vizn3r/warhammer40k-lore huggingface dataset:
Traitor Titan Legions - Weapons of Damnation: Chaos Titans carry weapons of awesome firepower capable of laying waste to vast swathes of the battlefield and slaying enemies by the score. Scout Titans such as the Warhound generally carry two weapons, one on each shoulder mounting point, and these are almost always ranged weapons, for their role is to locate enemy ground forces and harass enemy Scout Titans rather than to launch close assaults against other Titans.The larger Battle Titans, such as the Reaver and the Warlord, mount a weapon at each shoulder and still more atop their armoured carapace. Battle Titans can be outfitted for a range of roles, and as such some are equipped with one or even two Titan close combat weapons, allowing them to engage rival Titans in apocalyptic duels that consume not just the defeated Titan, but potentially hundreds of troops unfortunate enough to be caught in its death throes.To witness such a fight to the death is to watch demigods of legend engaged in epic confrontation, the sight so awe-inspiring that entire armies of lesser mortals have on occasion been rendered senseless and mute by the spectacle, ceasing their own mutual struggle until it is concluded.Many, though by no means all, Battle Titans carry a close combat weapon, often taking the form of a massive Power Fist or claw, but sometimes a mighty Chainsword able to slice a super-heavy tank in two in a single sweep.Being blessed by the Ruinous Powers, Chaos Titans are known to sport a range of less classifiable melee weapons, such as multi-headed flails, scourges and even huge, spiked wrecking balls at the end of enormous chains. There are numerous other classes of weapons, each optimised for a specific battlefield role and used in combinations defined by the nature of foe the Titan is to face.Multi-barrelled Laser Blasters fire intense beams of energy able to cut through the heaviest of armour in a single strike.Gatling Blasters fire a torrent of shells so dense they can tear entire formations of enemy vehicles to ragged scrap.Plasma Blastguns unleash the power of an exploding star in a blast so fierce even the most heavily armoured infantry are rendered to ash scattered to the winds.Melta Cannon are used to melt entire sections of fortress wall to molten slag, cooking alive any defenders foolish enough to remain within.The Inferno Cannon fires a cascade of ravening flame that sets entire battlefields alight and turns the skies black with ashen clouds, while their Apocalypse Missile Launchers blot out the sun with volley after volley of high explosive missiles so dense the result is a carpet of blossoming detonations that consumes the entire battlefield.Perhaps rarest and most potent of all are the Vortex Missiles, deployed only upon the orders of the very highest authority -- the Segmentum lords in the case of the Imperium, the most favoured warlords in the case of the servants of Chaos -- weapons that unleash the power of the Warp itself, creating a briefly-lived portal through which any foe can be sucked into, and from which none can ever return.
Traitor Titan Legions - Reverence: Although the Chaos Titans are effectively subordinate to the Hereteks, the Dark Mechanicum do not view them as servants, but revere them, depending on the beliefs they hold, as the perfect amalgam of Daemon and machine, a fusion of technology and the power of the Warp, or as the incarnations of the Machine God embodied in the power of Chaos Undivided.The latter is a perversion of the Adeptus Mechanicus beliefs concerning Titans as the physical avatars of the Machine God in realspace, and holds true for those Hereteks that have not fully scorned their faith in the Omnissiah.Fittingly, many amongst the lesser servants of Chaos view these towering war engines as gods of fire and death in their own right, giving obeisance to them much as they would to the Greater Daemons. They are known to offer captives as sacrifice to the Chaos Titans, as well as their own lives to slake these behemoths' thirst for blood.On the battlefield they are always encouraged by the manifest presence of the power of Chaos represented by Chaos Titans and fight even more fiercely to prove their worth to the Ruinous Powers.There have been known instances where the mere presence of Traitor Titans on the field has kept Chaos forces from routing and has emboldened them to hold the line and fight back.
Traitor Titan Legions - Notable Traitor Titan Legions: Adamant FuryBurning StarsFestering DeathForsaken ReaversIronclastRiotous HostSilver ScythesSuns of DamnationLegio AbhorraxLegio AbominatorLegio Argentum ("Dread Lances")Legio Audax ("Ember Wolves")Legio CovenentiaLegio Damicium ("Unbroken Lords")Legio Damnatus ("Warped Dogs")Legio Damnosus ("Lords of Ruin")Legio Excruciatus ("Helldogs")Legio FrostreaverLegio Fureans ("Tiger Eyes")Legio Interfector ("Murder Lords")Legio Krytos ("God Breakers")Legio Kulisaetai ("Gatekeepers")Legio Kydianos ("Death Cry")Legio Lacrymea ("Harbingers of Grief")Legio Laniaskara ("Impalers")Legio Magna ("Flaming Skulls")Legio Metallum ArmaturumLegio MorbusLegio Mordaxis ("Deathdealers")Legio Mortis ("Death's Heads")Legio OnerusLegio PestisLegio PhasmaLegio ProditorLegio SerpentesLegio Suturvora ("Fire Masters")Legio Tempestor ("Stormlords")Legio UliconLegio UlriconLegio UrsaLegio VendetticaLegio Vulcanum I ("Dark Fire")Legio Vulcanum II ("Lords of Ruin")Legio Vulpa ("Death Stalkers")Legio Vulturum ("Gore Crows")Legio VulturusLegio Xestobiax ("Iron Vigil")
Traitor Titan Legions - Sources: Adeptus Titanicus (1st Edition), pp. 2, 5, 6-7, 18, 29, 51Adeptus Titanicus - The Horus Heresy: Rulebook (Specialty Game), pp. 9-12, 14-17, 53-54, 57, 59, 61-62Adeptus Titanicus - The Horus Heresy: Titandeath (Specialty Game), pp. 60, 62, 64, 66Adeptus Titanicus - The Horus Heresy: Doom of Molech (Specialty Game), pp. 30-31Adeptus Titanicus - The Horus Heresy: Shadow and Iron (Specialty Game), pp. 40-43Adeptus Titanicus - The Horus Heresy: Crucible of Retribution (Specialty Game), pp. 6, 26-27, 30, 52-53Adeptus Titanicus - The Horus Heresy: Loyalist Legios (Specialty Game), pp. 18-165Adeptus Titanicus - The Horus Heresy: Traitor Legios (Specialty Game), pp. 18-161Codex Heretic Astartes - Death Guard (8th Edition), pg. 23Citadel Journal 9, "Legions of Chaos: Bubonis, Daemonic Plague Titan of Nurgle" by James Funnell, pp. 4-11Citadel Journal 10, "Skylok, Winged Titan of Tzeentch", pp. 31-37Citadel Journal 13, "Abominatus, Despoiler of Worlds Chaos Titan", pp. 41-44Citadel Journal 27, "Dok Butcha's Klinik: Bitz N' Tipz - Conversions: Chaos Banelord Titan of Khorne", pp. 91-96Codex: Eye of Terror (3rd Edition), pg. 16Gathering Storm - Book II - Fracture of Biel-Tan (7th Edition), pg. 84, "Opticon Sol" SidebarThe Horus Heresy: Collected Visions by Alan Merrett, pp. 354-362Titan Legions (1994), pp. 8, 12, 16, 39Imperial Armour Apocalypse (2nd Edition), pg. 104Imperial Armour Volume Six - The Siege of Vraks - Part Two, pp. 11-12, 23, 26-27, 34-35, 42-43, 48, 78-79, 83-84, 163, 182Imperial Armour Volume Seven - The Siege of Vraks - Part Three, pp. 51, 88, 161, 172Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned, "Chaos Titans," pp. 136-146Warhammer 40,000: Rulebook (8th Edition), pp. 158-159Warhammer 40,000: Rulebook (5th Edition), pg. 127White Dwarf 142 (US), "Titan Weapons - Imperial Titan Weapons: Chaos Energy Whip, Chaos Titan Tails", pp. 48-59White Dwarf 164 (US), "The Banelord: Chaos Titan of Khorne", pp. 21-25White Dwarf 171 (US), "Chaos Armies: Chaos Titans", pp. 25-35White Dwarf 178 (US), "The Titan Legions: History", pp. 45-52White Dwarf 180 (US), "Fists of Death: Titans Tactics", pp. 27-36White Dwarf 188 (US), "Plague Engines of Nurgle: Chaos", pp. 23-26White Dwarf 190 (US), "Slaanesh War Machines: Chaos", pp. 27-34White Dwarf 194 (US), "Modelling Workshop: Abominatus, Despoiler of Worlds", pp. 39-43White Dwarf 267 (US), "A Clash of Titans: A battle report - Chaos vs Ulthwe Eldar"Fulgrim (Novel) by Graham McNeillMechanicum (Novel) by Dan AbnettAge of Darkness (Anthology), "The Iron Within" by Rob SandersStorm Of Iron (Novel) by Graham McNeillTitanicus (Novel) by Dan AbnettSoul Hunter (Novel) by Aaron Dembski-Bowden
Trajann Valoris - Trajann Valoris: Trajann Valoris is the current Chief Custodian and 17th Captain-General of the Adeptus Custodes, the elite bodyguard of the Emperor of Mankind, and perhaps the deadliest individual warrior in the entire Imperium.Valoris' name is spoken of with nothing short of reverence, for many consider the Captain-General to be the personal representative of the Emperor Himself. Even the High Lords of Terra might be mocked, when in wine or in anger, but to do so with the captain-general was simply beyond imagination.For to mock Valoris was to mock the Emperor Himself. Such blasphemy would not go unpunished, and would inevitably result in a transgressor's untimely death.While the two Tribunes of the Adeptus Custodes are generally occupied with the many ritual purposes of the order, the captain-general has no set remit, but governs the forces under his command with complete freedom, to the extent that if the Ten Thousand had dealings with any part of the Adeptus Terra, they are carried out through him.
Trajann Valoris - Wargear: When Captain-General Andros Launceddre fell at the Battle of the Black Pyre, Valoris was named his successor. As tradition dictated, he took up the armour and weapons of his former lord. These masterfully crafted artefacts were fashioned in the wake of Constantin Valdor's disappearance and passed on to each new Captain-General ever since:Watcher's Axe - Watcher's Axe is a master-crafted, relic Castellan Axe that takes the form of a huge polearm blade that crackles with golden lightning and can bisect the sarcophagus of a Chaos Helbrute with a single swing. The axe's haft incorporates a master-crafted Bolter known as the Eagle's Scream, which fires adamantium-tipped penetrator bolts at a ferocious rate.Castellan Plate -The Castellan Plate is an elaborate suit of powered armour which incorporates a heraldic tilting shield, an auramite halo, and a magnificent cloak woven with adamantium thread so that it flows like cloth but yields to neither blade nor blast.Moment Shackle - At the belt of the Captain-General, he carries a strange device known as the Moment Shackle. A relic of the Dark Age Technology released from the vaults beneath the Imperial Palace, this artefact allows Valoris to trap fragments of temporal energy and turn them to his use, excising split-second events from history or slowing the localised temporal flow enough to tip a desperate fight in his favour.Misericordia - The Misericordia (High Gothic: "blade of mercy") is a long dagger or short sword that was carried by the Custodians of first the Legio Custodes and after the Horus Heresy, the Adeptus Custodes. The blade was symbolic, intended to represent that the Custodes were beneficiaries of the Magisterium Lex Ultima which placed them above the reach of all Imperial Law save for the commandments of the Emperor of Mankind Himself. The Misericordia was designed to deliver a single, mortal blow, and despite their symbolic nature, were sometimes used by individual Custodians to carry out a death sentence or offer the Emperor's Peace to a mortally wounded and grievously suffering warrior.
Tranch - Tranch: Tranch is a Hive World in the Calixis Sector. Even by Imperial standards, the war on Tranch has been a brutal and thankless affair. What started out as a simple mutant uprising on an unimportant minor Hive World quickly escalated into political collapse and a catastrophic civil conflict drawing in forces from all over the sector to contain it.Even though the war's heat has quelled now from the quarter-million strong troop landings six standard years ago that broke the insurrection's back, the slow-burning, bitter conflict has continued on a world tainted, twisted, and brutalised by centuries of malice and festering despair.Today the efforts to rebuild the world and re-establish order continue, and fresh regiments are continually cycled-in for tours of duty to brave the fire-blackened spires and the treacherous dark furnaces of the Soot Warrens. Their thankless and dangerous task is to defend the remaining citizenry, to bring Tranch slowly to heel and prevent the festering enemies of mankind from claiming the place again.
Tranch - Departmento Cartographicae Planetary Database: Galactic Position: 16/17/CS/WEquatorial Circumference: 11,500 Miles Population: approximately 7,712,000,000Society: The Haal-Lorden are a trade guild from Tranch.Contact with Other Worlds: There is a stable Warp tunnel between Tranch and the sector capital world of Scintilla. There are also Warp tunnels connecting Tranch to Spectoris and 88 Tanstar.
Tranq - Tranq: The term Tranq covers an array of synthetic, alcoholic chemdistillates made by the low-hive masses of the Golgenna Reach Sub-sector of the Calixis Sector. The techniques for producing tranq have been carried throughout the sector by crew-scum, criminals, and most importantly the troops of the Astra Militarum.Drinking tranq numbs the body and mind, which provides a very different feeling than being drunk on amasec, rotgut, or other spirits. Though similar in the end result, the effects of tranq are unpleasant, depressive, and require an acquired taste.
Trans-Hyperian Alliance - Trans-Hyperian Alliance: The Trans-Hyperian Alliance is a major league of the Leagues of Votann located in the galactic core and maintaining territories in Far-space. The Trans-Hyperian Alliance are the furthest travelled of the Leagues of Votann. Many of the Kin Prospects that penetrate deep into Far-space wear their distinctive orange void armour, and their Hernkyn are renowned for both their tenacity and frontiersman's drive to banish the darkness beyond the edges of maps.The Kindreds of the Trans-Hyperian Alliance are scattered far and wide, with many of their holds maintained aboard voidships cruising at the heart of nomadic fleets. Observing a secular cult of ancestral veneration that surpasses the dedication of the rest of their species, the Kin of the Trans-Hyperian Alliance are ever on the move, always seeking new knowledge and conquests to enrich the Votann.Ever-mobile -- and often strung-out and under-strength -- the Kin of the Trans-Hyperian Alliance are no strangers to fighting against the odds. They relish such hardships, however, and strive all the more fiercely to apply their hard-won experience to every conflict, the better to honour the Votann and the Ancestors.
Trans-Hyperian Alliance - League History: The Kindreds of the Trans-Hyperian Alliance are peopled with explorers and adventurers. They seek out new Warp routes, trade partners and mysteries with an almost compulsive determination, and their Forges labour constantly to produce swift and powerful voidcraft.While they control vast swathes of territory both within and outside of the galactic core, these holdings are far-flung and thinly spread. Many Trans-Hyperian Kindreds dwell in isolated pockets, or maintain their holds aboard nomadic fleets that are ever on the move. The league remains well-connected despite this astrographical dispersion, for lighter voidcraft streak between the scattered Trans-Hyperian Kindreds bearing news of discoveries and threats.Even the league's Votann -- of which it boasts a remarkable three -- are ever-mobile, nestled deep within fortified voidships and accompanied by sizable fleets. Ancient technologies within their Fanes ensure that everyTrans-Hyperian Kindred stays updated with the coordinates of their Votann, the information displayed in a cleverly scrambled manner useless to even the most cunning enemy boarders. The Kin, after all, do not want any foe discovering the existence and location of their Votann by unfortunate chance.The driving force behind the constant striving and seeking of the Trans-Hyperian Alliance is their dedication to the enrichment of the Votann. In this, they come as close as any of their race to genuine religious fervour. A cult of Ancestor worship prevails throughout the Alliance, whose Fanes are always filled with small votive offerings to respected Ancestors. Other Kin find this practise strange and wasteful, but the folk of the Trans-Hyperian Alliance say that doing honour to their Ancestors is "a transaction only of value, never of cost." They view exploration, adventure and battle that way also, driven ever to scatter across the stars and seek out the greatest enrichment -- and material riches -- in their Ancestors' names.The Ancestor worship within the Trans-Hyperian Alliance borders on the puritanical. So wholly determined are its Kin to live up to the impossible standards of their forebears, that they will endure unbelievable hardships and keep fighting to survive and prevail -- even should they be terribly injured.Hernkyn are held in especially high esteem in the Trans-Hyperian Alliance, and a great number of their populace spend at least some time amongst these wandering ranger bands. Only rarely does the entire league rally as a coherent force, and that is usually when one of their wandering Votann comes under direct threat. At such times, the Trans-Hyperian Kindreds cast aside all other considerations, retreating from hard-fought campaigns, breaking oaths with allied powers, and even setting aside Grudges as they race to the aid of the Ancestor Cores they venerate so greatly.
Trans-Hyperian Alliance - League Worlds: Broken Triplets (Hold World) - The Broken Triplets are actually a trio of worlds found in the galactic core where the three planets were smashed together during some ancient catastrophe, and the colossal quantities of debris from their demise still whirls and ricochets in a vast cloud to this day, trapped by the gravitic anomaly that caused the disaster. The Broken Triplets is home to the Trans-Hyperian hold of Sunder Stair of Nôthka's Kindred, a void station that exists precariously yet safely at the heart of the three shattered worlds through the use of overlapping force fields.
Trans-Hyperian Alliance - CORV Duas: Originally fashioned aboard the hold ship of Urvû's Kindred during the years of the Longest March, these robotic CORV COG units contain shards of psychoactive crystal recovered from a scintillating anomaly of the galactic core. Like escorts around a capital ship, the CORV Duas employ their psycho-amplified resilience to shield their companion Grimnyr from harm. At the same time, the empyric resonance generated by their presence magnifies the fortitude of the Grimnyr's barrier-tech, helping them to ward off harmful enemy manifestations.
Trans-Hyperian Alliance - League Colours: The Kinhosts of the Trans-Hyperian Alliance wear colours of orange and white.
Trans-Hyperian Alliance - League Insignia: The insignia of the Trans-Hyperian Alliance is a stylised Kin glyph.
Transdimensional Beamer - Transdimensional Beamer: A Transdimensional Beamer is a Necron weapon originally designed as a convenient method of banishing unwanted debris, machinery and failed experiments from Tomb Worlds and battlefields into a pocket dimension outside of the normal space-time continuum. However, a Transdimensional Beamer can be used just as easily to exile and banish foes to a long and horrifying death from starvation in the same extra-dimensional space.Transdimensional Beamers take on the form of small pistol weapons, and are most commonly used by Canoptek Wraiths to aid them in their maintenance of a Necron Tomb World. The Cryptek Orikan the Diviner makes use of a Transdimensional Beamer as his primary sidearm.
Transonic Weapons - Transonic Weapons: Transonic Weapons are a specialised type of weapon utilised by the warriors of the Skitarii Legions of the Adeptus Mechanicus. When activated, these weapons emit a low, insistent buzz that makes stomachs turn and eyes vibrate in their sockets.When they strike armour, these weapons adjust their hostile sonic field to match the armour's resonant frequency, quickly slicing right through it and, in the case of the feared Chordclaw, turning muscle, bone and fat to jelly.
Transonic Weapons - Transonic Blade: Transonic Blades are stiletto-swift weapons wielded in pairs by Sicarian Ruststalkers, transonic blades are a form of Transonic Weapon that augments the user's own strength to devastating effect.
Transonic Weapons - Transonic Razor: The Transonic Razor is a short dagger that can be wielded by Sicarian Ruststalkers alongside Chordclaws and Mindscrambler Grenades.
Transonic Weapons - Chordclaw: The Chordclaw is a deadly, needle-fingered claw that can remove vast parts of an enemy's body in a single, mutilating strike.
Transubstantium - Transubstantium: Transubstantium is a strategic material known to exist within the hazardous environments of the galactic core that is precious to the Kin of the Leagues of Votann because of its incredibly resilient properties. Only three small deposits of this material have actually ever been discovered by the KIn.One of them was used by the famed Brôkhyr Kôrvyk the Hammer of the Greater Thurian League to fashioning remarkable chest plate known as Kôrvyk's Curiass. Said to be crafted with the direct aid of the nascent league's still-lucid Votann, it is a truly remarkable piece of void armour. It is said that Kôrvyk's Cuirass is as unyielding and resilient as the very spirit of the Kin race.
Transuranic Arquebus - Transuranic Arquebus: A Transuranic Arquebus is a long-barrelled infantry weapon which epitomises the precision and inhuman efficiency that typify the cyborg Skitarii Legions of the Adeptus Mechanicus.Firing a shell of depleted transuranium, a transuranic arquebus can puncture a tank from one side to the other, the resultant pressure wave also pulping any biological creatures that may be sheltering inside.Both Skitarii Vanguards and Skitarii Rangers typically field Transuranic Arquebuses as a special weapon in their squads.
Trappa - Trappa: A Trappa is a Feral Ork who is a specialist at gathering meat and furs from their homeworld's native fauna for the rest of the tribe.They are excellent at sneaking up on their enemies and set traps for them many solar days in advance. They use three different basic yet often deadly traps, known as Bang Traps, Fire Bombs and Punji Pits.
Trazyn - Trazyn: Trazyn, also known as Trazyn the Infinite, is a Necron Overlord and the self-proclaimed Archaeovist of the Solemnace Galleries on the Necron Tomb World of Solemnace.Trazyn is a preserver of the galaxy's histories, important artefacts and events, and often "liberates" what he wants from other alien races or even his fellow Necrons so that the treasures may be preserved in his galleries.Often performing his work through mindshackled cat's paws and surrogate body hosts, recent times have forced him to take a more active role in acquiring additions to his galleries lest the historical treasures be lost in the flames of war forever.Trazyn only wages war in order to maintain and expand his collection, often disregarding strategic and tactical considerations in order to do so. However, his actions tend to coincidentally accomplish military goals, and Trazyn's underlings and allies are quick to capitalise on this while the oblivious phaeron claims his prize.Trazyn's obsessive nature means that he is loathe to explore the galaxy himself but his intense desire to gather exquisite artefacts to catalogue forces him to leave his Tomb World behind when there is an opportunity he simply cannot pass up. Furthermore, he is known to often send Necron agents disguised as himself to do his work for him.Many of Trazyn's foes have become startled to discover that the Necron they had slain who they believed to be Trazyn was in fact a Lychguard or a lesser Necron Lord. On such occasions, the real Trazyn works from behind the scenes in order to circumvent direct opposition through stealth and trickery to get his necrodermis-sheathed hands on the latest prize to add to his collection.
Trazyn - Spear of Vulkan: Trazyn has tried twice to obtain the Spear of Vulkan for his collection, a potent melee weapon and one of the nine Artefacts of Vulkan left behind by the Salamanders Legion's primarch for his Astartes sons to reclaim over the millennia after his last known reappearance during the War of the Beast in the 32nd Millennium.Trazyn first sought to take the Spear from its wielder, the Salamanders Forgefather Vulkan He'stan, in 878.M41. However he was defeated in personal combat by He'stan.He made a second attempt during the Tochran Crusade in 943.M41 (see below).
Trazyn - Rivalry with Orikan: Trazyn has a long-standing rivalry with his fellow Necron Overlord and Cryptek Chronomancer Orikan that began due to their differing ideologies on the past and their agendas for the future. The two engaged in a ten-thousand-Terran-year-long struggle over access to the stasis tomb of the famed Necrontyr phaeron of the Ammunos Dynasty Nephreth and the supposed technological wonders contained within on the Maiden World and Tomb World of Serenade in the Eastern Fringe. Nephreth had left a star map to his tomb via an artefact known as the Astrarium Mysterios. The tomb itself would only open every few Terran centuries or millennia when certain astrological formations aligned.A notable feature of Serenade was the "song" of the planet, which was actually a numeric sequence that was broadcast continuously from Nephreth's tomb. The sequence, "3211-1545-4131-5322," repeated infinitely and would subconsciously influence all of the inhabitants of the planet. Its influence could be seen in almost every facet of life on Serenade over the millennia. To Necrons, continued exposure and investigation of the song could result in the onset of insanity.In an effort to be rid of Orikan as a rival for the tomb's contents, Trazyn unleashed a Genestealer into the depths of Serenade to assassinate the Cryptek. However, Orikan fought off the attack and the xenos escaped. Centuries passed, and the Genestealer, now a Genestealer Patriarch, had created a Genestealer Cult and launched an uprising upon the world. After being overrun with Genestealers, the Imperium was forced to enact an Exterminatus action, transforming Serenade into a Dead World but leaving the Necron stasis tomb deep below still intact. Unfortunately, Orikan was entombed on Serenade during the Exterminatus assault.It took Orikan over 100 standard years to dig himself out, but due to the reality that he had to reset time whenever the timeline produced the same outcome in which Trazyn trapped him, his subjective time spent in the loop was over 2,000 Terran years. Eventually, Trazyn and Orikan were forced to reconcile and join forces when it became apparent that the existence of Nephreth's tomb was simply a myth seeded in Necron culture by a C'tan Shard of The Deceiver, who had manipulated both Necron Overlords into freeing him. Using an Aeldari gemstone provided by Trazyn, Orikan was able to transform into a god-like being of light to defeat the C'tan Shard. yet, despite this temporary alliance, Orikan still swore to one day gain his vengeance upon Trazyn.
Trazyn - Notable Formations: Acquisition Phalanx – For Trazyn the Infinite, ruler of the desolate Tomb World of Solemnace, war is nothing more than an opportunity to add new items to his archives. The larger the war, the more impressive the curiosities that can be "liberated". To Trazyn, many treasures are priceless, such as a fragment of a Baneblade’s armour, provided that the Baneblade is of a storied renown and glorious endeavour. Such prizes are more than enough to lure the master of Solemnace and his personal guard into the din of battle, in a formation known as an Acquisition Phalanx that sets out specifically to capture such artefacts. An Acquisition Phalanx consists of Trazyn himself and five squads of his personal Lychguard bodyguards who have a ceaseless loyalty to their master. These Lychguard are most often armed with Hyperphase Swords and Dispersion Shields, as arcane technologies allow the interlocking shields to form a Dispersion Barrier around the formation, protecting everyone within the force field, even if they are not holding aloft their own Dispersion Shield.
Trazyn - Wargear: Necrodermis - Like all Necrons, Trazyn's body is built from the self-repairing living metal known as necrodermis. As befits one of his lofty rank, Trazyn's body is of superior craftsmanship and richly adorned, clearly announcing his status and allowing him to repair even the most grievous of wounds in a matter of moments.Empathic Obliterator – The Empathic Obliterator is a unique Necron staff carried by Trazyn the Infinite everywhere he goes. This terrible weapon is rightly feared by his enemies, and there is a dark rumour that the staff contains technology derived from that of the long-extinct Old Ones. When an enemy is slain by the staff, a psionic shockwave bursts forth from his body, potentially killing nearby creatures of a similar mind and purpose. Hence, an entire squad can be wiped out with a single blow of this horrific weapon. The Empathic Obliterator suits the personal combat style of Trazyn, as he disdains physical combat with "inferior" beings of flesh and blood and prefers to cleave them apart with as little fuss as possible.Mindshackle Scarabs – A Mindshackle Scarab is a specialised Canoptek Scarab variant that is one of the Necrons' chief methods for controlling sentient alien races. At the bearer’s command, a swarm of these tiny robotic scarabs bury into the victim’s head and bypass his or her cerebral functions, turning the victim into little more than a puppet under the control of the scarabs’ master. When released during combat, they can be used to force a person to attack his own forces for at least a short time before he can wrest back control of his mind.Surrogate Hosts - Trazyn has many enemies, both amongst and outside the Necrons, and hence has accordingly devised a system allowing him to outlast any assassination attempt. He has implanted within his underling Lychguards, Lords, Overlords and even Crypteks an arcane device allowing him to pour his own mnemonic engrams into their bodies whenever necessary. When he does this, the personality of the one he transfers his consciousness into becomes dormant, and its Necrodermis body adapts to become a copy of Trazyn's own body. Whenever his host becomes damaged or his presence is required elsewhere, Trazyn merely wills himself into another body. This has led to his nickname of "the Infinite", for many of his opponents have fled in dismay after smiting Trazyn down repeatedly only to see him rise again and again.
Trazyn - In Other Media: Trazyn narrates the faction trailer of Battlefleet Gothic Armada 2.
Treachery at Port Maw - Treachery at Port Maw: The Treachery at Port Maw was a notable military defeat for the Imperium of Man during the earliest years of the Horus Heresy and what was later designated the Manachean War. It was by the twin assaults of the Traitors on Hive Illum and the Armada Imperialis Port Majoris of Port Maw that the Manachean War was concluded, marking the end of the powerful star system that had been the heart of the Manachean Commonwealth and the establishment of the first Traitor-held domain in the galaxy.As far as the dire events of Istvaan III and Istvaan V revealed Horus' influence within the Legions of the Legiones Astartes, the Treachery at Port Maw is a testimony to how far Horus' treason ran within every other organisation -- military and civilian -- of the Imperium. To Imperial historians, the "Treachery at Port Maw" marks the beginning of a shadow war that has run its course for the last ten millennia, a fifth-columnist's and traitor's war that has since then become the hallmark of another Legion of Traitors: the Alpha Legion.
Treachery at Port Maw - The Web of Deceit: Under the hand of the treacherous Archmagos of Port Maw, a fiendish web of conspiracy and malevolence had been forming and its strands stretched far and wide across the Manachean Commonwealth and its worlds, and out to the dominions of Agathon and the dual suns of Cerada at the furthest extreme of the Coronid Reach. Now its hour was at hand.This conspiracy had many layers and many agencies were bound up within it, from the Traitor Archmagos Astral Mercuric and her acolytes, to several officer cadres of the Imperialis Armada who had been corrupted by strange rites and secret societies brought into their midst while serving alongside the Sons of Horus and the Word Bearers Legions, to turncoats bribed through the more traditional means of festering dissent, greed, fear and hungry ambition, and purposefully planted spies and saboteurs hiding behind identities of murdered men and women. Their numbers, particularly in relation to the billions of men and women under arms in the Manachean Commonwealth, were in comparison very few, but they were well placed, and within such a tainted network, it had been all too easy to ensure that forces and agents loyal to the Warmaster were where they would do the most harm when the time came.Like a fruit, wholesome to the appearance but canker-ridden from within, the Manachean Commonwealth's vaunted defences were already undermined and its fate was to serve as an object lesson not in outright destruction -- as that at the worlds of the Cyclops Cluster had been -- but in the surety of a blade in the back.
Treaty of Mars - Treaty of Mars: The Treaty of Mars, known as the Treaty of Olympus Mons to the Adeptus Mechanicus, is the formal name given to the binding agreements that regulate the coexistence of the Imperium of Man and what was then the Mechanicum of Mars since before the start of the Great Crusade. The treaty was signed in 739.M30.To prevent a wasteful and costly war between the Imperium of Man that was forged on Terra in the wake of the end of the Unification Wars in 712.M30 with the techno-empire that had evolved on the Red Planet during the Age of Strife, the Emperor of Mankind proposed a generous compromise that would cement the alliance and collaboration between both entities for the next ten standard millennia.The Treaty of Mars granted political autonomy to the Mechanicum of Mars and its Forge Worlds scattered across the galaxy as well as an exception to the Imperial Truth so that the Cult Mechanicus' adherents could continue to practice their faith in the Machine God.The Imperium would provide six houses of Navigators and new choirs of astropaths to the Mechanicum so that it could unite its far-flung empire of lost Forge Worlds and continue its sacred Quest for Knowledge across the stars.In exchange, the Mechanicum would supply the Imperium of Man with the weapons, starships, materiel and technicians required to initiate the Emperor's Great Crusade to reunite all of the Human-settled galaxy beneath the banner of the Imperium.To symbolise the alliance created between Terra and Mars that marked the true birth of the new Imperium, the Emperor changed His personal sigil from one of a raptor and lightning bolt -- the Raptor Imperialis -- to the Aquila, a two-headed eagle whose heads represented the twin foundations of the new Human interstellar government -- Terra and Mars, Imperium and Mechanicum.
Tremor Cannon - Tremor Cannon: The Tremor Cannon is the primary weapon of the Astra Militarum's Banehammer super-heavy tank. The Tremor Cannon is a potent weapon adapted from a Squat design: it fires large self-propelled rockets with an incredibly hard tip which are designed to burrow themselves a set distance into the ground before exploding. The underground detonation creates a powerful shockwave much larger than the shell's explosion, which will impede the progress of any unit caught within it. Infantry will be thrown down and shrouded in dirt, while tanks will become bogged down and trapped by the shifting soil.While the Tremor Cannon shell itself does relatively little damage, it is the side effect of the underground explosion that is invaluable, pinning the opponent in place and making him vulnerable to sustained bombardment by the other artillery elements of the Imperial Guard. Additionally, since the Tremor Cannon is much smaller than other super-heavy tank primary armaments, the Banehammer possesses a large empty hold, which can be used to either transport a small platoon of Imperial Guardsmen, or house a cramped but fully functional headquarters equipped with powerful Vox-casters and tactical arrays from which the officer in charge can lead his troops. While the shockwave of the Tremor Cannon is moderately efficient against heavily reinforced fortifications, it makes short work of lighter defences like trenches and similar earthworks, collapsing them outright and burying any enemy attempting to take shelter within them alive.
Tremorstave - Tremorstave: A Tremorstave is a Necron weapon used only by Cryptek Geomancers. Indeed, it can be considered their signature weapon and symbol of office. Taking on the appearance of a simple stave with an ornate head, its shaft encloses numerous gyro-engines, gravitic-flux generators, and other sophisticated devices to form a weapon as deadly as it is unconventional.When a Cryptek drives the tip of his Tremorstave into the ground, a wave of seismic energy is released, travelling in a straight line directly towards his intended target; splitting the very ground open and sending shards of stone and sprays of dirt blasting out with deadly velocity. The fissure created by the Tremorstave is approximately one metre wide, and enemies standing nearby are hit by an invisible concussive energy wave.When the wave reaches its target point within a range of roughly fifty metres from the Cryptek, it explodes with fantastic force in a wide area, leaving behind a large crater. The forces unleashed by a Tremorstave can plunge enemies to their deaths, whilst knocking survivors sprawling from the sudden quake.
Treyen - Treyen: TreyenFeral WorldAchilus CrusadeOrpheus SalientJericho ReachImperialThe primary star within the system is entering into its last stages of life, and as such solar flares are beginning to spread a blanket of radiation around the planet.This stellar activity has a nasty habit of causing long-range vox transmissions to be unreliable at best, but it also seems to have an equal effect upon the communications of the Tyranids on-planet. Treyen was chosen as a suitable battleground by the leaders of the Orpheus Salient for these specific peculiarities.
Treyen - History: When the Achilus Crusade first encountered the planet Treyen, it was found that the natives there worshipped their sun as a god. While this deity provided them with warmth, he could also bring terrible vengeance upon them when he was angered.The Ecclesiarchy had little trouble in slightly altering the perceptions of the natives so that the God-Emperor of Mankind was seen in the same light as their false sun god.He would provide them with warmth, shelter, food, and protection, but if they ever angered Him or His chosen representative, He would strike them down with a furious anger the likes of which they had never seen before.While the Departmento Munitorum was attempting to calculate what the planet's tithe grading would be, it was discovered by an adventurous group of Astra Militarum guardsmen that the large native beasts had a unique pelt that, when skinned, had the ability to change colouration with the lighting.With this discovery, the planet's primary export was quickly changed from baseline foodstuffs to luxury goods. Rumour has it that General Derian Arkelius himself has his crusade dress uniform made from the hide. No one has seen this uniform, but it would fit his public persona.After classifying and settling the planet, a small defence force was left behind, mainly to hold off any Orks tempted to raid this deep into the crusade's battleline. Much of their time on planet was spent with very little to do, as the native population was fairly tame and had nothing but love for the God-Emperor.Occasionally there would be a small uprising by one of the tribes that had been displaced when the Astra Militarum claimed certain land as their headquarters, but savages with swords and axes do very little against trained Imperial troops with lasguns.
Triad Ferrum Morgulus - Triad Ferrum Morgulus: The Triad Ferrum Morgulus was the name in High Gothic given by the ancient Mechanicum to the first three Titan Legions ever raised by the Collegia Titanica upon Mars -- the Legio Mortis, the Legio Ignatum and the Legio Tempestus.Originally raised during the Age of Strife, long before the birth of the Imperium of Man, they were created by the Mechanicum through the application of arcane knoweledge recovered from the Age of Technology to aid its Tech-priests in retaking the surface of the Red Planet for Mankind from the Cult Mechanicus' ancient enemies -- the Cy-carnivora, maddened thinking machines and feral Human mutants.They later served as some of the most potent Primus and Secundus-grade Legios of the Collegia Titanica and the models for all of the Titan Legions raised by other Forge Worlds settled by Mechanicum colonists across the galaxy.The Legio Mortis and a great portion of the Legio Tempestus would serve the cause of the Warmaster Horus and the treacherous Fabricator-General Kelbor-Hal during the Horus Heresy, while the Legio Ignatum and the rump of the Legio Tempestus would remain loyal to the Emperor.
Triad Ferrum Morgulus - Member Legios: Legio Mortis ("Death's Heads")Legio Ignatum ("Fire Wasps")Legio Tempestus ("Stormlords") / Legio Tempestor ("Thunder Raptors")
Triarch - Triarch: The Triarch was the ruling triumvirate of the ancient Necrontyr Empire before the outbreak of the War in Heaven over 60 million standard years ago.From the earliest days, the rulers of individual Necrontyr dynasties were themselves governed by the Triarch, a council of three powerful phaerons. The leader of the Triarch was the phaeron known as the "Silent King," for he addressed his subjects only through the other two phaerons who ruled alongside him.Nominally a hereditary position, the uncertain life spans of the ancient Necrontyr ensured that the title of Silent King nonetheless passed from one royal dynasty to another many times over the course of the Necrontyr's history.The final days of the Necrontyr and their biotransference into the undying robotic Necrons occurred during the reign of Szarekh, who would prove to be the last of the Silent Kings.Following the War in Heaven, when the Necrons revolted against their C'tan masters under the leadership of Szarekh, the two other members of the Triarch were slain, and no other Necrons ever took their place before the Triarch was disbanded following the start of the Necrons' Great Sleep.Whilst the Silent King Szarekh returned to the Milky Way in 744.M41 from his long sojourn in intergalactic space to help his race meet the challenge of the Tyranid assault on the galaxy and the rise of the Imperium of Man and the growing threat of Chaos, he has made no move as yet to recreate the Triarch.
Triarch - Ankh of the Triarch: All Necrons bear the mark of the Triarch, a brand upon their necrodermis skin that binds them to their race's 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 aspart 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.
Triarch - Triarch Praetorians: The Triarch was served by elite Necron units known as Triarch Praetorians. The Triarch Praetorians are a specialised caste of Necrons who serve as the judges and enforcers of ancient Necrontyr law.They are tasked with ensuring that every Necron dynasty upholds the terms of the ancient codes of law of the Necrontyr Empire to ensure that they are never forgotten nor ignored. From their initial creation in the eons before the War in Heaven to the end of the 41st Millennium, their task has remained unchanged, and they strive endlessly to see the Necrontyr Dynasties of old restored.In the ancient Necron dynasties, the Praetorians were responsible for maintaining the Triarch's rule and to ensure that wars and politics alike were pursued in accordance with the ancient codes of behaviour of the Necrontyr. As such, they acted outside the traditional political structures, and held both the right and the means to enforce their will should a Necron Lord, Necron Overlord or even a phaeron's behaviour contravene the edicts of old.However, the Triarch Praetorians also held a higher responsibility: to ensure that the Necron dynasties never fell, and that their codes of law and order did not vanish into the darkness.In this, they eventually failed. To all intents and purposes, the War in Heaven saw the destruction of the Necron dynasties. Though the Triarch Praetorians fought at the forefront of that cataclysm, their efforts were simply not enough.That shame of failure hung heavy on the survivors and drove them to forsake the blissful forgetfulness of hibernation. As the final sparks of the War in Heaven burnt out, the last Triarch Praetorians withdrew to the Necrontyr's ancient seats of power on the Northern Galactic Rim, preserving what they managed to safeguard of their ancient codes, laws and strictures from the vengeance of the Aeldari.Triarch Praetorians often rode to battle in the hexapedal combat walkers known as Triarch Stalkers. Like an enormous mechanical spider, a Triarch Stalker looms over the battlefield with its multiple slicing limbs and devastating weaponry.Triarch Stalkers are often piloted by a high-ranking Triarch Praetorian and are primarily employed against enemy heavy armour and to provide close fire support to other Necron units.
Triarch Praetorian - Triarch Praetorian: The Triarch Praetorians are a specialised caste of Necrons who serve as the judges and enforcers of ancient Necrontyr law.They are tasked with ensuring that every Necron dynasty upholds the terms of the ancient codes of law of the Necrontyr Empire to ensure that they are never forgotten nor ignored.Unlike other Necrons, Triarch Praetorians are not vassals of a particular Necron Lord or Overlord. As in ancient times, they possess the right to censure nobles who act against the interests or dictates of the Triarch and the Necrontyr codes of honour.From their initial creation in the eons before the War in Heaven to the end of the 41st Millennium, their task has remained unchanged, and they strive endlessly to see the Necrontyr Dynasties of old restored.Luckily for the rest of the sentient races of the galaxy, Triarch Praetorians are a rare sight on the battlefield. Often, their only contribution is to determine whether an opponent is an honourable one according to the ancient Necrontyr laws or not, and to remind the commanding Necron Overlord or Necron Lord to act in accordance with them should it be the case.Only when a Tomb World is rediscovered, or when one comes under attack, will the Triarch Praetorians take the field en masse, to ensure the new asset integrates seamlessly with existing ones, or that it is correctly defended.