Difference between revisions of "Ork"

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*Snakebites
*Snakebites
*Evil Sunz
*Evil Sunz
Orks worship two gods known as Gork and Mork.


When Orkiod Ecology is established Via Spores on a planet after a Developed Orkish society has either moved on or have been defeated, the Orks that first emerge are quite primitive, living in primarally simple hunter/gatherer groups until there Numbers reach the point that their society can support Mekboyz and move onto the next stage of Orkish Society. These are known as Feral Orks.
When Orkiod Ecology is established Via Spores on a planet after a Developed Orkish society has either moved on or have been defeated, the Orks that first emerge are quite primitive, living in primarally simple hunter/gatherer groups until there Numbers reach the point that their society can support Mekboyz and move onto the next stage of Orkish Society. These are known as Feral Orks.

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Orks are a humanoid species from the Warhammer 40,000 universe.

They are basically fantasy orcs with guns.

History

While the exact origin of the Orks is unknown, the limited information available indicates that they were genetically engineered as a sort of biological weapon by an extinct race the Orks call the "Brain Boyz". Creating the Orks was a move which ultimately backfired when they wiped out their own creators.

Attributes

The standard Ork is a large, heavily built, green-skinned humanoid with large tusks. They range from human-sized to up to six meters tall. Orks are optimized for combat, being considerably stronger than humans of similar size, able to survive injuries that would easily kill a human, being able to quickly recover from nearly any wound that doesn't kill them outright as well as making them incredably powerful in close combat and able to carry far heavier weaponry. Intellectually, the standard Ork lacks much in comparison with a human and is far more aggressive. Orkish technology is designed, created, and maintained by specialized "mekboyz", who are born with a highly developed -- if instinctual and subconscious -- understanding of machinery, science, and technology. Orkish equipment is typically rather simple but extremely rugged and robust and is often supplemented with captured equipment from other species. Orks even generate a passive psionic field that helps keep their ramshackle machines working. In addition to Mekboyz, there exist various other specialized subtypes of Ork with instinctive sets of knowledge such as "Mad Dokz" (medics and doctors in Orkish society, notable for intense mental instability) as well as groups of Orks which develop various mainias over their lives such being consumed with a desire to travel as fast as possible (such Orks are known as Speed Freaks and collectively as the Cult of Speed) or in the extensive customization of their weapons (Flash Gitz). A certain subcatagory of Orks have well developed Psionic Abilities, known as Weirdboyz.

Orks are closely associated with several other creatures, notably the smaller Gretchins and a variety of non-intelligent creatures -- ranging from rat-sized scavengers to monstrous beasts -- known collectively as Squigs. All of these species are fungus-based lifeforms that reproduce via spores. An adult Ork constantly produces and releases spores that propagate the Orkoid ecology, starting with fungus, then Squigs. As the Orkish ecosystem spreads, Gretchins develop underground in potato-like wombs and eventually this process gives rise to fully grown and capable Orks. Orkish ecology is deeply problematic, as even if an Orkish attack on a planet is defeated, it is quite likely that feral Orks will establish themselves on the planet, making complete and Perminant removal of Orks extremely difficult, as well as planets that Orks attempt to conquer will soon have ecosystems and ready sources of re-enforcements and slaves to support them.

Orks have an instictual guidebook of charicteristics of behaviour deemed "Orky" and "unorky". While the exact criteria of "Orkyness" varries from group to group, it is well established enough to give orks considerable resistance to foreign corruption from Chaos or Genestealer inflirtration with the sudden development of massively diferent patterns of behaviour normally results in shunning of said deviant groups and (by extention) deeming said groups as being well suited for target pratice.

Organization

Status in Orkish society is determined primarily by size, with bigger Orks holding higher status. Larger Orks hold the title of Nob and maintain their positions through blunt physical force. The largest Ork in an established group holds the title of Boss. In combat this is evident, with larger Orks being armed with superior (and thoroughly customized) weapons and armor and commanding smaller counterparts armed with "choppas" (simple bladed weapons similar to cleavers and axes) and low-quality firearms. For doing grunt labour, Orks make use of gretchens as well as captured slaves of other races.

Certain naturally dispossessed groups of Orks such as Mekboyz and Mad Dokz and those with specific manias are naturally geared to gravitate towards one another and form subgroups in Orkish society, although these are strictly subordinate in the main Orkish heirarchy.

Beyond simple groups or "mobz", various "klanz" of Orks exist, sharing common ideology and sometimes biology. Among the more notable Klanz are...

  • Bad Moonz
  • Goffs
  • Blood Axez
  • Snakebites
  • Evil Sunz

Orks worship two gods known as Gork and Mork.

When Orkiod Ecology is established Via Spores on a planet after a Developed Orkish society has either moved on or have been defeated, the Orks that first emerge are quite primitive, living in primarally simple hunter/gatherer groups until there Numbers reach the point that their society can support Mekboyz and move onto the next stage of Orkish Society. These are known as Feral Orks.

Threat Assessment

While the Orks are a numerically vast force, they are far from united. Various Orkish factions are always fighting among themselves as much as they attack other races, and individual orks engage in constant bouts of violence for any number of reasons. The main risk they pose to the rest of the Galaxy is when an established population of Orks is collectively driven into a sort of mass migration known as a "WAAAGH!", in which large numbers of Orks gather and move out to new territory in search of a fight. A significantly powerful WAAAGH! can devastate multiple star systems before it winds down, while simultaneously establishing Orkish presences on new worlds.

Orks of Note

  • Ghazghkull Mag Uruk Thrakka: Orkish Warboss and supposed prophet of the Ork gods, Gork and Mork. Notable for starting the Second and Third Armageddon Wars.