Ogryns (Homo Sapiens Gigantus) are the largest and most physically powerful type of abhuman.[4a] They make ideal warriors and are often recruited into Imperial Guard regiments, and used as close assault shock troops.
Ogryns evolved on worlds with harsh and barren environments and high gravity. Most of these worlds, having no other use to humanity, were originally used as prison planets. Ogryns are large and bulky, standing between 2½ and 3 metres tall. The appearance of Ogryns varies according to their world of origin, but all are tough and powerful. Some forms are well-muscled, while others tend more toward grotesque obesity. Stupid and repulsively unhygienic, Ogryns have earned such names as Fats, Flabs, Slobs and Stenches. Ogryn populations produce mutant individuals to the same extent as humans.[4a]
The issue of Ogryn classification is one of the most contentious within the Administratum's Abhuman department. This complex strain is currently listed as seven distinct types (Alpha, Theta, Type IV, Type VIIa, H.S. gigantus gigantus, H.S. gigantus Cranopus, and the mysterious Grey Ogryns). Many within the department believe that many of these classifications are all separate types, and another revision of strain classification is required.
The Imperium puts the Ogryns' qualities to good use: their strength and lack of intellectual complexity make them ideal warriors for the Imperial Guard. The concentration of the Ogryns' brutal power creates formidable assault forces. Once introduced into the Imperial Cult, Ogryns develop an unshakable and almost childlike faith in the Emperor, seeing Him as watching over their every action on the battlefield.[4b] Each order they receive is viewed as having worked its way down the hierarchy from the Emperor, and is followed without question and to the best of their ability.[4b] The most intelligent individuals among Ogryns undergo an augmentative chemical process called Biochemical Ogryn Neural Enhancement (BONE), which increases their intelligence further and makes them ideal as sergeants (or Bone'eads) of Ogryn squads.[4c]
Although Ogryn worlds provide troops for the Imperial Guard like any other inhabited Imperial world, the standard practice of raising regiments is not used for Ogryns.[4c] Units of Ogryns are instead attached to the regiments of other worlds.[4c] The unit consists of squads, each led by an Ogryn Sergeant who has received BONE treatment, allowing them to communicate orders to their squad.[4c] Ogryns have a particular respect for Commissars, who they see as closest to their beloved Emperor.[4b] Ogryns are also naturally claustrophobic, meaning they are reluctant to enter the cramped confines of Chimera carriers.[1c]
During the Horus Heresy, Ogryns fought on both sides of the conflict. It is believed that those who took the side of the traitors were told that they were actually fighting for the Emperor, and the loyalists were the traitors.[4b]
Outside of the Imperial Guard, Ogryns are sometimes modified by the Adeptus Mechanicus into servitors and adapted to tasks where great size and strength are required. Ogryns are also used as heavy lifters and miners in some Imperial mining operations.
Ogryn squads are armed with ripper guns, weapons designed to be 'Ogryn-proof', built simply and durable enough to double as clubs for the close combat inclined Ogryns. They also carry frag grenades and wear flak armour.[1c]
Regiments which are known to use Ogryns include the Catachan Jungle Fighters, Savlar Chem-Dogs, and Kanak Skull Takers.[1a][1b] Ogryn units include the Krourk Ogryn Auxilia and Monglor Ogryn Auxilia.
Bullgryns are specialized, heavily armed Ogryns used for close assault operations by the Imperial Guard. They wear heavy Carapace Armour and carry assault weapons like Power Mauls to capitalize on the creature's size and resilience. For firepower, they often wield the Grenadier Gauntlet. The simple but effective Slab Shields are their trademark, locking together to form a mobile defence line. So deployed, these units provide their comrades with a wall of walking cover as they advance across the battlefield, soaking up vast volumes of enemy fire in the process.
Ogryn Charonites were biochemically and cybernetically enhanced Ogryns used by the Imperial Army during the Horus Heresy.[28a][28b]
The populations of some Ogryn worlds are so debased and primitive that they are only useful as vicious assault troops, the planet having little else to offer the Imperium. Ogryns native to these worlds have been left to develop their warlike society that many view as little better than that of the Orks who plague the Imperium. Imperial landing parties will descend upon these feral worlds in times of crisis, capture several tribes, and take the Ogryns to fight on battlefields many light-years away from their homes. In combat, feral Ogryns are a terrible sight to behold.
Very few Imperial Guard officers will even try to teach them the relatively complex operation of a ripper gun. Instead, crude but deadly close-combat weapons are hastily manufactured for newly raised regiments. Thus, the Ogryns are encouraged to perform in combat as they have become accustomed - as vicious, close-combat troops. In battle, Ogryns are all but uncontrollable. Thus, they are used sparingly, with just 1 or 2 squads being assigned to any one action alongside other forces.
Though the Imperial Cult states that Ogryns are too dim-witted to become Psykers, this has changed in the wake of the Great Rift's creation. A Penal Legion Orgyn named Cassia displayed psychic abilities in battle and soon joined Lord Inquisitor Falx' retinue. The Inquisitor believes the Great Rift caused Cassia to become a Psyker and suspects that many more Ogryns will start to develop psychic abilities as well.[13a] Cassia also had an increased intellect afterwards and learned how to read and write on her own. The Imperial Cult states that Ogryns are also incapable of doing this. It is however not clear if Cassia's new intellectual level is a result of her becoming a Psyker.[13b]
Also known as Psychic Ogryn, they are artificially created through the use of the Necromunda drug Ghast. Normally it only grants temporaily psychic powers, but the Wyrd Ursan Graves created a horrific esoteric procedure that turns Ogryns into true psykers. He had at first experimented upon Gang members, but Graves' use of Ghast to open their minds to the Warp caused their bodies to destroy themselves. The Wyrd then began experimenting on the Abhumans and came upon a breakthrough in his research. With their hardier bodies and lack of imagination, Graves' Ogryn subjects were able to withstand the horrendous toll wrought upon their bodies and souls due to their forced exposure to the Warp. This turned the Abhumans into true psykers and the Awakened Ogryn are sought after by those wishing to bring some hard-hitting psychic punches to their battles. However, the ruling House Helmawr considers the Awakened Ogryn to be abominations that should not be allowed to exist and seeks to destroy them.
Ogryns are also used by the forces of Chaos. Known as Ogryn Brutes and Traitor Ogryn, their strength and savagery quickly earns them mutant blessings from the Chaos Gods. However Chaos Ogryns are slow-witted and easily exploitable. Chaos renegades are quick to forcibly conscript them into their ranks and use crude surgical procedures, combat drugs, and sorcerous rituals to control the beasts and set them upon their enemies. They are also used in battle as bodyguards, living shields or crude line breakers by their more cunning Human comrades. Chaos Ogryns that have been modified and warped by forbidden methods, include Ogryn Berserkers and Plague Ogryns.
Servitor-Ogryns are Ogryns that have been converted into Servitors.
- Nork Deddog — A bodyguard with an unswerving desire to protect his master, usually the highest ranking member of the officer ranks.
- Rogg — Bullgryn
- The Dorg and Gren Broggan
- Sparky III - Necromunda Pit Fighter and slave revolt leader
- Cassia - Ogryn Psyker[13a]
Ogryn (1st Edition)
Ogryn (1st Edition)
Ogryns (4th Edition)
Ogryns (6th Edition)
Slave Ogryns (Necromunda)
An Ogryn Engaged in combat
- 1: Codex: Imperial Guard (3rd Edition, 2nd Codex):
- 2: Codex: Imperial Guard (3rd Edition, 1st Codex), [Needs Citation]
- 3: Codex: Imperial Guard (2nd Edition), [Needs Citation]
- 4: Warhammer 40,000 Compendium:
- 5: Codex: Imperial Guard (5th Edition), pg. 42
- 6: Imperial Armour Volume Five - The Siege of Vraks - Part One, pg. 169
- 7: Warhammer 40,000 6th Edition Rulebook, pg. 404
- 8: Codex: Astra Militarum (6th Edition) — Ogryns
- 9: Warhammer 40,000: Rogue Trader, pg. 175
- 10: White Dwarf 303 (UK), pg. 42
- 11: Warhammer Community: Blackstone Fortress - Building your Retinue (Posted on 3/12/2019) (Last accessed on 3 December 2019)
- 12: Warhammer Community: House of Chains – Ogryns in the Underhive (Posted on 13/02/2020) (Last accessed on 13 February 2020)
- 13: Ghazghkull Thraka: Prophet of the Waaagh! (Novel)
- 14: Kill Team: Moroch Rules Manual, pg. 58 - Blooded - Blooded Datacards
- 15: Warhammer Community: This Free Necromunda Scenario Takes the Squats into the Underhive – Alongside a Psychic Ogryn (Posted on 05/08/2022) - The Lost Charter PDF, pg. 6 (Last accessed on 5 August 2022)
- 16: Only War Core Rulebook, pg. 91
- 17: Only War: Shield of Humanity, pg. 66
- 18: Codex: Astra Militarum (6th Edition), pg. 115
- 19: White Dwarf 110 (UK) pg. 75
- 20: White Dwarf 113 (UK) pg. 7
- 21: White Dwarf 172 (UK) pg. 4
- 22: Codex: Imperial Guard (5th Edition), pg. 8
- 23: Krourk Ogryn Auxilia Armageddon Page (saved archive page, dated October 2006, last accessed 12 April 2017)
- 24: Forge World SOLAR AUXILIA OGRYN CHARONITE SQUAD (saved archive page, dated January 2016)
- 25: Monglor Ogryn Auxilia Armageddon Page (Saved archive page, dated Aug 2003, last accessed 7 July 2018)
- 26: Necromunda: Gangs of the Underhive, pg. 90-91 - Hangers-on and Brutes
- 27: Imperial Armour Volume Three - The Taros Campaign, pg. 281
- 28: The Horus Heresy - Book Four: Conquest:
- 29: Only War Core Rulebook, pg. 90
- 30: Games Workshop webstore : Blackstone Fortress: Traitor Command (saved archive, dated 08/07/19, last accessed 07/03/22)
|Imperial Guard Infantry|
|Command||Company Command Squad • Platoon Command Squad • Scion Command Squad • Tank Commander • Regimental Advisors • Commissar • Primaris Psyker • Tech-priest Enginseer • Priest|
|Specialists||Master of Ordnance • Breacher • Scout • Medic • Vox-Operator • Weapons Specialist • Sharpshooter • Operator|
|Troops||Infantry Squad • Heavy Weapons Squad • Special Weapons Squad • Armoured Fist Squad • Veteran Squad • Scions Squad • Penal Legion Troopers • Ogryn Squad • Ratling Squad • Psyker Battle Squad • Rough Rider Squad • Field Ordnance Battery|