The following Special Character has not been playtested as thoroughly as the ones presented in the army codex and is not necessarily as balanced or fair. Consequently, you must agree with your opponent about whether you can use him or not before the battle begins.
Nork is a legend in his own time, as Ogryn whose fighting abilities were as astonishing as his mental development. By Ogryn standards he was a genius and said to have been able to write his own name, count, and even speak with reasonable fluency. Such precocious development in one of his race inevitably came to the attention of the Commissars and Nork soon found himself pulled out of the main line and placed on special duties.
After extensive training, involving artificial mental enhancement, Nork was assigned to the 2nd Catachan fighting on Balur. The regiment's commander, Colonel Griess, adopted Nork as his personal bodyguard, and the Ogryn accompanied Griess through the four years that the war lasted. During this time the sight of Griess and Nork became a familiar one: the ancient bone thin colonel bawling out his orders whilst shells burst around him and ricocheted off Nork's dense skull. The Ogryn saved the colonel's life on more than one occasion, most famously when he carried the badly wounded commander back from the disaster at Breakback Hill.
You may include Nork Deddog in your Imperial Guard Army as a bodyguard for the most senior ranking Officer. Nork is added to his Command HQ and counts as an extra member of the unit. He must be used exactly as described below and may not be given any extra equipment or wargear. In addition he may only be used in a battle where all players have agreed beforehand to the use of special characters.
Wargear: Ripper gun, frag grenades, carapace armour (save already modified above).
Very Loyal: Nork sticks to his commander like glue. So long as the commander is alive Nork must remain within 2" of him if at all possible.
Bodyguard: Nork will do his utmost to protect his master, even going so far as to throw himself in front of enemy fire. To represent this, you may choose to take any shooting hit on the commander on Nork instead if he is within 2". In addition, in the Close Assault phase, after models have moved but before combats are resolved, Nork and his commander may swap places if they are within 2" of each other (ie, Nork will fight whoever the commander was fighting while the commander takes on Nork's foes).