Orks (Hektor Heresy)
This page details people, events, and organisations from the /tg/ Heresy, a fan re-working of the Warhammer 40,000 Universe. See the /tg/ Heresy Timeline and Galaxy pages for more information on the Alternate Universe.
Orks are the most numerous and savage species in the galaxy and, unlike many of the other struggling races that inhabit the vast cosmos, thrive in its harsh conditions. The Orks are a hardy, green-skinned species who love combat more than anything else, having been engineered long ago to that purpose, organizing into in enormous quasi-religious genocidal campaigns called WAAAGHs at the behest of powerful Warbosses. Your average Ork is a foot taller than a human, and the largest of their number are as big as a Space Marine Dreadnaught. The species grows bigger and stronger through constant combat, and some are naturally equipped with knowledge on various subjects such as how machines or bodies work. Orks are spread throughout nearly every corner of the Galaxy, were it not for their natural disorganization they could have overtaken the other species long ago.
Notable Warbosses
WAAAAGH!! Khork
Khork. The name echoed through the halls of every ork across the galaxy and had since the appearance of his mighty empire. The stories told of him defied belief, from those roared by his followers in the murky light of dawn before battle to those whispered by mothers to frighten their young into timid obedience, but almost all tales have a basis in fact. He arose on Ullanor like every ork warboss does; with his fists. He killed every leader who stood in his way until the planet was under his control and ordering his meks to construct a vast fleet.
Khork’s Waaagh! exploded out of Ullanor and took the neighbouring sector by storm, hurtling across the surfaces of the planet with horrendous speed. The petty kingdoms and robber empires of the local pirate lords and ork bosses fell like grots before a hungry face eater squig. And so his Waaagh gained strength and momentum with every victory, stripping every piece of useable material from the planet’s surfaces to create more and more crafts. Khork slew the leaders of every force to face him personally, some after struggles worthy of legend and some with contemptuous ease.
As Waaagh! Khork spread through system after system, Khrok swelled with the accumulated Orkish energy. At first, he had been of the average size for a warboss (around two metres tall and almost as broad) but after a few victories his size began to make him stand head and shoulders above those warbosses who obeyed his orders and before long he towered over even the deff dreads that accompanied him to battle. His size won him many battles on its own, as few orks will willingly fight a boss so clearly blessed by Gork and Mork. One warboss that knew Waaagh! Khork was coming his way had his meks construct a suit of mega armour the size of a stompa to allow him to fight on equal terms. Khork ripped the arms off the suit and tore out the ork inside, calling him a coward before devouring him whole.
A score of sectors fell before Khork and his waagh showed no sign of slowing. In fact, it seemed that no force could slow the implacable advance. Different races and civilisations tried different tactics; orbital mines to obliterate fleets, planets stripped of minerals to deny the orks the chance to repair their ships and replenish their supplies, pre-emptive strikes against Khork’s high command to create chaos. Nothing worked, however, and soon over a hundred sectors had fallen and his Waaagh! could truly be called an empire. It was then that Khork showed himself to be a different kind of beast all together to his fellow warbosses. Instead of continuing in one direction and having every ork follow him, Khork turned his flagship around and headed back to Ullanor. When he arrived, he began to make plans. Most orks, upon seeing his size, assumed that Khork must be a member of the Goff clan. Few orks knew that he was in fact a Bloodaxe, one cunning (or kunnin’) enough to know that orks would not willingly follow his orders if they thought him a cowardly, ‘uman loving git.
Soon, his orders were relayed to the very fringes of his empire. The bosses on the edge were commanded to ground their roks and start to construct mighty bastions, fortresses that would allow them to hold these planets and sectors against invasion. Khork did not intend his Waaagh! to burn like a wildfire before being extinguished under its own weight. Instead, he planned to forge an empire that would last until the star grew cold. Once the edges of the current empire was secured, Khork co-ordinated a push of expansion. His empire, to be referred to henceforth as the Ullanor Empire, doubled in size over the next few years. There was another period of fortress building and implementing infrastructure. Huge ships trawled the many ork inhabited planets of the empire, picking up the yoofs that had spawned there and absorbing the petty tribes into Khork’s greater vision. Boot camps and training planets arose to force every ork that wanted to go to the front to train until they at least understood the principle of using a slugga as more than a tool to make noise, if not the practise.
WAAAGH! Sarkus
The Ork Warboss known as Sarkus had small beginnings, starting out as a Feral Ork sometime in M27. By about 436.M29, however, he had become the effective ruler of the small Age of Strife civilization that inhabited his planet, the primitive local humans cowering in fear before the Orks and their newest technological acquisitions. It is possible that at least some of this knowledge was "looted" from an earlier, unsuccessful human attempt to reunite the scattered civilizations of the galaxy, and it is clear that whatever the case, the area now known as Segmentum Tempestus was due for a reckoning. Some time after Sarkus first campaigned off-world, an as-yet unidentified Eldar Craftworld passed through the area, only to come into conflict with the swelling power of Sarkus' WAAAGH. Sarkus had laid utter waste to fifty worlds and conquered some two hundred and fourty more, including two human and some five minor Xenos civilizations. Some thirty of these worlds had been set aside for the express purpose of producing untold numbers of Squiggoths, and pieces of "looted" war materiel included a number of sonic and pressure-based weapons, likely made by the minor xenos trampled beneath the Orkish heel. The Eldar, however, knew one thing Sarkus did not - that the Emperor's Great Crusade would arrive in but a few centuries. The path was long, and the method of guidance tiring, but the results were clear - on the dead world of Meteon, a WAAAGH that utterly dwarfed the Scale Bearers Legion had just finished picking through a number of ancient Xenos ruins when they noted Imperial craft in the skies above. Tiran Osoros had arrived, and the stage was set for a rivalry the likes of which neither had known before.
WAAAGH! Mongo Mork
The Ork known as Mongo Mork would have been little more than a footnote in even the most voluminous tomes of Orkology the Imperium has available if it were not for one thing, his enduring and particularly troublesome legacy. Mongo Mork first came under the Imperium's attention with the Pulmn System Campaign. The 12th Legion, then still the Brothers of Death, brought down a vicious assault on the planet Alvio, which held a small force of exceptionally large and battle-hardened Ork warriors. Mongo Mork himself was as large as an Imperial dreadnought and his retinue nearly so, he carried a rocket launcher in one hand and a sharpened fin from an Eldar jetfighter in the other as he charged headlong into battle.
The Brothers had been fighting against the Pulmni Orks for nearly two years. Though the marines were stalwart in their duty and unerringly skillful at cutting down greenskins, the system was so infested with them that it often seemed a hopeless task. As their first year closed, the Brothers were met with increasing attacks on worlds believed clean, having to backtrack. By the time they reached the center of Ork culture in the system, the Brothers of Death were feeling the strain of the intense combat. 3rd Captain Hashimoto, called The Red for both his skill with shedding blood and the peculiar coloration of the chemical burns on his hands, volunteered to lead the strike into the heart of the beast. He and his men were eager to decapitate the enemy and finally put to rest a long and bloody campaign that had claimed so many lives. Hopes were high that the Orks would fall to infighting as soon as their leader was lost, as they had so many times before.
Hashimoto and his men touched down and began their push into the city of rubble and jagged steel the Orks called home, they were met with inaccurate artillery bombardments and a massive, poorly-concealed minefield. The so-called defenses of the fortress became steadily less substantial after the main wall was breeched, and they were met with a horde of green giants. Hashimoto understood the gravity of his situation at this point, the boyz were as big as nobz and the nobz were like the warbosses of lesser WAAAGHs, and he turned to face the beast called Mongo Mork. With characteristic calm, Hashimoto drew his blade and pulled out his gas grenades.
At the end of the fighting, both Hashimoto and Mongo Mork were dead. The man called the Red held his sword tightly even in death, even though the great greenskin had cleft him in twain at the waist, and it was lodged in the monster's eye socket. The greenskins were defeated, but much of Mongo Mork's inner circle had fled the planet with the death of their warboss. The Brothers of Death pushed them out of the Pulmn system for good during the Battle of the Bronchus Stars, but they did not fragment as expected. The heirs of Mongo Mork moved on, as did the Brothers of Death, but their paths were fated to cross again in the future and fragments of Mongo Mork's high command would remain a threat to the Imperium for centuries as they each sought to out-achieve each other and their predecessor.
Freebooters and Other Odd Orks
Kaptain Blackjawzz
A wealthy freeboota with as many boyz as he has teef, beginning his career hopping from one WAAAGH to the next, collecting Kroozers and Escorts in haphazard and chaotic formations. The prize of this fleet, picked from a particularly nasty battle with Imperial Navy, is the Nemesis Class Battleship Hyena's Maw, pillaged by Blakkjawz himself and taken as his flagship. Hangar bays modified into gun and torpedo emplacements, all boasting Orkish, Imperium, and Xenos tech, the newly named Teef a Gork is a force to be reckoned with in and of itself, to say nothing of the massive amount of orks within.
The interior of the vessel has undergone some renovation. The halls are widened enough so Mega Armored Nobs are able to walk side by side, and above them ramshackle pathways lined with cover and guns fit only for Snotlings and Gretchin offer a nasty surprise for would be boarders. One might also notice Ogryn among the orks, whom were picked form an undiscovered world by Blakkjawz himself. As loyal to him as their Imperial counterparts are to the Emperor, the "Pink Boyz" don green facepaint and massive, crude clubs. Few orks survive test their toughness against them, much to the entertainment of the others.
Blakkjawz himself is a sight to behold. A good measure bigger than most warbosses, his leg is totally cybernetic and has a built in weapon, as well as several replacements. Most notable of all though, is his Iron Gob. Painted black and straight, it boasts several torches that give Blakkjawz a hellish appearance.
Notable crew:
Bluddgob, painboss and sadistic. Enjoys drinking the blood of non-orks, and files his teef down to be razor sharp. Often experiments on his patients, scaled up from experiments he runs on grots and gretchin, and very unlucky humans.
Klawbakk, Big Mek, has done more than a few modifications on himself, as will as the Kaptain. Desires to build a gargant he can drop from orbit without killing everyone onboard.
Durzob, the biggest ogryn Blakkjawz could find. Exceedingly dumb and loyal, he keeps the other ogryn in line, typically via shattering their jaws. Lost his hand to a gretchin's jaws, never recovered it. Power Klaw was installed as a replacement, though phantom pains make him grumpy.
Xenos of the /tg/ Heresy | |
---|---|
Orks | Da Merc - Kaptain Blackjawzz - Khork WAAAGH! Mongo Mork - WAAAGH! Sarkus |
Eldar | Craftworld Eldar - Harakien Empire Webway Lords & Dark Eldar |
Compact of Free Galactic Interchange |
Ellonoi - Metabasil - Slaugth - Tau - Vespid |
Other Dangerous Aliens | Anatik - Cyfecti - Morkai - Strixoros - Yaotl |