vizn3r/warhammer40k-lore huggingface dataset:
Tu'Shan - Appearance: Honour markings cover Tu'Shan's noble countenance, a physical legacy of his deeds writ into his ebon flesh. These are the branding scars that every Salamander has, in keeping with Promethean ritual. Few amongst the Chapter, only the most distinguished Veterans, ever lived to have them seared upon their face.As the Regent of Prometheus, the moon of Nocturne where the Salamanders maintain their fortress-monastery, Tu'Shan wears a suit of ancient Artificer Armour. Two pauldrons sit upon his hulking shoulders, wrought into the image of the snarling fire lizards of Nocturne from which the Salamanders Chapter takes its name.A cloak of salamander hide, a more venerable and honour-strewn version of that worn by the 1st Company warriors known as the Firedrakes, is draped across the Chapter Master's broad back.
Tu'Shan - Wargear: Artificer ArmourFiredrake Mantle - Tu'Shan wears the hide of one of Nocturne's legendary Firedrakes. Its iron-hard scales are near-impenetrable.Deathfire - This master-crafted Power Weapon was wielded by Primarch Vulkan during the infamous Drop Site Massacre of Istvaan V during the Horus Heresy. It was thought lost but was eventually recovered by Vulkan during the Great Scouring.Prometheus - Tu'Shan carried an ornate flame weapon of ancient design.Stormbearer - Stormbearer is Tu'Shan's Thunder Hammer that, according to Chapter legend, is made from the same material as that used to create Thunderhead, the Thunder Hammer of Vulkan. In truth, no one now alive knows who made it, but it is the favoured weapon of Tu'Shan, who as a master smith possesses a vast armoury of hammers, swords, and spears.
Tuchulcha - Tuchulcha: Tuchulcha is a legendary Daemon World of the Askellon Sector in the Segmentum Obscurus. Centuries ago, the Tuchulcha System was wiped from the star charts. Cut off from the rest of the galaxy by the rages of the Pandaemonium, the system succumbed to the ravages of the Warp, becoming forever home to the forces of the Dark Gods. Like a world trapped behind glass, Tuchulcha appears to be stuck out of time and space.Orbital factories and space stations hang in orbit above the planet, rumoured to hold the riches plundered by the Rogue Trader houses that initially funded the expeditions to the worlds beyond this system. Foolish are those who dare pluck these treasures, though.The world roils and surges as the Dark Powers battle for dominance, but they eagerly pause to toy with mortal visitors. While many consider the planet unreachable, Tuchulcha is far from that. The Warp ebbs and flows around Tuchulcha and it is often thrust back into reality, a waiting house of horrors for any who dare to land there.
Tuchulcha - History: Every voidfarer in the Askellon Sector knows the sorrowful tale of the doomed world of Tuchulcha; the account of House Roth's folly and destruction is a cautionary tale throughout the sector. What most people do not know, however, is that this devastation was caused by one man -- a man who now attempts to rule the blackened lands of Tuchulcha in the name of Tzeentch.Tuchulcha was initially just a frontier staging area for a large-scale exploratory fleet destined for what lay beyond known space, one involving a number of Rogue Trader houses. Erravan Roth, a minor son in the Rogue Trader House of Roth, became obsessed with the expedition. In an effort to secure a greater place for himself in the House and increase his personal glory, Erravan explored all options available, no matter how forbidden.One of these led him to the Changer of Ways. Tzeentch opened many new avenues for the young captain, granting him wondrous insights to the multitude of worlds that lay beyond and the massive riches they held. Roth used his newfound knowledge to manipulate and alter many of the plans for the expedition, all things that would further the will of the Great Architect.When all the pieces were in place, the Pandaemonium fluctuated, engulfing Tuchulcha and the fleet, and destroying most of the ships. Those that were not destroyed were condemned to a life of eternal battle and suffering on Tuchulcha, all part of Tzeentch's grand plans. Some say that there were warnings, that the Emperor's Tarot revealed that the fleet was doomed to fail, but no one paid any heed to these ramblings.Since the loss of the expedition, Erravan Roth now serves Tzeentch on the world of Tuchulcha. Now known as the Daemon Prince Erravan the Schemer -- his new daemonic name, of course, utterly unpronounceable and a carefully hidden secret -- he leads the forces of Tzeentch in battle against the legions of Khorne, who also battle for this dark world. Whether the former captain knew before the fleet departed of the imminent doom at Tuchulcha, only the herald and Tzeentch can say.
Tuchulcha - and the Damned: Not all who were aboard the ships above Tuchulcha were lucky enough to be killed by the Great Storm. Some of the vessels crashed to the planet below, stranding thousands on the surface. These refugees were initially able to use the supplies they recovered from their crashed ships. Many had no idea what had happened, and they expected to be rescued in short order. They were not ready for the skies to open up and the hordes of daemons to come pouring through, plunging the world into darkness.For Terran years, the survivors held out against uncountable odds, living a desolate existence as the daemon armies razed the planet. By the sheer blessing of the Omnissiah, many Tech-priests were still operational, and became instrumental in keeping one large group protected. Using their arcane knowledge, the Adepts were able to repurpose one ship's Gellar Field to protect a camp of many hundreds against the rampaging daemons.The Tech-priests knew that power resources were limited, and worked day and night to keep the field maintained. Ecclesiarchy priests worked constantly as well by adding their fervent prayers to the field, knowing that the Emperor's Will was just as powerful in keeping the daemons at bay.
Tuchulcha - Life on Tuchulcha: Despite the Warp-tainted nature of Tuchulcha, somehow humans manage to survive in this place of madness and insanity. Rationally, this should not be possible -- but a Daemon World is, by its very nature, a realm of the impossible. Laws of physics are mere suggestion and whim there. The initial survivors' auspex readings could detect no breathable atmosphere after the Warp devoured the planet, yet breathe they could.Gravity itself shifts capriciously, especially within the myriad caves that wind through mountain ranges like maggot-trails through fruit. Stablights can illuminate the darkened caverns, but also bring forth screams of pain as the light burns the rock and blood drips from the wounds. A cry for help might go unheard metres away, yet be detected clearly on an orbiting ship. Many of the survivors have not eaten in what seems like solar decades, yet somehow remain physically alive. What Tuchulcha has done to their psyches and souls, though, is something else entirely.
Tuchulcha - The Lords of Tuchulcha: All manner of daemons call Tuchulcha home, but the forces of Khorne and Tzeentch hold the most sway. The minions of these gods wage constant war, with the forces of Slaanesh and Nurgle drawn into battles as nothing more than pawns of the other two members of the Chaos pantheon. The Lord of Battles' hatred of magic and psychic spellcasters brings him into conflict with Tzeentch often, and his forces see those of the Changer of Ways as easy skulls for their master's throne. However, Tzeentch's forces are not as easy to overcome as the Blood God believed.This back and forth war has waged for Terran centuries, with each god gaining the upper hand for a time before the other then rises to ascendency. This back and forth chess match forces the Daemon Princes in charge of the daemonic legions to come up with new and more elaborate schemes (or more aggressive attacks in the case of Khorne) to overcome each other. This eternal hatred and never-ending war allows the various humans on the world a chance of survival, as the daemons' attention is focused on their rivals far more than on the human beings still planetside.Eventually, though, the modified Gellar Field fell and the daemonic forces of Tuchulcha overran the camp. Some of the humans escaped the ensuing slaughter, fleeing to the mountains and the cave complexes within, where they hide from the endless wars the daemons wage across the surface. Some are alive there today, as time flows differently on the Daemon World, even changing in pockets of altered chronologies from cave to cave. The humans who still exist on Tuchulcha hold out against unbelievable odds, always hoping for the day when they can escape the living hell they have been thrust into. Some do manage to leave the planet, disappearing in unexpected Warp-breaches to reappear elsewhere in the sector, or picked up by daring captains searching for the treasures all know are hiding somewhere on the planet.
Tuchulcha - The Legions of Khorne: Led by a Daemon Prince known as the Lord of Wrath, the minions of Khorne constantly scour the landscape looking for victims of their blood sport. Packs of Bloodletters prod baying Flesh Hounds forth, seeking out those who would try to escape their fury. Alongside these daemons are mighty war engines crafted in orbit using twisted technologies, bringing destruction on a massive scale. Everything that fights with the Mark of Khorne is dedicated to the sole purpose of nonstop slaughter and devastation.The Lord of Wrath was once part of a triumvirate of Daemon Princes of Khorne who sought to rule Tuchulcha. Over the timeless aeons, though, the other members -- Vae'ora the Eternal Blade and Skalla the Hideous -- were banished by the machinations of their arch-foe, the Changer of Ways Guirros, or left for more bloodworthy battlefields. Only Etrell the Furious remains, commanding innumerable legions with one purpose: to bring skulls to the Throne of Khorne, with the skulls of Tzeentch's servants the most valued.A master of bloodshed and violence, Etrell is a Daemon Prince of contradictions. Unlike the bellowing Bloodthirsters under his command, this Lord of Battle relies on tactics to reap carnage and crafts elaborate battle plans to achieve the most casualties possible in an engagement. This frequently angers the other daemons he leads, but Etrell could not be bothered. All that matters is bringing more skulls to Khorne and blood for the Blood God.
Tuchulcha - The Horrors of Tzeentch: Unlike the raving, blood-crazed servants of Khorne, the daemons of Tzeentch on Tuchulcha are masters of magic and other abilities that they use in their constant struggle for dominion over the planet. The forces gathered here in incalculable numbers are under the control of one being -- the Lord of Change Guirros. Serving at this mighty daemon's side is Erravan the Schemer, the former member of House Roth responsible for the fall of Tuchulcha. Guirros gives the Daemon Prince a great deal of sway over the forces of Tzeentch on the planet, rewarding Erravan for bringing about the fall of the world. Erravan sometimes even adopts his earlier human visage to travel within Askellon, there to weave new schemes for his master.The schemes and plots carried out by the minions of Tzeentch on Tuchulcha are convoluted and beyond the ken of mortal understanding. It may take Terran centuries or longer for a seemingly insignificant stratagem to play out, which in turn is a smaller piece of a larger puzzle. War rages everywhere on the planet, but Tzeentch's generals avoid direct battle where possible, and attempt to manipulate events subtly using sorcery and psychic abilities to great effect. For Tzeentch, however, mere victory on Tuchulcha may be not be the final goal, for there are no ends to the twisting schemes of the God of Change.
Tuchulcha - The Great Beyond: Travelling past Tuchulcha lies a region of space unlike any other in the Askellon region. Countless worlds and systems lie in this part of space, all waiting to be explored and plundered. This was the basis of the doomed expedition fleet, and many still hold great interest in these unknown worlds.Initial scouts sent into this region before the expedition reported worlds unlike any other. One held floating islands of earth suspended upon mighty thermals. Another is covered in vast oceans plied by mighty leviathans with crystal scales worth more than many worlds' Imperial Tithes. A world of snow-covered lands held palaces of deep blue marble, ancient homes to long-dead aliens. While many dismissed these tales as nothing more than spacefarer fancy, many believe them to be true. It is this desire to explore (and exploit) these worlds that consumes many to this day.
Tulian Aquila - Tulian Aquila: Tulian Aquila was the first Chapter Master of the Doom Eagles, a Second Founding Successor Chapter of the vaunted Ultramarines Legion.
Tulian Aquila - History: Tulian Aquila was a Veteran Battle-Brother of the Ultramarines Legion who served during the Great Crusade and the Horus Heresy. He was a Sergeant at the Battle of Calth, stationed alongside his company in the city of Ithraca.When the traitorous Word Bearers Legion struck after taking control of Calth's orbital defences, only Sergeant Aquila and two other Battle-Brothers survived the orbital barrage.During the subsequent fighting, Aquila was moved by the sacrifice of one of his Battle-Brothers and came to the realisation -- even though he himself was already dead -- that he had a duty to protect the innocent and to suffer so that they did not have to.Later, then-Captain Aquila went on to become the first Chapter Master of the newly created Doom Eagles Chapter during the Second Founding.The Doom Eagles quickly embraced their Chapter Master's sense of fatalism and came to accept that death was inevitable.They believed and that every mission performed on behalf of the Emperor must be pursued with both fervour and zeal in defence of the Imperium and its people before one's life was spent.
Tumulus Samael - Tumulus Samael: Tumulus Samael was a Heretic Astartes Chaos Sorcerer and Sorcerer Lord of the Black Legion who led the forces of Chaos into another incursion onto the strategically vital Adeptus Mechanicus Forge World of Graia in the wake of the events of Warhammer 40,000: Space Marine in the hopes of transforming it into a Daemon World which he could rule, similar to the plan once orchestrated by his predecessor Nemeroth.Samael's plot was prevented from coming to fruition after he was slain by the Ultramarines Sternguard Veteran Malum Caedo.Samael was the primary antagonist of the 2023 retro first person shooter video game Warhammer 40,000: Boltgun.
Tumulus Samael - History: Several standard years after the events of Warhammer 40,000: Space Marine on the vital Forge World of Graia, the Sternguard Veteran Malum Caedo and several of his brethren from the Ultramarines Chapter's Veteran 1st Company were sent by the Inquisition back to Graia on a mission of great importance.Since the Ork and Chaos invasions of Graia that had been unleashed upon the Forge World by the machinations of the Chaos Sorcerer Nemeroth several standard years before, the Inquisition had kept Graia closely watched for the emergence of further threats. Inquisitor Seibel of the Ordo Malleus revealed that rogue Tech-priests of Graia had experimented with the remains of the late Inquisitor Drogan's unstable and unique Warp-based power source -- a small cylinder wreathed in potent blue energies -- and the experiments had resulted in the opening of a Warp rift that allowed the forces of Chaos to once more invade the Forge World. Malum Caedo and his Sternguard Veteran Squad were tasked with retrieving the power source with the aid of a Servo-skull that had once belonged to Drogan.When the Ultramarines made planetfall, their Drop Pod was severely damaged during the descent and crash-landed on the planet's surface, leaving Malum Caedo as the sole survivor. As Caedo valiantly fought his way single-handedly through the Chaos forces, including Chaos Cultists, Heretic Astartes and Daemons, it was discovered that the Chaos incursion's leader, a Chaos Sorcerer named Tumulus Samael, sought the power source for his own nefarious plans to transform Graia into a Daemon World under his control and the orbiting battle-fortress of the Graian Crown into a Warp-based weapon. The sorcerer had already managed to learn the location of the power source fragment and Caedo raced to stop him.When Caedo reached the Adeptus Mechanicus vault containing the power source, Samael appeared and gloated that he had already taken the power source. The sorcerer and his minions attacked the orbital void station above Graia and used the power source to enlarge the Warp rift that threatened to engulf Graia and the entire sector.Malum fought his way through the void station before finally reaching Samael, and after a grueling fight, the Sternguard Veteran managed to slay the sorcerer. Inquisitor Seibel arrived at the void station soon after and retrieved the power source for the Inquisition. Without the power source, the Warp rift began to close, but Seibel warned that there were still many Chaos forces left active on Graia, and Malum Caedo prepared for the trials he had yet to face.
Turbo-Laser Destructor - Turbo-Laser Destructor: The Turbo-Laser Destructor, also called a Turbolaser, is a much larger and very powerful version of a Lascannon. It uses complex optical devices and heavy power input to amplify the laser beam into a wider, more potent beam of laser energy. The beam carries enough punch to explosively vaporise its impact point in an area-of-effect blast.Turbolaser Destructors are found on various war engines, such as Thunderhawk gunships and several classes of Titans, including Warhound, Reaver and Warlord -class Titans.Imperator-class Titans also use Turbolaser Destructors as close defence weapons.
Turbo-Laser Destructor - Notable Configurations: Single-Barrelled - A single-barrelled version of the Turbolaser is sometimes mounted on some patterns of Thunderhawk gunships utilised by the Adeptus Astartes.Double-Barrelled - The double-barrelled version of the Turbolaser is the most common variant, utilised by Warhound-class Scout Titans. These weapons are also sometimes fitted to the carapace hard points of larger Reaver-class Battle Titans and Warlord-class Battle Titans.
Turbo-Laser Destructor - Laser Blaster: A Laser Blaster is essentially a triple-barreled Turbolaser mounted onto a single hard point. These weapons are commonly found on Reaver-class Battle Titans and Warlord-class Battle Titans.An Imperator-class Titan can mount one or more Laser Blasters on its massive carapace hard points.
Turbulent-class Heavy Frigate - Turbulent-class Heavy Frigate: The Turbulent-class Heavy Frigate is a heavy naval escort vessel utilised by the Imperial Navy within the Calixis Sector.
Turbulent-class Heavy Frigate - History: Imported from the Scarus Sector for use as heavy naval escorts during the early days of the Angevin Crusade, the handful of Turbulent-class Heavy Frigates surviving in the Calixis Sector never returned, some say because they found the tumultuous Calixian region more to their tastes.Intended to drive ahead of the main fleet and engage rival scouting units when encountered, the history of the Turbulent-class has been characterised by aggressive and piratical actions against the Emperor's foes.Although rare, the Turbulent has gained a reputation as a "lucky" class. Turbulents have participated in many of the most glorious naval actions of the sector, whilst coincidentally either surviving or not being involved at all in the most disastrous.Some armchair admirals dismiss the Turbulent, citing its comparatively inefficient energy weapon transfer systems and deriding its antiquated internal communication network of brass vacuum pipes and electric lights.However such mockery is best done behind closed doors, as several of the senior admirals in Battlefleet Calixis served aboard these feisty ships.
Turbulent-class Heavy Frigate - Dimensions: Hull: Heavy EscortClass: Turbulent-class Heavy FrigateDimensions: Approximately 1.9 kilometres long, 0.3 kilometres abeam at fins.Mass: Approximately 7.5 megatonnes.Crew: Approximately 25,000 crew.Acceleration: 4.3 gravities maximum sustainable acceleration.
Turret Emplacement - Turret Emplacement: A Turret Emplacement is a small, static strongpoint used by the Astra Militarum and various Planetary Defence Forces. The emplacement mounts a single weapon that is crewed by a few specially trained Imperial Guardsmen or plantary militiamen, usually numbering two or three personnel.These static emplacements are commonly used to defend important  strategic locations, along with providing protection for their own mounted weapon. These emplacements are usually placed near locations that require static defences, such as Adeptus Administratum structures, Adeptus Astartes forward command bases and strategic locations, bridges, starports, Adeptus Arbites precincts, munition storehouses, and fuel depots. Turret Emplacements can also form integral parts of defence lines and trench works.
Turret Emplacement - Construction and Combat Role: Turret Emplacements are very versatile and are designed to accommodate the turret of many standard Imperial Guard vehicles, from Leman Russ Battle Cannons, to Chimera Multi-Lasers. They can also be used to mount Tarantula Sentry Guns, or specifically designed turrets made for use solely as emplacement weapons. The Turret Emplacement can be armed with just about any heavy weapon in the Imperium's arsenal. The inside of a Turret Emplacement is small, stuffy, and cramped with barely enough room to operate the turret. Fortunately for their crew they are much larger than they appear, with much of the emplacement located underground.The underground portion of the emplacement features separate compartments for ammunition storage, communications equipment, ventilation and air filtration machines, a Plasma Generator to provide power, and small living quarters used by the crew as a sleeping compartment and for storage of their rations and other equipment. The underground location of these vital compartments makes Turret Emplacements difficult to destroy. Also, Turret Emplacements forming a defensive line around a strategic location, such as the approaches to cities and spaceports, can be inter-connected via underground tunnels. These subterranean tunnel networks can connect Turret Emplacements together or to other defensive structures such as pillboxes and heavier static fortifications. Many Turret Emplacements also feature secure hidden exits connected to escape tunnels, allowing the crew to safely evacuate in case of catastrophic damage to their turret.The biggest problem with Turret Emplacements is their inability to move, as they are permanent structures. The location of an emplacement must be precise, as the turret must have a line-of-sight to engage its target but must also be well protected with natural terrain features lest it simply be targeted by enemy artillery or airstrikes and be destroyed. The structure must also be placed in an area that is not prone to flooding, as an emplacement is useless if filled with water.
Turret Emplacement - Armament: Turret Emplacements can be armed with a wide variety of turret-mounted weaponry, most commonly the turret weapons taken from Leman Russ main battle tanks or Chimera transports. The most common Turret Emplacement mounts its turret upon a metal structure that houses the turret ring and electric motor used to rotate the turret. This structure is also the location of the primary entrance and exit into the emplacement. There are other, less common types of emplacement in use such as those made out of rockcrete. The Turret Emplacement is capable of being armed with a set of twin-linked Heavy Bolters, a Heavy Flamer, a Battle Cannon, a Multi-Laser, a Lascannon, an Autocannon, twin-linked Autocannons, a Plasma Cannon, a Plasma Destroyer, a Missile Launcher or twin-linked Missile Launchers, a Multi-Melta, a Demolisher Cannon, a Vanquisher Cannon, or an Inferno Cannon. The emplacement can also mount a Tarantula Sentry Gun armed with twin-linked Heavy Bolters, a Multi-Melta, or twin-linked Lascannons. It is also believed that the Turret Emplacement can be armed with fixed versions of the Hydra Flak Cannon, Manticore Missiles and launcher, or an Earthshaker Cannon. The emplacement can be covered in camouflage netting to better conceal it from the foe and can also be equipped with a searchlight to illuminate and blind enemy targets during night time attacks.Turret Emplacements used by the Adeptus Astartes are few and far between, this is due in most part to the way the Astartes wage war, acting as assault forces that seek to destroy their enemies as quickly as possible rather than long, drawn-out campaigns. When the Space Marines do need to make use of static emplacements they always turn to either Tarantula Sentry Guns or Turret Emplacements outfitted with Tarantula Sentry Turrets, this is so no Space Marines are needed to man the turret. Space Marine Turret Emplacements outfitted with Tarantula Sentry Guns are almost always armed with either twin-linked Heavy Bolters for anti-infantry defence, or twin-linked Missile Launchers for anti-armour duty. It is probable, although unrecorded in Imperial records, if the Astartes make use of any other Tarantula Turret weapons upon their emplacements, such as twin-linked Lascannons or Hyperios Air Defence Missile Launchers.
Turret Emplacement - Adeptus Mechanicus Technical Specifications: Turret Emplacement Vehicle Name:Turret EmplacementMain Armament:VariableForge World of Origin:All Known Forge WorldsSecondary Armament: Known Patterns:I - MXIVTraverse:360 degreesCrew:1 Gunner, 1 LoaderElevation:Variable (See above)Powerplant:N/A (Generator for Electricity)Main Ammunition:VariableWeight:2.5 Tonnes plus WeaponsSecondary Ammunition:N/ALength:4.6 metresArmour:Width:4.6 metresHeight:1.3 metres plus TurretSuperstructure:160 millimetresGround Clearance:N/AHull:N/AMax Speed On-Road:N/AGun Mantlet:N/AMax Speed Off-Road:N/AVehicle Designation:0427-941-4134-TE006Transport Capacity:N/AFiring Ports:N/AAccess Points:Crew Door, turret hatchTurret:Variable
Turret Emplacement - Also See: Sabre Gun PlatformTarantula Sentry Gun
Turret Emplacement - Sources: Imperial Armour Volume One - Imperial Guard and Imperial Navy, pp. 198-202Imperial Armour Volume Five - The Siege of Vraks - Part One, pg. 166Imperial Armour Volume Six - The Siege of Vraks - Part Two, pp. 144, 189Imperial Armour Volume Seven - The Siege of Vraks - Part Three, pg. 187Dawn of War - Winter Assault (PC Game)Dawn of War - Dark Crusade (PC Game)Dawn of War - Soulstorm (PC Game)Dawn of War II (PC Game)Dawn of War II - Chaos Rising (PC Game)Dawn of War II - Retribution (PC Game)
Turtolsky - Turtolsky: TurtolskyIndustrial WorldVostroyaHalo StarsSegmentum ObscurusVostroyan FirstbornAstra MilitarumEmperorIn truth they fight to absolve themselves of a terrible shame incurred by their ancestors over ten millennia ago when, during the dark days of the Horus Heresy, Vostroya refused to come to the aid of the Emperor's Loyalists or the Warmaster Horus' Traitor Legions, opting for the safety of neutrality in the galactic civil war.Like its parent world, Turtolsky is a centre of industry, providing raw materials and auxiliary manufacturing capacity for the great manufactoria of Vostroya. Vostroya's moon was referred to as Vostroya 0.1 until the middle centuries of the 37th Millennium. Adeptus Administratum Scrivener Adept Turtolsky was assigned the task of recalculating Vostroya's tithe to the Imperium in alignment with the Adeptus Tithe clarification call in 997.M36.Given a small research base and a motley assortment of Administratum cast-offs, it took Turtolsky nearly 190 standard years to resolve the calculations, by which time the call had been rescinded. Vostroya 0.1 was eventually renamed Turtolsky, in honour of the Scrivener Adept.
Tuska - Tuska: Tuska, who styled himself the "Daemon-Killa", is the Ork warlord who is the leader of an Ork WAAAGH! that currently battles eternally before the Brass Citadel, the heart of Khorne's domain in the Realm of Chaos in the Warp.
Tuska - History: Tuska was once a powerful Ork warlord famous for his many battlefield trophies. Tuska liked nothing more than pitting his strength against something larger than he was.In 890.M41, Great Boss Tuska's flagship Kill Kroozer Gorejaw was invaded by a Daemonic entity as it carved its path through the Warp. When Tuska learned that a towering, many-headed nightmare was slaughtering its way through his crew, he strapped on his Power Klaw and sprinted towards the sounds of battle, bellowing his warcry. Meeting the beast head-to-head on the Gorejaw's bridge, the resultant crash between Ork and Daemon was titanic, but when the fighting was over Tuska had a new set of horns with which to adorn his trophy rack.Following his encounter with the Warp-beast, the Great Boss rounded up as many Weirdboyz as he could, and utilised them to help bypass the Imperial defences around Cadia in order to invade the Eye of Terror in his search for more Daemons to fight. These Ork invaders of the Immaterium soon attracted the gaze of the Blood God Khorne when they plunged headlong through the Eye of Terror in search of fresh carnage.Their dangerously unhinged warlord, the self-styled "Daemon-Killa," had already made his mark upon the Eye by bringing battle to several Daemon Worlds devoted to Khorne's rivals. The Ork warlord proved unstoppable until his WAAAGH! crash-landed on a flesh planet belonging to a mighty Daemon Prince high in the standing of Khorne known as the Blood Prince.Battling the creature and his Daemonic hordes, Tuska suffered many deep wounds and his Boyz took heavy losses. Just as the Blood Prince was about to finish Tuska, his Weirdboyz managed to distract the Daemon using their psychic powers, giving Tuska enough time to impale the creature between its legs with his Power Klaw before being killed himself.The remainder of the great warlord's vast Greenskin horde was eventually slain to an Ork by the wrathful Blood Prince and his minions, but his joy in the murderous spectacle was such that Khorne himself ensured the Greenskin crusade rose once more on the very next dawn.History repeated itself over and over again as the Orks fought tooth and nail, never once showing signs of surrender or despair. The Blood God was so impressed by their limitless battlelust that he eventually took the Orks into his own domain in the Realm of Chaos.In the shadow of the Brass Citadel, his elite Bloodletter generals battle against the Daemon-Killa's undying horde on a daily basis. Each cycle, great clouds of fungal spores are released by the dying Greenskins to take root and flourish in the bloodstained foothills of the Osseous Peaks. Yet more Orks are born, grow to maturity and charge into battle once more.This suits the Daemon-Killa just fine, for he has finally found a good fight that never ends. Such endless cycles of bloodshed are also most pleasing to the Blood God. After all, the one true constant in the galaxy is that of endless war -- Khorne himself has made sure of it.
Twin-linked - Twin-linked: Twin-linked weapons are two ranged weapons of any type that share the same targeting information and fire actuation link. This system allows the linked weapons to be fired in tandem, increasing their destructive power.Twin-linked weapons are most often deployed by the forces of the Imperium of Man, and most types of Imperial ranged weapons deployed on armoured vehicles or aircraft can be twin-linked.T'au Battlesuits and Craftworld Aeldari vehicles such as War Walkers have been seen making use of twin-linked weaponry, as have Orks that are wealthy and strong enough to bully one of their Mekboy engineers to upgrade their Shoota.Even the Tyranids have started to outfit some of their larger bioforms with two versions of the same ranged Biomorph to improve the bioform's chances of hitting its target.
Twin Heavy Bolter - Twin Heavy Bolter: The Twin Heavy Bolter is an Imperial weapon that is essentially 2 Heavy Bolters twin-linked to fire as one weapon. A Twin Heavy Bolter is often deployed as part of the standard weapons load-out of the Primaris Space Marine Repulsor grav-tank.
Twin Lascannon - Twin Lascannon: The Twin Lascannon is an Imperial Laser Weapon that is essentially 2 Lascannons twin-linked to fire as one weapon. A Twin Lascannon is often deployed as part of an alternate weapons load-out of the Primaris Space Marine Repulsor grav-tank, replacing its standard Twin Heavy Bolter.
Twisted (Short Story) - Twisted (Short Story): Twisted is a short story published in the Horus Heresy Series. Twisted was originally published simultaneously as a part of the anthology novella Blades of the Traitor and as a stand-alone e-book. It was later released as an audiobook as part of the Black Library's Audio Week 2015. It is now also included in the War Without End anthology novel.
Twisted (Short Story) - Synopsis: Since he was crippled by rebel treachery on Sixty-Three Nineteen, Maloghurst the Twisted has continued to serve the Warmaster Horus as his closest aide and confidant. His loyalty has remained constant, but the XVI Legion has changed, for rivalry and personal ambition now run rife, and although Horus' authority is supreme, his Equerry's is certainly not. When a daemonic plot to infest the Vengeful Spirit comes to light, Maloghurst reluctantly turns to the few allies he has left: the mysterious Davinites.
Twisted Blades - Twisted Blades: The Twisted Blades are a warband of Chaos Space Marines. They were once a Loyalist Chapter of Space Marines of unknown origin and Founding, known as the Graven Fists. They were corrupted after entering the Eye of Terror in 321.M37 as part of the Imperial Abyssal Crusade. It is unknown what they endured during their sojourn into the Eye, but by the time they made their way back into realspace, they had become the warband of Chaos Space Marines known as the Twisted Blades.
Twisted Blades - Abyssal Crusade: Following the Ecclesiarchal Purges of 321.M37, a dozen star systems were engulfed by Warp Storm Dionys, its echoes rippling along the spiral arms of the galaxy as it raged through the Empyrean. Records of mutation and Chaos Cultist activity quadrupled overnight. Worse yet, it was not only the citizens who were affected by the sudden influx of Chaos. Many of the Space Marine Chapters with homeworlds affected by the Warp Storm found that the secret imperfections in their gene-seed were writ large upon their new recruits, giving rise to a wave of disturbing manifestations both physical and psychological. The Graven Fists were one such Loyalist Chapter of Astartes that had been affected by these Warp Storms.When the Ecclesiarchy heard of this sinister tum of events, Saint Basillius the Elder demanded that all those Chapters of the Adeptus Astartes whose homeworlds had been touched by the Warp Storm be rendered unto his judgement. Such was the elder's influence with the High Lords of Terra that within a standard year this had come to pass. After a series of stringent tests and prognostications, hundreds of Chapters were deemed unaffected by the Warp Storm. No less than thirty were found wanting. The Judged, as these fallen Chapters came to be known, volunteered for a redemptive Penitent Crusade. The most militant of their number demanded the right to purify their tainted flesh in the fires of battle, to make a noble end from tragic misfortune. To the surprise of his closest advisors, Saint Basillius agreed to this proposal. He saw it fitting to send the accused into the Eye of Terror, taking the fight for the Imperium's future to the Daemon Worlds inhabited by the Traitor Marines.A representative from each of the doomed Chapters held an emergency Council of Dismay to discuss the proposed Crusade. After scant hours of debate, they acquiesced to Basillius' demands, for they believed that martyrdom was preferable to an existence of suspicion and doubt. The last few days of 321.M37 saw a solemn procession of Strike Cruisers and Battle Barges pass through the Cadian Gate into the Eye of Terror, relay systems dormant and heraldic colours obscured by black mag-plates. One by one, the Chapters of The Judged disappeared into the iridescent dust nebulae that surrounded the Eye. As the massive Space Marine flotilla entered the Eye of Terror, they were set upon by a massive Chaos warfleet. The resultant battle was so fierce that the ships of The Judged were forced to retreat and were scattered to the furthest corners of the Eye.Chapter after Chapter fell to the perils of the Eye, for the Abyssal Crusade had entered a hell from which very few emerge unchanged. The true account of what occurred within the Eye to the Graven Fists is unknown, but most of the tales of the Chapters of The Judged ended in tragedy and sorrow. By the time they reemerged from the Eye many standard centuries later, the Graven Fists were no more, for they had become the Chaos Space Marine warband known as the Twisted Blades, wholly dedicated to the service of the Ruinous Powers.
Twisted Blades - Warband Colours: The Twisted Blades warband's colours are not listed in current Imperial records.
Twisted Blades - Warband Badge: The Twisted Blades warband's badge is not listed in current Imperial records.
Twisted Helix - Twisted Helix: The Twisted Helix is a Genestealer Cult native to the Civilised World of Vejovium III located in the Pahr Sector of the southwestern Segmentum Ultima. Unlike other Genestealer Cults, the leaders of the Twisted Helix deliberately sought to mix the alien genetic material of the Tyranids with that of Humanity in a quest to improve themselves biologically.This is because the leaders of the Twisted Helix are the ruling corporate nobility of Vejovium III, a world wholly dedicated to the production of pharmaceuticals and biomedical products used across its sector and by the wider Imperium. Incidentally, this commercial reach has allowed the Twisted Helix to spread the Genestealer's Curse to an unknown number of other planets in the Emperor's domain.Ultimately, what sets the cultists of the Twisted Helix apart most others of their corrupted kind is that they did not have the Genestealer Curse thrust upon them, but instead voluntarily took it into their society through extreme medical experimentation. They now harbour unnumbered bio-horrors amongst their ranks that surpass even the terrifying Human-xenos hybrids found among the more "natural" Genestealer Cults.The Cult of the Twisted Helix are doubly cursed. Though they had a chance to fend off the tendrils of the Genestealer taint, they chose instead to embrace it for curiosity's sake, and so were damned by their own hand. They have only delved deeper into intellectual abomination ever since; their masters are deranged artists of bioengineering, while the faithful act as their all-too-willing canvas.Twisted Hetix cultists excel in the arts of insane alchemy and dark experimentation. Their neatly attired Biophagus progenitors create monstrous hybrids of all sizes and shapes, the energies of forbidden biochemical concoctions boiling through their veins to lend them uncanny strength, speed and resilience.
Twisted Helix - A Single Shot: In the 41st Millennium, the first Sanctus of the Twisted Helix, Astrid Xeneca, infiltrated a crowd of Imperial pilgrims upon Immortis IX. From the courtyard of the famed Ivory Basilicanum, she planted a dart from her serum needler in the jugular vein of the Arch-Cardinal Vidderminster just as he was mid-speech on his balcony.The needler, customised to fire a glass tube so thin it bypasses the arch-cardinal's electromagnetic saviour shield, delivers a potent cocktail of hypertrophic enzymes. Specially concocted by Xeneca's Biophagus brother, the enzymes go to work with astonishing speed.In front of a millions-strong audience of adoring Imperial faithful, the Adeptus Ministorum leader swells up like a balloon and bursts in a splatter of gore just as he is proclaiming the immunity of the pious man to the insidious scourge of the xenos.It is a blow to the political stability of Immortis IX that leads to the appointment of a new arch-cardinal from off-world, new trade deals, compulsory medicae visits, and ultimately the new Wars of Faith that lead to the planet's downfall.
Twisted Helix - Elixir of the Prime Specimen: The constant experimentation conducted by agents of the Twisted Helix has led to a great many claims of having created the perfect bioform. The finest bio-alchemical concoction to come from the distilleries of Vejovium III, known as the Elixir of the Prime Specimen, contains the rendered down essence of the Great Spined Beast, manufactured from the corpse of a captured Tyranid wrecker organism that the cult gave much to acquire. Those who imbibe the resultant elixir swell with physical power, their muscle mass increasing to grotesque levels even as their minds fill with bloodlust.
Twisted Helix - Cult Psychic Discipline: Mutagenic Deviation - The hybrid psykers of the Twisted Helix have learned to send trigger impulses through the cult's Broodmind, which awaken rampant mutagenic strains within the bodies of the faithful. Those affected sprout chitinous blades, wicked fangs and lashing tendrils with which to bloodily dismember their foes.
Twisted Helix - Canon Conflict: In the 8th Edition Codex: Genestealer Cults the description of the Twisted Helix cult says that its homeworld of Vejovium III is located in the eastern region of the Segmentum Obscurus. However, the map of Genestealer Cult locations in the galaxy on pg. 34 shows that Vejovium is actually located in the southwestern region of the Ultima Segmentum. For canon purposes we are assuming the map was correct while the text was not.
TX-4 Piranha - TX-4 Piranha: A TX-4 Piranha is a type of lightly armoured combat scout skimmer used by the Tau Fire Caste - a mobile weapons platform that is capable of great speed and manoeuvrability. Using its jet-thrusters and anti-gravitic engine, a Piranha is a fast moving craft that is extremely hard for a foe to hit, its twin crew well able to hug the terrain and make the best use of any cover. Furthermore, a Piranha's weaponry allows it to punch well above its own weight, either using its Burst Cannon to slaughter enemy infantry, or using a Fusion Blaster to blow apart battle tanks many times its own size. Along with a nose-mounted main armament, a Piranha carries two Gun Drones -- either retained on the vehicle to add firepower, or detached into AI (Artificial Intelligence) mode to perform some other mission. When operating as lone hunters, Piranhas are dangerous enough, but it is when they are fielded in teams that they become truly lethal.
TX-4 Piranha - History: The first time the TX4 Piranha was initially encountered and identified by the Imperium was during a diplomatic mission on the Tau Sept world of Dal'yth, where it was being used as an unarmed diplomatic transport vehicle for Water Caste negotiators. However, it was during the Taros Campaign that the Piranha was first field-tested in a military application, and has subsequently been code-named the "Piranha" by the Imperium.During the Taros Campaign's Battle for Hydro Processing Plant 23-30, Piranhas were widely deployed in support of Remote Sensor Towers already in the area to provide Seeker Missile support. This caused the 114th Cadian Regiment's relief column to be constantly harassed by missile strikes and day-long battles were fought between Chimeras and Piranhas. This led to the relief column being delayed long enough for Tau Hunter Cadres to overrun the plant. Piranhas also played an important role in the desert warfare on Taros, harassing enemy forces with the support of Hunter Cadres and eventually pursuing the Tallarn regiments of the Imperial Guard as they withdrew back to their landing zones in the closing stages of the campaign.Since the Taros Campaign, the Piranha has been upgraded in terms of armour and armament, and has proved notably successful as a support asset for Pathfinder Teams. Piranha's have been a favourite of the Fire Caste since their introduction during the Second Sphere Expansion, swiftly proving worthy of the praise being heaped on it. Places within Fire Caste Piranha training programs are highly contested, and those who successfully graduate enjoy enhanced status amongst their comrades.
TX-4 Piranha - Construction: The design of the TX4 Piranha consists of a sleek and light design of a central, open-topped chassis that can seat two crew members. A Piranha is powered by complex dual anti-gravitic and jet-propulsion motive systems so that the vehicle almost glides over a planet's surface. The anti-gravitic engines generate "cushions" of air upon which the Piranha floats, and its armoured bulk is then driven forwards by its two powerful jet engines mounted on the sides of the main chassis. By manipulating the anti-gravitic plates so that the Piranha is pointed slightly skywards, a Piranha pilot can gain extra lift from the Piranha’s engines to clear the many obstacles and terrain that often litters a battlefield; obstacles that more mundane tracked vehicles can never hope to traverse.Two winglets are mounted on the side of the main engines. Each of these winglets fulfils a role similar to that of the lift fins on a Devilfish chassis, providing extra lift to keep the vehicle off the ground and also providing space for two recesses specifically designed to carry a Gun Drone. Mounted on the front of the central section of the Piranha is a chin turret, which can be fitted with a Burst Cannon or a Fusion Blaster. The armour of the vehicle is made from a dense nano-crystalline metal, named Fio'tak in the Tau Lexicon, that is light, malleable, strong and corrosive resistant, reducing the weight of the vehicle whilst also providing excellent protection. A Piranha carries two crewmen. The crew member in the front seat is the pilot, while the crew member behind him operates the chin-mounted weapon system. However, when the Piranha is used in a non-combat role, the second seat is often reserved for important Tau dignitaries such as an Ethereal.
TX-4 Piranha - Primary and Secondary Weapons: A TX4 Piranha is primarily armed with an underslung nose turret weapon and a hull-mounted secondary weapon system. The nose-mounted primary weapon can be one of the following:Burst Cannon – A Burst Cannon provides rapid-firing suppressive anti-infantry fire that can harass and mow down enemy squads. A Burst Cannon can also act as a fearsome self-defence weapon that can complement the fire of supporting squads.Fusion Blaster – A Fusion Blaster is an anti-vehicle Melta Weapon effective against a range of light and heavy vehicles, and allows a Piranha to fulfil a tank-hunter role on the battlefield. However, a Fusion Blaster can also be used to great effect against heavily armoured infantry.Piranhas are also armed with two Gun Drones which ride with the vehicle in specially designed recesses. These Gun Drones are able to lend the Piranha their additional weight of fire to pin down enemies, or can detach themselves from the Piranha to move off independently and perform missions of their own.