Volume Three - Taros Campaign, pp. 74, 76-77, 96, 267-268, 283Dawn of War - Dark Crusade (PC Game)Dawn of War - Soulstorm (PC Game)Fire Warrior (Novel), by Simon SpurrierFire & Honour (Graphic Novel)Rogue Trader: Twilight Crusade (RPG), pg. 92War Zone Damocles: Kauyon (Digital Edition), pp. 43, 47
T'au Drone - T'au Drone: A T'au Drone, called Kor'vesa in the T'au Lexicon, is a form of robotic artificial intelligence extensively utilised by the T'au Empire for a variety of combat and non-combat purposes. The mobile variants of T'au Drones exist in the form of sleek, disk-shaped machines which are well-armoured and equipped with small, anti-gravitic engines and manoeuvring jet-thrusters so that they can hover and skim across the ground. As they hover over landscapes, rotating back and forth, their sensor vane(s) constantly transmits vital information about their surroundings. These types of Drones are most commonly seen employed alongside the warriors of the Fire Caste.Although small and somewhat innocuous, those foes that underestimate T'au Drones often pay for such a costly mistake with their lives. However, drone intelligences can also be found built into a great number of technologies developed by the T'au Earth Caste. There are many different types of drones utilised by the T'au in varying roles; these can range from mundane civilian uses to multiple combat roles.T'au Drones can carry a wide variety of equipment, ranging from defensive Shield Generators to offensive weaponry, communications equipment and various combat support systems. Most T'au Drones are able to interact with their T'au masters, obeying simple instructions and even anticipating what duties are required of them.The T'au value their drones, and whilst they are not regarded as having equal status to a T'au, they are treated with a degree of respect akin to that of a favoured animal companion amongst Humans.
T'au Drone - Notable Formations: Drone-Net VX1-0 - The T'au never waste lives needlessly, and there are times when Drones can be used to carry out a task in the place of living T'au warriors. Such formations are known as Drone-nets, and consist of a large number of Drones linked together to become a collective Drone swarm. A Drone-net can include all types of drone manufactured by the T'au, ranging from humble Gun Drones through to Pulse Accelerator Drones. The resulting formation is much greater than the sum of its parts when all the Drones are synced together. The Drones are able to share their collective data, making them a formidable army in their own right, quickly reacting to enemy movements and using the information they collect to enhance their firing solutions and tactical responses. A Drone-Net VX1-0 typically consists of 12 or more Gun Drones, Marker Drones, and/or Shield Drones at its core, and is able to include additional numbers of Sniper Drones, Missile Drones, Recon Drones, Grav-inhibitor Drones, and Pulse Accelerator Drones as part of its network.
T'au Drone - Notable Drone Intelligences: Area Denial Node - An Area Denial Node is a form of static, drone intelligence-controlled heavy weapon placement which is employed by the T'au to defend vital strategic installations. Area Denial Nodes are able to provide massive screens of anti-armour and anti-personnel fire to T'au forces with their twin-linked Railguns which only the most determined of enemies will survive.Drone Sentry Turret - A Drone Sentry Turret is an automated and static weapon system that is controlled by a drone intelligence. Drone Sentry Turrets can be armed with an array of weapons depending on what is needed of them, and will often be air-dropped into a position that the T'au need to defend.Heavy Railguns - Heavy Railguns are able to fire drone-controlled submunition shells. The in-built drone intelligence is capable of directing the shell with great accuracy towards its target. This is especially useful in void combat, where the shell is then able to strike weak points in the armour of enemy voidships. "Dumbfire" Heavy Railgun submunition rounds lack the necessary penetrating power to punch through standard voidship-grade armour.Remote Sensor Tower - A Remote Sensor Tower is a static, drone-controlled information relay station, which is capable of scanning the surrounding area and relaying data on enemy movements to other T'au units in the vicinity. A Remote Sensor Tower is also able to use its own Marker Light to call in Seeker Missile Strikes on enemy targets.Smart Missile System - A Smart Missile System is able to fire self-guided missiles which contain Drone intelligences. This is so that the missiles are able to seek out their targets, navigating and bypassing any intervening terrain that would have blocked standard, "dumbfire" munitions.Starship Munitions – Drone intelligences are commonly incorporated into T'au voidship munitions, such as powerful fusion capsules or T'au torpedoes.Vehicle Support Systems - Many T'au vehicles systems are drone-controlled, such as the many T'au vehicle support systems which aid the pilot and gunner in battle. Drone-controlled Burst Cannons are also commonly mounted on T'au vehicles and aircraft, giving the vehicle or aircraft more firepower without the requirement of additional crew members.XV104 Riptide Battlesuit Systems - An XV104 Riptide Battlesuit incorporates advanced drone AI systems that assist its pilot in combat by handling various systems within the battlesuit, including its communications and targeting systems.
T'au Empire - T'au Empire: The T'au Empire (pronounced  "TOW" as in "WOW"), also spelled Tau Empire in older Imperial records, is a rapidly expanding, multispecies xenos stellar empire situated within the Imperium of Man's Ultima Segmentum, near the Eastern Fringes of the Milky Way Galaxy. It lies within the reach of the Astronomican.The T'au Empire was founded by the T'au caste called the Ethereals, who lead the T'au Empire in the name of and in accordance with the utilitarian philosophy they have named the "Greater Good" (Tau'va in the T'au Lexicon). A large and growing number of other intelligent, alien races have allied themselves with the T'au within the empire.The empire has suffered many raids from the Orks, and also seems to lie in the path of several Tyranid splinter fleets of Hive Fleet Kraken.The T'au (Imperial binomial classification: Tau tau), also spelled "Tau" in older Imperial records, are a young, humanoid and technologically-advanced intelligent species native to the Eastern Fringes of the Milky Way Galaxy. They are fighting to expand their small, but rapidly growing, interstellar empire and extend a philosophical concept they call the "Greater Good"  to all the intelligent species of the galaxy.The T'au claim to be a peaceful species when possible, asking if others will join their cause voluntarily instead of fighting against them. However, if their peaceful overtures are refused, the T'au may well decide to conquer a planet and add it to their growing stellar empire for the Greater Good, searing the flesh from the bones of anyone who stands against their benign intentions.T'au society is divided into a number of castes, each responsible for managing a specific aspect of their civilisation. The T'au's central motivating ideal is that everyone in their empire, regardless of their species or culture of origin, will work for the collective betterment of everyone else, an almost mystical philosophy that is embodied in the Greater Good.The T'au are the dominant species of the T'au Empire, an interstellar polity which is also composed of several other different intelligent species, including the Kroot of Pech, the insectoid Vespids of the world of Vespid, the nomadic psykers of the Nicassar and many others.However, there are now several Human septs in the empire derived from conquered Imperial Humans or Humans who voluntarily joined the T'au Empire because they were impressed by the concept of the Greater Good. These people are known as Gue'vesa in the T'au Lexicon and they are considered amongst the most vile of Traitors and Heretics within the Imperium.The T'au are a relatively young species (it has been only 6,000 Terran years since Imperial Inquisitors first noted that the T'au had only just mastered fire and the wheel), and they have evolved rapidly over the past few standard millennia. Unlike other intelligent, starfaring species, the T'au have made remarkable leaps in technology and now represent a real threat to Imperial domination in their region of the galaxy.
T'au Empire - Damocles Gulf Crusade: The Damocles Gulf Crusade, also called the Damocles Crusade, was the first military conflict fought between the Imperium of Man and the rapidly expanding T'au Empire in the Lithesh Sector of the Ultima Segmentum near the galaxy's Eastern Fringes during the 41st Millennium. The conflict essentially ended in a stalemate, as the Imperium was forced to conclude its military offensive early to deal with the encroaching Tyranid threat while the T'au sought to begin diplomatic negotiations with the Imperium to show Humanity the benefits to be had by accepting the Greater Good.Before the crusade, members of the T'au Water Caste had established trade agreements with Imperial worlds on the frontier of the T'au Empire, near the Damocles Gulf region of the Ultima Segmentum in the galactic east, and exchanges of goods and technology were common. Alarmed by the threat of alien contamination, the Administratum readied a suitable response. Almost a Terran century later, the Damocles Crusade smashed into T'au space, destroying several outlying settlements and pushing deep into the T'au Empire.When the Imperial fleet reached the T'au Sept World of Dal'yth Prime, however, the crusade ground to a bloody stalemate as the formidable numbers and high technology of the T'au and their Kroot allies thwarted every attempt to capture the world or its star system. Many solar months of terrible fighting ensued with nothing gained on either side.By late 742.M41 the crusade's commanders eventually agreed to requests from the T'au Water Caste for peace talks. The negotiations were successful and the Imperial fleet withdrew from T'au space unmolested, their reason partly being due to the impending approach of the Tyranid Hive Fleet Behemoth.
T'au Empire - Hive Fleet Gorgon: The T'au Empire was invaded by the Tyranid Hive Fleet Gorgon, a splinter fleet of the much larger Hive Fleet Behemoth, in 899.M41. The Tyranids of Hive Fleet Gorgon were exceptional in their ability to quickly adapt on a biological level to new circumstances of battle, such as evolving immunities to the T'au's energy-based weaponry.This rapid pace of defensive adaptation may have been unique to the Tyranid breeds of Hive Fleet Gorgon, or it may have been a response to conflict with the T'au, who are also a highly adaptable species; albeit on a technological rather than biological level.The combined forces of the T'au and the Imperium's Astra Militarum destroyed Hive Fleet Gorgon in 903.M41, though only after both Humanity and the T'au lost several colony worlds to the rapacious Tyranids.
T'au Empire - Alliance on Malbede: At some point, the T'au sent an expeditionary force to the Imperial planet Malbede where they came into conflict with the Ultramarines Space Marine Chapter in 936.M41. However, the planet proved to be a cursed Tomb World when the fighting of the T'au and the Ultramarines awakened the sleeping Necrons from their tomb beneath the surface. In an effort to combat this terrible threat to both species, the T'au and the Ultramarines combined their forces to defeat the Necrons. Once the conflict was over, the T'au were allowed to evacuate their forces by the Ultramarines Chapter Master Marneus Calgar who proceeded to destroy Malbrede through the use of an Exterminatus order.
T'au Empire - War for Kvarium Alpha: In 966.M41, the T'au fought against the Astartes of the Space Wolves Chapter during the War for Kvarium Alpha. On that Ocean World, the Space Wolves' Drop Pods landed deep in the oceans where their occupants, their power armour altered by Space Wolf Techmarines to operate in undersea environments, made a move to engage their enemy.On the surface, the battle was fought between the two sides with an equally deadly conflict erupting in the depths of the sea between the Space Wolves and T'au Battlesuits. Thunderhawk gunships armed with torpedoes, prop-bombs and missiles were used to great effect against the T'au's Hammerhead tanks and Manta gunships. Ultimately, the Space Wolves proved to be the victor in the conflict, though hundreds of T'au and Space Wolf corpses floated to the surface of Kvarium Alpha's world sea. With their mission complete, the Space Wolves made the long trek back to land across the sea bed.
T'au Empire - Taros Campaign: The Taros Campaign was an Imperial military campaign fought by the 4621st Imperial Guard Army and elements of the Adeptus Astartes to reclaim the Imperial desert Mining World of Taros from the T'au Empire and its Kroot and Human (Gue'vesa) allies of the Taros Planetary Defence Force in 998.M41. The campaign was ultimately unsuccessful for the Imperial forces, who took heavy casualties and losses whilst Taros remained in the possession of the T'au, who renamed it T'ros.
T'au Empire - Greater Good: The Greater Good, or "Tau'va," is the central philosophy that unites all T'au. It teaches that every self-aware being is equal and plays an important part in T'au society. It tells its adherents to put away petty squabbles and unnecessary things to unite for the greater good of the rest of their species and of all other intelligent species in the galaxy.The T'au have no desire to destroy another intelligent species' religion or culture -- though it may not mean that the T'au respect their right to live as they please. However, while many embrace this ideology, and even some Imperial worlds have willingly joined the T'au Empire, other species fiercely resist adhering to the Greater Good to pursue their own freedoms, much to the dismay of the T'au, who see these desires as selfish and unenlightened.
T'au Empire - Ethereal Control: One of the theories surrounding the T'au concerns the Ethereals' method of political control over other T'au, and how the Ethereals initially managed to unite a fractured, nomadic species comprised of multiple and mutually antagonistic sub-species constantly at war into a single people and military force.The proposed causes of this range from the psychic to the biological, including that the Ethereals' diamond-shaped forehead ridge, an organ unique to that caste's anatomy, produces a set of pheromones that make T'au, and to a lesser extent other intelligent species, open to suggestion.This concept was introduced after fans complained that the initial T'au codex described the T'au in too much of a positive light, and that they were too "good" for the grim, dark Warhammer 40,000 universe. This also led to the introduction of the Vespid Communion Helms, which have a much clearer Orwellian feel that the Vespid are being directly manipulated by the T'au thanks to the helmets that are supposedly for "communication purposes."
T'au Empire - T'au Names: T'au names are tied closely with their lives within the empire. A T'au's full name always starts with their caste and their rank within that caste, followed by the sept (planetary system) of their birth, followed by their personal name, which is often determined/extended by their notable actions or achievements in life.Thus, the name of the T'au Shas'O Vior'la Shovah Kaius Mont'yr (see below) would be broken down as follows:Shas -- The individual is a member of the Fire Caste...'O -- ...who is a high-ranking commander and hero...Vior'la -- ...who comes from the sept of Vior'la......and has a personal name translated as being far-sighted (Shovah), skilled (Kaius, possible variation of Kais), and having seen many battles (Mont'yr, meaning "blooded").
T'au Empire - General Principles: T'au ground warfare is carried out almost exclusively by the Fire Caste, whilst the Air Caste is responsible for aerial and space combat, and providing transport between star systems for the Fire Caste. Fire Caste military forces are known as cadres, and are similar in size and battlefield role to an Astra Militarum company.In space, T'au fleets are manned by the Air Caste which maintains both the military starships of the T'au Protection Fleet, called the Kor'vattra in the T'au Lexicon, as well as the state-owned, armed merchant vessels of the T'au Merchant Fleet.The T'au Protection Fleet can include both T'au starships as well as those of the xenos auxillaries who are a part of the T'au Empire and accept the Greater Good, such as Kroot War Spheres and the powerful vessels of the Leagues of Votann Prospect identified as the Demiurg.Hunter Cadres are primarily made up of T'au from the same planetary sept. Auxiliary forces are drawn from the alien member species within the T'au Empire, and Hunter Cadres can include Kroot warriors, Vespid Stingwings, and Human Gue'vesa amongst other intelligent xenos species.The T'au prefer long-ranged combat over close melee, disdaining the latter and viewing it as primitive and barbaric. A T'au Fire Warrior's primary weapon is the Pulse Rifle, which can be switched for a Pulse Carbine. A Pulse Rifle fires energetic particles which quickly break down and are projected as a "pulse" of superheated plasma. Pulse Carbines, also carried by Fire Warrior teams, sacrifice range for portability, but incorporates an underslung Photon Grenade Launcher.Photon Grenades are powerful defensive weapons that not only release a powerful burst of light, but also a sonic shockwave that can temporarily stun the target. As the T'au Empire integrates more and more alien races, they use whatever unique abilities they possess in supplementing T'au tactics.Often small alien squads will be used as bait to draw enemy fire, though it is important to note that bait squads are not considered expendable but rather dependent on the effectiveness of their cover fire.If T'au forces ever do become engaged in close melee combat, they can call on their cannibalistic allies, the Kroot. The Kroot are expert jungle fighters who appear deceptively slender.