vizn3r/warhammer40k-lore huggingface dataset:
Ghazghkull Mag Uruk Thraka - Da Mangler: Who knows what the Gorkanaut named "da Mangler" was called before the Battle of Black Krater during the latter stages of the Third Armageddon War? Whatever it was, that moniker has been long forgotten, replaced with a new title earned in blood and glory.After the blocky metal death machine single-handedly halted a humie counter-attack, it drove into their midst. The awestruck Ork Boyz who followed in its wake were well impressed with the trail of destruction the war engine left behind.They passed flipped-over armoured personnel carriers, their hulls ripped open and the humies inside crushed flat. A swathe of foes lay ripped apart -- evidence of the aptly named deffstorm mega-shoota. Closer to hand, entire squads of enemy soldiers lay in ruin, from which the gory trackmarks of the Gorkanaut rolled on.At last catching up to the hard-driving war engine, the Orks witnessed such a display of violence unleashed that day that they stood agog. The Gorkanaut broke through the defensive line, scattering the humie guns and equipment and thrusting its klaw of Gork straight into an Imperial bunker.The screams of the dying were soon overcome by the chanting praise of the Orks. Cries of "Mang-gler, Mang-gler, Mang-gler" followed the iron-plated beast as it rampaged through the foe. It was the name that would stick and has been chanted on many battlefields since.The pilot of da Mangler is a hulking Nob named Kaptin Grok. In typical Goff fashion, Grok has not let the fact that his Gorkanaut is worshipped as a god go to his head. Instead, he continues to demand the utmost from his krew and reminds the mobs that follow him into battle that "Dey ain't seen nuffink yet."Such words might seem like self-aggrandisement to another, more flashy Ork clan, but Grok backs up these sentiments in every battle. When last seen, da Mangler had joined Big Mek Gurk's Stompy Deff Dread Mob -– they were headed off to rack up tank kills on the Ash Wastes.
Ghazghkull Mag Uruk Thraka - Speed Freaks: Ghazghkull's new WAAAGH! during the Third War for Armageddon attacked the Hive World in a fiery and destructive fashion. In addition to the new tactics and ploys unleashed by Ghazghkull, he also used specially composed shock assault forces to assail his foes.One such specialty assault force were the Speed Freeks, a group of Orks addicted to speed. When they go to war, Speed Freeks do so mounted atop Warbikes, Warbuggies, Trukks or anything that can get them to the battle fast. During his second invasion of Armageddon, Ghazghkull marshalled and released his Speed Freeks to create maximum havoc amongst his foes. Whether deployed in mobs, warbands or even larger formations, Speed Freeks combine quick mobility with hard-hitting offensive capabilities.SPEEDBOYZBadzag (Warboss on warbike)Badzag’s Riderz (6 Nobz on warbikes)Red Deff (10 Warbikers)FASTSUNZSneg Bloodsplat (Warboss)Red Raiderz (15 Warbikers)Fug's Riderz (10 Warbikers)Thwoppa Deff (2 Deffkoptas)Axl's Boyz (10 Boyz in Trukk)Zagnut's Hunta (Dakkajet)GRAND WALORD GURTAK'S GO FASTA WARHORDEGrand Warlord Gurtak (Warboss)18 Kult of Speed warbands
Ghazghkull Mag Uruk Thraka - Kommando Raiderz: Although he is a Goff, unlike most hidebound WAAAGH!-leaders, Ghazghkull's true genius is that he has embraced all aspects of greenskin warfare. This may be due to the divine touch of Gork and Mork, or simply proof that he is the most tactically-minded Ork of all time.Kommandoz are hand-picked troops that range ahead of the main hordes, scouting out enemy positions or performing daring raids behind enemy lines. They are typically deployed in formations of one or two mobs, but Ghazghkull has been known to mass even more for such missions as destroying supply dumps, breaking into hive cities or dismantling enemy artillery.Kommandoz are almost exclusive to the Blood Axes klan -– those sneaky, 'umie-loving Orks that favour camouflage and elaborate strategic plans. Kommandoz work well in Goff warbands, as they have great respect for fighting skill and discipline.The Flashblades, the blue-and-white-checked warriors of Dazkrit's Killaz, and the tiger-striped Bloodfangz have all earned a fearsome reputation fighting for WAAAGH! Ghazghkull. Of all the Kommando mobs Ghazghkull ever employed, none have garnered more fame than Boss Snikrot and his Red Skull Kommandoz. To this day, they still haunt the shadows of Armageddon.BULRAG'S FIGHTIN' FIFTHBulrag (Boss Nob)4 KommandosKRAGGA's KAMO-BOYZ2 Kommando mobs1 Deff DreadRED SKULL KOMMANDOSBoss Snikrot4 Kommando mobs
Ghazghkull Mag Uruk Thraka - Heavy Huntaz: On the ash wastes of Armageddon, Ghazghkull found his mobile Blitz Brigades and even his Stompa Mobs were being hunted by fast-moving Imperial Sentinels, or stalled by mobile counter-attacks from mechanised guardsmen. To combat these enemies without slowing down the main thrust of his advances, Ghazghkull ordered his flanks protected by mobs of Trukk and Battlewagon-mounted Heavy Huntaz, their firepower augmented with a few rokkit-armed Warbuggies.Most of these mobs were small in size, allowing them to respond quickly to different threats to the main armies' flanks. Upon sighting their foes, the transports would peel off and the troops within would deploy at breakneck speeds -- Tankbustas mobs or Lootas soon tracking the Imperial light vehicles.Almost before their feet touched the ground, the Tankbustas would launch a barrage of rokkits towards their foe, easily ripping apart the enemies' light walkers or transport vehicles. Although Lootas needed to plant their feet before firing, the first salvo of shots from their deffguns could rake through whole Sentinel squadrons, cutting off their long gangly legs or, better yet, exploding them into fireballs.Such countermeasures proved extremely effective, and soon more and more light detachments of Heavy Huntaz mobs secured the flanks of all larger warhordes.RED ROKKITS HEAVY HUNTAZ1 Tankbustas mob in Battlewagon1 mob of Lootas in TrukkDREGTOOF'S HEAVY HUNTAZDregtoof (Warboss)2 Tankbustas mobs in Trukks1 mob of Lootas in Battlewagon2 Warbuggies
Ghazghkull Mag Uruk Thraka - Tellyporta Mobs: Ghazghkull first used Tellyporta technology after his alliance with Nazdreg. Later perfected by the mad Mek known as Orkimedes, the Tellyporta was a key part of Ghazghkull's second invasion of Armageddon. Ultimately, all sorts of troops and equipment would be teleported onto the planet, but the first and foremost were carefully chosen Tellyporta Mobs.It was their duty to strike fast and hard, driving foes away from the Roks' homing signals. Nobz in Mega Armour were almost always included in the first wave of troops arriving via Tellyporta. Heavily armoured, these powerhouses would materialise with guns blazing –- often using their Kombi-weapons to ensure that their first volley packed the deadliest punch possible. After dousing the target with a good spray of Shoota fire, the Meganobz would wade into combat, hacking down any who dared stand their ground.It was Ghazghkull's intention to use his tellyporta mobs to counter the Space Marine offensives which had blighted his first campaign at Armageddon. Indeed, some of his mobs were designated Marine-killas –- their troops outfitted with twin killsaws or special one-shot rokkits to aid in defeating the Space Marines' Power Armour.KRIGG'S BIGSNIKKAZKrigg (Warboss in Mega Armour)1 Meganobz mobGHAZGHKULL'S BULLBOYZUgrak (Warboss)Ugrak's Uglies (Meganobz mob)(Red Horns (Meganobz mob)Black Horns (Meganobz mob)
Ghazghkull Mag Uruk Thraka - Stormboyz: Ghazghkull likes to hit his foes hard and fast and few other troops are as brutally effective at this type of lightning warfare as Stormboyz. In WAAAGH! Ghazghkull, mobs of Stormboyz are a common feature in many Ork warbands.Their military-minded way of thinking fits in perfectly with those in the Goff klan. Stormboyz use their Rokkit Packs to launch swift strikes against their enemies –- either assaulting key objectives, taking out vulnerable foes, or, at the least, causing a nuisance that allows the rest of the mobs to move up in range to swing their Choppas.After claiming to see visions of Gork's anger descending like a bolt from the skies, Ghazghkull had the bright idea to mass his Stormboyz. He first attempted this with some success during the later stages of the Second War for Armageddon, and since then it has become a proven part of his assault plans.There are few shock assaults more devastating than many mobs of Stormboyz hurtling out of the skies all at once. Without exception, these Stormboyz squads aspire to live long enough to make as big a name for themselves as the infamous Zagstruk and his Vulcha Skwad.It is not unusual for Stormboyz in WAAAGH! Ghazghkull to bear the extra black and white checks associated with Goff mobs or a variant of Ghazghkull's personal symbol -– perhaps emblazoned with rokkit fuel or marked by lightning bolts.The Choppa Storm have even developed a rude militaristic marching song which they bellow as they descend to battle, although mercifully the words are typically drowned out by the roar of their Rokkit Packs.KROOGA'S AIRBOYZKrooga (Boss Nob)14 StormboyzCHOPPA STORMTora (Boss Nob)Tora's Terraz (Stormboyz mob)Gerruff's Jumpboyz (Stormboyz mob)Deffrokkits (Stormboyz mob)
Ghazghkull Mag Uruk Thraka - Da Goff Guard: Battle-scarred and grim, only the hardest of the hard have what it takes to join the Goff Guard. Some of the Orks in Da Goff Guard came from Urk and have stuck by their Warlord through all his many travels. Wherever Ghazghkull can be found, it's rare if Da Goff Guard aren't close to hand.Rightfully proud to be associated with "da Greatest Greenskin ta live n' breathe", there are a profusion of back banners, Goff symbols and the Ghazghkull horn-silhouettes amongst Da Goff Guard. Where Ghazghkull leads, da Goff Guard follow.When Ghazghkull smashed down the final blast door and charged the last defences of Hades Hive, it was the Goff Guard that followed. When the Prophet of Gork and Mork cut deep into the Tyranids on Octaria, it was the black armoured might of the Goff Guard that chopped their way behind him.During his first invasion of Armageddon the Goff Guard took so many banners and Aquila-topped standards from the Astra Militarum and Adeptus Astartes that they piled them and made a bonfire visible from orbit -– that last bit may be a tall tale they spread around the camps, but who is going to dispute the biggest and baddest Orks who also happen to have the favour of the mightiest of them all -– Ghazghkull himself?'ARDSHELLSGurk (Nob)30 Boyz in 'eavy armourURK's OWN10 Meganobz with bosspolesGHAZGHKULL's HEAD-BASHASUgrak, Durg Redklaw, Surk, da Mighty Bulg, Urgok da Slayer (5 Warbosses)3 Nobz Mobs3 Meganobz MobsStompa MobDread MobBLACK THUNDAGhazghkull's Super-'eavy BattlewagonKULG's KRUSHAS4 Warbands4 Gorkanauts
Ghazghkull Mag Uruk Thraka - Wargear: Cybork BodyMega ArmourMork's Roar - Mork's Roar is a massive, four-barrelled Big Shoota that few other Orks could even lift, never mind fire.Gork's Klaw - Gork's Klaw is a massive Power Klaw that Ghazghkull wields with the aid of his augmented physique.BosspoleStikkbombs
Ghazghkull Mag Uruk Thraka - Game History: Ghazghkull first appeared in White Dwarf 134. He was the "Warboss" of Andy Chambers' sample Goff  army list (notably the weaker of two possible choices for the leader of an Ork army at the time, the other being a "Warlord"); his "attributes" of an adamantium skull and the ability to call on the WAAAGH! were randomly generated -- although at the time they merely conferred an extra headbutt attack in close combat and a minor psychic power, called Hammerhand, that doubled his attacks once per game.The first Ghazghkull model was an in-house conversion. Ghazghkull's next appearance was in the Battle for Armageddon board game, based around the events of the Second War for Armageddon, featured opposite Commissar Yarrick.Inspired by the game's backstory, Jervis Johnson wrote up special rules for the two characters' use in Warhammer 40,000 and Epic 40,000 games, making Ghazghkull one of the first two "special characters" ever released by Games Workshop. The special rules were based on the random attributes selected by Andy Chambers back at Ghazghkull's first appearance.Rules for Ghazghkull appeared in the Third Edition of Warhammer 40,000, and a new model was created for the worldwide campaign organised around the the Third War for Armageddon. The rules were updated to reflect Ghazghkull at a point just prior to the outbreak of the Third War.
Ghazghkull Mag Uruk Thraka - Trivia: It was once a popular theory that the character of Ghazghkull was based on the British prime minister Margaret Thatcher who was infamous for her aggressive personality in Britain in the 1980s. This was because of the character's surname -- Mag Uruk Thraka.As the early editions of Warhammer 40,000 and Warhammer Fantasy Battle often contained elements of comedy or real-world satire or parody, this seemed a real possibility.However, Andy Chambers later revealed in a Facebook post that in fact the name had emerged from his gaming group's practices while "live roleplaying."
Ghenna Massacre - Ghenna Massacre: The Ghenna Massacre, known formally as the Second Compliance of Ghenna and the Ghenna Scouring, was an infamous campaign conducted during the Great Crusade by the World Eaters Legion against the world of Ghenna, where the entire planet's population was butchered in a single night of monumental bloodshed.In the aftermath of this slaughter, the World Eaters were formally censured by the Emperor of Mankind and commanded to cease the implantation of the "Butcher's Nails" cortical implants.But the Primarch Angron paid little heed to the Emperor's dictates and ordered the work of the XIIth Legion's Techmarines and Apothecaries to continue with the mass production and implantation of the deadly  cortical implants known as the Butcher's Nails in all of his gene-sons.This infamous campaign would herald the inevitable fall and eventual damnation of the World Eaters.
Gherith Arendi - Gherith Arendi: Gherith Arendi was the first Chapter Master of the Black Guard, a rare Second Founding Successor Chapter of the Raven Guard Legion.
Gherith Arendi - History: Gherith Arendi was a veteran of the wars of both the Great Crusade and subsequent Horus Heresy. He served as the commander of the Primarch Corvus Corax's personal bodyguard, the elite Shadow Wardens.During the Horus Heresy, Gherith Arendi was believed slain during the Drop Site Massacre on Isstvan V, but ultimately rejoined the Legion after the liberation of Scarato.Unaware of the events that had transpired on Kiavahr and in the Raven Guard fortress-monastery of Ravendelve, Arendi was met with much distrust and scrutiny as some believed him to be a Traitor, but he was eventually cleared of all suspicion.But Arendi kept a dark secret, until confronted by Corax himself -- he had callously used other Loyalist survivors of the Salamanders and Iron Hands as bait to seize a shuttle and escape the surface of Istvaan V alive.Through rumours he had heard and suspicions he harboured, Arendi led the Raven Guard to the prison world of Carandiru, during a campaign which would become known as the "Day of Vengeance." Disobeying his initial orders, Arendi decided to divert his complement of warriors to rush to Corax's aid, who had been captured by the Traitors' new secret weapons, the genetically-altered Legionaries known as the "New Men," who were created by the Emperor's Children Chief Apothecary Fabius.Arendi's timely arrival probably saved the Primarch's life, a favour the Ravenlord returned immediately when he spared Arendi the pain of being crushed to death by the last survivor of the "New Men."Having fought side-by-side in battle and saved each other's lives, a new relationship of trust was established between the Primarch and his former bodyguard.Arendi was later made the commander of the newly commissioned Black Guard, a Raven Guard unit which was formed from the Shadow Wardens, and commanded those forces during the Battle of Yarant.He would go on to lead the newly-formed Black Guard Chapter as its first Master, following the sundering of the Legiones Astartes into separate Chapters during the Second Founding in 021.M31.
Ghesmei Kysnaros - Ghesmei Kysnaros: Ghesmei Kysnaros was an Inquisitor Lord active in the first half of the 41st Millennium. He is known to have participated in the First War for Armageddon in 444.M41 and commanded the Inquisition task force that sought to contain sensitive information regarding the existence and role of Chaos in that conflict from being revealed to the Imperium of Man at large. In the course of that operation, he led his Inquisitorial task force into violent confrontations with the Space Wolves Space Marines that threatened to erupt into a full-fledged civil war between that Chapter of the Adeptus Astartes and the Inquisition. During this turbulent internecine campaign, dubbed the "Months of Shame," Kysnaros died in early 445.M41 at the hands of Great Wolf Logan Grimnar of the Space Wolves.
Ghesmei Kysnaros - Origins: Kysnaros was an aloof, secretive, and inscrutable figure, even to other members of the Inquisition, which has secrecy and inscrutability as part of its mandate and daily operation. No reliable information is known of his past prior to his involvement in the First War for Armageddon campaign and the purge that followed. During that operation it was rumoured amongst the members of his Inquisitorial task force that he earned his rank and title through a number of successful small-scale Crusades and minor, street-level planetary purges. However, the rumours were likely untrue, as it takes centuries to build the powerful alliances and friendships an individual needs to ascend to the exalted rank of a Lord of the Inquisition.The mystery was enhanced by another unusual fact: Kysnaros was an Unaligned Inquisitor Lord, working outside of the existing Ordos of the Inquisition, and leaving no evidence trail available to them. His record, reports, and logs were likely filed with superiors acting in a non-Ordo capacity and position, such as a Sector Conclave Grand Master.
Ghesmei Kysnaros - Escape from Armageddon: Soon, the first such transport, loaded with defenders and civilians, was en route to the system's Warp jump-point, escorted by a Space Wolves frigate. The ship never made the Warp jump, as its Warp-Drive was disabled by a Grey Knights vessel; these were the first shots of the internecine war that followed. For their part, the Space Wolves did not retaliate against the firing vessel: Grimnar had wanted to see whether the Inquisition would actually go ahead with its plans -- one of the many miscalculations that occurred on both sides.Following this episode, Grimnar ordered all the remaining loaded transports launched into orbit at the same time, each protected by his own vessels. The Space Wolves ships put themselves in the Inquisition ships' line of fire with orders not to fire back under any circumstance; with this strategy, at least some of the transports would safely make it to Warp jump-points. Kysnaros, who had tried to reason with Grimnar in an exchange that descended into insults and terrible threats, countered by ordering his fleet to fire at the interfering Space Wolves Escorts. However, before the order could be carried out, Space Wolves reinforcements lead by the Battle Barge Gylfarheim translated into the system, presenting overwhelming naval superiority. A triumphant Grimnar then bade Kysnaros to call off the attack and the chase, which the Inquisitor Lord had no option but to do.
Ghesmei Kysnaros - Cross-Sector Purges: With the witness-bearing transports now safely out of the system, the Inquisition plan initiated the appropriate contingency. Every person, installation, or world that came into contact with Armageddon escapees, even in the most temporary and fleeting manner, was now liable to be "cleansed" by the Inquisition. Kysnaros apparently had an extraordinary cross-Sector mandate and freedom of action, as his armada ranged far and wide, raining death onto anyone or anything whose misfortune was to have crossed paths with Armageddon survivors. At the same time, attached Grey Knights were frustrated over the course of events, and the fact that they were being used outside of their mission parameters. They gave the campaign the moniker "Months of Shame." In their eyes, the situation was made worse by the fact that Grimnar, even if misguided, seemed to hold the high moral ground as the Space Wolves never fired back during engagements. These sentiments were also held by others within the Inquisition forces. In the meantime, following Grimnar's strategy, the Space Wolves managed to safely disperse several human cargoes to a variety of far-flung systems.
Ghesmei Kysnaros - Parlay Betrayed: After several months of the cat-and-mouse game, Kysnaros asked for a parlay, to which Grimnar agreed. The opponents decided to meet (with weapons and shields down) in Haikaran, a neutral system. Kysnaros was deeply mistrustful of the Space Wolves, who had in previous situations misled and waylaid a variety of Imperial servants. Having no prior experience with Astartes, he had relied throughout the campaign on the counsel of Lord Joros, the Grand Master of the Grey Knights' 8th Brotherhood, who was leading the Knights attached to Kysnaros' force. Joros had advised in favour of appealing to the Space Wolves' instincts, as they respected strength and boldness above all. The Inquisition should meet with them, at all times, from a position of strength. As the campaign stretched into months, Joros proposed that they capture Grimnar. In his opinion, this would result in the Chapter's capitulation, and Kysnaros readily authorised the plan. With this in mind, as soon as the Space Wolves' flotilla, consisting of Grimnar's flagship, the cruiser Scramaseax, and four Escorts, translated into Haikaran realspace, the assembled and waiting Inquisition force opened fire. The four Space Wolves Escort vessels were destroyed with all hands, while the Scramaseax was heavily damaged. Kysnaros then "invited" Grimnar to meet with him and discuss his surrender, the end of the conflict, and the reintegration of the Space Wolves into the Imperial hierarchy.Grimnar agreed, or pretended to. He and his three remaining members of the Wolf Guard travelled to the Fire of Dawn, Lord Joros' flagship. All the Inquisitors under Kysnaros were present, accompanied by their retinues. Also present was the entire Grey Knights detachment, at company strength, lead by Lord Joros. Kysnaros tried to explain the reasons behind his betrayal of the terms of parlay, and offered the Space Wolves peace in exchange for their surrender, or endless and inevitably ruinous conflict if they did not. Grimnar however had not come to surrender or be captured -- but to find out who was responsible for violating the "sacred oath of armistice." Lord Joros admitted that he, with heavy heart, had given the order to fire on the Space Wolves vessels. In a blinding display of speed and ability, Grimnar then buried his ancient frost-axe Morkai into Joros's chest, killing him in one blow. As everyone on the Inquisition side was ready to fire on Grimnar, Kysnaros ordered them to hold. He again tried to alternately appeal to, and threaten Grimnar. The latter was unmoved. He treated the Inquisitor Lord with disdain, and had correctly guessed the feelings of the Grey Knights towards the containment campaign. Then, as the Grey Knights tried to psychically block them from escaping by teleporting, the Space Wolves shot four of the Grey Knights Justicars who were focusing their collective psychic power, their deaths breaking the binding attempt and allowing the Wolves to escape back to the Scramaseax. Kysnaros, outplayed and forlorn over the episode and the Space Wolves' intractability, let the badly wounded vessel and its passengers depart into the void.
Ghesmei Kysnaros - Escalating Conflict: After the failed parlay and attempt to capture Grimnar the conflict between the Space Wolves and the Inquisition intensified. In the months that followed, the Space Wolves no longer kept their wrath or their guns in check, and actively engaged the Armageddon containment forces, destroying several vessels, including Grey Knights starships with their crew and complement of Astartes. The Inquisition sought reinforcements, securing the support of the entire fleet and strength of the Red Hunters Chapter, a Space Marine Chapter that traditionally aligned itself with the Inquisition, among others; Kysnaros enlisted the Red Hunters because he wanted to show that the Space Wolves' actions did not speak for the entirety of the Adeptus Astartes, and also because he was becoming uncertain about the Grey Knights, of whom factions were beginning to either ignore or delay joining the campaign. Casualties on both sides mounted as the armed engagements escalated. In the meantime the Inquisition containment campaign continued with increasingly less success, even as the number of its victims reached into the billions. It was clear that the Armageddon containment was a failure: too many survivors had been dispersed to too many unknown destinations thanks to the Space Wolves' superior cunning and strategy. However this was a hollow victory, as it made the Chapter indirectly responsible for the deaths of the innocents later purged by the Inquisition.Among the Inquisition's dissenters, things were reaching a boiling point. A widespread conspiracy to assassinate Kysnaros, supported by ranking Inquisitors and respected Grey Knights, was taking shape among elements of the containment armada. It was the belief of the conspirators that only Kysnaros' death would stop the internecine conflict and prevent it from developing into a full-fledged Imperial civil war. As the plan was gathering steam, Kysnaros finally tacitly admitted that his strategy had failed. In early 445.M41, after 8 months of campaigning, the Armageddon containment was abandoned. Kysnaros announced a new approach: all containment assets were ordered at speed to Fenris, the Space Wolves' lightly defended homeworld. In a last ditch gambit, Kysnaros intended to hold the planet hostage in order to force Grimnar to agree to the Inquisition's demands. These demands by now had nothing to do with Armageddon, and everything to do with limiting the independence of the Space Wolves Chapter.
Ghesmei Kysnaros - Death: As the Wolf Guard caused mayhem on the bridge, Grimnar sprinted towards the command throne, where Kysnaros stood. Despite resistance by Hyperion and one other Grey Knight, and assisted by Inquisitor Jarlsdottyr, who was one of the anti-Kysnaros conspirators, the Great Wolf quickly reached the Inquisitor Lord. Kysnaros was unarmed, yet he was a powerful psyker with telekinetic abilities -- however, either he did not care to defend himself, or he did not have time to react, given the Great Wolf's speed and ferocity. Grimnar, in one swift move, unceremoniously decapitated the Inquisitor Lord.Kysnaros' death was not enough to placate the enraged Space Wolves who continued their rampage, until shortly afterwards Bjorn the Fell-Handed teleported to the bridge of Corel's Hope and bade everyone to "stop this madness." Thanks to his timely intervention and mediation, hostilities ceased and a truce was declared amongst the combatants.
Ghesmei Kysnaros - Aftermath: Kysnaros' death and the cessation of hostilities did not settle the deep and bitter institutional dispute between the Space Wolves Chapter and the Inquisition. His behaviour clearly represented the broader agenda of the Inquisition for a number of reasons, including:While there was dissent within Kysnaros' task force and reluctance from other Grey Knights to join the campaign against their fellow Astartes, his armada kept increasing in size and lethality.He was able to commandeer Imperial Navy warships from Battlefleet Solar, rearm at least one of them with Exterminatus ordnance, and use such ordnance multiple times.He managed to summon an entire Chapter of Space Marines with their fleet.He prosecuted an 8-month violent campaign against a celebrated Loyalist First Founding Chapter of Space Marines.He had exclusive call on a Brotherhood-strength force of Grey Knights for the same time period, which apparently overrode any other demand made on them by other Inquisitors.He was using this Grey Knights force clearly outside of their mandate and mission parameters.He went as far as to threaten a Loyalist First Founding Chapter with the label of Excommunicate Traitoris, and besieged their Chapter homeworld.No single Inquisitor Lord, no matter how powerful, can take such actions without the sanction of the highest echelons of the Inquisition. Grimnar, by defying the Armageddon containment edict, was in effect defying the authority of the Inquisition -- he was acting against the secret police force of an authoritarian state. The Inquisition, as varied and decentralised as it is, is the final, superseding authority of the Imperium of Man. No single Chapter, Chapter Master, or other organisation (even the High Lords of Terra), can hope to defy it without consequences.This sad chapter of Imperial history is far from over. The terms of the truce reached at Fenris pleased neither side, and was accepted only out of necessity. Even as the truce went into effect, both sides were secretly keeping their options open. In fact, the Inquisition almost immediately started exploring other avenues of bringing the Space Wolves to heel.
Ghilliam - Ghilliam: The Ghilliam are horrific Human mutants. Living in wretched colonies deep in the bowels of many voidships, these outcasts and fugitives were once the crewmen of the ships on which they live.In the hostile environments of the deep-holds, the Ghilliam (as they are called by the void-savvy) scrounge and scavenge what life they can, often-times devolving into cannibalistic and other unholy practices.Little more than vermin, these wretched outcasts haunt their former crew-mates, occasionally swarming out from the bowels of the ship to assault those who stray too far from the safety of higher decks.
Gholic Ren-Sar Valinov - Gholic Ren-Sar Valinov: Gholic Ren-Sar Valinov was a notorious Inquisitor formerly affiliated with the daemon-hunting Ordo Malleus before he first turned into a Radical and eventually became a Heretic. Valinov is believed to have been the principal agent of the Greater Daemon of Tzeentch known as Ghargatuloth, the Prince of a Thousand Faces, and he played a key part in Ghargatuloth's rebirth. He is also believed to be the principal instigator of the recent unrest in the late 41st Millennium that plagued the worlds of the Trail of Saint Evisser. Although arrested by the forces of the Grey Knights Space Marine Chapter and marked for execution, Gholic Ren-Sar Valinov escaped the Inquisition's high-security facility on Mimas, a moon of Saturn in the Sol System. Secretly gaining control over the Hive World of Volcanis Ultor, Valinov usurped his former identity as an Inquisitor to take command of the world's defences and use them against the Grey Knights tasked with killing him and preventing Ghargatuloth's rebirth.
Gholic Ren-Sar Valinov - Known Associates: Xiang - Xiang was a Death Cultist who acted as bodyguard to Inquisitrice Brei Ligeia. As one of her mistress' most trusted agents, Xiang was sent back to Jupiter to act as Ligeia's representative during Valinov's execution. None suspected that Xiang had received secret orders to help the Renegade Inquisitor escape. Becoming Valinov's right hand on his secret voyage along the Trail of Saint Evisser, Xiang abandoned him shortly after the fighting began, thus fulfilling her mistress' final order.
Ghosar Quintus - Ghosar Quintus: Ghosar QuintusImperialMining WorldUltima SegmentumImperium of ManHumanGenestealer CultTyranidhive fleetsMilky Way GalaxyGhosar Quintus was considered a primary example of a "Delverworld," a planetoid settled by the Imperium that is given over completely to mining operations. Delverworlds are particularly common in the Eastern Fringe of the galaxy.
Ghosar Quintus - Early History: Ghosar Quintus was ruled by the noble family known as the Trysst Dynasty. Before the hideous truth of Ghosar Quintus was revealed, it was used as a prime exemplar of a "Delverworld," a planetoid given over entirely to mining the Eastern Fringe.Its tithes were consistently at least a fifth higher than the required level, and the adamantium mined from its substrata was purer than any other source in the sector -- every ingot polished to a bright sheen, neatly stacked and dutifully categorised by countless Trysst workers. More than that, the dynasty's workers were content to subsist only on gruels and nutrient pills, and there were no recorded incidences of unrest.To the Imperium they seemed a model population. When this came to light through the planet's tithe reports and later Lexmechanic assessment, the Departmento Munitorum shipped out work groups of the Trysst Dynasty to every other Delverworld within reach, there to act as consultants and role models for the other, less efficient populations to aspire to.But in truth, Ghosar Quintus was home to a Genestealer Cult, the infamous Cult of the Four-Armed Emperor, which used its model reputation and the efficiency of its workforce to spread its version of the Genestealer Cult across half the galaxy.
Ghosar Quintus - Cult of the Four-Armed Emperor: The first confirmed Imperial military engagement with a Genestealer Cult occurred upon the mining colony of Ghosar Quintus in 680.M41. Investigating what appeared to be a perversion of the Imperial Creed, Inquisitor Chaegryn led a team of Tempestus Scions to Ghosar Quintus and ventured into the depths of the Great Pit, the greatest mining complex present on the world.The deeper Chaegryn ventured, the more evidence of deviance he found. Strangely, his last communiqué stated that all was well, and that the Trysst Dynasty that ruled Ghosar Quintus should be left to its own devices.It was a full Terran year before Chaegryn's fellows in the Holy Ordos of the Inquisition noticed that something was deeply wrong. A five-man kill-team of Deathwatch Space Marines known as Kill-team Excis was sent on a follow-up mission of lethal investigation by the Deathwatch Chaplain Ortan Cassius of the Ultramarines, yet they too were swallowed by the mysteries of the Great Pit, apparently slain in their first encounter with the Genestealers that lurked within the planet's depths.Only when the steel-willed Cassius mustered his own hand-picked kill-team was the vile truth unearthed -- Ghosar Quintus was home to a xenos infestation.Kill-team Cassius fought through hundreds of Genestealer cultists as they plumbed the depths of the Trysst Dynasty's corrupted world. Though they made it out alive, the Space Marines were changed forever by the gruesome ordeal. Most shocking of all was not the Genestealer Patriarch that lurked at the heart of the cult, but the damning evidence in the mining cult's shipping holographs.Under the guise of industry, the xenos-tainted Trysst Dynasty had spread its curse across not only the Ghosar System, but throughout the sector and perhaps across half the galaxy. The implications were staggering; the scale of the xenos threat was unprecedented.Only when the First Tyrannic War began several solar decades later after the arrival of Hive Fleet Behemoth did it become clear that Genestealer infestations represented only the first step in the Great Devourer's plan to consume the galaxy.
Ghost Ark - Ghost Ark: More so even than other Necron skimmer vehicles, a Ghost Ark bears a resemblance to its architects both in skeletal appearance and in its slow, inevitable progress across the battlefield.Looking somewhat like a fleshless floating rib cage pointing skyward, a Ghost Ark lacks the overwhelming firepower sported by many Necron vehicles; however, the rows of linked Gauss Flayers along each flank are more than capable of defending against most attackers.As with many Necron vehicles, a Ghost Ark’s delicate appearance belies its robust manufacture, constructed as it is of living metal and protected by layers of Quantum Shielding.Ominously trawling the battlefield in the wake of a Necron advance, Ghost Arks provide yet further insurance that the legions continue their fight until the foe is utterly overwhelmed.
Ghost Ark - History: There have been Ghost Arks since the very earliest days of the Necrontyr race before the biotransference which forever changed them. These first Ghost Arks were simple wooden carriages pulled by toiling beasts of burden, commissioned by the families of the dead to convey corpses from their homes to their place of internment.Thousands of Terran years later, at the time of the Necrontyr's bio-transference into their new, undying bodies of living metal, the now-motorised Ghost Arks took on darker connotations. Guided by grim-faced soldiers, they prowled the streets of the Necrontyr’s great cities. No longer were their businesses with the dead, but with the living; for they were the means by which unwilling citizens were dragged to the great transformative machines.Though the leaders of the Necrontyr had pledged their allegiance to the C'tan, few of the common people wished for the change that was upon them. So did the Ghost Arks often convey the broken bodies of those beaten near unto death by the government's enforcers, for only a spark of life and memory was required for the bio-transference to be successful.As resistance grew, Ghost Arks were no longer crewed by soldiers of flesh and blood, but the first wave of converted Necrons; and with that, all pretence of mercy and compassion ended. With each load of living cargo claimed, their reputation grew ever more dark and their aspect more bleak.By the time bio-transference was almost complete, the mere sight of a Ghost Ark was enough to provoke terror in those observers who could any longer feel such things. Those still living who saw the Ghost Arks about their work swore that the tortured souls of their victims flew thick about the wagons, haunting the air with their mournful voices.
Ghost Ark - Role: Much has changed for the Necrons in the countless millennia since their transformation, and the role of the Ghost Ark has changed with it. No longer the gaolers of the living, they are now the redeemers of the fallen, tasked with trawling battlefields for remnants of Necrons no longer able to reconstruct themselves. While these sinister vehicles can serve as ordinary troop carriers, the true potential of the Ghost Arks only becomes apparent once the battle is in full tilt.As it glides ponderously across the battlefield, a Ghost Ark stops for each downed Necron, a veritable tide of minuscule repair Scarabs swarming over the dismembered soldier and carrying its components aboard the Ghost Ark. As the Ghost Ark continues its mission of dark mercy, so the scarabs continue their work with near-silent efficiency, rebuilding all but the most thoroughly demolished Necrons in short order, returning them to full function.Once its contingent of passengers is full and safely locked in stasis, the Ghost Ark will either return its salvaged cargo to their Tomb World, or travel to wherever reinforcements are most needed to disgorge its payload, much to the dismay of the Necrons’ foes.Ghost Arks are often pressed into service as conventional transport vehicles, conveying Necron reinforcements to some vital area of the battlefield, or allowing Necron forces to attack from an unexpected quarter. The enemy’s predicament is made all the worse by the fact that Necrons deployed in this fashion are, to all intents and purposes, accompanied by their own mobile repair station. Only by destroying the Ghost Ark can the foe have any hope of victory.While Ghost Arks seldom pose a direct threat, they often prove to be one of the greatest weapons in the Necron arsenal. Even when a foe begins to thin the ranks of the Necrons, a Ghost Ark has the potential to undo all of their hard-won progress. For this reason, enemies of the Necrons who have previously encountered these high-technology hearses tend to make them a priority target, even focusing fire on them before turning weapons on the advancing Necron infantry.
Ghost Ark - Notable Formations: Ghost Strider Phalanx – Ghost Strider Phalanxes are employed when the Necrons need to capture ground swiftly. They are most effective when fighting at full strength, where the overlapping layers of their Ghost Arks’ Quantum Shielding reinforce one another in a quantum zone. Should a powerful attack be detected, the Ghost Ark’s abnegation protocols seize control of one of its Tomb Blade escorts and hurl it spiralling into the path of the shot, preserving the valuable Ghost Ark from the enemy’s wrath. The formation is invariably guided by a ‘Walker in the Ether’ – a Ghost Ark helmsman who can see pocket dimensions as clearly as he can the physical world. With suitable preparation, the Walker can breach these pocket dimensions, allowing the forces under his command to bypass any foes that stand in their path and cross the battlefield to wherever they are needed. A Ghost Strider Phalanx typically consists of one to three Ghost Arks with embarked Necron Warriors squads, and one to three Tomb Blade units.
Ghost Ark - Armament: Two Gauss Flayer Arrays –Ghost Arks are each armed with two separate arrays of five Gauss Flayers -- one located along each flank -- enabling it to "broadside" enemy units across its sides. These two arrays enable the Ghost Ark to repel any enemy assaulters who manage to flank it, as well as those approaching from the rear due to the Ark’s swift turning speeds.Necrodermis - The armour of a Ghost Ark is made up of the same living metal Necrodermis that makes up all Necron bodies and vehicles. Its remarkable regenerative properties allow it to automatically repair damage to itself; whether this is the regeneration of parts of its hull, the reknitting of metal plates, and the reconnection of circuits and other delicate systems to bring its weapons online again.Quantum Shielding – Ghost Arks are also protected by a layer of Quantum Shielding which exists out of phase from the rest of the vehicle until the moment of deflection. It can deflect the first shot that would otherwise penetrate the Ark’s armour, after which it cannot be used again for some time.
Ghost Ark - Ordo Xenos Departmento Analyticus Technical Specifications: The technical specifications for this Necron unit have not been obtained or released by the Ordo Xenos.
Ghost Helm - Ghost Helm: A Ghost Helm, also spelled Ghosthelm, is an Aeldari technology worn by Asuryani Farseers. This helmet, fashioned in the typical Craftworld Aeldari style, incorporates highly intricate, psychic circuitry crafted from crystal that is capable of masking the presence of the wearer's soul in the Immaterium.This is a crucial protection for potent psykers like the Aeldari, whose souls shine like blazing beacons in the Warp, drawing the attentions of daemons and other hostile Warp entities.
Ghost Warrior - Ghost Warrior: A Ghost Warrior is a wraithbone robotic construct utilised exclusively by the Craftworld Aeldari in times of urgent need. For the Asuryani, death does not guarantee respite from war, for the species' need is greater than that of its constituent souls.With the guidance of a Spiritseer, it is possible for an Asuryani spirit to separate itself from the Infinity Circuit of the craftworlds and flow into a Spirit Stone put aside for that purpose. Such a Spirit Stone can then be placed within the robotic body of a wraith-construct, imbuing its artificial form with a living intellect.This process is abhorrent to the Asuryani, and such a technique is only initiated in times of dire need, but none can deny that the resultant combination of fierce warrior spirit and impervious host is a major weapon in the Craftworld Aeldari arsenal.
Ghost Warrior - Role: The Ghost Warriors are among the most powerful forces that the Asuryani send into battle. Each one combines a towering robotic wraith-construct with the soul of a deceased Aeldari warrior. Guided by a Spiritseer, and armed with some of the most devastating weaponry in the craftworlds' arsenal, a host of Ghost Warriors strides across the worlds of the galaxy bringing immortal vengeance.From the stoic ranks of the Wraithguard to the towering war machines known as Wraithknights, the formidable Ghost Warriors are only used in times of desperation -- for there is a greater darkness about them. They are a walking reminder that, for the Craftworld Aeldari, death offers no release from war and bloodletting.Many of the Asuryani wear highly polished Waystones upon their chests. At the precise moment an Asuryani dies, the wearer's soul becomes captured within this stone -- which is then known as a Spirit Stone.If the stone can be recovered, it is then customary for it to be taken into one of the craftworld's bio-domes, where the soul is released into the Infinity Circuit -- the Asuryani's source of eldritch psychic energy, a place of rest, and sanctuary from the Warp.However, this is by no means the cessation of an Asuryani's contribution to war, as under desperate conditions, an adroit Seer can be forced to withdraw a spirit from the Infinity Circuit and into a Spirit Stone once again.This newly imbued Spirit Stone can then be bonded with the wraithbone of a large robotic construct. The merging of an Aeldari soul and machine results in the birth of a powerful Ghost Warrior.This union is not something that the Asuryani embrace. In fact, most believe it is an abhorrent act of necromancy and something to be used only when no other means of salvation presents itself.Asuryani wear the Spirit Stones because they believe that if their souls make it into the Infinity Circuit then they will be safe in death from the hunger of Slaanesh. It is therefore considered a great sin to draw these spirits from out of their ever-lasting sanctuary into the real world once again, where there remains a risk of their Spirit Stones being shattered in war and their souls forever lost to She Who Thirsts.But for the Asuryani to reach out into the afterlife in such a way marks the gravity of their situation. Such is the plight of the Craftworld Aeldari -- such is their position as a dying race in the galaxy -- that even the spirits of the dead are needed to fight once again for their people.
Ghost Warrior - Forms of the Ghost: The wraith-constructs in which the Spirit Stones are housed are made from no common material -- they are crafted from wraithbone. At least as strong as ceramite, wraithbone is an organic material -- grown from pure psychic energy, not forged, and able to self-repair over time.This incredibly resilient material enables the Ghost Warriors to stride across the most violent of battlefields and weather bolter blasts from Traitor Marines or sizzling bio-plasma from dreaded Tyranid hive fleet creatures.Only in times of dire need, when large armies are required to avert disaster, and the living are not sufficient to fill the Asuryani's ranks, do the Ghost Warriors march into battle as a single force, for it is considered blasphemy to disturb so many Aeldari souls. Should an impenetrable bastion need opening up, or swathes of Imperial troops need holding away from a sacred, ancient temple, the Ghost Warriors offer their craftworld a whole new level of resilience and firepower.When the Ghost Warriors enter a war zone as a single force, they are a dreaded sight for any commander. Their sophisticated weaponry is beyond the comprehension of a common Human soldier. Able to rip holes in dimensions, the Ghost Warriors will simply disappear whole platoons.Meanwhile, the Wraithknight grapples with tanks or monsters, or blasts apart a fortress wall so that the smaller wraith-constructs can cause havoc inside.Amidst swirls of ethereal light and destructive reality-folding vortexes, the Ghost Warriors united bring about the full vengeance of the Asuryani dead. Though considerably larger than other Aeldari, the Ghost Warriors come in a number of different forms. These include those described below.