vizn3r/warhammer40k-lore huggingface dataset:
T'au Empire - Unit Organisation: A cadre, or kau'ui  in the T'au Lexicon, is the basic organisational unit of the Fire Caste, the ground military forces of the T'au Empire. Cadres are in turn made up of a variable number of units similar in size to squads known among the T'au as a "team."There are many types of T'au cadre, but by far the most common one is the versatile Hunter Cadre. It is a combined arms group, fielding Fire Warrior infantry, auxiliary infantry, battlesuits and anti-gravitic gunships together under the leadership of a T'au Commander. Most cadres are standing formations, although their exact structure includes some variation depending upon the strategic or tactical needs of their commander.There are many alternative kinds of cadre within the Fire Caste, with several more specialist formations optimised for specific battlefield roles. The Retaliation Cadre, for example, groups teams of battlesuits, particularly stealthsuits, into a single force ideal for rapid insertion drops and counter-assault. Meanwhile, the Infiltration Cadre is utilised for reconnaissance in force, its Pathfinders, Sniper Drone Teams and Piranhas engaging the foe with guerrilla tactics while calling down strikes on key strategic targets.A "contingent", or tio've, is a grouping of cadres similar in size to an Astra Militarum regiment, normally three to six in number and assembled to prosecute a specific battle or achieve a particular objective. Such large forces will always include at least one Ethereal, who is there to observe proceedings and offer guidance to the commander. The Ethereal's role is vital, for contingents represent the marshalled military might of the T'au Empire and must be wielded with care -- only the vast, star system-conquering units known as "coalitions" or shan'al are larger and more powerful.Fire Caste armed forces are deployed to protect T'au holdings or to destroy those that oppose the T'au Empire's enlightenment. In order to achieve success with their rapid strikes and ambushing firefights, T'au forces must be flexible, and ready to work together. It is a Fire Caste mantra that every unit must operate in conjunction to fulfil the dictates of the Greater Good.
T'au Empire - Teams (La'rua): The smallest standard unit in the T'au military's Fire Caste is known as a "team," equivalent to an Astra Militarum squad. The most commonly deployed is the Fire Warrior Team, the backbone of most T'au armies and the basic infantry unit. Each team of Fire Warriors consists of between six and twelve soldiers. All members of a team come from the same sept, and most likely have gone through Fire Caste academy together. All teams have a team leader, although they can only earn the higher rank of shas'ui after extensive battlefield experience.Teams that serve together in the field often bond themselves through rituals, of which the most famous is the Ta'lissera, which roughly translates to a type of communion or binding oath. Those who have sworn such an oath may address each other by their individual names and have vowed to support one another unto death.It is not uncommon for teams to progress together as well -- veteran Fire Warrior Teams may even earn promotion to shas'ui together. Each might serve for a time as a squad leader for a different Fire Warrior Team before the survivors are reunited as a Crisis Team.
T'au Empire - Cadres (Kau'ui): A "cadre" is a collection of teams joined under a single T'au Commander and is equivalent in size to an Astra Militarum company. There are many types of cadre, but by far the most common one is the versatile Hunter Cadre. It is a combined arms group, fielding infantry, battlesuits and gunships together. A cadre is comparable in size and power, if not in composition, to what the Astra Militarum might call a company.Hunter Cadres are a standing formation, although their exact structure is variable, subject to change due to the tactical situation on the ground, the quarry they are hunting, the available reinforcements or a commander's favoured mode of attack. The core of most Hunter Cadres is its Fire Warriors and other auxiliary infantry such as Kroot Carnivores or Vespid Stingwings, but these can be supported in a number of ways. Pathfinders scout ahead and mark prospective targets, elite battlesuits provide hard-hitting strike teams, Sniper Drone Teams pick off the foe's greatest threats and Hammerhead gunships use their deadly armaments to blast enemy armour or break up massed infantry attacks.The doctrine of T'au battle tactics is all about the efficient coordination of different groups -- from the infantry to the battlesuits, the gunships to the aircraft, all must work as one to defeat the foe. A Hunter Cadre is fully integrated at the tactical level, so that all of its teams are considered to be part of the same fighting unit.There are a number of different cadres in addition to the hunter variety, although they tend to be smaller in size and more optimised for individual roles. There are Rapid Insertion Forces made exclusively of fast striking battlesuit teams, Infiltration Cadres of Pathfinders and Stealth Teams and Auxiliary Reserve Cadres, battle groups made entirely of allied alien warriors like the Kroot, Vespids and Gue'vesa.A particularly formidable group is the Armoured Interdiction Cadre, a force composed entirely of Hammerhead and Sky Ray gunships. Its heavy firepower is used to counter enemy tanks and is capable of toppling even the mightiest targets. During the Hive Fleet Gorgon invasion, Armoured Interdiction Cadres blunted the Tyranid Bio-Titan spearhead -- pitting "shoals" or squadrons of Hammerheads against towering Hierophants flanked by the tank-sized Hierodules.
T'au Empire - Contingent (Tio've): A "contingent" is a grouping of several cadres, normally three to six in number, equivalent to an Astra Militarum regiment. The most senior T'au Commander is designated as Contingent Commander, and their own cadre is nominated as a headquarters guard. An Ethereal might be present in such a force at cadre level, but there is always at least one present when a contingent is formed.Ethereals often stay at the headquarters position, as it is a hub for incoming reports and their counsel can best be received there. Should an Ethereal wish a closer observation of a situation, they will attach to or even assume leadership over a given cadre.Unlike a cadre, a contingent is not a permanent formation, though efforts are made to preserve contingents that have served efficiently together through prolonged campaigns. Once objectives are achieved -- such as a breakthrough of enemy lines or the elimination of a foe -- the contingent is dissolved or reformed into another arrangement.
T'au Empire - Commune (Kavaal): Sometimes also translated into Low Gothic as a "battle," a "commune" is a temporary grouping of contingents and the highest level of Fire Caste military organisation thus far committed in the field by the T'au Empire.Communes are often formed by contingents from different septs, and although rarely seen before the Damocles Gulf Crusade, they are now more regularly formed, most famously during the solar-decade-long campaign against the Orks known as the Great War of Confederation.Only the combined forces of many septs could have hoped to stop the gargantuan Ork WAAAGH! that threatened the empire.
T'au Empire - Commands (Uash'o) and Coalitions (Shan'al): A "command" is the term used for all the forces of a single caste in a given location, usually on a planet or in a star system. For instance, all the Fire Caste members on the world of Nimbosa were part of Fire Caste Command Nimbosa, while all Air Caste formations were part of the Air Caste Command Nimbosa.The largest unit of T'au military organisation is created when the four commands that together comprise the members of all four T'au castes present in a given location are drawn together into a strategic organisation referred to as a "coalition," effectively the size of an Astra Militarum army or army group. A coalition is presided over by a specially assigned Ethereal council.
T'au Empire - T'au Combat Doctrine: T'au warfare is carried out almost exclusively by the Fire Caste, with support from the Air Caste in the form of transport and air support. The T'au draw their tactics from their ancient methods of hunting across the plains of T'au. Each force is usually drawn from the same sept, and is called a "Hunter Cadre."The T'au prefer to carefully plan their assaults, and tend to fight only after coordinating their troops and weapons for the mission at hand. The T'au prefer to fight offensively, concerned more with the quick destruction of the enemy force than the taking and holding of ground. If a T'au base is attacked, the T'au will usually evacuate, dismantle all important technology, and return at a later time to retake it.The two primary T'au tactics are the Mont'Ka ("Killing Blow") and Kauyon ("Patient Hunter"). The Mont'ka is a carefully planned attack designed to wipe out critical enemy defences or units in a single well-placed strike. Once the strongest points of enemy resistance are crushed, the remainder of the force can generally be finished off easily. The Kauyon is essentially an ambush, where the enemy is drawn by use of a "lure" into a carefully prepared killing zone. The Mont'Ka is generally known to utilise more mobile support and vehicles, whilst Kauyon relies more on advanced infantry tactics and quick attacks.As T'au forces generally prefer ranged combat they always use non-T'au alien auxiliaries like the Kroot for melee support. One commonly used tactic is when a squad of Fire Warriors stands in front of the task force, making use of the superior range of their weapons to soften up enemy formations. A squad of Kroot Carnivores waits behind the Fire Warriors. When enemy units charge to engage the T'au in melee, the Carnivores leap in front of the Fire Warriors to give them time to retreat to a safe firing position.
T'au Empire - Member Species: Each intelligent alien species within the T'au Empire has a unique and different culture which contributes to the Greater Good in its own way.However, all of the T'au Empire's member species hold to their common belief in the Greater Good that binds them all together despite their myriad cultural and physical differences.
T'au Empire - T'au: T'au society is centred around the philosophical concept of the Greater Good, where individual T'au sacrifice their personal gain in favour of benefiting the T'au Empire as a whole. It is from this philosophy that the T'au's all-purpose motto, "For the Greater Good!", is derived.The T'au castes, although different in role and organisation, work together for the benefit of all T'au: the Earth Caste provide and produce, the Water Caste communicate and distribute, the Air Caste connect the worlds of the T'au Empire, and the Fire Caste protects and defends all the others.The external image the T'au project towards other species is that they are enlightened, altruistic and idealistic, believing in the unification of all "for the Greater Good."
T'au Empire - Kroot: Kroot society is divided into tribes, known as "Kindreds." Each Kindred is an extended family group of Kroot and is led by a Shaper, one Kroot with an intuitive understanding of the DNA absorption and adaptation process all Kroot possess, and responsible for guiding the evolution of their Kindred.The Shaper, upon identifying a beneficial genetic trait, will instruct his Kindred to hunt and consume that animal, and then control the breeding of the Kindred to ensure that the offspring are born with the selected trait. Often, Kindreds will band together and their respective Shapers will form a council, of which the most influential Kindred's Shaper will be made leader of the entire group. On rare occasions, a chief will unite a large number of Kindreds underneath him.Kroot dwell in warm, temperate conditions on the worlds they inhabit, and construct large tree houses from animal hides, bound together by regurgitated dead wood. Some Kindreds prefer to reside in the ruins of the Imperium's hive cities on former Human worlds conquered by the T'au Empire.The consumption of flesh is one of the key tenets of Kroot spirituality, as it is believed that the consumption of prey imparts the "spirit" of that prey to the Kroot, which is then passed on to the Kroot's children. This is the average Kroot's understanding of their species' biological ability to undergo rapid evolution through the absorption of other species' DNA, with the belief in "spirit" as a substitute for "genetic absorption."As a part of this belief system, the Kroot believe that when a warrior dies, their spirit should be kept safe by the kindred. They will consider it their responsibility to consume the bodies of their dead foes, along with their own fallen dead and elders.As one might expect, this custom is not viewed as an "honour" by the Human warriors of the Imperium and the Kroot are instead considered cannibalistic savages.
T'au Empire - Vespid: The Vespid are an insectoid alien race allied to the T'au who are native to the benighted gas giant world of Vespid. Vespid warriors, called Stingwings, form tactical units referred to as strains. Each strain is lead by an officer called a strain leader.T'au Water Caste cadres established contact yet were unable at first to communicate with the species. This was not a mundane matter of vocalisation or the understanding of language, for the Vespids have an utterly alien mindset. Initially, the T'au were not only unable to communicate but incapable of getting the Vespids to even register that they were fellow sentients. As a result, little progress could be made beyond crystal trade agreements so the T'au could access the insectoids' advanced, crystal-based technologies.The matter was eventually resolved at the command of the Ethereal Caste, who issued instructions for the construction of an interface device that forged a connection between the two species and facilitated communication.The moment the device was employed, the Vespid not only registered the T'au as fellow sentients, they instantly understood the concept of the Greater Good and their place within it.By gifting senior Vespids with "Communion Helms" fitted with the interface device, the T'au are able to communicate with the species at large. The will of the T'au Ethereals is disseminated to those Vespid under the command of these "strain leaders," and they become able to decipher their role as befits the Greater Good. Needless to say, certain factions within the Inquisition would very much like to learn more about the workings of this Communion Helm device, beleiving that it may actually be controlling the Vespid to some extent.Because the Vespid language is so complex (presumably because of their complex mouthparts) and only the strain leaders are given the technological apparatus required to translate their language to their T'au allies, Vespid strains are very close knit and the T'au military relies heavily on strain leaders to help both sides coordinate.Stingwing strains are highly sought after in T'au Hunter Cadres because of their high level of maneuverability. They are often used by T'au commanders alongside XV8 Crisis Battlesuits, or in scouting roles backing up T'au Pathfinders.In the T'au Lexicon, the Vespids are referred to as Mal'kor, which comes from the Tau words "Mal" meaning "insect" and "kor" meaning "air".
T'au Empire - Humans (Gue'vesa): The T'au Empire hosts a growing population of Humans, known in the T'au Lexicon as Gue'vesa, who were once a part of the Imperium. Ranging from ideological defectors who hate the brutality and corruption of the Imperial government to captured Imperial Guardsmen and their children who have known no other life than that among the T'au, they have been fully incorporated into the empire.While the Humans from recently conquered worlds are usually bitter at their defeat by xenos, they do often have T'au supporters amongst them from the start, and the number of these T'au sympathisers only grows larger as they realise the manifest economic benefits that the advanced technology of the T'au Empire can provide.For the most part, the Gue'vesa are content and treated well, and are even allowed to continue the worship of the God-Emperor -- though the T'au Water Caste moves subtly among them to discourage this religion and replace it with reverence for the Greater Good.
T'au Empire - Other Member/Allied Species: Nicassar - The Nicassar are a highly psychic ursinoid race and were the first alien species assimilated into the T'au Empire.Demiurg - The Demiurg are a Prospect of the Leagues of Votann that has allied itself with the T'au and may also be important trading partners, as it was the Demiurg who first provided the T'au with the technology required to create Ion Weapons.Tarellians - The Tarellians are dog-like aliens who often work as mercenaries for the T'au.Galgs - The Galgs are green, scaled, frog-like creatures that often form into mercenary bands which fight for the T'au Empire.Ji'atrix - The Ji'atrix are ethereal aliens skilled in void-faring.Morralian - The Morralian are auxiliaries that employ their Deathsworn in service to the T'au.Ranghon - The Ranghon are a race which has accepted the Greater Good and joined the T'au Empire.Hrenian - The Hrenian are a species that often deploys light infantry auxiliaries that aid T'au military forces.Poctroon - The Poctroon were the very first race to join the T'au but went extinct within a few generations due to a plague. The T'au settled their homeworld and turned it into the Sept World of Bork'an.Nagi - The Nagi are a race of highly intelligent worms who have mind-control abilities from the world of Sha'galudd. Many serve as advisors to the Ethereals.
T'au Empire - Member Species Homeworlds: Adummin - Homeworld of the Galgs.T'au - T'au is the birthplace of the T'au and it is here that the Ethereal High Council, led by Aun'Va, convenes, its decrees shaping the entire empire. T'au remains the centre of T'au culture and bureaucracy, and produces many Fire Caste warriors. None can rival T'au for prestige, and only Vior'la can match its military and political power.Pech - Homeworld of the Kroot.Vespid - Homeworld of the Vespid.
T'au Empire - Spheres of Expansion: The rise of the T'au can be seen to develop through five distinct phases, periods of intense growth known to the T'au as "Spheres of Expansion." Each of these waves of interstellar colonisation is marked by a long building up of resources, after which continual waves of exploratory missions are launched, followed, where needed, by military campaigns to solidify territorial gains.Once a colony transforms itself into a stable settlement, it then serves as a jumping-off point for the next expansion. By the end of the millennia-long First Sphere Expansion, as it later came to be called, the T'au Empire had unfurled across the heavens and consisted of eight fully-settled and exploited star systems known as "septs."Named after its primary or "Sept World," a sept can include any number of additionally colonised planets or moons in the same system, as well as other holdings such as listening posts, sensor fields, shield satellites, orbital cities, fortress stations and mining operations.Everything is connected, both by a series of void stations and a massive net of communications and sensor relays strung between major locations within the system. Although it might take many generations to establish itself, each T'au sept is unique, with its own cultural nuances and varying proportions of the different castes and non-T'au alien populations.
T'au Empire - T'au Septs: Each T'au sept, as a fully-settled T'au star system is known, has its own unique cultural identity, but remains wholly integrated within the greater T'au culture. This cultural identity seems to mainly derive from which T'au caste is more numerous and influential in the given sept.Currently there are over twenty fully-developed septs within the T'au Empire. Each sept has its own sept icon or badge which serves as a "national" identifier of sorts for other T'au within the empire.
T'au Empire - First Sphere Expansion Septs: The First Sphere Expansion of the T'au Empire began shortly after their species first achieved spaceflight capability. The T'au homeworld and the First Sphere colonies are of major economic and political importance to the T'au, and form the hub of the T'au Empire.Tau'n - The first T'au sept established in the empire's history, Tau'n, has a chain of enormous orbital docks and controls the largest of the Air Caste void stations; every sept hosts warships of the T'au Protection Fleet (Kor'vattra), but none can boast of more than Tau'n.D'yanoi - Named after the twin moons of its prime Sept World, D'yanoi has survived long isolation due to a space storm of fierce and unnatural qualities. It has also seen many infamous Ork invasions. Having been isolated for such a long period of time from the T'au Empire, its inhabitants are considered somewhat rustic and backwards.Bork'an - The sept of Bork'an is a centre of T'au learning and academia, and its star system has many rich mining planets. Bork'an has a high percentage of Earth Caste in its population, and Fire Warriors from here are not infrequently outfitted with prototype weapons and support equipment.Dal'yth - Dal'yth Sept was ravaged by the Imperium during the Damocles Crusade; many of its outer colonies and several cities on its prime Sept World were destroyed. It has recovered quickly, thanks to its busy trade ports. Large numbers of aliens can be seen here alongside its famously efficient Water Caste merchants and diplomats.Fal'shia - Many technological innovations have come from this sept. Fire Caste warriors from Fal'shia are often the first to try out prototype weapons, armour and system upgrades.Vior'la - The planet Vior'la orbits a binary star and its name translates as "hot-blooded" in Low Gothic. It is known to produce especially aggressive and skilled warriors. Many Ork invasions have been broken by the sept and the most respected Fire Caste academies reside upon Vior'la.Sa'cea - The sept's prime Sept World of Sa'cea is the hottest and most densely populated of all T'au worlds; producing more colonisation fleets during the Second Sphere Expansion than any other. Warriors of Sa'cea are regarded as particularly honourable by other T'au.
T'au Empire - Second Sphere Expansion Septs: The Second Sphere Expansion of the T'au Empire began in 018.M39, under the orders of Ethereal Supreme Aun'Wei of the Whispered Wisdom.With new advances in propulsion technology and an already established interstellar empire, the second phase expansion was marked by more contact with aliens and larger wars.Around 742.M41, the T'au Empire first came into conflict with the xenophobic Human Imperium, which launched the Damocles Gulf Crusade in order to keep the T'au's expansion into Imperial-controlled space in check.The retreat of Imperial forces from T'au space marked the end of the Second Sphere Expansion. Of note are the septs established by the Fire Caste's Commander Farsight during this period.Au'taal - Au'taal Prime is a a verdant and beautiful Sept World, where only honoured T'au heroes can retire.N'dras For reasons known only to the Ethereals, this once thriving sept has largely been abandoned. Its remaining inhabitants are regarded as unstrustworthy, quick-tempered, and of a brooding countenance.Ke'lshan - Situated near the Perdus Rift, this sept has suffered many invasions and is less trusting of aliens than other T'au. The Ke'lshan T'au Protection Fleet and Fire Caste forces have only recently been restored back to full strength after their clashes with Hive Fleet Gorgon. T'au from this sept have grown mistrustful, solemn, taciturn, unfriendly and sometimes openly hostile to alien races as a result of their experience with the Tyranids.Elsy'eir -Elsy'eir is a densely populated sept with many moons orbiting its prime Sept World, most of which are mined for the valuable ores used in the construction of battlesuits. This sept is known for its poetry and artwork. Its citizens are considered intellectuals and well-respected for their creativeness by other T'au. The Earth Caste is dominant on Elsy'eir.Tash'var - A frontier sept, the T'au of Tash'var have been subjected to frequent Ork invasions and pirate raids. As a result, its people have become tenacious and hardy.Vash'ya - Known as the world "between spheres," this sept was settled near the end of the Second Sphere Expansion, as it took a long period for the Earth Caste's machines to make the air breathable. Major Air Caste fleets and many orbital defence platforms are docked around the system's Sept World.T'olku - T'olku is known for its many large Ethereal temples, as well as the alien institutes, where many alien ambassadors are brought to be instructed in the ways of T'au culture, society and the Greater Good before being assimilated back into their respective homeworlds' societies.
T'au Empire - Non-T'au Worlds: During the First Sphere Expansion the homeworlds and colonies of the Kroot and of the Vespid were also incoporated into the T'au Empire. Notice that these star systems are not considered septs by the T'au.In addition there are an unknown number of former Imperial worlds within the T'au Empire, some or all of which might still have a Human population (see Gue'vesa above):Pech - The Kroot are the most common of the alien auxiliaries in service to the T'au Empire, and dozens of Kroot enclaves can be found among the septs. Although they are a far-flung and migratory species, all Kroot eventually feel the pangs that lead them to return to their birth world -- the true home of all Kroot Kindreds, the world of Pech. There are eight star systems in the T'au Empire inhabited by the Kroot, including Pech. The Imperium knows only the name of the planet Krath, where the T'au first encountered the Kroot.Roksh XVI - Roksh XVI is the site of a secret T'au listening post. The planet was part of the Roksh System that was home to the Rokshashi Wealthweb merchant guild before the entire star system was consumed by the Tyranid Hive Fleet Gorgon in 689.902.M41.Sha'Galudd - Sha'Galudd is the homeworld of the Nagi, a small xenos species of highly intelligent worms known for their mind control abilities. When first discovered by the T'au, the Nagi were hated creatures known as "mindworms," but since the early violent conflicts, they have agreed to a peace accord and joined the T'au Empire. Many Nagi now serve as valued advisors to the Ethereal Caste.Vespid - Vespid is a benighted gas giant that also just happens to be the homeworld of the insectoid Vespid species. This world is also known for its rich crystal mines. The Earth Caste discovered the Vespid crystals have many intriguing technological uses.
T'au Empire - Artefact Worlds: Three so-called "artefact worlds" are located within the borders of the T'au Empire. As the name indicates, ancient artefacts of unknown origin have been discovered on these planets. It is not known if these worlds possess established T'au colonies.Arthas Moloch - The artefact world of Arthas Moloch is as grey and desolate as a tomb. Its surface is jumbled with thousands of tumbledown shrines and strange, faceless statues that predate any of the Human colony worlds of the Imperium. The world's surface is cracked and broken, giving the sense that the planet itself died long ago -- an impression that is reinforced by the fact that not a single green shoot or patch of moss can be found anywhere on its surface. Not a single living soul makes a home there, though the plaster walls of the planet's tombs bear the dark brown smears of bloodshed, and ghostly shadows have been burnt into the walls wherever the ruins cluster close together. Though the world is barren as bone, if one possessed of psychic abilities were to behold it with the witchsight, it would shine like a gold mine in firelight. The shrine-hold is peppered with artefacts of ancient and mysterious origin, each a priceless wonder left discarded in the dust. Arthas Moloch is also known as a Dead World to the Imperium and it is where Commander Farsight discovered the Dawn Blade.Q-15Landfall
T'au Empire - Farsight Enclaves: Although not a part of the T'au Empire, this breakaway T'au faction led by Commander Farsight is known to have settled beyond the region known as the Damocles Gulf, and is named the Farsight Enclaves. These enclaves still believe in the Tau'va, the philosophy of the Greater Good, but operate without the guidance of the Ethereals.The exact names of these Fire Caste-led septs are unknown to the wider T'au Empire, as the armed fortress stations defending them have proven effective at destroying any probes sent to the Enclaves. When sighted generations later, these forces and fleets bore markings similar in design to those used by the T'au Empire, but in colours and patterns never sanctioned by the Ethereals.Like any distant T'au colony, much of the wargear, support equipment and armour used by those within the Farsight Enclaves is slightly dated -- the equipment most prevalent at the time of Commander Farsight's disappearance several Terran centuries ago. There has been, however, unsettling evidence of classified technology and recent T'au prototypes present within the Farsight Enclaves.Time will tell whether this is the result of spycraft, theft or defectors from the T'au Empire who have been aiding those within Farsight's domain.
T'au Empire - Forces of the T'au Empire: T'au Empire ForcesCommandEthereal • T'au Commander • Cadre FirebladeTroopsFire Warrior (Fire Warrior Strike Team • Fire Warrior Breacher Team) • Pathfinder • Drone SquadronBattlesuitsXV02 Pilot Battlesuit • XV8 Crisis Battlesuit (XV8-02 Crisis Iridium Battlesuit • XV81 Crisis Battlesuit • XV84 Crisis Battlesuit • XV85 Enforcer Battlesuit • XV86 Coldstar Battlesuit • XV89 Crisis Battlesuit • XV88 Broadside Battlesuit) • Stealthsuits (XV15 Stealthsuit • XV22 Stealthsuit • XV25 Stealthsuit • XV95 Ghostkeel Battlesuit) • XV46 Vanguard Void Battlesuit • XV9 Hazard Battlesuit • Class 10 Battlesuits (XV104 Riptide Battlesuit • XV107 R'varna Battlesuit • XV109 Y'vahra Battlesuit) • KV128 Stormsurge • KX139 Ta'unar Supremacy ArmourGrav-VehiclesDevilfish • Drone Harbinger • Hammerhead • Sky Ray • Swordfish • TX-4 Piranha • TX-42 Piranha • TetraAircraftBarracuda • Manta • Orca • Razorshark • DX-6 Remora Drone Stealth Fighter • Sun Shark • Tiger Shark • Tiger Shark AX-1-0T'au AuxiliariesKroot Shaper • Kroot Carnivore Squad • Kroot Hound • Krootox • Knarloc • Great Knarloc • Vespid Stingwings • Gue'vesaNotable T'auAun'Va • Aun'Shi • Commander Farsight • Commander Puretide • Commander Kais • Commander Shadowsun • Commander Surestrike • Sub-Commander Darkstrider • Shas'el Lusha • Shas'la T'au Kais • Shas'la Longstrike • Commander Arra'kon • Commander Bravestorm • Commander Brightsword • Commander Sha'vastos • Sub-Commander Torchstar • Honour-Shas'Vre O'Vesa • Shas'vre Ob'lotai 9-0
T'au Empire - Notable T'au: Shas'O Vior'la Shovah Kais Mont'yr (aka Commander Farsight)Aun'shiLa'Kais (possibly Shas'O Vior'la Kais later on)Aun'VaShas'O KaisShas'O Or'es'KaShas'O VeraShas'O R'MyrShas'O Shaserra (Commander Shadowsun)Aun'El Shi'Or'esAun'rai
T'au Empire - Game Use: In the Warhammer 40,000 tabletop miniatures game, the T'au are a powerful ranged army. An effective tactic is to engage the enemy at the maximum range of T'au weaponry, which typically has longer ranges and greater firepower than the equivalent weapons of other armies. As such, the T'au have weaker close combat abilities. Thus, many T'au tactics involve staying at a distance, to wipe out the enemy or to redeploy swiftly to further engage the opponent at range.A more prevalent tactic amongst T'au veterans is the "Mecha-T'au" approach, which utilises the inherent mobility and speed of T'au vehicles and battlesuits to confuse and overwhelm the enemy by engaging them at all levels of the battlefield.The T'au Empire army is highly specialised, with each element normally having a specific task carried out in the support of the rest of the force. Fire Warriors make up the line infantry, while forward scouts known as Pathfinders scout enemy positions, and provide fire support with Rail Rifles and Marker Light target designators. The T'au also deploy battlesuits in support roles, such as providing specialised weapons to deal with any hot spots on the battlefield, providing heavy anti-tank fire, or as stealth infiltrators, operating independently of the main force.The T'au also make extensive use of small AI-controlled Drones, typically equipped with firearms or shield projectors. These Drones can be used to protect teams of Fire Warriors, battlesuits and support vehicles.The basic weapons of the Fire Caste are Pulse Weapons, which propel a particle beam that breaks down into a plasma pulse as it is fired from the firearm. This is commonly used as a long-range Pulse Rifle or a portable Pulse Carbine. A rapid-fire variation of the carbine is also used on vehicles and battlesuits, and is known as the Burst Cannon.The T'au are known to use Ion Cannons and Railguns on their voidships and vehicles, as well as various guided and unguided missiles. They also arm their battlesuits with a variety of weapons, ranging from Burst Cannons and Missile Pods, to Fusion Blasters, Pulse Rifles, and Flamers.
T'au Empire - Trivia: The name "T'au" is taken from the letter of the Greek alphabet with the same name, tau.
T'au Merchant Fleet - T'au Merchant Fleet: The T'au Merchant Fleet is the state-owned fleet of starships used by the T'au Empire to carry out all trade and commercial functions for its territory.As even commerce can be a dangerous business, with the threat of pirate raids and attacks from other stellar empires, each vessel of the T'au Merchant Fleet is well-armed and more than capable of protecting itself even from other military-grade starships.Its vessels are comprised of older starships originally used for military purposes but now reassigned to purely civilian functions. Like all T'au spacecraft, the vessels of the T'au Merchant Fleet are operated by the T'au Air Caste.The ZFR Horizon Accelerator Engine, also known informally as the ZFR Drive, is a system of interstellar starship propulsion that was the great invention of the T'au Earth Caste and allowed the T'au Empire to expand rapidly during the Second Sphere Expansion.An ingenious design, this powerful new drive allowed T'au starships to attain velocities close to the speed of light. It is the primary means of T'au interstellar travel, and is now used by all the vessels of the T'au Merchant Fleet, some of which had to be retrofit to make use of the new drive technology.The T'au Empire maintains a separate fleet of more advanced vessels known as the T'au Protection Fleet, or Kor'vattra in the T'au Lexicon, that serves as its frontline naval force.
T'au Merchant Fleet - History: In the early days of the T'au Empire's expansion into space, beginning in the 39th Millennium of the Imperial Calendar, the T'au saw little distinction between spaceborne commerce and conquest. Their heavily armed and armoured merchant starships served them well in their early conflicts with other galactic powers, and the T'au Empire rapidly expanded from its T'au homeworld.Engagements with the Imperial Navy during the Damocles Crusade proved unfavourable to the T'au Fleet. In particular, the heavy losses suffered during the first engagement between the T'au and Mankind in the Hydass System proved that their navy was simply not capable of going toe-to-toe with the older empire.Heavy losses suffered against an assault by Hive Fleet Behemoth also demonstrated that despite the valour of the Air Caste in every engagement, its vessels were out-gunned and lacked the needed maneuvrability to defeat other spacefaring species' starships. The Kor'vattra needed to develop better vessels and evolve its tactical doctrines.With the blessing of the Ethereal Caste, T'au High Command ordered a major program of research and development and initiated a massive naval construction program known as the Kor'or'vesh initiative. The initiative would develop new starship designs for military use, built with the newest T'au technology and constructed around tactical paradigms informed by the costly losses already taken.The program was given the highest priority, applied the best Earth Caste engineers to the project and spared no expense. The result were several new classes of T'au warships, beginning with the Il'Porrui-class Cruiser which served as a test bed for many of these new design philosophies, and continuing to include the Kir'shasvre Escort, and the mighty Or'es El'leath-class Battleship and its Kir'la-class gunships.While individual voidcraft from this program were encountered by Imperial forces prior to the Taros Campaign, that conflict was the first time multiple examples of this generation of T'au starships would see battle against the vessels of the Imperium.Today, the older generation of T'au warships still serve within what has been designated the Merchant Fleet. The T'au Merchant Fleet is composed of a smaller number of slow but still well-equipped and well-defended vessels. Each is capable of destroying the foe at a variety of ranges, relying on their formidable shields to keep the vessel intact while barrages of ordnance and torpedoes reduce the enemy to ruin.At the same time, these ships' are primarily responsible for carrying out all of the T'au Empire's interstellar commerce, both between existing T'au Septs and with other starfaring species outside of the empire's territory.
T'au Merchant Fleet - Starships of the T'au Merchant Fleet: Gal'leath (Explorer)-class StarshipBastion-class Commerce VesselKroot WarsphereIl'fannor (Merchant)-class StarshipLar'shi (Hero)-class StarshipNicassar DhowStronghold-class Commerce VesselKir'qath (Defender)-class StarshipSkether'qan (Messenger)-class StarshipKass'l (Orca)-class GunshipIl'Emaar (Courier)-class Merchant Transport
T'au Merchant Fleet - Sources: Battlefleet Gothic Armada II (PC Game)
T'au Protection Fleet - T'au Protection Fleet: The T'au Protection Fleet, called the Kor'vattra in the T'au Lexicon, is responsible for the defence of the T'au Empire and the continued expansion of T'au territory in pursuit of the Greater Good. All T'au vessels are crewed by members of the Air Caste. The T'au also maintain a separate fleet for interstellar commercial activities known as the T'au Merchant Fleet.Even though the T'au are fairly new to space travel, they still present a powerful force to be reckoned with by the other starfaring species of the Milky Way Galaxy. T'au starships cannot use Warp-Drive technology since they as yet have very little knowledge about the Immaterium and have not developed psychic abilities.The ZFR Horizon Accelerator Engine, also known informally as the ZFR Drive, is a system of interstellar starship propulsion that was the great invention of the T'au Earth Caste and allowed the T'au Empire to expand rapidly during the Second Sphere Expansion.An ingenious design, this powerful new drive allowed T'au starships to attain velocities close to the speed of light. It is the primary means of T'au interstellar travel, and is used by all of the vessels of the Kor'vattra.
T'au Protection Fleet - T'au Starship Development: The first major class of T'au starships built were the ponderous Gal'leath-class ("Explorer") vessels. These leviathans laid the foundations for the T'au Empire and formed the basis of the Kor’vattra for its first wars with the Orks and the Nicassar. The Niccassar were less advanced than the T'au and after their speedy defeat were one of the first intelligent races absorbed into the Empire as part of the Greater Good.The Orks posed a more difficult problem. Their ships were faster, better-shielded and more heavily armed than that of the T'au. Against such a dangerous enemy the Gal'leath-class was simply too expensive a resource to risk. Fortunately new, more compact drives led to the introduction of the smaller Il'fannor ("Merchant")-class. To counter the numerous Ork escorts the T'au developed their own Kass'l ("Orca") gunships.The Kass'l would travel inside a larger vessel equipped with the ZFR Drive over long distances, disengaging when they arrived at their destination. This, combined with the introduction of super-heavy Ion Cannons and Barracuda fighters, helped restore the military balance, but it was the power and efficiency of the T'au shipyards that prevented the Empire from being devastated by Orks and Mankind alike.
T'au Protection Fleet - The Kor'or'vesh Initiative: Engagements with the Imperial Navy during the Damocles Crusade proved unfavourable to the T'au Fleet. In particular, the heavy losses suffered during the first engagement between the T'au and Mankind in the Hydass System proved that their navy was simply not capable of going toe-to-toe with the older empire.Heavy losses suffered against an assault by Hive Fleet Behemoth also demonstrated that despite the valour of the Air Caste in every engagement, its vessels were out-gunned and lacked the needed maneuvrability to defeat other spacefaring species' starships. The Kor'vattra needed to develop better vessels and evolve its tactical doctrines.With the blessing of the Ethereal Caste, T'au High Command ordered a major program of research and development and initiated a massive naval construction program known as the Kor'or'vesh initiative. The initiative would develop new starship designs for military use, built with the newest T'au technology and constructed around tactical paradigms informed by the costly losses already taken.The program was given the highest priority, applied the best Earth Caste engineers to the project and spared no expense. The result were several new classes of T'au warships, beginning with the Il'Porrui-class Cruiser which served as a test bed for many of these new design philosophies, and continuing to include the Kir'shasvre Escort, and the mighty Or'es El'leath-class Battleship and its Kir'la-class gunships.While individual voidcraft from this program were encountered by Imperial forces prior to the Taros Campaign, that conflict was the first time multiple examples of this generation of T'au starships would see battle against the vessels of the Imperium.In the wake of the success of the Kor'or'vesh initiative, the older vessels of the T'au Protection Fleet were largely reassigned to what became the heavily-armed T'au Merchant Fleet.
T'au Protection Fleet - T'au Air Support: T'au battle plans are works of holistic genius, carefully orchestrated manoeuvres that encompass great swathes of any engagement area. Central to many of these strategies is the establishment of total air superiority. Achieving this goal falls to the brave and selfless pilots of the Air Caste.Teams of Air Caste combat craft sweep through the skies above almost every battlefield the Fire Caste fight upon. Fighter and bomber teams are fully integrated into the combat strategies of the T'au military, coordinated centrally by Coalition-level command elements and working in perfect concert with the ground forces of the Fire Caste. Their efforts ensure that ground-based cadres can manoeuvre freely, pursuing their own objectives without fear of attack from on high.Nearly all T'au campaigns begin with a massive Air Caste combat deployment. Each team of fighters or bombers is tasked with achieving specific objectives and provided with ample support to achieve their goals in optimal time. Teams of Razorshark strike fighters switch between high altitude dogfights and ground attack runs, fearlessly scouring the skies of monstrous beasts or obliterating the war engines of the enemy.While the Razorshark Teams eliminate priority threats, whole contingents of Sun Shark bombers plunge low to perform daring bombing runs against key enemy installations. Airfields, generators, flak batteries and command assets are pounded into submission by energised ordnance to pave the way for full-fledged ground assault by the Fire Caste.Air Caste pilots display incredible selflessness, braving unbelievable odds to destroy their targets. They will gladly scream between the questing, building-sized tendrils of a Tyranid Hive Ship or dare the drumming fire of Space Marine Hunter squadrons, stoically accepting their casualties as sacrifices to the Greater Good.Still, the T'au do not believe in senseless martyrdom; their air groups never commit without a coherent plan and clear target, and they quickly pull out if it becomes apparent that no amount of determination and technology is going to win the day.Such judgments are left up to the pilots themselves, T'au Commanders relying upon the experience and wisdom of their flight crews in the field. Such trust is well placed. The pilots of the Air Caste are born into their role, biologically adapted to flight thanks to their willowy frames and hollow bones.Coupled with bodies that can absorb tremendous g-forces is the Air Caste pilots' exceptional training. These skyborne warriors have learned to fly from their earliest days, their entire lives devoted to the absolute mastery of the pilot's art. Most T'au team leaders and fighter aces have more experience than a whole squadron of other species' pilots, all of which they turn to the pursuit of victory for the Tau'va.
T'au Protection Fleet - Turrets: T'au turrets are extremely sophisticated defensive starship defensive systems, combining a range of weapon types with overlapping fire zones.
T'au Protection Fleet - Ion Cannons: Ion Cannon shots vaporise the object struck, magnifying the energy discharge. Armour is of no value against them. They function the same as Imperial Navy starship Lances in all respects.
T'au Protection Fleet - Railgun Batteries: Railguns of the size mounted on warships require massive amounts of energy to fire despite T'au superconductors. Because of this, power is routed to a single barrel at a time. The sequence is timed to ensure the first barrel is reloaded before it is charged again. Railguns function as standard weapons batteries.
T'au Protection Fleet - Gravitic Launcher: Gravitic launchers are massive railguns where mass drivers trigger the initial acceleration before the starship's gravitic field is pulsed to squeeze the missiles toward the enemy at enormous speed. The missiles are drone-controlled and exceptionally dangerous.
T'au Protection Fleet - Gravitic Hook: Gravitic Hooks are large, suspensory arms which create a gravitic sheath in which a small vessel can be transported by a larger one.
T'au Protection Fleet - Shields: T'au shields are formed by shaping the gravitic field to repel incoming fire. They function as normal Void shields in every respect.
T'au Protection Fleet - Deflector: The deflector is a specialised type of void shield generally mounted on the prow of the latest T'au starships. It turns the gravitic sheath around the vessel into a dense wedge, which is far more effective against incoming fire. If fired at from the front the deflector augments the passive armour of the T'au vessel. Deflectors are always mounted on the prow and will be disabled if the ship suffers damage to its prow.
T'au Protection Fleet - Tracking Systems: T'au Skether'Qan-class starships boast highly advanced data storage and processing facilities to cope with the vast amounts of information they carry. When linked to ship sensors though this processing power can be used to provide a direct feed to the ships turrets. In fleet actions Skether'Qan-class starships can route this data to other nearby T'au vessels.