<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2601%3A449%3A8200%3AAF60%3A0%3A0%3A0%3AAD9F</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2601%3A449%3A8200%3AAF60%3A0%3A0%3A0%3AAD9F"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2601:449:8200:AF60:0:0:0:AD9F"/>
	<updated>2026-04-24T04:17:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370880</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370880"/>
		<updated>2022-02-09T20:56:31Z</updated>

		<summary type="html">&lt;p&gt;2601:449:8200:AF60:0:0:0:AD9F: /* Orks and Yarrick */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:-Da Orks, all da zoggin&#039; time.&lt;br /&gt;
[[File:Orks attack3.jpg|600px|thumb|right|&#039;Ere we go, let&#039;s break sum&#039; zoggin&#039; &#039;eads!]]&lt;br /&gt;
{{Topquote|War is the business of barbarians.|Napoleon Bonaparte}}&lt;br /&gt;
{{Topquote|The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn. And why? Because we sought answers to questions that an Ork wouldn&#039;t even bother to ask! We see a culture that is strong and despise it as crude.| Uthan the Perverse, Eldar Philosopher}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|ORKZ ORKZ ORKZ ORKZ ORKZ.|Typical Ork Chant}}&lt;br /&gt;
The &#039;&#039;&#039;Orks&#039;&#039;&#039; (&#039;&#039;Orkus vulgus&#039;&#039;) are a race in [[Warhammer 40,000]]. Commonly known as &amp;quot;Greenskins&amp;quot; or &amp;quot;the Green Tide&amp;quot;, they&#039;re probably the most numerous and infestive race in the entire 40K setting, or at least on par with the [[Tyranids]]. They have a &#039;&#039;[[Warhammer Fantasy]]&#039;&#039; equivalent, the only major difference being that fantasy Orks, spelled Orcs, have a (slightly) lower level of technology relative to the setting, they don&#039;t use teef as currency, and they have different attitudes, particularly when it comes to losing a fight. Because of Games Workshop&#039;s desire to keep all their properties under hard lockdown they are now called &amp;quot;Orruks&amp;quot; in Age of Sigmar... So we’re actually going back in time to when orcs were named [[The Lord of the Rings|Uruks]].&lt;br /&gt;
&lt;br /&gt;
Orks are the most fun faction of all for the simple reason that they are an over-the-top (even by 40k standards) band of merry misfit maniacs who like [[Shootas&#039;an Dakkas#Ork Gunz|shooting shit up]], [[Choppa|chopping shit up]], [[Shootas&#039;an Dakkas#Da Big Stuff|blowing shit up]], and generally being fun-loving crazies. Laughing gleefully as they run across worlds laying waste to everything as for them, it&#039;s all a game and everyone is a player. Unfortunately for everyone else, they&#039;re the only ones who think this way and they don&#039;t realize it. While the Codices generally meme up Orks as the comic relief faction, the novels involving them get pretty grimdark especially when it comes to their treatment of human slaves. &lt;br /&gt;
&lt;br /&gt;
If Orks were summarized in one sentence, the best way to describe them would be as follows: &#039;&#039;&#039;&#039;&#039;A race of [[Leman Russ|retarded]], [[Angron|belligerent]] mushrooms born an hour ago that [[Magnus|became too successful at existing]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Ork_Boy.jpg|350px|thumb|left|[[Ork_Boy|A typical Ork Boy.]]]]&lt;br /&gt;
Orks are the most successful race of the [[Warhammer 40,000 | 41st millennium]] &amp;lt;s&amp;gt;{{Blam|HERESY!}}&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WHO LET DEM HUMIES IN &#039;ERE?!&amp;lt;/span&amp;gt; Despite their entire lack of structured education or training, they seem to be very proficient with all kinds of technology (for a given value of &amp;quot;proficient&amp;quot;), which they inevitably utilize for their armaments (of which firearms and vehicles are the most common). This is explained away in the fluff by their origins: they were created by the [[Old Ones (Warhammer)#Warhammer 40,000|Old Ones]] to be a warrior race called the &#039;&#039;Krork,&#039;&#039; and some of them (the Mekboyz) were genetically hard-wired to have a pre-programmed proficiency for technological engineering. Unfortunately, the Old Ones died before they could finish their little science project; specifically the psychic control mechanism. This means that such war machines simply fight everything, everywhere, all the time. The ancient Krork were known to have fought the ancient Eldar empire when the latter was at the peak of its power and were implied to have been a considerable threat (a Harlequin in M32 compares the nearly invincible hordes of the Beast as being like children compared to them). The only Krork to exist in the present day (one of Trazyn&#039;s exhibits) wore exo-armour that was more sophisticated than power armour and stood 12 meters tall. In principle, Orks can loot just about anything: the minor greenskins, such as &amp;quot;Grotz&amp;quot; ([[goblin]]s) can construct several working vehicles and machines out of mere scrap (They actually can&#039;t but orks believe they can so it happens anyway. see: a few paragraphs below). &lt;br /&gt;
&lt;br /&gt;
The Orks derive much of their success from their reproductive process: Orks are, essentially, a psychosensitive hybrid of animal and fungi, not unlike a very complex version of a lichen, save that it&#039;s all the same organism. One advantage is a redundancy of vital organs, making them able to easily survive events such as head transplants; it&#039;s not easy to kill an individual Ork since they could very well shrug off injuries that would cripple a human. In fact there is a [[Valhalla|Valhallan]] folktale about a relative finding an Ork and [[Carnifex#Old_One_Eye|thawing it out only for it to attempt to kill them]]. Another advantage is their ability to grow larger as they win more battles (due to the aforementioned psychosensitivity): an Ork who is winning a fight is enjoying himself, which causes fluctuations in the gestalt field that all Orks generate. These fluctuations supercharge the Ork&#039;s physiology, causing the Ork to gain muscle mass and evolve. Consequently, if an Ork should somehow be incapable of fighting (like being imprisoned); they will actually &#039;&#039;devolve&#039;&#039; instead, causing the Ork to become pudgy and lethargic. This was observed during [[Xenology]] where a captive Ork was eventually found morbidly obese when the Inquisitor brought him out for dissection. Hence,the saying: &amp;quot;Orkz iz made fer fighten&#039; and winnin&#039;&amp;quot; applies literally in their case, as the incentives of fighten&#039; and winnin&#039; are what makes or breaks an Ork.&lt;br /&gt;
&lt;br /&gt;
In addition, the fungal part of their physiology allows Orks to reproduce asexually en masse through underground fungal colonies that act as self-sustaining ecosystems. Reproductive spores enter the topsoil, produce fungal mycelia that assimilate base nutrients and could exchange genetic information with other mycelia, putting normal Human sexual reproduction to shame, first sprouting actual Orkoid [[Fungus|Fungi]], then eventually producing lesser motile Orkoids: squigs and Grotz. The Grotz cultivate the protein-rich squigs in preparation for the emergence of the greater Orks, which take longer to develop. All in all, this cycle was designed to fight against the Necrons, which sterilized a planet to its bacteria. Orks can terraform a barren planet into a veritable paradise this way, though what defines &amp;quot;paradise&amp;quot; is a point of discussion; if you like endless wars and tribal conflicts in a mushroom rich planet, it probably is. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IS YOU SAYIN&#039; DERE&#039;S FINGS WHAT DON&#039;T LIKE FIGHTIN&#039; FEREVER? DEM UMIES IS REEL GOOD AT MAKIN&#039; FORTS FER US TA KRUMP, SO DEY MUST LIKE FIGHTIN&#039;...&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though all Orks discharge reproductive spores throughout their lives, the most significant and numerous emissions occur when an Ork is dismembered or dies. Like all fungi, these spores benefit enormously from decaying matter to draw nutrients from... such as enemy corpses. This means that heavy bombardment or entrenched warfare against an Ork force just results in thousands to millions of new Orks, similarly to [[tyranids]]. The concept of &amp;quot;blood-lust&amp;quot; is especially applicable to Orks, as combat effectively serves as the Ork reproductive process (with all associated hormonal incentives).&lt;br /&gt;
&lt;br /&gt;
Due to this, an Ork infestation is incredibly hard to handle if kept unchecked since it won&#039;t take them long to get enough boyz to launch a full-scale WAAAGH! to overrun an entire planet and necessitate [[Exterminatus]]. We can use flamethrowers, [[Plasma]], nukes, [[melta]] weapons or anything high-energy to eradicate any spores and fungi, saving the world from the eventual Exterminatus, but then again, efficiency ain&#039;t manly n&#039; [[grimdark]] enough compared to good ol&#039; spore-releasing bolters, chainswords and artillery.&lt;br /&gt;
&lt;br /&gt;
Orks only have two popular combat doctrines: [[Choppa|choppy]], which involves giving your opponents a good stomping up close, and [[dakka|shooty]] which involves spitting out as many bullets as possible with an assortment of shootas, and the faster it shoots; the better. That said, a good shoota should also still be able to kill enemies &#039;&#039;while&#039;&#039; putting out a lot of dakka, otherwise it wouldn&#039;t be killy (and woe betide an Ork who isn&#039;t killy). Because of the Ork&#039;s naturally low penchant for accuracy; they typically get around this problem in two methods: the first one is to have a gun that simply shoots bullets as fast as Orkilly possible that the wielder &#039;&#039;should&#039;&#039; be able to hit something eventually (strapping two or more shootas together is a crude but effective way to go about this). The second one is to make the gun really killy every time it shoots, like putting a dangerously high-explosive shell in a kannon that can obliterate an entire building in one shot.&lt;br /&gt;
&lt;br /&gt;
Unlike most army doctrines, which emphasize strategic victories with minimal casualties, Orks view strategic gains as a secondhand priority, instead opting to kill more of the enemy whenever possible. Also, due to Ork biology and culture, they are not adverse to sacrificing large numbers of Orks to achieve a victory, in order to (in some cases literally) drown the enemy with their bodies.&lt;br /&gt;
Speaking of extremely high casualties, Orks also view death as something perfectly fine, as long as it satisfies their WAAAAAAAAAAAAAGH. More death, more WAAAAAAAAAAGH, which means the Orks can be greater Orks.&lt;br /&gt;
&lt;br /&gt;
[[File:Eac.jpg|thumb|right|450px|Hey if it works...]]&lt;br /&gt;
&lt;br /&gt;
Orks are commonly believed to be stupid and superstitious by the other races of the 40k world, but they can also be cunning and quick on the draw. Orks are always ready for a fight and while you can trick them, they quite like the idea of tricking people back. &lt;br /&gt;
&lt;br /&gt;
Their philosophy of DA RED WUNZ GO FASTA is the ultimate truth: because of the aforementioned gestalt field, Ork vehicles painted red will ultimately go faster than Ork vehicles that are &#039;&#039;not&#039;&#039; painted red, because the Orks believe that Red makes everything go faster:&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;DIS &#039;UMIE GIT THINKZ DAT DA RED WUNZ DON&#039;T GO FASTA? DEY DON&#039;T KNOW DAT ANYFING PAINTED RED MAKES IT DA BEST AN&#039; MAKES IT GO FASTAAAA COZ RED IZ BEST!  &#039;&#039;&#039;*WHAM!*&#039;&#039;&#039;  NO IT AIN&#039;T, YA BLEEDIN&#039; SQUIG, &#039;&#039;&#039;GREEN&#039;&#039;&#039; IZ BEST!  &#039;&#039;&#039;*Boots up the bog*&#039;&#039;&#039; SHUT YER GOB, &#039;E WAS TALKIN&#039; &#039;BOUT DA TRUKKS, YA GIT! &lt;br /&gt;
&lt;br /&gt;
We can assume that this cuts both ways, with enemies such as the [[Blood Angels]] and [[White Scars]] gaining the same boost due to their use of red paint. (in fact, this is almost a universal truth: subfactions with red color schemes across 40k tend to be focused on speed and mobility, such as Saim-Hann and the Farsight enclaves.)&lt;br /&gt;
&lt;br /&gt;
A hallmark of Greenskin civilization is the WAAAGH! (like &amp;quot;war&amp;quot;). A term of their oft-forgotten &amp;quot;true&amp;quot; language, deafening volume is a key part of its proper pronunciation. To this end, it is always written in all-caps, with at least three &amp;quot;A&amp;quot;s and an exclamation point. The WAAAGH! occurs when an Ork population reaches critical mass and a dominant Warboss appears. A Warboss is an Ork Alpha who is bigger than all the other Orks and has proven his right to lead by either his sheer size or krumpin&#039; all the other big Orks that think otherwise. Lesser Orks sense the presence of the Boss in the Orks&#039; psychic field and follow him on what is often described as a combination of pub riot and holy war with a dash of genocide. The WAAAGH! accomplishes two things: it weeds out weaker Orks, keeping the species strong; and it facilitates genetic exchange and reproduction as the Orks die and release spores.&lt;br /&gt;
&lt;br /&gt;
The Ork economy is based on teef, more information on which [[toof|can be found here]].&lt;br /&gt;
&lt;br /&gt;
Ork religious beliefs also help manage their population. Orks believe in two gods, [[Gork]] and [[Mork]], which according to the Orks are engaged in a perpetual battle between themselves, a ditheistic belief system. One is &amp;quot;kunningly brutal&amp;quot; where the other is &amp;quot;brutally kunnin&#039;&amp;quot;, which is in itself a good summary of the Orkish race. The former (like regular Boyz) will punch anything in front of them first and only fall back on a more cunning trick if that doesn&#039;t work, while the latter (like the many Oddboyz) will try the sly trick first and only fall back on straightforward violence second. Unfortunately, no one can decide which god is which, nor can the Orks decide which is better: cunning brutality or brutal cunning. These differences of opinion tend to lead to Gigantic Brawls, yet another method of keeping the Ork race strong, warlike and in check. Their division also keeps them perpetually divided, for it has been theorized that if the Orks were to ever unite in one big WAAAGH!, their gestalt reality-warping field might just as well turn omnipotent and crush all opposition. &lt;br /&gt;
&lt;br /&gt;
Beyond this internal conflict, there are groups amongst the &#039;outcasts&#039; of Ork society, namely Freebooterz, that may even turn away from the worship of all things roight and orky, instead seeking patronage from the [[Chaos Gods|Spikey-Killy Gits]], although extremely rarely. Makes you wonder if there isn&#039;t a tribe of Feral Orks out there praisin&#039; the Emprah (See section below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ork society is effectively the perfect society for the 40k universe. Its society is a Kratocracy (A Government ruled by the strongest, fitting for Orks) in maturity as all disputes are settled fairly quickly and painfully (just the way they like it). The economy is steady, as teef grow and rot at a reliable rate. Once a Boss is in charge, mostly everyone falls into place, and the Orks go and [[/tg/ Gets Shit Done|get shit done]]. &lt;br /&gt;
&lt;br /&gt;
Also, they probably killed the [[Imperial Fists]]. &amp;lt;strike&amp;gt;All of them.&amp;lt;/strike&amp;gt; Scratch that, [[Slaughter Koorland|one of them survived!]] &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DAMN IT! SHOW ME DA GIT THAT LET HIM LIVE AND I WILL CRUMP HIM SO HARD HE WILL SE LAST CENTURY!&lt;br /&gt;
&lt;br /&gt;
Fun fact: The Orks use black and white on their shock troops, because it reminds them of the [[Black Legion|Luna Wolves]] who destroyed them at [[Armageddon|Ullanor]]. The Orks do not fear death, but they do fear the Luna Wolves. That is right, [[Horus]] traumatized them as a race more than the fucking grim reaper. Note: Why would you fear death, if death usually results in you being reborn into several thousands of yourself? Horus probably swept the spores up post battle and that&#039;s why they fear him. Though it&#039;s also worth mentioning that Orks harbor a natural fear of [[Farsight|Commander Farsight]] too, whom they know as &amp;quot;Da Red Commit&amp;quot;. But then again he was committing Ork genocide so... and of course, we can&#039;t just forget the final great fear of the Orks, [[Commissar Yarrick]], the only normal human that can cause Orks to actively PANIC. On the other hand Yarrick, Farsight and Moon-Wolfie boyz are also considered a source of prime fighting so despite being scary they actually also attract Orks.&lt;br /&gt;
&lt;br /&gt;
===Ork Life Cycle===&lt;br /&gt;
When an Ork WAAAGH&#039;s they release spores into the air (and release any remaining spores after they die). Depending on how many Orkoids are on a planet this can either be negligible to a planet&#039;s environment or kick off a terraforming (Ullanor-forming) process. The main feature generated by this process are the Spawning Shrooms. These &amp;quot;Shrooms&amp;quot; like dark places similar to normal mushrooms, but are connected to the spawning of Snotlings, Gretchin, Squigs, and Boyz. Boyz created by this process emerge fully-grown from cocoons, from which they [[rip and tear]] their way out as Orkilly as possible.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that all Orkoid organisms produce spores, and any given spore could mature into any given Orkoid phenotype depending on conditions. Not just Orks themselves, but also Gretchin, Snotlings, and all sorts of fungi or Squigs. Since there are enough varieties of the latter two to fill out every niche in a fully-formed ecosystem, there are quite a few thriving planets out there where the only things that &#039;&#039;aren&#039;t&#039;&#039; green are the freaking weather, rocks, and occasional bright red Squig, and the air everywhere is filled with perpetual shouting. Which is, let’s be honest, awesome.&lt;br /&gt;
&lt;br /&gt;
===Waaagh Urlakk Urg/Da Lost Age M31===&lt;br /&gt;
Prior to the [[Horus Heresy]], Orks were the biggest threat to the [[The Imperium of Man]]. So big that the [[The God-Emperor of Mankind|Emperor of Mankind]] was personally involved. The great galaxy spanning Ork Empire was put into temporary decline when Horus beheaded Warlord Urlakk Urg. The defeat of such a great Warboss led to the Orks being considered a broken force. By the time of the Horus Heresy the Orks were considered little more than vermin by the Imperial Forces, which would be their greatest mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waaagh Beast/Da Age of Da Beast M32===&lt;br /&gt;
While the humies were off fighting their little civil war, the Orks were biding their time to create a proppa WAAAGH!. Six great Warbosses formed an alliance and brought together the shattered tribes of the Orks under a single cause; Da Greatest WAAGH the galaxy had ever known!!! The Ork forces raided myriad isolated Imperial worlds, cut off by warp storms during Horus Heresy and so unprotected and primed for looting, whilst the Bosses for their part managed to reclaim Da Home of the Orks, Ullanor. &lt;br /&gt;
&lt;br /&gt;
The best Big Meks of the time came up with the idea of the Attack Moons, giant battle stations big enough to contain teleport-y gates and entire legions of Orks. The simple presence of one in orbit could decimate an entire planet&#039;s surface due to gravitational pull, and debris. This massive mobilisation by the Ork forces against the planets that lost contact went unnoticed by the the Humies for a near fatal period of time. It wasn&#039;t until the entire Imperial Fist Chapter was wiped out barring one (Don&#039;t worry gitz we gotz him in the end!) that the Imperium knew of the severity of the threat. They then realized there wasn&#039;t just one Attack Moon, there were ... Lotz!&lt;br /&gt;
* The Orks rebuilt Ullanor. &lt;br /&gt;
* The Beast (All 6 of them) made their presence known to the Imperium by killing off all but one Imperial Fist. Prime-Orks the size of Hab Blocks with Nobs the size of Warbosses and Boyz the size of Nobs.&lt;br /&gt;
* The Beast teleports an Attack Moon into Terra&#039;s orbit.&lt;br /&gt;
* The Beast sends Ambassadors to psychologically damage the Imperium&#039;s morale.&lt;br /&gt;
* The Beast takes on Vulkan and wins, though Vulkan likely got better.&lt;br /&gt;
* Waaagh Beast hits decline as the Imperium use Sisters of Silence along with captured Weirdboyz to explode vast swathes of the Waaagh.&lt;br /&gt;
* The Beasts slowly get killed one by one.&lt;br /&gt;
* Ullanor is reclaimed by the interlopers and marked for Exterminatus.&lt;br /&gt;
* The Adeptus Mechanicus feel a bit Ork-y and want that sweet loot, so they teleport Ullanor into a new orbit and rename it Armageddon! &lt;br /&gt;
&lt;br /&gt;
===Da Age of War M41===&lt;br /&gt;
This is the age of Warhammer 40k from when GW didn&#039;t progress the timeline.&lt;br /&gt;
* Da Lost Waaagh&lt;br /&gt;
* Tuska Daemon-Killa&lt;br /&gt;
* Rynn&#039;s World&lt;br /&gt;
* The Second War of Armageddon.&lt;br /&gt;
* The Third War of Armageddon.&lt;br /&gt;
&lt;br /&gt;
===Da Age of Da Ork M42===&lt;br /&gt;
With the advent of GW advancing the timeline so too has the Ork timeline advanced.&lt;br /&gt;
* The Great Rift has been dubbed Gork&#039;s Grin by the Orks. The Warp Rifts are being used by Orks to &amp;quot;navigate&amp;quot; across the galaxy. Typically being dropped into the best fights in the galaxy.&lt;br /&gt;
* Old Zogwort&#039;s Wierdwaaagh! destroyed a planet with Mork&#039;s snot.&lt;br /&gt;
* Mad Dok Grotsnik has been leading a Painboy Waaagh that&#039;s captured Silver Templar Primaris Marines.&lt;br /&gt;
* Ghazghkull is blessed by Gork and Mork so much that he can use the Warp Rifts [[The Beast|(Or some unknown means)]] to be at multiple places across the galaxy.&lt;br /&gt;
* Freebooter Warbands close in on the traitor world of Eisenfel, where Gork&#039;s fist is gonna crush da Chaos Gitz.&lt;br /&gt;
* Nazdreg is gonna loot a Stormsurge to prove that his boyz have the most Dakka, and surpass Badrukk&#039;s Flash Gits.&lt;br /&gt;
* The Antonis Crusade kills a bunch of Orks, leaving them as feral warbands, only for Night Lords and Feral Orks to destroy them.&lt;br /&gt;
* Death Skull Waaagh Zort loots the Necron Tombworld of Overlord Thanptek the Magnificent. Including the Overlord himself. Sod off, Trazyn! Go zog yerselves, Blood Birdies. We’z da best lootas der iz!&lt;br /&gt;
* Rynn&#039;s World gets Primaris reinforcements which acts as a beacon for Orks who want to Rynn&#039;s World 2: Electric Dakka-loo&lt;br /&gt;
* A Blood Axe Waaagh defeats the Heretic Skull Knights warband on Jakhtor. When the Blood Axes retreat it&#039;s soon realized that they are waiting for the Imperial reinforcements to arrive so they can get a proppa&#039; fight.&lt;br /&gt;
* Krooldakka has lead a Speedwaaagh! on the planet of Vigilus. Leading to Ork death racing while waiting for the planet&#039;s defenses to weaken.&lt;br /&gt;
* Waaagh! Snagrack starts during the Psychic Awakening. A Deffskullz Waaagh! with a large number of Madboyz created by the Great Rift.&lt;br /&gt;
* Waaagh! Wazzdakka speeds towards Terra on his Bike of Da Aporkalypse.&lt;br /&gt;
&lt;br /&gt;
==Ork Teknologee==&lt;br /&gt;
&lt;br /&gt;
[[File:Dat zoggin bigmek by majesticchicken.jpg|220px|thumb|left|A perfect example of Ork tech. Powered by make-believe and the essence of WAAAGH!, and patched together with duct tape and chewing gum, the Emperor himself has truly never seen finer craftsmanship or innovation.]]&lt;br /&gt;
&lt;br /&gt;
Occasionally, if a &amp;quot;tech-caste&amp;quot; gets into control of an Ork society, ridiculous constructions can result. Best example we know about is the Telon Reach Empire and its central stronghold Gorro. A &amp;quot;scrapworld&amp;quot;, Gorro was full of things that shouldn&#039;t have worked at all (Horus notes that individual bits of architecture inside were just too mad for any human to contemplate) and could withstand the normally planet-killing weapons on the Vengeful Spirit and Imperator Somnium (the Emperor&#039;s own flagship). The Orks defending it were far more advanced than most (everything from their augmentations to the accuracy of their ships&#039; weapons) and had actually built a plasma reactor to hold their world together. Their function mostly relied on the Orks&#039; gestalt, as the core began to fail as the Emperor, Horus and their respective posses carved through the population. Once the Emperor killed the resident Warboss and psychically burned the rest of the Orks (a preview of what he&#039;d eventually do to Horus) the system went into total meltdown.&lt;br /&gt;
&lt;br /&gt;
How Ork Technology works is up for debate. As written Ork technology is beyond comprehension by the majority of races. Their weapons/tech work and other races can use them, but not as effectively. [[Techpriest|Techpriests]] have taken apart Ork guns and reassembled them to what they assume is the same configuration only to find that they don&#039;t work any more. This leads to two schools of thought on Ork Technology.&lt;br /&gt;
&lt;br /&gt;
===The Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics - Every Ork is a Psyker===&lt;br /&gt;
&lt;br /&gt;
The Anzion Theorem postulates that Ork technology works mainly because the Orks think it does. The explanation is that the subconscious gestalt psychic field that all Orks generate enables their technology to function; the stronger the field, the more esoteric their technological achievements become. In older versions of the fluff, if you hand an Ork a pipe and convince him it&#039;s a gun, it WILL shoot bullets. In current fluff, this is definitely not the case; if you hand an Ork a slugga that has been stripped of all internal mechanisms, it won&#039;t suddenly start firing bullets just because the Ork believes it should. However, if a crudely manufactured slugga consistently misfires in the hands of a human but *does* fire reliably when wielded by an Ork, it is definitely Orkish belief that is bridging that gap.  If the Ork picks up a mixed handful of slightly different caliber rounds and jams them into it, it will (most likely) shoot them all and not jam up from the different sizes.  This means that technologies that should be &#039;&#039;impossible&#039;&#039; become merely &#039;&#039;unlikely&#039;&#039; when crafted by an Ork.  In short, if Ork technology is held together by spit, duct tape, and hope, then the Orks&#039; psychic field provides the hope. &lt;br /&gt;
&lt;br /&gt;
To put it another way, Orks believe that, &amp;quot;Red wuns are fasta.&amp;quot; They believe that blue is lucky. They believe that yellow is more shooty and/or more explosive, and that black represents strength and toughness. And because they believe this, it manifests as true; thus this applies not only to the Orks themselves but also to their wargear.  For example, a meat cleaver in the hands of an Ork can tear through the toughest ceramite armor if the Ork believes it will; for anyone BUT an Ork, a power weapon or the equivalent would be required to do so.  That same cleaver, with a battery and wires crudely bolted to it, would BE a power weapon in the hands of an Ork.  &lt;br /&gt;
&lt;br /&gt;
This tends to work well for them, but not for the other races of the galaxy: Imperial observers note that Ork weapons generally will not function in the hands of a non-Ork. The only reason the Orks haven&#039;t exploited the limits of their generated gestalt field by creating easily made but devastatingly powerful weaponry that could eclipse the weapons of the other races is that they themselves do not know nor understand that they create said field, they believe that their equipment works because that&#039;s how the universe works, not because they themselves are making it work. Which, in a way, makes it true. This, in turn, makes for an interesting paradox: If Orks managed to understand the physical universe as it is, they would not believe their &amp;quot;weapons&amp;quot; work, thus, stripping them of their psychic advantage. If there is a little ounce of disbelief, this would quite literally nullify their ability to believe hard enough to manipulate reality.&lt;br /&gt;
&lt;br /&gt;
This said, Orky know-wots DO have a say in stuff that the Orks build. Mekboyz build much of the stuff they do because they have been genetically ingrained with the knowledge on how to make and maintain their technology. While much of their tech runs because they want to, the basis is that the Orks &#039;&#039;can&#039;&#039; actually build a conceptually working frame to get all Orky on. This explains how Orks can build such technological wonders as the Shokk Attack Gun, which propels [[Snotling|Snotlings]] through the Warp and into the armor, tanks, [[Rape|and bodies]] of their enemies. Also, there &#039;&#039;have&#039;&#039; been instances of Ork tech working well in the hands of other races,( at least for a time till it blows up). Be careful though, most Ork players have &#039;&#039;very&#039;&#039; deep-set opinions on how Orky tech works, and [[skub|debates]] between them can generate much [[RAGE]]. &lt;br /&gt;
&lt;br /&gt;
This argument becomes &amp;lt;s&amp;gt; unstable &amp;lt;/s&amp;gt; interesting when looked at too closely. In particular, if this was the case [[Psyker|Psykers]] would be able to combat Ork technology more effectively. In fact if Orks created a Psychic Field then [[Sisters of Silence]] could easily destroy it, causing Ork constructions to not work. Unless Orks psychic field is completely unrelated to warp energies. Which would give us a very interesting part of lore. However, keep in mind on the tabletop that Sisters of Silence don&#039;t flat-out destroy all warp energies. They certainly negate it, but its perfectly possible for a psyker to get a good roll and fire off a smite into his target. And if all the Orks are really psykers, then they&#039;d probably overpower the negative-energy shield the sisters have. We know Orks DEFINITELY have a Psychic Field, and the Sisters don&#039;t seem to be effective against it unless we are talking weirdboyz, which seem to be kind of border case. Also, WAAAAGH energy is something almost completely different than the psychics other races use, and it tends to ignore/negate some of the restrictions other psykers have. That would suggest that the Old Ones when creating the Orks&#039; ancestors actually used some other form of psychic phenomenon that is unrelated to or isolated from the warp somehow. This might suggest that orks&#039; gestalt psychic field is actually very advanced form of technology similar to that used to create the webway (which is basically parts of the warp that are isolated from the warp itself) or alternatively that there is some kind third reality/energy/metalevel that is not related to the warp or reality but intersects both (because we know Orks&#039; gestalt field works as well in the warp as in reality, evidenced by their starships traversing the warp and functioning). Ultimately we don&#039;t know, but there is something in there. Probably. Or it could all be powered by a bunch of grots duct-taped together. Who knows? In the end, we should look at it like the Orks themselves. If it works, who cares? Worrying about it just means less time krumping gits.&lt;br /&gt;
&lt;br /&gt;
====Orks and the Emperor====&lt;br /&gt;
&lt;br /&gt;
An extension of the &amp;quot;All Orks are Psykers&amp;quot; theory is that the [[Emperor|Emprahs]] continued existence (despite the fact his throne is in serious need of an MOT) is the fact that the Orks BELIEVE it to be so. As any self-respecting Weirdboy will tell you, what da boyz fink will &#039;appen &#039;appens (see below), so if they think the Emperor is still alive then alive he will be. Probably cos they&#039;re stupid enough not to realise he&#039;s a corpse more fucked than a Slaaneshi cultist at Ciaphas Cain&#039;s place.. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;ANG ON A SECOND.. I FINK DEY BE MAKIN FUN OF US...WELL.....MAYBE WE OUTTA GO STOMP SUM HUMIES!&amp;lt;/span&amp;gt; {{BLAM|That&#039;s right, the &amp;quot;chaos boys&amp;quot; are messing with you Orks, go stomp them in the name of the Emp... For the WAAAGGGHH! (-ahem- Heretics...)}}&lt;br /&gt;
&lt;br /&gt;
====Orks and Yarrick====&lt;br /&gt;
Another slightly less stupid theory. Commissar Sebastian Yarrick is still alive despite his massive, massive age because Ghaz and his boyz think he should. Also Orks believe a glance from Yarrick can kill them, so Yarrick installed a laser eye and it works better against the greenskins.&lt;br /&gt;
&lt;br /&gt;
===Ork Technology is More Advanced than it Seems===&lt;br /&gt;
[[File:Ork tech.jpg|400px|thumb|right|Basically this.]]&lt;br /&gt;
{{Topquote|Cultural collapse, reorientation of belief systems in the aftermath of a renaissance can provoke magical thinkin&#039; in previously rational beingz...|Talker, Madboy on the subject of the Adeptus Mechanicus}}&lt;br /&gt;
&lt;br /&gt;
On another perspective. Looking over the Ork codices from old to new the only record of Orks willing technology to work is one line in which a techpriest says &amp;quot;Well if we can&#039;t figure this out it must be magic&amp;quot;. In fact, the only source besides that codex entry is this 1d4chan page... All other lore being from the Techpriest perspective. The Ork Codex points out that Mek Boys and Big Meks are genetically engineered by the Brain Boyz/Old Ones to know how technology works. In &amp;quot;Evil Sun Rising&amp;quot;, the Big Meks who created the Stompa Fat Mork don&#039;t remember how they created their super compact, miniature red sun engine. The implication is that as the Meks worked together that it unlocked the technology. This might mean that the Brain Boyz/Old Ones programmed the mek genetics to gain access to bigger and better equipment when the army is at a proper size to create and maintain such weaponry. As Ork numbers grow and WAAGHs become bigger more technology is unlocked. The Gorkanaut and Morkanaut walkers are unlocked when Meks begin thinking that a Great WAAAGH is coming along.&lt;br /&gt;
&lt;br /&gt;
Ork technology is special in many ways, while crude and impossible from an outsider perspective almost all of Ork technology is based on the idea of [[Looted|looting the enemy technology]]. They are the apex scavengers and can create weapons from the technology of the Imperials, Tau, Eldar, Necrons, and even the biotechnology of the Tyranids. It could be guessed that the Brain Boyz wanted Orks to be able to adapt to any battlefield and be able to resupply without need of supply lines. In this way Orks don&#039;t need to wait for a spaceship to drop a Titan to the battlefield for back up, instead they can build one out of that broken humie one.&lt;br /&gt;
&lt;br /&gt;
And this is BEFORE we even consider what the hordes of the Beast were able to do what no other concurrent faction could, such as create Void Shielded Deff Dreads, Ork Ambassadors, and teleporting attack moons into the Terra&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOWEVER&#039;&#039;&#039; there are a few holes in this theory. First one must remember that the Imperium is not the only faction to try and study/retrofit Ork technology. The Tau have a much greater understanding of science and engineering than the Imperium and still cannot figure out Ork tek. Though there isn&#039;t much from the Eldar perspective on how Ork Tek works, which could just mean that they don&#039;t care. The second point is that Orks use materials that shouldn&#039;t work as components for weapons and technology. When was the last time you built a gun out of sheet metal and literal droppings, and it actually worked? Finally there&#039;s [[Colorz]]; red paint causes things to go faster, yellow causes explosions to be bigger, and purple makes everything stealthy. Though Colorz only exist in the rules with Red Ones Go Fasta and Deff Skulls being lucky, &amp;lt;s&amp;gt;most of the other stories are overblown fanfics by the fanbase&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*SMASH*&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;WAAAAAAAAAGH!!!!!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Be that as it may. The possibility exists that mekboys are combining psyker abilities and inherent technical knowledge to construct tools and weapons with nano-level engineering. Allowing orks to use tech with a crude appearance hiding devices of unimaginable sophistication.&lt;br /&gt;
&lt;br /&gt;
===Special Note on Orky Vehicles===&lt;br /&gt;
To properly describe what Ork vehicles are like is a difficult prospect, or perhaps an overlooked opportunity. Either way, few actually attempt to clarify in tangible terms what orkish vehicle-makers create.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the venerable Trukk. Keep in mind that the standard Ork Boy is a hunched, monstrous, 7-foot-tall Hulk Hogan. Now, the Trukk is essentially an over-sized, skeletal pickup truck, with armored bus tires and a spiked ram-plate for a bumper. The frame is then covered in all manner of inch-thick armor plating, the basic standard in orkish vehicle armor. No Ork vehicle with more than two wheels has an engine smaller than a V8, and the trukk is no exception. A common brag for a trukk owner, &amp;quot;I&#039;z put twelve silenderz in dis &#039;ere kart&amp;quot; (when not met with the classic &amp;quot;You shoulda sprung fer forteen!&amp;quot; comeback), is similar to a human saying he put an extra two cylinders in his car and overhauled his transmission ( hilariously the official trukk model from Games Workshop has a horizontally opposed 6 cylinder engine - a 40K Boxer engine). &lt;br /&gt;
&lt;br /&gt;
Larger orkish vehicles, like the Big Trakk, often use V14 engines that any human would say belongs on a fishing trawler. Alternatively, some vehicles use turbine engines for extra torque (which is always a good thing) and a higher top speed (also a good thing), or crackling electrical engines (less popular than a good-old combustion engine, but can &amp;quot;accidentally&amp;quot; taze pesky Lootas or enemies who get too close (i.e. rammed)). Big Trakks are literally the size of a heavy tank, but are completely open-topped to provide a chassis for hauling Boyz or insanely big gunz into the fight. They have banks of fat-tired wheels or, most likely, four-plus-foot-wide treads. They have as much torque as a Battle Wagon and fear no infantry.&lt;br /&gt;
&lt;br /&gt;
==Special Groups of Orks==&lt;br /&gt;
Apart from the regular Boyz, there are several groups of Orks who specialize in a specific task or doctrine. Called Oddboys (if they are relatively normal when fighting time rolls around) or Weirdboys (when they shoot lighting out of their eyes, gunz or eye-gunz). The most common ones are:&lt;br /&gt;
&lt;br /&gt;
===[[Oddboys|Oddboyz]]===&lt;br /&gt;
This category is filled with Orks who express genetic predispositions to certain tasks. Here are your Mekboys (engineers), Painboys (doctors), Weirdboys (psykers), Madboyz (psychos), Slaverz/Runtherders (take care of grots, snotlings and slaves), [[Dorfs|Brewerz]] (makers of alcohol; lost to time), [[Noise Marines|Rockaz]] (musicians), and Shoutaz (communications experts).&lt;br /&gt;
&lt;br /&gt;
==== [[Speed_Freek|Kult of Speed]] ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kult o speed by majesticchicken.jpg|250px|thumb|right|&#039;&#039;&#039;WAAAAAAAAGHHHOOOOOOOOOOOOOO!&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Speed Freeks who commonly go into the battlefield on bikes hyped up on dakka and flashy bitz, as their name suggests, they&#039;z like goin&#039; faster dan fast. On tabletop, they&#039;re okay, since they&#039;re really shooty for Orks and fairly cheap. These guys field the classic Mobile Ork Army, which causes loads of [[Butthurt]] and [[Rage]] when people go up against them. Just look out for Lascannons.&lt;br /&gt;
*&#039;&#039;&#039;[[Deff Skwadron | Flyboys]]&#039;&#039;&#039; - Crazed pilots that like fast vehicles, death defying stunts, and lots of dakka. The better pilots, fighta aces, are held in great esteem only by other flyboys and tend to give themselves crazy-cool nicknames.&lt;br /&gt;
&lt;br /&gt;
====[[Burna Boyz | Burna Boyz]]====&lt;br /&gt;
Burna boyz are similar to standard orks in ability, possessing no unique qualities except every one of them being a pyromaniac. These boys are the type who would burn their own mother alive if she tried to stop them from playing with matches, even though Orks technically don&#039;t have moms. As such, they regularly burn their own comrades for the hell of it (to see them &#039;do da burny dance&#039;). Their obsession with fire is, of course, genetically coded, and this has a particular disadvantage during periods of time where stealth is of the essence. In fact, this pyromania coupled with the rate of accidental deaths among Orks may explain why Burna boyz aren&#039;t more common; after all, an Ork that accidentally burns himself to death wouldn&#039;t be able to spread his spores so easily. On a more lighthearted note, they are also quite fond of fungus cigars!&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; GREEN IZ BEST&amp;lt;/SPAN&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Mekboy|Mekboys]]====&lt;br /&gt;
Meks are Orks who are capable of making the ramshackle yet effective weapons and vehicles the Orks use. They&#039;re primarily the ones who make the warband&#039;s wagons, restore salvaged vehicles, and create/modify weapons. An Ork who lead bands of Mekboys is called a &amp;quot;Big Mek&amp;quot;, and is a bitch to kill on tabletop if he&#039;s kitted out. [http://www.youtube.com/watch?v=tZQdaEFa_60 Five-up cover saves for everyone!] &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &#039;Ho says we aint smart &#039;n&#039; such! Only fing betta den an ork is an ork wif a good bit of technorkology &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Painboy]]z====&lt;br /&gt;
Basically Orks medics, a Painboy&#039;s instinctive understanding - and obsession - is with medicine, anatomy and surgery. Unlike the Meks above who are seen with something like respect, other orks think Painboyz are dangerous and won&#039;t go anywhere near them unless they really have to. This is because, like the Mekboyz, Painboyz are driven mostly by their urge to explore and experiment and aren&#039;t very good at concentrating on what they&#039;re supposed to be doing. Which is okay when the Mek tinkers with a piece of gear, but a lot worse when the Dok starts poking around inside a body and removing bits at random just to see how it works.&lt;br /&gt;
&lt;br /&gt;
====[[Tankbustas]]====&lt;br /&gt;
Many Orks enjoy the odd explosion. These guys like that so much that they decided what better way to get their kicks than to get into a nice squad of 5-15 boys and try blowing tanks sky high with their rokkits. They also train Squigs to run into tanks while strapped to the hilt with explosives. And if neither of that works, run into close-combat and strike the tank with a rokkit attached to a metal stick. They get so high off this that they will enter the broken vehicle, eat any survivors, and drink the motor oil in a ritual act known as &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &amp;quot;GETTIN&#039; TANKED!&amp;quot; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Lootas]]====&lt;br /&gt;
Lootas are Orks who are obsessed with pimping out their shootas by salvaging bitz from their enemies. Lootas are critically important to Orkish mechanical industry, because they head salvage operations and assist Meks where Grots can&#039;t. They&#039;re also the ones who loot wrecked tanks and vehicles after a battle to use as Looted Wagons, with the help of Mekboys, which means Orks can remobilize rapidly, and scale up to match tank-driving foes. &amp;lt;strike&amp;gt;When not fighting or looting, Lootaboyz are a menace to Orky society, stealing, swindling, making trouble, and being REAL BACKSTABBIN GITs the reason other Boyz can&#039;t have nice things.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;WOT?! YIZ SAYIN&#039; DERE&#039;S TIME WHEN DA ORKZ AIN&#039;T FOIGHTIN&#039; OR LOOTIN&#039;?! I OUTTA GIVE YA A STAMP!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Flash Gitz]]====&lt;br /&gt;
&amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;DA PIMPIEST ORK IZ DA BESTEST ORK!!!!!!&amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Dat is why dey arrogant Gits. SPEAK UP I CANT &#039;EAR YA!&amp;lt;/span&amp;gt; They are another group of shoota-obsessed Orks known as &amp;quot;Flash Gitz&amp;quot;; rich, obnoxious Bad Moonz gits who buy powerful weapons and upgrades using their large stockpiles of [[toof|teef]]. They love nothing more than showing off their wealth and (supposedly associated) martial power. They do things like wearing &#039;&#039;FABOLOUS&#039;&#039; clothing, sporting huge banners declaring their awesomeness (shogun-style), and plating everything they have in gold, silver, platinum, or any other shiny metal they have at hand (although gold is preferred). Goldz iz da bestest. Flash Gitz boast the shootiest kustom shootaz in all of orkdom, sometimes known as &amp;quot;snazzgunz&amp;quot;, which makes them an invaluable asset to their clan. Conversely, due to their boasting and attitude problems they often alienate pretty much every other Ork they work with, and are prone to getting their arrogant asses booted out of their group the moment they become less useful than annoying.&lt;br /&gt;
&lt;br /&gt;
====[[Freebooterz|Freebootaz]]====&lt;br /&gt;
Orks who raid and pillage the galaxy as MOTHERFUCKING PIRATES. And just to add to their awesomeness, they&#039;ll usually dress and/or speak like pirates. (W)AAARG! Well-known individuals include Kaptins Badrukk and Bludflagg.&lt;br /&gt;
&lt;br /&gt;
====[[Ork Kommando|Kommandoz]]====&lt;br /&gt;
Orks who managed to figure out that charging a gunline isn&#039;t always the best option, so dey&#039;z da sneakiest of da Orks. In practice, all of this boils down to a fairly simple difference in tactics. Whereas a normal Ork Boy will see the enemy and immediately [[WAAAGH|shout]], run up to him, and smash him in the head, a Kommando will see the enemy, hide behind a nearby [[Catachan Jungle Fighters|bush]]/[[Dorf|barrel]]/[[Creed|lamp-post]] and wait for the enemy to get close like 5 feet to 2 meters, THEN shout, run up to him, and smash him in the head. They typically paint themselves purple, which Orks believe is the sneakiest color (and because Orks are Orks, purple does in fact make them harder to see ... don&#039;t ask how the fuck that one works, it just does &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Hav you eva seen a purpul ork? Course not, dey&#039;s &amp;lt;s&amp;gt;too sneaky&amp;lt;/s&amp;gt; don&#039;t exist&amp;lt;/span&amp;gt;.) &lt;br /&gt;
&lt;br /&gt;
Kommandoz rely on stealth tactics rather than balls-out firepower, and achieve this by using crude camouflage techniques, Speshul Forces equipment such as night-vision goggles, various types of grenades, and all those other gubbins that makes them all sneaky. However, their best weapon is often that the concept of Orks using tactics beyond drowning their enemies in corpses and bullets is so completely out there that a lot of Imperial commanders [[Skaven|do not believe that Kommandoz actually exist]], which actually make their job easier to pull off. The Imperials quite often find out the very hard way that some orks have both brains and brawn. For instance, nobody laughed when a Kommando unit suddenly [[Blood Ravens|hi-jacked]] a unit of three [[Deathstrike Missile Launcher]]s inside a Mordian regiment&#039;s lines drove one to the front and proceeded to launch it at the their front lines, killing thousands, including a [[Baneblade]] (Except for the Orks, who laughed their duffs off as this was happening). Meanwhile, the Kommandoz ran off with the remaining one and two extra missiles.&lt;br /&gt;
&lt;br /&gt;
Kommandoz are typically distrusted by other Orks due to their chosen battle strategy. They view as sneaking about rather than getting straight to a fight, right and proppa as &amp;quot;Mukkin&#039; about&amp;quot;. The enjoyment of the color purple among them is also considered right strange. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;Az dere ain&#039;t no such fing az a purpul ork!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An ork asked about Kommando groups: &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;I dinna see anyfing... Do you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== [[Feral Orks]] ====&lt;br /&gt;
&lt;br /&gt;
Hidden away in GW fluff are these guys.  These guys are what happens after a WAAAGH! has left your planet. They crop up in wildernesses and form tribes. They don&#039;t have technology (like shootas) or any kind of Mekboyz or even good resources to build junk. They are roughly on par with your [[Warhammer Fantasy|Fantasy]] Orcs, so you can just use your Fantasy army in 40k if you can fluff your army right. Not like it matters, it&#039;s the same tactic either game. They tend to have Grots, Kommandos and Weirdboys coming out of their ears, and love to ride big Squigs. If you don&#039;t prune them back to the forest well enough, they might sic buttloads of [[Squiggoth]]s on you. [[Snake Bites]] love these guys, and if space-born Orks pick them up, Feral Orks usually become Snakebites anyway.&lt;br /&gt;
&lt;br /&gt;
They breed a special kind of Oddboy, the [[Pigdok]], who is a combination of a Mek and a Dok, but excels at neither. They do surgical procedures like a stereotypical medicine man, wander around covered in robes and talismans given to them by the Weirdboy Shamans, and head the construction of things like ballistas and catapults, all the way up to magical stompy Idols and the [[Titans_40k#Orky_Titans|Steam Gargant]].&lt;br /&gt;
&lt;br /&gt;
====[[Weirdboy]]z====&lt;br /&gt;
Weirdboyz are Orks who are active psykers. All Orks are passive psykers, emitting their WAAAGH!! gestalt field, but Weirdboyz are the only ones who can decide they&#039;re gonna blow another Ork&#039;s face off with a mean look and a lightning bolt (and get it to actually happen). They tend to be crazy and can blow up if they&#039;re not careful. Even when they are careful. Sometimes blowing up is the preferred/expected option for a Weirdboy. Amusingly, most Weirdboyz are &#039;cowards&#039;, in the sense that they know bad things happen whenever they get into a fight alongside a bunch of other Orks so they try to avoid doing that. The other Orks are often forced to drag them along.&lt;br /&gt;
&lt;br /&gt;
====Ambassadors====&lt;br /&gt;
:&#039;&#039;&amp;quot;Don’t need an interpreter. We tell you how to surrender, you surrender. Easy. The Great Beast has you by the guts. Struggle, he’ll rip ’em out. Surrender, you get to keep ’em.&amp;quot; - Bezhrak, Ork Ambassador&#039;&#039;&lt;br /&gt;
&amp;quot;Ambassadors&amp;quot; as the humans of Terra called them are a dignified and &amp;quot;majestic&amp;quot; Oddboy dedicated to delivering threats directly to the enemy through the powerful weapon of words. At this time there is no known Ork name for these Oddboyz and are very rare to encounter. They carry staffs as their only weapon and have the ability to speak languages as if they were native speakers. The Ambassadors not only discussed terms of surrender, but acted as psychological warfare to destabilize the enemy.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The self-inflicted moral wound the Imperium would suffer if it acted with less sophistication than orks would be a septic one. - Vangorich&#039;&#039;&lt;br /&gt;
Only ever seen during WAAAGH! The Beast in 544.M32. More modern encounters with ork Runtherders and similar ork-to-men communiques tend to use a translator device/person, instead. That said, many orks do pick up Low Gothic while interacting with human armies, especially more kunnin&#039; Warbosses and Warlords.&lt;br /&gt;
&lt;br /&gt;
====Snipers====&lt;br /&gt;
[[Inquisition|Ork Snipers are the bane of the Celestial Lions and took out the Chapter&#039;s Apothecaries.]] [[Vindicare Assassin|Highly accurate, the Ork Sniper is a dangerous enemy.]]&lt;br /&gt;
&lt;br /&gt;
Hilariously, Grot snipers are a thing that exists, but it&#039;s incredibly rare to see them. It&#039;s probably because any grot that manages to slap together enough spare parts into a rifle get spotted by an Ork who thinks it would make a nice foundation for a decent shoota, and said grot will almost immediately get robbed at shoota- or choppa-point. On the other hand, these might make it in a scenario when Orks realize that a passable longarm is more valuable in the hands of somebody who can actually shoot straight.&lt;br /&gt;
&lt;br /&gt;
There was an incident in the short story &#039;&#039;Red Reward&#039;&#039; where a guy was dropped into the front of some trench warfare between the Guard and Orks, and inspired the humiez to drive back the Orks in a counter charge only to get shot by a grot sniper. Ironically, the guy signed up with the Guard to escape prosecution on his own world, meaning he would have been a valid target to the elusive Ork sniper.&lt;br /&gt;
&lt;br /&gt;
==Retired Boyz==&lt;br /&gt;
All following Ork Oddboys have been lost to time ([[Retcon|&amp;quot;Everything is canon, just not always true&amp;quot;]] - The way GW avoids officially retconning anything). They live on in our hearts (and custom-models) as:&lt;br /&gt;
&lt;br /&gt;
===[[Goff_Rokker|Rokkaz]]===&lt;br /&gt;
[[Rogue Trader]] Orks with a penchant for hard rock, metal, leather armor, and overgrown hair squigs. They do seem to keep cropping up in the fluff though never in  any significant capacity. Also known as Goff Rokkas, these boyz tend to come out of the Goffs exclusively, but it isn&#039;t completely unknown for other Clans to spit out one of these crazy green &amp;quot;musicians&amp;quot;. They play machine gun guitars and [https://www.youtube.com/watch?v=L_wdRy7x4Sc PARTY &#039;ARD!!!]&lt;br /&gt;
It should be noted that Rokkas were invented in the Eighties, so they don&#039;t play things like Death Metal as much as they do generic Metal, 80&#039;s Metal, electric guitar ballads, and Hard Rock.&lt;br /&gt;
(note: the Goff Rokkas essentially make the [[Dawn of War III]] ork theme canon)&lt;br /&gt;
And...now they&#039;re back and canon again, in the June 2020 White Dwarf. Albeit renamed to the [[Goff Rokker]]z instead.&lt;br /&gt;
&lt;br /&gt;
===Shoutaz===&lt;br /&gt;
These orks have over-developed lungs and super-strong vocal cords so that they can [[Derp|yell really loud.]] Yes, you heard me right. They yell across Gargant-tops and over battlefield din to act as a telecommunications array. &amp;lt;strike&amp;gt;See, not all things that have disappeared were too good to last.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;SHUDDUP STOOPID HUMIE, WHUT DO YOU KNOW?!?!?! SHOUTAS IZ DA BEST!!!!!!!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:lightgreen;font-size:300%&#039;&amp;gt;&#039;&#039;&#039;YOU&#039;Z CALL DAT SHOUTIN&#039;? YOU&#039;Z AIN&#039;T A REEL SHOUTA, YA GIT!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:forestgreen;font-size:700%&#039;&amp;gt;&#039;&#039;&#039;A REAL SHOUTA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:forestgreen;font-size:850%&#039;&amp;gt;&#039;&#039;&#039;DROWNS OUT DA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:forestgreen;font-size:1000%&#039;&amp;gt;&#039;&#039;&#039;COMPUTISHUN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:lightgreen;font-size:1750%&#039;&amp;gt;&#039;&#039;&#039;I Konkur!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:purple;font-size:40%&#039;&amp;gt;&#039;&#039;&#039;I&#039;z prefur sneekin&#039; up to some hummie and shoutin&#039; in iz ear from reel gut close.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone caught messing with this section again will get their shit handed to them. Do you know how fucking hard it is to make sure this shit is right? I can&#039;t do this AND dodge those fucking Orks. I&#039;m a janitor, and a FUCKING BENDY PENIS!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;See, iffin&#039; you&#039;z had sum of dat purpley paint, dis wouldn&#039; be a problem now, would it?&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; &#039;e got youz good, e&#039; did. aneewayz da squigs ated da inturn again. Git ta cleenen dat wod ya.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; I &#039;erd dem cleanin&#039; orks do wat they do and don&#039;t even want no teef for it&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; Dem Kleenaboyz iz ryte fine ladz, Dey gitz a &#039;fungabeer offa me n&#039;ytime dey needz.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brewerz===&lt;br /&gt;
Never mentioned after about 3rd Edition. Brewerz, or Brewer Boyz function much like Mekboys or Mad Doks do, knowing the ins and outs of brewing through genetically inherited intuition. They make alcohol out of squigs. Made everything from beers to malts to meads to liquors to scotches. Yes, certain squigs can be made into scotch. No, no grains are involved in the process. No, they&#039;ve never done this in Scotland. No, you may not question this.&lt;br /&gt;
SQUIGGIE WALKER - RED LABEL! COS IT ZOGZ YOU IN DA BRAIN FASTA!&lt;br /&gt;
&#039;&#039;Eend out of mashrooms too booss!&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[What|Basically, they brew babies into beer sometimes.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;&#039;&#039;&#039;HERESY, ORK HERESY, ANY IMPERIAL CITIZENS WILL BE MURDERED ON SIGHT AFTER READING THIS.&#039;&#039;&#039;&amp;lt;/strike&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; *WHAM* OY BOSS, DEM HUMIES IZ TRYN&#039;A TAKE AWAYZ OUR SQUIG JUICE!&amp;lt;/span&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039; Zoggin DAMN&#039;IT! NOT AGAIN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Female Orks===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt;MY EYES!!!! THEY BURN!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vaguely referenced in older fluff and glimpsed during Blood Bowl, sacrificed because nobody wants to see those canonized saggy Ork tits (Except [[/d/]]), and fucking whores (and ye mum).  Suffice to say, some drawfags will still draw them and several on [[/tg/]] will doubtlessly [[Faptau|fap]] to it.  Considering how many random mutations are seen amongst the Orks, the possibility is [[Meme|more likely than you&#039;d think]].  In normal canon, Orks are asexual, popping out of fungal growths in the ground...&lt;br /&gt;
&lt;br /&gt;
...but in [[Rogue Trader|the oldest fluff]], when the Orks were basically Fantasy Orcs in Space, there &#039;&#039;were&#039;&#039; female orks.  Slightly later (2nd Edition) fluff modified that idea: during later parts of their life cycle Orks would temporarily develop sexual characteristics and go bang one another.  For the sake of Games Workshop&#039;s writers&#039; self-respect, the idea of any orkish sexual reproduction was completely removed and forgotten. And all but the drawfags are happy for that. &lt;br /&gt;
&lt;br /&gt;
Given the kind of universe Warhammer 40,000 is, the decision to make orks functionally genderless (a decision which occured some time in the early 90&#039;s) was likely driven by two factors: to reinforce the Orks warlike nature by making them dependent on getting blown up to repopulate and hardwire them for blockbuster-style total war, and the aforementioned removal of sex and gender discussions from the ugly comedy faction of an incredibly dark tabletop wargame.  The change was both thematically appropriate and steered writers and fans away from uncomfortable topics.  As of 2020 however, the idea of female orcs and goblinoids is fairly accepted across basically every genre and fictional universe which involves greenskins of any sort.  This is a fairly significant change from the prevailing attitudes of the 20th Century fantasy, which was largely driven by &amp;lt;s&amp;gt;bad writing&amp;lt;/s&amp;gt; female orcs and goblins being hidden somewhere and largely irrelevant.&lt;br /&gt;
&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; {{FWIP|&#039;&#039;&#039;DAT GIT WAZ KRUMPED FOR DIS POST.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
=== [[Ork_Boy#Madboyz|Madboyz]] ===&lt;br /&gt;
&lt;br /&gt;
Not seen since the heydays of second edition and Epic 40k, although they&#039;re still mentioned here and there in the fluff. Madboyz are Orks that go crazy under the mental strain of knowledge encoded in their genes suddenly becoming available, their behavior becoming erratic and unstable even for Orks. The other Orks often round them up into a large warband that is set loose upon the enemy, in the hope their madness will prove useful or at least entertaining. (In game terms you rolled for their actions randomly, and it could vary from outright fleeing to going absolutely berzerk and charging forward while ignoring wounds.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
We had da new rulez for thiz gitz for weirdboy awotkaning&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brain Boyz===&lt;br /&gt;
Brain Boyz is the name that the Orks give the Old Ones. However, the Orks&#039; origin has shifted around a few times, such as the Brain Boyz being the ancestors of the Snotlings (although the Orks still believe that, but it&#039;s no longer the official explanation it was in Rogue Trader).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
(OBJEKSHUN! Dat&#039;z still canon! (In fact, everything is canon! [Just not always true]) Codex 7th ED 2014 and we&#039;z seen it in the one before dat un too!!! What shrooms did ya zoggin&#039; gits eat?!)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tin Boyz===&lt;br /&gt;
Back in Rogue Trader, there was a book - &amp;quot;&#039;Ere We Go: Orks in Warhammer 40,000&amp;quot; and, hidden away on Page 92, complete with accompanying models, was a reference to these odd examples of Ork &amp;lt;strike&amp;gt;Humour&amp;lt;/strike&amp;gt; Ooomarr. Traditionally, they are made in the form of Space Marines, Eldar or Squats though with more exaggerated features and comical patterns of movement designed to imitate and mock these species. To Orks, such effigies are highly amusing and they take great joy in having created such clever parodies of their enemies. Whilst a Tinboy&#039;s external appearance does vary, its simplistic inner components make it easy to spot and identify on the battlefield where they are deployed as a psychological weapon, for misdirection and distraction.&lt;br /&gt;
&lt;br /&gt;
===Chaos Orks &amp;amp; Mutant Orks===&lt;br /&gt;
Back in the days of [[Rogue Trader]], [[Chaos]] was considered an equal opportunity employer instead of just relying on corrupted [[Space Marines]] and [[human]]s, which admittedly makes more sense. As such Chaos Orks were very much a thing, and in fact came in two distinct groups; [[Stormboyz]] of [[Khorne]] and general Chaos Orks. The basic idea was that most Stormboyz who didn&#039;t grow out of being Stormboyz would eventually gravitate to worshipping Khorne, as this was back in the day when Khorne had more of an &amp;quot;honorable, disciplined warrior&amp;quot; motif to him and thus he was considered a fine role model by the Stormboyz, whose whole thing was being disciplined, organized and professional compared to the anarchic barbarians of other orks. Other orks could also fall to Chaos, often but not always Khorne, without being still part of the Stormboyz cult. Both sets of Chaos-worshipping orks were regarded as &amp;quot;un-orky&amp;quot; by their mainstream fellows, but would sometimes be hired as mercenaries by warbosses in particular need of their killing power, or who just didn&#039;t really bother vetting their latest Freebooter hire all that well - they&#039;d also happily join Chaos armies, where they were welcomed.&lt;br /&gt;
&lt;br /&gt;
The big difference mechanically is that Khorne&#039;s Stormboyz were Stormboyz with the Mark of Khorne, whilst Chaos Orks were Orks with Chaos Marks, Chaos Gifts and Mutations.&lt;br /&gt;
&lt;br /&gt;
Separate to both of these Mutant Orks, who had no intention of worshipping Chaos, but still got mutated as a result of exposure to Warp energies, radiation, psychic phenomena from the local weirdboy or the experiments of a Mekboy or Painboy. These wretches were social outcasts, and sometimes were allowed to join a Waaagh as expendable cannon fodder - not that they cared, because they hoped to ultimately prove they were still properly Orky. These poor sods sometimes mutated all the way into Chaos Spawn-OHGODGLARBABALAAGAAH!&lt;br /&gt;
&lt;br /&gt;
\*Ahem.* While there has been no mention of nonhuman and nondaemon Chaos forces for several editions (save some background Xeno races worshipping Chaos), the idea of Chaos Orks makes perfect sense when you think about it. Not only because there&#039;s no real reason the Ruinous Powers should only corrupt humans, but also because there are Quadrillions or Orks in the galaxy, so at least &#039;&#039;some&#039;&#039; of them are bound to decide that [[Khorne]] is more killy that [[Gork]] or that [[Tzeentch]] is more cunnin&#039; than [[Mork]], regarldess of whether or not they actually are. [[Nurgle]] would probably take a liking to them as well, not just because Nurgle likes everybody, but also because Ork spores tend to infect and kill a planet&#039;s ecosystem in much the same way a mundane fungus might a plant or animal. [[Slaanesh]] would seem to have the fewest Orkish worshippers, since the most common way Orks get their rocks off would end up empowering Khorne more, but then you remember that Slaanesh thing is &#039;excess&#039; and what do orks like to do in excess of even to the point of self destruction? [[Speed Freek|Go fast]] and be [[Dakka|loud]]. [[Malal]] doesn&#039;t really seem to have anything going for him in this department, admittedly, but then he doesn&#039;t really have anything against him either like Slaanesh does, and maybe a couple of Mekboyz decided to make enough of a boom to destroy the universe.&lt;br /&gt;
&lt;br /&gt;
Ultimately the lore has arrived at this explanation for Orks and Chaos: Their psychology just doesn&#039;t give much fertile soil for Chaos to take root in.  While they love fighting, they don&#039;t really experience hatred that Khorne could feed on.  They have no sexuality or appreciation of excesses beyond the banal joy of constant war, so Slaanesh has nothing to tempt them with. Similarly, their wants and schemes are so unsophisticated and direct that there&#039;s nothing for Tzeentch to manipulate, and their biological nature so coarse and brutal in its simplicity that Nurgle can only be impressed as these grunting warrior mushrooms conquer the galaxy.&lt;br /&gt;
&lt;br /&gt;
== Ork Klanz ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;Oi, listen up ya gits. Dere&#039;s six diverant majah clanz of Ork, and dey&#039;s all right &#039;ard. Da clanz waz made way back by [[The Beast|the biggest, baddest warboss dere eva waz]], startin&#039; out as his specialist boyz before dey became dey own klanz.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Dere&#039;s da &#039;&#039;&#039;Snakebites&#039;&#039;&#039;, and dey&#039;z a buncha fundie gits what won&#039;t use any teknowlogy more complicated den a [[choppa]] an&#039; warpaint. Anytime dere&#039;s a world dat a WAAAAAGH smashed up, it gets full o&#039; fundie boyz. When we pick em up, a lot a dem run off ta da Snakebites anyway instead o&#039; learnin how ta fight propa. But dey got squiggoths, an&#039; every WAAAAGH needs really big killy fings. Snakebites wear brown, like a buncha zoggin&#039; humie &#039;Armish folk.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Snake Bites]] have the rule &#039;DA OLD WAYS&#039; which allows them to undo a wound given to them on a role of 6, kind of like having a pain boy around your entire army; best for green tide style ork armies or keeping that [[Squiggoth]] alive until it gets within krumping range.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Bad Moonz&#039;&#039;&#039;, what gotz lotsa teef &#039;cause dey grow faster den any other orks, so dey&#039;z a buncha rich gits. &#039;at meanz dat dey&#039;s got da best squigs and dakka, but since dey&#039;z such lazy gits, dey&#039;s [[Tau|no good at choppin&#039; an&#039; stompin&#039;]], so other orks can always just find a Bad Moon and stomp his teef out. Bad Moonz wear Yella, da color a big booms and shiny bits.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop [[Bad Moons]] take [[Dakka]] up to a whole new level with their &#039;ARMED TO THE TEEF&#039; ability; meaning they have the ability to reroll 1&#039;s in their shooting phase (and then you can roll more dice with the sixes you can earn with said rerolls) Best paired with the [[MoreDakka]] ability and a hordes of anything that can shoot a lot.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Goffs&#039;&#039;&#039; are the fightiest of all da Orkz. Dey&#039;z always fightin&#039;, especially wif eachother - it&#039;s a rare Goff dat hasn&#039;t killed atleast somefing every day of his life. Dis constant fighting makes dem da toughest an&#039; meanest of all da Orkz. [[Ghazghkull Mag Uruk Thraka]] &#039;imself wuz a Goff. Dats why he&#039;s so big, &#039;ard, an mean. Goffs wear black, da color a bein&#039; DED &#039;ARD!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- [[Goffs]] have two great things going for them, the first being [[Ghazghkull Mag Uruk Thraka| the prophet of gork and mork]] and second being their ability &#039;NO MUCKIN&#039; ABOUT&#039; which gives them a melee equivilent to the Dakka! Dakka! Dakka! ability, namely their 6&#039;s on melee attacks generate new attacks (for which you still have to do the hit roll). Making a squad of Slugga boyz capable of delivering [[Rape| all sorts of carnage]] if they manage to reach the enemy. Melee focused ork armies are preferable for this clan.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;&#039;re all part a da Kult a Speed, and dey&#039;ve got da most Meks, so dey&#039;re always muckin&#039; about with teknowlogical equipment an speedy karts. Deyz big believas in da color red, cuz RED &#039;UNZ GO FASTA!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- When playing the [[Evil Sunz]] on the tabletop take full advantage of their &#039;RED ONES GO FASTA&#039; ability and use as many &#039;speed freek&#039; models as you can, the clan ability gives all units a plus one inch to their move, advance and charge; with speed freek models this bonus is 2 inches instead. Oh and the ability also means you can advance your units and not suffer any penalty to accuracy for your assault weapons.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Deffskullz&#039;&#039;&#039; are a buncha teevin&#039;, lootin&#039; gits what&#039;ll grab anyfin&#039; what&#039;s not nailed down an&#039; if it&#039;s nailed down dey&#039;ll loot the nails den loot da fing wot was nailed down an&#039; make it orky. An&#039; oi does mean [[Looted|anyfin&#039;]]. Even in da middle of a scrap. Da mekz loves em, though, cuz nobody&#039;z got more bitz and gubbinz than a Deffskull Loota. Deffskullz all seemz ta have some kinda technikal know-wotz, dough. Deffskullz wear da color Blue, cuz Blue&#039;s a lucky color. deyz &#039;ave a bit of a &amp;quot;bad relashunship&amp;quot; wif some &#039;umies called da [[Blood Ravens|blud rafens]]. deyz hatez da blud rafens.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Deathskulls]] have the ability &#039;LUCKY BLUE GITZ&#039; which gives them a 6+ invulnerable save, you are also able to re-roll a single hit roll and a single damage roll for each unit with that culture, (so not only have they nicked the snakebites ability they also took a bit of the Goffs and bad moonz ability while they were at it). Also they have the ability &#039;DIS IS OURS! ZOG OFF&#039; which basically allows any battle forged orks to hold an objective marker [[Troll| even if massively outnumbered.]] This clan is sort of an all rounder for ork players, a jack of all trades sort of deal.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* And, last of all but not least, dere&#039;s da &#039;&#039;&#039;Blood Axez&#039;&#039;&#039;. Dey&#039;re da ones what&#039;ve been hangin&#039; around da stinkin&#039; humies fer ages too long, and gone and developed all sorts a un-orky tings like &#039;&#039;taktiks&#039;&#039;, &#039;&#039;recownasense&#039;&#039;, &#039;&#039;cammer floggs&#039;&#039;, an worse of all, &#039;&#039;retreat&#039;&#039;. Dey&#039;ve even got a sayin&#039; bout it: &#039;&#039;&amp;quot;If we runs for it, it don&#039;t count as losing, cuz we can also come back for anuvver go, see?&amp;quot;&#039;&#039; Dey&#039;z mocked as cowardly gits by most&#039;a da boyz, but &#039;cause dey be dead cunning dey&#039;z da main source of da best warbosses in WAAAAAAAGH! time (Next ter Da Prophet hisself, o&#039;course). Blood Axes also do lots of talkin&#039; wiv humies, so deyz gots idears like tradin&#039; with da&#039; humies&#039;, &amp;lt;s&amp;gt;peace&amp;lt;/s&amp;gt; waitin&#039; fer da roight time ta fight, an&#039; using armour and gunz wot don&#039;t stop working just &#039;cause otha&#039; gitz believes dey&#039;z useless (SEE, HUMIES ARE GUD&#039; F&#039;R SOME FINGS BUT NOT EVERY FING!). Blood Axez wear cammerflage, but at least they paint it nice an&#039; bright so&#039;s you can see&#039;em coming.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- Tabletop wise, [[Blood Axes]] are [[Creed| tactical geniuses]] with their &#039;TAKTIKS&#039; able to [[What| take cover despite not really being in cover]] as long as the enemy is at least 18 inches away, making them good against [[Shooty]] armies, additionally their kultur gives them the ability to shoot or charge (but not both) even if they fell back within the same turn; essentially meaning this is the kultur you use when you are the type of ork player who believes in tactical retreats.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
Later, when da humies learned dat der was six Beasts, and each lead a &amp;quot;lejun&amp;quot; o Boyz, dey started tinking dat each o da Clanz were da rem... Re... &#039;&#039;Leftovers&#039;&#039; o&#039; each Beast&#039;s lejun. &#039;Oo knows if datz da troof, I sure as zog dunno.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One last thing; any unit that only includes [[Gretchin]] don&#039;t get any benefit from their klan culture whatsoever. Because they suck at life.&lt;br /&gt;
&lt;br /&gt;
=== Ork Non-Klanz ===&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  Den dere&#039;s da &#039;&#039;&#039;Freebootaz&#039;&#039;&#039;, boyz wut left deir klan ta become merks an&#039; piratz and all&#039;at. Freebooterz iz often kicked o&#039; deir klan for likin&#039; sumtin&#039; dat izn&#039;t violence more dan violence, like [[Kaptin_badrukk|Kaptin Badrukk]] (teef), [[Wazdakka Gutsmek]] (goin&#039; fast), or [[Zodgrod Wortsnagga]] (snotlings), but some leave o&#039; deir own accord for similar reasons, like [[Kaptin Bluddflagg]] (loot). Freebootaz will even work for stupid &#039;umies for shinies (or hats), though dat don&#039;t mean dey won&#039;t turn &#039;round an &#039;ave a go at dem too if dey fink dere&#039;s a good reezun for it. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Although [[Derp| they aren&#039;t actually a klan]] the codex treats the [[Freebooterz|Freebootaz]] as if they were; with the klan ability &#039;COMPETITIVE STREAK&#039; which adds 1 to hit rolls whenever a nearby (within 24 inches) friendly unit has successfully wiped out an enemy unit. So if you have [[Shooty]] army and successfully manage to wipe out an enemy unity within 24 inches of some [[Lootas]] then you could give yourself a pretty impressive buff. It also applies to [[Choppy]] armies; get a single unit to wipe out an enemy unit while within 24 inches of your mob of slugga boyz, and your hitting on [[FATAL| 2&#039;s for melee]] which combined with a large amount of boyz equals a [[Rape| bad time for whos facing them]].&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  &#039;&#039;&#039;Feral Orkz&#039;&#039;&#039; iz like Snakebites, but dey don&#039;t have a choice what wif not &#039;avin&#039; access to Ork kultur seein&#039; az dey don&#039;t got space travel.  Often join da Snakebitez soon as dey&#039;z recruited by a WAAAAAAGH!&lt;br /&gt;
** &#039;&#039;&#039;Beast Snaggas&#039;&#039;&#039; are loik a kind of really squigly-cybork gitz wot loik huntin&#039; down tanks and big monsters. Dey gotz da biggest boyz, almost as big as a nob, cause deyz foighten all dem big an tough fings. Deyz ain&#039;t Feral gitz, an&#039; are more loik da Kult of Speed, but prefer roidin&#039; giant squigs ta trash everyfing dey run in to. Loik da Kult of Speed, any git can join da Beast Snaggas, but da Snakebitez really loik dem. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- If you want to play [[Feral Orks]] on the table top probably best to just [[Counts As| treat them as snakebites]], or give them no culture at all! Which makes sense giving they&#039;re uncultured scum even by the standards of other orks.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Speed Freekz&#039;&#039;&#039; is what you call da members o&#039; da &#039;&#039;&#039;Kult o&#039; Speed&#039;&#039;&#039;, a klub any Ork what likes goin&#039; fast a lot can join, not just da Evil Sunz. Deez gitz loik to run around on da edges of da WAAAGH! an&#039; act loik doze scouts &#039;n outroiders dat doze non-orky gitz use. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Even though to get the &amp;quot;[[Speed Freek]]&amp;quot; Bonus you really should pair them with Evil Sunz&lt;br /&gt;
&lt;br /&gt;
===What is the measure of a Klan?===&lt;br /&gt;
It&#039;s easy to think that Ork Klans are just galaxy-spanning groups of like-minded Orks; like there&#039;s just six huge fucking groups of Orks around the galaxy but as we all know, if Orks were that united, the rest of the races would have a real big problem on their hands. Ork Klans are more like six types of Ork personality (and/or, depending on the writer, ethnicity/subspecies) that might have been engineered into the Orks way back by the Old Ones or created by the Beast&#039;s Legions in M32. Maybe they appeared on their own, who knows.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a random Ork Boy as an example. All Orks love a good scrap, looting and of course dakka. However, the individual Ork Boy tend towards one type of Orkitude over others. Maybe he&#039;s more into crashing into his enemies at high speeds (which would make him an Evil Sun) or maybe the looting after the battle is his jam (making him a Deff Skull). As a single Boy in a large mob, his preferences doesn&#039;t really matter - he&#039;ll just have to follow his Nob or get krumped - So it is the leaders and/or majority Klan of an Ork warband who&#039;ll decide how the mob acts. So a large horde of Orks led by a Goff Warboss will likely use black and white paint on their stuff and prefer melee combat like Goffs would, but that doesn&#039;t mean that every single Ork in the mob is a Goff.&lt;br /&gt;
&lt;br /&gt;
When Orks gather for Waaaghs they tend to form new mobs that are &#039;&#039;actually&#039;&#039; comprised mainly of one Klan of Orks. The large amount of Orks in the Waaagh makes it easier for them to organize themselves into groups of similar interests. That&#039;s where the huge Mad Max-esque hordes of Evil Sunz Bikers and Trukks on Armageddon come from.&lt;br /&gt;
&lt;br /&gt;
From another perspective, the ork klans could be seen as the orkish equivalent of various orkish ethnicity. Boys from the same klan will often have similar physiological features; goff boys are naturally bigger and tougher, bad moonz boyz teef naturally grow faster, etc. Orkish klans could be interpretted as orkish &amp;quot;races&amp;quot; inasmuch as orks are a &amp;quot;race&amp;quot; unto themselves. (Disclaimer: Not from [[/pol/]])  But they also reflect different philosophical views about what is best in life, whether it being going fast, having the flashiest lootz, or simply being the biggest, toughest ork of them all.&lt;br /&gt;
&lt;br /&gt;
==Ork Language==&lt;br /&gt;
Orks in the 41st millennium all speak one seemingly-universal language with no well-defined name.  It&#039;s commonly called &#039;&#039;&#039;Orkish&#039;&#039;&#039; or &#039;&#039;&#039;Ork speak&#039;&#039;&#039;, both in-universe and not.  As you can tell from the rest of this article, Orks speak a low, gruff, and guttural form of exaggerated Cockney English.  Piratical-types such as Freebootaz and other mercenaries will mix in a stereotypical &amp;quot;pirate&amp;quot;/Bristol accent, along with appropriate nautical slang. If you&#039;re looking to do some [[homebrew]]ing and want to make your orks [[Your Dudes|Ur Doodz]], consider lightly spicing up the basic &amp;quot;Ork accent&amp;quot; by adding more unique word use (industrial jargon, military terms, rural slang), and consider varying the accent by looking into the endless, undulating mass that are the accents of the British Isles.&lt;br /&gt;
&lt;br /&gt;
Ork language is, in-universe, written in glyphs. Those glyphs correspond to both concepts and sounds.  Out of universe, when orks are speaking their words are translated as English, but written with heavy use of &amp;quot;phonetic&amp;quot; spelling and 90&#039;s &amp;quot;krazy kool&amp;quot; spelling.  The exact specifics of these changes are left up to the author.&lt;br /&gt;
&lt;br /&gt;
The question of what Orkish actually is in-universe has been mildly debated, left up to interpretation, and spun several ways by Black Library and Codex authors over the years.  Some possibilities include:&lt;br /&gt;
* A heavily accented form of Low Gothic.&lt;br /&gt;
* A distinct dialect of Low Gothic.&lt;br /&gt;
* A separate and not-mutually-intelligible language evolved from Low Gothic at some point in history.&lt;br /&gt;
* A unique language which did not arise from the languages of other races.&lt;br /&gt;
* A collection of distinct languages, all spoken by orks, which Imperial scholars can&#039;t be bothered to tell apart (this would mean some orks wouldn&#039;t understand other orks from distant regions of the galaxy).&lt;br /&gt;
* Actually, &#039;&#039;literally&#039;&#039;, just Cockney British English, spoken in universe, and either:&lt;br /&gt;
** Low Gothic is also literally British English, making Orkish a heavily accented form of Low Gothic, or...&lt;br /&gt;
** Low Gothic is entirely distinct from British English, meaning that orks would be speaking actual English 38,000 years from now, for no explained reason, and Imperial scholars are too stupid or too racist to realize that and subsequently go apoplectic trying to figure out why the fuck every greenskin in the galaxy is speaking some antique Terran language.  (It may also be possible that a cover-up is in progress to prevent Imperial linguists from realizing this absurdity en-masse and all losing their minds at once.)&lt;br /&gt;
&lt;br /&gt;
Do note that, in all of this, it is possible that the orks&#039; psychic fields are acting as a translation tool whenever orks speak directly to anyone who doesn&#039;t know Orkish.  This would allow for Orkish to be an entirely distinct language, which Imperial scholars could need to translate, but also allow orks to shout intimidating speeches at their enemies, and guarantee said enemies know exactly what insults are being hurled.&lt;br /&gt;
&lt;br /&gt;
===Ork Terminology===&lt;br /&gt;
*Humie/Umie: Human&lt;br /&gt;
*[[Beakie]]: Space Marine&lt;br /&gt;
*Spikey Boy: Chaos Corrupted individuals&lt;br /&gt;
*Panzee: Eldar&lt;br /&gt;
*Gun Runt: T’au&lt;br /&gt;
*Tin Skull: Necron&lt;br /&gt;
*Bug: Tyranid&lt;br /&gt;
*Git: Generic insult/Anyone who ain’t being “Proppa Orky”.&lt;br /&gt;
*Choppa: Literally any melee weapon, even a bludgeoning one.&lt;br /&gt;
*Shoota: Two-Handed ranged weapon that fires a whole lotta dakka real fast.&lt;br /&gt;
*Slugga: One-Handed ranged weapon, more useful for making noise than for hitting things.&lt;br /&gt;
*Blasta: Two-Handed ranged weapon that isn&#039;t some kind of shoota (e.g.: Kustom Mega Blasta).&lt;br /&gt;
*Grot: A [[gretchin]]/An alternative insult to git.&lt;br /&gt;
*Snot: A Snotling, a Snot is usually a Midget/Young Gretchin.&lt;br /&gt;
*Drops/Bog: The communal toilet, where orks relieve themselves. Also filled with squigs and mushrooms.&lt;br /&gt;
*[[Squig]]: Short for &amp;quot;squiggly beast&amp;quot;. Various symbiotic creatures encountered around orks. Grown from the same spores as orks and grots.&lt;br /&gt;
*Krump: Beat up and/or kill/destroy.&lt;br /&gt;
*Kustom: Specially made and/or customized gear, usually reserved for Nobs, Bosses, and Flashgitz.&lt;br /&gt;
*Gubbins: Components, especially those used to make something kustom.&lt;br /&gt;
*Zog: Ruin and/or destroy. Often used as a curse or exclamation. &lt;br /&gt;
*[[Dakka]]: Rapid fire capability and weaponry. It is impossible to have enough.&lt;br /&gt;
&lt;br /&gt;
==Ork Daily Life==&lt;br /&gt;
&lt;br /&gt;
[[File:Wh40k online concept.jpg|thumb|300px|right|Your average Ork home. Quite cozy when it comes down to it, really.]]&lt;br /&gt;
&lt;br /&gt;
Morning.&lt;br /&gt;
GET UP! Doesn&#039;t matter when. But usually in the mid morning, unless a nob kicks him in the face cause he is late for something, which he usually is. Next eat. Either the breakfast his pet grot brings him or the grot itself. Orks don&#039;t much care it all tastes the same dipped in mud and fried on a stick chased with some fungus beer.&lt;br /&gt;
Hit the drops. Yes the communal act of using the local bog. Literally. He might get a scar on his duff to show off if the Squigs are feisty that morning. Then swagger about and try to find new things to kill. Or new ways to kill things. This lasts till about noon.&lt;br /&gt;
&lt;br /&gt;
Noon&lt;br /&gt;
LUNCH! Fungus rums and beers. Squig pies and mushroom fries. Plenty of fights break out at lunch usually from a loota stealing another Orks &#039;sweet-squig&#039; dessert. Or some nob mouths off when drunk. Either way LUNCH! Next nap time/ wrekreation. Most Orks, having spent a very busy day trying to think up new ways to kill or new things to kill, will take a nap. Usually the average rank and file lad who has nothing better to do. It is around now that the more specialized Orkoids shall gather in their respective mobs and set about spending afternoon and early evening doing what they do best. Be it practicing blowing crap up if tankbustaz. Racing around the camp as speed freaks. Helping the meks if lootas or burnas. &amp;lt;strike&amp;gt;Hiding in plain sight if kommand-&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Move along, nofink to see &#039;ere.&lt;br /&gt;
&lt;br /&gt;
Evening&lt;br /&gt;
WORK TIME! The boss or local big mek or Warp&#039;ead bullies most everyone around the camp center and gets up on his WAAAGH!!! Banner-tower and starts to bark out orders on what they will attack that night, or where they will hit to steal material to build his next projekt, or give a flashy psycho-pyrotechnic light show during a prophetic chant. (though sometimes if no one got up till half past 5 they plan it during the early morning.) Depending on the Clan majority this can be as simple as &amp;quot;Smash dis!&amp;quot; (A goff) to &amp;quot;Ok Dis team needs ta be &#039;ere right when da rockets hit Or we wont-&amp;quot; &amp;lt;strike&amp;gt;(Yeah Blood axes dont know when to shut up) &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*THUMP*&#039;&#039;&#039;  ZOGGIN&#039; &#039;Umiez.&lt;br /&gt;
&lt;br /&gt;
Midnight&lt;br /&gt;
[[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole|DA ORKING HOUR]]! Do what was stated in the evening until they get tired and go home to bed. It don&#039;t count as failing cause they will try again tomorrow. Or pull it off and party all night (to the dismay of the defeated) until they pass out.&lt;br /&gt;
&lt;br /&gt;
Even the Daily Life of the Ork is a miniature WAAAGH!!!&lt;br /&gt;
&lt;br /&gt;
==Reasons it Rokks to be an Ork==&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z gotz a shiney new 8th ork-dition Codex-fingy, an dis time it&#039;s tourny-viable!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da biggest an&#039; da strongest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z made fer fightin&#039; an&#039; winnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got more boyz dan anyone else.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All an ork eva wantz to do fo&#039;eva iz to keep fightin&#039;, winnin&#039;, an&#039; lootin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem mekboyz can loot anyfing an I mean [[Looted_Emperor|ANYFING]]!!&lt;br /&gt;
++&#039;&#039;{{BLAM| Previous record has been made of note to Ordo Xenos for immediate actions to be taken. The Emperor Protects}}&#039;&#039;++&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Ummm, wot woz dat? Zog, I&#039;ve lost count of da resuns for being an Ork!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z already know everythin&#039; wotz wort&#039; learnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da 2nd least [[grimdark]] race in da galaxy. BUT DA BEZT GREENDARK hur hur hur!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da painboyz can fix ya up right&#039;n proppa, even if yer bloody &#039;ead&#039;z chopped off.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got da shiniest bitz, or we&#039;z &#039;bout to krump da git dat does.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;The longa ya fite, the bigga and stronga ya get.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Teef&#039;s legal tenda. Punchin&#039; sum git in da face getz youz a day&#039;z meal.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All ya ave&#039; tah worry &#039;bout is: foighin, lootin, speedin, sneakin, or mukin round wif sum technical gubbins ats&#039; wots&#039; used for foighin, lootin, speedin or sneakin. Da grots do da rest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;If da mekboy can finks it, he can build it.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;An&#039; if he sayz it workz, he&#039;s roight.&amp;lt;/span&amp;gt; &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da orkz an&#039; dey iz not.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem &#039;umiez and marine boyz screamin&#039; &amp;quot;FER DA EMPRER&amp;quot;, an dem spikey boys yellin&#039; &amp;quot;BLOOD FO&#039; DA BLOOD GOD!&amp;quot; is nofin&#039; kompared to &amp;quot;WAAAAAAAAAGH!&amp;quot;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da red wunz will &#039;&#039;&#039;alwayz&#039;&#039;&#039; go fasta.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Purple iz da sneekiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Yello&#039; iz da &#039;splodiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Blu iz da lukiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Green iz da orkiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;I haz a hole in me chest an&#039; a choppa stuck to me leg? Didn&#039; notice it while I wuz krumpin dem spiky boyz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Unlike dem &#039;umiez, greyskins, an&#039; panzees, anyone can be a warboss usin&#039; nofin&#039; more den a choppa an&#039; a litl bit o&#039; dakka.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Even if all da boyz get krump&#039;d, we&#039;z still win. Da only way da gits can zog us off is by [[Exterminatus|dakkain&#039; da &#039;ole bludy planet]].&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z can trade in yer dakka fer moah choppa, or vice versah, and you iz still Orky enuff.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z kan build an army of serial [[METAL BOXES|bawkses]] an&#039; duk&#039; tape an&#039; maybe a bit o&#039; spikez an&#039; bitz and still look reel smart an&#039; orky.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Rolling a double six with Shokk Attack Gun.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Some Git shootz 90% of Your squad, but the Nob smackz one boy on the &#039;ead and everybody iz doing good.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan legally talk like a &amp;lt;s&amp;gt; retard&amp;lt;/s&amp;gt; proppa ard&#039; git.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Giving da boyz a frying pan on the &#039;ead and a fender on the shoulda makes dem &#039;arder.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Putting dem in a fridge makez dem mega&#039;ard.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan yooz every armiez gunz, but nun kan yooz yorz…‘cept dem [[Armageddon Ork Hunters|armygeddun]] ork ‘unters.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; If you die you get proppa afterlife wiz lotta fighnin&#039; an&#039; booze, instead of being raped by laffin&#039; daemons for eternity.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Youz don&#039;t havta Hate everfink dat&#039;s not a Ork. &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You WILL die of larfin&#039; if You play orkz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Eiff Edishun iz da horde edishun! We&#039;z can field more boyz dan dem &#039;humies or bug fingies!   &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; No matta wot &#039;appens to da rezt of da galaxy, be it spikey boyz winning, Da &#039;umiez conkaring all da planetz, da Eldar succezzfully rezurrecting their godz, or da God-Emporer stepping down from &#039;is potty, you ztill &#039;ave a 99.99999% chance of surviving in zome capacity. There are Orks living in da Warp for Gorks sake.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Wez da kannon winnaz of Soulstorm! Dat meanz we krumped dem &#039;undred baneblade fingys!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Gorgutz WANTS DAT STIK!!! &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Lastly, an&#039; most importantly, da mane reezun it rokkz ta be an Ork iz dis: &lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:175%&#039;&amp;gt;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reasons it sucks to be an Ork==&lt;br /&gt;
# You&#039;re the one species that is actually dumber than humanity. &amp;lt;strike&amp;gt;{{BLAM|HERESY!}}&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* LOK BOSS I GOT MEH WUN UH DEM UMIES!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Your war cry &amp;quot;WAAAGH!&amp;quot; is overused by everyone. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;LIEK IF &amp;quot;FOR DA EMPRAH!!!&amp;quot; IZN&#039;T OVERUZZED AZ &#039;ELL&amp;lt;/span&amp;gt;&lt;br /&gt;
# No matter how hard you try, you will never achieve enough dakka... and if you did, it&#039;d end up destroying you too. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;A TRAGGADY, DAT IS!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Despite having some awesome-looking guns, you can&#039;t shoot things for shit. Your standard Ballistic Skill is 2 (which means at best hitting things on a 5+), and when you &#039;&#039;do&#039;&#039; shoot somebody successfully it&#039;s probably due to sheer volume of bullets more than anything else.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; YOU SAY DAT LOIKE IT&#039;S A ZOGGIN&#039; BAD FING! &amp;lt;/span&amp;gt;&lt;br /&gt;
# Your sole purpose in stories is to distract the Space Marines and the Imperial Guard from more dangerous threats like Chaos, Tyranids or Necrons. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT WE&#039;Z GET TA HAVE A REAL GREAT FIGHT WHILEZ BEIN&#039; A DISTRAKSHUN. SO IT&#039;Z STILL ALL GOOD. ALSO HAV YOU EVEN READ DA BEAST ARISES WE ZOG DEM HUMMIES UP. &amp;lt;/span&amp;gt; （Sadly, the series&#039; average rating on Goodreads didn&#039;t even pass 4 stars, I think not a single book has passed 4 stars. So, I say they are not bad, but not that good either.）&lt;br /&gt;
# Your army falls apart at the seams the minute your Warboss dies. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;NAH, WE&#039;S JUST GOT TA FIGURA&#039; OUT WHUZ IN CHARGE NEXT, DAN WE COMES BACK AROUND TA FUMP EM AGAIN!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt; Hiss! By that time we&#039;ve NOMNOMNOMNOM&#039;D on you &amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; ANUDDA &#039;EAD FER ME POINTY STIKK!&lt;br /&gt;
# Anytime you use anything, from your smallest pistol to your [[Battlefleet Gothic|largest space ship]], you have the same chances of surviving its use as a grot snuggling an overcharged standard issue Imperial [[Plasma Weapons|Plasma Gun]]. Offset by the fact you can survive 4th degree burns, decapitation, being septic, and acquiring space tetanus.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; OY, DOK. WUTZ DIS TETANATHINGY? CAN WE&#039;Z SQUISH ET?&amp;lt;/span&amp;gt; &lt;br /&gt;
# In Second Ed there was an alarming risk that your entire army might die before the battle actually started because almost no Ork units had sealed armour.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; ORKZ DUN&#039; NEED ARMER! NOT WEN ORKZ GOT DAKKA!! SMASH DEM GITS WITOUT&#039;IT!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You have a mushroom and two spore pods dangling between your legs, and Kroot find it a delicacy. &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:yellow;font-size:115%&#039;&amp;gt; GOOD MEAT BAKKAWW! &amp;lt;/span&amp;gt; &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* I DUNNO WUT DIS DUN SAID BUT IT URT ME EYES SO I KRUMPED IT!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You&#039;re part of [[Squad Broken]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WELL UH.... ZOGGIT, YOO GOT US DERE.&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You haven&#039;t had a new codex since 4th edition. And it&#039;s starting to show.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; SHUT IT YA GIT, WE&#039;ZE DA ORKS AND YOU&#039;Z A BUNCH O PANSY GITS! B&#039;SIDES, WE IZ GOING TA GET NEW CODEX DIS 6TH ED! OI BOSS WEZ GOT A SEVENF EDISHUN CODEX BEFORE THE PANSY GITS DID!  N NOW WE&#039;Z GOTZ A SHINEY NEW 7 ORK-DITION CODEX-FINGY! ZOGGIN&#039; GORK! DIS EYFF EDISHUN KODEX IS DED KILLY! &amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(And now you don&#039;t have a codex anymore.)&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; &#039;AVE YOU &#039;EARD OF ORKTOBER, HUMIE?&amp;lt;/span&amp;gt; Your codex came out in November. &lt;br /&gt;
# &amp;lt;strike&amp;gt;There is a slight chance that [[Matt Ward|Mattard]] is going to write 6th edition codex. If so, in the next codex you&#039;ll read something like this: &amp;quot;The Orks insatiable thirst for violence is, really, just a way of coping with the angst they feel that no matter what they do, they will never be Ultramarines.&amp;quot;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WHO KEEPS LETTIN&#039; DEZ&#039; HUMIES IN &#039;ERE! WE&#039;Z BLOODY INFESTED! GET DA BURNAZ!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(Also [[Matt Ward|Mattard]] is apparently too busy with pestering Forge world for more Space marine resin collections to be converted into plastic for the main product line to be bothered with our humble bumbling green skins.)&amp;lt;/strike&amp;gt;  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Tipakill &#039;umie bee&#039;ayevyohr dat iz. Alwayz ignorin&#039; da orky fingz in loif an&#039; only payin&#039; attentchuhn to zoggin&#039; &#039;umie fingz. Downroight shaymfol dat iz. Da onlee REEL orky &#039;umie dere iz iz dat Kaptuhn Yarik; Gork - or eh, iz it Mork? - bless &#039;iz &#039;eart.&amp;lt;/span&amp;gt; (Trust us greenskin, Matt Ward ignoring you is a good thing.)  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; But waznt &#039;e fired fur being an annoying grot?&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;I GOT DA BURNAZ!! WE HAVIN A BBQ?? MAKE MINE CRISPY AN DUN FORGET DA EXTRA SQUIG SAUCE&amp;lt;/span&amp;gt;&lt;br /&gt;
# Orks do not draw psychic power from the [[Warp]], [[Derp|but still take Perils of the Warp]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DEM WEIRDBOY GITZ JUST ORK&#039;D TOO &#039;ARD!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;lt;strike&amp;gt;if dere ain&#039;t any Stormboyz, yer army k&#039;n get krumped by da Blu Gitz real easy like. No not [[Ultramarines|DEM]] blue gits The [[Tau|udda ones]] wif da nice dakka and puny stompas.&amp;lt;/strike&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&#039;color:green;font-size:120%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; OI! WHO LET DA GROT DO DA TALKIN?! WE JUS&#039; SMASH DEM BLUEBOYZ WIT &#039;ARE CHOPPAS WHEN WE GET CLOSE, AN&#039; IF DAT DON&#039;T WORK WE JUST MATCH DERE AMOUNT OF DAKKA WIT SOME PRETTY KILLY SHOOTAS. UNLESS DEY SEND DA RED COMMIT THO... GOOD FING DEY GOT RID OF HIM!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Even doh dere is [[Yarrick|wun humie]] dat foights good and ard and iz real ded killy, ee iz da greatest enemy ov da Orkz. *THUNK* DA GREATEST ENNEMY OF DA ORKS IZ DA RED COMMIT! DAT BLUE BOY&#039;S STOMPA IS FREE TIMES FASTA DAN A REGULAR WUN!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You probably dont have a penis. You can piss on Space Marines, only to die a short while later.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IZ DAT BAD FING? OOMIEZ SAYZ DAT IT VERY HURTZ WHEN WE &#039;IT EM IN IT? Wait... Dat what dey call the mushroom&#039;n&#039;spore pods? Poor suckas! Dey have PAIN nerves down dat way? No WONDER dey scream so bad when we kick em there.  &amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;strike&amp;gt;Even (some) vegetarians will eat you&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; NOT IF WE EAT DEM FIRST! HAH!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# You all piss yourselves at the very mention of the name of a certain [[Farsight|Red Armored Swordsman]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WE&#039;Z JUST BE SO EXCITED CAUSE DAT BLUE-BOY ACTUALLY PUTS UP A FIGHT! &amp;lt;/span&amp;gt;&amp;lt;s&amp;gt; &amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; More so than the Orks did against an old Ethereal with a pointed stick! &amp;lt;/span&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*KRUMP* SHUT IT YA GREAT LANKY BLUE GROT &amp;lt;/span&amp;gt;&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat Red Kommit ain&#039;t got nottin&#039; on Yarik, da Kommit just has a good choppy bit! Yarik jus&#039; has ta look at ya funni to zog ya! *Thunk* Da Redd Kommit wuz tearin&#039; boyz wif his stompaz&#039; bare &#039;ands before &#039;e found da choppa ya grot!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# One of your gods has the voice of Robin Williams. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Izzat a bad fing? &amp;lt;/span&amp;gt;&lt;br /&gt;
# You have to deal with Vance Stubbs fans refusing to admit that they lost Kaurava. The only real defeat is people pretending you never won. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT DEN WE GETS TA KRUMP DOSE BUTT&#039;URT GITS AN HAV A REEL GUD FIGHT! WATZ DA PROBLEM WIF DAT? &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Grot]]&lt;br /&gt;
* [[Snotling]]&lt;br /&gt;
* [[The Beast]]&lt;br /&gt;
* [[The War of The Beast]]&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]]&lt;br /&gt;
* [[Gorgutz_%27Ead_%27Unter|Warboss Gorgutz &#039;Ead &#039;Unter]]&lt;br /&gt;
* [[Deffboss]]&lt;br /&gt;
* [[Deffwotch]]&lt;br /&gt;
* [[WAAAGH]]&lt;br /&gt;
* [[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole]]&lt;br /&gt;
* [[Makbeff]]&lt;br /&gt;
* [[Ork Klan Creation Tables|Not a fan of the original six Klans? Make your own instead!]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Orks (9E)|Tactics on how to play them.]]&lt;br /&gt;
* [[Warhammer_40,000/Tactics/Orks/Dred_List|Dreadnought List]]&lt;br /&gt;
* [[Codex Orks: Space Odin Edition]]&lt;br /&gt;
* [[Ork Gunz]]&lt;br /&gt;
* [[Gargant]]&lt;br /&gt;
* [[Stompa]]&lt;br /&gt;
* [[Deff Skwadron]]&lt;br /&gt;
* [[Scraplootas]]&lt;br /&gt;
* [[Da Chopshop]]&lt;br /&gt;
* [[Ork Trek]]&lt;br /&gt;
* [[Ironjawz]] for one of their Age of Sigmar counterparts.&lt;br /&gt;
* [https://www.youtube.com/watch?v=whxcq4I0kAo Da Ork Song]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JXCLtD5batc Dem Ork Boyz Song]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ork flowchart.png|WAAAAGH flowchart&lt;br /&gt;
Image:WAAAAGH.jpg|WAAAAAAAAAAAAAAAGH&lt;br /&gt;
Image:Ork_WTF_is_this.jpg|WOT&#039;Z DAT&lt;br /&gt;
Image:Orks_are_made_4_rokkin.jpg|[[https://www.youtube.com/watch?v=whxcq4I0kAo| ORKZ IZ DA ROKKINEST]]&lt;br /&gt;
Image:WOT_DA_ZOG.jpg|DA PAINBOSS IZ GONNA WANT TA LOOK AT DIS, WOTEVA IT IS&lt;br /&gt;
Image:Disguise_1.jpg|Orks are the best at disguises&lt;br /&gt;
Image:Disguise_2.jpg|Stoopid [[beakie|beakies]]&lt;br /&gt;
Image:Disguise_3.jpg|Weeabork&lt;br /&gt;
Image:Orktaku.jpg|A different sort of Weeabork&lt;br /&gt;
Image:Samurork4.jpg|The truest of Weeaborks&lt;br /&gt;
Image:Da_warboss_Lincoln.jpg|The assassination of Warboss Lincoln.&lt;br /&gt;
Image:GorknMork.jpg|Gork and Mork&lt;br /&gt;
Image:Ork_Fortress.jpg|WE&#039;Z AMUZED BY ENTIRE PUNY &#039;UMIE IMPERIUM&lt;br /&gt;
Image:Pimp_Ork_1.jpg|PompadOrk&lt;br /&gt;
Image:Pimp_Ork_2.jpg|EY YOU GITZ WE &#039;EARD YOU LIKE TA MAKE IT ORKY SO WE ORKYFIED YER ORKY SQUIGOFF SO YOU&#039;Z CAN WAAAGH WHILE YOO&#039;Z WAAAGHIN&#039;&lt;br /&gt;
Image:Killskata.jpg|Jet Grind RadiOrk&lt;br /&gt;
Image:Gorkken_Morkann_by_Jaekyu.jpg|&#039;OO DA &#039;ELL DO YA FINK WE IS?!!!&lt;br /&gt;
Image:Finking_wiz_siantz_2.jpg|IT&#039;Z TIME FER SUM IKSPERIMINTS&lt;br /&gt;
Image:Ork_teaparty.jpg|No reason we can&#039;t be civil&lt;br /&gt;
Image:Finking_wiz_siantz.jpg|SIANTZ. It works.&lt;br /&gt;
Image:Oldboyz.jpg|Oldboyz can Waaagh! too. They just need a nap afterwards.&lt;br /&gt;
Image:Orkpoke.jpg|SlowpOrk&lt;br /&gt;
Image:Ork_Anatomy.jpg|Inaccurate (but in-universe) depiction of orky gubbinz.&lt;br /&gt;
Image:Orkspekta_gubbinz.jpg|Orkspekta Gubbinz iz on da case!&lt;br /&gt;
Image:Orkishbeprepared.jpg|&amp;lt;strike&amp;gt;Jeremy Irons is orky, right?&amp;lt;/strike&amp;gt; COURZE &#039;E IZ! E&#039;Z ZO ORKY YOU&#039;Z CAN&#039;T LISTEN TA DA ORIGINAL SONG WIWOUT &#039;EARING DIS!&lt;br /&gt;
Image:Green.jpg|Supagreen&lt;br /&gt;
Image:1229746903774.jpg|[[Deff Skwadron]]. Zoggin&#039; bootiful.&lt;br /&gt;
Image:Proud&#039;n&#039;Bootiful.jpg&lt;br /&gt;
Image:1239594444871.jpg|Transform and WAAAGH! (Holyshit this thing actually transforms.)&lt;br /&gt;
Image:1258887158852.jpg| Essentially....this is the best thing ever.&lt;br /&gt;
Image:mythbusta.jpg&lt;br /&gt;
Image:Ork_love_potion.jpg|Love Can WAAAGH!&lt;br /&gt;
Image:Ork with Lego shootah.jpg&lt;br /&gt;
Image:Squig_drops.jpg&lt;br /&gt;
Image:Eldars_are_orky.jpg|[[Eldar]]z iz da most orky race evar, ya gitz!&lt;br /&gt;
Image:Ork Powuz.png|An alternate explanation of how a WAAAGH works.&lt;br /&gt;
File:Mork and gork orks warhammer 40k 1334752549083.jpg|Brutally cunning or cunningly brutal?&lt;br /&gt;
File:CoDorks.jpg|Only Orks are capable of making something utterly godawful into something completely Orky.&lt;br /&gt;
File:SmurfOrks.jpg|Orks, mastaz uf stelff&#039;en&lt;br /&gt;
File:Bork_Kube.jpg|A viable Ork space ship design. &amp;lt;strike&amp;gt;Actually, space doesn&#039;t have air resistance, so that would work fine for anybody&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* WHO LET DE TALKY HUMIE GIT IN &#039;ERE?!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
{{Template:Ork-Clans}}&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
{{Ork-Gitz}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Delightfully British things]]&lt;/div&gt;</summary>
		<author><name>2601:449:8200:AF60:0:0:0:AD9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370879</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370879"/>
		<updated>2022-02-09T20:53:47Z</updated>

		<summary type="html">&lt;p&gt;2601:449:8200:AF60:0:0:0:AD9F: /* The Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics - Every Ork is a Psyker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:-Da Orks, all da zoggin&#039; time.&lt;br /&gt;
[[File:Orks attack3.jpg|600px|thumb|right|&#039;Ere we go, let&#039;s break sum&#039; zoggin&#039; &#039;eads!]]&lt;br /&gt;
{{Topquote|War is the business of barbarians.|Napoleon Bonaparte}}&lt;br /&gt;
{{Topquote|The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn. And why? Because we sought answers to questions that an Ork wouldn&#039;t even bother to ask! We see a culture that is strong and despise it as crude.| Uthan the Perverse, Eldar Philosopher}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|ORKZ ORKZ ORKZ ORKZ ORKZ.|Typical Ork Chant}}&lt;br /&gt;
The &#039;&#039;&#039;Orks&#039;&#039;&#039; (&#039;&#039;Orkus vulgus&#039;&#039;) are a race in [[Warhammer 40,000]]. Commonly known as &amp;quot;Greenskins&amp;quot; or &amp;quot;the Green Tide&amp;quot;, they&#039;re probably the most numerous and infestive race in the entire 40K setting, or at least on par with the [[Tyranids]]. They have a &#039;&#039;[[Warhammer Fantasy]]&#039;&#039; equivalent, the only major difference being that fantasy Orks, spelled Orcs, have a (slightly) lower level of technology relative to the setting, they don&#039;t use teef as currency, and they have different attitudes, particularly when it comes to losing a fight. Because of Games Workshop&#039;s desire to keep all their properties under hard lockdown they are now called &amp;quot;Orruks&amp;quot; in Age of Sigmar... So we’re actually going back in time to when orcs were named [[The Lord of the Rings|Uruks]].&lt;br /&gt;
&lt;br /&gt;
Orks are the most fun faction of all for the simple reason that they are an over-the-top (even by 40k standards) band of merry misfit maniacs who like [[Shootas&#039;an Dakkas#Ork Gunz|shooting shit up]], [[Choppa|chopping shit up]], [[Shootas&#039;an Dakkas#Da Big Stuff|blowing shit up]], and generally being fun-loving crazies. Laughing gleefully as they run across worlds laying waste to everything as for them, it&#039;s all a game and everyone is a player. Unfortunately for everyone else, they&#039;re the only ones who think this way and they don&#039;t realize it. While the Codices generally meme up Orks as the comic relief faction, the novels involving them get pretty grimdark especially when it comes to their treatment of human slaves. &lt;br /&gt;
&lt;br /&gt;
If Orks were summarized in one sentence, the best way to describe them would be as follows: &#039;&#039;&#039;&#039;&#039;A race of [[Leman Russ|retarded]], [[Angron|belligerent]] mushrooms born an hour ago that [[Magnus|became too successful at existing]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Ork_Boy.jpg|350px|thumb|left|[[Ork_Boy|A typical Ork Boy.]]]]&lt;br /&gt;
Orks are the most successful race of the [[Warhammer 40,000 | 41st millennium]] &amp;lt;s&amp;gt;{{Blam|HERESY!}}&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WHO LET DEM HUMIES IN &#039;ERE?!&amp;lt;/span&amp;gt; Despite their entire lack of structured education or training, they seem to be very proficient with all kinds of technology (for a given value of &amp;quot;proficient&amp;quot;), which they inevitably utilize for their armaments (of which firearms and vehicles are the most common). This is explained away in the fluff by their origins: they were created by the [[Old Ones (Warhammer)#Warhammer 40,000|Old Ones]] to be a warrior race called the &#039;&#039;Krork,&#039;&#039; and some of them (the Mekboyz) were genetically hard-wired to have a pre-programmed proficiency for technological engineering. Unfortunately, the Old Ones died before they could finish their little science project; specifically the psychic control mechanism. This means that such war machines simply fight everything, everywhere, all the time. The ancient Krork were known to have fought the ancient Eldar empire when the latter was at the peak of its power and were implied to have been a considerable threat (a Harlequin in M32 compares the nearly invincible hordes of the Beast as being like children compared to them). The only Krork to exist in the present day (one of Trazyn&#039;s exhibits) wore exo-armour that was more sophisticated than power armour and stood 12 meters tall. In principle, Orks can loot just about anything: the minor greenskins, such as &amp;quot;Grotz&amp;quot; ([[goblin]]s) can construct several working vehicles and machines out of mere scrap (They actually can&#039;t but orks believe they can so it happens anyway. see: a few paragraphs below). &lt;br /&gt;
&lt;br /&gt;
The Orks derive much of their success from their reproductive process: Orks are, essentially, a psychosensitive hybrid of animal and fungi, not unlike a very complex version of a lichen, save that it&#039;s all the same organism. One advantage is a redundancy of vital organs, making them able to easily survive events such as head transplants; it&#039;s not easy to kill an individual Ork since they could very well shrug off injuries that would cripple a human. In fact there is a [[Valhalla|Valhallan]] folktale about a relative finding an Ork and [[Carnifex#Old_One_Eye|thawing it out only for it to attempt to kill them]]. Another advantage is their ability to grow larger as they win more battles (due to the aforementioned psychosensitivity): an Ork who is winning a fight is enjoying himself, which causes fluctuations in the gestalt field that all Orks generate. These fluctuations supercharge the Ork&#039;s physiology, causing the Ork to gain muscle mass and evolve. Consequently, if an Ork should somehow be incapable of fighting (like being imprisoned); they will actually &#039;&#039;devolve&#039;&#039; instead, causing the Ork to become pudgy and lethargic. This was observed during [[Xenology]] where a captive Ork was eventually found morbidly obese when the Inquisitor brought him out for dissection. Hence,the saying: &amp;quot;Orkz iz made fer fighten&#039; and winnin&#039;&amp;quot; applies literally in their case, as the incentives of fighten&#039; and winnin&#039; are what makes or breaks an Ork.&lt;br /&gt;
&lt;br /&gt;
In addition, the fungal part of their physiology allows Orks to reproduce asexually en masse through underground fungal colonies that act as self-sustaining ecosystems. Reproductive spores enter the topsoil, produce fungal mycelia that assimilate base nutrients and could exchange genetic information with other mycelia, putting normal Human sexual reproduction to shame, first sprouting actual Orkoid [[Fungus|Fungi]], then eventually producing lesser motile Orkoids: squigs and Grotz. The Grotz cultivate the protein-rich squigs in preparation for the emergence of the greater Orks, which take longer to develop. All in all, this cycle was designed to fight against the Necrons, which sterilized a planet to its bacteria. Orks can terraform a barren planet into a veritable paradise this way, though what defines &amp;quot;paradise&amp;quot; is a point of discussion; if you like endless wars and tribal conflicts in a mushroom rich planet, it probably is. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IS YOU SAYIN&#039; DERE&#039;S FINGS WHAT DON&#039;T LIKE FIGHTIN&#039; FEREVER? DEM UMIES IS REEL GOOD AT MAKIN&#039; FORTS FER US TA KRUMP, SO DEY MUST LIKE FIGHTIN&#039;...&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though all Orks discharge reproductive spores throughout their lives, the most significant and numerous emissions occur when an Ork is dismembered or dies. Like all fungi, these spores benefit enormously from decaying matter to draw nutrients from... such as enemy corpses. This means that heavy bombardment or entrenched warfare against an Ork force just results in thousands to millions of new Orks, similarly to [[tyranids]]. The concept of &amp;quot;blood-lust&amp;quot; is especially applicable to Orks, as combat effectively serves as the Ork reproductive process (with all associated hormonal incentives).&lt;br /&gt;
&lt;br /&gt;
Due to this, an Ork infestation is incredibly hard to handle if kept unchecked since it won&#039;t take them long to get enough boyz to launch a full-scale WAAAGH! to overrun an entire planet and necessitate [[Exterminatus]]. We can use flamethrowers, [[Plasma]], nukes, [[melta]] weapons or anything high-energy to eradicate any spores and fungi, saving the world from the eventual Exterminatus, but then again, efficiency ain&#039;t manly n&#039; [[grimdark]] enough compared to good ol&#039; spore-releasing bolters, chainswords and artillery.&lt;br /&gt;
&lt;br /&gt;
Orks only have two popular combat doctrines: [[Choppa|choppy]], which involves giving your opponents a good stomping up close, and [[dakka|shooty]] which involves spitting out as many bullets as possible with an assortment of shootas, and the faster it shoots; the better. That said, a good shoota should also still be able to kill enemies &#039;&#039;while&#039;&#039; putting out a lot of dakka, otherwise it wouldn&#039;t be killy (and woe betide an Ork who isn&#039;t killy). Because of the Ork&#039;s naturally low penchant for accuracy; they typically get around this problem in two methods: the first one is to have a gun that simply shoots bullets as fast as Orkilly possible that the wielder &#039;&#039;should&#039;&#039; be able to hit something eventually (strapping two or more shootas together is a crude but effective way to go about this). The second one is to make the gun really killy every time it shoots, like putting a dangerously high-explosive shell in a kannon that can obliterate an entire building in one shot.&lt;br /&gt;
&lt;br /&gt;
Unlike most army doctrines, which emphasize strategic victories with minimal casualties, Orks view strategic gains as a secondhand priority, instead opting to kill more of the enemy whenever possible. Also, due to Ork biology and culture, they are not adverse to sacrificing large numbers of Orks to achieve a victory, in order to (in some cases literally) drown the enemy with their bodies.&lt;br /&gt;
Speaking of extremely high casualties, Orks also view death as something perfectly fine, as long as it satisfies their WAAAAAAAAAAAAAGH. More death, more WAAAAAAAAAAGH, which means the Orks can be greater Orks.&lt;br /&gt;
&lt;br /&gt;
[[File:Eac.jpg|thumb|right|450px|Hey if it works...]]&lt;br /&gt;
&lt;br /&gt;
Orks are commonly believed to be stupid and superstitious by the other races of the 40k world, but they can also be cunning and quick on the draw. Orks are always ready for a fight and while you can trick them, they quite like the idea of tricking people back. &lt;br /&gt;
&lt;br /&gt;
Their philosophy of DA RED WUNZ GO FASTA is the ultimate truth: because of the aforementioned gestalt field, Ork vehicles painted red will ultimately go faster than Ork vehicles that are &#039;&#039;not&#039;&#039; painted red, because the Orks believe that Red makes everything go faster:&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;DIS &#039;UMIE GIT THINKZ DAT DA RED WUNZ DON&#039;T GO FASTA? DEY DON&#039;T KNOW DAT ANYFING PAINTED RED MAKES IT DA BEST AN&#039; MAKES IT GO FASTAAAA COZ RED IZ BEST!  &#039;&#039;&#039;*WHAM!*&#039;&#039;&#039;  NO IT AIN&#039;T, YA BLEEDIN&#039; SQUIG, &#039;&#039;&#039;GREEN&#039;&#039;&#039; IZ BEST!  &#039;&#039;&#039;*Boots up the bog*&#039;&#039;&#039; SHUT YER GOB, &#039;E WAS TALKIN&#039; &#039;BOUT DA TRUKKS, YA GIT! &lt;br /&gt;
&lt;br /&gt;
We can assume that this cuts both ways, with enemies such as the [[Blood Angels]] and [[White Scars]] gaining the same boost due to their use of red paint. (in fact, this is almost a universal truth: subfactions with red color schemes across 40k tend to be focused on speed and mobility, such as Saim-Hann and the Farsight enclaves.)&lt;br /&gt;
&lt;br /&gt;
A hallmark of Greenskin civilization is the WAAAGH! (like &amp;quot;war&amp;quot;). A term of their oft-forgotten &amp;quot;true&amp;quot; language, deafening volume is a key part of its proper pronunciation. To this end, it is always written in all-caps, with at least three &amp;quot;A&amp;quot;s and an exclamation point. The WAAAGH! occurs when an Ork population reaches critical mass and a dominant Warboss appears. A Warboss is an Ork Alpha who is bigger than all the other Orks and has proven his right to lead by either his sheer size or krumpin&#039; all the other big Orks that think otherwise. Lesser Orks sense the presence of the Boss in the Orks&#039; psychic field and follow him on what is often described as a combination of pub riot and holy war with a dash of genocide. The WAAAGH! accomplishes two things: it weeds out weaker Orks, keeping the species strong; and it facilitates genetic exchange and reproduction as the Orks die and release spores.&lt;br /&gt;
&lt;br /&gt;
The Ork economy is based on teef, more information on which [[toof|can be found here]].&lt;br /&gt;
&lt;br /&gt;
Ork religious beliefs also help manage their population. Orks believe in two gods, [[Gork]] and [[Mork]], which according to the Orks are engaged in a perpetual battle between themselves, a ditheistic belief system. One is &amp;quot;kunningly brutal&amp;quot; where the other is &amp;quot;brutally kunnin&#039;&amp;quot;, which is in itself a good summary of the Orkish race. The former (like regular Boyz) will punch anything in front of them first and only fall back on a more cunning trick if that doesn&#039;t work, while the latter (like the many Oddboyz) will try the sly trick first and only fall back on straightforward violence second. Unfortunately, no one can decide which god is which, nor can the Orks decide which is better: cunning brutality or brutal cunning. These differences of opinion tend to lead to Gigantic Brawls, yet another method of keeping the Ork race strong, warlike and in check. Their division also keeps them perpetually divided, for it has been theorized that if the Orks were to ever unite in one big WAAAGH!, their gestalt reality-warping field might just as well turn omnipotent and crush all opposition. &lt;br /&gt;
&lt;br /&gt;
Beyond this internal conflict, there are groups amongst the &#039;outcasts&#039; of Ork society, namely Freebooterz, that may even turn away from the worship of all things roight and orky, instead seeking patronage from the [[Chaos Gods|Spikey-Killy Gits]], although extremely rarely. Makes you wonder if there isn&#039;t a tribe of Feral Orks out there praisin&#039; the Emprah (See section below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ork society is effectively the perfect society for the 40k universe. Its society is a Kratocracy (A Government ruled by the strongest, fitting for Orks) in maturity as all disputes are settled fairly quickly and painfully (just the way they like it). The economy is steady, as teef grow and rot at a reliable rate. Once a Boss is in charge, mostly everyone falls into place, and the Orks go and [[/tg/ Gets Shit Done|get shit done]]. &lt;br /&gt;
&lt;br /&gt;
Also, they probably killed the [[Imperial Fists]]. &amp;lt;strike&amp;gt;All of them.&amp;lt;/strike&amp;gt; Scratch that, [[Slaughter Koorland|one of them survived!]] &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DAMN IT! SHOW ME DA GIT THAT LET HIM LIVE AND I WILL CRUMP HIM SO HARD HE WILL SE LAST CENTURY!&lt;br /&gt;
&lt;br /&gt;
Fun fact: The Orks use black and white on their shock troops, because it reminds them of the [[Black Legion|Luna Wolves]] who destroyed them at [[Armageddon|Ullanor]]. The Orks do not fear death, but they do fear the Luna Wolves. That is right, [[Horus]] traumatized them as a race more than the fucking grim reaper. Note: Why would you fear death, if death usually results in you being reborn into several thousands of yourself? Horus probably swept the spores up post battle and that&#039;s why they fear him. Though it&#039;s also worth mentioning that Orks harbor a natural fear of [[Farsight|Commander Farsight]] too, whom they know as &amp;quot;Da Red Commit&amp;quot;. But then again he was committing Ork genocide so... and of course, we can&#039;t just forget the final great fear of the Orks, [[Commissar Yarrick]], the only normal human that can cause Orks to actively PANIC. On the other hand Yarrick, Farsight and Moon-Wolfie boyz are also considered a source of prime fighting so despite being scary they actually also attract Orks.&lt;br /&gt;
&lt;br /&gt;
===Ork Life Cycle===&lt;br /&gt;
When an Ork WAAAGH&#039;s they release spores into the air (and release any remaining spores after they die). Depending on how many Orkoids are on a planet this can either be negligible to a planet&#039;s environment or kick off a terraforming (Ullanor-forming) process. The main feature generated by this process are the Spawning Shrooms. These &amp;quot;Shrooms&amp;quot; like dark places similar to normal mushrooms, but are connected to the spawning of Snotlings, Gretchin, Squigs, and Boyz. Boyz created by this process emerge fully-grown from cocoons, from which they [[rip and tear]] their way out as Orkilly as possible.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that all Orkoid organisms produce spores, and any given spore could mature into any given Orkoid phenotype depending on conditions. Not just Orks themselves, but also Gretchin, Snotlings, and all sorts of fungi or Squigs. Since there are enough varieties of the latter two to fill out every niche in a fully-formed ecosystem, there are quite a few thriving planets out there where the only things that &#039;&#039;aren&#039;t&#039;&#039; green are the freaking weather, rocks, and occasional bright red Squig, and the air everywhere is filled with perpetual shouting. Which is, let’s be honest, awesome.&lt;br /&gt;
&lt;br /&gt;
===Waaagh Urlakk Urg/Da Lost Age M31===&lt;br /&gt;
Prior to the [[Horus Heresy]], Orks were the biggest threat to the [[The Imperium of Man]]. So big that the [[The God-Emperor of Mankind|Emperor of Mankind]] was personally involved. The great galaxy spanning Ork Empire was put into temporary decline when Horus beheaded Warlord Urlakk Urg. The defeat of such a great Warboss led to the Orks being considered a broken force. By the time of the Horus Heresy the Orks were considered little more than vermin by the Imperial Forces, which would be their greatest mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waaagh Beast/Da Age of Da Beast M32===&lt;br /&gt;
While the humies were off fighting their little civil war, the Orks were biding their time to create a proppa WAAAGH!. Six great Warbosses formed an alliance and brought together the shattered tribes of the Orks under a single cause; Da Greatest WAAGH the galaxy had ever known!!! The Ork forces raided myriad isolated Imperial worlds, cut off by warp storms during Horus Heresy and so unprotected and primed for looting, whilst the Bosses for their part managed to reclaim Da Home of the Orks, Ullanor. &lt;br /&gt;
&lt;br /&gt;
The best Big Meks of the time came up with the idea of the Attack Moons, giant battle stations big enough to contain teleport-y gates and entire legions of Orks. The simple presence of one in orbit could decimate an entire planet&#039;s surface due to gravitational pull, and debris. This massive mobilisation by the Ork forces against the planets that lost contact went unnoticed by the the Humies for a near fatal period of time. It wasn&#039;t until the entire Imperial Fist Chapter was wiped out barring one (Don&#039;t worry gitz we gotz him in the end!) that the Imperium knew of the severity of the threat. They then realized there wasn&#039;t just one Attack Moon, there were ... Lotz!&lt;br /&gt;
* The Orks rebuilt Ullanor. &lt;br /&gt;
* The Beast (All 6 of them) made their presence known to the Imperium by killing off all but one Imperial Fist. Prime-Orks the size of Hab Blocks with Nobs the size of Warbosses and Boyz the size of Nobs.&lt;br /&gt;
* The Beast teleports an Attack Moon into Terra&#039;s orbit.&lt;br /&gt;
* The Beast sends Ambassadors to psychologically damage the Imperium&#039;s morale.&lt;br /&gt;
* The Beast takes on Vulkan and wins, though Vulkan likely got better.&lt;br /&gt;
* Waaagh Beast hits decline as the Imperium use Sisters of Silence along with captured Weirdboyz to explode vast swathes of the Waaagh.&lt;br /&gt;
* The Beasts slowly get killed one by one.&lt;br /&gt;
* Ullanor is reclaimed by the interlopers and marked for Exterminatus.&lt;br /&gt;
* The Adeptus Mechanicus feel a bit Ork-y and want that sweet loot, so they teleport Ullanor into a new orbit and rename it Armageddon! &lt;br /&gt;
&lt;br /&gt;
===Da Age of War M41===&lt;br /&gt;
This is the age of Warhammer 40k from when GW didn&#039;t progress the timeline.&lt;br /&gt;
* Da Lost Waaagh&lt;br /&gt;
* Tuska Daemon-Killa&lt;br /&gt;
* Rynn&#039;s World&lt;br /&gt;
* The Second War of Armageddon.&lt;br /&gt;
* The Third War of Armageddon.&lt;br /&gt;
&lt;br /&gt;
===Da Age of Da Ork M42===&lt;br /&gt;
With the advent of GW advancing the timeline so too has the Ork timeline advanced.&lt;br /&gt;
* The Great Rift has been dubbed Gork&#039;s Grin by the Orks. The Warp Rifts are being used by Orks to &amp;quot;navigate&amp;quot; across the galaxy. Typically being dropped into the best fights in the galaxy.&lt;br /&gt;
* Old Zogwort&#039;s Wierdwaaagh! destroyed a planet with Mork&#039;s snot.&lt;br /&gt;
* Mad Dok Grotsnik has been leading a Painboy Waaagh that&#039;s captured Silver Templar Primaris Marines.&lt;br /&gt;
* Ghazghkull is blessed by Gork and Mork so much that he can use the Warp Rifts [[The Beast|(Or some unknown means)]] to be at multiple places across the galaxy.&lt;br /&gt;
* Freebooter Warbands close in on the traitor world of Eisenfel, where Gork&#039;s fist is gonna crush da Chaos Gitz.&lt;br /&gt;
* Nazdreg is gonna loot a Stormsurge to prove that his boyz have the most Dakka, and surpass Badrukk&#039;s Flash Gits.&lt;br /&gt;
* The Antonis Crusade kills a bunch of Orks, leaving them as feral warbands, only for Night Lords and Feral Orks to destroy them.&lt;br /&gt;
* Death Skull Waaagh Zort loots the Necron Tombworld of Overlord Thanptek the Magnificent. Including the Overlord himself. Sod off, Trazyn! Go zog yerselves, Blood Birdies. We’z da best lootas der iz!&lt;br /&gt;
* Rynn&#039;s World gets Primaris reinforcements which acts as a beacon for Orks who want to Rynn&#039;s World 2: Electric Dakka-loo&lt;br /&gt;
* A Blood Axe Waaagh defeats the Heretic Skull Knights warband on Jakhtor. When the Blood Axes retreat it&#039;s soon realized that they are waiting for the Imperial reinforcements to arrive so they can get a proppa&#039; fight.&lt;br /&gt;
* Krooldakka has lead a Speedwaaagh! on the planet of Vigilus. Leading to Ork death racing while waiting for the planet&#039;s defenses to weaken.&lt;br /&gt;
* Waaagh! Snagrack starts during the Psychic Awakening. A Deffskullz Waaagh! with a large number of Madboyz created by the Great Rift.&lt;br /&gt;
* Waaagh! Wazzdakka speeds towards Terra on his Bike of Da Aporkalypse.&lt;br /&gt;
&lt;br /&gt;
==Ork Teknologee==&lt;br /&gt;
&lt;br /&gt;
[[File:Dat zoggin bigmek by majesticchicken.jpg|220px|thumb|left|A perfect example of Ork tech. Powered by make-believe and the essence of WAAAGH!, and patched together with duct tape and chewing gum, the Emperor himself has truly never seen finer craftsmanship or innovation.]]&lt;br /&gt;
&lt;br /&gt;
Occasionally, if a &amp;quot;tech-caste&amp;quot; gets into control of an Ork society, ridiculous constructions can result. Best example we know about is the Telon Reach Empire and its central stronghold Gorro. A &amp;quot;scrapworld&amp;quot;, Gorro was full of things that shouldn&#039;t have worked at all (Horus notes that individual bits of architecture inside were just too mad for any human to contemplate) and could withstand the normally planet-killing weapons on the Vengeful Spirit and Imperator Somnium (the Emperor&#039;s own flagship). The Orks defending it were far more advanced than most (everything from their augmentations to the accuracy of their ships&#039; weapons) and had actually built a plasma reactor to hold their world together. Their function mostly relied on the Orks&#039; gestalt, as the core began to fail as the Emperor, Horus and their respective posses carved through the population. Once the Emperor killed the resident Warboss and psychically burned the rest of the Orks (a preview of what he&#039;d eventually do to Horus) the system went into total meltdown.&lt;br /&gt;
&lt;br /&gt;
How Ork Technology works is up for debate. As written Ork technology is beyond comprehension by the majority of races. Their weapons/tech work and other races can use them, but not as effectively. [[Techpriest|Techpriests]] have taken apart Ork guns and reassembled them to what they assume is the same configuration only to find that they don&#039;t work any more. This leads to two schools of thought on Ork Technology.&lt;br /&gt;
&lt;br /&gt;
===The Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics - Every Ork is a Psyker===&lt;br /&gt;
&lt;br /&gt;
The Anzion Theorem postulates that Ork technology works mainly because the Orks think it does. The explanation is that the subconscious gestalt psychic field that all Orks generate enables their technology to function; the stronger the field, the more esoteric their technological achievements become. In older versions of the fluff, if you hand an Ork a pipe and convince him it&#039;s a gun, it WILL shoot bullets. In current fluff, this is definitely not the case; if you hand an Ork a slugga that has been stripped of all internal mechanisms, it won&#039;t suddenly start firing bullets just because the Ork believes it should. However, if a crudely manufactured slugga consistently misfires in the hands of a human but *does* fire reliably when wielded by an Ork, it is definitely Orkish belief that is bridging that gap.  If the Ork picks up a mixed handful of slightly different caliber rounds and jams them into it, it will (most likely) shoot them all and not jam up from the different sizes.  This means that technologies that should be &#039;&#039;impossible&#039;&#039; become merely &#039;&#039;unlikely&#039;&#039; when crafted by an Ork.  In short, if Ork technology is held together by spit, duct tape, and hope, then the Orks&#039; psychic field provides the hope. &lt;br /&gt;
&lt;br /&gt;
To put it another way, Orks believe that, &amp;quot;Red wuns are fasta.&amp;quot; They believe that blue is lucky. They believe that yellow is more shooty and/or more explosive, and that black represents strength and toughness. And because they believe this, it manifests as true; thus this applies not only to the Orks themselves but also to their wargear.  For example, a meat cleaver in the hands of an Ork can tear through the toughest ceramite armor if the Ork believes it will; for anyone BUT an Ork, a power weapon or the equivalent would be required to do so.  That same cleaver, with a battery and wires crudely bolted to it, would BE a power weapon in the hands of an Ork.  &lt;br /&gt;
&lt;br /&gt;
This tends to work well for them, but not for the other races of the galaxy: Imperial observers note that Ork weapons generally will not function in the hands of a non-Ork. The only reason the Orks haven&#039;t exploited the limits of their generated gestalt field by creating easily made but devastatingly powerful weaponry that could eclipse the weapons of the other races is that they themselves do not know nor understand that they create said field, they believe that their equipment works because that&#039;s how the universe works, not because they themselves are making it work. Which, in a way, makes it true. This, in turn, makes for an interesting paradox: If Orks managed to understand the physical universe as it is, they would not believe their &amp;quot;weapons&amp;quot; work, thus, stripping them of their psychic advantage. If there is a little ounce of disbelief, this would quite literally nullify their ability to believe hard enough to manipulate reality.&lt;br /&gt;
&lt;br /&gt;
This said, Orky know-wots DO have a say in stuff that the Orks build. Mekboyz build much of the stuff they do because they have been genetically ingrained with the knowledge on how to make and maintain their technology. While much of their tech runs because they want to, the basis is that the Orks &#039;&#039;can&#039;&#039; actually build a conceptually working frame to get all Orky on. This explains how Orks can build such technological wonders as the Shokk Attack Gun, which propels [[Snotling|Snotlings]] through the Warp and into the armor, tanks, [[Rape|and bodies]] of their enemies. Also, there &#039;&#039;have&#039;&#039; been instances of Ork tech working well in the hands of other races,( at least for a time till it blows up). Be careful though, most Ork players have &#039;&#039;very&#039;&#039; deep-set opinions on how Orky tech works, and [[skub|debates]] between them can generate much [[RAGE]]. &lt;br /&gt;
&lt;br /&gt;
This argument becomes &amp;lt;s&amp;gt; unstable &amp;lt;/s&amp;gt; interesting when looked at too closely. In particular, if this was the case [[Psyker|Psykers]] would be able to combat Ork technology more effectively. In fact if Orks created a Psychic Field then [[Sisters of Silence]] could easily destroy it, causing Ork constructions to not work. Unless Orks psychic field is completely unrelated to warp energies. Which would give us a very interesting part of lore. However, keep in mind on the tabletop that Sisters of Silence don&#039;t flat-out destroy all warp energies. They certainly negate it, but its perfectly possible for a psyker to get a good roll and fire off a smite into his target. And if all the Orks are really psykers, then they&#039;d probably overpower the negative-energy shield the sisters have. We know Orks DEFINITELY have a Psychic Field, and the Sisters don&#039;t seem to be effective against it unless we are talking weirdboyz, which seem to be kind of border case. Also, WAAAAGH energy is something almost completely different than the psychics other races use, and it tends to ignore/negate some of the restrictions other psykers have. That would suggest that the Old Ones when creating the Orks&#039; ancestors actually used some other form of psychic phenomenon that is unrelated to or isolated from the warp somehow. This might suggest that orks&#039; gestalt psychic field is actually very advanced form of technology similar to that used to create the webway (which is basically parts of the warp that are isolated from the warp itself) or alternatively that there is some kind third reality/energy/metalevel that is not related to the warp or reality but intersects both (because we know Orks&#039; gestalt field works as well in the warp as in reality, evidenced by their starships traversing the warp and functioning). Ultimately we don&#039;t know, but there is something in there. Probably. Or it could all be powered by a bunch of grots duct-taped together. Who knows? In the end, we should look at it like the Orks themselves. If it works, who cares? Worrying about it just means less time krumping gits.&lt;br /&gt;
&lt;br /&gt;
====Orks and the Emperor====&lt;br /&gt;
&lt;br /&gt;
An extension of the &amp;quot;All Orks are Psykers&amp;quot; theory is that the [[Emperor|Emprahs]] continued existence (despite the fact his throne is in serious need of an MOT) is the fact that the Orks BELIEVE it to be so. As any self-respecting Weirdboy will tell you, what da boyz fink will &#039;appen &#039;appens (see below), so if they think the Emperor is still alive then alive he will be. Probably cos they&#039;re stupid enough not to realise he&#039;s a corpse more fucked than a Slaaneshi cultist at Ciaphas Cain&#039;s place.. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;ANG ON A SECOND.. I FINK DEY BE MAKIN FUN OF US...WELL.....MAYBE WE OUTTA GO STOMP SUM HUMIES!&amp;lt;/span&amp;gt; {{BLAM|That&#039;s right, the &amp;quot;chaos boys&amp;quot; are messing with you Orks, go stomp them in the name of the Emp... For the WAAAGGGHH! (-ahem- Heretics...)}}&lt;br /&gt;
&lt;br /&gt;
====Orks and Yarrick====&lt;br /&gt;
Another slightly less stupid theory. Yarrick is still alive past the normal age for humans because Ghaz and his boyz think he should. Also Orks believe a glance from Yarrick can kill them so it does. Clearly Yarrick will live longer than the Emperor due to Orks believing in him...&lt;br /&gt;
&lt;br /&gt;
===Ork Technology is More Advanced than it Seems===&lt;br /&gt;
[[File:Ork tech.jpg|400px|thumb|right|Basically this.]]&lt;br /&gt;
{{Topquote|Cultural collapse, reorientation of belief systems in the aftermath of a renaissance can provoke magical thinkin&#039; in previously rational beingz...|Talker, Madboy on the subject of the Adeptus Mechanicus}}&lt;br /&gt;
&lt;br /&gt;
On another perspective. Looking over the Ork codices from old to new the only record of Orks willing technology to work is one line in which a techpriest says &amp;quot;Well if we can&#039;t figure this out it must be magic&amp;quot;. In fact, the only source besides that codex entry is this 1d4chan page... All other lore being from the Techpriest perspective. The Ork Codex points out that Mek Boys and Big Meks are genetically engineered by the Brain Boyz/Old Ones to know how technology works. In &amp;quot;Evil Sun Rising&amp;quot;, the Big Meks who created the Stompa Fat Mork don&#039;t remember how they created their super compact, miniature red sun engine. The implication is that as the Meks worked together that it unlocked the technology. This might mean that the Brain Boyz/Old Ones programmed the mek genetics to gain access to bigger and better equipment when the army is at a proper size to create and maintain such weaponry. As Ork numbers grow and WAAGHs become bigger more technology is unlocked. The Gorkanaut and Morkanaut walkers are unlocked when Meks begin thinking that a Great WAAAGH is coming along.&lt;br /&gt;
&lt;br /&gt;
Ork technology is special in many ways, while crude and impossible from an outsider perspective almost all of Ork technology is based on the idea of [[Looted|looting the enemy technology]]. They are the apex scavengers and can create weapons from the technology of the Imperials, Tau, Eldar, Necrons, and even the biotechnology of the Tyranids. It could be guessed that the Brain Boyz wanted Orks to be able to adapt to any battlefield and be able to resupply without need of supply lines. In this way Orks don&#039;t need to wait for a spaceship to drop a Titan to the battlefield for back up, instead they can build one out of that broken humie one.&lt;br /&gt;
&lt;br /&gt;
And this is BEFORE we even consider what the hordes of the Beast were able to do what no other concurrent faction could, such as create Void Shielded Deff Dreads, Ork Ambassadors, and teleporting attack moons into the Terra&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOWEVER&#039;&#039;&#039; there are a few holes in this theory. First one must remember that the Imperium is not the only faction to try and study/retrofit Ork technology. The Tau have a much greater understanding of science and engineering than the Imperium and still cannot figure out Ork tek. Though there isn&#039;t much from the Eldar perspective on how Ork Tek works, which could just mean that they don&#039;t care. The second point is that Orks use materials that shouldn&#039;t work as components for weapons and technology. When was the last time you built a gun out of sheet metal and literal droppings, and it actually worked? Finally there&#039;s [[Colorz]]; red paint causes things to go faster, yellow causes explosions to be bigger, and purple makes everything stealthy. Though Colorz only exist in the rules with Red Ones Go Fasta and Deff Skulls being lucky, &amp;lt;s&amp;gt;most of the other stories are overblown fanfics by the fanbase&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*SMASH*&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;WAAAAAAAAAGH!!!!!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Be that as it may. The possibility exists that mekboys are combining psyker abilities and inherent technical knowledge to construct tools and weapons with nano-level engineering. Allowing orks to use tech with a crude appearance hiding devices of unimaginable sophistication.&lt;br /&gt;
&lt;br /&gt;
===Special Note on Orky Vehicles===&lt;br /&gt;
To properly describe what Ork vehicles are like is a difficult prospect, or perhaps an overlooked opportunity. Either way, few actually attempt to clarify in tangible terms what orkish vehicle-makers create.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the venerable Trukk. Keep in mind that the standard Ork Boy is a hunched, monstrous, 7-foot-tall Hulk Hogan. Now, the Trukk is essentially an over-sized, skeletal pickup truck, with armored bus tires and a spiked ram-plate for a bumper. The frame is then covered in all manner of inch-thick armor plating, the basic standard in orkish vehicle armor. No Ork vehicle with more than two wheels has an engine smaller than a V8, and the trukk is no exception. A common brag for a trukk owner, &amp;quot;I&#039;z put twelve silenderz in dis &#039;ere kart&amp;quot; (when not met with the classic &amp;quot;You shoulda sprung fer forteen!&amp;quot; comeback), is similar to a human saying he put an extra two cylinders in his car and overhauled his transmission ( hilariously the official trukk model from Games Workshop has a horizontally opposed 6 cylinder engine - a 40K Boxer engine). &lt;br /&gt;
&lt;br /&gt;
Larger orkish vehicles, like the Big Trakk, often use V14 engines that any human would say belongs on a fishing trawler. Alternatively, some vehicles use turbine engines for extra torque (which is always a good thing) and a higher top speed (also a good thing), or crackling electrical engines (less popular than a good-old combustion engine, but can &amp;quot;accidentally&amp;quot; taze pesky Lootas or enemies who get too close (i.e. rammed)). Big Trakks are literally the size of a heavy tank, but are completely open-topped to provide a chassis for hauling Boyz or insanely big gunz into the fight. They have banks of fat-tired wheels or, most likely, four-plus-foot-wide treads. They have as much torque as a Battle Wagon and fear no infantry.&lt;br /&gt;
&lt;br /&gt;
==Special Groups of Orks==&lt;br /&gt;
Apart from the regular Boyz, there are several groups of Orks who specialize in a specific task or doctrine. Called Oddboys (if they are relatively normal when fighting time rolls around) or Weirdboys (when they shoot lighting out of their eyes, gunz or eye-gunz). The most common ones are:&lt;br /&gt;
&lt;br /&gt;
===[[Oddboys|Oddboyz]]===&lt;br /&gt;
This category is filled with Orks who express genetic predispositions to certain tasks. Here are your Mekboys (engineers), Painboys (doctors), Weirdboys (psykers), Madboyz (psychos), Slaverz/Runtherders (take care of grots, snotlings and slaves), [[Dorfs|Brewerz]] (makers of alcohol; lost to time), [[Noise Marines|Rockaz]] (musicians), and Shoutaz (communications experts).&lt;br /&gt;
&lt;br /&gt;
==== [[Speed_Freek|Kult of Speed]] ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kult o speed by majesticchicken.jpg|250px|thumb|right|&#039;&#039;&#039;WAAAAAAAAGHHHOOOOOOOOOOOOOO!&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Speed Freeks who commonly go into the battlefield on bikes hyped up on dakka and flashy bitz, as their name suggests, they&#039;z like goin&#039; faster dan fast. On tabletop, they&#039;re okay, since they&#039;re really shooty for Orks and fairly cheap. These guys field the classic Mobile Ork Army, which causes loads of [[Butthurt]] and [[Rage]] when people go up against them. Just look out for Lascannons.&lt;br /&gt;
*&#039;&#039;&#039;[[Deff Skwadron | Flyboys]]&#039;&#039;&#039; - Crazed pilots that like fast vehicles, death defying stunts, and lots of dakka. The better pilots, fighta aces, are held in great esteem only by other flyboys and tend to give themselves crazy-cool nicknames.&lt;br /&gt;
&lt;br /&gt;
====[[Burna Boyz | Burna Boyz]]====&lt;br /&gt;
Burna boyz are similar to standard orks in ability, possessing no unique qualities except every one of them being a pyromaniac. These boys are the type who would burn their own mother alive if she tried to stop them from playing with matches, even though Orks technically don&#039;t have moms. As such, they regularly burn their own comrades for the hell of it (to see them &#039;do da burny dance&#039;). Their obsession with fire is, of course, genetically coded, and this has a particular disadvantage during periods of time where stealth is of the essence. In fact, this pyromania coupled with the rate of accidental deaths among Orks may explain why Burna boyz aren&#039;t more common; after all, an Ork that accidentally burns himself to death wouldn&#039;t be able to spread his spores so easily. On a more lighthearted note, they are also quite fond of fungus cigars!&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; GREEN IZ BEST&amp;lt;/SPAN&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Mekboy|Mekboys]]====&lt;br /&gt;
Meks are Orks who are capable of making the ramshackle yet effective weapons and vehicles the Orks use. They&#039;re primarily the ones who make the warband&#039;s wagons, restore salvaged vehicles, and create/modify weapons. An Ork who lead bands of Mekboys is called a &amp;quot;Big Mek&amp;quot;, and is a bitch to kill on tabletop if he&#039;s kitted out. [http://www.youtube.com/watch?v=tZQdaEFa_60 Five-up cover saves for everyone!] &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &#039;Ho says we aint smart &#039;n&#039; such! Only fing betta den an ork is an ork wif a good bit of technorkology &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Painboy]]z====&lt;br /&gt;
Basically Orks medics, a Painboy&#039;s instinctive understanding - and obsession - is with medicine, anatomy and surgery. Unlike the Meks above who are seen with something like respect, other orks think Painboyz are dangerous and won&#039;t go anywhere near them unless they really have to. This is because, like the Mekboyz, Painboyz are driven mostly by their urge to explore and experiment and aren&#039;t very good at concentrating on what they&#039;re supposed to be doing. Which is okay when the Mek tinkers with a piece of gear, but a lot worse when the Dok starts poking around inside a body and removing bits at random just to see how it works.&lt;br /&gt;
&lt;br /&gt;
====[[Tankbustas]]====&lt;br /&gt;
Many Orks enjoy the odd explosion. These guys like that so much that they decided what better way to get their kicks than to get into a nice squad of 5-15 boys and try blowing tanks sky high with their rokkits. They also train Squigs to run into tanks while strapped to the hilt with explosives. And if neither of that works, run into close-combat and strike the tank with a rokkit attached to a metal stick. They get so high off this that they will enter the broken vehicle, eat any survivors, and drink the motor oil in a ritual act known as &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &amp;quot;GETTIN&#039; TANKED!&amp;quot; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Lootas]]====&lt;br /&gt;
Lootas are Orks who are obsessed with pimping out their shootas by salvaging bitz from their enemies. Lootas are critically important to Orkish mechanical industry, because they head salvage operations and assist Meks where Grots can&#039;t. They&#039;re also the ones who loot wrecked tanks and vehicles after a battle to use as Looted Wagons, with the help of Mekboys, which means Orks can remobilize rapidly, and scale up to match tank-driving foes. &amp;lt;strike&amp;gt;When not fighting or looting, Lootaboyz are a menace to Orky society, stealing, swindling, making trouble, and being REAL BACKSTABBIN GITs the reason other Boyz can&#039;t have nice things.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;WOT?! YIZ SAYIN&#039; DERE&#039;S TIME WHEN DA ORKZ AIN&#039;T FOIGHTIN&#039; OR LOOTIN&#039;?! I OUTTA GIVE YA A STAMP!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Flash Gitz]]====&lt;br /&gt;
&amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;DA PIMPIEST ORK IZ DA BESTEST ORK!!!!!!&amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Dat is why dey arrogant Gits. SPEAK UP I CANT &#039;EAR YA!&amp;lt;/span&amp;gt; They are another group of shoota-obsessed Orks known as &amp;quot;Flash Gitz&amp;quot;; rich, obnoxious Bad Moonz gits who buy powerful weapons and upgrades using their large stockpiles of [[toof|teef]]. They love nothing more than showing off their wealth and (supposedly associated) martial power. They do things like wearing &#039;&#039;FABOLOUS&#039;&#039; clothing, sporting huge banners declaring their awesomeness (shogun-style), and plating everything they have in gold, silver, platinum, or any other shiny metal they have at hand (although gold is preferred). Goldz iz da bestest. Flash Gitz boast the shootiest kustom shootaz in all of orkdom, sometimes known as &amp;quot;snazzgunz&amp;quot;, which makes them an invaluable asset to their clan. Conversely, due to their boasting and attitude problems they often alienate pretty much every other Ork they work with, and are prone to getting their arrogant asses booted out of their group the moment they become less useful than annoying.&lt;br /&gt;
&lt;br /&gt;
====[[Freebooterz|Freebootaz]]====&lt;br /&gt;
Orks who raid and pillage the galaxy as MOTHERFUCKING PIRATES. And just to add to their awesomeness, they&#039;ll usually dress and/or speak like pirates. (W)AAARG! Well-known individuals include Kaptins Badrukk and Bludflagg.&lt;br /&gt;
&lt;br /&gt;
====[[Ork Kommando|Kommandoz]]====&lt;br /&gt;
Orks who managed to figure out that charging a gunline isn&#039;t always the best option, so dey&#039;z da sneakiest of da Orks. In practice, all of this boils down to a fairly simple difference in tactics. Whereas a normal Ork Boy will see the enemy and immediately [[WAAAGH|shout]], run up to him, and smash him in the head, a Kommando will see the enemy, hide behind a nearby [[Catachan Jungle Fighters|bush]]/[[Dorf|barrel]]/[[Creed|lamp-post]] and wait for the enemy to get close like 5 feet to 2 meters, THEN shout, run up to him, and smash him in the head. They typically paint themselves purple, which Orks believe is the sneakiest color (and because Orks are Orks, purple does in fact make them harder to see ... don&#039;t ask how the fuck that one works, it just does &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Hav you eva seen a purpul ork? Course not, dey&#039;s &amp;lt;s&amp;gt;too sneaky&amp;lt;/s&amp;gt; don&#039;t exist&amp;lt;/span&amp;gt;.) &lt;br /&gt;
&lt;br /&gt;
Kommandoz rely on stealth tactics rather than balls-out firepower, and achieve this by using crude camouflage techniques, Speshul Forces equipment such as night-vision goggles, various types of grenades, and all those other gubbins that makes them all sneaky. However, their best weapon is often that the concept of Orks using tactics beyond drowning their enemies in corpses and bullets is so completely out there that a lot of Imperial commanders [[Skaven|do not believe that Kommandoz actually exist]], which actually make their job easier to pull off. The Imperials quite often find out the very hard way that some orks have both brains and brawn. For instance, nobody laughed when a Kommando unit suddenly [[Blood Ravens|hi-jacked]] a unit of three [[Deathstrike Missile Launcher]]s inside a Mordian regiment&#039;s lines drove one to the front and proceeded to launch it at the their front lines, killing thousands, including a [[Baneblade]] (Except for the Orks, who laughed their duffs off as this was happening). Meanwhile, the Kommandoz ran off with the remaining one and two extra missiles.&lt;br /&gt;
&lt;br /&gt;
Kommandoz are typically distrusted by other Orks due to their chosen battle strategy. They view as sneaking about rather than getting straight to a fight, right and proppa as &amp;quot;Mukkin&#039; about&amp;quot;. The enjoyment of the color purple among them is also considered right strange. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;Az dere ain&#039;t no such fing az a purpul ork!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An ork asked about Kommando groups: &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;I dinna see anyfing... Do you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== [[Feral Orks]] ====&lt;br /&gt;
&lt;br /&gt;
Hidden away in GW fluff are these guys.  These guys are what happens after a WAAAGH! has left your planet. They crop up in wildernesses and form tribes. They don&#039;t have technology (like shootas) or any kind of Mekboyz or even good resources to build junk. They are roughly on par with your [[Warhammer Fantasy|Fantasy]] Orcs, so you can just use your Fantasy army in 40k if you can fluff your army right. Not like it matters, it&#039;s the same tactic either game. They tend to have Grots, Kommandos and Weirdboys coming out of their ears, and love to ride big Squigs. If you don&#039;t prune them back to the forest well enough, they might sic buttloads of [[Squiggoth]]s on you. [[Snake Bites]] love these guys, and if space-born Orks pick them up, Feral Orks usually become Snakebites anyway.&lt;br /&gt;
&lt;br /&gt;
They breed a special kind of Oddboy, the [[Pigdok]], who is a combination of a Mek and a Dok, but excels at neither. They do surgical procedures like a stereotypical medicine man, wander around covered in robes and talismans given to them by the Weirdboy Shamans, and head the construction of things like ballistas and catapults, all the way up to magical stompy Idols and the [[Titans_40k#Orky_Titans|Steam Gargant]].&lt;br /&gt;
&lt;br /&gt;
====[[Weirdboy]]z====&lt;br /&gt;
Weirdboyz are Orks who are active psykers. All Orks are passive psykers, emitting their WAAAGH!! gestalt field, but Weirdboyz are the only ones who can decide they&#039;re gonna blow another Ork&#039;s face off with a mean look and a lightning bolt (and get it to actually happen). They tend to be crazy and can blow up if they&#039;re not careful. Even when they are careful. Sometimes blowing up is the preferred/expected option for a Weirdboy. Amusingly, most Weirdboyz are &#039;cowards&#039;, in the sense that they know bad things happen whenever they get into a fight alongside a bunch of other Orks so they try to avoid doing that. The other Orks are often forced to drag them along.&lt;br /&gt;
&lt;br /&gt;
====Ambassadors====&lt;br /&gt;
:&#039;&#039;&amp;quot;Don’t need an interpreter. We tell you how to surrender, you surrender. Easy. The Great Beast has you by the guts. Struggle, he’ll rip ’em out. Surrender, you get to keep ’em.&amp;quot; - Bezhrak, Ork Ambassador&#039;&#039;&lt;br /&gt;
&amp;quot;Ambassadors&amp;quot; as the humans of Terra called them are a dignified and &amp;quot;majestic&amp;quot; Oddboy dedicated to delivering threats directly to the enemy through the powerful weapon of words. At this time there is no known Ork name for these Oddboyz and are very rare to encounter. They carry staffs as their only weapon and have the ability to speak languages as if they were native speakers. The Ambassadors not only discussed terms of surrender, but acted as psychological warfare to destabilize the enemy.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The self-inflicted moral wound the Imperium would suffer if it acted with less sophistication than orks would be a septic one. - Vangorich&#039;&#039;&lt;br /&gt;
Only ever seen during WAAAGH! The Beast in 544.M32. More modern encounters with ork Runtherders and similar ork-to-men communiques tend to use a translator device/person, instead. That said, many orks do pick up Low Gothic while interacting with human armies, especially more kunnin&#039; Warbosses and Warlords.&lt;br /&gt;
&lt;br /&gt;
====Snipers====&lt;br /&gt;
[[Inquisition|Ork Snipers are the bane of the Celestial Lions and took out the Chapter&#039;s Apothecaries.]] [[Vindicare Assassin|Highly accurate, the Ork Sniper is a dangerous enemy.]]&lt;br /&gt;
&lt;br /&gt;
Hilariously, Grot snipers are a thing that exists, but it&#039;s incredibly rare to see them. It&#039;s probably because any grot that manages to slap together enough spare parts into a rifle get spotted by an Ork who thinks it would make a nice foundation for a decent shoota, and said grot will almost immediately get robbed at shoota- or choppa-point. On the other hand, these might make it in a scenario when Orks realize that a passable longarm is more valuable in the hands of somebody who can actually shoot straight.&lt;br /&gt;
&lt;br /&gt;
There was an incident in the short story &#039;&#039;Red Reward&#039;&#039; where a guy was dropped into the front of some trench warfare between the Guard and Orks, and inspired the humiez to drive back the Orks in a counter charge only to get shot by a grot sniper. Ironically, the guy signed up with the Guard to escape prosecution on his own world, meaning he would have been a valid target to the elusive Ork sniper.&lt;br /&gt;
&lt;br /&gt;
==Retired Boyz==&lt;br /&gt;
All following Ork Oddboys have been lost to time ([[Retcon|&amp;quot;Everything is canon, just not always true&amp;quot;]] - The way GW avoids officially retconning anything). They live on in our hearts (and custom-models) as:&lt;br /&gt;
&lt;br /&gt;
===[[Goff_Rokker|Rokkaz]]===&lt;br /&gt;
[[Rogue Trader]] Orks with a penchant for hard rock, metal, leather armor, and overgrown hair squigs. They do seem to keep cropping up in the fluff though never in  any significant capacity. Also known as Goff Rokkas, these boyz tend to come out of the Goffs exclusively, but it isn&#039;t completely unknown for other Clans to spit out one of these crazy green &amp;quot;musicians&amp;quot;. They play machine gun guitars and [https://www.youtube.com/watch?v=L_wdRy7x4Sc PARTY &#039;ARD!!!]&lt;br /&gt;
It should be noted that Rokkas were invented in the Eighties, so they don&#039;t play things like Death Metal as much as they do generic Metal, 80&#039;s Metal, electric guitar ballads, and Hard Rock.&lt;br /&gt;
(note: the Goff Rokkas essentially make the [[Dawn of War III]] ork theme canon)&lt;br /&gt;
And...now they&#039;re back and canon again, in the June 2020 White Dwarf. Albeit renamed to the [[Goff Rokker]]z instead.&lt;br /&gt;
&lt;br /&gt;
===Shoutaz===&lt;br /&gt;
These orks have over-developed lungs and super-strong vocal cords so that they can [[Derp|yell really loud.]] Yes, you heard me right. They yell across Gargant-tops and over battlefield din to act as a telecommunications array. &amp;lt;strike&amp;gt;See, not all things that have disappeared were too good to last.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;SHUDDUP STOOPID HUMIE, WHUT DO YOU KNOW?!?!?! SHOUTAS IZ DA BEST!!!!!!!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:lightgreen;font-size:300%&#039;&amp;gt;&#039;&#039;&#039;YOU&#039;Z CALL DAT SHOUTIN&#039;? YOU&#039;Z AIN&#039;T A REEL SHOUTA, YA GIT!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:forestgreen;font-size:700%&#039;&amp;gt;&#039;&#039;&#039;A REAL SHOUTA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:forestgreen;font-size:850%&#039;&amp;gt;&#039;&#039;&#039;DROWNS OUT DA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:forestgreen;font-size:1000%&#039;&amp;gt;&#039;&#039;&#039;COMPUTISHUN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:lightgreen;font-size:1750%&#039;&amp;gt;&#039;&#039;&#039;I Konkur!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:purple;font-size:40%&#039;&amp;gt;&#039;&#039;&#039;I&#039;z prefur sneekin&#039; up to some hummie and shoutin&#039; in iz ear from reel gut close.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone caught messing with this section again will get their shit handed to them. Do you know how fucking hard it is to make sure this shit is right? I can&#039;t do this AND dodge those fucking Orks. I&#039;m a janitor, and a FUCKING BENDY PENIS!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;See, iffin&#039; you&#039;z had sum of dat purpley paint, dis wouldn&#039; be a problem now, would it?&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; &#039;e got youz good, e&#039; did. aneewayz da squigs ated da inturn again. Git ta cleenen dat wod ya.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; I &#039;erd dem cleanin&#039; orks do wat they do and don&#039;t even want no teef for it&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; Dem Kleenaboyz iz ryte fine ladz, Dey gitz a &#039;fungabeer offa me n&#039;ytime dey needz.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brewerz===&lt;br /&gt;
Never mentioned after about 3rd Edition. Brewerz, or Brewer Boyz function much like Mekboys or Mad Doks do, knowing the ins and outs of brewing through genetically inherited intuition. They make alcohol out of squigs. Made everything from beers to malts to meads to liquors to scotches. Yes, certain squigs can be made into scotch. No, no grains are involved in the process. No, they&#039;ve never done this in Scotland. No, you may not question this.&lt;br /&gt;
SQUIGGIE WALKER - RED LABEL! COS IT ZOGZ YOU IN DA BRAIN FASTA!&lt;br /&gt;
&#039;&#039;Eend out of mashrooms too booss!&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[What|Basically, they brew babies into beer sometimes.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;&#039;&#039;&#039;HERESY, ORK HERESY, ANY IMPERIAL CITIZENS WILL BE MURDERED ON SIGHT AFTER READING THIS.&#039;&#039;&#039;&amp;lt;/strike&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; *WHAM* OY BOSS, DEM HUMIES IZ TRYN&#039;A TAKE AWAYZ OUR SQUIG JUICE!&amp;lt;/span&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039; Zoggin DAMN&#039;IT! NOT AGAIN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Female Orks===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt;MY EYES!!!! THEY BURN!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vaguely referenced in older fluff and glimpsed during Blood Bowl, sacrificed because nobody wants to see those canonized saggy Ork tits (Except [[/d/]]), and fucking whores (and ye mum).  Suffice to say, some drawfags will still draw them and several on [[/tg/]] will doubtlessly [[Faptau|fap]] to it.  Considering how many random mutations are seen amongst the Orks, the possibility is [[Meme|more likely than you&#039;d think]].  In normal canon, Orks are asexual, popping out of fungal growths in the ground...&lt;br /&gt;
&lt;br /&gt;
...but in [[Rogue Trader|the oldest fluff]], when the Orks were basically Fantasy Orcs in Space, there &#039;&#039;were&#039;&#039; female orks.  Slightly later (2nd Edition) fluff modified that idea: during later parts of their life cycle Orks would temporarily develop sexual characteristics and go bang one another.  For the sake of Games Workshop&#039;s writers&#039; self-respect, the idea of any orkish sexual reproduction was completely removed and forgotten. And all but the drawfags are happy for that. &lt;br /&gt;
&lt;br /&gt;
Given the kind of universe Warhammer 40,000 is, the decision to make orks functionally genderless (a decision which occured some time in the early 90&#039;s) was likely driven by two factors: to reinforce the Orks warlike nature by making them dependent on getting blown up to repopulate and hardwire them for blockbuster-style total war, and the aforementioned removal of sex and gender discussions from the ugly comedy faction of an incredibly dark tabletop wargame.  The change was both thematically appropriate and steered writers and fans away from uncomfortable topics.  As of 2020 however, the idea of female orcs and goblinoids is fairly accepted across basically every genre and fictional universe which involves greenskins of any sort.  This is a fairly significant change from the prevailing attitudes of the 20th Century fantasy, which was largely driven by &amp;lt;s&amp;gt;bad writing&amp;lt;/s&amp;gt; female orcs and goblins being hidden somewhere and largely irrelevant.&lt;br /&gt;
&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; {{FWIP|&#039;&#039;&#039;DAT GIT WAZ KRUMPED FOR DIS POST.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
=== [[Ork_Boy#Madboyz|Madboyz]] ===&lt;br /&gt;
&lt;br /&gt;
Not seen since the heydays of second edition and Epic 40k, although they&#039;re still mentioned here and there in the fluff. Madboyz are Orks that go crazy under the mental strain of knowledge encoded in their genes suddenly becoming available, their behavior becoming erratic and unstable even for Orks. The other Orks often round them up into a large warband that is set loose upon the enemy, in the hope their madness will prove useful or at least entertaining. (In game terms you rolled for their actions randomly, and it could vary from outright fleeing to going absolutely berzerk and charging forward while ignoring wounds.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
We had da new rulez for thiz gitz for weirdboy awotkaning&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brain Boyz===&lt;br /&gt;
Brain Boyz is the name that the Orks give the Old Ones. However, the Orks&#039; origin has shifted around a few times, such as the Brain Boyz being the ancestors of the Snotlings (although the Orks still believe that, but it&#039;s no longer the official explanation it was in Rogue Trader).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
(OBJEKSHUN! Dat&#039;z still canon! (In fact, everything is canon! [Just not always true]) Codex 7th ED 2014 and we&#039;z seen it in the one before dat un too!!! What shrooms did ya zoggin&#039; gits eat?!)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tin Boyz===&lt;br /&gt;
Back in Rogue Trader, there was a book - &amp;quot;&#039;Ere We Go: Orks in Warhammer 40,000&amp;quot; and, hidden away on Page 92, complete with accompanying models, was a reference to these odd examples of Ork &amp;lt;strike&amp;gt;Humour&amp;lt;/strike&amp;gt; Ooomarr. Traditionally, they are made in the form of Space Marines, Eldar or Squats though with more exaggerated features and comical patterns of movement designed to imitate and mock these species. To Orks, such effigies are highly amusing and they take great joy in having created such clever parodies of their enemies. Whilst a Tinboy&#039;s external appearance does vary, its simplistic inner components make it easy to spot and identify on the battlefield where they are deployed as a psychological weapon, for misdirection and distraction.&lt;br /&gt;
&lt;br /&gt;
===Chaos Orks &amp;amp; Mutant Orks===&lt;br /&gt;
Back in the days of [[Rogue Trader]], [[Chaos]] was considered an equal opportunity employer instead of just relying on corrupted [[Space Marines]] and [[human]]s, which admittedly makes more sense. As such Chaos Orks were very much a thing, and in fact came in two distinct groups; [[Stormboyz]] of [[Khorne]] and general Chaos Orks. The basic idea was that most Stormboyz who didn&#039;t grow out of being Stormboyz would eventually gravitate to worshipping Khorne, as this was back in the day when Khorne had more of an &amp;quot;honorable, disciplined warrior&amp;quot; motif to him and thus he was considered a fine role model by the Stormboyz, whose whole thing was being disciplined, organized and professional compared to the anarchic barbarians of other orks. Other orks could also fall to Chaos, often but not always Khorne, without being still part of the Stormboyz cult. Both sets of Chaos-worshipping orks were regarded as &amp;quot;un-orky&amp;quot; by their mainstream fellows, but would sometimes be hired as mercenaries by warbosses in particular need of their killing power, or who just didn&#039;t really bother vetting their latest Freebooter hire all that well - they&#039;d also happily join Chaos armies, where they were welcomed.&lt;br /&gt;
&lt;br /&gt;
The big difference mechanically is that Khorne&#039;s Stormboyz were Stormboyz with the Mark of Khorne, whilst Chaos Orks were Orks with Chaos Marks, Chaos Gifts and Mutations.&lt;br /&gt;
&lt;br /&gt;
Separate to both of these Mutant Orks, who had no intention of worshipping Chaos, but still got mutated as a result of exposure to Warp energies, radiation, psychic phenomena from the local weirdboy or the experiments of a Mekboy or Painboy. These wretches were social outcasts, and sometimes were allowed to join a Waaagh as expendable cannon fodder - not that they cared, because they hoped to ultimately prove they were still properly Orky. These poor sods sometimes mutated all the way into Chaos Spawn-OHGODGLARBABALAAGAAH!&lt;br /&gt;
&lt;br /&gt;
\*Ahem.* While there has been no mention of nonhuman and nondaemon Chaos forces for several editions (save some background Xeno races worshipping Chaos), the idea of Chaos Orks makes perfect sense when you think about it. Not only because there&#039;s no real reason the Ruinous Powers should only corrupt humans, but also because there are Quadrillions or Orks in the galaxy, so at least &#039;&#039;some&#039;&#039; of them are bound to decide that [[Khorne]] is more killy that [[Gork]] or that [[Tzeentch]] is more cunnin&#039; than [[Mork]], regarldess of whether or not they actually are. [[Nurgle]] would probably take a liking to them as well, not just because Nurgle likes everybody, but also because Ork spores tend to infect and kill a planet&#039;s ecosystem in much the same way a mundane fungus might a plant or animal. [[Slaanesh]] would seem to have the fewest Orkish worshippers, since the most common way Orks get their rocks off would end up empowering Khorne more, but then you remember that Slaanesh thing is &#039;excess&#039; and what do orks like to do in excess of even to the point of self destruction? [[Speed Freek|Go fast]] and be [[Dakka|loud]]. [[Malal]] doesn&#039;t really seem to have anything going for him in this department, admittedly, but then he doesn&#039;t really have anything against him either like Slaanesh does, and maybe a couple of Mekboyz decided to make enough of a boom to destroy the universe.&lt;br /&gt;
&lt;br /&gt;
Ultimately the lore has arrived at this explanation for Orks and Chaos: Their psychology just doesn&#039;t give much fertile soil for Chaos to take root in.  While they love fighting, they don&#039;t really experience hatred that Khorne could feed on.  They have no sexuality or appreciation of excesses beyond the banal joy of constant war, so Slaanesh has nothing to tempt them with. Similarly, their wants and schemes are so unsophisticated and direct that there&#039;s nothing for Tzeentch to manipulate, and their biological nature so coarse and brutal in its simplicity that Nurgle can only be impressed as these grunting warrior mushrooms conquer the galaxy.&lt;br /&gt;
&lt;br /&gt;
== Ork Klanz ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;Oi, listen up ya gits. Dere&#039;s six diverant majah clanz of Ork, and dey&#039;s all right &#039;ard. Da clanz waz made way back by [[The Beast|the biggest, baddest warboss dere eva waz]], startin&#039; out as his specialist boyz before dey became dey own klanz.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Dere&#039;s da &#039;&#039;&#039;Snakebites&#039;&#039;&#039;, and dey&#039;z a buncha fundie gits what won&#039;t use any teknowlogy more complicated den a [[choppa]] an&#039; warpaint. Anytime dere&#039;s a world dat a WAAAAAGH smashed up, it gets full o&#039; fundie boyz. When we pick em up, a lot a dem run off ta da Snakebites anyway instead o&#039; learnin how ta fight propa. But dey got squiggoths, an&#039; every WAAAAGH needs really big killy fings. Snakebites wear brown, like a buncha zoggin&#039; humie &#039;Armish folk.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Snake Bites]] have the rule &#039;DA OLD WAYS&#039; which allows them to undo a wound given to them on a role of 6, kind of like having a pain boy around your entire army; best for green tide style ork armies or keeping that [[Squiggoth]] alive until it gets within krumping range.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Bad Moonz&#039;&#039;&#039;, what gotz lotsa teef &#039;cause dey grow faster den any other orks, so dey&#039;z a buncha rich gits. &#039;at meanz dat dey&#039;s got da best squigs and dakka, but since dey&#039;z such lazy gits, dey&#039;s [[Tau|no good at choppin&#039; an&#039; stompin&#039;]], so other orks can always just find a Bad Moon and stomp his teef out. Bad Moonz wear Yella, da color a big booms and shiny bits.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop [[Bad Moons]] take [[Dakka]] up to a whole new level with their &#039;ARMED TO THE TEEF&#039; ability; meaning they have the ability to reroll 1&#039;s in their shooting phase (and then you can roll more dice with the sixes you can earn with said rerolls) Best paired with the [[MoreDakka]] ability and a hordes of anything that can shoot a lot.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Goffs&#039;&#039;&#039; are the fightiest of all da Orkz. Dey&#039;z always fightin&#039;, especially wif eachother - it&#039;s a rare Goff dat hasn&#039;t killed atleast somefing every day of his life. Dis constant fighting makes dem da toughest an&#039; meanest of all da Orkz. [[Ghazghkull Mag Uruk Thraka]] &#039;imself wuz a Goff. Dats why he&#039;s so big, &#039;ard, an mean. Goffs wear black, da color a bein&#039; DED &#039;ARD!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- [[Goffs]] have two great things going for them, the first being [[Ghazghkull Mag Uruk Thraka| the prophet of gork and mork]] and second being their ability &#039;NO MUCKIN&#039; ABOUT&#039; which gives them a melee equivilent to the Dakka! Dakka! Dakka! ability, namely their 6&#039;s on melee attacks generate new attacks (for which you still have to do the hit roll). Making a squad of Slugga boyz capable of delivering [[Rape| all sorts of carnage]] if they manage to reach the enemy. Melee focused ork armies are preferable for this clan.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;&#039;re all part a da Kult a Speed, and dey&#039;ve got da most Meks, so dey&#039;re always muckin&#039; about with teknowlogical equipment an speedy karts. Deyz big believas in da color red, cuz RED &#039;UNZ GO FASTA!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- When playing the [[Evil Sunz]] on the tabletop take full advantage of their &#039;RED ONES GO FASTA&#039; ability and use as many &#039;speed freek&#039; models as you can, the clan ability gives all units a plus one inch to their move, advance and charge; with speed freek models this bonus is 2 inches instead. Oh and the ability also means you can advance your units and not suffer any penalty to accuracy for your assault weapons.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Deffskullz&#039;&#039;&#039; are a buncha teevin&#039;, lootin&#039; gits what&#039;ll grab anyfin&#039; what&#039;s not nailed down an&#039; if it&#039;s nailed down dey&#039;ll loot the nails den loot da fing wot was nailed down an&#039; make it orky. An&#039; oi does mean [[Looted|anyfin&#039;]]. Even in da middle of a scrap. Da mekz loves em, though, cuz nobody&#039;z got more bitz and gubbinz than a Deffskull Loota. Deffskullz all seemz ta have some kinda technikal know-wotz, dough. Deffskullz wear da color Blue, cuz Blue&#039;s a lucky color. deyz &#039;ave a bit of a &amp;quot;bad relashunship&amp;quot; wif some &#039;umies called da [[Blood Ravens|blud rafens]]. deyz hatez da blud rafens.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Deathskulls]] have the ability &#039;LUCKY BLUE GITZ&#039; which gives them a 6+ invulnerable save, you are also able to re-roll a single hit roll and a single damage roll for each unit with that culture, (so not only have they nicked the snakebites ability they also took a bit of the Goffs and bad moonz ability while they were at it). Also they have the ability &#039;DIS IS OURS! ZOG OFF&#039; which basically allows any battle forged orks to hold an objective marker [[Troll| even if massively outnumbered.]] This clan is sort of an all rounder for ork players, a jack of all trades sort of deal.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* And, last of all but not least, dere&#039;s da &#039;&#039;&#039;Blood Axez&#039;&#039;&#039;. Dey&#039;re da ones what&#039;ve been hangin&#039; around da stinkin&#039; humies fer ages too long, and gone and developed all sorts a un-orky tings like &#039;&#039;taktiks&#039;&#039;, &#039;&#039;recownasense&#039;&#039;, &#039;&#039;cammer floggs&#039;&#039;, an worse of all, &#039;&#039;retreat&#039;&#039;. Dey&#039;ve even got a sayin&#039; bout it: &#039;&#039;&amp;quot;If we runs for it, it don&#039;t count as losing, cuz we can also come back for anuvver go, see?&amp;quot;&#039;&#039; Dey&#039;z mocked as cowardly gits by most&#039;a da boyz, but &#039;cause dey be dead cunning dey&#039;z da main source of da best warbosses in WAAAAAAAGH! time (Next ter Da Prophet hisself, o&#039;course). Blood Axes also do lots of talkin&#039; wiv humies, so deyz gots idears like tradin&#039; with da&#039; humies&#039;, &amp;lt;s&amp;gt;peace&amp;lt;/s&amp;gt; waitin&#039; fer da roight time ta fight, an&#039; using armour and gunz wot don&#039;t stop working just &#039;cause otha&#039; gitz believes dey&#039;z useless (SEE, HUMIES ARE GUD&#039; F&#039;R SOME FINGS BUT NOT EVERY FING!). Blood Axez wear cammerflage, but at least they paint it nice an&#039; bright so&#039;s you can see&#039;em coming.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- Tabletop wise, [[Blood Axes]] are [[Creed| tactical geniuses]] with their &#039;TAKTIKS&#039; able to [[What| take cover despite not really being in cover]] as long as the enemy is at least 18 inches away, making them good against [[Shooty]] armies, additionally their kultur gives them the ability to shoot or charge (but not both) even if they fell back within the same turn; essentially meaning this is the kultur you use when you are the type of ork player who believes in tactical retreats.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
Later, when da humies learned dat der was six Beasts, and each lead a &amp;quot;lejun&amp;quot; o Boyz, dey started tinking dat each o da Clanz were da rem... Re... &#039;&#039;Leftovers&#039;&#039; o&#039; each Beast&#039;s lejun. &#039;Oo knows if datz da troof, I sure as zog dunno.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One last thing; any unit that only includes [[Gretchin]] don&#039;t get any benefit from their klan culture whatsoever. Because they suck at life.&lt;br /&gt;
&lt;br /&gt;
=== Ork Non-Klanz ===&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  Den dere&#039;s da &#039;&#039;&#039;Freebootaz&#039;&#039;&#039;, boyz wut left deir klan ta become merks an&#039; piratz and all&#039;at. Freebooterz iz often kicked o&#039; deir klan for likin&#039; sumtin&#039; dat izn&#039;t violence more dan violence, like [[Kaptin_badrukk|Kaptin Badrukk]] (teef), [[Wazdakka Gutsmek]] (goin&#039; fast), or [[Zodgrod Wortsnagga]] (snotlings), but some leave o&#039; deir own accord for similar reasons, like [[Kaptin Bluddflagg]] (loot). Freebootaz will even work for stupid &#039;umies for shinies (or hats), though dat don&#039;t mean dey won&#039;t turn &#039;round an &#039;ave a go at dem too if dey fink dere&#039;s a good reezun for it. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Although [[Derp| they aren&#039;t actually a klan]] the codex treats the [[Freebooterz|Freebootaz]] as if they were; with the klan ability &#039;COMPETITIVE STREAK&#039; which adds 1 to hit rolls whenever a nearby (within 24 inches) friendly unit has successfully wiped out an enemy unit. So if you have [[Shooty]] army and successfully manage to wipe out an enemy unity within 24 inches of some [[Lootas]] then you could give yourself a pretty impressive buff. It also applies to [[Choppy]] armies; get a single unit to wipe out an enemy unit while within 24 inches of your mob of slugga boyz, and your hitting on [[FATAL| 2&#039;s for melee]] which combined with a large amount of boyz equals a [[Rape| bad time for whos facing them]].&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  &#039;&#039;&#039;Feral Orkz&#039;&#039;&#039; iz like Snakebites, but dey don&#039;t have a choice what wif not &#039;avin&#039; access to Ork kultur seein&#039; az dey don&#039;t got space travel.  Often join da Snakebitez soon as dey&#039;z recruited by a WAAAAAAGH!&lt;br /&gt;
** &#039;&#039;&#039;Beast Snaggas&#039;&#039;&#039; are loik a kind of really squigly-cybork gitz wot loik huntin&#039; down tanks and big monsters. Dey gotz da biggest boyz, almost as big as a nob, cause deyz foighten all dem big an tough fings. Deyz ain&#039;t Feral gitz, an&#039; are more loik da Kult of Speed, but prefer roidin&#039; giant squigs ta trash everyfing dey run in to. Loik da Kult of Speed, any git can join da Beast Snaggas, but da Snakebitez really loik dem. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- If you want to play [[Feral Orks]] on the table top probably best to just [[Counts As| treat them as snakebites]], or give them no culture at all! Which makes sense giving they&#039;re uncultured scum even by the standards of other orks.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Speed Freekz&#039;&#039;&#039; is what you call da members o&#039; da &#039;&#039;&#039;Kult o&#039; Speed&#039;&#039;&#039;, a klub any Ork what likes goin&#039; fast a lot can join, not just da Evil Sunz. Deez gitz loik to run around on da edges of da WAAAGH! an&#039; act loik doze scouts &#039;n outroiders dat doze non-orky gitz use. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Even though to get the &amp;quot;[[Speed Freek]]&amp;quot; Bonus you really should pair them with Evil Sunz&lt;br /&gt;
&lt;br /&gt;
===What is the measure of a Klan?===&lt;br /&gt;
It&#039;s easy to think that Ork Klans are just galaxy-spanning groups of like-minded Orks; like there&#039;s just six huge fucking groups of Orks around the galaxy but as we all know, if Orks were that united, the rest of the races would have a real big problem on their hands. Ork Klans are more like six types of Ork personality (and/or, depending on the writer, ethnicity/subspecies) that might have been engineered into the Orks way back by the Old Ones or created by the Beast&#039;s Legions in M32. Maybe they appeared on their own, who knows.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a random Ork Boy as an example. All Orks love a good scrap, looting and of course dakka. However, the individual Ork Boy tend towards one type of Orkitude over others. Maybe he&#039;s more into crashing into his enemies at high speeds (which would make him an Evil Sun) or maybe the looting after the battle is his jam (making him a Deff Skull). As a single Boy in a large mob, his preferences doesn&#039;t really matter - he&#039;ll just have to follow his Nob or get krumped - So it is the leaders and/or majority Klan of an Ork warband who&#039;ll decide how the mob acts. So a large horde of Orks led by a Goff Warboss will likely use black and white paint on their stuff and prefer melee combat like Goffs would, but that doesn&#039;t mean that every single Ork in the mob is a Goff.&lt;br /&gt;
&lt;br /&gt;
When Orks gather for Waaaghs they tend to form new mobs that are &#039;&#039;actually&#039;&#039; comprised mainly of one Klan of Orks. The large amount of Orks in the Waaagh makes it easier for them to organize themselves into groups of similar interests. That&#039;s where the huge Mad Max-esque hordes of Evil Sunz Bikers and Trukks on Armageddon come from.&lt;br /&gt;
&lt;br /&gt;
From another perspective, the ork klans could be seen as the orkish equivalent of various orkish ethnicity. Boys from the same klan will often have similar physiological features; goff boys are naturally bigger and tougher, bad moonz boyz teef naturally grow faster, etc. Orkish klans could be interpretted as orkish &amp;quot;races&amp;quot; inasmuch as orks are a &amp;quot;race&amp;quot; unto themselves. (Disclaimer: Not from [[/pol/]])  But they also reflect different philosophical views about what is best in life, whether it being going fast, having the flashiest lootz, or simply being the biggest, toughest ork of them all.&lt;br /&gt;
&lt;br /&gt;
==Ork Language==&lt;br /&gt;
Orks in the 41st millennium all speak one seemingly-universal language with no well-defined name.  It&#039;s commonly called &#039;&#039;&#039;Orkish&#039;&#039;&#039; or &#039;&#039;&#039;Ork speak&#039;&#039;&#039;, both in-universe and not.  As you can tell from the rest of this article, Orks speak a low, gruff, and guttural form of exaggerated Cockney English.  Piratical-types such as Freebootaz and other mercenaries will mix in a stereotypical &amp;quot;pirate&amp;quot;/Bristol accent, along with appropriate nautical slang. If you&#039;re looking to do some [[homebrew]]ing and want to make your orks [[Your Dudes|Ur Doodz]], consider lightly spicing up the basic &amp;quot;Ork accent&amp;quot; by adding more unique word use (industrial jargon, military terms, rural slang), and consider varying the accent by looking into the endless, undulating mass that are the accents of the British Isles.&lt;br /&gt;
&lt;br /&gt;
Ork language is, in-universe, written in glyphs. Those glyphs correspond to both concepts and sounds.  Out of universe, when orks are speaking their words are translated as English, but written with heavy use of &amp;quot;phonetic&amp;quot; spelling and 90&#039;s &amp;quot;krazy kool&amp;quot; spelling.  The exact specifics of these changes are left up to the author.&lt;br /&gt;
&lt;br /&gt;
The question of what Orkish actually is in-universe has been mildly debated, left up to interpretation, and spun several ways by Black Library and Codex authors over the years.  Some possibilities include:&lt;br /&gt;
* A heavily accented form of Low Gothic.&lt;br /&gt;
* A distinct dialect of Low Gothic.&lt;br /&gt;
* A separate and not-mutually-intelligible language evolved from Low Gothic at some point in history.&lt;br /&gt;
* A unique language which did not arise from the languages of other races.&lt;br /&gt;
* A collection of distinct languages, all spoken by orks, which Imperial scholars can&#039;t be bothered to tell apart (this would mean some orks wouldn&#039;t understand other orks from distant regions of the galaxy).&lt;br /&gt;
* Actually, &#039;&#039;literally&#039;&#039;, just Cockney British English, spoken in universe, and either:&lt;br /&gt;
** Low Gothic is also literally British English, making Orkish a heavily accented form of Low Gothic, or...&lt;br /&gt;
** Low Gothic is entirely distinct from British English, meaning that orks would be speaking actual English 38,000 years from now, for no explained reason, and Imperial scholars are too stupid or too racist to realize that and subsequently go apoplectic trying to figure out why the fuck every greenskin in the galaxy is speaking some antique Terran language.  (It may also be possible that a cover-up is in progress to prevent Imperial linguists from realizing this absurdity en-masse and all losing their minds at once.)&lt;br /&gt;
&lt;br /&gt;
Do note that, in all of this, it is possible that the orks&#039; psychic fields are acting as a translation tool whenever orks speak directly to anyone who doesn&#039;t know Orkish.  This would allow for Orkish to be an entirely distinct language, which Imperial scholars could need to translate, but also allow orks to shout intimidating speeches at their enemies, and guarantee said enemies know exactly what insults are being hurled.&lt;br /&gt;
&lt;br /&gt;
===Ork Terminology===&lt;br /&gt;
*Humie/Umie: Human&lt;br /&gt;
*[[Beakie]]: Space Marine&lt;br /&gt;
*Spikey Boy: Chaos Corrupted individuals&lt;br /&gt;
*Panzee: Eldar&lt;br /&gt;
*Gun Runt: T’au&lt;br /&gt;
*Tin Skull: Necron&lt;br /&gt;
*Bug: Tyranid&lt;br /&gt;
*Git: Generic insult/Anyone who ain’t being “Proppa Orky”.&lt;br /&gt;
*Choppa: Literally any melee weapon, even a bludgeoning one.&lt;br /&gt;
*Shoota: Two-Handed ranged weapon that fires a whole lotta dakka real fast.&lt;br /&gt;
*Slugga: One-Handed ranged weapon, more useful for making noise than for hitting things.&lt;br /&gt;
*Blasta: Two-Handed ranged weapon that isn&#039;t some kind of shoota (e.g.: Kustom Mega Blasta).&lt;br /&gt;
*Grot: A [[gretchin]]/An alternative insult to git.&lt;br /&gt;
*Snot: A Snotling, a Snot is usually a Midget/Young Gretchin.&lt;br /&gt;
*Drops/Bog: The communal toilet, where orks relieve themselves. Also filled with squigs and mushrooms.&lt;br /&gt;
*[[Squig]]: Short for &amp;quot;squiggly beast&amp;quot;. Various symbiotic creatures encountered around orks. Grown from the same spores as orks and grots.&lt;br /&gt;
*Krump: Beat up and/or kill/destroy.&lt;br /&gt;
*Kustom: Specially made and/or customized gear, usually reserved for Nobs, Bosses, and Flashgitz.&lt;br /&gt;
*Gubbins: Components, especially those used to make something kustom.&lt;br /&gt;
*Zog: Ruin and/or destroy. Often used as a curse or exclamation. &lt;br /&gt;
*[[Dakka]]: Rapid fire capability and weaponry. It is impossible to have enough.&lt;br /&gt;
&lt;br /&gt;
==Ork Daily Life==&lt;br /&gt;
&lt;br /&gt;
[[File:Wh40k online concept.jpg|thumb|300px|right|Your average Ork home. Quite cozy when it comes down to it, really.]]&lt;br /&gt;
&lt;br /&gt;
Morning.&lt;br /&gt;
GET UP! Doesn&#039;t matter when. But usually in the mid morning, unless a nob kicks him in the face cause he is late for something, which he usually is. Next eat. Either the breakfast his pet grot brings him or the grot itself. Orks don&#039;t much care it all tastes the same dipped in mud and fried on a stick chased with some fungus beer.&lt;br /&gt;
Hit the drops. Yes the communal act of using the local bog. Literally. He might get a scar on his duff to show off if the Squigs are feisty that morning. Then swagger about and try to find new things to kill. Or new ways to kill things. This lasts till about noon.&lt;br /&gt;
&lt;br /&gt;
Noon&lt;br /&gt;
LUNCH! Fungus rums and beers. Squig pies and mushroom fries. Plenty of fights break out at lunch usually from a loota stealing another Orks &#039;sweet-squig&#039; dessert. Or some nob mouths off when drunk. Either way LUNCH! Next nap time/ wrekreation. Most Orks, having spent a very busy day trying to think up new ways to kill or new things to kill, will take a nap. Usually the average rank and file lad who has nothing better to do. It is around now that the more specialized Orkoids shall gather in their respective mobs and set about spending afternoon and early evening doing what they do best. Be it practicing blowing crap up if tankbustaz. Racing around the camp as speed freaks. Helping the meks if lootas or burnas. &amp;lt;strike&amp;gt;Hiding in plain sight if kommand-&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Move along, nofink to see &#039;ere.&lt;br /&gt;
&lt;br /&gt;
Evening&lt;br /&gt;
WORK TIME! The boss or local big mek or Warp&#039;ead bullies most everyone around the camp center and gets up on his WAAAGH!!! Banner-tower and starts to bark out orders on what they will attack that night, or where they will hit to steal material to build his next projekt, or give a flashy psycho-pyrotechnic light show during a prophetic chant. (though sometimes if no one got up till half past 5 they plan it during the early morning.) Depending on the Clan majority this can be as simple as &amp;quot;Smash dis!&amp;quot; (A goff) to &amp;quot;Ok Dis team needs ta be &#039;ere right when da rockets hit Or we wont-&amp;quot; &amp;lt;strike&amp;gt;(Yeah Blood axes dont know when to shut up) &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*THUMP*&#039;&#039;&#039;  ZOGGIN&#039; &#039;Umiez.&lt;br /&gt;
&lt;br /&gt;
Midnight&lt;br /&gt;
[[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole|DA ORKING HOUR]]! Do what was stated in the evening until they get tired and go home to bed. It don&#039;t count as failing cause they will try again tomorrow. Or pull it off and party all night (to the dismay of the defeated) until they pass out.&lt;br /&gt;
&lt;br /&gt;
Even the Daily Life of the Ork is a miniature WAAAGH!!!&lt;br /&gt;
&lt;br /&gt;
==Reasons it Rokks to be an Ork==&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z gotz a shiney new 8th ork-dition Codex-fingy, an dis time it&#039;s tourny-viable!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da biggest an&#039; da strongest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z made fer fightin&#039; an&#039; winnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got more boyz dan anyone else.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All an ork eva wantz to do fo&#039;eva iz to keep fightin&#039;, winnin&#039;, an&#039; lootin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem mekboyz can loot anyfing an I mean [[Looted_Emperor|ANYFING]]!!&lt;br /&gt;
++&#039;&#039;{{BLAM| Previous record has been made of note to Ordo Xenos for immediate actions to be taken. The Emperor Protects}}&#039;&#039;++&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Ummm, wot woz dat? Zog, I&#039;ve lost count of da resuns for being an Ork!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z already know everythin&#039; wotz wort&#039; learnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da 2nd least [[grimdark]] race in da galaxy. BUT DA BEZT GREENDARK hur hur hur!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da painboyz can fix ya up right&#039;n proppa, even if yer bloody &#039;ead&#039;z chopped off.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got da shiniest bitz, or we&#039;z &#039;bout to krump da git dat does.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;The longa ya fite, the bigga and stronga ya get.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Teef&#039;s legal tenda. Punchin&#039; sum git in da face getz youz a day&#039;z meal.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All ya ave&#039; tah worry &#039;bout is: foighin, lootin, speedin, sneakin, or mukin round wif sum technical gubbins ats&#039; wots&#039; used for foighin, lootin, speedin or sneakin. Da grots do da rest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;If da mekboy can finks it, he can build it.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;An&#039; if he sayz it workz, he&#039;s roight.&amp;lt;/span&amp;gt; &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da orkz an&#039; dey iz not.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem &#039;umiez and marine boyz screamin&#039; &amp;quot;FER DA EMPRER&amp;quot;, an dem spikey boys yellin&#039; &amp;quot;BLOOD FO&#039; DA BLOOD GOD!&amp;quot; is nofin&#039; kompared to &amp;quot;WAAAAAAAAAGH!&amp;quot;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da red wunz will &#039;&#039;&#039;alwayz&#039;&#039;&#039; go fasta.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Purple iz da sneekiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Yello&#039; iz da &#039;splodiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Blu iz da lukiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Green iz da orkiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;I haz a hole in me chest an&#039; a choppa stuck to me leg? Didn&#039; notice it while I wuz krumpin dem spiky boyz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Unlike dem &#039;umiez, greyskins, an&#039; panzees, anyone can be a warboss usin&#039; nofin&#039; more den a choppa an&#039; a litl bit o&#039; dakka.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Even if all da boyz get krump&#039;d, we&#039;z still win. Da only way da gits can zog us off is by [[Exterminatus|dakkain&#039; da &#039;ole bludy planet]].&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z can trade in yer dakka fer moah choppa, or vice versah, and you iz still Orky enuff.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z kan build an army of serial [[METAL BOXES|bawkses]] an&#039; duk&#039; tape an&#039; maybe a bit o&#039; spikez an&#039; bitz and still look reel smart an&#039; orky.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Rolling a double six with Shokk Attack Gun.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Some Git shootz 90% of Your squad, but the Nob smackz one boy on the &#039;ead and everybody iz doing good.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan legally talk like a &amp;lt;s&amp;gt; retard&amp;lt;/s&amp;gt; proppa ard&#039; git.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Giving da boyz a frying pan on the &#039;ead and a fender on the shoulda makes dem &#039;arder.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Putting dem in a fridge makez dem mega&#039;ard.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan yooz every armiez gunz, but nun kan yooz yorz…‘cept dem [[Armageddon Ork Hunters|armygeddun]] ork ‘unters.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; If you die you get proppa afterlife wiz lotta fighnin&#039; an&#039; booze, instead of being raped by laffin&#039; daemons for eternity.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Youz don&#039;t havta Hate everfink dat&#039;s not a Ork. &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You WILL die of larfin&#039; if You play orkz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Eiff Edishun iz da horde edishun! We&#039;z can field more boyz dan dem &#039;humies or bug fingies!   &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; No matta wot &#039;appens to da rezt of da galaxy, be it spikey boyz winning, Da &#039;umiez conkaring all da planetz, da Eldar succezzfully rezurrecting their godz, or da God-Emporer stepping down from &#039;is potty, you ztill &#039;ave a 99.99999% chance of surviving in zome capacity. There are Orks living in da Warp for Gorks sake.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Wez da kannon winnaz of Soulstorm! Dat meanz we krumped dem &#039;undred baneblade fingys!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Gorgutz WANTS DAT STIK!!! &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Lastly, an&#039; most importantly, da mane reezun it rokkz ta be an Ork iz dis: &lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:175%&#039;&amp;gt;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reasons it sucks to be an Ork==&lt;br /&gt;
# You&#039;re the one species that is actually dumber than humanity. &amp;lt;strike&amp;gt;{{BLAM|HERESY!}}&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* LOK BOSS I GOT MEH WUN UH DEM UMIES!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Your war cry &amp;quot;WAAAGH!&amp;quot; is overused by everyone. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;LIEK IF &amp;quot;FOR DA EMPRAH!!!&amp;quot; IZN&#039;T OVERUZZED AZ &#039;ELL&amp;lt;/span&amp;gt;&lt;br /&gt;
# No matter how hard you try, you will never achieve enough dakka... and if you did, it&#039;d end up destroying you too. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;A TRAGGADY, DAT IS!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Despite having some awesome-looking guns, you can&#039;t shoot things for shit. Your standard Ballistic Skill is 2 (which means at best hitting things on a 5+), and when you &#039;&#039;do&#039;&#039; shoot somebody successfully it&#039;s probably due to sheer volume of bullets more than anything else.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; YOU SAY DAT LOIKE IT&#039;S A ZOGGIN&#039; BAD FING! &amp;lt;/span&amp;gt;&lt;br /&gt;
# Your sole purpose in stories is to distract the Space Marines and the Imperial Guard from more dangerous threats like Chaos, Tyranids or Necrons. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT WE&#039;Z GET TA HAVE A REAL GREAT FIGHT WHILEZ BEIN&#039; A DISTRAKSHUN. SO IT&#039;Z STILL ALL GOOD. ALSO HAV YOU EVEN READ DA BEAST ARISES WE ZOG DEM HUMMIES UP. &amp;lt;/span&amp;gt; （Sadly, the series&#039; average rating on Goodreads didn&#039;t even pass 4 stars, I think not a single book has passed 4 stars. So, I say they are not bad, but not that good either.）&lt;br /&gt;
# Your army falls apart at the seams the minute your Warboss dies. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;NAH, WE&#039;S JUST GOT TA FIGURA&#039; OUT WHUZ IN CHARGE NEXT, DAN WE COMES BACK AROUND TA FUMP EM AGAIN!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt; Hiss! By that time we&#039;ve NOMNOMNOMNOM&#039;D on you &amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; ANUDDA &#039;EAD FER ME POINTY STIKK!&lt;br /&gt;
# Anytime you use anything, from your smallest pistol to your [[Battlefleet Gothic|largest space ship]], you have the same chances of surviving its use as a grot snuggling an overcharged standard issue Imperial [[Plasma Weapons|Plasma Gun]]. Offset by the fact you can survive 4th degree burns, decapitation, being septic, and acquiring space tetanus.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; OY, DOK. WUTZ DIS TETANATHINGY? CAN WE&#039;Z SQUISH ET?&amp;lt;/span&amp;gt; &lt;br /&gt;
# In Second Ed there was an alarming risk that your entire army might die before the battle actually started because almost no Ork units had sealed armour.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; ORKZ DUN&#039; NEED ARMER! NOT WEN ORKZ GOT DAKKA!! SMASH DEM GITS WITOUT&#039;IT!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You have a mushroom and two spore pods dangling between your legs, and Kroot find it a delicacy. &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:yellow;font-size:115%&#039;&amp;gt; GOOD MEAT BAKKAWW! &amp;lt;/span&amp;gt; &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* I DUNNO WUT DIS DUN SAID BUT IT URT ME EYES SO I KRUMPED IT!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You&#039;re part of [[Squad Broken]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WELL UH.... ZOGGIT, YOO GOT US DERE.&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You haven&#039;t had a new codex since 4th edition. And it&#039;s starting to show.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; SHUT IT YA GIT, WE&#039;ZE DA ORKS AND YOU&#039;Z A BUNCH O PANSY GITS! B&#039;SIDES, WE IZ GOING TA GET NEW CODEX DIS 6TH ED! OI BOSS WEZ GOT A SEVENF EDISHUN CODEX BEFORE THE PANSY GITS DID!  N NOW WE&#039;Z GOTZ A SHINEY NEW 7 ORK-DITION CODEX-FINGY! ZOGGIN&#039; GORK! DIS EYFF EDISHUN KODEX IS DED KILLY! &amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(And now you don&#039;t have a codex anymore.)&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; &#039;AVE YOU &#039;EARD OF ORKTOBER, HUMIE?&amp;lt;/span&amp;gt; Your codex came out in November. &lt;br /&gt;
# &amp;lt;strike&amp;gt;There is a slight chance that [[Matt Ward|Mattard]] is going to write 6th edition codex. If so, in the next codex you&#039;ll read something like this: &amp;quot;The Orks insatiable thirst for violence is, really, just a way of coping with the angst they feel that no matter what they do, they will never be Ultramarines.&amp;quot;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WHO KEEPS LETTIN&#039; DEZ&#039; HUMIES IN &#039;ERE! WE&#039;Z BLOODY INFESTED! GET DA BURNAZ!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(Also [[Matt Ward|Mattard]] is apparently too busy with pestering Forge world for more Space marine resin collections to be converted into plastic for the main product line to be bothered with our humble bumbling green skins.)&amp;lt;/strike&amp;gt;  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Tipakill &#039;umie bee&#039;ayevyohr dat iz. Alwayz ignorin&#039; da orky fingz in loif an&#039; only payin&#039; attentchuhn to zoggin&#039; &#039;umie fingz. Downroight shaymfol dat iz. Da onlee REEL orky &#039;umie dere iz iz dat Kaptuhn Yarik; Gork - or eh, iz it Mork? - bless &#039;iz &#039;eart.&amp;lt;/span&amp;gt; (Trust us greenskin, Matt Ward ignoring you is a good thing.)  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; But waznt &#039;e fired fur being an annoying grot?&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;I GOT DA BURNAZ!! WE HAVIN A BBQ?? MAKE MINE CRISPY AN DUN FORGET DA EXTRA SQUIG SAUCE&amp;lt;/span&amp;gt;&lt;br /&gt;
# Orks do not draw psychic power from the [[Warp]], [[Derp|but still take Perils of the Warp]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DEM WEIRDBOY GITZ JUST ORK&#039;D TOO &#039;ARD!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;lt;strike&amp;gt;if dere ain&#039;t any Stormboyz, yer army k&#039;n get krumped by da Blu Gitz real easy like. No not [[Ultramarines|DEM]] blue gits The [[Tau|udda ones]] wif da nice dakka and puny stompas.&amp;lt;/strike&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&#039;color:green;font-size:120%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; OI! WHO LET DA GROT DO DA TALKIN?! WE JUS&#039; SMASH DEM BLUEBOYZ WIT &#039;ARE CHOPPAS WHEN WE GET CLOSE, AN&#039; IF DAT DON&#039;T WORK WE JUST MATCH DERE AMOUNT OF DAKKA WIT SOME PRETTY KILLY SHOOTAS. UNLESS DEY SEND DA RED COMMIT THO... GOOD FING DEY GOT RID OF HIM!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Even doh dere is [[Yarrick|wun humie]] dat foights good and ard and iz real ded killy, ee iz da greatest enemy ov da Orkz. *THUNK* DA GREATEST ENNEMY OF DA ORKS IZ DA RED COMMIT! DAT BLUE BOY&#039;S STOMPA IS FREE TIMES FASTA DAN A REGULAR WUN!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You probably dont have a penis. You can piss on Space Marines, only to die a short while later.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IZ DAT BAD FING? OOMIEZ SAYZ DAT IT VERY HURTZ WHEN WE &#039;IT EM IN IT? Wait... Dat what dey call the mushroom&#039;n&#039;spore pods? Poor suckas! Dey have PAIN nerves down dat way? No WONDER dey scream so bad when we kick em there.  &amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;strike&amp;gt;Even (some) vegetarians will eat you&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; NOT IF WE EAT DEM FIRST! HAH!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# You all piss yourselves at the very mention of the name of a certain [[Farsight|Red Armored Swordsman]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WE&#039;Z JUST BE SO EXCITED CAUSE DAT BLUE-BOY ACTUALLY PUTS UP A FIGHT! &amp;lt;/span&amp;gt;&amp;lt;s&amp;gt; &amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; More so than the Orks did against an old Ethereal with a pointed stick! &amp;lt;/span&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*KRUMP* SHUT IT YA GREAT LANKY BLUE GROT &amp;lt;/span&amp;gt;&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat Red Kommit ain&#039;t got nottin&#039; on Yarik, da Kommit just has a good choppy bit! Yarik jus&#039; has ta look at ya funni to zog ya! *Thunk* Da Redd Kommit wuz tearin&#039; boyz wif his stompaz&#039; bare &#039;ands before &#039;e found da choppa ya grot!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# One of your gods has the voice of Robin Williams. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Izzat a bad fing? &amp;lt;/span&amp;gt;&lt;br /&gt;
# You have to deal with Vance Stubbs fans refusing to admit that they lost Kaurava. The only real defeat is people pretending you never won. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT DEN WE GETS TA KRUMP DOSE BUTT&#039;URT GITS AN HAV A REEL GUD FIGHT! WATZ DA PROBLEM WIF DAT? &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Grot]]&lt;br /&gt;
* [[Snotling]]&lt;br /&gt;
* [[The Beast]]&lt;br /&gt;
* [[The War of The Beast]]&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]]&lt;br /&gt;
* [[Gorgutz_%27Ead_%27Unter|Warboss Gorgutz &#039;Ead &#039;Unter]]&lt;br /&gt;
* [[Deffboss]]&lt;br /&gt;
* [[Deffwotch]]&lt;br /&gt;
* [[WAAAGH]]&lt;br /&gt;
* [[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole]]&lt;br /&gt;
* [[Makbeff]]&lt;br /&gt;
* [[Ork Klan Creation Tables|Not a fan of the original six Klans? Make your own instead!]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Orks (9E)|Tactics on how to play them.]]&lt;br /&gt;
* [[Warhammer_40,000/Tactics/Orks/Dred_List|Dreadnought List]]&lt;br /&gt;
* [[Codex Orks: Space Odin Edition]]&lt;br /&gt;
* [[Ork Gunz]]&lt;br /&gt;
* [[Gargant]]&lt;br /&gt;
* [[Stompa]]&lt;br /&gt;
* [[Deff Skwadron]]&lt;br /&gt;
* [[Scraplootas]]&lt;br /&gt;
* [[Da Chopshop]]&lt;br /&gt;
* [[Ork Trek]]&lt;br /&gt;
* [[Ironjawz]] for one of their Age of Sigmar counterparts.&lt;br /&gt;
* [https://www.youtube.com/watch?v=whxcq4I0kAo Da Ork Song]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JXCLtD5batc Dem Ork Boyz Song]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ork flowchart.png|WAAAAGH flowchart&lt;br /&gt;
Image:WAAAAGH.jpg|WAAAAAAAAAAAAAAAGH&lt;br /&gt;
Image:Ork_WTF_is_this.jpg|WOT&#039;Z DAT&lt;br /&gt;
Image:Orks_are_made_4_rokkin.jpg|[[https://www.youtube.com/watch?v=whxcq4I0kAo| ORKZ IZ DA ROKKINEST]]&lt;br /&gt;
Image:WOT_DA_ZOG.jpg|DA PAINBOSS IZ GONNA WANT TA LOOK AT DIS, WOTEVA IT IS&lt;br /&gt;
Image:Disguise_1.jpg|Orks are the best at disguises&lt;br /&gt;
Image:Disguise_2.jpg|Stoopid [[beakie|beakies]]&lt;br /&gt;
Image:Disguise_3.jpg|Weeabork&lt;br /&gt;
Image:Orktaku.jpg|A different sort of Weeabork&lt;br /&gt;
Image:Samurork4.jpg|The truest of Weeaborks&lt;br /&gt;
Image:Da_warboss_Lincoln.jpg|The assassination of Warboss Lincoln.&lt;br /&gt;
Image:GorknMork.jpg|Gork and Mork&lt;br /&gt;
Image:Ork_Fortress.jpg|WE&#039;Z AMUZED BY ENTIRE PUNY &#039;UMIE IMPERIUM&lt;br /&gt;
Image:Pimp_Ork_1.jpg|PompadOrk&lt;br /&gt;
Image:Pimp_Ork_2.jpg|EY YOU GITZ WE &#039;EARD YOU LIKE TA MAKE IT ORKY SO WE ORKYFIED YER ORKY SQUIGOFF SO YOU&#039;Z CAN WAAAGH WHILE YOO&#039;Z WAAAGHIN&#039;&lt;br /&gt;
Image:Killskata.jpg|Jet Grind RadiOrk&lt;br /&gt;
Image:Gorkken_Morkann_by_Jaekyu.jpg|&#039;OO DA &#039;ELL DO YA FINK WE IS?!!!&lt;br /&gt;
Image:Finking_wiz_siantz_2.jpg|IT&#039;Z TIME FER SUM IKSPERIMINTS&lt;br /&gt;
Image:Ork_teaparty.jpg|No reason we can&#039;t be civil&lt;br /&gt;
Image:Finking_wiz_siantz.jpg|SIANTZ. It works.&lt;br /&gt;
Image:Oldboyz.jpg|Oldboyz can Waaagh! too. They just need a nap afterwards.&lt;br /&gt;
Image:Orkpoke.jpg|SlowpOrk&lt;br /&gt;
Image:Ork_Anatomy.jpg|Inaccurate (but in-universe) depiction of orky gubbinz.&lt;br /&gt;
Image:Orkspekta_gubbinz.jpg|Orkspekta Gubbinz iz on da case!&lt;br /&gt;
Image:Orkishbeprepared.jpg|&amp;lt;strike&amp;gt;Jeremy Irons is orky, right?&amp;lt;/strike&amp;gt; COURZE &#039;E IZ! E&#039;Z ZO ORKY YOU&#039;Z CAN&#039;T LISTEN TA DA ORIGINAL SONG WIWOUT &#039;EARING DIS!&lt;br /&gt;
Image:Green.jpg|Supagreen&lt;br /&gt;
Image:1229746903774.jpg|[[Deff Skwadron]]. Zoggin&#039; bootiful.&lt;br /&gt;
Image:Proud&#039;n&#039;Bootiful.jpg&lt;br /&gt;
Image:1239594444871.jpg|Transform and WAAAGH! (Holyshit this thing actually transforms.)&lt;br /&gt;
Image:1258887158852.jpg| Essentially....this is the best thing ever.&lt;br /&gt;
Image:mythbusta.jpg&lt;br /&gt;
Image:Ork_love_potion.jpg|Love Can WAAAGH!&lt;br /&gt;
Image:Ork with Lego shootah.jpg&lt;br /&gt;
Image:Squig_drops.jpg&lt;br /&gt;
Image:Eldars_are_orky.jpg|[[Eldar]]z iz da most orky race evar, ya gitz!&lt;br /&gt;
Image:Ork Powuz.png|An alternate explanation of how a WAAAGH works.&lt;br /&gt;
File:Mork and gork orks warhammer 40k 1334752549083.jpg|Brutally cunning or cunningly brutal?&lt;br /&gt;
File:CoDorks.jpg|Only Orks are capable of making something utterly godawful into something completely Orky.&lt;br /&gt;
File:SmurfOrks.jpg|Orks, mastaz uf stelff&#039;en&lt;br /&gt;
File:Bork_Kube.jpg|A viable Ork space ship design. &amp;lt;strike&amp;gt;Actually, space doesn&#039;t have air resistance, so that would work fine for anybody&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* WHO LET DE TALKY HUMIE GIT IN &#039;ERE?!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
{{Template:Ork-Clans}}&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
{{Ork-Gitz}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Delightfully British things]]&lt;/div&gt;</summary>
		<author><name>2601:449:8200:AF60:0:0:0:AD9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Magic:_The_Gathering&amp;diff=321518</id>
		<title>Magic: The Gathering</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Magic:_The_Gathering&amp;diff=321518"/>
		<updated>2022-02-08T15:38:19Z</updated>

		<summary type="html">&lt;p&gt;2601:449:8200:AF60:0:0:0:AD9F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2018 mtg logo 2.png|center|300px]]&lt;br /&gt;
[[Image:Richard Garfield.jpg|thumb|Dr. Richard Garfield, the creator and patron saint of Magic: The Gathering. He&#039;s 2/2, so he&#039;s either as strong as pack of [[Bear_cavalry|Grizzly Bears]] and could [[Awesome|fistfight them to death.]] or he could be killed by [[FAIL|two squirrels]]]]&lt;br /&gt;
{{topquote|[[/tg/]] is [[fail|bad at]] Magic.|/tg/}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Magic: The Gathering&#039;&#039;&#039;&#039;&#039; (also known as &#039;&#039;&#039;&#039;&#039;Magic&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;MTG&#039;&#039;&#039;) is a collectible card game created by [[Richard Garfield]], and introduced to [[neckbeards]] everywhere in 1993. Despite the amount of [[Rage|RAGE]] the game has created over the years, it&#039;s still going strong. The game is currently in its 27th year of production with a large competitive following, consisting mostly of 40-year-old basement dwellers. Magic, [[Pokemon]], and [[Yu-Gi-Oh]] make up the three pillars of the paper market, being the three games that generate the most revenue today. Magic is notable for being the first [[Card Games|CCG]] of all time, granddaddy of all [[Card Games]], and its influence can be seen in almost every CCG since. It also has fucktons of fluff that is surprisingly fucking intricate and deep.&lt;br /&gt;
&lt;br /&gt;
==Pre-Mending Story==	&lt;br /&gt;
[[First Magic Sets|Originally,]] the game really had no story, except that the two players represented wizards who were beating the shit out of each other for control of a &#039;&#039;plane&#039;&#039;, which is fantasy-speak for an entire universe within a multiverse called Dominia, where you would sometimes find a world full of angels or [[Arabian Nights|a copypasta of what white people think the Middle East was like once upon a time.]] Within a few months of the game&#039;s release, the &amp;quot;Antiquites&amp;quot; expansion set was released, depicting the story of a war between two brothers, Urza and Mishra, and introducing Phyrexia as &amp;lt;s&amp;gt;bootleg Apokolips&amp;lt;/s&amp;gt; a cosmic antagonist manipulating things from the shadows. This kicked off an extremely long and convoluted plotline that was supposed to officially end with the &amp;quot;Apocalypse&amp;quot; expansion pack, but which WotC keeps dredging up and continuing because they haven&#039;t had a good, original idea since the Rath cycle. There have been a few side-plots along the way, but nobody really ever gave a shit about them because they sucked. The game was also broken as fuck as even back then R&amp;amp;D had no idea what the fuck they were doing; most decks consisted of a combination of [[Power Nine|Black Lotus]], Channel and Fireball for plenty of turn 1 kills, cards were wordy as fuck and the art was between trippy and butt ugly.&lt;br /&gt;
&lt;br /&gt;
===The Urza/Weatherlight/Rath/Phyrexia Saga===&lt;br /&gt;
The beginning of this story is depicted in the prequel novel &amp;quot;The Thran&amp;quot;. In this novel, a bunch of people (the eponymous Thran) are becoming sick and they have no idea why. Yawgmoth, a healer, eventually figures out that it&#039;s because they&#039;re wearing radioactive jewelry. He develops a crush on a girl, but she friendzones him, so he decides to surgically implant tons of radioactive jewelry into her boyfriend. The story ends with the Thran getting sick of his shit and banishing him to an empty plane, Phyrexia, where he sets up shop and starts using his knowledge of radioactive jewelry to start building an army of greasy steampunk zombies.&lt;br /&gt;
&lt;br /&gt;
Fast-forward a few thousand years, to the events of the novel &amp;quot;The Brothers&#039; War&amp;quot;. Two young brothers, Urza and Mishra, go exploring in the Caves of Koilos and find a couple of magic rocks, the Mightstone and the Meekstone. Urza keeps the Mightstone and Mishra gets the Meekstone. Because the mightstone is bigger and better, Mishra spends most of his life suffering from Magic Stone Envy. Fast-forward maybe another 20 years. In a clever ripoff of &amp;quot;The Princess and the Pea&amp;quot;, a king decides that he will only allow his daughter to marry a man who can lift a huge-ass piece of rock that no one can actually lift. [[That Guy|Urza shows up and builds a humongous mecha that easily moves the rock.]] The king decides that this is good enough and lets them marry. However, the marriage is a disaster because it turns out that building humongous mecha and maintaining romantic relationships are two extremely different skill sets. Blah blah blah, war breaks out between the two brothers, entire continents are pillaged and despoiled as a result of the war, and Urza eventually wins by nuking half of the goddamn planet with a plot device called a Golgothian Sylex. The Sylex Blast turned Urza into a Planeswalker, guaranteeing that he&#039;d continue to fuck up the entire multiverse with his drama for eons to come.&lt;br /&gt;
[[File:Teferi.jpg|thumb|right|300px|Print &#039;phasing&#039; again, I dare you.]]&lt;br /&gt;
The ensuing nuclear winter was depicted in the expansion packs &amp;quot;The Dark&amp;quot;, &amp;quot;Fallen Empires&amp;quot;, &amp;quot;Ice Age&amp;quot;, and &amp;quot;Alliances&amp;quot;. Nobody really knows or cares about this part of the story, because they aren&#039;t about the Almighty Urza Christ, Peace Be Unto Him. Urza&#039;s adventures during this time are depicted in the novel &amp;quot;Planeswalker&amp;quot;, where he decides to wage a one-man war against the Phyrexians, who he blames for turning Mishra into a robot. He starts by launching a LITERAL one-man attack against Phyrexia, where he gets ROFLPWN3D but manages to pick up a sexy female Phyrexian sidekick named Xantcha. Realizing that the successful destruction of Phyrexia would require him to be less of a dick and learn how to make allies, the two of them go to places like Shiv, Tolaria, and Serra&#039;s realm, which never ends well for the inhabitants of those places because the Phyrexians are constantly following him and fucking up everything everywhere he goes.  He also taught some students, Teferi and Jhoira, who get busy finding entirely new ways to fuck shit up with time travel.  He eventually decides that the key to victory will be to make a bunch of extremely powerful plot devices, which he calls the &amp;quot;Legacy Weapon&amp;quot;, whose actual functions and purposes would be decided by whichever unfortunate authors got stuck with writing the end of this story. Some components of the Legacy included the flying ship &#039;&#039;Weatherlight&#039;&#039; and the silver golem &#039;&#039;Karn&#039;&#039;. He also bred an army of super-soldiers that he called the Metathran. These events are depicted in the novels &amp;quot;Time Streams&amp;quot; and &amp;quot;Bloodlines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eventually, the Weatherlight came to be crewed by a bunch of people who basically had no clue who Urza or the Phyrexians were, or what the Legacy was, or really anything that was mentioned in the above paragraph, because all of that shit was made up retroactively. In the anthology book &amp;quot;Rath and Storm&amp;quot;, Sisay, the hot black chick who somehow became the Weatherlight&#039;s captain despite knowing nothing about it, has been kidnapped, and the rest of the crew, led by Gerrard Capashen, must hop from continent to continent, looking for clues to her whereabouts and picking up random hitch-hikers as they go, often for little or no reason. They track her down to the plane of &#039;&#039;Rath&#039;&#039;, where everything from the merfolk to the weather is [[Grimdark|Darker and Edgier]]. Some shit happens, they succeed in rescuing Sisay, and they also &amp;quot;rescue&amp;quot; someone who they THINK is Takara, daughter of Starke, a double-dealing backstabber that they allowed to come aboard because good is dumb. During their escape, however, they end up leaving two crew members behind: Crovax and Ertai. &lt;br /&gt;
&lt;br /&gt;
The next three books and expansion packs, collectively called the &amp;quot;Masquerade Cycle&amp;quot;, all take place during the same time frame but in different locations. &amp;quot;Mercadian Masques&amp;quot; follows the crew of the Weatherlight, who find themselves in an unknown plane called Mercadia, and who must figure out how to get back to their home plane, Dominaria (not to be confused with Dominia). This is also where &amp;quot;Takara&amp;quot; is, in fact, revealed to be Volrath, the Evincar of Rath, who manages to do absolutely nothing of importance in Mercadia and must find a way back to Rath. &amp;quot;Nemesis&amp;quot; follows the adventures of Crovax and Ertai after they are left behind. To make a long story short, they both turn to the dark side, and Crovax is appointed the new Evincar of Rath by Ertai&#039;s hot new Phyrexian girlfriend, Belbe, who dies immediately afterward. Volrath is also executed upon his return. &amp;quot;Prophecy&amp;quot;, the third book and expansion pack in the cycle, was about overpriced cards that totally fucking sucked and a story that no one gave a shit about because it had nothing to do with anything else that was happening at the time, and can be safely ignored.&lt;br /&gt;
&lt;br /&gt;
The Invasion cycle - Invasion, Planeshift, and Apocalypse - depicted the long-awaited Phyrexian invasion of Dominaria. Urza, the Weatherlight crew, the Elder Dragon Legends, [[over 9000]] different kinds of Kavu, and everyone else came together to fight back against the endless army of greasy steampunk zombies. This resulted in the deaths of most major characters, the destruction of Phyrexia, and the transformation of Karn into a Planeswalker.&lt;br /&gt;
&lt;br /&gt;
===Post-Weatherlight Blocks===&lt;br /&gt;
After that came the Odyssey and Onslaught cycles, which took place on Dominaria 200 years after the Phyrexian invasion. These stories sucked ass and depicted no events of major importance, except for the Mirari, which was Karn&#039;s &amp;lt;s&amp;gt;bootleg One Ring&amp;lt;/s&amp;gt; space probe that became retroactively important in a weak attempt at continuity, and the resurrection of the Slivers, a creature type from the Rath cycle that had proven insanely popular.&lt;br /&gt;
	 &lt;br /&gt;
Then came a strange phase in MtG history, where WotC would alternate between unsuccessful attempts to dredge up the past and unsuccessful attempts to create new planes and stories that were worth giving a fuck about. [[Kamigawa]] block deserves a special shout-out here, as it didn&#039;t sell worth shit because it was a low-power block sandwiched between two blocks of solid [[cheese]]. There&#039;s also a very, very small chance of ever coming back here according to an article written by Mark Rosewater titled &amp;quot;Rabiah Scale Part 1&amp;quot;, where he explains that while Kamigawa is the least popular plane, there is a very vocal minority that loves it.&lt;br /&gt;
	 &lt;br /&gt;
Dominaria was revisited in &amp;quot;Time Spiral&amp;quot; when WotC, realizing that something was amiss, decided that the only way they could get people to care about the story again was to bring back the old Weatherlight crew, which in turn required time travel. The &amp;quot;Time Spiral&amp;quot; cycle also gave WotC an excuse to bring back Slivers AGAIN. Then came &amp;quot;Scars of Mirrodin&amp;quot;, which took a formerly original plane and storyline and shoehorned the Dominaria/Phyrexia storyline into it. This was about the point where the &amp;quot;Mending&amp;quot; happened, which changed the fluff of the story and marked a major change in storytelling since Wizards acknowledged that Time Spiral didn&#039;t actually make people start caring about the story again.&lt;br /&gt;
&lt;br /&gt;
==Post-Mending Story==&lt;br /&gt;
You are a [[Planeswalker]], a [[wizard]] with near-limitless potential. One out of one million intelligent lifeforms carry the potential of becoming a Planeswalker, called the Spark. The vast majority of those live out their lives without even knowing of their potential. But a very small number of those, again one out of a million becomes far more. After a traumatizing experience or a moment of supreme clarity the Spark ignites, giving the being power beyond nearly anything in the Multiverse.&lt;br /&gt;
	 &lt;br /&gt;
A Planeswalker has several abilities. First they can travel between the Planes of the Multiverse through the [[Blind Eternities]], the space between Planes in which they drift. Second they have great skill with channeling and using mana to cast spells and summon creatures. The Planeswalkers of old could do even more: they were gestalt forms of will, and could shapechange into anything they want. This also rendered them near indestructible, with their forms being easily replaceable. They were also nigh-immortal, the only thing posing a serious threat to a Planeswalker was another Planeswalker.&lt;br /&gt;
&lt;br /&gt;
The old Planeswalkers were akin to gods, and continued to be so until roughly 4,000 years after the ascension of [[Urza]]. [[Dominaria]], the Nexus of the Multiverse had become something of a shithole because of various aforementioned plotlines having royally screwed up the plane and rifts in time began to appear. After the sacrifices of many Planeswalkers these rifts were sealed in [[The Mending|the Mending]], an event that changed Planeswalkers for good. No longer gods amongst mortals, they were reduced to the power of mortal casters. They also lost their shapechanging and immortality, something that vexed many surviving Planeswalkers. Some like [[Nicol Bolas]] fought with tooth and nail to reobtain their powers, some like [[Liliana Vess]] made pacts with powerful creatures to be more powerful, and some like [[Sorin Markov]] accepted their loss. Then again Sorin&#039;s a vampire and so is naturally damn near immortal anyway, so his loss was rather less significant than others.&lt;br /&gt;
	 &lt;br /&gt;
This era has eight blocks: &lt;br /&gt;
	 &lt;br /&gt;
*[[Lorwyn|Lorwyn/Shadowmoor]], a plane that turns from bright upbeat British fairy-tale with facist [[Elf|Elves]] to a grim and gloomy spirit world filled with all sorts of nasties.  This is the block that switched faeries from joke theme deck to [[Bees|BEEEEEES!!!]] in legacy play; even ten years later four Bitterblossoms with some removal is still a solid modern deck in the $300 or less range.&lt;br /&gt;
*The [[Alara]] block details the attempt of [[Nicol Bolas]] to slam five parts of a fractured plane together and feast on the released energy to make himself a god again: the slamming is a success but he fails when he is beaten by [[Ajani Goldmane|that damn cat]].  &lt;br /&gt;
*[[Zendikar]] is Australia on steroids and [[Call of Cthulhu]]; everything can and will try to kill you. On this world rested the [[Eldrazi]], a race of non-beings that can unmake anything with a touch. Freed by the machinations of, once again, Nicol Bolas. They are fighting [[Gideon Jura]] who beat one to death with his bare hands.  &lt;br /&gt;
*Scars of Mirrodin returns to, wait for it, Mirrodin, which is conquered and compleated by Phyrexia. Whoops. They currently have a spy amongst their ranks; [[Tezzeret]], who was sent there by, you guessed it, Nicol Bolas.  &lt;br /&gt;
*[[Innistrad]] is a world of East-European gothic horror where [[vampire]]s and [[werewolf|werewolves]] run business. It is one of the best sets ever with stuff like double-faced cards, monsters that get stronger when they die and awesome flavor. At the end of the block the Helvault, a prison for lots of demons, was destroyed. Releasing its contents. This was done by... no not Nicol Bolas. Not this time. It was [[Liliana Vess]], who wanted to kill a demon, Griselbrand, that was trapped inside to get out of a faustian bargain she made with him. Incidentally (as far as Liliana Vess is concerned), this world was going to shit because the angel Avacyn was trapped inside the Helvault too and she was released along side the demons. &lt;br /&gt;
*Then there is a Return to Ravnica, where the Guilds have picked up business once again for the time being, eventually they run a world-wide maze to see who gets to take control of the city. Jace Beleran wins by becoming the guildpact (I&#039;m as confused as you). &lt;br /&gt;
*Next is Theros with the awesome flavor of Innistrad but with Greek mythology and awesome mechanics to represent it. Oh and [[Creed|Elspeth]] is there.&lt;br /&gt;
*The last block before the paradigm shift (see below) is Tarkir, an Asian-inspired plane which divides Persians, Shaolin Monks, the Mongols, and Siberians into several clans, each with their respective Khans leading them. Then [[Sarkhan Vol]] fucks it all up with time travel courtesy of [[Ugin]], leading to an alternate timeline where the dragons of the plane never went extinct, with new Dragonlords leading the clans and ruling over the humans. &lt;br /&gt;
	 &lt;br /&gt;
This era also set off a new wave of core sets: after every Block was new core set with a year in it, staring in Magic 2010 to Magic Origins (released July 2015) and adding a few new cards every series. This era also introduced Planeswalkers as cards: a new permanent type that functions as a crossover between a player, a legendary creature and an enchantment. The game currently takes place in that era, where Planeswalkers have begun to rise in large numbers with the Multiverse&#039;s infinite secrets and powers at their feet. Here you decide what you will be.&lt;br /&gt;
&lt;br /&gt;
===The Two-Block Paradigm===&lt;br /&gt;
This system officially started in Battle for Zendikar. How to deal with the 3rd set in a block had long been a thorn in the side of Magic R&amp;amp;D. To fix this they decided to simply stop making 3 set blocks. Core sets would no longer be released and a Block would consist of 2 sets. Usually the first set would be large and the second set small. There would be 2 blocks per year (those years being October-September). Of course, draft structure will be different as well.  &lt;br /&gt;
	 &lt;br /&gt;
Also there is a big shift in story telling. The creative team actually knows what is going to happen quite a bit in advance (compared to before this shift) which, should provide us benefits like better foreshadowing and less [[Retcon|retcons.]] Each set contains five official (although in practice, probably more unofficial) cards that show events in the story deemed important. The official ones are called &amp;quot;spotlight cards&amp;quot; and can be identified by the planeswalker symbol watermark. The story will be across multiple platforms such as cards in the set, Uncharted Realms, Duels of the Planeswalkers, ect... Each block is still on a different plane than the blocks surrounding it, which of course means the creative team is building an average of 2 worlds per year (arguably less so in the cases when returning to a mtg world we&#039;ve been to before). (Consider that the people who made [[Avatar]] spent five years building that one setting. This can&#039;t [[Not as planned|possibly end badly]].)[https://www.youtube.com/watch?v=vTpv4ZGZ8K8][https://www.youtube.com/watch?v=DEWQ019LvYw][http://magic.wizards.com/en/articles/archive/mm/metamorphosis]. &lt;br /&gt;
&lt;br /&gt;
There have been some growing pains and because WotC works so far in advance, it takes a while before we get the benefits of the lessons learned applying to Magic players (unless the lesson is to ban cards, in which case, if WotC is correct, Magic players as a whole are getting the better of 2 bad options). So don&#039;t be surprised if Standard for the next few sets will suck [http://magic.wizards.com/en/articles/archive/latest-developments/standard-2017-01-13] (as defined by it being bad, or it being okay, but only because WotC banned some cards, hurting players that bought a playset of those cards).&lt;br /&gt;
&lt;br /&gt;
As if to make it hurt more, lately there has been tons of mistakes being made including but not limited to: &lt;br /&gt;
&lt;br /&gt;
* Not testing whether a set with Dual Lands and lands that can search for them will lead to four color decks (breaking the point of having you chose between so many colors) &lt;br /&gt;
* Shorting (then increasing) the time a set rotates out, which has Battle for Zendikar be still in rotation for much more then it should have been in, while having the set after be taken out for a much shorter time.&lt;br /&gt;
* Having to ban four card in short succession, not because of how generally overpowered they were like the bans of old, but instead because they never printed any good answers to them.&lt;br /&gt;
* Missing an infinite combo, which dominated standard until it was banned.&lt;br /&gt;
&lt;br /&gt;
Most of the story thus-far involves [[The Gatewatch]], a group a Planeswalkers who have taken [http://magiccards.info/query?q=oath+of+t%3A%22legendary+enchantment%22&amp;amp;v=scan&amp;amp;s=cname oaths] to keep the multiverse safe from existential threats. Nobody likes them and they got pimp slapped by Nicol Bolas.&lt;br /&gt;
&lt;br /&gt;
===The Three and One Model===	 &lt;br /&gt;
Whoops, turns out removing the primary source of deck staples and support cards was a bad idea after all. The block concept is out the door under this model, with a core set in the summer and three large sets in the fall, winter, and spring that will each be drafted separately. The first large set under the new model dropped in the spring of 2018 and [[Awesome|returned to Dominaria,]] while the first new core set was released in the summer of 2018. The &amp;quot;new plane every block&amp;quot; policy is also gone, as is the idea of having a &amp;quot;Masterpiece Series&amp;quot; (aka literal cardboard lottery) with every block; Wizards is going to be making the game stay on each plane exactly as long as they feel like, and only releasing lottery rares when they &amp;quot;have something amazing.&amp;quot; So probably still every other set to prop up box sales. The Fall set was titled Guilds of Ravnica, in which we returned to [[Ravnica | Ravnica]]. Following up on this was Ravnica Allegiance and the final set of the block, War of the Spark will launch in the Spring. Note that War of the Spark has been described as being &amp;quot;about Ravnica, but not about the guilds.&amp;quot; According to recent news, it is going to be a very Planeswalker heavy set, with 36 different Planeswalkers in the set, some of which are getting their first Planeswalker cards here! In addition, every single pack of War of the Spark comes with a Planeswalker card, similar to Dominaria, which had a Legendary in every pack. This is great news if you&#039;re a fan of the Superfriends deck archetype, but worrying for everyone else. Based on the results of Mark Rosewater&#039;s twitter poll, you shouldn&#039;t be too surprised to see non-evergreen, non-deciduous carry over from one world to the next (although based on the comments to that poll, they might use such freedom sparingly) [https://twitter.com/maro254/status/973550597331824641]. But because WotC works so far in the future, we probably won&#039;t see them do that for a while.&lt;br /&gt;
	 &lt;br /&gt;
Read the announcement here: http://magic.wizards.com/en/articles/archive/making-magic/metamorphosis-2-0-2017-06-12&lt;br /&gt;
&lt;br /&gt;
With the end of the &amp;quot;Masters&amp;quot; series of products, WoTC has introduced a new supplemental set, called Modern Horizons, releasing in the Summer. Like the name implies, the set is made for the Modern Format, completely skipping Standard rotation and featuring mostly completely brand new cards, with no reprints from the current Modern format. The cards that aren&#039;t new are upshifted from Legacy. If you are a Modern player, you have reasons to be excited and worried, as the lack of reprints means that rare and powerful cards like [[Liliana Vess|Liliana of the Veil]] will continue to grow in price as the supply continues to dwindle. However, with brand new cards coming out, you might not need Liliana of the Veil anymore, depending on how much they power up the set. Either way, investors and players alike look onward to what spoiler season brings us.&lt;br /&gt;
&lt;br /&gt;
===Post-War Schedule===	 &lt;br /&gt;
Having wrapped up the biggest meta-plot in recent Magic history, WoTC decided to ease off the pedal a bit. There&#039;s currently no overarching metaplot, and the following sets are dedicated to returning characters and generally just playing tourist, like the old days. One plane per set until the metaplot kicks up again. Following Core Set 2020, Magic released Throne of [[Eldraine]], a fairy tale-inspired set that saw the return of [[Garruk Wildspeaker]]. It also introduced Oko, the shapeshifting Korean pop-star Planeswalker that [[butthurt|tore Standard, Pioneer, Historic and Modern a new one]] and is currently contained in Vintage and Legacy.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;Throne&#039;&#039; is &#039;&#039;Theros: Beyond Death&#039;&#039;. If you couldn&#039;t guess from the subtitle, it is heavily implied that [[Elspeth Tirel]] is coming back, and was confirmed through marketing material and card leaks. Following that is a new plane simply named Ikoria: The Lair of Behemoths. We don&#039;t know much about it, but Ikoria was hinted to have been inspired by Japanese kaiju films and features &amp;quot;the craziest mechanic ever seen in Magic&amp;quot; in the form of custom monster building. After Core Set 2021 (nicknamed the Teferi set, much like how 2020 was the [[Chandra]] set) is Zendikar Rising, mostly because the last time we went it was basically just a glorified advertisement for the [[Gatewatch]].&lt;br /&gt;
&lt;br /&gt;
And now we have information on what will be coming in 2021: Five sets (names not final)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kaldheim&#039;&#039;: The long-teased Viking set/plane.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strixhaven: School of Mages&#039;&#039;: Set in a multiuniversally-famous [[Harry Potter|magic university, with five colleges vying for prominence.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dungeons &amp;amp; Dragons: Adventures in the Forgotten Realms&#039;&#039;: Yes, you read that right. Yes, it IS Standard-legal and not a silver-boarder joke/what-if set. And, yes, WotC MAY be jumping the Shark Typhoon on this one. Turns out the Ravnica and Theros setting books were only a prelude to the inverse of Magic visiting Faerûn. How the hell they&#039;re going to get these two settings to mesh together is currently unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Innistrad: Werewolves&#039;&#039; &amp;amp; &#039;&#039;Innistrad: Vampires&#039;&#039;: Return to Return to Innistrad using a similar framework to &#039;&#039;Guilds&#039;&#039; and &#039;&#039;Allegiances&#039;&#039; with each faction getting a set to itself. Like &#039;&#039;Zendikar Rising&#039;&#039;, it&#039;ll all be our first real glimpse at a [[Ravenloft|post-Eldrazi Innistrad]].&lt;br /&gt;
&lt;br /&gt;
===The Hypothetical Future?===	 &lt;br /&gt;
&#039;&#039;Note: This section is pretty much just glorified fan conjecture based on observations.&#039;&#039;&lt;br /&gt;
Every month or so, WoTC puts out a survey on their various social media channels to field the area on opinions on Magic. Usually, the survey has some generic questions about what is important to you as a Magic player. This is often paired with questions about the performance of the most recent set. This is normally not noticeable and usually has little impact due to how vague the questions tend to be. However, the November survey was the most oddly specific survey fielded by WoTC to date. Nicknamed the &amp;quot;Hypothetical Futures&amp;quot; survey, it asked players about a wide variety of questions regarding what may come in the future. Many of the questions asked players about their favorite Planes (Kamigawa was on the list), what makes that Plane your favorite, favorite Planeswalkers, speculative mechanics, favorite Anime/Manga, things like that. One of the most interesting questions asked a bevy of smaller questions about &amp;quot;How appropriate are the following elements for Magic?&amp;quot; which was almost completely filled with Sci-Fi tropes. AI, robots, drones, hacking, lasers, artificial limbs, megacorps, spaceships and more! This hints at a possible future set that is less fantasy and more sci-fi, a la [[Android: Netrunner]] (which WoTC owns). Obviously this is just speculation, and we won&#039;t have confirmation if they ever act on it until they do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; A couple of months ago, there was [https://imgur.com/gallery/ubTItUv| another survey] which was directly pointed at [[Kamigawa]], showing several Planeswalkers and their descriptions from the plane. If you take a look through the album, you notice that it paints a much, much different version of Kamigawa; neon lights, crime syndicates, and laser-katanas. They not-so-subtly also added a question asking what the name of a hypothetical set based in a far-future version of Kamigawa should be, ranging from &amp;quot;Neo-Kamigawa&amp;quot; to &amp;quot;Destiny of Kamigawa.&amp;quot; Two days from the time of writing, WoTC registered several new domain names through their usual channels in preparation. From this, we know the name of the future Kamigawa set: &#039;&#039;&#039;[[Shadowrun|Kamigawa: Neon Dynasty]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Each player starts with a life total of 20, it is the goal of the game to reduce your opponent&#039;s life to 0 or less. Occasionally a player&#039;s goal will involve winning through some other win condition (i.e. making the opponent draw when no cards remain in their library, give the opponent 10 or more poison counters, [http://mtgsalvation.gamepedia.com/Alternate-win_card card specific win conditions], or dealing commander damage). Each player takes a turn until only one player is left in the game. There have been many revisions to the rules since the game&#039;s release [[skub | with mixed reactions from fans,]] but the general gist is the same.&lt;br /&gt;
	 &lt;br /&gt;
===Game expressions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mana]]&#039;&#039;&#039; - Mana is the magical resource of the game, it is what you commonly use to play cards. Mana you have drawn from a source is kept in your &#039;&#039;&#039;mana pool&#039;&#039;&#039;, waiting for you to spend it. However, at the end of each phase and each step in a turn, your mana pool is emptied, so there&#039;s no saving up by constantly draining your lands. There used to be a rule called Mana Burn, in which if you didn&#039;t use all the mana you had in your mana pool you would take damage, loosing 1 life for each unspent mana. It did a few good things, like give [[Legends#Mana_Drain|Mana Drain]] a draw back, but ultimately R&amp;amp;D decided Magic was better off without it.	 &lt;br /&gt;
*&#039;&#039;&#039;Spell&#039;&#039;&#039; - Spells are any card that is currently on the stack.&lt;br /&gt;
*&#039;&#039;&#039;The Stack&#039;&#039;&#039; - This, children, is where [https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/feature/362#splitsecond almost] all the real bullshit occurs. The stack is where almost any effect other than those that produce mana go to wait to &#039;&#039;&#039;resolve&#039;&#039;&#039;. whenever an effect (such as playing a card, activating an ability of an artifact or creature, etc.) goes on the stack, all the players in the game receive &#039;&#039;&#039;priority&#039;&#039;&#039; in turn order to respond. When a player has priority, no other player can act. When something is on the stack, only effects that are played at instant speed may be added to the stack, such as other abilities or instants themselves. You never have to put anything on the stack when you have priority, it just gives you the ability to respond to another players move if you choose. Effects on the stack resolve from the one to be put on last resolving first, this means that whenever you respond to your opponents move with, your response will always take effect before his move. &amp;lt;br&amp;gt; For example if your opponent casts a spell to destroy one of your creatures in play, and you have the appropriate amount of mana to play a counter spell, you can tap your lands and add your counter spell to the stack, targeting your opponents destruction spell. When the stack resolves, your counter spell will be the last effect on the stack, and as such will resolve first, countering your opponents spell and saving your creature. Note that your opponent also receives priority again when you play the counter spell, meaning that it&#039;ll be possible for him to add a new spell to kill your creature after you have played the counter spell, meaning he&#039;ll kill your creature anyway. But then again, you&#039;ll receive priority again as well, and so on and so on. &lt;br /&gt;
*&#039;&#039;&#039;Tap&#039;&#039;&#039; - Tapping is the act of turning a card 90 degrees, this is done to indicate that the card has been exhausted. You tap a land when you draw mana from it, you tap a creature to attack with it, and many abilities of creatures or artifacts require that you tap the card as well. Wizards of the Coast owns a patent on this mechanic, and they used it to run most other CCGs out of business.  That is why &#039;&#039;[[Legend of the Five Rings]]&#039;&#039; used to cause players to lose honor every time they accidentally said &amp;quot;tap&amp;quot; instead of &amp;quot;bow.&amp;quot; &lt;br /&gt;
*&#039;&#039;&#039;Ability&#039;&#039;&#039; - Abilities are found in a permanent&#039;s text field. Abilities can be either activated or triggered abilities. An activated ability is noted for having a cost followed by a colon followed by the effect of the ability. For example, &amp;quot;&#039;&#039;Tap&amp;lt;nowiki&amp;gt; : &amp;lt;/nowiki&amp;gt;Draw a card, then discard a card .&#039;&#039;&amp;quot; Triggered abilities however, will be added to the stack whenever a certain condition is met, for example &amp;quot;&#039;&#039;Whenever you gain 1 life, draw a card&#039;&#039;&amp;quot;. A triggered ability can be triggered as many times as the condition for it is met, and an activated ability can be activated as many times as you can possibly pay the cost. &lt;br /&gt;
*&#039;&#039;&#039;Hand&#039;&#039;&#039; - No, not that hand, stupid. Your hand of cards. You can normally only have 7 cards in your hand when your turn ends (any more than that are usually discarded), and your hand of cards is kept so your opponent can&#039;t see it. You start the game with a hand of 7 cards, and you draw 1 card each turn, there are cards that let you draw more cards however. &lt;br /&gt;
*&#039;&#039;&#039;Library&#039;&#039;&#039; - You library is your deck of cards, it must contain no less than 60 cards, and it is often ideal to not include more than 60 cards either. It also may not contain more than four copies of the same card, exempting the basic land cards (Plains, Forests, Mountains, Islands or Swamps). If you are asked to draw a card and you cannot because there are no more cards left in your library, you lose the game (or win, if you have Laboratory Maniac out), just as if you had hit 0 life.&lt;br /&gt;
*&#039;&#039;&#039;Graveyard&#039;&#039;&#039; - This is where used sorceries, instants and destroyed cards go. Some cards are able to return cards from here, but normally they just stay dead.  This is a place of magic and wonder for any deck that runs revive.  Until someone plays Samurai of the Pale Curtain...&lt;br /&gt;
*&#039;&#039;&#039;Exile&#039;&#039;&#039; - A super duper Special Snowflake Graveyard where things that aren&#039;t intended to ever be returned go. Used to be called &amp;quot;Removed from the Game&amp;quot;, it was created so that you couldn&#039;t use a Resurrection sorcery on something you used Swords to Plowshares on. Naturally things got stupid when WotC started making cards that could bring cards back from exile.&lt;br /&gt;
&lt;br /&gt;
===Structure of a turn===&lt;br /&gt;
The first step in a turn is the &#039;&#039;&#039;untap step&#039;&#039;&#039;, here all the cards in play that are tapped are untapped. The next step is your &#039;&#039;&#039;upkeep&#039;&#039;&#039;, nothing happens here by default, it is only in place for some cards to trigger different effects at the start of your turn.&lt;br /&gt;
	 &lt;br /&gt;
After your upkeep is your &#039;&#039;&#039;draw step&#039;&#039;&#039;, here you simply draw a card from the top of your library.&lt;br /&gt;
	 &lt;br /&gt;
Next is your first main phase, here you can play any spells that are played at sorcery speed, this is things such as artifacts, creatures, enchantments, planeswalkers, land (lands are weird, playing them doesn&#039;t use the stack and as such can&#039;t be responded to, so one could make the case that in some ways they are faster than instants, also lands can NEVER be &amp;quot;PLAYED&amp;quot; when it is not your turn where as other things considered sorcery speed can be instant speed through things like Flash). and sorceries themselves.&lt;br /&gt;
	 &lt;br /&gt;
After your first main phase is your combat phase, this is broken up into several subphases itself. The first thing to happen is that you declare any creatures you want to &#039;&#039;&#039;attack&#039;&#039;&#039; to attack by tapping them, you opponent is then given the choice of &#039;&#039;&#039;blocking&#039;&#039;&#039; your creatures. Only an untapped creature can block, and a creature can only participate in one block each combat. However, several creatures can be picked to block the same creature at once, meaning that it is possible to &#039;gang up&#039; on attackers in order to kill them. When creatures are in combat with each other they will deal each other damage at the same time, meaning that two 1/1&#039;s will kill each other at the same time. In the case of multiple creatures blocking one creature, the attacker assigns the damage that his creature would deal out to the blocking creatures as he wishes, for example a 2/2 blocked by two 1/1&#039;s could deal 1 damage to both creatures and kill them both.&lt;br /&gt;
	 &lt;br /&gt;
Any unblocked creatures will deal their damage to the opponent.&lt;br /&gt;
	 &lt;br /&gt;
Once all damage has been assigned, the &#039;&#039;&#039;clean up&#039;&#039;&#039; step follows, where all creatures that have taken lethal damage will be sent to their owner&#039;s graveyards.&lt;br /&gt;
	 &lt;br /&gt;
After combat you have your second main phase, where you can do exactly the same as in the first.&lt;br /&gt;
	 &lt;br /&gt;
After the second main phase, you have the end of turn step, pretty much the same deal as with the upkeep, nothing really happens here unless a card says so. Lastly, after your end of turn step, you discard down to the maximum hand size if you have exceeded it, so if you for example have 9 cards in hand, you will have to discard 2 of them to meet the required of 7.&lt;br /&gt;
	 &lt;br /&gt;
===Types of cards===&lt;br /&gt;
The game of Magic contains several different &#039;&#039;&#039;supertypes&#039;&#039;&#039; of cards:&lt;br /&gt;
	 &lt;br /&gt;
*&#039;&#039;&#039;Lands&#039;&#039;&#039; - Lands are the player&#039;s most basic resource and they are tapped to allow the player to play their other cards that have a &#039;&#039;&#039;mana cost&#039;&#039;&#039;. You can normally play only one land from your hand per turn. [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&amp;amp;multiverseid=45491 Example of a non-basic Land card.] &lt;br /&gt;
**&#039;&#039;&#039;Basic&#039;&#039;&#039; - A supertype currently found only on land cards. There are formerly five, now six basic lands: Plains, Island, Swamp, Mountain, Forest and (the only addition) Wastes. A deck can contain any number of the same basic card. [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&amp;amp;multiverseid=983 Example of a basic Land card.] &lt;br /&gt;
*&#039;&#039;&#039;Creatures&#039;&#039;&#039; - Creatures are the players soldiers and guardians, they primarily participate in combat, although as with all things in Magic, there are many exceptions this. Creatures have many &#039;&#039;&#039;subtypes&#039;&#039;&#039;, these are commonly referred to as &#039;&#039;&#039;creature types&#039;&#039;&#039;, most creatures have a race and a profession creature type, for example &amp;quot;&#039;&#039;Creature - Human Warrior&#039;&#039;&amp;quot;. Creatures have a toughness and a power score, portrayed as P/T on the bottom right corner of the card. Power determines the amount of damage the creature can cause in combat whereas toughness is how much damage it can take before it is destroyed. Damage assigned to a creature is cleared at the end of each turn, meaning that if a creature isn&#039;t killed by the amount of damage it has sustained, it&#039;ll return to its full toughness at the end of the turn. This means that the same creature will often participate in several combat steps before it is finally killed. Damage assigned to players however, is never healed by any other means than other cards that give the player an amount of life upon being played. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129586 Example of a Creature card.]  &lt;br /&gt;
*&#039;&#039;&#039;Enchantments&#039;&#039;&#039; - These are raw magic that you create, they can do all different kinds of things, and generally have a constant effect on the game, until they are destroyed by your opponent. There are global and local variants of enchantments, the local being a subtype called &#039;&#039;&#039;auras&#039;&#039;&#039;, these are attached to other cards in play to enhance them or weaken them. A lot of competitive players dislike auras since they are destroyed if their &#039;host&#039; is destroyed, meaning that it is easier for your opponent to make a lot of you cards obsolete by destroying one card. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129572 Example of a positive Enchantment card.] [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&amp;amp;multiverseid=50233 Example of a harmful Enchantment card]&lt;br /&gt;
*&#039;&#039;&#039;Sorceries&#039;&#039;&#039; - Sorceries are spells that you can only cast on your own turn, and when nothing is on the stack, they&#039;ll have some kind of immediate effect on the game, but they are not persistent like enchantments. This means that it is common for sorceries to simply just destroy something else in play or to give a temporary boost to a creature or something like that. The more massive destructive effects in the game are commonly found in sorceries, such as globally destroying all lands or creatures in play. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129808 Example of a Sorcery card.] &lt;br /&gt;
*&#039;&#039;&#039;Instants&#039;&#039;&#039; - Just like sorceries, however an instant can also be played in an opponent&#039;s turn, they&#039;ll often do the same as sorceries, but stuff like counter magic, that is a spell that prevents your opponent&#039;s spell from resolving, are only instants. [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&amp;amp;multiverseid=190535 Example of an Instant card.] &lt;br /&gt;
*&#039;&#039;&#039;Artifacts&#039;&#039;&#039; - All kinds of magic items, like a staff or some other kind of stuff. Normally this is stuff used by the player himself, but some artifacts, known as &#039;&#039;&#039;Equipment&#039;&#039;&#039;, can be equipped by the player&#039;s creatures, making them work like auras, only they do not need a &#039;host&#039; to be in play, and as such are a lot more persistent than auras. Some artifacts are also creatures, this is stuff like golems or other kinds of magical constructs. Artifact are generally colorless, with some exceptions, so almost all of them are suitable for any deck. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129704 Example of an Artifact card.] [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=76637 Example of an equipment card.]  The most recently added type of artifacts are &#039;&#039;&#039;Vehicles&#039;&#039;&#039;; vehicles are artifacts that can become artifact creatures for a turn by tapping other creatures.  Originally a one-off mechanic in Kaladesh but the concept proved very popular and they now appear whenever appropriate.&lt;br /&gt;
*&#039;&#039;&#039;Legendary&#039;&#039;&#039; - Much like Basic, Legendary only appears together with another supertype. If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners&#039; graveyards. Legendary cards are often stuff like characters from the plot line of Magic, or somehow else very special things like specific places in the case of legendary lands. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26793 Example of a Legendary card.] &lt;br /&gt;
*&#039;&#039;&#039;Tribal&#039;&#039;&#039; - A newcomer among the supertypes, a Tribal card lets a noncreature card have creature types. For example, a card that would allow you to destroy a goblin card would work on any goblin creature, as well as a Tribal Enchantment - Goblin. Sadly the &amp;quot;Tribal&amp;quot; card type is unlikely to be printed on new cards. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146167 Example of a Tribal card.] &lt;br /&gt;
*&#039;&#039;&#039;[[Planeswalker]]&#039;&#039;&#039; - Another newcomer, a Planeswalker is similar to an enchantment. Planeswalkers come into play with a certain amount of loyalty counters on them. Once per turn a planeswalker can use one of its activated abilities during his main phase whenever he may play a sorcery, either adding or subtracting the indicated amount of counters. As of War of the Spark in spring 2019, they can also have static or triggered abilities like other permanents. A planeswalker can be targeted for either spells or abilities that deal damage, and can be targeted in an attack phase like a player. For each damage a planeswalker takes, instead remove that many loyalty counters. If a planeswalker has no loyalty counters left on it, it is destroyed. All planeswalkers are legendary, so if a player controls two planeswalkers that share a name, that player chooses one of them and the rest are put into their owners&#039; graveyards. This was changed from what was called the &amp;quot;planeswalker uniqueness rule&amp;quot;, which meant you couldn&#039;t have two different cards representing the same dude. Lore-wise this made sense, but has been sacrificed for gameplay reasons. Planeswalkers can do some really awesome shit, such as create 5 4/4 dragons or force your opponent to mill 20 cards from their library. Keeping one alive can be a royal pain in the ass. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140222 Example of a Planeswalker card.]&lt;br /&gt;
&lt;br /&gt;
==Colors of Magic==&lt;br /&gt;
[[Image:Magic Card Back.jpg|thumb|The back of a Magic card. It features the trademarked pentagram of the colors. The pentagram is set up in such a way that colors that have parts of their philosophies in common (&#039;ally colors&#039;) are adjacent to each other, whereas colors that oppose each other (&#039;enemy colors&#039;) are positioned opposite of each other.]]&lt;br /&gt;
As well as having different types of cards, the game of Magic has five different colors to choose from when building a deck. It is important to have the appropriate type of land for the color of magic that you are playing with, since no basic land except a mountain can produce red mana, which is needed to play red spells. Certain effects are associated with certain colors, and only rarely if ever appear in the others -  this is to ensure that the colors feel different to play, and that there is a point of having different colors in the first place. For a more thorough examination of the colors of &#039;&#039;Magic&#039;&#039; and their relationships with each other see [[Color Pie]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White&#039;&#039;&#039; - This is the mostly [[Paladin|goody-two-shoes]] or zealously genocidal, censoring and totalitarian (be it communist, or possibly other types of extreme) of the color pie, white often prevents damage to creatures and restore life to players. It excels with instant, sorceries, and enchantments that get rid off opposing creatures, with one of their main schticks being that they remove creatures from the game rather than sending them to the graveyard. They also have a tendency to have powerful creature-enchantments to buff their creatures or prevent their opponents&#039; creatures from attacking or blocking. It is most notable for having the most non-damage boardwipes in the game. Among its older cards are cards that create life-gain win conditions.  It has a general philosophy of having a large amount of small creatures instead of a few big ones. Fitting this, White contains most of the cards that interact positively with equipment, generally by tutoring it. White embodies law, order, community, healing, and light. White is the color most like and yet completely different from Black, both being absolute for entirely different reasons. The symbol for White is a sun. The white lands are plains. White&#039;s characters are either heroic and otherwise benevolent individuals such as [[Ajani Goldmane]], [[Elspeth Tirel]] and Commodore Guff, or fanatical assholes like Konda and [[Elesh Norn]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue&#039;&#039;&#039; - Blue is the color of logic, thought, observation, prescience, and arcane magic. It is the best color at things like countermagic, drawing cards, and [[Just As Planned|using minor trickery to be a general pain in the butt]]. These things make blue the most effective color when used on its own, and the most hated by other players because blue played right will keep them from doing anything with their counter cards and will never run out of them, and blue players have a tendency to complain when WotC tries to do something to balance the counter spells. Thankfully, blue&#039;s creatures tend to the least effective at killing the opponent, in terms of strength and abilities, and blue also lacks the ability to deal with things if it can&#039;t counter them. Of course, Blue makes up for that by having the most cards that allow you take control of an opponent&#039;s creature (All the colors have some, having the most in the following order: Blue, Red, Black, Green, and White with exactly 1). Blue has many cards that interact with artifacts, and this combines with Blue&#039;s weak (at least combat-wise) creatures to encourage it to use artifact creatures, which generally focus on combat. Blue is generally the opposite of Red, similar to reason and emotion, and likewise have elements of each other. Thus, the two will generally make the most scientific and steampunk decks when put together. Blue concerns itself with such things as logic, water, science, knowledge, divination, time, and air. The Blue symbol is a drop of water. The Blue lands are islands. Blue&#039;s most foremost Planeswalkers include [[Jace Beleren]], [[Tezzeret]] and [[Bo Levar]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black&#039;&#039;&#039; - Black is the more diabolical of the colors, in brooding desire for any of the following, not necessarily exclusive of each other: independence in an oppressive world, inordinate wealth, immortality, godhood, control of others, vengeance, veneration of evil, world conquest, by any means. It is the color of self-interest, individuality, moral relativism, and devil&#039;s bargains. It often has the ability to emulate other colors to a lesser degree... for a cost. The more powerful black creatures sometimes turn on their player. It also contains lots of abilities that require sacrificing creatures, forcing the opponent to sacrifice creatures, killing opposing creatures, and the best discard abilities. As an intentional weakness, Black lacks any significant artifact or enchantment kill. Black contains such things as sickness, destruction, necromancy, death, murder, blood rituals, assassination, crime, torture, darkness, and [[FATAL|corruption]]. A skull is the symbol for Black. The black lands are swamps. Black is the color most like and yet completely different from White, both being absolute for entirely different reasons. Fitting this, Black and White have many cards that are mirrors of each other, starting from the original set&#039;s Black Knight and White Knight. Black has spawned many infamous Planeswalkers such as Leshrac, the Walker of the Night; Tevesh Szat, the Doom of Fools; [[Liliana Vess]] and [[Nicol Bolas]] (well he&#039;s actually multi-colored, but the center of his shard is black), the Eternal Serpent and (ex)Lord of the Blind Eternities. In addition, it has a few heroic characters such as [[Sorin Markov]] and Toshiro Umezawa, proving that it is not inherently evil.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red&#039;&#039;&#039; - Red is the color of passion, freedom, and [[rage]], though that last bit&#039;s mostly because Magic as a game revolves around conflict. Red contains some of the more self-destructive cards of the colors, but the power of the effects usually make up for it. Many of Red&#039;s spells focus on directly damaging the opponent, which players call &amp;quot;burn spells&amp;quot;, and in fact it&#039;s completely viable to run a Red deck with no creatures and just burn spells. Red is generally the opposite of Blue, similar to emotion and reason, and likewise have elements of each other. Thus, the two generally make the most scientific decks and steampunk decks when put together. The domain of Red is such things as speed, destruction, fire, angry mobs (green and white have a fair and smaller share of these), lightning, dragons, and recklessness. Red&#039;s symbol is a ball of fire. The red land is a mountain. Some of Red&#039;s most famous Planeswalkers are [[Jaya Ballard]], Lord Windgrace of Urborg and [[Chandra Nalaar]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Green&#039;&#039;&#039; - Green associates itself with [[Druid|nature and the cycle of life]], growth, exploration of the wilds, and brute strength. It usually has the most powerful and straight-forward creatures, which also have the best ratio of power and toughness for the mana cost. Green contains cards that can increase the strength of your creatures, cards that give you more mana more quickly and give you access to the other colors of mana, and cards that let you create and profit from large numbers of small creatures or small numbers of very large creatures. Green is the least common color run on its own because it needs to use small easy to kill creatures to [[get shit done]], but is commonly put in other decks as a side color. The Green symbol is a tree. The green land is a forest. Green&#039;s famous Planeswalkers include [[Garruk Wildspeaker]], [[Nissa Revane]], Kristina of the Woods and [[Freyalise]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Colorless&#039;&#039;&#039; - Colourless (Grey) mana is composed of two things: non magic-artificial creations including some robots and laser cannons, and [[Eldrazi|Cthuhloids]].  Mana of any color can be used for colorless mana costs. This is useful to ease the stress of colored mana requirements in multicoloured decks, and making cards that can fit in decks of any color - Artifacts and Artifact Creatures are usually colorless. Instant and Sorcery effects are virtually never colorless with only 8 printed, all from [[Zendikar]].  Artificial creatures cannot become Planeswalkers (but this does not stop them from trying to become them, as Memnarch has demonstrated), but they can inherit or obtain the power somehow: [[Karn]] the silver [[golem]] is as far as known the only one to have done so. The only other colorless planeswalker is [[Ugin]], who&#039;s basically Magic Buddha because he&#039;s so enlightened that he&#039;s transcended the five colors.&lt;br /&gt;
**As of Battle for Zendikar, colorless has its own land type, which is Waste, and its own symbol, which is a grey four-pointed star. This specifically-colorless mana is used primarily for the [[Eldrazi]], which are the freaky babies of Cthulu and Galactus. The Eldrazi are so ancient that they precede the planes and color itself. Yeah, that&#039;s right, they&#039;re older than even the game and fluff itself can even comprehend.&lt;br /&gt;
&lt;br /&gt;
It is possible to build decks that are a mix of more than one color - in fact there are many spells that require anything from two to five different colors of mana to play. It is however not advisable to have more than 3 colours in a single deck unless you know what you are doing, since it&#039;ll begin to become a problem to get access to all the different colours of mana you need during play. This means you&#039;ll be left with a hand full of cards you can&#039;t play, and a table full of lands you have no use for - not a good position to be in. The full extreme of this is to have all five colors in your deck, which is something referred to as [[WUBRG]] (after the letters for each color). Unless (and even when) you know exactly what you&#039;re doing and built a deck around the concept, WUBRG is very difficult to play.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
[[Image:AZNs Magic.jpg|thumb|AZNs playing Magic]]&lt;br /&gt;
The developers of Magic have put out their 3 archetypes of players:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Timmy/Tammy&#039;&#039;&#039; - The player who just wants to experience something cool, something you can tell stories about. Often it&#039;s through casting gigantic creatures and game-changing spells, not caring that they&#039;re frequently too expensive to be much good at winning the game. Social gamers or even griefers can also be considered a type of Timmy; after all, the story you&#039;re telling doesn&#039;t always have to be about the game itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Johnny/Jenny&#039;&#039;&#039; - A combo player, these are the guys who&#039;ll spend days looking through cards to find a [http://magiccards.info/6e/en/89.html bizarre] [http://magiccards.info/mr/en/318.html combo] of cards that makes them [http://magiccards.info/4e/en/16.html win the game] if they can pull it off. They often end up building decks that don&#039;t participate in the game itself, and are more oriented on getting their combo into play, turning the game into a sort of solitaire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spike&#039;&#039;&#039; - The competitive player of the bunch. They&#039;ll build decks to win and only play to win, their fun is in winning, and sometimes turn the game into [[Powergamer|an obnoxious competition]], even outside of tournaments. Needless to say, they&#039;re highly disliked at social games when they even bother showing up outside of a competitive setting, even when they mean no harm. On the other hand, it also means that their decks are made to work effectively and will win more often than not. That isn&#039;t to say Spike will put up with &#039;&#039;everything&#039;&#039; just to win. For example, some Spikes might hate it when only a few strategies are viable, or conversely when too many are viable and it&#039;s impossible to prepare against them all. &lt;br /&gt;
&lt;br /&gt;
The three archetypes mix and match, meaning that it is possible to be a Johnny-Timmy player, aiming to make some kind of combo that&#039;ll give you a million life and an army of 100/100 creatures or some other kind of stupid nonsense.&lt;br /&gt;
&lt;br /&gt;
Recently, it has come to light that there are 2 more pseudo-archetypes, though these aren&#039;t really archetypes proper.  The types here are on a separate axis than the aforementioned three.  They are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vorthos&#039;&#039;&#039; - Vorthoi care about [[Fluff|flavour and the story part of the game]].  They&#039;ll build a deck that re-enacts the forces Urza rallied to fight the [[Elesh Norn|Phyrexians]].  Fluff is of key importance in the mind of a Vorthos.  Stories, [[rule 34|art]], flavor text, and block novels are all things that a Vorthos focuses on. As a result, it can be considered to be a close relative of the Timmy, with the emphasis on &amp;quot;cool things&amp;quot; being replaced by a stronger focus on fluff-accuracy. As a result, their decks tend to vary wildly in their efficacy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mel&#039;&#039;&#039; - On the opposite side of this spectrum lies Mel.  Mels love to deconstruct the rules, and [[Crunch|find out why things tick.]] A Mel will [[Munchkin|base a deck on shit like banding that average players don&#039;t pay attention to, or some sub-clause of an obscure part of the comprehensive rules]]. They differ from the typical munchkin in that they love reading the logs and development process of various cards and learning what led to a given rule being changed or the rationale behind said rule change, rather than simply exploiting said rules for its own sake. They&#039;re similar to Johnnies/Jennies in their eccentric hacker spirit. &lt;br /&gt;
&lt;br /&gt;
It should be noted that a Vorthos-Mel is probably a philosopher. Spike-Johnnies/-Jennies are sometimes great gaming partners for Johnny-Timmys, since one is a competitive combo user, and the other is a combo user who is in it for fun, and one or both of will either have a lot of respect for the opponents&#039; combo, or be quite irritated that it interrupted theirs. Johnny-/Jenny-Vorthos-Mels will have the most difficult time putting together a deck they can play at all, let alone one that can be viable in a tournament setting, but those that do so find it highly rewarding when they make it work for them.&lt;br /&gt;
&lt;br /&gt;
==Building a Deck==&lt;br /&gt;
Alright so you&#039;ve read this article, looked at a few cards, maybe even gotten yourself a few booster packs or a hand-me-down collection. What now?&lt;br /&gt;
	  &lt;br /&gt;
The process of deckbuilding can, at first, seem like an extremely difficult one, and in many ways it is. You have possibly hundreds of variables to consider depending on what you&#039;re building for and thousands of cards to sort through to find the best ones for the job. &lt;br /&gt;
	 &lt;br /&gt;
But before you overwhelm yourself, look at what you have in your stuff and find a card you like. It doesn&#039;t even have to be a powerful one, just something that catches your eye and gets the gears turning. For this example, we&#039;ll use something flashy yet robust, the card Fireball. A classic design and very easy to find, Fireball is a card that can generate truly explosive results and kill your opponent in one shot. Awesome! What now?&lt;br /&gt;
	 &lt;br /&gt;
Well, let&#039;s think of what we want to do here. Let&#039;s say in this case we want to use Fireball as our win-condition. For this, we&#039;ll need obviously Red Mana to cast it, but also additional Mana to make it lethal. So now we&#039;re going to look for things that feed into that concept; making more Mana for a bigger Fireball. This is the process referred to as focusing the deck, and is essential to building a successful one. The more streamlined and tight your focus is, the more of a chance the deck will do what you want it to do. Trying to do too many things at once will leave you lacking in all of them, so it&#039;s usually better to have a strong theme to accomplish your Plan A.&lt;br /&gt;
	 &lt;br /&gt;
So focusing, we need a way to make Mana for our Fireball. Land is of course the most basic way of generating Mana, so we should play more lands to make more Mana! Right? Well perhaps, but by filling up the deck with too much land, we&#039;re not going to be drawing any spells. Too little though, and we won&#039;t be able to cast the spells that we draw. Finding that balance is another key part of deckbuilding and takes a lot of time to get the right feel for it. In general though, your deck should contain 24 lands, adding in 1 or 2 for a slower deck with big mana threats, and removing 1 to 3 for a faster more aggressive deck. &lt;br /&gt;
	 &lt;br /&gt;
In this case let&#039;s start with 24 lands, and 4 Fireballs. We have 28 cards, so we need 32 more to make a legal deck. Since we want the greatest chance of drawing the cards we need as possible, we won&#039;t exceed 60 cards here. In most cases in fact, you should never play more than 60 cards. Every card you add is keeping you one card away from drawing the one you really need. A common mistake for many new players is to just keep piling on cards until they make some 78 card monstrosity, don&#039;t do this. Treat 60 as the minimum and maximum for every deck you make, it will make your deck faster and more consistent. So what will we add into those 32 slots?&lt;br /&gt;
	 &lt;br /&gt;
We have Mana to cast a Fireball that can deal up to 23 damage at once, which is lethal, but would require every land in our deck to do so. Sounds kinda slow, right? So what can we do to speed it up? Since we&#039;re playing a Red deck, we should start by looking at the options Red has to generate more Mana. Red has access to a few Ritual cards, which can make mana fairly quickly but only in single shots. This means that to make this path work we&#039;d need a lot of these Rituals, and to get lucky by drawing enough of them to make a lethal Fireball. Not the most efficient option, but it can work! Our other obvious option in Red is Artifacts that generate mana. We can play something as small as a Fire Diamond, or something big like a Gilded Lotus. These also feed into each other, but come with the downside of clogging up our deck when we have enough mana to make a lethal Fireball. So a step in the right direction, since this mana is renewable, but still not quite as fast as what we need. But we&#039;re out of options in Red, what now?&lt;br /&gt;
&lt;br /&gt;
Now we look at our other colors, of course! The best place to start is to look at the color wheel on the back of a Magic card. Notice the arrangement of the colors on the wheel. Any color that is adjacent to another on the wheel is &amp;quot;allied&amp;quot; with that color, which is to say that they work well together. Red is allied with Green and Black. Many Black cards let you draw cards or even search your deck for specific ones, which could be helpful for the deck to find the cards it needs when it needs them, but since Green has some of that too now and since Black is more about making little aggressive dudes, killing things, bringing things back from the dead and giant demons, let&#039;s skip it and look at Green.&lt;br /&gt;
&lt;br /&gt;
Green is the color of nature, and as such has cards that revolve around the generation of mana. Perfect for our goal, and once you start looking you&#039;ll notice that green has a ton of cards that are dedicated to making more mana. They come in two flavors; abilities that put mana in the pool, and cards that pull lands from the deck itself. But which flavor do we need? In this case, the ones that pull lands from the deck itself are the ones that we want. This is because they thin our deck out, eliminating lands and reducing our chances at not being able to draw spells. Afterall, what good is having tons of mana if you have nothing to cast with it? Some common options in this slot are Rampant Growth and Cultivate, so we&#039;ll add 4 of each to the deck.&lt;br /&gt;
&lt;br /&gt;
Now we have 4 Fireballs, 4 Rampant Growths, 4 Cultivates, and 24 lands. We have 36 cards and need 24 more. Since we still have space, we can add some of those cards that add mana to our pool. Elves tend to be very, very good at this, so we can rock a tribal theme with these guys to generate a lot of mana very quickly. Llanowar Elves, Elvish Mystics, and Elvish Archdruid are easy to find solid slots in this section. With 4 of each in play at once we can generate a potential 4+4+(16x4) mana per turn. Quite lethal for casting a Fireball. So let&#039;s add 4 of each!&lt;br /&gt;
&lt;br /&gt;
Now we have 4 Fireballs, 4 Rampant Growths, 4 Cultivates, 4 Llanowar Elves, 4 Elvish Mystics, 4 Elvish Archdruids, and 24 lands. We have 52 cards and need 8 more. Wow, that was fast, suddenly we have only 8 spaces left! This is where we add the extra utility stuff to get our deck fully streamlined, and since we absolutely need to draw our Fireballs to win, we should add spells that draw cards. Sadly this is neither Green nor Red&#039;s strong suit, but we do have a few choices.&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re already ramping lands out of the deck, we might not need a powerful draw engine anyway. A solid option in Green for straight card draw is Harmonize, but it clocks in at 4 mana. If we get a good start, this is nothing though, so we can rock 4 of these guys with not too much worry. Now we have 4 slots left, so how do we top it off? Well, we do have a lot of Elves, why not add in Elvish Visionary? 4 of her gets us to 60!&lt;br /&gt;
&lt;br /&gt;
Now you have a deck that is streamlined to win off Fireball, but can also win by playing a ton of Elves and beating face! A Plan A that just so happens to have a solid Plan B! By playing with the deck you&#039;ll probably start to find it could use some fine tuning to beat what you play against, but what matters here is that we have a solid foundation to build from. When making tweaks, be sure to keep the central idea of the deck in mind. And of course, keep practicing making decks and test them to see what works for you.&lt;br /&gt;
&lt;br /&gt;
==Simulators==&lt;br /&gt;
Magic has only had two single player video games. One by Microprose which was really nice and, naturally since WotC sucks, is unobtainable (legally) anymore. It uses exclusively the 4th Edition card set, plus a dozen or so &amp;quot;Astral&amp;quot; cards created specifically for the computer game, with mechanics that could never work with paper cards in real life. It&#039;s technically called &#039;&#039;Magic: The Gathering&#039;&#039;, but &#039;&#039;&#039;everyone&#039;&#039;&#039; calls it Shandalar after the plane it takes place on. Shandalar (the plane) has since appeared in fluff a few times. There&#039;s also a Dreamcast game which isn&#039;t bad... if you can read Japanese since it was never translated.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to play singleplayer all the time, there is &#039;&#039;Magic: the Gathering Online&#039;&#039;, which is the &amp;quot;official&amp;quot; way of playing Magic online, made back in 2002. It&#039;s survived all the way until today thanks to the expansive set selection and differing formats. However, the burden of continually updating ancient code from the 2000s is, as you can imagine, quite tiring. The game also kind of looks like an eyesore compared to today&#039;s standards. While they technically can&#039;t completely phase it out because that would cause a massive shitstorm, WoTC has been slowly deemphasizing Magic Online&#039;s presence in favor of the shinier, flashier, and all-around better Arena client in recent years.&lt;br /&gt;
&lt;br /&gt;
Wizards of the Coast hired out a bunch of multiplayer-only games called &#039;&#039;Duel of the Planeswalkers 20_&#039;&#039;. They&#039;re all shit designed to milk you on micro transactions, have limited deck building and most of them are completely obsolete now anyways. This series ended in 2015.&lt;br /&gt;
&lt;br /&gt;
To get at that sweet, sweet Hearthstone money, they made another client called &#039;&#039;Magic Duels: Origins&#039;&#039;, notable mostly for the emphasis on story and because the client wouldn&#039;t keep being replaced every year like Duels of the Planeswalkers. Despite looking promising, it failed to capture the eyes of fans, and was phased out in 2017. Also there was a bug at launch that allowed players to obtain infinite packs, which certainly didn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
Bowed, but not broken, Wizards kept at trying to get at that Digital Card Game money and made &#039;&#039;Magic: the Gathering Arena&#039;&#039;, which is their newest and most current client. Perhaps Hasbro was getting tired of Wizards wasting money on failed games, or they just straight-up decided to actually give a shit. Whatever the reason, the client is actually very good for a change. The client is quite generous for a digital card game, and they regularly listen to feedback: something that many developers of other card games can learn to do. Since launch, WoTC has been pushing Arena as the premiere client to play Magic online in your home. Between the construction of an entirely new Esports Tournament Series specifically for Arena, an Arena-only path to the Magic Pro League, and the heavy ad campaign that saw even non-Magic related content creators sponsored to promote the client, WoTC seems confident that Arena will usher in a new age for Digital Magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Small tip: When starting playing with Arena, google for the &#039;MTGA promo codes&#039;. Wizards are fairly generous with them, so this will allow you to freely kickstart the game to a comfortably playable state.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fan-made projects include Forge. It&#039;s pretty nifty and, unusually for a fan-made simulator, has some good single player content. Unfortunately the PC version is based in fucking Java. The AI is limited and can be slow with lots of tokens in play.&lt;br /&gt;
&lt;br /&gt;
==The D&amp;amp;D Connection==&lt;br /&gt;
When [[Wizards of the Coast]] took the reigns of [[Dungeons &amp;amp; Dragons]] from [[TSR]] and brought out [[Dungeons &amp;amp; Dragons 3rd Edition]], many held their breath in fear; as WotC had made their /tg/ chops by way of MtG, then surely it was only a matter of time before they started crossing the two games over somehow, right?&lt;br /&gt;
&lt;br /&gt;
...Well, wrong, actually. 3.0 turned into 3.5, and there wasn&#039;t so much as a single glimpse of D&amp;amp;Dified Magic content. No [[plane]]s turned into [[campaign setting]]s, no monsters converted, no articles in [[Dragon Magazine]] on using the Color Wheel instead ofthe [[alignment]] grid. Nothing. Zip. Zilch. The doomsayers faded away over years of WotC showing no interest in crossing their properties; not even in [[Dungeons &amp;amp; Dragons 4th Edition]], which arguably would have meshed best with the goal of a &amp;quot;MtG Role Playing Game&amp;quot;, was any attempt made to cross them over.&lt;br /&gt;
&lt;br /&gt;
And then came [[Dungeons &amp;amp; Dragons 5th Edition]], and all that changed. Noting that the separation of the two games was an unofficial habit and not official policy, free online articles called [[Plane Shift]] began to be released, which provided basic setting lore, new PC races, and some monster statblocks for then-new Magic [[Plane]]s, allowing DMs to run their own basic campaigns using those as settings. This came to a head in November 2018, with the release of the &#039;&#039;Guildmaster&#039;s Guide to Ravnica&#039;&#039;, a full-fledged campaign setting splatbook for [[Ravnica|the titular plane]]. And this seems to have opened the floodgates; a [[Theros]] campaign splat titled &#039;&#039;Mythic Odysseys of Theros&#039;&#039; was scheduled for release on June 2nd 2020, which only opens the door for even more such books to come.&lt;br /&gt;
&lt;br /&gt;
There are also a few D&amp;amp;D references that have made their way to cardboard as well. Unstable gave us [https://scryfall.com/card/und/84/sword-of-dungeons-&amp;amp;-dragons| the Sword of Dungeons and Dragons] which was the first use of a d20 anywhere, even in Un-sets. There is also the [https://scryfall.com/card/m20/222/bag-of-holding| Bag of Holding] from M20. We&#039;re getting a whole new set of Forgotten Realms in mid-2021, too.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Magic Formats]]&lt;br /&gt;
*[[Deck archetype]]&lt;br /&gt;
*[[Vampire: The Eternal Struggle]] - Another card game by Richard Garfield.&lt;br /&gt;
*[[Magic: the Gathering RPG]] - a [[/tg/]]-made RPG with mechanics based on the game.&lt;br /&gt;
*[[M/tg/]]&lt;br /&gt;
*[[MaRo]]&lt;br /&gt;
*[[Magic: The Gathering Gameplay Principles]]&lt;br /&gt;
*[[Space: The Convergence]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.wizards.com/magic/ Official site]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://magic.wizards.com/en/game-info/gameplay/rules-and-formats/rules Rulebooks: basic and comprehensive] &lt;br /&gt;
*[http://magiccards.info/ magiccards.info] - A card database.&lt;br /&gt;
*[http://mtgsalvation.com/ MTG Salvation] - A Magic fansite.&lt;br /&gt;
*[https://www.slightlymagic.net/ Slightly Magic] - Another Magic fansite, this one focuses on [[Video games|vidya adaptations]] of Magic both official and fan-made.&lt;br /&gt;
===Retailers===&lt;br /&gt;
*[[Local Game Store|Your Friendly Local Game Store]]&lt;br /&gt;
*[https://www.abugames.com// ABU Games]&lt;br /&gt;
*[http://www.tcgplayer.com/ TCG Player]&lt;br /&gt;
*[http://www.cardkingdom.com/ Card Kingdom]&lt;br /&gt;
*[http://www.magiccardmarket.eu/ Magic Card Market Europe] - Part of the Europian card market specifically dedicated to MTG, amazingly cheap, just remember to order in the right language&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SageOwlGorgonFlail.jpg| Yes, in MtG, birds can be equipped with the heads of dead monster girls, it&#039;s good stuff.&lt;br /&gt;
Image:WeeabooAkroma.jpg| Any character can be cutesified. Angels are extra weak against that kinda thing&lt;br /&gt;
Image:AkromaVsAkroma.png| The Legend Rule is kinda silly.&lt;br /&gt;
Image:JustWhoTheHellDoYouThinkWeAre.jpg|  So MANY RATS!&lt;br /&gt;
Image:SleddingOnTheGoon.jpg| No goblin resists the sled!&lt;br /&gt;
Image:TrogdorScaresAkromaKinda.jpg| Dragon Shadow works against paragons of Justice.&lt;br /&gt;
Image:MtGPenisskeleton.jpg| Black has a bunch of undead teachers who can help you on your quest for ultimate power.&lt;br /&gt;
Image:MTGpeniswalker.jpg| Indeed...ultimate power...&lt;br /&gt;
Image:OdiousDesuTrow.jpg| How could you hate this guy? He loves his rat.&lt;br /&gt;
Image:HedronCrabAndCube.jpg| Blue has crabs.... These crabs are smarter than you might think&lt;br /&gt;
Image:Sadcrab.jpg| A hedron crab&#039;s life does have sadness every so often.&lt;br /&gt;
Image:Artificer Planeswalker by craniifer.jpg| A proper vintage artifact player can pull stuff even against a broken deck.&lt;br /&gt;
Image:Headless-y-u-no.jpg&lt;br /&gt;
Image:Magic-NOU.jpg&lt;br /&gt;
Image:Ancient_Aliens_dies_to_removal.jpg| This summarizes 90% of the posts on Magic forums.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Card Games}}&lt;br /&gt;
{{MTG-Settings}}&lt;br /&gt;
{{Planeswalkers}}&lt;/div&gt;</summary>
		<author><name>2601:449:8200:AF60:0:0:0:AD9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Halo/Covenant&amp;diff=588416</id>
		<title>Setting:Halo/Covenant</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Halo/Covenant&amp;diff=588416"/>
		<updated>2022-02-08T15:33:27Z</updated>

		<summary type="html">&lt;p&gt;2601:449:8200:AF60:0:0:0:AD9F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;On the blood of our fathers, on the blood of our sons! We swore to uphold the Covenant!&amp;quot;&#039;&#039; ~&#039;&#039;&#039;Rtas &#039;Vadumee&#039;&#039;&#039;, reciting the holy mantra of the Sangheili Evocati.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You are, all of you, vermin. Cowering in the dirt, wondering, what, I wonder? That you might escape the coming fire?! No. Your world will burn until its surface is but glass, and not even your demon will be able to creep, blackened from its hole to mar the reflection of our passage. For your destruction is the will of the Gods, and I? &#039;&#039;&#039;I AM THEIR INSTRUMENT!&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
- &#039;&#039;&#039;Ord Casto, High Prophet of Truth&#039;&#039;&#039;, and sole &#039;&#039;&#039;Hierarch of the Covenant&#039;&#039;&#039; following the deaths of Mercy and Regret.&lt;br /&gt;
	 &lt;br /&gt;
[[File:Halo__faith___hunters_by_apneicmonkey-d3g0oii.jpg|450px|thumb|right|The walking pillars of [[Rape|RAPE]], [[Rage|RAEG]], [[Rip and Tear|RIP AND TEAR!]]]]&lt;br /&gt;
	 	&lt;br /&gt;
For more than forty millennia, the Covenant has endured amongst the stars. They are a relic empire, a mere remnant, with a few thousand worlds scattered across Segmentum Solar. Still, unlike most governments, the Covenant is unusually a fleet based empire; highly nomadic and constantly on the move to acquire new prey to conquer. Although their remaining planets are used for political and industrial purposes, the reality is that the highly mobile fleets of the Covenant make them extremely difficult to intercept. It is for this reason that Covenant astro-territories are constantly in flux. Thus, although the Covenant claim they encompass a vast majority of space, their physical planetary territories are spread thinly. &lt;br /&gt;
&lt;br /&gt;
According to the legends of the Covenant, their gods - the Forerunners - rose from primordial chaos long ago to rule the universe for many strange aeons. Then, the hated enemy, the Parasite, arose to wage war upon the ancient gods. In their last act, the Forerunners ascended from this materium of mortality and decay to the true eternity. They left behind them the way of holiness, Halo, so that their children might follow their ascension. The most ancient histories of the Covenant record that Mankind in his wickedness annihilated Halo and for this reason they have sworn war unending with the race of Man.&lt;br /&gt;
&lt;br /&gt;
At the time of the Great Crusade, the Covenant encompassed tens of thousands of worlds. Nearly all fell before the might of the Space Marine legions. Only the betrayal of Horus prevented the extinction of the Xenos alliance. To this day, the Covenant fears to openly challenge the Imperium and have fortified each of their planets with a formidable defensive network. The Covenant is &#039;closed.&#039; It has since antiquity included a number of Xenos species but considers all others impure and unworthy of fellowship. It may tolerate a conquered race for the slave labour provided but, when practical, it prefers to cleanse outsiders. It operates on a rigid hierarchical basis, with the San &#039;Shyuum and Sangheili ruling over the other castes. Infrequently, the Sangheili must crush Jiralhanae uprisings. The Kig-Yar often operate independently as merchants, privateers and mercenaries. They have been known to work in conjunction with human pirates. During the battle for Hyperion Hive, Imperial governor Laslo Feldt hired an army of Kig-Yar which successfully repulsed the Orkish invaders. Unfortunately for Feldt, the Inquisition executed him for this ten years later, by which time the Kig-Yar had long moved on.&lt;br /&gt;
&lt;br /&gt;
The Covenant exhibits a fatalistic outlook. Having long believed that Humanity destroyed the way to paradise, they are merely waiting for the apocalypse which will, at last, grant them oblivion. They know of Chaos, but no client species within the Covenant exhibits psychic ability. The prophecies say their ruin will not come from the powers of the long night but with the return of the most ancient enemy. They see in the arrival of the Tyranids, not a new force, but the most ancient of all evils returned in a yet deadlier form: the Parasite. Hive Fleet Kraken devoured the last known Covenant planets in Ultima Segmentum and the surviving splinter fleets crawl unflinchingly towards Segmentum Solar. The last Arbiter has been anointed in New High Charity and the Covenant stands ready for the end.&lt;br /&gt;
&lt;br /&gt;
There will be no hesitation. There will be no surrender. There will be only death.&lt;br /&gt;
	 &lt;br /&gt;
&lt;br /&gt;
==Covenant Client Races==&lt;br /&gt;
&lt;br /&gt;
[[File:Covenant_Army.png|400px|thumb|center|Most of the species, sub-species and client members in the Covenant]]&lt;br /&gt;
	&lt;br /&gt;
The Covenant coalition unites several different Xenos under one banner. The Covenant teems with brutality and cruelty, with the strong lording over the weak and the weak serving the strong. This by no means ensures a life of ease for the upper castes, for they must be at the forefront of every battle and the war grows more desperate every century. The Jiralhanae and the Sangheili consist almost exclusively of warrior societies, with labour either automated or performed by slaves of the lower castes. Covenant doctrine teaches that all the species must serve. Any rebellion or splinter group earns swift punishment. Indeed, the Covenant has waged many campaigns to track down and eliminate secessionists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;San&#039;Shyuum:&#039;&#039;&#039; Once the foremost power in the Covenant, this fabled species vanished long before the rise of the Imperium. A special class of priestly Elites study their many prophecies in an attempt to divine things past, passing and not yet passed. Some of these priests receive dreams and visions of the San&#039;Shyuum whilst ordinary pilgrims hope to glimpse their ghosts at holy sites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sangheili:&#039;&#039;&#039; The saurian warrior-caste which dominates the Covenant, noted for the four pairs of mandibles that comprise their lower jaw structure. Taller, stronger and more agile than a human, they are consumed by a ritualistic honour code of combat. They have been known both to spare a worthy defeated foe (though few are counted as such) and to throw away their lives rather than commit craven acts. Their tradition of taking trophies leaves them keen to engage with the most dangerous foes, such as the Adeptus Astartes. One-on-one, a Sangheili has little hope of besting a Space Marine, but their concept of honour does not depend on fairness. Rather, it revolves around a warrior displaying utmost courage and skill and respecting his enemies who do likewise. Thus, the Sangheili often &#039;soften up&#039; Astartes with artillery bombardments and waves of lesser troops before moving in for the kill.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Jiralhanae:&#039;&#039;&#039; These ruthless savages have earned such moniker as Brutes, Kongs and Hairy Ogryns amongst those Imperial Forces which they have encountered. They are tougher, more cunning and better armed than Ork Boyz, if nowhere near as numerous. In such Imperial Stormtrooper schools that cover the Covenant in their curriculum, the Jiralhanae are considered comparable to Ork Nobs. They revel in carnage and fail in every artistic instinct except for crude tribal insignias and totems. They award importance only to those in their packs and status in Jiralhanae packs centres around constant brawls, so none of the other Covenant races (all physically weaker) can join. For this reason, they often despise the Sangheili, even sometimes rebelling against them, but never successfully. Their rivals simply understand warfare better.&lt;br /&gt;
&lt;br /&gt;
Jiralhanae often strike out from the Covenant to find new worlds free from the rigid ritualistic influences of their peers. New High Charity sanctions many of these expeditions, with the theoretical understanding that the new holdings will rejoin the main Covenant when support fleets arrive. Other expeditions set out without permission and will fight to keep their independence.&lt;br /&gt;
&lt;br /&gt;
For protracted conflicts, Covenant commanders often seed rugged regions with Jiralhanae warbands, expecting them to rampage, loot and generally disrupt the enemy over a wide terrain. Their opportunistic feeding patterns and durable constitution allows them to operate long term in such theatres. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huragok:&#039;&#039;&#039; Although seemingly organic, these silicon-based lifeforms are in fact artificial living computers. Covenant doctrine teaches they were gifts from the gods in ancient days and accords them religious reverence. The Huragok maintain the Covenant&#039;s technological base, even repairing equipment in of battle. They will not fight in any circumstances so deployed units require bodyguards. In the Nova Terra Interregnum, the Ordo Xenos procured a number of these strange creatures but learned they can only work with Covenant technology.&lt;br /&gt;
&lt;br /&gt;
[[File:Hunter3.jpg|240px|thumb|right|M&#039;galekgolo assaulting a enemy position]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lekgolo:&#039;&#039;&#039; These armoured behemoths fulfil both a long-ranged support role and a close-quarters attack role. Schola Progenium War Manuals recommend engaging these xenos with meltas, plasma weapons and flamers. Xenologist dissections reveal that the creatures consist of a bundle of worm-like creatures fused together by foul flesh alchemy to create a single sentient organism. They carry plasma cannons into battle--earlier classified as fuel rod weapons. Yeest&#039;s Apocrypha Aliena (M34) suggests the Sangheili created the Lekgolo from worm creatures rich in neural matter as a servant race but Covenant legend tells of them already having their own culture at the time of their introduction to the Xenos alliance.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Sharquoi:&#039;&#039;&#039; Coming from an unknown world, the Sharquoi is a large massive behemoth of unimaginable strength. These Xenos have an uncanny appearance similar to that of the ancient, monstrous lizards called Dinosaurs of ancient Terra long passed by. What makes them stand out from the usual Covenant infantry, however, is their colossal size, massive natural occurring &#039;spike fists&#039;, a jaw-less head and one massively stubborn hide that could even shrug off blows from a [[Tyranid Bio-Weapons|Tyranid Bone-Scythe.]] Because of these attributes, the Covenant use them as living, breathing battering rams and walking siege-engines of gargantuan strength that could crumple an Imperial Tank without much impunity. However don&#039;t let their savage appearance fool you, they are still as intelligent as a fully grown man.&lt;br /&gt;
	&lt;br /&gt;
[[File:Yanme_e_queen.png|240px|thumb|right|The Yanme&#039;e Queen sketched by a Imperial Xenobiologist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yanme&#039;e:&#039;&#039;&#039; These aliens appear insectoid in nature but possess an internal skeletal &#039;lattice&#039; structure. The exoskeleton only develops after the organism reaches maturity. In their natural state, they are capable of short hops but can attain flight when bolstered by carapace-mounted anti-gravity pods. Airborne drones will soar over the battlefield in teeming swarms, attacking and disorienting the enemy from multiple vertical directions. Their eusocial mental patterns tend towards extreme dogmatism and group mentality, making them easily the most fanatical race in the Covenant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kig-Yar:&#039;&#039;&#039; Opportunistic, aggressive and self-reliant--only extreme practicality keeps Kig-Yar within the Covenant, for they realize that without the muscle and technology of the upper castes, their kind faces ill odds in a hostile galaxy. The Kig-Yar practice terror attacks and an offensive version of scorched earth wherein they raze territory after looting as much as possible. They particularly seek out civilians for the slaughter, with the logic that &#039;burning the seed is easier than burning the stalk.&#039; Many Kig-Yar set out as pirates or mercenaries where they have achieved several notable successes. Warlord Torrin Darkchance summoned the aliens to help him overthrow the Agri-World of Castor VI but, after executing the Imperial Governor, failed to pay the agreed price. The aliens responded by storming the governor&#039;s bliss-palace, kidnapping the new despotic administration (including Torrin), and selling them to the Dark Eldar. Like the Hyena species of Ancient Terra, Kig-Yar live in a female-dominated society, with females ruling as Queens, or Pirate Capitans in charge of raiding ships, Covenant, or Banished fleets. Males are never tolerated long by their female superiors, and most Males work as the soldiers encountered by the Imperial Guardsmen. Their gender differentiation is found on their heads and elbows, with males having feathers and quills that can change colour with their mood on the back of their heads and elbows. Females are taller than males, and have scales and bony plates on the back of their heads and elbows, as males are known to aggressively bite these areas during mating. The xenobiologist who gained this information has since been executed.&lt;br /&gt;
&lt;br /&gt;
In combat, the Kig-Yar employ their species&#039; natural agility and heightened senses to serve a litany of combat roles, be it scout, front-line defender, shock trooper or Sniper. The majority of Kig-Yar infantry are equipped with gauntlet-mounted energy shields, which provide protection analogous to carapace armour. Adjutants of the Ordo Xenos have documented the existence of three distinct Kig-Yar subspecies:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruuhtian:&#039;&#039;&#039; Native to the supercontinent Ruuht, and the mainline Kig-Yar subspecies within the Covenant. Their comparatively frail biology has seen them gradually withdrawn from frontline combat in favour of the hardier Ibei&#039;shan and T&#039;vaoan, though they hold value as specialist infiltrators and marksman. A Ruuhtian Sniper armed with a Beam Rifle is considered a terrifying prospect for any regiment of the Imperial Guard, as the whisper-quiet operation of the weapon combined with the Ruuhtian&#039;s lithe frame makes it virtually impossible to track the Sniper with the naked eye, beyond the purple contrail of each undoubtedly lethal shot they take.&lt;br /&gt;
*&#039;&#039;&#039;Ibei&#039;shan:&#039;&#039;&#039; Hailing from the isolated, volcanic continent of Ibie&#039;sh, these Kig-Yar exhibit the more primitive traits of their ancient predecessors, sporting a more saurian appearance that one could easily confuse for a pygmy Sangheili. As such, their greater resilience has seen them subsume the Ruuhtians as frontline troops, and are most often seen accompanying Covenant patrols and assaults.&lt;br /&gt;
*&#039;&#039;&#039;T&#039;vaoan:&#039;&#039;&#039; A distant Kig-Yar subspecies hailing from the asteroid-moon of T&#039;vao, the T&#039;vaoans have evolved to be much stronger, tougher and faster than their homeworld cousins, making them more arrogant in that regard. Sprouting a mane of feathers and plumage which covers their entire heads and bodies, as well as achieving a more well-formed beak with eagle-like eyes, they resemble more like actual Aves then the more saurian Kig-Yar; the resemblance in turn, cause some Xenobiologists to compare the T&#039;vaoans with [[Dinosaur|Ancient Terra&#039;s earliest evolution of birds]] to the divergence of [[Abhuman|Abhumans]] from the evolutionary norm. Due to this, the T&#039;vaoans are often nicknamed by Imperial Guardsmen as &amp;quot;Vultures&amp;quot;, analogous to the Kig-Yar&#039;s &amp;quot;Turkeys&amp;quot;. However, such &#039;humorous&#039; nicknames are often not to be underestimated, being much more physically superior to the Kig-Yar, the T&#039;vaoans are notorious for their blinding speed and agility, so much so that they can run circles around even the obscenely fast Astartes. This, coupled with the fact that T&#039;vaoans are usually situated in infiltration and covert warfare within the Covenant, will cause chaos and distraught if they are not located and caught immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unggoy:&#039;&#039;&#039; Feeble-minded, cowardly and mentally weak, this slave race occupies the lowest place in the caste system. Little more than cannon fodder, Covenant commanders deploy vast numbers of Unggoy as meat shields to distract the attention of the enemy. Their natural cowardice leads them to prefer defensive combat. The Unggoy breed rapidly but more are always needed for the eternal war. They must wear complicated breathing apparatus to fulfil their unique methane respiration needs. In accordance with their honour code, Sangheili have been known to adopt the most promising Unggoy as &#039;shield-bearers,&#039; in this way even allowing the slave race to rise to the rank of Special Operations. This distracts enemy fire from the Elites.&lt;br /&gt;
&lt;br /&gt;
==Covenant Planets and Colonies==&lt;br /&gt;
&lt;br /&gt;
Only a few dozen Covenant worlds remain. The Great Crusade saw them reduced to three worlds, each of which believed itself the last survivor, saved only by the outbreak of the Horus Heresy. During this titanic conflict, Covenant fleet elements regathered and reconquered two hundred worlds, strategically falling upon planets that had sent their Imperial Army contingents elsewhere or to planets crippled by Traitor-Loyalist infighting. During the Forging, the Hierarchs swore a secret deal with Roboute Guilliman that they would go to war with the Ork Empire of Gorgarok if he spared them the vengeance of the Space Marines. The agreement lasted two thousand years. Since then, the fortunes of the Covenant have both waxed and waned, but the prophecies have clearly shown that the end is very soon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Charity:&#039;&#039;&#039; The most well known Covenant base, city and mobile moon. High Charity is one of the most heavily defended worlds in the Covenant as it carries the last known Forerunner ship called a Dreadnought-Class, that uses its mighty engines to power the moon itself. Bristling with over hundreds of Covenant Assault and Super Carriers, and armed with weapons so ferocious that it can eat through an entire Imperium Crusade fleet. The city itself resembles a flying giant purple mushroom, and is in fact, constructed on the last rocks of the former homeworld of the San&#039;Shyuum, called Janjur Qom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Janjur Qom:&#039;&#039;&#039; The lost homeworld of the San&#039;Shyuum, Janjur Qom is said to hold the great secrets of the gods or, in some tales, to be the place of paradise for all who find it, of any species.&lt;br /&gt;
	&lt;br /&gt;
[[File:Sanghelios.jpg|200px|thumb|right|The Sangheili&#039;s capital city, home and planet. &#039;&#039;&#039;Sanghelios&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanghelios:&#039;&#039;&#039; Sanghelios was the homeworld of the Sangheili, a dry and arid wasteland. It fell to human forces in the Dark Age of Technology. The Covenant regained it during the Age of Strife, only to lose it again to the Iron Warriors. Presently, it hosts a thriving Imperial Hive world, but, with the return of the Parasite, the Sangheili are mustering an apocalyptic armada to take it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doisac:&#039;&#039;&#039; The Jiralhanae&#039;s homeworld and a classified Death-World, the planet suffers from extreme gravity, unpredictable magnetism, mass volcanism and massive tidal waves that engulfs half the planet every month or so. Infamous to the Tau, since it was the sight of the &#039;&#039;Kroot Blood-Massacre&#039;&#039;, where five entire Kroot War-Spheres crash-landed on the planet. Within moments, all the Kroots saved for seven Kroot Shapers were butchered, slaughtered and eaten by the planets violent and carnivorous natives.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Te:&#039;&#039;&#039; This is where the Lekgolo and M&#039;galekgolo originated from, although it looks like a gas-giant at first, it is in fact a planet with solid ground. This was also the site of the &#039;&#039;Taming of the Hunters&#039;&#039; where the Covenant subdued the Lekgolo after they found out that some of them were eating the artifacts of the Holy Forerunners, and others were not. Nowadays crossing the surface of Te is considered so dangerous, that not even the [[Catachan Jungle Fighters]] can survive it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eayn:&#039;&#039;&#039; The homeworld or, more accurately, the homemoon of the Kig-Yar, is a Terra-sized body orbiting the gas-giant Chu&#039;ot. It is dominated by the two massive supercontinents of Ruuht and Ah&#039;lomet that cover almost the entire surface of the moon and is surrounded by asteroids the size of mountains. The Imperium attempted to take the world in the Righteous and Harmonious Fists Campaign, grinding over 95% of the population with the inexorable might of the Imperial Guard. Due to circumstances elsewhere, the Imperium had to withdraw and Eayn has since been repopulated. The system is more than ever a lair of alien pirates and a menace to the regions surrounding it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;T&#039;vao:&#039;&#039;&#039; An asteroid and Kig-Yar colony that is orbiting the same home-system as Eayn, this is where all T&#039;vaoans, offshoots of the Eayn Kig-Yar subspecies, can trace their ancestry here. Because of their different gravity and environment, the T&#039;vaoan has evolved to be tougher, faster and stronger than their lightweight cousins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balaho:&#039;&#039;&#039; A chill, dreary and poisonous world--home of the Unggoy. Aggravating its native harsh clime, reckless pollution has so stained the surface that corrosive storms now scourge the atmosphere. The industrial resources have been mostly depleted, with the surviving Unggoy clinging to life vast underground shelter complexes. Orks arrived in M39 and have occupied large stretches of the planet ever since. With little value on Balaho, the Covenant does not wish to expend its resources taking it back. Instead, it sends raw troops there to &#039;blood their claws.&#039; The Orks have largely gone feral and are endemic rather than a serious threat, but should another Waaaagh arrive, will likely overwhelm the defences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Palamok:&#039;&#039;&#039; The Yanme&#039;e Hive-World (Quite literally), over twice the size and gravity of Holy Terra, Palamok may resemble the old Terran records of the Ancient Carboniferous-era. This planet teems with hostile insects and amphibians of tremendous size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joyous Exultation:&#039;&#039;&#039; This airless moon was once an important mining facility and Imperial Navy shipyard. During the Righteous and Harmonious Fists Campaign, the Imperium invaded the Kig-Yar homeworld of Eayn. Rather than reinforcing Eayn, the Hierarchs elected to strike at the campaign staging point and supply line. A Covenant Armada descended upon this moon, pulverized the garrison fleet and engaged in mass warfare with the Imperial Navy&#039;s CCCVIXth Lunar Vacuum Corps across the lifeless rocks. Even before the conclusion of the war, the Shipmasters had already converted the facilities to manufacturing Covenant vessels. Using Joyous Exultation as their own staging point, the Covenant have waged wars of wrath upon several Imperial planets, reducing them to feral worlds void of any industrial capacity. For its part, the Imperium considers the reconquest of Joyous Exultation necessary to security in the sub-sector and will launch an attack as soon as is practical. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Obsidius:]]&#039;&#039;&#039; A timeless world brought into being by the will of the gods, Obsidius boasts incomparable weapons built into the very skin of the planet. Many Covenant took refuge here during the Great Crusade, as the Emperor&#039;s minions were utterly unable to approach without being vaporized. To this day, Imperial star charts label the system as Perditus, so that none may approach upon pain of ex-communication and death. Seven times in history, Ork Waaaghs have attempted to make planetfall, each time suffering incineration before even touching the atmosphere. In 958M41, a Necron Blight Swarm fell upon the system. Although the ancient weapons wreaked ruin upon their fleet, their weapons also rained down ruination from orbit and numerous phalanxes teleported to the surface. Unprepared for anyone getting past their &#039;divine defences,&#039; the Covenant nonetheless mustered an army to challenge the invaders. War scourged the surface for months, with the Necrons sabotaging every piece of pre-Covenant technology they encountered. With the ancient mysteries wrecked, the metallic invaders departed. Obsidius is no longer protected by incomparable weapons but the Imperium does not know this and the Covenant have rebuilt it into a daunting conventional stronghold-world.&lt;br /&gt;
&lt;br /&gt;
[[File:Hive_hub.jpg|200px|thumb|left|&#039;&#039;&#039;Sheal &#039;Onis&#039;&#039;&#039; as seen from Imperial Orbit.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rtam &#039;Oldo&#039;ra:&#039;&#039;&#039; This Sangheili garden-world and recruiting post lay on the fringes of Ultima Segmentum. Hive Fleet Kraken swept in in 988M41, brushing aside the few cruisers and orbital platforms which opposed them. The Tyranids descended upon the surface, devouring all opposition. On land, the Covenant army won several victories but the great devourer encircled and choked them out. The remaining Covenant ships retreated to the world of Musk Angelos, where they hid in the outer system out of range of Imperial batteries. Having consumed Rtam &#039;Oldo&#039;ra, the Tyranids followed and fell upon Musk Angelos. At this moment, the Shipmasters struck, catching the devourer between the defensive batteries and their own weapons. It was not enough. All the Covenant vessels were torn apart.&lt;br /&gt;
&lt;br /&gt;
Having received a message about the terror of the Parasite&#039;s return, a much greater Covenant armada arrived to find both Rtam Oldo&#039;ra and Musk Angelos as lifeless husks. The fleetmaster had been born upon Rtam &#039;Oldo&#039;ra and he swore sure vengeance upon the great devourer. The armada hunted the splinter fleet, at last catching it in empty tracts of the vast void, and fighting a vast hit-and-run battle over months, whittling down the Tyranids where they could not replenish themselves. When they were down to ten hive ships, the Tyranids responded by scattering each in a different direction. The fleetmaster split the armada into three, with orders to rendezvous after destroying their prey.&lt;br /&gt;
&lt;br /&gt;
==Covenant Weaponry==&lt;br /&gt;
&lt;br /&gt;
The Weaponry of the Covenant Army has been known and studied throughout the Imperium. However, the alien nature of their weaponry still eludes even the top Imperium Xenologist and Tech-Seers. One major difference in the Covenant Weaponry is their main use of Plasma Weaponry, though unlike certain races such as the [[Tau|Tau]] or even the Imperium themselves who uses actual Plasma, the Plasma utilized by the Covenant is completely different. Dubbed as &amp;quot;Arcano-Plasma&amp;quot; by Tech-Priests, this unnatural state of matter has been shown to &#039;eat&#039; through objects and materials rather than the instant vaporization more commonly seen from other plasma weapons employed by other Xenos. These are the list of Covenant weapons recovered by the Imperium for study.&lt;br /&gt;
&lt;br /&gt;
===Weapon-Families Listed===&lt;br /&gt;
	&lt;br /&gt;
*[[Covenant Plasma Rifle]]: One of the most common family weapons of the Covenant Army and the most iconic.&lt;br /&gt;
&lt;br /&gt;
*[[Covenant Needler]]: Specialized weapons that use ammunition of unknown property, homes on targets and explodes.&lt;br /&gt;
&lt;br /&gt;
*[[Beam Rifle]]: Covenant Particle Accelerators, includes other weapons in the same category such as the Focus Rifle.&lt;br /&gt;
&lt;br /&gt;
*[[Covenant Carbine]]: Uses highly concentrated radiation rounds, launched at hypersonic speed.&lt;br /&gt;
&lt;br /&gt;
*[[Covenant Mortars]]: The Plasmic mortars used by the Covenant.&lt;br /&gt;
&lt;br /&gt;
*[[Jiralhanae Guns]]: The list of rifles, pistols and grenade launchers used by the Jiralhanae.&lt;br /&gt;
&lt;br /&gt;
*[[Covenant Hand-Held Weapons]]: The multiple close-combat weapons used by the Covenant.&lt;br /&gt;
&lt;br /&gt;
*[[Covenant Concussion Rifle]]: The answer to an Imperial Auxiliary Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
*[[Covenant Plasma Launcher]]: Shoots out four homing Plasma Grenades.&lt;br /&gt;
&lt;br /&gt;
*[[Covenant Apocalypse and Starship weaponry]]: Weapons found on the most massive Covenant machines.&lt;br /&gt;
	 &lt;br /&gt;
==The Covenant and its Children==&lt;br /&gt;
&lt;br /&gt;
Covenant technology has progressed since antiquity. Just as the bolter far surpasses the puny slug-weapons of M2, so do Needlers, Fuel Rod Guns and Plasma Rifles far exceed their obsolete historical counterparts. Covenant warp-drives skim the edge of the immaterium, making short hops from place to place and avoiding most of the danger. However, their drives rapidly recharge, allowing for a succession of quick hops across vast spans of lightyears. Their ships pose a danger even to Imperial warcraft, although naval admirals have often argued they should be considered slightly inferior on account of armaments and shielding.&lt;br /&gt;
&lt;br /&gt;
Unlike Mankind, none of the Covenant species display any psychic ability, so those few who would bend the knee to the Ruinous Powers must travel to places like the Eye of Terror or collect warp artifacts. &#039;Yagaron&#039;s Dark Disciples, a Sangheili cabal, have laid their energy swords at the feet of Huron Blackheart and he has set them to lead one of his many armies of human cultists. The Unggoy have also been known to form secret rites based on the worship of chaos, on occasion even summoning daemons to &#039;deliver&#039; them.&lt;br /&gt;
&lt;br /&gt;
As a tiny Empire, the Tau have made no contact with the Covenant. However, the Tau hired a roving band of Kig-Yar mercenaries during their 3rd Sphere Expansion and incorporated them into the Sept of Ksi&#039;m&#039;yen. The reptilian xenos accepted the greater good and flourished for several decades. When a Genestealer cult broke out in Sept, the Kig-Yar abandoned their oath, disobeyed the Ethereal&#039;s orders to suppress the rebellion and fought their way through both sides to the spaceport, where they commandeered a ship and escaped from the planet. They resumed their old thieving ways and have been a scourge to Tau shipping routes ever since.&lt;br /&gt;
&lt;br /&gt;
Many of the Covenant species have established independent enclaves across the galaxy. The Hateful Haven is based in Ultima Segmentum around the accretion disk of a young star. A motley assemblage of Jiralhanae, Kig-Yar, Tarellian Dog-Soldiers and Kroot band together to conduct raids and harass shipping. They are feared in five sectors. Recently, Genestealers have infected numerous asteroids in the system and piratic attacks on shipping have decreased as the Hateful Haven seeks to cleanse itself of the infestation.&lt;br /&gt;
&lt;br /&gt;
The Imperium is unsure of the extent of the Covenant. Official Departmento Munitorum documents indicate that they may have only a few dozen worlds remaining. Inquisitor Czevak of the Ordo Xenos believes this entirely wrong and states the xenos still possess a few thousand planets. The possibility remains also that a great amount of their strength may be fleet-based and they do turn up in unexpected places. Macharius stumbled upon a Covenant pocket empire in the course of his crusade. When the Covenant do attack, they do so in force, with armies comparable in size to the Imperial Guard, although they lack the corresponding ability to reinforce.&lt;br /&gt;
&lt;br /&gt;
==Theme==&lt;br /&gt;
	 &lt;br /&gt;
The Covenant fill the blank role in 40k of &#039;ordinary alien species.&#039; The galaxy is full of undead robots, Cthulu gods and evil space elves with poisoned lasers, but it lacks a playable &#039;SciFi-staple&#039; xenos force. Even the Tau show extreme technological aptitude and uncharacteristic dynamism. In essence, the Covenant are the steady guys whose presence highlights the madness found everywhere else. Why they shouldn&#039;t have psykers.&lt;br /&gt;
&lt;br /&gt;
The galaxy is an enormous place. Quite easy to retcon in the Covenant rather than use that hideous Spacebattles cliche about colliding universes. If the Covenant have always been present, this also allows us to scale their weapons to the universe, rather than being grossly under/overmatched.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
	 &lt;br /&gt;
You can look at fan-made short stories for the Covenant, right now there is only one, and is still under construction.&lt;br /&gt;
&lt;br /&gt;
*[[The Glassing of Djangoris Alpha IV]]&lt;br /&gt;
&lt;br /&gt;
==Codex - The Covenant==&lt;br /&gt;
	 &lt;br /&gt;
If you want to go back to the Crunch, here is the &#039;&#039;&#039;link:&#039;&#039;&#039;--&amp;gt; [[Codex - The Covenant|Codex - The Covenant]]&lt;br /&gt;
	 &lt;br /&gt;
==Gallery==&lt;br /&gt;
	 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
	&lt;br /&gt;
Image:640px-Solace_Destroyed.jpg|A Covenant Super-Carrier is destroyed when Tau Cruiser &#039;&#039;The Chalice of Vol&#039;&#039;, sacrificed itself by using its Warp-Drives to overload.&lt;br /&gt;
&lt;br /&gt;
Image:Halo__fistful_of_arrows_58_59_by_levihoff-d4aa3ln.jpg|Djangorian Hell-Jumpers, dying by the hundreds.&lt;br /&gt;
&lt;br /&gt;
Image:Charge-vs-Covenant-Sangheili-1280x720.jpg|&lt;br /&gt;
&lt;br /&gt;
Image:Halo-the-jackal-20090921022809902-000.jpg|Kig-Yar pirate patrols, raiding a Tyranid infested planet.&lt;br /&gt;
&lt;br /&gt;
Image:Anniversary,_flood_outbreak.jpg|Members of the Imperial Xenologists, attacked by something worse than the Covenant.&lt;br /&gt;
&lt;br /&gt;
Image:Flood_Images.jpg|A sketch of the Great Parasite.&lt;br /&gt;
&lt;br /&gt;
Image:Half_Jaw_and_His_Command_Crew.jpg|&lt;br /&gt;
&lt;br /&gt;
Image:Sangheilis_Spacebattle.jpg|A border skirmish between Sangheili and Jiralhanae rebels.&lt;br /&gt;
&lt;br /&gt;
Image:Sword_of_sanghelios-d4gctwy.jpg|Covenant battle fleet, &#039;&#039;Sword of Sanghelios&#039;&#039; with a Warpstorm behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
&lt;br /&gt;
[[Category:Stories]] [[Category:Video Games]]&lt;/div&gt;</summary>
		<author><name>2601:449:8200:AF60:0:0:0:AD9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=1984&amp;diff=1413</id>
		<title>1984</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=1984&amp;diff=1413"/>
		<updated>2022-02-08T15:17:51Z</updated>

		<summary type="html">&lt;p&gt;2601:449:8200:AF60:0:0:0:AD9F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Grimdark}}&lt;br /&gt;
[[File:Big brother 1984.jpg|center|450px|thumb|[[Kane|BIG BROTHER LIVES IN DEATH! BIG BROTHER LIVES! PEACE THROUGH POWER!]]]]  &lt;br /&gt;
&lt;br /&gt;
[[Grimdark]] has always been a concept of humanity living in the worst environment as possible, and there is not even a single joy can be found in an utterly grimdark world. &#039;&#039;&#039;&#039;&#039;1984&#039;&#039;&#039;&#039;&#039; is an example of such a world. It is a novel by George Orwell (real name Eric Arthur Blair, but he didn&#039;t use it on his books because reasons) published in 1949, primarily about what would happen if the government has complete control over everyone, [[How Imperial Life Is Worse Than You Can Imagine|where everyone who matters will be forced to believe whatever lies the government tell that week, or else they&#039;ll be tortured and mind-raped to absolute despair]]. &lt;br /&gt;
&lt;br /&gt;
Orwell began work on &#039;&#039;1984&#039;&#039; eight months after reading (and being directly inspired by) &#039;&#039;We&#039;&#039;, one of the earliest known dystopian novels and arguably the first thoroughly detailed totalitarian society in science fiction. Written in 1921, the Russian author Yevgeny Zamyatin was in turn inspired by his translations of [[H. G. Wells]] (though &#039;&#039;We&#039;&#039; wouldn&#039;t be published in his home country until 1988, mostly due to coming down with a serious case of &amp;quot;banned by the Soviet Union publishing committee&amp;quot;). Orwell&#039;s work was conceived as a cultural translation of the book, and it (and by extension &#039;&#039;We&#039;&#039;) served as the inspiration for many a grimdark totalitarian dictatorship, particularly [[Paranoia]] and [[Warhammer 40k]].&lt;br /&gt;
&lt;br /&gt;
The scariest parts are the fact that the book is merely a chronicle of the evils humanity is capable of: no dangerous aliens or demons, just us, not to mention the fact that Eurasia was inspired by a real-life nation; Soviet Russia (Stalin&#039;s regime). In fact, in the books Big Brother is mentioned near the end as having a mustache [http://cdn.history.com/sites/2/2013/12/joseph-stalin-AB.jpeg just like said tyrannical dictator]. However, it should be noted the book is a condemnation of tyranny and dictatorships in general, due to how similar all the three nations involved in some eternal war are. This ends up giving the work a lot of applicability, in that you could switch around their names with entities like Nazi Germany and [http://dystopiannightmare.com/the-gas-chamber-horror-of-north-koreas-gulag/#more-989 Kim-Il-Sung&#039;s North Korea] (he claimed to be inspired by Stalin) and not be able to tell the difference.&lt;br /&gt;
&lt;br /&gt;
Orwell himself was a notable anti-fascist, having fought in the Spanish Civil War on the communist side; ironically enough, he would in fact sell out friends to the British government by ratting them out if they were gay (which in that era was considered [[Heresy|a crime punishable by death at worst]]). This makes him the [[Inquisition|third]] [[Eldrad|biggest dick]] amongst non-/tg/ related authors on /tg/, just barely beaten by [[Chick Tracts|his]] [[H.P. Lovecraft|competition]].&lt;br /&gt;
&lt;br /&gt;
As such an influential work, expect comparisons to and mentions of &#039;&#039;1984&#039;&#039; to be thrown around carelessly and frequently by [[That Guy|someone who probably read it once and think they&#039;re instant experts on recognizing totalitarianism]]. One may optionally bring up the irony of Orwell&#039;s aforementioned government snitching for added hilarity.&lt;br /&gt;
&lt;br /&gt;
== Plot ==&lt;br /&gt;
[[File:Winston smith rat torture.jpg|right|300px|thumb| [[skaven|YES. YES. ME PUNISH FOOLISH-SCARED NO FUR. CRY-TEAR AT ME MAN-THING!!]]]]&lt;br /&gt;
In [[Hive|Airstrip One, Oceania]], a middle-aged member of [[Administratum|the Ministry of Truth]], Winston Smith, isn&#039;t happy about his life.  He&#039;s sick of doing the same thing every day; helping the government spread their propaganda, being exhausted at work, his home life dominated by his telescreen (pretty much &amp;quot;IN SOVIET RUSSIA, TV WATCHES YOU!&amp;quot;, and woe betide anyone who breaks or turns theirs off), never getting laid (except for a far back encounter with an elderly prostitute; P.S prostitution is illegal here but is a crime that the state does not actually care much about) and not having enough to eat. But his life changes when he meets his co-worker, twenty-something brunette Julia. Despite coming across as a model citizen, even being a member of the [[Sisters of Cleaning|anti-sex league]], Julia gives him a secret message which says &amp;quot;I love you.&amp;quot; After meeting her outside their work, they talk and Julia and Winston decide to [[Heresy|give each other what they want]], which is something the party considers [[Blam|unacceptable]].  Winston has a fun time [[Slaanesh|fucking Julia]], [[Tzeentch|learning about the past]], [[Nurgle|eating the real food the upper class gets]] and [[Khorne|writing in his notebook about how much he hates The Party]]. During this time, Winston&#039;s co-worker O&#039;Brien introduces himself as a member of the secret anti-government Brotherhood and recruits Winston and Julia.  &lt;br /&gt;
&lt;br /&gt;
O&#039;Brien gives them a book on the Brotherhood&#039;s ideals and instructions to continue their affairs until called on by them. They do, making the inn where they had their first tryst their secret getaway. After a sex session, they start reading up on the Brotherhood (which can be summed up as idealist English Socialism). During a later tryst, they are arrested by the [[Inquisition|Thought Police]], who had been spying on their room the whole time through a telescreen hidden behind a painting (the innkeeper is revealed to be an undercover Thought Police commander). They are beaten and taken to the Ministry of Love to be brainwashed. There, Winston is reunited with O&#039;Brien, [[Just as Planned|and finds out that O&#039;Brien is actually a top-level government agent; his &amp;quot;recruitment&amp;quot; of Winston and Julia, and maybe even the Brotherhood itself, was a sting operation]]. O&#039;Brien [[Dark Eldar|tortures Winston almost to death]] while also gaslighting him, then when Winston starts to succumb to the brainwashing O&#039;Brien nurses him back to health. Then O&#039;Brien finds out from surveillance of Winston talking in his sleep that he still loves Julia and hates Big Brother.  So O&#039;Brien sends him to the dreaded Room 101 to meet his worst fear.&lt;br /&gt;
 &lt;br /&gt;
Room 101 is where the party torture their victims with their worst fear, which is figured out through near-constant scrutiny since childhood, meaning the party may have already had Winston as well as everyone in their grip: &amp;quot;He who controls the past controls the future. He who controls the present controls the past&amp;quot;. In Winston&#039;s case, his greatest fear is rats, because he found his house full of rats after his mother and sister&#039;s disappearance and assumed the rats ate them (note that back in the day, London - which is called Airstrip One in the book, had rat problems so bad that civilians would die from either the diseases they spread or just straight up eaten by its swarm if they encountered one and couldn&#039;t fight them off). Using this fear, O&#039;Brien put a metal cage-like device with rats inside next to Winston&#039;s head (see picture on the right), [[Skaven|threatened to let the rats eat his face]] and ultimately mind broke the poor Winston.&lt;br /&gt;
&lt;br /&gt;
Months after being successfully brainwashed by the party Winston meets Julia again, who is also brainwashed, and both are uncertain about their futures and no longer love each other (it&#039;s also implied that Julia was lobotomized). In the end Winston despairs so much he cannot even commit suicide, believes that [[derp|2+2=5]], and loves [[God-Emperor of Mankind|the Party&#039;s figurehead leader, Big Brother]].&lt;br /&gt;
&lt;br /&gt;
And &#039;&#039;that&#039;s&#039;&#039; when he is finally shot, or not. You see, all that torture the party has done to Winston only killed his &amp;quot;self&amp;quot;, meaning he no longer exists as a thinking individual. He exists only as a puppet of the Party, forever selfless, forever loving Big Brother.  While the party threatens to murder Winston with a single shot from a gun, they never did.&lt;br /&gt;
&lt;br /&gt;
Winston&#039;s self is the part that makes him human and unique — it essentially is Winston. And now that it is dead, he waits only for his [[Necron|soulless shell of a body]] to die as well.&lt;br /&gt;
&lt;br /&gt;
==The World of 1984==&lt;br /&gt;
[[File:Late1984.gif|center|thumb|800px|[[Grimdark|Welcome to the world of 1984. There is no escape, no hope and no peace. Have fun!]]]]&lt;br /&gt;
Because of how much the Party of Ingsoc controls the perception of reality, the state of international relations as a whole should be taken with a humongous grain of salt. For all we know, Oceania actually encompass the entire planet and just intentionally bombs their people to keep the hysteria and illusion of war possible. On the other hand, Oceania could just consist of Airstrip One and actually be a third-rate joke of a country pretending to be a superpower like North Korea. Nevertheless, according to the Party, the world of 1984 is split into three spheres of influence, each under the control of the respective super-states. &lt;br /&gt;
&lt;br /&gt;
===Oceania===&lt;br /&gt;
The main super-state and the one that 1984 is centered in. Oceania is a supernational entity that was formed after the revolutions in the 1950s and 1960s following the atomic wars during that time period. Basically, it led to the United States absorbing (AKA annexing) the weakened and collapsing British Empire along with its dominions, conquering South America and portions of South Africa. Following this, there was a civil war within the newly formed Oceania fought between the newly established English Socialists against the established Capitalists and other ideological parties. What happened during that period is unknown, as Oceania had already altered the realities of history and thus, the past. What is known is that the English Socialists (now shortened to Ingsoc) won and become the ONLY political entity. It was not known who was formed first, Oceania or Eurasia; either way, such petty differences was of minute importance in 1984.&lt;br /&gt;
&lt;br /&gt;
As one of the three world superpowers, Oceania obviously commands a immense military industrial complex, a large military and a sufficiently strong enough economy to support a never ending war. Whilst Oceania may not be as geographically as large as Eurasia nor as populated as Eastasia, Oceania could rest easily knowing that it is defended by two great oceans, the Atlantic and Pacific. The presence of these oceans means that Oceania has a immense navy and is possibly Oceania&#039;s key advantage over the other three super-states. Furthermore, these oceans makes Oceania impenetrable from any potential land invasions, as to cross these vast oceans would meet sufficient resistance from Oceanian floating fortresses.&lt;br /&gt;
&lt;br /&gt;
Oceania&#039;s governmental structure is left intentionally vague, although hints and snippets from Goldstien&#039;s book (which, might we add, may actually be fabricated by Big Brother himself as a [[trap]] to lure potential dissidents) suggests that Oceania runs on some form of oligarchical aristocracy. But it is not an aristocracy in the traditional sense, for a traditional Aristocracy must have a group of nobles ruling a state and propagated though usual hereditary means; Oceania is not designed to be hereditary, so it could be said that the aristocratic Inner Party is aristocratic only in terms of being &#039;noble&#039; through loyalty and Party affiliations. In this case, it is also an Oligarchy as only 2-3% of Oceania&#039;s population are from the Inner Party. Likewise, Oceania also showcases both examples of capitalism and socialism in its economic framework: capitalistic in the sense of the Party&#039;s &amp;quot;need&amp;quot; to overproduce products for the sake of being wastefully consumed through warfare, and socialistic in the sense private property no longer exists and a planned economy seem to be in the works (multiple telescreen announcements proclaim a victory of the battle of production through a three year plan).&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Oceania&#039;s foreign policy, like its adversaries, are constantly in a state of flux - they declare war or ally with either Eurasia or Eastasia, whichever suits the national interests of the three governments, thus staying in power through perpetual war.&lt;br /&gt;
&lt;br /&gt;
===Eurasia===&lt;br /&gt;
[[File:george-orwell-cartography.jpg|right|thumb|Another view of the map of 1984, showcasing the two primary fronts of perpetual war.]]&lt;br /&gt;
The second super-state that is frequently mentioned. Eurasia is constantly seen as the main antagonistic entity that Oceania is fighting against (at the very least in the first half). Like Oceania, Eurasia was formed from the atomic wars in the 1950s. It is not known which super-state was formed first, Oceania or Eurasia. Whilst Oceania formed from the absorption of the British Empire into the United States, Eurasia was formed from the Soviet Union annexing Europe, the Middle-East and Northern Africa above Sub-Sahara at the maximum. Eurasia, being a blatant expy of the USSR, followed an ideology called Neo-Bolshevism which is almost ideologically similiar to the other super-state&#039;s ideologies.&lt;br /&gt;
&lt;br /&gt;
As you may already know, Eurasia is possibly the largest of the super-states in terms of geographical size. Unlike Oceania, which is protected by the two large oceans of the Pacific and Atlantic, Eurasia does not have that much access to the waterways. Indeed, Eurasia most likely have very limited presence in the heavily dominated Oceanian Atlantic Ocean, and have some modest presence in the Indian Ocean. The Arctic ice sheets are the primary reason why the Eurasian navy never matured. Nevertheless, Eurasia&#039;s sheer land mass makes Eurasia itself unconquerable as the large varied landscapes of Eurasia, not to mention areas such as the Ural Mountains, the Swiss Alps, the Sahara and the Gobi Desert is an absolute logistical nightmare for any Oceanian forces willing to invade the heartland of Eurasia. Furthermore, Eurasia seems advance towards rocket technology as rocket-bombs constantly hit Airstrip One on a daily basis. Eurasia&#039;s mechanical divisions seems to be the most powerful of the super-states and its armies are vast and extreme. Near the end of 1984, the Eurasian army was big enough to invade and almost conquer the whole of Africa before Oceanian [[tactical genius]] attacked the Eurasian army from behind through the Horn of Africa and broke apart the invasion force. Likewise, Eurasia&#039;s most vulnerable area seems to be its borders with Eastasia, whose territory from Mongolia, Manchuria and Tibet are constantly in flux, although these territorial changes aren&#039;t that significant to the two powers.&lt;br /&gt;
&lt;br /&gt;
It is unknown what governmental structure Eurasia has; considering that Eurasia is just an &amp;quot;evolution&amp;quot; of the Soviet Union, one could estimate and guess that Eurasia&#039;s governmental structure resembles a socialist oligarchy, in which close Eurasian Party members stay in perpetual power from the larger masses. There would probably be no middle-class unlike in Oceania, where the Outer Party constitutes the middle. Economically, Eurasia&#039;s Neo-Bolshevism may imply that it is still largely a communist-run economy with planned economies even stronger than Oceania&#039;s. &lt;br /&gt;
&lt;br /&gt;
Like the three super-states, Eurasia&#039;s foreign policy is constantly changing, with Eurasia constantly allying and betraying either Oceania or Eastasia in order to keep the illusion of perpetual war and stay in power.&lt;br /&gt;
&lt;br /&gt;
===Eastasia===&lt;br /&gt;
The third super-state and the least known of the superpowers. Unlike Oceania and Eurasia, we actually do know when Eastasia was created. Eastasia is the youngest of the super-states as it was formed a decade after Oceania and Eurasia due to a period of [[Derp|&#039;confused fighting&#039;]] (So somewhere in the 1960s). Of course Eastasia also posses the oldest continuous civilization of the three super-states. Due to the time period that Orwell had published 1984, the Chinese civil war was still ongoing at that time (The book was published in 1949, a few months before the communists beat the nationalists and proclaimed the PRC) and Orwell speculated that the war would continue longer than he expected. Anyways, Eastasia is overtly referenced to be formed by Mao&#039;s China annexing the Korean Peninsula, Japan, Northern India and some countries south of China such as parts of Indochina, Nepal, Bhutan and Bangladesh. Mongolia isn&#039;t one of the countries absorbed by China because at that time period, China still retained the territories of the former Qing Dynasty and Mongolia was already part of China at that time. The main ideology of Eastasia is loosely translated into Death-Worship, although the full translation is called [[Lulz|Obliteration of the Self]].&lt;br /&gt;
&lt;br /&gt;
Currently, Eastasia is geographically the smallest of the three superpowers, but its small size does not mean that Eastasia is the weakest. If anything, a long war of attrition favors Eastasia above all. Whilst Eurasia is unconquerable due to its landmass and Oceania is protected by two oceans, Eastasia is safeguarded by sheer population size. Indeed, Eastasia is the most populous of the three super-states and their citizens are as industrialized as their Eurasian and Oceanian counterparts. With its large population and relatively smaller geography, Eastasia finds it easier for it to defend its territories from the other two rival super-states and unlike Eurasia which is large but demographically stretched thin, Eastasia does not need to worry of any unpopulated and thus, undefended territories. Eastasia possibly posses the largest standing army out of any of the superpowers due to its population and posses an equally strong navy to contest territorial disputes in the Indian and Pacific Ocean. Furthermore, Eastasia&#039;s geography makes it extremely difficult to invade as Eastasia controls the Himalayan Mountain Range, parts of the Gobi Desert and Eurasia acting as a buffer state in the north. &lt;br /&gt;
&lt;br /&gt;
In terms of governmental structure, we have even less information on Eastasia. Of course it wouldn&#039;t be surprising if Eastasia shares the same Oligarchical system as Oceania or Eurasia. Eastasia&#039;s Death-Worship ideology do suggests or hint that Eastasia follows a form of ancestral worship and immortalization akin to North Korea&#039;s eternal president Kim Il-Sung. No information is known on the economic aspects of Eastasia however; but the collectivist culture stemming from Chinese Confucianism and Maoist China do make Eastasia head to a direction in which its government resembles a council of Elders akin to a Gerontocracy, with a heavily centralized economy with some of Mao&#039;s schlick of constant revolution to revive the revolutionary spirit.  &lt;br /&gt;
&lt;br /&gt;
Eastasia like the other two superpowers, are constantly at war and at peace with either Oceania and Eurasia in order to ensure that its populace stay forever loyal the state from fear of being conquered.&lt;br /&gt;
&lt;br /&gt;
===Everyone Else===&lt;br /&gt;
Anyone of anything that is not part of either of the three superpowers are forced to live a life in perpetual misery, suffering and slavery. These poor bastards from the Equatorial Front, which stretches from Sub-Saharan Africa to the Gulf States and into South-East Asia, are constantly at the mercy of being unceremoniously killed by Eurasian, Eastasian or Oceanian forces or enslaved by their masters to work in labor camps. The territories of the Equatorial Front is constantly in flux as the three superpowers continuously gain and lose territory, all in the guise of perpetuating the war and waste resource to ensure a healthy dose of fear, hatred and xenophobia to their enemies.&lt;br /&gt;
&lt;br /&gt;
Another front of endless fighting also occurs in the north called the Polar Front, in which Oceania and primarily Eurasia contest and compete on who holds claim to the Arctic Ice Sheets. Not much known on Antarctica however, as no one seems to lay claim to it. It could be due to Antarctica&#039;s status as being [[Death World|permanently terra nihilus]] that no one wants to step foot on it. That or Antarctica is such a miserable and useless place even for the standards of 1984 that none of the superpowers could find any strategic interests in annexing an area with no known resources or mcguffin to fight over until the other two are dealt with and only to have a place to disappear people to.&lt;br /&gt;
&lt;br /&gt;
== Warhammer 40k&#039;s grimdark elements inspired from 1984 ==&lt;br /&gt;
[[File:1984.jpeg|right|300px|thumb|He is watching you, and waiting for you to do something heretical.]]  &lt;br /&gt;
* &#039;&#039;&#039;The Big Brother&#039;&#039;&#039;: Big Brother is the omnipotent figurehead created by the ruling Party for those poor bastards to worship (while Big Brother may or may not exist in 1984, the God-Emperor of the Imperium in 40k does exist), and like with real-world religious fundamentalists sex is even considered evil because it takes away veneration from the God-figure. However, despite the totalitarian fanaticism, the society that inspired 1984 (the Soviet Union) was militantly atheistic regularly partaking in [[Imperial Truth|the execution of clergymen, destroying places of worship and publishing defamatory anti-religious propaganda]] while Oceania is implied to prohibit practicing religion.  The veneration of certain figures being a Cult of Personality, and even then it was only for Party members; most of Russia&#039;s proles remained Eastern Orthodox but only kept it to themselves for fear of [[Blam]] by the government or government loyalists (again, North Korea under the Kim Dynasty is a better analogy).   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Constant Surveillance&#039;&#039;&#039;: In 1984, there are these shitty TV networks that were created to stalk you and [[lulz|troll]] you everyday call the &amp;quot;telescreens&amp;quot; and you cannot turn them off.  If you somehow manage to turn one off, you will be captured by the thought police and have your ass beaten. There are other surveillance devices such as helicopters (for tall apartment buildings), thought police, and even your own children (whom were part of the party&#039;s child spies program that keeps an eye on their parents, and they would turned on their parents without a second thought just so they would be labelled as a hero by the public if they do so, the shitty brat). The only people who are free from this nightmare are the underclass Proles, and that&#039;s because they&#039;re so dumb the Party considers them animals who do not give a fuck about politics, doing nothing but work, drink and wank to porn. Yes, you yourself are one such filthy dumbass Prole, using this Telescreen for hentai instead of [[/tg/ gets shit done|actually doing something]]. In Warhammer 40k, there are the secret police of the Inquisition which have psykers reading people&#039;s minds everyday, and Adeptus Arbites who serve [[derp|fair justice]] to common proletarians everyday. Also noted that in the Age of Apostasy, Goge Vandire had [[Servo-skull|Cherubim]] installed everywhere to act as his own telescreens for whatever the fuck he had his minds on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In The Grim Darkness Of The Far Future There Is only War&#039;&#039;&#039;: In 1984, eternal war is the best way for Oceania (which is composed of the Americas, the British Isles (called &amp;quot;Airstrip One&amp;quot; in the novel), Iceland, Australia, New Zealand, and southern Africa below the River Congo... [[Skub|according to Oceania]]) to have their lonely [[Ork|excuse for fun]]; they wage unnecessary wars with &amp;lt;s&amp;gt;friendly&amp;lt;/s&amp;gt; countries that are almost exactly the same as they are, using the lands of unaligned countries as the battlefield, the inhabitants of those areas being forced to live in constant slavery under whichever power controls them at that time.  All of this is so they can justify their brutal totalitarian rule, which is in place to preserve the [[Games Workshop|status quo]].  This involves spending most of their money on building more [[Stormraven|flying metal boxes]] or floating fortress, a massive waste of force labors that locks up people to build useless cargo ships. The party never giving benefits to their own people who are cramped into [[Hive|1000 meters-high city prisons for your grandmother to live in]]. Oceania&#039;s neighbors (assuming they even exist) are [[Orks|Eurasia(Europe, Soviet Union and Middle-East)]] and [[Eldar|Eastasia(all of Northern India and East Asia except for Russia)]], who are just as much of a shithole like Oceania and they are constantly changing sides because they know the war is mutually beneficial. Once they are done [[Promotions|buttsecks]] with each others for resources, they would backstab their allies and making their old enemy a new ally. Again, they three countries (assuming they are three separate countries, and not just a world-spanning Oceania faking a war with itself, or even just a tiny rogue state spewing all this BS) let their ex-ally backstab them on purpose, just to make sure the war never ends, just to make sure the benefits are always funneling into the national treasury.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Ministry of (love, truth, peace, plenty)&#039;&#039;&#039;: In 1984, the Oceania had their own departments of powers to control their filthy peasants. Despite their organization have names like truth and love, it is actually the opposite. &#039;&#039;&#039;The Ministry of Truth&#039;&#039;&#039; is basically [[Administratum]], where all the history records and documents were &amp;quot;true&amp;quot; and they are certainly not destroyed or rewritten to provide false propaganda. You dispute this? Ha! Where&#039;s your proof? Oh please, memories are faulty things. &#039;&#039;&#039;The Ministry of Love&#039;&#039;&#039; is where all the heretics are cared with &amp;quot;love&amp;quot; and the staff members will definitely not treat them with unorthodox methods of torture or mind rape, or both. &#039;&#039;&#039;The Ministry of Peace&#039;&#039;&#039; is the army because only true peace can be found through oppression with [[Autogun|bullets]], [[Chainsword|cold steel]] and [[Flamer|fire]]. An act of war is actually an act of peace, and totally not an excuse to create a &amp;quot;common enemy&amp;quot; scenario or keep the populace in line with fear! &#039;&#039;&#039;The Ministry of Plenty&#039;&#039;&#039; is the food distribution to provide &amp;quot;plenty&amp;quot; for all and certainly not feed the upper class while keeping everyone else in a famine; also, the chocolate rations have been increased to 10 grams - they have never been 15 grams and were certainly not &#039;&#039;decreased&#039;&#039; to 10 grams. Noted how this 4 ministries is comparable to the four chaos gods. [[Tzeentch]] is truth (deceive people with lies), [[Khorne]] is peace (eternal war), [[Slaanesh]] is love (sadistic fun) and [[Nurgle]] is plenty (health through illness and famine)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Imperium|Imperium Of Man]]&lt;br /&gt;
*[[Xeelee Sequence#Interim Coalition of Governance|Interim Coalition of Governance]]&lt;br /&gt;
*[[Grimdark]]&lt;br /&gt;
*[[Communism]]&lt;br /&gt;
*[[Paranoia]]&lt;br /&gt;
&lt;br /&gt;
[[category: Literature]]&lt;/div&gt;</summary>
		<author><name>2601:449:8200:AF60:0:0:0:AD9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dwarfs_(Warhammer_Fantasy)&amp;diff=191648</id>
		<title>Dwarfs (Warhammer Fantasy)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dwarfs_(Warhammer_Fantasy)&amp;diff=191648"/>
		<updated>2022-02-05T22:43:40Z</updated>

		<summary type="html">&lt;p&gt;2601:449:8200:AF60:0:0:0:AD9F: /* Other Continuities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WH Dwarfs Old Art.JPG|thumb|right|500px|A short, sturdy creature fond of drink and revenge.]]&lt;br /&gt;
{{topquote|Before you embark on a journey of revenge, dig two graves.|Confucius}}&lt;br /&gt;
{{topquote|The anvil is hard so that it can help shape the blade. If life were easy, we would all be soft and misshapen shards of metal, tossed into a bin.|J.M. Bush}}&lt;br /&gt;
{{topquote|Far, far below the deepest delvings of the dwarves, the world is gnawed by nameless things.|J.R.R. Tolkien}}&lt;br /&gt;
{{topquote|Revere the ancestors, obey your king, bear your arms with pride, fear no foe, hate the green skins, mistrust the Elf, and you can do no wrong.|Old Dwarf Saying}}&lt;br /&gt;
{{topquote|That’s going in the book.|Every Dwarf player ever}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dwarfs&#039;&#039;&#039; (never &amp;quot;Dwarves&amp;quot;, always &amp;quot;Dwarfs&amp;quot;, on the same note &amp;quot;Dwarfen&amp;quot; rather than &amp;quot;Dwarven&amp;quot;) of [[Warhammer Fantasy]] also know as [[Tomb Kings|&#039;&#039;annu-horesh&#039;&#039;]] are the typical bearded mining alcoholic grumbling race you&#039;d expect them to be (although in all fairness, Warhammer was the third ever setting to use that archetype after [[Tolkien]] heavily re-invented it and [[Dungeons &amp;amp; Dragons]] was the first to &amp;lt;strike&amp;gt;steal&amp;lt;/strike&amp;gt; appropriate it). But Warhammer Dwarfs have a more elaborate culture than the preceding Dwarfs which were based on real life history and a generic template respectively. &lt;br /&gt;
&lt;br /&gt;
Dwarfs are the Roman Empire of the setting in the sense that they were the original masters of the [[Old World]] AKA Warhammer Europe. Having a major Hold in every mountain, the Dwarfs easily repelled any invading race and traded with every friendly one. The language of humanity as well as the scientific progress of the setting all come from the Dwarfs (this is a large chunk of the reason why Fantasy players &amp;lt;strike&amp;gt;sperg out&amp;lt;/strike&amp;gt; get angry about words such as &amp;quot;codex&amp;quot; and &amp;quot;materium&amp;quot; when used in reference to Fantasy; there was no Latin, only Khazalid), and although they didn&#039;t have anything to do with the first banishing of [[Chaos]] they are responsible for the strength of the forces of Order repelling Chaos for most of the rest of the setting. &lt;br /&gt;
&lt;br /&gt;
Unlike many fantasy settings, Dwarfs in Warhammer are based on blunt spoken Yorkshire men (rather than blunt spoken Scottish men). This is in contrast to the High Elves having a touch of Southern England about them. &lt;br /&gt;
==History==&lt;br /&gt;
[[File:Dorfz.PNG|thumb|center|600px|NEVAH FUCKIN FORGET IT!]]&lt;br /&gt;
NOTE: Many events are listed under different dates depending on your source and edition, which can just be resolved by figuring each Hold kept history separately. Feel free to loudly grumble into your ale about it. &lt;br /&gt;
&lt;br /&gt;
===Prehistory (Golden Age before Chaos)===&lt;br /&gt;
In the beginning of the Warhammer World (named &amp;quot;Mallus&amp;quot; in Age of Sigmar for its solid core, because &amp;quot;The Warhammer World&amp;quot; is a cumbersome and rather uncreative name for a planet) a race of beings from another place and/or time called the [[Old Ones]] descended on a primitive world (which as of the [[End Times]] was revealed to already have [[Isha]], [[Asuryan]], [[Kurnous]], and [[Ereth Khial]] among unknown other Elf gods on it thanks to them surviving the end of the preceding universe). The Old Ones discovered there were primitive races on the verge of sapience, and began experimenting on them to create a race capable of defeating Chaos. To achieve this end they created the [[Lizardmen]] as assistants and built the [[Warp Gates]] to draw magic and use as tools (accidentally drawing the very attention of Chaos they were trying to avoid). They first made the races civilized and planted the seeds of their culture, placed them in an environment perfectly formed to aid their development, and put them in proximity to fight Chaos. &lt;br /&gt;
&lt;br /&gt;
First uplifted were the [[High Elves (Warhammer Fantasy)|Elves]], gifted in magic and longevity. But the Elves were too frail, too corruptible. Chaos could tug at their emotions and draw them into conflict with themselves, lure them to its side with promises of power and pride, and were loyal to themselves before their race and their race before anything else. &lt;br /&gt;
&lt;br /&gt;
So the Old Ones took the Dwarfs and uplifted them, tweaking the formula to still have long life but making the Dwarfs entirely unable to be corrupted by Chaos ([[Chaos Dwarfs|in theory because it didn&#039;t work in practice]]) by making their bodies resist magic and giving them personalities that Chaos could not twist. While Elves are arrogant and act on emotion, Dwarfs are prideful but act on duty before all else. Inherent loyalty to each other prevents them from being manipulated into infighting easily, but the Dwarfs have a cultural emphasis on Oaths and pursuit of gold which allows them to deal with other races fairly. Refusal to allow insult and sleight lie unavenged make them more than willing to fight any threat, although Dwarfs lack the desire for war and bloodlust that lay deep in the hearts the Elves. Dwarfs were able to improve on the superior techniques of creating objects with their obsessive nature and a race-wide perfect photographic memory. Sadly, the Old Ones rejected the Dwarfs due to their easily predictable nature and the inability to use magic being a disadvantage more than a strength. So the Old Ones moved on, creating the human race next then the Halflings, Giants, and finally Ogres with miscellaneous races inbetween. &lt;br /&gt;
&lt;br /&gt;
Dwarfs remember their history differently however. They claim to have been born from the stone of the first mountains, a story that doesn&#039;t involve Elves or Lizardmen or any other race. They believe the first Dwarfs to be their gods, the Ancestor Gods. [[Valaya]] was the first queen, who invented almost all aspects of Dwarf culture. Her husbands were [[Grungni]] and [[Grimnir]], with Grungni taking the language his wife created and inventing the ability to forge them into objects using specific rituals to trap magic inside without the corruption or destruction inherent to magic. Grimnir on the other hand became a war god, destroying the enemies of the Dwarfs. In reality, these three were only the leaders of the first Dwarfs that were given gifts by the Old Ones, guided by the hands of the mysterious beings (its not clear if seen or unseen, although since the [[Slann]] directly taught magic to the Elves its possibly the first three royals were guided by the Old Ones themselves). The three did indeed become gods, possibly through the Old Ones or possibly through other means. &lt;br /&gt;
Dwarfs claim that Valaya invented all aspects of Dwarf culture from Grudge-keeping to brewing to the language of the Dwarfs (called &amp;quot;Khazalid&amp;quot;), while the lore that isn&#039;t told through the Dwarf perspective claims these were the gifts of the Old Ones meaning that Valaya likely just spread the knowledge and as a goddess was the patron rather than was the inventor. What is true is that Valaya was the one who established the primary Dwarf Holds (called &amp;quot;Karaks&amp;quot; or [[Dwarf Fortress|Fortress]]) including Karaz-a-Karak which became her holy city and the capital of the Dwarf race, although she left her sons in charge of each Karak and Dwarfs consider said sons as the first ruler of each. &lt;br /&gt;
[[File:Classic Dwarfs.png|thumb|right|400px|Early Warhammer Dwarfs (meta, not fluff).]]&lt;br /&gt;
By Dwarf reckoning the first stone gave birth to the three, then the three created the others from it; thus making the three the &amp;quot;parents&amp;quot; of all Dwarfs. But Valaya gave birth to children of both of her husbands, and the lineage of many Dwarfs can be traced directly to them which lends them legitimacy and credence in society, which is why the same lore can have a Dwarf say they are all sons of Valaya while their king is considered a direct son of Valaya. &lt;br /&gt;
&lt;br /&gt;
Grungni one day made a prophesy that a great disaster would befall the Dwarfs. He and Valaya created a special rune, her own rune, that protected from magic and Chaos while Grimnir prepared for a great war by slaying the monsters already in the world including &amp;quot;Urmskaladrak&amp;quot; AKA the father of all Dragons (according to the Elves, this dragon was a benevolent being killed by one of their own gods who&#039;s body formed [[Ulthuan]] meaning which story is true is unknown).&lt;br /&gt;
&lt;br /&gt;
===Chaos (Orphans)===&lt;br /&gt;
When the Warp Gates collapsed into portals to the [[Warp]] and the Old Ones vanished, Valaya made a home in Karaz-a-Karak and blessed the first two great pillars within. Both Dwarfs and Elves in Warhammer mark this time as the start of recorded history, with the exact Dwarf calendar beginning in -5500 according to the calendar of the humans of the setting (so the Dwarf 4493 is the human year 0). &lt;br /&gt;
&lt;br /&gt;
One hundred and two years later Grungni created the Throne Of Power which is the property of the High King of the Dwarfs, giving it to his son Snorri Whitebeard. Grimnir met the Elf [[Aenarion]] during his travels as an explorer and the two races began diplomacy as the only other civilized people they had encountered (Dwarfs had met the humans of [[Nehekhara]], but the relations were not exactly friendly and the not-Egyptians were fairly primitive compared to the Dwarfs at the time). &lt;br /&gt;
&lt;br /&gt;
One year after that, Grimnir marched into the Chaos Wastes to defeat the [[Daemon|Daemons]] and [[Warriors of Chaos|human Chaos-worshipers]] and wound up alone in a fortress inside the Warp after closing the Chaos Gate that allowed Daemons to walk straight into the material plane, where he fought the united forces of Chaos for the rest of time. Valaya hid in a forgotten Vault called Valaya&#039;s Gate where she could pool her magic and create a magical device to brings Dwarfs back to a golden age if they ever faltered. Grungni&#039;s fate is unknown, although he didn&#039;t die.&lt;br /&gt;
&lt;br /&gt;
During this time, several Dwarfs got separated and found themselves in an inhospitable wasteland.  What happened next is shrouded in mystery, but began when their children started dying of sickness.  When they were eventually engulfed by the corrupting influence of Chaos, they turned from the Ancestor Gods to the daemon Hashut and became the [[Chaos Dwarfs]].  The rest of the Dwarfs promptly unpersoned them, declaring them eternal enemies of all Dwarfs who revere the Ancestor Gods, and any relatives they had among the main population committed mass suicide out of shame.&lt;br /&gt;
&lt;br /&gt;
===Snorri Whitebeard===&lt;br /&gt;
In the absence of the mother and fathers Snorri became the supreme leader of his siblings, the Dwarf kings. After the sacrifice of Aenarion and the construction of the Vortex by the Elves, Chaos had subsided a great deal and the races began to explore the world again. In the year 404, Aenarion&#039;s son [[Malekith]] contacted Snorri and spent time with their race, learning a great deal about them and sending messages about the amiable race he had discovered back to the homeland. The two destroyed the last remaining armies from the first invasion of Chaos and settled the world, Elves creating colonies and Dwarfs new Karaks and even the odd above-ground settlements. Trade between the two created a new golden age vastly different than what came before, with Dwarfs refining their magical runes with the aid of the Elf masters of magic while the Elves learned the secrets of engineering. &lt;br /&gt;
&lt;br /&gt;
Sometime between year 500 and 600 the Dwarfs of a Hold called Zorn Uzkul swore itself to the Chaos entity [[Hashut]] and became [[Chaos Dwarfs]] (Dwarfs cannot be corrupted against their will, but the Old Ones hadn&#039;t predicted willingly falling to what has little to offer), called &amp;quot;Uzkul-Dhrazh-Zharr&amp;quot; or just &amp;quot;Dawi Zharr&amp;quot;. Chaos Dwarfs became Wizards by forcing magic into their bodies via runes, but thanks to the magic-resisting nature of the Dwarfs the Chaos Dwarf Wizards slowly turn to stone. &lt;br /&gt;
Knowledge of how it happened and who exactly Hashut is are lost even to the Chaos Dwarfs themselves, with all that is known for sure being that they felt abandoned by the trinity gods after Chaos isolated them from the rest of the race. Hashut may be an ancestor god, but he could also merely be a Daemon using the Chaos Dwarfs to increase his own power. Either way the knowledge of the Chaos Dwarfs is ignored by most of the rest of the Dwarfs as they are generally unwilling to admit to anything that diminishes them. &lt;br /&gt;
&lt;br /&gt;
In 1684 the second Phoenix King Bel Shanaar visited Karaz-a-Karak, swearing an Oath of eternal friendship with the elderly Snorri. At some point Elf artisans worked on the ceiling of the great hall of Karaz-a-Karak, which had since grown to house nine hundred and ninety two pillars added to Valaya&#039;s first two with each belonging to a Dwarf clan upon which each year their history is chronicled. The Elves covered the roof of the Hold in sapphires that glimmer and glow, showing the constellations in the sky above the mountain.&lt;br /&gt;
&lt;br /&gt;
===Gotrek Starbreaker===&lt;br /&gt;
Snorri passed the position of High King to his son Gotrek, as well as the Throne Of Power. &lt;br /&gt;
&lt;br /&gt;
In 1654, not long after Malekith began the great civil war between the Elves, letting his mother [[Morathi]] twist him and the more wicked of the Elves to become [[Dark Elves]], Malekith killed Bel Shanaar. Dwarfs heard little of the war and barely understood it as knowledge of the Chaos Dwarfs was either commonplace or covered up and those who were aware chocked it up to Chaos rather than inherent wickedness or anyone having any natural reason for kinslayin and Oathbreaking. The war went on for many years under Phoenix King Caledor I, with the Dwarfs being understanding of the weakened and financially strained Elves and producing more weapons and armor for them. &lt;br /&gt;
&lt;br /&gt;
Elves and Dwarfs have contrasting personalities and some had managed to earn enmity between them even if the races as a whole were still beloved allies and friends. Elves are arrogant and sarcastic, Dwarfs are boisterous and rude, and this harmed the politics of the two when the races spent time in constant contact. [[The Grudge Of Drong]] was an incident in 2493 when a highly traditionalist and highly racist Dwarf clan called Kazad Drong began a war with a far more open (and wealthy) Dwarf clan in Krag Bryn as well as their Elf allies. At the end of a very bitter war both Holds turned against the Elves who had marched to war in defense of their trade partners and all three (far more for the Dwarfs) suffering grievous losses as a result. The rest of the Dwarfs refused to help, leaving the Elves bitter at the betrayal and the two clans of Dwarfs fuming over the loss of their armies. In the same year, a Hold called Karak Zorn established in the mountains south of Nehekhara is destroyed by Lizardmen. &lt;br /&gt;
&lt;br /&gt;
In 2488 Dwarf caravans were found destroyed by Elf arrows. The Dwarfs immediately slaughtered the nearest Elf settlement. &lt;br /&gt;
This set the stage for what was to come. &lt;br /&gt;
&lt;br /&gt;
In the year 2518 when the now-evil Malekith used his knowledge of the Dwarf race to manipulate Elves and Dwarfs into being enemies forever. While there are sources that say Malekith was the mastermind of what was about to happen, others (and what is much more likely) suggest his ultimate goal was to prevent the High Elves from seeking help from the Dwarfs against himself, something that could have very well happened with the Dwarfs focus on oaths. Making the alliance between the two races shaky would keep the Dwarfs out of any future conflicts, although his plan to achieve this would work FAR better then he could have predicted. His Dark Elves dressed as the High Elves and attacked Dwarf caravans. Gotrek had difficulty believing the allies of the Dwarfs could ever do such a thing and sent his emissaries for an explanation from the current Phoenix King Caledor II, son of Caledor I. Unlike his father Caledor II was arrogant to a ridiculous degree, and refused to even meet with the &amp;quot;inferior race&amp;quot;. Angered by this behavior, Gotrek changed his demand from an explanation to the gold value that would result in forgiveness according to the Dwarf tradition of Grudges. Caledor II responded by shaving the beard of the ambassador, which is the worse thing that can befall a Dwarf short of betraying his Clan and king, and sent him back to them. He took the Slayer Oath in shame and Gotrek declared war on the Elves. This came to be known as the [[The War of the Beard (The War of Vengeance)|War Of The Beard/War Of Vengeance]] (former to the Elves, latter to the Dwarfs). &lt;br /&gt;
Due to the shame of the friendship Snorri Whitebeard swore going so wrong, he became unable to leave the world and lived on as an immortal being called [[Grombrindal]] AKA The White Dwarf. &lt;br /&gt;
&lt;br /&gt;
The war was devastating for both sides. The Dwarfs destroyed most of the High Elf colonies that had nothing to do with the conflict, the High Elves wiped out quite a few Holds and the High Elves gave into the savage side that had previously only been seen in the Dark Elves when they began desecrating religious sites and poisoning populations in acts of total war. Both sides were devastated, pooling their resources from fighting Chaos and their evil kin into destroying each other. &lt;br /&gt;
In 2519 Snorri Halfhand, Gotrek&#039;s son, dueled Caledor II and was killed. In 2525 Snorri is avenged by his cousin Morgrim the Elf Prince Imladrik in the Battle Of Oeragor. In 2545 Morgrim burns down Athel Maraya. &lt;br /&gt;
&lt;br /&gt;
In 3003 the Dwarfs attacked Tor Alessi in the Battle Of The Three Towers where Gotrek and Caledor II dueled. Caledor&#039;s head was cut off and the Dwarfs captured the Phoenix Crown, forged by all of their kingdoms for Aenarion and a holy object of supreme importance, which resulted in the Grudge that started the war being avenged (but not the MANY that had occurred during it). The Dwarfs retreated back into their Holds and dared the Elves to attack, and during preparations for that the Dark Elves attacked Ulthuan. The Elves immediately retreated back, accepting the war as a defeat, and scrambled to save their homeland. They demanded the surviving colonists to return to Ulthuan, but they had heard the primal call of the magical woods of [[Athel Loren]] and refused, becoming [[Wood Elves (Warhammer Fantasy)|Wood Elves]] instead. &lt;br /&gt;
&lt;br /&gt;
The end of the war marked the end of the golden age of the Dwarfs, as their armies were devastated and much of their lands lost. But the worst was yet to come. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time Of Woes&#039;&#039;&#039; began only twenty years later. The Slann of the Lizardmen attempted to reshape the geography of the world in order to follow more closely the plans of the Old Ones. At the same time however, the Skaven over at Skavenblight used a giant machine in an attempt to expand their under-empire. The power of Slann magic and Skaven machinery collided and the resulting earthquakes did more damage to the Dwarf civilization than anything else in their history. Nothing is recorded of this time, even in the Book Of Grudges. All Holds were at least partially damaged, while the gigantic underground highway that connected all Dwarf territory called the Underway was blocked with rubble, water, magma, and a gigantic horde of [[Orcs &amp;amp; Goblins|greenskins]] as well as the newly discovered Chaos ratman race called [[Skaven]]. The Goblin Wars began at this time. Karak Ungor fell first, conquered by [[Night Goblins]] and renamed Red Eye Mountain. The Blacktash, Hit-hammer, and Fire-brand Clans are entirely wiped out. &lt;br /&gt;
&lt;br /&gt;
Only one year later Karak Varn fell to Night Goblins and Skaven after partially flooding from earthquakes. The year after that the mines of Ekrund were overrun by Orcs and the Mad Dog Pass watchtowers were taken by a horde of greenskins including Night Goblins from the east. Karak Izor only survived due to reinforcements from Clan Kamerad including steamroller warmachines. In 3066 Gunbad, the richest mines the Dwarfs had and the only source of Brightstone, fell to Night Goblins and Gadron Holheart, greatest Dwarf jeweler, died in the battle. By 3131 all Dwarf Holds east of the World&#039;s Edge  Mountains are abandoned. In 3136 greenskins began the Silver Road Wars and twenty years later captured Mount Silverspear which was renamed Mount Grimfang after the warboss that took it.&lt;br /&gt;
&lt;br /&gt;
===Morgrim Blackbeard===&lt;br /&gt;
Gotrek&#039;s tragically disastrous reign ended some time prior to 3268 when Morgrim Blackbeard became his successor as High King and inherited the Throne Of Power. &lt;br /&gt;
&lt;br /&gt;
In 3243 Thunder Mountain erupted, forcing an army of Trolls and greenskins into Dwarf lands. Soon after, Mogrim began the Troll Wars to retake territory around Karaz-a-Karak after the fall of the villages of Valhorn and Budrikhorn. He managed to recapture minor settlements across his territory and, more importantly, was able to retake the tombs of Dwarfen ancestors to restore and reseal them. &lt;br /&gt;
&lt;br /&gt;
In 3248 Morgrim continued south with his army to reclaim Mad Dog Pass while Logazor Brightaxe led an army east to recapture Mount Gunbad but was soon forced out. Dwarf forces attempted to reclaim Mount Silverspear but were repelled and settled for destroying a greenskin army marching on Karaz-a-Karak instead. &lt;br /&gt;
&lt;br /&gt;
In 3292 Karak Izor and Clan Kamerad signed a trade deal of 2k tons of iron for 1k tons of copper. &lt;br /&gt;
&lt;br /&gt;
In 3338 the Runesmith Kadrin Redmane retook Karak Varn from the Skaven and discovered Gromril, causing a massive resettlement of the Hold. Redmane was killed in 3387 by an Orc ambush near the Black Water coast, and according to the story he threw his famous runed hammer into the water to prevent it from falling into Orcish hands; his descendant, the Hammerer Durgrim Redmane, disputes the story and still possesses the hammer to prove his claim. &lt;br /&gt;
&lt;br /&gt;
In 3392 Prince Gumli of Clan Kamerad and Princess Dertain were betrothed to celebrate 100 years of trade. Upon seeing her, he described her as having &amp;quot;the face of a troll chewing a rock&amp;quot; and breaks off the marriage,  keeping the dowry for &amp;quot;the wrongs that our eyes had to endure&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In 3397 Karak Varn was retaken by greenskins.&lt;br /&gt;
&lt;br /&gt;
===Nurn Shieldbreaker===&lt;br /&gt;
The dates of Nurn Shieldbreaker&#039;s rule aren&#039;t recorded. He is mentioned in Warhammer Fantasy Roleplay 2nd edition in [[Tome Of Salvation]], so his canonicity is dubious. &lt;br /&gt;
&lt;br /&gt;
Nurn was the first Dwarf to meet the human tribals that would later form the Empire. He was initially insulted when his proud delegation of armored warriors was met with the savages fleeing in fear, but in later meetings the humans agreed to sell the Dwarfs gold and cattle in exchange for land and safe passage to it.&lt;br /&gt;
&lt;br /&gt;
===Skorri Morgrimsson===&lt;br /&gt;
At some point prior to 3518 Skorri succeeded his father Morgrim (if Nurn Shieldbreaker is still canon, the dates suggest that Nurn was Skorri&#039;s elder brother but there is no solid info on this, especially since Skorri succeeded his father so it can be finagled to say that Morgrim went missing and was presumed dead and succeeded by Nurn, who died early but Morgrim was able to find his way back and retake the throne before Skorri was made High King and leaved it to Skorri when he died). His son Prince Furgil is killed trying to reclaim Karak Ungor from Skaven, incidentally leading to the foundation of the Slayer Cult (see below). &lt;br /&gt;
&lt;br /&gt;
In 3548 Skorri lead a massive Dwarf army to retake Karak Ungor in a battle called The Battle Of A Thousand Woes, but were driven back to Karaz-a-Karak and Skorri abdicated the throne to take the Slayer Oath, and died soon after. If you take the finagling above to be canonical as a means to weld the old lore with the established canon then this means that this family had a real bad time.&lt;br /&gt;
&lt;br /&gt;
===Rogni Stonehammer===&lt;br /&gt;
Rogni’s reign has no information other than that he was the cousin of Skorri.&lt;br /&gt;
&lt;br /&gt;
===Logan Proudbeard===&lt;br /&gt;
The date Logan took the throne isn&#039;t recorded like his four predecessors, but occurred sometime between 3548 and 3773. &lt;br /&gt;
&lt;br /&gt;
On 3773 Night Goblins laid siege to Karak Azgal but were driven back, causing them to invade Karak Azul instead where they managed to take part of it. Only in 3783 did the forces of Karal Azul manage to expel them completely. Aid from Clan Kamerad is instrumental in the victory. &lt;br /&gt;
&lt;br /&gt;
In 3803 a dragon named Skaladrak Incarnadine (AKA not-Smaug) destroyed mines near Karak Kadrin. &lt;br /&gt;
&lt;br /&gt;
In 3822 Miners of Karak Eight Peaks tunneled into a Skaven tunnel by mistake, discovering for the first time how ridiculously expansive the Skaven empire is. &lt;br /&gt;
&lt;br /&gt;
In 3873 Baragor became the first Slayer King of Karak Kadrin. Unable to seek death like a proper Slayer due to his responsibility to his people, he dedicated the primary Shrine of Grimnir instead and made Karak Kadrin the center of Slayer culture. He took on the name Ungrim to reflect his duty as Slayer King. &lt;br /&gt;
&lt;br /&gt;
In 4010 Karak Eight Peaks fell due to daily attacks from enemies. Poisoned gas drive the Dwarfs into a retreat from Peak to Peak until King Lunn ordered his people to seal the tombs of the Eight Peak ancestors using impenetrable runes and lead his people into a battle to make their way out and make an exodus away from their home, promising to return and cleanse the depths. &lt;br /&gt;
&lt;br /&gt;
In 4054 Karak Azgal was destroyed by Orcs, which were then destroyed by a Dragon. The survivors of the greenskins attacked Karak Drazh then renamed it Black Crag while the Night Goblins over the course of several years took the lands between the Mad Dog Pass and the Fire Mountains, leaving only Karak Azul in Dwarf hands. The massive amount of Dwarf refugees from fallen Holds across the mountains kept Karal Azul strong. Karak Izril is also destroyed. &lt;br /&gt;
&lt;br /&gt;
In 4143 Orcs lead by Ugrok Beardburner attacked Karaz-a-Karak, destroying many Dwarf settlements and capturing High King Logan Proudbeard himself which broke his spirit. Gozarin Silverhorn lead the force that saved the High King and wiped out the Orcs near Black Water one year later. &lt;br /&gt;
&lt;br /&gt;
In 4273 Dwarfs settle the Grey Mountains and begin trading with the tribals of the human race extensively for the first time.&lt;br /&gt;
&lt;br /&gt;
In 4383 Clan Kamerad sent an expedition lead by their greatest warrior Daled Stormbreaker to reclaim the treasures of Karak Azgal. They are killed by the Dragon Graug The Terrible. In 4473 Karak Izor finally returned their steamrollers, in poor condition resulting in an ending of trade between the two.&lt;br /&gt;
&lt;br /&gt;
===Kurgan Ironbeard===&lt;br /&gt;
Kurgan took over as High King for Proudbeard some time around 4500, and in 4508 was ambushed and captured by Orcs. [[Sigmar|Sigmar Unberogen]], head of the Unberogen tribe of humans, fought the Orcs in his crusade against their race for killing his father. This began the (tsundere) respect for humanity by the Dwarfs. Sigmar is gifted with [[Ghal Maraz]], a magic runed warhammer (which gives the setting its name and primary symbol) by Kurgan. Sigmar forms [[The Empire (Warhammer Fantasy)|the Empire]] (the German Holy Roman Empire of the setting). Orcs soon laid siege to the Holds resulting in Kurgan sending Alaric The Mad to request the aid of the humans in repelling them. &lt;br /&gt;
&lt;br /&gt;
In 4511 at Thane Barin&#039;s wedding he insulted Thane Godrik&#039;s aunt Brodrika resulting in a Grudge. &lt;br /&gt;
&lt;br /&gt;
In 4522 Kurgan and Sigmar lead a force of their people in the Battle Of Black Fire Pass, finishing off the massive Orc presence in the region. The Empire is rewarded when Alaric forges the Runefangs. &lt;br /&gt;
&lt;br /&gt;
In 4780 Miners discover the Dragon Mordrak has nested at Karak Azul. &lt;br /&gt;
&lt;br /&gt;
In 4902 Dwarfs discovered Athel Loren and the Wood Elves. It...didn&#039;t go well for the Dwarfs, as the Wood Elves are batshit insane xenophobes. &lt;br /&gt;
&lt;br /&gt;
In 5113 Karak Vrag fell, greatly reducing the Dwarf power of the east in the [[Mountains Of Mourn]].&lt;br /&gt;
&lt;br /&gt;
===Finn Scourscowl===&lt;br /&gt;
Scourscowl&#039;s date of ascendancy to the position of High King is as most others unrecorded. &lt;br /&gt;
&lt;br /&gt;
In 5155 Dorin Heldour and Katalin Kandoom discover the lost Heartstone of Aldin Getgold in the Dragonback Mountains. In 5157 the pair explore the ruin of Karak Varn and discover then restore the fabled Axe Of Dail, gifting it to Scourscowl. In 5158 Heldour gave skinned hide of a Dragon named Fyrskar to Scourscowl in Karaz-a-Karak where it was enchanted with runes. &lt;br /&gt;
&lt;br /&gt;
In 5180 Gromril is discovered west of Black Water by a Dwarf named Thori Gundrikson. Dwarfs spend several years mining almost all of the Gromril until Skaven destroy the mines. &lt;br /&gt;
&lt;br /&gt;
In 5201 King Fodrin Axegirth insulted the King of Clan Kamerad by saying he is &amp;quot;petty minded&amp;quot;, resulting in a break of communication that Axegirth insists he started. &lt;br /&gt;
&lt;br /&gt;
In 5235 Heldour and Kandoom rescue Elmador and Oldor Finnson from Black Crag. &lt;br /&gt;
&lt;br /&gt;
===Elmador Finnson===&lt;br /&gt;
Elmador&#039;s date of ascension is unknown, and is only stated in the story of his rescue. &lt;br /&gt;
&lt;br /&gt;
In 5415 Kragg the Grimm finishes the first rune, the Rune of Stone, that is taught to apprentice Runesmiths under his tutor Morek Furrowbrow. Kragg became the longest-lived and among the greatest Runesmiths of all time. &lt;br /&gt;
&lt;br /&gt;
In 5555 Skalf Dragonslayer killed Graug The Terrible and became king of Karak Azgal. Night Goblins soon invade and the residents of the Hold are forced out, creating a town in the valley below. &lt;br /&gt;
&lt;br /&gt;
In 5591 a feud between the Grimbul and Drakki clan begins due to two Thanes arguing over a bellows that was borrowed by grandfather Drakki. Grimbul is nicknamed &amp;quot;Everlate&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In 5593 Skaven spread a plague in Clan Kamerad that kills their king. The Skaven are wiped out by 5594. &lt;br /&gt;
&lt;br /&gt;
In 5634 the Black Plague is unleashed by the Skaven, causing Dwarfs to seal their Holds. Skaven attack most Holds and don&#039;t capture any, although casualties are terrible for all Dwarfs.  &lt;br /&gt;
&lt;br /&gt;
In 5943 the Dragon Skaladrak Incarnadine rampages around Karak Kadrin. &lt;br /&gt;
&lt;br /&gt;
===Kendrak Gottrison===&lt;br /&gt;
As with all other High Kings the date of Kendrak&#039;s rise isn&#039;t recorded. In 6235 he led an attack on [[Gorbad Ironclaw]]&#039;s army and destroyed it as he attempted to retreat back to the Badlands. &lt;br /&gt;
&lt;br /&gt;
In 6503 Dwarf armies allied with the Empire and attempted to wipe out the Vampires of Sylvania, Dwarf cannons playing a major part of the fall of Templehof in the Battle of Hunger Wood against Countess Emmanuelle (no, not [[Emmanuelle von Liebwitz|THAT Countess Emmanuelle]]).&lt;br /&gt;
&lt;br /&gt;
===Alrik Deathdealer===&lt;br /&gt;
Alrik took the throne sometime after 6503 and before 6728, when he was killed by the Goblin Warlord Gorkil Eyegouger in the Battle Of Black Falls when Alrik stabbed the Goblin fatally and Gorkil pulled him over the falls. Alrik&#039;s son Alriksson massacred the surviving Goblins. &lt;br /&gt;
&lt;br /&gt;
In 6796 Chaos Warriors raid Dwarf lands, killing many. &lt;br /&gt;
&lt;br /&gt;
Some time between the reign of Alrik and Alriksson, a young High Elf nobleman named Finubar toured the world. He met the humans of Bretonnia and was impressed with their culture, the humans of the Empire and was impressed with their development (most Elves were under the impression all humans were tribals that worshiped Chaos). He met the batshit insane Wood Elves and...gave up attempting to build a friendship quite quickly. Finally he met the Dwarfs, being the first non-Wood Elf to encounter them in many years. Finubar made a great deal of progress in repairing the bond between the two races, even going so far as to drink Dwarf ale and not offend them in doing so (likely because the Elf constitution would result in vomit rather than inebriation). When Finubar became Phoenix King he continued his work towards friendship with the Dwarfs and even allowed Dwarfs and humans the unprecedented offer to live in Ulthuan (specifically only in one city, Lothern, which was his birthplace and one of the most magnificent places in the world alongside Karaz-a-Karak).&lt;br /&gt;
&lt;br /&gt;
===Balun Alriksson===&lt;br /&gt;
Ascending to the throne of the High King in 6728, Alriksson focused on the Great War Against Chaos in defense of Magnus The Pious of the Empire. &lt;br /&gt;
&lt;br /&gt;
In 6814 Clan Grodrik and Clan Barin end their feud with the marriage of Smakki Brightaxe and Dunhilda The Fair. In the same year Skaven pirates destroy the fleets of mankind and plunder the coasts until The Battle Of Bloodwater Sound in the Black Gulf where Barak Varr Ironclads destroy them. &lt;br /&gt;
&lt;br /&gt;
Alriksson lead a massive army from Karaz-a-Karak to [[Kislev]] in 6825 and finished the Great War Against Chaos. All of his sons perish in the war while he himself suffers wounds that never heal. As the Dwarf Kings had been unDwarfishly stingy with their soldiers and gold during the war Alriksson felt that the Dwarfs were nearing a complete breakdown in centralized order and called for a Council Of Kings, which hadn&#039;t happened since the time of Gottrison. He announced that each of the twelve candidates to succeed him would have one year to do great deeds for the Dwarfs with the greatest among them taking the throne, which echoed what kings in ancient myths underwent to take the throne of High King. &lt;br /&gt;
Two died in their journeys, and the greatest story of valor during the year was that of Ungrim Ironfist and his dead giant giant (as in &amp;quot;very fucking large giant&amp;quot;). But Alriksson&#039;s nephew Thorgrim who had vanished during he War, returned coincidentally during the ceremony having spent the years since his disappearance during the war invading Norsca itself, reforging ties of friendship with the Norse Dwarfs (the ambassadors of which were his traveling companions on the way home) as well as delving into lost Holds and returning sacred artifacts. Thorgrim announced it was only the beginning, that he would spend the rest of his life rebuilding the Dwarf empire and avenging all Grudges. He was made heir almost immediately, and Alriksson finally died of his hidden wounds not long after.&lt;br /&gt;
&lt;br /&gt;
===Thorgrim Grudgebearer===&lt;br /&gt;
In 6827 Thorgrim took the position of High King from his uncle Alriksson and immediately set out to begin his &#039;&#039;&#039;Age Of Reckoning&#039;&#039;&#039; to avenge the Grudges of the Dwarfs and begin a new golden age like that of before the War Of Vengeance. He retook the Mad Dog Pass immediately. &lt;br /&gt;
&lt;br /&gt;
In 6943 [[Grom the Paunch]] rampaged through the lands of the Dwarfs, defeating an army of Dwarfs at the Battle Of Irongate. He turned his attentions to the Empire afterwards. In the same year the Karaz-a-Karak Engineer&#039;s Guild Hall was destroyed by Burlok Damminson and Sven Hasselfriesian in a pressure vessel experiment. &lt;br /&gt;
&lt;br /&gt;
In 6992 Clan Grimbul and Clan Drakki reconciled with the return of the bellows. &lt;br /&gt;
&lt;br /&gt;
In 6996 [[Belegar Ironhammer]] managed to retake part of Karak Eight Peaks in the name of his ancestor King Lunn after initially setting forth to reclaim its treasures. Five years later he is granted reinforcements by other Holds after winning a battle called the Battle Of The Jaws. In The Battle Of The East Gate an army lead by Duregar fights through the Goblin-held Peaks and survives. &lt;br /&gt;
&lt;br /&gt;
In 7003 Ungrim Ironfist defeats the warlord Gnashrak in The Battle Of Broken Leg Gulley. &lt;br /&gt;
&lt;br /&gt;
In 7016 [[Storm Of Chaos]] begins. NOTE: this has been rendered non-canonical via retcon when Storm of Chaos failed. Thorgrim orders the Dwarfs to unite and defend their Holds while Alrik Ranulfsson clears the Silver Road of Goblins after [[Grimgor Ironhide]] unites the Orcs and marches them to war elsewhere. Alrik reclaims Mount Gunbad and many treasures as well as settling many Grudges. &lt;br /&gt;
&lt;br /&gt;
In 7026 Orcs lead by [[Gorfang Rotgut]] attack Karak Azul, imprisoning the family of King Kazador in Black Crag while his son Kazrik is shaven and left nailed to the throne. &lt;br /&gt;
&lt;br /&gt;
In 7033 [[Ungrim Ironfist]] lead the armies of Karak Kadrin to defeat the Orcs united under a Warboss named Gnashrak Badtoof. [[Golgfag Maneater]] fights on the side of the Dwarfs in the beginning of the Battle Of Broken Leg Gully but switches sides when the greenskins offer more. &lt;br /&gt;
&lt;br /&gt;
Some time after 7036 King Kazador manages to rescue his family and kill all Orcs responsible other than Gorfang himself. &lt;br /&gt;
&lt;br /&gt;
In 7038 Ungrim captures Golgfag, then releasing him for the sport of hunting and killing him. &lt;br /&gt;
&lt;br /&gt;
In 7042 greenskins attack Zhufbar in the Battle Of A Hundred Cannons. Both Thorgrim Grudgebearer and Ungrim Ironfist lead armies in its defense until the Ogres that had driven the greenskins towards the Dwarfs attack. The three armies unite with an Empire army from Nuln, resulting in the single greatest use of artillery in history. &lt;br /&gt;
&lt;br /&gt;
In 7044 [[Mannfred von Carstein]] attacked the Dwarfs to capture the High Elf diplomat and princess of their race [[Everqueen|Aliathra]], who is greatly loved by the Dwarfs. [[Heinrich Kemmler]] drives a massive force of greenskins to attack the combined Dwarf and High Elf armies before he raises the corpses of the three armies and leads his own into the fray. Aliathra is kidnapped. One year later Thorgrim refuses the demands of nobility to blame the Elves and instead offers aid in rescuing the princess. He leads a massive force to rescue [[Tyrion]], secretly the father of Aliathra who had charged deep into Nagashizzar and retrieved the unconscious girl, but during the battle she is once again kidnapped. Tyrion blames the Dwarfs and demands they leave. Rather than attack them for the insult, Thorgrim leads his army to Karak Eight Peaks to retake the Hold instead. &lt;br /&gt;
&lt;br /&gt;
Non-canonical information ends here.&lt;br /&gt;
&lt;br /&gt;
For the rest of Thorgrim&#039;s reign after 7003 (and the end of the world), see [[The End Times]].&lt;br /&gt;
&lt;br /&gt;
===Other Continuities===&lt;br /&gt;
* In [[Storm of Chaos]] Garagrim Ironfist, Ungrim&#039;s son, died in battle when a Chaos Giant fell on him, according to his plan for fulfilling the Slayer Oath of the Slayer Kings without betraying the position of king. Ungrim immediately takes a new Slayer Oath for the loss of his son making the loss pointless. After Retcon, Garagrim is mentioned to have died decades ago. &lt;br /&gt;
&lt;br /&gt;
* In [[Total War: WARHAMMER]] during the Dwarf campaign Thorgrim Grudgebearer, Belegar Ironhammer, Ungrim Ironfist and THE White Dwarf defeated all united Greenskin and Skaven Clans, and reclaimed every Hold and the rest of Dwarf territory including the Hold in the Chaos Wastes to the north of Kislev, reclaimed and purged the Underway of his foes, cleared the master Dammaz Kron of all Grudges, and destroyed the forces of Chaos and [[Vampire Counts]]. In most other campaigns the Dwarf race is either wiped out or achieves some measure of success towards those goals. &lt;br /&gt;
&lt;br /&gt;
* [[Blood Bowl]] as an alternate universe began when, during a battle between Dwarfs and Goblins in the Underway, the two sides discovered an ancient chest of incomparable power. Dwarfs claimed the chest and put a scholar on translating the mysterious books and scrolls inside. He went mad, but managed to write out the rules for a game which both sides agreed to play. It&#039;s not recorded who won (but considering it was between the &amp;quot;OP at low TV&amp;quot; Dwarfs and the &amp;quot;Joke at all levels and hard-countered by Dwarfs&amp;quot; Goblins, it&#039;s pretty easy to guess), but it began the craze of Blood Bowl (AKA American Gridiron Football) which in time replaced war in that particular Warhammer world to the degree that even Chaos set aside destroying reality in favor of the game as Khorne trains potential players for Chaos, Slaanesh funds stadiums, Tzeentch gambles on the game, and Nurgle...watches it.&lt;br /&gt;
&lt;br /&gt;
* [[The Ziggurat of Doom]] is when five Dwarfs that are never mentioned anywhere else made a final stand against a swarm of Goblins. This seemingly unimportant event is worth mention because it is the very first Warhammer lore ever written, making Dwarfs officially the first race (Goblins don&#039;t count because PISS OFF, YE KRUTTING GROBI!). Can be inserted into the main storyline at any point, if only because it doesn&#039;t really contradict anything.&lt;br /&gt;
&lt;br /&gt;
==Technology and Magic==&lt;br /&gt;
===Runesmithing===&lt;br /&gt;
Dwarfs, as previously mentioned, cannot simply cast magic. Their bodies resist it, their presence weakens and disrupts it, and the mental energy of Dwarfs can outright negate it as if it isn&#039;t even present (this is very comparable to a [[Blank]] in [[Warhammer 40000]], although Blanks are described as being soulless and nightmarish on an emotional level to be around whereas Dwarfs simply force magic to sit still and shut the fuck up). While all Elves and certain members of other races can be born with the ability to see magic, and most individuals can feel it to some degree (usually as a feeling of unease or sense that something is different, like Athel Loren feeling primal and sentient), Dwarfs have absolutely no ability to sense magic in any form unless its literally lighting something up or it producing a physical effect. This is a benefit in that morale of Dwarf troops marching through an area simply grumble as they would anywhere else while the landscape would be causing humans to piss themselves in place and flee the moment they heard the wind blow. &lt;br /&gt;
&lt;br /&gt;
Either as the invention of Valaya and Grungni or as a gift from the Old Ones, Dwarfs can smith the letters of their language in different ways into objects to produce magic. This magic is permanent or contains a set amount of charges, being completely transformed into something even safer than High Magic. These vary from the Rune Of Stone, a very basic Rune that is first taught to apprentices in the craft and only requires them to carve it right (which in human terms means perfect) to complex runes requiring a far more complex process. For example: on the last day of the third full moon of the year at midnight at the heart of a mountain the furnace is heated, the ore hammered before dawn and folded seven times while each time singing a song of forging, dipped in dragon blood and cooled in quicksilver from Karak Ungol while praising the ancestor god Haki, tempered in the water of Varn, sharpened with dragon horn. Then on the third moon of winter the Rune is carved on the finished surface, daubed with troll blood that was killed on Grungni&#039;s Day, the hilt then bound in dragon hide with the horns on the inside, hafted with gold from Azgal and bound with metal from Azul, given a pommel made from an Orc&#039;s fang covered in Grimnir&#039;s runes, blessed with ale on an altar of Valaya, and finished by killing a Troll at midnight which finishes the magic and activates the rune. &lt;br /&gt;
All runes trap small amounts of magic, making a Dwarf letter to a friend technically infused with magic that races capable of seeing it can discern information beyond the text from. But magic runes trap a large amount of magic, forcing it to behave a specific way without any of its unpredictable or Chaos effects that an unlucky wizard can cause. &lt;br /&gt;
&lt;br /&gt;
Runesmiths are what the Dwarfs who practice runelore are called, their craft handed down from the gods themselves. While not technically the priesthood, they are closely tied to the faiths and the shrines. Absolute perfection is required in their craft as all other aspects of Dwarf society rely on runes, from the simple miners requiring runes allowing them to break through harder rock on a timetable to the machinists who use the runes to give their creations extra security in continuing to function to kings whose runed crowns protect them from assassins. &lt;br /&gt;
&lt;br /&gt;
There are rules to how many and what kind of runes may be placed on an object. Technically this was providing a lore explanation for the crunch rules for runes, back when Games Workshop Army Book designers gave a fuck. &lt;br /&gt;
&lt;br /&gt;
* The Rule Of Three: No object may have more than three runes, as things from the material plane cannot take that much magic.&lt;br /&gt;
* The Rule Of Form: Runes are specific to the type of object. Runes for machines cannot be placed on armor, weapons on the mundane. How exactly the rune figures out the difference between a pickaxe used as a weapon and one used for work isn&#039;t clear...this may simply be a rule of Runesmithing and not how runes work.&lt;br /&gt;
* The Rule Of Pride: Duplicate choices of runes cannot be used in the same army. A Thane may have a Rune Of Stone for example, but then literally no other Dwarf may have a Rune Of Stone. The Thane can have a Rune Of Stone and a Rune Of Protection, allowing any other Dwarf to have a Rune Of Stone OR a Rune Of Protection but not both. This is almost certainly a rule for mechanics, with the lore explanation being that Runesmiths dislike repeating themselves or copying the work of others beyond their apprenticeships (note that since every single rune option is preexisting on top of the basic Dwarf idea of older being better and new being shit, there is a lore contradiction here). &lt;br /&gt;
* Jealous Runes: Master runes cannot be used more than once per army, and no more than one master rune can be on any object. They also cannot be combined together and refuse to work if there&#039;s more than one on the same battlefield. How this works for two opposing armies is unstated.&lt;br /&gt;
&lt;br /&gt;
Note that unless otherwise stated, runes can be used more than once on the same object to amplify their effect. &lt;br /&gt;
&lt;br /&gt;
Of course this doesn&#039;t mean every rune and symbol on an object is a magic rune carved by a Runesmith. Some runes are just good luck symbols, slogans, and decorations (but since all runes are magic, that doesn&#039;t necessarily mean that there&#039;s no effect at all...).&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
By themselves, the Elves invented complex seafaring. Humans invented bronze age technology, seen in the [[Tomb Kings]]. Ogres invented the basics of carts and wheels as well as animal husbandry. Orcs... well, they exist and usually figure out which end of sharp things to stick in other things and eventually learned that you could beat hot iron into something stabby.&lt;br /&gt;
&lt;br /&gt;
But virtually every piece of true technology in the setting comes from Dwarfs. Elves received their crossbows and Bolt Throwers and mankind the secrets of gunpowder, gears, and steam from the Dawi. &lt;br /&gt;
&lt;br /&gt;
Of course, the Dwarfs keep the best tech for themselves, like Gyrocopters and other fun toys. The basics were gifts to protect their allies from the forces of Chaos, things that Dwarfs have long since surpassed that would not be effective if turned against them. &lt;br /&gt;
&lt;br /&gt;
Dwarfs mistrust anything new; something in their eyes must be a blueprint for multiple generations before a prototype is considered, so anything special only ever gets made in times of desperation by young and human-like (or completely fucking insane) Dwarf Engineers. Seriously, the Engineers Guild will normally only consider accepting a design after it&#039;s been criticized and picked apart after decades if not centuries of work on it (it&#039;s not unheard for a design to be accepted years after the original engineer was expelled and died), though arguably given Dwarf psychology, this saves many lives as not only would a disasterous accident resulting from a piece of equipment&#039;s design flaw injure or kill Dwarfs, probably every Dwarf involved in the design and approval process of it would soon take the Slayer oath. As it is, only the desperation after the Time Of Woes has seen such new devices given the &#039;okay&#039; stamp, and even then only by more liberal &amp;quot;if it works, do it&amp;quot; and &amp;quot;if it kills Grobi and Urk, put some Slayers on it&amp;quot; leaders like Thorgrim and Ungrim. &lt;br /&gt;
&lt;br /&gt;
Revolutionary devices include gigantic zeppelins carrying bombs, cannons, machine guns on a 360 degree swivel, and rockets which can ram other things called [[Thunderbarge|Thunderbarges]]. Even better, in [[Dreadfleet]] the Dwarfs have a gigantic aircraft carrier/submarine that launched Thunderbarges. [[Goblin-hewer]]s are tank-like machines that throw volleys of axes, and [[Deathroller|Deathrollers]] are the unholy combination of motorcycle and steamroller.&lt;br /&gt;
&lt;br /&gt;
Needless to say, this technological conservatism is perhaps the biggest weakness of the dwarfen army; though their head start over races in the technological field gave them a huge edge, with each generation gone past, technological advancement (at least amongst elves, humans and skaven) closes that gap due to the slow, near-stagnant pace that dwarfs continue to innovate and expand upon what they have. Just how much of an issue this actually is varies depending on the edition book. It&#039;s also one of the things that marks the [[Skaven]] out as their most hated antithesis; because Skaven embrace innovation and don&#039;t give so much of a whisker&#039;s twitch for the cost in lives of progress, they are erratically but rapidly catching up to or even surpassing dwarf work, at least in theoretical terms.&lt;br /&gt;
&lt;br /&gt;
No, seriously. Skaven work is shoddily made and won&#039;t last for shit, not like dwarf work. But dwarfs have reliable steam power (and, it&#039;s implied, alcohol-burning/diesel engines) they do very little with (even the Empire makes use of [[Steam Tank]]s), very-well-designed rifled flintlocks, cannons, gyrocopters, and at least the basic principles of clockpunk bionic limbs. Skaven have mastered electricity, cartridge-based gun technology, regularly use bionics on a wide scale, make use of an (admittedly unpredictable) &#039;&#039;giant laser cannon&#039;&#039; on the battlefield, and commonly wield things like flamethrowers and gatling guns. That said, in modern times occasionally an engineer will take some example of non-dwarfish workmanship &amp;quot;for scrap&amp;quot; or &amp;quot;to show the beardlings how not to do it&amp;quot;, quietly take notes behind a locked door and produce a TOTALLY ORIGINAL MACHINE similar to those that the Manlings/Ratguys OBVIOUSLY STOLE FROM US!&lt;br /&gt;
&lt;br /&gt;
Dwarfs believe anything worth doing is worth doing right, and in such a way that it lasts as long as possible. Dwarfs of Holds don&#039;t write often on paper, as that is the way of Humans and Elves. They inscribe on stone, or better, metal. The most important texts such as Grudges, lineage, contracts, and words of their faith are inscribed on gold (though all depictions of a Book of Grudges in art and models have paper pages). Which aside from being valuable does not rust or tarnish (which is why in real life we use gold for the records and plaques on the Voyager and Pioneer space craft).&lt;br /&gt;
&lt;br /&gt;
===Smithing===&lt;br /&gt;
Of course science and 100% reliable magic aren&#039;t the only Dwarf advantages, they still have the standard &amp;quot;better than anyone&amp;quot; smithing. &lt;br /&gt;
&lt;br /&gt;
The most important resource to Dwarfs, beyond even ale, is the magical metal &#039;&#039;&#039;[[Gromril]]&#039;&#039;&#039;. Gromril is meteoric iron AKA &amp;quot;Starmetal&amp;quot;. The typical fantasy trope is that meteoric iron is rare and magical, but in real life it was mundane; today we use telluric iron which is common and occurs naturally on Earth, but in the Bronze Age and earlier, before advanced techniques of mining and smelting, meteoric iron was a rare alternative and indeed was one of the hardest materials for weapons available at the time. Today it is a curiosity only, and a gimmick for mid-price jewelry. &lt;br /&gt;
That being said, Warhammer Gromril is different from real life meteoric iron in that Gromril originates in the Warp, crashing down in comets in the time of the Old Ones and even somewhat rarely in the modern day. The more ancient veins of Gromril are found deep below the planet surface and are relatively safe to mine if discovered, while recent fallen Gromril is found in dangerous places due to [[Warpstone]] always accompanying its fall. Of course any time a Skaven spy hears a Dwarf say Gromril, they hear Warpstone and they plan the ruin of yet another Hold. &lt;br /&gt;
&lt;br /&gt;
Gromril is extremely important to Dwarfs and is almost never given to non-Dwarfs. Their most valuable currency is made from it due to its value far surpassing gold, and Gromril is a major component of major Runesmithing. It has little value to any other race other than as a trade good as nobody else can smith using it. &lt;br /&gt;
&lt;br /&gt;
Gromril can be worked into three forms:&lt;br /&gt;
* Refined Gromril: Also called Mithril. Used for common items like coins and cheaper armor. &lt;br /&gt;
* Adamant: Only the Master Smiths know how to make this, and it is far superior metal for important items. &lt;br /&gt;
* Laihtero: Crystalline Gromril, mythical with properties largely unknown. It was able to contain [[Arianka|a Chaos God]] in a sarcophagus. &lt;br /&gt;
&lt;br /&gt;
Many people paint Gromril as bronze, but it is in fact silvery (hence why Eavy Metal paintjobs cover the more important Dwarfs like Hammerers in it).The oldest of Dwarf objects are made of precious metals, while the newest are made of increasingly large amounts of the Elgi material. Dwarfs dislike wood and generally avoid using it when possible, but when they do, they favor wutroth, also called ironbark or stonetrunk. It is a very rare mountain tree, whose forest were all but destroyed during the Time of Woes, that produces extremely hard wood (its nuts were used as sling bullets by dwarfs in ancient times).&lt;br /&gt;
&lt;br /&gt;
==Grudges==&lt;br /&gt;
The Warhammer Dwarfs&#039; main distinguishing feature is the extreme fervor with which they pursue Oaths and Grudges.  A Dwarf that breaks an Oath or does something otherwise shameful -- &#039;&#039;any&#039;&#039; Oath or offense they feel is unforgivable -- takes an Oath, gets his hair cut into a mohawk, and becomes a Slayer who seeks mighty monsters to kill until he finds one that manages to kill him, or else seeks Dwarfs in conflict to aid and hopefully die in battle.  &lt;br /&gt;
[[File:A Grudge Too Far.jpg|400px|thumb|right|TOUGH DECISIONS ARE TOUGH]]&lt;br /&gt;
Meanwhile, any Grudge that a Dwarf experiences is written in a [[Book of Grudges]] with one for every settlement and some even for individual Dwarfs or clans, and each entry &#039;&#039;will&#039;&#039; be answered for. Every 50 years the Dwarfs send representatives to Karaz-a-Karak on a holiday called &amp;quot;The Grudgement&amp;quot; where all Grudges that have been suffered and all Grudges that have been avenged are told to the rest of the assembled ambassadors which are then recorded in the master copy of the Dammaz Kron that is owned by the High King. The Great Book of Grudges is magical and no matter how many or few entries there are, it looks the same size (explaining why they can make a model of it) so only the High King is aware of how many there are yet unavenged and it is a large part of his responsibility to note which have been avenged while pursuing the others. Oh, and he&#039;s gotta record the new Grudges in his blood. So yeah, try not to get too pissed off because you&#039;re basically causing stigmata to the king. &lt;br /&gt;
&lt;br /&gt;
Dwarfs don&#039;t necessarily need to kill to avenge a Grudge. Gold can be used if the Dwarf most in charge of the Grudge is willing to accept it. For example, at the start of the War Of Vengeance the Dwarfs were unaware of the concept of a civil war and thus assumed that when Elves dressed as High Elves attacked their caravans the Holds affected declared Grudges and demanded Elf blood be spilled. The High King at the time called for calm and sent a representative to ask the High Elves what happened, although the Phoenix King at the time had no respect at all for non-Elves and refused to meet with a &amp;quot;lesser race&amp;quot;. So the demand was changed from explanation to gold, equal to what was lost. That earned the diplomat being shaved thus ruining his life as he had to take the Slayer Oath, and at this point the High King finally demanded blood. He earned it as well as gold when he beheaded the Phoenix King and took the Phoenix Crown, for which he struck the Grudge out of the Dammaz Kron.&lt;br /&gt;
&lt;br /&gt;
Revenge is literally seen as a holy mandate in dwarven culture. One comic has a pair of dwarf thanes decide to settle a long-running inter-clan grudge through a ritual that entails tying their beards together and letting them bash each other with axes; as they fight, each cites older and older grievances against the other until they realize that they&#039;ve actually forgotten how this whole fight started in the first place. When they declare that this makes the whole grudge thing pointless and stupid, and they decide to call it quits, a statue suddenly falls on them - and because they can&#039;t decide which way to run, they get squashed by the stone. Their followers promptly decide this is an omen from the gods and continue the fight until they mutually exterminate each other.&lt;br /&gt;
&lt;br /&gt;
More so than their glacial technological advancement or social conservatism, this obsession with revenge is generally portrayed as the dwarfs&#039; biggest failing, and one of the main reasons that they are going extinct; they constantly fight battles they don&#039;t need to fight, as well as getting members of their race killed for the sake of avenging dead dwarves (who were often killed avenging &#039;&#039;their&#039;&#039; predecessors). This constant cycle of endless war is slowly grinding them into nothing, because dwarves simply cannot breed quickly enough to even hope to replenish their losses, thanks to the lethal dearth of fertile females in their ranks.&lt;br /&gt;
&lt;br /&gt;
==Sex And Development==&lt;br /&gt;
Dwarfs have very few females; lore from older editions states that one in every ten Dwarfs is female with late lore saying one in three, and political marriages are of far more importance than any emotional attachments. In early times, before Warhammer had much of an established setting (pre-3e), Citadel produced a few pre-slotta (as in &amp;quot;the base is part of the model) female Dwarf villagers and adventurers, although after that point only male Dwarfs saw any releases. The clan of a Dwarf bride receives the bride&#039;s weight in gold upon marriage, but in order to marry her the groom must be able to wrap his beard around her waist twice (which, if we assume most grooms are longbeards with ~ 3ft long beards, means most dwarf brides have waists with a circumference of about 1.5 feet, considerably svelte in comparison to the human woman&#039;s average of 3.2ft) creating a dynamic where plump women as relatives are good, skinny woman as desired brides good, and in reverse is considered unappealing and undesirable. Female Dwarfs braid their hair into plaits, which are their equivalent to a Dwarf man&#039;s beard. Females are rarely found in positions of power, with only the [[Queen Helgar Longplaits]] described in [[The Grudge Of Drong]] confirmed, with her entire rulership being plagued with accusations of illegitimacy due to sex. Women rarely, but more often do, end up as a king&#039;s advisor. The 6e Army Book also mentions a female Dwarf as a barmaid serving drinks to male workers and warriors and in Total War: Warhammer you can find &amp;quot;Dwarf Bride&amp;quot; and the superior &amp;quot;Daughter Of Valaya&amp;quot; companions to Characters.&lt;br /&gt;
&lt;br /&gt;
Dwarfs have a coming of age ceremony marking the transition from childhood into adulthood, which we know absolutely nothing about because its one of the most well-guarded secrets of Dwarfs. &lt;br /&gt;
&lt;br /&gt;
When a Dwarf&#039;s beard (or plaits) grow so long that they reach the ground, their settlement erupts in celebration over it. This makes them eligible to become a Longbeard (unknown if females have this as an option) although it is not a mandatory task as a narrator in a Dwarf Army Book mentions that he&#039;s old enough to join the Longbeards but remains with the Hammerers by his own choice.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
* &#039;&#039;&#039;Dawi&#039;&#039;&#039;: Inter-Dwarf relations are the basis of comparison by which you can see Dwarfs at their best. If they don&#039;t hate one of your ancestors they are literally the single best allies you can have as they demonstrate a self-destructive degree of Oath fulfillment. But the other side of the same coin is single-minded pursuit of Oaths made unwisely, and of Grudges for even minor infractions. While some leaders such as Thorgrim and Gotrek Starbreaker are more willing to listen to reason or use alternative methods to consider an Oath fulfilled and Grudge settled, other such as the Ungrims and Alrik Ranulfsson are more intent on purging as many Grudges as soon as possible making war inevitable and bloody. In the White Dwarf Warhammer comics, two Dwarf holds that have warred for centuries are all but depleted, with a full-scale WAAAGH of Night Goblins at their doors which, if they break through, threatens extinction for the entirety of both Clans. Unwilling to abandon the Grudge war even then, the armies suit the last of their non-combatants, including the last three women of one of the clans, in armor and charge into a last battle. When in a personal challenge the patriarchs of both clans argued with each blow about who&#039;s clan slighted who and realized neither had recorded the original Grudge; only those caused by it. Both clans set to make peace, but at the banquet of celebration Grimnir caused his statue to crush both patriarchs for the dishonor of not avenging Grudges regardless of whether or not they are remembered or even happened at all, resulting in both clans wiping each other completely out and the Goblins claiming two holds without effort. It should be noted however that the sin was in forgiveness, an abhorrent thing in Grudgelore when instead they could have both made some mutual sacrifice such as a gift to another Hold; a Grudge must be settled, though gold or Gromril is a substitute for blood. Dwarf politics are also marred by arrogance; even though all things must be recorded, not everything must be in living memory. Runes created with the Elves for example are known by most Runesmiths, but not the origin of the rune beyond the name of the Dwarf creator. This unwillingness to admit to things that make the race look lesser is a major frustration for man and Elves, not to mention each other.&lt;br /&gt;
* &#039;&#039;&#039;Dum&#039;&#039;&#039;: Chaos is abhorrent and, with one exception below that all other Dwarfs pretend doesn&#039;t exist, has never been anything but an enemy. The concepts Dwarfs hold dear are alien to it, and the threat it poses to the world is clear, so fuck Chaos. &lt;br /&gt;
** &#039;&#039;&#039;Gor&#039;&#039;&#039;: Dwarfs hate Beastmen. A bunch of dumb animals that somehow gained sentience only to do stupid shit, and since they’re tainted by Chaos you can’t even eat them. It is said that before [[The War of the Beard (The War of Vengeance)|war of grudge]] Malekith and Snorri once hunted an entire army of beastmen together, an event that ended with Malekith slaughtering them all. There has never been a recorded circumstance of the two working together, and they are completely inferior to Dwarfs in every way. It is also known that the Dwarf has a special name for Morghur the Shadowgave called &amp;quot;Gor-Dum&amp;quot; (which roughly translates to &amp;quot;Death-beast&amp;quot; or &amp;quot;Doom-beast&amp;quot;).&lt;br /&gt;
** &#039;&#039;&#039;Dawi&#039;zharr&#039;&#039;&#039;: There are some Dwarfs who have turned to [[Chaos]] and created a separate civilization, creatively called the [[Chaos Dwarfs]], who were formed when they dug too far out into Chaos-infested wastelands. They sell weaponry to those [[Warriors of Chaos|Chaos worshiping Vikings north of them]] and are basically insane Babylonians. Chaos Dwarfs have wizards and brute-force magic through their bodies, which slowly turns them to stone and radically alters their appearance. Other Dwarfs have no love for Chaos Dwarf, not even as things to hate. Dawi like to have a good grumble about the Urks or the Grobi whenever they are brought up. In contrast their official stance to pretend they don&#039;t exist (and, if presented with any live specimens, to confirm their nonexistence with axes); in [[Gotrek &amp;amp; Felix]], Dwarfs engage in the time-honored tradition of verbally bashing Elves, and the claim is made that the actions of the Druchii reflect all Elves.  When Felix brings up Chaos Dwarfs, the Dwarfs simply glare at him with such ferocity he feels as much fear of his friends as he does Vampires and Daemons elsewhere in their adventures. A similar incident occurred, but with Teclis instead of Felix pointing out the Chaos Dwarfs. Only Teclis&#039; restraint and the fact that Gotrek owed Teclis a life-debt prevented bloodshed. Chaos Dwarfs have strayed from the light of Valaya, Grungni, and Grimnir and are inferior for it. &lt;br /&gt;
** &#039;&#039;&#039;Daemons&#039;&#039;&#039;: Dwarfs hate Daemons;. There has never been a recorded instance of the two working together (with the exception of the Chaos Dwarfs), and during the first Chaos invasion of the world, Grimnir ascended to godhood by establishing a one-man hold in the Warp to oppose them making them possibly the worst enemies of the Dwarfs. They are inferior to Dwarfs, regardless of what Chaos cultists say.&lt;br /&gt;
** &#039;&#039;&#039;Dumal&#039;&#039;&#039;: The Warriors Of Chaos are a reminder that Umgi are not fully trustworthy (don&#039;t bring up Chaos Dwarfs). Evil to the core, to be destroyed whenever encountered. Inferior to even the Elgi.&lt;br /&gt;
*** &#039;&#039;&#039;The Norscan Tribes&#039;&#039;&#039; Chaos worshiping barbarians. They were called Dumi like the Warriors of Chaos most of the time because they are chaos worshiping barbarian, but sometimes referred to as Bakrazdumi (northlander berserker) or Vardumi (northlander berserker or chaos warriors who have been hit in the head). It was known that there were contacts between the human tribes and the Dwarfs long ago in the far north. While the primitive umgi is only capable of using shitty stone/wood weapons/tools, both side had good relations, trading goods and technology to each other until Chaos showed up and corrupted the Norseman. Some Norsemen who wanted to avoid chaos went on an exodus to the (much safer) southern region while the remaining started to sacrifice any living beings they captured to their dark gods, a practice that they continue to this day. The Norse Dwarfs noticed this and broke any contacts and treaties with them, and set up safe routes, defenses and traps to avoid further contact with those barbarians. Sadly, the Norse Dwarfs were eventually overrun and nearly exterminated by the Norseman despite their best efforts. Most of the metal tools/weapons that were carried by the Norseman today are either forged by themselves with the smithing techniques taught by the Norse Dwarfs long ago, remnants of the times before Chaos, or made by the [[Chaos Dwarfs]], their current trade partners. Inferior to even the Elgi and must kill on sight whenever possible.&lt;br /&gt;
** &#039;&#039;&#039;[[Fimir]]&#039;&#039;&#039;: Dwarfs have almost no relationship with Fimir other than Norse Dwarfs, who are neutral to them. Most assume they are some variant of Troll and attack them on sight, but due to a lack of any history between the two actual non-violent interaction can go any direction. &lt;br /&gt;
* &#039;&#039;&#039;Umgi&#039;&#039;&#039;: Humans are too short-lived to accomplish much or become proficient in anything, straddle the fence between proper Dawi ways and Elgi nonsense, and aren&#039;t completely trustworthy. On the other hand, they’re still the closest race to Dwarfs, and they do try to be better than their nature allows, bless their shoddily-made hearts. &lt;br /&gt;
** &#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: Dwarfs are respectful of Bretonnians, although their Elvish influence and use of horses are things Dwarfs mistrust greatly and hold against them (&amp;quot;Proper Dawi only trust a pony&amp;quot;). Regardless, Dwarfs see Bretonnians as among the best of mankind due to their rigid gender roles, adherence to tradition, codes of conduct, martial strength, and mistrust of magic. Altogether, still inferior to Dwarfs.&lt;br /&gt;
** &#039;&#039;&#039;Empire&#039;&#039;&#039;: Dwarfs have a slightly better relationship with the Empire, as they have age-old oaths of friendship due to the efforts of [[Sigmar]]. They still consider humans inferior, but unlike the Bretonnians, have deigned to share some of their secrets of smithing, stonecraft and gunpowder with the Germanic part of humanity. Inferior to Dwarfs, but they’re seen more as victims of their own nature than universally evil. Some Dwarfs live in the Empire (especially Nuln), much to the chagrin of the more traditionally-minded. &lt;br /&gt;
** &#039;&#039;&#039;[[Kislev]]&#039;&#039;&#039;: Dwarfs do recognize the importance of this country as a Shield of Civilization, and helped Kislevites fight Chaos at least once, in a [[Great War Against Chaos]]. Otherwise, Dawi probably see them just as a little-better-than-Dumal bear fuckers.&lt;br /&gt;
** &#039;&#039;&#039;[[Araby]]&#039;&#039;&#039;: Arabyans are stuck in that awkward point of lore where they&#039;ve gotten almost no recent direct lore development and are mostly just mentioned in the stories of other factions, and the older material is largely from the early Warhammer that more closely followed real history (remember Bretonnian cannons?) with silly parts, fantasy, anachronisms, and Moorcock stuck in. Plus some bits that are offensive now and would probably be removed or changed. As a result, canon relations between Araby and Dwarfs can mostly be inferred; they almost certainly trade, either directly or with a go-between. Dwarfs probably don&#039;t appreciate the commonality of Chaos devotees and other magic and spirits, nor the slavery. &lt;br /&gt;
** &#039;&#039;&#039;Other Humans&#039;&#039;&#039;: Canon Dwarf politics with the other human groups is scarce. Everyone in the Old World other than Bretonnia hires them for work here and there it seems, and Dwarfs aren&#039;t given any lore to go on regarding the humans of [[Khuresh]], [[Kingdoms of Ind|Ind]], [[Cathay]], [[Nippon]], [[Albion]], or [[The Southlands]]. &lt;br /&gt;
* &#039;&#039;&#039;Elgi&#039;&#039;&#039;: Dwarfs and Elves used to be friends. After The Great Betrayal Dwarfs learned from the Elves that other races are not consistently trustworthy. They blame the Time Of Woes mostly on Elves despite it mostly being the result of earthquakes, Lizardmen who caused those earthquakes, greenskins, Skaven. The Grudge against the Elves was fulfilled with the killing of Caledor II and the taking of the Phoenix Crown, but many minor Grudges remain and Dwarfs are far too happy to record &amp;quot;Elf&amp;quot; on a Grudge instead of &amp;quot;Wood Elf&amp;quot; or &amp;quot;Dark Elf&amp;quot;. While the Dwarf word for Elf isn&#039;t an insult like the Dwarf word for human (&amp;quot;Umgak&amp;quot;=human made=poorly made), Elves are a byword for fickleness, subtlety, manipulation and treachery among Dwarfs (actually, I&#039;m pretty sure that in one of the old army books it showed that the word &#039;Elgak&#039; meant something on the verge of collapse, so go figure). Of course they are inferior to Dwarfs, and maybe even to Sigmar&#039;s Empire. &lt;br /&gt;
** &#039;&#039;&#039;High Elves&#039;&#039;&#039;: Dwarfs have no special name for High Elves, representing how the sins of any other group reflect them as well (don&#039;t bring up Chaos Dwarfs). But unlike the others, Dwarfs can still ally with them even if it is with a watchful eye. &lt;br /&gt;
** &#039;&#039;&#039;Elgi&#039;drazh&#039;&#039;&#039;: Dwarfs HATE Dark Elves. While all Elves are part of the Great Betrayal, Malekith&#039;s dishonor to Snorri Whitebeard is unforgivable and the Dark Elves played the Dwarfs for fools. They are inferior even to other Elves. FUCK THOSE MOTHERFUCKERS. &lt;br /&gt;
** &#039;&#039;&#039;Wutelgi&#039;&#039;&#039;: Not an open enemy like Chaos and greenskins, but close. Always openly hostile, and attack without warning or discernible motive. Sometimes randomly helpful, cleaning poisoned wells before Dwarfs drink from them and wiping out Skaven marching on Holds. Insane, unpredictable lunatics. &lt;br /&gt;
* &#039;&#039;&#039;Uzkular&#039;&#039;&#039;: Undeath is an unnatural state, and nothing good can come of it (&amp;quot;GO FOOK YER AUNTIE, ANCESTOR GHOSTS DINNAE COUNT!&amp;quot;). Dwarfs don&#039;t seek out confrontation with the Undead for its own sake, but the Dammaz Kron has enough pages that conflict is very common.&lt;br /&gt;
** &#039;&#039;&#039;Zangunaz&#039;&#039;&#039;: Dwarfs hate Vampires. The only contact between the two has been hostile and always began with the Vampires as the aggressor.  Dwarf/Vampire history began when Neferata suddenly appeared and wiped out a Hold then reanimated all the Dwarfs as her slaves, a state they remain in.  It hasn&#039;t gotten better since then, another notable example is the vampire lord Walach Harkon killing one of the Dwarf High Kings in a duel during the war against Konrad von Carstein.  The Dwarfs don&#039;t distinguish between bloodlines, as the word &amp;quot;zangunaz&amp;quot; literally translates to &amp;quot;blood drinker&amp;quot;, which is as good as any alternate name for vampires.  Only one Vampire, Ulrika, has been recorded with any friendly interaction between them (or more specifically two Slayers) and she was later killed in self-defense after failing to control her bloodlust. [[Genevieve Sandrine du Pointe du Lac Dieudonné|Genevieve]] also clearly gets a pass given everyone knows where she lives, and no armies have shown up at her door for a quick striking out of a Grudge about some Von Carstein raising some Miner&#039;s uncle as a Skeleton Warrior.  Vampires also threaten the humans of the Empire and Bretonnia. Inferior to Dwarfs because they cannot into engineering. &lt;br /&gt;
** &#039;&#039;&#039;Uzkuli&#039;gorl&#039;&#039;&#039;: Dwarfs are not fond of the Tomb Kings. In life they were a primitive and divided people as likely to trade as hunt Dwarfs for sport, and in death they are much more likely to undertake the latter. Unfortunately some Dwarfs saw the long-dead humans buried in massive tombs full of gold as an opportunity for profit, feeling that a dead human deserves none of the reverence of a dead Dawi. Now, many bony Nehekharans seek to reclaim their lost gold, causing many Grudges as some Dwarfs are unaware that their heirlooms and sacred treasures are stolen property and are attacked, slaughtered, then taken as undead slaves or trophies. That being said, some (like [[Queen Khalida]]) and King Behedesh can find common goals with Dwarfs (like killing those fucking Vampires or greenskins). According to the Nagash novel, a high king by the name Morgrim Blackbeard had their finest smith forge a fine looking two-handed Khopesh as a present for Alcadizaar the Conqueror, even wanting to discuss their relationship for the future. It is also mentioned in the same book that the usual Dwarf folks are &amp;quot;slow to warm to the Nehekharans&amp;quot;. Superior to Vampires in that they don&#039;t have to prey on the living for sustenance, the majority didn&#039;t want to become the way they are and they use engineering more than vampires do. Still an inferior, albeit stylish, bronze age race. &lt;br /&gt;
* &#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: Gold-hoarding beasts and probably slaves of Chaos (as far as Dwarfs are concerned).  Slaughtered many Dwarf expeditions to Lustria. If the Dwarfs knew they caused the Time Of Woe, they would stop at nothing to destroy them (except the Skaven were partly responsible for it as well, but Skaven are already right next to Greenskins in the Dawi&#039;s book). But as it is Dwarfs know very little of them and most of what they&#039;ve done to the race remain unrecorded as no survivors returned to tell the Grudge. &lt;br /&gt;
* &#039;&#039;&#039;Greenskins&#039;&#039;&#039;: Literally worse than Chaos. If it came between killing all four Chaos Gods or killing a quarter of the greenskins in the world, most Dawi would pick the greenskins. Being one of the species that can use the underway, meaning they are encountered all lot of times and those encounters often resolves in violence and beard shaving. The Grudges they caused are so numerous that it was decreed only genocide would strike them all out of the Dammaz Kron. &lt;br /&gt;
** &#039;&#039;&#039;Grobi&#039;&#039;&#039;: Goblins. Worst of the worst. Thieving shits that infest valuable caves.&lt;br /&gt;
** &#039;&#039;&#039;Urks&#039;&#039;&#039;: Orcs. Also the worst of the worst. Big stupid idiots that do nothing but ruin what better races (IE basically everything not an Urk, or Thaggoraki, or anything race that a Dawi hates) built.&lt;br /&gt;
** &#039;&#039;&#039;Gronti&#039;&#039;&#039;: Giants. Fuck Giants, they&#039;re Grobi pawns and love to steal Dwarf beer. &lt;br /&gt;
* &#039;&#039;&#039;Ogri&#039;&#039;&#039;: Ogres. Big dumb oafs, inferior in every way.  Close to enemies of the Dwarfs because they usually are, but the rare odd Maneater can be trusted and sometimes even blends into Dwarf culture. Strange is the Ogre that suddenly decides its a Slayer, but is it worth losing the sight of him wrasslin&#039; a Dragon by explaining it to him?&lt;br /&gt;
* &#039;&#039;&#039;Grombolgi&#039;&#039;&#039;: [[Halflings (Warhammer)|Halflings ]]. Little lore mentioned the relationship between the Halflings and Dawrfs. The Dwarfs&#039; records had such a line: “beardless Manlings we first thought to be children” to describe the Halflings when they first saw them traveling with a human tribe across the world&#039;s edge mountains. It is unknown if the Dwarfs treats Halflings with the same respect as they did to the Manlings since they were tiny (probably shorter than the Dwarfs) and combine their thievery way, they are similar to Grobi, their hated foe. To the Imperial Dwarfs living in urban Manling cities like Altdorf, Halfling is a common sight and the Dwarfs just can&#039;t stand them. They always walking in big group, smiling, talking and just so annoying that the Dawi would drive out any Halfing that walked into their shop, with a broom. &lt;br /&gt;
* &#039;&#039;&#039;Thaggoraki&#039;&#039;&#039;: Skaven. The other worst of the worst, stole all their technology from Dwarfs (not true, but they certainly do steal quite a bit) and to be killed on sight. Still, most Dwarves would choose Greenskins over the smelly rats due to having some major Grudges (the Dwarf equivalent of the &amp;quot;between a rock and hard place&amp;quot; saying is &amp;quot;Do you kill the squig or the rat wolf first?&amp;quot;). One of the other species capable of using underway except there are A LOT OF THEM, meaning there&#039;s gonna be a lot of dead miners, rat shit and a HELL LOT of grudges. Responsible for the Time Of Woe when their tried to expand Skavenblight with some kind of foul device, but was unknowingly combined with the Slann&#039;s effort for reshaping the continent to the old one&#039;s vision and ruined the poor Dawi&#039;s living room. The Dwarfs don’t know this, but the Skaven are worst of the worst anyway.&lt;br /&gt;
&lt;br /&gt;
==Khazalid==&lt;br /&gt;
The language of the Dwarfs. Actually the single most elaborated on language in Warhammer (very extensively) despite the lore saying little is known of it due to Dwarfs (usually, looking at you here [[Vermintide|Bardin]]) not speaking it outside their own kind (This is taken from Tolkien, where the Dwarven language of Khuzdul was kept secret from outsiders, to the point that they wouldn&#039;t even use their given names in the presence of non-Dwarves). Even beyond that, the language of the Dwarfs is highly complicated and relies more on background knowledge than literal translation; as such, a literal translation of a Dwarf&#039;s name may be &amp;quot;Alebelly Cragfist&amp;quot; as given to humans, with the name Gorogbolg Karazdrung translating to a Dwarf into &#039;&#039;&amp;quot;Highly respectable and Noble Dawi of considerable craft, wealth and means, whose clan elder once hammered through rock with his bare fists to save his clan from drowning, whilst simultaneously discovering a new, rich seam of gold.&amp;quot;&#039;&#039; Its lexicon is a bit punny.&lt;br /&gt;
&lt;br /&gt;
Khazalid is written in runes, which as previously mentioned are magic and can be made even more magical by Runesmiths.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Dwarfs worship a trinity of gods. Valaya, Grungni, and Grimnir. They are referred to as the Ancestor-Gods, as they are believed to be the deities who created the dwarfs and taught them all they needed to know. They&#039;re fairly vanilla in concept, really.&lt;br /&gt;
Ancestor gods also include the demigod children of the trinity, and any Dwarf of considerable enough importance to revere is added to the pantheon. &lt;br /&gt;
&lt;br /&gt;
Old lore stated that after death all souls are consumed by Chaos or remain as hateful ghosts on the material plane other than a handful that benevolent gods save as their favored servants. Dwarfs believed ancestors reside in the stone of the earth. End Times retconned the former and seemingly supports the latter as in the final battle Nagash resurrected every Empire soldier who has died to march against Chaos, while the Dwarf race assembled in one gigantic army and were joined by the spirits of every Dwarf that ever lived in the final battle (absent were Gotrek, who took the mantle of Grimnir from the real Grimnir, and Valaya who was drained of power by Nagash, - which he used to shroud Nehekhara in darkness - in his titular End Times splatbook). As such it seems like Dwarfs were right, their souls live on in the ground.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grungni&#039;&#039;&#039; &lt;br /&gt;
Your generic patriarch-god; a stern, all-knowing, wise all-father, responsible for teaching dwarfs everything about runes, crafting, mining, smithing, building, whatever. His primary portfolio is mining and stoneworking, although crafting in general is also attributed to him. Basically making anything is a prayer to him, so you make it to the best of your ability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Valaya]]&#039;&#039;&#039; &lt;br /&gt;
Again a fairly bogstandard matriarch-goddess; a protector, healer and nurturer. Technically tied to the domains of all other Ancestor Gods because she created most Dwarf culture, booze, written language, and established the first Holds, but is subordinate to the male gods for [[-4 Strength|some reason]]. Kingly authority originates with Valaya, strangely making her closer comparatively to Zeus than Hera. Her priests and priestesses (mostly examples of the latter exists in canon) are advisors to kings and nobility as well as healers &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grimnir&#039;&#039;&#039; &lt;br /&gt;
The dwarf god of war and honor, founder/inspiration (depends on your interpretation) of the [[Slayer]] cult. Attempted to close the northern Warp Gate by himself, somehow wound up in the Warp itself where he&#039;s fought a one-Dwarf war against the entirety of Chaos (probably alongside [[Kaldor Draigo]] and [[Oxyotl]]). He’s got the least organized religious representation as far as priesthood goes, but we have more references to shrines of him than the others. Mostly because its WARhammer obviously. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gazul]]&#039;&#039;&#039;&lt;br /&gt;
The Dwarf god of Death. Lived in the time of the trinity, and created the written version of their names as well as the concept of venerating your ancestors. His faith includes the &#039;&#039;&#039;Order Of Guardians&#039;&#039;&#039;, the Dwarf equivalent of Witch Hunters. Every Hold and most settlements, any place that has a place to honorably bury dead Dwarfs in fact, has a shrine or temple to him. We also have references to them Witch Hunter’ing abroad, including a priestess who puts down undead in Imperial Dwarf hangouts. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Morgrim]]&#039;&#039;&#039;&lt;br /&gt;
God of Engineering. Oldest child of Valaya with Grimnir, personally invented Bolt Throwers and Dwarf Catapults/Stone Throwers (which later became Grudge Throwers). Was Grimnir&#039;s companion on the way to close the Warp Gate, but Grimnir forced him to turn back and return home. All Engineers are basically priests of Morgrim, since his teachings are a code of conduct for the craft. Liberal Engineers are considered heretics (but not the kind you shoot, just the kind you shout at) by conservative Dwarfs for their loose interpretations of scripture and in turn conservative engineers are considered grumpy old assholes by the radicals. Interestingly the only example we have of a Dwarf who SHOULD have become a Slayer but refused and accepted exile instead was a radical Engineer. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Smednir]]&#039;&#039;&#039;&lt;br /&gt;
God of smelting and metalworking. Oldest son of Grungni and Valaya. Smednir created the tools that Thungni and Grungni inscribed their rune magic on, and among the greatest creations of the trio of laborers is [[Ghal Maraz]] itself. Smednir&#039;s shrines and temples are basically just extensions of those of Grungni&#039;s, since the two are inseparable in theme. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Thungni]]&#039;&#039;&#039;&lt;br /&gt;
God of Runesmithing. Youngest son of Grungni and Valaya. During the settling of the first Holds he descended into a mystical realm called &amp;quot;Ankor Byrn (Glittering Realm)&amp;quot; where he discovered the ability to forge his mother&#039;s language with magic to create runes, although it was his father who later turned the discovery into a science and art. Only descendants of Grungni like himself were capable of learning Runesmithing. All Runesmiths are basically priests of Thungni, like Morgrim&#039;s Engineers. Unlike all the other gods who are friendly with the faiths of the allies of the Dwarf race and enemies of those who are Dwarf enemies, Thungni&#039;s cult has an additional enemy; non-Dwarfs who try to learn or succeed at making rune magic. This includes human wizards. Interestingly this taboo didn’t exist for the Elves, who in the days of kinship worked with the Dwarfs to enhance High Magic and Runesmithing together.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Living===&lt;br /&gt;
* [[Thorgrim Grudgebearer|High King Thorgrim Grudgebearer]]&lt;br /&gt;
High King, current leader of the Dwarf race. Both more liberal than past High Kings and more conservative than any of the modern ones; Thorgrim seeks to aggressively expand back into long-lost territory, and upon taking the throne declared it to be the &amp;quot;Age Of Reckoning&amp;quot; that marks the beginning of the climb back to a new golden age starting when Dwarfs avenge all Grudges. This has lead Dwarfs to see him the same way they see the kings of old. But Thorgrim is also aware of the current nature of the world, of how the backstabbing Elves are necessary allies even if you can&#039;t turn your back on them, of how the humans are not only a means of keeping Chaos in the north but also the most reliable ally the Dwarfs want, and how every threat from Skaven to Vampire must be tackled at once or the others will gain ground. How Grudges should not always be settled with blood when gold or Oath is available. &lt;br /&gt;
* [[Ungrim Ironfist|Slayer King Ungrim Ironfist]]&lt;br /&gt;
Current Slayer King of Karak Kadrin. Like his ancestors he is bound both to seek death in battle and remain as king of his Karak, which has since become a hub for Slayers. Ungrim, unlike his predecessors, is more Slayer than King and has aggressively fought against any foe he could from charging an army straight into the army of [[Queek Head-Taker]] as he attempted to conquer Karak Eight Peaks to killing a dragon in single combat to killing what can only be described as a &amp;quot;giant giant&amp;quot; to pursuing a game of cat and mouse againse Golgfag Maneater. He wants to find his death as soon as possible to free his son from the burdern of the Slayer Kings. &lt;br /&gt;
* [[Thorek Ironbrow]] &lt;br /&gt;
The current greatest Runesmith alive. His homeland is Karak Azgal, and he obviously controls their Anvil Of Doom. Known as a massive curmudgeon even among Dwarfs who will demote anyone he sees as unfit to carry on his art straight down to Miner. Thorek leads the Weaponsmiths of the greatest Weaponsmith Hold, and encourages trade and expedition to recover ancient Dwarf artifacts. His study of the old, forgotten ways of Runesmithing along with his own creativity and experimentation have created wonders unprecedented and the rediscovery of old ways. His own hammer, Klad Brakak, bears a Rune he invented and has been testing for a century that destroys the armor of whatever he strikes. Of course every design is based on existing works, as he (allegedly) has said anything good enough for the Dwarfs of Starbreaker&#039;s day is good enough for him. &lt;br /&gt;
Every Anvil Of Power was inscribed with a special Rune called the Rune Of Doom that summons what appears to be a ghostly army of ancestor Dwarfs but in fact is the visual manifestation of the Dwarfy emotions of bravery, loyalty, grim determination, and most importantly deep hatred that increases the morale of the Dawi and frightens their enemies. Thorek is the only Runesmith alive still capable of using his, and does so with complete mastery any time it is needed rather then as the last-ditch risky move that were used in the later days of the living knowledge of the Anvils. That being said, if he ever fails to use it perfectly the Anvil will be destroyed and a massive backlash will injure or kill him and his team. &lt;br /&gt;
&lt;br /&gt;
In theory, Thorek should be the ultimate Runesmith but his assistant Kraggi isn&#039;t as up to the task as he is. Kraggi is quite skilled for a Runesmith, but still an apprentice by Thorek&#039;s standards despite being a prodigy (Klad Brakak is about as old as Kraggi&#039;s career) and has been known to make mistakes (which Thorek NEVER does). Kraggi speeds up Thorek&#039;s work but screws up in that haste from time to time on the battlefield. &lt;br /&gt;
* [[Grombrindal]]&lt;br /&gt;
The White Dwarf, who became the mascot of Games Workshop on creation ([[White Dwarf|the magazine]] is his namesake). Grombrindal appears randomly throughout the world, dispensing wisdom and slaughtering foes before disappearing; oftentimes before his allies realize his identity. Basically [[The Green Knight]] and [[Alith Anar]] for Dwarfs. He was featured in comics, and before the Time Of Woe (AKA the Times of [[Jack Kirby]]) Games Workshop released White Dwarf dioramas alongside the [[Black Gobbo]] in humorous situations (like wearing a space suit and strangling the Black Gobbo in an alien costume or being a [[Magos]] and turning the Gobbo into a [[Servitor]]).&lt;br /&gt;
The identity of Grombrindal was hinted at for most of his history as Dwarfs dressing as him, to the forgotten fourth ancestor god who courted Valaya but never married her, to Snorri Whitebeard who was cursed to wander endlessly after Malekith&#039;s betrayal. Snorri was his confirmed identity in End Times, when after the destruction of the Curse Of Khaine the unapologetic Malekith is forgiven by him because GW wasn&#039;t interested in resolving plots with more complexity than saying they are resolved (according to 1d4chan Longbeards anyway). &lt;br /&gt;
* [[King Kazador]]&lt;br /&gt;
King of Karak Azul, a giant among Dwarfs and with Herculean strength to match. He outdrank, outlifted, outfeasted, outsang, outjoked, and in all other ways outmatched his childhood friends. Won countless battles and settled countless Grudges. All greenskins feared him, clearing out when he came around, giving him great sport as he had to actually track and hunt a WAAAGH! rather than just survive it. He bears and blows a great horn, the Thunderhorn, which lets all in the same mountain range know that war has come to them. &lt;br /&gt;
Basically Gaston, Brom Bones, and that one jock in your high school who stood up for nerds because he actually gave a fuck. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, Kazador retains none of his youthful enthusiasm for the pleasures of life. While he was hunting Goblins one day, [[Gorfang Rotgut]] lead a small army of greenskins into Karak Azul. They ran amok, killing and looting, desecrating and dishonoring. Kazador&#039;s entire family and many of his people were hauled away in chains to Black Crag as Rotgut&#039;s living trophies, although Kazador&#039;s son was left behind shaved and crucified on Kazador&#039;s own throne. Kazador promised half of Azul&#039;s treasury to any who return his family, another quarter for the return of any of the dead Azulites, and any possession he has for Gorfang&#039;s death. Unable to assail Black Crag, he spent his time hatefully pursuing any army of Destruction in Dwarf lands and pursuing any Grudge. &lt;br /&gt;
Thorgrim spent ten years tracking the culprits, killed Gorfang and the other leaders of the army for Kazador, and freed all captives. Its unstated if Thorgrim accepted a reward. Kazador is similar to [[Eltharion]], but with actual plot resolution. &lt;br /&gt;
* [[Kragg The Grim]]&lt;br /&gt;
The Oldhammer (REALLY Oldhammer, dating back to 3e when Warhammer first got lore at all) Thorek. The closest there is to a named Longbeard model. &lt;br /&gt;
&lt;br /&gt;
Greatest and oldest Runesmith alive, among the oldest Dwarf in general in fact. Kragg is so old he remembers the golden age of the Dwarfs, before the Time Of Woes. Kragg&#039;s walking stick bears a special Master Rune invented by him and known only to him, as he has never met a Dwarf he considers a worthy successor (it should be noted that Thorek entirely replaced Kragg in 5e/6e, and being a far more expensive model GW pimped Thorek as much as possible by mostly forgetting that Kragg even existed so players would buy the &amp;quot;greatest Runesmith ever&amp;quot; that costs 5x as much). Kragg will babble on and on about back in his day, but thanks to his age and skill he drops far more useful and inspiring secrets than any beard longer; the greatest of Dwarf Runesmiths and heroes have all made pilgrimages to sit and listen to Kragg grumble. &lt;br /&gt;
The greatest works of Karaz-a-Karak since Grungni himself were, are, and will be done under Kragg&#039;s supervision and guidance (as well as likely with his Master Rune cane to the creator&#039;s backside a few times). &lt;br /&gt;
* [[Alrik Ranulfsson]] &lt;br /&gt;
King of Karak Hirn. Direct descendant of Kurgaz, his great great great grandfather who founded Karak Hirn after the Time Of Woes and created the Anvils Of Power. Kurgaz&#039;s descendants were unable to use his shield themselves since he was a giant of a Dwarf, and instead invented the practice of standing on a shield that is carried by loyal retainers. &lt;br /&gt;
Alrik is extremely old fashioned, more so than even his father Ranulf, and refuses any new technology in his armies (players using him can still use them, at double point cost). Warriors, Quarrelers, Ironbreakers, Miners, Hammerers, Grudge Throwers, Bolt Throwers. &lt;br /&gt;
&lt;br /&gt;
Alrik is obsessed with clearing out the Book Of Grudges, more so than even Thorgrim, and demands blood for every entry. As a result he constantly attacks anyone to clear a sleight regardless of current politics or distance. To date he has entirely wiped out an entire Book Of Grudges for Karak Hirn, which has been added to his own personal standard that he carries into battle which inspires hope in the Dwarfs like nothing else. &lt;br /&gt;
He and his Shieldbearers are &amp;quot;Hrappi-klad&amp;quot; in golden armor that is traditional for Karak Hirn royalty. He uses a special axe called the Axe Of Retribution which was forged specifically for his Grudge crusade, and the Helm Of Eagles that grants him sight to see all enemies and hidden details so no assassin or ambush can catch him. &lt;br /&gt;
* [[Belegar Ironhammer]] &lt;br /&gt;
Heir to King Lunn of Karak Eight Peaks. After becoming High King, aiding Belegar was Thorgrim&#039;s first task. He called on the entire race to aid in retaking the long lost Hold. &lt;br /&gt;
* [[Josef Bugman]]&lt;br /&gt;
Master brewer and canonically the greatest brewer to have ever lived. After his brewery, called Bugman&#039;s Brewery, was burned down by [[Git Guzzler]] and his greenskins Josef has been on a crusade against their race with his elite force called Bugman&#039;s Rangers (real creative types, here). Bugman&#039;s force wanders anywhere greenskins are found, arriving to aid an army and to give ale to good little soldiers of Order and axes/quarrels to the brains of the green menace. His most important item is a magical tankard called...you guessed it, Bugman&#039;s Tankard, which has magical healing powers in addition to filling the mind of the drinker with images of the golden age of Dwarfs. &lt;br /&gt;
&lt;br /&gt;
Incidentally, Bugman&#039;s Brewery is an actual pub in Warhammer World.&lt;br /&gt;
* [[Gotrek &amp;amp; Felix|Gotrek Gurnisson]]&lt;br /&gt;
Gotrek is Dwarf Jedi Master [[The Elder Scrolls|Dragonborn]] Doomguy Chuck Norris, Primarch of the loyalist Dwarf Marines who can [[Creed]] his axe into your skull. Read his page, as no summary does him justice. Just know he&#039;s a Slayer who took a human bard as a companion, killed just about everything he can and was rewarded by becoming Grimnir&#039;s replacement after finally achieving death (and resurrection, since the death part freed him from his Oath even if it didn&#039;t stick). &lt;br /&gt;
* [[Burlok Dammison|Master Engineer Burklok Dammison]]&lt;br /&gt;
Youngest ever and current Master of the Engineer&#039;s Guild. As a young Dawi he was very gifted (inventing a beard-braider, self- lighting pipe, and a double-barreled rifle at the same time the average Engineer was learning the basics) and very liberal, and highly interested many random technologies that he pursued with great enthusiam which included the research of Sven Hasselfriesian into alcohol-powered machines. The two managed to caused a pressure explosion which destroyed the Engineer&#039;s Guild Hall. Burlok did a 180 and became a highly conservative Engineer who believes mostly in the old ways. He eventually became Guildmaster despite his disgrace (possibly simply by surviving longest). &lt;br /&gt;
Since Burlok&#039;s arm was blown off in the explosion, he invented bionics! Specifically &amp;quot;Burlok&#039;s Ingenious Offensive New-matic Integrated Constrictor&amp;quot; (that&#039;s right, acronyms are canon!)&lt;br /&gt;
* [[Grimm Burloksson]] &lt;br /&gt;
For some reason, Games Workshop decided to retcon Burlok. They did so in the ingenious manner of creating an almost identical character and calling him Burlok&#039;s son, then gave him Burlok&#039;s backstory. So...what&#039;s the difference? Burlok began liberal and became conservative after a tragic laboratory accident. Grimm went from liberal to mad scientist after an exciting laboratory accident. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Grimm is just Burlok, wacky inventor. Grimm doesn&#039;t have a bionic limb, and instead made a robot arm that fits on his actual arm using the same technology. He also has a telescoping sight that lowers from his helmet, a modified gun (best described as &amp;quot;double-barrel sniper rifle), a hammer that is a weapon-snapping cog, and his personal standard is a fucking furnace strapped to his back. While a more amusing character, one has to wonder why the major retcon when both can exist and the father can remain Guildmaster...&lt;br /&gt;
* [[Sven Hasselfriesian]]&lt;br /&gt;
Sven is actually a VERY old character, dating back to the Warhammer 2e scenario [[The Magnificent Sven]] (that&#039;s right, Sven fucking predates Chaos). &lt;br /&gt;
&lt;br /&gt;
After destroying a large chunk of Karaz-a-Karak, Sven refused to stop experimenting with his insane idea of liquid-powered machines and Burlok was forced to expel him from the Engineer&#039;s Guild after the &amp;quot;humiliation ritual&amp;quot; (whatever that is). Rather than taking up the Slayer Oath like a normal Dwarf, Sven booked a ride to Lustria for unknown reasons. He settled at a trading post on the Amoco River and made a substantial amount of money that he invested in his master plan of a boat powered by a combustion engine. After three years, Sven hired non-Chaos Norscans to finish the ship and be his crew. He named her &amp;quot;Voltsvagn&amp;quot; (you read that right, early Warhammer was big on puns) after his mother and began work as a ferryman in Lustria. He has been attacked by Lizardmen so many times he has become completely immune to all poisons they have. &lt;br /&gt;
He was later used in Dogs Of War where his ambition has swelled, and he now seeks to conquer all of Lustria and take ALL THE GOLD. So he went from mad scientist to Dorf Cortez. &lt;br /&gt;
* [[Long Drong]]r&lt;br /&gt;
Dogs Of War character. Nicknamed &amp;quot;Long&amp;quot; due to his massive height. Worked through the ranks from cabin boy to captain of a Barak Varr merchant vessel that delivered Dwarf ale worldwide. After a particularly bad storm caused the ship to wreck all the ale onboard was destroyed, and both Drong and the crew swore the Slayer Oath. They immediately invaded a pirate lair and used his plunder to purchase a Dwarf ship, notably with the mast of an attractive Dwarf woman (but amusingly since literally not a single one of them had ever actually seen a Dwarf woman, having spent their entire lives at sea, they had to guess at what one looked like). &lt;br /&gt;
They had the captured pirates teach them everything they knew about piracy, although the Dwarfs got a slightly different lesson than one would expect.&lt;br /&gt;
&lt;br /&gt;
Rather than attacking wealthy merchant ships and robbing them, the Dwarfs set out reclaiming lost treasures from the ocean floor. Mercenaries used their paychests as the mark of station, which they would pay almost anything to have returned. Drong&#039;s crew only asked for the contents when they found it plus the same amount as the chest full again, which is very cheap compared to the amount the Merc generals would likely pay. Of course Drong attacked any true pirate he encountered, and soon gained a reputation as an honorable mercenary among the great nations of the world.&lt;br /&gt;
&lt;br /&gt;
* Tarni Ironspike&lt;br /&gt;
One of the rare adventurer female Dwarfs. Grew up in the southern Habercrybs. After a mine collapse she became the assistant to a traveling priest of Gazul named Snorri Gravehand, becoming an initiate at Khazid Harkhat. She graduated to a full-fledged priestess and tended to the Dwarfs, and humans when no priest of [[Morr]] was present, of Reikland and Ubersreik until she discovered that her former master had been killed by a Necromancer. Ever since she&#039;s lead a one-woman crusade against Necromancers in the regions of the Empire and the Grey Mountains.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
* [[Garagrim Ironfist]]&lt;br /&gt;
Ungrim&#039;s son. Ungrim seeks death as soon as he can so his son will be free of the Slayer King burden, but Garagrim swore the Oath as soon as he was an adult and also seeks death to free his father of the suicidal part of his duty. Garagrim found his death in Storm Of Chaos as the leader of the Dwarfs in the event, although Ungrim swore the Slayer Oath a second time due to the loss of his son making the entire sacrifice pointless and ensuring the royal line of Karak Kadrin would fall. After Games Workshop retconned Storm Of Chaos (there&#039;s no polite answer for why, just know they fucked up royally and got rid of it so they could fuck up even worse but under their own control in End Times) they retconned Garagrim to having died offscreen long ago effectively removing his character as anything but a footnote in continuity.&lt;br /&gt;
* &#039;&#039;&#039;Kimril Giantslayer&#039;&#039;&#039;&lt;br /&gt;
A character from the 1985 &amp;quot;Dwarves Of Legend Box&amp;quot;. The very first Slayer. Killed the twin Giants Thunderguts and Stormbelly. &lt;br /&gt;
* &#039;&#039;&#039;Angus&#039;&#039;&#039;&lt;br /&gt;
Another Dwarves Of Legend, crushed by his dead enemies at Klumti Pass. &lt;br /&gt;
&lt;br /&gt;
===Unknown===&lt;br /&gt;
* &#039;&#039;&#039;King Gorrin&#039;&#039;&#039;&lt;br /&gt;
Another Dwarves Of Legend character. Killed the greenskin Gorbad The Gruesome at the Battle Of Drakkaz-snor. &lt;br /&gt;
* &#039;&#039;&#039;The Baron&#039;&#039;&#039;&lt;br /&gt;
Another Dwarves Of Legend. Fought Count Horlichs of Averland. &lt;br /&gt;
* &#039;&#039;&#039;Throbin Death-eye&#039;&#039;&#039;&lt;br /&gt;
Dwarves Of Legend character. Possibly a Slayer. Polished his axe in blood, and had a frightening stare. &lt;br /&gt;
* &#039;&#039;&#039;Lastro Lupinthrall&#039;&#039;&#039;&lt;br /&gt;
Dwarves Of Legend. Cursed by a Norscan Witch, howls at every full moon. &lt;br /&gt;
* &#039;&#039;&#039;Borax Bloodaxe&#039;&#039;&#039;&lt;br /&gt;
Dwarves Of Legend. Became so rich he needed five Vaults to store his treasure.&lt;br /&gt;
&lt;br /&gt;
==Regions And Factions==&lt;br /&gt;
A summary of factions and locations that can tie into your Dwarf army (or the lore of any group you play who ties into the Dwarfs; if you&#039;re a fan of proxies, its not uncommon for them to accompany the Empire and not a far throw for them to fight alongside Bretonnia, or with good reason the High or Wood Elves). &lt;br /&gt;
&lt;br /&gt;
Note that while Dwarfs use specific colors to represent their Hold of origin, the Holds have multiple clans within and individual groups of course may have their own colors. This is on top of many different interpretations by artists over the years in example armies deciding to use vastly different symbols and colors to represent some factions. For example Karak Norn colors are red and white, and they have a large number of Dwarfs from all of the fallen Holds such as the Dragonback clan along with the nearby Bugman&#039;s Brewery meaning that while most Nornlings would be displaying the red and white somewhere, their own colors on their clothing or even banners could be from numerous clans or Holds; a Dwarf with Bugman&#039;s colors on his cloak, a red and white shield, and his banner in the colors of the Dragonbacks is quite fine and fluffy. &lt;br /&gt;
&lt;br /&gt;
The generic colors of the Dwarfs are blue with white details with bronze and small amounts of silvery metal representing steel and/or Gromril depending on the importance of the Dwarf in question with the symbol of three triangles forming a mountain range. &lt;br /&gt;
&lt;br /&gt;
Slayers break all ties to Hold and Clan, and thus never display any colors but that of other Slayers. They usually wind up in reds, oranges, and white although many use white and blue clothing. Some Eavy Metal schemes used face paint in the colors of the army they are marching in to represent a temporary allegiance to their current comrades. &lt;br /&gt;
&lt;br /&gt;
Although example armies straight from Games Workshop prior to 7e almost always used a matching canon color scheme representing the location the army originates from, these armies were significantly smaller than the armies of today. In 7e the example armies featured a mix of multiple Holds fighting in one army (notably the Karaz-a-Karak army containing one unit from each example Hold), and in 8e most Karaks were given multiple symbols and color schemes along with canon clans/organizations bearing entirely different color schemes despite being from the same Hold. As a result, the most recent GW Dwarf canon means a player looking to distinguish their army as specifically coming from a single Hold can still use whatever colors they want for every individual unit. Raise the rainbow, strike the earth! Generally speaking, its the Battle Standard Bearer colors and symbol that will give your army its identity, possibly the strongest and/or most important unit as well. &lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
[[File:Worlds_Edge_Mountains_Map.jpg|thumb|right|The Worlds Edge Mountains]]&lt;br /&gt;
====Karaz Ankor====&lt;br /&gt;
The Eternal Realm, and the heart of the Dwarf empire, made up of the oldest Holds. Located in the [[Worlds Edge Mountains]]. &lt;br /&gt;
* &#039;&#039;&#039;Karaz-a-Karak&#039;&#039;&#039;&lt;br /&gt;
Also called Everpeak, with the name roughly translating to &amp;quot;Pinnacle Of Mountains&amp;quot;. The capital of the Dwarf race and home to both the high Kings and the primary shrine of Valaya. One thousand pillars are found in the main hall, each representing a Dwarf clan. Every decade a carver is sent to add more of their story to the column, with many tragically ending long before any of the others making it clear to every visitor who has been wiped out in the Dwarfs gigantic family. &lt;br /&gt;
When Elves and Dwarfs were still allies, Elf artisans covered the ceiling of the cavern in diamonds and sapphires forming the same constellations in the sky above, while on the ground the hall lit up by braziers covered in gigantic and identical rubies and the walls covered in reliefs showing the legends of the Dwarfs. The harmonics of the hall are such that even a whisper from the High King carries to every part of the hall. Despite being the largest, richest, and most populated Karak the bulk of Karaz-a-Karak is empty. Only the westernmmost halls are populated, the rest are either sealed or lie vacant. The armies of Karaz-a-Karak occasionally have to clear out any Skaven or Night Goblins that try to gain a foothold and reseal Vaults. &lt;br /&gt;
&lt;br /&gt;
The capital Hold is one of the most well-defended places in the entire Warhammer world. The entire valley leading to the fortress is a giant deathtrap with hundreds, possibly thousands, of defenses and thanks to watch towers and far more mysterious methods of detection the Dwarfs know of any enemy approaching long before they come within sight of the mountains it lies in. The gates themselves are impenetrable, far beyond the capacity of the mightiest army of Elves ever seen to penetrate during the War Of Vengeance. &lt;br /&gt;
&lt;br /&gt;
Karaz-a-Karak armies use gold and greens as colors generally, with blue as an alternative color alongside yellow although it is noted that Karaz-a-Karak has all colors in its armies as all Clans and Holds are tied to the capital of the Dwarf race. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zhufbar&#039;&#039;&#039;&lt;br /&gt;
Called the Torrent Gate, perhaps the most important Hold to the overall Warhammer setting. Considered a “twin” Hold to the ill-fated Karak Varn, as both are built into the sides of a chasm beneath a lake called the Black Water, with waterfalls from the lake flowing through water-wheels which power the city. As a result of the cheap power Zhufbar is the site of the capital of the Engineer’s Guild, and the most important shrine to Morgrim. Zhufbar and Karak Varn are both found where the Worlds Edge Mountains meet the Black Mountains, north of Karaz-a-Karak and south of Karak Kadrin. The Black Water region is very rich in Gromril and other precious metals, allowing the Dwarfs to produce and experiment at maximum capacity. &lt;br /&gt;
During the Age Of Woe, volcanic eruptions drained Black Water. Karak Varn was conquered by Skaven while Orcs smashed through the water wheels of Zhufbar and laid siege to the Hold. The Zhufbar Dwarfs fought hard and were slowly driven out over centuries until they finally made a stand in the chasm of the canyon but were defeated, with the survivors scattered and seeking aid. The only successful aid came from Alaric The Mad, a famous Runesmith who believed the stories that not only had humanity managed to evolve to a point of mattering, but believed that they had a leader who could destroy any evil. This hero was Sigmar. Alaric promised Sigmar twelve magical swords for Sigmar’s closest followers in exchange for helping liberate Zhufbar (of course Sigmar REALLY hates Orcs, so it was like being paid twice). Once Zhufbar was reclaimed, Alaric went to work and finished the fables blades after Sigmar had left the mortal world. Those swords are now a mark of office for the leaders of the provinces of the Empire, the Elector Counts. Zhufbar was able to be rebuilt quickly as the Black Water had refilled during the Orc occupation. To this day Zhufbar remains one of the friendliest Holds to mankind, from which most of their knowledge of science and technology has derived (its no surprise that Zhufbar is best described as “Dwarf Nuln”). Most Dwarf technology is developed and manufactured in Zhufbar, which boasts a massive fleet of Gyrocopters and Gyrobombers as well as many other technological marvels that no conservative Hold would tolerate the existence of. A group of Dragons managed to build a nest in one of the halls, which was sealed off and renamed “Khaz Drakk”, although in emergencies Dwarfs are sent through it with messages for the Empire that need to arrive ASAP. A human town now exists outside of the gates of Zhufbar which has benefitted both races immensely financially (in case it hasn’t been made clear enough, Zhufbar is basically steampunk Erebor). Its unclear if these humans answer to the Empire or Zhufbar for government. &lt;br /&gt;
&lt;br /&gt;
Colors include blue and white. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Kadrin&#039;&#039;&#039;&lt;br /&gt;
The Slayer Keep, among the strongest Dwarf Holds and the largest in its region (north of Karaz-a-karak and east of the Empire). Situated in a location to protect the Peak Pass trade routes which connect the Karaz Ankor with the Old World and the east. Karak Kadrin has never fallen, and sits along an often-attacked invasion route for monsters and eastern armies. Due to the central trade location and collected tribute for protection it provides, Karak Kadrin is fabulously wealthy and beyond even that importance is that it boasts the most important site for Grimnir worship which is where many Slayers choose to swear themselves, and are given free gear and lodging to help them on their way to complete their sacred Oaths. Not all Slayers leave to find death elsewhere, and Karak Kadrin boasts a very large army made up just of Slayers who protect the pass and seek a less immediate death (some may choose this if their sin was a dereliction of duty, or possibly if they aren’t brave enough to chase Daemons across the Chaos Wastes). Not all of Karak Kadrin’s soldiers and citizens are Slayers by any means, in addition to the Slayer forces Karak Kadrin has all the usual soldiery from Hammerers to Gyrocopters. &lt;br /&gt;
Karak Kadrin is ruled by the Drakebeard Clan. Five generations ago, King Baragor became the first (known) king to take the Slayer Oath, possibly because his daughter was killed by the dragon Skaladrak while traveling to marry the High King of the time. Baragor was caught between the religious need to find death as Grimnir intended and religious need to lead his people as Valaya intended, finding the solution as creating the major shrine of Grimnir and altering the Dwarf Slayer culture by enabling them to find their death in duty rather than setting out to find it. Ungrim Ironfist is the current Slayer King, five times great grandson of Baragor, each King in the line born to take the Oath but thus far unable to die in battle and free their own sons. In Storm Of Chaos the character Garagrim Ironfist was created as Ungrim’s son who swore the Slayer Oath while still a prince, then set out with an army off to fight the coming Chaos Hordes and die to free his father. Garagrim was crushed by a falling Giant which freed Ungrim from Slayerhood, but in shame Ungrom then swore himself back to the Slayer Oath for the loss of his son in a fantastically epic failure. Despite the entirety of Storm Of Chaos being retconned in 7e, Garagrim’s death was kept as canon (because grimderp) and now Ungrim is sonless and has disregarded his duty to stay alive, constantly leading Karak Kadrin’s armies far and wide and taking the battlefield personally against the armies of the Dwarfs. Karak Kadrin is doomed to be kingless in any continuity, and Dwarfs have no established mechanism of dealing with a succession crisis with no true successor (although to be fair we only know Garagrim was his only son and it isn’t stated that non-heir sons took the Oath, so for anyone looking to make their own canon an OC uncle/aunt, brother/sister, or daughter of Ungrim could take the throne). &lt;br /&gt;
The colors of Karak Kadrin are green and red, or any shades of red/orange/white. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azul&#039;&#039;&#039;&lt;br /&gt;
Called Iron Peak due to the massive amount of iron in its mines, the largest in the Worlds Edge on top of an abundance in other metals. As a direct result Azul has among the best metalworkers the Dwarfs have and many Clans are directly descended from Grungni. This has enabled Azul to survive the constant onslaught of enemies, being the last southern Hold. The weaponsmiths and Runesmiths don&#039;t just make gear for their own; most Dwarf Holds receive their weaponry from Azul, through the Underway to any Dwarfs in need. &lt;br /&gt;
Karak Azul was attacked by greenskins some time ago; the family of Thane Kazador was enslaved as living trophies while the son was shaved and nailed to the throne. Thanks to the dedication of Kazador the only surviving Orc from the attack is the Warboss himself, Gorfang Rotgut, who squatted in Black Crag until he was killed and his head was delivered to Kazador. &lt;br /&gt;
&lt;br /&gt;
Karak Azul, as you may have guessed, uses the color blue as well as gold. Their primary symbol is the face of a Dwarf smith. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Ungor&#039;&#039;&#039;&lt;br /&gt;
Originally the “Delving Hold”, now called “Red Eye Mountain”. During the golden age of the Dwarfs it was the richest Hold in terms of ore extraction found in the entirety of the Ankor. Mines that were depleted were not intentionally collapsed, resulting in massive networks of empty tunnels. It was ruled by the Durazgrund Clan. At the very start of the Time Of Woe the army and King Morek Stonehammer of Karak Ungor was still returning from the War Of Vengeance only to find that Karak Ungor had completely fallen, taken by the Red Eye Night Goblin tribe that had come from below when the earthquakes opened the existing tunnels to many, many others full of nasty foes. The walls and gates were built to be so externally impenetrable that their very own builders couldn’t breech them, and what had once been a triumphant army marching home became scattered groups of refugees to the soon to fall Zhufbar as well as Karaz-a-karak. Another attempt was made 500 years later by High King Skorri Morgrimson. The southern valley and corresponding gate were retaken, but the Dwarfs could not breach the Hold itself. The event is now known as the Battle Of A Thousand Woes. Skorri’s son died in the battle, and Skorri himself abdicated the throne to his cousin Rogni Stonehammer before taking the Slayer Oath and finding his doom not long after. Rogni’s reign details are unknown, but the Durazgrund leadership of the Dwarf race lasted at the maximum a very short 200-ish years. The current Durazgrund heir is Ulther Stonehammer, who is only considered a prince as he refused the title of king upon inheriting it from his father King Ulfar until Karaz Ungor is retaken. He established an elite army called the Dragon Company which is based in Karaz-a-karak and raids greenskins until the day Ungor is reclaimed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Varn&#039;&#039;&#039;&lt;br /&gt;
Called &amp;quot;Cragmere&amp;quot; now. Sister Hold to Zhufbar, both in the chasm where the mountain lake Black Water flows. The first misery to befall Karak Varn actually came before the Time Of Woe, when the Dwarfs-wait for it-DUG TOO DEEP AND UNLEASHED SOMETHING. That thing was...water. They accidentally tunneled into the underground reservoir that Black Water feeds into, managed to destabilize the foundations enough that when the Time Of Woe earthquakes came the waters swept through and flooded most of the Hold. Soon after the weary Dwarfs were attacked by an allied Skaven/Goblin army, and forced towards the surface. The Warpstone corruption became so terrible that the surviving Varnlings abandoned the Hold willingly, as the mutated horrors below are now the like of nightmares. Expeditions of Engineers using submarines through the underground Black Water as well as tunneling vehicles have enabled Dwarfs to strip the Gromril shaft by shaft, but there are no plans to reclaim Varn itself. Adventurers also plumb into Karak Varn, such as in the [[Heroquest]] expansion. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mount Silverspear&#039;&#039;&#039;&lt;br /&gt;
Called Mount Grimfang when held by greenskins, which it is currently, after the Orc Warboss Urk Grimfang who first conquered it. It sat at the southern end of the Silver Road, east of Karaz-a-karak. Had the single richest mine after Gunbad, called Karag Agilwutraz. Like Gunbad it was exempt from sending soldiers for the War Of Vengeance, instead funding the war with, you guessed it, silver. It fell later on in the Time Of Woe 1637 years ago, as it was bypassed for richer and less defended Holds by early greenskin invasions but despite the extra time to prepare with watchtower defenses it fell nonetheless during the Silver Wars after successive greenskin armies were thrown at it. Survivors fled to Karaz-a-karak, and greenskins have occupied it ever since although currently Skaven are growing in number beneath. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Vlag&#039;&#039;&#039;&lt;br /&gt;
“Desolation Hold”. The northernmost part of the Ankor (Karak Kadrin being the northernmost Hold in general), found south of the High Pass between the two parts of Kislev. Founded during the golden age, in one of the few times Dwarfs were on the offensive as the Dwarfs took existing caves by driving out Dragons and taking THEIR homes. The mines expand throughout the Granite Peaks giving a surplus of iron, and the masonry is the rival of Karaz-a-karak for best stonework in the world. It survived the Time Of Woe with ample watchtowers giving warning, allowing the Dwarfs to defend so well that the only time Orcs even managed to enter the upper halls the Vlagians simply dropped giant iron gates which cut invading army into easily overwhelmed small groups. It was finally destroyed during the Great War Against Chaos, although the means are unknown as the Hold simply vanished as if it had never existed at all with scouts from Karaz-a-karak unable to even find rubble. In perhaps a tongue-in-cheek joke about retcons, it is stated that loremasters have opinions on its fate and all other Dwarfs simply don’t talk about it. &lt;br /&gt;
Karak Vlag attracted much attention in the online Warhammer fanbase, appearing repeatedly in several fan Warhammer Fantasy Roleplay adventures and as special armies, particularly on the fansite Bugman’s Brewery. In the Vermintide video game the Dwarf Ranger can find a helmet from Karak Vlag, indicating that relics from it still exist. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vala-Azrilungol ([[Karak Eight-Peaks]])&#039;&#039;&#039;&lt;br /&gt;
Originally called &amp;quot;Queen of the Silver Depths&amp;quot;, one of the oldest Dwarf Holds. The Eight Peaks are: Karag Lhune, Karag Mhonar, Karag Rhyn, Karag Yar, Karag Ziflin (the military district of Karak Eight Peaks, the first to fall to the Skaven), Karagril, Karak Nar, and Kvinn-Wyr. &lt;br /&gt;
&lt;br /&gt;
Skaven discovered the Eight Peaks around 3800 and the Council Of 13 planned its fall within the next ten generations (so 100 years) with [[Clan Mors]] and [[Clan Gritak]] preparing to invade by building their armies and constructing tunnels. [[Clan Skryre]] planted Warpstone in the main fountain of the Hold and the initial plan was to wait for the Dwarfs to have their numbers greatly thinned by poisoning (perhaps not knowing that Dwarfs use water sparingly for anything when there&#039;s enough ale) until they were forced to begin their plans immediately with the huge and sudden rush of greenskin invasions. The Dwarf Miners discovered the Skaven tunnels not long before, and shortly afterwards the Skaven staged a mass invasion taking Karag Ziflin and the communities/mines of Varkund, Runkarn, and Undkar. Meanwhile Goblins attacked the East Gate which connected to Death Pass. The Dwarfs tried to blow up their tunnels, but earthquakes opened natural tunnels as soon as the artificial ones were destroyed. Magma flowed up through cracks, destroying not only the equipment that relied on magma for power but also entire sections of the Holds. A slow retreat began until King Lunn was forced to seal the great treasures away and leave in exodus, swearing he would return; he never did, the Eight Peaks have been the target of more reclamation attempts than any other location and every one has failed. The Dwarfs fled to Karak Azul, and while the Skaven and greenskins fought for control of the now fallen Hold Clan Mors blew up the Vault roof which destroyed Clan Gritak and caused the Skaven and greenskin held portions to be largely separated. &lt;br /&gt;
&lt;br /&gt;
After becoming High King, aiding Belegar was Thorgrim&#039;s first task. He called on the entire race to aid in retaking the long lost Hold. Every Hold donated to Belegar&#039;s army so that even the common Warrior was equipped with rune weapons and resembled an army from the golden age of the Dwarfs ad they marched with ample food and ale. Thorek Ironbrow lead an army of Karak Azul as allies. Regardless he still faced difficult odds. First the ground level of the Eight Peaks was taken, as well as the infamous East Gate and the valley that sits in the middle of the Peaks with a gigantic citadel. Skarsnik of the Night Goblins and Queek Headtaker of the Skaven both prepared their forces to destroy the other two rivals. Belegar sealed off all other parts of the Peaks and focused on holding, slowly pushing forwards while Engineers have to rebuild defenses. Undgrin Ankor, the military quarter of the old Hold, is the newest to be reclaimed although small numbers of Trolls remain. Three times the armies of other Holds have marched to aid Belegar after a devastating attack from his foes, the last lead by Thorgrim himself. The Dwarfs have also gotten aid from Bretonnia, the Empire, Elves, and Ogre mercenaries while the greenskins and Skaven have been bolstered by attacks from Beastmen and the Vampires of Neferata. &lt;br /&gt;
As soon as Belegar had established his control back on the Eight Peaks treasure hunters and mercenaries began to arrive, with most given leave by Belegar to do as they will. Very few have returned or had any measure of success but they come regardless. Gotrek &amp;amp; Felix had the most success. &lt;br /&gt;
&lt;br /&gt;
In Total War: Warhammer, Belegar begins in Karak Izor in the Black Mountains and actually has to fight his way cross the greenskin-held Karaz Ankor south on his way to the Eight Peaks while Skarsnik begins north of him in the Grey Mountains and is usually eliminated long before any other foe. Thorgrim is willing to ally with Belegar only after some measure of success against greenskins, the Greylings are willing to ally against Skarnsik, most other Dwarfs take a long time to woo by which point Belegar has probably eradicated Archaon in a blast of cannonfire. &lt;br /&gt;
&lt;br /&gt;
The colors of Karak Eight Peaks are red, white, and blue with a mountain represented by a single triangle split into eight with jagged lines. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azgal (Karak Izril)&#039;&#039;&#039;&lt;br /&gt;
Called the Dragon Crag today, the City Of Jewels in the past. The wealthiest Hold in Dwarf history, the extravagance is still more than visible. Izril was one of the many Holds that fell as a result of the loss of Karak Eight Peaks due to the trade routes being lightly defended. When greenskins invaded with the intent on pillaging the fabled treasures the Skaven that lurked in their mines chose to make the Dwarfs face a two front war. Upon realizing that Karak Izril was doomed the warriors made a last stand while the Runesmith Stormbeard and the Clan Engineers carried the treasures of Izril into the primary Vault and sealed it with a special Rune called the Rune Of Hiding so no other being could find the door. The survivors fled, and since then Izril has been called &amp;quot;Karal Azgul&amp;quot; meaning &amp;quot;Hoard Peak&amp;quot;. The Dragon Graug The Terrible claimed Azgal from greenskins and Skaven not long after and discovered the Vault, making it his new home and adding to the treasure in order to attract a mate. The Jeweler&#039;s Guild sent many expeditions to reclaim Azgal and kill Graug with no success until one day a Dwarf named Skalf, barely an adult, managed the deed. Skald became the King, and used the fabulous treasury to establish a small stronghold in the ruins of the massive city. Azgal has since become a haven for adventurers and treasure-seekers who journey through the depths to kill Grobi and seek fortune. Now that the Eight Peaks are partially reclaimed, the future of Azgal looks bright. &lt;br /&gt;
&lt;br /&gt;
Karak Azgal is the feature and namesake of a [[Warhammer Fantasy Roleplay]] supplement. Its primary claim to fame is being the home of the single greatest Runesmith alive, Thorek Ironbrow. Artwork as well as Thorek&#039;s traditional paintjob shows them with a green color scheme with white and yellow details. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Drazh&#039;&#039;&#039;&lt;br /&gt;
Known now as the Black Crag. Once the third largest Karak in the Ankor after Karaz-a-karak and the Eight Peaks, situated at the western end of Death Pass where there was trade, protection, and rich ore. Managed to survive the Time Of Woe, and was in a trinity known as the Southern Holds with Karak Azgal and Karak Azul that had a higher opinion of themselves than most Holds due to longer and more prestigious lineage. 469 years before the time of Sigmar, an Orc named Dork (we’re not making that up) laid siege to Karak Drazh. The fighting was fierce and went on for some time. Once the ruler King Vikram Ironside decided the war was lost, he used the tried and true Dwarf tactic of leading his forces in a suicide attack to make a gap for the civilians to flee with whatever they could hold. &lt;br /&gt;
Since then it has been known as Black Crag, the most powerful Orc stronghold in the Worlds Edge Mountains. Here Gorfang Rotgut rules and he staged his infamous raid on Karak Azul from as well. &lt;br /&gt;
Attempts were made over the years to reclaim it, but only Thorgrim Grudgebearer in the modern era has had success, killing Gorfang. Although not fully retaken, the Orc armies were scattered and Thorgrim intends to return to wreak great vengeance on them for the depravity he witnessed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Raziak&#039;&#039;&#039;&lt;br /&gt;
Only known as a label on a map of Kislev.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Khazid Irkulaz&#039;&#039;&#039;&lt;br /&gt;
Only known as a label on a map of Kislev.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Pillars of Grungni&#039;&#039;&#039;&lt;br /&gt;
Almost no lore. Nearby Karaz-a-Karak on the Silver Road. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dringorackaz&#039;&#039;&#039;&lt;br /&gt;
One of the rare southern Holds to survive. Almost no lore.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kradtommen&#039;&#039;&#039;&lt;br /&gt;
Same as Dringorackaz.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kings way&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Axehelm&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karaz-Lumbar&#039;&#039;&#039;&lt;br /&gt;
Shown on a map in 3e. No other lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kadar Grimm&#039;&#039;&#039;&lt;br /&gt;
Home of Barim Eisenhauer, a character in a mini-event called Thunder In Blackfire Pass. No other lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Angazbar&#039;&#039;&#039;&lt;br /&gt;
Almost no lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Eksfilaz&#039;&#039;&#039;&lt;br /&gt;
Westernmost part of Karaz Ankor. Almost no lore.&lt;br /&gt;
&lt;br /&gt;
====Badlands====&lt;br /&gt;
The settlements of the Badlands. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ekrund&#039;&#039;&#039;&lt;br /&gt;
Known now as Mount Bloodhorn, Ekrund was the most wealthy settlement outside of the Ankor, matching the most profitable Holds. It is located in the Dragonback Mountains, on the southeastern shores of the Black Gulf (Warhammer Mediterranean). It had a powerful army, and members of its clans were found among the High King’s council. In the War Of Vengeance the Dwarfs of Ekrund united with the Dwarfs of Barak Varr to destroy all Elf settlements in what would later be Tilea, the ruins of which became Tilean cities. During the Time Of Woe the Dwarfs of Ekrund hastily built defenses designed to defend specifically against greenskins, but the hordes were on them before construction had finished. The defenders made a suicidal push costing thousands of lives, allowing the Dwarfs of Ekrund to flee carrying any valuables they could. The greenskin armies discovered the distillery of the Ekrund mines and became complacent, allowing many civilians a successful escape. Once they arrived at Barak Varr their old friends gave the refugees transport to wherever they needed to go. The surrounding mines also resulted in a trickle of refugees, to Karaz-a-karak where they suffered from constant greenskin raids, or west to the mountains called The Vaults between the Grey and Black Mountain&lt;br /&gt;
Ranges to establish new Holds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dragonhorn Mines&#039;&#039;&#039;&lt;br /&gt;
Added in 8e. No lore, south of Ekrund so presumable part of the same rulership. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mount Gunbad&#039;&#039;&#039;&lt;br /&gt;
Wealthiest non-Ankor Hold Dwarfs ever had. This is due to it being the only place in the world where the blue gems called Brynduraz (“shining stone”) are known to be found. It also produced massive quantities of gold, and Gunbad’s immense wealth was so crucial to the Dwarf economy during the War Of Vengeance that no Gunbadian soldiers were levied for the conflict. Gunbad itself was located east of the Worlds Edge Mountains, leaving it isolated save for the Underway (so you know where this story is going). &lt;br /&gt;
During the Time Of Woe, earthquakes and waves of Orcs from the east both caused Gunbad to be lost. It was retaken 200 years before the current date by Logazor Brightaxe, but the continued isolation from the rest of the Dwarf race as well as the masses of greenskins to the east forced them to abandon it again. Until the Underway is reclaimed and rebuilt, Gunbad is destined to remain in the hands of greenskins. &lt;br /&gt;
&lt;br /&gt;
====Settlements====&lt;br /&gt;
The Dwarf communities formed outside of Karaz Ankor that lie between mountain ranges. Few are connected to the Underway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Zorn&#039;&#039;&#039;&lt;br /&gt;
The first Dwarf expansion, in the Warhammer equivalent of South Africa in the mountains that separate Nehekhara from the Southlands. Possibly destroyed by the Slanless Lizardmen of the Southlands, or at least the last messages every received indicated that&#039;s who was attacking it. Almost nothing is known of it otherwise as it is far beyond living memory and every expedition to reclaim or it simply discover its current state have failed. To be fair it could still exist, since every single edition it was mentioned in (which is to say every edition after Warhammer got actual lore) intentionally makes it vague what happened to it. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barak Varr&#039;&#039;&#039;&lt;br /&gt;
Called &amp;quot;Gate To The Sea&amp;quot;. Built into the side of a mountain and only visible from the water. Barak Varr is small but wealthy, and the folk are unusually friendly and cheerful for Dwarfs. Both are due to the safety of the Hold and it never being forced to close its doors to the other races and cease trade, as both the Skull River and Old Dwarf road are still open. All friendly groups on the planet trade in Barak Varr, and almost anything Dwarfs do not prohibit can be bought and sold within. Barak Varr is one of the safest locations in the world, being almost immune to attack by land and with a ridiculous number of the most advanced warships in existence in its harbor while countless cannons line the face of the settlement itself. Barak Varr lies in the territory of the [[Border Princes]] which were settled around it, and it provides them protection by water. &lt;br /&gt;
&lt;br /&gt;
Purple with cream highlights is the color scheme of Barak Varr, with their symbols being an open-faced mountain and a roaring beast with red and gold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oakenhammer&#039;&#039;&#039;&lt;br /&gt;
It exists, and is on the border between Karaz Ankor and Sylvania. There&#039;s almost no lore otherwise. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azorn&#039;&#039;&#039;&lt;br /&gt;
Easternmost Hold, in the Mountains Of Mourn. Destroyed by an unending horde of Ogres. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Isle of Zul&#039;&#039;&#039;&lt;br /&gt;
Island outpost of Barak Varr. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Axehelm&#039;&#039;&#039;&lt;br /&gt;
Found in the Empire, apparently a Dwarf settlement of some kind that has been destroyed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Angazbar&#039;&#039;&#039;&lt;br /&gt;
Has decent metal mining, metalworking, and trade industries.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Habercrybs&#039;&#039;&#039;&lt;br /&gt;
The hills south of Altdorf, which have mixed Dwarf and human populations in mining communities.&lt;br /&gt;
&lt;br /&gt;
====Grey Mountains====&lt;br /&gt;
During the start of the Time Of Woe, Mount Silverspear and Mad Dog Pass fell to Goblins and caused a massive exodus of refugees. Although the Grey Mountains were always ignored by Dwarfs previously for their lack of gems and metals within the rock, the scattered Dwarfs chose them to settle for their strategic locations and each time a Hold fell the population of the Grey Mountain Dwarfs would swell with their homeless kin. Tall tales that great riches far surpassing that of the east lay undiscovered also played a part in the allure of the Greys. Each is extremely difficult to assail, and are built with defense in mind rather than the elaborate and beautiful Holds from the time that the ancestor gods were kings and queen. &lt;br /&gt;
&lt;br /&gt;
Dwarfs that inhabit this area are called Grey Dwarfs, and are considered a far more modest and far more humble lot than their kin elsewhere. Less prone to find insult in the words of man and Elf as well as less likely to show off gold and gems in displays of Dwarf pride. Dwarfs from other Holds see them as a source of both pity and hope, the valiant post-apocalyptic survivors scrabbling among the ruins with kings that look like low noblemen and peasants dressed like refugees. &lt;br /&gt;
&lt;br /&gt;
The Grey Mountains sit in a precarious location. Although historically the attacks of any foe is rare, it sits nearby [[Drachenfels|Castle Drachenfels]], a hellish domain where the forces of Chaos, the Undead, and greenskins unite under an ancient evil. As if that wasn&#039;t bad enough, End Times: Vermintide showed that the nearby Empire town of Ubersriek was the beginning of the Skaven invasion of the Old World, suggesting that Skaven were already a problem for the Greylings. To the south is Athel Loren and the insane Wood Elves with Bretonnia beyond it. To the north are the men of the Imperial province of Wissenland, great allies of the Dwarfs and with the aid of the Greylings their city of Nuln has become the engineering capital of the non-Dwarf world. But Reikwald is not far from there, leading [[Forest Goblins]] and [[Beastmen]] up the trails into the mountains. While the Grey Dwarfs have become hardened and battle-tested, the natural defenses of their home have saved them from the nonstop war that many of the old Holds east in the old Dwarf lands have suffered. &lt;br /&gt;
&lt;br /&gt;
Most Grey Holds have very little in great treasures due to the barren nature of the mountains and the far and few discoveries of ore veins, and as a result some Dwarfs either resign themselves to lives laboring for far less than other Holds can offer and patrolling trade routes for small enemy warbands, or abandon their home and migrate to other Holds to seek riches at the cost of safety and peace. While the younger generations are increasingly leaving Norn for other Holds to the east for riches or glory in battle, those who refuse to leave have become stoic and sardonic even for Dwarfs. &lt;br /&gt;
&lt;br /&gt;
Grey Dwarfs have a great deal of contact with humans and are far more likely to take on names in the human tongue representing their true Dwarf name, such as Olaf Stoutarm or Johan Rockkicker. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Norn&#039;&#039;&#039;&lt;br /&gt;
Roughly translates to &amp;quot;Barren Earth Hold&amp;quot;. Currently ruled by King Brokk Ironpick the Grim and Queen Thurma of the Grintzagaz Clan. Karak Norn was the first Grey Mountain Hold, and has the most riches in its mines despite being the smallest. Karak Norn overlooks the Athel Loren from a very safe position, allowing the Dwarfs to monitor the activities of the Elves for any invasion force to their allies in the Empire or to their kin in other Holds. They control the mountain passes leading to the rest of the Southern Grey Mountain Holds giving them the benefit of taxation, the honor of being the defenders of the Greys, and the responsibility of ensuring that when enemies do eventually invade that the Grey Dwarfs can muster a strong protective army. Norn&#039;s defenses possess a great deal of Flame Cannons and Bolt Throwers for the purpose of defending against Wood Elves, while their offensive forces contain many Rangers. Karak Norn also possesses a large airforce. &lt;br /&gt;
&lt;br /&gt;
The most famous claim of Karak Norn is being the Hold most associated with the great hero and brewmaster (aren&#039;t they one and the same though?) Josef Bugman. Josef&#039;s father Zamnil Bugman was one of the Dragonback Clan of Ekrund, and after it was overrun the family migrated northwest into the foot of the Grey Mountains on the Empire side near Karak Norn. Bugman&#039;s Brewery quickly became famous for their specialty of Troll Brew, and more importantly [[Bugman&#039;s XXXXX]] AKA Bugman&#039;s Brew which became world-famous as (canonically) the greatest alcoholic beverage ever concocted. Unfortunately one day a Goblin named [[Git Guzzler]] attacked the Brewery while Bugman was away delivering ale. While the Brewery was rebuilt and is now defended by the forces of Karak Norn, Bugman himself gathered a small elite army called [[Bugman&#039;s Rangers]] who travel the world killing greenskins and/or delivering free ale wherever Dwarfs or greenskins are found. &lt;br /&gt;
&lt;br /&gt;
The armies of Karak Norn use the colors of red and white split in half or quartered along with blue for cloth, although in 8e examples only red and white were used with a small amount of green on banners. Karak Norn forces in Eavy Metal demonstrations of the paint job also use more silver metallic color than bronze. Symbols for Karak Norn tend to be more Celtic and of vague meaning, although simple designs such as tankards and the general Dwarf faces show up as well. Bugman&#039;s red and blue split colors with the white &amp;quot;B&amp;quot; rune show up as well even on the shields of Dwarfs otherwise displaying the standard colors.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Ziflin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azgaraz&#039;&#039;&#039;&lt;br /&gt;
Starting location for Skarsnik and the Crooked Moon in Total War Warhammer. Skarsnik often takes Karak Norn and Karak Ziflin, making him a stubborn enemy to remove in-game.  &lt;br /&gt;
&lt;br /&gt;
Also shows up in DLC for the first Vermintide game, and has an outlying hold called Khazid Kro. The main characters go to Khazid Kro to help a stubborn dwarf hold off the Skaven, steal a cursed rune so the Skaven don&#039;t have it, warn Karak Azgaraz and any neighboring holds of the impending Skaven invasion via a warning system on top of the mountains.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grim Duraz&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Khazid Harkhat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Black Mountains====&lt;br /&gt;
* &#039;&#039;&#039;Karak Hirn&#039;&#039;&#039;&lt;br /&gt;
The Black Mountains that lie between the Empire and Border Princes are full of small Dwarf settlements that cater to the Empire and link the oldest settlements of the Dwarf empire. They are unconnected to the Underway but are relatively difficult to attack due to the danger of the terrain. The largest settlement in the region is Karak Hirn, named &amp;quot;Horn Hold&amp;quot; for a wind that blew through it and produced a noise loud enough to ring through the mountains, scaring the original settlers to the region until they investigated and discovered the source. Generations since have carved doors and fireplaces that turn the entire Hold into a horn that can be sounded to send messages or frighten enemies and monsters. &lt;br /&gt;
Founded by the legendary Dwarf Kurgaz, who created the Anvils Of Doom. Kurgaz was a giant of a Dwarf, who&#039;s shield was so massive that no other Dwarf has been able to wield it as it was used. Instead, his descendants stood on it while being carried by their loyal soldiers, beginning the tradition of Shieldbearers. A Dragon attacked Karak Hirn at some unknown time, killing many Runesmiths and destroying their forges which caused the secrets of Kurgaz to be lost ensuring that all Anvils of Doom are limited in number. &lt;br /&gt;
&lt;br /&gt;
Karak Hirn is favored by many Eavy Metal team and shows up in most showcases. They utilize dark greens and browns for colors. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Izor&#039;&#039;&#039;&lt;br /&gt;
Also called Copper Mountain. A wealthy Hold found between the Grey and Black Mountains, with the deepest and richest mines outside of the Worlds Edge Mountains as well as being a popular destination for refugees including the Dragonbacks. Almost impossible to assail, Izor profits with little risk. &lt;br /&gt;
Karak Izor was shown in the past to use plenty of bronze metal with dark browns and greens while it was specifically said that they used no blue anywhere, but in 8e they reverted to only a bright shade of blue and gold/yellow (for seemingly no reason). Their symbol is a hammer striking an anvil with an S rune on both. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Bhufdar&#039;&#039;&#039;&lt;br /&gt;
Shown on the map in 8th edition, hasn&#039;t fallen. No other lore.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zarakzil&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore. &lt;br /&gt;
&lt;br /&gt;
====Norse Dwarfs====&lt;br /&gt;
Barely touched on and mostly only in Warhammer Fantasy Roleplay, the Dwarfs of the furthest north reside in the mountains north of [[Kislev]] in the Chaos Wastes. The proximity to the savage lands has forced them to take on aggressive and wild personalities, although they remain as loyal to the Ancestor Gods as any Dwarf. Not especially fond of humans given they have the choice of rapevikings or Russians for friends. Since the Norse Dwarfs have lost contact with their kin for a LONG time, they didn&#039;t receive any technological advances since the Time Of Troubles. No gunpowder, no artillery, no machinery. Just crossbows, catapults, and good ol&#039;fashioned things to stick in people or bash them with. Thorgrim made contact with some of them before he became High King, although which ones is unspecified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Drak&#039;&#039;&#039;&lt;br /&gt;
Known as the Dragon Hold. The primary settlement of Norse Dwarfs, rich in iron, silver, sapphire, and amber. Possibly destroyed according to a 7e story as the &amp;quot;Emperor Of Chaos&amp;quot; [[Valmir Aesling]] wiped out all resistance during the Great War Against Chaos during the time of Emperor Magnus, shortly after the Everchosen of the time was defeated; it is referenced after that date as still existing leading to the possibility of writer not doing their fucking research...or it being reclaimed later. &lt;br /&gt;
&lt;br /&gt;
In Total War: WARHAMMER Kraka Drak is part of a quest for Thorgrim Grudgebearer to investigate the fate of the Norse Dwarfs. He finds they have all been wiped out, and reclaiming them is part of the victory conditions for Dwarfs. Their flag is depicted as teal with a winged white sea serpent as a symbol. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sjoktraken&#039;&#039;&#039;&lt;br /&gt;
A Dwarf port. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Dorden&#039;&#039;&#039;&lt;br /&gt;
Called the Thunder Hold. Exporter of furs, tin, quartz, iron, and metalwork. Second largest after Kraka Drak. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Onsmotek&#039;&#039;&#039;&lt;br /&gt;
Called Eagle&#039;s Peak Hold. Northernmost Hold that hasn&#039;t yet fallen. The second wealthiest after Kraka Drak. Full of gold, diamonds, and obsidian. Has more Slayers and the Norse Dwarf specific Berserkers than anywhere else in the Norse Holds thanks to the abundance of Giants, Trolls, and other nasty Chaos things. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Ravnvake&#039;&#039;&#039;&lt;br /&gt;
Known as Raven&#039;s Roost Hold. Full of copper, iron, and silver as well as a blue-gray rock called Okrinaduraz that is used to carve works of art and things of importance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Dum&#039;&#039;&#039;&lt;br /&gt;
Literally &amp;quot;Hold Chaos&amp;quot;. Northernmost Hold ever established (or at least ever mentioned), it fell during the Great War Against Chaos. It is the main source of the black armor of the Warriors Of Chaos today, and all four Chaos Gods and their factions battle for control of it. Gotrek &amp;amp; Felix rescued the last of the living Dwarfs from it. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Khazid Ravik&#039;&#039;&#039;&lt;br /&gt;
Almost no lore. Known for gems and metalwork. &lt;br /&gt;
&lt;br /&gt;
====Misc Locations====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Undgrin Ankor&#039;&#039;&#039;&lt;br /&gt;
The Underway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Fire Pass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Varag Kadrin&#039;&#039;&#039;&lt;br /&gt;
Known as Mad Dog Pass. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Varn Drazh&#039;&#039;&#039;&lt;br /&gt;
Called Black Water, it is a giant mountain lake created by an ancient asteroid that is full of monsters. Many mines are found around it, since the mountain is very rich in ore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gnashrak&#039;s Lair&#039;&#039;&#039;&lt;br /&gt;
An Orc stronghold. Although not stated to be, it is most likely a fallen Dwarf Hold since &amp;quot;fortress&amp;quot; is not something that greenskins are capable of building. Sits at the other end of Peak Pass from Karak Kadrin. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grom Peak&#039;&#039;&#039;&lt;br /&gt;
Orc stronghold, likely started as a Dwarf Hold. Almost no lore. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archway of Valaya&#039;&#039;&#039;&lt;br /&gt;
Lost holy site, known only to certain Runesmiths. Secretly houses the sleeping Valaya, who is empowering a gate of some kind known as the Gate Of Valaya that will somehow bring back the golden age of the Dwarfs. Implied to have lead the Dwarfs to [[Lileath|Lileath&#039;s]] new world in the cycle of worlds in End Times. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cripple Peak&#039;&#039;&#039;&lt;br /&gt;
Full of Warpstone. A major site fought over between Nagash, who makes it his home while recovering from his second defeat, and the Skaven. Dwarfs stay away.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spine of Sotek&#039;&#039;&#039;: In Total War: Warhammer II a colony of Dwarves have made their own in the Not-Andes of Lustria.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Karak Unfirth&#039;&#039;&#039;: Lost hold, one of the first places that fell to the Ironstompers Ogre Tribe and their Leadbelchers in one of the first likely uses of the Leadbelchers, location unknown.&lt;br /&gt;
&lt;br /&gt;
====Non-Canon Locations====&lt;br /&gt;
Places from outside continuity, either as widespread fan creations, memes, or other continuities. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kazad Bolg&#039;&#039;&#039;&lt;br /&gt;
A faction created by [[Paul Sawyer]] AKA “Fat Bloke”, who was the editor of White Dwarf until 2004 (when the magazine became a glorified catalog under his successor [[Guy Haley]]). Although created by an employee and featured in the 6e Dwarfs army book, Kazad Bolg is not considered canon by many. &lt;br /&gt;
Little is known of Kazad Bolg lore, only that Sawyer’s army was an Expeditionary Force that brought the maximum amount of non-stone artillery, a Gyrocopter, Miners, Longbeards, Slayers, and was lead by Kragg The Grim. Their colors are yellow and black. Bolg means “fat belly”, a play on his nickname.&lt;br /&gt;
&lt;br /&gt;
===Clans===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Royal Clan&#039;&#039;&#039;&lt;br /&gt;
This generic force represents the clan of the king of any Hold, armed with the best gear while accompanied by mercenaries and a significant force of Hammerers, with the Royal Clan of the High King being the largest and grandest the Dwarfs can muster. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gunnisson Clan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stonebreakers Clan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bronzebeards Clan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Helhein Clan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulek Clan&#039;&#039;&#039;&lt;br /&gt;
Also called the &amp;quot;Ullekssons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barruk Clan&#039;&#039;&#039;&lt;br /&gt;
Nicknamed &amp;quot;The Goldshields&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drakebeard Clan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yinlinsson Clan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Norgrimling Clan&#039;&#039;&#039;&lt;br /&gt;
The Norgrimlings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cragbrow Clan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guilds&#039;&#039;&#039;&lt;br /&gt;
Guilds are an entire organizational entity seperate but part of the concept of Clan and Hold. They even had their own army rules in 6e. &lt;br /&gt;
While [[Terry Pratchett|a guild exists for everything]], the most powerful Guild is the Engineer&#039;s Guild which has its own armies independant of any other group which control travel between Holds as well as protecting trade caravans. Obviously the Engineer&#039;s Guild army, called the Guild Expedition, uses as much black powder weapons and machines as possible. &lt;br /&gt;
** No Slayers of any kind may be taken. Thanes become Master Engineers (+35 points, has Artillery Master and Extra Crewman rules) and Lords become Guild Masters (+45 points, has Artillery Master and Extra Crewman rules). &lt;br /&gt;
** Warriors, Thunderers are Core. Cannons, Bolt Throwers, and Stone Throwers may be taken as Core, maximum 2 each and for every two artillery core you must have one Unit of Warriors. No other Core may be taken. &lt;br /&gt;
** Gyrocopters are Special, and you may have up to two Organ Guns and up to two Flame Cannons as Special. No other Special may be taken. &lt;br /&gt;
** Rangers, Longbeards, and Dogs Of War are Rare. No other Rare may be taken.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slayers (Throng Of Karak Kadrin)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overground Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;War Of Vengeance Dwarfs&#039;&#039;&#039;&lt;br /&gt;
This faction represents the united Dwarf race back during the War Of Vengeance, used exclusively for games against the High Elves reenacting the war or any skirmishes with greenskins or Chaos prior to that (alongside the Elves possible).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gnomes&#039;&#039;&#039;&lt;br /&gt;
Yes, Warhammer has [[Gnomes]]. Or more specifically Warhammer Fantasy Roleplay 1e had Gnomes, which were not mentioned in the succeeding supplements (like [[Fimir]]). This doesn&#039;t mean Gnomes are retconned since Gnomes are just Dwarfs, only that GW never referred to them by that name again. &lt;br /&gt;
&lt;br /&gt;
Gnomes live in the same regions as Dwarfs, the western World&#039;s Edge Mountains and in the Empire. Gnomes are also found in [[Albion]], although as a whole the race suffers the same &amp;quot;dying race&amp;quot; trope as the other civilized non-humans. Gnomes are short-tempered xenophobes even by Dwarf standards; a human saying is &amp;quot;Gnomes are more balanced, they have a chip on each shoulder.&amp;quot; Gnomes are oddly also more likely to sell traditionally Dwarfish things to non-Dwarfs, with Gnomish merchants being common to see and skilled laborers working for anyone. Gnomish irritability has also strangely involved the court jester of the Emperor of the Empire always being a Gnome since 1143. &lt;br /&gt;
Gnomes are extremely fond of fish, and a Gnomish settlement is always near an above or below-ground source. Gnomish settlements are found underneath much of the Empire, but are unknown to those above (note that this lore predates [[Skaven]] being a thing). &lt;br /&gt;
Gnomish customed and social structure is so complex that even Dwarfs find it incomprehensible. In every community there is an Overlord, a religious leader, a master of guilds and mining, and a Loremaster who ensured adherence to protocol. There are Gnome wizards who practice illusion, and Gnome Guard who form the warriors of their race. Gnomes love practical jokes, especially on the Empire using magic. &lt;br /&gt;
&lt;br /&gt;
Gnomes are physically the same as Dwarfs in description. Less than four feet tall usually, large noses and beards, stocky, same skin and hair colors although their skin looks more tanned than Dwarfs. Despite the above, the official Citadel Gnome models mixed those who are identical to Dwarfs with a few with a more skinny look; this gives an advantage to players who wish to use non-Citadel models in their armies since any Dwarf mini out of scale can be called a Gnome or a half-Gnome. &lt;br /&gt;
Gnomes can see in the dark and hate Goblins. Gnomish alignments are always on the neutral scale. &lt;br /&gt;
&lt;br /&gt;
The new Roleplay edition reintroduced Gnomes into the setting, severing them from their former dwarfish origin to make them a unique race of their own right.&lt;br /&gt;
&lt;br /&gt;
==Armies==&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; &lt;br /&gt;
Typical soldiers of a Hold, drawn from the clans within and thus usually bearing a secondary color scheme. Most Warriors are young, and move onto other martial careers with experience. &lt;br /&gt;
&lt;br /&gt;
Many Warriors are professional soldiers who own and maintain their own gear as heirlooms, making each somewhat unique. But in times of need Dwarfs of any profession can be a Warrior and use the gear provided by their clan or Hold. Unlike the Elves of Ulthuan who&#039;s civilian militias must train frequently, Dwarf culture shapes them into disciplined soldiers while their physiology and psychology are naturally fit for the role. Regardless of their personality in peacetime, every single Dwarf becomes a hateful and unbreakable soldier in war. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quarrelers&#039;&#039;&#039;&lt;br /&gt;
In earlier editions just called Crossbowmen as an upgrade to Warriors, 7e made them unique. Invented before Dwarfs settled the Worlds Edge Mountains (so in the time of Grungni, Grimnir, and Valaya and possibly a gift of the Old Ones). Dwarf Bolts are called Quarrels, hence the name. Yes, that means they are called [[Bolter|Bolters]]. &lt;br /&gt;
&lt;br /&gt;
Traditionalists prefer them to guns, and the Quarrel is cheaper to maintain and supply although it requires more skill on the part of the user for accuracy. It also has the advantage of range. &lt;br /&gt;
&lt;br /&gt;
The early Dwarf crossbows were made of Ironwood and metal bands while the newest are made of just steel. Dwarfs almost never use bows due to the ineffectiveness of them underground and the Dwarf physiology not favoring the movements and pose required. &lt;br /&gt;
&lt;br /&gt;
The Quarrelers themselves are no different physically than Warriors and carry the same gear and armor, and are as a result more than capable in melee combat. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thunderers&#039;&#039;&#039;&lt;br /&gt;
The hot new thing among the youth, only invented a two digit number of generations ago! Created early on by Engineers after the discovery of black powder, but still took a long time to spread by human reckoning. By Dwarf measure though it may as well be The Beatles in terms of a massive and sudden explosion in interest in a radically different thing race-wide amongst the younger generations. &lt;br /&gt;
&lt;br /&gt;
While Quarrelers have to practice range, wind compensation, and marking targets the users of Handguns spend the time maintaining their weapons (sights are a major help). Some Dwarfs build their own, but many are created by the Engineer&#039;s Guild and sold to clans and Holds for a very substantial amount of gold and Gromril. Even Dwarfs who have theirs purchased will modify and improve it own, passing along innovations to their fellows and using designs straight off the drafting table of an Engineer halfway across the Old World (&amp;quot;NO PROTOTYPE?! GRUDGESY!!&amp;quot;). Individually Dwarfs try to one-up each other in design and tend to fall into camps on what&#039;s the best and what the tiers are (so imagine /tg/ arguing about editions). No word on if a Dwarf equivalent of Popular Mechanics Magazine exists yet, but the implication is there. &lt;br /&gt;
As a result not only of the standard Dwarf craftsmanship but also the fact every gun-owner is also an amateur engineer Dwarf guns are more accurate, reliable, and ornate than the equivalent humans have created with mechanisms better than simple flintlocks. Their shot also punches through armor and hide better than a Quarrel can. &lt;br /&gt;
&lt;br /&gt;
Like Quarrelers, Thunderers are basically Warriors armed with a ranged weapon and not afraid to fight in melee against anything that survives their barrage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Longbeards&#039;&#039;&#039;&lt;br /&gt;
[[File:Longbeard.png|thumb|200px|right|Old dwarf yells at cloud, ([[Mark Gibbons|MG]])]]&lt;br /&gt;
Dwarfs with long beards. More specifically, beards so long they touch the ground. When a Dwarf beard grows that long the entire local community breaks into celebration. Not every such Dwarf actually joins Longbeard ranks and some remain in whatever their field of expertise is, but its a happy time nonetheless. &lt;br /&gt;
&lt;br /&gt;
So why is this a big deal? Dwarf beard fetish? &lt;br /&gt;
Well, there actually is a good reason. Dwarfs naturally have a VERY long lifespan, comparable to Elves. Unlike Elves, Dwarfs almost never reach true old age because of the dangers to their race; they don&#039;t have a magical floating island to keep them safe from Night Goblins and Skaven tunneling into their fortresses and slitting the throats of everyone useful. Unlike humans, Dwarf population replenishment is low. &lt;br /&gt;
This combines with Dwarf culture, possibly their own natural instincts, to look to the oldest as the best. When in doubt Dwarfs always refer to the most elderly among them to determine what to do, following suit. So how do you quickly and reliably determine who is the oldest in a race that can&#039;t use magic to grow hair faster? Beard length. A shaven Dwarf is culturally an infant and will never regain the status lost in the shaving which is why many just shave their head to match and seek death as Slayers. &lt;br /&gt;
&lt;br /&gt;
Longbeards aren&#039;t just Warriors with status however. They&#039;ve seen shit that makes Elves and men gouge out their eyes declaring &amp;quot;&#039;&#039;HE COMES&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Daemonette orgy with more cocks than limbs? Lost chastity, survived it. &lt;br /&gt;
So many Ogres they blot out the horizon, each wearing a bib made from beards and licking their lips? Lost some toes, survived it. &lt;br /&gt;
Only human beer on tap? Entered a Fey Mood and chopped up a kinsman for parts to make a belt buckle, survived it. &lt;br /&gt;
Elves rejecting a handcrafted pipe because its made of wood? Killed so many keebs that murder has lost meaning, survived it. &lt;br /&gt;
Snot nose beardlings listening to crappy music, disrespecting their elders, swearing, not smoking, adopting liberal attitudes? THAT is the challenge to Longbeards. &lt;br /&gt;
&lt;br /&gt;
If Longbeards are present on the battlefield, they almost certainly will not run. If Longbeards hold firm and complain that Nurgle used to be much grosser and vampires suckier in their day, nobody else will run either. Every young Dwarf wants to impress the Longbeards, and even if they do get sick of hearing about how much they suck for being born at a later date and about tall tales that are almost certainly lies, young Dwarfs still remain in awe of the idea of being so important as well as in gratitude for the centuries of service these heroes have given so they can even be born in the first place. &lt;br /&gt;
&lt;br /&gt;
TL;DR like a unit of the titular subjects of Monty Python&#039;s Four Yorkshiremen sketch if they were shorter and had longer beards.&lt;br /&gt;
&lt;br /&gt;
Prior to 8e, the Longbeard model kit was the Warriors kit, just with more gold and grey/white beards. The 8e kit is a dual kit with the Hammerers. Since Warriors cost much less, $35 USD for 20 compared to $50 USD for 20 Hammerers, then its a much better option to simply stick with Warriors painted differently unless the player loves the Hammerers kit looks enough to justify an extra 75 cents a mini. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Miners&#039;&#039;&#039;&lt;br /&gt;
Mining clans will send out their best to fight alongside the Engineer&#039;s Guild, the Baker&#039;s Guild, the Potash Maker&#039;s Guild, and so on. But Miners spend all day every day wearing their armor, modified to be protective mining equipment, and carrying their weapon, picks. They can go straight from the job to a battle, which when they encounter Skaven, Night Goblins, and the odd Wood Elves is the case anyway. &lt;br /&gt;
The older and deeper a mine, the more investment has been put into it meaning the alcohol-powered Dwarfs have access to alcohol-powered steam drills, durable mine carts with hearty ponies, and plenty of explosives. Ironically, the younger a mine the more likely the Miners are to grumble about the newfangled beardling equipment. The most important mines have mining vehicles, air pumps, cart tracks, and elevators. &lt;br /&gt;
&lt;br /&gt;
Other than that, Dwarf Miners are exactly what you would expect. &lt;br /&gt;
&lt;br /&gt;
Of note is that the older Miner models actually came with terrain! Two pony-pulled mining carts, two wheelbarrows, two &amp;quot;mine canary&amp;quot; Goblins in cages, and a fair amount of extra pickaxes, lamps, and satchel charges. Good times. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039;&lt;br /&gt;
[https://m.youtube.com/watch?v=mATZznY7H_Q You want a thankless job?] Rangers are your pick. &lt;br /&gt;
&lt;br /&gt;
Dwarfs think that Rangers are a bit mental. Why any Dwarf would actually want to be in the sun and in open air, roaming the wilderness and making maps, slinking about as scouts and saboteurs, mingling with Umgi and Elgi or other weirdos from other Holds outside of a proper meet is beyond the ability of non-Rangers to explain. They figure they must be criminals evading the Slayer Oath, insane, or queer in some way (lack of females may mean Dwarfs are less likely to have a gay taboo, but if they do then its most certainly what many think Rangers are hiding). &lt;br /&gt;
The lore notes that a few Rangers are hiding something, but most just found it as their calling. Rangers can be sociable or prefer isolation, adventurous or paranoid, sneaky and inventive or staunch traditionalists. Those who dislike the outdoors help scout and clear the Underway. You can always find a Ranger who is a specialist in fighting Skaven, greenskins, men, Elves, other Dwarfs, Dragons, Ogres, Dragon Ogres, Daemons, undead, and anything else you can think of. When trouble strikes a Dwarf ally, a Ranger can appear and offer any kind of aid imaginable (strange is when a Dawi covered in green and leaves appears unheard from seemingly thin air to warn Wutelgi of an attack from the Dum Umgi, but its likely happened). &lt;br /&gt;
&lt;br /&gt;
Its the job of a Ranger to send a message to all nearby Holds, poison the supplies of invaders, burn their maps, collapse their tunnels, ignite their ammunition, assassinate their leaders, and finally ambush the weakened force as they arrive to fight the assembled defending force. &lt;br /&gt;
&lt;br /&gt;
For all this, they get to sit alone in the Hold while the non-Ranger Longbeards grumble openly about how weird they are. &lt;br /&gt;
&lt;br /&gt;
But the perks are knowing they are the primary treasure-hunters of their kind, the first defenders of their homes and kin, the ones non-Dwarfs are most happy to see (after merchants), and do as much (if not more) heroic and direct good as Slayers. Every Hold and expedition relies heavily on its Rangers, from Miners fearing the Skaven to Warriors facing a WAAAGH! of greenskins. Not to mention good ol&#039; Bugman&#039;s Rangers are doubtless doing a world of good in endearing them to their kin. &lt;br /&gt;
&lt;br /&gt;
Lorewise Rangers use whatever. Rulewise its a crossbow, hand weapon, throwing weapon, great weapon, and an option for shields. &lt;br /&gt;
Note that although GW stopped saying so for some reason after 7e, the Quarrelers/Thunderers kit has Rangers as the third build as Quarrelers with an axe and shield. Some players prefer to use the body with cloaks for Rangers and those without for Quarrelers/Thunderers to make them actually distinguishable from the front. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slayers&#039;&#039;&#039;&lt;br /&gt;
Ah, Slayers. About as iconic as Warhammer Dwarfs get. [[Fyreslayers|Knockoffs]] not withstanding. &lt;br /&gt;
&lt;br /&gt;
There&#039;s multiple sources on the first Slayer. Some sources say Grimnir was the first after leaving his axe with his kin and setting out for a one-Dwarf war against Chaos for eternity. Another says that according to Garaith Ungrim (retold by Durgrim Redmane, Longbeard Hammerer) Gudrun Morgrimson was the first after allowing the son of his best friend King Skorri Morgrimson, Furgil Morgrimson, be killed and eaten by Trolls on an expedition to the lower levels of Karak Ungor. Gudrun dyed his hair red like the prince&#039;s and used Furgil&#039;s axe while wandering in the same half-naked state (having been stripped of clothing by Night Goblins who thought he was dead), spending the rest of his life killing any Troll he could, never returning to his home of Karaz-a-Karak out of shame. &lt;br /&gt;
The final account is from an old Warhammer boxed set called &amp;quot;Dwarf Lords Of Legend&amp;quot; that came out in 1985. The once-sentence lore for one of the minis was &amp;quot;Kimril Giant Slayer, first slayer and bested the Giant twins Thunderguts and Stormbelly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some players have reconciled all three as thus; Grimnir began the tradition of sacrificing oneself for the greater good of Dwarfs. Gudrun was inspired by Grimnir on how to seek redemption, and began the red haired, nearly naked, Holdless, axe-using rule. Kimril was the first to copy Gudrun and be a Slayer, thereby being the founder of the Slayer Cult. &lt;br /&gt;
&lt;br /&gt;
Slayers are regarded as ____slayers based on their accomplishments of killing. &lt;br /&gt;
** Trollslayers are the lowest rank of Slayer. They represent the common footplodder Slayers you field as elite infantry. &lt;br /&gt;
** Giantslayers are the Unit Champions in Trollslayer Units. &lt;br /&gt;
** Dragonslayers are the rank above Giantslayers, and are Hero level Slayers. &lt;br /&gt;
** Daemonslayers are Lord Slayers, and the strongest non-named Slayer that can be fielded in Warhammer Fantasy Battles. &lt;br /&gt;
Other Slayers such as Elfslayer, Vampireslayer, and Skavenslayers exist since a Slayer is simply named after their greatest foes defeated, but for all intents and purposes they fit into the above categories for the purpose of rules. &lt;br /&gt;
All Slayers dye their hair red and spike it with pig grease. &lt;br /&gt;
&lt;br /&gt;
Taking the Slayer Oath is compared to Japanese Seppuku, but there are major differences. Rather than a way to prove honor in the face of a loss of it, Slayer Oaths are a means of restoring lost honor. It has a possible biological function in being a way to deal with a higher population of males, although since the lore reinforces how Dwarfs are generally mentally stable but anything that can really get to them causes a complete break and how Slayers are the way to cope with this loss-wrought insanity (the Slayer Kings are generally described as driven halfway to madness trying to reconcile both Oaths and responsibilities) then it is a way to eliminate those who could fall to Chaos in other races from society in a beneficial way. &lt;br /&gt;
Regardless, reasons for becoming one are numerous. Loss of kin, loss of love, loss of goods or money, loss of heirloom, loss of any kind. Anything that really sticks with you, that you cannot get over, would cause you to become a Slayer. (Insert reference to End Times/Age Of Sigmar here.) what would drive a human to become a drunk or an Elf to waste away in mourning causes a Slayer in Dwarfs. &lt;br /&gt;
&lt;br /&gt;
Dwarfs cannot simply commit suicide or drown themselves in ale forever though. A Slayer may seek death, but they must find it being useful to their race. There are Slayer Engineers who create insane deathtrap weapons, Slayer Runesmiths who work on the weapons of their kin and follow where war goes to ensure the front line always has reliable magic. Slayers with no useful skills just become warriors, constantly improving themselves with training and seeking mentors when not wandering. &lt;br /&gt;
Whatever the sin, Slayers are regarded the same; pitiable warriors. Useful, but the hero of a great tragedy that&#039;s being written. Holdless, Clanless, loyal to the race as a whole. They migrate to places of conflict, or stay where Dwarfs are needed to protect. Like Rangers, a Slayer can appear from nowhere unexpectedly to help. Unlike Rangers which can be of any temperament, Slayers tend to be in darker dispositions although it is not a rule that they always are (Snorri Nosebiter from Gotrek &amp;amp; Felix for example). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hammerers&#039;&#039;&#039;&lt;br /&gt;
Hammerers are the most elite that the Dwarfs have to offer. Equivalent to the White Lions Of Chrace of the High Elves, Hammers are the bodyguards and honor guard forces of Dwarf nobility. &lt;br /&gt;
&lt;br /&gt;
They began in Mount Gunbad, with the great craftsman Kadrin Redmane in the gold mines. &lt;br /&gt;
After years of fighting morale was low, resulting in a visit from King Morgrim Blackbeard. Night Goblins attacked during the visit and slaughtered the Dwarf forces protecting the king until the workers, lead by Redmane, took up their hammers for working gold and slaughtered the Goblins until the king was able to escape. The Hammerers were formed then out of seasoned Dwarfs lead by those same craftsmen who were given runehammers as a mark of office. Redmane&#039;s descendants followed in his footsteps, becoming Hammerers bearing his own runehammer in turn. &lt;br /&gt;
&lt;br /&gt;
Hammerers since that time exist in all Holds (other than the Norse), and are bodyguards to king and thane. Nowadays they select their own Hammerers however they see fit from any profession, Clan, even Hold. Hammerers are stubborn and unyielding even by Dwarf standards, with absolute devotion to their charge. The hammer they wield is invariably ornate, as it is a personal gift (barring those like the Redmane Hammerers who keep an heirloom one) representing the covenant between lord and servant. They are balanced with a degree of perfection reflecting that of the greatswords of the High Elf Swordmasters and are usually made of Gromril. Note the &amp;quot;usually&amp;quot; there, Gromril is incredibly rare and despite being the king&#039;s personal guard and the most respected soldiers in the Hold the Hammerers are not automatically entitled to the best of the best gear; that&#039;s for the Ironbreakers below. Hammerers are more likely to be equipped with steel, possibly gilded in gold, although the odd bit of Gromril here and there is fitting for family heirlooms or gifts for particular feats in their career. &lt;br /&gt;
&lt;br /&gt;
Large Holds have many Hammerers, and when not protecting their lords they are assigned to important positions such as guarding gates. Every group of Hammerers is named for what they protect, for example &amp;quot;the Bugman&#039;s Brewery Guard&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In battle their blows hit harder than anything that is not supernatural can, and with a rhythm that sounds like the workshops of a Dwarf hold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironbreakers&#039;&#039;&#039;&lt;br /&gt;
Equal with Hammerers in terms of elite infantry, Ironbreakers were formed after the Time Of Woes. They all wear giant complete suits of Gromril armor (mind you that in Warhammer lore entire wars have been waged over reclaiming lost suits of Gromril armor, and the absolute most legendary equipment a human could ever hope to find in the world is a single piece of Gromril gear) that allow them to survive cave-ins and guard the mines, keeping watch for Skaven, Night Goblins, or the monsters that wake up when Dwarfs dig their mines too deep...&lt;br /&gt;
Being an Ironbreaker is a pretty shit job given that they get none of the glory that Hammerers get and none of the freedom of a Ranger. They&#039;re hauled out of the deeps to fight on the surface when needed which can be quite often, but simply due to how numerous the rivals that fight for control of the deep spaces are, most of their battles will invariably be done underground regardless of how much or little time they spend there. &lt;br /&gt;
&lt;br /&gt;
Ironbreakers are specialists in underground combat, and immediately form into complex formations designed for subterranean and cramped space warfare as their commanding officers demands. &lt;br /&gt;
&lt;br /&gt;
Ironbreakers take a similar Oath as the Hammerers, although theirs is made to defend the young of their Hold and the halls/remains of their ancestors rather than to a present noble. &lt;br /&gt;
&lt;br /&gt;
A special note on painting Ironbreakers; although they look fairly good dirtied up and banged around, its canon that Gromril never tarnishes and cannot be destroyed with mundane means. As a result, your Ironbreakers should technically be sparkling silver with a polished sheen that would blind an Elf. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Irondrakes&#039;&#039;&#039;&lt;br /&gt;
Like most armies that got an update in 8th edition, Dwarfs received dual-build kits with new options. Irondrakes were that option, sharing a kit with Ironbreakers. Their lore reflects their meta existence far more than the other 8e additions. &lt;br /&gt;
&lt;br /&gt;
Irondrakes are what happens when shit with the Skaven and Night Goblins goes so badly that prototype technology invented by batshit insane Engineers that are probably heretics against Morgrim is used. Said technology is Drakeguns, &amp;lt;strike&amp;gt;Warpfire Throwers reverse-engineered and powered by alchemy rather than Warpstone &amp;lt;/strike&amp;gt; A TOTALLY UNIQUE INVENTION THA&#039; IS THE RESULT OF WEAPONIZING GRUDGES, AN&#039; MAYBE A BIT OF NITROGLYCERINE. &lt;br /&gt;
&lt;br /&gt;
Drakeguns are very large devices with attached fuel (meaning no backpacks) that fire a single blast of flames so hot that the Gromril armor of the initial Ironbreaker testers (Tested on the battlefield?! HERESY!) was insufficient protection, which resulted in even more expense fielding them as the typical Ironbreaker armor had to be modified to show absolutely no skin, cover the beard entirely, and be filled with protective runes. The runes and protective armor were invented for Dwarfs that work in high temperature forges. &lt;br /&gt;
That being said, Irondrakes are still basically Ironbreakers with a fuckhuge flare gun. Just better armor on top of that. &lt;br /&gt;
&lt;br /&gt;
It should be noted that the Drakefire technology has been refined to the point that Drakefire Pistols are a thing, having shorter range but can be fired even in melee. These can be seen being carried by many different Dwarfs, including Rangers and Ironbreakers. The pistols are apparently far less dangerous since that means they do not require Irondrake armor to use (Irondrakes with them still use their armor though). &lt;br /&gt;
&lt;br /&gt;
Oh, and if you thought the above was insane the Irondrakes also use Trollhammer Torpedoes, a modification to Drakeguns attached to the end which turns them into &#039;&#039;&#039;fucking bazookas&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The common use of Irondrakes is standing behind the Ironbreakers until an enemy that would give them trouble appears, whereupon the Ironbreakers move to the sides and allow the Irondrakes to step forwards and incinerate the troublesome opponents before the Ironbreakers move back into formation again. &lt;br /&gt;
&lt;br /&gt;
Irondrakes were a surprisingly popular addition to the army considering how poorly many 8e minis were received by Warhammer Long(neck)beards. They took up the same slot as cannons, and had the game not been summarily executed they may have caused a reduction in the cannon spam that non-Dwarf players hated so much. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gyrocopters&#039;&#039;&#039;&lt;br /&gt;
Gyrocopters are surprisingly not a new invention. New enough for Longbeards and Kragg to grumble mind you since they weren&#039;t around in the War of Vengeance, but still older than any living Dwarf save Kragg and Grombrindal. They were invented after the loss of the Underway in the Time Of Woe, as a replacement means of communication and supply drops between Holds. They have become so widespread that even small Holds have at least a few. In Dwarf battle tactics the Gyrocopter serves the combined role of dragon, cavalry, and small artillery. &lt;br /&gt;
&lt;br /&gt;
A Gyrocopter is basically a helicopter, capable of taking off straight up (minimizing space needed to land, store, and takeoff) and hovering. They run on a miniaturized steam engine and are piloted by particularly brave/insane (by Dwarf reckoning) Engineers. &lt;br /&gt;
&lt;br /&gt;
They were inspired by dragons flying around a mountain that an unnamed Engineer watched, with parts from Miner drilling machines and grinding machines making the mechanism work. The 6e account of Redmane says that Thane Orgri came up with the idea of sticking a small cannon on one. Since then the Gyrocopters have been armed with rapidfire guns instead, although in 7e this was changed to a steam blast that fired grapeshot like from a cannon, and in 8e this was change to a gun which fired just steam itself. This is on top of an upgrade called the Brimstone Gun, a modified version of a Drakegun. In older editions of the game and in-universe models the pilot would carry bombs to light and throw, although now they have bombs on their stabilizer wings that can be dropped. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gyrobomber&#039;&#039;&#039;&lt;br /&gt;
By replacing the steam gun of a Gyrocopter with a Clattergun (just a standard rapidfire gun rather than the shotgun blast of a steam gun) Engineers were able to attach a payload of bombs to an extended body, creating a dedicated bomber. Unfortunately the increased mass despite the same weight caused problems with wind and aerodynamics, preventing the kind of dive and drop that gives Gyrocopter bombs accuracy. To compensate, the Grudgebuster bombs were invented which are designed to create multiple &amp;quot;bouncing&amp;quot; explosions which cover a far larger area and thus are more likely to hit the target. &lt;br /&gt;
&lt;br /&gt;
The most famous Gyrobomber wings are the Skyhammers of Zhufbar and the Blackhammer Bombers of Karaz-a-Karak. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cannons&#039;&#039;&#039;&lt;br /&gt;
Its a cannon. Made by Dwarfs. &lt;br /&gt;
That&#039;s about all there is to know. &lt;br /&gt;
&lt;br /&gt;
Dwarf cannons are smaller than those of other races, and made from pure steel rather than brass and wood (old models showed wood frames and wheels, apparently those are the &amp;quot;newer&amp;quot; cannons while the new models are the &amp;quot;older&amp;quot; ones). They are tested for centuries before being put into use. The first where made by Zhufbar, but now most Holds make their own. Since so much effort goes into them, Dwarf artillerists love their weapons and take good care of them. Saying that Manling powder should be used in them is generally an insult.&lt;br /&gt;
&lt;br /&gt;
Dwarf armies in the meta are known for fielding as many of these low-misfire risk and high accuracy (literally &amp;quot;cannon sniping&amp;quot;) guns as they can which basically made big models useless high-point targets for much of the game history. While Dwarfs are already a defensive army, this pushed the tactic to the utmost degree. &lt;br /&gt;
Compare to [[Fish of Fury]]. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onager/Catapult/Stone Thrower/Grudge Thrower&#039;&#039;&#039;&lt;br /&gt;
Its exactly what you think and changed names quite a bit over the years, although 7e put a Dwarfy flavor to it. During the War Of Vengeance the Dwarfs began inscribing non-magical runes naming a specific Grudge being avenged on the rocks they flung at Elves in an effort to clear as many Grudges as possible during the war. &lt;br /&gt;
&lt;br /&gt;
Later on, Dwarfs who&#039;s Hold had been lost would use stone from their home with Grudges relating to the fall runed on them. &lt;br /&gt;
&lt;br /&gt;
In the modern day the stone matters more than the device and Grudge Throwing is an important aspect of war. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gob-Lobber&#039;&#039;&#039;&lt;br /&gt;
One of the legendary older special models. If you have one, count yourself very lucky. &lt;br /&gt;
In a battle for an unknown Hold during the Goblin Wars, an Onager crew ran out of stone to fire and the Goblin army was rapidly advancing. The youngest member of the crew, Gorm Foambeard, offered to be fired instead which inspired his crewmate Gottri Flatnose. Gottri used his mallet to knock out several Goblins that had charged ahead of their force, and the crew tied them up and fired them instead (to the horror of everyone but Gottri). &lt;br /&gt;
&lt;br /&gt;
It should be noted that [[Doom Divers]] were not yet a thing. The idea of being fired caused the entire horde to stop in place, and after a screaming Goblin made a direct hit and splattered on the General and officers the entire army fled. The Dwarfs celebrated the victory to the degree that they would have been unable to defend had the Goblins regrouped. Since then, Gob-Lobbers decorated with Goblin corpses and stocked with struggling Goblins have appeared throughout history. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Organ Gun&#039;&#039;&#039;&lt;br /&gt;
The organ as a musical instrument which propels steam through pipes was invented by the Engineer Lokri Snarrison. Another Engineer named Durin Kurganssonson (presumably the grandson of a Dwarf named Kurgans) had the idea of using five such pipes (after 7e only four) as small cannons in one iron artillery piece. Inaccurate since they can&#039;t be reliably elevated or trained on targets (in real life the ribauldequin is the name of an organ gun, which was useful as anti-personnel artillery between 1300 and 1400 after which point its conceptual successors became inferior to a cannon loaded with grapeshot due to higher expense in production and increased load time) and with a smaller and thus less damaging ammunition. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bolt Thrower&#039;&#039;&#039;&lt;br /&gt;
Its a giant crossbow on wheels. Revered by Dwarfs since they were operated when Valaya, Grimnir, and Grungni still walked among their people. Easy to make, cheap to maintain and thus affordable to a ridiculous degree. Produces no smoke and thus does not obscure the vision in a long battle or underground. Highly accurate and reliable, can easily be aimed skywards making ideal defense against Dragons and other beasties. Bolt Throwers are beloved both by traditionalists for their reliability and the fact they date back to the days when the Ancestor Gods sat on the thrones of Holds, as well as reckless liberals who love to innovate and improve new forms of the weapon with ever superior qualities. &lt;br /&gt;
&lt;br /&gt;
Yes, Bolt Throwers are the Dwarf mainstay artillery. But nobody uses them on the tabletop because FUCKYEAHCANNONS! Oh well. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flame Cannon&#039;&#039;&#039;&lt;br /&gt;
Step 1: Fill barrel (in older models literally a barrel) with molten tar and hot oil. &lt;br /&gt;
Step 2: Fill barrel with air until full of pressure. &lt;br /&gt;
Step 3: Insert a small amount of flaming oil into the nozzle. &lt;br /&gt;
Step 4: Release pressure, spray burning oil over the battlefield. &lt;br /&gt;
Step 5: Extinguish beards. &lt;br /&gt;
&lt;br /&gt;
No real lore other than how to use them. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Thunderbarge]]&#039;&#039;&#039;&lt;br /&gt;
Because some Dwarfs looked at the Gyrocopter and went &amp;quot;Why can&#039;t we throw four to six pieces of artillery on that, carry a small army with cargo space leftover, and ram things?&amp;quot; then got to work. &lt;br /&gt;
&lt;br /&gt;
The Dwarf airships have long been mentioned in lore (as well as Goblin airships, Empire flying towers, and High Elf flying castles) but in 8e it finally got a name and stats...kinda. While it has rules, it was not given a points value and sat in the [[Big Red Book]] as a scenario option. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has to be mad in both meanings of the word to fly one of these. Which makes it none too surprising that the most famous and effective one was built by a mad Slayer Engineer and used extensively by none other than Gotrek and Felix. &lt;br /&gt;
&lt;br /&gt;
Although various companies make Thunderbarge proxies, GW never made an official one and recommended scratchbuilding it. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
Similar concept as the Flame Cannon, but a two-Dwarf weapon team &amp;lt;strike&amp;gt;the same as&amp;lt;/strike&amp;gt; COMPLETELY DIFFEREN&#039; THAN a Skaven Warpfire Thrower. Dwarf in the back operates a bellows which projects the flames out of the nozzle the front Dwarf holds. &lt;br /&gt;
&lt;br /&gt;
The models are long Out Of Production. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin-hewer&#039;&#039;&#039;&lt;br /&gt;
Another unique and beloved set you should count your lucky Gromril to own. &lt;br /&gt;
&lt;br /&gt;
Malakai Makaisson was an Engineer who created numerous ill-fated vessels. The Ironclad he built named the &amp;lt;strike&amp;gt;Titanic&amp;lt;/strike&amp;gt; Unsinkable sunk on its maiden voyage, killing most of the crew. His Thunderbarge &amp;lt;strike&amp;gt;the Hindenburg&amp;lt;/strike&amp;gt; Undestructable exploded on its maiden voyage, killing most of the crew. &lt;br /&gt;
For both disasters he was kicked put of the Engineer&#039;s Guild and became an Engineer Slayer. He built a final Thunderbarge, the Spirit Of Grungni, which had an illustrious and successful career. He used it to go on adventures with Gotrek and Felix. &lt;br /&gt;
&lt;br /&gt;
But at some point he decided to invent an artillery piece on treads that fires axes. Yes, you read that right. &lt;br /&gt;
&lt;br /&gt;
That is the Goblin-hewer. It is operated by Slayers who are more than willing to get into melee. It was also a Dogs Of War model, so not just for Dwarfs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imperial Dwarves&#039;&#039;&#039;&lt;br /&gt;
Getting way into Oldhammer on this one, as these originate in the time when Games Workshop models were produced by two companies; Marauder and Citadel (they later merged in 1993 with the release of 4th edition). Marauder Dwarfs resembled what we now know as the Empire, basically Landsknecht Dwarfs. This is before most Warhammer lore (not unfair to say &amp;quot;almost all&amp;quot; in fact). &lt;br /&gt;
Today the logic of these models in the community is thus;&lt;br /&gt;
** &amp;quot;Imperial Dwarves&amp;quot; are Marauder Empire Dwarfs. They are Dwarfs living in the Empire, expatriates. Canon lore calls them Gazani AKA Flatlanders. &lt;br /&gt;
** Imperial Dwarfs are what we know now as modern Citadel Dwarfs. They are the Dwarfs of Ankor, loyal to the High King. &lt;br /&gt;
&lt;br /&gt;
Marauder Dwarfs mainly differ in using spears. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Empire Dwarfs.jpg|The Empire Dwarf range. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironclad&#039;&#039;&#039;&lt;br /&gt;
If you played [[Dreadfleet]] or [[Man O&#039; War]] then you know exactly what this is. &lt;br /&gt;
&lt;br /&gt;
An Ironclad is a giant paddle steamship, basically a small Hold (like a modern aircraft carrier is a small city) that contains an entire Clan. Over the years Ironclads are modified by the crew, every change recorded in the ship&#039;s Book Of Armaments that are sporadically shared with the Engineers Guild. &lt;br /&gt;
&lt;br /&gt;
The layers of iron require significant damage to occur before boarding is possible, with tough Dwarf Marines waiting inside. Every hatch is sealed by intricate locks that only a captain can unseal. Every Ironclad is full of Engineers, improving and repairing as needed and causing an already tough ship to be able to be repaired even in battle. &lt;br /&gt;
&lt;br /&gt;
Although all Dwarf ships are called Ironclads, the Ironclad is also the battleship equivalent of the Dwarf navy. &lt;br /&gt;
&lt;br /&gt;
Although High Elves technically have the single strongest navy in the setting and fight with Dark Elves to maintain that status, Dwarfs are the uncontested masters of their own waters. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
An Ironclad the size of a full-sized Dwarf Hold. Very few have ever been made, and the primary buyers are the Kings of Barak Varr with each commissioning their own personal one upon taking the throne. Hengist Cragbrow was the inventor of the first Dreadnought. Dreadnoughts boast the ability to launch Gyrocopters and Thunderbarges like an aircraft carrier. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monitor&#039;&#039;&#039;&lt;br /&gt;
Named after one of the two famous real life ironclads, this is an Ironclad small enough to sail up rivers and lakes. Rarely seen outside Barak Varr&#039;s waters. Equivalent to a Destroyer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nautilus&#039;&#039;&#039;&lt;br /&gt;
Obvious inspiration is obvious. Invented by Mungrun Steelhammer, Cragbrow&#039;s apprentice. &lt;br /&gt;
&lt;br /&gt;
A Nautilus is a Dwarf Ironclad submarine. The most famous one known to players is actually owned by Chaos Dwarfs in Dreadfleet, but Ankor Dwarfs use them too. Dwarfs who shame themselves but decide against becoming Slayers sometimes volunteer as crews. &lt;br /&gt;
&lt;br /&gt;
* ‘’’War Balloon’’’&lt;br /&gt;
A hydrogen-filled balloon which lifts a metal gondola, powered by a steam propeller and fins while using release of gas in and out of the chamber to achieve lift. Capable of flying upwind and far further than Gyrocopters. Armed with bombs similar to the Gyrobomber which are dropped from underneath the gondola, and a gatling cannon turret. Presumably without the bombs they could carry cargo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dragonslayer&#039;&#039;&#039;&lt;br /&gt;
You read that bit about Slayers above, right? Well, the Dragonslayer is what happens when a Slayer manages to survive despite all odds, until mere trolls are no longer considered challenging enough to be a likely Doom for them. Dragonslayers, as the name suggests, compensate by going after much, much bigger quarry. In a nutshell, these are your Hero-tier Slayer characters, and so are considerably fightier than their rank and file kindred. Of course, they can&#039;t be a leader or a standard bearer, as no sane dwarf is going to follow where a Slayer leads.&lt;br /&gt;
&lt;br /&gt;
While Trollslayers represent the common Slayer, fielded in groups of 10 or more usually, Dragonslayers are solitary warriors that command the same rules as a Unit. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daemonslayer&#039;&#039;&#039;&lt;br /&gt;
Somehow, despite it all, some Dragonslayers don&#039;t get themselves killed off and dragons, well, they aren&#039;t as common in the Warhammer World as they used to be. &lt;br /&gt;
So, what&#039;s the one enemy that dwarfs hate more than Dragons, who&#039;re equally challenging to kill, &#039;&#039;and&#039;&#039; can be easily found wherever you wanna sling your axe? You guessed it: [[Daemon]]s. With no mortal challenges left to face, these Slayers go wandering northwards, either smashing headfirst into a Chaos incursion or dying somewhere in the Chaos Wastes.&lt;br /&gt;
&lt;br /&gt;
A Daemonslayer is a Slayer Character, who accompanies but cannot lead an army. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Engineer/Master Engineer&#039;&#039;&#039;&lt;br /&gt;
Engineers are the dwarfs who have joined the Engineer Guilds, learning the fine arts of building all the technology that the dwarfs admire so much, as well as striving to control any dangerous ideas they might have about &amp;quot;innovation&amp;quot; or &amp;quot;invention&amp;quot;. Master Engineers are, of course, the most experienced and skillful engineers around, with centuries of study under their belts. On the tabletop, these guys tend to be orientated towards ranged combat, and have special rules that let them buff your war machines. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Runesmith/Runelord&#039;&#039;&#039;&lt;br /&gt;
Dwarfs don&#039;t have conventional wizards, and consider the practice a right load of mucking around. No, they stick with a far safer route. Runesmiths have the most difficult and arduous job in all of Dwarfdom; studying for centuries to master the art of binding magical energy into physical constructs through precisely carved runes. These runes can then have their power tapped for a safe, reliable form of pseudo-spellcasting; each rune may only be capable of doing one thing, but it will &#039;&#039;never&#039;&#039; blow up in the user&#039;s face like wizardry would. Runelords are the master Runesmiths; they&#039;ve been around for a thousand years or more, and so can use runes that ordinary Rune Smiths just aren&#039;t tough enough to handle yet. As you might have figured, these guys act like wizards in the dwarf army, but they can&#039;t manifest the damage-dealing effects of other casters; instead, they&#039;re an anti-magic support unit, specializing in destroying spells cast by enemy wizards. Needless to say, they&#039;re not as squishy as Warhammer wizards tend to be. Out of combat, these are the ones that make anything important for Dwarfs from the weapons and armor of elite troops to important components of machines. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anvil Of Doom&#039;&#039;&#039;&lt;br /&gt;
Mighty displays of dwarven magical craftsmanship that can no longer be replicated in the degenerate modern age, an Anvil of Doom is a rune-inscribed anvil-cum-altar that essentially lets a Runelord act like a more conventional wizard. By striking on this Anvil, they can draw upon the magic bound within its runes to cause various destructive effects.&lt;br /&gt;
&lt;br /&gt;
Created by the great ancestor Kurgaz in the depths of Thunder Mountain, forged from pure Gromril in the way of the first Dwarfs, sealed with the rune of magic tamed itself, the Rune of Sorcery. A dragon was recorded as attacking Thunder Mountain, killing Kurgaz and most of the Runesmiths which caused many of the most powerful and important runes to be lost. &lt;br /&gt;
&lt;br /&gt;
Each is inscribed with intricate runes that modern Dwarfs can&#039;t even read, let alone use. That is on top of the central rune, the Rune Of Doom, which gives the Anvils their name. Even beyond that, every Anvil was dedicated to one of the primary trinity; Grungni&#039;s requires and bolsters effort, Grimnir&#039;s fury, and Valaya&#039;s is based on loyalty. &lt;br /&gt;
Knowledge of how to use the Anvils was passed down orally and practically from master to apprentice, so the current users of the Anvils have a very incomplete and often completely different understanding of how to use them with the untimely death of a master resulting in many secrets lost forever. Improper use of an AoD can cause great calamity, the worst of which is the loss of the Anvil itself. Very few remain in the world, each belonging to a major Hold. Their loss is a dark day to never be forgotten by any Dwarf. &lt;br /&gt;
&lt;br /&gt;
Most AoD are left in the depths of each Hold, lost with the homeland and reclaimed on joyous days (because its generally beyond the capacity of greenskins and Skaven to destroy them). Rarely, in times of need, they are hauled into battle. The 4e model had them mounted on wheels with the Runelord riding it, striking the front from the back. The 6e model is sedentary, consisting of the AoD sitting in a magic runed stone circle while an apprentice works a nearby forge. Both versions have Anvil Guards, sworn to loyalty of the Anvil above all else who will never abandon it. How exactly the vibrations and lightning from striking don&#039;t shatter the ankles of the Runelord in the old model isn&#039;t clear, not is how the fuck they haul the thing to a battle or travel when ambushes are a thing in the new one...as a result many modders put the new AoD on the back or in the hands of a Golem, on a flying chunk of rock, or some other transportation. &lt;br /&gt;
[[Total War: WARHAMMER]] actually addressed the issue by having the Anvil Of Power carried by four Runesmiths, similar to the Thorgrim&#039;s Throne. The only effects are making Runelords much killier and more durable while increasing the &amp;quot;FUCK YO MAGIC&amp;quot; bubble of your army at the cost of a tad bit of speed. &lt;br /&gt;
&lt;br /&gt;
Thorek Ironbrow is the only Runelord capable of using the Rune Of Doom of his AoD, and not safely (or possibly correctly) either. Its unknown if Kragg could, given Kragg is actually older than the Anvils Of Doom, but he was basically replaced by Thorek in the lore when the bit about nobody knowing how to use them was added; if you consider Kragg canon, he may be the only Dwarf capable of using them properly. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thane/Lord&#039;&#039;&#039;&lt;br /&gt;
All dwarf clans have a boss, called a Thane, and the boss of bosses is called a Lord. There&#039;s not really much more to it than that; these are your bog-standard character units, with Thanes filling the Hero tier and Lords, well, take a guess.&lt;br /&gt;
&lt;br /&gt;
A Thane may be appointed and come from any part of society; these are the Dwarf nobility. &lt;br /&gt;
A Lord may only be of royal descent, with royalty descended from the ancestor gods and thus all children of Valaya. Thanes are promoted into Lords as high nobility. &lt;br /&gt;
A Lord may become a King upon the death of the previous king. Unlike in other races, this is not an enviable position; happy ascension only occurs on the very rare time a King lives long enough to step down and even then is more the shouldering of responsibilities rather than gain of wealth and privilege. &lt;br /&gt;
All Kings are eligible for High King, seen much like promotion from Lord to King. The High King is the supreme leader of the race, loyal to all Dwarfs as if they are his children. &lt;br /&gt;
&lt;br /&gt;
Rarely, females end up as Thanes. The wife of a King is by default a Queen, but rare is the Queen who truly rules; the current Queen of Karak Norn sharing leadership with her husband is the exception. Very few times in history has a Queen ruled alone, and a High Queen has never existed save as wife of the High King. &lt;br /&gt;
&lt;br /&gt;
Some Dwarf Kings take on the tradition of the son of Kurgaz, and are carried into battle standing on an oversized shield (or the shield of a giant of a Dwarf ancestor) by two beloved Thanes. &lt;br /&gt;
&lt;br /&gt;
Oathstones are another tradition, a piece of the Hold of the King, Lord, or Thane which is inscribed in runes describing the user, lineage, deeds, clan, or other relevant information. These are stood on ceremonially or in battle, and to Dwarfs it is representative of the Hold itself; thus by standing on one, the Dwarf is saying to treat it as the home and defend it or be as truthful and sincere as they would to the entirety of what the Oathstone represents. Whether swearing an Oath, making a greeting, or standing with shield ready in front of it. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steam Tank&#039;&#039;&#039;&lt;br /&gt;
While the Empire and their famous twelve [[Riptide|(which somehow are included in almost every Empire army ever fielded by players)]] may be the most well known, Dwarfs did in fact create Steam Tanks at some point. A particular story refers to several Dwarfs stuck while trying to clear the Underway after their tank became inoperable. &lt;br /&gt;
They are never mentioned anywhere else, so presumably it was either the only one created by a particularly mad Engineer or they are mostly used in the Underway (which does make the most logical sense given its the Dwarf preferred form of travel between Holds and reclaiming it would solve somewhere around 85% of the problems of the Dwarf race, the bulk of the remaining 15% being the eternal need for more Gromril and gold). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039;&lt;br /&gt;
Yeah, technically modern lore is Dwarfs repel magic and only Chaos Dwarfs can be wizards via rune tattoos that force magic into their bodies, turning them slowly to stone like a cancer as their body tries to fight it. &lt;br /&gt;
But in the preslotta days that only players who can call themselves Longbeards remember, there were three Dwarf wizard models with one notably whispering anxiously to a small and confused looking frog. &lt;br /&gt;
&lt;br /&gt;
That&#039;s all there is to say really. If you&#039;re one who likes to blend all of Warhammer lore into your headcanon or the community FLGS canon, there are at least three Dwarf  wizards wandering the world.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Golems&#039;&#039;&#039;&lt;br /&gt;
Another relic of older editions, but this time not quite as far-fetched. Introduced in a Warhammer Fantasy Roleplay supplement, Golems are basically just robots powered by Runes. They are as complex as the creator designed them to be, with some that are permanently inactive because the Dwarf or Dwarfs it was designed to obey are dead. Some are extremely dangerous, still following orders to guard things with no failsafe programmed or at least known if that ever becomes undesirable (or for example &amp;quot;guard this room&amp;quot; meaning to kill everything that enters it&#039;s creator&#039;s tomb is followed by a wall collapsing and the &amp;quot;room&amp;quot; now including the entire entrance to the Hold). Golems can also be created to do non-military tasks, and follow the same logic of Fantasia brooms for a simple command becoming a major issue. Other Golems are complex enough to have multiple uses and actually have failsafe measures, meaning that not only should perfection in creating the Golem exist but the Dwarf in question should be the sort to fully think through their actions using knowledge of the success and failure of their predecessors...not that those would be rare qualities among most Dwarf Runesmiths, but mistakes can still be made (and probably result in the Slayer Oath). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Golems&#039;&#039;&#039;&lt;br /&gt;
As Golems, but exclusively military and created during the time when the gods walked among the Dwarfs under the eye of Grungni himself. Made entirely of pure Gromril. Mothballed during the War of Vengeance/War of Beard when the magic needed to awaken those massive constructs sunk deeper into the earth to the point that the Runelords found it impossible to wake them up. The last one that tried turned into a stone statue.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Guardians&#039;&#039;&#039;&lt;br /&gt;
Same as Rune Golems, but have more lore. They were created by combining runecraft and engineering, unlike the Rune Golems above who were formed by pure rune magic. Rune Guardians were created as ludicrously complex machines powered by the Master Rune Of Waking, knowledge of which has since been lost and would require study of an intact Guardian to obtain. The instructions for the Guardian’s behavior are written with the Waking Rune on its forehead, and cannot be changed. Their primary use is defending abandoned Holds and tombs. &lt;br /&gt;
Their hands end in axes, and they are made to look like a Dwarf the size of an Ogre. They can be inscribed with up to two other Runes. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;&lt;br /&gt;
Similar to the Chaos Dwarf Juggernaut (&amp;quot;THA&#039;S A GRUDGIN&#039; YE PANSY ELF WIKI FUCK!&amp;quot;), although they only existed in 3e Warhammer and had no lore behind them, merely an advert crediting them to [[Tony Ackland]] in design. It appeared to be a type of ornate wooden ship on wheels powered by a boiler and armed with a cannon. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;&lt;br /&gt;
Not the same thing as the above entry, rather it&#039;s the same thing as the two that preceded it. Juggernauts were described as giant Golems created by Grungni to guard Karaz-a-Karak, of which only two survive. This lore actually preceded the 2e WFRP lore. Whether this counts as stating that only two Rune Golems exist or if these are just a superior form of Rune Golem is entirely up to any player who wants to take them as canon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shard Dragon&#039;&#039;&#039;&lt;br /&gt;
[[File:Shard Dragon.jpg|thumb|right|A Shard Dragon. The aforementioned murder-ferret.]]&lt;br /&gt;
Believe it or not, but even the Dawi got a piece of the monster cake. Introduced in the Monstrous Arcanum supplement, the Shard Dragons are subterranean monsters descended from dragons that ventured underground and mutated into what can be described as a giant serpentine murder-ferret of a mutant dragon. These nightmarish beasts travel under the surface of the Warhammer wold in search of prey and at times they will make contact with Dwarfs, Goblins or Skaven. When that happens the Shard Dragons will cause chaos and destruction, kill and devour as many denizens of an underground settlement as possible before disappearing into the abyssal darkness from which they came from. &lt;br /&gt;
Dwarfs, being the grudge-bearing stunties they are, managed to bring these monsters back to the surface. Thinking that death was too good for them, the ancestors of the Dawi learned to forge large rune collars with which they shackled the Shard Dragons and have their Runelords control these murder machines though they aren&#039;t purely exclusive to the Dawi. This makes them the equivalent of giant attack dogs as the Runelords point the Shard Dragons at problem that needs to be removed. Preferably with as much violence and collateral damage as it is possible. Every very powerful magic user can take control over one of these beasts, but the Dwarfs seem to be the ones that are the prominent tamers...and most successful it seems, as the runic collars completely eliminate the probability of the monsters to go out of control compared to a magic user who needs to constantly exert his will over them. &lt;br /&gt;
In a fight, Shard Dragons live up to their lethal reputation. Being capable of entering a rabid frenzy the moment somebody manages to inflict a flesh wound on them, having razor-sharp scales that can hurt people in contact with them that grow in hardness as time passes, unleashing a breathe that can instill visions so nightmarish people die from heart attacks (even undead and daemons aren&#039;t immune to it), having the magic protection of the very collars that bind them to the will of the Dwarfs and having a venom so potent it burns the hardest stone, Shard Dragons are truly one of the most deadliest assets in a throng.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doomstones&#039;&#039;&#039;&lt;br /&gt;
More artifact than soldier although they can be wielded in a manner that may as well make them the ultimate warmachines, the Doomstones are a set of four legendary artifacts lost around the area now inhabited by humans called the Border Princes and were introduced in a campaign of five books for Warhammer Fantasy Roleplay named after them. &lt;br /&gt;
They are best summarized as when Runesmiths attempted to replicate a High Elf [[Waystone]] using pure Warpstone and instead created superweapons that can shake mountains into pebbles and split continents. &lt;br /&gt;
&lt;br /&gt;
In other words the Dwarfs Elf’d so hard they accidently Skaven’d and as a result the whole thing was Slann’d up.&lt;br /&gt;
&lt;br /&gt;
==Descendant Races==&lt;br /&gt;
In the [[Age of Sigmar]], at least three varieties of dwarf have survived the apocalypse, besides the normal dwarfs, and preserve the history of the dawi in some way; the fire-spewing, [[Slayer]]-like [[Fyreslayers]], the actual Slayers known as the Unforged, and the [[Kharadron Overlords]], which are dwarfs who resided in the Chamon-realm and escaped Chaos by building flying cities which now mine gaseous &amp;quot;ur-gold&amp;quot; from the clouds.&lt;br /&gt;
&lt;br /&gt;
In addition, there are the [[Cities of Sigmar]], which house all manner or Order-Aligned races, Dwarfkind included. That said, the Dwarfs are rather under-represented with only the Dispossessed (The basic Dwarf footsloggers and Runelords) and Ironweld Arsenal (Steamtanks and other war machines) being represented while the rest seem to have been forgotten.  According to the Ossiarch Bonereapers lore, given their record keeping when they hunt for bones, Dwarfs are outnumbered by humans and elves.&lt;br /&gt;
&lt;br /&gt;
Passing mention is also made of a [[Ghyran]]-dwelling dwarven race called the Rootkings, but beyond the name and the fact they exist, nothing has actually been fleshed out about them.&lt;br /&gt;
&lt;br /&gt;
There are also the Valay, who resemble a Duardin from the waist up and a squid from the waist down, who live in Ghyran&#039;s seas.&lt;br /&gt;
&lt;br /&gt;
==Interesting facts==&lt;br /&gt;
* In 1992 BISP (British Institute of Small People) took Games Workshop to court over the offensive use of the word &amp;quot;Dwarf&amp;quot; as a magical creature predisposed to drink and hoarding gold but [[Fail|came out short]] and failed to win their case. Games Workshop later counter sued BISP (forcing its closure) for alleged theft from the Games Workshop premises and threatening calls. This event was referenced in several of Terry Pratchett&#039;s Discworld novels.&lt;br /&gt;
* The video game [[Warhammer: Mark of Chaos|Mark of Chaos]] was marked with scandal after a Games Workshop employee was fired for suggesting the Dwarfs speak with a Scottish accent because &amp;quot;they are greedy overweight alcoholics anyway&amp;quot; in a printed release of Gamesmaster magazine. Games Workshop was forced to issue an apology to the minister of Scotland Andrew MacDonald.&lt;br /&gt;
* Dwarfs were the first faction to get lore in any Warhammer setting, as previously mentioned above (not counting the Goblins because fuck Goblins). This bears mentioning again because fuck Chaos and fuck the Elves, Dwarfs were here first and are the eldest sons of the forgotten ancestor god Priestley. &lt;br /&gt;
* Games Workshop actually owns a pub decorated like an in-universe inn with shields from various factions, called Bugman&#039;s Brewery. Dwarfs also created the setting of [[Blood Bowl]] when they discovered a mysterious treasure chest during a battle with Goblins and their eldest went mad translating the &amp;quot;Amorikan Football&amp;quot; pamphlets and books inside which ended up entirely changing the culture of their world. As a result, Dwarfs in fact have the highest amount of 4th wall breaking with the real world in all Games Workshop properties. &lt;br /&gt;
* Lego actually ripped off the Dwarf Slayers in Wave 17 of their blind bag minifigure sets, including a &amp;quot;Battle Dwarf&amp;quot; that is a dead-ringer for a Dwarf Slayer. This Slayer goes with the generic Elves and Dwarves of previous blind bag sets as well as the short-lived Dwarves VS Orcs/Trolls themes of the past. Unfortunately given the strict policy of never glorifying war (outside of Star Wars and Tolkien at any rate) passed down by the founder of the company and still followed today, licensed Lego: Warhammer will never happen.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warhammer/Tactics/8th Edition/Dwarfs|Tactics/Dwarfs]]&lt;br /&gt;
* [http://www.bugmansbrewery.com/ Bugmans Brewery], the primary Dwarfs fansite. &lt;br /&gt;
* [[Squats]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KjHclWPVij0 An average non-violent meeting between a Dwarf and an Elf.]&lt;br /&gt;
* [https://www.youtube.com/watch?v=t2UeyhSrewY An audio rendition of the High King getting out his Grudge quill]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Dwarfs]]&lt;/div&gt;</summary>
		<author><name>2601:449:8200:AF60:0:0:0:AD9F</name></author>
	</entry>
</feed>