The regiment took heavy losses in its early actions, including the loss of three hundred during a friendly fire incident on Voltemand. Heavy casualties were also incurred during the effort to recapture the Forge World of Fortis Binary , so much so that by the time of the Ghosts' deployment on Monthax, they numbered less than 2, Guardsmen.
The casualties taken at Monthax and later Verghast were replaced by recruits taken from the destroyed Vervunhive , at which time female soldiers first joined the Tanith.
The soldiers from Vervunhive use a different pin, adorned with the axe rake that Vervunhivers used in mining before their hive city was destroyed. Ten years later, the Tanith had been involved in numerous campaigns for the Sabbat Worlds Crusade. Eighteen months after making planetfall on Gereon, Gaunt's mission team was retrieved by Crusade forces. Shortly after taking his position with the Binars, Gaunt begins suspecting that the potentially sacred sites that the Imperial Guard is fighting over may actually be Chaos artefacts. With evidence mounting, he contacts his Gereon team and determines that the artefacts are in fact, enormous Chaos traps.
Gaunt is eventually reunited with his Ghosts, and his evidence prompts the withdrawal of the Imperial forces from the Mons. Caught in a desperate rearguard action, and with time counting down to an orbital bombardment by the Imperial Navy, Gaunt's Ghosts are hard-pressed to escape utter destruction. Following his actions, Gaunt is again granted command of the Tanith, along with their Verghastite and Belladon compatriots. The regiment was reorganised so that the Tanith, Verghastites and Belladons were fully integrated with each other within the regiment.
The Tanith First-and-Only joined the Crusade which began in M41 shortly after their escape from their doomed homeworld. Since its Founding, the Tanith First-and-Only has served in the following campaigns and warzones, in approximate chronological order:.
The troopers of the Tanith First are unparalleled scouts, marksmen, masters of stealth tactics, and excellent light infantry. They are said to possess an unerring sense of direction, traits developed for survival on a planet where the forests actually move to conceal the path taken. The Verghastite and Belladon members of the regiment claim no such uncanny abilities, but are also proven light infantry specialists, with Verghastite hive city backgrounds in particular complementing the talents of the Tanith woodsmen. The First and Only excels in stealth infiltration missions, but has proven particularly tenacious in defensive operations in urban terrain.
Even amongst such light infiltration infantry as the Tanith, there is always room for the truly elite. In the Ghosts these take on two forms: The aptly named Scouts, lead by Mkoll, who specialise in reconnaissance and covert operations, and the Sniper division. There tends to be an over-representation of Verghastites excelling as snipers while the Tanith natives dominate in the scouts. The overall organisation of the Tanith First-and-Only is flexible, as its numbers have shifted drastically over its history.
However, the regiment is typically divided into several companies and further subdivided into individual squads. Unlike some other regiments, much of the responsibility for battlefield decisions falls onto the Sergeant of a given squad, and his or her second-in-command who holds the rank of Corporal. The exact make-up of the squad can vary given the mission, but Tanith squads often feature troopers with roles and titles such as Scout, dedicated Marksman, Heavy Weapons Team such as Missile Launcher or Heavy Stubber , Corpsman, Flamer, and Voxsman. As squads reconsolidate after losses, this makeup alters depending on availability.
In general, however, the Tanith attempt to maintain balanced squads that can handle the diverse threats the galaxy has to offer. In contrast to some other, more rigidly structured Imperial Guard 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.
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. 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. Their favoured special weapons include long-las sniper rifles, flame throwers, and portable Missile Launchers the Tanith nickname "tread fethers". 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'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. The Ghosts also boast an incredibly clean record compared to most Imperial Guard 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 Imperial Guard 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 large 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. During his attachment to the Hyrkan 8th, he gained the attention of Lord-General Slaydo , becoming one of his inner circle.
This page was last modified on 23 August , at Here are a couple of recommendations:. The Verghastite cap badge is an axe-rake to symbolise their former hive's mining and industrial background. 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. Warhammer 40, Imperial Imperial Guard. 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.
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. 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 Imperial Guard 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 what officers shout as the order to fix bayonettes.
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The Tanith make use of Mark 3 Lasguns: Snipers make use of needle-las sniper rifles, and usually prefer the powerful, single-fire "Hotshot" charge packs. Only one full regiment was able to make it off planet. With no functioning command staff, due to them being very much dead, a Colonel-Commissar by the name of Ibram Gaunt was assigned to look after the regiment.
Gaunt was promised that if he led them to glory in the campaign, he and his regiment would be granted one of the conquered worlds for them to keep as New Tanith. Naturally they become complete badasses, known for taking missions deemed too suicidal even for space marines, and coming out stronger than ever. They haven't gotten that world yet though.
Thus begins 10 years 14 books and counting of complete awesomeness. Whereby the Tanith accomplish things such as assassinating a Segmentum Commander, take and subsequently destroy a chaos corrupted STC producing Chaos-infected Men of Iron, and participate in many apocalyptic level battles on chaos infested worlds. It should also be noted that the series as a whole started as Grimdark, but as early as the second book, moved away from it considerably. While many elements still exist, for the most part, it is downright heroic fantasy compared to many publications in the 40k universe.
To put as a comparison, in general, while a lot of major characters die throughout the series, in each book, generally, the unit as a whole ends up BETTER off than it did at the beginning of the book. Although one of the most beloved Imperial Guard Regiments, Games Workshop still doesn't manage to produce rules to really allow playing a the regiment of Gaunt's Ghosts.
However, if you are a big nerd and work hard to justify a lot of things, it is possible. Here are a couple of recommendations:. Note that as of the big FAQ you can only take a single squad up to three times, if you are playing by the tournament suggestions, therefore ruining a Veteran army for good.
Seems only fitting Tanith is slowly dying out