Ork History and Kulture
Orks are a warlike, crude, and highly aggressive green-skinned alien race. Orks are the dominant subspecies of the Orkoids, which includes the smaller Gretchin and Snotlings. Although their society is entirely primitive and brutal, the Orkoid race is also the most successful species in the whole galaxy, spread throughout the galaxy and outnumbering possibly every other race. However, due to this aggressive and warlike nature, the massive race is split into hundreds of tiny empires, warring as much between themselves as against other races. In the purely theoretical event all the Orks were to unite, they would undoubtedly crush all opposition.
Ork Physiology
Orks are a symbiosis of both animal and fungus at the most basic level. The Orks animal side lives in complete harmony with its fungal side and each compliment the other and come together to form a tough and resilient creature. An example of this is found when comparing an Ork to a human. It appears that the fungus allows the Ork's body to negate the use of complex internal organs, the immune system and the reproductive anatomy. The fungus therefore allows the Ork to reduce the number of potentially fatal injuries possible, further improving their survivability. The Ork's animal side however suggests a primitive pack-based omnivorous growth pattern; the Orks relying on each other to hunt for food etc. in a pack. The most interesting feature however, is the lack of any sign for any evolution or evolutionary process. This indicates that the Orks may have been created, or grown, as a result of highly advanced biological engineering. If this is true, then it is likely that the Orks represent the ultimate fighters; strong, tough, durable and aggressive with the biology to back them up.
The most striking feature about the Orks is their green skin. Combined with their green blood, Magos Biologis have come to the conclusion that, rather than a complete reliance on the consumption of nutrients in the form of food, Orks have a primitive and basic ability to photosynthesise. This would give them a tremendous advantage over other races as they can reduce their supply lines to ammunition and fuel and all the other parts of war, but without the need to transport perishable goods. The blood of an Ork is also interesting, in that it contains countless distinct fungal organisms and has a chlorophyll high content, with trace elements of carbon and copper. This would account for the green colour of the blood and shows that photosynthesis is an important part of the Ork structure.
The Ork head is, like many xenos of the galaxy, similar in design to that of the human cranium, although it is of a different shape and colour. The teeth suggest an omnivorous or opportunistic diet, which links with their primitive pack-based organisation. The skull, like many other parts of the Ork body, is far thicker than that of a human, giving it toughness far exceeding humans' own. The tusks on the Ork face are unlikely to be related to food consumption (even though Orks photosynthesise, they also consume food, mainly Squigs) and are more for decoration or combat, more likely the latter. They have pointed ears like the Eldar, although they have a low density of nerve clusters, indicating a stripped down to bare essentials approach to the Ork creation. All of this gives Orks a simple, effective and durable body, allowing them to fight well but passing over quality of sensation. An Orks internal organs, noted earlier, are simple and effective, relying heavily on their fungal elements. They have a large multi-chambered stomach which feeds a crude renal system. This combined with a body-cavity filling 'fungal soup' (which has the effect of replacing the biochemical organs (liver, kidney, spleen, pancreas etc.) gives the Orks an intensely strong internal system, even though it is quite basic in design.
The bones of an Ork are thick, hard and durable, allowing them to sustain high velocity impacts without fracture or damage. The structure is similar to that of humans but the core of the bone contains a spongy fungal matter, replacing the simple human marrow. The Ork brain is quite large, similar in structure to that of a human or Eldar. There is, unusually, a complete lack of fungus or vegetable matter. The most developed part is that of the old brain, controlling more base functions which explain their natural aggression and pack hunting strategies. Finally, much of the Ork body is filled with a spongy mass, presumably to protect what little internal organs the Ork possesses. There are also several gills located around the Ork body, presumably for oxygen absorption. The structure and design of the Ork body provide a strong, tough and resilient system but also running at a low level of complexity. These combine to show that Orks are genetically engineered for combat. Their muscles are extremely strong and their squat bodies can stand immense punishment.
The most striking feature about the Orks is their green skin. Combined with their green blood, Magos Biologis have come to the conclusion that, rather than a complete reliance on the consumption of nutrients in the form of food, Orks have a primitive and basic ability to photosynthesise. This would give them a tremendous advantage over other races as they can reduce their supply lines to ammunition and fuel and all the other parts of war, but without the need to transport perishable goods. The blood of an Ork is also interesting, in that it contains countless distinct fungal organisms and has a chlorophyll high content, with trace elements of carbon and copper. This would account for the green colour of the blood and shows that photosynthesis is an important part of the Ork structure.
The Ork head is, like many xenos of the galaxy, similar in design to that of the human cranium, although it is of a different shape and colour. The teeth suggest an omnivorous or opportunistic diet, which links with their primitive pack-based organisation. The skull, like many other parts of the Ork body, is far thicker than that of a human, giving it toughness far exceeding humans' own. The tusks on the Ork face are unlikely to be related to food consumption (even though Orks photosynthesise, they also consume food, mainly Squigs) and are more for decoration or combat, more likely the latter. They have pointed ears like the Eldar, although they have a low density of nerve clusters, indicating a stripped down to bare essentials approach to the Ork creation. All of this gives Orks a simple, effective and durable body, allowing them to fight well but passing over quality of sensation. An Orks internal organs, noted earlier, are simple and effective, relying heavily on their fungal elements. They have a large multi-chambered stomach which feeds a crude renal system. This combined with a body-cavity filling 'fungal soup' (which has the effect of replacing the biochemical organs (liver, kidney, spleen, pancreas etc.) gives the Orks an intensely strong internal system, even though it is quite basic in design.
The bones of an Ork are thick, hard and durable, allowing them to sustain high velocity impacts without fracture or damage. The structure is similar to that of humans but the core of the bone contains a spongy fungal matter, replacing the simple human marrow. The Ork brain is quite large, similar in structure to that of a human or Eldar. There is, unusually, a complete lack of fungus or vegetable matter. The most developed part is that of the old brain, controlling more base functions which explain their natural aggression and pack hunting strategies. Finally, much of the Ork body is filled with a spongy mass, presumably to protect what little internal organs the Ork possesses. There are also several gills located around the Ork body, presumably for oxygen absorption. The structure and design of the Ork body provide a strong, tough and resilient system but also running at a low level of complexity. These combine to show that Orks are genetically engineered for combat. Their muscles are extremely strong and their squat bodies can stand immense punishment.
The WAAAGH!
Ork behaviour is dominated by the Waaagh!, a gestalt psychic field they generate that has affects on the Ork psyche, as it allows Orks to instinctively recognise who is 'bigga' and therefore who is in charge. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting. The Waaagh! helps give momentum (and the name) to the Orks' planet-crushing Waaagh!s. These Waaagh!s are a cross between a crusade and a pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warlord, who is bigger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight - any enemy. Ork Waaagh!s will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again.
The Adeptus Mechanicus has theorised that this gestalt psychic field also has a telekinetic affect, allowing Ork technology to work. This argument has been debunked, even by the Imperium itself. It is believed that the reason this argument came into existence is that the Imperium believes that a 'Machine Spirit' inhabits all technology, and that this machine spirit serves humanity. If this is the case, without a machine spirit Ork machines could not work, requiring some psychic effect to justify their often devastating effect. However, Genetor Lukas Anzion has noted that many Ork-built weapons will not function unless wielded by an Orkoid. It is thought that this is the reason red Ork vehicles go faster: simply because the Orks think they should!
The Adeptus Mechanicus has theorised that this gestalt psychic field also has a telekinetic affect, allowing Ork technology to work. This argument has been debunked, even by the Imperium itself. It is believed that the reason this argument came into existence is that the Imperium believes that a 'Machine Spirit' inhabits all technology, and that this machine spirit serves humanity. If this is the case, without a machine spirit Ork machines could not work, requiring some psychic effect to justify their often devastating effect. However, Genetor Lukas Anzion has noted that many Ork-built weapons will not function unless wielded by an Orkoid. It is thought that this is the reason red Ork vehicles go faster: simply because the Orks think they should!
Ork Society
Orks control a significant part of known space, but these territories are not a united or cohesive organisation - rather they are a collection of thousands of individual territories and empires. These independent factions are as likely to fight with each other as they are with any other species, although on occasion a particularlly powerful Warlord will initiate a phenomonon known as a Waaagh! - a mass unification of various tribes and warbands, fortunately these Waaagh!'s are not permanent alliances and will eventually disband either when they are defeated or when they run out of enemies to fight.The largest common Ork social unit is the Tribe, a horde usually comprised of numerous Warbands all under the command of a Warlord or Warboss. Even these groups cannot truly be classed as stable, as Ork tribes are constantly growing, conquering other tribes or being conquered themselves.
A Warband is a smaller social group, usually led by a Warboss, generally several such warbands together form a tribe under the leadership of the strongest Warboss. Warbands in turn are comprised of various mobz - groups of Orks bound together as social and fighting units, often grouped together by their preffered style of combat.
A Warband is a smaller social group, usually led by a Warboss, generally several such warbands together form a tribe under the leadership of the strongest Warboss. Warbands in turn are comprised of various mobz - groups of Orks bound together as social and fighting units, often grouped together by their preffered style of combat.
Ork Hierarachy
Ork society is dominated by the strongest individuals, with the largest and most capable Orks forming the ruling elite. The only exception to this rule are the Oddboyz - specialist orks who have an innate talent in a specific field (such as medicine or technology) whose unique skills make them indespensible to their tribe.1p10
Warboss
The Warboss is the leader of an Ork warband or tribe; he is always the biggest, strongest and most cunning Ork in any given grouping of such creatures, and gets the best armour, weapons, and equipment. A particularly powerful warboss is often known as a Warlord, though in practice they can take any title they choose.
Oddboyz
The Oddboyz are Orks who are born with specific information programmed into their DNA. They specialise in doing things that most other Orks can't. The notable types of Oddboy are -
Nobz
Nobz are the ruling class of the Ork race. Larger and more aggressive than other Orks they act a squad leaders or fight together in their own mobs. Nobz have access to the best equipment, weapons and armour and are often found fighting in groups with other similarly equipped Nobz. Thus there are often different types of Nob mob commonly found on the battlefield, these include:
Warboss
The Warboss is the leader of an Ork warband or tribe; he is always the biggest, strongest and most cunning Ork in any given grouping of such creatures, and gets the best armour, weapons, and equipment. A particularly powerful warboss is often known as a Warlord, though in practice they can take any title they choose.
Oddboyz
The Oddboyz are Orks who are born with specific information programmed into their DNA. They specialise in doing things that most other Orks can't. The notable types of Oddboy are -
- Mekboyz - Ork mechanics and inventors (also known as 'Mekaniaks' or 'Meks')
- Painboyz - Ork surgeons and doctors (also known as 'Mad Doks' or 'Doks')
- Weirdboys - Highly psychic Orks
- Runtherds - Slave-masters and breeders of Gretchin as snotlings (also known as 'Slavers')
Nobz
Nobz are the ruling class of the Ork race. Larger and more aggressive than other Orks they act a squad leaders or fight together in their own mobs. Nobz have access to the best equipment, weapons and armour and are often found fighting in groups with other similarly equipped Nobz. Thus there are often different types of Nob mob commonly found on the battlefield, these include:
- Mega Nobz - Nobz wearing Mega Armour
- Flash Gitz - Nobz equipped with the mosr exotic and expensive ranged weapons
- Cyborks - Nobz who, either by choice or due to injury, have been extensively surgically altered by a Painboy
- Nob Bikerz - Nobz who ride into battle on Warbikes
- 'Ard Boyz - Ardboyz are heavily armoured Ork Boyz who wear 'Eavy Armour. In the Ork hierarchy, 'Ard Boyz tend to hold a position just below Nobz
- Kommandoz - considered to be the epitomy of Ork cunning, they work as units behind enemy lines in order to create havoc and confusion
- Burna Boyz - a type of Ork Boyz with a preference for fiery weapons, normally led by a Mekboy rather than a Nob
- Tankbustas - a specialist Ork unit designed to take out enemy vehicles
- Lootaz - Orks equipped with the heaviest weapons that they can find
- Stormboyz - Orks equipped with Jump Packs, they are often young Orks with an uncharacteristic disciplined streak
- Biker Boyz - speed-loving Orks riding Warbikes
- Boyz - the "standard" Orks, usually divided into mobs equipped for either ranged or close quarter combat
The Clans
Ork Clans are cultural groupings of Orks rather than actual communities, each embodying a distinct Orkish philosophy. Clans exist outside the organization of tribes - where tribes are inconstant, breaking apart and reforming in war, Clans are constant and enduring. There are countless tribes and warbands throughout the galaxy, but only six significant Clans. Each has its own distinct character, culture, colours, markings, and ways of waging war. The Clan distinctions are possibly genetic, engineered into the Orks by the Brainboys of the distant past. A large tribe usually consists of Orks of different Clans. Orks tend to form tribes and warbands with others who follow the same clan, but different groups tend to be lumped together after suffering casualties during a Waaagh.
The different Clans are:
Bad Moons
Blood Axe
Deathskull
Evil Sunz
Goffs
Snakebites
Feral Orks
Speed Freaks
The different Clans are:
Bad Moons
Blood Axe
Deathskull
Evil Sunz
Goffs
Snakebites
Feral Orks
Speed Freaks
Ork Religion
Orks believe in two gods: Gork, the god of cunning brutality and Mork, the god of brutal cunning (the subtle difference being that Mork hits you when you aren't looking, Gork hits you so hard when you are). As such, sometimes Orks can't remember which is which and fight over it. They have no real priesthood, although the infamous mighty Goff Warlord Ghazghkull Mag Uruk Thraka claims to be receiving visions from them.
Ork Currency
Orks use their teeth, also know as 'teef', as currency. This is quite a natural solution to inflation and income support, as Orks regrow their "teef" in a similar manner to sharks, replacing them quite frequently. They degrade over time so it is impossible to hoard them. This keeps prices constant, ensures all Orks have access to money and allows constant values to be placed on commodities. A toof will buy a good squig pie and a tankard of fungus beer, while a bag of teef will buy a cheap Warbuggy. A big flash Battlewagon could cost a Warboss hundreds of teef.
Ork Technology
Ork "teknologee" appears ramshackle and slapped-together, but is as potent as any weaponry used by the Imperium. Ork technology is characterised by a constant stream of poorly thought-out experimentation and constantly trying to outdo the competition to build the biggest gun, the largest Gargant, or the fastest Warbuggy. Therefore Ork technology is not uniform, lending Ork Warbands a cobbled together and random appearance. Ork Mekboyz are specialists in the field of producing powerful Force Fields that can protect against damage, and at battlefield improvisation of repairs. They can salvage almost any burnt-out wreck, and many Ork vehicles have been reported destroyed dozens of times, only to be cobbled back together, given a fresh lick of paint (if even that), and sent back into the fray. The tough, resilient nature of Orks means they accept crude bionics enhancements, transplants, and other medical shenanigans being performed on them with ease.