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		<id>http://2d4chan.org/mediawiki/index.php?title=Armageddon_Steel_Legion&amp;diff=51707</id>
		<title>Armageddon Steel Legion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Armageddon_Steel_Legion&amp;diff=51707"/>
		<updated>2022-01-04T12:39:19Z</updated>

		<summary type="html">&lt;p&gt;2003:DB:4721:8400:34C:7889:3B47:9652: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IG art steel legion.jpg|300px|thumb|right|Armageddon Steel Legionnaires outside of their natural habitat of [[METAL BOXES|MEHTAL BAWKSES]].]]&lt;br /&gt;
&lt;br /&gt;
Take the [[Death Korps of Krieg]], &amp;lt;s&amp;gt;replace the doom and gloom with slightly less doom and gloom&amp;lt;/s&amp;gt; make them less edgy, throw them into the largest land war in modern Imperial history, and give each man his own &amp;lt;s&amp;gt;Chimera&amp;lt;/s&amp;gt; [[Baneblade|BEEEIIHHHNNBLLAAAAIIDDDEE]]. What you get is the [[Armageddon]] Steel Legion, one of the most heavily mechanized Imperial Guard units in the galaxy, with a penchant for fighting [[Ork]]s. They&#039;re basically a mixed bag of the myriad forces that fought for the Axis in World War Two, probably primarily the mechanized/motorized encirclements attempted by the Germans that are known as [https://en.wikipedia.org/wiki/Blitzkrieg Blitzkrieg]. They wear bitchin&#039; trench coats and gas masks, they fight Orks on a regular basis, and they have access to a metric fuckton of armored vehicles. They probably use Chimeras as condo[m]s.&lt;br /&gt;
&lt;br /&gt;
The Steel Legion are not the only regiment on Armageddon however; there&#039;s the &#039;&#039;&#039;[[Armageddon Ork Hunters]]&#039;&#039;&#039;. Basically, they&#039;re a regiment of mini-Marbos, so good at fighting the Orks they can &#039;&#039;use Ork weapons&#039;&#039;;  a damn-near impossible (or stupid depending on who you ask) feat considering that most Ork weapons either fall apart or backfire when used by a non-Ork. So they&#039;re all so badass they&#039;ve become Orky in their own right, or they&#039;re, in fact, all [[Deffwotch|Orks in disguise]] trolling other Orks and waiting for the opportune moment to krump the humies.&lt;br /&gt;
&lt;br /&gt;
Armageddon is covered in ash, skulls, and skeletons.  The ash is what used to be the flesh attached to those skulls and skeletons.  The Steel Legion keeps fighting anyway.  &#039;&#039;&#039;&#039;&#039;FUCK YEAH!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The First War for Armageddon==&lt;br /&gt;
So, minor bit of history. Armageddon is pretty much a big ass factory, that on three occasions has been trashed. The first time, [[Angron]] decided it would make for a nice summer home, and decided to party for a while with a couple thousand [[Bloodletter]]s and fifty thousand [[Khorne]] [[Berserker]]s of the [[World Eaters]]. Much partying was to be had before someone called the cops with a noise complaint, and the [[Grey Knights]], [[Space Wolves]] and whoever hadn&#039;t been killed managed to take back the planet, with ninety Grey Knights dying to banish Angron.&lt;br /&gt;
&lt;br /&gt;
When the party was over, the Inquisition decided to take out the trash, meaning that they forced the entire population of Armageddon into labor camps and worked them to death on suspicion of [[Heresy|HERESY]], before repopulating the planet and pissing off [[Logan Grimnar]] and his altruistic Space Wolves to no end. This escalated into a catastrophically wasteful standoff between the Inquisition and the Space Wolves that ended with the Lord Inquisitor being chopped into an idiot salad. Baba Booey.&lt;br /&gt;
&lt;br /&gt;
==Armageddon 2: Electric Boogaloo==&lt;br /&gt;
Jump ahead a few hundred years, and we get the real origins of the Steel Legion. Warboss [[Ghazghkull Mag Uruk Thraka]] thought that Armageddon would be a nice place for a [[WAAAGH]] and so there was a big ass fight. [[Commissar Yarrick]] led the defense of Hades Hive, holding out for months without support against a gigantic Ork offensive. This is where Yarrick first earned Ghazghkull&#039;s respect; countering every attack plan the warboss had, and sending crackheads on suicidal charges into ork camps with explosives strapped to them.&lt;br /&gt;
&lt;br /&gt;
With the Guardsmen stretched thin, the Blood Angels arrived to pull their asses out of the fire ([[Plot Armor|See Deux Ex Machina]]), doing what Indrick Boreale couldn&#039;t and performing a successful STEHL REIN attack. The entire company dropped into the Ork Horde and fought nonstop until the Orks fled. Ghazghkull said he&#039;d be back, so the Guardsmen began prepping for war.&lt;br /&gt;
&lt;br /&gt;
Having lost the majority of its PDF and most of the off-world regiments, all that was left was charred corpses and scorched metal. As the spess mahreen apothecaries solemnly collected their fallen brothers&#039; gene-seed, thousands of medicae could be seen retrieving countless standard issue adamantium balls, as well as the odd pair of power balls. [[Fist of the North Star|Manly tears]] were shed on both sides and the reparation of the planets defences would begin.&lt;br /&gt;
&lt;br /&gt;
==Armageddon 3: Revenge of the Ork ==&lt;br /&gt;
[[File:WH Faces (7).jpg|280px|thumb|&amp;quot;If the tanks succeed, then victory follows.&amp;quot;-Heinz Guderian]]&lt;br /&gt;
Preparing for his return, the Steel Legion became insanely fortified, with the Munitorium granting them a lessened tithe to keep local forces numerous enough to defend the planet. Millions of tanks, transports, and any other vehicle they could build were used in a gigantic buildup for the Orks return.&lt;br /&gt;
&lt;br /&gt;
When they finally did, the Third War quickly escalated into the largest Ork WAAAAGH in history, drawing in dozens of Space Marine chapters, Imperial Guard regiments and even Titan Legions. After a mostly successful initial defense, the Steel Legion was slowly pushed back into heavy street fighting, turning the war from the Africa Campaign into Stalingrad, with tanks rolling off the factory floor directly into combat zones. The war mostly stopped, when Armageddon entered its &amp;quot;Season of Fire&amp;quot; (a major period of volcanic activity), so while the Orks managed to successfully capture almost half of hive-cities, the cities in which they were defeated became unreachable. Orks got bored, and withdrew most of their forces to space, though still a lot of them remained on Armageddon and continued to fight. Both sides declared this as their victory. Steel Legion units now use the permanent Ork infestation for training purposes, keeping them away from the remaining major hives.  What happened to the others or if they were retaken is unknown.  The peoples there likely were liberated.  Unlike most aliens in 40k, orks generally don’t care about non-combatants and will usually not bother with them.  Enslave them, yes, but that’s about it (unless you were nearby when their battlelust was raging).  Which ironically makes them among the most humane aliens of 40k.&lt;br /&gt;
&lt;br /&gt;
When the Great Rift opened, the war started back up again with the return of Chaos to the planet. Currently, the Steel Legion is now stuck fighting not only the Orks, but also the forces of [[Khorne]] and [[Tzeentch]]. Moreover, the Legionnaires are actually teaming up with the Orks (Albeit in the extremely short term) for the defense of the planet that&#039;s THEIRS to destroy.&lt;br /&gt;
&lt;br /&gt;
==Alternative Modeling Options==&lt;br /&gt;
Essentially, if you want to play a regiment that looks as bitchin&#039; as the Death Korps but with the ability to have some personality and tanks, the Steel Legion are for you. Unfortunately, despite being from a major warzone, they&#039;re only in metal. At least, from [[Games Workshop|GW]]. Both [[Anvil Industry]] and [[Mad Robot Miniatures]] make affordable conversion bits that can be used to represent Steel Legion. Of course, if you are willing, painting Krieg minis mustard yellow is more likely to be allowed in official games (unless your [[Local Game Store]] [[That Guy|won’t allow]] [[Forge World]]).  Another solid option is the plastic [https://wargamesatlantic.com/collections/demo-collection/products/raumjager-infantry-box-set?variant=20081465917538 Raumjäger Infantry] from [[Wargames Atlantic]]. &lt;br /&gt;
Unfortunately Games Workshop has stopped producing them and now the Armageddon Steel Legion has joined the Emperor&#039;s light together with the other non-Cadian/Catachan/Krieg regiments. May they rest in peace.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://www.youtube.com/watch?v=e6-ICf9qZ6U A Steel Legion conversion video]&lt;br /&gt;
{{Template:40k-Imperial-Regiments}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2003:DB:4721:8400:34C:7889:3B47:9652</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tafl&amp;diff=465339</id>
		<title>Tafl</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tafl&amp;diff=465339"/>
		<updated>2022-01-03T22:04:25Z</updated>

		<summary type="html">&lt;p&gt;2003:DB:4721:8400:34C:7889:3B47:9652: /* Backround */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tafl.jpg|200px|thumb|right|This is rather unfair]]&lt;br /&gt;
When the vikings weren&#039;t raping things or murdering them afterwards, they were playing &#039;&#039;&#039;Tafl&#039;&#039;&#039; (&amp;quot;table&amp;quot;). Also spelled &#039;&#039;&#039;Hnefatafl&#039;&#039;&#039; (&amp;quot;fist table&amp;quot;, fist being a euphemism for the king).&lt;br /&gt;
==Background==&lt;br /&gt;
To a few, it is simply known as Viking chess ([https://en.wikipedia.org/wiki/Lewis_chessmen interestingly, the Vikings had actual chess a long time before the majority of Europe did]). The idea is that white is the Jarl, his house is on fire, and a bunch of jerks are about to murder him and/or rape him.&lt;br /&gt;
&lt;br /&gt;
Historians tell that this occurance is rather common in viking folklore, and is regarded as the usual rite of succession. Historians will also notice that no-one really documented how this board game was played back in the day, so most of the variations today are just educated guesses. Some even argue that dice were used.&lt;br /&gt;
&lt;br /&gt;
The board sizes can vary greatly, but this is not that much of a big deal, the gameplay remains the same.&lt;br /&gt;
&lt;br /&gt;
The white guys in the middle are the king and the king&#039;s guard; [[/pol/|The black gentlemen are the marauders.]]&lt;br /&gt;
&lt;br /&gt;
==How to play==&lt;br /&gt;
Each piece moves like the rook in [[Chess]]. But here&#039;s the kicker: You need two soldiers to kill a single soldier. Capturing occurs by moving one piece to the opposite vertical or horizontal sides of the piece. Think of it like, &amp;quot;[[Rip and Tear|one guy holds the sucker down while the other stabs him in the asshole]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The king is captured differently. The marauder player must have all the king&#039;s horizontal and vertical sides occupied by his soldiers in order to capture him. That&#039;s four soldiers to capture the king.&lt;br /&gt;
&lt;br /&gt;
However, you can capture the king or any soldier by squeezing them between your soldier(s) and the &amp;quot;death zones&amp;quot;. Except the king of course, you still need to occupy the remaining three sides. two, if you manage to squeeze him between the side and a &amp;quot;death zone&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death zones&amp;quot; are the white starting zone in the middle, black starting zones, the sides of the board and the escape squares in the four corners.&lt;br /&gt;
The &amp;quot;death zone&amp;quot; squeeze rule only applies, if that piece is not permitted to enter that zone.&lt;br /&gt;
&lt;br /&gt;
*No piece is allowed to enter the escape squares or the middle square except the king.&lt;br /&gt;
&lt;br /&gt;
*White cannot enter black&#039;s starting squares or vice versa&lt;br /&gt;
&lt;br /&gt;
*Sides of the board are death zones.&lt;br /&gt;
&lt;br /&gt;
===Winning===&lt;br /&gt;
Black wins by capturing the white Jarl; White wins by escorting the Jarl into one of the &amp;quot;escape zones&amp;quot; in the four corners.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thud&amp;quot;===&lt;br /&gt;
One of the books in the [[Discworld]] series describes a game similar to Tafl. Called &amp;quot;Thud&amp;quot; by most people, who know of it, a game invented by dwarfs (yes, that&#039;s how the spell it in-universe). A bunch of dwarfs must kill a few trolls in the middle, where dwarfs move like the chess queen and trolls like the king, with the added mechanic of &amp;quot;throwing&amp;quot; (or possibly lobbing, tossing or even launching) an adjacent piece to make it go farther (or capture an opponent). In Dwarfish: &amp;quot;Hnaflbaflwhiflsnifltafl&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Board Games}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Board Games]]&lt;/div&gt;</summary>
		<author><name>2003:DB:4721:8400:34C:7889:3B47:9652</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dune&amp;diff=188182</id>
		<title>Dune</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dune&amp;diff=188182"/>
		<updated>2022-01-03T20:04:05Z</updated>

		<summary type="html">&lt;p&gt;2003:DB:4721:8400:34C:7889:3B47:9652: /* Overall Setting */&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
[[Image:DuneSpiceWorld.jpg|right]]&lt;br /&gt;
:&#039;&#039;For the board game, see [[Rex: Final Days of an Empire]], the reissue name.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Dune&#039;&#039;&#039; is the best selling science fiction/fantasy novel of all time. Written by Frank Herbert in 1965, it won several prestigious awards, including the very first Nebula Award for Best Novel, and went on to become an incredibly influential classic of the genre. Since then, it&#039;s been adapted to all sorts of media, including board games, video games, two mini-series, and a movie. Surprisingly, [[/tg/|we]] are not all that obsessed with it, but we do respect Dune for all it&#039;s done for sci-fi.&lt;br /&gt;
&lt;br /&gt;
== Overall Setting ==&lt;br /&gt;
Dune is &#039;&#039;weird&#039;&#039;. Really, really weird. You might think a fantasy series is weird because the elves are grown in tree pods or something, but that&#039;s nothing compared to Dune. Think about, for example, &#039;&#039;Alf&#039;&#039;: a by the books formulaic 1980s sitcom in which a suburban American family has a goofy alien living in their home, cue zany hi-jinks and canned laughter. A stock mundane set up with one moderately fantastic element. That&#039;s not Dune. That&#039;s about as far from Dune as you could get and still be called sci-fi. It comes from an era of experimentation in Sci-Fi and it&#039;s weird even by those standards. Dune is a drug-filled trip following strange characters in a world highly removed from our own, navigating a foreign political landscape in which we get to see their strange motivations marching to its own rules and internal logic. Some people love it for its weirdness, others hate it for its weirdness. Regardless, weirdness is the name of the game going into Dune.&lt;br /&gt;
&lt;br /&gt;
In the distant future, human civilization relies on &amp;quot;spice&amp;quot;, a drug that expands its user&#039;s perceptions and triples the lifespan. Because electronic computers are taboo, even over ten thousand years after the Butlerian Jihad against thinking machines, interstellar travel relies on spice-using [[Navigator]]s to plot safe paths through space and Mentats use spice to increase their cognitive abilities, becoming human computers able to process vast amounts of data. You could buy a mansion on a core Imperial world for a deciliter of spice. Its most unpleasant withdrawal symptom is inevitable death. Naturally, &amp;quot;the spice must flow&amp;quot; is a common sentiment. Basically spice acts as [[skub|plot device]] to explain the politic struggle in the books and to explain all sorts of magic-like stuff in the dune universe, without quite leaving the field of sci-fi.&lt;br /&gt;
&lt;br /&gt;
Spice cannot be synthesized and is found on only one planet: Arrakis, a bone-dry dustball where enormous sandworms produce it as part of their life cycle. Imperial citizens only live there to extract, process, and export spice, living in fear of their overseers, the sandworms, and the human natives called the Fremen. Whoever controls Arrakis has a stranglehold on the whole of human civilization, and so when a conspiracy to hide this fact breaks down multiple factions fight each other for control of it or to use it against their enemies.&lt;br /&gt;
&lt;br /&gt;
The six books of the original series (&#039;&#039;Dune&#039;&#039;, &#039;&#039;Dune Messiah&#039;&#039;, &#039;&#039;Children of Dune&#039;&#039;, &#039;&#039;God-Emperor of Dune&#039;&#039;, &#039;&#039;Heretics of Dune&#039;&#039;, and &#039;&#039;Chapterhouse Dune&#039;&#039;) principally follow the scions of House Atreides as their futures become inextricably tied to Arrakis, the spice, and the future of humanity.&lt;br /&gt;
&lt;br /&gt;
Dune is probably one of the most in-depth science fiction books ever written, considering the utter detail that goes into sociological, ecological, political, and economic elements that are added so neatly. It&#039;s like a textbook, only far cooler. Opinion on the later books in the series is split, with some feeling it&#039;s a continuous decline in quality through to the end, an increase in crap until you&#039;re four books in when you notice you&#039;re reading a doorstop chiefly composed of Leto whining that turning into a sandworm is haaaard, while others feel the next three books are crucial to understanding the themes Herbert started to explore in the original &#039;&#039;&#039;Dune&#039;&#039;&#039; (especially the damaging effects of hero worship on society). Still, everyone agrees that the prequels and sequels written after his death by his son are irredeemably bad, so avoid those unless you&#039;re a [[Society of Sensation|sensate]] trying to experience the whole spectrum of human emotion and the next thing on your list is mind-numbing disappointment and boredom.&lt;br /&gt;
&lt;br /&gt;
===The Politics===&lt;br /&gt;
&lt;br /&gt;
With a new movie coming out, it&#039;s worth breaking down the politics of the first book.  Here are the major factions and their motivations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;House Atreides:&#039;&#039;&#039; Duke Leto rules the planet Caladan and the Emperor has named him the next ruler of Arrakis. The Bene Gesserit had meanwhile foisted a concubine on him, Jessica, and ordered her to give him a daughter; but the couple ended up in love with each other so Jessica gave him a son - Paul - instead of a daughter whom the Bene Gesserit could have actual use for. Leto then legitimated his &#039;&#039;fitz&#039;&#039; as his heir thus pushing useful marriage alliances to that next generation. Leto has amassed a formidable council of advisors: Gurney Halleck, an escaped Harkonnen slave who rose through the ranks to become warmaster (played by Picard himself, Patrick Stewart); Thufir Hawat, Mentat and his master of assassins; Duncan Idaho, also an escaped slave and now a swordmaster of the Ginaz school and the Atreides House champion; and Wellington Yueh, a medical doctor of the Suk school conditioned to be unable to kill the people in his care. Paul is a prime candidate to marry the Emperor&#039;s daughter Irulan, but Leto&#039;s motivations are simply to keep his house safe. Or are they? In an opera all about grey morality, the Atreides are the heroes and good guys. And good guys they are: they struggle to govern fairly and treat people well and even save the whole human race. But scratch &#039;&#039;heavily&#039;&#039; under that - which is exactly what the books are trying to make you do: scratch and make the scratching difficult - and you start to question it. A lot - and I mean &#039;&#039;billions&#039;&#039; of people really hate the Atreides. And for good reason. Behind that &amp;quot;saviour complex&amp;quot; attitude, there&#039;s a frightening hunger for power. That&#039;s why Shaddam IV - who was &#039;&#039;&#039;not&#039;&#039;&#039; a tyrant, in contrast to Paul, and was &#039;&#039;&#039;not&#039;&#039;&#039; an evil man, sided with the Harkonnens - whom he despised - to fuck up the Atreides. Because he feared their rise to power. Was he wrong? I mean, after defeating him, Paul not only became Emperor, but he ruled with an iron fist and amassed a body count in the billions. Did he have good reasons to do that? Yeah, so he says.&lt;br /&gt;
* &#039;&#039;&#039;House Harkonnen:&#039;&#039;&#039; For the last century, the Harkonnens have held fief over Arrakis, and their term is ending. The Harkonnens have had a family feud with the Atreides for millennia.  The Siridar Baron, Vladimir Harkonnen (one of the most evil men this side of the universe), has no children (as far as we know at the beginning), but rather two nephews, Rabban (the Beast) and Feyd-Rautha (the pretty one, played by Sting).  He and his advisor, a Twisted Mentat named Piter de Vries, want to settle all accounts: wipe out the Atreides, reclaim Arrakis, marry Feyd to Princess Irulan, and take control of the Empire.&lt;br /&gt;
* &#039;&#039;&#039;House Corrino:&#039;&#039;&#039; The house of the Padishah Emperor. Claims to rule all of space.  The incumbent Emperor, Shaddam Corrino IV, has several daughters but no sons through his Bene Gesserit wife. He sees the potential end of his line and what could happen to his house. He knows that Leto is immensely popular and has amassed a formidable army, trained almost to the level of his own elite Sardaukar, and that represents a threat to his power that he cannot ignore.  Shaddam conspires with the Harkonnens to lure Leto and his house into a trap on Arrakis and wipe them out.&lt;br /&gt;
* &#039;&#039;&#039;The Bene Gesserit:&#039;&#039;&#039; A religious order of battle nuns and courtesans with psychometabolic powers.  The sisterhood is nearing the culmination of thousands of years of selective breeding to produce a superman, but their plans were thrown into disorder when Jessica gave birth to a son instead of a daughter.  To salvage their project they need either Paul or Feyd to survive and have a child, preferably through Irulan (although losing either one will be a setback).&lt;br /&gt;
* &#039;&#039;&#039;The Bene Tleilax:&#039;&#039;&#039; Also known as &amp;quot;Tleilaxu&amp;quot; (the first L is silent), this patriarchal, isolationist group contains the universe&#039;s premier genetic engineers. Creepy little bastards. Their clients view them as both useful and borderline [[Heresy|heretics]] for how closely they skirt the letter of the Butlerian taboos. We don&#039;t actually meet any Tleilaxu agents until the events of &#039;&#039;Dune Messiah&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mentats&#039;&#039;&#039;: Humans trained to replace computers after &amp;quot;thinking machines&amp;quot; were outlawed in the wake of the Butlerian Jihad. Their powers of memory and perception are honed to superhuman levels, making them capable of tremendously complex mathematical calculations. They can also collate and synthesize immense amounts of information, allowing them to divine hidden patterns and develop incredibly precise hypotheses and strategies; the very best Mentats can predict likely future outcomes, given sufficient data. Because of these abilities, most Great Houses have a Mentat advisor, and they are also used by the Bene Gesserit and other political or military organizations. They&#039;re required to operate within certain ethical frameworks, but some Houses want Mentats who can and will ignore any such constraints. These &amp;quot;Twisted Mentats&amp;quot; are produced by the Tleilaxu. &lt;br /&gt;
* &#039;&#039;&#039;The Spacing Guild:&#039;&#039;&#039; An order of mutants who control all interstellar travel, as their Navigators are the only safe way to travel between stars without forbidden computers.  The Guild is the real power behind the Emperor: they want stability on Arrakis and will work with whoever can promise that... and against anyone who threatens their supply of spice.  The spice must flow.&lt;br /&gt;
* &#039;&#039;&#039;Ixians:&#039;&#039;&#039; technocratic society specializing in production of complex machinery. Give even less fucks about Butlerian taboos than Tleilaxu. They&#039;re mentioned in the first book but don&#039;t play an important role. Yet.&lt;br /&gt;
* &#039;&#039;&#039;The Fremen:&#039;&#039;&#039; The &amp;quot;natives&amp;quot; of Arrakis, the Fremen are the descendants of the Zensunni Wanderers (a fusion religion of Buddhism and Sunni Islam) who ended their pilgrimage on Arrakis.  The Fremen know the desert and how to survive it better than any off-worlder, so a Great House that rules the planet must deal with them in one fashion or another. The Harkonnen tried to kill them to no avail, but Duke Leto believes he can win their allegiance through cunning and diplomacy.  The Bene Gesserit - through the Missionaria Protectiva - have conditioned them to believe in a coming messiah; while the Emperor&#039;s rogue planetologist, Liet Kynes, has enthralled them with a vision of terraforming Arrakis into a paradise.  &lt;br /&gt;
&lt;br /&gt;
Into all this, add partial precognition (among other psychic talents) on the part of the Bene Gesserit and the Spacing Guild, both with self-acknowledged serious blind spots, and that Leto&#039;s son Paul is far more important than &#039;&#039;anybody&#039;&#039; realizes at the start of the first book, and you have yourself a recipe for a grade-A nuclear clusterfuck of politics.&lt;br /&gt;
&lt;br /&gt;
== Simplified themes ==&lt;br /&gt;
Being amongst the most popular science fiction books ever, the Dune saga has been massively influential in future works. But Frank Herbert work is notoriously complex, deep, full of philosophical themes that are explored in full. Multiple readings are required to start to grasp some of the most interesting ideas. The average science fiction writer would or could not go that far into complexity. This means that often some of the themes in Dune, are then simplified and &amp;quot;dumbed down&amp;quot; in other works. Some of these other works being extremely popular themselves, they codified these tropes in a way that makes sometimes difficult to appreciate how well thought were the original.&lt;br /&gt;
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The Butlerian Jihad, which is the revolt against the machines that make that there are no computers in the Dune universe, is the forefather of all Terminator/BSG/40k revolts of the AIs. But in the Jihad, apparently, the AIs didn&#039;t revolt against the humans. Instead, it was the humans that decided that the thinking machines, and the way that they were used, was bad for humanity. Details are not explored, but it&#039;s strongly hinted that machines were used by humans to oppress other humans and also hindered the development of human potential by taking away the necessity - and therefore the ability - of human beings to learn how to do things and do them better.&lt;br /&gt;
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What&#039;s clear is that the Butlerian Jihad is not a catastrophe that falls upon humanity and takes away technology and progress from them, it&#039;s instead a powerful revolution that frees humanity from shackles they themselves built and enables them to move into the next stage of their evolution. Isn&#039;t that more interesting than &amp;quot;Evil robo toasters kill humans because bad&amp;quot;?&lt;br /&gt;
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Similarly, the apparent lack of technical progress in Dune, which clearly inspired 40k, is definitely not stagnation of progress. Dune&#039;s people simply stopped identifying &amp;quot;progress&amp;quot; with the act of creating a better machine and started to focus on how to make and be a better human. As the Butlerian Jihad destroyed computers, they created Mentats. Human beings trained to think in a way that would be able to substitute computers for data analysis and, ultimately, much more powerful than any thinking machine ever existed. Not only that but it&#039;s stated by a Mentat in the first book, that even a &amp;quot;normal&amp;quot; human would be able at that point to outthink the AIs of old, hinting that human evolution and mental training has surpassed anything technological. This is again, very clever if you stop thinking about it. Nowadays there are almost 8 billion human brains on Earth, each one of that hundred times more powerful than the more powerful supercomputer, yet we invest enormous resources to research and build these advanced computers. Wouldn&#039;t be more sensible to learn how to use our own brains to do these tasks? What if we could &amp;quot;simply&amp;quot; learn to run advanced simulations and protein folding in our brain?&lt;br /&gt;
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The genius of this is also that humans are basically tool-makers and tool-users, so making tools (AI, robots, computers) that would do the work without us would go contrary to our very nature. Building space ships and spice harvesters is fine since machines that do that are more efficient and durable at their task (and/or a better alternative that would render them obsolete hasn&#039;t been developed yet), but computers would merely be a lazy solution to something we could do ourselves following that logic. (And irl it is a proven fact that certain people can do high-mathematics in their head alone, so Mentats are a viable concept with a bit of genetic engineering and additional help - think Sapho juice that helps them focus on analysis and calculation. We know of some autistic people being able to do computer like maths, but autism is not a radical departure in how the brain works, it just affect how people &#039;&#039;focus&#039;&#039;. It stand to reason that people should actually be trained to think this way.). &lt;br /&gt;
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This difference in the definition of &amp;quot;progress&amp;quot; for people in Dune, resembles a lack of innovation and science. But reading more carefully is clearly not the case. Science is clearly present in the universe and used to understand and learn. In one of the books, we have an example of a physicist describing Paul&#039;s prescience from the point of view of quantum mechanics. Also the whole story of the Dune planet is arguably set in motion before the events of the first book, first by the &amp;quot;Imperial Planetologist&amp;quot; Pardot Kynes, a scientist sent to understand the ecology of Arrakis and the mystery of Spice. His original mission was to determine a way to produce Spice elsewhere than Arrakis, but he (and his son Liet Kynes after him) would ultimately turn the nomadic Fremen into a tribe of top-notch biologists instead, who would run a planet-wide network of research laboratories and start a huge process of terraforming on Arrakis.&lt;br /&gt;
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A big part of the narrative of the story is deconstructing the idea of a Messianic Leader. At fist glance, Paul Atreides&#039; story in the first book follows a familiar tale of a scion of a noble dynasty who escapes the downfall of his house only to rise back up and reclaim his rightful throne, topple his family&#039;s ancient foes and ascend to greatness as was foretold in prophecy. In truth, he gets where he is because of the actions of others (the Bene Gesserit&#039;s breeding programs and schemes, his parent&#039;s training, the Terraforming vision Kynes has cultivated among the Fremen) and while he does rally the Fremen to his cause by word and deep and they come to see him as a divine figure, it turns out that releasing a horde of crazed religious fanatics hellbent on spreading the word of their messiah across the galaxy at the blade of a crys-knife is a bad thing.&lt;br /&gt;
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These examples demonstrate that science and research are still very relevant in the Dune universe. Only progress would no be to create a new generation of better machines but instead to improve the human being. And improve them they did. The most glaring examples are the Bene Gesserit, who, through controlled evolution and training, would develop literal superpowers like the ability to detect lies, foresee the future, access ancestral memories, control their internal chemistry to the point of stop ageing and neutralize poisons. At one point a Bene Gesserit is described while neutralizing a poison to use her senses of smell and taste as a chemical lab to identify the substance that was poisoning her. As you can see, this is still very much science, just very different science.&lt;br /&gt;
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===Influence on Warhammer 40k===&lt;br /&gt;
Being a highly successful series with an unique and interesting universe it is obvious that [[Games Workshop]] &amp;lt;s&amp;gt;stole&amp;lt;/s&amp;gt; took inspiration from Dune more than a Blood Raven in an unlocked reliquary. While this topic is up for [[Skub|debate]] the following were most likely borrowed from the Dune universe:&lt;br /&gt;
* &#039;&#039;&#039;Close combat / Melee&#039;&#039;&#039;: The Dune universe is close-combat-heavy because the Holtzman effect changed the face of warfare. The effect can be utilized to generate a man-sized field that can deflect matter that travels beyond a certain speed. This means that bullets are useless against people equipped with shields; this also means that air molecules can&#039;t pass through the shield, so you&#039;d better get your fighting over with before you collapse from heatstroke and/or suffocate on your own CO2. &amp;quot;But there&#039;s [[lasgun]]s in Dune!&amp;quot; Yes, Timmy, there are, but when a laser beam hits a shield, the shooter, the target, and the surrounding landscape are deleted in a nuclear explosion, so nobody tries it (the effect is also too unpredictable to be used deliberately - explosion will either be too small or indistinguishable from an atomic weapon, and use of atomics against humans is a big no-no in setting).  Swordsmanship has come back into style due to the high risk of using laser weapons leading to a reliance on melee combat, and projectile weapons are mostly represented by rather ineffective slow-pellet tranquilizer guns. This story element was due to author appeal, as Herbert wanted close combat in the story. &lt;br /&gt;
:: Interestingly, this aspect is rather downplayed in the actual book, since it mostly takes place on Arrakis and using the shield in Arrakis desert will attract very angry sandworms straight to your location. Fremen were as adept with projectile weapons as they were at melee combat, and they were most interested in learning Weirding Way (magic super kung-fu developed by Bene Gesserit, which was replaced by sonic weapons in Lynch movie) because it allowed them to operate in Arrakis cities without their signature crysknives. Ultimately Atreides used the same tactic as Soviets in Vietnam and Americans in Afghanistan - gave anti-aircraft missiles to natives and enjoyed the fireworks. &lt;br /&gt;
* &#039;&#039;&#039;[[Navigator|Navigators]]&#039;&#039;&#039;: The Dune universe has [[Navigator|Navigators]] which are &#039;&#039;slightly&#039;&#039; similar to their 40k counterparts. Only source of ship travel? Check. Highly mutated? Check. Mutation worsens over time? Check. Some sort of magical powers, but somehow different from everyone else&#039;s? Check. Living outside of all political powers? Check. Having their own political agendas? Check. Secretive? Double fucking check. Basically they are the exact same thing with the small exceptions that they need spice to live. Also, Herbert may have cribbed them from the 1950 Cordwainer Smith story [https://en.wikipedia.org/wiki/Scanners_Live_in_Vain &amp;quot;Scanners Live in Vain&amp;quot;].&lt;br /&gt;
* &#039;&#039;&#039;No AI allowed&#039;&#039;&#039;: Basically the same story, AI goes bad, tries to conquer humanity, gets its virtual arse kicked, and is subsequently forbidden. While the backstory is a little different, the outcome is still the same. However, Dune is a little bit more restrictive when it comes to [[Cogitator|Cogitators]] or [[Servitor|Servitors]] and uses humans hyper-trained from birth (and fucked up on drugs) known as &amp;quot;Mentats&amp;quot; as supercomputers instead.&lt;br /&gt;
:: Actually, the backstory is quite more than a little different and the outcome is very much not the same. It&#039;s not clear what really happened during the Butlerian Jihad, but it&#039;s strongly hinted that the human revolted against the machines because what the usage of machines meant for society and not because the evil machines turned against humanity. This is way more interesting than the common &amp;quot;evil terminator&amp;quot; trope. The outcome is also very different in that the Butlerian Jihad unchains the true development of the human mind and body, ultimately far surpassing any AI capability.&lt;br /&gt;
* &#039;&#039;&#039;[[Death World|Death Worlds]]:&#039;&#039;&#039; Dune has two of them, Arrakis and the Emperor&#039;s nuked-out hellhole Salusa Secundus.  Like in 40K, death worlds are places where virtually everything, from the life to the landscape, is out to kill you, and anyone who manages to grow up there is operating on an entire different level from the rest of humanity and are &#039;&#039;also&#039;&#039; generally out to kill you.  The Emperor uses Salusa to train his elite army and his advisor Count Fenring fears that someone will make an army out of the Fremen.&lt;br /&gt;
* &#039;&#039;&#039;[[God-Emperor of Mankind| The mother-fucking God-Emprah]]&#039;&#039;&#039;: While the idea of a galactic Emperor is nothing new, Dune was [[Skub|debatably]] the first setting which implemented a &#039;&#039;de facto&#039;&#039; immortal god-emperor. Decades of worshiping the 40k [[God-Emperor of Mankind|Empra]] is likely to make those fans think Dune&#039;s Leto II is some pathetic false-Emperor (just look how they treat [[Star Wars|Palpatine]]) but make no mistake: while he might not crush tanks with his brain, God-Emperor Leto II earned his worship after turning himself into an immortal giant worm with precognitive powers.  And not wishy-washy Jedi vision precog, no, this is full on Doctor Strange [[Farseer|&#039;&#039;sees all possible futures&#039;&#039;]] precognition. And unlike Palpatine&#039;s narcissist attitude, Leto is secretly altruistic to his subjects like his 40k counterpart despite some... questionable ethical choices regarding tyranny, free will, and bloodshed.&lt;br /&gt;
:: The two of them are actually quite similar: Leto II is a god-like being leading humanity on his &amp;quot;Secher Nbiw/Golden Path&amp;quot; in order to make them reach their full potential and avoid the troubles he can see in mankind&#039;s future, even though his rule is really harsh. Big E is a god-like figure leading humanity toward psychic apotheosis in order to deal with the ticking doomday clocks that are the Necrons awakening in full and Orks getting back to Krork levels of [[awesome]], even if he pretty much rules by the sword. The only real difference is that Leto II didn&#039;t have four other god-like beings throwing all of the spanners in his work.&lt;br /&gt;
* &#039;&#039;&#039;Feudalism IN SPACE!:&#039;&#039;&#039; Under the &amp;quot;faufreluche&amp;quot; system, the Houses were de facto autonomous states, with the [[High Lords of Terra|Landsraad]] functioning as a space UN for the Houses to conduct business and address grievances with each other. The rules of the Great Convention prevented the Padishah Emperor from taking sides in any case of House-to-House warfare and defined the rules of &amp;quot;kanly,&amp;quot; how two Houses may go to war with each other without endangering innocent bystanders. The Imperium of Man&#039;s organization is similar to this system, where a central authority figure is distant and difficult to contact, which means that the various jurisdictions that ostensibly answer to it are generally left to fend for themselves unless a major threat appears.&lt;br /&gt;
*&#039;&#039;&#039;Super-soldiers:&#039;&#039;&#039; Before the [[Space Marines]], there were the Sardaukar. Taken to a death world at a tender age and subjected to absurdly-harsh training that kills roughly half of the initiates, the Sardaukar are superior to the forces that the Great Houses could raise against them. The only other warriors in the Imperium said to be on the same level are the top-level Ginaz Swordmasters, but the Ginaz are duelists and bodyguards, not grunt soldiers. And then there are Fremen Fedaykin death commandos that absolutely wiped the floor with anyone else.&lt;br /&gt;
*&#039;&#039;&#039;A E S T H E T I C S:&#039;&#039;&#039; More specific to the 1984 Lynch version. Warhammer 40K&#039;s &amp;quot;gothic futurism&amp;quot; draws a lot from the art direction of Lynch&#039;s film, especially with the movie&#039;s set and costume design.&lt;br /&gt;
*&#039;&#039;&#039;[[Lasgun]]&#039;&#039;&#039;: As explained above, the term &amp;quot;Lasgun&amp;quot; came from &#039;&#039;Dune&#039;&#039;. Although a notable difference is that they&#039;re not your usual flashlights, but can rip a person in half, and if it enters in contact with a personal shield it &#039;&#039;may explode in the yield of a nuke&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Ornithopter/[[Archaeopter]]&#039;&#039;&#039;: In &#039;&#039;Dune&#039;&#039;, the most common form of flying vehicles inside atmospheres are Ornithopters (commonly called &amp;quot;thopters&amp;quot;), which are vehicles that move by rapidly moving their wings. In 40K, the [[Adeptus Mechanicus]] got their hands on their own Ornithopters in the form of the [[Archaeopter]].&lt;br /&gt;
*&#039;&#039;&#039;[[Inquisition]]&#039;&#039;&#039; - after Paul Muad&#039;Dib became a Fremen prophet and unleashed his army of fanatics on the galaxy, boys in red were bound to appear, and so we have Qizarate - religious bureaucracy that ran the galaxy, spread the word of Muad&#039;Dib and, of course, weeded out the [[HERESY]]. Second book starts with a transcribed dialogue between Qizarate official and Ixian historian in death-row cell whose crime is rampant use of (may Shai-Hulud forgive me for uttering this word) &#039;&#039;logic&#039;&#039; in his historical treatise about rise of Muad&#039;Dib. It&#039;s not clear whether Inquisition in 40K is directly inspired by Qizarate, as they look and act more like stereotypical Catholic Inquisitors and Protestant witchfinders, while Qizarate has more of an Islamic flavor, but it is still worth mentioning.&lt;br /&gt;
*&#039;&#039;&#039;[[Daemonculaba|Tleilaxu Axolotl Tanks]]&#039;&#039;&#039;: &#039;&#039;SPOILERS FOR DUNE AHEAD&#039;&#039; one of the factions in Dune&#039;s universe, [[Dark Mechanicus|the Tleilaxu (who are masters of biotechnology)]], are very, very secretive when it comes to their women. In fact, throughout almost three books we have only met their men, and heard vague stories about all their women being kept on their home planet. At the same time it is widely known that the Tleilaxu can breed [[Undead|gholas]] (living men made out of dead flesh) in their axolotl tanks... Three books in some Bene Gesserit witch adds two and two together, asks the right person all the wrong (from his POV) questions and confirms that [[Rape|the tanks are actually what&#039;s left of the Tleilaxu females]]. Basically, once a Tleilaxu female reaches the age of puberty they [[grimdark|destroy her brain]], cyber her up and use her to pump out gholas and [[Profit|whatever else they need.]]&lt;br /&gt;
*&#039;&#039;&#039;[[Exterminatus]]&#039;&#039;&#039; - last, but not least. Stone burners are nasty weapons designed to circumvent the atomic weapon regulations - their yield varies from power source, even at low power they release J-rays that &#039;&#039;dissolve eye tissue&#039;&#039;, and if powered by a nuke they can crack open the entire planet. Paul Muad&#039;Dib sterilized &#039;&#039;at least ninety planets&#039;&#039; during his Jihad - no wonder he considers Genghis Khan and Hitler small-time.&lt;br /&gt;
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== The books ==&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Dune&#039;&#039;&#039;&#039;&#039; - The original novel. &amp;lt;del&amp;gt;The [[Lord of the Rings]] of sci-fi.&amp;lt;/del&amp;gt; Very influential? Yes! Defining the Genre the way Tolkien did? No. Don&#039;t forget that sci-fi helped shape modern Fantasy where pre-modern Fantasy helped shape sci-fi (eg; fairies and elves = aliens, alchemy = chemistry). The first book serves as a stand-alone story in the style of a traditional epic and a follows typical dramatic structure (the sequels... eh). It reads well, and each chapter centers around a particular character or topic without feeling disjointed. You know the plot. Paul controls the spice and controls the universe.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Dune Messiah&#039;&#039;&#039;&#039;&#039; - Detailing Paul&#039;s jihad and rule of the Imperium. While Dune is a story on its own, this sequel was hacked off of the first book when it became too long and turned into a sequel. If you at least agree that the first book was good, then problems start to show here but not by much.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Children of Dune&#039;&#039;&#039;&#039;&#039; - Detailing the rise of Paul&#039;s children. The third book and the end of the first trilogy, except &#039;&#039;Messiah&#039;&#039; is under half the length of &#039;&#039;Dune&#039;&#039; and &#039;&#039;God Emperor&#039;&#039; making this one feel like the second book of a trilogy. Paul is gone and the story switches to his son Leto II as he struggles with the prescience powers he inherited from his father on the inside and everyone and their sister trying to get his place and/or influence him on the outside. This book reads like the main character is high and does not know where he is for most of the story (which is actually fine, considering he&#039;s an 8 year old kid struggling with becoming almost omniscient, people trying to kill him, and he is both high and kidnapped), and it is disjointed enough that the reader feels the same (which is not, because a constant [[meme|&amp;quot;WTF am I reading?&amp;quot;]] feeling as one wrestles through the book makes for a poor reading experience).&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;God Emperor of Dune&#039;&#039;&#039;&#039;&#039; - Leto II of the House of Atreides has fused with a sandworm and become immortal in what is probably the most iconic thing outside of the first book. Disappointed in the mildness of his father&#039;s jihad, he creates the most oppressive regime that he can to tap into humanity&#039;s basest and darkest instincts so that a eugenics program can strengthen humanity to the point where it can never go extinct, followed by them scattering away from his empire and becoming completely decentralized throughout the universe. That is the &#039;Golden Path&#039; thing. The entire book started off as a continuous monologue by the main character with the rest written in later and it shows. What were the characters actually doing again? Killing one another?&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Heretics of Dune&#039;&#039;&#039;&#039;&#039; - Humanity has scattered away from known space after being oppressed for so long, and no one thing can kill them now... maybe. &#039;&#039;God Emperor&#039;&#039; was actually the start of a trilogy centered around a girl named Sheeana and the clones (or gholas, because the cells started off dead) of Duncan Idaho. The Bene Gesserit take center stage and they and the reader must deal with their inability to be anything but clandestine antagonists.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Chapterhouse: Dune&#039;&#039;&#039;&#039;&#039; - The Bene Gesserit make one of their primary planets into a new Dune because they need the spice to use their abilities. The Honored Matres, worse Bene Gesserit returned from the Scattering, have conquered pretty much everything with mind-control sex and regular violence. Can our heroes thwart them? No one knows, as Duncan calculates/foresees something that neither he or the readers know about and flies a ship off to who-knows-where, followed by Frank Herbert&#039;s death.&lt;br /&gt;
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=== The others ===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hunters of Dune&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Sandworms of Dune&#039;&#039;&#039;&#039;&#039; - Based on Frank Herbert&#039;s rough draft for the unfinished &#039;&#039;Dune 7&#039;&#039;, these two works function as a direct sequel to &#039;&#039;Chapterhouse: Dune&#039;&#039;. If you really want the series to have an ending... this is what you get. Requires reading &#039;&#039;Legends of Dune&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Prelude to Dune&#039;&#039;&#039;&#039;&#039;: A prequel series set right before the events of the first novel when all the adults from that book were the age that buys young adult novels. Not that bad, but all the villains are evil mustache-twirling sadists and all the heroes are good people.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Legends of Dune&#039;&#039;&#039;&#039;&#039;: Prequel series that takes us back to the early days of the Imperium and shows the Butlerian Jihad not as a conflict where religious Luddites win, but as a war where wargame-loving hacker teens take over mankind&#039;s servant robots and cause a robot war that overthrows the Old Empire on Earth and enslaves humanity. The League of Nobles (note that unlike the many pages of justification Frank produced for the original Imperium, feudalism just seems to naturally happen at this point in human history) rallies around manufactured religious zealotry to eventually win at great cost (like &#039;&#039;losing 1% of our fleet every jump&#039;&#039; cost).&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Heroes of Dune&#039;&#039;&#039;&#039;&#039;: A series of interquels about this and that.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Great Schools of Dune&#039;&#039;&#039;&#039;&#039;: Prequel series set after &#039;&#039;Legends of Dune&#039;&#039;, focusing on the creation of the Bene Gesserit, Mentats, Suk School, and the Spacing Guild in the wake of the Butlerian Jihad. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Caladan Trilogy&#039;&#039;&#039;&#039;&#039;: Three more prequels, focusing on Duke Leto, Lady Jessica, and Paul in the run-up to &#039;&#039;Dune&#039;&#039;.&lt;br /&gt;
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== The Films ==&lt;br /&gt;
Alejandro Jodorowsky, a French-Chilean director that made balls-to-the-walls experimental movies, was slated to direct a &#039;&#039; very loose&#039;&#039; (by his own account, &amp;quot;I was raping Frank Herbert... with love.” ), film adaptation with set design from H.R. Giger, effects by Dan O&#039;Bannon, conceptual art by comic book artist Moebius, music from Pink Floyd and Magma, and starring Salvador Dali, Orson Welles, David Carradine, and Mick Jagger, though sadly it ran out of money in pre-production. Even if it has never been realized, it has a cult following for just the possibilities of &amp;quot;what could&#039;ve been&amp;quot;, even though it would take the already psychedelic book and rump the weirdness up to eleven and it would have been at least 14 to 20 hours long. The failed production would also be very influential in later science fiction films; Giger and O&#039;Bannon would go on to contribute to the production of &#039;&#039;Alien&#039;&#039;, and many of its sets were recycled by George Lucas in &#039;&#039;[[Star Wars]]&#039;&#039;.&lt;br /&gt;
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The David Lynch movie absolutely sucked in that it managed to make an already very weird book into an even weirder movie (&amp;lt;s&amp;gt;saying this out loud is a good way to troll hipsters&amp;lt;/s&amp;gt; Not really. Even Lynch knew it sucked, as evidenced by the fact he had his name removed from the television cut). If you want a good laugh I&#039;d suggest you watch it -- it&#039;s not often that you&#039;ll see a fetal manatee shit/barf lasers. It&#039;s a classic case of Hollywood taking an amazing work of art and deciding &amp;quot;the audience&amp;quot; won&#039;t like it, so they got rid of the parts they didn&#039;t understand. If you&#039;ve read the book, the butchery is even more &amp;lt;s&amp;gt;hilarious&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;cringe-worthy&amp;lt;/s&amp;gt; full of [[lulz]], though I suggest you don&#039;t watch the movie first. Who, after all, would want to read &#039;&#039;The Odyssey&#039;&#039; after seeing the movie? I&#039;d suggest you see the movie as well, as it is also &amp;lt;s&amp;gt;&#039;&#039;that bad&#039;&#039;&amp;lt;/s&amp;gt; awesome. Good soundtrack though. The film is still a worthwhile experience just for the setting, but absolutely fails at making the narrative compelling. Also Herbert liked it, and even Villeneuve took design cues from it. Finally, there is a [https://www.youtube.com/watch?v=94d77kdmOvU| 3 hour fan edit of David Lynch&#039;s film]; this being the best version one could watch (aside from an hypothetical Director&#039;s Cut), as it ties some loose ends and reorganises some scenes for better pacing. &lt;br /&gt;
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The Syfy Channel produced two six-hour mini-series based on the first three books. Though low-budget (it has the &#039;&#039;[[Babylon 5]]&#039;&#039; problem of painfully crude CGI), they do manage to touch on each of the important plot points from those books and there&#039;s no skimping on the action to make &amp;quot;weirding module&amp;quot; toys to be sold as merchandise. Worth watching for what it is, and not ironically like the abortion above.  If you watch both you can imagine how much better it would have been with the budget and actors Lynch had at his disposal.  [https://www.youtube.com/watch?v=ShlhYT4FxGI Also the soundtrack for the second instalment is dope; same guy who did Thor: The Dark World.]&lt;br /&gt;
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Denis Villeneuve, of &#039;&#039;Arrival&#039;&#039; and &#039;&#039;Sicario&#039;&#039; fame, is now slated to helm a new adaptation.  As of fall 2020, [https://www.youtube.com/watch?v=n9xhJrPXop4 the trailer is up] and it&#039;s... ehhhhhhhhhhh. At first glance it looks like the mini-series done with a respectable effects budget and better actors, but we won&#039;t know if this is the one until it hits the screens. Using a grimdark mix of &#039;&#039;Dark Side of the Moon&#039;&#039; was a nice nod to the Jodorowsky project, but it means we don&#039;t know much about the actual score, and Dune movies kinda rely on the music to be up to the epicness of the footage.&lt;br /&gt;
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Villeneuve&#039;s movie has landed in Europe and it&#039;s............... Overall pretty good, the movie has all of Villeneuve&#039;s flair for well crafted visuals and big ideas. Overall the film captures the mood and pace of the book more than Lynch&#039;s. And atleast is not burdened by trying to cram the whole book into one movie so at least the pacing is much better. Much closer to the original work than Lynch&#039;s. But that is both good and bad. Good in that book lovers will be very pleased by the attention to detail. Bad because as anyone who read the book knows they are very dense and filled with near endless exposition and talking/scheming etc... This movie may bore people going in expecting a non-stop sci-fi war film (which the new trailers were really trying to convince us of) as the pace can drag if you are not expecting it. However the visuals are very, very good (The scene where the Sardaukar are introduced &#039;&#039;will&#039;&#039; make you cream your pants, even if you don&#039;t know anything about the setting). You can&#039;t say Villeneuve didn&#039;t pour his heart into it. Yet it definitely would have benefited from not adapting the book so closely. Dune is a very heady book with a lot of exposition and world building, which is fine reading at your own pace in a book but can be exhausting to watch on screen. Still a very impressive movie that is ultimately only held back a bit by its slavering devotion to the original book and its needlessly convoluted plots and the fact this is only part 1. &lt;br /&gt;
&lt;br /&gt;
That said, there have been some changes made to the story. For example they seem to have simplified the Fremens story to that they rose up and were defeated by the Harkonnens, which lead to their situation. In the original it was shown they were intentionally avoiding conflict with the current rulers and were deliberately hiding their numbers. While it doesn&#039;t seem like much it does alter how certain events will transpire in Paul&#039;s uprising. Nothing that will drastically change any upcoming events, but that things might not finish quite the same in the end of the first book story. Which is understandable. Changes must be made in adaptations, and in all honesty Herbert&#039;s books can have a tendency to disappear up its own ass (being overtly complicated for their own sake) that some simplifications in some areas might even be a blessing and be at least more understandable to general audiences.&lt;br /&gt;
&lt;br /&gt;
Overall, the first movie is a good feature: sure to please die-hard book fans, but may be off putting to non-readers or those expecting a more traditional action adventure. And it seems it did well enough for itself, since the second movie has been announced on October 26th 2021 with release set for October 2023.&lt;br /&gt;
&lt;br /&gt;
== As an RPG Setting ==&lt;br /&gt;
Frank Herbert went into SO MUCH DETAIL in his novels, you&#039;ve got plenty of material to use as a campaign setting. You&#039;ve got politics, fightan, more politics, space travel, enough politics to give Machiavelli a headache, and room for quasi-magic shit. Go nuts.&lt;br /&gt;
&lt;br /&gt;
There was an official Dune RPG, &amp;quot;Chronicles of the Imperium,&amp;quot; but it got mired in legal bullshit, [[WOTC|Wizards]] bought it out, did a &#039;Limited Edition&#039; run of 3000 books, and then the high masters at Hasbro said &amp;quot;no more licensed property&amp;quot; and eighty-sixed the game so nobody would see it ever again. Assholes.&lt;br /&gt;
&lt;br /&gt;
* [http://www.squaremans.com/?p=242 The only adventure module], unpublished even for an unpublished game.&lt;br /&gt;
&lt;br /&gt;
Someone made a homebrew [[GURPS]] Dune splatbook which can be found [https://mega.nz/#!eBFhBTRJ!FMVGywUtRaO845ZxboOcplc3R0wwpxFx01LZtGMyTTk right here]. &lt;br /&gt;
&lt;br /&gt;
There is also a [https://www.modiphius.net/pages/discover-dune-roleplaying-game Modiphius RPG] out. &lt;br /&gt;
&lt;br /&gt;
Like a lot of Modiph&#039;s stuff, it uses a modified spin on their 2d20 system, meaning you usually roll 2d20&#039;s under a (generous if highly skilled) target number, with extraneous successes going towards a Momentum pool that can be used to give the player&#039;s advantage later. This spin on 2d20 is more narrativistic, with &amp;quot;Drives&amp;quot; in place of attributes and the same conflict resolution system used for different scales of conflict, from duels, to wars to courtly intrigue, but utilizing different &amp;quot;Assets&amp;quot; to aid each.&lt;br /&gt;
As for the lore, it is quite faithful to the books according to multiple sources. While the default era is presumed to be before the first Dune book, it can be set in any of the Frank-written time periods.&lt;br /&gt;
&lt;br /&gt;
Art direction-wise, it draws heavily from the new Villaneuve movie.&lt;br /&gt;
&lt;br /&gt;
== The Games ==&lt;br /&gt;
[[Image:Dune_RPG.jpg|right|200px]]&lt;br /&gt;
The first video game adaptation of Dune was what can best be described as a Visual Novel mixed with a little Risk Boardgame. You play as Paul Atreides and it roughly follows the events of the original book. The goal is to recruit Fremen and eventually kick the Harkonnen from the planet.&lt;br /&gt;
&lt;br /&gt;
The videogame many oldfags remember fondly, however, is [http://www.mobygames.com/game/dune-ii-the-building-of-a-dynasty Dune 2], hailed as the first &amp;quot;true&amp;quot; RTS game that got it right and paved the way for all the others. It&#039;s widely-accredited as putting Westwood on the map. While it was set in the universe, it did not actually take place during the time of the books, instead much earlier. It was remade in 1998 as part of a renovation attempt, and the resulting game, [http://www.mobygames.com/game/dune-2000 Dune 2000], was a fun if somewhat off-centered RTS boasting fairly decent balance and was great fun to play in multiplayer LAN games, but it was hindered by the fact that the bulk of its gameplay had been lifted from &#039;&#039;Command and Conquer - Tiberian Dawn&#039;&#039; and &#039;&#039;Red Alert&#039;&#039;, creating a sort of hybrid that (justifiably in some cases) pissed off fans of both franchises. Then again, it had fucking [[The Lord of the Rings|Gimli]] as an Atreides Mentat, a kickass robo-Mentat that gets progressively more drugged out for the Ordos, and a good atmosphere and set design readily conscious of the curious, or least unique aspects of the Lynch film&#039;s asthetics, so even then it has some good qualities. It was quite clearly produced with love of the universe, and emphasized the game was taking place in an earlier time, so as not to fuck with the books&#039; canon.&lt;br /&gt;
&lt;br /&gt;
Westwood later did one of the first 3D RTS&#039;s not soon after, &#039;&#039;Emperor - Battle for Dune&#039;&#039;. Though the game ditched a standard campaign progression with the now familiar Risk-style campaign, it still had unique missions and a unique campaign for all three sides. The story took off right after the events of the last game (namely, Padishah-Emperor Corrino is dead with no one to succeed him) and thus the Spacing Guild and the Sisters avert a civil war by holding that whichever House can win a limited War of Assassins on Arrakis will be crowned Padishah-Emperor of the Known Universe. Contains all sorts of surprising twists and turns (like everyone gloriously violating galactic law, and &#039;&#039;&#039;IT&#039;S A T-gmphmmhmhhhhhhh!!!!&#039;&#039;&#039;), and the cinematics and cast were quite nicely done as well. Especially since it&#039;s live action. This, sadly, would not be the last Dune video game.&lt;br /&gt;
&lt;br /&gt;
You see, there&#039;s also &#039;&#039;Frank Herbert&#039;s Dune&#039;&#039;, action-adventure game based on the mini-series. How good was it? Well, just think for a brief moment about &#039;&#039;why&#039;&#039; didn&#039;t you hear about it before you read this article.&lt;br /&gt;
&lt;br /&gt;
There are three boardgames worth mentioning that were based on Dune. The first and best remembered is the 1979 Avalon Hill game made by the same guys that made [[Cosmic Encounter]]; it&#039;s one of the crown jewels of the Avalon Hill body of work. The game property was bought by Final Flight Games, but the owners of the Dune trademarks said &amp;quot;no,&amp;quot; so FFG published the game using their [[Twilight Imperium]] setting as a prequel to that wargame. See more about both games at [[Rex: Final Days of an Empire]]. A reprint of the Avalon Hill game is now available from Gale Force Nine, as is 2 faction expansion pack with the Ixians &amp;amp; Tleilaxu. Get your crysknifes ready, because it&#039;s gonna be a slaughterfest.&lt;br /&gt;
* [http://www.boardgamegeek.com/boardgame/121 BoardgameGeek link to the Avalon Hill game]&lt;br /&gt;
* [http://www.boardgamegeek.com/boardgame/104363 BoardgameGeek link to the FFG remake]&lt;br /&gt;
* [https://boardgamegeek.com/boardgame/283355/dune BoardgameGeek Link to the reprint]&lt;br /&gt;
&lt;br /&gt;
There was a trashy tie-in merchandise boardgame based on the David Lynch movie.  Paper pasted on cardboard, roll-and-move race game, typical [[Ameritrash]].  The less said about that, the better.&lt;br /&gt;
* [http://www.boardgamegeek.com/boardgame/680 you don&#039;t want to know]&lt;br /&gt;
&lt;br /&gt;
There is a free print-and-play game &amp;quot;Dune Express.&amp;quot;  You can use simple coloured dice, Skittles for your armies, and draw the map on the back of a pizza box, and yet it will still feel like great houses fighting over Arrakis. A decent beer-and-preztels game without being hurr durr dumb.&lt;br /&gt;
* [http://www.boardgamegeek.com/boardgame/42617 BoardgameGeek link to Dune Express]&lt;br /&gt;
&lt;br /&gt;
Dire Wolf has now managed to get their claws onto a license to do a Dune game as well, Dune: Imperium.  &lt;br /&gt;
It&#039;s a mixture of a card drafting game like [[Dominion]] and a worker placement game, with a smidgeon of simple combat. Each of the subgames is fairly basic on their own, but the game as a whole becomes complex as they interact. &lt;br /&gt;
&lt;br /&gt;
The biggest advantage it has over other Dune board games is that it can be played with any number of players (up to four), so it&#039;s a great option if you love Dune but can&#039;t get a big group together. You can even play it solo if you don&#039;t have any meatspace friends, or if you&#039;re the kind of person who dies a little inside whenever you watch someone riffle shuffle your poor defenseless cards. The NPCs have unique rules that make them a serious threat, especially on the higher difficulties. It&#039;s different enough from the multiplayer that it&#039;s worth trying even if you do have a group. &lt;br /&gt;
&lt;br /&gt;
You can backstab your friends after they outlive their usefulness, commit war crimes, start a eugenics program, achieve apotheosis, and drink Chani&#039;s pee. Potentially all in the same turn if you get a good hand. It&#039;s a fun board game for the whole family.&lt;br /&gt;
&lt;br /&gt;
* [https://www.boardgamegeek.com/boardgame/316554/dune-imperium BoardgameGeek]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dune reading guide.jpg|The Dune reading guide&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[category: Literature]]&lt;/div&gt;</summary>
		<author><name>2003:DB:4721:8400:34C:7889:3B47:9652</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Just_As_Planned&amp;diff=283423</id>
		<title>Just As Planned</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Just_As_Planned&amp;diff=283423"/>
		<updated>2022-01-01T20:22:29Z</updated>

		<summary type="html">&lt;p&gt;2003:DB:4721:8400:34C:7889:3B47:9652: /* Just As planned Moment Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Just_as_planned.jpg|thumb|right]]&lt;br /&gt;
The phrase &amp;quot;&#039;&#039;&#039;Just as planned&#039;&#039;&#039;&amp;quot; (jp. 計画通り！ [keikaku dōri!]) is taken from the [[manga]]/[[anime]] series Death Note (&#039;&#039;not&#039;&#039;, in fact, [[Tzeentch]]), and specifically a panel/scene which sees the culmination of the genius protagonist Yagami Light&#039;s extremely complex plan - which involves, among other things, him losing his own memory of the plan in the first place and having predicted in advance what actions he and everyone else around him would take over a period of several weeks so that the scheme would still come to fruition and his memory be restored.&lt;br /&gt;
&lt;br /&gt;
The expression first saw use as a meme on [[/a/]], but has been since adopted by [[/tg/]] for use regarding the [[Chaos God]] [[Tzeentch]] (as both he and Light are fond of complex schemes and trickery), [[Creed]]&#039;s Tactical Genius, the fact [[Malal]] may have successfully gotten himself destroyed, [[Eldrad]] (who is just a dick), and the fact that any and all of these individuals may have been replaced by members of [[Alpha Legion]]. It is sometimes seen in the form &amp;quot;Just as keikaku&amp;quot; or &amp;quot;Just according to keikaku&amp;quot;, referencing a screenshot of the anime with an idiotic translator&#039;s note.&lt;br /&gt;
&lt;br /&gt;
==Verbosely Planned==&lt;br /&gt;
&lt;br /&gt;
The results of my endeavors have satisfactorily harmonized with the forecast I generated and acted upon in accordance to a detailed analysis of the situation at hand, and the desired goals that were stated by key stakeholders and interested parties at outset of the events that previously unfolded&lt;br /&gt;
. (The MOJO JOJO version of &amp;quot;Just as Planned&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nabna&#039; Qapta&#039;!&#039;&#039;&#039; (Klingon for &amp;quot;Undoubtedly this plan&#039;s success is accomplished!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Just As planned Moment Creation==&lt;br /&gt;
This guide will teach you how to make a &amp;quot;Just as planned&amp;quot; moment.&lt;br /&gt;
# Create a nefarious and overly-complicated plan.&lt;br /&gt;
# Successfully execute it. (This step is optional)&lt;br /&gt;
# Sit in an armchair in front of a roaring fire.&lt;br /&gt;
# Sip your [[martini]]. (Any other fancy alcoholic beverage will also do)&lt;br /&gt;
# [[Mwahahaha!|Laugh maliciously]] and whisper, &amp;quot;Just as planned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Although most of the time:&lt;br /&gt;
# Create a nefarious and overly-complicated plan.&lt;br /&gt;
# Execute said plan.&lt;br /&gt;
# Have everything go according to plan.&lt;br /&gt;
# Suddenly find a large mechanical warmachine such as a [[Baneblade]] or [[Leman Russ Battle Tank]] skillfully hidden in the most unconventional spaces, such as behind a 5 inch-thick tree or a waist-high fence, in the crucial moment of success of your plan.&lt;br /&gt;
# Realize that you have just been thwarted by some kind of Tactical Geniu- [[Creed|CRRRREEEEEEEEEEEEEEED!]]&lt;br /&gt;
# [[Not as planned]]!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Not as planned]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Just_As_Planned_DIO.jpg&lt;br /&gt;
Image:Just_as_planned_tzeentch.jpg|The God of &amp;quot;Just As Planned&amp;quot;. Seriously.&lt;br /&gt;
Image:JUST AS PLANNED.png|A quote from the Mark of the Xenos [[Deathwatch]] expansion, apparently by someone who has read this page. [[/tg/]] controls[1] the servants of Tzeentch now. Just as planned.&lt;br /&gt;
Image:Just as planned collage.jpg&lt;br /&gt;
Image:Just_according_to_keikaku.jpg| How nice. He&#039;s trying to teach us Japanese. [[Keikaku|One word]] hastily read from Anime subtitles at a time.&lt;br /&gt;
Image:Just as i planned.jpg&lt;br /&gt;
Image:Gendo_Ikari.jpg|My son is piloting his mother? Just as planned.&lt;br /&gt;
Image:Frankie_exactly_as_planned.jpg|exactly as planned&lt;br /&gt;
Image:Taldeer justasplanned.jpg&lt;br /&gt;
Image:Sororit as planned.jpg|J.a.p. What&#039;s the plan? Burn every heretic. Saying that&#039;s not a plan is heresy.&lt;br /&gt;
Image:grifli.gif|[[Kobold]]s have plans too!&lt;br /&gt;
Image:Tanya Plan.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[1]Or is it they who secretly control us, while making us think we control them, just as planned[2]?&lt;br /&gt;
&lt;br /&gt;
[2]JUST AS PLANNED.&lt;br /&gt;
&lt;br /&gt;
[[Category:Meme]]&lt;/div&gt;</summary>
		<author><name>2003:DB:4721:8400:34C:7889:3B47:9652</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368192</id>
		<title>Orcs &amp; Goblins</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orcs_%26_Goblins&amp;diff=368192"/>
		<updated>2022-01-01T10:01:24Z</updated>

		<summary type="html">&lt;p&gt;2003:DB:4721:8400:34C:7889:3B47:9652: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oldschool}}&lt;br /&gt;
&#039;&#039;&#039;FOREWORD:&#039;&#039;&#039; This article will be translated into Orcish by volunteer greenskins. &lt;br /&gt;
&lt;br /&gt;
The Warhammer Fantasy equivalent to the [[Orks]] of the [[Warhammer 40,000|OTHER Warhammer]] (these guys were first, so Orks are the [[Warhammer 40,000|40K]] version of [[Warhammer Fantasy|proppa Orcs]] &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;dat&#039;s roight, dem greenzy boys from da world o&#039; pantsy-battlehamma&#039;s some o&#039; wutz dem humies may call feral orks, but deyz still sho nuff orky  and can show up fer a proppa krumpin izzat right gits? Wot? Dey sez dey wuz first? Well we&#039;s gonna hafta hav a chat on dat one, git....&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; ) and [[Age of Sigmar]]&#039;s Orruks &amp;amp; Grots that leads the [[Grand Alliance: Destruction|Grand Alliance of Destruction]]. &amp;lt;span style=&#039;color:green;font-size:90%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;don&#039;t tell me de age ov Sigmor, &#039;e can get a roight krumpin too, but we&#039;ll allow he&#039;s up tere wi&#039; ole [[Yarrick]] f&#039;a&#039;umie, buh I guess dey&#039;z thinkin&#039; he&#039;s loik dat goldy git dey&#039;z got on dat throne...oi, who let them [[Skaven|ratsy gits]] up &#039;ere with all this crazy talk &#039;bout this world anyhow?&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the successor races, see [[Orruk Warclans]] and [[Gloomspite Gitz]].&lt;br /&gt;
&lt;br /&gt;
==On Orcyness==&lt;br /&gt;
[[File:Fe5d4c937beed277db70218568695598.jpg|thumb|left|500px|Straight outta da [[Badlands]], green, swole and ready ta roll!]]&lt;br /&gt;
Generally speaking, the Orcs &amp;amp; Goblins army is made up of a species with mysterious origins called &amp;quot;greenskins&amp;quot; in slang terms by players, [[Games Workshop]], and many in-universe races. The race generally speaks in a Cockney (a type of British accent (yes the lime-men come in different types). It&#039;s supposed to sound sorta like [https://www.youtube.com/watch?v=OFxOqFRgD8o&amp;amp;index=3&amp;amp;list=LLmF5KFCNNZbrCqPhGnuB6EQ this] ) accent, much like the original orcs from the Lord of the Rings movies. They incorporate things from football (soccer) hooligans as well, since during the time that Warhammer was first created there was something of social unrest as soccer matches often devolved into (very) violent fights. Just as soccer fans are prone to strange practices like wearing specific clothing the day their team plays to assigning particular meanings to colors and designs, Orcs follow suit. Any time Orcs get lines of speech, their words are spelled in heavy-handed parodies of their accent. They are prone to renaming things, like spears being &amp;quot;STABBAZ&amp;quot; or Dwarfs being &amp;quot;STUNTIEZ&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Unlike 40k, Fantasy greenskins are far more diverse in origin, some even being capable of sexual reproduction (maybe). Also unlike 40k, where the greenskins are pretty much just Orks and their goblin-like diminutive expendable servants called Grots, Fantasy greenskins consist of an extraordinary variety of different types based on region of origin and role in the greater group with the smaller Goblins having equal importance to the bigger Orcs. The army also consists of Giants, Trolls, Squigs, Dire Wolves, Dire Boars, and pretty much anything else greenskins can goad into battle and in earlier editions had savage Humans and Half-Orcs as well. Going beyond the tabletop, mercenaries from other races such as [[Tilea|humans]] and [[Ogre Kingdoms|Ogres]] may find themselves marching with more intelligent groups of Orcs and Goblins. Greenskins are, along with humans, particularly susceptible to [[Vampire Counts|Undeath]]. Just about anything you can think of to put in would work in fluff, as the army books continually state that greenskins are a very diverse group.&lt;br /&gt;
Greenskins usually congregate into groups called &amp;quot;mobs&amp;quot; lead by a &amp;quot;Boss&amp;quot; or &amp;quot;Warboss&amp;quot; (although there&#039;s no unified term). Orc chain of command is usually established passively by size, and when size is close then by physical combat or more trivial ways such as yelling louder than the other greenskin. Goblins tend to be more intelligent, and establish the pecking order through convincing others of their importance, usually just by being the goblin capable of telling the biggest lie and getting others to believe it. Mobs organize themselves further into tribes, and at the largest level (invariably one on the march to war) a &amp;quot;WAAAGH!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
How Greenskins breed is open to speculation, with most just assuming they release spores upon death, which permeate the ground (since that&#039;s what happens in 40k, though it was never confirmed for Fantasy). Most are born with a rudimentary level of knowledge, with larger varieties rarely learning more than what they began with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z da down to Earff boyz, not loik dem gitz in spess. &lt;br /&gt;
Da humiez, stuntiez, and pointy &#039;eadz calls us &amp;quot;greenskinz&amp;quot;. Deyz can all zog off.  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; We&#039;z not all just Orcs an&#039; Gubbinz though. Sumtimes we get&#039;z biggunz, and trollz to stop muckin&#039; about an krump some gitz wiff us. Oh, an evry proppa&#039; boy haz &#039;is own Squig. Sum boyz got a fing for findin&#039; beastiez dat can foight, an hitchin&#039; em to wheelz to get into da foight fastah&#039;. Dat&#039;s smart finkin&#039;, ammright? &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da Boss of da greenskinz&#039;s is da Boss. Bosses ain&#039;t always called Bosses, sumtimes gitz call &#039;em uvver fings&#039;. But dat&#039;s dumb. Bosses are da&#039; biggest and bestest in da group, and da biggest and bestest alwayz&#039; end up leadin&#039; a big enuff group an&#039; lead a WAAAGH! against who needz&#039; a good WAAAGH!in&#039;! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So&#039;z when we&#039;z get krumped, lil&#039;unz&#039; pop outta da&#039; dirt. Dey&#039;z dumm as Ogrez, but giv &#039;em a beatin&#039; an dey get in loin&#039; kwik enuff.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main drive in life for greenskins is to fight and die in spectacular ways. Greenskins may gather into a massive WAAAGH! to invade a human city, slaughter its defenders, then disperse into infighting and eventually wander away in small bands without even entering the defenseless metropolis because there&#039;s no longer a fight to be had, and plenty of loot already on the field (to fight over). More intelligent varieties may see greater purpose in life, from Orcs who realize that gold has value or who witness a great sight such as a knight mounted on a dragon which they will seek to emulate, to Goblins who may dedicate themselves to [[Chaos|the Chaos Gods]] or decide to entirely wipe out a group which has for as long as their tribe can remember kept their numbers low. Tribes that have been entirely wiped-out sometimes resurface, either because a story told by a Shaman inspires new greenskins to &amp;quot;join it&amp;quot;, or because of the intervention of Gork and Mork, or maybe Mork and Gork. Simply obtaining looted gear belonging to an older tribe may inspire the new wielders to align themselves to it, leading to the same tribe existing in multiple places at once and having no knowledge of each other. &lt;br /&gt;
Greenskins are not only willing to fight their own, many look forward to it. They tend towards xenophobia, and combined with their diverse physical forms leads to constant conflict. As previously stated, this is in their minds a good thing. &lt;br /&gt;
When they do fight other groups, results are varied. Depictions of deities and figures are usually defaced, and remade into dedications to their local gods or the supreme gods of the greenskins [[Gork]] and [[Mork]] (or possible [[Mork]] and [[Gork]]). Some of these, through the magic of their race, animate. Things of value to them are looted, usually weapons and armor before things like gold and gems. Wood that can be re-purposed is taken to save time from chopping it. Conquered peoples fare different fates depending on numerous factors; sometimes winding up as slaves, beaten to work and dying at the boredom of their captors. Some are consumed as rations, men women and children alike. Some are ignored, since they provide no decent fight to be had and bothering with them would be a waste of time that could be spent marching to a fight. &lt;br /&gt;
&lt;br /&gt;
Many players migrating from 40k may find greenskins to be less customizable than the 41st Millennium variant. While Orks are known to &amp;quot;loot&amp;quot; things from other races, like space ships and gear, and slap it together with shit (literally) and duct tape then simply mass-believe it into working until it does allowing players to buy what they want from other armies and Ork it up, Fantasy greenskins are less prone to the same level of extreme change. While it&#039;s certainly possible to take a chariot from the [[Tomb Kings]] and put a few shields on it and paint it red it never has quite the same effect as taking a Rhino and putting patches of welded metal along with a hydraulic arm on the side will. Ogres tend to be the more custom army. Greenskins tend to make their own gear, usually out of another race&#039;s but rarely will it still have the same look as it did originally (thus an Orc wearing an Empire helmet would be unusual, as they&#039;d pound it to be more Orcy in most cases). &lt;br /&gt;
That&#039;s not to say that greenskins aren&#039;t amazingly open to options. Quite the opposite, they have more tabletop options than any army in the vanilla game and represent the &amp;quot;jack of all trades&amp;quot; option for the Destruction (evil) armies with their opposite being [[Empire|The Empire]]. That&#039;s also not to say they aren&#039;t a modder&#039;s dream, as they within the fluff do loot and slap their own styles onto what they take or sometimes adopt strange behaviors unlike those seen before. But while in 40k one may find Orks making a flying Dukes of Hazzard car wearing metal cowboy hats, Orcs would probably be mostly sticking to more realistic medieval things (but of course anachronism isn&#039;t new to the setting either). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; So da&#039; point in loif&#039; is to foight&#039;. Ain&#039;t nuvvin&#039; else to do. &lt;br /&gt;
Anyfing else is muckin&#039; about. Yooz don&#039; wanna be muckin&#039; about, or yer Boss is gonna krump you. So keep yer feet goin&#039; to da fight, an&#039; if da Boss says dat you loot you loot, an&#039; if da Boss tells you eat yooz eats, an&#039; if da Boss sez It&#039;s time to WAAAGH! den yooz in luck! Dem uvver guys, dey foight&#039; only when dey &amp;quot;got reason to&amp;quot;. Dun&#039; look at me, me dun unda&#039;stand it eiver. But we&#039;z green! We&#039;z smart! We foight&#039; &#039;cuz foightin&#039; iz wot der iz to do! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Lil&#039;unz dat come troo da swirly magic holes from spess land whine dat dere&#039; ain&#039;t enuff loot around. You do dis, you get krumped by da boss for bein&#039; dumm. And in da hardest way as &#039;e can. Dat alway&#039;z givez us a good laugh. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Greenskins have a fairly simple religion, which centers around two ever-squabbling brother-gods who embody the twin orcish virtues of Brutality and Cunning; [[Gork]] and [[Mork]].&lt;br /&gt;
&lt;br /&gt;
The forest goblins also worship a nameless spider-god, but beyond the basic gist of this being a god of all things spidery, we don&#039;t know much about them.&lt;br /&gt;
&lt;br /&gt;
Way, way back when [[Realms of Chaos]] was a thing, greenskins would also sometimes turn to the worship of the [[Chaos Gods]] and so could be found as followers in the retinue of a [[Chaos Champion]]. When rolling on the D100 Retinue table in &amp;quot;Slaves to Darkness&amp;quot;, a roll of 47-51 would generate d6 Goblins, a roll of 74-78 would generate d6 [[Hobgoblin]]s, and a roll of 83-87 would generate d6 Orcs. Even Chaos-worshipping snotlings might occasionally show up, if you rolled a 100, then a 4, then a 2, in that order! This lore has been dropped for years, though.&lt;br /&gt;
&lt;br /&gt;
==Females and Hybrids?==&lt;br /&gt;
Way back in the day before 40k cast its grimdark shadow over Fantasy (in fact, long before 40k was even thought of) Warhammer Orcs were not only the biggest threat in the setting, but also had normal biology. Half-orcs existed from 1st to 3rd edition Warhammer, and females had models. &lt;br /&gt;
&lt;br /&gt;
However, much like everything else it borrowed from Fantasy, the creation of 40k [[Skub|shat all over the Orcs and Goblins concept]]. After Goblins (&amp;quot;Grots&amp;quot;) were relegated exclusively to the status of &amp;quot;bitch Orks&amp;quot;, GW concocted a bullshit explanation for their endless numbers; that Orks are mono-gender. They are fungal rather than mammal, and where an Ork&#039;s dangly bits should be there&#039;s instead a bloated sac full of spores which, upon death, bursts releasing thousands of baby Orks into the ground (interestingly, this means that all Orks lack a penis and thus urinate like females). While it was mentioned in early 40k fluff in a large list of Ork mutations that &amp;quot;Femboyz&amp;quot; exist, they were never elaborated on nor mentioned again. Little else on the list that never received a model was either however. This handily explains the massive population growth of Orks despite their comically high losses, which were dialed up to 11 in 40k as well. &lt;br /&gt;
&lt;br /&gt;
While it was never made legitimately all-encompassing canon in Warhammer Fantasy via an all-inclusive &amp;quot;Orcs and Goblins breed through spores only&amp;quot;-style entry, GW nonetheless never mentioned Half-Orcs or Orc females again after 3rd edition. [[Night Goblins]] are mentioned to come from spores in a [[Black Library]] [[Skarsnik]] novel, although this can be explained by the strange anatomy and fungus obsession of the buggers as it is. In the ill-fated [[Warhammer Online]] game, Orc players begin their life emerging from a spore cave; but this game is non-canon, and took many liberties with lore. &lt;br /&gt;
&lt;br /&gt;
Greenskin origins are suggested (but not confirmed) to be from spores brought accidentally by Old Ones. But since it was never actually retconned or contradicted, some players use the fluff that at least some Orcs and Goblins are technically still mammals and thus have some females who breed sometimes with some humans. Somewhere.&lt;br /&gt;
There&#039;s many fan explanations, from sexually breeding Orcs being a mutation to the spore Orcs being a mutation, to a non-greenskin species that dwell among the greenskins like Giants do being mistaken for Orcs, to Chaos Orcs of Slaanesh, and so on. Some have even ([[/d/|possibly]]) jokingly suggested a connection between the fungal nature of the new greenskin lore, and [[Nurgle|yeast infections]]. These are only a fan theories designed to bridge the gap between new and old lore, however. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Orcgina&amp;quot; and &amp;quot;SpOrc&amp;quot; argument is known for being an easy trigger for fights on /tg/. Much of the argument stems from two groups of purists; the first believing that the spore &amp;quot;Orkyness&amp;quot; makes Warhammer greenskins more unique. The second argues against anything that came from Warhammer iiiiiiiiiiin spaaaaaace. Factor in accusation of [[Magical Realm]], and you have [[Fail|a complete disaster]]. &lt;br /&gt;
 &lt;br /&gt;
Uncharacteristically, Half Orcs are not described as pig-disgusting to humans and weak to greenskins. They simply exhibit traits of both, and have the Orcish/Norscan tendency to not get along with either. While they were described as being usually evil, Orcs back in the day were actually evil as well rather than being the fight-loving dimwits of today. As a result, when going with the assumption that they DO still exist, it&#039;s likely that they are simply [[Barbarian|barbarians]] uninterested in reading or magic rather than outright malevolent beings. &lt;br /&gt;
&lt;br /&gt;
Anyone wishing to field half-orcs could simply hybridize Empire/Bretonnian bits with O&amp;amp;G bits. Female Orcs (Orc Girlz? Femboyz?) can be found in several ranges, notably Russian Alternative which produces models to use as proxies with Warhammer anyway. Female Goblins are rarer, as the specific look of Warhammer Goblins are rarely replicated elsewhere. Of course one can always just get creative with the [[Greenstuff]]...&lt;br /&gt;
&lt;br /&gt;
Despite all of the above, the spore AND female Orcs are canon to [[Blood Bowl]]. Half-Orcs are mentioned in fluff blurbs, the old Orc cheerleaders are female, and there has also been mention of spores. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the flavor text, directly from their Forgeworld model page: &amp;quot;&#039;&#039;The Waaaghs (Wifes AAAnd GHerlfriendS) are the self-appointed cheer squad of the Gouged Eye. Stronger and larger than most of their male counter parts (you try raising Orc kids) the Waaaghs, disappointed with a poor season from the Orc team showed up one day to properly ‘motivate’ them. Now the Waaaghs can be regularly found on the side-lines whenever the Gouged Eye take to the pitch, hurling insults (and sometimes bottles) at the players, starting crude Orcish chants or egging the Orc players on to give the opposition more of a kicking.&#039;&#039; &amp;quot;&lt;br /&gt;
[[File:SQUISHY BITZ.gif|center|900px|FER THE HEADPATZ OF GORK AN&#039; MORK, WHY?!]]&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Oi&#039;m twalf an&#039; wots dis? &amp;lt;/span&amp;gt; &lt;br /&gt;
{{FWIP|&#039;&#039;&#039;DAT GIT WUZ KRUMPED FOR DAT POST.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warhammer Half Orcs.jpg|The original page referencing Half-Orcs (. &lt;br /&gt;
Image:Warhammer Female Orc.JPG|An original Citadel female Orc model, alongside the Boy of that era. &lt;br /&gt;
Image:Orc Femme 1.jpg|Artwork from [[Blood Bowl]] depicting an Orcy cheerleader. &lt;br /&gt;
Image:Orc Femme 2.jpg|That same Orc&#039;s model. &lt;br /&gt;
Image:Russian Alternative Orc Girlz.jpg|RA&#039;s Orc Girlz. &lt;br /&gt;
Image:Citadel Orc Villagers.jpg|The Citadel Orc Villagers series, which contained numerous females as well as children. &lt;br /&gt;
Image:Female Warhammer Orcs.jpg|The current Forgeworld female Orcs, sold as cheerleaders. &lt;br /&gt;
Image:Voxin C36 Female Hobgoblin Berserker.png|Oldhammer C36 &amp;quot;Female Hobgoblin Berserker&amp;quot;, also known by the name &amp;quot;Voxin&amp;quot;. &lt;br /&gt;
Image:Citadel Half Orc Cleric.jpg|A Preslotta Citadel Half-Orc Cleric. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Greenskins don&#039;t care about history. At best, they are entertained with tales of violence (particular emphasis on the onomatopoeias). Shamans who manage to work up illusion magic and form visuals are well-prized by the group. &lt;br /&gt;
&lt;br /&gt;
Greenskins factor into the histories of most races in the world. Although their numbers used to be far less, they still managed to get WAAAGH!s &amp;quot;organized&amp;quot; and rile up the other races.&lt;br /&gt;
Earliest firsthand knowledge comes from a Tomb King in the days before the collapse of the [[Warp Gates]] who spent much of his mortal life hunting them for his amusement and to keep their race from spilling into [[Nehekhara]]. Before that, it&#039;s known greenskins suddenly appeared while the [[Old Ones]] were creating the other races of the world without explanation as to their origins. The Lizardmen Saurus were immediately tasked to wipe them out (a task they failed at, and put on the backburner when the Gates collapsed and Daemons came into the world). It is unknown where they fit into the plan of the [[Chaos|Chaos Gods]] and Old Ones, but their natural affinity for chaos surpassing Chaos assures that whatever plan they were meant for, they almost certainly are no longer on that path.&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; HIZZTRI OV DA WORLD IZ DIS; FIRST, DERE WER NO ORC BOYS AND DERE WAZ NO WAAAGH! BUT DEN DERE WER DA ORC BOYZ AND NOW DEREZ LOTZ OV WAAAGH!!! HA HA HAAA! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Varieties==&lt;br /&gt;
Greenskins adapt to their environment over time, resulting in varied greenskin subgroups. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Ma longest ago memoriez were uv &#039;da sunny hills. Den da Boyz marched north for a fight, dose Boyz were darka green an’ lived in snow hills an&#039; krumped us. Now I’m wun uv dere boss’s Boyz. I miss da sunny hills. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;Plain Goblins&#039;&#039;&#039;&lt;br /&gt;
Your standard Goblin. Not necessarily found in plains regions. &lt;br /&gt;
Goblins are short greenskins with sharp teeth and large noses. They are generally cruel and cowardly, torturing anything they catch to death in the cruelest ways for lulz, and generally running from any fight unless full of adrenaline, afraid of what would happen if they run, or outnumber the enemy by a substantial margin. They&#039;re also fairly backstabby, and survive primarily by cleverness or being able to coerce a strong enough ally/army to do their work for them. Due to being more dexterous and on average, intelligent than their larger kin, Orcs will bully Goblins into doing the manual labor and work such as maintaining equipment or constructing anything. &lt;br /&gt;
* &#039;&#039;&#039;[[Forest Goblins]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblins live in deep forests, as the name indicates. Unlike plain goblins and hobgoblins who ride wolves, the mount of choice of the forest goblins are giant spiders, which they &#039;milk&#039; for poison. Forest Goblins revere the biggest spiders as gods.&lt;br /&gt;
* &#039;&#039;&#039;[[Night Goblins]]&#039;&#039;&#039;&lt;br /&gt;
While plain and forest goblins are essentially the exact same goblins, just with different living locations and customs, Night Goblins are considered a separate kind altogether, even more cowardly than regular goblins if more agile. The Night Goblins live in the tunnels beneath the World&#039;s Edge Mountains, wearing long hooded black robes to blend in when underground and protect themselves from the sun when on the surface. The Night Goblins have a heavy connection to fungus, being the only ones willing to consume Madcap Mushrooms and attempt to domesticate Squigs. Night Goblins have established themselves as the Arch-enemy of the other underground races, the Skaven and the Dwarfs.&lt;br /&gt;
* &#039;&#039;&#039;Plain Orcs&#039;&#039;&#039;&lt;br /&gt;
Standard Orcs, also not found exclusively in plains. &lt;br /&gt;
Orcs are taller than humans and as muscular and stocky as a Dwarf, and possess a pig-like nose and tusks. Orcs are capable of being as cruel as Goblins, but less interested in asserting their dominance via torture unless a foe is entertaining enough to make suffer. Generally speaking Orcs look at smaller non-Orcs as food, labor, or something to simply kill and move on. Thanks to their strength, Goblins that outnumber Orcs use THEM as labor instead and force them to do the grunt work under the directions of a Goblin master.&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs&#039;&#039;&#039;&lt;br /&gt;
Orc traditionalists, eschewing the iron working of the orcs. Savage orcs go into battle wearing nothing but body paint, much to the displeasure of any non-orc fighting them. They have a variety of customs that other orcs consider to be unusual such as music made with drums or piercing themselves with bones. Despite this, Savage Orcs are even more bellicose than regular orcs, fighting even more ferociously.&lt;br /&gt;
* &#039;&#039;&#039;[[Black Orc]]s&#039;&#039;&#039;&lt;br /&gt;
The rarest and most dangerous of the orcs. The Black Orcs came into existence when the Chaos Dwarfs tried to breed a smarter and stronger breed of orc. [[Not as Planned|Which is exactly what they got.]] These orcs quickly led a rebellion and escaped into the wider world. Unlike the rest of the Greenskin kind, Black Orcs are disciplined soldiers and leaders, meticulously maintaining their armor and weapons, both of which they carry in greater abundance than regular orcs and Black Orc leaders do not tolerate any infighting in their clans. Widely considered killjoys by the rest of the Orcs.&lt;br /&gt;
* &#039;&#039;&#039;[[Hobgoblin]]s&#039;&#039;&#039;&lt;br /&gt;
Hated by all other races of greenskins for not supporting the slave uprising against the Chaos Dwarfs. Backstabby even by greenskin standards. Its noted that in lore no other greenskin would trust them or suffer them to live, but in actual descriptions of the Hobgoblin warbands their armies are described as mixing greenskin groups, and being brought in as allies of others. Hobgoblins have canonically been hired as mercenaries by many factions who should see them as nothing but enemies including Black Orcs, the Empire, and Vampires. So take the whole “trusted by nobody, hated by all” lore as you will. Their closest allies are each other as they are described to gather into clans, then into hordes lead by Khans, which are all loyal to one Khan...but lore also says they&#039;re so prone to backstabbing that they are unable to form into large groups for long, once again causing a contradiction. In fact the only alliance that isn&#039;t contradictory is the lore that many are the thugs of the Chaos Dwarfs due to the fact no other group is willing to trust them, although in some of that lore its implied that all Hobgoblins serve in Chaos Dwarf armies as a massive disorganized mob that is busy stabbing itself to death in the back no matter what the task, while other lore implies that they are the managers of the slaves of the Chaos Dwarfs and serve as a regular army. So even in consistent lore, its vastly inconsistent as to who trusts Hobgobs and who doesn&#039;t. &lt;br /&gt;
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Hobgoblins unfortunately were largely dropped from Warhammer in the late 90’s alongside the rest of the [[Dogs Of War]] army, although in this case likely due to the entire race basically being a giant unironic racist caricature of the Mongols (compare to the Hung, who at least are portrayed as “cool” evil Mongols). Seriously, Hobgoblin models tend to look like &amp;quot;Yellow Menace&amp;quot; propaganda that someone accidentally spilled blue on before it dried. &lt;br /&gt;
Hobgoblins are treacherous even among a treacherous race, have disgusting hygine even compared to a disgusting race of literal fungus apes, and are cruel and arbitrarily evil even among a race that is cruel and arbitrarily evil. Hobgoblins only have one positive advantage, which is that some members of their race are more intelligent and manage to speak, read, write, and do proper math. These examples usually lead a horde, with all hordes and clans loyal to the Great Khan. Their combined horde is hinted at being one of the greatest threats in the world, but in all apocalypse events they are wiped out offscreen with no difficulty. A direct quote from a Hobgoblin implies they prefer a fight against an enemy who is fighting back to one cowering and soiling themselves, but then lore also notes them as the most cowardly greenskins who are incapable of going against survival instinct even when in a large frenzied group. Once again, fans may interpret this multiple ways.&lt;br /&gt;
Also, they ride wolves and the wealth is a Khan is largely measured in their wolf herds.  &lt;br /&gt;
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The only major physical differences between Hobgoblins and Plains Goblins are a more sloping brow and a bony plate in their back which results in a permanent hunch. Hobgoblin models are distinguishable by their hats, although old core Goblin Archers wore a similar hat: consider it looted, coincidence, or further evidence other greenskins ally with them as you will. Their models appeared to be taller than ordinary Goblins, but this could be because the released Hobgoblin models are part of an elite army of successful survivors and may be bigger by virtue of age and nutrition.&lt;br /&gt;
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tl;dr Hobgoblins are [[Black Orc]] versions of Goblins, and everyone hates them including GW.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gnoblar]]s&#039;&#039;&#039;&lt;br /&gt;
Standing a little taller than a mans waist, Gnoblars are the weakest goblin variant, the only Greenskin even weaker are the Snotlings. The Gnoblars quickly figured out that they would have the longest life expectancy by finding the biggest sapient they can find and glue their lips to its butt cheeks. In this case, it is the Ogres who they serve, performing the menial tasks in exchange for protection and whatever the Ogres cast off. Almost every Ogre has a Gnoblar of his own, marking them as his by biting off a portion of its ear.&lt;br /&gt;
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*&#039;&#039;&#039;[[Snotling]]s&#039;&#039;&#039;&lt;br /&gt;
The smallest, weakest, most insignificant of the greenskins. Snotlings resemble goblins but are even smaller. Snotlings are barely above an animal in intelligence, behaving like enthusiastic and uncontrollable puppies. Orcs are fond of Snotlings, training them to do entertaining tricks or simple tasks. Goblins hate Snotlings, who often show off their hiding spots, follow them when they&#039;re trying to be sneaky or pantomime their murders. &lt;br /&gt;
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*&#039;&#039;&#039;Iron Orcs&#039;&#039;&#039;&lt;br /&gt;
Introduced and only ever described in &amp;quot;Knights of the Grail&amp;quot;, a [[Bretonnia]] [[splatbook]] for [[Warhammer Fantasy Roleplay]] 2nd edition, Iron Orcs are a strange new orc subspecies recently seen in the Bretonnian province of Carcassonne and nowhere else - which has led to even their neighbors thinking that the Carcassonians are making them up. In fact, they&#039;re very real, and very dangerous. Iron Orcs are described as looking like orcs in plate armor, sans helmet, until you get closer - then you see that the armor plating is actually set directly into their flesh. They are described as faster, stronger and better armored than [[Black Orc]]s, but also dumber and more savage in nature. They are typically led by Black Orcs, and their numbers are reputedly increasing, which Duke Huebald of Carcassonne understandably finds quite worrisome. Iron Orcs favor the Big Choppa, a kind of orcish great-weapon that is big and clumsy even to orcs.&lt;br /&gt;
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*&#039;&#039;&#039;Frost Goblins&#039;&#039;&#039;&lt;br /&gt;
Descendants of escaped goblin slaves in Naggaroth. Live in magical moving glaciers.&lt;br /&gt;
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*&#039;&#039;&#039;Red Goblins&#039;&#039;&#039;&lt;br /&gt;
A redskinned, crueler, larger breed of goblin created by a cult of necromancers.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Kobolds&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Normal kobolds are utterly indistinguishable from common goblins. Fire kobolds, who live in volcanic regions and who have adapted by gaining resistance to fire and the ability to spit short-ranged gouts of flame, are much more distinguishable. They&#039;re easily recognized because they have large patches of fiery orange or red on their skin, with each individual&#039;s splotches being unique.&lt;br /&gt;
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*&#039;&#039;&#039;Troglagobs&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Troglagobs are coastal, swamp and river-dwelling goblins who have evolved into amphibious lifeforms, gaining webbed digits, a more blue-tinted skin tone, and gills. They can&#039;t go too far from water, or they&#039;ll die. They favor poisoned weapons.&lt;br /&gt;
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*&#039;&#039;&#039;Hill Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. Arguably an attempt to bring back hobgoblins in a less-stereotypical way, the &amp;quot;Great Goblins&amp;quot; are an unusually large, confident and aggressive goblin strain native to the hill country at the very edge of the Badlands. Strong as orcs, these brutally ambitious goblinoids have much darker skin tones, some even approaching Black Orc coloration; they love to fight almost as much as orcs do, and will even hire out as mercenaries as well as joining WAAAGHs. Wrestling and brawling are favoured leisure activities for these hulking Goblins and they enjoy nothing more then bullying around their smaller Goblinoid cousins.&lt;br /&gt;
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*&#039;&#039;&#039;Dust Goblins&#039;&#039;&#039;&lt;br /&gt;
One of several goblin sub-species introduced in a [[White Dwarf]] article for 6e called &amp;quot;Goblinoid Breeds&amp;quot;. These are [[undead]] goblins that occasionally arise in the deserts of Khemri, after the [[Tomb Kings]] wipe out an invading WAAAGH! Unlike Humans, Elves and Dwarfs, an Undead Goblin corpse retains a small pan of its mischievous and unpleasant qualities from its previous malevolent life. These Undead Goblins, known as Dust Goblins, still bicker and taunt one another like spiteful children. Dust Goblins have a peculiar fondness for wielding blowpipes.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squig]]s&#039;&#039;&#039;&lt;br /&gt;
Another fungus-based lifeform considered to be among the greenskin race, despite having almost nothing in common other than reproduction method. They technically come in all colors, but in artwork and paintjobs they are almost always red. A Squig is basically just a mouth full of sharp teeth behind which sits a large tongue and behind that very strong corrosive stomach acid, while the rest of the Squig is some seemingly random number of eyes and other spike/scale features, all of which is usually propelled by two legs that serve no purpose other than to literally cause it to bounce. The actual behavior of the Squigs is extremely simple, they fiercely eat anything edible around them then use their legs to bounce themselves in a random direction until they find something else to eat. They&#039;re almost mindless in most cases, although a notable exception exists in [[Gobbla]], the pet Squig of the head Night Goblin Warboss [[Skarsnik]]. Gobbla has intelligence comparable to that of a dog based on how he behaves in stories, and Skarsnik has the very un-Goblinlike trait of loving his pet Squig. &lt;br /&gt;
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Squig is short for &amp;quot;squiggly beast&amp;quot; strangely enough. Most people coming from 40k know exactly what Squigs are, but just like how Grots are extremely unimportant in 40k compared to Goblins, Fantasy Squigs are extremely unimportant in Fantasy. Orks use Squigs for virtually everything, from leather to beer to something to chew on and so forth. There&#039;s a Squig for every task, and supplement materials cover Squigs in great detail while adding more varieties. By contrast, in Fantasy the only group of greenskins to use Squigs are the Night Goblins, the cave-dweller Goblins, due to the fact that Fantasy Squigs are also usually found underground. Night Goblins herd the smaller ones towards foes, or if particularly insane the Goblin may try to ride them. Larger Squigs are chained together and allowed to bounce off each other causing a destructive living wrecking ball. Colossal Squigs are drugged by being fed live Goblins full of sedatives, then controlled (in the loosest sense) while barely awake and let loose into enemies as a titan of dumbass destruction. A particular variant of Squig actually can spit an acid and anything in its mouth at a high velocity, so Goblins fill its mouth full of smaller Squigs and point it towards their enemies. The final variant of war Squig is only present in the [[Warhammer Online]] video game, where a class of Night Goblins use them as a pet similar to Skarsnik and Gobbla, but by literally beating their Squig over the head it grows in size and the Goblin can then jump into its mouth and hold on for dear life as they try to guide it like piloting a giant living tank. &lt;br /&gt;
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The only non-combat form of Squig identifiable in Warhammer Fantasy is a type of Squigpipe, a bagpipe-like Squig. These are actually described in canon in 40k, but in Fantasy they are never mentioned and exist in the form of a model playing one. The stretched faces of Squigs can be found on some Orcish shields, but its not actually stated if use of Squig leather is common or simply just something a few Orcs did to look more intimidating.&lt;br /&gt;
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==Regions==&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Everywhere...&#039;&#039; In the Old World.&#039;&#039;&#039;&lt;br /&gt;
**No really, that&#039;s more or less it. Orcs and gobbos can be found everywhere in the world to some extent, unlike pretty much all other races in Warhammer Fantasy. Each region has its own variant of Orc or Gobbo, but for the most part, it&#039;s mostly the same. All green, all love to fight. However, one region that has very few Orcs and Goblins is the New World, Naggaroth and Lustria. There are colonies from the Old World there, but nothing too large.&lt;br /&gt;
*&#039;&#039;&#039;The [[Badlands]].&#039;&#039;&#039;&lt;br /&gt;
**This is practically the mainland of Orcoids everywhere. Dry, grassy expanse, the occasional mountain and a lot of dangerous wildlife makes it a real heaven for the Orcs and Goblins alike... Of course that means that the Badlands is uninhabited by pretty much all other races, who simply cannot make a living in such a barren and wild landscape. The Badlands are home to a multitude of clans of all sorts, and is also the region where Black Crag, an enormous Orc fort and city lies, a place that is constantly fought over by Warbosses. It is also home to the Spire of Bone, a fulcrum of sorts for shamanistic magic in the Badlands, and an object of worship for the Shamans of the mobs in the Badlands.&lt;br /&gt;
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==Army==&lt;br /&gt;
The greenskin army list is rather large, and may take some time to peruse. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Oy, I&#039;z sad I&#039;z not muckin&#039; about!  &amp;lt;/span&amp;gt;&lt;br /&gt;
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===Characters===&lt;br /&gt;
* &#039;&#039;&#039;[[Gorbad Ironclaw]]&#039;&#039;&#039;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
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* &#039;&#039;&#039;[[Azhag the Slaughterer]]&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
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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 &amp;quot;Shinee &#039;At&amp;quot; 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&#039;s terrible power/personality put into it (so the One Ring). Almost immediately, Azhag was overwhelmed by voices and commands to &amp;quot;Head North&amp;quot;; Orcs are notoriously stubborn however, and despite (or perhaps because of) his simple mind, Azhag could not be possessed by the crown.&lt;br /&gt;
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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&#039;s influence, his tactics quickly became &amp;quot;unorcy&amp;quot;. 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 &amp;quot;Git on wiv it!&amp;quot;. 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&#039;t mind that Azhag would argue with himself or shout at empty air, dismissing him as &amp;quot;ezzen-trik&amp;quot; and following him to war quite readily. &lt;br /&gt;
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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 &amp;quot;Git all da ladz den smash da gits&amp;quot; they were completely unprepared for actual tactics. If that wasn&#039;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.&lt;br /&gt;
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Ultimately, the crown itself proved to be Azhag&#039;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&#039;s headless corpse and sealed inside the deepest vaults of the Imperial capital, and Azhag&#039;s warband splintered and was driven off. And that was the end of Waaagh! Azhag.&lt;br /&gt;
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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&#039;t even exist in the game at release, and even now is more effort to subjugate than its worth). &lt;br /&gt;
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* &#039;&#039;&#039;[[Grimgor Ironhide]]&#039;&#039;&#039;&lt;br /&gt;
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) &lt;br /&gt;
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Grimgor is the primary greenskin general in Total War: Warhammer. &lt;br /&gt;
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* &#039;&#039;&#039;[[Wurrzag|Wurrzag Da Great Green Prophet]]&#039;&#039;&#039;&lt;br /&gt;
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&#039;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 &amp;quot;Tranz-Gessons&amp;quot; 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.&lt;br /&gt;
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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. &lt;br /&gt;
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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.&lt;br /&gt;
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Wurrzag is currently attached to Grimgor&#039;s warband, and was left behind in the Badlands to &amp;quot;protekt da place&amp;quot;. Mostly because Grimgor couldn&#039;t stand Wurrzag&#039;s constant yammering about Gork and Mork and his incessant shamanistic shuffling.&lt;br /&gt;
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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. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I saw dat &#039;un once. Showed up as we was fightin&#039; da spiky Pointy &#039;eadz down by Throatslash Cliffs cuz we wanted dere boats, made his hands glow green an&#039; a giant glowin&#039; foot krumped da Pointy &#039;ead Boss an his boyz! Didn&#039;t even hafta&#039; twitch and foam at da mouf like our Shammy. Was a larf riot, but he kept dancin&#039; tha entire time like he had melty ironz under his feet an&#039; a spider gob stuck in his britches. After the killin&#039; an lootin&#039; he looked at our Warboss real long, den said &#039;yer not Gorky enuff&#039; an danced back to his boar. Boss wuz never da same after dat, looked like a Snotlin&#039; that lives after drinkin&#039; summa&#039; what tha Night Gobs drink. We put &#039;im outta his misery, then had a punch-up fer who&#039;z da new Warboss. Lost tha fight but got da most Teef, so I say I won. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Grom the Paunch|Grom the Paunch of the Misty Mountain]]&#039;&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat gits a myth, no gobbo could do all da thingz dey say he&#039;z done. Errytime sum gobbo starts squawkin&#039; about Grom, I go outta my way to krump dem. Happened in a WAAAGH once, lost all my boyz &#039;cause I was busy chasin&#039; da stoopid runty gobbos so dey&#039;d stop sayin&#039; Gromz real an da pointy star &#039;oomans chopped dem all up, my Big Unz like dey wuz just a gobbo. I started to charge back an&#039; bash &#039;em all good, but da gobbos started runnin&#039; and screamin&#039; an before I knew it I wuz tryin&#039; to run on toppa&#039; ground o&#039;gobbos so I gave up an&#039; let &#039;em take me where dey wuz runnin, den krumped da little gits I could catch when dey stopped. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Git Guzzler]]&#039;&#039;&#039;&lt;br /&gt;
Grom&#039;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. &lt;br /&gt;
He’s also the arch-enemy of [[Josef Bugman]], whose brewery he famously destroyed.&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I neva&#039; heard o&#039;dis one. Sure its not more gobbo babblin&#039;? I hate gobbo babble. I swear, I eva&#039; find gobbos wif no moufs, I&#039;m makin&#039; my WAAAGH! outta dem. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Skarsnik|Skarsnik, Warlord of the Eight Peaks]]&#039;&#039;&#039;&lt;br /&gt;
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&#039;s insatiable battlelust. Skarsnik’s primary companion is an “intelligent” Squig pet named Gobbla whom he genuinely loves. &lt;br /&gt;
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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. &lt;br /&gt;
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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. &lt;br /&gt;
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* &#039;&#039;&#039;[[Gorfang Rotgut]]&#039;&#039;&#039; &lt;br /&gt;
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&#039;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.&lt;br /&gt;
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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. &lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; I don’t know &#039;oo ‘dat iz. &amp;lt;/span&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;[[Morglum Necksnapper]]&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gitilla Da Hunter]]&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
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* &#039;&#039;&#039;[[Snagla Grobspit]]&#039;&#039;&#039;&lt;br /&gt;
Forest Goblin Comanche Warrior. Empire wiped out his tribe, so he wants to push them out of the spider lands. There isn&#039;t much else to his lore. &lt;br /&gt;
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* &#039;&#039;&#039;[[Hobgobla-Khan]]&#039;&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
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* &#039;&#039;&#039;[[Oglah Khan]]&#039;&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
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. &lt;br /&gt;
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&#039; scouts against the Border Princes before, as always, betraying his own side and saving the humans. &lt;br /&gt;
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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&#039;t work. &lt;br /&gt;
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* &#039;&#039;&#039;[[Ghazak Khan]]&#039;&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
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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...&lt;br /&gt;
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* &#039;&#039;&#039;[[Eeza Ugezod&#039;s Mother Crushers|Eeza Ugezod]]&#039;&#039;&#039;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
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* &#039;&#039;&#039;[[Grumlok and Gazbag]]&#039;&#039;&#039;&lt;br /&gt;
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&#039;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.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ruglud&#039;s Armoured Orcs|Ruglud Bonechewer]]&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gordrakk]]&#039;&#039;&#039;&lt;br /&gt;
The new Grimgor for the Orruks.&lt;br /&gt;
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===Generic Characters===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warboss:&#039;&#039;&#039;&lt;br /&gt;
** By default of the &amp;quot;Plains Orc&amp;quot; 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&#039;s also Warbosses for the four other races in the Waaagh:&lt;br /&gt;
** &#039;&#039;Savage Orc Warboss:&#039;&#039; 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&#039;t be winning any contents for brains soon, even by Orc standards. Savage Orcs are the &amp;quot;purest&amp;quot; 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. &lt;br /&gt;
** &#039;&#039;Black Orc Warboss:&#039;&#039; An even bigger, stronger, more heavily armed &amp;amp; armored version of your standard Orc Warboss. Add in brains and the (by Orcish standards) organization of his underlings, and he&#039;s even more dangerous. So powerful that, in most editions, he&#039;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&#039;t see much difference). &lt;br /&gt;
** &#039;&#039;Goblin Warboss:&#039;&#039; The goblin equivalent to an Orc Warboss. Plains Goblin, a plain Goblin. Nowhere near as killy as a standard Warboss, but he doesn&#039;t have to be when he has already stuck a knife in the enemies&#039; backs.&lt;br /&gt;
** &#039;&#039;Night Goblin Warboss:&#039;&#039; 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: &amp;quot;not not a threat to&amp;quot;) 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. &lt;br /&gt;
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* &#039;&#039;&#039;Great Shaman:&#039;&#039;&#039; 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&#039; gitz. Don&#039;t normally lead Waaaghs themselves, but tend to be the closest thing an orc warboss has to an adviser. The &#039;&#039;Savage Orc Great Shaman&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Big Boss:&#039;&#039;&#039; 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&#039;ll be looking to take the Warboss&#039; place when they&#039;re hard enough. As always, come in Savage Orc, Black Orc, Goblin and Night Goblin variants too.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shaman:&#039;&#039;&#039; 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&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Spider:&#039;&#039;&#039; The forest goblins ride these arachnophobes nightmares, using them in much the same way humans use horses. Though unlike horses, forest goblins will &#039;milk&#039; them for venom which they use on their weapons.&lt;br /&gt;
* &#039;&#039;&#039;Giant Wolf:&#039;&#039;&#039; 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.&lt;br /&gt;
* &#039;&#039;&#039;Gigantic Spider:&#039;&#039;&#039; Even bigger spiders. These spiders have developed a resilient carapace, but are so rare that only Big Bosses and Warbosses ever ride them.&lt;br /&gt;
* &#039;&#039;&#039;Great Cave Squig:&#039;&#039;&#039; 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.&lt;br /&gt;
* &#039;&#039;&#039;War Boar:&#039;&#039;&#039; 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.&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Ya git, gruntas be omnomnivores, dey happily eat anyfin&#039; from bread&#039;n&#039;beer to bones&#039;n&#039;bacon! Dey care lil&#039; where da noms come from.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Wyvern:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boyz:&#039;&#039;&#039;&lt;br /&gt;
Do you really need this explained to you? They&#039;re fantasy orcs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Arrer Boyz:&#039;&#039;&#039;&lt;br /&gt;
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&#039;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&#039;t want to insult too much the boy who is behind you with a plinty ztickz and a bow).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Arrer boyz can zog off. Dey alwayz hit me in da back wiff pointy ztickz while I’m tryin&#039; 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!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Savage Orcs:&#039;&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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?)&#039;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.&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
tl;dr Savage Orcs are Warhammer Dwarf Orcs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblins:&#039;&#039;&#039;&lt;br /&gt;
Are not long for this world.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Wolf Riders:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblins:&#039;&#039;&#039;&lt;br /&gt;
Like normal goblins, except they&#039;re bat-fuck crazy. Imagine normal goblins, but slightly smarter, loads more crazy, and constantly hopped up on &#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
Not as cowardly as your typical goblin, they&#039;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&#039;re horrifically paranoid, to the point where they feel everyone&#039;s out to get them (to be honest, they have a point [an orc spear point to their ribs]). At they&#039;re very best, night goblins are completely insane, and their &amp;quot;inventions&amp;quot; tend to be little more than &amp;quot;strap a squig to it and poke it a lot&amp;quot;. One famous night goblin &amp;quot;innovation&amp;quot; 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&#039;t follow them.&lt;br /&gt;
&lt;br /&gt;
Living in caves, night goblins are absolutely hated by the dorfs, especially since Skarsnik kind of rules the dorfs&#039; 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&#039; end.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest Goblin Spider Riders:&#039;&#039;&#039;&lt;br /&gt;
In older editions forest goblins were the weedy jungle counterpart of the more prolific savage orcs. They&#039;re still around nowadays but since they&#039;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.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Orcs:&#039;&#039;&#039;&lt;br /&gt;
Black Orcs are Orcs who were kept as slaves. Yes, Games Workshop went there. &lt;br /&gt;
More specifically, Black Orcs were enslaved long ago by the [[Chaos Dwarfs]] who 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 (&amp;quot;much less&amp;quot; rather than &amp;quot;never&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
Black Orcs are very perculiar compared to all other forms of greenskin. Black Orcs don&#039;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&#039;re the warhammer version of the Uruk Hai.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
Orcs may not be the brightest of creatures, but that doesn&#039;t mean they&#039;re idiots. When they came up against cavalry, it didn&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Savage Orc Boar Boyz:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Boar Chariot:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Wolf Chariot:&#039;&#039;&#039;&lt;br /&gt;
Lighter and frailer than their orcy counterparts, the goblin wolf chariot still adds a bit more punch to a goblin&#039;s Waaagh than mere wolf riders alone can provide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Spear Chukka:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblin Squig Hoppers:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Goblin Squig Herd:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;re actually quite effective, if not completely fine with murdering literally everything in their path, including the warboss&#039; tribe.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snotlings:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trolls:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Rock Lobber:&#039;&#039;&#039;&lt;br /&gt;
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&#039;t the greenskins&#039; strong suit, but they&#039;re better suited for breaking down walls, so orcs keep making them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doom Diver Catapult:&#039;&#039;&#039;&lt;br /&gt;
Legend has it that this started out as an attempt by the greenskins to create flying reconnaissance troopers. This didn&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snotling Pump Wagon:&#039;&#039;&#039;&lt;br /&gt;
Snotlings may have brains the size of grapes, even by greenskin standards, but that doesn&#039;t mean they don&#039;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 &amp;amp; goblins tolerate this with a paternal amusement. Besides, sometimes it actualy does something useful, and even if it doesn&#039;t, they&#039;re only snotlings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arachnarok Spider:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mangler Squigs:&#039;&#039;&#039;&lt;br /&gt;
A weapon that only Night Goblins were crazy enough to come up with: take two &amp;quot;Great Squigs&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stone Trolls:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;River Trolls:&#039;&#039;&#039;&lt;br /&gt;
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&#039;s ability to deliver a telling blow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant:&#039;&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
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. &lt;br /&gt;
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&#039;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. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Misc Fluff==&lt;br /&gt;
Racial relations are as follows:&lt;br /&gt;
*Dwarfs AKA Stuntiez are being driven back by the Goblins, peak by peak and fortress by fortress. Dwarfs have begun to adapt technology for the upper hand in the long-standing war and have received aid from both elf and human, it may be far too little far too late. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; If derr&#039;s anyfing dem stunties is good at, iz making fine flash choppas an&#039; bluddy great boom barrelz. Wez gotta fights an&#039; loots from em more!&amp;lt;/span&amp;gt;&lt;br /&gt;
*Ogres make good fights. Also good comrades for the greenskins who can pay them. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz real big an&#039; ard, like da bossez an&#039; skarboyz. Only reesun we ain&#039;t buddiez iz dey aint green, an&#039; dey likez eatin&#039; more dan fightin&#039;.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Dark Elves make use of greenskins as pawns, sometimes rewarding them. Greenskins are usually outsmarted by the more clever Dark Elves into fighting another group. Usually... &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;  Dey giv&#039; us loot and shows us where a gud fight is... an&#039; sumtimez we fight &#039;em afta dat battle!  Dese pointy &#039;eads iz fun ta fight cos dey iz kunnin&#039;, spiky, got lotsa big beasts an&#039; likez fightin&#039; as much as we do.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Wood Elves drive them back from Athel Loren whenever possible. Greenskins continually try to cross it to reach Bretonnia or the Empire for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Sneaky pointy &#039;ead gitz dat use lotsa arrers an&#039; hide in trees. Not gud fightz ta be honest, but sumtimez da trees get up an&#039; fight too, an&#039; deyz gud fightz - plus da wood&#039;s gud fer chariots, rock lobbas an&#039; spear chukkas an&#039; wot &#039;av ya.&amp;lt;/span&amp;gt;&lt;br /&gt;
*High Elves have earned the respect of greenskins the world over by, after the invasion of his homeland by Grom the Paunch, Eltharion the Grim attempted to wipe out the greenskin race using fire magic and made better headway than any other race in history. He has retreated home, relying on the reputation he has earned to inspire WAAAGH!s to come to him and dwindle against the natural and magical defenses until they are so diminished his forces can finish them off once and for all. It seems that he&#039;s been successful at least in getting the word out.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dese shiny pointy &#039;eads give very good fightz, but dey&#039;z dangerous.  Boyz don&#039; spawn afta fightz wiv dem, must be sum pointy &#039;ead magic.  Gobbos fear all pointy &#039;eads fer sum reason, includin&#039; da sneaky and kunnin&#039; ones. Even more den usual dat is, which is really sayin&#039; sometin&#039;.    &amp;lt;/span&amp;gt; &lt;br /&gt;
*The Empire are easy pickings, not bad for fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;Umiez iz weak and deserve ta get krumped. Sometimez dey put up gud fights tho, but only if dey&#039;z got boom barrelz, magic or dem fancy stunty-made-choppas. But usually dey don&#039;t. So dey get krumped, heheh. &amp;lt;/span&amp;gt; &lt;br /&gt;
*Bretonnia is better fights.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey may be weak &#039;umiez, but da horsey-boys iz fast an&#039; love ta fight at choppa range. Ya see any fancy-boys muckin&#039; about, ya ignore da runtier gitz and go straitz fer dem cuz deyz gud fightz. Dey also bringz bluddy big rock lobbaz.  &amp;lt;/span&amp;gt; &lt;br /&gt;
*Lizardmen are even better fights than that. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da big lizards are killy, da really big lizards are dead killy and dey got good loot hidden in dem pyramid-fings. If ya take da gold in da pyramid-fings den da scaly-boyz get mad, I meanz real propa mad, an&#039; deyz keep comin&#039; fer ya again an&#039; again ta get it back of yaz, which suitz us just&#039; fine. Such gud fings ta fight, too bad deyz so rare, itza real shame dat. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Vampires are better fights than Bretonnia and close to Lizardmen, but have less loot. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem blood-drinkaz iz really gud fights. Lotsa strange boyz wif &#039;em tho, krump one and sumtimz &#039;e getz back up, sumz just bonez and sumz ghosty-fings dat choppa&#039;s can&#039;t chop. An&#039; don&#039;t take any of der loot cuz itz alwayz rubbish an&#039; even if da loot looks nice, it tryz ta whisper ta yaz, tellz ya ta do fings - &amp;quot;Put sumfing up ova&#039; &#039;ere, wreck dat stone ova&#039; der, kill &#039;im&amp;quot;, like wez alwayz needz ta be told ta do dat, fank yoo very much.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Tomb Kings are good fights and have great loot! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Da mummiez is fun ta fight and dey have sum of da best loot.  Dere big, walkin&#039; statue fings are loot an&#039; fight pu&#039; tagether!  But dey iz hard ta find an&#039; dere&#039;s nuffink ta eat or drink when ya do. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Warriors of Chaos are glorious fights! &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dey iz spiky, dead &#039;ard an&#039; like fightin&#039; nearly as much as we do!  Especially da red ones wiv skullz.  Sometimes dey have dem strange gits wiv &#039;em, which means weirder fightz. &amp;lt;/span&amp;gt;&lt;br /&gt;
*Daemons are strange gits that come from swirly magic portals some places. Shamans can bring them in intentionally when fights are scarce. &lt;br /&gt;
*Beastmen are good fights, and better food.&lt;br /&gt;
*Skaven are sneaky gits, and make for poor fights. But there&#039;s a lot of fighting to be done and they make for good eats.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dem rats&#039; worse dan gobbos an&#039; dey got weird, glowy boom barrelz. Deyz mostly runty gitz, more dan &#039;umiez even, but dere&#039;s lotz n&#039; lotz of &#039;em, so leest yaz don&#039;t go &#039;ungry afta da fight. &amp;lt;/span&amp;gt;&lt;br /&gt;
* In addition to the mounts listed above, the 2nd edition of [[Warhammer Fantasy Roleplay]] stated that some orc tribes in [[Bretonnia]] have taken to riding a new monster called a [[Hagranym]], which are [[Chaos]]-touched predatory cliff-climbing horses who are actually way smarter than the orcs they&#039;re teaming up with. Hagranyms have never appeared on the tabletop, however.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Orc_and_Goblin_Afternoon_Nap.png|Living high on the WAAAGH can be tiring. &lt;br /&gt;
Image:22.jpg|Dat&#039;s finkin&#039; wiff&#039; mehjick!&lt;br /&gt;
Image:Stuntiez.jpg|Da proppa&#039; use of Stuntiez.&lt;br /&gt;
Image:Squig.png|This is a cake. Made for the launch of [[Warhammer Online]], made by those guys who had a cake show on Food Network on an actual episode until it got canceled. Suck it, Orks. &lt;br /&gt;
Image:Night Goblins.jpg|Seeing [[Tzeentch]] would drive these guys sane. Seriously, not an exaggeration. &lt;br /&gt;
Image:1304378410814.jpg|Let&#039;z go, let&#039;z go, WAAAGH! WAAAGH! WAAAGH!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer/Tactics/8th_Edition/Orcs_&amp;amp;_Goblins|Tactics/Orcs and Goblins]]&lt;br /&gt;
* [https://lingojam.com/WarhammerOrkTranzlator Greenskin Translator]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2003:DB:4721:8400:34C:7889:3B47:9652</name></author>
	</entry>
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