Ork: Difference between revisions
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The Ork economy is based on teeth (spelled and pronounced "teef" because Orks cannot make a "th" sound). Orks produce teef constantly throughout their lives, and they always have replacements, much like a shark. If an Ork wants more teef, he simply punches a nearby Ork in the face and takes a toof or two. This is a fairly risky proposition unless there is a large difference in size between the two Orks, since an Ork who objects to losing his teef can punch back. Brawls started in this way help keep the Orks collectively strong, since brawls for teef need not be fatal. The consistent difficulty in acquiring teef keeps the currency at a steady value: larger teef are more valuable than smaller teef, so fighting Grotz for their teef is generally unproductive, meaning that Orks must generally take on Orks of their own size or greater to procure enough teef. | The Ork economy is based on teeth (spelled and pronounced "teef" because Orks cannot make a "th" sound). Orks produce teef constantly throughout their lives, and they always have replacements, much like a shark. If an Ork wants more teef, he simply punches a nearby Ork in the face and takes a toof or two. This is a fairly risky proposition unless there is a large difference in size between the two Orks, since an Ork who objects to losing his teef can punch back. Brawls started in this way help keep the Orks collectively strong, since brawls for teef need not be fatal. The consistent difficulty in acquiring teef keeps the currency at a steady value: larger teef are more valuable than smaller teef, so fighting Grotz for their teef is generally unproductive, meaning that Orks must generally take on Orks of their own size or greater to procure enough teef. | ||
Ork religious beliefs also help manage their population. Orks believe in two gods, Gork and Mork. One is the god of | Ork religious beliefs also help manage their population. Orks believe in two gods, Gork and Mork. One is the god of cunning brutality and the other is the god of brutal cunning, the difference being that one hits you when you are looking and the other hits you when you are not. <strike>Unfortunately, no one can decide which god is which, nor can the Orks decide which is better: cunning brutality or brutal cunning. These differences of opinion tend to lead to Gigantic Brawls, yet another method of keeping the Ork race strong.</strike> Actually, they can't come to an agreement on which is which. | ||
=== Orks of Note === | === Orks of Note === |
Revision as of 19:06, 27 April 2010
A race from Warhammer 40k. Also known as "Greenskins". They have a Warhammer Fantasy equivalent, only major differences being the more common spelling of orc with a "c" instead of a "k", and a lower level of technology, related to the setting.
Orks could be considered one of the more successful races of the 41st millennium. Despite their entire lack of structured education or training, they seem to be very proficient with all kinds of technology, which they inevitably utilize for their armaments (of which firearms and vehicles are the most common). This is explained away in the fluff by their origins: they were created by the Old Ones to be a warrior race called the Krork, and some of them (the Mekboyz) were genetically hard-wired to have a proficiency for working with technology. In principle, Orks can loot just about anything: the minor greenskins, such as "Grotz" (goblins) can construct several working vehicles and machines out of mere scrap.
The Orks derive much of their success from their reproductive process: Orks are, essentially, ambulatory psychosensitive fungi. One advantage is a shortage of vital organs, making them able to easily survive events such as head transplants. Another advantage is their ability to grow larger as they win more battles (due to the aforementioned psychosensitivity): an Ork who is winning a fight is enjoying himself, which causes fluctuations in the gestalt field that all Orks generate (see below). These fluctuations supercharge the Ork's physiology, causing the Ork to gain muscle mass. In addition, their fungal physiology allows Orks to reproduce asexually. Though all Orks discharge reproductive spores throughout their lives, the most significant emissions occur when an Ork dies. This means that, for Orks, combat is their principle means of reproduction and genetic exchange. Reproductive spores enter the topsoil and eventually produce lesser Orks: squigs and Grotz. The Grotz cultivate the squigs in preparation for the emergence of the greater Orks, which take longer to develop. Ork infestations are, as a result, very hard to remove, but constant vigilance can keep the Ork threat to a minimum.
Common Ork weapons are a choppa and a slugga.
Orks are commonly believed to be stupid and superstitious by the other races of the 40k world, quite an ironic thing to hear coming from any member of the Imperium of Man.
Ork technology works mainly because the Orks think it does. The official explanation is that the subconscious gestalt psychic field that all Orks generate allows their technology to function; the stronger the field, the more unlikely their technological achievements become. In older versions of the fluff, if you hand an Ork a piece of metal and convince him it's a gun, it WILL fire bullets. In later versions, this has been toned down from "impossible" to merely "unlikely:" if Ork technology is held together by spit, duct tape, and hope, then the Orks' psychic field provides the hope. The purpose here is primarily to compensate for the Orks' technological disadvantage by comparison with races like the Tau, Necrons, or the Eldar. For example, a meat cleaver in the hands of an Ork can tear through the toughest ceramite armor if the Ork believes it will; for anyone BUT an Ork, a power weapon or the equivalent would be required to do so. This tends to work well for them, but not for the other races of the galaxy: Imperial observers note that Ork weapons generally will not function in the hands of a non-Ork.
Their philosophy of RED WUNZ GO FASTA is both BS and the ultimate truth: because of the aforementioned gestalt field, Ork vehicles painted red will, ultimately, go faster than Ork vehicles that are not painted red.
The WAAAGH! bears some note. Always written in all-caps, with at least three "As" and an exclamation point, the WAAAGH! occurs when an Ork population reaches critical mass and a Boss appears. A Boss is an Ork who is bigger than all the other Orks. Lesser Orks sense the presence of the Boss in the Orks' psychic field and follow him on what is often described as a combination of a pub crawl and a holy crusade, with a dash of genocide. The WAAAGH! accomplishes two things: it weeds out weaker Orks, keeping the species strong; and it facilitates genetic exchange and reproduction as the Orks die and release spores.
The Ork economy is based on teeth (spelled and pronounced "teef" because Orks cannot make a "th" sound). Orks produce teef constantly throughout their lives, and they always have replacements, much like a shark. If an Ork wants more teef, he simply punches a nearby Ork in the face and takes a toof or two. This is a fairly risky proposition unless there is a large difference in size between the two Orks, since an Ork who objects to losing his teef can punch back. Brawls started in this way help keep the Orks collectively strong, since brawls for teef need not be fatal. The consistent difficulty in acquiring teef keeps the currency at a steady value: larger teef are more valuable than smaller teef, so fighting Grotz for their teef is generally unproductive, meaning that Orks must generally take on Orks of their own size or greater to procure enough teef.
Ork religious beliefs also help manage their population. Orks believe in two gods, Gork and Mork. One is the god of cunning brutality and the other is the god of brutal cunning, the difference being that one hits you when you are looking and the other hits you when you are not. Unfortunately, no one can decide which god is which, nor can the Orks decide which is better: cunning brutality or brutal cunning. These differences of opinion tend to lead to Gigantic Brawls, yet another method of keeping the Ork race strong. Actually, they can't come to an agreement on which is which.
Orks of Note
See Also
Gallery
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