vizn3r/warhammer40k-lore huggingface dataset:
Officio Assassinorum - Callidus Temple: The Callidus Temple is the subtlest of the ancient temples of the Officio Assassinorum, specialising in the artful deception of the enemies of the Imperium.The methods of the Callidus Assassin are those of utmost cunning and duplicity. They are sometimes used on missions where overt interference by the Imperium would upset the intricate balance of power maintained by the High Lords of Terra.It is quite possible for a Callidus operative to complete their task without the enemy force in question knowing they have been there at all. However, as the tumultuous times of the 41st Millennium consume the galaxy in the wake of the birth of the Great Rift, the Callidus Temple is making its presence felt upon the fields of battle more so than ever.The techniques that the Callidus Temple uses to bring down its targets are many and diverse, and can go far beyond that of simply killing the perpetrator. The Callidus Temple undertakes many covert operations that may involve an Assassin infiltrating an enemy civilisation for solar weeks, months or even standard years.Specialists in infiltration, deceit and impersonation, these Human chameleons will often take the place of a trusted aide or adjutant through their utmost mastery of disguise. To achieve the exacting tasks assigned to it, the Callidus Temple specialises in the use and development of the shape-altering drug polymorphine to enable its Assassins to undergo dramatic physical changes, altering their appearance to assume the features of any humanoid (of whatever gender).Using this technique, the Callidus Assassin can get close to enemy commanders or powerful warlords, influencing their strategy and finally killing them when the opportunity arises. On the battlefield, they get as close to the chosen target as possible before making the kill at a critical time, often at the crux point of a conflict already in full flow.With the commander of an enemy force suddenly slain, the balance of the battle can be skewed dramatically in favour of the Imperium.
Officio Assassinorum - Culexus Temple: The Culexus Temple is one of the most sinister and feared orders of the Officio Assassinorum and its Assassins have been described by the Aeldari as nothing short of pure evil. Its operatives are skull-helmed harbingers of death, nigh-invisible terrors whose merest touch can extinguish the victim's soul.Even amongst the upper echelons of the Officio Assassinorum, this temple is always viewed with extreme caution. This is not because of the way that the Culexus operate, nor because of any particularly hideous methods they use to kill their targets. It is because of the Assassins themselves, for they are bearers of the Pariah Gene.First and foremost, a potential Culexus Assassin is chosen because they possess a very rare genetic defect, something that is at once unique and yet utterly abhorrent to the Imperium. Every living being has some sort of presence in the Warp, where the soul is reflected through from the real universe.For non-psykers this will usually be little more than a minute spark. For psykers, however, their soul blazes like a shining beacon that can be seen by other psykers and creatures that live within the Warp. The more powerful the psyker, the brighter their soul burns within the realm of the Empyrean.Culexus Assassins are true terrors because they have, or appear to have, no presence in the Warp -– in its place, there is simply a void. They are, to all intents and purposes, soulless.This extremely rare genetic defect occurs in less than one in a billion individuals. Those who suffer from this condition are known by the name of Pariah, Untouchable or psychic Blank, and meeting one is something that no normal Human being can ever forget.Their cold calculating stare draws attention to their eyes; pools of blackness that seem to pull one into a pit of nothingness. The very presence of a Pariah makes those around them feel fearful and increasingly paranoid, as an all-pervading sense of wrongness causes skin to crawl and senses to rebel. Some may complain of excruciating head-pains, or steadily increasing levels of directionless panic, their hearts hammering and their breath coming in ragged gasps. For a psyker, this sensation is infinitely worse, manifesting as horrified panic attacks, seizures, and a monstrous sensation of being smothered or drowned.Such horrible phenomena make Pariahs outcasts among Human society. And yet it is these very powers that the Culexus Temple refines and amplifies to create their terrifying Assassins. As a result, they can emit negative psychic energy that is deadly to psykers and Warp entities alike.Culexus Assassins are usually deployed against psychic targets like Heretics, Asuryani Warlocks or even Daemons.However, Culexus Assassins have been transformed by the Necrons into their foul Pariah servants by transferring their consciousnesses into necrodermis bodies.
Officio Assassinorum - Vindicare Temple: Vindicare Temple Assassins are cold, calculating killers that eliminate their targets with contemptuous ease. They aim to bring inglorious death to the enemies of the Emperor with a sniper's bullet, and have elevated the skills of the marksman to an art form.It is said that a Vindicare can pick out a target's jugular vein or pupil from extreme range, even should the distance be traced through the ruins and smokestacks of an underhive sprawl. To complement their superhuman accuracy, the Vindicare Temple emphasises stealth and evasion techniques.One of the temple's maxims is that a clean kill can only be made from an excellent firing position, and Vindicare Assassins have been known to occupy a given location for solar weeks, waiting for their quarry to reveal himself before finally taking the perfect shot. By meditating on the immortal glory of the Emperor, these superb marksmen can slow down their metabolism to an almost hibernatory state.Though an operative's heart beats perhaps once per solar minute when in this state, subliminal triggers ensure he is roused into total focus the instant his target shows themselves.In this way, the Vindicare can be likened to a spider or mantis, waiting motionless as stone before springing into action at the critical moment.
Officio Assassinorum - Eversor Temple: The Eversor Temple is possibly the most gruesome weapon of the Officio Assassinorum. The temple specialises in shock and terror tactics, instilling fear of Imperial retribution in the hearts and minds of all who hold positions of power.Eversor Assassins are primarily used against rebels who have plans to move against the Imperium with a large armed force. When the long, grinding war of attrition that is the Astra Militarum's forte is ruled out -- perhaps because it is likely to leave a valuable planet ravaged -- the High Lords will sometimes sanction the use of an Eversor Assassin.An Eversor distills the brute force of an entire strike team into a single Human body, and hence rarely has just a single target. Their mission will be to rip the heart out of the rebel operation, wreaking havoc and destruction. Such brutality ensures that the Renegade leaders are destroyed in one fell swoop, and that no would-be successors may take over.In order to better enact these one-man killing sprees, the Eversor Temple trains its operatives to be utterly ruthless and completely dedicated to the Imperium. The temple engineers its inductees to be superhuman killing machines, their bodies driven far beyond normal Human capabilities.Once this process is complete, the temple introduces a range of stimms and cybernetic neural implants to alter the Assassin's state of mind into a boiling cauldron of murderous intent.
Officio Logisticarum - Officio Logisticarum: The Officio Logisticarum, also known as "Guilliman's Hand," was an agency of the Imperium of Man created on the order of the Lord Commander of the Imperium Roboute Guilliman during the Indomitus Crusade.The Officio Logisticarum was an attempt by Guilliman to go around the massive and ponderous existing Imperial bureaucracy of the Adeptus Administratum in the 41st Millennium so as to rapidly build up the materiel needed to launch and resupply the galaxy-wide Indomitus Crusade.
Officio Logisticarum - History: To bring the Indomitus Crusade to fruition, the Ultramarines' resurrected primarch chose to bypass the established Imperial bureaucracy entirely. Guilliman created his own elite cadre of facilitators whose role was to ensure proper supply and marshalling of every single starship and soldier for the crusade.Named as the Officio Logisticarum, but known throughout the crusade fleets as "Guilliman's Hand," this body was millions of souls strong, its members drawn from the best that Terra's Administratum and Departmento Munitorum bureaucracies had to offer, and still it was barely equal to the task.Early in the Indomitus Crusade, 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, they would also be furnished with planetary hub-fortresses from which to supply, support, and archive the actions of the Indomitus Crusade fleets.
Officio Medicae - Officio Medicae: The Officio Medicae, also called the Departmento Medicae, is the division of the Adeptus Administratum that deals with public health and other biomedical issues across the territory of the Imperium of Man.The Officio Medicae operates state-owned medical facilities like hospitals, clinics and biomedical research institutes across the galaxy on many of the more technologically advanced Imperial worlds.The Officio Medicae is also the public health service of last resort for the Imperium, overseeing the quarantine of worlds afflicted by deadly plagues -- natural and Chaos-created -- likely to spread to other planets through interstellar commerce and transport.Despite its often crucial duties, the Officio Medicae is as rife with bureaucratic corruption and inefficiencies as all the other divisions of the Administratum.
Officio Prefectus - Officio Prefectus: The Officio Prefectus, also known as the Commissariat, is a subdivision of the Departmento Munitorum, whose task is to ensure the recruitment, training and deployment of the corps of Astra Militarum political officers tasked with keeping the troops of the Imperial Guard on mission and under intense discipline, even in the face of some of the most terrifying threats in the galaxy.The Imperial Guard is exposed on a regular basis to terrible threats which can shake the resolve of even the most steel-hearted veteran, from bizarre aliens to the terrifying inhabitants of the Warp. To encourage the troops to fight the most horrendous of situations, political officers called Commissars are attached to regiments of the Imperial Guard.The role of a Commissar is to fight alongside the regiment's regular officers and take control when morale is flagging or the men are not fighting with sufficient zeal. In such situations a Commissar can take over command from a regular officer and summarily execute any man who tries to flee.Even the colonel of a regiment must be sure to display courage and the proper zeal at all times when a Commissar is watching him or her.Commissars are orphans of parents who were killed serving the Imperium in one of the other Imperial military forces or adepta who were educated within the Ecclesiarchy's special orphanage schools, the Schola Progenium, and selected from among those who show fearless faith in their Emperor.Upon reaching adolescence, they are recruited by the Officio Prefectus and given advanced training in combat tactics and Human psychology. Once ready, they are then assigned by the Commissariat to Astra Militarum regiments whether the regiment in question likes it or not.Commissars are pious, oft-times self-righteous and unswerving in their purpose. They are exceptionally brave and many a seemingly hopeless battle has been turned by a Commissar taking command.However, all Commissars are universally feared and loathed by the troops of the Astra Militarum and are always the first officers against the wall when a regiment mutinies.
Officio Prefectus - Local Commissariats: Within the Imperial military, some Planetary Defence Forces and individual sectors or sub-sectors of the Imperium possess their own Commissariat who maintain authority over the local military forces in their region of the galaxy.These organisations are empowered with all the usual right and duties of the Imperial Commissariat, but are subordinate to the parent organisation, and possess fewer powers over regular troops of the Astra Militarum.Nevertheless, in the past, this has caused friction between local planetary Commissariats and the official Officio Prefectus due to jurisdictional concerns, and has even been known to result in Imperial Commissars executing their local planetary counterparts for overstepping their authority.Chaliced Commissariat - The Chaliced Commissariat is the local Commissariat found within the Calixis Sector and based on the sector capital world of Scintilla. This special military unit is a direct political and military extension of Lord Sector Marius Hax's will and was created to maintain direct control over locally-raised regiments and Planetary Defence Forces (PDF). Feared and hated in equal measure across the sector, the mere sight of the laurel-wreathed chalice badge and deep red rank insignia are enough cause for a defence trooper to blanch and consider whether their life has come to an end. This organisation was primarily created to monitor for corruption within local PDF units as well ferreting out the possibility of an organised and armed secession on the part of a local Planetary Governor that is supported by PDF units. The Lord Marshal of the Calixian Adeptus Arbites has made no secret of his dislike for Hax's "specially selected scum," seeing them as bordering on being an unlawful agency, and therefore one step away from an instrument of rebellion themselves.Vervun Primary Commissariat (VHPC) - The Vervun Primary Commissariat (VHPC) is the local Commissariat found  upon the Hive World of Verghast within the Sabbat Worlds Sector. This local Commissariat is empowered with all the usual rights and authority of the official Imperial Commissariat, and was also rumoured to be used by the ruling mercantile nobility of Vervunhive as a form of secret police force. The VHPC was commanded by a full Imperial Commissar, assigned the role of watching over both the Vervun Primary Imperial Guard forces and the VHPC. This local Commissariat was theoretically subordinate to its parent organisation and possessed fewer powers over regular Imperial Guardsmen, but jurisdictional concerns arose during the Defence of Vervunhive in the midst of the Sabbat Worlds Crusade.
Officio Prefectus - Sources: Codex: Imperial Guard (5th Edition), pp. 32, 63Codex: Imperial Guard (4th Edition), pp. 41, 52-53Codex: Imperial Guard (3rd Edition, 1st Codex), pp. 6, 13Codex: Imperial Guard (2nd Edition) pp. 20, 78, 84Codex ImperialisDark Heresy: Core Rulebook (RPG), pg. 260Dark Heresy: The Inquisitor's Handbook, pp. 18, 60-61Final Liberation: Warhammer Epic 40,000Horus Heresy: Collected Visions, pg. 121Warhammer 40,000 Compendium (1st Edition), pg. 151Warhammer 40,000: Rulebook (3rd Edition), pg. 7White Dwarf 248 (US), "In Defence of Armageddon"White Dwarf 227 (US), "Chapter Approved - Imperial Guard, Commissar Yarrick"White Dwarf 152 (US), "Commissar Yarrick and Warlord Ghazghkull Mag Uruk Thraka", pp. 14-22White Dwarf 115 (UK), "Commissar Training Squads"White Dwarf 113 (UK), "The Pacification of Flotis III"First and Only (Novel) by Dan AbnettNecropolis (Novel) by Dan AbnettHonour Guard (Novel) by Dan AbnettRebel Winter (Novel) by Sandy MichellFor the Emperor (Novel) by Sandy MitchellThe Traitor's Hand (Novel) by Sandy MitchellDeath or Glory (Novel) - Ciaphas Cain: Defender of the Imperium (Omnibus) by Sandy MitchellDuty Calls (Novel) - Ciaphas Cain: Defender of the Imperium (Omnibus) by Sandy MitchellDawn of War - Dark Crusade (PC Game)Dawn of War II - Retribution (PC Game)
Officio Sabatorum - Officio Sabatorum: The Officio Sabatorum is one of the Adepta Minoris that exists within the organisational structure of the Adeptus Administratum of the Adeptus Terra. Agents of this particular organisation are adept at sabotage and the destruction of designated property ("hard targets") rather than the elimination of specified individuals ("soft targets"). They are also highly adept in the art of terrorism, committing violent or brutal acts which are intended to create fear, deliberately targeting or disregarding the safety of civilians.Though certain leeway is given in regards to the deaths of innocent bystanders and additional collateral damage during the course of a mission, direct assassination is not the primary objective of Sabatorum agents. This sets them apart from the adepts of the Officio Assassinorum.As experts in the art of sabotage and destruction, agents of the Officio Sabatorum specialise in the use of explosive ordnance, toxic poisons and poisonous gas rather than the use of more conventional weapons. Should an agent have to engage a target directly, the mission is already considered a failure.Agents of the Officio Sabatorum are employed throughout the realms of the Imperium of Man and have been positively identified as having been utilised during the Third War for Armageddon, in which 34 Sabatorum agents were deployed.
Officio Sabatorum - Notable Agents: Oynas Trost, "Demolition Man" - Convicted of accidentally poisoning three Imperial admirals as well as their families during the course of a mission (which was nonetheless declared completed). He was later recruited into the 13th Penal Legion.
Oghram - Oghram: Oghram was an Imperial Hive World of the Segmentum Pacificus located in the Formidyre System that was one of the first worlds to be struck by the massive new invasion of the various tendrils of the Tyranid Hive Fleet Leviathan in the galactic west at the start of the Fourth Tyrannic War in the Era Indomitus.Oghram is the outermost planet of the Formidyre System in the Bastior War Zone, one of the key battlegrounds in the Fourth Tyrannic War. It was in a pivotal position in the path of the oncoming swarm -- its defiance could have become a legendary note of hope, like noble Macragge during the First Tyrannic War, or it could end as just the latest world stripped lifeless by the insatiable hunger of the Tyranids.Home to countless billions of Imperial citizens, this rich, bustling hub of biomass had caught the notice of the Tyranids, and soon suffered beneath a barrage of alien incursions. For vengeance, and to cleanse the world of xenos taint, the Adeptus Astartes launched a vicious counter-offensive. The fate of the world  came to rest on a knife-edge.In the first phase of the Tyranid assault, Tyranid spores rained down upon the planet's surface. The chittering hordes of aliens devoured all in their path -- the single-minded will of the Great Devourer made manifest. Even at this early stage, little hope remained for the survival of the world and its people.Yet despite the valiant defence of the Space Marines, their efforts came to nought, and the world ultimately fell to the Leviathan, its people and all of its remaining biomass consumed by the hive fleet until all that remained was barren, lifeless rock.
Oghram - Flora and Fauna: Despite its status as a Hive World, Oghram was still inhabited before the destruction of its biosphere by some strains of Terran wildlife, including mammals like foxes, badgers and pumas, and bird species like the heron.
Oghram - Game History: Oghram was the site of a contest run by Games Workshop between 26 June and 10 July 2023 to introduce the 10th Edition of the Warhammer 40,000 tabletop miniature war game.The results of the Oghram campaign, registered by individual players using the miniatures in the Warhammer 40,000: Leviathan 10th Edition starter set, became official Warhammer 40,000 lore. The overall faction winner of the campaign, Space Marines or Tyranids, had all of the new miniatures for their faction revealed at the end of the campaign. On 15 July 2023 it was announced that the Tyranids had won the battle for the world and its biomass has been completely consumed by the Great Devourer.
Ogryn - Ogryn: The Ogryn (Homo sapiens gigantus) are a huge and physically powerful Abhuman mutant subspecies of Humanity, often employed by the Imperium of Man as shock troopers in the Astra Militarum's Militarum Auxilla.Ogryns possess many traits prized by the Imperium; they are brutally strong and completely loyal, although extremely limited intellectually, which restricts their battlefield role to simple and direct assaults.They hail from a series of cold and barren planets across the galaxy that possess high gravity, such as Anark Zeta, which is why they appear larger, heavier and bulkier compared to baseline Humans.Ogryns compensate for their mental deficiencies with overwhelming physicality -- the brutish creatures stand around 10 Terran feet (3 metres) tall and can shrug off wounds that would kill an Imperial Guardsman several times over. These qualities mean that Ogryns make exceptional shock troops, and are often deployed on the front lines of battle by Imperial commanders.It is fair to say that Ogryns do have their limitations. Their equipment must be simple and exceptionally rugged, as anything within arm's reach is likely to see brief and violent service as an improvised club.Their heavily built Ripper Guns must also be fitted with burst limiters to stop the Ogryns from firing ceaselessly -- thirty solar seconds of noisy enjoyment can easily leave these Abhumans short of ammunition before a battle has even begun.Ogryns are easily confused, meaning they work best when given simple, straightforward missions, and their lack of personal hygiene borders on the criminal. However, once indoctrinated into the Imperial Creed they are doggedly loyal, and their strength and resilience make them a potent weapon.
Ogryn - History: The Ogryns are the toughest and largest soldiers commonly used by the regiments of the Astra Militarum. Originating from cold, barren, high-gravity prison planets settled many millennia before the founding of the Imperium of Man, the Ogryns' distant ancestors were once normal, baseline Humans during the Age of Technology.Thousands of standard years in the harsh terrains and brutal living conditions of their prison worlds after the start of the Age of Strife caused the fall of the first interstellar civilisation of Mankind forced their ancestors' bodies to adapt to their hostile environment by growing in size and strength, though at the cost of intellectual development.
Ogryn - Anatomy and Physiology: The adaptation to a high-gravity planetary environment is the reason for the Ogryns' thick skin, powerfully muscular build and resulting monstrous size, as they stand between 2.5 to 3 metres (approximately 10 feet) tall. Though their adaptations led them to increase in physical size and strength, the Ogryns' intelligence declined to below average Human levels.As the planetary conditions - barren environments, cold climates, little food and long periods of starvation -- that caused their mutation required only primitive survival instincts, part of their adaptation involved the loss of the ability for more complex intellectual thought since philosophical matters were unnecessary in an environment marked by starvation and a constant fight for life.Ogryns are said to be even less intelligent than some Orks. However, the truth is that their intellects did not actually atrophy, but became much more focused on matters such as survival. The genes that enable psychic abilities are unknown among Ogryn as a result.Ogryns are claustrophobic, which means that they can only be loaded into armoured carrier vehicles with great difficulty to be transported to the battlefield, and can only ride in vehicles if a commanding officer is present. As many as half a squad may be mounted on a Chimera. This slightly slows their deployment speed.An Ogryn's speech patterns in Low Gothic have been noted to be much the same as those observed in Orks.The Tithes Chamber Notaries, sub. Planetary Census (Abhuman) is a sub-division of the Adeptus Administratum that oversees the classification and recognition of stable Abhuman strains within the Imperium. Of these, forty-six types are now listed as extinct, and no records have been received of a further twelve strains for over a generation, suggesting that they too have died out or been assimilated back into the general population of Mankind.The status of the remaining fifteen Abhuman races is quite varied and there is permanent disagreement about their specific classification amongst the adepts of the Tithes Chamber Notaries. The most noteworthy and contentious matter concerning the adepts is the Ogryn matrix of Abhuman strains.This complex group is currently officially listed as seven distinct types -- Alpha, Theta, Type IV, Type VIIA, H.S. gigantus gigantus, H.S. gigantus cranopus and the mysterious Grey Ogryns -- but many in the Chamber doubt that these are all separate subspecies of Humanity, and yet another official revision of the classification is therefore pending -- in a few solar decades.
Ogryn - Astra Militarum Service: When the Ogryns were rediscovered on their homeworlds by the Imperium during the Great Crusade, the Imperial Army saw their military potential and began recruiting the Ogryns as close combat soldiers. The recruitment process was relatively easy by Imperial standards as Ogryns hardly needed any training; most Ogryns are quite capable of bringing down almost any enemy and their natural combat skills make them good assault troops.The officers of the Imperial Army, and, after the Horus Heresy reshaped the Imperium, those of the Astra Militarum, also found that Ogryns were extremely loyal once introduced to the Imperial state religion of faith in the Emperor of Mankind -- the Imperial Cult. They are known to believe and do anything their leaders say and ask, and see the orders they receive as having come down the chain of command from the beloved God-Emperor Himself.On the other hand, Ogryns are known for their inability to understand complex commands and tactics. This simple-mindedness has also contributed to the big Abhumans' reputation as being notoriously easy to corrupt to the service of Chaos, particularly by the temptations of the Blood God Khorne. Many Ogryns, for example, fought in the Vraksian Traitor Militia during the infamous Siege of Vraks.Their skin is extremely thick and Ogryns can ignore wounds that would cripple or kill a normal man. As they are brutal and direct, they favour knuckle dusters and knives for close combat. Ogryns in Imperial service are issued with special, large auto-shotguns known as Ripper Guns for ranged combat and clubbing at melee. The use of Frag Grenades is also popular among Ogryns.Although believed to possess extremely low intelligence, some Ogryn may have a slightly higher level of intellect than others. This boosts their chances to be chosen as candidates for the Biochemical Ogryn Neural Enhancement procedure, also known as BONE; which raises their intelligence further. These relatively smart Ogryn are given the title "Bone'eads," and as they are able to understand more complex orders they are placed in command of a squad of normal, unaugmented Ogryns.Ogryns officially serve in the Militarum Auxilla, the specialist division of the Astra Militarum that contains most of the Abhuman units employed by the Imperium, including Ogryn and Ratlings.
Ogryn - Oath-Bound Bodyguard: An Oath-bound Bodyguard is an Ogryn who has sworn to defend the life of a high-ranking Imperial servant. Ogryns make excellent bodyguards for they are loyal, determined, and extremely hard to kill. In this role they have but one duty -- to protect the Astra Militarum officer or other Imperial dignitary to whom they are assigned. Whether they achieve this by throwing themselves in the line of fire, or by slaughtering all enemies who come near to their charge, they are invaluable retainers in the swirl of combat.Among the officer cadres of Astra Militarum regimental commands, it is considered a great honour to have an oath-bound Ogryn bodyguard. Normally, Ogryns are such a valuable asset that they are formed into squads and used as shock troops or blocking detachments, but sometimes a high-ranking officer manages to requisition one for their own personal retinue.In the same way that officers sometimes have advisors from other arms of an Imperial Crusade or other Imperial force, an Ogryn can end up shadowing a captain, colonel, or general as they take a journey to the front to inspect the war.Imperial officers also take great pleasure in the intimidation factor that an Ogryn brings to any tactical briefing or even social engagement, the towering Abhumans making everyone in the room painfully aware of their own insignificance.Rarer still are those instances where an Ogryn will form a bond of fellowship with a low-ranking officer or even regular Guardsmen. The simple minds of these hulking Abhumans can for reasons unknown become fixated upon a particular Human, especially if that Human shows them kindness (or just happens to be in the right place at the right time).Once an Ogryn connects with an Imperial soldier in this way, the bond becomes almost unbreakable. Reports from various warzones confirm that this has happened on several occasions, with charismatic and courageous junior officers acquiring for themselves the undying loyalty of one of the Abhuman shock troopers.
Ogryn - Bullgryns: Bullgryns are clad in custom-made Carapace Armour made out of discarded tank tracks, and carry crude melee assault weaponry intended to capitalise on the Abhumans' stature and sheer resilience.While some wield Power Mauls and buckler-like Brute Shields, the simple but effective Slabshields are their trademark, locking together to form a mobile defence line. So deployed, these Bullgryn units provide their comrades with a wall of walking cover as they advance across the battlefield, soaking up vast volumes of enemy fire in the process.The Ogryns take their protective duties very seriously and will often form a line at the slightest sound of gunfire, which can be most inconvenient in crowded trenches. Yet Imperial Guardsmen advancing behind a Bullgryn squad swiftly forget such mishaps as shots whine harmlessly from the Ogryns' shields, leaving those soldiers crouched in their lee unharmed.Needless to say, casualties are high among the Abhumans themselves, but the close-range bombardments of the Ogryns' Grenadier Gauntlets exact brutal revenge soon enough. The foes are left reeling and shell-shocked even before the maul-wielding Ogryns charge into their midst and bludgeon the survivors to a red paste.
Ogryn - Ogryn Charonites: Ogryn Charonites were specialist detachments of the Imperial Army during the Great Crusade and Horus Heresy eras that were assigned to the elite Solar Auxilia cohorts when brute strength was required. As their name indicated, Charonite squads were only constituted of the physically powerful Abhumans known as Ogryns.Unlike the more common Ogryn Bulwark or Gun Ripper-squads, the Charonite squads were a far more specialised detachment that could, in some regards, be considered as the predecessors of the present-day Astra Militarum Bullgryns, although they also shared a lot in common with the infamous Chaos Ogryn Berserkers which are thought to be a bastardised version of the original Charonite-template.
Ogryn - Ogryn Skullbreaker: An Ogryn Skullbreaker is an Ogryn soldier who leans into the Ogryn's foremost attribute: their prodigious strength. He loves nothing more than to charge into the thick of the fighting, shouldering aside any "punies" that get in his path to deliver punishing, shattering blows against his chosen target. Often while laughing as the tiny, tiny foes tire themselves out flailing at him in return.It's not subtle, but it's definitely effective. More importantly, it's fun. Ogryns like having fun.Ogryn Skullbreakers enjoy melee and ranged combat equally and are often armed with improvised clubs, Power Mauls, massive cleavers, Slabshields and the like for close-in work. For ranged assaults, the standard Ripper Gun is the most-favoured, though some Ogryns prefer a twin-linked Heavy Stubber.
Ogryn - Chaos Ogryns: These simplistic Abhumans dwell on worlds far from the Emperor's light, and often fall into the worship of the Ruinous Powers. The servants of Chaos also sometimes forcibly conscript Ogryns into their ranks.Known as Ogryn Brutes, the servants of the Dark Gods will utilise crude surgical procedures, forbidden combat drugs and sorcerous rituals in order to control the beasts and set them upon their enemies.Through the use of further modification and forbidden methods, Chaos Renegades have also created two distinct variations of Ogryn Brutes, the Ogryn Berserkers and the Plague Ogryns.
Ogryn - Ogryn Berserkers: Ogryn Berserkers are heavily surgically altered using proscribed neurological and biochemical processes. This crude adaptation starts by lobotomising the Ogryn, turning it into an imbecilic, docile creature, unable to even feed itself and becoming utterly enslaved to its masters -- until the chemical injectors installed directly into its upper back are activated.The injectors deliver a cocktail of potent, highly dangerous drugs, including the banned combat drug called "Slaught" into the Ogryn's bloodstream and muscles. "Slaught," once favoured by the notorious Flesh Tearers Space Marine Chapter and the World Eaters Traitor Legion, stimulates the subject's adrenaline glands and the neural pathways to the areas of the brain that govern aggression.With these driven into overdrive, the user becomes a raging psychopath, driven by bloodlust that cannot be sated. Other drugs are also injected, including various phencyclidines that give the user massively increased strength and an almost superhuman ability to block pain -- with side effects such as induced hallucinations and a desire for self-mutilation.Strong beta-adrenoreceptor blocking drugs augment this, allowing the Ogryn to fight on with terrible wounds that would usually kill it outright. The downside of this drug-fuelled rampage is that the body's system is not likely to be able to cope with the drugs for long, and vital internal organs will quickly start to fail.Ogryn Berserkers were used as expendable troops during the Siege of Vraks by the Vraksian Traitor Militia, and were not supposed to survive their first encounter with the enemy. They were a one-use weapon, hurled into the enemy in furious counterattacks with the single aim of inflicting as much damage as possible before collapsing or being slain.
Ogryn - Plague Ogryns: Plague Ogryns are hideously distorted creatures; hulking masses of bloated, diseased flesh and twisted mutations. The effects of Nurgle's "gifts" on the already massively strong and hardy Ogryn frame are particularly foul and they prove ideal breeding grounds for nightmarish plagues of all kinds.In battle these creatures can prove almost impossible to kill and their merest touch brings a horrific death. The first Plague Ogryns are believed to have been created by the mysterious Heretic Astartes warband known as The Tainted on Vraks Prime during the infamous Siege of Vraks.A faction devoted to Nurgle in its aspect as a mortifier of flesh, they are said to have worked the darkest of their sorcerous arts on the already distorted and chem-augmented Ogryn slave stock being used by the rebel forces on Vraks Prime.Since that war, Ordo Malleus savants believe the secrets of creating Plague Ogryns have been refined further by The Tainted deep within the Eye of Terror, and they now trade these vile beasts among the servants of the Lord of Decay in return for fresh subjects on which to practice their twisted craft.
Ogryn - Ogryns: 2-8 Ogryns1 Ogryn Bone'ead
Ogryn - Bullgryns: 2-8 Bullgryns1 Bullgryn Bone'ead
Ogryn - Ogryn Bodyguard: 1 Ogryn Bodyguard
Ogryn - Ogryns: Flak Armour (Ogryn-sized)Ripper GunFrag Bombs
Ogryn - Bullgryns: Bullgryn PlateGrenadier GauntletFrag BombsSlabshieldBullgryn Maul (Optional replacement for any Bullgryn's Grenadier Gauntlet)Brute Shield (Optional replacement for any Bullgryn's Slabshield)
Ogryn - Ogryn Bodyguard: Bullgryn PlateCombat Knife (Ogryn-sized)Ripper GunFrag BombsGrenadier Gauntlet or Bullgryn Maul (Optional replacement for Ripper Gun)Slabshield or Brute Shield (Optional replacement for Combat Knife)
Ogryn - Notable Ogryns: Nork Deddog - Nork Deddog is a legend in his own lifetime, an Ogryn whose fighting abilities as an Astra Militarum soldier are almost as astonishing as mental development that can only be called precocious for one of his subspecies. Due to his unusual mental acuity, he quickly came to the attention of the Commissars of the Imperial Guard and Nork soon found himself placed on special duties. Nork's reputation for loyalty is unsurpassed and his skills as a bodyguard have been in high demand by Imperial officers across the galaxy.Urok - Urok has served among the ranks of the 233rd Catachan Jungle Fighters for many years. Having been tithed at a very young age, he has become incredibly attached to the "Little 'Uns" he serves alongside, especially an old Catachan by the name of Gurion. Unfortunately, in the recent assault on the Teeming, Gurion was shot and killed by a group of Ork Boyz. Urok was inconsolable for days, and has now become hungry for revenge against the Orks. Ogryn are stubborn and dim-witted, usually only speaking in broken Low Gothic, and Urok is no exception. He is slow to react, but fiercely loyal, always coming to the aid of his comrades, and always willing to follow the orders of his commissar. However, the recent loss of the "Little 'Un" Gurion has caused Urok to act uncharacteristically aggressively. He has started acting on his own initiative, doing anything he can to get revenge on the Orks that killed his friend.
Ogryn - Imperial Guard Regiments with Ogryns: Cadian Shock TroopersCatachan Jungle FightersSavlar Chem-DogsKanak Skull Takers
Ogryn - Sources: Codex: Astra Militarum (8th Edition), pp. 66, 102-103Codex: Astra Militarum (6th Edition) (Digital Edition), pp. 114-116, 160-162, 273-282, 325The Horus Heresy - Book Four: Conquest (Forge World Series) by Alan Bligh, pg. 50-51, 262Codex: Imperial Guard (5th Edition), pp. 42, 67Codex: Imperial Guard (3rd Edition, Revised Codex), pg. 42Codex: Imperial Guard (3rd Edition, 1st Codex), pp. 15, 25Dawn of War II - Retribution (PC Game)Imperial Armour - Apocalypse II, pp. 74-75Imperial Armour Volume Five - The Siege of Vraks - Part One, pp. 168-170Imperial Armour Volume Seven - The Siege of Vraks - Part Three, pg. 186Only War: Core Rulebook (RPG), pp. 23-24, 90-91Only War: Eleventh Hour (RPG), pg. 7Only War: Shield of Humanity (RPG), pp. 10-11, 20-23, 58-59, 62-63, 66-67Warhammer 40,000: Compendium, "Ogryns," by Ivan Weeds & Graeme Davis, pp. 46-52Warhammer 40,000: How to Paint Citadel Miniatures: Bullgryns (Interactive iBook Edition)Warhammer 40,000: Rulebook (6th Edition), pp. 404-405Warhammer 40,000: Darktide (Video Game)Forge World: Khornate Ogryn w/Hounds of XaphanForge World: Renegade Ogryn w/AxeForge World: Renegade Ogryn Berserker Boss w/DrillForge World: Renegade Ogryn w/HammerForge World: Renegade Ogryn w/PickForge World: Renegade Ogryn Berserker w/PostForge World: Chaos Renegades - Plauge Ogryn LeaderForge World: Chaos Renegades - Plague Ogryn 1Forge World: Chaos Renegades - Plague Ogryn 2Games Workshop Online Catalogue - Militarum Auxillia: Nork DeddogGames Workshop Online Catalogue - Militarum Auxillia: OgrynsGames Workshop Online Catalogue - Military Auxillia: BulgrynsBlackstone Fortress: A Look at Traitor Command (Image)
Ogryn Charonite - Ogryn Charonite: An Ogryn Charonite was a member of the Auxilia Ogryn Charonite Squads that were specialist detachments of the Imperial Army assigned to the elite Solar Auxilia cohorts when brute strength or line-breaking was required. As their name indicated, Charonite squads were constituted solely of the physically powerful but intellectually dimwitted Abhumans known as Ogryns.Unlike the far more common Ogryn Bulwark or Ripper Gun-squads, the Charonite squads were a far more specialised detachment that could, in some regards, be considered as the predecessors of present-day Bullgryns, although they also shared a lot in common with the infamous Chaos Ogryn Berserkers who are thought to be a bastardised version of the original Imperial Charonite-template.
Ogryn Charonite - History: Auxilia Ogryn Charonites could readily be found among the arsenals of several void-capable Human pocket-civilisations of Segmentum Solar, such as the Saturnyne Enclaves in the Sol System. Their true origins lay lost within the Age of Strife, but they remained a common if not widespread sight during the early years of the Great Crusade.The difficult and unstable technologies used in their creation -- some of them being rumoured to be of xenos provenance -- led the ancient Mechanicum to declare the creation of Charonites as unholy and proscribed. Realising what a powerful addition these Charonite squads would make to the Imperial Army, the Solar Auxilia obtained a dispensation from the Priesthood of Mars for the creation and use of Charonites in limited numbers. This was further facilitated by the strong ties the early Solar Auxilia maintained through their own origins with the Saturnyne Enclaves, Terra and the celestial keeps of Pavonis which had all retained much of their independence from Imperial rule.As the Horus Heresy raged, many Loyalist Solar Auxilia commands, particularly those cut off from Terra, turned to the creation of Charonites to strengthen their forces, particularly as a match against the power of the Heretic Astartes of the Traitor Legions and Dark Mechanicum forces. The difficulty of their creation ensured that such products of Old Night did not become widespread. Charonites, however, did fight nearly continuously during the Horus Heresy, most notoriously amongst the forces of the Agathean Domain as, due to the sizeable Ogryn population of the Feral World of Othion, the Agathean Domain disposed of more than enough candidates for conversion.Ogryn Charonite squads also notoriously fought during the Treachery at Port Maw incident, when Grand Admiral LaBray released hundreds of Charonites within the corridors of his own flagship, the Triumph of Reason, when it came under assault by Sons of Horus Traitor Legionaries. Here in the confines of the battleship's corridors the Charonites proved utterly deadly, tipping the balance of forces in favour of the Loyalists until Warmaster Horus Lupercal himself had to intervene to stem the tide.
Ogryn Charonite - Wargear: Void Armour - The Auxilia Ogryn Charonites were designed to operate alongside the infantry tercios of the Solar Auxilia cohorts, which required them to be able to fight in void-environments of airless moons or even the outer hull of void-faring vessels.Charonite Claws - The Ogryn Charonites derive their name from their powerful main weapon, the Charonite Claws. These were heavily constructed servo-claws and matched augmetic implants designed to amplify and take advantage of an Ogryn's already formidable strength and physical stature. Charonite Claws needed to be surgically implanted, which meant that an Ogryn needed to have both his hands and forearms amputated in order to use them. Charonite Claws emerged in the early days of the Great Crusade as powerful weapons intended for use in the murderous confines of shipboard combat. Armed in this way, an Ogryn could crush flesh, and even bulkheads, and rip through armour and ceramite plate with ease. If an Ogryn Charonite could gain purchase with both his claws, they were designed to retract apart from each other with flesh-rending force, savagely dismembering their victims.Additionally, Ogryn Charonites were equipped with drug-injectors and a "Dead-man's Switch," in case they needed to be terminated at short notice if their rage grew beyond the ability of their Human officers to control.
Ogryn Charonite - Sources: The Horus Heresy Book Four: Conquest by Alan Bligh, pg. 50-51, 262Forge World - Solar Auxilia Ogryn Charonite Squad
Ohmn-Mat - Ohmn-Mat: Ohmn-Mat is a former vassal Forge World of the ancient Mechanicum that was destroyed during the Horus Heresy, when the planet was consumed by civil war. Reduced to a cinder, the fires of Ohmn-Mat continue to rage to the present day.
Ohmn-Mat - History: The early history of this obscure Forge World has been lost down the long millennia. With the outbreak of the galaxy-wide civil war known as the Horus Heresy, the Forge World of Ohmn-Mat fell into a similar state of fratricidal conflict as its Synod of Magi was split in its support for the Loyalist and Traitor causes, drawing in contingents of a Sons of Horus Dark Compliance force and Iron Hands Istvaan V survivors as the conflict quickly escalated. In circumstances which remain unknown, the planet's atmosphere was somehow ignited, shrouding the world in fire. Secondary atomantic explosions ravaged the surface as forge-fanes across the world succumbed and fuelled the flames. Ohmn-Mat was destroyed and its fires still rage in the present day.
Ohmsworld - Ohmsworld: OhmsworldDeath WorldSeveran DominatePeriphery Sub-sectorCalixis SectorSpinward FrontA dense and toxic atmosphere makes Ohmsworld inimical to human life. None visit the world or choose to live within its countless small hive spires because of the hideous environment and the dramatic weather.Instead, most residents are the descendants of human colonists who were compelled to live upon the planet due to its unusual mineral assets. This is because the atmospheric contaminants make Ohmsworld a valuable holding. Through careful atmosphere filtration, the inhabitants can obtain several chemicals and compounds key in the creation of Adamantium.
Ohmsworld - History: There are few records of Ohmsworld's initial colonisation. The filtration towers represent one of the greatest technological marvels within the Severan Dominate, but their ultimate origins are unknown. The technology is clearly consistent with Adeptus Mechanicus design, but there are no records of its creation outside of those jealously guarded by the Machine Cult. It may be that this world was colonised before the arrival of the Angevin Crusade in what would become the Calixis Sector.Recently, Astra Militarum forces began a significant push to secure Ohmsworld. This is in part an effort to secure the world's ore production, but also an effort to keep that same production from the Severan Dominate. The important caveat is that both the Secessionists and the Loyalists believe the hives are far too precious to risk damaging.To date, most of the war's efforts have been battles conducted on open plains far from any hives, within the murk of the planet's toxic atmosphere. The few exceptions are instances where agents were able to penetrate a hive's security, so that Loyalist forces could enter the structures, fighting the resistance in brutal, room-to-room combat.