Taros Campaign



The Taros Campaign was an Imperial military campaign fought by the 4621st Imperial Guard Army and elements of the Adeptus Astartes to reclaim the Imperial desert Mining World of Taros from the Tau Empire and its Kroot and human (Gue'vesa) allies of the Taros Planetary Defence Force in 998.M41. The campaign was ultimately unsuccessful for the Imperial forces due to the high amount of casualties taken and the fact that Taros remained in the possession of the Tau, who renamed it T'ros.

The Imperium Under Threat
The Imperium of Man is vast, consisting of over a million worlds scattered the length and breadth of the galaxy. It is the greatest empire in human history, and as a great empire the casual observer might think that the Imperium is strong – strong enough to resist and defeat any threat – but it is not so.

In truth, the Imperium is failing. The galaxy is a dark and terrible place filled with bloodthirsty aliens, malign powers and horrors too terrible to name. Beset by external wars and internal divisions, the Imperium of Man must constantly fight for survival. The continued maintenance and protection of the Imperium is governed by the Adeptus Administratum, a vast and labyrinthine bureaucracy centred on Terra, from which every Segmentum, Sector, Sub-Sector and solar system is run. The task is vast and complex, so complex that the Administratum cannot control every aspect of it. Within the Administratum sub-organisations have their own areas of responsibility. One of the largest of their organisation is the Departmento Munitorum, which oversees the supply of men and material to the Imperium’s largest armed force, the Imperial Guard. In itself this is a task of epic proportions. The Imperial Guard is a fighting force consisting of billions of men and millions of fighting vehicles. It is deployed to warzones and garrisons all across the galaxy. At any one time the Imperial Guard might be engaged in thousands, maybe tens of thousands of conflicts, all of which need supplying. As the Departmento Munitorum labours to meet these demands, the threat to the Imperium’s continued existence is growing.

As the end of the 41st millennium grew closer, the omens of a new and terrible threat to the Imperium began to grow. Within the Eye of Terror, where Warp-space and realspace overlap and the worshippers of the Chaos Gods rule, the Warmaster of Chaos, Abaddon the Arch-Traitor, Destroyer of Worlds, was making his plans and gathering his strength for a new assault upon the Imperium and its false Emperor. Driven by the bloody desires of his insane gods and a thirst for vengeance which had not been quenched by ten thousand years of war, Abaddon’s 13th Black Crusade was mustering its forces, secure within the Eye of Terror. When Abaddon’s storm broke it would be the largest Black Crusade yet. Abaddon would unleash his diabolic forces from within the Eye with the objective of capturing the Cadian Gate.

The Cadian Gate is the only stable passage from the Eye of Terror and the most direct route between the Eye and the centre of the Imperium, Holy Terra. Abaddon’s ultimate objective, like that of Horus, his master before him, is overthrowing the Emperor’s rule and the destruction of the Imperium. To do this he must eventually assault Terra. The capture of the Cadian Gate would be a large step towards that ultimate objective.

But the Cadian Gate is a lynchpin in the strategic defence of Holy Terra. Cadia is a bastion world, the most militaristic in the Imperium’ a hugely strong Fortress World protected by fleets of the Imperial Navy, orbited by powerful battle stations, and defended by the strongest bastions, garrisoned by regiments of hardy Cadian Shock Troops. The surrounding worlds are also well protected and garrisoned. The capture of the Cadian Gate would require a huge assault, and plunge the Imperium into its largest single war since the arrival of Hive Fleet Kraken on the distant Eastern Fringe. When Abaddon’s crusade struck, it would be a war that required the full weight of the Imperium’s resources to win. It would be a battle of titanic proportions.

War on such a massive scale does not come secretly or by surprise. The Imperium is not completely blind to events within the Eye of Terror. Sages and seers were forecasting dire warnings long before Abaddon launched his crusade. Omens taken from the Emperor's Tarot predicted the threat. Raids were increasing around the Eye of Terror. The Adeptus Mechanicus Exploritas launched nullships deep into the Eye of Terror to send back information about events inside. What they found sent shock waves through the upper echelons of the Imperium. The twelve High Lords of Terra, the council that rules the Imperium in the Emperor’s place, long debated what course of action to take. It was clear that the defences must be strengthened, reserves must be found, weapons, ammunition and supplies stockpiled on armoury worlds across Segmentum Obscurus. Space Marine Chapters must be readied and positioned to respond to the attack. Wherever the hammer-blow fell the Imperial Guard must first hold, and then drive back, the followers of Chaos. Every fighting force at the Imperium’s disposal must be ready to fight to the last shell and last man to protect the Cadian Gate.

If the High Lords of Terra decree it, then so it shall be, for they speak with the authority of the Emperor. Their word is law. The Administratum set about the task of preparing the Imperium for another great war.

Stygies VIII Forge World
Abaddon’s 13th Black Crusade would indirectly affect every part of the Imperium, whether it was the demands for new Imperial Guard regiments, increased tithes or higher production from Forge Worlds to meet supply demands. Abaddon’s ambition could be likened to throwing a stone into a pond, where the ripples stretched out to the far corners of the galaxy.

In the Ultima Segmentum, the largest of the five great Segmentums that divide the Imperium, the effects would also be felt, even as far away as the Eastern Fringe. Stygies VIII is one of Ultima Segmentum’s greatest Forge Worlds, and one of the Adeptus Mechanicus' largest research and production facilities. In productivity Stygies VIII stands in the second tier of Forge Worlds, with Mars alone on the top tier. Situated in the Vulcanis system and covering the entire surface of the eighth moon of the ringed gas-giant Stygies, the Forge World is one of the most productive in the Ultima Segmentum, and of great importance to the Imperium’s war efforts.

As a Forge World, Stygies VIII does not pay tithes to the Administratum; instead it is bound to supply arms, munitions and equipment to the Departmento Munitorum for use by the Imperial Guard. This is a very important task as productivity is carefully monitored to meet demand forecasts (itself something of an arcane art practiced by the Adeptus Mechanicus’ Logis). Should the Forge World fall behind, there might be serious consequences in the future when, in some far-off warzone, ammunition or replacement weapons begin to run out. The Departmento Munitorum spends a lot of its time and resources making sure this does not happen.

Carrying the authority of the Master of the Administratum, a Departmento Munitorum official arrived on Stygies VIII with a new set of production figures and targets. The forecasts of a coming Black Crusade meant many new Imperial Guard regiments were being raised, and these fighting men needed equipment. The rules of Stygies VIII and the High-Prefect of the Departmento Munitorum held long councils to discuss the new requirements. At this council, Stygies VIII argued that if production was to be increased, then more refined and raw materials would need to be found. The lifeblood of any Forge World is the material it consumes. For production on the scale found on Stygies VIII, vast amounts of minerals and chemicals are required. Mining planets across the Imperium supplies these demands. The task of finding new material was a big one, and the Departmento officials returned to Terra to begin it. Administratum Auditors set about finding where reserves had been located and catalogued, and where planetary-audits suggested that extra productivity might be squeezed from refineries.

It was during this process of evaluation and cross-referencing that the planet of Taros first came to the Administratum bureaucrat's attention. Taros was a small Mining World deep in Ultima Segmentum. It was unremarkable except for two things: the estimated size of the planet’s untapped mineral wealth and secondly, its rather too-close-for-comfort proximity to the expanding borders of the alien Tau Empire. The Departmento Munitorum briefed a delegation to visit this backwater planet. Armed with an ancient audit report compiled in the 38th millennium by officials collecting data for just such circumstances, Auditor Prime Nymus Dree and his team of scribes and archivists were dispatched to inform the Planetary Governor of Taros of his new increased production targets and the help organise how the targets could best be met. Dree was authorised to use the Departmento’s ultimate sanction. Under the conditions of the Pax Imperialis, if the Planetary Governor could not, or would not, meet the increased targets, then he would be replaced by a new Governor who would.

The Departmento Munitorum Delegation
The man chosen to lead the delegation to Taros was Auditor-Prime Nymus Dree, a functionary from the upper ranks of the Departmento Munitorum. He was accompanied by a team of record scribes and messenger-cyphers. On leaving Terra, his first port of call was Stygies VIII to collect representatives from that Forge World, including a High Magos Metallurgicus, an expert in the study of metals. Dree also needed to confirm his own figures and calculations with the needs of the Forge World before moving on to Taros. Given the location of Taros, an Imperial Navy escort was requested, and granted, for the delegation’s transport ship.

The first Taros’ rulers knew about the delegation from Terra and Stygies VIII was when a transport and two Imperial Navy frigates unexpectedly arrived in system. This was a deliberate policy by Dree, so as to not forewarn the Planetary Governor of his arrival and thus give the delegation the best chance of seeing how efficiently the mining operation was currently being run.

After a long and arduous Warp journey, the three ships of the delegation entered orbit around Taros. Dree’s delegation boarded a flight of Aquila Lander shuttles and were transferred down to the spaceport at Taros City (Tarokeen), the planet’s only city. The Planetary Governor, with his advisors and officials, awaited the delegation’s arrival and greeted them with due ceremony. The entire entourage transferred to the Governor’s Palace, where an official meeting was scheduled for Dree to inform the Planetary Governor of the Administratum’s revised plans

After the meeting, Dree began a tour of the mining works to see for himself how the operations were conducted and interview the mine owners in person. Meanwhile, the Adeptus Mechanicus representatives would begin to assess the quality and purity of the ore currently being supplied from Taros.

First Investigations
Planetary Governor, Lord Aulis, accepted that, with the Munitorum’s aid, that current productivity levels could be increased and that the new targets required to keep Stygies VIII operating at its increased capacity were achievable. He promised to do all in his power to meet the targets, and in all respects was a loyal and convivial host to the Imperium’s officials. To begin with, he aroused no suspicion within the delegation.

It was until Auditor-Prime Dree started to visit the outlying mining sites that he started to wonder about certain aspects of the mining operation on Taros. Firstly, there were many abandoned mining sites scarring the deserts, evidence of much activity. Each time he was told that the lode or ore seam had been mined out, and the operation had moved on. To the mine owners, this was evidence of industrious hard work, but to an Auditor it was physical evidence that the planet’s estimated reserves were being eaten into, or were not as large as had originally been claimed in the M38 audit.

Dree’s tour continued, and each mining operation seemed to be working hard, finding new lodes and blasting them out in huge strip mining operations. The ore was being separated and shipped in large quantities to the spaceport at Tarokeen. The stockpiles at Tarokeen were now large, awaiting the arrival of empty transports to carry it away to refineries. On the surface all was well, but Auditor Dree started to look deeper.

Each mine was requested to hand over productivity statements, going back for ten or twenty years. Several mine owners could not as their records were incomplete, but most responded and from them Dree began to get an overall picture of how ore had recently been exported off Taros. Next he looked into survey and geological reports about new lodes and the size of these finds. From this information he gained a good idea of how much mineral wealth remained. These figures did not tally with how much the ancient audit report claimed. At the current rates of extraction, using figures collected from refineries and Stygies VIII, there should have been more left than current estimates stated. There was a disparity between the figures of the different sources, which concerned Dree. Had Taros been over-mining, in which case where were the stockpiles? Those in storage in Tarokeen did not cover the disparity. Or had Stygies VII got it wrong, in which case the forecast figures might also be mistaken, and the far-reaching effects of this could result in a future lack of supplies. For now the Auditor kept his suspicions to himself.

It took Dree several weeks to gather all the information he needed from Taros. By the end of his investigation he had a good idea of what had been happening there. The mines had been over-producing. For years they had been stripping out ore at a greater rate than was required or needed. All this ore had been shipped to Tarokeen, and although quotas for refineries and Stygies VIII itself had been met, the rest of the valuable ores had vanished. Because there was no letup in supply the mistake had never been noticed. The book-keeping trail ended there. Where had the missing ore gone? Before leaving Taros, Dree decided to confront the Planetary Governor about the disparity and seek an explanation, although it was likely the Governor himself had no idea about the problem.

Governor Aulis did indeed claim ignorance. As far as he was concerned quotas had been met and shipments had been made on time. He didn’t concern himself with the day-to-day running of mines, that was the job of the owners. Governor Aulis’ advice was to ‘ask them!’.

So Dree did just that, requesting that the largest mine owners each attend a hearing to explain the figures. They had no explanation. They just dug and blasted, and dug some more. They found lodes and stripped them out as fast as they could with the workforce available to them. Ignorance was their defence. Getting nowhere and suspecting a conspiracy of silence, Dree decided more drastic action was needed.

Conspiracy on Taros
Unknown to Auditor Prime Dree, he was starting to scratch the surface of events which had been developing over the past two decades on Taros. The arrival of his delegation had, to the casual observer, been gracefully received. In fact, his presence had caused widespread concern throughout the ruling elite of Taros.

The Tau had a long time interest in the planet of Taros. As their Empire had expanded, system had been systematically scouted for possible colonisation. Many had been identified, and one such planet was Taros. It had a breathable atmosphere, and although it was a harsh desert planet (he Tau themselves better adapted to hot climates than cold), it had some water and was capable of sustaining life. Best of all was its abundant mineral wealth. It was noted as a good prospect for future expansion and swift colonisation, but there was one major drawback. Taros was the Imperium’s world, and that meant capturing it would be difficult. Since first contact with the Imperium at Devlan, when a scout ship had been destroyed, the Tau had learned that the Imperium would not easily give up worlds claimed in the Emperor’s name. Any military attack would bring a swift response. Capturing Taros would involve a major war, and the Ethereals on T'au did not believe the gains outweighed the risks. For now there were other, easier, targets. Any initial plans for a quick invasion were shelved, but Taros was not forgotten.

Instead of calling upon the Fire Caste to capture Taros, the Ethereal council first turned to the Water Caste. Diplomatic moves might bring results if the Water Caste played a quiet, patient game. The Imperium’s worlds usually refused all contact with aliens, and the Water Caste had learnt that many Planetary Governors could not be seen to be in negotiations with allies, for fear of their own rulers finding out. However, deals and small trading could be negotiated if everything was kept secret. Merchant guildmasters and the leaders of trading cartels were rich, greedy men, and a chance to trade with the dynamic Tau Empire offered them riches they could not find anywhere else on the Eastern Fringe.

A delegation of the most experience and cunning Water Caste diplomats was sent to Taros to seek a meeting with its rulers. This team included human representatives from other worlds already working with the Tau. Armed with assurances that the Tau Empire had no ambitions to continually expand in this area of space, and that Taros was completely safe from attack, the diplomats offered small trading contracts. In return for very small amounts of manganese ore, the Tau could offer water purification and recycling technology, as well as hydroponics equipment for growing food and luxury goods. These items could make the harsh life on Taros that much easier for its social elite.

At first, the Planetary Governor baulked at the Water Caste’s approaches. He knew full well that trading with aliens was strictly forbidden, but Taros was just one planet in a million, and small amounts of ore would not be missed. Governor Aulis talked to the mine owners and the merchants, and in turn saw a chance to make extra money and wealth. The Imperium’s quotas had not been changed in generations. The mining operations were working efficiently. The Administratum was content .Who would know or care if some extra manganese or vanadium ore was blasted out and sold to these Tau? Other human worlds had grown rich doing it, the alien delegates had brought proof with them and, in the long run, good relations might help keep Tau expansionism at bay.

Negotiations were completed some twenty years ago, and the Tau got their first foot in the door on Taros. The agreement started very small, no more than one shipment of manganese and vanadium a year, but gradually, as the Planetary Governor and his mine owners got away with it, the amounts being shipped increased. The tithes set by the Administratum were still being met, but the mines began to find extra new lodes to exploit. Over the next ten years, the Tau gained more and more say in the mining operations, and several Earth Caste delegations visited to offer aid and advice. The Tau had paid for the ore in technology and luxury goods such as precious stones from Tash'varr and exotic fruits from Au'taal. The high society of Taros began to grow wealthy on the illicit trade. For almost two decades the Administratum’s bureaucrats remained ignorant, whilst the Tau’s influence grew.

The unexpected arrival of the Adeptus Munitorum delegation caused much concern in the inner circle of Taros’ ruling elite. Those mine owners who were profiting by the deal became very nervous. Governor Aulis urged calm. He argued that they could bluff it out, claim ignorance, like, cover-up, anything. He believed the delegation would do its duty, the increased tithes could still be met, and nothing need ever be found out. Act too hastily and the conspiracy would be uncovered and they would all be arrested. However, the Planetary Governor did not reckon on the thoroughness of Auditor-Prime Dree.

Soon, cracks in the cover-up and lies were being found and suspicions aroused. As Dree dug deeper, concern grew. For the conspirators, the situation was becoming desperate. Some mine owners even advocated assassinating the entire delegation and blaming the Tau. The Planetary Governor forbade the action. If the delegation were harmed, it would only be worse for them all in the long term. Maybe he could find some way of discrediting Auditor Dree’s report. Lord Aulis continued to try and bluff it out until the delegation left. Unknown to him, events far away and beyond his control in the Denab system would reveal all…

The Denab Incident
Meanwhile, unrelated to events around the Eye of Terror or Taros, the Imperial Navy’s Patrol Group Ravanor was conducting a routine anti-pirate sweep though the Denab system, an area of wilderness space on the edge of the Damocles Gulf. The five ship patrol, operating under standing orders to attack and seize suspected pirate vessels or conduct harrying raids against Tau targets of opportunity, was under the command of Captain Darillian of the Dauntless-class Light Cruiser Lord Ravanor. The patrol had been out for several months with little success, and Captain Darillian was preparing to return to base and report that pirate activity in the area was minimal when the Sword-class Frigate VCS-6 of Scadryn squadron, positioned well ahead of the main line, reported sensor contact with three unidentified transport vessels. Suspecting these maybe the pirate vessels he was hunting, Captain Darillian began a cautious pursuit.

Patrol Group Ravanor carefully stalked the three vessels though the Denab asteroid belt, maintaining a distance that would not reveal their presence and making maximum use of the asteroid belt’s cover. For three days they maintained the stand-off pursuit, hoping the three vessels would lead them to a pirate base or a rendezvous point, and a far greater prize. It seemed Captain Darillian was correct. The convoy was making for a deep-space facility on the edge of the Denab belt. As the ship approached, it was revealed to be no pirate base; instead, scanner readings from Darillian’s leading ship revealed the presence of a small Tau waystation. Captain Darillian had experience operating around the Damocles Gulf and had encountered such facilities before, scattered in remote locations. He wondered why three transport freighters would be rendezvousing with an alien waystation. Positioning a single escort vessel to maintain surveillance, the Captain withdrew and reported the curious events to fleet command. Whilst the Lord Ravanor was away, the frigate VCS-6 observed the three transports dock at the waystation, and a single Tau vessel of the Emissary-class leave shortly afterwards. Hidden within the asteroid belt, VCS-6 watched and waited.

Meanwhile, Captain Darillian’s astropathic message reached the Imperial Navy High Command in the area, who was equally in the dark about these events. Inquiries about these three ships revealed nothing. Whoever these ships belong to, they were obviously consorting with aliens. New orders were issued to Patrol Group Ravanor – destroy the Tau waystation and capture the transports. Prisoners were to be taken for further interrogation. The Lord Ravanor returned to rendezvous with VCS-6 and prepared to attack. The crews were roused to battle-stations and the escort captains briefed. The group would slowly approach the station through the asteroid belt, and then attack at all full ahead, giving the rogue transport the minimum of time to affect an escape. The Lord Ravanor would engage the waystation, whilst the escorts prevented any escape or pursued any transports that tried to flee. After crippling the waystation, the Lord Ravanor would then grapple alongside a transport and board here to taker her as a prize and capture the crew.

With a single order, the great plasma reactors of the five Imperial Navy ships roared into life, accelerating them out of the asteroid belt in line astern directly at the waystation. With surprise on their side, the patrol group raced past the waystation, unleashing a full broadside at short range. Lance batteries and Macrocannons roared into the void, impacting upon the waystation with shuddering explosions. The station attempted to return fire as best she could, with little effect. One transport was immediately hit and cripples as it lay at berth, the others, as predicted, attempted to disengage and flee. Scadryn squadron was immediately in rapid pursuit. It seemed his surprise attack had worked, except Captain Darillian was about to get a surprise himself. His bridge survey-controllers urgently reported more Tau vessels approaching. A second convoy of transports and an escort of light warships, identified as of the Castellan-class had appared on scanner screens, and they were closing fast. Suddenly, from a one-sided ambush, Patrol Group Ravanor had a real fight on its hands. Reacting to the new situation, the Captain recalled his escorts from their pursuit and set a new course to intercept the approaching Tau vessels.

The gruff old Captain ordered a new attack, calculating that he had enough firepower to see the Tau convoy off or destroy it entirely. With her four escorts closing in behind her, the Lord Ravanor ploughed in amongst the alien convoy, broadsides blazing from both starboard and port batteries. In return, the Tau vessels peppered her back, shields flaring and decks quacking under the impacts of Railguns and Ion Cannons. It was a bitter and hard fought battle at close range, with both sides inflicting heavy damage during the engagement. The Sword-class Frigates VCS-6 and 7 were both crippled, and the Lord Ravanor was limping with engine damage and fires on several decks. However, the Tau convoy was scattered, leaving one drifting transport as a wreck and both Castellans, the targets of the Lord Ravanor’s biggest guns, as burning hulks. To the cheers of her gun crews, Patrol Group Ravanor had had the best of it and decisively won the skirmish. In the process, two of the rogue transport had escaped.

Captain Darillian gathered his battered but victorious officers and issued orders for the post-battle operations. Boarding parties were to be readied to board the waystation and crippled transport. All prisoners were to be brought directly to him. A second party was to board the Tau transport and seize her cargo. Meanwhile, VCS-8 and 9 were to rescue surviving crew from the patrol group’s two crippled escorts. After a completion of operation they would make course out of the Denab system and home, battle-scarred but victorious. Aboard the Tau transport the boarding party found only empty holds. The waystation had been badly damaged and a final bombardment before departing would destroy it beyond salvage. Crewmen from the crippled rogue transported were captured after a brief skirmish with its survivors. It seemed they had no knowledge of the ship’s cargo, but the ship’s log recorded that their last port of call had been Taros. The crewmen claimed not to know why there were there, or why their cargo was being unloaded by the Tau. They were just following orders, but orders from whom? The prisoners would be turned over to Inquisitorial interrogators once the Lord Ravanor returned to port, and then lying tongues would loosen.

On his return, Captain Darillian was ordered the Order of the Knights of Damocles, and promoted to Captain the cruiser Hammer of Thrace for his part in winning the engagement. He filed a full report about the 'Denab Incident', but the truth behind the events remained a mystery to the Imperial Navy.

The truth remained a mystery only until the Denab Incident report was discovered by Auditor Prime Dree, during his research into the missing minerals on Taros. For Dree, Patrol Group Ravanor’s discovery was evidence of treachery. Dree's suspicions were confirmed. The three transports had been carrying a cargo of manganese, vanadium and rhenium ore, loaded at Taros and originally destined for refineries which in turn supplied Stygies VIII. But the convoy had been diverted and then ordered to unload some of their cargo at the Tau waystation, from where it would be transferred to Tau vessels and transported back into the Tau Empire for their own use. This would not have been the first time valuable resources had been given, or more likely sold, to the aliens. The patrol group's luck in stumbling across the convoy and waystation had given the Departmento Munitorum official the damning evidence he needed. There was a conspiracy on Taros, a secret deal with the Tau Empire to syphon-off mineral resources, which belonged to the Imperium. Dree was sure that the Planetary Governor must be at the heart of the conspiracy. Lord Aulis might be all industrious loyalty on the outside, but within beat the black heart of traitor to the Imperium. The Planetary Governor had broken the sacred Pax Imperialis, and swift retribution would be his reward.

Swift Retribution
Auditor Prime Dree presented his report to the Office of the Master of the Adeptus Munitorum on Terra, for consideration of action to be taken. Dree had completed the investigation but it was now out of his hands. He had no power to decide what to do about Taros, only to present his findings. Only an Inquisitor would have the sweeping powers to intervene, and Dree was a mere bureaucrat. The Office of the Master of the Adeptus Munitorum on Terra is in itself vast, overseeing much of the work of the Departmento's many sub-departments. It would take several months for the bureaucracy to process Dree's report and for anybody with real authority to eventually see it. His report was just one amongst thousands.

Dree returned to his day-to-day functions. The wheels of the Administratum's bureaucracy do not turn fast, but slowly events on Taros came to the attention of the Master of the Adeptus Munitorum's office. A report claiming serious breaches of the Pax lmperialis and conspiring with aliens was to be taken seriously. Dree was summoned to a hearing to explain his findings, which he did. Things on Taros were rotten, Dree said, and the Planetary Governor was at the heart of the conspiracy. Action needed to be taken; swift action to end the problem. Amongst the upper ranks of the Adeptus Terra it was decided that the Planetary Governor should be removed and replaced with a more trustworthy candidate. The Administratum started to consider its options. The first and most obvious option was to contact the Officio Assassinorum and secretly dispatch one of the Imperium's most lethal weapons to Taros. Maybe a servant of the Vindicare Temple to execute the Governor for his crime with a single well-placed sniper shot to the head, or a servant of the Callidus Temple could infiltrate his organisation and get close enough for a silent knife in the dark. But the simple death of the Planetary Governor would not solve the problem. Taros was close to the Tau Empire, and an obvious prospect for Tau expansionist ambitions. The Imperium needed to send the aliens a strong message - that Tau interference on Taros would not be tolerated. The problem was not just the Planetary Governor, it was also the Tau. Simply assassinating Lord Aulis would not deter their ambitions.

The Officio Assassinorum was ruled out in favour of a bolder, larger plan - a coup d’état. A strike force would target the Planetary Governor and his supporters. Using maximum force, they would demonstrate to Tau observers the Emperor's will to hold onto Taros. Once the operation was complete, the strike force would become a temporary garrison to deter any Tau counter-attacks. There was only one force capable of such a mission at short notice - the Adeptus Astartes. The Space Marines would be the Emperor's instrument of divine justice on Taros. During the Damocles Gulf Crusade the Tau had learned to fear Mankind's finest warriors, and a strike force on the ground would send an unmistakable message - the Imperium will do everything it can to hold Taros. If the Tau wanted the planet they must first face the Space Marines!

A Space Marine Chapter was quickly identified for the coup d’état mission and a high-level delegation with the relevant intelligence information was immediately dispatched to the Chapter-Monastery of the Avenging Sons, along with a well-worded request signed by the Master of the Administratum office asking the Chapter Master for his assistance. Official records would later name this operation 'The First Taros Intervention'.

Planning
The Avenging Sons responded swiftly to the Administratum’s request for punitive action to be taken against Taros. After receiving the Administratum delegation, the Chapter Master summoned his company commanders and explained the mission. It was to fall to Captain Armaros to do the Chapter’s duty, and the second Company readied itself for battle. Boltguns and Power Armour were anointed and blessed by the company Chaplain, whilst Brothers Hakael and Caim were awoken from their slumbers. Their Dreadnought systems were checked and declared fully functioning by the Chapter Techmarines. For twenty four hours the Chapter-Monastery was a bustle of activity as the second company, assisted by a squad of the veteran first company and Scouts of the tenth, mustered its full strength.

Captain Armaros and his men embarked onto the Strike Cruiser Proxima Justus and, accompanied by a single escort vessel, made best speed out of the system before engaging its Warp-Drives. There would be time enough on the month-long journey for briefing and training. The Taros Intervention Force was on its way to battle.

Whilst bound for the Taros system, Captain Armaros began planning his attack and briefing his fellow officers and squad sergeants. The mission objective was straightforward – locate and eliminate Planetary Governor Aulis. In the process, the operation should be a strong show of force. The attack should be swift, ruthless and brutal. All opposition was to be destroyed. It was the kind of mission Space Marine strike forces excelled at. Armed with all the intelligence the Administratum and Auditor-Prime Dree could provide, the Captain planned the assault in detail. First he would need to locate the Planetary Governor. The first and most obvious target would be the Governor's Palace, his residence. Armaros had detailed layouts of the large building to plan the assault. If the Governor escaped or was not present, then the attack would move into a second phase; a search and destroy operation. This would involve moving heavier equipment and vehicles onto the ground and beginning a sweep through the city. Other likely hiding places were earmarked for immediate follow-up raids. During the second phase of the operation Armaros would also need the aid of the Proxima Justus in low orbit, utilizing its powerful surveillance and sensor equipment, and should resistance require it, the Strike Cruiser's weapons for orbital bombardment. As a show of force, the willingness to flatten Tarokeen would send a strong message, as well as help subdue the local population. If the population began to feel that they were all suffering for their Governor's crimes then they might turn against him and inform on his hiding place. It was a brutal tactic, but Captain Armaros was a Space Marine, with a lifetime of indoctrination and hypo-suggestion that meant he cared not one bit. His duty to the Emperor was all that mattered. To his mind, there were no innocents on Taros any more.

Rather than a single building, the Governors Palace was a complex of government buildings, but Aulis' private residence would be the first target. For speed and surprise Armaros planned a Drop Pod assault. All of the 2nd Company's manpower, aided by the teleporting Terminator veterans of First Company, would play their parts. First, four of the six Tactical squads were assigned their roles. Using darkness for cover, each squad would establish a blocking position. Landing close to their target location they would move to form a roadblock, holding the key locations to prevent reinforcements from reaching the Governor's Palace quickly. This part of the mission would be under the subcommand of Veteran Sergeant Einem of the first squad. He would be responsible for holding these locations, moving men between them as he saw fit to reinforce if one position came under heavy enemy attack. Armaros, briefing Sergeant Einem, felt this was unlikely as the entire mission was planned as a swift strike. The Captain did not intend to be waiting around long enough for the enemy to react and gather a large force.

Isolated by the four blocking squads, the Battle Company's two Assault squads, supported by the two remaining Tactical squads, would land within the palace complex itself, directly on the heels of a Deathwind Drop Pod, which would be the first to impact, before unloading its lethal cargo of missiles indiscriminately. The assault units would overcome any resistance at the palatial residence before sweeping through it to locate Lord Aulis. Captain Armaros himself would lead this assault along with Chaplain Baraqel. The First Company's Terminators would be the ultimate instrument of justice. Once his force had located the Governor within the palace, Captain Armaros would use his Teleport Homer to summon the waiting Terminators. Arriving via a teleporter, the Terminators would appear at the location and use their massive close range firepower to eliminate the target.

Immediately upon success the code word 'Justice' would be given and the operation could move into the evacuation phase. Should the codeword not be received after one hour, or the override code 'Malevolent' be issued, this would mean that the target was not present or had escaped. 'Malevolent' would mean everybody moving to phase two - search and destroy. During the first phase attack there would be a small reserve force consisting of both Devastator squads, the two Dreadnoughts and the Scout squad. Their primary mission would be to cover the company's withdraw! and then form the backbone of a secure perimeter about the Governor's Palace whilst an evacuation was conducted by Thunderhawk gunship. This force would also be relied upon to counter any stronger-than-expected enemy resistance. At Captain Armaros' call they would move to intercept and engage. With their heavy weapons fire they should be able to inflict serious damage rapidly, buying the company enough time for the other squads to complete the mission and either withdraw or move to phase two.

Captain Armaros plan had three things to its advantage, even though he would be attacking into the heart of enemy territory with only 120 battle brothers, no heavy support or armoured vehicles and no preparatory bombardment to soften up the target. Firstly, and most importantly, was surprise. The enemy may have been expecting an attack, but they did not know when, where or how. Secondly, the defenders were only local Planetary Defence Forces, low quality troops with little discipline and, by Space Marine standards, poorly equipped. Their morale would also be poor, and Armaros expected that after a sudden, swift blow organized resistance would crumble. Thirdly, overwhelming concentration of forces. The Avenging Sons strike force would be close together and fighting as one unit. The enemy would need to call in reinforcements from other defensive positions, if these could be delayed that would give him time to complete the job. Success would require courage, precision and speed, and the Space Marines had all three.

Battle of the Governor’s Palace
The Avenging Sons' strike cruiser Proxima Justus disengaged its Warp-Drives and plunged back into real-space just beyond the Taros system. It immediately came to battle-stations and made best course for Taros. Most Imperial planets have some form of systems defence, and Taros was no different. It could call upon its network of surface-to-orbit missiles and a single squadron of three system defence monitors. It was a force incapable of matching a heavily armed and armoured Space Marine strike cruiser, and although the Monitors were given orders to engage the approaching Space Marines, all three ship crews refused the order and mutinied rather than face almost certain destruction. The Space Marine's reputation travelled before them, and the Proxima Justus’ approach to Taros was unimpeded. Once in orbit, the only threat to the Proxima Justus would be the missile silos. These would take some time to target, prepare and launch. Upon arrival in orbit, the Avenging Sons, however, would already be ready to launch Drop Pods. After launching and planetfall, the Strike Cruiser and her escort would withdraw to stand off Taros at a safer distance whilst the ground assault was completed. It would only move in again when required.

The Proxima Justus swept into position in low orbit and Captain Armaros gave the order to launch the first Drop Pod wave before boarding his own Drop Pod to lead the second wave, which followed close behind the first. The launch operation went like clockwork. One after another the Drop Pods sped away from the Strike Cruiser, burnt through the atmosphere and plunged down, retro-thrusters reorientating each pod towards its pre-programmed landing coordinates. The first pod to land was the Deathwind, aimed directly at the Governor's residence and loaded with a lethal cargo of missiles to sweep the area with indiscriminate fire. As it opened fire, the four blocking Tactical squads would be landing and disembarking to take up their defensive positions.

From the inner courtyard in front of Govenor Aulis' residence the sky above was streaked with fiery comet trails as the Drop Pods burnt through the atmosphere. The distant roar of engines and rushing wind grew louder. Then came a sudden hissing roar as the retro jets went into a full burn to slow the final descent of the rapidly approaching Drop Pods. Next came a ground-shaking impact which shattered nearby windows and created a rising plume of thick dust. Through the dust the distinctive shape of a Drop Pod, sitting upright in the courtyard, could just be made out. A brief moment's silence and stillness followed before the electronic servo-whine of the locking bolts disengaging and the ramps starting to fall. Stunned onlookers watched as the dust cleared to reveal the Deathwind Drop Pod's lethal contents.

The courtyard became an inferno as rapid firing missiles sprayed out in all directions. A cacophony of explosions shook the palace, one after another, pulverizing masonry and sending onlookers fleeing for cover. The bombardment was brief but intense, turning the courtyard into a smoking hell of shrapnel and flames. This was only the beginning. Amidst the sudden missile attack the fiery con-trails of the second wave of Drop Pods had not been noticed by anyone. Having discharged its missiles, the Deathwind pod fell silent, but the roar of retro-engines again filled the sky. With a crashing, jarring impact, the Drop Pods landed one after another, split open like the petals of a deadly flower to disgorge squads of power-armoured giants, moving with purpose through the dust, smoke and flames. The battle for the Governor's Palace had begun in earnest. The initial attack stunned the defenders. The residence building was guarded by a single squad on sentry duty, and they had borne the brunt of the firepower. Several of those caught in the open had been killed, their bodies tossed through the air like ragged dolls to lie broken upon the courtyard's now rubble-strewn floor. The Palace garrison was already responding to the attack, gathering weapons and running from their barracks buildings to meet the attackers head on.

Captain Armaros issued commands over his helmet comm-link and moved towards the target building. Ahead of him the Assault squads were running, Bolt Pistols drawn, Chainsword and Frag Grenades held ready to assault the building entrance. The distinctive bark and thunder-clap explosion of Boltgun shells could already be heard. The sentry squad survivors attempted to return fire, Lasguns flashing with little effect. Those guards that stood their ground to defend the entrance to the palace residence died screaming as the Avenging Sons Assault squads mercilessly tore through them, leaving their victims as little more than bloody offal. Melta-charges destroyed the armoured doors, and through the explosion leapt the Assault squads. After viewing the scenes outside nobody inside had the metal to stand and fight. All fled rather than faces the notorious 'Angels of Death'.

Captain Armaros and his squads swept through the Governor's residence, room by room, throwing fragmentation grenades and clearing rooms with bursts of Bolt Pistol fire. The training doctrines were second nature. Any who did not escape fast enough were cut down. Eventually the lead squads crashed into an inner council chamber where a group of officials and guards had sought sanctuary. The guards opened fire, more in desperation and self-defence than in any hope of victory. This was it, Governor Aulis must be amongst them. From outside the chamber doorway, as Lasgun fire flashed by, Armaros activated his Teleport Homer. The signal was received on board the Proxima Justus. In the on board teleport chamber, five heavily armoured Terminators awaited the summons. Each was armed with a Storm Bolter and Power Fist, except for one man carrying a Assault Cannon and Veteran Sergeant Foras with the squad Chainfist, a Power Weapon capable of cutting through just about any material. The titanic energies of the teleporter made the room throb with power. Lightning flashed and arced across the room as the Techpriests made their final adjustments and issued fervent prayers to the spirit of the ancient machine. The prayers did not fail. In a blinding flash of white light, the Terminator squad vanished, briefly being cast across the Warp before reappearing amidst crackling lightning in the council chamber far below.

The firefight was over in a fraction of a second. The Assault Cannon whirred into life, raking the room with a storm of shells which tore up the desks and walls. Storm Bolter fire joined the slaughter, blazing explosive rounds into the officials and guards. As the smoke cleared, none were left standing. The Planetary Governor was dead. Captain Armaros ordered Apothecary Actium to cross-check DNA samples from the party with Order Famulous records of the House Aulis genetic codes. It was information the Administratum had provided at the beginning of the mission, and the test would confirm the mission was complete. Meanwhile, the Assault squads and Terminators deployed into holding positions who were arriving too late to save their commander. Apothecary Actium set about his task, using his Narthecium and checking the ragged, bloody bodies one by one. All failed the genetic matching test. Actium informed his Captain that Planetary Governor Aulis was not amongst the dead. He must have escaped, or by some ill-fortune never have been there at all. Captain Armaros cursed, and issued the code world ‘Malevolent’ over the comm-net – mission objective failed, prepare to go to phase 2.

Blocking Position 3
Meanwhile, beyond the palace walls, the four blocking positions had been formed. Veteran Sergeant Einem had the squads under his command well organised. Upon landing resistance had been zero, but it did not remain so for long. After a quiet couple of minutes, the sound of jet engines could be heard approaching. Overhead the dark, swept wing outline of a Tau Manta swooped over the city like a great shadow skimming low over the rooftops. The battle-brothers at each position braced their Boltguns tight and took aim up the street. They did not have long to wait.

Captain Armaros had expected some attempt to breakthrough to the Governor's palace by exterior forces, but not so swiftly, and he had not expected to encounter well-equipped Tau forces. The first the Avenging Sons knew of any Tau forces on Taros was the arrival of the Manta over the night-darkened city. Soon, Hammerhead gunships followed by XV8 Crisis Battlesuits and [[Devilfish-mounted Fire Warriors would be closing in on blocking position three. An entire Hunter Cadre was bearing down on the Space Mannes, moving at speed to reinforce the Governor's Palace. At blocking position three the street was suddenly criss-crossed by Boltgun and Pulse Rifle fire. The smoky contrail of the squads Missile Launcher screamed up the street, impacting upon the front of the Hammerhead in a bright explosion which buckled and scorched the armour but did not stop the approaching grav-tank. It opened fire in return, punching through the buildings with its long Railgun, sending masonry crashing to the street.

The opening skirmish was a one sided affair but the Avenging Sons stood their ground and hammered out round after round, refusing to fall back. Sergeant Einem ordered the squad at position two, the next closest to position three, to move and reinforce their battle brothers. The Tactical squad moved out, pounding down the streets towards the sounds of fighting now echoing off the buildings of Tarokeen. At position three, the situation was deteriorating rapidly. With heavy support and weight of numbers on their side, the Tau advanced down the street. Fire Warriors dodged from doorway to doorway under the covering fire of Tau Battlesuits and the Hammerhead. It was fierce and intense, but the remaining Avenging Sons knew they must hold. The longer they fought, the more time they bought their Captain to complete his mission. Already several brothers had been killed by heavy weapons fire, others were badly wounded but fighting on regardless. Sergeant Andura of third Tactical squad was amongst the dead, his broken body lying half buried under fallen masonry after a Railgun round impacted next to him. The arrival of Tactical squad two did little to help the situation. The Tau Hunter cadre was too strong. Their firepower swept the roads clear forcing the Space Marines into the cover of the buildings. The Crisis Battlesuits led the final assault, leaping down the street on Jetpacks to rake the buildings with Flamer and Fusion Blaster fire. Unable to win the one-sided contest, the survivors of squads two and three were ordered to disengage and fall back to the Governor's palace. The remaining Tactical squads at positions one and four were also recalled to the palace as Captain Armaros regrouped his full strength. Ten out of the twenty brothers involved in the fighting at position three had been killed in the firelight; six more were wounded. These were heavy losses for Einem's force. The Tau had broken through the cordon and, leaving a few units to secure the area, moved on towards their objective: the Governor's palace.

Defence of the Governor’s Palace – Day 1
Pre-warned of the approaching Tau Hunter Cadre by reports of the firefight at blocking position three, Captain Armaros set about reorganising his forces for a defence. Governor Aulis had not been found, and time was running out. The presence of strong Tau forces on Taros had been unexpected and unplanned for. Their swift counterattack had seized the initiative off the Space Marines and put them on the defensive. The Avenging Sons were now reacting to Tau moves. Captain Armaros' immediate task was clear, repel the counterattack with the forces he had at his disposal. Phase two of the mission, and his hunt for the Planetary Governor would for now have to wait.

The Tau’s next attack was preceded by the roar of jet engines. Barracudas raced low over Tarokeen to launch missiles in the Governor’s palace. Already battle scarred from the Space attack, the once elegant buildings were rapidly becoming ragged ruins. Masonry and support beams collapsed under the repeated impacts. Fires were burning out of control and spreading rapidly, smoke billowing high into the sky. Through the wreckage stalked the armoured bulk of the Space Marines finding positions from which to repel the coming attack. Captain Armaros had few illusions; this would be a stern test of his men. He was now heavily outgunned by the Tau. When it hit, the attack would be powerful and concentrated. It would be deadly close quarters combat, building to building, room to room, but this would be to his battle-brothers' advantage. Any Space Marine was easily a match for the aliens at close quarters. The ground fighting followed close behind the Tau's air strike. Tau ground forces were infiltrating through the buildings, and Rail Rifle armed marksmen had moved into position at any high points overlooking the palace courtyards. Firefights started to break out as perimeter squads were engaged by Pulse Rifle Fire. Along the surrounding streets came Devilfish transports, disembarking Fire Warrior units who attempted to rout out the Space Marines with Photon Grenades and Burst Cannon fire. It seemed each squad was fighting its own small but deadly battle. As the Tau attempted to press forwards the Space Marines stood firm and through them back, inflicting heavy losses in the close quarters combat. The Terminators and Assault squads were busiest. Stalking from room to room through the now empty and burning barracks buildings, they repeatedly charged the enemy, Chainswords whirring and Storm Bolters barking. Against such fierce counter-attacks the Tau gained no headway and eventually retreated, leaving their dead and dying scattered through the buildings.

As night fell, Armaros and his men were still holding their positions, but casualties were mounting, and the supply situation was becoming a problem. Armaros took stock. Ammunition, especially Frag and Krak Grenades, was running low, but he had some eighty one men still battle-worthy, including all the Terminators and both Dreadnoughts. The Tau must also be feeling the strain of battle. The Hunter Cadre had been mauled by the Space Marines' stoic defence. After a day of fighting there was finally a pause. For the first time since the Drop Pods had landed, Tarokeen did not reverberate to the sounds of gun fire and explosions. It was as if both sides were taking a deep breath before resuming.

The second night did not pass without combat. The Tau sent out small teams to infiltrate into good firing positions, using the darkness as cover, but the Space Marines had their own roving patrols moving through the rubble In pairs or threes. In the darkness, short firefights would suddenly erupt when two patrols clashed, only for the Tau to quickly withdraw.

It was now that the Space Marines began to show their true worth. For a second night they did not need to sleep like Imperial Guardsmen, their Power Armour continuing to supply them with the nutrition and liquid they needed to keep fighting at peak efficiency. Their endurance and superior powers of recovery meant that after a day and night, they were all still as ready for the fight as the moment they landed. Many bore wounds that would have killed mere men, but still fought on regardless.

Day 2
The second day dawned with the red haze of fires illuminating the smoke blackened sky over Tarokeen. Except for the sporadic patrol clashes the night had been quiet. Dawn would see that change. Their infantry led attack had been repulsed yesterday, the Tau now moved their heavier weapons into position to lead the second attack. With jet engines whirring, the Tau Hammerheads, Devilfish and Battlesuits slowly moved through the streets, Drone-controlled Burst Cannons covering the buildings as they manoeuvred into position to bombard the Governor's Palace. It seemed that if the Tau could not drive the Space Marines out, they would pound them with destructive fire.

For the Avenging Sons the battle for the Governor's Palace was now a bitter struggle for survival, but their mission was not complete, so Captain Armaros was determined to fight on. To do so he needed assistance and called on the Proxima Justus. Aboard the Strike Cruiser, the hangar decks were full with Thunderhawk gunships and Thunderhawk Transporters loaded with armoured fighting vehicles, all waiting for the order to launch. But with only a small secure perimeter to land in, sending the transporters was judged to be too risky. The Thunderhawks, armed for a ground attack mission, would be of great assistance, but with Tau Barracudas already over the combat zone, they risked a dogfight. For now, the Thunderhawks must be kept safely in reserve in-case an evacuation mission was required. Only if Armaros' situation became critical would the Thunderhawks be called upon.

The first day of the battle had been fierce, day two would see the intensity increase again. The Tau had used the night-time full to reinforce their mauled Hunter Cadre. Now they would throw everything they had at the Space Marines to destroy them. At first light, the Barracudas were ready for new strikes on the Governor's Palace, then the ground assault would resume. Attacks would commence from all directions, but the main weight of today's attack would be aimed at the gate. Crush resistance here, and the Space Marine forces could be broken into small pockets to be mopped up later, but the battle would be won.

As with day one, the Tau attack was presaged by a flight of Barracudas whose missiles and Burst Cannons strafed the Space Marines' positions amongst the rubble. Lacking any form of anti-aircraft defence, the Space Marines could do little against the Barracudas, except stay low in their cover and wait for the attack to end. After several low passes the Barracuda's departed to re-arm, and the Tau ground bombardment began. With their distinctive whip-crack sound, Railgun rounds slammed into buildings. Burst Cannon pulses ricocheted of walls and rubble. A phalanx of heavy fire hammered the palace, round after round relentless and merciless. The Tau were blasting the Space Marines out from a distance, building after building was targeted. Roofs collapsed, walls cracked, rounds punched through masonry to explode within. The noise was deafening, as the buildings of the Governor's palace were systematically destroyed. A choking cloud of dust rose to blanket the battleground. Opposite the main gate two Hammerheads slowly manoeuvred through the streets constantly firing on the move. The impact of round after round eventually caused the gatehouse to collapse. The Devastator squad within returned fire with their Missile Launchers and Lascannons, but the weight of fire kept them pinned down. It was punishment not even the mighty Space Marines could withstand for long. It seemed the Tau were attempting to match their enemy's brutality. The bombardment lasted all morning and well into the afternoon. Captain Armaros had little to respond with, except his own man-portable heavy weapons. It was an uneven match. With no other option open to him, the Captain contacted the Proxima Justus to request air support. The Thunderhawks were still prepared and ready to launch. It was a risk, but the situation on the ground was deteriorating. An air strike by the Thunderhawk's bombs and missiles was quickly planned. The Barracudas were still in the sky overhead, but the Thunderhawks would have to run the risks to assist their embattled brothers on the ground.

All five Thunderhawk gunships onboard the Strike Cruiser launched and made for the Governor's palace. It was a powerful strike force, enough to keep the Tau at bay, but first it must run the gauntlet of the Barracuda fighters. As the squadron vectored in on Tarokeen, descending rapidly, weapons primed, the Barracudas climbed to intercept. The Thunderhawks dove through the fighter screen, Heavy Bolters blazing as the Barracudas opened fire with Burst Cannons. Despite the repeated impact of pulse rounds, the formation did not waver, keeping their formation tight and on course and trusting to their thick ceramite armour plating. The Barracudas fire was ineffective. Calmly the Space Marine pilots kept their aircraft on course until over the city, whilst the gunners located targets and prepared to open fire with their main weaponry. The flight of Thunderhawks roared down onto the city, strafing with Battle Cannons, Turbolasers and Heavy Bolters before releasing their bombs. The guided bombs ripped into the palace surroundings. Explosions rippled through the buildings, tearing great holes in roofs and walls, flames and shrapnel engulfing whole blocks. Buildings across the city were rocked by the concussion of the bombing. Now the destruction was radiating outwards from the palace. The air strike must have caused the Tau Commanders serious concern, as in the aftermath their attack died down to sporadic sniping and skirmishing. What damage it actually caused was unknown, but as the roar of the Thunderhawks faded, the Tau withdrew again. It was a brief lull in the battle that did not last long, but it had bought Captain Armaros' men precious time to reorganise their defences.

It was at the gate that the hammer-blow eventually fell. Hammerheads and Battlesuits led the way, attacking at full speed they crashed through the rubble of the gate house. The lead Hammerhead was immediately hit by Lascannon fire and exploded in a blossoming orange fireball. Fire from the second grav-tank killed the Lascannon gunner in return. A krak missile destroyed a XV88 Broadside Battlesuit but, after the brief firefight, only three remaining Devastator squad members were alive to withdraw. Devilfish-mounted infantry close in behind the Tau armoured vanguard.

Captain Armaros realised he was losing his hold, and his perimeter was in danger of breaking. Faced with no other choice, he committed the Terminator squad to the fight. Wading through fire and smoke, the veterans met the assaulting X8 Crisis Battlesuits head-on in an exchange of fire. Both sides suffered heavy losses. The Space Marines fought for every inch, but the Tau’s heavier weapons could not be matched. Three of the veteran Terminators died in the fighting, as did four Battlesuits. Brothers Hakael and Caim joined the battle, destroying the second Hammerhead with their heavy weapons before Brother Caim sustained a hit which tore off his left leg toppling the Dreadnought to the ground, leaving it stranded and a sitting duck for following shots. For an hour the fight at the gate raged. Led by Chaplain Baraqel, the defenders fought heroically. Pressure was intense, and with the commitment of the Dreadnoughts and Terminators, there were no more reinforcements to give. Bolter rounds and missiles whined through the air, holding the Fire Warriors at bay. Meanwhile, the Tau continued to launch secondary attacks all around the perimeter, pinning Space Marine squads in position, units that could otherwise be used to bolster the defence of the gatehouse. Captain Armaros knew that his position was hopeless. The Tau had bled his force and now heavy casualties and a lack of ammunition were forcing him to accept that withdrawal was the only course open to him if he wanted to save his company. It galled him, but resistance here was now greater than his company could match. He had no idea of the enemy’s total strength. He knew that his men might hold out for days only to eventually be overwhelmed by their numbers, and for what gain? The Governor of Taros was now beyond his reach and the Avenging Sons were facing annihilation. Armaros needed to evacuate the survivors and rescue what he could from the mission.

After a brief command meeting in the ruins of the Governor’s residence, Armaros informed the Proxima Justus of his decision to evacuate. At nightfall, the Thunderhawks were to be launched for an extraction mission. Orders were given to all the squad leaders, or stand-in leaders in those squads that has lost their sergeants. At nightfall there would be a staggered withdrawal to the inner courtyard, where one by one the Thunderhawks would land, load up, and carry them back to their Strike Cruiser. It was an operation fraught with difficulty, and needed to be done swiftly so as to give the encircling Tau forces minimum time to respond. Captain Armaros himself would lead the rearguard and be the last to board a Thunderhawk.

Evacuation
As night fell over the battlefield the Space Marine commander again took stock of his situation. The force had been reduced to approximately forty battle-worthy brothers and one Dreadnought, merely enough men to need only two Thunderhawk gunships for the extraction. The other gunships would fly as cover to those required to make the landings. Re-armed and refuelled, the Thunderhawks set about their new mission

Apothecary Actium started recovering the Progenoid Glands from all of the fallen brothers he could find, some were already buried deep under the ruins. It was an important task if the Chapter's heavy losses were to be made good. Chaplain Baraqel said prayers for the dead, standing over the lifeless form of Brother Caim. Once a proud war-machine and a hero of the Chapter, now nothing more than a smoking wreck of twisted metal and wires. Amongst all the losses for the Space Marines, his was the most grievous for the 2nd company.

Captain Armaros took command of an understrength Tactical squad and the remaining Scouts as the rearguard, and gave orders to the first squads - including Brother Hakael, Apothecary Actium and Chaplain Baraqel – to withdraw to the first Thunderhawk when it touched down. After they blasted off, the second wave was then to abandon their position covered by the rearguard and make for the landing zone. In all, the evacuation operation should take no more than ten minutes; not enough time for the Tau to react in force.

The distant sound of Thunderhawk engines approached and the evacuation began. Moving slowly through the darkness, crunching over rubble and broken glass, battle-scarred, scorched and wounded, the survivors loaded into the waiting Thunderhawk's hold. Overhead four other gunships circled. Brother Hakael was the last to climbed the ramp and it closed behind him. The Thunderhawk blasted off for orbit, accelerating away from the battlefield. Alerted by the engine noise, Tau patrols cautiously crept forwards to investigate. Where once Space Marines had barred their advance with Boltgun fire, now there was nothing. Meanwhile, a second transport had landed and the remaining squads quickly embarked. Captain Armaros fell back to the landing zone, bringing up the rear of his squad, Boltgun in hand. He ran up the ramp and hit the door close button. The triple engines boomed into life and thrust the Thunderhawk skywards again. The battle was over, but the mission had failed.

Aftermath
The First Taros Intervention had been a heavy reverse for the lmperium. The Tau had inflicted serious damage on the Avenging Sons in two days of intense combat. The damage inflicted on the aliens was unknown, but must also have been significant. There had been many confirmed kills and the battlefield was littered with wrecks of Tau grav-tanks and Battlesuits.

The Avenging Sons took the defeat badly. Space Marines Chapters enjoy a glorious reputation as the 'Shield of Humanity', and defeat by an alien-invader was not to be taken lightly. The death of Brother Caim was to be avenged. The Chapter's fortress-monastery mourned the dead, and the great bell tolled once for each of the brothers lost on Taros.

Events on Taros, the failure of the Intervention Force, and the confirmed report of strong Tau forces fighting in the defence of the Planetary Governor, forced a change in attitude by officials of the Administratum towards the Taros problem. News of defeat was bad enough, but it seemed the Tau had already staked a claim to one of the Emperor's worlds. What had been a border skirmish was now a serious threat. Events around the Eye of Terror might be demanding many of the Imperium's resources, but Taros would not be ignored. Taros was officially declared Ex Imperius Rebellis, a system in rebellion against the Emperor's divine rule. The sacred Pax lmperialis had been torn up by Planetary Governor Aulis. His actions now made him not just a criminal, but a traitor. The Tau were already on Taros in force and must be ejected. The Master of the Administratum signed a document stating just this, as well as listing the Planetary Governor's crimes (over 100 in all, mostly punishable by death). The document, called the 'Taronian Declaration' was a licence to action a new, larger attack against the rebel world. Next time, the attack would not be a surgical strike by a single strike force of Space Marines. It would require the involvement of all those fighting arms of the Imperium willing to commit forces to repel alien aggression. The invasion of Taros was now in motion…

Adeptus Arbites Operations on Taros
Every world under the rule of the Imperium has its own Adeptus Arbites Precinct Houses or Fortified Courthouse. The Arbitrators are the Imperium's police and enforcers, tasked with combating and punishing crimes against the Imperium. Prior to the Avenging Sons' attack, the Magister commanding the Adeptus Arbites precinct in Tarokeen received a secure astra-telepathic communication warning him of events about to unfold. It also instructed his precinct to carry out a simultaneous operation to arrest the wealthiest mine owners. These men belonged to the hereditary noble class which had run the mines for generations. Having been found guilty of colluding with the Planetary Governor and the Tau, they must also face justice. They were to be arrested and imprisoned in the Precinct House, and then turned over to the Space Marine Commander once he had concluded his operations.

After receiving his instructions Magister Skalka knew that his Precinct House was in great danger. If the Planetary Governor was planning on rebelling against the Imperium then, as the most obvious representatives of Imperial authority, the Arbites would have to be disposed of. He could expect to be attacked at any time. The Arbites commander did not know when the Space Marine attack would come, but prepared to act quickly when it did.

As the Space Marines fought around the Governor's palace during the First Taros Intervention, the Arbitrators moved against the mine owners. Away from the city in the surrounding deserts, fearsome Arbites arrest units, clad in their black Carapace Armour and armed with Shotguns, Riot Mauls and Suppression Shields, moved in to surround and arrest the mine owners. Upon arrival at the mines, the Arbites found themselves confronted by gangs of angry mine workers. The confrontations rapidly became riots as the mobs refused all orders to disperse. The work gangs were very loyal to their mine, their fellow team members and their masters. At each mine, the attempted arrest became a pitched battle against the crudely armed miners. As more and more work teams joined the fighting the Arbitrators were forced to withdraw. Protected by their workers, the owners were safe from Imperial Justice, for now.

Most of the battle-scarred arrest units did not return to the Precinct House in Tarokeen until after the Space Marines had evacuated the planet, leaving Magister Skalka's men trapped on the rebellious planet and now heavily outnumbered by Trau forces. They had little hope but to stand firm in the name of the Emperor and await relief.

The Tarokeen Precinct House was attacked and destroyed three days after the Avenging Sons' evacuation. There were no known survivors.

First Taros Intervention (Imperial Forces)

 * 2nd Company, Avenging Sons Chapter
 * Captain Armaros
 * Chaplain Baraqel
 * Apothecary Actium
 * 5 First Company Terminator Veterans
 * 6 10x Tactical Marine Squads
 * 2 10x Assault Marine Squads
 * 2 10x Devastator Marine Squads
 * 10 Rhinos
 * 2 Dreadnoughts
 * 2 Land Raiders
 * 2 Predator Destructors
 * Predator Annihilator
 * 2 Razorbacks
 * 3 Whirlwinds
 * Proxima Justus, Strike Cruiser
 * 5 Thunderhawk Gunships
 * 3 Thunderhawk Transporters
 * 24 Drop Pods
 * Deathwind Drop Pod

4621st Imperial Army (Taros Campaign)

 * X Corps
 * 17th Tallarn Desert Raiders Regiment
 * 89th Tallarn Desert Raiders Regiment
 * 331st Tallarn Desert Raiders Regiment
 * 3rd Tallarn Armoured Regiment
 * 12th Tallarn Armoured Regiment
 * 2356th Storm Troopers Company
 * 2378th Storm Troopers Company
 * XI Corps
 * 23rd Elysian Drop Troops Regiment
 * 11th Sareinnian Assault Engineers
 * 114th Cadian Shock Troops Regiment
 * 19th Krieg Armoured Regiment
 * 8th Brimlock Dragoons Regiment

Legio Titanica Support

 * Legio Ignatum Warhound-class Scout Titan Battlegroup

Adeptus Astartes Support

 * 3rd Company, Raptors Chapter
 * 6th Company, Raptors Chapter
 * War-Talon, Battle-Barge
 * Escort vessel, Gladius-class Escort

Adeptus Ministorum

 * Ordo Hospitallers Field Hospice
 * Ordo Dialogus Interpreter Teams (Tau Lexicon)

Adeptus Administratum

 * Mortuary Teams
 * Adeptus Archivists
 * Statisticians Teams

Officio Assassinorum

 * Agents (Classified)

Departmento Munitorum

 * Labour Corp (2)
 * Engineer Corp (1)
 * Supply Columns (78)

Adeptus Mechanicus

 * Enginseer Teams (224)
 * Ordnance Teams (12)

Imperial Navy

 * Ships of the Line
 * Righteous Power, Overlord-class
 * Star of Cassiopeia, Dictator-class
 * Black Duke, Dictator-class
 * Hammer of Thrace, Lunar-class
 * August, Dauntless-class
 * Cerebus, Dauntless-class
 * Escorts
 * Errant Squadron, Sword-class
 * Invincis Squadron, Sword-class
 * Omna Squadron, Cobra-class
 * Novem Squadron, Firestorm-class
 * Transports
 * Imperius Javelin, Armed Transport
 * Imperius Gauntlet, Armed Transport
 * Imperius Anvil, Armed Transport
 * Graf Derzki, Armed Transport
 * Prince Maud, Transport
 * Marcouf, Transport
 * Saint Machree, Transport
 * Isolde, Transport
 * Son of Jucha, Transport
 * Colossia, Heavy Transport
 * Piety, Heavy Transport
 * Kagul, Heavy Transport
 * Empress of Svedeg, Heavy Tanker
 * Honorus Rex, Behemoth-class Freighter
 * Fighter Wings (4)
 * 83rd Fighter Wing
 * 386th Fighter Wing
 * 1002nd Fighter Wing
 * 2774th Fighter Wing
 * Bomber Wings (2)
 * 501st Bomber Wing
 * 2424th Bomber Wing
 * Tactical Wings (1)
 * 71st Tactical Wing

Imperial Commanders
As well as overall commander of the fleet in action, Kotto and his staff were charged with organising, mustering and supplying the invasion fleet ships for the duration of the campaign. A major problem for Kotto's was the number of assault transports and landing craft available to him to get Lord Marshal De Stael s forces from orbit to the planet surface. During the planning stage Kotto and his Staff struggled to get enough landing craft to simultaneously transport three lmperial Guard regiments, the minimum required by De Stael’s invasion plan. Confident that his fleet, aided by Space Marine vessels, had enough firepower to fight their way into orbit against any defences that Taros or the Tau can muster, the landings and subsequent flow of supplies were Kotto’s primary concerns when he was planning fleet operations. Once Imperial Guard troops were on the ground, reinforcing them and keeping all the forces supplied, especially with water, became Kotto's top priority. Imperium had. He had an overview of the wider strategic situation, not just the fighting on the ground on Taros. H*Staff Colonel Scheja, Director of Intelligence - T e was Gustavus' spy-master, a secretive individual operating in the shadows with a greater degree of independence than other commanders. Scheja had previously worked with Inquisitor Hector Rex as part of his personal retinue during the Judgement of Hellanus, an operation which made the Colonel's reputation and catapulted him from a ‘mere' prospect as the regimental commander of the Valhallan 28th into the upper ranks of the Imperial Guards command structure, despite still being only a Colonel. Guard and Imperial Navy units reported to their Cardinal via Deacon Gotz. Warhound Titan Advensis Primaris. Reporting to Magos Volta, Jernay was actually a servant of the Lords of Mars, and as such would have been under their orders in any clash of interest, creating problems in the command structure as the Titans were not actually being directly controlled by the High Command staff.
 * Lord High Commander Otto Van Gustavus – A large, barrel-chested, walrus of a man, originally hailing from the world of Vahalla, Gustavus was granted supreme command of the Taros invasion after his successful command during the Vaust Schism. He has had along and in his rise through the upper ranks of the lmperial Guard. In his youth, Gustavus first served as a Lieutenant commanding an armoured fist platoon, eventually rising to command his own regiment, and then being promoted beyond field command into the ranks of the High Command Staff. Wounded in action several times, and still proudly bearing his scars, his personal experience and bravery is undoubted. Gustavus was the head of the entire Taros Campaign operation, and though he commands no actual forces, he has the power to sanction or veto any plans his staff members make. Gustavus' rotund appearance and loud, bellicose manner hides a razor-keen political mind. These were the skills he would have to draw upon heavily in a combined operation such as this invasion. With a full entourage of aide-de-camps, staff officers, Commissars, Adeptus Mechanicus advisors, bureaucrats, etc., he would have to juggle their competing demands for supplies and favour, as well as make strategic decisions that will send thousands of men into battle.
 * Venerated High Magos Zadakine Volta – Venerated High Magos Volta sits upon the ruling council of Stygies VIII and was the highest ranking Adeptus Mechanicus representative on Gustavus' staff. He was the supreme commander of all the technical support for the invasion. Volta was the staff's main liaison between its commander and the rulers of the Stygies VIII Forge World, and had his own large entourage of Logis, Rune Priests, Lexmechanics and Servitors.
 * Fleet Admiral Kotto - Fleet Admiral Kotto was the overall commander of the Imperial Invasion Fleet for the duration of the Taros Campaign. He had sanction over any operations that take place outside of Taros' atmosphere. Kotto was a product of the Ultima Segmentum naval academy on Kar Dunlash. Noble-born and groomed for command since birth, he has risen steady through the Navy ranks, commanding Escorts, Light Cruisers and Cruisers before being promoted to Fleet Admiral. He is a veteran of campaigns against Ork pirates, Tyranids in the Eastern Rim, and Chaos raiders. The Taros Campaign was his first command against the Tau.
 * Lord Marshal De Stael, Chief of Arms, Commander of 4621st Imperial Guard Army - The overall commander of all Imperial Guard ground forces on Taros, all the Generals and Colonel of the Imperial Guard regiments report to De Stael and his staff. Although small in stature, De Stael had a keen strategic mind, born of past experience and detailed study of the Tactica lmperialis. A quiet, studious man, with an eye for detail, De Stael liked to plan carefully before committing any troops. His meticulous (some would say cautious), approach to campaigns and battles had caused frustration with more aggressive commanders in the past. De Stael realised that it is far easier to commit troops to battle than it is to disengage them. Behind his back other commanders have nicknamed him 'the Clerk', but De Stael's studious manner hides an inner ruthless streak and iron resolve. He is devoted to serving the Emperor. De Stael was responsible for putting Gustavus' war plan into action on the ground, and was in overall command of the 4621st Imperial Guard Army, constituting all of the Imperial Guard ground forces for the invasion of Taros. Space Marine Chapters and the Legio lgnatum forces were not part of De Stael's command and did not report to him, although it was his overall plan that other fighting arms would be aiding his forces.
 * Captain Orelius, 3rd Company of the Raptors Chapter - The highest ranking Space Marine officer in the invasion force, Orelius was a long-time servant of his Chapter, having fought in wars and crusades for the past 1 00 years. His entire company, and support units had been committed to the invasion by his Chapter Master. Although Gustavus was the supreme commander, in actuality he had little control over the actions of Orelius and his men. Still, Orelius' experience and the reputation of the Adeptus Astartes made him a valued member of the Command staff when planning operations. His forces were not to be involved in a protracted ground campaign. Once their mission was complete, the Space Marines would be withdrawn to their Battle Barge to prepare for their next deployment. As commander of 3rd Company and the more experienced man, Orelius held seniority over Captain Kaedes, although they shared the same rank. As befits his Chapter's heritage, Orelius was an aggressive commander, who always sought to take the battle to the enemy and lead from the front.
 * Captain Kaedes, 6th Company of the Raptors Chapter - Kaedes role was to provide support and battlefield replacements to Orelius' 3rd Company. As such he was subordinate to Orelius. Should Orelius had become a casualty, Kaedes was fully able to step in and lead his Raptors battle brothers on the battlefield. Whilst not as experienced as Orelius, he was still a Space Marine Captain, and had all the respect that rank demands within Gustavus' staff.
 * Staff Colonel Scheja, Director of Intelligence - The brilliant Colonel Scheja had been seconded from his regiment, the Valhallan 28th, to act as the top intelligence officer in Gustavus’ High Command staff. His own staff officers studied and collated information from all sources: Imperial Guard regiments in the field, Imperial Navy reports, scouting Titans, any and every source the
 * Provisioner Prime Nymus Dree, Master of Victuals - A high-ranking bureaucrat from the Departmento Munitorum, Dree's job was to supply the invasion force with everything it needs, from replacement men, tanks and shells to water, food, tents etc. He had a small army of Departmento functionaries, clerks and prefects to assist him, and was granted his position on the staff after he requested it, following his investigation into events of Taros which had led up to the war. Although he commanded no fighting forces, Dree was a vital member of Gustavus' staff.
 * Cardinal Astra Velas - It was Cardinal Astral Velas' whose diocese Taros lied in, along with many other scattered planets and systems on the Eastern Fringe. Although 'His Worshipfulness' could have, by rights, commanded a place on the High Command staff, after the first staff meeting he returned to his Cardinal World and left a representative to deal with his responsibilities for the coming war. The Cardinal's envoy on the Command staff was Deacon Gotz, who was the highest ranking Adeptus Ministorum official involved in the campaign. Confessors and Ministorum Priests attached to Imperial
 * Air Marshal Denvelt - Supreme Commander of all the Imperial Navy Fighter, Bomber and Tactical squadrons and their operations inside Taros' atmosphere. He was in charge of planning fighter cover, bomber strikes, transport missions, and maintaining the Imperial Navy’s logistical situation.
 * Princeps Jernay – Adeptus Mechanicus Divisio Militaris commander in the field, a servant of Legio lgnatum and commander of the
 * Curator Adept Skel – A high-ranking Administratum official, Skel was the Command staff's link to the Administratum's extensive archives and their entire ancient records about Taros.
 * General Wassily – Quartermaster General of the 4621st Army
 * Staff Colonel Nafir – Chief of Operations, X Corp
 * Staff Colonel Mawhri – Chief of Operations, XI Corp

Tau Forces

 * Tau Fire Caste Taros Army
 * Kroot mercenary units
 * Taros Planetary Defence Force
 * Taros Mining Work Gangs (Irregulars)