vizn3r/warhammer40k-lore huggingface dataset:
Grey Talon (Audio Drama) - Official Synopsis: After the horrors of Isstvan V, the XVI Legion Destroyer-class Grey Talon now flies under a Loyalist crew on a campaign of retribution and vengeance, using her original colours to strike covertly at isolated Traitor forces. Commanded by Bion Henricos of the Iron Hands, the ship is also home to many disgraced White Scars who have taken death-oaths to seek atonement -- among them the peerless warrior Hibou Khan. But tensions run higher with each new engagement and, without a wider strategy to guide them, the crew of the Grey Talon will surely come to a grim and sudden end.
Greyshroud - Greyshroud: Greyshroud was an Imperial Hive World that suffered from a massive raid by the by the Dark Eldar's Kabal of the Poisoned Tongue in 944.M41 that succeeded in carrying off millions of men, women and children to serve the foul appetites of the denizens of Commorragh. This assault has been used by many Imperial savants as a classic example of how a Dark Eldar raid unfolds on Imperial territory in their never-ending search for more souls to assuage the pull of Slaanesh upon their shrunken souls.The planet was not known to maintain any Astra Militarum or other Imperial forces, and was defended solely by the Greyshroud Planetary Defence Forces and a visiting Imperial Navy warship of unknown class, the Hammer of Pride, at the time of the raid.  Little else is known in Imperial records about this world.
Greyshroud - Star System: Greyshroud was the third of five worlds circling the star named Solistice. From the outer edge of the system inwards to the primary, they were Hollowsong, Valin's World, Greyshroud, the Red Sentinel and Sorrowstone.
Greyshroud - Geography: Greyshroud had four major continents, including Larnos, Morlos, Sarlon and Galmar. Its major hive cities included Galmoura Hive on Galmar, Soulvindus and Salarad Hives on Sarlon, Loverad and Livandius Hives on Larnos and Morlavia Hive on Morlos. While all of these hives were struck by the raiders of the Kabal of the Poisoned Tongue, their primary strike came against Morlavia Hive, from which they claimed millions of Imperial souls, including even the nobles of the uppermost hive spires, despite all their security precautions.
Greyva - Greyva: The Greyva are an intelligent alien species that are currently engaged with Imperial military forces in multiple war zones.Due to the reputation of the Indigan Praefects regiments of the Astra Militarum in combat against powerful xenos megafauna, they have been requested as reinforcements in multiple Imperial war zones assailed by the Greyva and other unknown beasts. Where these requests have been honoured, the Praefects set about eradicating the xenos fiends with practised efficiency.
Grief Bringers - Grief Bringers: The Grief Bringers is a Loyalist Space Marine Chapter of unknown origin and Founding that suffered heavy losses fighting against the Warp entities called Enslavers on the world of Valhall II.
Grief Bringers - Notable Campaigns: Valhall II Persecution (Unknown Date.M41) - The Grief Bringers were led by the Inquisitor Torq Serpilian to the world of Valhall II, where they suffered heavy losses fighting against Enslavers. Afterwards they accompanied the Inquisitor to another world, Delta Khomeini V, to track down a powerful young rogue psyker; en route, Serpilian requisitioned the services of a band of Ogryns and a Squat engineer from the Imperial Guard, in order to bolster the Space Marines' depleted numbers.
Grief Bringers - Chapter Beliefs: The Battle-Brothers of the Grief Bringers often exhibit stoic bravery and the willingness to sacrifice themselves in order to preserve the lives of their fellow Astartes, such as rushing headlong into an enemy in a suicidal charge while carrying Melta Bombs. Though they are dutiful in the responsibility granted to them by the High Lords of Terra as the Imperium's protectors and they treat its citizens with the utmost respect, they are not above laying waste to an entire system in order to achieve their objectives, even in the face of insurmountable odds.
Grief Bringers - Chapter Colours: The Power Armour colour scheme of the Grief Bringers is described as "principally a sickly pea-green, with engrailed chevrons of headachey purple." Senior Battle-Brothers in command positions wear a lavender chest guard with a purple Aquila on its chest and dark pea-green with engrailed purple chevrons alternating in a zig-zag pattern. Chaplains are known to wear green chasubles with purple apron and a filigreed Chapter insignia. They also often wear mauve stoles embroidered with aliens in torment.
Grief Bringers - Chapter Badge: The Grief Bringers' Chapter badge is a large white skull with a dagger impaled through it.
Griffon - Griffon: The Griffon is a light artillery tank of the Imperial Guard that is equipped with a Heavy Mortar Cannon and is based on the Chimera chassis. The tank is the lightest of the Imperial Guard's artillery and siege tanks, and is smaller in both size and firepower than the Basilisk, Medusa, and Bombard tanks. The Griffon is used as an indirect-fire support vehicle for infantry during offensive sieges and is also used to fire over walls and other barriers. The main weapon of the Griffon is not capable of long-range fire like the Basilisk, or powerful enough to destroy heavy vehicles and structures. The Griffon has been in Imperial service since the time of the Great Crusade, when it was known to the Imperial Army as the "Helios Mortar Carrier."The Griffon is much maligned by Imperial military commanders because its weapon lacks in range and firepower compared to the heavier artillery pieces and main battle tanks. The Griffon is slowly becoming extinct as a frontline unit as less and less are replaced after being lost during a battle and its manufacturing rate amongst the Imperial Forge Worlds is steadily declining.Yet, when deployed correctly, the Griffon has many advantages over its larger cousins. The Griffon is much more mobile and has a higher rate of fire than most other armoured vehicles, and can keep up with other fast-moving Imperial forces, whereas a Basilisk would fall behind or even slow down the advance. The Griffon is also able to use the same ammunition variants as the stand-alone Heavy Mortar Cannon and so the Griffon has become a niche weapon in many Imperial armoured regiments.
Griffon - Known Regiments That Make Use of the Griffon: 114th Cadian Regiment - During the Taros Campaign against the TauDeath Korps of Krieg - During the Siege of VraksVraksian Traitor Militia - During the Siege of Vraks
Griffon - Armament: The Griffon is armed with a single Heavy Mortar Cannon, known as the Griffon Heavy Mortar. The weapon is capable of highly accurate bombardments against enemy fortifications due to the stable platform from which it is fired. The weapon is also able to make use of multiple types of ammunition, each to meet a different set of circumstances. The vehicle is equipped with a hull-mounted Heavy Bolter for self-defence against enemy infantry that get too close for the main mortar to fire upon. This weapon can be switched out for a Heavy Flamer for urban combat deployments. The Griffon can be outfitted with an enclosed crew compartment, which can have a pintle-mounted Heavy Stubber or Storm Bolter equipped. The vehicle can also be fitted with a Hunter-Killer Missile Launcher, Extra Armour Plating, a dozer blade, a mine plough, and camouflage netting, a searchlight, or smoke launchers.
Griffon - Ammunition Variants: High Explosive - High Explosive Rounds are the standard shells used by both the Heavy Mortar Cannon and the Griffon. These shells are more than capable of destroying infantry units and even vehicles through their sheer explosive force.Fragmentation - Fragmentation Rounds are timed charge shells that explode before hitting the ground and shower the area with shrapnel. These shells are employed against large numbers of closely-packed infantry.Siege Shells - Siege Shells are used against enemy structures and fortifications. They are fused to explode after hitting the ground, causing damage to the building's foundation.Melta Shells - Melta Shells undergo a sub-atomic reaction upon impact and release a blast of intense heat. They are capable of doing tremendous damage to armoured units and infantry alike.Inferno Rounds - Inferno Round shells are packed with a highly flammable substance such as an oxy-phosphor gel or a thermite compound, causing everything in the vicinity of its explosion to burst into flame. This fire is difficult to extinguish and its flammable gel will stick to most surfaces. As a result, most infantry and vehicles will retreat when faced with a concentrated barrage of Inferno Rounds.Illumination Shells - Illumination shells are fired high into the air on a parabolic arc where they deploy a parachute and slowly drift downwards. The shell burns very brightly on its way down to illuminate the battlefield for night operations.Smoke Shells - Smoke Shells cover the impact area with a dense layer of smoke which is used to conceal the location of friendly forces.Carcass Shells - Carcass Shells are crude corrosive and incendiary munitions employed on Griffons used by the Death Korps of Krieg whose formula dates back to the Krieg Civil War. Though undoubtedly effective, Carcass Shells are highly unstable and are not sanctified for use by the other regiments of the Imperial Guard due to their extremely hazardous nature.
Griffon - Adeptus Mechanicus Technical Specifications: Griffon Heavy Mortar CarrierVehicle Name:GriffonMain Armament:Heavy Mortar CannonForge World of Origin:VanaheimSecondary Armament:Heavy BolterKnown Patterns:I - VIIITraverse:0 degreesCrew:1 Commander, 1 Driver, 1 Gunner, 1 LoaderElevation:35 to 80 degreesPowerplant:Vulcanor 16 Twin Coupled Multi-FuelMain Ammunition:20 RoundsWeight:310 TonnesSecondary Ammunition:300 RoundsLength:13.5 metresArmour:Width:8.4 metresHeight:6.3 metresSuperstructure:100 millimetresGround Clearance:1.2 metresHull:150 millimetresMax Speed On-Road:70 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:55 kilometres per hourVehicle Designation:247-941-2544-RG18Transport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/A
Griffon - Sources: Imperial Armour Volume One - Imperial Guard and Imperial Navy, pg. 164Imperial Armour Volume One - Imperial Guard (Second Edition), pp. 9, 159, 162, 168, 264-265, 267Imperial Armour Volume Three - The Taros Campaign, pp. 233-235Imperial Armour Volume Five - The Siege of Vraks - Part OneImperial Armour Volume Six - The Siege of Vraks - Part TwoImperial Armour Volume Seven - The Siege of Vraks - Part Three, pp. 134, 186-187Imperial Armour Volume Twelve - The Fall of Orpheus, pp. 176, 188The Horus Heresy: Collected Visions (Background Book), pg. 122
Griffon - Also See: Imperial Guard Vehicles
Griffon Lords - Griffon Lords: The Griffon Lords is a Loyalist Codex Astartes-compliant Space Marine Chapter of unknown Founding and uncertain origins.This Chapter is a rare example where its Astartes' beliefs are in conflict with official Administratum records, as they claim to be descended from the Ultramarines' Primarch Roboute Guilliman, even though the official data-files show that their ancestry is that of Jaghatai Khan's White Scars.There is little else known about this Chapter in current Imperial records.
Griffon Lords - Chapter Colours: The Griffon Lords primarily wear tan power armour. The Aquila or Imperialis on the chest plate, as well as the power pack and the shoulder plates are cerulean blue. The shoulder plate trim is tan.The white squad specialty symbol -- battleline, close support, fire support, Veteran or command -- is worn on the right shoulder plate. A white Low Gothic numeral is placed on the inside of the shoulder plate, next to the squad specialty symbol.The colour of the left knee guard indicates company number in accordance to the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), etc. To further identify what company a battle-brother belongs to, a white Low Gothic numeral is placed on the left knee guard as well.
Griffon Lords - Chapter Badge: The Griffon Lords' Chapter badge is a white griffon rampant, centred on a field of cerulean blue.
Grimnyr - Grimnyr: A Grimnyr, also known as a Living Ancestor, is a Kin of the Leagues of Votann who has been cloned with a psychoactive cloneskein that allows them to use limited psychic powers and draw on the energies of the Immaterium with the aid of the psychic technology known as barrier-tech. The Grimnyr also serve as the primary interlocutors with the Votann machine intelligences that guide the Leagues of Votann and to which their Ancestors' cerebral data is uploaded.Since they are privy to the sacred wisdom of the Votann, they are as close to serving the function of priests or religious leaders in League society as the secular Kin get. Equipped with barrier-tech such as Ancestral Ward Staves and accompanied by two energy-focusing CORV robotic assistants, the Grimnyr are able to rouse the fury of the Immaterium against the Kin's foes, much like other intelligent species' psykers.The Grimnyr are deeply respected for their wisdom and their abilities, and often serve as the leaders of Oathbands in their own right when the Kin go to war.
Grimnyr - Role: It is the Grimnyr or "Living Ancestors" who come closest to speaking to the Votann. The chief amongst the Grimnyr is known as the "Lord Grimnyr" who represents the other Grimnyr in their Kindred's Hearthspake and on the Votannic Council of the Kinhost. To them falls the duty of asking the Ancestor Cores for wisdom and guidance, and interpreting the resultant output. This they do within the arcane technological structures called Fanes.Every Kin hold has a "Fane" -- a space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part cogitator interface. It is said that once, these machines were simply the nodes through which the wisdom of the Votann flashed with the speed of thought from one voidcraft to another in the Kin's ancient Long March mining fleets. They still fulfil this practical purpose. Culturally, though, the Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places almost akin to other intelligent species' temples. A Fane is the place where a Kin stands in the full regard of the Ancestors, and where the presence of the Votann lies heavy and sombre.Indeed, through arcane technological processes that even the Kin do not understand, there have been instances recorded of Fanes miraculously developing an artificial intellect in their own right, and so joining the ranks of the Votann themselves. These occurrences of miraculous self-awareness are cause for great honour and celebration amongst the Kindred in whose hold they occur.By comparison, though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy to the Kin. Alliances such as the Kapellan League or the disintegrating Balor-Attal Conglomerate endured long Terran years of mourning after their Ancestor Cores suffered this fate.
Grimnyr - Lord Grimnyr: The mechanism by which a Kindred's Grimnyr choose their ultimate representative in the Hearthspake and on the Votannic Council is unknown outside of their enigmatic circles. Yet all Kin know what this venerated figure embodies: wisdom, guidance and insight.Within the Votannic Council, the Lord Grimnyr is held to be the voice of the Ancestors themselves, as well as a walking conduit for both their lore and their gestalt might.Nor is this role a purely ceremonial or advisory one. It is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes and ears and voice of the Votann, dispensing wisdom to friends and allies, even as they unleash the wrath of the glowering Ancestors upon the enemies of their Kindred.
Grimnyr - Unit Composition: 1 Grimnyr2 CORVs
Grimnyr - Grimnyr: Void ArmourAncestral Warding StaveAncestral Ward CrestEye of the Ancestors
Grimnyr - CORV: Autoch Pattern Bolter (1 for each CORV)Ancestral Ward Crest
Grimnyr - Skeinwrought Discipline: With access to barrier-tech, all Grimnyr are capable of accessing and manipulating the psychic energies of the Warp despite their species' general resistance to or inability to touch the Immaterium. Grimnyr can smite their foes with blasts of psychic energy, but also are capable of unleashing other psychic abilities as well, making use of what is known as the Skeinwrought Discipline, which takes its name from the special psychoactive cloneskeins that all Grimnyr possess when they emerge from their crucibles.Interface Echoes - The Grimnyr draws empyrically-archived Votannic wisdom from within ward-tech augmetic neural buffers implanted within their own minds, and uses it to inform their comrades' battle plans.Fortify - The Kin have a natural belief in their own indomitable fortitude. Employing controlled empyric energies channelled through their barrier-tech, the Grimnyr causes these beliefs to manifest in realspace as a temporary physical enhancement that makes themselves or others in their company more resilient against any wounds.Ancestral Wrath - Channelling the grim hatred that all Kin believe the Ancestors hold for their foes, the Grimnyr transmutes it into furious destructive energies. White fire leaps from their eyes, their fingertips and their open mouth, blasting the foe to scattered ashes.Grudgepyre - Harnessing the Kin's gestalt hatred for a begrudged foe, the Grimnyr engulfs the victim in a pillar of flame that scours them from existence.Null Vortex - Unleashing the full contra-empyric power of their barrier-tech, the Grimnyr projects a null-probability field that causes protective enemy force fields to flicker and die, and even the most agile foes to fumble weakly in their efforts to evade harm.Crushing Contempt - The glowering stare of the Grimnyr bores into the enemy, its manifest disdain and anger intensifying by the moment until they feel its weight as a physical force. It causes them to stagger and strain simply to keep collapsing altogether, dramatically eroding their combat performance or ability to accomplish anything else.Ancestral Power (Only usable by a Lord Grimnyr) - This old and wisened soul has communed with the Votann for countless Terran years. They have gleaned many incredible secrets and interpreted great truths in their time, and have immense skill in wielding the psycho-activated barrier technologies that are their birthright. As such, a Lord Grimnyr can manifest any of their Skeinwrought Discipline powers over a much wider range than less experienced Grimnyr.
Grimnyr - Trivia: "Grimnyr" is a different spelling of "Grimnir," one of the names for the god Odin in Norse mythology. The Grimnyr's appearance is also reminiscent of the mythological depiction of Odin as the god of wisdom in Norse legends, with the two CORVs taking the place of Odin's twin raven companions, Huginn and Muninn.
Grimoire Nostramo - Grimoire Nostramo: The Grimoire Nostramo is a legendary book and a relic of the forces of Chaos that was authored by the Night Lords Traitor Legion's Primarch, Konrad Curze. The tome is named after Curze's homeworld of Nostramo.The volume explained how best to use terror as a weapon against one's foes, and is said to have been written in the blood of all the kings slain by the hand of the Night Haunter.It is claimed to have been read by the Raptor Chaos Lord Haarken Worldclaimer of the Black Legion.
Grimskull - Grimskull: Grimskull was the Ork Warboss who led the massive Ork invasion of the Imperial Forge World of Graia by the million-Greenskin strong WAAAGH! Grimskull. The Orkish invasion met with great initial success and a force of Space Marines from the Ultramarines 2nd Company under the command of Captain Titus were sent to delay the Orks long enough to prevent them from seizing control of the strategically important Warlord-class Battle Titans built on the planet until a full Imperial liberation fleet arrived to secure the world.
Grimskull - Wargear: Grimskull was outfitted like many Ork Warbosses, with a powerful cybernetic exoskeleton, a carefully customised, twin-linked Big Shoota and a crackling Power Klaw.
Grimskull - Trivia: The Space Marine video game takes place in a parallel Warhammer 40,000 universe where the Ultramarines 2nd Company is commanded by Captain Titus rather than Cato Sicarius, making it unclear how Grimskull would transfer to the mainstream Warhammer 40,000 Universe.
Grimskull - Sources: Warhammer 40,000: Space Marine (PC Game)Warhammer 40,000: Space Marine Forums
Grome - Grome: The Grome is a name for the Kin of the Leagues of Votann that has sometimes been mistakenly applied by other starfaring peoples to that race of Abhuman clones.
Grot Blasta - Grot Blasta: A Grot Blasta is the term given to any type of crude, ranged weapon used by Orkoid Gretchin to defend themselves on the rare occasions they actually enter combat. Grot Blastas are usually ramshackle, low-technology, dust-caked weapons that are little more than pieces of junk discarded by higher-ranking Orks.Grot Blastas are usually old ballistic pistols and rifles that other Orks would have scrapped. The only real reason Gretchin take them is because they are (slightly) better then going into battle unarmed. There is, of course, no standardisation of Grot Blastas, as is the case with almost all Ork weapons. They come in all shapes and sizes. It is not uncommon for Grot Blastas to actually be looted Imperial Stub Guns, Autopistols or Laspistols.
Grot Blasta - Gretchin Blunderbuss: Some Grot Blastas take the form of a flare-ended Blunderbuss or double-barrelled jezzails. Most often they fire shot composed of pebbles, balls, nuts, bolts or anything that can be rammed down the barrel.In battle, the Gretchin "commander" will direct the volleys of fire at a target. This actually means simply unloading their weapons at the biggest enemy, or the one with the biggest weapon. Even with the poor aim of Gretchin, chances are the target will be hit if they are close enough for these short-ranged weapons, along with any in a small area around them. Whether they will actually be harmed is another story.
Grot Blasta - Sources: Codex: Orks (8th Edition), pg. 119Codex: Orks (4th Edition), pg. 50Orks Collectors' Guide, pg. 24'Ere We Go: Orks in Warhammer 40,000 (1st Edition), pg. 101
Grot Bomm - Grot Bomm: A Grot Bomm is an Ork artillery weapon that is used by the Grot Bomm Launcha vehicle, or sometimes deployed from Fighta-Bommer aircraft or other ground vehicles. The Grot Bomm takes the form of a heavy ballistic rocket that combines a short-burning rocket motor with a heavy explosive warhead. Unlike more conventional guided missiles, the Grot Bomm is not guided to its target by sophisticated targetors or an artificial intelligence Machine Spirit, but instead by a very much alive Gretchin pilot. The tiny Orkoid pilots the rocket as if it were a small aircraft, cackling and screaming as they fly their way into an explosive oblivion. It is presumed by Ordo Xenos analysts that the Gretchin are simply misled about what will happen to them upon hitting their target and the effects of explosive detonation on small creatures by the Mekboyz in charge of launching the weapon, as the Orks seem to have no trouble in finding "volunteers" for this duty.Grot Bomms are also used on several other Ork ground vehicles, such as the Mekboy Junka, which can carry up to two at a time, as well as the Battlefortress, Gunwagon, Looted Wagons of any type, and Gargantuan Squiggoths. All are capable of being armed with a Grot Bomm with its accompanying ramp and launching system.
Grot Bomm - Ordo Xenos Departmento Analyticus Technical Specifications: The Ordo Xenos has not released technical specifications for this weapon to the public as yet.
Grot Bomm Launcha - Grot Bomm Launcha: The Grot Bomm Launcha, also spelled Grot Bomb Launcher, is an Ork artillery vehicle which fires a large, guided missile that is piloted by a single Ork Gretchin. The Gretchin sacrifices himself in order to ensure that the missile successfully reaches its intended target.It is unknown by Imperial scholars whether this is a punishment forced upon the small Orkoid creature or if perhaps it is even some form of reward. It appears that the Gretchin controlling the missile does not fully understand where this course of action will take him, and it may be possible that these small creatures are simply misled by their Ork Mekboyz into undertaking this suicidal duty.
Grot Bomm Launcha - History: The first recorded time the Imperium encountered the Grot Bomm Launcha was during the Battle of Grot Town, where Imperial forces led by Captain Marcus Heilbron of the Black Crusaders Chapter attacked the Ork enclave of Grot Town located on the planet Guilus II. The Greenskin settlement had an unusually high number of Gretchins to Orks, hence the name.The defending Orks were no match for the combined forces of the Space Marines and Imperial Guard and it seemed that the battle would be over quickly, ending with an Imperial victory. However, Gretchin under the direct orders of their Mekboyz strapped themselves into large artillery rockets, and guided them straight into the midst of the Imperial forces as suicide bombers. The first wave of missiles struck directly into an Adeptus Astartes armoured column as it was moving in for the attack, knocking out a Land Raider and killing Captain Heilbron himself.Imperial records are unclear if the Imperium eventually won the battle, but it is believed that they were defeated as the idea of Grot Bombs has proliferated throughout Ork "kultur" and many other Mekboyz and warbosses have replicated the idea. Orks that make use of this tactic seem to have no problems finding "volunteers" as pilots.
Grot Bomm Launcha - Armament: The Grot Bomm Launcha is simply a modified Ork Wartrakk that is fitted with a powered ramp that allows the vehicle's signature weapon, the Grot Bomm, to be fired. The weapon takes the form of a heavy ballistic missile that is piloted by a Gretchin as if it were an aircraft. The missile combines a short-burn rocket motor with a heavy explosive warhead. The missile is flown into its target and then detonates.Most Gretchin pilots do not survive the ordeal. As the vehicle only carries a single Grot Bomm, it must either retreat and be reloaded from a safe area or attempt a risky reload while on the battlefield. The Grot Bomm Launcha is usually deployed in artillery batteries consisting of up to three vehicles.
Grot Bomm Launcha - Ordo Xenos Departmento Analyticus Technical Specifications: Grot Bomm LaunchaVehicle Name:Grot Bomb LauncherMain Armament:Grot BommOrigin:UnknownSecondary Armament:N/AKnown Patterns:UnknownTraverse:N/ACrew:1 Driver, 1 Gretchin PilotElevation:UnknownPowerplant:UnknownMain Ammunition:1 Grot BommEstimated Weight:2 TonnesSecondary Ammunition:N/ALength:5.8 metresArmour:Width:2.3 metresHeight:3.3 metresSuperstructure:UnknownGround Clearance:.5 metres (approx.)Hull:UnknownEstimated Max Speed On-Road:80 kilometres per hourGun Mantlet:NAEstimated Max Speed Off-Road:65 kilometres per hourVehicle Designation:ClassifiedTransport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:Unknown
Grot Bomm Launcha - Sources: Imperial Armour II, pp. 32-33, 38, 46, 49Imperial Armour Update 2006, pg. 18Imperial Armour Apocalypse, pg. 52Imperial Armour Apocalypse (2nd Edition), pg. 54Imperial Armour Volume Eight - The Raid on Kastorel-Novem, pp. 147-149Warhammer 40,000 Collectible Card Game (Card Game)Grot Bomm Launcha - Forge World
Grotesque - Grotesque: A Grotesque is a hulking, monstrous Drukhari warrior creation of the Haemonculi gifted with incredible strength and potent melee weaponry. The Grotesques are horrors that the Haemonculi often use as shock assault troops to break enemy lines.Unlike their fellow Haemonculi creations Wracks, none join the ranks of the Grotesques willingly. Most who undergo the long, excruciatingly painful process of transformation are captured alien slaves of Drukhari realspace raids or other Drukhari subjects who have displeased the Haemonculi or their Kabal's archon.Many Haemonculi believe the creation of fleshy horrors to be the pinnacle of their esoteric craft. They maintain that to take an uninspiring form and transform it into a work of dark magnificence is to prove oneself superior to the idiot biology of nature.These master fleshcrafters constantly try to out do each other by crafting ever more violent and outlandish Grotesques. Some of their creations are seething hulks of muscle and hypersteroids, others living weapons platforms that boast a variety of large-scale torture implements.These musclebound horrors are gathered together into loose cells and led into battle by their creator, their destructive capabilities thoroughly field-tested upon their master's chosen victims.Once their killing fury abates, they are gathered up and returned to the slab for further "modifications."
Grotesque - Role: The process by which a captive becomes a Grotesque begins with a series of painful and humiliating body modifications.Drukhari are narcissists at heart, and the cruel Haemonculi take a sinister joy in distorting the flesh of those that have angered them.Though the process often takes Terran years to complete, the hapless victim is constantly pumped full of growth elixirs, macro-steroids and muscle stimulants until their form has swollen grossly out of proportion.Bone growth is driven into hyperactivity by injections of osseovirals, resulting in external spines that curve over the meaty back of the tortured recipient.Their thick, muscled forearms are augmented with blades and toxin-dispensing gauntlets, and their hands are replaced with grasping claws or dripping tubes that can eject a great spray of the victim's own blood.At this point the Grotesque is usually clinically lobotomised, though some are left dimly aware of their surroundings, the better to understand the full horror of what has befallen them.Either way, the Grotesque becomes mindlessly obedient, able to comprehend and execute only the simplest of tasks. Their slack and terror-etched face is sealed forever behind a mask of black iron, and they lumber dripping from the Haemonculi flesh-pods a new and entirely subservient creature whose only desire is to serve their dark master.On the march to battle, these meat-hulks shamble forlornly after their macabre keepers, but when given the command to kill, they transform into engines of destruction.Racks of syringes depress in their spinal sumps to dump potent stimulants into their ichorstream, ridged bellow-pumps connected to primary lungs wheeze and contract at triple speed, and veins throb near to bursting as tube-punctured hearts are forced into overdrive.With a great muffled roar the Grotesques thunder into battle, butchering all within reach with hook, claw and cleaver. They absolutely will not stop until they receive their master's command to cease.If this command is not heard, perhaps because their master is temporarily deceased or the din of war is too great, the Grotesques will continue to kill everything within reach -- including other Drukhari.Whether the tiny spark of the individuals left within the Grotesques take a measure of satisfaction in this unbridled carnage can never be known, but one thing is certain -- a Grotesque has plenty of pent-up aggression within its bruised and muscular frame, and it is not a good idea to be nearby when it is released.
Grotesque - Unit Composition: 3 Grotesques
Grotesque - Wargear: GnarlskinLiquifier GunFlesh GauntletMonstrous Cleaver
Grotesque - Sources: Codex: Dark Eldar (3rd Edition), pg. 8Codex: Dark Eldar (5th Edition), pg. 39Codex: Dark Eldar (7th Edition), pg. 83Codex: Drukhari (8th Edition), pp. 71, 98Dark Heresy: Enemies Without (RPG), pg. 116Haemonculus Covens - A Codex: Dark Eldar Supplement (7th Edition)Games Workshop site - GrotesqueWarhammer 40,000: Conquest Collectible Card Game (Picture)
Grotsnik - Grotsnik: Grotsnik, also known as Mad Dok Grotsnik, is an Ork Painboy obsessed with the performance of "surjery" and rooting around in other people's heads to see what he can find -- or alter. He is the personal Painboy of the great Ork Warlord Ghazghkull Mag Uruk Thraka. However, his surgical skills are questionable at best and, other than Ghazghkull, only the most desperate Orks will go to him for medical assistance. Yet Ghazghkull will tolerate no threat to the safety of the Ork who facilitated his visions. Indeed, as Ghazghkull's Great WAAAGH! blazes its way across the stars, Grotsnik has become an integral part of the Goff warlord's personal retinue.In truth, Mad Dok Grotsnik is an absolute terror, the most bloodthirsty and deranged of an unhinged breed. Once a Painboy of some skill, Grotsnik is now all but berserk with the desire to harm others. He rose to prominence among the Greenskins after he became the personal Dok of the future Ork Warlord Ghazghkull Thraka. Ghazghkull gave Grotsnik credit for opening up his mind to the messages of the Ork gods Gork and Mork that subsequently led Ghazghkull to lead the two greatest Ork WAAAGH!s in recent history during the Second and Third Wars for Armageddon.However, Grotsnik's chief value these days is as a fighter. He is as brutal as the meanest Goff Nob, and his sheer boundless ferocity serves him well in the press of battle. In combat the Mad Dok becomes a frenzied whirlwind, his excesses inspiring those Orks around him to ever-greater acts of violence. Raving and screaming, the delusional Dok leads the charge toward the foe at an all-out sprint, unmindful of enemy fire in his desperation to sink needles and blades into unwilling flesh.Yet the Dok has not entirely lost his touch with a chain-scalpel -- for some reason he still seems able to rein in his maddened impulses if ever called upon to tend the wounds of Ghazghkull himself, and he has saved the mighty Greenskin warlord's life on more than one occasion.
Grotsnik - History: One fateful day an Ork Boy named Ghazghkull Thraka entered Grotsnik's operating room, holding his brain in place with his hands. Grotsnik saw a great opportunity to make "improvements" and quickly set to work.Several hours later, Ghazghkull left Grotnik's operating room with an adamantium skull. It is disputed amongst Imperial historians whether the surgery triggered Ghazghkull's latent psychic powers, or whether Ghazghkull was just an unusually delusional Ork, but within a solar week of claiming to be able to communicate with the Ork gods, Gork and Mork, after his surgery, he was the Grand Warlord of the WAAAGH!.Suddenly Grotsnik discovered he was very popular among his fellow Greenskins as a metallic skull (known as a "Ghazghkull Special") became all the rage among the Nobz of Ghazghkull's WAAAGH! and Grotsnik's services were in great demand. Grotsnik saw the mob of Orks waiting outside his tent as a great new opportunity to explore the wonders of the Ork mind -- and to ensure his own position within the WAAAGH!Unbeknownst to the recipients of the new skulls, embedded within each cranium was a device that exploded when triggered. Grotsnik kept a wireless remote for each Nob that received the surgery, and if he offended Grotsnik, that Nob would often come down at the end of a long day with an unfortunate case of exploding head.Eventually, the Nobz caught on to Grotsnik's scheme, and planned a scheme of their own. One night, Grotsnik was called to repair a disabled Deff Dread. When he arrived, the Dread sprang to life, pinning him down whilst the Nobz that had been recent customers of Grotsnik gathered close and laughed. The Deff Dread powered up its buzz saw and cut into Grotsnik's head. The Nobz left him there, broken and bleeding.Later that night, Grotsnik's Gretchin "nurses" brought their master back to his operating room. They began to operate on Grotsnik in an attempt to revive him. During the night, one Grot vomited into Grotsnik's open head and later, a spider crawled into a warm wet place: Grotsnik's head.Grotsnik died several times that night, but was brought back to life with an inventive use of a Grot-prod by his Gretchin. When Grotsnik awoke, he was utterly, absolutely, and completely mad. He set out into the Ork camp, cackling with glee that was punctuated by the heads of the tribe's top Nobz exploding.Since then, Grotsnik has been a practitioner of the most hare-brained and dangerous surgeries, the most infamous being the "Squig brain transfer" which has spread like wildfire to the other Ork Painboyz because of its popularity. Grotsnik has cut off many of his own limbs "just to keep his hand in," replacing them with grafts from other patients. Some say he is making a super Ork out of organs and body parts from patients who have been "overcome with generosity" whilst out cold on the slab.The only reason Grotsnik has not yet been killed by a vengeful customer is the continued protective patronage of Ghazghkull Thraka, now perhaps the most powerful warlord in Ork history following the conclusion of the Third War for Armageddon.
Grotsnik - Wargear: SluggaPower KlawDok's Tools'Urty SyringeCybork Body
Grotsnik - Sources: Codex: Orks (2nd Edition), pg. 65Codex: Orks (4th Edition), pg. 59Codex: Orks (7th Edition), pp. 76-77, 129-130Waaagh! Ghazghkull - A Codex: Orks Supplement (7th Edition), pg. 7Games Workshop Website Mad Dok Grotsnik 2018
Groupmaster - Groupmaster: A groupmaster is an Imperial military command rank created specifically for the Indomitus Crusade by Primarch Roboute Guilliman. A groupmaster is placed in direct command of one of the battlegroups that comprise a full fleet of the crusade.By order of Guilliman as the lord commander of the Imperium and the Imperial Regent in the Era Indomitus, each full fleet of the crusade is commanded by a general or flag officer who bears the rank and title of fleetmaster, who in turn oversees the various different Imperial military forces composing the fleet. Fleetmasters are usually high-ranking Adeptus Astartes, Rogue Traders, Navis Imperialis or Astra Militarum officers.Each fleet is further subdivided into "battlegroups" that can operate wholly independently of the main fleet and are commanded by officers bearing the rank of groupmaster.
Grox - Grox: The Grox is a large, fast and aggressive reptilian animal originating from the Solomon System. When that star system was absorbed into the Imperium, it was discovered the animal possessed many useful traits, such as the ability to survive in almost any planetary environment and the omnivorous ability to thrive on even the most indigestible food.Grox meat itself is also extremely palatable and nutritious, and nearly every single part of the beast is edible. Because of their value as livestock they have since been introduced to other worlds throughout the entire galaxy, so that the Grox is now the most common type of livestock animal throughout the Imperium.The only drawback to the Grox is their aggressive and vicious temperament. They will usually charge any creature in sight, including other Grox. They are also large, fast, and dangerous beasts, about five metres long and well-muscled.They are territorial and like their privacy, so attempting to herd Grox together would easily drive them into a rage. The solution used is to lobotomise most of the stock while keeping the breeding animals suppressed with electro-pulsers wired directly into their small brains. Even with these precautions, accidents still happen, and Grox are usually kept on Agri-worlds and isolated from human settlements.Grox are used by a galaxy-spanning Imperial food consortium to produce the famous "Grox Burgers." This consortium issues charters to Rogue Traders who are in turn given carte blanche over creating franchises and Grox farms.
Grox - Argrax: The Argrax is an even more temperamental herd reptile from the world of Aurum, which is recognised as a cousin of the ubiquitous Grox.
Gryphonne IV - Gryphonne IV: Gryphonne IVDead WorldImperialForge WorldSegmentum TempestusAlduin SectorTitanLegio GryphonicusSkitarii LegionsgalaxyBefore the arrival of Hive Fleet Leviathan, the Forge World of Gryphonne IV had a storied history. Founded during the darkness of the Age of Strife, Gryphonne IV quickly rose to power. By the time the Great Crusade arrived in what would become the Segmentum Tempestus, the Forge World controlled the Gryphonne Octad -- eight star systems rich with mineral wealth. Its Titan Legion, the world-breaking Legio Gryphonicus, fought alongside the Space Marine Legions to earn great victories.Gryphonne IV was one of the few Adeptus Mechanicus Forge Worlds that produced in significant quantities the less common Leman Russ main battle tank variant known as the Conqueror for the Astra Militarum. The designs for this Leman Russ variant were originally discovered on Gryphonne V. Following the loss of the Forge World of Tigrus, Gryphonne IV was also (with Stygies VIII) one of only two Forge Worlds capable of producing versions of the Leman Russ Vanquisher main battle tank.Its last Imperial Planetary Governor was Fabricator-General Darius Hugh. Gryphonne IV was attacked and consumed by the Tyranid Hive Fleet Leviathan soon after its emergence into the galaxy in 997.M41, severely disrupting Imperial industry and supply in that part of the galaxy.
Gryphonne IV - History: Gryphonne IV, the world of the Legio Gryphonicus ' founding, was known to have been a seat of technological might according to ancient myths predating the Age of Strife, and so formed one of the earliest attempts of the Martian Mechanicum to reach out into the darkness during Old Night. While many such missions resulted in failure and many of the Mechanicum Sleeper-Arks were sundered or lost without trace, doomed before the Emperor's intervention to create the Navis Nobilite, the Martian expedition to Gryphonne IV met with great success.This was likely a process of conquest over what local human inhabitants remained rather than pure colonisation on the Mechanicum's part, although the truth of this matter has long since been sealed and forgotten by the Imperium. What is known is that after the founding of the Forge World of Gryphonne IV, it quickly established itself as a power in its own right, expanding to dominate a pocket stellar empire of eight nearby star systems which came to be known as the Gryphonne Octad.Over the centuries that followed, this Mechanicum domain prospered and managed to maintain communication, albeit infrequent and fragmented, with distant Mars. Swearing its domains and arms to the service of the Great Crusade, Gryphonne marched to war at the Emperor's call, and would see its Titan Legion, one of the largest and most ably-equipped outside Mars, take immediate action on many battlefronts.Having extensive experience and proven tactical doctrines in fighting alongside the infantry forces of the Gryphonne Octad, the Legio Gryphonicus quickly gained a reputation for skill in close support of ground troops, and so was much in demand for assignment to the various Expeditionary Fleets. The Legion, however, was loath to split its forces unduly on deployment, and instead served generally as an independent heavy contingent, assigned to various war zones as strategic needs demanded it.This in turn led to the Legio Gryphonicus amassing battle honours alongside the Dark Angels, Imperial Fists and Death Guard Legiones Astartes at various times, and their inclusion in the order of battle for some of the most famous and vital campaigns of the Great Crusade, such as the Rangdan Xenocides and the Ullanor Crusade.The Mechanicum Reserve of Paramar V and its facilities were later granted as a vassal domain of the distant Forge World of Gryphonne IV by the word of the Emperor as part of the rewards made to the Forge Lords of Gryphonne for their great service and sacrifices during the Crisis of the Hungering Gyre in 891.M30. As well as serving to add greatly to the prestige and power of Gryphonne IV and its Magi -- a factor known to have caused some acrimony with Mars -- Paramar V's defences gained further from this union, becoming a sub-bastion and outer forge of the Legio Gryphonicus, further adding to its importance and breadth of facilities.By the outbreak of the Horus Heresy, Paramar V was a strategic locale the Warmaster Horus could not readily choose to ignore, but one circumstance and the tide of the Great Crusade had put outside of his sphere of influence.
Gryphonne IV - Notable Campaigns: The Macharian Conquests (392-399.M41) - Led by Mars, Graia and Gryphonne IV, many Forge Worlds send armies to aid this massive crusade of Lord Commander Solar Macharius, the Imperium's greatest Astra Militarum commander of all time and a recognised tactical and strategic genius on a par with the Primarchs themselves. This Crusade took place on the far western edge of the galaxy within the Segmentum Pacificus, reaching as far as the border of the galaxy with intergalactic space and even reaching into the unknown regions of the Halo Zone. The furthest extent of this Crusade reached just beyond the edge of the Segmentum Pacificus, where not even the blessed light of the Astronomican could penetrate the dark void.The Tyrannic Wars (992-997.M41) - The Tyranid invasion wreaks havoc across scores of Forge Worlds, with several, including the powerhouse of Gryphonne IV, utterly destroyed by the xenos.
Gryphonne IV - Gryphonne IV Iconography: The eagle gripping a wrench and Cog Mechanicum icon of Gryphonne IV is depicted in the rust red colours of Mars, the homeworld of the Cult Mechanicus, and symbolises this forge world's dual commitment and loyalty to both the Imperium and the Adeptus Mechanicus.
Gryphonne IV - Gryphonne IV Forge World Colours: The cream robes of Gryphonne IV's warriors symbolise the purity of the machine. This is complemented by the rust red of the inside of their robes and the details of their cog-toothed hems. The rust red toothed iconography which rings the hoods, sleeves and hems of Gryphonne IV Tech-adept robes is reminiscent of the teeth of a cog, a symbol of sacred significance to the Tech-priests of the Cult Mechanicus.The same colour is used for Gryphonne IV markings on the hulls of their constructs and vehicles. The touches of rust red are a nod towards the Forge World's heritage as part of the greater Adeptus Mechanicus and servants of Mars. Gryphonne IV Skitarii armour is a dull gunmetal grey highlighted by the use of brass trim on both their battle-plate and weapons.
Gryphonne IV - Sources: Codex: Adeptus Mechanicus (8th Edition), pp. 12, 23, 34Codex: Adeptus Mechanicus - Skitarii (7th Edition), "Bastions of the Machine God," pg. 17Codex: Eye of Terror (3rd Edition), pg. 16Codex: Tyranids (6th Edition), "The Third Tyrannic War," pp. 53, 72-73Codex: Tyranids (5th Edition), pg. 28Imperial Armour Volume One - Imperial Guard and Imperial Navy, pp. 8, 31-46, 48, 53-60, 111-112, 166The Horus Heresy - Book Three: Extermination (Forge World Series) by Alan Bligh, pp. 19, 160-161Warhammer 40,000: Rulebook (8th Edition), "Devastation of Baal", pg. 52-53
Guardian - Guardian: A Guardian is a member of the militia infantry of the Aeldari craftworlds who serve multiple tactical roles as needed in the defence of their homes and comprise the majority of the Asuryani's armed forces.In times of peace the Guardians pursue their normal civilian roles. All adult Asuryani, however, are trained in the arts of warfare and can be called to arms if their craftworld is threatened.It is a painful irony that, in the Aeldari species' endless quest for survival, the very civilians the warhosts fight to protect are all too often forced to take up arms themselves. Every Asuryani is trained and ready to fight as a Guardian if need be.On some craftworlds, Ulthwé foremost amongst them, the Guardians are the most common of all Aeldari warriors. As the number of dedicated, professional Aeldari troops -- the Aspect Warriors -- in a craftworld are simply too few to meet all threats, those Aeldari dedicated to a civilian Asuryani Path serve as Guardians in battle, forming the bulk of the Craftworlder Aeldari armies.Guardians are also called upon to pilot and crew the majority of the Aeldari's many war machines, providing vital armoured support and transportation for the warhost in battle.Guardian forces consist of two main types; the tactically flexible Guardian Defenders, and the more assault-oriented Storm Guardians. Both are equipped with Aeldari Mesh Armour.