Chapter 18 - The Orks ===================== 18.1 Introduction =-=-=-=-=-=-=-=-=- The Orks are the most savage and warlike race in the Galaxy. Orks live for war and are constantly striving to defeat their neighbours whether they are human, Eldar, or other Orks. They are a tough, brutal, and remarkably successful race, ranking among the most powerful warriors in the Galaxy. They control a significant part of Known Space, but this sprawling territory is neither united nor cohesive, being split amongst thousands of individual Warlords scattered all over the Galaxy, and all wanting to get one over on rival Warlords... Orks live on innumerable worlds. On some they dominate, others they live in a state of war. There are Ork realms, Ork empires and Ork hordes that roam through space aboard space hulks. Wherever humans have travelled in the Galaxy, there have been Orks. It is now tens of thousands of years since Mankind first encountered Orks, and from the outset there was conflict. It is unlikely this state of affairs will ever change. 18.2 Ork Origins =-=-=-=-=-=-=-=-= The records of the Imperium portray a long history of contact between man and Ork but reveal little detail of Orkish origins. What has become clear is that the Orks are the remnants of a once diverse race of green-skinned creatures whose colonies extended across the Galaxy. This ancient Ork race appears to have been divided among three castes: the slave caste called Gretchin, the warrior caste now called the Orks, and the ruling caste known to the Orks as the Brain Boyz. The Brain Boyz were the driving force behind the civilisation, developing new technology and directing the other castes. The Orks and Gretchin may well have been created deliberately by the Brain Boyz to perform specific restricted tasks, but it will probably never be known for certain. Whatever the truth of the matter, the Brain Boyz died out long ago, leaving the Orks to inherit the remains of their civilisation. If Ork legends are anything to go by, the Brain Boyz died out in a great plague that lasted for many centuries, causing them to dwindle and eventually die out altogether. Fortunately for the Orks (and unfortunately for the Imperium), the Brain Boyz evidently predicted what would happen and took steps to preserve what they could of their knowledge by engineering it into the very genetic structure of their slaves. It is a result of the Brain Boyz efforts that the Orks maintain such a relatively high level of technology today. 18.3 Ork Psychology and Physiology =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Were the Orks ever to unite it is doubtful anyone could survive against them for very long. As it is rival Warlords spend much of their time fighting amongst themselves. They all want to subdue their rivals and gather the clans together in a "Waaargh!", a sort of crusade where the Orks stop fighting each other and decide to stomp someone else instead. The urge to expand and conquer is a fundamental part of the Orks psychology, and has greatly contributed to their success as a race. A successful Warlord expands his territory by conquest and continues to do so until he is defeated. Eventually, inevitably, every Warlord over-reaches himself in this way - it is simply another part of the Ork nature. Orks rarely if ever think beyond the next battle. This lack of foresight and organisation has saved the Imperium from defeat many times, although the damage inflicted by rampaging Orks can be great. Most Ork incursions can be dealt with as a matter of routine, and local forces usually manage to contain the worst of the damage. However, this is not always the case and Earth itself has been threatened with destruction several times in the Imperiums history. Orks are a savage, brutal race who love war. They are the dominant element of a race of Orkoids that includes Orks and their smaller cousins, Gretchin and Snotlings. The Orks are in charge because they are the biggest, toughest, meanest and most warlike of their race. A typical Ork stands about the same height as a man, taller if he stood up straight. They have robust and muscular frames, with strong, long arms that end in clumsy fingers capable of a vice-like grip. Their skulls are thick with protruding brow-ridges shading their red eyes. The jaw is elongated, and lined with an impressive array of long canine fangs. Orks heads are naturally hairless, and they have to use special creatures called Squigs for hair or beards (as they like to do). Their hide is tough and green, and bears the scars of many a fight. The Ork mind is peculiarly specialised, devoted wholly to the pursuit of power and war. Orks are brave and tough, and their bodies have a natural resilience which allows them to survive traumatic injuries and the most primitive surgery. They feel very little pain and can keep fighting even if they lose a limb or sustain a major body wound. Their blood, which is green, carries a symbiotic algae through their veins, digesting and reconstituting damaged body tissue and even rebuilding major organs. This unusual physique is common to both Orks and their smaller cousins, Gretchin and Snotlings. In the case of Orks the ability to survive is more highly developed than among the smaller Orkoids. A Gretchins instincts will tend to carry him away from danger - usually as quickly as possible... It is noticable that the more an Ork fights, and the more Orks are around him, several effects result. He gets more aggressive, he gets taller and builds muscle mass. Conversely Orks in isolated areas of the Galaxy are measurably less aggressive than those who are constantly fighting. Their muscle to mass ratio is lower. They favour missile fire over hand to hand combat. For Orks, it is quite literally strength in numbers. It is just one effect of the strange psychic bond that permeates all of Orkdom. Average Ork Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 25 3 4 7 20 1 29 29 18 29 29 18 18.3.1 Gretchin ---------------- Gretchin are much like Orks, though not as brutal, strong or tough as their larger cousins. Though smaller, Gretchin are more clever and cunning. Orks are lazy and forgetful, and organisation is not their strong point. Only the preparation for war and the excitement of battle really bring out an Orks innate talents. Most of the day to day running of Ork society - finding and preparing food, taking messages, handling information, fetching and carrying things, virtually everything other than fighting - is done by the Gretchin. Gretchin are known as Grotz by their Ork cousins. Average Gretchin Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 25 25 3 3 5 20 1 29 18 29 18 18 18 18.3.2 Snotlings ----------------- Snotlings look like tiny, immature Gretchin. Their main role in Ork society is the cultivation of fungus, which is used for food, drink and medicine. Snotlings also look after the Squiggly beasts that are always found living with Orks. Snotlings are bred and raised by a class of Ork known as Runtherdz. Snotlings are barely more intelligent than dogs, and have a natural trust and enthusiasm which is almost puppy like. They are mostly unaggresive and frightened by loud noises. If unsettled they tend to huddle in packs as this makes them feel safer. Runtherdz (see below) sometimes bring Snotlings into battle, where the Snotlings in question are usually coaxed in to battle as a game, expecting a tasty Squig just behind the enemies line... Average Snotling Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 25 17 1 1 3 30 1 14 14 14 14 14 14 18.4 Ork Society =-=-=-=-=-=-=-=-= 18.4.1 Nobz and Warlords ------------------------- Nobz are Ork nobles. They are wealthy, battle-hardened veterans who have got to where they are by being bigger, tougher and meaner than everyone else. Nobz are arrogant in the extreme, inflicting punishment on the spot to anyone - Ork, Gretchin or Snotling - who speaks out of turn or annoys him. The punishment usually takes the form of a sharp whack on the head. Nobz can be found in positions of command or organised into their own select bands. They prefer the company of other Orks of equal status and Nobz units are usually very well armed and equipped because the Nobz can afford the best wargear. Good equipment is the sign of nobility and status among Orks, and ordinary Orks are usually not allowed to have wargear better than a Nobs. If a lesser Ork flaunts impressive wargear, one of the Nobz will inevitably "confiscate" it. The most powerful Nobz are given the title of Warboss or Warlord. A Nob can rise to such exalted status by showing genius in battle, as well as commanding respect and obedience. The finest trophy a Warlord can have is a Space Marine helmet. Orks judge the worth of a Warlord by the quanity and quality of the enemies he has overcome. To have on display the helmets of Humanities finest is the greatest possible testament of a Warlords prowess and right to leadership. Should a lesser Ork display such a prize, and a Nob not enjoy the same success, the Nob will often steal it, to prove his "worthiness"... At times a Warlords authority may be challenged by his rivals. As Orks get bigger and stronger, they add muscle. They also do this (subconsiously) when psyching themselves up to challenge their Warboss or Warlord. Thus an observant Warboss knows when rivals are about to challenge. Many Warbosses nip the possible usurper in the bud before the challenger gets too powerful. The outcome of power struggles is resolved through low cunning (assassination, etc.) or ritually by means of a pit fight. This is the favourite option, since it entertains the whole warband and establishes the victor as Warlord beyond dispute. The Warlord simply takes on any rival contenders in gladiatorial combat in a fighting pit. Rivals are thus dispatched by the Warlord or he is overthrown. Every Ork settlement has fighting pits for this purpose. They are also used to settle other disputes. One Ork may have a grudge against another, or perhaps someone stole his favourite Squig... Average Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 3 4 5 30 1 29 43 18 29 29 18 18.4.2 Freebooters ------------------- The Freebooters exist on the edge of Ork culture. They are small roving bands of pirates, bandits and mercenaries belonging to no Warlord or clan. Naturallythey are eager for adventure, combat and booty, and are quite happy to tag along with Ork warbands for whatever they can get. Most have long since abandoned any clan loyalties and adopted highly personalised insignia in place of their former clan symbols. Some prefer to remain anonymous, others want to forget, some want to start a new life, but most have simply forgotton who they were. The Freebooter band is now their home. As a result they roam the Galaxy in small, dilapidated spacecraft (with as many guns as possible) and hide out on isolated planets and large asteroids. The band is usually led by a hardened Boss or Kaptin. In any case, the leader risks being ousted from power if he fails to secure enough booty for his Boyz. Most Ork Freebooters can be readily identified by the sign of the Jolly Ork, an Ork skull and two crossed bones on a black or red background. It has a universally understood meaning: death to all, no quarter. 18.4.3 Teeth ------------- In Ork society, teeth are used as money and form the entire basis of the Orky economy. The teeth must be big, sharp, ivory like Ork fangs to have any value - human teeth won't do, neither will those of other races. The Orks have used teeth as money since time immemorial. It is a natural form of currency, considering that Orks shed and replace their teeth every few years. This means the number of teeth in circulation never diminishes enough to create a shortage, and that no individual Ork can be reduced to dire poverty for too long. The tooth economy does mean that those with the most teeth are the wealthiest Orks. Some big Orks, notably the Bad Moon clan grow more teeth than others, and all Orks grow better teeth than than Snotlings and Gretchin. Since the teeth of these smaller Orkoids have little value, the only way for a Gretchin to get wealthy is to work hard and acquire proper Ork teeth. 18.4.4 Squigs -------------- In addition to Orks, Gretchin and Snotlings, there are many other smaller creatures that share a similar metabolism, although they are for the most part completely lacking in intelligence. Wherever Orks are found, these creatures also appear, although where they come from is a mystery. Orks are constantly moving, and rarely live in the same place for long, but wherever they go these creatures seem to follow. The Orks call these creatures Squigs. Probably not even the Orks know where Squigs come from, but they are vital to the Orks in many ways. The larger Squigs are used for fur and food, or are kept as (rather fierce) pets, or even ridden to battle. The smaller Squigs have many specialist uses, but one of the strangest is the Hair Squig, a parasitic creature with tiny jaws and flowing hair-like gills. Orks fasten Hair Squigs to their skin, having no hair of their own. It seems likely that Squigs are another legacy of the Brain Boyz, and are a feature of a natural and mobile ecosystem that sustains the Ork race as it travels from world to world. 18.4.5 Oddboyz --------------- If Orks were nothing more than single-minded killing machines they would be dangerous enough, but they would be unable to sustain a significant level of technology. Gretchin, although obedient if beaten with sufficient regularity, are neither inventive nor intelligent enough to maintain the spaceships and advanced weaponry that Orks possess, and these highly technical demands are met by a group of Orks called Oddboyz. There are many types of Oddboy. The most common are Mekboyz (or Mekaniaks), Painboyz, Runtherdz and Wierdboyz. Others include Brewboyz, Diggerz, Sumboyz and Yellerz, all of which have their own specialised role in Orky society. Though it may seem strange to humans, these Oddboyz all possess an intuitive understanding of complex technical matters. For example, a Mekboy knows how to create engines and generators even though he has never been taught. If asked where his knowledge came from he might say it was just in his blood. If the Imperiums scientists are right, this may be literally true... It appears that bound up within an Orks genetic structure are artificial DNA strands that carry knowledge, quite possibly implanted by the Brain Boyz to allow them the Orks to survive without their masters. As an Ork matures any latent knowledge inherent in his genetic structure starts to make itself known, and he assumes a role in society to which he is best suited. Millenia ago, a probe was sent out from Earth, its mission to voyage to the end of the Galaxy. The scientists hoped it would someday return to its place of origin after circum-navigating the Galaxy. The probe still sends back faint signals after 14,000 years adrift, and hasn't yet begun its return voyage, if indeed it ever does. To the despair of the scientists who still monitor the probe, many of the signals it sends back can be identified as Orkish. The conclusion reached being that wherever they travel in space, theres a good chance the Orks will have got there first! This massive expansion across space would not have been possible were it not for the understanding of force field and teleporter technology held by the Ork Mekboyz. The probability that this knowledge was implanted into the Orks by the Brain Boyz is enhanced by the fact that Orky achievements in these areas are far more advanced than even the Imperium or the Eldar. 18.4.5.1 Runtherdz ------------------- Runtherdz train the Gretchin and Snotlings that are a vital part of Ork society. The Gretchin do much of the actual work, especially fetching and carrying, and they outnumber the Orks many times over. Gretchin are also important on the battlefield, though the Orks would be reluctant to admit this. Orks are not especially bright and far too impatient to operate artillery and other massive engines of war, so this task is usually left to specially trained teams of Gretchin. Runtherds come in as the trainers, and also watch the Gretchin as they work, helping them out if they get into trouble and putting them right if they go wrong. Gretchin are prone to become over excited and enthusiastic, which always leads to accidents in which the Runtherds are usually there to pull them out. Runtherdz also train Snotlings to cultivate fungi and tend Squigs. The Runtherdz manage to make a fairly good living by selling well trained servants and Gretchin workers to other Orks, often becoming quite wealthy out of it - in Ork terms anyway. Average Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 4 4 7 30 2 29 29 24 29 29 18 18.4.5.2 Painboyz ------------------ Painboyz are also known as Docs and their chief concerns are surgery and tooth pulling, the latter to pay their usually extortionate bills. When an Ork is really badly injured, if he has lost an arm or leg, for example, he may decide to risk engaging a Painboy to either graft on a new one or fit a mechanical substitute. Orks take very well to transplants, and noone asks where the donors come from. If he is lucky the injured Ork will get a new mechanical arm which is better than his own and which incorporates a useful weapon too. However, he can wake up from the operation as the proud new owner of Mek Blags Mk.1 Exploding Leg - especially annoying if it was his arm that actually needed attention... This is nothing to waking up from the anaestetic (funny name for a big mallet, eh?) to find yourself the victim of the Painboys latest barmy experiment. This is all part and parcel of the risks of surgery, and regarded as just one of those things. As all Painboyz are plainly bonkers and totally obsessed with experimenting on their patients, it is only to be expected that some customers are inevitably disappointed... Average Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 4 4 7 30 2 35 29 36 29 29 18 18.4.5.3 Mekboyz ----------------- Mekaniaks, or Mekboyz, are the creators and maintainers of the Orks sometimes bizarre technological creations. They are obsessed with squeezing more power or speed out of their engines and building bigger and better instruments of destruction. They often turn up in battle armed with their latest wonder invention, which will just as often blow up in his face as win the battle and "prove" him the best Mekboy of all. Mekboyz are especially common in the Evil Sunz clan (see below), whose love of speed and tinkering is entirely in keeping with the Mekboyz. Average Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 4 4 7 30 2 29 29 24 29 29 18 18.4.5.4 Madboyz ----------------- The Ork techno-gene allows Orks to inherit the knowledge of their forebears and maintain a high level of technology. Unfortunately, it doesn't always work out. Sometimes the genetic influence fails to mesh properly, and the poor Orks head is filled with ideas, distractions and contradictions. Ideas about the universe buzz about his head, curious bits of unconnected knowledge intrude upon his consciousness. These disturbed Orks are called Madboyz. Some Madboyz are just plain crazy, while others manage to create the odd invention which is pure genius at work. Other Orks have the utmost respect for Madboyz, whose crazed notions are seen as a sign of favour from the Ork gods Gork and Mork. Average Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 25 3 4 7 20 1 29 29 24 29 29 18 18.4.5.6 Wierdboyz ------------------- All Orks generate a certain amount of psychic energy, which could go a long way toward explaining their strong sense of common purpose and the uncanny way that tribes have of gathering when the time comes for a big war. It as if the Orks excitement and sense of anticipation were contagious. The ultimate expression of this is the Waaargh!, when tribes from many planets gather together under the command of the toughest Warboss of all, known as a Warlord. Wierdboyz are the most psychic of all the Orks. They absorb the psychic power of Orks near them, and the more Orks there are nearby, the higher the psychic charge. Unfortunately, the Wierdboy can't control this psychic buildup, and strange things start to happen. For a start the increase in psychic pressure causes the Wierdboy considerable pain - lights flash round his head, sparks fly from his eyes, etc. Unless the Wierdboy finds some way to release this pentup energy his head will explode. The Wierdboy learns how to control this energy in the form of a controlled blast or a wave of power which erupts from his mouth and is vomited out like a great blast of fire. This makes the Wierdboy feel much better but is a bit inconvenient for those around him... For this reason, when not in battle, Wierdboyz are forced to live away from other Orks, and when allowed near the main Orky area always escorted by a couple of guards, or Minderz. They are forced to wear gaudily patterned clothes and large belled hats so other Orks can avoid them. They also carry copper staffs which they use to discharge excess psychic energy into the ground. Wierdboyz don't really enjoy fighting much. They are led into battle flanked by their Minderz and holding onto their copper staff tightly. At the right time the copper staff is wrenched away and the Minderz withdraw out of range of the Wierdboy, letting the Wierdboy soak up the excitement of the Orks nearby and waiting for the psychic fireworks to begin... Some Wierdboyz who survive enough battles end up being saturated with Orky power and actually begin to enjoy the build-up of psychic energy in their heads and the rush of psychic adrenaline as they release a Warp blast at whoever is nearby. These mad Wierdboyz are called Warpheadz and are a real nightmare to the Warboss, who must keep them chained around a large copper pole to keep them away from the main Ork camp and drain away the worst of the Warpheads psychic buildup. The trouble is they are just too useful in battle just to boot out of the camp... Warpheadz appear to have some strange degree of influence on Madboyz, who take to following the Warphead around like some sort of fan club... Average Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 4 4 7 30 2 29 29 24 29 29 18 Wierdboyz have a psychic level of 2, and their Warp blasts inflict D10 Wounds on the recipient. Warpheadz have become more powerful with saturation of Warp energy and have a psychic level of 4. 18.4.6 The Kult of Speed ------------------------- Orks like to go fast. Speed fulfils some deep need in the Ork psyche, just like the thunder of guns, the clank of tracks and the din of battle. This being the case it is hardly surprising that bikes and buggies of all kinds are highly popular with the Orks. They may not be all that heavily armoured, but they are cheap, shooty, and go dead fast!! Orks will hoard for years to afford a really fast vehicle, and when he takes it to a Mekboy the first question usually is "Can yer make it go faster?". This usually necessitates a fresh coat of paint, for as all Orks know, "red wuns go fasta". Rivalries between Nobz and Warlords as to who has the fastest machine lead to reckless racing around the perimeter of the Ork settlements. Orks call this "da Kult of Speed". 18.4.7 Ork Clans ----------------- Ork Society is based around individual tribes ruled by Warbosses or Warlords. A tribe is roughly analogous to an army or the inhabitants of a planet, but because Orks don't always settle in one place for very long, tribes are more important than planets. Tribes are constantly growing and conquering other tribes, or else being conquered by them. The Orks thrive on this constant conflict: the strongest rise to the top while the weak become subversive and thereby benefit from the superior leadership of their conquerors. To Orks this state of affairs is perfectly satisfactory - if an Ork tribe is beaten by another, stronger tribe, it generally welcomes the opportunity to be led into battle by a Warlord of such power... Although Orks belong to tribes they also belong to clans. Tribes are constantly changing, but clans are constant and enduring. A tribe usually contains Orks from many different clans, and each clan has its own distinct character and identity. When tribes fight each other Orks from the same clan often find themselves fighting each other. An Orks loyalty belongs to his tribe, not his clan, though inter-clan rivalry is immense. The principal clans are the Bad Moons, Deathskulls, Snakebites, Goffs, Blood Axes and Evil Sunz. 18.4.7.1 Bad Moons ------------------- The symbol of the Bad Moons is a grimacing, yellow moon-face wrapped in a halo of black flames. Bad Moons are the richest of the all the Ork clans as their teeth grow faster than those of other Orks, meaning that they can afford all the best wargear. This is not regarded as a disadvantage, as other Orks can always bash a Bad Moon on the head and steal his teeth! The Bad Moons are what passes for a merchant class in Ork society, continually buying, selling, swapping and conning to get even more teeth. Bad Moons like to display their wealth with expensive technical and highly decorated wargear. They usually have the best wargear and wear the most gaudy clothes, preferring a yellow and black pattern derived from their symbol. They also love to spend their teeth on food, so that many Bad Moons are a bit stout around the belt. The Bad Moons clan has a lot of Wierdboyz, though noone is exactly sure of why this should be. Probably the same oddity in their genes that makes their teeth grow quickly also makes them more likely to develop psychic powers. Bad Moons Weirdboyz are even more ostentatious than the rest of the clan, and dress in a most flamboyant manner - even for a Bad Moon. 18.4.7.2 Deathskulls --------------------- The Deathskulls are renowned as plunderers of the battlefield. After a battle the Deathskulls descend upon the wreckage to salvage weapons, equipment, clothing and anything else they can find of value. They are also tremendously good at scrounging (some would say stealing) equipment from other Orks. All this has earned them a bad reputation as a bunch of looters, spivs and petty camp pilferers, and Orks from other clans normally keep a wary eye on any Deathskull Boyz that are hanging around. The clan is named after their horned-skull totem, and skulls and bones feature prominently among their personal adornments. The Deathskulls are notoriously superstitious and often paint their skin blue to bring them luck. They believe this habit earns them the attention of the Ork gods, and thus brings them better fortune in the field of plunder. The oddments the Deathskulls pick up on the battlefield or elsewhere are used to augment the Deathskull warriors already bizarre equipment. Deathskulls never seem to throw anything away, and end up festooned with weapons, bone amulets, strange items of clothing, and cherished bits of long dead enemies. Their Mekaniaks are highly skilled at welding and bolting together bits and pieces of weapons to produce the highly feared, if rather unreliable, "Kustom Kombi-weapons" with which many Deathskull Boyz are armed with. 18.4.7.3 Snakebites -------------------- Snakebites use technology reluctantly and always feel more comfortable with simple machinery and well established Orky ways and values. They preserve some practises that other Orks have long since abandoned, and shun certain aspects of recently developed technology. Probably the best example of this is their preference for riding into battle on the back of Warboars, rather than Orky warbikes and the like. Snakebites can be distinguished from other clans by their tattooed skin, furs and rather backward appearance. Their name comes from the strange initiation rites of the clan which involve the new Snakebite being bitten by poisonous snakes and then sucking out the venom straight away to prove his toughness. They are a nomadic clan who rarely settle in the same place for long, and always seem to be "lookin' for sumfink" or "wanderin' orf". They always carry a selection of snakes with them when they migrate to a new planet, just in case the local serpents should prove unsuitably inoffensive... 18.4.7.4 Blood Axes -------------------- The Blood Axes are not trusted by the other clans who consider them to be treacherous gits who will march off to war alongside other Orks only to run off when things get tough. Blood Axes will even trade and deal with humans, which is considered a sure sign of their lack of proper Orky spirit. In fact much of this reputation is quite unjustified and has come about because it was the Blood Axes who first encountered the armies of the Imperium, and it they who have had most contact with Imperial culture. This has led to the Blood Axes picking up a number of Imperial battle practises which are not used by the other clans, most notably the wearing of camouflaged wargear and the use of captured or traded Imperial vehicles driven by Blood Axe crews. Blood Axe Warlords tend to have a better understanding of grand strategy, and will even retreat if they are losing rather than fighting to the bitter end like the other clans. This has given them the reputation for being cowardly gits with the other Ork clans, who fail to notice the Blood Axes normally come back later, reinforced with more Boyz and better prepared than they were before! The Blood Axes also send out hand picked "Kommandos", specially selected for their ferocity, intelligence and initiative. They range ahead of an Ork army, scouting out positions and reporting back any important information that they find out. They also perform daring raids behind enemy lines, such as ambushing enemy convoys as they move up to the front line, or destroying enemy supply dumps and HQs. Average Blood Axe Kommando: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 3 4 7 30 1 29 29 18 29 29 18 18.4.7.5 Goffs --------------- The Goffs can be identified by their predominantly black wargear and the clan totem, which is a black bulls head. They have the reputation of being the biggest, ugliest, meanest and most ferocious of the Orks - which is saying something... Of all the Ork clans, the Goffs are the most inspired by the thrill and thunder of battle, and are specialists in hand-to-hand combat. They consider themselves superior to the cowardly Orks from other clans, who hang back to shoot when they could get into the thick of battle. Most Goffs carry brutal short ranged weapons so they can get stuck in as soon as possible. Black is the preferred colour of Goffs, other clans that wear brighter colours are mocked as "not propa' Orks", or just plain "weedy". The only decoration normally allowed is a check pattern of black and white or a contrasting border. Excessive deviation from the way of the clan is met with derision and the miscreant will certainly get clobbered by any Boss Ork that comes his way. 18.4.7.6 Evil Sunz ------------------- The Evil Sunz are irresistably attracted towards fast war bikes and loud noise. This is a common trait among Orks, bit especially pronounced in the Evil Sunz. They are constantly tinkering with the engines of their bikes and buggies, trying to get as much speed out of them as possible. Not surprisingly the Evil Sunz have many Mekianiaks, because Mekboyz are indispensible when it comes to keeping vehicles in running order. The totem of the clan is a blod red Ogryn face grinning out of a sunburst. Evil Sunz wear red clothes and often paint their machines red too, firmly believing in the old adage "red wunz go fasta". The Evil Sunz are especially noted for their "bikeboyz", who ride large and very noisy Ork warbikes. They dress in leathers marked with the Evil Sunz logo, bedecked with chains and belt harnesses. Their foreheads are often decorated with metal studs screwed directly into their thick skulls. 18.4.8 The Ork Gods -------------------- Orks and the Ork way are strong and powerful forces in the universe. Orks are a highly successful race. They seem able to survive, expand and prosper almost effortlessly in comparison to races such as Humanity. The Ork character, which is strong and virtually unvulnerable, has its echo in the Warp in the form of the mighty, belligerent and boisterous gods Orks call Gork and Mork. Gork and Mork are never defeated, they simply shrug off the blows of the other gods and laugh at them. Gork grins, bears his teeth, and lands a mighty blow on the head of his adversary with his gigantic club. Mork, master of cunning, waits until his foe isn't looking and then clobbers him with a low blow. An idea of the appearance of the Ork gods can be gained simply by looking at an Ork Gargant, which are constructed in the image of the Ork gods. The Mekboyz who build them try to create something that represents the essence of Orkiness in mechanical form. A Gargant is subsequently both the ultimate war machine and a religious idol. These great machines behave very much like Ork gods - they lumber about, leaving a trail of destruction in their wake. They go where they please, from planet to planet, never shunning a fight. 18.4.9 Ork Technology ---------------------- 18.4.9.1 Dreadnoughts ---------------------- An Ork Dreadnought is piloted by an Ork who has been surgically implanted into the machine by the combined efforts of a Painboy and Mekboy. Dreadnought pilots have to be interfaced (or "plugged in" as the Orks call it) to their suit. Only Painboyz have the necessary expertise to wire the pilot into his machine. Mekboyz lack the biological and surgical know how, but that hasn't stopped them trying. The Dreadnought and pilot need continual maintenance as wires tend to pull out in the stress of battle. The Ork wired into the Dreadnought wakes up to find himself with a huge new mechanical body. This can go to the Orks head and in battle they tend to march off to the enemy battle line bellowing loud metallic "Waaargh!" noises from their speakers... Fortunately Ork Dreadnoughts are equipped with a vast array of ranged and close combat weapons, so the pilot can work off some of his angst and (hopefully) settle down for the battle proper. Most Ork Dreadnoughts have four arms, though there is a smaller two armed version, but the fact that the four arm version is bigger and can carry more weapons makes it much more popular with Ork Warlords. Only the very brightest Orks can pilot a Dreadnought as they must be capable of operating all four arms at the same time. This is no easy task, but on the whole the pilots tend to manage well enough, and only occasionally get confused and fire off the wrong weapon at the wrong time. 18.4.9.2 Kustom and Kombi-Weapons ---------------------------------- Orks manufacture their own weapons, including their own versions of those used by the Imperium and Eldar. While Orks understand laser technology, they aren't nearly noisy enough for Orky tastes. Occasionally, a Mekboy will have an idea to bolt onto a normal weapon some upgrade giving it extra range, firepower or accuracy. The Mekaniak will usually be only too happy to sell the result, called a "kustom weapon", to interested Nobz who want an edge in battle. While kustom weapons are often buggy in some way, the potential advantage it could give in battle is usually considered well worth the risk! Often kustom weapons are made by quite literally bolting two or more normal weapons together, and these are called "kombi-weapons". 18.4.9.3 Field Artillery ------------------------- These are but examples of the wacky weapons the Mekboyz have come up with. Feel free to invent others of your own. You never know - it might actually work... 18.4.9.3.1 Traktor Kannon -------------------------- The Traktor Kannon projects a powerful burst of traktor beam energy that latches onto a target and pulls it towards the source of the beam with tremendous force. Even quite large vehicles are tugged helplessly forward, scattering formations and throwing the enemy into panic. Foot troops are thrown to the ground and dispersed like leaves in a gale. Solid structures are likely to be torn apart, and vehicles may be ripped open with a tremendous explosion. If the beam hits a target, roll 2D10. Subtract twice the targets M score (assuming this is indicative of its general size and how fast it could normally move) and the result is the distance, in yards, the target is dragged toward the Traktor Kannon. The target additionally takes D10 damage as it is crushed or torn apart by the gravitational effect of the beam. Short range is 72 yds, long range 144 yds. 18.4.9.3.2 Splatta Kannon -------------------------- The Splatta Kannon is an ingenious piece of artillery that fires a special Splatta shell, named after the irregular way that it travels over the battlefield. Functionally, it appears similar to the Squats' Thudd Gun and has a similar effect. It launches a series of linked rockets that randomly changes direction as each fires, creating carnage in its wake. Damage and effects are as for the Thudd Gun - See the Wargear chapter for details. 18.4.9.3.3 Pulsa Rokkit ------------------------ The Pulsa Rokkit is really a special force field generator that is hurled into the midst of the enemy ranks by means of a solid fuel rocket. The rocket is carried to the battlefield on its own little launcher, and is aimed and fired by its crew. The force field generator itself is of a special kind known as a Pulsa - a strange whirling machine that detaches from its parent rocket and glides to earth by means of a parachute or anti-gravity motor (if the Mekboy can dismantle a captured Imperial or Eldar vehicle to get one). When it lands, the Pulsa sends out powerful bursts of energy, like the ripples a stone makes when thrown into a pond. As they spread outwards, the ripples of energy become weaker and weaker. The enemy is thrown into disarray as any troops and vehicles that get in the way are knocked over or spun around. The Pulsa Rokkit may only be fired once. It has a short range of 24 yds and a long range of 72 yds. Once the Pulsa lands the energy pulse extends out a radius of 16 yds. Foot troopers hit are knocked over, take 2D3 damage, and must a Dex roll to pick themselves up. Support weapons take 2D6 damage and are spun to face a random direction. Dreadnoughts and walker vehicles take 2D10 damage and must spend at least 2 rounds getting up from the ground. Other (small) vehicles with ground contact each take 2D4 damage. Any terrain features (walls, trees, buildings, etc.) hit take D10 damage. Falling structures, etc. may cause any characters standing on them take falling damage, and/or damage from falling masonry if inside said structure. 18.4.9.3.4 Smasha Gun ---------------------- The Smasha Gun is an Ork invention that utilises traktor beam technology. The Smasha Gun is fired at a target and if it hits latches a strong, narrow beam of traktor energy onto its victim. The gun begins to swing upwards, and the target is lifted high into the air. Once the victim is in the ideal position the beam is shut off, causing the victim to hurtle back down, where hopefully he will land on his mates and cause quite a mess... The Smasha Gun has a minimum range of 48 yds, a short range of 72 yds and a long range of 120 yds. The target is lifted an appropriate height into the air (GM decision how high) and sustains standard Falling damage. Anyone or anything underneath may sustain damage also - again a GM appropriate to the height the target fell from and the object/s (or people) he falls on. 18.4.9.3.5 Shokk Attack Gun ---------------------------- The Shokk Attack Gun must be one of the most bizarre weapons the Mekboyz have ever invented. It projects a force field tunnel through a small portion of the Warp: the entrance to this tunnel opens up in front of the gun and the exit point is created wherever the operator directs his aim. Both the entrance and exit points look like small spinning holes in the air. The two holes are connected by a tunnel through Warpspace, and it is possible for living creatures to travel down the tunnel from the entrance hole and leave it at the exit point. Unfortunately it is not unknown for the tunnel to collapse resulting in an unpleasant death for those inside at the time. Even if the field does maintain its integrity the journey through the tunnel is extremely frightening, for the travellers are surrounded on all sides by the horrific daemonic creatures that live in the Warp. Orks are not exactly afraid of daemonic creatures (at least they wouldn't admit it), but find them disgusting, repellent and definitely un-Orky in the nastiest possible way. No Ork in his right mind would go into a Shokk Attack Gun tunnel, and even Madboyz instinctively avoid them. Gretchin, being more intelligent than their larger kin, are even less likely to entertain the notion. Snotlings, on the other hand, can be trained to go into it with the promise of a tasty Squig at the other end of the tunnel... The Snotlings that come out of the other end of the tunnel are so frenzied with terror that they shoot out like a pack of frightened wild cats, scratching, biting, and clawing for all they're worth at whatever happens to be nearby the exit point. The target is attacked by a pack of D10 frenzied Snotlings, with the damage worked out as appropriate to that fact by the GM (work out each attack individually - play the Snotlings!). By a strange (and extremely fortuitous) condensing effect the Snotlings will materialise within vehicles, support weapons, buildings, Dreadnoughts, Terminator suits, rather than around them, causing the maximum surprise to those affected. In the case of other targets the Snotlings just drop of the sky clawing and biting for all they're worth... The Shokk Attack Gun has no maximum range, but the target must be visible to the Shokk Attack Guns operator and lie within the 90 degree front fire arc of the weapon. In the event of the Shokk Attack Gun hitting no actual targets, the terrified Snotlings will go on a frenzied rampage, or huddle up in a compact gibbering mass to recover from their ordeal, at the GMs whim. 18.4.9.4 Orky Armour --------------------- Orks use a variety of armour, especially members of the Deathskull clan, who will use armour scavenged from any race. The most common types of armour worn by Orks is Flak armour, sometimes made by the Orks, sometimes taken from other races. The protection it provides is as specified in the Wargear chapter. Secondly, Orks use a type called 'Eavy Armour, made of thick armour plates (some of them rivetted to the Orks body) and often, but not always, powered in some way by an assortment of cogs, wheels and drive belts supplying extra power from the suits backpack engine to its limbs. 'Eavy Armour provides similar protection to that given by Power Armour - see the Wargear chapter. Mega-Armour is the very pinnacle of the Megboy Armourers craft, being large, noisy, and dead 'ard! The armour even includes built-in weapons and special targeters to help increase the users shootiness! Because it is so large, Ork Mega-Armour is able to incorporate a number of special 'extras' that couldn't be fitted into a smaller suit. These include built-in weapons such as Power Claws and Bolters, as well as targeters for any weapons that are fitted. Most important of all, a suit of Mega-Armour includes its own internal Medi-Squig pack. This ingenious device is the result of the combined efforts of the Mekboy who built the suit and a Painboy. A number of special Medi-Squigs are housed in the suit and provide instant attention if the wearer of the suit is injured. This often means the wearer is able to keep on fighting after injuries that would have killed even a normal Ork. Treat Mega-Armour as similar to 'Eavy Armour, but providing an extra 2 APs of protection (representing the Medi-Squigs healing a certain amount of damage from each hit) and making it such that all ranged weapons fired by the wearer count as having a targeter. 18.4.10 Reproduction --------------------- Orks do not reproduce in the human manner (nuff' said on that - children might be reading this!). Instead, they unconsciously spread fungal spores whereever they go. Orks, it must be understood, do not have just the normal DNA strand that defines what they are, but also a parallel strand of algal-like genetic material that contains all the information coding Orks, Gretchin, Snotlings, Squigs and the rest of the Orky races. The spores that every Ork spreads unconsciously contain this algal-like material. If it lands in sufficiently dark and wet conditions and other conditions are right (see below), then the fungal spore takes root. The sign above the surface that anything is happening is a small patch of mushroom like fungi. Below the surface a new member of the Orkoid race is developing. Orks take longest to develop, Gretchin, Snotlings and Squigs proportionally less time. When the new Orkoid is fully developed and emerges out of the ground, it is fully matured physically and will be fully matured mentally within hours. As mentioned, the fungal spores not only need sufficiently dark conditions to take root, but also other conditions. Spores will not take root if within a certain range of an large Ork community - there is some sort of psychic stimulus generated that stops the spore developing and promotes even development of Ork settlements across the planet. Also, for a spore to take root, it must land in close proximity to other spores. A lone spore will not develop. If however, a number of spores land in proximity or near other developing spores, a thriving Orky community can develop as a result within a very short time (perhaps a year). Those spores that develop into Squigs emerge first as a food supply for the Orkoids yet to come. Then develop the Snotlings and Gretchin, who prepare the area. Finally the Orks emerge, who immediately take charge of the situation. These Orks and Gretchin in turn produce spores which develop into more Orkoids, and so on until a sizeable community is formed (at which point the groups psychic presence stops any further spores developing). In this way a sizeable Ork community can be formed in a very short time. Of Imperial concern is that spores could find their way into spacecraft leaving Ork infested worlds. These spores can thus spread to other systems - the many spacecraft entering and leaving Terra and Mars, or any other large Imperial port, could therefore be carrying with them a potential Orky infestation. Before Imperial scientists discovered the Orky manner of reproduction they were puzzled how Orks found their way into such places as the dark lower levels of Hive Worlds such as Necromunda. It is of little surprise that spores find these dark recesses with little Ork contact good places to root. These spores probably found their way into Hives aboard incoming spacecraft, then slowly drifted their way from the brightly lit spires of the Hive to the dark Hive bottom. 18.4.11 Waaargh! ----------------- Orks are evolved primarily for fighting, and this sometimes leads to rivalry and even outright war between the different tribes. Although this gives the impression that Orks are disorganised and rebellious, they are actually capable of a high level of cooperation. The Techno-magi of the Adeptus Mechanicus and the Librarians of certain chapters of Space Marines have identified low levels of background psychic energy in the minds of Orks and Gretchin, and this seems to act like a hormonal stimulus, establishing territories and establishing who is who in the hierarchy of Orkdom. As a particular Ork Warlord grows in power, other Orks are attracted to his armies, and clamour to assume subordinate positions under his command. This means that Ork armies can assemble very quickly, growing into massive hordes, appearing out of nowhere and attacking unsuspecting planets. This process is controlled in some way by the Ork psyche. When massive Ork armies embark upon wars of conquest, this psychic stimulus gives rise to what the Orks call a "Waaargh!". The Waaargh takes hold in the mind of every Ork and Gretchin, driving them towards fresh conquests upon a wave of bloodthirsty euphoria. A Waaargh will last until the Orks are defeated, or until they run out of enemies, after which the armies will dissipate and the various Ork factions divide once more into mutually antagonistic tribes...