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Info: Biography, Pictures, Discography of all CDs & DVDs |
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| The Orks are a race from the fictional Warhammer 40,000 universe.They are seen by their enemies (everyone else, and sometimes each other) as savage, warlike and crude, but they are the most numerous species in the whole galaxy, outnumbering every other race.However, the power of the Ork race as a whole is limited since they are split into hundreds of tiny empires, often warring between themselves.The History of Orks
2 Later Versions
3 Physiology
3.The History of Orks
Orks first appeared in the Rogue Trader rulebook and the Space Orks boxed set, containing eighteen metal models.Additional rules, cultural details, and painting guidelines were given in the later expansions Waagh Da Orks and 'Ere We Go!.This theme recurs in recent editions, the Orks having been created by the Old Ones as a race of bio weapons to fight the Necrons in the war that shattered the galactic civilization which existed prior to the rise of the Eldar.Orks are genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by Mekboyz who have genetic dispositions to do well at special tasks.Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery in the genetic strands of Orks; thus Mekboyz require very little (if any) training in their function, since they understand mechanical principles at an instinctive level.Specializations include Mad Doks, the ork equivalent of medics and doctors, who stitch up Orks wounded in battle, but also like to conduct unnecessary and gruesome medical experiments on their patients (such as replacing limbs with mechanical contraptions and transplanting heads); those who tend more towards these cybernetic experiments become Painboyz.Choppa (axe) armed Boyz.Orks were dropped, though their culture remained much the same.For example, 'Ere we Go contains several pages of rules for mobs (ie, squads) of Madboyz, Orks whom even other Orks consider maladjusted.It should be noted that an average Ork would be considered dangerously aggressive to the point of insanity in a human society).The Madboyz change their behaviour unpredictably according to dice rolls whenever conditions change, for example, when an enemy unit charges into combat with them.Skitzo' and 'Manik', then another roll is made to see how this overall insanity manifests.However, in the Feral Orks PDF, there are new rules for Madboyz.The main background change lies in their method of reproduction.According to Waagh da Orks, Orks are born to feral enclaves as Wildboyz.If they survive the ensuing ten or twenty years of warfare, they become overwhelmed with the urge to go off 'lookin' fer sumfink' and wander back to their enclaves to breed, developing sexual characteristics on the way.In newer editions, however, adult Orks are constantly giving off spores which lie in the ground, often for years, waiting to develop into Orks or Gretchin.Thus a world invaded by Orks will be troubled by them for hundreds of years to come, even if the original assault is beaten off.The problem is in one way solved by the Orks themselves, however; they fight each other as often as they fight other races, and if they run out of other species to kill, they simply start waging war upon themselves.The origins of the Orks have also been changed with the arrival of the 3rd edition of Codex: Necrons.In another part of the codex, there is some text in which the C'tan called the Deceiver expresses surprise that humanity and the Krork have spread everywhere.Since humanity and the orks are the most numerous races in the Warhammer 40,000 universe, the connection is obvious (as is the name similarity).The book Xenology also implies that the Orks were created by an ancient race.Ork weaponry is built by the Mekboyz or Mekanikz, as well as being captured from enemies or delivered as tribute.Weapons are often based on teleporter and force field technology, which the robust Ork physiology can use more easily than humans.Ere we Go, for instance, is the Snotling Teleport Gun (also known as the Shokk Attack Gun).Snotlings are a tiny, Orkoid race even smaller than Gretchin and less bright than Orks, thus they are not usually of much use in combat.The horrors the Snotlings experience drive them mad, and they emerge inside enemy power armor or vehicles as a biting, scratching mass.This is often necessary, since the effectiveness of an individual Ork at anything but the shortest range is small, and the Ork commander must be prepared to absorb considerable casualties in his effort to close in for a choppa work.Some have accused the designers of regarding the Orks more as comic relief than as a serious army, and being more concerned with the flavour than the effect of weapons designed for them.Orks are genetically engineered for combat, and quite efficiently so.Orks are quite capable of having limbs (or even heads) freely chopped and swapped onto a different body, and surviving the experience to fight again.In earlier editions, Squigs were said to be a form of Tyranid with Ork genes.The Ork and the Squig both open their mouths and bite, in a parody of a kiss.If the Ork eats the Squig, he wins.Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses.Squig" which the Orks do not eat, but wear on their heads as a form of decoration.Orks grow all through their lives; the effect is particularly notable in successful Orks.As the Ork survives combats and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: He puts on muscle, becomes more aggressive and assertive, and generally throws his weight around.If he wins the ensuing challenges to single combat, he may become a Nob (Short for "noble," but pronounced "knob"), a leader of Orks, noticeably larger, tougher and a darker green than the average.Once he begins to grow, an Ork will generally keep getting bigger, stronger and greener until he is beaten by a bigger or more cunning Ork.Warbosses and Warlords, the rulers of continents and empires, are very large Orks indeed, often standing three meters tall or higher.Assuming they aren't killed in combat, a buggy accident or by a rival, an ork will live indefinitely.As such, Orks seem to live longer the more powerful they are, with Ghazghkull possibly being a hundred years old.It seems ork warbosses live a similarly long time unless a rival or enemy does them in first.The process causing this is unknown, but most likely another legacy of the old ones genetic manipulation, designed to create a more permanent leadership base for the Orks.Ork behavior is dominated by the Waaagh!Ork psyche, as it allows Orks to instinctively recognise who is 'bigga' and therefore in charge.Therefore Orks have no psychic prescence in the Warp and cannot be corrupted by the Chaos Gods.All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting.Millions of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss, who is larger and more intelligent than the Orks around him.Ork Waaaghs 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 most famous is Charadon, which has been ruled for centuries by successive emperors called 'Arch Arsonist,' although the Octarius empire is run by the Overfiend.Games Workshop Games Developer.Biology
Orks consist of two symbiotic organisms: one comparable to a terrestrial animal and the other to an alga or fungus living in the first's bloodstream.The animal cells carry the genetic information of only the individual's subspecies, but the alga has genetic information for all the varieties of Orkoid, as well as the different Oddboyz.If an Ork loses an arm, and has it stiched back on, the wound will be healed enough to go smash some heads within a day.Ork biology lends itself well to combat; they are extraordinarily strong and tough and are naturally good fighters, always looking for a scrap.Origin
Orks draw their heritage and unique biology from genetic modification by a now extinct master race, referred to in Ork legends as "Brain Boyz".In the first edition of the game, Brain Boyz were the ancestors to the Snotlings.Brain Boyz soared to intelligence upon eating a particular species of mushroom and spread across the galaxy with the help of their less intelligent Ork slaves, but whose empire fell apart when the Orks consumed all traces of the mushroom which only grew on their home planet.Before the Brain Boyz regressed into the permanently juvenile Snotlings, they genetically engineered the Orks' DNA to include a 'techno gene'.This gene developed in Orks as they grew, influencing their minds and releasing encoded knowledge; in a similar way that a human baby will reflexively hold its breath under water or a horse can walk half an hour after being born, an Ork's techno gene gave it information on how to fight, operate weapons, and speak his language.Ork specialists, such as Mekboyz and Painboyz, are the mechanics and surgeons of Ork society, and receive their knowledge through these techno genes.It seems this was a deliberate measure to ensure that the Orkoid race would survive in a hostile universe.After the release of Gorkamorka and the revision to the Ork reproductive system presented therein, the Orks' heritage was revised to match the prominent role of the Old Ones in the game background of later 40k releases.Krork, created as a survivor race by the Old Ones in their wars against the Necrontyr.Reproduction
In previous editions of 40k, Orks reproduced when they got old; wandering into the wilderness to die, with new Orks budding off the corpse.In 'Gorkamorka', this was retconned again into the current version, which follows:
"Orks have not only survived, they have prospered and are more numerous than humanity.This is the entire basis of the Orkoid ecosystem, producing first Squigs, then Snotlings who cultivate the Squigs and fungus, then Gretchin to build the settlements, and finally the Orks themselves.This means the Orks, where ever they go, will have an abundance of food, slaves and other resources, a moving ecosystem that supports them as they go on their Waaaghs!"This also makes it extremely difficult to rid a planet of Orks, even if the initial invasion is defeated.Without a nearby population of Orks, the fungus will eventually start the Ork life cycle anew.Decades after weathering an Ork Waaagh!Ork tribes coming out of the wilderness.Orkoid Subspecies
Gretchin are the Orks' slaves.Gretchin are used to clear minefields, distract the enemy in combat, assist Oddboyz, are often used as meat shields and act as a living carpet for larger Orks to cross difficult ground.In fact, it has been joked by some hobbyists that if Gretchin do anything correctly, they will either be injured, or die.In Gorkamorka, it was revealed that snotlings are actually young gretchin."Orky", subsequently taking the little creatures home.Squigs then spread throughout Ork space.Squigs are now exclusively orky, with ripper swarms replacing them in the Tyranid list.Oddboyz
Although a standard Ork's genetically encoded knowledge allows him to survive at a basic level, keep his weapons in working order and fight in battle, there is always a need for specialists who can do things most can't.Some Orks possess knowledge of very specific and often extremely complicated things far beyond a regular Orks mental capacity.These Orks are known as Oddboyz.These inate talents are believed to have been purposely written into the genetic code of the Orks by the Brain boyz to ensure that the race could not only survive without their masters but also flourish and expand across the galaxy.Although there are probably countless different Oddboyz to fill all the necessary roles in Ork society only a mere handful are fully recognised and respected by Orks, probably due to their crucial roles in Ork warfare as well as lifestyle.Mad Doks (also known as 'Painboyz') are responsible for fixing injuries that even the Ork physiology can't repair, such as severed limbs and brain damage.An Ork will only go to the Dok when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures (such as the greatly feared squig brain transplant) on patients while they are under anesthesia (known as "concussion" to other races).Doks are responsible for attaching bioniks, although sometimes they aren't paying attention and replace the wrong part of the patient's body.Doks are known as 'painbosses' and are known to be accompanied by cybork bodyguards.Yellerz are Orks which have been naturally gifted with an incredibly loud voice.These Orks' usefulness is nowhere near as important as the majority of the other Oddboyz and they do not make an appearance in the 40K game.They do however appear in the specialist game Epic where they sit on top of Ork titans, known as Gargants.These are huge lumbering constructions built in the image of the Ork gods by Mekboyz.Using an amplifier to further increase their voices' volume, they shout communications to other Orks and Gargants and in return they themselves receive communications and orders from other Yellerz.Off the battlefield Yellerz also act as priests in Ork society, preaching to their brethren with their supernatural voices.Mekboyz (also known as 'Mekaniks' or just 'Meks') are Ork engineers, who build all the gunz, vehicles, and other machines used by Orks.Their main cause of death would be officially listed as 'eksperiment (sic) gone wrong' if Orks bothered with all that sort of thing.In the current edition of Codex: Orks, Mekboyz can lead mobs of "Burna Boyz" as well as repair vehicles using the wargear option "Mekboy's tools."Using the rules listed in Codex: Armageddon, Big Meks can also be used to lead an Ork Speed Freeks army.Their main use in battle is to provide 'doping' to increase the ferocity of the various beasts that feral Orks take to war, as well as some of the Orks themselves.Slavers (also known as 'runtherdz') are the Orks who have the patience to take care of gretchin, squigs and any other slaves or creatures the Orks may have captured.Wyrdboyz (also spelled Weirdboyz) are Ork psykers.One major difference between them and the psykers of other races is that wyrdboyz draw on the power of the Waaagh!Ork wyrdboyz: if they soak up too much of this power, their heads explode, much like a catastrophic mistake for a Warhammer Fantasy greenskin shaman, causing a powerful psychic backlash that can cause other Orks' heads to explode as well.Some wyrdboyz actually become addicted to battle as most other Orks and seek out battles; these exceptionally dangerous individuals are known as Warpheads.Wyrdboys have made a comeback in the revised 4th edition Ork codex.Judging by Gimzod's role, Smartboyz seems to be the name for normal fighter type Orks who are oddly intelligent, and who often find themselves used to help bigger Bosses on their missions in several things that the Boss might forget, like reminding them of their actual mission.It is unclear where exactly a Smartboy stands in the Ork hierarchy.Orky ('ez too tellagit!Minderz (Bodyguards for Weirdboyz), Flyboyz (Pilots of aircraft and some spacecraft), Diggerz (Miners and tunnelers), and Brewboyz (alcohol manufacturers), all of which having an important role in ork society (although usually not on the battlefield).There are also many more oddboyz whose role in Ork society is either barely noticed or are of no use in most battles, and are therefore never given much attention.Their talents however are essential to Orks all the same and some dedicated players have been known to invent them to add more character to their Ork armies and Ork background in general.In the 1st edition of Warhammer 40,000 an Ork Navigator made an appearance.Society
Orks gather into various levels of organization.Imperial Guard company (although with a greater variation in size), led by a warboss.The largest organizational unit is the tribe, a group of numerous warbands all under the command of a warboss.Language
The Orks speak the same language that most humans do, although due to possessing tusks they can't pronounce words in the same way.For example, they seem unable to voice some letters, such as the letter "h", or "er".Their speech seems largely based on a Cockney or Estuary English accent, although it is important to note that English is only used to represent the Imperial language so we can understand it; humans actually speak Low Gothic and High Gothic which are descended from today's languages but almost certainly unintelligible to us.While this has not been carried into the 3rd edition codex, your average ork warband will still be covered in these glyphs, often painted in clan colours.In addition, they do not pluralise in the same fashion as the Imperium, preferring the harsh buzzing of 'z' to the soft hissing of 's.So, the term for multiple Orks armed with sluggas and choppas is Slugga Boyz, and so on for Mekboyz, Grotz, Mad Dokz, etc.When (and if) an ork spells something in glyphic, it should be done "Fohnetikalee"(phonetically).There is a different mythology sometimes portrayed in which Gork and Mork are the gods of Defense and Attack.Orks can't agree which god plays which role, and debates about this topic often erupt into fighting (Although generally Gork is considered the more brutal by players, and Mork the more cunning, possibly due to their roles in gorkamorka, in which a gork was better at fighting, and a mork better at driving).Also, there has been some mention of Yellerz (the ork version of a priest) although they are not seen ingame.In earlier versions a third god, Bork, appeared, but has since been dropped.Orks generally tend to distinguish between Gork and Mork as one being mean, and the other being meaner.Some divisions lie in determining who is meaner; another factor preventing Orks from being united.It is doubtful if the distinction between Gork and Mork means anything in Ork culture, as long as it allows them to bash something.Perhaps Gork and Mork are actually one god.In the specialist game Gorkamorka the surviving Orks of a space hulk crash on a desert planet desperately try to rebuild a spacecraft from the ruins of their previous one so that they may leave the planet and rejoin the Waaagh!There are many theories about how this new spacecraft would do this, including the notion that it is really an enormous teleportation device which will transport all the Orks on to a passing spacehulk or friendly Ork craft.Another theory is that the monstrosity will simply take off into space with all the Orks aboard.However as the new space craft grew in size it began to gain a similarity to one of the Ork gods just as Ork Gargants do.This of course immediately led to a violent debate erupting between all the Orks present as to which god it looks like.Those that believe it looked more like Gork called themselves Gorkas and those who thought it to be Mork called themselves Morkas and the society was split in two.The rivalry between the two sides became the biggest obstacle to the Orks ever leaving the planet because as soon as they stopped concentrating on finding a way off the planet and started fighting each other, construction on the new space craft slowed to a practical halt and the battle between the two sides practically destroyed it.The Meks then decided to call the figure Gorkamorka to stop any future fighting and allowed any Ork to believe it was either Gork or Mork.Perhaps this character flaw was purposely built into Ork personality by their ancient creators in order to prevent them from ever growing too powerful.Kurrency
Orks use their teeth ("teef") as currency.This is quite a natural solution to inflation and income support, as orks go through teeth in a similar manner to sharks, replacing them quite frequently, and 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.The way that they "make" their money has also been joked about many times.It is stated that if one Ork wishes to rob another Ork the former only has to hold down the latter and beat his face until all the teeth have fallen out.Da klanz
Ork klanz are not communities but rather philosophical delineations of the different varieties of Ork.Each has its own colours, markings, and ways of waging war.Orks tend to form warbands with others who follow the same clan, but different groups tend to be lumped together after suffering casualties during a Waaagh!.Bad Moonz
The Bad Moonz are the richest Orks around, because their teeth grow faster than anyone else's (this shows that, at least in one case, the clan affiliation has a physical effect).The other Clanz don't mind this, because they figure that if they want more money, they can always knock a Bad Moon Ork over the head and take his teeth.Blood Axez
The Blood Axez were the first Ork clan to encounter the forces of the Imperium, and as a result, of all Ork clans, they have the best understanding of human culture.They have picked up many human tactics, such as using camouflage (although it may seem a bit too brightly coloured to a human's eye) and retreating when they're losing ("it don't count as losing, cuz we can also come back for anuvver go, see?"They trade with humans for equipment and vehicles, and have even worked as mercenaries for the Imperium at times (such as the Battle at Big Toof River).Orky" so they are often abused or even targeted for destruction by other Orks.However, other Orks often fail to notice that when Blood Axes retreat, they usually go back 'fer anuvver go' properly reinforced, with more Boyz and bigger gunz.They are very effective ranged fighters, but are cut down in melee fighting.They are obessed with their Kustom Shootas,and they give the Orks Waaagh some much needed firepower and are able to mow down enemies at a distance while the other boyz charge in.They spend so much time polishing and upgrading their Shootas that they are so over equipped that they have been ridiculed by the other Orks.Death Skulls
The Death Skulls (also known as Deff Skullz) are looters who grab whatever they can from corpses on the battlefield, although they aren't above taking things from other Orks who aren't watching.This has earned them the name of "Thieving gitz who take anyfing dat izn't nailed down" by the other Orks.They are superstitious even for Orks, and often paint themselves blue (which Orks feel is a lucky color) to protect themselves from harm.It is not uncommon to find looted vehicles in Death Skull armies, such as Chimeras and Rhinos.Deathskulls have a larger number of gretchin compared to other clanz, as the grots are used to scout around, helping their ork masters to look for gubbinz they can steal.In battles these gretchin will often be fielded right in front of the orks themselves, for obvious reasons.In Warhammer 40,000: Dawn of War: Winter Assault and Dark Crusade, Warboss Gorgutz 'Eadhunter is from this clan.His banner matches the Evil Sunz and his army colors also match.Goffs
The Goffs (think Goths) are the toughest and most brutal Orks, roughly equivalent to Warhammer Fantasy Black Orcs.They have a large proportion of veteran Skarboyz and also carry a lot of units called stormboyz, orks with crude 'rokkit packz'.Anyone deviating too much from the Clan colour scheme will at best be given a "right good kicking" or at worst be booted out of Da Clan or even killed by a passing Nob or Warboss as an example.Depending on how fundamental they are, they may remain as feral Orks even after their civilization can advance to the next stage.Snakebites' symbol is the venomous serpent (or in some cases a boar's head), and they always take some along so they can have initiation rituals where Orks endure being bitten.The Kult of Speed
Although most Orks prefer slaughter and explosions, some become addicted to driving very fast.These crazy individuals band together in 'Kults of Speed' (known as Speed Freeks to the Orks), complete with their own mobs and warbands, full of buggies, bikes, and trukks.Most vehicles are painted red as, according to Orky superstition, "Da red wunz go fasta!"They rely on meks to build and maintain their vehicles, and sometimes a warband is even led by a Big Mek instead of a Warboss.The Kult of Speed is not a true Klan as such: many orks from different klans will fall to the addiction of being the fastest.Wazdakka Gutzmek is an Evil Sunz Bad Ork Bike Boy member of the Kult of Speed.Flyboyz
A subset of the Kult of Speed, some Orks in their desire for speed crave to fly through the air like birds.Deff Skwadron covers the lives of Flyboyz and breaks down the use of an Orky airplane.Orks begin with when the first Orks are born from fungus spore and form a new soceity.UK Grand Tournments the Feral Ork and Snakebite lists are now illegal.Imperium or other races, except for the ones they make themselves.Therefore, Ork technology is not uniform, lending Ork warbands a cobbled together and random appearance.Ork mechanics ("Mekboyz") are specialists in the field of producing powerful force fields that can protect against damage, and at battlefield improvisation of repairs.Imperium vehicles), 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, transplants, and other medical shenanigans being performed on them with ease.Quite a lot of ork technology should not, logically, work at all, but does anyway in the hands of the orks, due to the WAAAGH!The downside of this is that Ork units perform poorly in individual ranged combat, and, like the Imperial Guard, require massed volleys of fire to ensure sufficient damage.In addition, Ork armies can use a variety of original and interesting rule sets to help give them an edge over their opponents.Secondly Ork armies are very customizable; orks are easily converted(In fact, the battle fortresses of most players are little more than a mountain of leftover vehicle parts and weapons).Current Edition
The 4th Edition Codex:Orks was published on the 12th of January 2008.Spored to be Wild: Feral Ork army list (PDF).Gorkamorka: Da Uvver Book.Warhammer 40,000 Codex: Orks, 2nd Edition, Nottingham: Games Workshop.Warhammer 40,000 Codex: Orks, 1st Edition, Nottingham: Games Workshop.Warhammer 40,000 Codex: Necrons, 2nd Edition, Nottingham: Games Workshop.This page was last modified 00:25, 17 January 2008.See Copyrights for details.Ork or ORK can mean:
An alternate spelling of Orc, the name of a fantasy creature popularized by J.Ork (folklore), a mountain demon of Tyrol folklore
Ork (Warhammer 40,000), a fictional species in the Warhammer 40,000 universe.Ork (computer game) is a game for the Amiga and Atari ST systems, published by Psygnosis in 1991.ORK is the IATA airport code for Cork Airport in Ireland.If an internal link led you here, you may wish to change the link to point directly to the intended article.Christian monothesim (which, except for these hints
about the King of Gods, has not yet arrived).Ork is a theologian.Ork has taken a few steps beyond the theological understandings
of his contemporaries.However, Gardner has also given Ork elements of a theological
language which has been spoken only in the twentieth century.God is conceived of as the actual entity which is eternally
prehending and concrescing.In fact, when I locate a copy of Process and Reality,
I will seek out these very words in Whitehead's text.Design
Identity
Collateral
Promotion
Web
Etc
About ORK
Ork Posters
Ork Who?Copyrights 2007 Hotel Ork. |
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