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==Army== The greenskin army list is rather large, and may take some time to peruse. <span style='color:green;font-size:115%'>Oy, I'z sad I'z not muckin' about! </span> ===Characters=== * '''[[Gorbad Ironclaw]]''' Pretty famous for uniting every greenskin within smelling distance of his warboar (considering that Gnarla was the absolute foulest pig that ever lived this side of Grom the Paunch, that's a lot of greenskins). Renowned for smashing right into the very heart of the Empire in his WAAAGH!!!, looting the Soland Runefang, and siccing an entire brood of wyverns into the Imperial Palace, among other things. The obligatory legendary warrior that you find in every army book. * '''[[Azhag the Slaughterer]]''' The Fantasy equivelant of [[Ghazghkull Mag Uruk Thraka]], what with seeing visions and being tactically sound and stuff. Azhag was born in the Troll Mountains to the far North, near the ancient ruined Dwarven Holds of that area. The place was riddled with Orcs, the ancient tribes having infested the caverns and roads of the long dead Dwarves. Apart from interclan Orc warfare, the Orcs fought the native trolls and nearby Chaos Northmen. All was going along fairly dull until Azhag, who was at the time a weak chieftan in charge of a small mob, was driven deep into a tomb by a large Chaos warband. Hiding from them in the dens of Trolls (and butchering said trolls for a bit of sport) Azhag found an ancient crown with three green emeralds set into it. Azhag liked the "Shinee 'At" and promptly put it on his head. Unfortunately, said Crown was in fact an ancient artifact first forged by [[Nagash]], and it had a fraction of the Necromancer's terrible power/personality put into it (so the One Ring). Almost immediately, Azhag was overwhelmed by voices and commands to "Head North"; Orcs are notoriously stubborn however, and despite (or perhaps because of) his simple mind, Azhag could not be possessed by the crown. Nevertheless, the crown granted Azhag mastery over the dark arts of Death, greatly heightened intelligence, and would often whisper advice and instructions into his ear. Under the Crown's influence, his tactics quickly became "unorcy". Azhag began to use pincer movements, flanking, feints, and other methods of that sort. More than that, Azhag began to actually give orders to the Orcs in his army, instead of just smacking them about and telling them to "Git on wiv it!". Using these methods, Azhag quickly united the Orc tribes in the mountains under his leadership and anyone who objected was either hacked to pieces or turned into dust. The orc tribes themselves didn't mind that Azhag would argue with himself or shout at empty air, dismissing him as "ezzen-trik" and following him to war quite readily. Azhag then began to move south under the urging of the crown, shattering Kislev and rampaging in a massive Orc Waaagh! that completely overwhelmed the human defenders. Used as they were to the usual Orc tactic of "Git all da ladz den smash da gits" they were completely unprepared for actual tactics. If that wasn't enough, Azhag was a beast in combat, riding on the back of a massive Wyrm and shooting bolts of purple lightning from his eyes. Ultimately, the crown itself proved to be Azhag's undoing. Tired of the easily distracted Orc wandering around instead of heading south the crown tried to achieve complete control over Azhag during a terrible battle, leaving him quite defenseless when a warhammer came screaming down at his head. The crown itself was taken from Azhag's headless corpse and sealed inside the deepest vaults of the Imperial capital, and Azhag's warband splintered and was driven off. And that was the end of Waaagh! Azhag. In the Total War: Warhammer continuity Azhag is still alive, and exists in the modern day. Now Nagash is pushing him south to reunite Crown with Books and body. Azhag is more interested in killing traitors, Dwarfs, and Chaos (Nehekhara didn't even exist in the game at release, and even now is more effort to subjugate than its worth). * '''[[Grimgor Ironhide]]''' The youngest of the three great Orc Warboss characters. Grimgor is a Black Orc brute whose backstory is largely unknown, having appeared one day alongside his “Immortulz” elite warband and set about assembling a WAAAGH. He’s the one of the three active in the modern date of the setting, and can be fairly considered the main character/faction leader (note that this is controversial as some fans find him less interesting than the aforementioned two). In both Storm Of Chaos and End Times Grimgor lead the Orc forces. In the former his army was defeated, so he himself managed to defeat Archaon AKA the main bad guy via sucker punch and headbutt (it makes SO much more sense in both the in-universe and meta contexts, but is the main reason Grimgor has many fans), in the latter he became the living embodiment of Gork (or possibly Mo-no, never mind, it was definitely Gork) and the embodiment of the magic Lore of Beasts before Archaon beheaded him.(Fuck the end times) Grimgor is the primary greenskin general in Total War: Warhammer. * '''[[Wurrzag|Wurrzag Da Great Green Prophet]]''' The mysterious wandering Shaman that travels the world searching for the fabled warboss destined to lead them into the last, greatest scrap. Wurrzag used to be your standard savage Orc boy until he shot out green lightning from his mouth with a sneeze, and turned the tribe's Shaman into a rampaging squiggly beast during an important ceremony. After the Squig was caught and killed, the tribe prepared to ritually kill Wurrzag for his "Tranz-Gessons" when Wurrzag came under a trance. Dancing and gyrating more furiously than the tribe had ever seen Wurrzag proclaimed that Gork and Mork were angry because the Lizardmen had come and destroyed their stuff before building an ancient city where their temple once stood. Leading them to the ancient ruins, Wurrzag cajoled and ranted until two great totems were built and erected in the glory of Gork and Mork. It is said by the savage Orcs that while the totems stand they will never truly be defeated by their enemies, a prophecy which is holding true so far. Wurrzag soon left his tribe, driven on by gibbering madness to find and talk to other Shamans and get them ready for the Green Tide, an era when orcs will unite under a powerful warboss and take over the Old World. Moving through to the lands of the dead, he was given a great Boar called Spleen Rippa as tribute by the Spotted Skullz, and after a terrible battle against the Tomb Kings he looted an ancient staff made from bonewood. Now equipped with a magical artefact of not insignificant power and on top of a mean Boar, Wurrzag wanders throughout the Badlands, meeting with Orc warlords and chieftains to dispense judgement, and smash gits whenever he can find them. Wurrzag is currently attached to Grimgor's warband, and was left behind in the Badlands to "protekt da place". Mostly because Grimgor couldn't stand Wurrzag's constant yammering about Gork and Mork and his incessant shamanistic shuffling. In End Times Wurrzag informes Grimgor and Skarsnik that they are Gork and Mork incarnate respectively, then drops out of the story. In Total War: Warhammer he is a general of his own army, and can recruit Grimgor as a cohort. <span style='color:green;font-size:115%'> I saw dat 'un once. Showed up as we was fightin' da spiky Pointy 'eadz down by Throatslash Cliffs cuz we wanted dere boats, made his hands glow green an' a giant glowin' foot krumped da Pointy 'ead Boss an his boyz! Didn't even hafta' twitch and foam at da mouf like our Shammy. Was a larf riot, but he kept dancin' tha entire time like he had melty ironz under his feet an' a spider gob stuck in his britches. After the killin' an lootin' he looked at our Warboss real long, den said 'yer not Gorky enuff' an danced back to his boar. Boss wuz never da same after dat, looked like a Snotlin' that lives after drinkin' summa' what tha Night Gobs drink. We put 'im outta his misery, then had a punch-up fer who'z da new Warboss. Lost tha fight but got da most Teef, so I say I won. </span> * '''[[Grom the Paunch|Grom the Paunch of the Misty Mountain]]''' Extremely fat Goblin who regenerated like a Troll due to eating some Trollflesh. Had an illustrious career, more than almost any other Greenskin in history, crowned by doing more damage to the most powerful non-Chaos race in the setting, the [[High Elves (Warhammer Fantasy)|High Elves]], than any faction other than the [[Dark Elves (Warhammer Fantasy)|Dark Elves]]. It should be noted that Goblins instinctively fear Elves. His WAAAGH mainly existed on a giant mobile wooden city-wagon early on. Managed to conquer an entire region of the Empire and created a capital city out of the ruins, where he enjoyed himself for some time until he heard the words of Gork (or possibly Mork) in his ear telling him to go west across the sea. He then managed to do the unthinkable, and invaded Ulthuan. His army was defeated, High Elves claiming he drowned trying to flee into the waves while some Elves and most greenskins claim he escaped into the mountains of Ulthuan, where the magic is strong, portals to the Warp appear, and many strange things happen. He never reappeared. In non-canon post-End Times musings, Warhammer author Josh Reynolds put forth his idea that Grom did reach the mountains but died in the Warp. Its the closest the plot has to a resolution. <span style='color:green;font-size:115%'> Dat gits a myth, no gobbo could do all da thingz dey say he'z done. Errytime sum gobbo starts squawkin' about Grom, I go outta my way to krump dem. Happened in a WAAAGH once, lost all my boyz 'cause I was busy chasin' da stoopid runty gobbos so dey'd stop sayin' Gromz real an da pointy star 'oomans chopped dem all up, my Big Unz like dey wuz just a gobbo. I started to charge back an' bash 'em all good, but da gobbos started runnin' and screamin' an before I knew it I wuz tryin' to run on toppa' ground o'gobbos so I gave up an' let 'em take me where dey wuz runnin, den krumped da little gits I could catch when dey stopped. </span> * '''[[Git Guzzler]]''' Grom's arch enemy that he never knew existed. Git wanted to be the biggest Goblin to ever exist and lead the biggest WAAAGH. Since Games Workshop forgot he existed, he probably failed. He’s also the arch-enemy of [[Josef Bugman]], whose brewery he famously destroyed. <span style='color:green;font-size:115%'> I neva' heard o'dis one. Sure its not more gobbo babblin'? I hate gobbo babble. I swear, I eva' find gobbos wif no moufs, I'm makin' my WAAAGH! outta dem. </span> * '''[[Skarsnik|Skarsnik, Warlord of the Eight Peaks]]''' While Grom was the epic Alpha male that goblins feature in their Orc-bullying fantasies, Skarsnik is the true epitome of the cunningness of goblins everywhere and the top contender for greenskin main character/faction leader alongside Grimgor. Skarsnik is so cunning that eventually came to be seen as the Morkier counterpart to Grimgor's insatiable battlelust. Skarsnik’s primary companion is an “intelligent” Squig pet named Gobbla whom he genuinely loves. Skarsnik’s story is too long for a summary, but he’s most notable for controlling one of the most important fallen Dwarf Holds and fighting Dwarfs lead by [[Belegar Ironhammer]] and Skaven lead by [[Clan Mors]] to keep it. He’s the leader of the Night Goblins, and coordinates most military action against Dwarfs to some degree. In End Times he became the embodiment of Mork, and Gobbla was killed by a Skaven, causing Skarsnik to leave the Eight Peaks to form a WAAAGH after finally slaughtering the last Dwarfs and Skaven in it, but dropped out of the story. According to Josh Reynolds non-canon endings, Skarsnik’s WAAAGH united with Grimgor’s and he went out butchering Chaos. In Total War: Warhammer he starts in the Grey Mountains where he was looking for allies (same as Belegar) and the Peaks rebelled in his absence. * '''[[Gorfang Rotgut]]''' An Orc in charge of Black Crag who hates Dwarfs more than anyone else (unless you count Chaos Dwarfs and Grimgor). Basically exists to be Skarsnik's Orc bottom bitch. Don’t let that fool you though, he’s still quite massive for an orc and was able to best [[Queek Head-Taker]] in head on fight. Took a Dwarf Hold, now squats in it getting fat. Killed by Thorgrim Grudgebearer right before End Times, while in Total War: Warhammer he is almost invariably the first enemy you wipe out while playing as Wurrzag, Azhag, or Grimgor. <span style='color:green;font-size:115%'> I don’t know 'oo ‘dat iz. </span> * '''[[Morglum Necksnapper]]''' Black Ork Warboss mounted on a boar. In recent fluff his tribe is mapped as being in the Grey Mountains while he is depicted throwing a Bretonnian crusade back though Mad Dog Pass. Gets his back broken by Grimgor in End Times. * '''[[Gitilla Da Hunter]]''' Gitilla is the Big Boss of da Drippin Fangs tribe. Riding an enormous wolf named Ulda, Gitilla is a nasty one to fight due to his constant attacks from angles that happen in a single moment. * '''[[Snagla Grobspit]]''' Forest Goblin Comanche Warrior. Empire wiped out his tribe, so he wants to push them out of the spider lands. There isn't much else to his lore. * '''[[Hobgobla-Khan]]''' The greatest of the Hobgoblin Khans. It takes the combined forces of [[Cathay]] and [[Tilea]] to keep his horde from overwhelming Cathay, and its thanks to him that expeditions down the Warhammer Silk Road have a 10% success rate. * '''[[Oglah Khan]]''' Once a very wealthy and powerful warlord under Hobgobla Khan, until at the Battle of Xen-Tu the Hobgoblin leader and Oglah’s ally Hablo Khan was killed. While most Hobgoblins would flee as Hablo’s army was, Oglah decided to use his signature move of siding with the opposite army, rallying his 600 Wolf Riders into cutting down Hablo’s troops from behind. It was during this treachery that Hobgobla’s own army appeared. Hobgobla dealt with the Cathayans, during which time Oglah fled. Despite the fact that treachery is valued and expected and constanf betrayal is WHY Hobgobla was fond of Oglah, somehow the sudden but inevitable betrayal angered Hobgobla and Oglah was banished from the steppes. Despite the fact that Black Orcs HATE Hobgoblins, the Black Orc Warboss Gordug Smasher, who was WAAAGHing his way through the Old World to wipe out Tilea, hired Oglah’s army as scouts. During the ensuing Battle of Long Knives Oglah predictably switched sides, helping Tilea destroy Gordug’s army and for his “bravery” Oglah was paid generously by the general Giovanni Giuliani and hired as his army’s own scouts. At some point later Oglah was seen fighting as a Vampires' scouts against the Border Princes before, as always, betraying his own side and saving the humans. His original 600 have been whittled down to a small detachment, but each is battle-hardened and skilled in combat far beyond any other greenskin. He’s also always pulling the same trick, backstabbing his own army and being rewarded by the foe and fleeing if that doesn't work. * '''[[Ghazak Khan]]''' Khan of the Blackwolf Clan, undefeated in open field battle, and ruler of the most powerful of the Hobgoblin mercenary armies including several famous companies. Ghazak prefers a total war approach, entirely slaughtering and consuming populations then razing all that remains, resulting in a Goblin feared far beyond any other. While he himself only speaks the language of the Hobgoblins few who address him directly survive the meeting, the Hobgobla Khan sent him and his men to survey the distant west. Only merchants have met him and survived, for he tolerates no rival and sees any military force as a foe while useful noncombatants are invited to his great village-sized tent. His personal banner is white with three red claw marks, and those who serve him bear flags depicting a black wolf tail. His battlecry inspires terror and can be heard for miles, his mount is a giant wolf named Warghan whose species has never before been seen west of the World’s Edge, and his helmet contains a Wind Daemon that he outwitted and made serve him. Of the three Hobgoblin characters, only Ghazak has a model. Its also one of the single most racist minis GW ever produced, after Pygmies of course... * '''[[Eeza Ugezod's Mother Crushers|Eeza Ugezod]]''' Black Orc WAAAGH!less Boss from much older Warhammer lore, his Mother Crushers tribe is the single most hated and feared group of greenskins in the Warhammer world not due to scope of destruction or size of horde, but simply because he's managed to make his small group of elite warriors survive and wipe out enemy armies for a ludicrously long 42 years without a defeat. One of the strangest groups of Orcs, who use complex tactics as well as discipline and reading/writing. * '''[[Grumlok and Gazbag]]''' Asexual life partners of dubious canonicity from [[Warhammer Online]]. Semi-witting willing pawns of [[Malekith]] via their intelligence-boosting magic amulets that fight alongside a Chaos invasion of the Empire, they united the Badlands greenskins to wipe out the Dwarfs in Malekith's complex plan to take Ulthuan. Grumlok is a Black Orc, Gazbag is a Night Goblin, they share one model due to their inseparable nature. * '''[[Ruglud's Armoured Orcs|Ruglud Bonechewer]]''' Black orc warboss who had a WAAAAGH! literally shot to pieces under him by [[Chaos Dwarf]] crossbow fire, after which he was ousted from his position as Warlord of the Crooked Eye Tribe. He and his few remaining loyal followers stumbled across the ruins of a long-destroyed [[dwarf]]hold, where they found the remains of a savage battle between dwarves and chaos dwarves. Struck by inspiration (and a boulder that fell from the roof), Ruglud covered himself in armor and taught himself how to use the crossbows he looted from the ruins, making his boys do the same. They now roam the land as the only known orcish mercenary company. * '''[[Badrukk Eadsplitta]]''' Black Orc warboss and bane of the dwarfs of the Grey Mountains. He regards dwarfs as "Skumgrod", "favorite enemies", and spends his days attacking the Grey Dwarfs of Karak Norn, to the point he's even gotten into the habit of releasing the survivors of the fight so he can have the fun of fighting them again. * '''[[Borgut Facebeater]]''' Black Orc warboss and personal battle standard bearer of [[Grimgor Ironhide]] since the latter's campaign against the [[Skaven]] of [[Clan Moulder]]. * '''[[Grotsnag]]''' An aspiring Goblin bandit chieftain from the Black Mountains. * '''[[Grabnatz Sourbelly]]''' An ambitious goblin shaman who yearns to be seen as the equal of human or dwarfen alchemists, forever accompanied by his orc bodyguard Gulag. * '''[[Kap'n Skabend]]''' Leader of a tribe of goblin river pirates who attack Bugman's brewery. Always accompanied by his "mascot", Slygit. * '''[[Gordrakk]]''' The new Grimgor for the Orruks. ===Generic Characters=== * '''Warboss:''' ** By default of the "Plains Orc" variety, which is either coincidentally or intentionally a joke about being a plain old Orc. A very big and very nasty git among big and nasty gitz. Armed to the teef and clad in plate and chainmail, this guy is baaaad news because on his tail there sure to be hordes upon hordes of Orcs, Goblins and all manner of other creatures, ready to follow their Warboss to the biggest fight and the juiciest loot. There's also Warbosses for the four other races in the Waaagh: ** ''Savage Orc Warboss:'' Just like your standard Orc Warboss, only a brain-addled loony. Savage Orcs shun armor and even most metal weaponry, relying on clubs/bones/obsidian, lucky/magical warpaint on bare skin, and the ability to go into a berserker rage (more so than they already were anyway) to carry the day instead. Won't be winning any contents for brains soon, even by Orc standards. Savage Orcs are the "purest" form of Orc and are considered unpredictable by other Orc varieties, are almost impossible to reason with, and are unpredictable; this from a race already known for all of those attributes. ** ''Black Orc Warboss:'' An even bigger, stronger, more heavily armed & armored version of your standard Orc Warboss. Add in brains and the (by Orcish standards) organization of his underlings, and he's even more dangerous. So powerful that, in most editions, he'll use up an extra character slot on his own. Black Orcs were bred...somehow...by Chaos Dwarfs for their greater strength and intelligence, which made their eventual rebellion successful. Other greenskins find them unsettling due to their comparatively un-Orcy behavior (although other races wouldn't see much difference). ** ''Goblin Warboss:'' The goblin equivalent to an Orc Warboss. Plains Goblin, a plain Goblin. Nowhere near as killy as a standard Warboss, but he doesn't have to be when he has already stuck a knife in the enemies' backs. ** ''Night Goblin Warboss:'' A Night Goblin Warboss. Night Goblins are better organized than most, and most Warbosses must be either appointed or at the very least approved by (read: "not not a threat to") Skarsnik. Night Goblins are also insane even by greenskin standards, almost all addled by mushrooms of various kinds and amounts. This insanity does not make them any less intelligent however, as Night Goblins have been fighting against Skaven and Dwarfs and holding their own for most of history. * '''Great Shaman:''' A shaman who managed to survive a (comparatively) long time and get really good at channelling Waaagh Energy. Or just a prodigy who soaks up the Waaagh energy like a sponge and manages to absorb more without bursting. Provides powerful, bluntly effective magical spells that tend to focus on krumpin' gitz. Don't normally lead Waaaghs themselves, but tend to be the closest thing an orc warboss has to an adviser. The ''Savage Orc Great Shaman'' is the more feral and mystical counterpart to the standard Great Shaman. Tends to engage in behavior even other Great Shamans think is pretty loony. Worshipped as a living avatar of the gods by his Savage Orc fellows, so these guys are more likely to lead their own Waaaaghs. Goblins and Night Goblins have Great Shamans too; as with the goblin warbosses, they're weedier, but arguably smarter - their branch of magic focuses on augmenting allies and cursing enemies more than directly attacking. The Night Gobbo Great Shaman has the unique trait of gorging himself on magical mushrooms that act as mana potions, giving him a greater chance to cast spells or more spells per day, but which can cause him to explode like an overripe puffball. * '''Big Boss:''' Younger/weaker equivalent to the Warboss, the second-best fighter in the Waaagh. Either leaders of their own small Waaaghs (in a small-point game), or else ambitious underlings who'll be looking to take the Warboss' place when they're hard enough. As always, come in Savage Orc, Black Orc, Goblin and Night Goblin variants too. * '''Shaman:''' The basic magic-user of greenskin society, tapping into the magical Waaagh Energy which is generated by excited greenskins. Comes in Orc, Savage Orc, Goblin and Night Goblin variants. Orc shamans are more focused on blasty spells, Gobbo ones prefer more cunnin' and tricksy spells. Night Goblin Shamans can still gobble mana-mushrooms for some extra spell juice, but are more likely to go boom as a side-effect. ===Mounts=== * '''Giant Spider:''' The forest goblins ride these arachnophobes nightmares, using them in much the same way humans use horses. Though unlike horses, forest goblins will 'milk' them for venom which they use on their weapons. * '''Giant Wolf:''' Plain goblins use Giant Wolves as their main pack animal. Being as fast as elven steeds and several times more vicious make goblins great mounted units. * '''Gigantic Spider:''' Even bigger spiders. These spiders have developed a resilient carapace, but are so rare that only Big Bosses and Warbosses ever ride them. * '''Great Cave Squig:''' If you thought Squig hoppers were mad, some Big Bosses or Warbosses let their power go to their head and try to control even bigger Squigs. To their credit, some of these madgobs survive and manage to control the creature, gaining an effective battle mount. * '''War Boar:''' Despite being herbivores, Boars are ill-tempered and vicious beasts. Two traits that are admired by orcs which is why they are the most common mount used by Orcs. The impact a charging boar can produce is worse than that of a charging horse due to their massive tusks. <span style='color:green;font-size:115%'>Ya git, gruntas be omnomnivores, dey happily eat anyfin' from bread'n'beer to bones'n'bacon! Dey care lil' where da noms come from.</span> * '''Wyvern:''' Wyverns have sometimes been misidentified as smaller, fouler-smelling and far less intelligent dragons. Though resembling a dragon, the dragons themselves embrace the idea of sharing a kinship with wyverns with the same enthusiasm as an elf would embrace a drunken vomit-stained dwarf. Not even an orc is daft enough to try to tame a fully grown Wyvern but occasionally they manage to get ahold of a Wyvern egg to raise as a mount. ===Core=== * '''Orc Boyz:''' Do you really need this explained to you? They're fantasy orcs. * '''Orc Arrer Boyz:''' The weirdos of the Fantasy greenskin world. Comparable to the Blood Axes of 40k, these orcs fixate on the strange practice of ballistics and archery. Since the concept of Dakka is still alien and mostly delegated to goblins, arrer boyz don't seem to command a lot of respect from both the player base or their orcy brethren. Still, being shooty is appreciated and most greenskins can appreciate the larfable sight of a stuntie turned into a pinchushion (and also the fact that you don't want to insult too much the boy who is behind you with a plinty ztickz and a bow). <span style='color:green;font-size:115%'>Arrer boyz can zog off. Dey alwayz hit me in da back wiff pointy ztickz while I’m tryin' to krump some gitz! DO YOO WANT ME TA TURN AROUND AND KRUMP YOO INSTEAD? Leev da arrers to da gobbos, iz wot I fink!</span> * '''Savage Orcs:''' While most Orc groups loot to their hearts content when they have the option to do so, and Black Orcs are capable of making new and exclusively Orcish gear, Savage Orcs refuse to advance in culture. Still living in the state they did when they were first noticed by the Old Ones, Savage Orcs are as dumb as can be. They barely have a language, barely have capacity for learning, and barely have any sort of gear barring teeth, bones, and sticks with mud. They wear simple scraps of leather and grass if anything at all. While they have tales surpassing the normal Orcish attention span going back throughout Orcish history, they are just as tied to fights (and hunting) as one would expect. They cling to these stories as the example by which all Orcs should live by, and have a great deal of hate for their modernized cousins. So how do Orcs succeed? The same way they do in 40k. Savage Orcs are capable of the same feat of believing in something hard enough that it happens or works. The most complex part of their culture is their system of warpaints, which produces the belief that makes the results true. Blue spikes on the chest protect from arrows, and the Orc's skin cannot be pierced with them. A drawing of an eye on the stomach make them a conduit for [[Gork]] and [[Mork]] (or Mork and Gork?)'s will, and suddenly you have a level 1 Wizard. As a result, much of Savage Orcish communication (even verbal, as drawing accompanies it) is done in pictographs. Savage Orcs have an amazing capacity for abstract representations in this regard, translating the Elvish script on [[Waystone|Waystones]] before the defacing of them begins. In addition, the capacity for planning and strategy in the minds of modern Orcs is replaced by absolute savagery unknown to even Khornate berserkers as Orcs tear across the battlefield faster than Cheetahs and stronger than Ogres. Savage Orcs often employ logs with a giant stone tip at the end carried by two Orcs as a giant spear. In ages past, the Orcs used these to hunt large prey and to bring down Lizardmen who hunted them. As a result, Savage Orcs still do this regardless of whether it is useful or not. Shrunken heads, fetish totems, and various other things that not even Elves and Empire Wizards can understand the workings of are carried by their leaders. tl;dr Savage Orcs are Warhammer Dwarf Orcs. * '''Goblins:''' Are not long for this world. * '''Goblin Wolf Riders:''' Many goblin tribes are nomadic in nature, raiding, stealing or when in a pinch, trading with other greenskin tribes. Goblins ride four foot tall at the shoulder wolves that are often more dangerous than the riders. They make a good team, perhaps due to mutual instincts to attack the helpless, injured and/or isolated and it can even be hard to determine whether the mount or rider is in charge. Goblin Wolf Riders are lightning quick, only being matched in speed by the elves, making them incredibly effective fast cavalry, pelting targets with arrows and fleeing before the opponent can respond, charging the flanks and picking off small units. * '''Night Goblins:''' Like normal goblins, except they're bat-fuck crazy. Imagine normal goblins, but slightly smarter, loads more crazy, and constantly hopped up on 'shrooms. They hate going outside, so they share characteristics with your typical fa/tg/uy (nigh/tg/oblin?) in that way. They typically refuse to leave their caves except at night, where they raid nearby settlements. They don't just hate the sun, it may actually burn their skin so severely that they could die from being exposed for to long. To prevent burning up immediately every time you need to leave the cave to get the mail or something, night goblins wear black, or sometimes drab grey, robes. Not as cowardly as your typical goblin, they're actually smart enough to a point where entire tribes of both orcs and goblins may be lead by a single night goblin. Problem is, they're horrifically paranoid, to the point where they feel everyone's out to get them (to be honest, they have a point [an orc spear point to their ribs]). At they're very best, night goblins are completely insane, and their "inventions" tend to be little more than "strap a squig to it and poke it a lot". One famous night goblin "innovation" was to get their craziest gobbos, hop them up on loads of drugs, and give them a huge metal ball. When the time is right, they fling them towards the enemy, run like hell, and hope to Gork (or possibly Mork) that he doesn't follow them. Living in caves, night goblins are absolutely hated by the dorfs, especially since Skarsnik kind of rules the dorfs' old fortress at Karaz Eight-Peaks. The dwarfs have declared night goblins (like all greenskins) as eternal enemies of all dwarf-kind. For some reason, night goblins also hate skaven, probably because they argue over who gets to live in the shit-and-corpse-filled ruins of dwarven society. The feeling is completely mutual on the ratmens' end. * '''Forest Goblin Spider Riders:''' In older editions forest goblins were the weedy jungle counterpart of the more prolific savage orcs. They're still around nowadays but since they're basically just goblins that prance around in Village People tier parody costumes of Native Americans their presence in the game is now just cut down to their spider riding aspect. Where night goblins have mushrooms and squigs and regular goblins have being beaten up by orcs, forest goblins have spiders. Forest goblins use them for mounts, shrines, and in the case of shaman, peyote that bites. ===Special=== * '''Black Orcs:''' Black Orcs are Orcs who were kept as slaves. Yes, Games Workshop went there. More specifically, Black Orcs were enslaved long ago by the [[Chaos Dwarfs]] who tried to follow Saruman's lead to make better slaves. They took greenskins, bred them (how is unclear, given they no longer undergo sexual reproduction, presumably it involved feeding them mutagens, letting orcs spore under controlled conditions, culling those which did not meet the desired criteria and repeating the process with those that did) to be large and hulking, while also obedient. This backfired as the Orcs were much less prone to infighting ("much less" rather than "never" mind you) and capable of learning which resulted in highly effective slave rebellions. Black Orcs left the region of the Chaos Dwarfs and spread out, coming into contact/conflict with both [[Ogre Kingdoms|Ogres]] and their other kin, eventually reaching even the Empire. Black Orcs are very peculiar compared to all other forms of greenskin. Black Orcs don't simply loot everything, but actually create new things using raw materials and salvage. Beyond that, they are actually capable of maintaining what they create or loot. They are somewhat less prone to the superstitions of the other breeds of Orc, but even without blue paint and a lucky Dwarf foot are much tougher and more skilled than your average Boy or Savage Orc. Most other kinds of Orcs consider them highly useful to have around, but generally not Orcy and worthy of scorn for their aberrant ways. Of course the strong gear, strong bodies, and slightly stronger minds ensure the Black Orcs always end up at the top of the leadership rungs of whatever mob or WAAAGH! they end up a part of. Pretty much they're the warhammer version of the Uruk Hai. * '''Orc Boar Boyz:''' Orcs may not be the brightest of creatures, but that doesn't mean they're idiots. When they came up against cavalry, it didn't take them long to realize the advantages of riding their own beasts into battle. But, rather than muck around with fiddly, wimpy creatures like horses - except for them weird gits in the Gray Mountains who like to ride [[Hagranym]]s - orcs chose a more orcy creature: the savage, aggressive, thick-skinned and flatulent wild boar! Hanging onto these squealing, snorting monsters for dear life, boar boyz may not be as quick as the goblin wolf riders, but they hit with a lot more force. * '''Savage Orc Boar Boyz:''' Savage Orcs keep the company of large packs of wild boars, who share their food and follow the Orc tribes wherever they go. Said boars are not the boars of Earth, but rather horse-sized monsters with skin like tanned leather. The boars roam freely, as the Savage Orcs believe they are a gift from their gods and are kindred spirits. Before battle, any Orc wishing to ride a boar must (by himself) catch and headbutt into unconsciousness one of the pack. He and his bros will paint the boar, ritually scar, and adorn the boar as they see fit. When it awakens, it finds itself mounted by an Orc foaming at the mouth and often carrying one weapon in each hand swinging at anything nearby. It bears mentioning that, even amongst orcs, only savage orcs are crazy enough to try and ride a boar using only their feet to exert some form of control. * '''Orc Boar Chariot:''' Once they figured out how to ride boars, the next and obvious step for orcs was figuring out how to strap them to a chariot and go careening around the battlefield at high speeds. In typical orcy fashion, there are constant punch-ups over which form of boar-riding is better. * '''Goblin Wolf Chariot:''' Lighter and frailer than their orcy counterparts, the goblin wolf chariot still adds a bit more punch to a goblin's Waaagh than mere wolf riders alone can provide. * '''Goblin Spear Chukka:''' Being relatively clever and inventive creatures, the goblins were quick to figure out that the principles behind their own bow-wielding boyz could be scaled up to create crude, but effective, ballistas, adding much needed ranged firepower to the Waaaagh. * '''Night Goblin Squig Hoppers:''' Completely fucking bonkers by night goblin standards, which is honestly saying something. Basically a bunch of wily squig herders who decided it would be an absolutely brilliant idea to grab onto angry squigs and ride them full-speed towards the nearest enemies. * '''Night Goblin Squig Herd:''' Squigs are very common in night goblin society, mostly because they breed them for everyone else. Snce squigs are mostly nothing more than very pissed off mouths with legs, night goblins seem to have the bright idea that they should take the toothiest squigs, bring them to the battlefield, and poke them repeatedly until they start attacking either the enemy, or the night goblins themselves. On occasion, the most fungus-filled caverns may attract a great cave squig, which some night goblin warbosses will then attempt to tame and use as mounts. They're actually quite effective, if not completely fine with murdering literally everything in their path, including the warboss' tribe. * '''Snotlings:''' Smallest, weakest and stupidest of all the greenskins, snotlings infest greenskin camps like fleas and are regarded with disinterest and occasional amusement by their bigger relatives. When the greenskins go to war, enormous hordes of snotlings may march along in imitation, wielding whatever vaguely sharp rubbish they can scrounge up and trying to kill whatever they bump into. * '''Trolls:''' Bigger and dumber than even the biggest, dumbest orc, trolls are brainless eating machines heavily touched by [[Chaos]] whose ability to regenerate from almost anything they get hit with makes them virtually impossible to kill, and thus they are valued by orcs for their brute strength. Even if they make Savage Orcs look like educated scholars with how dumb they are. Plus, orcs find it hilarious when a [[human]] [[knight]] dies a horrible, screaming death being melted by a troll puking hyper-corrosive vomit all over him. ===Rare=== * '''Goblin Rock Lobber:''' Your basic catapult, with goblins dumping rocks into a spring-loaded device that then throws the rocks into the air to, hopefully, bash some gits on the other side of the battlefield. Not as common as the Spear Chukkas because, frankly, goblins are weedy and accuracy ain't the greenskins' strong suit, but they're better suited for breaking down walls, so orcs keep making them. * '''Doom Diver Catapult:''' Legend has it that this started out as an attempt by the greenskins to create flying reconnaissance troopers. This didn't work, but because a goblin falling on your head from hundreds of feet up is surprisingly deadly - and funny to watch - it was adopted into the greenskin army as a new projectile weapon. Goblins will literally fight to strap on the primitive gliding wings and spear-tipped helmet of a Doom Diver; if you gotta go, then being shot out of an oversized slingshot and whizzing at ridiculously high speeds whilst finally getting to literally look down upon orcs is as good a way to go as any. Besides, some Doom Divers actually survive. * '''Snotling Pump Wagon:''' Snotlings may have brains the size of grapes, even by greenskin standards, but that doesn't mean they don't want to join in on all the fun. A snotling pump wagon is their attempt to emulate the chariots used by their bigger relatives; a ramshackle heap of junk that lurches across the battlefield, propelled by the dubiously useful efforts of snotling gangs using primitive pump-action engines. Orcs & goblins tolerate this with a paternal amusement. Besides, sometimes it actualy does something useful, and even if it doesn't, they're only snotlings. * '''Arachnarok Spider:''' An Arachnophobes Worst Nightmare. It is a Giant monster spider ridden by Forest Goblins. One of the best Units the Orcs and Goblins can use. * '''Mangler Squigs:''' A weapon that only Night Goblins were crazy enough to come up with: take two "Great Squigs", then attach them to each other by sturdy chains. Then poke them in the direction of the enemy and hope their mutual dimwitted antangonism of each other will whip them into a literal whirling frenzy of destruction, like a load of perpetually-propelled chainshot from a cannon. * '''Stone Trolls:''' A less common breed of trolls, more frequently encountered in the mountainous regions, stone trolls have turned to devouring stones and earth to sate their eternal hunger. This has caused their hide to thicken and toughen, making them better armored than common trolls. More importantly, it makes them heavily resistant to magic. * '''River Trolls:''' As their name suggests, this troll subrace has adapted to life in and around the water. Whilst this amphibious ability can make them more mobile in battles around marshes, swamps or rivers, their true value is in their thick layer of protective slime and gut-wrenchingly vile stink, both of which impede an opponent's ability to deliver a telling blow. * '''Giant:''' Long ago, Giants lived on the tops of mountains in an area roughly analogous to the Himalayas of our world. They were left there by the [[Old Ones]], who had created them as a race dear to their hearts (like the High Elves) who were nonetheless not the perfect living weapons to use to fight Chaos. They were gifted by many Old One devices, magics, and lessons which guided their race into a utopia of families living in distant isolated castles. Then the race created just after them, half-formed and dumb as rocks stuck in mud, came. [[Ogre Kingdoms|Ogres]] were creatures which possessed little save their massive hunger, and having been driven out of their homeland of the Mongolian Steppes by the arrival of the [[Great Maw]] they were looking for a new place to settle. Ogres reproduced as fast as men, with the durability of Dwarfs, and came in MASSIVE numbers. Upon meeting an infinitely wiser race of peaceful beings so tall they couldn't see their faces, the Ogres immediately attacked with the intention of eating every single scrap and bone of every man woman and child of the Giants they could find. After many years, the Ogres finally accomplished their goal; the few remaining Giants had managed to mount their castles upon clouds and fled the world of mortals. After realizing there was no food to be found, the Ogres then moved on westwards again. But not all Giants had been wiped out. Some during the years of fates worse than death had fled northwards and westwards. The Giants who survived lived in small communities, with each generation hearing less and less of the tales of their ancestors until the modern day Giants who are barely more intelligent than Orcs and have many of the same behaviors (mainly consumption of whatever they can find whenever they can find it) of Ogres. Most stick to themselves, destroying human villages and moving on. But some find themselves captured by the servants of Chaos and are goaded into doing the bidding of the [[Beastmen]]. Still others are recruited eagerly by greenskins, who show them a degree of respect (afterall, they ARE the biggest gits around!) that no other races affords them. Giants living among greenskins have good lives, getting intellectual stimulation from conversing with the Orcs and Goblins (who are unusually talkative when asked questions by a creature strong enough to crush a boulder to pebbles within their same tribe) and any captives the Orcs and Goblins take. They are never without food as any time the greenskins fight (including amongst each other) there are ample corpses around which the greenskins have only a passing interest in. Giants are VERY fond of alcohol. While greenskins have little to no interest in it, most are willing to brew it to secure the services of the Giant. Some Goblins however are clever enough to realize that it is a successful recruiting tool as well. Giants often adorn themselves in things too large to be of use to their smaller allies, like the parts from Steam Tanks or the bones of things like Dragons.
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