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== Ork Klanz == <span style='color:green;font-size:150%'>Oi, listen up ya gits. Dere's six diverant majah clanz of Ork, and dey's all right 'ard. Da clanz waz made way back by [[The Beast|the biggest, baddest warboss dere eva waz]], startin' out as his specialist boyz before dey became dey own klanz.</span> <ul style='color:green;font-size:100%'> * Dere's da '''Snakebites''', and dey'z a buncha fundie gits what won't use any teknowlogy more complicated den a [[choppa]] an' warpaint. Anytime dere's a world dat a WAAAAAGH smashed up, it gets full o' fundie boyz. When we pick em up, a lot a dem run off ta da Snakebites anyway instead o' learnin how ta fight propa. But dey got squiggoths, an' every WAAAAGH needs really big killy fings. Snakebites wear brown, like a buncha zoggin' humie 'Armish folk.</ul> - On the tabletop, [[Snake Bites]] have the rule 'DA OLD WAYS' which allows them to ignore any wound rolls of 1-3 unless the attack is S8. It's best for green tide-style ork armies or keeping that [[Squiggoth]] alive until it gets within krumping range. <ul style='color:green;font-size:100%'> * Da '''Bad Moonz''', what gotz lotsa teef 'cause dey grow faster den any other orks, so dey'z a buncha rich gits. 'at meanz dat dey's got da best squigs and dakka, but since dey'z such lazy gits, dey's [[Tau|no good at choppin' an' stompin']], 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.</ul> - On the tabletop [[Bad Moons]] take [[Dakka]] up to a whole new level with their 'ARMED TO THE TEEF' ability; meaning they have +6 range to EVERY dakka or Heavy gun, and they get AP-1 on 6s. Great for an orky gunline. <ul style='color:green;font-size:100%'> * '''Goffs''' are the fightiest of all da Orkz. Dey'z always fightin', especially wif eachother - it's a rare Goff dat hasn't killed atleast somefing every day of his life. Dis constant fighting makes dem da toughest an' meanest of all da Orkz. [[Ghazghkull Mag Uruk Thraka]] 'imself wuz a Goff. Dats why he's so big, 'ard, an mean. Goffs wear black, da color a bein' DED 'ARD!</ul> - [[Goffs]] have three great things going for them, the first being [[Ghazghkull Mag Uruk Thraka| the prophet of gork and mork]] and second being their ability 'NO MUCKIN' ABOUT' which gives them a melee equivalent to the (now dead) Dakka! Dakka! Dakka! ability, namely their 6's on melee attacks generate new attacks (for which you still have to do the hit roll). Alongside that, charges get you S+1 on any attack, 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. <ul style='color:green;font-size:100%'> * Da '''Evil Sunz''''re all part a da Kult a Speed, and dey've got da most Meks, so dey're always muckin' about with teknowlogical equipment an speedy karts. Deyz big believas in da color red, cuz RED 'UNZ GO FASTA!</ul> - When playing the [[Evil Sunz]] on the tabletop take full advantage of their 'RED ONES GO FASTA' ability and use as many 'speed freek' models as you can, the clan ability gives all units a plus one inch to their move and advance; 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. <ul style='color:green;font-size:100%'> * '''Deffskullz''' are a buncha teevin', lootin' gits what'll grab anyfin' what's not nailed down an' if it's nailed down dey'll loot the nails den loot da fing wot was nailed down an' make it orky. An' oi does mean [[Looted|anyfin']]. Even in da middle of a scrap. Da mekz loves em, though, cuz nobody'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's a lucky color. deyz 'ave a bit of a "bad relashunship" wif some 'umies called da [[Blood Ravens|blud rafens]]. deyz hatez da blud rafens.</ul> - On the tabletop, [[Deathskulls]] have the ability 'LUCKY BLUE GITZ' which gives them a 6+ invulnerable save, [[Troll|BTW they all have OBSEC]]. You are also able to re-roll a single hit roll and a single damage roll for each unit with that culture. This clan is sort of an all rounder for ork players, a jack of all trades sort of deal. <ul style='color:green;font-size:100%'> * And, last of all but not least, dere's da '''Blood Axez'''. Dey're da ones what've been hangin' around them stinkin' humies fer ages too long, and gone and developed all sorts a un-orky tings like ''taktiks'', ''recownasense'', ''cammerfloggs'', an' worse of all, ''retreat''. Dey've even got a sayin' bout it: ''"If we runs for it, it don't count as losing, cuz we can also come back for anuvver go, see?"'' Dey'z mocked as a buncha cowardly gits by most'a da boyz, but 'cause dey be dead cunning dey'z da main source of da best warbosses in WAAAAAAAGH! time (Next ter Da Prophet hisself, o'course). Blood Axes also do lots of talkin' wiv humies, so deyz gots idears like tradin' with da' humies', <s>peace</s> waitin' fer da roight time ta fight, an' using armour and gunz wot don't stop working just 'cause otha' gitz believes dey'z useless (SEE, HUMIES ARE GUD' F'R SOME FINGS BUT NOT EVERY FING!). Blood Axez wear cammerflage, but at least they paint it nice an' bright so's you can see'em coming.</ul> - Tabletop wise, [[Blood Axes]] are [[Creed| tactical geniuses]] with their 'TAKTIKS' 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. <ul style='color:green;font-size:100%'> Later, when da humies learned dat der was six Beasts, and each lead a "lejun" o Boyz, dey started tinking dat each o da Clanz were da rem... Re... ''Leftovers'' o' each Beast's lejun. 'Oo knows if datz da troof, I sure as zog dunno.</ul> One last thing; any unit that only includes [[Gretchin]] don't get any benefit from their klan culture whatsoever. Because they suck at life. === Ork Non-Klanz === <ul style='color:green;font-size:100%'> * Den dere's da '''Freebootaz''', boyz wut left deir klan ta become merks an' piratz and all'at. Freebooterz iz often kicked o' deir klan for likin' sumtin' dat izn't violence more dan violence, like [[Kaptin_badrukk|Kaptin Badrukk]] (teef), [[Wazdakka Gutsmek]] (goin' fast), or [[Zodgrod Wortsnagga]] (snotlings), but some leave o' deir own accord for similar reasons, like [[Kaptin Bluddflagg]] (loot). Freebootaz work for stupid 'umies for shinies (or hats), though dat don't mean dey won't turn 'round an 'ave a go at dem too if dey fink dat gits dem more hats 'n fings. </ul> - Although [[Derp| they aren't actually a klan]] the codex treats the [[Freebooterz|Freebootaz]] as if they were; with the klan ability 'COMPETITIVE STREAK' 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's for melee]] which combined with a large amount of boyz equals a [[Rape| bad time for whos facing them]]. <ul style='color:green;font-size:100%'> * '''Feral Orkz''' iz like Snakebites, but dey don't have a choice what wif not 'avin' access to Ork kultur seein' az dey don't got space travel. Often join da Snakebitez soon as dey'z recruited by a WAAAAAAGH! ** '''Beast Snaggas''' are loik a kind of really squigly-cybork gitz wot loik huntin' 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't Feral gitz, an' are more loik da Kult of Speed, but prefer roidin' 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. </ul> - 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're uncultured scum even by the standards of other orks. <ul style='color:green;font-size:100%'> * '''Speed Freekz''' is what you call da members o' da '''Kult o' Speed''', a klub any Ork what likes goin' fast a lot can join, not just da Evil Sunz. Deez gitz loik to run around on da edges of da WAAAGH! an' act loik doze scouts 'n outroiders dat doze non-orky gitz use. </ul> - Even though to get the "[[Speed Freek]]" Bonus you really should pair them with Evil Sunz ===What is the measure of a Klan?=== It's easy to think that Ork Klans are just galaxy-spanning groups of like-minded Orks; like there'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's Legions in M32. Maybe they appeared on their own, who knows. Let'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'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't really matter - he'll just have to follow his Nob or get krumped - So it is the leaders and/or majority Klan of an Ork warband who'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't mean that every single Ork in the mob is a Goff. When Orks gather for Waaaghs they tend to form new mobs that are ''actually'' 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's where the huge Mad Max-esque hordes of Evil Sunz Bikers and Trukks on Armageddon come from. 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 "races" inasmuch as orks are a "race" 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. From another, other perspective, the klans can be seen as the devolved remains of Krork society based on their specialities. *The Goffs' brute strength and serious demeanor would've have fit well for front line soldiers. *The Bad Moons' control over the Ork economy and usage of secondary currency in the form of gold indicates they could've been merchants or bankers, as they manage to maintain an upper-class role without any orks going into poverty for long. *The amount of time Evil Sunz spend working on their vehicles, as well as discovering a way to make them go faster just by painting them red would've made great engineers and mechanics. *Although Blood Axes are considered nowadays to be untrustworthy gits by the other klans, their (relatively) unmatched knowledge in wartime strategy would fit the role of leaders and tacticians. *Deathskulls are a little harder to pin down, but their constant curiosity for items to loot and add their own Orky innovations to it could be an indication of their previous roles as scientists or even artists (if the blue face paint is any indication) *Finally, the Snakebites' amount of Oddboyz and squig handler could suggest they served as shamans and animal handlers (assuming Krorks still used squigs.)
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