How many tanith are left




















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Time for an amalgamation me thinks. The real work's already been done. You ought to make yourself useful and find the man who put the sword in the stone in the first place" pts pts.

Gathering the Informations. They were pulled from the frontlines after Jago, and reinforced on Balhaut. As for the "numbers of Tanith"? Doesn't really matter, because now the regiment is once again the "Tanith First", so technically everyone who joins is Tanith. Kanluwen, how were they reinforced on Balhaut? Tanith is gone, Vernhive is gone, Belladon? How long can this last as the original Tanith become the minority?

Vervunhive may be gone, but Verghast isn't. Belladon is still a planet in Imperial hands, but they only joined due to it having been a Belladon Recon regiment that was merged with the Tanith First. Basically, it's likely that what's going on is the Tanith First is being reinforced anytime a Recon regiment is taken down to the numbers where they need to be pulled back to the rear lines. Whoa there. The 1st has only been reinforced twice. That's it. And the new people are not Tanith.

Verghast and Belladon are good guys but they ain't no Tanith. Braggs nose was reset and bandaged, and then at midday he was officially relieved. Hastings entered with the new Boneead, who immediately set to angrily berating the rest of the men. The Ogryns for their part accepted their new leader without question. Bragg watched on, feeling, well he couldnt quite describe what he was feeling; relief, mostly that his temporary command was over, but also some if he admitted it faint sadness and resentment hed been so easily discarded.

Larkin was unusually serious too. Come on, Try, lets go back to the Ghosts. The two men left the barracks. Hastings nodded his thanks and offered to escort them back to the Chimera. They crossed the training ground stopping to ogle at the enormous heap of greenskins bodies set to be burned and waited for the transport to arrive.

Bragg found he didnt want to look back at the Barracks, and he was impatient now to leave. So distracted was he, that he somehow didnt hear the pounding footsteps approach behind him.

Try, said Larkin softly. It was one of the Ogryns, he still couldnt be sure which. The hulking abhuman was strangely quiet, and he was trying to hide something behind his back. The Ogryn was unbelievably shy. Go on, said Bragg, softening his voice. The giant showed what he was hiding. It was his Ripper Gun. He handed it to Bragg who nearly toppled under its weight. With an enormous amount of effort he lifted it up. What was this thing made of?

Then he remembered the Ogryns wielding it like a club in the thick of the battle it had probably been over weighted to make it a more devastating hand to hand weapon. He couldnt well carry this on his shoulder, and even if he could, he doubted he could reach the trigger at the same time. Its very kind, but I dont want- he started, then stopped.

In just two seconds the Ogryn had gone from jubilant to tearful. Youre making him cry, said Larkin. He looked down at the little sniper expecting to see another piss-taking expression, but to his surprise Larks was serious.

It was true as well. The Ogryn was visibly distraught. You no like it? Bragg felt deeply ashamed. No, no! I love it. He motioned firing the trigger and made a BOOM! The Ogryn frowned and reached for the gun. Not like dat! Bragg quickly pulled it away before the Ogryn could blow a hole in anyone. I get it. I get it, he said urgently. The Ogryn considered him carefully, almost closing his eyes with concentration. You good boss, boss, he said, and then stomped off back to his unit.

They watched him leave, stamping his path back to the barracks. Hastings leaned in closer. I can always give that to the new Boneead if you prefer. Bragg set it down with a groan, chipping the rockcrete. The Chimera bounced and rattled as it took them back to their own unit. Larkin had been chuckling to himself for the last fifteen minutes. Occasionally he would look at Bragg, which would inspire him to laugh out loud again.

Just before they were back at the Tanith deployment area, Bragg got his attention by leaning very close to him, so his considerable bulk was over the snipers. Yes, Try, said Larks looking suddenly worried. You tell anyone about this and it wont be an Ogryn that treads on you.

And Larkin never did. Options-Officers have access to the imperial guard armoury 2 ghosts may form a heavy weapons team. They are armed with one of the following weapons. Tread fether- 15 pts Heavy bolter- 10 pts auto cannon- 15 pts Heavy stubber- 8 pts - Heavy flamer- 10 pts Any ghosts not forming a heavy weapons team may carry - vox caster- 10 pts -Melta gun- 10 pts -Plasma gun - flamer- 5 pts - medic - 10 pts Special rulesLeadership- any tanith unit within 12" may use the command squads leadership.

Squad- up to 3 Master snipers may be taken as a single elites choice weapons- Long las sniper rifle , camo cloak Special rules Master snipers- All master snipers may re roll failed to wound rolls but must accept the second result. Disappear- You may never move tanith master snipers.

Squad- A demo squad contains 1 sergeant and 9 guardsmen. Weapons- Lasgun, frag grenades, camo cloak Options- The guardsmen may be equipped with krak grenades- 20 pts for the squad Melta bombs- 40 pts for the squad Demo charges- 10 pts max of 3. I grew up on Tanith and had know nothing else. I tracked amongst the wondering trees and was contented in that peace.

Then he came, and I felt real fear for the first time in my life. He came to our world to recruit three regiments of Imperial Guard, to take us away from our home. I was conscripted in with many of my friends, they were all happy and joyous ready to take on the adventure, I hated this man for taking me from my home. Then Tanith fell, in fire and flames the daemons came and rent our world asunder.

I was panicked like everyone else, I ran about fearing for my life but he was so cool and calm, he saved us. He personally carried men into the ships, he saved us. We are all that is left of Tanith now. To watch him on the battlefield is to watch a true man of war, his skill with his chainsword is unmatched by any I have ever seen. He once tore a rogue astartes, twice his size, to pieces in hand to hand combat.

But he is more than a warrior to us, more than a man to learn the ways of fighting from. He is our leader, I have seen other Commisars and they are unlike him, they rule by fear and intimidation but not him. He has compassion when it is required, and a steely resolve when that is necessary, and he would only hurt those who would hurt us.

He is the greatest leader of men I have ever known. But more than just a commanding officer, more than warrior - he is one of us now. He may not have been born on Tanith but he proudly bears our cameleoline cloak over his black uniform, he is Tanith. Options- A tanith vet squad may have one heavy weapons team. Options-Officers have access to the imperial guard armoury.

Squad- 10 tanith ghosts. Options- A tanith squad may have one heavy weapons team. Squad- A scout squad contains between scouts. Special rules-. I paint the strap on the front of the cadain boots green to. Also paint the cape green Step six Give the flesh a wash of flesh wash, water it down a bit. Add dish shop to make it flow if needed And give the armour a watered down black wash Step seven Dry brush the barrel of the lasgun A metal colour.

Paint any other metal parts metal. Paint the rifle butt brown Step eight Highlight green armour and cape Step nine Highlight face Step 10 Paint stripes on the cape. How to use tanith special characters? Each special character will have a rank, if its name does not include one then consider them as a normal trooper. To use these modes you must substitute the character for the model of the same rank. You therefore only pay the points for the tanith special character not both.

Example, if I wanted Rawne leading my company then id use Rawnes rules instead of the normal majors ones. I just have to pay for Rawnes cost then Im free to use him.

Scout Mkvenner "Ven, there have been rumours about you since the day of the First Founding. There's not a man in the regiment who hasn't heard them. And not a single man who's seen you fight hand to hand that doubts them.

Your skill's are like no one else's. A memory from the feudal days of Tanith. As I heard it, the Nalsheen were wood-warriors, a fighting brotherhood who dwelt in the nalwoods and who overthrew the old tyrants. Some think them a myth. Some think they never existed at all. But they did, didn't they, Ven? Wargear: Lasgun, tanith knife, frag grenades, camo cloak.

He is more efficient in hand to hand combat than the average guardsmen and has a more improved initiative and attack. These have already been added to his profile above. This represents his training in the ways of the Nalsheen. Veteran Sergeant Feygor "Feygor, if you cant stop being sarcastic, you can shut the feth up. He was going to be sarcastic for the rest of is life.

Everyone looked at him. Slowly, reluctantly, he raised a hand. Wargear: Lasgun, camo cloak, frag grenades, tanith knife, demolition charge. During their service together, both have grown to care for each while on the field. When Feygor and Rawne are within an assault together.

Feygor may swap places for the duration of the combat. Rawne will fight Feygor's opponents while Feygor fights Rawne's. Commissar Viktor Hark Hark drew his pistol. Ready now! Glory of Tanith! Spirit of Verghast! Fury of Belladon! They're going to come at us and we're going to give them death! What will we give them? Wargear: Plasma pistol, camo cloak, power sword, frag grenades. Plasma Gunslinger: When firing his plasma pistol in the shooting phase, Hark's plasma pistol only overheats on a roll of a 1.

Captain Daur Out of nowhere, just before nightfall, about a half-hour after the klaxons had stopped yelping, the first shells fell, unexpected, hurled, by long-ranged guns beyond the horizon.

Two fell short on the southern outer habs, kicking up plumes of wreckage from the worker homes. Another six dented the Curtain Wall.

At Hass West, Daur yelled to his men and cranked the guns around. A target Dug-in Zoica armour and artillery, hidden out in the burning grasslands found their range. Shells began to drop into the hive itself. A gigantic salvo hit the railhead at Veyveyr Gate and set it ablaze. Several more bracketed the Vervun Primary barracks and atomised over a thousand troopers waiting for deployment.

Wargear: Lasgun, camo-cloak, frag grenades, tanith knife, Vervunhive Cross. Any unit within 12" of Daur may re-roll leadership checks. Flame-Trooper Aongus Brostin There was a double click, dry and solid, and then a whoosh of heat as the night lit up.

Corbec winced. Trooper Brostin stood over him, raking the tops of the sandbags and the lane beyond with his flamer. The hurricane force of the flame gout cut the enemy away like dry grass. Then he tapper his micro-bead. Wargear: Heavy Flamer, tanith knife, camo-cloak, frag grenades. Special Rules "Say hello to the Yellow": Brostin is legendary with his ability to wield and control fire. He may re-roll all failed to wound rolls with his heavy flamer, and may always take a cover or armor save against flamers or heavy flamers, regardless of AP values or template rules.

Sergeant Agun Soric Explosions thundered across the station, throwing some of the men to the ground. One of Soric's freedom fighters was yelling out.

Enemy tanks! The huge shapes of Zoican storm-tanks, longbarrelled and heavily armoured, were scythingin towards the station and the surrounding habs. Others, including fastmoving light assault tanks and squat, super-heavy flamer platforms, were pushing round onto the transit streets leading to the Commercia and the Shield Pylon. What other way is there?

The devotion, determination. The sacrifice. The workers of Vervunhive, who had built this place with their sweat, were now buying it back with their blood.

It was an object lesson in loyalty and devotion that even the finest Imperial Guard regiment could admire. Wargear: Lasgun, camo-cloak, frag grenades, carapace shell, tanith knife.

Special Rules: Carapace Shell: After Soric suffered an injury during the liberation of Phantine, he began to write in his own hand information that he would need to get an advantage against the forces of Chaos whether it be fighting them or protecting he and his men. He and the squad he is in may re-roll failed rolls to wound when shooting or the unit may reroll failed armour saves showing how the carapace shells shows them incoming danger once a turn.

Wargear: Lasgun, tanith knife, camo-cloak, frag grenades, ganger knife. Along with her came her two "sons" that she has cared for during the war. Wargear: Reynbow, tanith warknife, frag grenades, woad. Special Rules: Reynbow: The Reynbow is a special crossbow that fires poison darts propelled out of the crossbow by an electromagnet. As long as Eszrah is using this weapon, he may re-roll failed rolls to wound. This weapon follows this profile: Range: 12" Str: 3 AP:5 Assault 2 Woad: A special white moth-paste from Gereon that is smeared on the skin before battle.

It acts as camouflage and has the same rules as a camo-cloak. Bodyguard: Eszrah is Gaunts bodyguard, and so never leaves his side. He must always remain within 2 of Gaunt, and may take any wounds in place of Gaunt.

Sergeant Domor Trooper Domor had lost his eyes on Menazoid Epsilon, and augmetic surgeons had rebuilt his face around a pair of military gauge optic sensors. Dorden knew Domor well, and counted him a friend. He knew that Domor's implants could read heat and movement through stone walls and brick facades. Me and Mkvenner. Wargear: Lasgun, tanith knife, camo-cloak, frag grenades, augmetic eyes.

Special Rules: Augmetic Eyes: After being injured in during the conflict between the Jantine Patricians and the Tanith Ghosts, Domor lost the use of both his eyes and was given augmetic ones instead.

Domor counts this piece of equipment as a Surveyor as described in Codex: Imperial Guard. In addition, he and the unit he is with see 2D6 times 4 instead of the normal 2D6 times 3 when in a mission using the Night Fighting special rule.

Major Gol Kolea Enemy infantry was slogging up out of the mist, assaulting the slope. They emerged one by one, but soon became hundreds strong, thousands. They came yelling and baying bayonets fixed.

Wargear: Lasgun, camo cloak, frag grenades, tanith knife, family photo. However, he doesn't have to "Try Again" when shooting at his target. This results with Kolea having an improved S of 4. Family Photo: Before he lost his wife and "sons" on Vervunhive, Kolea was a happy miner in the city. However, after the Beati was revealed on Herodor, he confessed to Tona Criid that he was the real father of her and Caffran's "sons.

When in the assault, Kolea may swap places with any Criid, Caffran, or his sons. In addition, Kolea may take some of the designated characters wounds as long as all wounds have been evenly allocated. Trooper Caffran The crack of lasguns and needle lasers began to whip around them from the armoured loopholes on the trench head. Gaunt wrenched caffren back to his feel. Wargear: Lasgun, camo cloak, frag grenades, tanith knife. Caffran has grown to love Tona and thinks of her sons as his own.

In an assault, Caffran may swap places with Tona or any of her kids and fight their opponents and vice versa. Wargear: Lasgun, camo cloak, frag grenades, tanith knife, augmetic arm. Special Rules: Augmetic Arm: After being grievously injured in the line of duty, Varl was given an augmetic limb to replace his now useless arm. Since then on, he has always used his new limb in battle as if he had his old arm back. However, he always had trouble with when he fights in water with his arm.

Wargear: Long-las, camo cloak, tanith knife, frag grenades. Her times as a scratcher taught her to use the most of her cover to her advantage when using guerilla tactics. After she was recruited into the Tanith First, she was made one of the best snipers in the Tanith regiment. Rawne's Affair: Banda and Rawne have been having a secret affair together that started during the trench warfare on Aexe Cardinal.

Wargear: Lasgun, camo cloak, tanith knife, frag grenades, krak grenades, tube charge. Special Rules Rawne's Apprentice: After Meryn's Larisel team witnesses his ruthlessness during the Larisel mission, some have begun to think that he was "groomed" by Rawne. To represent this, Meryn has been given tube charge that he may use normally or he may use it like a krak grenade when assaulting a vehicle.

Special Rules Domor's Scout: After Domor was promoted to platoon leader, Bonin was assigned to serve as one of his platoon's scouts.

Bonin must be in Domor's platoon if being played. On Verghast, he fell off the colossal war machine of Heritor Asphodel and was believed dead during the Spike assault. He survived, thanks to his amazing luck, but now has a steel vertebrae and pelvic joint due to his extensive injuries. He escaped unharmed from the Ouranberg mission and survived Gereon. Bonin may ignore the first unsaved wound he has once every turn to show how lucky he really is. Knife Warrior: One of Bonin's lucky saves was when he personally killed a Stalker with only his Tanith knife.

Wargear: Long-las, camo cloak, frag grenades, tanith knife. Verghast Scout: Muril has been trying to become one of the first Verghast scouts in the Tanith regiment.

She was selected by Mkvenner to be in one of the scout groups during a mission on Aexe Cardinal. If the mission was successful, Ven would recommend her to Mkoll and she would be one of the first Verghast scouts in the Tanith First.

Muril and the unit she is with may to deploy in ambush using the Ambush Special Rules found in Codex: Catachans. Wargear: Laspistol, camo cloak, frag grenades, tanith knife, medi-pack. She has become the second medic to the Tanith First and is well like by all. For having much experience being a medic, treat Curth as having the expert medic special rule in the Chapter Approved Gaunt's Ghosts Characters found under Chief Medical Officer Tolin Dorden's profile.

Wargear: Lasgun, camo cloak, frag grenades, tanith knife, krak grenades. He has had much experience with radios until he was promoted to platoon leader after Adare was killed on Phantine. If Raglon's vox operator is killed, Raglon will take up the vox caster and may continue to use it.

He is a sharp-witted, confident, strong man, and he was a well-liked in the regiment. He was chosen to be in many guerilla raids such as Caffran's raid on Oskray Hive and defending the Shrine on Hagia. He and the squad he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans. Wargear: Lasgun, camo cloak, frag grenades, tanith knife, meltabombs. Special Rule Leadership: Any squad within 12" of Arcuda may use his leadership when taking morale and pinning checks.

He perturbed of his new promotion, but he eager to live up to Gaunt's expectations. This results with Baffels having an improved Leadership of 9 showing his eagerness to serve Gaunt.

While Gaunt and some of the Ghosts were on the mission in Gereon, Caober became the scout leader during Colonel Wilder's command of the Tanith regiment. Caober and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans. Wargear: Lasgun, camo cloak, frag grenades, tanith knife, med-pack.

Special Rule Field Medic: Lesp acts as one of Dorden's orderlies and has learned the basics of acting as a field medic for the Tanith First. To represent this, the unit he is in may ignore the first unsaved wound every turn. Special Rule Field Medic: Chayker acts as one of Dorden's orderlies and has learned the basics of acting as a field medic for the Tanith First.

While Gaunt and some of the Ghosts were on the mission in Gereon, Leyr served as a scout during Colonel Wilder's command of the Tanith regiment. Leyr and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans. Special Rule Scout: Jajjo is one of the scouts from the Tanith First and is one of the only Verghast scouts in the whole Tanith regiment. Jajjo and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans.

Baen and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans. Doyl and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans. Wargear: Lasgun, laspistol, camo cloak, frag grenades, tanith knife. Baru and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans. Wargear: Lasgun, laspistol , camo cloak, frag grenades, tanith knife. Special Rule Scout: Logris is one of the scouts from the Tanith First and was Rawne's first scout and even served as an elite with Baru.

Logris and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans. Special Rule Scout: Mkendrik was one of the scouts from the Tanith First and was in Rawne's unit before he became a scout. Mkendrik and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans.

He was first a scout in Rawne's platoon, but shortly after became a platoon leader. Before battle commences, Mkendrik may either be a Sergeant or a Scout, but not neither. If a sergeant, Mkendrik may still use the scouts special representing that he and his unit has learned the basic ways of being a scout. Special Rule Scout: Trooper Maggs is a Belladon trooper who was brought into the regiment with the influx of troops from the st.

He was part of a recon squad in the old regiment, so he decided to try and join them in the First and Only. His scout skills are renowned, he has even paired himself up with Mkoll during the assault on Ancreon Sextus. Maggs and the unit he is with may deploy in ambush using the Ambush Special Rule found in Codex: Catachans.

Open navigation menu. Close suggestions Search Search. User Settings. Skip carousel. Carousel Previous. Carousel Next. What is Scribd? Tanith First and Only Codex. Uploaded by Gunnar Lopez. Document Information click to expand document information Description: 40k. Did you find this document useful?

Is this content inappropriate? Report this Document. Description: 40k. Flag for inappropriate content. Download now. Related titles. Carousel Previous Carousel Next. Warhammer 40K 3rd edition Genestealer Cult Codex. Jump to Page. Search inside document. Weapons- Lasgun, frag grenades, camo cloak Options- The guardsmen may be equipped with krak grenades- 20 pts for the squad Melta bombs- 40 pts for the squad Demo charges- 10 pts max of 3 I grew up on Tanith and had know nothing else.

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Black Pink. Aries Matibag. Zenina Rice. Testerasa Tester. Patrick Matthews. George Alin Vladuca. In contrast to some other, more rigidly structured Astra Militarum regiments, the Tanith give an extraordinary amount of freedom to individual squads.

While the colonel and company commanders still issue orders, squad leaders receive considerable leeway on how to accomplish objectives. The Tanith First-and-Only frequently leverages its combination of small-unit tactics, independent squads, and tight communication network to outmanoeuvre the opponent. This allows them to be extremely fluid on the battlefield, reacting to the enemy much faster than they could otherwise. Even squads are modular, and often break down into two smaller fire-teams, the second led by the squad's corporal, granting them an even greater degree of tactical flexibility.

During his period of command in the regiment's formative years, Ibram Gaunt placed a great deal of importance on his officers having a grasp of the overall tactical situation. It is said that on several occasions, he even broke mission protocol to give other officers information and maps that the Sabbat Crusade's High Command had deemed too sensitive for the lower ranks to access.

The Tanith's self-awareness of the regiment's strengths allows them to exploit these advantages to the fullest extent possible. Tanith troopers' weapons of choice are almost invariably stealth, mobility, and coordination rather than brute force and overwhelming firepower. The Ghosts favour in particular the Long-Las , the lightweight Missile Launchers they affectionately refer to as "tread-fethers," explosive tube charges, and backpack Flamers , alongside controlled and precise Lasgun fire.

And as a last resort, the Tanith are trained to use their signature silver warknives to deadly effect in close quarters.

Some of their most skilled melee combatants are even whispered to have faced down Chaos Space Marines in personal combat and survived to tell the tale of crossing blades with those terrifying foes. The Tanith uniform is black, with optional helmets for standard troopers and forage caps for the regiment's elite scout platoon. Camouflage Cloaks made of the special synthetic material called cameleoline are standard issue.

The cloaks change their colour depending on the location of the wearer. The cap badge for the Tanith is a wreath-surrounded skull with three daggers behind it; each dagger representing one of the original Tanith regiments.

On the badge is the inscription "For Tanith, For the Emperor". After the destruction of the Tanith 2 nd and 3 rd Regiments, the Tanith snapped off the two outside daggers on their cap badges.

The Verghastite cap badge is an axe-rake to symbolise their former hive city 's mining and industrial background. These pins and other badges that indicate rank or specialisation are dulled down with soot or boot-black to aid in stealth operations. The native-born Tanith can be generally identified by their pale skin, which contrasts with their dark hair and blue tattoos.

Virtually every Tanith possesses a visible tattoo, although the number, design, size, and complexity varies wildly between individuals. They come from a wide variety of backgrounds, as one would expect from a regiment drawn from the entirety of a Frontier World. They share exceptional abilities at stealth, as a standard Ghost matches or exceeds a scout specialist from any other regiment. Almost every Tanith boasts an impressive, innate sense of direction, as the moving forests of their world made navigation via landmarks useless.

If all practical observation is to be trusted, a native-born Tanith can never be lost. And, of course, the most powerful unifying force lies in the loss of their homeworld. Every Tanith experienced the incomparable memory of seeing their home and everyone they knew utterly annihilated by Chaos. Unlike most other Guardsmen, a Tanith cannot even dream of returning home someday, and must fight knowing that when he dies, so too die some of the last memories of Tanith. Despite the potential for despair at the loss of their home, this event proved more of a catalyst than a death knell.

The Tanith hold an absolute conviction to make the most of their lives, and carry a burning desire for vengeance against Chaos that allows them to take on seemingly suicidal missions with hardly a second thought. Despite the pall of tragedy that always lies near a Tanith's thought, they maintain a surprisingly jovial attitude when not in combat. The Ghosts also boast an incredibly clean record compared to most Astra Militarum regiments, and rarely merit serious disciplinary action.

Although the usual collection of low-grade misconduct and misdemeanours can be found, its officers rarely need to enforce corporal or lethal punishment. Because of this peculiarity, some other Astra Militarum regiments wrongly view the Tanith as primitive, unruly barbarians rather than the highly skilled special operations unit they truly are.

Unlike the members of the First-and-Only who hail from Tanith, the Verghastite element of the Ghosts comes from much more mixed stock and has few universal features, although many have adopted the traditional Tanith tattoos. Like the Tanith, they also share a burning hatred for Chaos. Although their world is rebuilding, they too bear the scars from seeing their home burn. Overall, the Verghastite elements have adopted Tanith practices and customs well, and although the Verghastite are less skilled at stealth-work than the original Tanith, they bring many skilled sharpshooters to the regiment.

Unlike the other two elements of the Ghosts, the Belladon are not united by a shared loss of their home. They also claim a long and proud martial history, unlike the first-generation Tanith and Verghastite troops. Though they are an integrated part of the Tanith First-and-Only, the Belladon maintain a strong regimental identity, and put a heavy emphasis on their previous commander, Colonel Wilder, who briefly commanded the combined regiment in its early days and gave his life to save it.

The Belladon boast their own excellent scouts, and have exchanged techniques and practices that complement those of the native Tanith. Perhaps no single individual has been as responsible for the survival and success of the Tanith 1st as Colonel - Commissar Ibram Gaunt.

Ibram Gaunt hailed from a family of soldiers, with a General Dercius as an uncle and a father who served as second-in-command to a regiment of the Jantine Patricians. After his father's death, Gaunt received schooling at the Schola Progenium on the world of Ignatius Cardinal, where he specialised as a commissar. As a cadet, he served with the Hyrkan 8th under the tutelage of Commissar-General Delane Oktar and distinguished himself, receiving promotion to full commissar upon Oktar's death. During his attachment to the Hyrkan 8th, he gained the attention of Lord General Slaydo , becoming one of his inner circle.

With Slaydo's promotion to Warmaster and his charge of an Imperial Crusade to retake the Sabbat Worlds , Gaunt was amongst the chosen few with whom Slaydo swore a blood-oath: to see the crusade to its conclusion, no matter what, in order to honour Saint Sabbat from whom the sector drew its name.

In the following years, Gaunt performed incredible feats and received the extremely rare rank of colonel-commissar and his own command over the Tanith First-and-Only for his loyalty and achievement. From that point on, Gaunt and his regiment, later nicknamed "Gaunt's Ghosts" made their way from battlefield to battlefield, facing terrible foes and incredible challenges that tested them in every way, forging them into a deadly and renowned regiment.

The Tanith are noted as being adept at using the Flamer and Missile Launcher though the type of Missile Launcher they favour appears to be a cut-down rocket-tube referred to informally as a "tread-fether" and also regularly deploy Autocannons.

In place of the standard-issue Astra Militarum combat knives, the Tanith Regiment makes use of centimeter-long, straight-edged silver-plated daggers, known by the troopers as their "Straight Silver," which is also the weapon that officers mean to use when they give the order to fix bayonettes.

The Tanith make use of Mark 3 Lasguns : the Tanith troopers of the regiment wield Lasguns with nalwood stocks and furnishings, while the Verghastites use Lasguns with fold-down wire stocks. Snipers make use of needle-las Long-Las sniper rifles, and usually prefer the powerful, single-fire "Hotshot" charge packs. For stealth purposes, the Tanith Regiment's fatigues and combat armour are black and grey in color, and each trooper is also issued a Camouflage Cloak made from Cameleoline.



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