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==Overview== [[File:Ork_Boy.jpg|350px|thumb|left|[[Ork_Boy|A typical Ork Boy.]]]] Orks are the most successful race of the [[Warhammer 40,000 | 41st millennium]] <s>{{Blam|HERESY!}}</s> <span style='color:green;font-size:115%'>WHO LET DEM HUMIES IN 'ERE?!</span> 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 "proficient"), 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 ''Krork,'' 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'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 "Grotz" ([[goblin]]s) can construct several working vehicles and machines out of mere scrap (They actually can't but orks believe they can so it happens anyway. see: a few paragraphs below). 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'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'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'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 ''devolve'' 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: "Orkz iz made fer fighten' and winnin'" applies literally in their case, as the incentives of fighten' and winnin' are what makes or breaks an Ork. 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 "paradise" is a point of discussion; if you like endless wars and tribal conflicts in a mushroom rich planet, it probably is. <span style='color:green;font-size:115%'>IS YOU SAYIN' DERE'S FINGS WHAT DON'T LIKE FIGHTIN' FEREVER? DEM UMIES IS REEL GOOD AT MAKIN' FORTS FER US TA KRUMP, SO DEY MUST LIKE FIGHTIN'...</span> 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 "blood-lust" is especially applicable to Orks, as combat effectively serves as the Ork reproductive process (with all associated hormonal incentives). Due to this, an Ork infestation is incredibly hard to handle if kept unchecked since it won'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't manly n' [[grimdark]] enough compared to good ol' spore-releasing bolters, chainswords and artillery. 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 ''while'' putting out a lot of dakka, otherwise it wouldn't be killy (and woe betide an Ork who isn't killy). Because of the Ork'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 ''should'' 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. 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. Speaking of extremely high casualties, Orks also view death of other orks as something perfectly fine, as long as it satisfies their WAAAAAAAAAAAAAGH. More death, more WAAAAAAAAAAGH, which means the Orks can be greater Orks. [[File:Eac.jpg|thumb|right|450px|Hey if it works...]] Orks do not fear their own death as the Old Ones made them without that. Unfortunately, they do fear no longer being able to destroy and kill things - for an ork that is the most frightening fate. So indirectly they still lose morale when things are going south. 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. 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 ''not'' painted red, because the Orks believe that Red makes everything go faster: <span style='color:green;font-size:115%'>DIS 'UMIE GIT THINKZ DAT DA RED WUNZ DON'T GO FASTA? DEY DON'T KNOW DAT ANYFING PAINTED RED MAKES IT DA BEST AN' MAKES IT GO FASTAAAA COZ RED IZ BEST! '''*WHAM!*''' NO IT AIN'T, YA BLEEDIN' SQUIG, '''GREEN''' IZ BEST! '''*Boots up the bog*''' SHUT YER GOB, 'E WAS TALKIN' 'BOUT DA TRUKKS, YA GIT! 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.) A hallmark of Greenskin civilization is the WAAAGH! (like "war"). A term of their oft-forgotten "true" 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 "A"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' all the other big Orks that think otherwise. Lesser Orks sense the presence of the Boss in the Orks' psychic field and follow him on what is often described as a combination of 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. The Ork economy is based on teef, more information on which [[toof|can be found here]]. 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 "kunningly brutal" where the other is "brutally kunnin'", 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'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. Beyond this internal conflict, there are groups amongst the 'outcasts' 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't a tribe of Feral Orks out there praisin' the Emprah (See section below). 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]]. Also, they probably killed the [[Imperial Fists]]. <strike>All of them.</strike> Scratch that, [[Slaughter Koorland|one of them survived!]] <span style='color:green;font-size:115%'> DAMN IT! SHOW ME DA GIT THAT LET HIM LIVE AND I WILL CRUMP HIM SO HARD HE WILL SE LAST CENTURY! 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's why they fear him. Though it's also worth mentioning that Orks harbor a natural fear of [[Farsight|Commander Farsight]] too, whom they know as "Da Red Commit". But then again he was committing Ork genocide so... and of course, we can'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. ===Ork Life Cycle=== When an Ork WAAAGH'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's environment or kick off a terraforming (Ullanor-forming) process. The main feature generated by this process are the Spawning Shrooms. These "Shrooms" 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. 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 ''aren't'' green are the freaking weather, rocks, and occasional bright red Squig, and the air everywhere is filled with perpetual shouting. Which is, letโs be honest, awesome. ===Waaagh Urlakk Urg/Da Lost Age M31=== 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. ===Waaagh Beast/Da Age of Da Beast M32=== 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. 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'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 Humies for a near fatal period of time. It wasn't until the entire Imperial Fist Chapter was wiped out barring one (Don't worry gitz we gotz him in the end!) that the Imperium knew of the severity of the threat. They then realized there wasn't just one Attack Moon, there were ... Lotz! * The Orks rebuilt Ullanor. * 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. * The Beast teleports an Attack Moon into Terra's orbit. * The Beast sends Ambassadors to psychologically damage the Imperium's morale. * The Beast takes on Vulkan and wins, though Vulkan likely got better. * Waaagh Beast hits decline as the Imperium use Sisters of Silence along with captured Weirdboyz to explode vast swathes of the Waaagh. * The Beasts slowly get killed one by one. * Ullanor is reclaimed by the interlopers and marked for Exterminatus. * 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! ===Da Age of War M41=== This is the age of Warhammer 40k from when GW didn't progress the timeline. * Da Lost Waaagh * Tuska Daemon-Killa * Rynn's World * The Second War of Armageddon. * The Third War of Armageddon. ===Da Age of Da Ork M42=== With the advent of GW advancing the timeline so too has the Ork timeline advanced. * The Great Rift has been dubbed Gork's Grin by the Orks. The Warp Rifts are being used by Orks to "navigate" across the galaxy. Typically being dropped into the best fights in the galaxy. * Old Zogwort's Wierdwaaagh! destroyed a planet with Mork's snot. * Mad Dok Grotsnik has been leading a Painboy Waaagh that's captured Silver Templar Primaris Marines. * 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. * Freebooter Warbands close in on the traitor world of Eisenfel, where Gork's fist is gonna crush da Chaos Gitz. * Nazdreg is gonna loot a Stormsurge to prove that his boyz have the most Dakka, and surpass Badrukk's Flash Gits. * The Antonis Crusade kills a bunch of Orks, leaving them as feral warbands, only for Night Lords and Feral Orks to destroy them. * 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. Weโz da best lootas der iz! * Rynn's World gets Primaris reinforcements which acts as a beacon for Orks who want to Rynn's World 2: Electric Dakka-loo * A Blood Axe Waaagh defeats the Heretic Skull Knights warband on Jakhtor. When the Blood Axes retreat it's soon realized that they are waiting for the Imperial reinforcements to arrive so they can get a proppa' fight. * Krooldakka has lead a Speedwaaagh! on the planet of Vigilus. Leading to Ork death racing while waiting for the planet's defenses to weaken. * Waaagh! Snagrack starts during the Psychic Awakening. A Deffskullz Waaagh! with a large number of Madboyz created by the Great Rift. * Waaagh! Wazzdakka speeds towards Terra on his Bike of Da Aporkalypse.
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