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[[File:Feral Orks.jpg|right|300px]] Everything starts somewhere, and many [[Ork]] [[Waaagh]]s start here. Orks, being [[Fungus|Fungi]], reproduce by periodically releasing spores from their skin, and eject a mass-release upon death, so it stands to reason that old battlefields'll be saturated in them. Once the original inhabitants of a planet've all been killed and the Orks've got bored and left for places and wars new, these spores'll still be there, and under the right conditions can germinate and grow, restarting a decidedly more-Orky ecosystem than the one they supplanted. Of course, cut off from pre-existing Ork "civilisations", these Feral Orks'll have to start again from scratch, figuring out such rudimentary concepts as language and technology for themselves. Feral Orks enter the world firmly in the middle of the food chain, preying upon smaller beasts, and being preyed upon by larger ones, in a constant free-for-all where only the strong'll live to see another day. As more Orks sprout, they form into loose tribal units, and individuals begin to develop specialisations to better support the community, such as [[Pigdok]]s and [[Boiler Boy]]s. These disparate Tribes compete with local predators and each other for resources, until a particularly [[Gork|brutal]] or [[Mork|cunning]] Ork emerges who can unite them all under his banner, becoming their first Warboss. Now with the advantage of numbers on their side, the Feral Orks can push the predators back, and start carving out a territory of their own. A Tribe'll often name themselves after the local predator that troubled them the most, making it a central part of their identity, and taming others as domesticated pets and beasts of burden. Sallying out into undiscovered country, they start rediscovering the "relics" of their progenitors, the ruins and weapons of the invading Orks that first came here. Whilst much of it's of unclear purpose and obviously the product of a more advanced culture, eventually they discover that stuffing the metal drum with smaller metal darts and pulling the finger-lever makes it go boom. Given how shit primitive they are, Feral Orks are only equipped with the most simplistic of weapons that even a ''[[Choppa]]'' would be ''too advanced'' for a Feral Ork. Like, we are talking caveman "OOGA BOOGA" shit here. This includes [[Basic Close Combat Weapons#Axe|Axe]]s, [[Basic Close Combat Weapons#Spear|Spear]]s, [[Basic Close Combat Weapons#Maul|Club]]s, [[Basic Close Combat Weapons#Hammer|Hammer]]s, [[Miscellaneous Weapons#Sling|Slings]], [[Miscellaneous Weapons#Bolas|Bolas]] and [[Bow]]s. As a Feral Ork Tribe progresses through the various [[Stone_Age|Stone]], [[Bronze_Age|Bronze]], and [[Classical_Period|Iron]] ages, eventually they reach an [[Industrial Revolution]] and gain enough knowledge to reverse engineer technology of their own, and can finally build [[Ork_Fleets|Starships]] that let them rejoin their brothers in space, to invade new worlds and start the whole cycle off again. How long this takes depends on the world they're working with. Once the basic Ork "society" is up and running (with brewerz and runtherderz running a squig based economy that keeps everyone mostly fed), the weirdboys and pigdoks will start dabbling in alchemy, directing grots to dig mines and find roks and fings. This goes on until some lucky grot discovers useful reserves of metal ore. Mines and smelters are set up, proper weaponsmithing begins, and boilerboyz begin to emerge within a few generations. The transition from boilerboyz to true mekboyz follows a similar path except now needing promethium or similar combustibles. == On the Tabletop == The Feral Orks received a full [[Warhammer_40,000_3rd_Edition|3rd Edition]] army list in a [[Chapter Approved]] column of [[White Dwarf]] issue 260, summarised [[Warhammer_40,000/3rd_Edition_Tactics/Orks/Feral_Orks|here]]. They could take [[Warboss]]es, [[Nob]]z, [[Pigdok]]s, and [[Weirdboy|Wyrdboy]]z as Headquarters, [[Ork_Brutes|Brute]]s, [[Trappa]]s, and [[Stikk_Bomma|Stikk Bomma]]s as Elites, [[Hunta|Hunta]]s, [[Wildboy|Wildboy]]z, [[Gretchin]], and [[Madboy|Madboy]]z as Troops, [[Boarboyz]], [[Herda|Herda]]s & [[Squighound|Squighound]]s, and Junkas & [[Junka_Trukk|Junkatrukk]]s for Fast Attacks, and [[Squiggoth]]s and [[Squig_Catapult|Lobba Batteries]] as Heavy Support. === 8th Edition === With [[Psychic Awakening]] giving Orks Specialist Mobs which can be chosen instead of the traditional Clan Kultures, Feral Orks're back on the tabletop once more, though they've apparently been split up into three separate groups. First're {{W40kKeyword|HUNTAS}}, which give all {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} fully within terrain a 5++ Invulnerable Save and +1 melee AP thanks to their '''Sneaky Devils''' Special Rule. Then you have {{W40kKeyword|FERAL ORKS}} proper, which assigns the '''Wildboyz''' Special Rule to {{W40kKeyword|WARBOSSES}}, {{W40kKeyword|WEIRDBOYZ}}, non-{{W40kKeyword|BIKER}} or {{W40kKeyword|MEGA ARMOUR}} {{W40kKeyword|NOBZ}}, and {{W40kKeyword|BOYZ}}, giving them a 6" Pile In move and letting them roll 3d6 and pick the highest when Advancing. And finally there's {{W40kKeyword|MADBOYZ}}, where you roll 1d3 at the beginning of each Battle Round, and all {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} and {{W40kKeyword|BIKERS}} get one of three buffs for its duration, either +1 to Armour Saves, '''Fearless''', or +1 Strength. == Gallery == <gallery> File:Orkeosaurus_Size_Comparison.jpg|A Feral Ork warband riding to war, [[Anal_Circumference|hold on to your butts]]. File:250SteamGargant.jpg|Their version of a siege tower. </gallery> [[Category: Warhammer 40,000]] [[Category: Xenos]] [[Category: Orks]] [[Category: Feral Orks]] [[Category: Grots]] [[Category: Squigs]] {{Template:Ork-Clans}} {{Template:Orks-Forces}}
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