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| Lodge Member ![]() ![]() ![]() ![]() ![]() | Librarium Article Orks The History of Orks An explanation for the combination of brutal stupidity with relatively high technology was now found: Orks had been created, in times long past, as a warrior race by the long-vanished Brain Boyz. The possibility was established later on that these may have been the Old Ones, who created the Krork as part of a last-ditch attempt to fight off the Necrons, though there is nothing stopping the Old Ones creating the brain boyz who create the rest of the orks. Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who have genetic dispositions to do well at such tasks. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery in the genetic strands of Orks; thus Mekboyz require very little training in their function, since they understand mechanical principles at an instinctive level. Other castes include Mad Doks (or Painboyz) who heal Orks (if they're lucky...) wounded in battle and Runtherdz(or Slaverz) who direct the efforts of the Gretchin. Waagh da Orks also informs us of the existence of more specialised castes such as Diggaboyz and Brewerz; however, as the game became more combat-oriented, these were not mentioned again. Even Waagh da Orks gives no information on them other than their bare existence; it may be assumed that when the Orks go to war, these castes fight as ordinary, shoota-armed Boyz. The main background change lies in their method of reproduction. According to Waagh da Orks, Orks are born to feral enclaves as Wildboyz. They are then recruited into warbands and fight for a while with primitive weapons such as spears, before being recruited into a Boyz Mob and being given their first Shoota. If they survive the ensuing ten or twenty years of warfare, they become overwhelmed with the urge to go off 'lookin' fer sumfink' and wander back to their enclaves to breed, developing sexual characteristics on the way. In newer editions, however, adult Orks are constantly giving off spores which lie in the ground, often for years, waiting to develop into Orks or Gretchin. Thus a world invaded by Orks will be troubled by them for hundreds of years to come, even if the original assault is beaten off. Ork weaponry is built by the Mekboyz or Mekaniaks, as well as being captured from enemies or delivered as tribute. It is intentionally portrayed as being rather Rube-Goldberg-ish, often steam-driven and with clunky, early-industrial driving belts and extraneous bells, whistles, and gongs. It is often based on Tellyporta and Force Field technology, which the robust Ork physiology can use more easily than humans; a weapon found in 'Ere we Go, for instance, is the Snotling Teleport Gun. Snotlings are a tiny, Orkoid race even smaller than Gretchin and less bright than Orks, thus they are not usually of much use in combat. When sent through a warp tunnel to appear inside an enemy vehicle or Power Suit, however, they are a terrifying experience, because the teleportation goes through the demonic realm known as the Warp, scaring the Snotlings out of their minds. When they arrive, they are a biting, scratching mass of flatulent fury. The Teleport Gun suffered from severe inaccuracy, but could be quite effective when it did hit. However, the rules for it were very complex, and it was removed from later editions. Ork weaponry is analysed in more detail in the Ork Armoury Physiology and Biology of the Orks Orkoid physiology is a combination of both animal and fungus in a way such that they both augment the operation of the other and work in perfect harmony. The fungus is what makes an Ork tough, replacing several vital organs as well as adding padding around those which remain. The Orkoid ecosystem includes several species, Gretchin, Snotlings and Squigs, as well as the Orks themselves. Da Boyz A typical Ork army is primarily made up Ork Boyz, basic Orks armed in some way to make them either combat or ranged specific. It also contains several vehicles, mostly cobbled together from stolen pieces or crudly constructed vehicles by Mekboyz and Big Meks. Da Oddboyz The Oddboyz are Orks who are born with specific information programmed into their DNA to be released as they grow. They specialise in doing things that most other Orks can't, although a standard Ork boy's genetically encoded knowledge allows him to keep his weapons in working order. Often there are competitions between Oddboyz to see which can make the most Orky thing, be it biological or technological. There are several different Oddboyz, cumulated under the term Oddboyz. Some of these Oddboyz are: Mad Doks - (also known as 'Painboyz' or 'Doks') Herdas Mekboyz - (also known as 'Mekaniaks' or just 'Meks') Pigdoks Slavers - (also known as 'Runtherdz') Weirdboys - (Also known as 'Wyrdboyz', including 'Warpheads') Society Orks gather into various levels of organization. The smallest battlefield grouping is the Mob, a squad-level unit of Orks with similar ideas of how to act on the battlefield, generally led by a Nob (short for "noble" but pronounced "knob"). A Warband is roughly equivalent to an Imperial Guard company (although with a greater variation in size), led by a Warboss. The Warband consists of several Mobs. The largest organizational unit is the Tribe, a horde of numerous Warbands all under the command of a Warlord or Warboss. Different tribes can be united by a powerful Warlord when he raises a Waaagh. Warbands number between 600 and 3,000 warriors plus associated war machines and artillery. Religion Orks believe in two gods: Gork, the god of brute violence; and Mork, the god of cunning and speed, though sometimes they can't remember which is which and fight over it. They have no real priesthood, although the infamous mighty Goff Warboss Ghazghkull Mag Uruk Thraka claims to be receiving visions from them. Currency Orks use their teeth ("teef") as currency. This is quite a natural solution to inflation and income support, as Orks regrow their "teef" in a similar manner to sharks, replacing them quite frequently. They degrade over time so it is impossible to hoard them. This keeps prices constant, ensures all Orks have access to money and allows constant values to be placed on commodities. A toof will buy a good squig pie and a tankard of fungus beer, while a bag of teef will buy a cheap Warbuggy. A big flash Battlewagon could cost a Warboss hundreds of teef. Da Clanz Ork Clanz are not communities but rather philosophical delineations of the different varieties of Ork. Each has its own colors, markings, and ways of waging war. Orks tend to form warbands with others who follow the same clan, but different groups tend to be lumped together after suffering casualties during a Waaagh! There are several famous clans: Bad Moons Blood Axes Deathskulls Evil Sunz Feral Orks Goffs Snakebites Technology Ork "teknologee" appears ramshackle and slapped-together, but is as potent as any weaponry used by the Imperium. Ork technology is characterised by a constant stream of poorly thought-out experimentation and constantly trying to outdo the competition to build the biggest gun, the largest Gargant, or the fastest Warbuggy. Therefore Ork technology is not uniform, lending Ork Warbands a cobbled together and random appearance. Ork Mekboyz are specialists in the field of producing powerful Force Fields that can protect against damage, and at battlefield improvisation of repairs. They can salvage almost any burnt-out wreck, and many Ork vehicles have been reported destroyed dozens of times, only to be cobbled back together, given a fresh lick of paint (if even that), and sent back into the fray. The tough, resilient nature of Orks means they accept crude bionics enhancements, transplants, and other medical shena****ns being performed on them with ease. Ork Kultur Orky Kultur, originally intended as a joke, has given birth to several concepts widely recognized among GW gamers. For example, most longtime gamers have a collection of assorted metal pieces, additional weapons, and parts left over from modeling projects, which they keep around in the expectation that they may be useful in future scratch-built models. (Games Workshop encourages this practice by giving prizes for the best gamer-built models at their annual Golden Demon awards, and by including a choice of weapons or optional parts in their own models.) This has become known as a 'bitz box', from the Orky spelling of where a Mekboy keeps his stock of reserve parts. References Codex: Necrons Gorkamorka: Da Uvver Book Codex: Orks all Xenology Lexicanum
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| | #2 (permalink) |
| Kriegsmeister ![]() ![]() ![]() ![]() ![]() | Pretty good start warchild but I would include something about the more an Ork fights the bigger he gets and such. Add in something about Squigs/Sqiuggoths too maybe. You might also want to mention something about the combat styles for each clan. Thats all I got for now. Good Work. BvL
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| | #4 (permalink) |
| High Lord of Terra ![]() ![]() ![]() Join Date: Nov 2006 Location: Oregon
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Blog Entries: 1 | Pretty good! You might wanna' change the title from Orcs to Orks though. ![]() |
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