vizn3r/warhammer40k-lore huggingface dataset:
Greater Good - Ta'lissera: The Ta'lissera is a sacred undertaking made by the members of a single T'au Fire Warrior team. The ritual bonds the members together in a microcosm of the Greater Good wherein each individual sheds his individual identity in favour of his role in the group.Those who undertake the Ta'lissera are said to be "bonded," and the ritual is a solemn one indeed in which each T'au spills a portion of their own blood as a sign of their devotion to the whole.Those who are not bonded view those who are with awe, seeing them as the ultimate adherents of the Greater Good. The ritual of the Ta'lissera is carried out in many areas of T'au society, but is most frequently undertaken amongst Fire Warrior teams, who enter the crucible of war together and often stand or fall by one another's deeds.The members of a bonded team will go to any length to aid one another, sacrificing their very lives if needed that the team might succeed in its mission. Members of a bonded team often carry ceremonial knifes, while those piloting battlesuits paint a stylised knife device on their armour.Any T'au (but not Kroot, Vespid, or another species that are part of or allied to the T'au Empire) may be bonded.
Greater Thurian League - Greater Thurian League: The Greater Thurian League is one of the largest and most powerful of the Leagues of Votann located in the galactic core. The Kin of the Greater Thurian League are as uncompromisingly mercenary as they are driven in the causes of exploration, resource acquisition and military conquest. Boasting scores of allied Kindreds and near-inexhaustible ranks of Kinhost warriors to enforce their will, the Greater Thurian League take pride in epitomising all that it means to be Kin.Not only is the Greater Thurian League one of the original founding Leagues of Votann, it is also one of the largest. Counting dozens of Kindreds in its alliance, and attracting more to its ranks with every passing Terran decade, the Greater Thurian League is a military, mercantile and industrial powerhouse with few equals among the Kin.The Kin of the Greater Thurian League are skilled warriors and ruthless expansionists, instinctively working together to defeat their foes and efficiently achieve their aims. As with everything, they approach war with a grim, methodical pragmatism that is an inspiration to other leagues.The Kin of the Greater Thurian League culturally tend toward the core Kin values of relying on trade and prospecting to honour the Ancestors, and are known and respected for being especially mercenary.
Greater Thurian League - Notable Campaigns: Battle of Örgvayr (Unknown Date.M42) - The Battle of Örgvayr was a conflict waged between the Greater Thurian League and the forces of Chaos, including elements of Heretic Astartes warbands from the Khornate World Eaters and the Nurglite The Purge in the region of the Örgvayr Warp Storm in the galactic core. Though the Kin proved victorious in this engagement when they rescued the Cthonian Mining Guild miners trapped in their harvester fortresses on the world of Törg, the battle simply marked the start of an ongoing, wider conflict between the servants of Chaos and the Greater Thurian League for control over their region of the galactic core in the wake of the birth of the Great Rift.
Greater Thurian League - Notable Kindreds: Deeprock Kindred - The Deeprock Kindred was one of many Thurian Kindreds whose Hearthspake voted to take up defensive positions and face the onslaught of the forces of Chaos pouring out of Warp Storm Örgvayr after it was created in northeastern Thurian space with the birth of the Great Rift in the Era Indomitus.Khâld's Star Breaker Kindred - Khâld's Star Breaker Kindred was one of many Thurian Kindreds whose Hearthspake voted to take up defensive positions and face the onslaught of the forces of Chaos pouring out of Warp Storm Örgvayr after it was created in northeastern Thurian space with the birth of the Great Rift in the Era Indomitus.Kindred Crimson-Two - Kindred Crimson-Two was one of many Thurian Kindreds whose Hearthspake voted to take up defensive positions and face the onslaught of the forces of Chaos pouring out of Warp Storm Örgvayr after it was created in northeastern Thurian space with the birth of the Great Rift in the Era Indomitus.Kindred of Vôrtun -  The Kindred of Vôrtun's Hold World is the world of Obsyd Gate. This is the home Kindred of the famed Thurian kâhl Ûthar the Destined. It was the Kindred of Vôrtun's Kinhost that provided the Oathbands led by Ûthar to rescue the Cthonian Mining Guild personnel on the world of Törg during the Battle of Örgvayr. This operation occurred only after Ûthar convinced the Kindred's Hearthspake that they must take offensive action against the forces of Chaos spilling out of Warp Storm Örgvayr rather than taking up purely defensive positions.Lâkhryr's Kindred - This Kindred was destroyed when Warp Storm Örgvayr was created in northeastern Thurian space with the birth of the Great Rift in the Era Indomitus. Its pan spectral arrays, alongside those of the equally doomed Thurian Void Strider Kindred, gave some small forewarning of the Warp storm's eruption, and so ragged flotillas of Kin refugee ships limped from the fringes of Warp Storm Örgvayr solar days after its emergence, their passengers telling of holds dissolved into raw madness or overrun by howling Daemons.Void Strider Kindred - This Kindred was destroyed when Warp Storm Örgvayr was created in northeastern Thurian space with the birth of the Great Rift in the Era Indomitus. Like Lâkhryr's Kindred, its pan spectral arrays provided some small forewarning of the sudden emergence of the Warp storm, which allowed some number of Kin to escape the Kindred's destruction.
Greater Thurian League - League Worlds: Ûrvymm's Bulwark (Hold World) - This Hold World is situated in the western region of Thurian space, and lies on a major Kin trade hub and is near multiple mining epicentres. Ûrvymm's Bulwark is famed among the Kin alongside its fellow Thurian Hold World of Crimson Gulf further to the galactic east for its sheer size and nearly impenetrable defences.Grandhall (Hold World) - Grandhall is situated in the southern region of Thurian space and lies on a major trade hub near three important Thurian mining epicentres.Crimson Gulf (Hold World) -  Crimson Gulf is situated in the central region of Thurian space and is a major trade hub for the Leagues. Crimson Gulf is famed among the Kin alongside its fellow Thurian Hold World of Ûrvymm's Bulwark for its sheer size and nearly impenetrable defences.Obsyd Gate (Hold World) - Obsyd Gate is situated in the northern region of Thurian space, and lies on a major Kin trade hub. Obsyd Gate is the hold of the Kindred of Vôrtun and is the birthplace of the famed Thurian hero and kâhl Ûthar the Destined.Hold Silver Six (Hold World) - Hold Silver Six is situated in the central region of Thurian space, close to Crimson Gulf, and lies on a major Kin trade hub near an important Thurian mining epicentre.Törg (Kin World / Mining World) - Törg is an outlying world in Thurian space and many Terran years of deep-core tectonic mining have left Törg riven by great chasms. It is now a hostile mass of jagged stone, exposed magma veins, convulsing super-volcanoes and toxic fumes, which the Greater Thurian League's Harvester Fortresses traverse as they mine Törg's rich mineral wealth. It was one of the worlds to be caught up in the Battle of Örgvayr before Thurian reinforcements under the command of Ûthar the Destined managed to rescue the miners and much of their harvest of startegic resources.
Greater Thurian League - Notable Kin: Ûthar the Destined - Ûthar is one of the greatest heroes of the Greater Thurian League, a kâhl who was chosen by the Votann to wield the sacred Blade of the Ancestors. He recently took command of the Thurian forces deployed by his home Kindred of Vôrtun battling the servants of Chaos during the Battle of Örgvayr.Vôk - Vôk was a powerful Grimnyr of the Greater Thurian League known as the "Fire of the Votann."Kôvymm Rheyd - Kâhl Kovymm Rheyd was the heroine of the infamous Blackharrow Expedition.Yôht Grendok -  Grendok is a young up-and-comer of a Kin kâhl, the proud war-leaders of the Leagues of Votann, in the Greater Thurian League. His wargear is decorated with fine gems, and topped by an ornate Rampart Crest decorated with leonine imagery.Hêmmyk - Hêmmyk was the commanding voidmaster of the fleet sent by the Kindred of Vôrtun to the world of Törg to accompany the Oathbands that rescued the Cthonian Guild miners under assault by the Chaos Space Marine warbands of the World Eaters and The Purge during the Battle of Örgvayr. Hêmmyk coordinated her small but potent fleet with consummate skill, fending off each assault by the Chaos worshippers and handing out far worse punishments than her own warships suffered.Svêkh Thûrkann - Thûrkann is a kâhl of the Kindred of Vôrtun. She commanded one of the Oathbands that rescued the Cthonian Guild miners on the world of Törg under assault by the Chaos Space Marine warbands of the World Eaters and The Purge during the Battle of Örgvayr.Khôhn - Khôhn was a Grimnyr of the Kindred of Vôrtun. She was slain by the World Eaters Chaos Lord Urthak Skullripper and his band of Chaos Terminators during a teleport assault on the world of Törg at the Battle of Örgvayr. The surviving Cthonians and many of the Hearthkyn who served on Törg have since formed the Grudgeband of Khôhn -- they will be avenged upon Urthak Skullripper or die trying.Nôkh - Nôkh is a Hernkyn who commanded a force of the Kindred of Vôrtun's Hernkyn Pioneers that struck a World Eaters force in the rear during the assault on Törg at the Battle of Örgvayr.
Greater Thurian League - Kôrvyk's Curiass: Amongst the earliest records of the Greater Thurian League is an account of the famed Brôkhyr Kôrvyk the Hammer fashioning this remarkable chest plate known as Kôrvyk's Curiass. Said to be crafted from one of only three small transubstantium deposits ever discovered by the Kin, and with the direct aid of the nascent league's still-lucid Votann, it is a truly remarkable piece of void armour. It is said that Kôrvyk's Cuirass is as unyielding and resilient as the very spirit of the Kin race.
Greater Thurian League - Blade of the Ancestors: The Blade of the Ancestors is a legendary relic Plasma Blade wielded by one of the Greater Thurian League's greatest heroes, Kâhl Ûthar the Destined. Along with the relic Ancestral Warding Stave known as the Murmuring Stave, it is said to be one of only two weapons ever fashioned through immaculate forging by the Votann themselves, though prophecy speaks of a third still to be wrought.
Greater Thurian League - League Colours: The Kinhosts of the Greater Thurian League wear colours of green and white.
Greater Thurian League - League Insignia: The insignia of the Greater Thurian League is a red cog wheel set above Kin script.
Greet - Greet: The Greet are an invertebrate xenos species that was annexed to the T'au Empire. Their homeworld is a watery planet called Isla'su that is located on the outskirts of the Fal'shia Sept.After being discovered by the T'au Air Caste, the Water Caste extended the Thraxians honourable greetings and an invitation to join the T'au Empire, offering them mutual protection, new trade opportunities and the exchange of technology.The Greet allowed the Earth Caste to build many floating factories atop the surface of their planet-spanning oceans after a negotiation carried out by the legendary T'au Golden Ambassador of the Water Caste. This paid for the protection of their planet by T'au orbital fortress stations and allowed the Greet to better contribute to the Greater Good.The Greet are known to employ voidships called "stealthers and "lineships."The Greet have been infiltrated by Genestealers, though the Greet have not proved to be an ideal host.The Farsight Expedition's Grand Reclamation Fleet that founded the Farsight Enclaves included Greet stealthers as auxiliary allies, alongside T'au vessels, Nicassar Dhows, Domati Wyrmships, Vespid nest vessels, Kroot Warspheres, and the Demiurg's Bastion-class Commerce Vessels.During the T'au Empire's disastrous Fourth Sphere Expansion, Greet mercenary lineships were included in the T'au fleet, fitted with anti-matter-powered AL-38 Slipstream Modules. When they entered the Warp with the rest of the T'au expeditionary fleet, the unprotected mercenary ships were immediately attacked by Daemons, including the Greet lineships, the Ostense Council's Winged Discs, Gue'vesa cruisers and cutters, Kroot Warspheres, and Nicassar Dhows. The Daemons ripped open the voidcraft, and physically carved the crews apart with Daemonic weapons, their bare claws and their fanged mouths.
Greet - Canon Conflict: On page 10 of Codex: Tau Empire (6th Edition), the Greet are stated to have been annexed during the First Sphere Expansion, but on page 28 this event is dated to 896.M40, during the Second Sphere Expansion.The same conflict reoccurs in Codex: T'au Empire (8th Edition).
Gregor Eisenhorn - Gregor Eisenhorn: Gregor Eisenhorn is an Inquisitor of the Ordo Xenos. Initially a Puritan of the Amalathian faction, Eisenhorn's Inquisitorial ideology would alter over the course of his career so dramatically towards the philosophy of Radical Xanthism that other members of the Inquisition consider him a possible Heretic.Indeed, Eisenhorn has officially been considered a Traitor by the Inquisition at least twice in his Inquisitorial career, only to be proved a righteous servant of the Emperor of Mankind both times.
Gregor Eisenhorn - Retinue: Inquisitor Eisenhorn created a considerable organisation of Acolytes and retainers during the first part of his career, starting out with a bare handful of hired hands and eventually employing dozens of retainers, including the Distaff, a group of Psychic Blanks.This star-spanning organisation was destroyed by the machinations of Pontius Glaw, who also ensured the deaths of most of Eisenhorn's retinue. With Eisenhorn missing at the end of the Pontius affair, his surviving followers became part of the retinue of Inquisitor Gideon Ravenor.Eisenhorn largely avoided acquiring servants and Acolytes other than the daemon Cherubael for some time, but eventually began assembling a small retinue around himself once more. His notable employees and associates are listed below:Uber Aemos (Savant)Alizebeth Bequin (Psychic Blank)Medea Betancore (Pilot)Midas Betancore (Pilot)Magos Bure (Tech-priest)Cherubael (Daemonhost)Lucius 'Slick' Devlan (Gunfighter)Severina and Sevora Devout (Death Cultist Assassins)Godwyn Fischig (Adeptus Arbites Arbitrator)Nathun Inshabel (Interrogator)Tobias Maxilla (Merchant Captain)Harlon Nayl (Bounty Hunter)Quovandius (Warrior)Gideon Ravenor (Interrogator, later Inquisitor)Arianhrod Esw Sweydyr (Swordswoman)Kara Swole (Warrior)Lores Vibben (Bodyguard)
Grenade Harness - Grenade Harness: A Grenade Harness is a type of rapid-fire Imperial Grenade Launcher that was mounted on some patterns of Space Marine Terminator Armour during the Great Crusade and Horus Heresy eras.The Grenade Harness could unleash a quick barrage of Frag Grenades to serve as an anti-personnel weapon that softened up the opposition before the Terminators charged into combat.
Grenade Launcher - Grenade Launcher: A Grenade Launcher serves the role of an explosives launcher weapon for the Imperial armed forces that can be used and carried by a single, un-augmented Human. Unlike Missile Launchers, the explosive projectiles fired from a Grenade Launcher are not self-propelled, instead taking a ballistic trajectory once fired.The grenades are typically equipped with either Frag or Krak explosive charges, although Grenade Launcher projectile warheads are smaller and less powerful than their Missile Launcher warhead equivalents.Grenade Launchers are used most commonly by the Astra Militarum, although Inquisitorial Storm Troopers, Adeptus Arbites and Adeptus Astartes units are also known to use them. Grenade Launchers can fire a variety of grenade types but generally at a shorter range than other basic weapons due to the heavier nature of their payload.Unlike most weapons they can be fired in arcing shots designed to clear obstructions and strike farther into an enemy formation as well as simply being fired directly at foes.The common Voss Pattern Grenade Launcher holds a magazine of six grenades, but most find the weapon inaccurate even for a launcher.The Forge World of Mezoa produces what many believe is a superior shoulder-mounted weapon with a longer range, for though it is a single-shot device it has superior firing systems and is highly accurate.
Grenade Launcher - Sources: Codex Adeptus Astartes - Space Marines (8th Edition), pp. 77, 87, 112, 140Codex: Adeptus Custodes (8th Edition), pp. 39, 77Codex: Deathwatch (7th Edition), pp. 45, 104Codex: Space Marines (7th Edition) (Digital Edition), "Armoury of the Space Marines - Ranged Weapons - Astartes Grenade Launcher", pg. 426Codex: Space Marines (6th Edition) (Digital Edition), pg. 413Dark Heresy: Core Rulebook (RPG), pg. 136Dark Heresy: The Inquisitor's Handbook (RPG), pg. 174Deathwatch: Core Rulebook (RPG), pg. 152Imperial Armour Volume One - Second Edition: Imperial Guard, pg. 228Imperial Armour Volume Three - The Taros Campaign, pp. 80, 112, 272Imperial Armour Volume Four - The Anphelion Project, Pg. 136Imperial Armour Volume Five - The Siege of Vraks - Part One, pg. 95Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 101Imperium Munitorum Manual (Background Book) by Graham McNeill, pg. 74Only War: Hammer of the Emperor (RPG), pg. 114Rogue Trader: Core Rulebook (RPG), pg. 125The Horus Heresy - Book Two: Massacre (Forge World Series) by Alan Bligh, pg. 227The Horus Heresy - Book Four: Conquest (Forge World Series) by Alan Bligh, pp. 154, 247The Horus Heresy - Book Five: Tempest (Forge World) by Alan Bligh, pg. 180The Horus Heresy Book Eight: Malevolence (Forge World Series) by Neil Wylie and Anuj Malhotra, pg. 208Warhammer: The Horus Heresy Second Edition - Liber Imperium (Specialty Game), pg. 46Warhammer 40,000: Rogue Trader (1st Edition), pg. 84Warhammer 40,000: Wargear (2nd Edition), pp. 21, 25
Grendl Dominance - Grendl Dominance: The Grendl Dominance is a league of the Leagues of Votann located in the galactic core. The Kin of the Grendl Dominance are known for being overtly militaristic and warlike, much like the Kronus Hegemony.
Grendl Dominance - Trivia: "Grendl" is a play on Grendel, a character in the Old English epic poem Beowulf (ca. 700–1000 A.D.). He is one of the poem's three antagonists (along with his mother and a dragon), all aligned in opposition against the protagonist Beowulf. Grendel is feared by all in the hall of Heorot but Beowulf.A descendant of Cain, Grendel is described as "a creature of darkness, exiled from happiness and accursed of God, the destroyer and devourer of our human kind". He is usually depicted as a monster or a giant, although his status as a monster, giant, or other form of supernatural being is not clearly described in the poem and thus remains the subject of scholarly debate.The use of the name here coincides with the general reliance upon Norse imagery and mythology used in the fictional culture of the Leagues of Votann.
Grendl Stars - Grendl Stars: The Grendl Stars are a constellation of stars located on the far Eastern Fringe of the Milky Way Galaxy in the Imperium Nihilus. The region was once known as the "Wings of Sanguinius" and is sometimes referred to as "the Fourteen". This region is known to harbour the hyper-violent xenos race called the Barghesi.The Space Marines of the Iron Lords Chapter have proved instrumental in confining the Barghesi to the Grendl Stars for the last three thousand standard years, and also in preventing the destructive biological potential of the species from being harvested by the Tyranids' Hive Fleet Kraken.The Barghesi are held within the Iron Lords' "Iron Grip" pending the massing of Imperial forces with strength enough to exterminate the Barghesi forever. No such Imperial Crusade has been forthcoming, and with the birth of the Great Rift, now seems all but impossible.The Grendl Stars are surrounded by Imperial beacons that warn interstellar travellers to "avoid at all costs," though this has not prevented pirates and fugitives from delving into the Fourteen's depths in search of sanctuary.Most are dead within solar months, often slain by xenos. The others are identified and destroyed by one of the Iron Lords' fourteen fortresses of the Iron Grip, known as the "Holdfasts," that are responsible for monitoring each star.
Grendyl - Grendyl: Grendyl is an Inquisitor of the Ordo Hereticus who is in command of all the Acolytes and other Inquisition forces that have been deployed to the Hive World of Atoma Prime in the Moebian Domain. Their purpose is to eliminate the Nurglish Chaos infestation which has taken root in Atoma's capital of Hive Tertium.Grendyl's true identity and appearance is a closely guarded secret. The only interaction between the Inquisitor and newly-recruited Acolytes aboard the modified Firestorm-class Frigate Mourningstar that serves as the mobile headquarters for the Inquisitorial force seeking to cleanse Hive Tertium is through a holographic transmission provided by a servitor outfitted with a hololithic projector. This message is seen during an initiation ceremony where the image of the Inquisitor's face and voice changes multiple times, taking on male, female and even Ogryn identities.While Grendyl and their true goals beyond cleansing the Nurglish infestation of the hive city remain mysterious, it is believed that the Leman Russ Battle Tanks produced in Atoma Prime's manufactoria are vital to the Inquisitor's future plans. There is also mention that Grendyl has a personal interest in the investigation of the different strains of Nurgle's supernatural diseases and contagions to be found among the Chaos Cultists and members of the Moebian 6th Traitoris Militarum regiment driving the spread of the corruption in Hive Tertium.Grendyl requisitioned use of the Mourningstar, a Rogue Trader vessel, to serve as the headquarters for all Inquisitorial operations on Atoma Prime. The Rogue Trader hosting Grendyl's retinue and warband of Acolytes is Shipmistress Emora Brahms, who appears to be a close ally of Grendyl, and perhaps even a friend. Although Brahms is wary of the Inquisition's machinations and would gladly leave Atoma Prime if she was free to do so, she will remain resolute in the Ordo Hereticus' service until the Chaos corruption of Hive Tertium has been cleansed.Grendyl's retinue of trusted Acolytes and the warband accompanying them was known to have quelled uprisings by Heretics in four other star systems prior to arriving at Atoma Prime.
Grendyl - Grendyl's Goals: Grendyl's specific goals and motivations remain mysterious at best. What is clear is that they seek to purge the Nurglish Chaos corruption from Hive Tertium's lower levels, at the same time that any Traitors among the Atoman nobility who assisted the corruption in gaining a foothold are eliminated.Once this is done, the Inquisitor intends to see Hive Tertium's Leman Russ Battle Tank manufactoria back to running at full efficiency as soon as possible, as the tanks are vital to the Inquisitor's other plans to throw back the forces of the Archenemy.The reason why the Inquisitor has chosen to use a Rogue Trader like Emora Brahms and her vessel to host an Ordo Hereticus warband that is largely composed of former Astra Militarum troops is unknown, as is the current location of the Inquisitor, who may not even be in Moebian Domain space.Sergeant Major Vincent Morrow has stated that Grendyl has a personal interest in acquiring samples of Nurgle's various supernatural diseases from Hive Tertium's lower levels. Technoarcheologist Hadron Omega-7-7 assists the efforts of the Inquisition in obtaining these samples through the use of auspex scans taken by the warband teams deployed into Hive Tertium that are then uploaded to a Servo-skull. This data is then transmitted to the Magi Biologis of the Adeptus Mechanicus, who eagerly await new data to study.
Grendyl - Wyrmwood Agent Network: Inquisitor Grendyl maintains a network of trusted agents and informants across Atoma Prime, the Moebian Domain and the wider Imperium designated "Wyrmwood," who serve as information-gatherers, spies and even recruiters for new members of his Acolyte retinue and warband.These anonymous agents serve Grendyl undercover across the Imperium, searching for signs of heresy and seeking to identify those individuals who might prove to be useful tools in the Inquisitor's service to fight heresy and sedition.
Grendyl - Notable Wyrmwood Agents: First Wyrmwood Vox Transmissions  - This Wyrmwood agent of Grendyl first identified the heretical presence of the Cult of Admonition on Atoma Prime in the bowels of Hive Tertium.  This agent arrived before the outbreak of the Walking Pox and the subsequent betrayal of the Moebian 6th Regiment after their return to garrison Hive Tertium and experienced this course of events at firsthand. This agent attempted to contact Grendyl multiple times through vox broadcasts, but a return response from the Mourningstar was "jammed, or corrupted by some perturbation of the Warp," according to Interrogator Iven Rannick's later response to the Wyrmwood network.Second Wyrmwood Vox Transmissions - This Wyrmwood agent discovered that the Traitors of the Moebian 6th Regiment and the Admonition had come to control the Carnival district of Hive Tertium and were spreading the corrupt "blessings" of Nurgle to the district's population through the use of infected stimms.Wyrmwood Agent 42 - Wyrmwood Agent 42 was embedded in Hive Tertium's Water Cartel, the pseudo-criminal group that controlled the hive city's refined water supply, which had been the original vector by which the Admonition had begun to spread its corruption through the lower levels of the hive city. This agent first notified the Ordo Hereticus that the Traitoris Militarum Moebian 6th Regiment and the Chaos-corrupted Karnak Twins were active in the district known as the Torrent. Interrogator Iven Rannick of Grendyl's retinue would later state during the Orthus Offensive that this agent had been compromised by the enemy.
Grendyl - Grendyl's Retinue: Interrogator Iven RannickExplicator Orgustine ZolaSergeant Major Vincent MorrowTechnoarcheologist Hadron Omega-7-7Sire Darius MelkQuartermaster BruntSanctioned Psyker and Telepath Sefoni
Gretchin - Gretchin: Gretchin, also called Grotz, are basically a smaller subspecies of Orks, who are more cowardly than normal Orks and are usually used as living shields, to clear mine fields, are stepped on to get through difficult terrain, and sometimes even as emergency rations. Gretchins are quite low in the strict hierarchy of Greenskin society because of their small size (the lowest Orkoids being the Snotlings) and are often used for the dirtiest jobs like scavenging and being used as the football when the bigger Orks get bored.While they are not as aggressive as standard Orks, Gretchin enjoy fighting weaker opponents and are less likely to flee if they comfortably outnumber their opponents. If a Gretchin is particularly wealthy, he may purchase a second-hand, worn-down, low-technology gun. These guns are mainly to reassure the Gretchin that they have a chance of killing something, provided they remember which way to hold the gun.Even so, Gretchin have to be forced into battle by Runtherds who utilise grabba sticks in order to ensure that the Gretchin stay in battle. A skilled Runtherd can grab a fleeing Gretchin and hurl him into a minefield with one smooth motion. The more tech-savvy of the Runtherds use a grot prod which delivers an electric charge to a Gretchin's vulnerable parts.Basically all Gretchin work as slaves for Orks, although there is a faction of revolutionary Rebel Grots that developed in the chaos of the Ork World of Gorkamorka. As they are a bit more organised than the larger Orks, Gretchin are often used to maintain Greenskin war machines and artillery. Such work is considered highly undesirable by most Orks, because it prevents them from being in the heart of the battle. Gretchin also serve as attendants or "ammo runts" to Ork warbosses, assistants to Ork Mekboyz, and orderlies to Ork Mad Doks.
Gretchin - Gretchin Physiology: Although they possess a similar physiology to the Orks, Gretchin are not as strong or as tough as their larger brethren. To compensate for this, the Gretchin possess an abundance of low cunning. Commonly known as "Grotz" by their larger counterparts, Gretchin are even more numerous than Orks. They scurry around the larger Greenskins on scrawny legs, and their grasping fingers snatch and steal from the unwary.Gretchin have large, bulbous heads and wide, tattered ears that flatten against their bald pates when they are afraid (which is most of the time). Sharp fangs fill their jaws, ever ready to be sunk into the flesh of the weak or infirm, and malice gleams in their eyes whenever there is an opportunity for violence.The Grotz' large and protuberant noses give them an excellent sense of smell, their pointed ears afford them a similarly advanced sense of hearing, and their eyesight is acute even in the dark. These traits, combined with a heightened instinct for self-preservation, mean that Gretchin cannot only survive but even thrive in a society dominated by vicious predators.Some Grotz have their survival instinct honed to such a degree that they may possess a rudimentary sixth sense, or are naturally far more fortunate than they have any right to be. The Grotz improve their chances of survival further by exhibiting a fawning and obsequious nature to their Ork masters. Though braver Gretchin will pull faces and make rude gestures behind the backs of the bigger Greenskins, few are stupid enough to risk doing so openly.Grotz are fast learners and quick to spot an opportunity, meaning that many wind up as assistants or servants to more important Orks like Mekboyz or Nobz. Others will simply attempt to stay out of the Orks' way, whole groups of Grotz fashioning hideouts amid scrap piles or warrens of tunnels too constricted for Orks to squeeze their bulk down. When the time comes to go to war, the Grotz will be flushed out of these hidey-holes en masse by the gnashing Squig hounds of the Runtherds, or a few enthusiastic Burna Boyz.On his own, a single Gretchin poses little threat to a Human-sized adversary. However, if there is one quality the Grotz have in abundance, it is quantity. On the field of battle the Gretchin advance in great mobs, firing volleys of scavenged ammunition from their poor-quality weapons. They then dive upon the fallen and tear them apart in their scrabbling haste to loot the corpses. Even the most accomplished enemy warriors have found their arrogance punctured when cornered by an entire mob of shrieking Grots.They can prove especially dangerous during naval boarding actions, for while their Ork masters tie up a voidship's defenders in furious point-blank battles, the wily Grotz will avoid such bloody fighting like the plague. Instead, knots of Gretchin squirm through air-ducts, sabotage or loot vital machine-components, and overwhelm triage stations full of helpless, wounded combatants. When Grotz wreck a starship's Void Shield generatorum, or burst from the ducts to overrun a vital chokepoint mid-battle, the foe learn to respect these nasty little Greenskins in a hurry.
Gretchin - Notable Gretchin: Makari - Known as Makari the Grot, this Gretchin was considered an exceptionally lucky Grot who survived to the ripe old age of nine standard years before finally meeting his end under the posterior of his hulking master. The plucky Grot served as self-appointed banner-waver to the mighty warlord Ghazghkull Thraka himself, surviving countless battles in ever more improbable ways. Ghazghkull saw Makari as something of a mascot. Thus, when the Grot's remains were peeled off his boss' rear end, Makari's wavin' stikk was reclaimed, hosed down, and went into service as an impressive bosspole. Good fortune still surrounds Da Lucky Stikk, though the backlash when things go wrong can be surprisingly brutal.Red Gobbo - The Red Gobbo is the leader of the Rebel Grots on Gorkamorka and is the head of the Gretchin Revolutionary Committee (known also as "Da Kommittee" or the GRC). The Meks recently introduced the tag system on Gorkamorka, whereby you can only get on board the space hulk (once construction is completed) when the big WAAAGH! starts, if you have a tag. Unfortunately Grots don't get tags. Due to this unfair treatment, the GRC was formed, and soon a full-scale revolution was begun amongst the Grots in Mektown. The Red Gobbo is the figurehead for the whole revolutionary movement. Although he concerns himself with the revolution as a whole, it is not uncommon for him to get out and do a bit of dirty work himself. While the actual position of the Red Gobbo may change hands, part of the seat of power is the trusty kustom Slugga and club-like sceptre of authority which all Red Gobbos have carried since the GRC was founded. These were supposedly wrested from the bloodied hands of the Ork oppressors during the Strike Day Massaker and have been treasured artefacts ever since. He is known to wear a red overcoat to show his support for the revolution.Fixit - Fixit is the Grot assistant of the legendary Ork Mekboy Wazdakka Gutsmek. Wazdakka's warbike, Da Bike of da Aporkalypse is always kept clean and shiny by his Gretchin assistant.
Gretchin - Sources: Codex: Orks (7th Edition), pp. 7-8, 11, 14, 21-22, 24, 43, 60, 139-140Codex: Orks (4th Edition), pp. 6-98Codex: Orks (3rd Edition), pp. 8-36Dark Heresy: Creatures Anathema (RPG), pg. 100Gorkamorka (Specialist Game)Only War: Core Rulebook, pg. 366Rogue Trader: Into the Storm (RPG), pg. 64Wrath & Glory: Core Rules (RPG), pg. 435White Dwarf 390, pp. 94-95Warhammer 40,000: Dawn of War - Dark Crusade (PC Game)Warhammer 40,000: Space Marine (PC Game) (Collector's Edition Artbook)Forge World - Gretchin CrewForge World - Grot BombForge World - Grot Bomb LaunchaForge World - Grot Mega TankForge World - Grot Tanks
Grey Angel (Audio Drama) - Grey Angel (Audio Drama): Grey Angel is the sixth audio drama for the Horus Heresy Series that was not originally released as part of an anthology or other release. Grey Angel was released as an MP3 format download on August 3, 2012 and was written by John French. It was later re-released as an audio CD alongside the story Burden of Duty, but can still be bought as a stand-alone audio drama MP3. This story was later re-published in prose format in January 2016 as part of the Black Library's "Tales of the Knights Errant" week. The story was also published as part of The Silent War main series anthology novel. The title received updated cover artwork when it was released as an e-book, both the original cover and the updated cover are shown.
Grey Angel (Audio Drama) - Official Synopsis: On a distant world of the Imperium, an agent of Rogal Dorn finds himself the prisoner of a Legion whose loyalties may be divided. Shackled and bound, the former Luna Wolf must fight a battle of wits with his captor, lest the course of the Horus Heresy take an unexpected turn. Will his very presence drive his erstwhile allies into the arms of the Warmaster Horus or will maintaining the status quo prevent another Legion from turning Traitor? And just who is the mysterious Space Marine aiding him from the shadows?
Grey Death - Grey Death: Grey DeathRenegadeChapterChaos Space MarinesNurgleLoyalistSpace MarinesIron DrakesEye of TerrorAbyssal CrusadeAt some point during their sojourn in the Eye, the Iron Drakes were corrupted by Nurgle after being marooned on the Daemon World of Anathrax by the Death Guard and became the Grey Death, ready and willing to spread their plague across the stars.
Grey Death - Warband Colours: The Grey Death's Chapter Colours is pale sage battle-plate with black trim. The usual Chaos fetishes and accouterments dedicated to their patron Chaos God are also prominently displayed on their armour.
Grey Death - Warband Badge: The Grey Death's warband badge is a white skull displayed on a three-pointed Chaos octed, centred on a field of pale sage.
Grey Giants - Grey Giants: The Grey Giants are a Loyalist Space Marine Chapter of unknown Founding and genetic origin. Their Chapter homeworld is Epos, which lies in the Segmentum Ultima, close to the Malfactus Warpstorm.
Grey Giants - Chapter Colours: The Grey Giants' Chapter colours are not currently listed in Imperial records.
Grey Giants - Chapter Badge: The Grey Giants' Chapter badge is not currently listed in Imperial records.
Grey Hunter - Grey Hunter: A Grey Hunter is a Veteran Astartes of the Space Wolves Space Marine Chapter and the equivalent of a Tactical Marine in a Codex Astartes-compliant Chapter. Grey Hunter Packs represent the majority of the Space Wolves' warriors.They are strong and resolute fighters, tempered by battle but as hungry for honour as any proud warrior of Fenris. They are experienced warriors, dour and sombre, proud of their skills, and rightly honoured by their younger brethren.
Grey Hunter - History: Most Space Wolves begin their careers as Blood Claws, hotheaded young warriors who cannot wait to prove themselves, and who charge in howling packs at the front lines of the enemy in their efforts to garner personal glory. The Blood Claws are the shock troops of the Space Wolves and spearhead the majority of the Chapter's assaults. If the Blood Claws survive the fiercest conflagrations of war to become mature and capable warriors, their Wolf Guard mentors consider them to be eligible for elevation to the ranks of the Grey Hunters.It is the Grey Hunters who comprise the main body of each Great Company. These doughty warriors are still as hungry for honour as any of their younger brethren, but their raw aggression has been tempered by battlefield experience. Nonetheless, the Grey Hunters stand ready to give their lives in the name of honour. Each Grey Hunter pack can be a small army in its own right, their oaths of brotherhood binding them fast in the face of impossible odds.The transformation from Aspirant to fully-fledged Grey Hunter may take solar decades or even Terran centuries, but should a Blood Claw not find his death upon the field of battle then that transition is all but certain. A Grey Hunter's hair begins to grey and his canine teeth lengthen, his skin becomes more tanned and leathery and, in extreme cases, his eyes yellow and transmute until they are like those of a wolf. These physical signs borne by the Grey Hunters mark them as having come into their heritage as strong and mature Battle-Brothers at the peak of their powers, truly worthy of the name Grey Hunter.This name is well-chosen, for they are masters of the hunt, stalking their enemy as they might one of the giant Fenrisian Wolves. The Grey Hunters track their prey with the cunning and patience of a wolf pack. Laying down disciplined overlapping fields of fire, the Grey Hunters drive the enemy to seek cover.Once the prey is surrounded, only then do the Grey Hunters spring their deadly trap. The Grey Hunters leap at their foes with the elation of a savage beast that has long stalked its quarry and scents blood at last. Or they may draw the enemy forward by feigning weakness whilst waiting for the opportune moment to strike.The battle ploys and cunning of the Grey Hunters are legendary. It is this uncanny calm and patience which distinguishes the mature warrior of the Space Wolves from the fiery young Blood Claw.
Grey Hunter - Unit Composition: 5-10 Grey Hunters
Grey Hunter - Wargear: Power ArmourClose Combat Weapon, choice of Bolt Pistol, Power Weapon (any type), Power Fist, Plasma Pistol, Flamer or Melta GunBolterFrag GrenadesKrak GrenadesWolf Standard (carried by one Grey Hunter)
Grey Hunter - Grey Hunter Pack Markings: Each Grey Hunter Pack adopts a red and black shoulder plate design. These patterns are unique to the Space Wolves. Similar primitive tribal markings proliferate among the barbaric tribes of Fenris, where they appear as shield designs and are woven into furs or painted onto armour.The Space Wolves' barbarian heritage is reflected in their disregard for any formal military system of uniform insignia. There is simply no single style or design which is regarded as official. These illustrated Pack markings are just some of the many hundreds of different patterns used by the Chapter over the centuries.
Grey Hunter - Notable Grey Hunters: Sven Dragonfire - Sven is a Grey Hunter who was a member of Ragnar Blackmane's Blood Claw Pack. Sven was promoted to the Grey Hunters and served with distinction under the command of the Wolf Lord Berek Thunderfist. Sven was badly wounded by the Thousand Sons Traitor Legion Chaos Sorcerer Madox, but lived to fight again, though now with the help of a new augmetic hand.
Grey Hunter (Novel) - Grey Hunter (Novel): Grey Hunter by William King is the third volume in the Space Wolf series of novels and is collected in The Space Wolf Omnibus.
Grey Hunter (Novel) - Synopsis: In the nightmare world of the 41st millennium, the galaxy is riven with war.  All that stands between humanity and its extinction are the Space Marines, and most savage of these are the Space Wolves.  When one of their Chapter's most holy artefacts is seized by the forces of Chaos, Space Wolf Ragnar and his comrades are plunged into a desperate battle to retrieve it before a most terrible and ancient foe is set free.
Grey Knights - Grey Knights: The Grey Knights are a secret and mysterious Chapter of Space Marines specifically tasked with combating the dangerous Daemonic entities of the Warp and all those mortals who wield the corrupt power of the Chaos Gods. They were created by the Emperor with the aid of Malcador the Sigillite at the time of the Horus Heresy to serve as Humanity's greatest weapon against the threat posed by the existence of Chaos. They have the honour of being implanted with gene-seed engineered directly from the genome of the Emperor Himself.The Grey Knights act as the military arm or "Chamber Militant" of the Ordo Malleus, the Daemonhunters who form the oldest branch of the virtually omnipotent Inquisition. The Grey Knights' fortress-monastery, the Citadel of Titan, is based on Titan, the largest of the moons of the gas giant Saturn in the Sol System. It is kept as a private preserve of the Inquisition.The existence of the highly secretive Chapter is virtually unknown outside of the Inquisition and the highest echelons of the Imperial adepta, and is a well-guarded secret enforced by mind-wipes and even assassination of Imperial citizens if necessary.Unlike other Astartes, every Grey Knight is a potent psyker. Yet, in the 10,000 standard years of Imperial history, no Grey Knight has ever been corrupted by the Ruinous Powers of Chaos. Additionally, the Grey Knights do not follow the tenets of the Codex Astartes in the matter of force organisation.Due to the unique manner in which the Grey Knights are recruited and trained, each warrior progresses through a series of pre-ordained ranks and will operate in a particular squad led by an individual of higher rank, rather than being assigned to a particular Battle Company. These squads may be called upon to act independently from the main body of the Grey Knight force, and have to operate at full efficiency even when light years away from the rest of their Chapter.As such, the brother-captain who is the leader of each Grey Knight brotherhood, or any other Grey Knight unit commander, is obeyed immediately and without question by those under his command.
Grey Knights - Humanity's Shield: A light against the darkness, the Grey Knights stand against the greatest threat Mankind has ever faced. They are the champions of reason, order and righteousness, holding back Daemons and the scions of the Dark Gods.They are the Imperium's mightiest weapon against the Warp, transhuman Space Marine psykers, and its single enduring hope for salvation. There is no greater threat to the galaxy than the denizens of the Warp and the Ruinous Powers that rule them.Daemons and gods, these otherworldly horrors tear at the veil between the Realm of Chaos and reality, hungry for the souls of Humanity and the ruin of worlds. If left unchecked and unopposed, Daemons would claim the universe for their own, pulling down the pillars of creation and fashioning a never-ending nightmare where once the galaxy had been.Daemons are unlike any other foe the Imperium faces, and against their unnatural horror men and women can find themselves powerless. The Emperor's armies are vast and numerous, from the void-borne fleets of the Imperial Navy and the endless ranks of the Astra Militarum to the superhuman Space Marines and the unimaginably powerful Titan Legions. Mortal foes cannot stand against the Imperium when it is roused to war, but the Daemon is not mortal.History has proven that all people can be corrupted and even the mighty Chapters of the Adeptus Astartes are not immune to the unholy temptations of the Dark Gods. In His infinite wisdom the Emperor foresaw that even should He prevail against Horus, the threat of Chaos would remain to forever after threaten Humanity.He knew that of all the Imperium's many foes, the daemonic was the greatest threat, and so He created a brotherhood of incorruptible warriors to fight Daemons. These were the Grey Knights, and they would stand as the Emperor's ultimate weapon against the gods of Chaos.
Grey Knights - War of the Beast: The famed Great Crusade iterator Kyril Sindermann, later known as the Inquisitor Lastan Neemagiun Veritus, survived for 1,500 Terran years until the end of the War of the Beast in the mid-32nd Millennium. After being poisoned by High Lord Drakan Vangorich, the grand master of the Officio Assassinorum, Veritus confided in fellow Inquisitor Wienand that he was the last of the four original Inquisitors chosen by Malcador the Sigillite to know of the founding of the Grey Knights.He revealed that it was he who ordered the Grey Knights to battle the forces of Chaos during the centuries following the Horus Heresy, but knowledge of them were kept to only himself, the Grey Knights, and those of the other original Inquisitors who were now dead.The Grey Knights were too important of a force to be wasted during the War of the Beast, and the structure of the Inquisition at that time prevented them from being used properly to defeat the threat of Chaos.Before dying, Veritus imparted to Wienand a code chip that allowed her access to Titan so she could meet with Supreme Grand Master Janus. Once having navigated through the various environmental protections provided by the moon, she discussed the splitting of the Inquisition into what became the Ordo Xenos and the Ordo Malleus, with the Grey Knights serving as the newborn Ordo Malleus' Chamber Militant.Wienand died on Terra a standard century later after helping to ensure that Vangorich was overthrown during the event known as The Beheading, leaving it unclear whether the Inquisition's planned restructuring had been completed by that time.