vizn3r/warhammer40k-lore huggingface dataset:
Games Workshop - Magazines: Games Workshop's best known magazine is White Dwarf, which in the UK has now passed over 330 issues. Nine different international editions of White Dwarf are currently published, with different material, in five languages. Originally a more general roleplaying magazine, since around issue 100 White Dwarf has been devoted exclusively to the support of Games Workshop properties.Games Workshop also published Fanatic Magazine in support of their Specialist Games range, but it was discontinued after issue 10, though it lives on in electronic form. The electronic form, known as "Fanatic Online" was originally released weekly, and contained 3 downloadable articles, but around November 2006 it changed to a monthly schedule. The first monthly edition, December 2006 still only contained 3 articles, though it is hoped that more articles will be in forthcoming issues. Fanatic was preceded by a number of newsletters, devoted to the particular games.There was also the Citadel Journal, intended as a "deeper" magazine for modelling enthusiasts and more experienced gamers. It often featured unusual rules and armies, and was occasionally used as an outlet for test rules. Under some editors, they also published fan fiction and fan art. This is no longer published.For a brief period in the mid-1980s GW took over publication of the Fighting Fantasy magazine Warlock from Puffin Books. The magazine turned into a general introductory gaming magazine but was discontinued after issue 13.There was also a fortnightly series called "Battle Games in Middle Earth", which came with a free Lord of the Rings SBG miniature. Though the miniatures were made by Games Workshop, the magazine itself was written by SGS (part of Games Workshop) and published by De Agostini. It was published in Ireland, the United Kingdom, the Netherlands, Greece, France, Germany, Spain, Austria, Australia, New Zealand, and Poland. The magazine became more popular than the publishers had anticipated, and the deadline was extended several times and ended on Pack 91. Battle Games in Middle Earth was reported as being the biggest selling part works magazine in De Agostini's history.
Games Workshop - Other media: Many novels and comics have also been produced based on the twin Warhammer universes, published by the Games Workshop Black Library subsidiary. Games Workshop illustrators also publish artbooks covering parts of their commissioned work for the company. Among them, one can find the works of Adrian Smith and John Blanche.They also make shows and have a community themed website known as Warhammer Community.They are going to work with Amazon to make a show.
Games Workshop - External links: Official Games Workshop websiteOfficial Forge World websiteList of Games Workshop Games (including pictures)Official 2005 Games Workshop Online Summer Campaign website
Gamma Pistol - Gamma Pistol: A Gamma Pistol is a weapon often utilised by the military forces of the Adeptus Mechanicus, particularly its various Tech-priests. The Gamma Pistol is entrusted only to the truly blessed. The beam of ionizing radiation that leaps from its muzzle can reduce a man to a blackened shadow in a solar second, but this is a waste of its true strength -- those able to tame its savage Machine Spirit can cut holes in a heavily-fortified Aquila Stongpoint if necessary.
Gantz - Gantz: GantzForge WorldAdeptus MechanicusKonorKonor SystemRealm of UltramarUltima SegmentumPriesthoodMarsGantz was established within the fledgling Realm of Ultramar sometime during the Great Crusade in the mid-800s.M30, following the discovery of Primarch Roboute Guilliman on Macragge by the Emperor. At that time, there were as yet no Forge Worlds of the magnitude of ancient Accatran within the region. Only the reclusive Magi of the iron-bound moon of Gantz and Anuaris, still tied both in tribute and loyalty to distant Accatran as much as Macragge, ranked as true Forge Worlds within the boundaries of Guilliman's fiefdom.During the dawning of the 31st Millennium, Gantz was gifted to the Legio Praesagius ("True Messengers") as their Legion's homeworld by Primarch Guilliman, in recognition of their valour and faithful service. The god-engines of the True Messengers were charged with the defence of the Forge World's great forges, a duty which they've continued to uphold for the last ten millennia.Located at the heart of Ultramar, Gantz, alongside its sister world of Konor, has been one of the principal suppliers of munitions and war machines to both the Ultramarines and the various regiments of the Astra Militarum raised within the borders of Ultramar. When the Plague Wars of the early 42nd Millennium consumed Ultramar, the Konor came under sustained attack by the Forces of Chaos in service to Nurgle, but the Imperial forces valiantly rallied to reclaim the world for the Emperor. The affect of the Chaos invasion of the Konor System on Gantz itself and its Titan Legion remains unknown.
Gantz - History: The early history of the iron-bound moon known as Gantz is mostly unknown, but what is recorded is that at the time of the Great Crusade they already held the title of Forge World by ancient treaty with Mars and its allies on the Forge World of Tigrus. As the fledgling Realm of Ultramar expanded under the superlative leadership of the Ultramarines Primarch Roboute Guilliman, only Gantz, distant Accatran and the newly established Forge of Anuaris ranked as true Forge Worlds within the Mechanicum hierarchy. Interestingly, Gantz chose to remain neutral in the ancient feud between its sibling Forge World of Konor and Anuaris.
Gantz - The True Messengers: By the dawn of the 31st Millennium the Legio Praesagius Titan Legion had been crippled by the brutal pace of their deployment, reduced to a third of its original cohort by casualties. Many of the surviving Titans were unable to take to the field due to damage. The Legion could ill-afford to remain at the tip of the spear of men and machines that was the Great Crusade. In recognition of the Titan Legion's service and eager to add to the defences of his newly-established realm, Roboute Guilliman, Primarch of the Ultramarines, prevailed upon the Magi of the newly-founded Forge World of Gantz to offer a new home to the Legio Praesagius.For seven Terran years the bulk of the Legio Praesagius was to remain on Gantz, both as a sentinel force to protect the growing forges and to rebuild and repair their damaged God-machines. By mid-006.M31, the Legio Praesagius was once again at full strength, now fully entrenched as wardens of the growing and prosperous forges of Gantz and renowned throughout Ultramar for their valour. The Magi of Gantz slowly rebuilt the Legion until, by the time of the call to arms at Calth in 007.M31, the True Messengers were ranked as a Titan Legion of the Secundus grade and were to pledge 112 Titans of various classes to the Ghaslakh Crusade.Only a handful of god-engines remained at Gantz for the defence of the great forges that burned at the heart of that world, mainly those in dire need of repair or whose construction and dedication had yet to be fully completed. In the aftermath of Calth these few warriors, a mere dozen Titans, with only three of these being Battle Titans bestowed on the Titan Legion at its founding, would be all that remained of the once-proud Legio Praesagius.
Gantz - The Calth Conjunction and the Battle of Calth: During the Calth Conjunction, when the call to arms for the Ghaslakh campaign reached the various Mechanicum enclaves of the Ultramar region, the Magi were quick to see the logical advantage of combining their forces. Alone they would be subsumed into one or other of the Imperium's other formations and likely employed with minimal efficiency; together, acting as one body, they would operate at optimum effectiveness and prove a valuable military tool for the coming Crusade and the advancement of their own enclaves.These enclaves ranged from tiny collectives such as the Cult Logis enclave on Sotha which numbered less than a dozen Adepts, to the sprawling Mechanicum cantons of Konor, a world denied the status of a true Forge World only due to its extensive connections to the political hierarchy of Ultramar, which were considered unseemly by the envoys of Mars. At Calth, the amassed gathering of smaller individual taghma from around Ultramar, which as a whole numbered near 35,000 Mechanicum combatants of varying grades, were under the command of Archmagos Cronn Barbarel, and as appointed Magister Mechanicum for the campaign, Barbarel was also given overall lordship of all the Taghmata bound for the proposed war against the Orks under the seal and aegis of Roboute Guilliman. Only the Titan Legions assigned to the muster as well as the notoriously independent Ordo Reductor, represented by the Covenant of Mormoth-Null, remained outside this chain of command when the Battle of Calth began.
Gantz - Notable Personnel: Archmagos Cronn Barbarel - Barbarel was a well-regarded Archmagos who was held in high regard by the Mechanicum of the various Forges and enclaves of Ultramar. During the Calth Conjunction, when the call to arms went out amongst the Five Hundred Worlds of Ultramar for the impending Ghaslakh campaign against that large Ork Empire, the various enclaves saw the logical advantage of combining their forces. When the warriors of the Mechanicum arrived on Macragge, they conducted fraught negotiations, vehemently debating in the binary cant of the Machine Cult. Eventually they granted primacy within the Taghmata to Archmagos Cronn Barbarel, due both to his eminent seniority and his fealty to the lords of Gantz, who remained neutral in the ancient feud between Konor and Anuaris. Only by deft compromise were the contingents of both Konor and Anuaris kept within the ranks of the Taghmata.
Ganymede - Ganymede: GanymedeEra Indomitushub-fortressAquila AdamantJupiterSol SystemOnce a Warp-tainted wasteland created by the malfunction of experiments designed to test the limits of Squat technology, Ganymede has been transformed on the orders of the Primarch Roboute Guilliman into a massive hub-fortress of the Officio Logisticarum.Its purpose is to supply, support, and archive the actions of the Indomitus Crusade's fleets and battle groups as they advanced across the galaxy.
Ganymede - Contagion of Ganymede: During the early years of the Imperium, Ganymede was a settled Imperial world. It was known to have had ancient Mechanicum habitats on its surface during the Great Crusade and Horus Heresy era and served as the central hub of the massive complex that made up the Jovian Shipyards.At some time after the Heresy, the Adeptus Mechanicus began to perform experiments with Warp-coil technology that had been recovered by the Imperium from contact with the Squats. Unlawful experimentation with this technology led to the unexpected creation of a Warp Gate that unleashed the horrors of the Immaterium upon the Mechanicus facilities on the moon.Imperial chronicles indicate that Ganymede was "lost" to the Imperium "forever" and had become "the eternal habitation of abomination."The planet was declared a Quarantined World that was off-limits to any Imperial citizen on pain of death and orbital warning beacons were established which sought to prevent any void traffic from making a landing on the tainted moon.
Ganymede - Indomitus Crusade: Early in the Indomitus Crusade, the Primarch Roboute Guilliman issued the so-called "Borachae Decree" which declared that not only would the Officio Logisticarum be empowered to request military support and protection up to and including assigning tithed Astra Militarum regiments to their own protection, but they would also be furnished with planetary hub-fortresses from which to supply, support, and archive the actions of the Indomitus Crusade fleets.The first hub-fortresses were established in the mustering systems where the initial Indomitus Crusade fleets gathered. In the Sol System, the Warp-tainted moon of Jupiter, Ganymede, was reclaimed during a highly classified purgation operation spearheaded by the secretive Grey Knights.Even as the last banishment strikes were hitting home, enormous bore-engines went to work, expanding upon the ancient Adeptus Mechanicus laboratory complexes long abandoned beneath the surface of that troubled moon. Orbital defence platforms and void docks were manoeuvred into place even as indomitable fortifications rose upon Ganymede's surface and kilometres-long storage hangars were gouged through its bedrock.Near the moon's core, priests of the Machine God installed immense Cogitators and data-archivium engines while the Adeptus Astra Telepathica sanctified twinned astropathic fortresses at its north and south poles.Officio Logisticarum adepts in their thousands flooded into the moon's newly burrowed complexes of tunnels and chambers. Seconded Astra Militarum regiments -- some having just been pulled back from beleaguered war fronts elsewhere in the Imperium Sanctus -- invested its redoubts, bunkers, and defence turrets.Warships cut menacingly through the void beyond its orbital envelope. Meanwhile, the first waves of supply ships and fuel tenders settled heavily into its void cradles, and astropathic communiques flooded into its newly opened ducts.Ganymede had been wholly transformed, renamed as Hub-fortress Aquila Adamant.
Gardinaal - Gardinaal: Gardinaal is a notable Industrial World of the Imperium of Man located near the Dominion of Storms in the Ultima Segmentum in the Eastern Fringe. Due to its people's arrogance and treachery during the Great Crusade, this world was subjected to a brutal Imperial Compliance campaign, known as the Fall of the Lords of Gardinaal, which was conducted by the Primarch Ferrus Manus and his uncompromising Iron Hands Space Marine Legion.Following the decimation of their military forces and the death of Gardinaal's intransigent lords, the people of this world suffered both famine and great hardship, but its resources were largely left intact for Imperial exploitation. Within a few short standard years, Gardinaal and its heavy industrial output proved to be a valuable addition to the Imperium.
Gargant - Gargant: A Gargant is the Ork equivalent of an Imperial Titan, a massive, robotic combat walker. Gargants are as much idols of the savage Ork gods, Gork and Mork, as they are technological engines of destruction.Big Mek Orks receive a divine vision of sorts from Gork (or possibly Mork), and set out to bring that vision to life in the artistic medium of thick armour plates, smoke-belching engines, and lots and lots of very large guns.This activity quickly spreads amongst other Big Meks in the local Ork-settled area who seek to compete in Gargant-building, and soon Gargants spring up all over the place.The construction of Gargants is one of the typical signs of an impending WAAAGH! from an Ork-held star system.In an Ork warband, there can exist Gargants and Gargant-like war machines from Killa Kans (which are the Ork equivalent of the Space Marine Dreadnoughts) crewed by a single Gretchin to the vast armoured behemoths that are the Mega-Gargants.
Gargant - Construction: Ork Gargants are an extremely varied lot, with no two ever being exactly alike, as is common with seemingly slapdash Ork technology. Thanks to the frenzied imaginations of the Mekboyz building them, Ork weapons tend to be haphazard, unreliable and noisy.When they work, however, they can inflict gruesome damage. Gargants are commonly equipped with at least one close-combat weapon, because charging in and bashing heads is considered to be a very "Orky" thing to do.For defence, Gargants generate Power Fields that are the Ork equivalent of an Imperial Titan's gravitic Void Shields; however, while Gargants tend to have more intense and reflective Power Fields than an Imperial Titan, they cannot regenerate these during the battle as a Titan is able to do.Orks do not rely on automated systems to the same extent as the other starfaring races of the galaxy, and Gargants carry a large crew of both Orks and Gretchins. The crew is led by a "kaptin," who relays orders through a body of officers. A speaking-tube is the preferred method of communication within a Gargant.Each Greenskin officer is in charge of one section of the Gargant, be it a weapon, the magazine, the engine room, or any other chambers. Under the officer is a crew of Orks and Gretchins who carry out the orders passed down to them. Repair crews are composed of Gretchins, whose smaller build suits them for crawling through cramped spaces armed with wrenches and oily rags.Compared to Imperial Titans, Ork Gargants have weaker armour and comparatively shorter-ranged weaponry. Nevertheless, Gargants are extremely difficult to destroy due to their dense (albeit crude) construction. While Gargants do not suffer from potentially fatal plasma reactor meltdowns, they are particularly vulnerable to fires and magazine explosions.There is no set size for a Gargant, although the smaller ones are more often called Stompas. The large machine's armour basically consists of bits of metal of various sizes bolted together that makes the Gargant look like it is wearing a long skirt. Gargants are viewed by the Ork race as avatars in the physical universe of their Gods, Gork and Mork.The weapons used by a Gargant will depend as much on the materials at hand as the Orks constructing the Gargant. It may make use of anything from a Lobba to a Zap Cannon as the primary armaments, and will usually have two of these. In addition, the Gargant will also be able to support many Gatling Cannons, Flamers, and myriad other types of death dealers. Like Imperial Titans, most Gargants will also be equipped with a massive Gargant-sized melee weapon, be it an enormous Choppa', Hammah', or some other suitable "hacky-smashy" Ork melee weapon.The Gargant is a source of great pride for the Ork Warboss who owns one as it shows both his great richness in Teef (the Ork currency, and quite literally Ork teeth) and that he is a superlative Big Mek (meaning that he has great technological competency). Gargants are common amongst the Kult of Speed and the Bad Moons klan, though every Ork tribe has their own preferential Gargant weapon load-outs.
Gargant - Mega-Gargant: The Mega-Gargant is a very rare, super-large Gargant on a par in size with the Imperator and Warmonger-class Emperor Titans, though not nearly as powerful.It carries a large number and variety of weapons including the "Mega-Dropper."Unlike the other Gargants which shuffle forward on their short mechanical legs, the Mega-Gargant is actually a tracked vehicle; it is essentially a mobile Ork fortress and its appearance is greatly feared by Ork foes.
Gargant - Killa Kan: Killa Kans are giant metal canisters on piston-driven legs that sport lethal close combat attachments and heavy-duty weaponry. Crewed by a single Gretchin, one of their limbs usually ends in deadly-looking power shears or a great blood-encrusted buzz saw whilst a large calibre ranged weapon is welded to the opposite side. Killa Kans serve the same role for the Orks as Dreadnoughts do for the Imperial Space Marines, though they are smaller and possess less firepower and survivability.
Gargant - Deff Dread: The Ork Deff Dread is a a large Ork combat walker that is essentially a cross between an Ork Killa Kan and a Space Marine Dreadnought. The machine is smaller than an Ork Stompa, but is larger than a Killa Kan. The Deff Dread is also capable of carrying up to four weaponised arms. Also like a Dreadnought, a Deff Dread's Ork pilot must be cybernetically hardwired into the machine. As a result, the construction of a functional Deff Dread requires the skills of both an Ork Mekboy and a Painboy. When it is possible to craft a Deff Dread many Orks volunteer for the process since it will allow them to essentially become one of the biggest and most powerful Orks in the clan. Deff Dreads are also popular with other Orks since their immense destructive capacity, large number of weapons and tendency to stomp things to death lie at the very heart of what defines Ork "kulture".
Gargant - Stompas: The Stompa is a small Ork Gargant, the equivalent of an Imperial Titan of the Warhound or Reaver-class. In true Ork fashion, every Stompa is uniquely different, but equally deadly.The standard Stompa (if such a word can be applied to ramshackle Ork technology) generally possesses one arm with some sort of massive hammer or chainsword or equally suitable melee weapon, with the other outfitted with several massive guns and rokkit launchers, with the torso festooned with more ranged weapons, though not as large or powerful as the main ranged weapon on the arm.However, the Stompa also has a religious significance to nearby Orks. Stompas are regarded as massive, walking incarnations of Gork (or Mork) and the sight of the carnage even one Stompa can conjure can drive even the most placid Ork into a wild bloodlust.Two generally accepted sub-categories of Stompa are the Goff Stompa, and the Mek's Stompa, as described below.
Gargant - Goff Stompa: The Goff Stompa was popularised by the Goff klan, although it is found amongst other Greenskin klanz as well, and replaces the Stompa's ranged weapon arm with yet another massive close combat weapon. Such is the Ork way that each weapon is deadly in a new and often unexpected way. Some have massive claws that toss tanks aside, or stack them up like a macabre house of cards. Others connect the two arms together with a massive rolling-pin type device, capable of clearing paths through even the most well-armoured battle line.
Gargant - Mek's Stompa: The Mek's Stompa serves the opposite tactical role of the Goff Stompa, replacing the close combat weapons with even more ranged weapons. Massive cannons, insane rapid-fire gatling cannons, a veritable plethora of lesser guns, occasionally a Rokkit that can be fired from the Stompa piloted by Grotz (willing or otherwise), and not so occasionally six such Rokkits. Some Meks, feeling over-protective of their creations, customise a force field to try and deflect the incoming fire, which generally is not relied upon too much as A) they generally break down and B) the Stompa does a good amount of damage deflection on its own.Some Mek Stompas possess Imperial Titan weapons which greatly angers Imperial defenders when they see that the Orks have gotten their hands at some point on one of the Omnissiah's sacred Titans. Stompa creation is regarded as the pinnacle of a Mek's work, since, after all, Stompas are not cheap.However, once a Stompa is built, many Orks will flock towards its banner, bringing with them more Meks, more teef and in a circuitous way, more Stompas, and once two or three Stompas are on a rampage, woe betide any who try to stop them. Ork Meks have been known to customize their Stompas with colours, banners, skulls and spikes.
Gargant - Big Mek Stompas/Gargants: Often a Big Mek Ork will not be satisfied with the production of Battlewagons, and will create his own Stompa or Gargant. These Titan-like monstrosities mount the latest Mek weaponry, such as the "Lifta-droppa." The size of the Stompa or Gargant depends on how much influence the Mek wields over other Greenskins, how much raw materials he possessed during the construction phase, and who they are working with to construct it.Occasionally, two Meks may work together, combining their love of tinkering to produce a new Gargant on their own initiative or because they have been commanded to do so by a larger, tougher Ork Warboss or Warlord.
Gargant - Notable Battles: Battle for Rynn's World (989.M41-991.M41) - During the Battle for Rynn's World, specifically the siege of New Rynn City, Ork Gargants saw some of their most extensive use in Imperial history. With the city's defenders trapped behind the walls, the innumerable Greenskin hordes began construction of six of the mighty war machines, intending to utterly crush the human defenders. After 18 months, the massive machines were finally complete, and began to march upon the city. In the nick of time, however, the Crimson Fists Astartes were able to secure the New Rynn City spaceport and make way for fresh Imperial reinforcements that had just arrived with an Imperial Liberation Fleet in orbit. Before the Gargants could do much damage, they were engaged and destroyed by the newly-arrived Titans of the Adeptus Mechanicus' Collegia Titanica.Third War For Armegeddon (998.M41) - The Gargant was first designated as an Ork war-machine during Commissar Yarrick's crusade to hunt down Ghazghkull Mag Uruk Thraka on the world of Golgotha shortly before the start of the Third War for Armageddon. It was there that Gargants, and smaller variants designated Stompas, fought against Imperial Titans and Imperial Guard regiments. The Gargants were found to be a potent match for even the Imperator-class Battle Titans fielded by Yarrick, but despite their power, one of the immense Greenskin walkers was felled by Yarrick's commandeered Baneblade, the Fortress of Arrogance.
Gargant - Sources: Epic Armageddon: RulebookWhite Dwarf 188 (UK), "Stomp an' Smash!" bu Gavin Thorpe and Adrian Wood, pp. 52-69White Dwarf 182 (UK), "Waaagh Da Orks!: Mega-Gargant Tactics", by Gavin Thorpe, pp. 16-24White Dwarf 179 (UK), "Epic: Titan Legions Inferno," by Andy Chambers & Jervis Johnson, pp. 31, 40-51, 54-66White Dwarf 161 (UK), "Gargants: Orks", by Andy Chambers, pp. 65-72White Dwarf 149 (UK), "Epic Ork Vehicles", by Andy Chambers & Jervis Johnson, pp. 20-29White Dwarf 144 (UK), "Space Marine - Titan Data Sheets: Ork Slasher Gargant," by Andy Chambers & Jervis Johnson, pp. 67-68White Dwarf 143 (UK), "Epic: Stompers!", by Rick Priestly, pp. 12-20White Dwarf 142 (UK), "Titan Weapons: Gargant Weapons", by Jervis Johnson, pp. 48-59White Dwarf 116 (UK), "Ork Gargants", by Graeme Davis & Jervis Johnson, pp. 28-43
Gargoyle - Gargoyle: A Gargoyle (Gaunti avius), also sometimes called a "Hellbat," is a vicious winged Tyranid bioform that is often the first species of Tyranid seen in battle.Their prime purpose seems to be seeking out the enemy and sowing terror and confusion amongst them. Thus, fire and the flap of the Gargoyles' membranous wings precede the Tyranid hordes, driving the enemy out into the open to be absorbed by the swarm, spitting death from their Fleshborers.Adding to the terror is the high-pitched scream emitted before they release a ball of bio-plasma from their mouth.Though they have six limbs, the lower pair have atrophied to little more than stumps. Due to their small stature, a Gargoyle can only fly so far and relies on the Harridan Bio-Titan for especially long flights.
Gargoyle - Role: Physically, Gargoyles strongly resemble the Termagants from which they are genetically derived, with compact but lithe bodies encased in a lightly armoured exoskeleton.They have wide, leathery wings, raking claws and barbed tails. They also display the same animal cunning as their ground-dwelling counterparts, and instinctively assail the foe from an unexpected quarter whenever the situation allows.Winged manoeuvrability gives the Gargoyles a distinct advantage over the majority of opponents, who for the most part rely on technological assistance to fly. As a result Gargoyles have earned a dread reputation, a legend that, in truth, far outstrips their physical threat.Wherever Gargoyles are abroad, defenders look fearfully to the skies, for they know that every sky-borne shadow could be a flock of Gargoyles about to attack.Those that face Gargoyles believe them to be skittish in nature, creatures that flee in the face of combat and instead prefer to fight at range. Indeed, a Gargoyle's leathery wings are easily damaged in close-quarters fighting, an unnecessary waste when the creatures are perfectly adapted to kill their prey from a distance whilst avoiding retaliation.On occasions when the Gargoyles' natural instincts are suppressed, they fight with all the desperate savagery of cornered beasts, entering a frenzied state that more than compensates for any perceived fragility.While they are built for ranged combat, Gargoyles are not helpless in melee. They are capable of spitting a toxic fluid, which they instinctively aim at the eyes of their opponents in order to blind them. Then they tear into the foe with barbed tails and talons until either they or their prey are slain, or the Hive Mind relinquishes its control.Additionally, a quirk in Gargoyle behaviour drives them to seek out ventilation shafts and other small entrances to any structures or other habitations that their swarm is assaulting.Despite their wings, they have little trouble crawling into these spaces and entering a fortress, where they wildly lash out with their claws and barbed tails as they attempt to escape; many Imperial Guardsmen have found out just how dangerous a Gargoyle can be in an enclosed space in this way.
Garran Crowe - Garran Crowe: Garran Crowe is a castellan of the Grey Knights Chapter and a notable hero of that elite and highly secret unit of the Adeptus Astartes. Castellan Crowe is both the head and Brotherhood Champion of the Purifier Order.A nobler exemplar of the Grey Knights would be impossible to find -- by the measure of the Grey Knights, Crowe is a flawless soul, not so much resistant to the temptations of Chaos as immune to them. It is well that this is so, for Garran bears a burden greater than any of his brothers: the Daemon Sword known as the Blade of Antwyr, a cursed relic of unimaginable evil that continuously brings him into both physical and spiritual peril by tempting him with Chaos' promises of power or seeking to bind his will with black sorcery.Even so, Crowe must be forever on guard, for the sword's sibilant whispers echo endlessly through his mind, offering to add its strength to his own in the pursuit of victory. Many mortals would embrace such a chance, thinking their will would be strong enough to control the sword.Yet no matter how dark the hour or desperate the battle, Crowe has never succumbed; his thoughts and actions are his own. He is the warden of the foul blade, incorruptible and inviolable, and will remain so until the day of his death.Some of the grand masters believe that Crowe embodies a dormant strain of the Chapter's gene-seed, a piece of the Emperor that has awoken and taken root within him. It is this quality that grants Crowe a unique perspective on the universe, as he does not see Chaos as others do. To Crowe, the Immaterium is as water flowing over reality, cool and deep, with Daemons flitting like shadows beneath its surface.
Garran Crowe - Origins: Castellan Garran Crowe is considered a flawless soul, immune to the temptations of Chaos by his battle-brothers. Garran carries a burden greater than any of them, for he is charged with the wardenship of the Chapter's most perilous Chaos relic: the Blade of Antwyr.A Daemon Sword ancient beyond imagining, the blade first came to the attention of the Grey Knights during the latter years of the 37th Millennium, during the mad days of the Occlusiad War.The sword was so named as it was unearthed by the apostles of the Blind King in the ruins of the temple of Antwyr, a cursed place dedicated to a savage and heretical god. With the power to grant the wielder control of all who gazed upon them, the blade's bearer led legions of Heretics and madmen across the Vidar, Tremayne and Darkspire Sectors.Only the intervention of all eight brotherhoods of the Grey Knights was finally able to destroy the Daemonhost in a cataclysmic battle. As for the sword, it fell to the floor amid the blood and corpses of that terrible conflict's aftermath, only to slip out of time and space and vanish into the Immaterium before the Grey Knights could recover it.Over three thousand standard years later the Prognosticars foretold of the blade's return, and this time the Grey Knights were ready. On the moon of Tethys the sword was taken, its vessel slain before the Blade of Antwyr could fully possess him, and was borne back to Titan.For many solar days the Chapter's grand masters debated the fate of the blade, unable to find a means to destroy it, and fearful that abandonment or imprisonment would merely give the Daemon within a chance to lure a fresh host. So it was that the Blade of Antwyr was placed in the hands of the Purifiers, as only they possessed the spiritual strength to resist corruption and ignore the malign whispers of the Daemon trapped within.For Terran centuries the sword has been placed into the capable hands of the Purifiers' Castellan Champion and passed down from one Purifier to the next, the order always choosing the strongest among them to bear the burden. And so it came to be wielded by Garran Crowe.
Garran Crowe - Battle of Sandava II: Before the Blade of Antwyr came to be wielded by Crowe, it was held by Castellan Merat Gavallan, Champion of the Purifier Order.During that time, Cardinal Beatus Rannoch came aboard the Ecclesiarchy missionary ship Envoy of Discipline. While surveying their cargo of relics, the cardinal discovered a singular mask. Seized with desire, Rannoch immediately sought to possess it. Despite the suspicions of the Sandava II militia's general, Vendruhn Glas, the Slaaneshi Daemon Mnay'salath used it to possess the cardinal.When the Prognosticars alerted the Grey Knights of the threat Mnay'salath and its Daemonic legions posed, the entire Purifier Order was dispatched to contain the threat. Throughout the campaign, the malign voice of the Blade of Antwyr gradually wore down Gavallan's defences, reducing him to a hollow shell of his former self.Finally, the Blade of Antwyr managed to manipulate the lord governor of Sandava II, Otto Glas, into seizing hold of the Daemon Weapon. Possessing the governor within mere moments, the Blade of Antwyr sliced open Gavallan's throat, killing him.It was only through the efforts and sacrifice of Garran Crowe that the Blade of Antwyr was recovered and Mnay'salath defeated. Even then, the Blade of Antwyr still hopes to find purchase upon Crowe's soul, desperate for the freedom it briefly knew.
Garran Crowe - An Eternal Burden: The Blade of Antwyr is as potent a Chaos artefact as the Grey Knights have ever encountered. Some within the Chapter speculate that the Blade of Antwyr is more than merely a Daemon Prince or Greater Daemon trapped within the greatsword's physical substance by foul sorceries, and may even be the last surviving fragment of an ancient Chaos God.Mortals standing too close to the relic's wielder are driven mad by the constant whispers and lies of the sword as it twists their thoughts against them. Only Grey Knights are able to resist its words, and even then only for a time before they too feel their wills being bent and buckled under the onslaught.Remarkably, Crowe alone seems immune to the effects of the blade, though it is known that the Blade of Antwyr speaks to him too. Part of the castellan's duty as guardian of the sword is to record the blade's words, in case there might be some piece of forbidden knowledge or clue to its weakness hidden therein. So far, vaults filled with tomes recording the Daemon Weapon's lies and curses has yielded little of apparent worth, though Crowe continues undaunted.Crowe is never without the Blade of Antwyr, and always has one hand placed upon its hilt lest the weapon try and escape its captor. At first, Crowe carried the sword upon his back, or kept it sheathed and hung upon the wall of his personal chambers. More and more often Crowe would discover the sword had moved when his back was turned, or had slipped free of its scabbard.In combat, this could have proven disastrous if another had laid hands upon the weapon, turning them into the next of the sword's Daemonhosts. Even other Purifiers are not permitted to touch the blade. This has forced Crowe to fight with the weapon in battle, unable to take up another weapon for fear of the sword's escape.
Garran Crowe - Keeper of the Blade: For most Purifiers, the burden of holding back the tendrils of the Warp is natural and instinctive, their minds shielding them from the darkness and casting back its hungering gaze. Even so, there are things that press in upon the souls of even these most incorruptible of Grey Knights, horrors from beyond that scratch incessantly at the door to reality.The Blade of Antwyr is such an object of Chaos, a scar upon the face of reality. Such is the power of this cursed blade that wherever Crowe carries it the taint of the Warp stains his surroundings. On Titan the champion must keep to the Chambers of Purity, often in isolation.Occasionally other Purifiers will meet with him, but even these brothers cannot be allowed to stand in the presence of the Blade of Antwyr for long. When Crowe travels across the Imperium on the secret missions of the Chapter, he is likewise cloistered away, only venturing out when called upon to enter the fray.The castellan spends his time away from war ceaselessly training, the vicious curses of the Daemon within the sword always in his mind. For many standard years he has suffered Antwyr's insults in silence, his scorn a shield against the furious rantings of the dead god.The Blade of Antwyr at first tried to overcome Crowe with sheer strength of will, battering against his mind for years, hoping to break down the Purifier's defences and possess him. When it became clear Crowe would not yield, the Daemon within the Blade of Antwyr tried a different tactic, offering him untold power, yet still the castellan resisted.However, the blade's promises become ever more specific to the castellan the longer the two remain together, and it hopes one day to find a chink, however small, in Crowe's formidable mental armour.
Garran Crowe - Psychic Awakening: During the Psychic Awakening that swept across the galaxy following the birth of the Great Rift in the Era Indomitus, Crowe was sent to rescue the Grey Knights who were unable to escape the Thousand Sons' homeworld of Sortiarius, following the Chapter's retreat from the Daemon World during the Assault on Sortiarius.
Garran Crowe - Wargear: Artificer ArmourBlade of Antwyr (also called the Black Blade of Antwyr) - The Blade of Antwyr is a Warp-spawned Daemon Sword that was captured by the Grey Knights many Terran millennia ago and is impervious to all means at the Grey Knights' disposal to destroy it. The Grey Knights were reluctant to simply cast the dangerous artefact into the void of interstellar space where they knew that eventually a new bearer would be drawn to its evil aura or to seal it away in a vault within their fortress-monastery on Titan as it would only invite corruption to the Chamber's guardians. A fateful decision was made to place the Blade of Antwyr into the safest prison the Grey Knights could conceive; the hands of one of the Chapter's own Purifiers. Castellan Garran Crowe is the current guardian of the malefic weapon, and it continuously brings him into both physical and spiritual peril by tempting him with Chaos' promises of power or seeking to bind his will with black sorcery. The Blade of Antwyr was first discovered by the Apostles of the Blind King in the 37th Millennium during the Occlusiad War. It consequently corrupted one of the Blind King's followers. Possessed by the blade, this individual launched a campaign which devastated the Vidar Sector, Tremayne Sector, and Darkspire Sector. Even though the Grey Knights defeated the blade's forces, it managed to transport itself into the Warp. The Grey Knights were unable to secure the weapon for three standard millennia before finally capturing it on Tethys. Castellan Crowe was chosen as the current guardian of the weapon following the death of the previous Castellan Champion, Merrat Gavallan, on Sandava II.Storm Bolter (Wrist-mounted)Frag GrenadesKrak GrenadesPsyk-Out GrenadesIron Halo
Garreon - Garreon: Garreon, often called "the Corpsemaster" by his brethren, was the Chief Apothecary of the Renegade Astral Claws Chapter during the Badab War. He was one of the Astral Claws who survived the Loyalist Astartes' final assault on Badab Primaris during the closing days of the conflict.He still serves the whims of his wretched Chaos Lord Huron Blackheart, who commands the massive warband of Chaos Space Marines now known as the Red Corsairs.
Garreon - History: Garreon was the Chief Apothecary and one of the Veteran battle-brothers of the former Astral Claws Chapter. All Apothecaries of the Adeptus Astartes had heard of Garreon in the years before the Badab War. His research scrolls and early documentation were lauded for their extraordinary insight and understanding of Space Marine physiology, and many Apothecaries had studied Garreon's earlier works.The idea of meeting such a legendary figure might once have filled an Apothecary with interest and reverence, but now it fills them with nothing but revulsion because of Garreon's corruption and betrayal of the Emperor.As the Badab War unfolded, the sins and malice of the Tyrant of Badab soon became clear for his enemies to see. One dark development on the battlefield was the arrival of the Apothecary Vivisectors, or "corpse takers" as they were known by the Human Auxilia of the Tyrant's Legion. They were created at the suggestion of Garreon in order to recover the gene-seed not only of their fallen brethren, but of any Space Marine who had fallen on the battlefield.In the case of the enemy, they would perform this blasphemous perversion of the duties of a normal Apothecary whether their subject was living or dead. With this gene-seed, Huron intended to secure the Astral Claws' continued increase in numbers and eventual victory over the Loyalists by raising a force similar in size to the ancient Space Marine Legions. To the Loyalist Space Marine forces facing the Renegades there could be no greater insult or more hateful crime than taking the gene-seed of another Chapter.During the final Loyalist assault upon Badab Primaris, Garreon was one of the few Veteran battle-brothers who survived, breaking through the Imperial cordon and fleeing towards the relative safety of the Maelstrom.Along with his student Variel and Forge Master Armanneus Valthex, Garreon was instrumental in healing the grievously wounded Lufgt Huron at the end of the Badab War.At present, Garreon continues to serve his former Chapter Master who is now the Chaos Lord Huron Blackheart, who commands the piratical warband of Chaos Space Marines known as the Red Corsairs.The Red Corsairs call Chief Apothecary Garreon "The Corpsemaster," not because he harboured any desire to see the dead walk, but because he took a pathological interest in the biology of the dying and the dead among the Astartes, both of whom provided him with a harvest of precious gene-seed.He believed, as had many Apothecaries throughout the history of the Adeptus Astartes, that the future of their brotherhood lay in a better understanding of Human genetics and xenobiology. He performed regular dissections on enemy Space Marines and his fellow Red Corsairs both -- in some cases whilst his subjects were still living. He could keep his victims alive for a phenomenal length of time, reducing them to skeletal, still-living things that begged for a release that was an eternity in coming.
Garreon - Appearance: Garreon was tall even for an Astartes but possessed a leanness that would have made him seem thin had he not been a Space Marine. Sharp, angular cheekbones stood out prominently in a scarred face whose most striking feature was the eyes.An impassive, unreadable dark brown, the colour of Garreon's irises were so dark that his pupils were barely visible. His hair was a tawny brown mane that fell to his shoulders, streaked through with grey that hinted at his advancing years.It was a face that was filled with great intelligence but also underlined with the terrible cruelty born of a hunger for forbidden knowledge.
Garro: Ashes of Fealty (Audio Drama) - Garro: Ashes of Fealty (Audio Drama): Garro: Ashes of Fealty is the thirty-first audio drama for the The Horus Heresy series that was not originally released as part of an anthology or other release. Garro: Ashes of Fealty was first released as an audio drama, and again as part of the Garro main series anthology.
Garro: Ashes of Fealty (Audio Drama) - Official Synopsis: After bringing warning of Horus's treachery to Terra, Nathaniel Garro bade a solemn farewell to his Death Guard brethren and was set upon a more noble path than he ever could have imagined for himself. Now, an old comrade returns -- Meric Voyen, once an Apothecary of the XIV Legion, carrying a deadly cargo within the boundaries of the Sol System. Knowing only too well that to underestimate the powers of the Warp is to fall prey to their corrupting influence, Garro must decide if any good can come of Voyen's mission...and whether or not it is already too late to act against it.
Garro: Ashes of Fealty (Audio Drama) - Knights-Errant Series: The following is the chronological order of the first Knights-Errant member Nathaniel Garro's story arc set within the Horus Heresy:Flight of the EisensteinGarro: Oath of MomentGarro: Legion of OneBurden of DutyGarro: Sword of TruthGarro: Shield of LiesGarro: Ashes of FealtyGarro: Vow of FaithNathaniel Garro and his Knights-Errant also make an appearance in the novel Vengeful Spirit. All of these stories, with the exception of Flight of the Eisenstein were later included within the main series anthology novel Garro.
Garro: Legion of One (Audio Drama) - Garro: Legion of One (Audio Drama): Garro: Legion of One is the third audio drama for the Horus Heresy Series that was not originally released as part of an anthology or other release. Garro: Legion of One was released in both compact disc and MP3 formats and was written by James Swallow and performed by Toby Longworth. It was later re-released in an enhanced audio edition, but can still be bought as a stand-alone audio drama. This story, and all other Garro audio dramas and short stories were later published in printed form in the Garro main series anthology novel.
Garro: Legion of One (Audio Drama) - Official Synopsis: Nathaniel Garro, Loyalist Death Guard Astartes, and hero of the Eisenstein, has found a new calling in his service to the Emperor. Surrounded by a cloak of secrecy, Garro travels the galaxy in pursuit of his new goal. His quest will lead him to heart of the most destructive warzones, and reveal a secret that will change the course of the Horus Heresy itself...
Garro: Legion of One (Audio Drama) - Knights-Errant Series: The following is the chronological order of the first Knights-Errant member Nathaniel Garro's story arc set within the Horus Heresy:Flight of the EisensteinGarro: Oath of MomentGarro: Legion of OneBurden of DutyGarro: Sword of TruthGarro: Shield of LiesGarro: Ashes of FealtyGarro: Vow of FaithNathaniel Garro and his Knights-Errant also make an appearance in the novel Vengeful Spirit. All of these stories, with the exception of Flight of the Eisenstein were later included within the main series anthology novel Garro.
Garro: Oath of Moment (Audio Drama) - Garro: Oath of Moment (Audio Drama): Garro: Oath of Moment is the second audio drama for the Horus Heresy Series that was not originally released as part of an anthology or other release. Garro: Oath of Moment was released in both compact disc and MP3 formats and was written by James Swallow and performed by Toby Longworth. It was later re-released in an enhanced audio edition in 2015, but can still be bought as a stand-alone audio drama. This story, and all other Garro audio dramas and short stories were later published in printed form in the Garro main series anthology novel.
Garro: Oath of Moment (Audio Drama) - Official Synopsis: In surviving the horrors on board the Eisenstein, Nathaniel Garro proved his courage and absolute loyalty to the Emperor. On his return to Terra, Garro is despatched on a mission of even greater importance -- a mission given to him by Malcador the Sigillite himself. He soon finds himself back amongst the stars and on the fields of battle, thrust into a warzone where the Ultramarines are purported to be battling a Greenskin invasion. Once again Garro must fight for survival, but now he also fights to achieve a higher purpose...