Orks-
Faction Profile
Ghazghkull’s
WAAAGH!-Introduction
The Orks are the endless green tide,
which sweeps all before it away in a wave of violence and fury. Entirely made
of savage muscle standing about as tall as a man when hunched over, and even taller
if they stand up straight, these beasts were literally bred for war by an
ancient Forerunner race to fight against powerful star-siphoning space vampires
and their armies of deathless robotic underlings. The Orks are tough, strong, cunning,
ruthless, crude, rude, and most of all live entirely for fighting and killing
and winning. They believe might is right, love to fight, and that the weak
should suffer for the sake of the strong.
Their genetic blueprint gives them
innate knowledge of war and the equipment needed to wage it, and makes them hardy
enough to survive a decapitation for 6 hours if the cut-off head can be sewn
back onto a body within six hours or so. Their weapons and vehicles are crude and
not uniform but still somehow functional, and are made to be loud, fast, and
deadly. They are a symbiosis of animal and fungi, and reproduce using spores
that they constantly give off in life but most prolifically release as they are
about to die. This symbiosis also extends to other areas of their physiology,
as every one of their multiple redundant organs is hardy and capable of
regeneration because of the fungi’s existence. Where they fight and die, the
entire environment is slowly changed to accommodate their presence by the
spores. While they often employ a straightforward approach to combat, charging
headfirst at an enemy while screaming and shooting, their cunning allows them
to employ surprisingly sophisticated tactics if needed be to surprise their
foe. They actually increase in strength as they fight in battles and wars, with
veterans actually growing physically larger, stronger, and meaner as a conflict
progresses. Most of all is the WAAAGH!, their innate racial psychic field that is
powered by the beliefs of their species and grows stronger as more of their kind
accumulates in an area. Ork weapons and machines require this field to function,
with the influence of one individual capable of making metal tubes behave as
guns. When they show up in the massive numbers they are known for, the Orks are
nearly unstoppable.
Warboss Ghazghkull is one of the most
infamous of his kind, and is the greatest leader the Orks have. He is one of
humanity’s staunchest foes, if only because of the conflict-seeking nature of
his kind, and is known for being superlatively shrewd and brutal in equal
measure. In reality, he may see them as kind of a friend because they are
always willing to put up a good fight. He is the prophet of the Ork gods, Gork
and Mork, and his charisma and might allows him to command vast hordes of
greenskins. His military acumen, which he attributes to personal training and
instruction from Gork and Mork themselves, allows him to employ sophisticated
manoeuvres that allowed him to catch his opponents entirely off guard
repeatedly. With most accounts having him stand at six metres tall, he is a
formidable combatant but is best when commanding his forces from someplace
other than the front and only jumping into key battles to swing the fight in
his favour.
Numerous, brutal, adaptable, and strong,
the Orks are one of the most powerful races in the Warhammer 40k galaxy. The
only thing holding them back is their love of conflict, which causes them to
fight each other if no worthy enemy is around. They are numerically one of the
most prevalent species, easily outnumbering almost every race other than the
Space Bugs, and if united it is said they would be able to wipe out all other
factions in the galaxy.
The Orks are also the comic relief of
the setting, which says a lot. Still, they are objectively the best part of
Warhammer 40k.
Reconnaissance:
Orks are not known for their
organized reconnaissance ability. Deffkoptas are usually said to fill the
traditional reconnaissance role, but they’re also usually rickety pieces of
scrap held together by hope and spit and piloted by lunatics. A few visionary
warbosses might have the foresight to send out grots and see if said grots get
pasted by something, or utilize kommandos as scouts once in a blue moon. There
might be communications between the boss on the ground and the boys still on any
roks left in orbit, who may give some intelligence to their leader if they see
anything. There is also the possibility of a prescient weirdboy vision. Orks
have also been known to use mekboyz and painboyz in unison to construct
machines to interrogate enemies by reading a captured foe’s brain output
directly, or using weirdboyz to psychically interrogate prisoners. However, the
main way Orks tend to find an opponent is to disperse from their home base in
all directions in a massive horde and go to where it sounds like there is
fighting. Ghazghkull,
being a visionary Ork like mentioned above and generally possessing more
foresight than the average greenskin, will probably at least try to employ the
methods described above if he lands on a new planet. There is also the slight
possibility he will receive a vision from Gork and Mork themselves.
UNIT TYPES:
INFANTRY
Name: Ork Boyz
Weapon Type: Various
Armor Type: Various
Mobility: 6
Training: 5
Max Range: 500
m? (However, Ork aim is notoriously
terrible)
Preferred Range: Melee
Range (Or close to it)
Classification: Standard Grunt
Basic Description:
The lifeblood of any WAAAGH!, these boyz are the
rank-and-file. Each of them is bigger and stronger and tougher than any
unenhanced human, are extraordinarily bloody-minded and savage in combat, and have
multiple redundant organs, insane pain tolerance, and an innate knowledge of
how to effectively fight. The basic organizational unit of Ork Boyz is the mob,
comprised of ten to thirty individuals with similar ideas on how to fight and each
and led by a Nob hat is an expert in that form of combat, but the Boyz often
simply form a large raucous horde charging the enemy at full tilt. To get to a
scrap quicker, they and nearly every other kind of Ork can also enlist
vehicular transport. They can use a wide variety of weapons, although
specialist weapons may be rarer than the more common slugga and choppa, but are
equally comfortable using their fists, teeth, and nails to rip an enemy apart.
‘Ard Boyz are Ork Boyz in possession of ‘Eavy Armour, and are tougher to kill
because of this protection.
LOADOUT
Sluggas: Sluggas are loud, massive, and
unsightly large-calibre mostly fully automatic pistols carried by Orks to
either shoot things with or hit things with. They are probably equivalent to
bigger Desert Eagles, with all the accuracy problems and power that comparison
comes with. As Orks have terrible aim from anywhere but point-blank range,
these crude guns are sometimes more effective as bludgeons than as projectile
weapons. Still, the Orks field lots of them, and sooner or later a shot will
find a mark.
Choppas: A term used to refer to a wide
variety of large Orky weapons made of scrap or looted from dead enemies meant
to stab, bludgeon, or chop an enemy into a quivering jelly. These include axes,
large knives, saws, barbed sticks of wood, large sharpened slabs of metal, and
even chainsaws. The average Ork is large enough to swing these weapons with
considerable force, and can even get through power armour in close quarters.
While lacking the refinement of the close-quarters weapons of the races the
Orks tend to face, choppas make up for it in sheer mass and strength. Some Ork
boys can use big choppas, which are enormous two-handed axes with jagged metal
teeth.
Shootas: A general name for larger Ork
guns, a shoota tends to be chosen first and foremost for the size of the bullet
it fires, how much noise it can make, and the size of the gun itself. They tend
to be equivalent to .50 calibre rifles, but can be weapons as strong as Space
Marine bolters. Sometimes, they are just looted Space Marine bolters. Far more reliable
in terms of ranged damage than the sluggas, as their wielders at least tend to
aim in the general direction of the enemy before holding down the trigger full
bore. Shootas are uniformly loud and fully automatic, as well as deadly, but
that is as far as they go in terms of consistency. Users of shootas tend to
form into their own mobs separate from Boyz using the usual choppa and slugga
combo.
Big Shootas: Even
larger, louder, heavier, and more deadly than their smaller cousins, Big
Shootas fire massive-calibre bullets and are generally described as contraptions
that “bucks and sparks like crazy” when the trigger is pulled. These guns are
often fired pointing in the general direction of a foe on full automatic, and
as a bonus are often inoperable by enemy forces because of their dependence on
the WAAAGH! to work. There tends to be one of these for every ten Ork Boyz in a
mob.
Rokkit Launchas: Little
more than crude and easily assembled tubes, these weapons are designed to be
simple enough to even be operated by the mentally slowest of boyz. They possess
a simple trigger mechanism that allows the Ork at the hopefully “safe” end to
fire a rokkit of dubious manufacture in the general direction of the enemy. And
maybe it’ll hit something, too. There tends to be one of these for every ten Ork
Boyz in a mob.
Stikkbombs: Ork
hand-held fragmentation grenades, which can be detonated by pulling the pin and
throwing it at the foe. If this does not work and the grenade does not go off
or, if the Ork user in question sees this as an un-Orky method of delivery, the
stikkbomb can be used as a club until it finally explodes. Every boy in a mob
may carry one.
Cybork Body: Orks
with enough teef to spare can sometime pays Meks and Painboys to add bioniks
and other cybernetic enhancements to the already naturally tough body of the
Ork. These additions often improve all of an Ork’s physical attributes, and
make them even hardier and deadlier killing machines than before. These tend to
be rare in the rank and file Boyz, and are more common in the elites.
‘Eavy Armour: Armour
made from scrap taken from defeated enemies and battered into shape to almost
fit their intended wearer, this ramshackle defence increases the already
amazing survivability of the common Ork boy. While little more than plates of
junk, it is rather effective because of its sheer bulk. These tend to be rare
in the rank and file Boyz, but are seen more frequently than cybork bodies, and
are more common in the elites. Every ‘Ard Boy wears a set of this armour.
WAAAGH!: Simultaneously the battle-cry of
the race and the driving force behind Ork might, the WAAAGH! is the Ork word
for war. Orks yell this word as they charge towards their opponents, which have
the dual results of pumping them up and terrifying their foes. The WAAAGH! is
also the name of the psychic reality-warping field generated by all Orks, which
allows their weapons to function and allows them to impose their worldview on
the world. The more Orks in a given location the more reality will bend to
accommodate their race’s shared cultural beliefs. Red will go faster, blue will
be luckier, yellow ordinance will produce larger explosions, and green will be
the best.
Name: Tankbustas
Weapon Type: Explosives
Armor Type: Light Armour (Plates fashioned from
destroyed vehicles), Various
Mobility: 6
Training: 5
Max Range: 1100 m?
Preferred Range: Tens of Metres
Classification: Anti-Vehicle
Basic Description:
A subculture of the mainstream Ork Boyz, the Tankbustas
specialize in hunting tanks, other large vehicles, and large monsters. Driven
by the elation of killing things much bigger than they are, these Boyz utilize
a variety of explosive weapons to bring their prey down. They often also take
trophies from the shattered remains of what they destroy, and sometimes get
“tanked up” by eating the crew and drinking the engine oil from the shattered
remains of the wrecked vehicle after the battle. Or they might eat the large
monster they killed, it depends.
LOADOUT
Choppas: See Ork Boyz
Rokkit Launchas: See Ork
Boyz, but more accurate and better trained and every Tankbusta has one.
Tankhammers: A rokkit
strapped onto a pole, hopefully a long one. Tankbustas swing these directly
into what look like the weak bits of enemy armour. Presumably these are
single-use, and are used as two-handed weapons. About two of these are found in
every mob of five to fifteen Tankbustas.
Cybork Body: See Ork
Boyz
‘Eavy Armour: See Ork
Boyz, but more common and made from busted vehicle bitz
Bomb-Squigs: Exploiting
the natural squig tendency to chase moving objects, Tankbustas strap a bomb to
a squig and let it loose. Most of the time the squig will run to an enemy
vehicle and the bomb will detonate and deal massive damage, but rarely the
squig will chase a friendly vehicle and still deliver its explosive payload.
Mobz of five to fifteen Tankbustas tend to be accompanied by three of these.
Tankbusta Bombs: Armour-piercing
anti-vehicle explosives that the Tankbustas attach by hand to their unfortunate
quarry. They pack an impressive explosive payload and deadly shrapnel. Every Tankbusta
tends to carry at least one of these heavy magnetized disks.
Stikkbombs: See Ork
Boyz
WAAAGH!: See Ork Boyz
Name: Lootas
Weapon Type: Unpredictable Gun
Armor Type: Various
Mobility: 4
Training: 5
Max Range: 500 m?
Preferred Range: Tens of Metres
Classification: Wild Card
Basic Description:
Another subculture of the Ork
Boyz, Lootas are kleptomaniac Orks that use weapons stolen from enemies as well
as other Orks. They are some of the most heavily-armed Orks as a result of
their thievery, as they trade stolen items for powerful guns. Lootas pay Meks
in teef and salvaged scrap to create Deffguns, massive shoulder-mounted kustom
shootas. However, while these guns are all loud and deadly, they tend to be
rather unpredictable in terms of exact effects. Lootas also sometimes aid Meks
outside of battle by heading salvage operations that Meks and their Grot
assistants alone cannot handle. Sometimes, Lootas with Deffguns can be used to
cut off a choke point due to the sheer volume of fire their guns produce.
LOADOUT
Deffguns: Made by Mekboys persuaded by handsome
sums of teeth and salvaged scrap, these massive shoulder-mounted guns are often
each unique pieces of destruction. They are cobbled together from heavy weapons
the Loota himself has salvaged from battle, and assembled by the Mek according
to instinct and whimsy. Some have added bitz such as viewfinders and recoil
compensators, and others were built from scratch if the Mek smashes all the salvage
he was given to start anew. Although often a lottery in terms of effect and
function, each being crafted individually by a Mek as a prized work of practical
art, Deffguns are uniformly deafening to their wielders and deadly to anyone
foolish to be in their way.
Cybork Body: See Ork
Boys, but probably slightly more frequent because Lootas tend to be a bit
richer
‘Eavy Armour: See Ork
Boys, but probably slightly more frequent because Lootas tend to be a bit
richer
WAAAGH!: See Ork Boyz
Name: Burna Boyz
Weapon Type: Flamethrower
Armor Type: Various
Mobility: 6
Training: 5
Max Range: 20 m?
Preferred Range: Metres
Classification: Anti-Infantry, Anti-Heavy Infantry
Basic Description:
Yet another subculture of Ork
Boyz, Burna Boyz are Orks whose love of setting things aflame is far above and
beyond even that of other Orks. A burning thing is a beautiful thing to a Burna
Boy, whether that thing is a tree, a building, an enemy, or a fellow Ork. They
are equipped with Burnas, powerful flamethrowers that incinerate all flammable
things their fires touch. Burna Boyz are used to flush out enemies hiding in a
building or plant-covered area, and are also useful out of battle in the
assembly of massive Ork war machines when supervised by Meks.
LOADOUT
Burnas: The pyromania of the Ork race
made manifest in a rickety apparatus, these squig-oil and gas-fuelled flamethrowers
spray great blasts of greasy fire. However, they are vulnerable to attack, and damaging
the tank will most of the time result in the Burna Boy being the epicentre of a
hellish conflagration. However, they are still far more robustly constructed
than they would first appear. These weapons have two modes, one that unleashes
relatively normal gusts of orange fire and a mode requiring a special nozzle
that causes the burna to expel tongues of blue “cutting’ flame” instead. The
orange fire is ideal for flushing out enemies in fortified positions,
especially if several Burnas Boyz work together, and the blue fire is best used
to slice through the armour of heavily armour opponents. The cuttin’ flame of
the Burna Boyz is often recruited by Meks to aid in salvage and construction
operations, being powerful of slicing objects up to a metal bulkhead. These
flamethrowers have been even known to cut through the ludicrously tough
ceramite armour of Space Marines. Equivalent Imperial flamethrowers have been
known to be hot enough to turn bone into ash, which makes them stronger than
modern correspondents.
Cybork Body: See Ork
Boys
‘Eavy Armour: See Ork
Boys
WAAAGH!: See Ork Boyz
Name: Stormboyz
Weapon Type: Various
Armor Type: Various
Mobility: 8
Training: 6
Max Range: 100 m?
Preferred Range: Metres
Classification: Jetpack Shock Troops
Basic Description:
The last of the major Ork Boy
subcultures, the Stormboyz are Orks that claim to adhere to an Ork version of
military order and discipline. To their credit, they are more efficient and
disciplined than most Boyz and do dedicate a lot of their time to drilling and
marching and training. They have actual respect for authority, instead of fear,
which is rather rare. They are also much more likely than other Boyz to want to
know such things as “where the enemy is” and “how many there are”. But, mostly they’re special because they have jetpacks. They are shock
troops of many warbands, and are often the first to get stuck into a fight.
They are often used to attack bastions and defence lines by landing in less well-
or easily-defended positions and working from there. A Stormboy mob landing
behind the outwardly pointed weapons of an enemy entrenched line is very useful
thing to have.
LOADOUT
Sluggas: See Ork Boyz
Choppas: See Ork Boyz
Stikkbombs: See Ork
Boyz
Rokkit Pack: Allowing their wearers to get into
the thick of the fight first, assault positions that are normally unassailable
on foot, and sometimes turning the Stormboy into a living weapon, the rokkit
pack is an indispensable tool for any WAAAGH!. However, they are sometimes
prone to exploding and killing the unfortunate Stormboy unlucky enough to own
that particular unreliable piece of grot manure. However, their overall utility
as jump packs far outstrips the hazard of the occasional amusing malfunction
and so Stormboyz continue to use these things.
WAAAGH!: See Ork Boyz
SPECIAL FORCES
Name: Nobz
Weapon Type: Various
Armor Type: Heavy
Armour at Minimum
Max Range: 100
m?
Preferred Range: Melee
Range (or close to it)
Mobility: 6
Training: 7
Classification: Elite Veterans
Basic
Description:
The ruling caste of the Orks, Nobz are Orks that have lived
long enough through enough fights to become large enough and mean enough to be
recognized as a figure of authority. As they are Orks, they lord over and abuse
those smaller than them at every opportunity. As their underlings are also
Orks, this dominance is commonly accepted under the “might makes right”
philosophy unless a lad feels uppity enough to challenge authority and
consequently get krumped. They can be found leading mobs of lesser Boyz, or in elite
mobs of their own comprised entirely of tough battle-hardened veterans. They
tend to also form formidable bodyguard units for Warbosses. In combat they lead
by example by being the first to plunge in to the thick of fighting and krump ‘eads
left, right, and centre. They are Ork champions, sergeant-at-arms, oppressors,
and role models for all smaller Orks. There is a different form of Nob for each
subculture, such as Burna Boy Nobz, Stormboy Nobz, even for elites such as
Kommando Nobz, and they each possess weapons signature to their classes.
However, the one portrayed here is a stereotypical Ork Nob. They also tend to
“confiscate” the most interesting salvage after a battle or if they see a
lesser boy with a more impressive piece of wargear, which causes them to have
interesting collections of weapons.
LOADOUT
Sluggas: See Ork Boyz
Kombi-Weapons:
Essentially two weapons, usually two different projectile weapons such as a
shoota and either a skorcha ( a usually vehicle-mounted flamethrower) or a
rokkit launcha or another shoota, that have been nailed, wired, welded, or
otherwise stuck together. Both parts of the weapon are functional, and give the
wielder more flexibility in combat. Twin-linking shootas essentially doubles a
given Ork’s rate of fire. To the Orks, increased flexibility generally means above
all else more ways to krump an unfortunate foe.
Shootas: See Ork Boyz, but often bigger
as befitting their larger wielders.
Choppas: See Ork Boyz, but often bigger
as befitting their larger wielders, the two-handed variety is almost frequent
to the point of being standard among Nobz.
Power Klaws: A giant,
powered, armoured claw equivalent to an Imperial Power Fist in most respects.
These are used to tear apart even the most sturdy vehicle or personal armour in
close combat. The combination of the Ork’s natural might, pistons, and the
energy field generated by the mechanisms of the weapon itself creates a
formidable attacking force.
Cybork Body: See Ork
Boyz, but more frequent as Nobz are the elite.
Stikkbombs: See Ork
Boyz.
‘Eavy Armour: See Ork
Boyz, but more frequent as Nobz are the elite.
Bosspole: A sign of status Ork Nobz have,
such as a trophy pole or metal jaw, which displays their authority. Nobz use them
to restore order and “dissaplin” when the going gets tough. Not all Noz have
these, and they are more likely to be found on Nobz leading a squad.
WAAAGH Banner: A banner
decorated with glyphs, trophies, and blood of dead enemies. These banners show
how dangerous their wearers are, and are carried by Nobz that have earned the
respect of the Warboss. These banners have a near-religious significance to the
Orks, and inspire nearby Boyz to fight harder.
WAAAGH!: See Ork Boyz.
Name: Kommandos
Weapon Type: Various
Armor Type: Various
Max Range: 100
m?
Preferred Range: Melee
(or close to it)
Mobility: 6
Training: 7
Classification: Commandos
Basic
Description:
The black sheep of the Orks, these elite Boyz represent the
Ork virtue of low cunning to its fullest extent. They take joy in launching
perfectly timed ambushes, enjoy slitting throats and spreading panic and seeing
horrified looks on the face of their prey, prize initiative and intelligence,
and some of them are even able to read. In battle they are used to assassinate
enemy sentries and destroy fortified emplacements, and are also capable of
acting as scouts for a willing Warboss. They are often Stormboyz who have grown
to prize un-Orky methods even more over time. In their squads they also often
have specialized roles, and sometimes employ heavy weapons to sow greater chaos.
They are the spec ops of the Orks, made even more effective and unexpected by
the behaviour of the rest of their race.
LOADOUT
Shootas: See Ork Boyz, but more
stealthily and skillfully applied to kill and cause havoc
Big Shootas: See Ork
Boyz, but more stealthily and skillfully applied to kill and cause havoc, about
two if these are found per squad of five to fifteen Kommandos.
Rokkit Launchas: See Ork
Boyz, but more stealthily and skillfully applied to kill and cause havoc, about
two if these are found per squad of five to fifteen Kommandos.
Knives: The favoured close-quarters
weapons of the Kommandos, these wicked blades are used with skill and enthusiasm
to slash and stab opponents. The Kommandos favour using these to slit necks in
particular, and are often choppas with a bit more refinement.
Burnas: See Burna Boyz, but more
stealthily and skillfully applied to kill and cause havoc
Stikkbombs: See Ork
Boyz, but probably more skillfully applied to cause damage and havoc
Cybork Body: See Ork
Boyz, but more frequent as Kommandos are elite
‘Eavy Armour: See Ork
Boyz, but maybe not as frequent as Kommandos need to be sneaky
WAAAGH!: See Ork Boyz
Stealthy: Kommandos are capable of moving
through even the most difficult terrain stealthily and with great speed, and
are well-versed enough in the ways of furtiveness to utilizing various forms of
camouflage. Soot-blackened knives, camouflage war-paint, painting their skin
with stripes of blood, dirt, and dung, and even attaching foliage or using
disguises are all tools of the Kommando’s trade of sneaking around.
Name: Flash Gitz
Weapon Type: Bling,
Kustom Shootas
Armor Type: Various
Max Range: 100
m?
Preferred Range: Tens
of Metres
Mobility: 6
Training: 6
Classification: Distractions
Basic
Description:
While not entirely elite, mostly they’re rich and obnoxious
Boyz that managed to buy their way into powerful weaponry, Flash Gitz are
certainly above the rank and file if only for their armaments. They are
inveterate plunderers and thieves, and are often richer and older Lootas. Flash
Gitz acquire their weapons by paying Meks bucketfuls of teef to construct loud
and powerful kustom shootas. They are also obsessed with upgrading these
weapons at any chance they get, whether by stealing a flashy enhancement or stealing
enough scrap and teeth to purchase something to make their gun even more
ostentatious and deadly. However, they can also be unreliable and may sell out
their services to alien races or engage in “recreational backstabbing”. Their
extravagance also makes them painfully easy to detect. They are best used are
heavy firepower or as distractions.
LOADOUT
Snazzguns: Kustom
shootas that vary greatly in terms of design, these guns are made by meks
encouraged by bucketfuls of teef to do their best work. They are all still
lethal weapons, big and loud and capable of rapidly firing volleys of solid
shot at a foe, although they are also usually highly ostentatious and covered
in shiny bitz and other accessories. These shootas, as well as their blasta
derivatives, can be outfitted with upgrades. These improvements can increase
the rate of fire by adding more barrels, scopes, and ammo belts or make each
shot more deadly by increasing the size of the barrel (and thus, increasing the
calibre of shot) and using more powerful ammunition.
Blastas: Expensive snazzguns that fire
crackling energy bolts, these weapons are equivalent to an Imperial Plasma Gun
with all the problems that comes with the comparison. Capable of melting
through the thickest of armour, but may overheat and explode.
Choppas: See Ork Boyz
Cybork Body: See Ork
Boyz, but more common and more likely to be accompanied by bling as Flash Gitz
are both loaded with teef and have no taste.
‘Eavy Armour: See Ork
Boyz, but more common and more likely to be accompanied by bling as Flash Gitz
are both loaded with teef and have no taste.
Gitfinda: Expensive and overly-elaborate
targeters hardwired into their eye sockets that are possessed by all Flash Gitz,
which helps them judge distance other conditions that affect shooting. If
they’re so inclined to actually use them, of course.
WAAAGH!: See Ork Boyz
Name: Meganobz
Weapon Type: Various
Armor Type: Power
Armour
Max Range: 100
m?
Preferred Range: Melee
(or close to it)
Mobility: 3
Training: 8
Classification: Heavy Elite Shock Troops
Basic
Description:
Meganobz are the richest Nobz that value close-quarters
combat above all else. They are encased on extraordinarily tough power armour
that allows them to survive almost anything their enemies can throw at them.
These suits tend to have the Nob’s favourite shoota hardwired to one arm and a
power klaw attached to the other. They are spectacular close-quarters
combatants, nearly unbeatable in melee and capable of taking all but the most
extraordinary enemies apart limb-by-limb. Their sheer bulk also makes them
massively difficult to stop if they can build up momentum. This weight is also
their only weakness, but is often compensated for by hitching a ride to battle
in a vehicle.
LOADOUT
Shootas: See Ork Boyz, but bigger as
befitting their wielders, are often massive to the point of being deffgun-like
in size.
Kombi-Weapons: See
Nobz, but bigger as befitting their wielders.
Power Klaws: See
Nobz, but bigger as befitting their wielders.
Mega Armour: Composed
of a powered exoskeleton overlaid with a suit of thick and heavy armour plates
and powered by pistons and sub-motors, this armour makes a Meganob into a
living tank. They are built by Meks paid exorbitant sums to produce some of the
heaviest personal armour known to the Ork race. The already insane physical
power, resilience, and endurance of the Ork Nob within are increased to truly
staggering levels. While it makes the Meganob slow, it also is strong enough
that they can usually survive direct hits from enemy artillery.
Momentum: The sheer weight of the Mega
Armour makes a charge by a line of Meganobz a deadly weapon capable of breaking
most lines and smashing enemies into a bloody paste.
WAAAGH!: See Ork Boyz
Name: Ork Warboss (Minor)
Type of Hero Bonus: Combatant, Small-Scale Leader
Classification: Elite Nobs
Basic
Description:
These older, more experienced nobz are the leaders of the
various sub-factions in the greater WAAAGH! They are sort of “minor heroes”,
especially in the Orky definition. They usually lead a warband of a hundred or
so Orks personally onto the battlefield, and are always the most competent
individual combatant in their unit. They enforce their rules with iron klaws,
bullying, and generally lording their greater size over lesser greenskins at
any given moment. This extends to “ konfiscatin’ ”the best or shiniest loot
after a fight, even if they have to strangle a reticent looter for it. A
Warboss is a Warboss because they are the biggest, meanest, strongest, most
kunning, and the best in the Orky Art of War. This does not extend to
logistics, as that’s more for the runts. They are at their best on the
frontlines, krumping ‘eads left, right, and centre as an embodiment of proppa
Orky values that commands respect and fear from both friend and foe.
LOADOUT
A Warboss may be strapped into a
suit of Mega Armour, and would essentially count as a super Meganob of sorts.
Due to their perchance for “ konfiscatin’ ” of shiny gubbins, they may also
have some more unusual items in their inventory.
Slugga: See Ork Boyz, but probably
bigger.
Choppa: See Ork Boyz, but probably
bigger, more likely to be a proppa “big choppa”.
Kombi-Weapons: See
Nobz, but maybe slightly bigger as befitting their wielders, comes in
shoota/rokkit, shoota/skorcha, and twin-linked shoota combinations, mostly,
maybe. Optional, replaces slugga.
Power Klaw: See
Nobz, but probably more common. Optional, replaces choppa.
Attack Squig: It’s a
squig bred to bite and kill. Like a starving and unwashed bulldog/Doberman/pit
bull/whatever-other-mean-dog-you-can-think-of hybrid, but twice as nasty and
temperamental and smells four times as bad.
Ammo Runt: A grot
carrything ammo and other gubbins for the Warboss. Hopefully makes sure the
boss doesn’t run out of stuff to shoot with. Also makes a fine bullet shield.
Optional.
Bosspole: See Nobz, but probably more
common.
‘Eavy Armour: See Ork
Boyz. Optional, but probably more commonly found than in boyz.
Cybork Body: See Ork
Boyz. Optional, but probably more commonly found than in boyz.
WAAAGH!: See Ork Boyz
HEROES/IMPORTANT CHARACTERS:
Ork heroes are
often Warbosses in their own right, and all provide extremely valuable services
to the WAAAGH!. They are also, to the Ork, all exceptionally capable individual
fighters. All Ork Heroes definitely have what is listed in their loadout as
opposed to other troops that may have optional gear. This also applies to
Ghazghkull’s later profile.
Name: Mad Dok Grotsnik
Type of Hero Bonus: Bloodlust, Dubious Medical
Abilities
Classification: Elite Battle Medic
Basic
Description:
At first an ordinary Painboy, Grotsnik rose to prominence
when he treated a runty injured Ork Boy named Ghazghkull. Ghazgkull’s skull had
been blown open by a Space Marine Bolter round, and in that Grotsnik saw a
great opportunity. After replacing the missing or damaged portions of
Ghazgkull’s skull with adamantium, Ghazgkull began to have visions that he
claimed were from Gork and Mork. Ghazgkull then rapidly ascended in the Ork
hierarchy, and Grotsnik gained renown for his act. He convinced his richest new
customers to have similar metal skull replacements, but neglected to inform
them of the explosives he placed in their shiny new craniums. When these new
customers figured out what happened after Grotsnik blew up one too many heads
whose persons committed some personal offence to the Dok, they arranged for
Grotsnik to suffer a fatal accident. However, Grotsnik did not die, not
permanently anyways, and was brought back from death’s door by his gretchin
orderlies with vomit and spiders in his brain and more insane than any other
Ork had ever been. Grotsnik blew up the heads of all who had wronged him, and
gained an even greater perchance for replacing parts of his body with bioniks
or parts stolen from hapless patients. Grotsnik is now known as a madman among
madmen, performing operations such as replacing an Ork’s brain with a live
squig, but remains a ludicrously tough, fearsome, and unsettling fighter. He
operates as a medic of sorts, but is most valuable leading a blood-lusted
charge of his bionik-enhanced personal bodyguard. As Ghazghkull is his patron
and protector, sort of, he is highly unlikely to entertain disloyal thoughts.
LOADOUT
Slugga: See Ork Boyz, his prominence has
not improved Grotsnik’s aim.
Power Klaw: See
Nobz, but maybe more skilled, he definitely has this.
‘Urty Syringe: A huge
syringe filled with virulent toxic goop of unknown origin, this weapon may be
used by Grotsnik to fill his foes in close quarters with lethal chemical and
biological poisons. This type of weapon may also be used by any other Painboy
who can acquire one.
Cybork Body: See Ork
Boyz, but probably a dubiously improved kustom job. He definitely has this.
Dok’s Tools: A set of
mean-looking tools the Mad Dok uses to perform his surgery. The contents of
this set may be indistinguishable from a common household tool box aside from
some noxious substances. In practice, these tools allow the Dok to give any Ork
in his personal bodyguard cybork bodies of their own, which greatly increases
their physical abilities. Allows the Dok, and any other Painboy with their own
set, to heal (and experiment on) busted up boyz brought to them.
WAAAGH!: See Ork Boyz
Additional Factors:
“One
Scalpel Short of a Medpack”:
The Mad Dok is renown even among Orks for his psychosis. He is perpetually blood-lusted,
and this enthusiasm for combat will be shared among any troops he leads. If
Grotsnik finds himself in a battle, any Orks that accompany him will be
“inspired” by his fearlessness to charge and assault the nearest foe in
close-quarters. They will know no fear unless the Mad Dok perishes.
Name: Boss Snikrot
Type of Hero Bonus: Instills Terror in Enemies
Classification: Elite Commmando
Basic
Description:
A highly-regarded Kommando at the time of Ghazgkull’s first
invasion, Snikrot led his tribe to be the first to navigate through the dense
jungle hell that separated Armageddon Prime and Armageddon Secundus. However,
he lost most of his tribe to Imperial jungle-fighting specialists when they
became separated from his elite Kommandos. He vowed revenge, but not before
first learning and conquering the environment. Snikrot stripped his equipment
down to the minimum, learning with his Kommandos to use their natural Ork
toughness and metabolism blend into and become one with the jungle. He and his
Kommandos then waged a guerilla war of terror on Armageddon, gaining a fearsome
reputation. His personal Kommando bodyguards became known as the “Red Skull
Kommandos” for their tendency to scalp their victims and spread the blood on
their own heads, and Snikrot singularly is an even greater legend on
Armageddon. He even terrifies men specifically trained to hunt Orks, became a
living bogeyman to the entire Imperial population, and he and his Kommandos
even managed to elude an entire planet’s worth of patrols for fifty years
between the end of Ghazgkull’s first invasion and the start of the second.
Snikrot is a terrifying killer, able to move unseen and unheard by even the most
experienced of hunters, and fights with bloody cunning and horrifying
viciousness. He and his squad are used
to sow terror in the enemy, disrupt supply lines, and assassinate key enemy
figures among other Kommando operations. He is likely fanatically loyal to
Ghazghkull, if this was not apparent by his 57 year campaign of blood.
LOADOUT
Slugga: See Ork Boyz, but more likely to
be able to actually aim okay for an Ork.
Stikkbombs: See Ork
Boyz, but probably more skillfully applied to cause damage and havoc
Mork’s Teeth:
Personalized pair of nasty and rippy looking knives, each as long as a man’s
arm, these implements have been used by Snikrot to personally kill at least a
hundred human enemies. They have been consecrated in the blood of said humans
to Mork himself, and so Mork personally watches over Snikrot some of the time
in combat. Mork’s patronage combines with Snikrot’s experience and
bloody-mindedness to make him an extremely dangerous close-quarters combatant.
WAAAGH!: See Ork Boyz
Additional Factors:
Stealthy: Snikrot is a legend even among
the competently furtive kommandos. In particular he is a master of jungle
warfare, stemming from a traumatic incident where he most of his tribe to
Imperial jungle-fighters. From that day onward he vowed to master the environment,
and learned to become one with the battlefield’s terrain. He was skilled enough
in the art of stealth to avoid vigilant patrols for 50 years after the First
War of Armageddon. He would likely not forget his lesson even if he fought in a
non-jungle environment.
Ambushes: Snikrot’s abilities in stealth
work perfectly in conjunction with his ability to lay and execute ambushes. He
is a master of learning an area, stalking his prey, and then swiftly and
brutally murdering his quarry. He would also likely be able to advise a leader
willing to ask for help in how to lay large-scale ambushes.
Name: Boss Zagstruk
Type of Hero Bonus: Combatant, Keeps Troops in Line
Classification: Elite Stormboy
Basic
Description:
An Ork martinet, Zagstruk was rumoured to have been born in
the middle of a human settlement and fought his way back to his parent tribe
after birth. He is a merciless killer and fanatical disciplinarian, and takes
any excuse to fight. Zagstruk is the leader of the fearsome Vulcha Squad, named
for his own personal fighta-bomma Da
Vulcha, his personal band of Stormboyz that fears him more than they fear
any enemy. This is because he is prone to wild mood swings between
“foul-tempered but not killing anything” and “murderous and killing things”. He
rules his squad with an iron klaw, executing any who show insubordination or
cowardice, which keeps even the most belligerent Orks in check. He has an
extremely strong will and an unbreakable gaze, as his squad attest he has
stared down Warbosses, Squiggoths, and many other big mean beasties alike. At
the climax of a battle he and his Vulcha Squad descend from his aircraft, fire
up their rokkit packs, and land feet first in their enemy. Zagstruk’s own
bionik legs termed “Da Vulcha’s Klaws” and sheer mass make his personal landing
particularly devastating. Zagstruk and his mob are best used to turn the tides
of battle in one fell swoop, destroying an enemy line as they fall from the
heavens like mean green meteorites. He is a mercenary and could be swayed to
another side if offered enough, but this might be less of a factor given
Ghazghkull’s ability to inspire fanatical devotion in Orks.
LOADOUT
Slugga: See Ork Boyz, maybe better aim
because of his discipline. Is personalized, somehow.
Choppa: See Ork Boyz, probably much more
skilled with it though.
Cybork Body: See Ork
Boyz, probably a decent kustom job. He definitely has this.
Da Vulcha’s Klaws: Bionik
legs specially made for Zagstruk, they are frequently employed to both smash a
foe into pulp and soften Zagstruk’s landing at the same time. Zagstrk is also
adept at using these claws in close-quarters after landing, viciously kicking
and tearing apart foes as he charges.
WAAAGH!: See Ork Boyz
Additional Factors:
Violent Temper: Zagstruk
rules his squad with an iron fist and his slugga. If he ever sees morale
wavering, he will make an example of someone commissar style to rally the boyz.
Name: Old Zogwort
Type of Hero Bonus: Combatant, Morale Booster
Classification: Elite Weirdboy
Basic
Description:
Referred to as the “greatest Weirdboy of all”, Old Zogwort
was born during a total eclipse of the sun on the death world Catachan in a
nest of venomous vipers. The snakes swarmed him as he emerged from his cocoon,
covering him in snake bites, but he survived and even began fight back. As the
eclipse ended, Zogwort emerged victorious covered in pus-filled bite marks with
dead snakes in his hand and dying ones still wriggling in his mouth. His tribe
was in awe of this event, and further events would continue to convince him he
was favoured by the Ork gods. He rose to prominence in his tribe within a year
as a result of these events, such as the fact that no snake ever bit him ever
again. As he reached Ork adolescence he became surrounded by psychic phenomena,
and had to be accompanied by handlers his tribe assigned to him. However, these handlers had the habit of
being turned into squigs in the middle of the night. As his tribe attacked the
humies, Zogwort stomped and whooped and soaked up the raw WAAAGH! energy of his
fellows. He unleashed blinding cascades of green light that left naught but
ownerless clothes and weapons and puzzled squigs in their wake. Zogwort grew,
losing his eyes in a blast that destroyed an entire Imperial Guard company, and
eventually left his planet to seek greater congregations of Orks elsewhere. He
travelled the galaxy, seeking locations where the fighting was fiercest and the
WAAAGH! was at its purest. Zogwort is a capable fighter, a formidable psychic
power, and an able advisor. He can serve many roles, but is best when turning
the mightiest of enemy combatants into squiggly beasts. The only drawback is
that he is a wandering Weirdboy, and as such is essentially a mercenary. He
could be bribed. However, given Ghazghkull’s status as a prophet of Ork-kind
this is rather unlikely
LOADOUT
Psyker Powers: Old
Zogwort, the greatest of the Weirdboyz, can use any power a Weirdboy can.
However, he counts as a “warphead”, which means he has greater control over his
powers than most and is less likely to explode in a massive blast of green
fire. Weirdboy powers include the following:
‘Eadbanger: The
Weirdboy loses control of the psychic energies he is harnessing, causing the
heads of those nearby to explode. These heads tend to be those of relatively
friendly Orks, but sometimes if the Orks are lucky this happens to a Weirdboy
in melee with the enemy. This attack might affect Ork morale, but generally the
Boyz see this occurrence as a bit of a larf.
Frazzle: The
Weirdboy unleashes cracking arcs of energy at the enemy, reducing them to
shrivelled husks. This attack is mentioned as being terrifying to enemies, and
can be used on enemies in the Weirdboy’s line of sight, and can even cause
Space Marines to wither into dried out shells.
Zzap: The eyes
of the Weirdboy glow a blazing green, and he unleashes an incandescent beam of
energy hits a single target with the force of a thunderbolt. This attack can be
used on enemies in the Weirdboy’s line of sight, and has been compared to a
multi-melta gun in strength.
Warpath: The
Weirdboy dispenses his accumulated WAAAGH! energy to his fellow boyz,
strengthening them and increasing their attack ability in both close-quarters
and at range.
‘Ere We Go: Closing
his eyes, the Weirdboy teleports the mob he’s part of to another part of the
battlefield of his choosing in a storm of green light. This can even be used if
his unit in currently engaged in close-quarters combat with an enemy. Although
somewhat unreliable, this power can shift the tide of battle in an instant by
getting the Weirdboy’s mob to a location that is inconvenient to the enemy.
Such places include inside an enemy’s fortified bunker, in close range with a
more delicate part of their forces, or surrounding their soon to be krumped
commander.
Foot of
Gork: Raising
his arms to the sky and gesticulating wildly, the Weirdboy beseeches the Ork
gods for aid. One of them complies, and crushes a section of the battlefield
with a massive green foot. This foot can be used to stomp a single enemy
several times, stomp different enemies several times, or really cause any
possible combination of giant Ork foot and squished enemy as long as Gork’s
attention can be held. Of course, Gork could also stomp an Ork, but that’s part
of Ork life.
WAAAGH!!:
Screaming the warcry at the top of his lungs, the Weirdboy invokes the power of
the WAAAGH! and allows the boyz to attack with considerably more momentum and
power.
Nest of Vipers:
Presumably a collection of various poisonous snakes Zogwort hurls at his
enemies. They can inflict damage by poisoning enemies with their bites, and are
a motley collection of many different kinds of snakes. As a bonus, no snake
ever seems to bite Zogwort.
Zogwort’s Curse: Old
Zogwort’s most powerful psychic ability and the one that he is most-well known
for, where he can turn a powerful enemy in his line of sight into a squig. This
is Zogwort’s most notorious ability, and may spell the end of some of the most
powerful enemy combatants or the most capable leaders.
(It also works a little bit less
than about half of the time in gameplay, about 42% to be exact, which is pretty
good odds for an nearly insta-kill spell.)
WAAAGH!: See Ork Boyz, but Zogwort
lives to harness the WAAAGH!.
Name: Wazdakka Gutsmek
Type of Hero Bonus: Combatant, Mechanic
Classification: Elite Bikeboy
Basic
Description:
Described as the “greatest bikeboy of them all”, Wazdakka
Gutsmek loved to tinker with bikes even as a yoof on Khasak Prime. He was
enamoured with stripping a bike down, rebuilding them improved, and riding his
new creations at blazingly fast speeds. Gutsmek rose to fame when he won a
major race on a bike he had assembled that very morning. Accused of cheating,
he went on a rampage and blasted the settlement apart with heavy-bore
dakkakannons before riding off in disgust. From then on he became a legendary figure
to the Orks, appearing right in the nick of time to dramatically turn battles
in their favour with liberal applications of firepower. One such instance was
when he singlehandedly took down an Imperial Warlord Titan on Scalex VI by
himself using nothing more than his speed and the terrain. He launched himself
right off a cliff end and into the command cockpit of the massive machine, and
then while still on fire personally killed the crew in seconds. He is kept
awake by the concoctions of outlaw Bad Doks, and rarely leaves his seat other
than to upgrade his bike. Wazdakka eventually got tired of roaming alone, and
began to unite the Speed Freeks to launch an unending WAAAGH! from one end of
the galaxy to the other. He is now accompanied by an army of high-speed
fast-attack boyz on various vehicles, all intent on crushing any foe unlucky
enough to be in their path. Gutsmek is also an excellent individual combatant
on his personal bike, capable of breaking enemy lines by himself or with his
kult of followers. He and his followers are best used to wreak havoc on the
enemy and scatter them before a terrifying charge of roaring high-octane bikes,
trukks, and other assorted things that go fast. Gutsmek is also a superlative
mechanic, probably capable of overseeing even the most daunting of engineering
tasks. However, as an independent Warlord shoe-horned into Ghazghkull’s WAAAGH!
he may have some loyalty issues or may chafe under another Ork’s command. Then
again, given Ghazghkull’s religious status among Orks this may also be a
non-issue.
LOADOUT
Bike of the Aporkalypse: The
fast, loud, and powerful vehicle Gutsmek and his weapons ride on, it is a
heavily modified warbike that possesses the traditional aspects of a Ork
warbike in even greater abundance. Gutsmek is also capable of fighting
effectively while this bike is using its turbo-boost, something that is rather
uncommon compared to most bikeboys that simply shoot and flail and charge while
the turbo is active.
Kustom Mega Blasta: A marvel
of Ork technology that fires a blast of pure energy at its targets, and in
gameplay is as strong as a multi-melta gun, a weapon that is often used to hunt
tanks. This terrifying weapon is far greater than the sum of its parts, and is
one of the most powerful weapons the Orks can field at the squad level.
Slugga: See Ork Boyz. Aim is
likely not any better.
Dakkakannon: A
rapid-firing monstrosity mounted on Gutsmek’s bike that is described as being
able to stop a tank in its tracks. If it is anything like every other Ork weapon,
it is loud, lethal, and highly destructive. In gameplay, it is equal to a
multi-melta gun in terms of strength.
Power Klaw: See
Nobz, but probably better at using it from his bike.
Mek’s Tools:
Stikkbombs: See Ork
Boyz.
WAAAGH!: See Ork Boyz
Additional Factors:
Speed: Wazdakka is fast. The boyz in
his mob are likely also benefit from the overall mechanical expertise of the
group and have fast bikes as well. They are blazing fast. Wazdakka and his mob
will probably make up the fastest arm of any army they are part of, and are a
very dangerous tool in the hands of a capable Warboss.
Name: Kaptin Badrukk
Type of Hero Bonus: Combatant, Advisor
Classification: Ork Pirate Mercenary
Basic
Description:
The “most infamous Freebooter of all” and a legend among his
outcast pirate Ork kind, Badrukk has sailed the stars for several decades in
his personal Kill Krooza Da Blacktoof.
He leads his own vicious band of Flash Git ne’er do wells, and has fought at
the side of every major Warlord in recent history. He claims to be responsible
for the survival and victory of many of these Warlords through the awesome
firepower of his mob. And indeed, his firepower is awesome; with some Warlords
believing it was well worth paying him and his krew for the unforgettable sight
of their guns being unleashed on a terrified foe. His outfit is ostentatious,
with shiny bitz made of stolen medals and pilfered metals and gilded armour and
banners proclaiming his might. His accomplishments are outlandish, working with
Warlord Garaghak to blunt a tendril of the Tyranid Hive Fleet Kraken with a
daring raid on the Norn Queen at its heart, outshooting the Tau in the War of
Dakka, and even claiming to have personally killed a void-whale. Badrukk is
also an excellent strategist and a great advisor for any willing to meet his
stratospheric fees and tolerate him and his krew taking the lion’s share of the
booty before zogging off to find another fight. His unit provides superlative
amounts of firepower, probably the most of any infantry squad the Orks can
field. The only problem is that he would entertain thoughts of disloyalty if
the opposition offered him enough. Then again, Ghazghkull is the Ork St. Peter,
bringing the faith one proppa smack at a time. If the Warboss can keep him
under lock and key, his firepower and military acumen are invaluable assets.
LOADOUT
Da Rippa: Badrukk’s favourite shoota, a
horribly potent kustom weapon bedecked with shiny bits and formerly a weapon
belonging to the Ogryn bodyguard of a subsector governor. Badrukk wears a
lead-lined greatcoat to protect from the radiation this weapon gives off while
it fires unstable plasma canisters with each hit “detonates like a tiny sun”.
While this is probably hyperbole, it is an extremely powerful gun all the same.
Slugga: See Ork Boyz.
Choppa: See Ork Boyz.
Goldtoof Armour:
Badrukk’s personal armour plated with hundreds of melted-down gold teef kicked
out of the mouth of other Freebooter captains. While gold makes for terrible
armour, the sheer quantity of the metal on this piece of kit has to count for
something. Also, it incorporates a potent kustom personal force field equal to
anything a Mek can utilize. This armour has allowed Badrukk to survive a volley
of railgun fire from a Tau Manta missile destroyer in lore.
Gitfinda: See Flash Gitz.
Bosspole: See Ork Nobz
Stikkbombs: See Ork
Boyz
Da Powder Grotz:
Badrukk’s personal retinue of three grots that carry his extensive stash of
ammo and loot. They allow the good kaptain to fire longer by being overburdened
carrying his volatile ammunition.
Da Blacktoof:
Badrukk’s personal vessel, little is elaborated on it other than it has a steel
jaw. However, like every other Orky thing belonging to a Flash Git, it is
probably loud, powerful, big, and covered in bling and horrifying numbers of
weapons.
WAAAGH!: See Ork Boyz
Additional Factors:
Excellent Strategist:
Badrukk’s wealth of experience, keen tactical mind, ability to think laterally,
and propensity to conceive and execute audacious plans makes him an excellent
military advisor.
Important Character:
Orkimedes is said to be Ghazghkull’s chief Big Mek, and the
inventor of many of the more fantastic Ork weapons seen in the Third War for
Armageddon. He was the greenskin mind behind the tellyporta technology that
Ghazghull used to execute many of his more brilliant stratagems. Orkimedes may
have also been the chief architect behind many of the great war machines in
Ghazghkull’s WAAAGH! such as the Gargants and Ork submarines, but no one knows
for sure whether he actually exists or is the collective identity of
Ghazghkull’s most inventive Meks. In any event Ghazghull is known to have an
innovative and inventive spirit behind his campaigns that is capable of
creating and designing technologies he needs to carry out his most audacious
and kunning plans.
CALVARY/LIGHT VEHICLES
Keep in mind that Ork vehicles are not standard at all.
There’s generally a few common base designs, some of which will be listed, but
the Orks tend to build a bewildering array of vehicles for any problem they may
encounter or highly customize existing vehicles to meet a specific threat. The
shape, size, armour, and weaponry of the vehicles vary from tribe to tribe and
mob to mob, although they all share the common Orky traits of being loud, fulla
gunz, and probably fast. The Orks also have a tendency to loot the vehicles of
other factions, so employ many other vehicles or parts other than the ones
profiled here. All Ork vehicles may be painted red to make them go faster.
Really. It’s right in the rulebook and in the fluff.
Name: Warbikes
Type of Armor: Scrap
Metal
Weapon Type: Rider-Wielded,
Machinegun
Speed: Fast (Probably 200
km/h or more)
Classification: Fast
Attack
Basic Description:
The personalized steed of any Ork fortunate enough to
possess one, the warbike is a status symbol in the Ork community and a direct
conduit to that adrenaline rush the Orks treasure known as “going fast”. These
bikes have been known to incorporate jet turbines. Nothing short of
dive-bombing from an aircraft compares to the thrill of charging an enemy guns
glazing on a warbike to an Ork. The vehicle itself is a single-seater, although
this often does not deter other boys from hitching on precariously, and is
armed with a loud and exceptionally heavy weapon for a vehicle of its size.
This does cause some control problems for their riders, causing them to buck
and spin wildly when the weapons are fired, but that’s part of the fun. Riders
are even known to let go of the handlebar with both hands and keep the pedal to
the metal as they close in with an enemy to better use any close combat weapons
they brought along. These bikes serve as outriders, shock troops, and
fast-attack options for the main WAAAGH!, and can even communicate with each
other using controlled skids. Ork Boyz can ride these bikes to form Biker Mobz,
which can even come with Biker Nobz. They are often deployed in massive mobz of
hooting, screaming, and shooting hooligans on insanely fast motorcycles bent on
killing all in their path.
LOADOUT
Dakkaguns: See
Wazdakka Gutsmek, but not nearly as powerful. They’re still pretty impressive,
though, tend to be twin-linked, and remain loud and terrifying expellers of
large bullets.
Choppas: See Ork Boyz
Sluggas: See Ork Boyz
Exhaust
Cloud: The great clouds of smoke exhaust
fumes these vehicles produce often make for great cover. Really, really good
cover. Good enough to cover the warbike’s own advance in the right conditions,
such as where there are already huge dust storms. Good enough to function as
cover equivalent to a wall to crouch behind. That good, somehow.
Furious
Charge: The sheer speed at which the
warbikes move gives them a considerable bonus when charging into close combat,
if they don’t simply run over the poor sod they charged at into squishy
roadkill.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Warbuggies
Type of Armor: Scrap
Metal
Weapon Type: Heavy
Weapons
Speed: Fast (Probably 175
km/h or more)
Classification: Fast
Attack
Basic Description:
Two-Ork attack vehicles that
attempt to combine the speed of a warbike and a more impressive weapons
payload. Although they are probably not as fast as a warbike because of their
size, they can still achieve scorching speeds regardless. Their operators band
together in groups as ramshackle as the vehicles they ride as they hurtle all
round the battlefield blasting all that they can. Various patterns exist,
although they all include a speed-crazed driver and heavy-weapons gunner. They
are ideally suited for flat featureless lands, and come with one of various
kinds of heavy weapons. These weapons are often twin-linked to compensate the
horrible accuracy typical of a gunner moving at high speed using insane rates
of fire. A full squadron of these buggies have been described as having enough
firepower to mow down an enemy platoon or blow apart a tank as their occupants
zoom past making obscene gestures. Warbuggies offer the WAAAGH! a fast attack
option with greater firepower and slightly reduced speed.
LOADOUT
A Warbuggy is conventionally armed
with one of a twin-linked big shoota, a twin-linked rokkit launcha, or a
skorcha, although some foolhardy Meks may try to put more than one on a buggy.
Twin-Linked Big Shootas: See Big
Shootas for Ork Boyz, but stick two of them together and mount them on a
ramshackle fast-moving hellion car.
Twin-Linked Rokkit Launchas: See
Rokkit Launchas for Ork Boyz, but stick two of them together and mount them on
a ramshackle fast-moving hellion car.
Skorchas: Fuelled by a squig oil and gas
mixture with a unique recipe for every Mek, these large mounted flamethrowers
spray huge gouts of flame and burning fuel onto anything unfortunate to get up
close to the vehicle or be a victim of a drive-by Ork flamethrower attack. They
have all the utility of their smaller Burna cousins
Trakk Units: A
warbuggie can be equipped with a trakk unit that stabilizes the buggie and
allow it to better manoeuvre over rough terrain. This comes at a cost to speed,
but gives the buggie the ability to move in far rougher terrain such as forests
and urban areas. Optional. These wartrakks may be further customized with
flakka-dakka guns, a large minigun with multiple firing barrels to compensate
for traditional Ork accuracy, to deal with enemy aircraft as Flakkatrakks.
These modified wartrakks also have a grot glowygun manned by a grot, which both
damages enemy aircraft and helps the Ork gunners see the tagets better.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Trukks
Type of Armor: Minimal
Scrap Metal (May be optionally reinforced with extra Armour Plates)
Weapon Type: Machinegun
Speed: Fast (Probably 150
km/h or more)
Classification: Fast
Attack, Transport
Basic Description:
The quintessential transport of the Orks, trukks are lightweight
to allow Boyz and Nobz and others to get into the thick of the fight as quickly
as possible. They are also the kings of being ramshackle and rickety, being
built only for speed, and even have a unique in-game table to decide what
happens when they get hit hard enough to be sent spiraling out of control. They
have minimal armour, and tend to fall apart from direct hits to become
clattering cart-wheeling piles of wreckage. Sometimes, when destroyed the trukk
will explode and stunned and injured Orks in all directions. Other times, it
careens out of control and then explodes to send shaken Orks in all directions.
Lastly, sometimes the trukk just breaks non-explosively and the Orks can bail
out unhurt. Still, they’re easy to bail out of when they go out of control and
Orks find it kind of fun to kind of fun to jump out of a fast-moving wreck. No
two trukks are alike, each customized to an individual Mek’s preferences or his
tribe, but are usually festooned with trophies and have rails and runners to
prevent boyz from falling out when racing to the front lines. Each trukk can
carry roughly twelve boyz, or maybe six meganobz or equivalent figures in mega
armour.
LOADOUT
A trukk always comes with at least
a big shoota or rokkit launcha, but the reinforced ram, wreckin’ ball, boarding
plank, and stikkbomb chukka are all optional.
Big Shootas: See Ork
Boyz, these are mounted on the front of the trukk.
Rokkit Launchas: See Ork
Boyz, these are mounted on the front of the trukk.
Reinforced Ram: A
modification that allows an Ork driver to experience the thrill of close combat
by letting them use the vehicle they drive as a weapon in itself. These
modifications greatly improve the structural integrity of the front end of the
vehicle and allow it to be used as a devastating weapon when combined with the
high speeds Ork drivers are known for. No guarantee the rest of the vehicle
survives though, but sometimes a good crash is worthwhile in itself to an Ork.
Wreckin’ Ball: A
manifestation of the Ork love of breaking things, these massive spiked spheres
presumably attached by chains can be swung into enemy infantry and vehicles
alike. These implements use the momentum of the vehicle itself, along with a
bit of good luck, to generate their considerable crushing power. In game, if
they work they hit a little bit harder than a rokkit launcha.
Boarding Plank: These
are hinged planks employed by Orks to engage in boarding actions against nearby
vehicle. More frequently they let a foolhardy Ork or several get closer during
a high-speed confrontation to hit something his choppa or klaw. Granted, given
the force at which an Ork can hit this is not an entirely useless proposition.
Stikkbomb Chukka: A crude
mechanism that allows a vehicle to fire stikkbombs over the heads of its
disembarking passengers as they charge into the fray. Accuracy not guaranteed.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Grot Bomb Launcha
Type of Armor: Scrap
Metal
Weapon Type: Grot-Guided
Bombs
Speed: Fast (Probably 150
km/h or more)
Classification: Purveyors
of Suicide Attacks
Basic Description:
An Ork light artillery weapon that fires guided missiles
piloted by grots. First seen in a battle against the Black Crusaders Chapter of
the Space Marines, they allowed a heavily outmatched Ork enclave to turn the
tide of battle using grots as suicide bombers. An idea this fun and effective
quickly spread through the rest of Ork kultur.
LOADOUT
Grot
Bombs: Bombs shot from a launch ramp and
is literally piloted by grots. There’s a little cockpit in the missile and
everything. It’s unknown how exactly the Meks get the grots to do this, but
they do so competently enough. In their first deployment, they were able to
take out a Land Raider and the captain of the Space Marine force to prove their
worth as deadly weapons.
ARMOR/ARTILLERY
All heavier Ork vehicles may be equipped with grot riggers
that repair damage of the vehicle is hit, except the big guns which are crewed
by grots anyways. There is a series of Ork tanks called the “Kill
Blasta/Bursta/Krusha”, but information is scarce on them. As such, assume that
the Orks are in fact capable of building tanks of their own design that were
not looted from somewhere else and smaller than a battlewagon despite what the
profile may indicate. Native Ork tanks that are not battlewagons are real,
probably. Most descriptions of the quantities of guns mounted on these vehicles
are probably more bare minimums than anything else. While bigger means better,
bigger also means rarer. Comparatively, anyways.
Name: Big Gunz
Weapon Type: Artillery
Armor Type: Scrap
Metal
Speed: Virtually Immovable
Classification: Field
Artillery
Basic Description:
A general term for Ork field artillery, Big Gunz come in
many shapes and sizes that are all capable of spewing death from a distance.
Supposedly a result of imitating Imperial Guard support weapon teams, these
guns are set up in a facsimile of Imperial procedure. They are wheeled or towed
into position at the back of Ork battlelines, set up in a battery, and manned
by a team of two individuals per gun. And there the similarity ends, along with
any hope of military orthodoxy or efficiency. Key differences include the fact
that the Gunz are selected based on which ones are the biggest and loudest, the
carriages shake themselves apart when the Gunz fire, and that the Gunz are
crewed by terrified grots kept in line by fear of their Runtherd handlers. Additional
crew may be present, as grot casualties may be high because of the pranks the
grots play on one another involving the Gunz, and larger batteries may simply have
a cloud of grots milling about to provide spare crew. Big Gunz have the utility
of traditional field artillery batteries, being force multipliers and
implements used to destroy larger opponents.
LOADOUT
A big gun can by any of the
following variants, although hybrids, intermediates, and nightmarish assemblies
of combinations all probably exist.
Variants:
Kannons:
Heavy-bore artillery pieces that can fire a solid anti-tank shell or large-bore
frag round, effective against tanks and infantry respectively. Both types of
ammunition tend to be in stock, so the kannon can shoot either. The Kannon has
the most variant types of all Ork artillery pieces, all of which are bigger,
louder, and killier than the base variant. However, the range of Killkannon
variants is not always greater than the base form but should be at least equal.
Lobbas:
Sometimes looking like big mortars or rokkits, and sometimes in primitive or
desperate tribes appearing as catapults and trebuchets, these guns are
effectively the mortars of the Ork WAAAGH!. They fire massive bombs in high
arcs primarily to reach enemies hiding behind walls or other obstacles. They
also tend to be found even farther from the action than other Big Gunz. There
are bigger variants called Supa-Lobbas that have essentially the same range but
fires bigger shots for bigger booms. One specialized lobber variant is the
Squig Katapult, which has notoriously poor accuracy and fires a specially bred
pot of squigs that automatically find and eat non-Ork targets upon landing.
However, these are Feral Ork catapults are less likely to be seen in an Ork army
with gunpowder.
Zzap Guns: Powerful
but unreliable energy cannons, these guns are often composed of little more
than a wire-bound tube and a powerful generator at the back end with lots of “kustom
gubbinz”. These guns cause massive damage to enemies by firing energy blasts
that can potentially be stronger than any energy weapon the Imperium can field.
And sometimes, the shot won’t even scratch enemy vehicle armour. It’s a gamble,
but not really much more so than any other Ork weapon. These guns are fired by
having a grot hold down an electrified lever as long as they can. Presumably
the longer the lever is held, and the more the grot is electrocuted, the
stronger the shot is. This weapon’s stronger shots, the ones that tend to
murder tanks outright, always kill the member of the Grot crew that fired it. Which
is a decent trade, all things considered. There exist larger variants called
Big Zzappas that are larger, heavier, more unpredictable, and have longer
range. There is an even bigger form called the Supa Zzap-Gun found as a Soopa
Gun.
Pulsa
Rokkits:
Containing a large and unstable force field generator that “teeters on the
brink of contradictory physics” and relies on the force field around the
generator being disrupted by the impact of landing. This causes the field to
collapse with devastating results. These missiles typically send out great
waves of suppressing force that suppress enemy by forcing them into the ground.
Infantry are sent face-first into the dirt or are forced to their knees,
mounted heavy weapons are flipped over, and generally things are generally turned
topsy-turvy. The largest rockets and most powerful generators can crush enemies
as if the feet of Gork and Mork themselves were stomping on the foes of the
Orks. The size and sophistication of these rockets vary, ranging from just the
generator sphere mechanism given wings to “building-sized labours of love”. Most
of the time the rocket will just send out a pinning pulse, although the size
may vary, other times it sends out waves of destructive energy that can harm
vehicles. These rockets are mainly used to force enemy positions to stop firing
and allow the main WAAAGH! to advance on the enemy, although the side effect of
their mechanisms has sunk an island and an entire company of Ultramarine Space
Marines with it in the past. The rokkit can also be piloted by a grot who wants
to go out spectacularly, and can have an optional stabilizer mechanism that
makes it less likely to blow up on the launching scaffold.
Soopa Gunz: Much
larger variants of the three artillery pieces described earlier, versions of
each dialed up to eleven or twelve. These guns are most often used to destroy
enemy titans or other massive units.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Deff Dreads
Weapon Type: Heavy
Weapons, Close Combat Weapons
Armor Type: Scrap
Metal (May be optionally reinforced with extra Armour Plates)
Speed: 20 km/h? (About as fast
as a jogging human most likely)
Classification: Walker
Vehicle
Basic Description:
Though they vary in shape and size, Ork walkers embody the
Ork values of being big, stompy, and shooty. The Deff Dread is piloted by a
volunteer who sees piloting the Deff Dread as being a shortcut to reaching his
ambitions, as Dreads are massive metal machines bristling with deadly weapons. And
what Ork doesn’t want to be big and deadly? This volunteer that soon realizes that
“the disadvantage to being permanently wired into an enclosed metal can is
being permanently wired into an enclosed metal can”, which causes no end of stir-crazy
frustration. These fusions of Ork and machine require both Painboyz and Mekboyz
to create and maintain. Painboyz are needed to surgically insert the wires into
the pilot’s brain into roughly the right spot and stick them back in if they
fall out in the heat of battle. The Mekboyz are needed to build the Dread
itself. Still, Deff Dreads are a powerful asset to any WAAAGH!, being
enormously destructive and capable of annihilating squads of enemies using
their terrifying arsenal of weapons and unending rage.
Deff Dreads tend to be about twice the size of an average
Ork, and so are roughly three and a half metres in height. While usually
sighted as solitary engines of destruction, they may be found in large mobz of
their own similar to those of Ork Boyz in particularly large wars.
LOADOUT
A Deff Dread always has two
close-combat weapons, and can two of any combination of the following weapons.
A Killa Kan always has only one close-combat weapon and must take one of the
following or their unique grotzooka. Or a Mek might try to add more stuff, who
knows.
Big Shootas: See Ork
Boyz, but usually bigger.
Rokkit Launchas: See Ork
Boyz, but usually bigger.
Kustom Mega Blastas: See
Wazdakka Gutsmek.
Skorchas: See Warbuggies.
Close-Combat Weapons: Usually a
massive pair of a pincer-like power shears and buzz saw, these weapons are powered
by the piston-driven limbs of the Deff Dread to tear through reinforced walls,
armour, and enemies alike. While not wielded skillfully, these weapons are
extremely strong and make close quarters combat with a Deff Dread a dicey
proposition. The WAAAGH!, the frustration and aggression of the pilot, and the
pistons of the limbs all contribute to the Deff Dread being to tear up nearly
anything up close including power armour.
Variants:
Killa Kans: A
smaller variant of the Deff Dread piloted by grots, these machines can use any
weapon a Deff Dread can but perhaps on a slightly smaller scale. Another
difference is usually one arm is a melee weapon and the other holds a ranged
weapon, instead of where on a Deff Dread both arms are melee weapons and the
ranged weapons are fired another way. Kans tend to be more cowardly and retain
some grot instincts of self-preservation, and operate in groups of two or three
on smaller battlefields. Kan pilots can sometimes panic or cause their walker
to flee when the going gets tough, despite the fact that their new forms are
impervious to small-arms fire. A unique weapon found only on Killa Kans is the
Grotzoota, a gigantic blunderbuss that fires scrap gathered from the floor of a
Mek’s workshop. This weapon is deadliest up close, like most things that are
likened to a blunderbuss, but also has surprisingly good range.
Mega Dreads: Dreads
that are bigger than a normal Deff Dread but smaller than a Stompa, these are
much stronger than the smaller Dreads and Kans. These hulking metal-plated
monsters are also still more manoeuvrable than a Stompa, and are armed with a
combination of Killkannons, Klaws, and other powerful high-calibre weapons.
These are often also more complicated than their smaller cousins, and
correspondingly less complex than their larger ones.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Looted Wagons
Weapon Type:
Armor Type: Scrap
Metal Tank Armour (May be optionally reinforced with Armour Plates)
Speed: 85 km/h? (a bit faster
than a modern tank)
Classification: Tanks/Transports
Basic Description:
The results of the proclivities of Ork Lootas for theft,
these vehicles are usually acquired by Ork salvage teams after a battle is
over. After towing the wrecks, a few days of repairs and kustomizations to make
them more “Orky”, most of these vehicles see battle once more as Looted Wagons in
Ork employ. However they also tend to be far more temperamental than they were
before, and may be prone to various unforeseen occurrences because of their
non-Ork technology. In game this manifests as a rule called “Don’t Press Dat”
where a bad dice roll can send a Looted Wagon careening straight forward
regardless of what the driver wants. They serve a wide variety of roles, but
are most often repurposed into tanks or transports. The tanks are equipped with
either a skorcha or a powerful boomgun, and the transports have equal carrying
capacities as trukks. Whatever they do, Looted Wagons are an integral part of
the mechanized component of any WAAAGH! The size and shape of a Looted Wagon obviously
depends on where the Orks got it from.
The abilities of the
Ork Lootas and Meks to repurpose a wide variety of salvage is legendary, and
have included Space Marine Rhinos and Land Raiders, Imperial Guard Chimeras, Baneblades,
and Titans, Tau Hammerheads, Eldar Wave Serpents, Necron Monoliths (Necrons
don’t phase out anymore, and even when they did there may have been some Orky
gubbins that could keep them from phasing out, and even then the phase out tech
was not completely reliable), and many more including rumours of Tyranid
Carnifexes lobotomized and controlled with the aid of Painboyz. Some Lootas are
so skilled they can loot a slagged vehicle, repair it on the spot, and use it
in the very same battle it was destroyed in against its former masters before
said owner can react. They also find this hilarious. The Orks even have a tale
of a legendary Loota that could even loot an Imperial Titan and unleash it on
its former comrades. Looted Wagons also, oddly enough, refer to Ork vehicles
built in Imperial and other factories.
LOADOUT
A looted wagon may take either a
boomgun, a skorcha, or have carrying capacity. It may also in addition take up
to two either big shootas or rokkit launchas or one of each. In theory. Mekboys
might try to cram more in. The reinforced ram, wreckin’ ball, boarding plank,
and stikkbomb chukka are all optional.
Boomguns: A generic term for the main gun
of a stolen tank, and often the main reason why the tank was stolen in the
first place. The most frequent variety of stolen tank and accompanying Boomgun
is from the Leman Russ battle tank of the Imperium, but it is not unknown that
other tanks such as ones belonging to the Tau or Eldar are taken as well. This
can be removed from a Looted Wagon that already has one to increase the
carrying capacity of the looted wagon by about 12 Orks, but what’s the fun in
that? A looted wagon with a boomgun cannot be used as a transport.
Skorchas: See Warbuggies, but bigger.
Big Shootas: See Ork
Boyz, but bigger.
Rokkit
Launchas: See Ork Boyz, but bigger.
Reinforced Ram: See
Trukks, but usually bigger.
Wreckin’ Ball: See
Trukks, but usually bigger.
Boarding Plank: See
Trukks, but usually bigger.
Stikkbomb Chukka: See
Trukks, but usually bigger.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Battlewagons
Weapon Type: Automatic
Weapons, Energy Weapons, Roller
Armor Type: Thick
Scrap Metal Tank Armour
Speed: 75 km/h? (a bit faster
than a modern tank)
Classification: Super
Tank
Basic Description:
Battlewagons are massive metal mechanical monstrosities
built by Meks to serve as mobile fortresses and grind their enemies into the
ground. They bristle with guns, move on great clacking treads, and are often filled
with the most elite Ork warriors. They are built for the most prestigious Orks,
are effigies of the great beasts the Orks used to hunt in the wild, are often
bedecked with skull totems, and are often created with a specific role in mind.
Gunwagons stay in the thick of the Ork mobz and fire ordinance from their
killkannons, assault wagons are made to serve as gigantic transports to take as
many boyz to the front as quickly as possible, and krushas go into the
bloodiest part of the battle to steamroll enemies into bloody paste with their
deff rollas and grabbin’ klaws. These rumbling machines of shooty and crushy
death tend to be at least four metres tall and seven metres wide, but as
mentioned many times before Ork vehicles are not a terribly standardized lot.
LOADOUT
The killkannon, reinforced ram,
deff rolla, wreckin’ ball, boarding plank, grabbin klaw, and stikkbomb chukka
are all optional. Battlewagons with a killkannon have the same transport
capacity of a trukk, ones without a killkannon can carry about 20 boyz or 10
boyz in mega armour or their equivalent. The battlewagon may take a single big
gun in possible addition to a killkannon as outlined in the “Big Gunz” section,
but this big gun does not affect transport capacity. They may also take up to
four of any combination of big shootas and rokkit launchas. Once again, mad
Meks may add more gunz or make one of the optional things the focus of the
wagon entirely.
Killkannons: See Big
Gunz. These massive guns are frequently mentioned as being made to hammer enemy
infantry, and so probably use massive frag rounds.
Deff Rolla: A great
spiked roller that allows the Battlewagon to bring its weight to bear on
anything that gets in its way. It can also act as a minefield clearer in the
highly unlikely event that grots are not available for the task, clear
difficult vegetation, and generally mulch things smaller than it into a fine,
fine paste. Cannot co-exist with a reinforced ram, as they go in the same
place. Probably won’t stop a Mek from trying, though.
Kannons: See Big Gunz.
Lobbas: See Big Gunz.
Zzap Guns: See Big
Gunz.
Big Shootas: See Ork
Boyz, but bigger.
Rokkit
Launchas: See Ork Boyz, but bigger.
Reinforced Ram: See
Trukks, but usually bigger. Cannot co-exist with a deff rolla, as they go in
the same place. Probably won’t stop a Mek from trying, though.
Wreckin’ Ball: See
Trukks, but usually bigger.
Boarding Plank: See
Trukks, but usually bigger.
Grabbin’
Klaw: True to its name, the Grabbin’ Klaw
is a mechanism that allows an Ork vehicle to physically grab an enemy vehicle
to keep the poor unfortunate from running away from the beating it is about to
receive. In theory it could also be used to grab smaller units and large
monsters, depending on the size of the klaw itself. Also, the klaw could likely
be used to crush a man-sized target if it could grab hold of one or be used as
a tow to drag things with. In game, it’s just used to grab vehicles. The
Grabbin’ Klaw of larger vehicles tend to incorporate some kind of attractive or
magnetic force to grab things with.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Gargantuan Squiggoths
Weapon Type: Melee,
Automatic Weapons, Energy Weapons
Armor Type: Thick
Scrap Metal Tank Armour
Speed: 60 km/h top speed? 20
km/h walking?
Classification: Living
Engine of Destruction
Basic Description:
Massive Orkoid monstrosities bred by a particular clan,
these beasts are towering hulks of muscle and bad temper. They are
single-mindedly aggressive and incredibly savage, and the Orks love them for
it. Squiggoths are goaded into battles by the Orks that ride in the howdah on
its back, like a big nasty green elephant-komodo dragon hybrid, and the howdah
is also itself bristling with weapons. The noise of these weapons incites the
Squiggoth into greater acts of violence as a bonus, leading them to seek out
and gore, stomp, and otherwise flatten non-greenskins nearby to the raucous
cheers of the Orks. Covered in heavy welded-on armour, bedecked in big guns,
and terrifying to behold, the Gargantuan Squiggoth is massively destructive Ork
unit capable of causing mass terror and annihilation. These massive beasts come
in many shapes and sizes, although they all have large tusks, teeth, and fangs,
and range in size from large tank-sized
to equal in height to a small Imperial Titan. Roughly speaking, they can be
anywhere from four metres to thirteen metres tall. Each Squiggoth may transport
about 20 boyz in the howdah, or maybe 10 meganobz or their equivalent.
LOADOUT
Uniformity is a lie.
Huge Tusks: The
tusks of the Gargantuan Squiggoth, simply enough. Given how big the beast is,
the tusks can sometimes be larger than a man. They also give the monster a
bonus when charging into close combat.
Fangs and Stomping Feet: The teef
and feet. Shouldn’t be too difficult to imagine what they do. Gargantuan
Squiggoths also tend to eat the things they bite, naturally enough.
Twin-Linked Big Shootas: See Warbuggies,
has at least two of these mounted on the howdah.
Supa-Lobbas: See Big
Gunz, has at least two of these mounted on the howdah.
Zzap Guns: See Big
Gunz, not actually in the rulebook but the Dawn of War version had these and
they owned so there.
Big Shootas: See Ork
Boyz, may have up to four mounted on pintles but must be fired by a transported
Ork. There may be more than four, perhaps.
Variant:
Orkeosaurus: An even
larger version of the Gargantuan Squiggoth, but also much rarer.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this. This applies to this particular entry less
so than most Ork vehicles.
Name: Battlefortress
Weapon Type: Cannons
or Roller or Rockets or Flak Guns (Depends on Variant)
Armor Type: Thick
Scrap Metal Tank Armour
Speed: 60 km/h? (about the speed
of a modern tank)
Classification: Mobile
Fortress, Super-Heavy Assault Vehicle
Basic Description:
Described as “clanking,
smoke-belching behemoths festooned with gunz and boyz”, Battlefortresses are essentially
much larger and more powerful battlewagons. They fill the same roles as mobile
fortress and artillery platform, but are much bigger. They are also far faster
than they look, possessing a “triple-overpressure turbo engine that occupies a
good deal of its hull”. Loud, shooty, and capable of crushing all in their
path, these massive Ork tanks are formidable sights to see on larger
battlefields and a match for anything short of a titan. Battlefortresses are
intermediate in size between Looted Wagons and Gargants, so are likely between
five and ten metres tall.
LOADOUT
In general, all battlefortresses can carry about 30 boyz or
15 meganob equivalents. Beyond that, good luck finding anything about
uniformity. Even the variants listed are just a guide to possible forms.
Variants
Skullhamma
Battlefortress: The most popular variant, this design is usually made from a looted
Baneblade and features the Skullhamma Kannon. This kannon is big and loud, like
other Ork gubbins, but is also remarkably powerful. This design may also have
any combination of two twin-linked big shootas or rokkit launchas, and further
include either a kannon or lobba as seen in the Big Gunz section. This tank may
also hold up to three supa-rokkits, which are bigger versions of the
grot-guided missiles fired by a grot bomb launcha. Or they might have way more
weapons that that, as these are just guidelines.
Deathrolla
Battlefortress: Presumably similar to a Skullhamma in all respects except the
Skullhamma Kannon is replaced by a massive deff rolla.
Rokkitspitta
Battlefortress: Again, probably similar to a Skullhamma except the titular kannon is
replaced by a large cluster of rokkit launchas crammed together like a
drunkard’s fireworks display.
Flakk
Battlefortress: A form of Battlefortress built to serve as an anti-air platform, and
thus decked to the brim with guns such as flakka-kannons, big shootas, and quad
flakka-dakka guns. Flakka-Kannons are, simply enough, flak shooting kannons.
Flakka-Dakka guns are heavy Ork autocannons, which are rapid-firing weapons
similar to miniguns but able to use both larger ammunition and a wider variety
of bullets.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Stompa
Weapon Type: Various
(includes rockets, enormous rapid-fire guns, massive flamethrowers, cannons,
energy weapons, melee attacks)
Armor Type: Thick
Scrap Metal Armour
Speed: 35 km/h?
Classification: Heavy
Walker Vehicle
Basic Description:
A noisy, walking idol of an Ork
god, a Stompa is one of the most destructive engines the Orks can field. They
are crewed by several Orks, usually the Meks that built it aided by a large mob
of grots to act as general assistants, and inspire great amounts of fear in
enemies and fearlessness in nearby greenskins. Loaded with weapons, Stompas are
a force of pure destruction on the battlefield and can stomp, shoot, crush, and
kill almost anything in their path. These massive idols of the Ork gods are a
little bit bigger than a Battlefortress, and tend to be between twelve and
sixteen metres tall. It also has a carrying capacity roughly equivalent to that
of a trukk. Sometimes in larger in a larger WAAAGH! Stompas will be organized
into mobz of their own, such as during the Third War for Armageddon where
thousands were present.
LOADOUT
A minimum estimate of Stompa
ordinance is one titan close-combat weapon, a deth kannon with a co-axial
supa-gatler, a supa-skorcha, a twin-linked big shoota, two more big shootas,
three supa rokkits, and a rear mounted big shoota for the pesky gitz that get
behind it. They always have a crew of dozens of grot riggers to patch up
damage. Bare minimum, of course. Who knows what a Mek will try to cram onto an effigy
of his God?
Deth Kannons: An
enormous kannon. Not much more to be said. Other than it’s as strong as a
Warlord Battle Titan’s Melta Cannon in game, and those things are nasty.
Supa-Rokkits: See Grot
Bomb of Grot Bomb Launcha, but usually with a bigger missile.
Supa-Skorchas: See
Skorcha of Warbuggies, but scale it up for a roughly 13 and a half metre tall
walking metal monstrosity.
Supa-Gatlers: Gatling
gun scaled up for something that matches Ork sensibilities for a weapon of a
walking metal avatar of God. This particular weapon manifests its Orky origin
by being so hard to
control that it will not stop until it runs out of ammo once it starts firing.
Big Shootas: See Ork
Boyz, but much, much bigger.
Gaze of Mork: A large
and unpredictable force beam generator built into the head of the Stompa,
usually firing from the Stompa’s eyes. They are essentially giant Zzap Guns,
but are even more powerful than the Big Zzappa Soopagun variant. They’re just
as unpredictable, with some shots melting Baneblades and other failing to kill
a single guardsman or something in between. Usually something in between. But
it can melt a Baneblade, which is all the Orks care about. Sometimes the Mek
crew divert extra power from the rest of the Stompa to the Gaze, increasing the
strength of the shot enough to even tear an Imperial Titan asunder.
Lifta-Droppa: A big
tractor beam that lifts, moves, and flings around or drops enemy vehicles. It
is typically unpredictable, like other Ork tech, and is sometimes employed to
wreck enemy machines and monster by dropping them into inhospitable or
unfavourable terrain. This terrain may be a chasm, magma, or just a horde of
boyz waiting to tear something apart.
Kustom Force Shield: Created
by Meks to safeguard their most beloved creations, and usually themselves,
these crackling barriers of energy repel almost all attacks. They can be found
elsewhere, even on a lucky Ork Boy if he manages to steal or find one, but they
are most often found on valuable war machines like Stompas. They’re also seen
on Ork ships to keep the air and stuff in the ship, but they have been known to fail in
this regard without the Orks even noticing or being affected. Some Stompas can
even have two of these protective barriers, but once a barrier goes down it
cannot be raised up again.
Close Combat Weapon: See Deff
Dread, but way, way bigger.
WAAAGH!: See Ork Boyz,
Name: Gargant
Weapon Type: Various
(includes rockets, enormous rapid-fire guns, massive flamethrowers, cannons,
energy weapons, melee attacks)
Armor Type: Thick
Scrap Metal Armour
Speed: 45 km/h?
Classification: Super
Heavy Walker Vehicle
Basic Description:
Titanic warmachines found only in
the largest of WAAAGH!’s and under the command of the mightiest of Warbosses.
These machines are true effigies of the Gork and Mork, and are the mightiest
engines of destruction the Orks can field on the ground. They are extremely
complicated as well, requiring the most brilliant Meks, but also have the most
devastatingly powerful weapons. While employing relatively simple technology
compared to their counterparts in other races, their sheer firepower and
destructive force make them more than equal to any of their peers. Gargants
come in a relatively large range of sizes, with larger ones being rarer. A
“normal” Gargant can be about 20 metres tall, while the largest Gargants that
are a match for Imperial Emperor Class Titans can be up to 60 metres tall.
LOADOUT
A Gargant is a Stompa, but much
bigger. Scale up anything you find in the Stompa section appropriately for the
increase in size, which generally means double the size of the main guns and
the quantity of smaller guns you imagine the Stompa bristling with. And maybe
double the number of main guns too. They also tend to have many layers of
kustom force fields, maybe as many as 6 if their equivalence to Imperial
Warlord Titans is any indication. The bigger the Gargant, the more stuff it
has. The Gargants also have access to a few special unique pieces of kit such
as the one that follows. All the others are just really, really big heavy
weapons.
Snapper: A uniquely Ork weapon,
consisting of a pair of spiked metal jaws for close combat and a massive
melta-gun equivalent inside.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this. The Gargant in particular should be a
useless pile of junk without the field.
AIR COMBAT
Ork vehicles are not limited by such
petty constraints such as “standard designs” or “good taste” or “subtlety” or
“not overdoing things” or “theft is bad”. Ork aircraft are no different, and
many Ork ships are simply things looted from other races and kustomized to be
more Orky with a coat of red paint and bitz and spikes all over. Leading to
beauties such as these:
As with Armour and Artillery, remember that bigger means
better but relatively rarer.
Name: Fighta-Bommas
Type of Aircraft: Multipurpose
Aircraft
Weapon Type: Bombs,
Guns, Other Heavy Weapons
Armor Type: Scrap
Metal
Classification: General
Purpose Aircraft
Basic Description:
Piloted by flyboyz, who are Speed Freaks marked by their
desire to fly, general Ork fighter and bomber aircraft tends to be incredibly
diverse in form, size, and armament. As their pilots get euphoric highs from
going at high speeds, and get the biggest high from flying straight at the
ground, Meks tend to build aircraft with great offensive abilities and speed
rather than survivability. Ork fighters and bombers are all fast, have loads of
guns, and tend not to survive missions. Their pilots, on the other hand, do
usually survive their suicidal attacks and reckless dive bombs and come back
for more. Ork aircraft are used to disrupt supply lines, attack an enemy from
the air, go on bombing runs, hit enemy positions deep behind the battleline,
and other military applications contemporary humans use them for. Orks also like
to use them for kamikaze runs, given the greater durability afforded by Orkoid
physiology and their compulsive love of excitement, and there are even some
pilots who specialize in crashing into enemies to inflict maximum damage. And
they do it over and
over again with a different aircraft each time. Ork aircraft tends to be
between 10 and 26 metres long.
LOADOUT
Lots of different variants of
Fighta-Bommas, but they’re all loaded with guns and move at insanely high
speeds. Safety is not an issue for the Orks. A standard Fighta-Bomma comes with
at least four hull mounted big shootas as an anti-aircraft measure, a turret
mounted twin-linked big shoota manned by a grot, a payload of bomms, and either
two supa-rokkits or two burna bomms. Or maybe more, depends on the Mek that built
it and how they were feeling.
Big
Shootas: See Ork Boyz, but bigger.
Bomms: It’s a bomb. They’re apparently
equal to Imperial ones, which mean they weigh about 500 pounds. They probably
weigh more though, knowing the Orks.
Supa
Rokkits: See Grot Bomb of Grot Bomb Launcha
section, but maybe bigger.
Burna
Bomms: Essentially a canister of highly
volatile flammable substance, probably similar to what’s found in skorchas or
burnas. They’re used to coat large portions of the battlefield in flame.
Variants:
Fightas: Located
on the smaller end of Ork aircraft, these planes are used for dog-fighting and
ground attack. They’re described as easily a match for any Imperial Navy
fighter, and sport big shootas and a small wing of bombs and rockets.
Burna-Bommas: This
bomma variant carries a payload of at least 2 burna bomms and up to six
incendiary skorcha missiles, which allows the pilot to set fire to lots and
lots of things and see many Orks and non-Orks alike do the burny dance. They
also tend to have two twin-linked shootas, one of which is manned by a grot in
a turret.
Blitza-Bommas: A
dive-bomber suited for the most deranged flyboyz, these planes aim their bombs
by releasing them as close to the target as the pilot can get during a dive
bomb. Sometimes, the pilot forgets to pull out of the dive. Which can be pretty
funny. These bombers carry a pair of the largest aircraft held bomms, which are
bigger than a normal bomm, called boom bomms. They also have a pair of supa
shootas, which are bigger version of a big shoota, and a big shoota in a turret
manned by a grot.
Heavy
Bommas: Larger
bombs that drop their payloads by having grot crews push them off the back ramp.
They drop lots of bombs. There’s even a variant of this seen in the Third War
for Armageddon called the “Blasta Bommer” that flew closer to the ground than
normal and was armed with shootas, zzap guns, and rokkits.
Dakkajets:
Propelled by a single, massive jet engine, these are among the fastest Ork
aircraft. They are usually armed with two or three twin-linked supa shootas, but
many pilots will probably insist more guns be bolted on, and are used to cover
the battlefield in bullets. Their pilots believe in quantity over quality, and
that at least some of the bullets will hit. They’re usually not wrong.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
MISC AIR
Name: Minelayers
Type of Aircraft: Defensive
Aircraft
Weapon Type: Bombs
Armor Type: Scrap
Metal
Classification: Purveyor
of Floating Mines
Basic Description:
Less a flier and more a floater, these contraptions are a
product of the genius of Mad Mek Orghamek. Consisting of over 50 tons of rusted
scrap, the Minelayer is held aloft by powerful repulsor fields. Its bomb bay
contains rows upon rows of specially built explosive mines each equipped with
their own smaller repulsor fields. The Minelayer uses a winch-and claw
mechanism to place its mines.
LOADOUT
Mines: Drifting high in the air under
the power of its own miniature repulsor field, these mines are usually
activated when an opponent tries to cross below it. This motion collapses the
delicate field that keeps the mine aloft, and it drops. If the enemy below
isn’t killed by the mine dropping, they will likely die in the resulting
detonation of “a ton of high explosive”.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name: Landas
Type of Aircraft: Transport
Aircraft
Weapon Type: Guns,
Rockets
Armor Type: Thick
Scrap Metal
Classification: Transport
Basic Description:
Large transport aircraft, typically about 38 metres long,
which like most Ork technology is armed and dangerous. Yes, Ork transports have
guns. Lots, in fact. These have about half the carrying capacity of a trukk,
and while the pilots are generally not the steadiest of hands the Landas
themselves are incredibly durable and can ignore most enemy attacks and withstand
damage that would send most other aircraft down in flames. However, they are
relatively slow and ungainly, but many Imperial Thunderbolt pilots have made
the mistake of underestimating it and being shredded by a Landa’s large
assortment of shootas.
LOADOUT
Big Shootas: See Ork Boyz, but
probably manned by grots in turrets.
Rokkits: See Ork Boyz.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
Name:
Deffkoptas
Type of Aircraft: Flying
Jetbike
Purpose of Aircraft: Reconnaissance,
Attack
Classification: Scout
Basic Description:
The subjects of decades of experimentation, and quite of bit
of still ongoing trial and error, Deffkoptas are fast and deadly one-Ork attack
craft. They consist of a set of whirring rotors above the pilot’s head, to hold
it aloft, a jet booster at the rear, to send it screaming full tilt in the
general direction of the enemy, a set of weapons on the underside, to deal
death to those unlucky enough to be below, and a Speed Freak pilot a with a few
cards short of a full deck, as only the most unhinged would even consider
climbing into such a flying rickety deathtrap. Oddly enough, there never seems
to be a shortage of pilot volunteers. The closest thing the Deffkopta has to a
“typical” role is recon vehicle, scouting ahead of the main tribe for victims
to attack. They then, as the Ork pilot dies a little inside from passing up a
fight, head back for reinforcements. It is also not unusual to see Defffkoptas
spearheading an attack, blazing ahead of everyone else as oily blurs and
howling in glee before crashing headfirst into the enemy. They are found in
squadrons of up to five koptas in smaller battlefields, and are organized in
larger swarms for bigger fights.
LOADOUT
There is no standard. The codex
even says “The problem with Meks is that they never make the same machine
twice”. There is a minimum though, as the codex also says “Ever since the first
Deffkopta was pioneered, the Mek fraternity has devised more and more cunning
ways to turn it from bizarre conveyance to lethal weapon”.
Buzzsaw Blades: The
rotor blades of a deffkopta are often outfitted with choppas and other choppy
things to let them inflict damage. Many pilots are rather fond of making daring
runs close to the ground and angling the kopta in a way to puree their target. Optional.
Kustom Mega Blastas: See
Wazdakka Gutsmek
Twin-Linked Rokkit Launchas: See
Warbuggies.
Twin-Linked Big Shootas: See
Warbuggies.
Bigbomms: Are actually the smallest of the
Ork bomb variants. Still, they pack a heck of a punch in bombing runs.
Deffkoptas generally only carry one, and they tend to be dropped while the
kopta goes full turbo. Optional.
Variant:
Warkopta: Also
called Chinorks, these larger Deffkopta variants are mostly used to carry boyz
to the fight. They are less common, but no less useful. They still have a
blistering array of weapons, and are favoured by Kommandos as deployment
vehicles and places shout insults to the rest of the boyz from. They are armed
with a minimum of a set of several twin-linked deffguns and nose-mounted big
shoota. They may also be armed with skorchas, rokkit launchas, mega-blastas, or
other guns instead of the big shoota. Some may even carry a payload of bombs.
They are usually deployed in squads of three with Deffkopta escorts.
WAAAGH!: See Ork Boyz, but vehicle
probably wouldn’t work without this.
SUPPORT
Name: Weirdboyz
Armor Type: None
Type of Support: Active Abilities
Classification: Wild Card
Basic
Description:
The most psychically powerful of all Orks, Weirdboyz act as
a focal point for the energy generated by their greenskin fellows. They
resonate with the power of sheer Orkiness, and the more Orks there are nearby
the more powerful the Weirdboy becomes. Unfortunately, young ones are not very
good at controlling this energy, and they tend to glow and spark even when
there’s something as simple as a particularly rowdy contest between two Orks.
This inability to control their power tends to result in something
inconvenient, such as the heads of nearby boyz exploding. However, the ones
lucky enough to reach maturity learn to control this power and how to use it to
unleash destructive waves of force, vomit deadly psychic green flames, or
augment the abilities of their fellow Orks. The oldest and most successful
Weirdboyz, and consequently the most powerful ones, are known as Warpheads and
have a great deal of control over the energies of the WAAAGH! In battle the
shouting, chanting, stomping, and fighting done by Orks all charge the energy
of Weirdboyz and allow them to perform spectacular feats of psionic ability in
their battle trances. Weirdboyz tend to be good for morale in battle, as the
boyz always love a good show, although they are ostracized and closely watched
outside of combat. Their non-combat roles include psionic interrogation, and
occasionally divination and scrying.
LOADOUT
Psyker Powers: See Old
Zogwort.
Staff: It’s a staff. It’s Ork sized. It
is likely spiked. The Weirdboy hits things with it.
WAAAGH!: See Ork Boyz, but Weirdboyz
specialize in harnessing the WAAAGH! to attack enemies and support their fellow
Orks.
Name: Painboyz
Armor Type: None
Type of Support: Healing, Active Ability, Immunity
to Pain
Classification: Battle Medic
Basic
Description:
Ork surgeons, medics, and dentists, Painboyz also are
involved in the installation of bionik bitz and are an essential part of any
WAAAGH! They maintain, repair and improve the bodies of Orks themselves, and
get along very well with Meks. As a result of their good relationship, Meks and
Doks often closely collaborate on many projects such as weapons of war, bionik
enhancements, the creation of cyborks, and other fantastic technologies.
Painboyz are capable of many conventional medical treatments, learned through a
combination of instinct, trial-and-error, and “the time-honoured principles of
Orky know-wotz”, However, they often disregard a patient’s requests in favour
of doing their own thing medically. Such as replacing a leg with a bionik
exploding one when the patient wanted his missing arm replaced. Funny guys. They
carry a wide variety of medicines, and quite a few toxins as well, serving as
both healer and death-dealer in battle. They are also highly sadistic,
operating on living patients without painkillers partly to know if they’re
still alive and kicking and partly to laugh at the pain of the poor sod they’re
working on. And the fact that we call Ork anesthesia “concussion”. Their
greatest joy is “ eksperimentin’ ”, and are usually quite happy to do this on
non-Orks as well. Despite their eccentricities, and outright psychosis beyond
that of a pathologically aggressive race, Painboyz are tolerated for their
myriad uses on and off the battlefield.
LOADOUT
Sluggas: See Ork Boyz.
Choppas: See Ork Boyz.
‘Urty Syringe: See Mad
Dok Grotsnik.
Grot Orderly: The
Painboy’s assistants, who function as messengers, attendants, and pack mules.
They carry the Painboy’s stuff, aid him in surgery, and occasionally help him
fight in battle usually acting as meatshields. And sometimes, they actually
learn something.
Dok’s Tools: See Mad
Dok Grotsnik.
WAAAGH!: See Ork Boyz.
Name: Mekboyz
Armor Type: Force
Field
Type of Support: Vehicle Protection and Repair
Classification: Battle Mechanic
Basic
Description:
Orks with a natural gift for engineering, implanted by the Elder
race that created the Orks, Meks build, maintain, invent, and improve all Ork
tech. They also have blueprints in their DNA that allow them to build general
structures of the most popular Ork weapons and warmachines. They are obsessed
with creating ever bigger and deadlier technology to unleash upon their foes.
However they are also “jovially imprecise”, and no two Mek inventions will be built
the same way. Ork technology evolves in a ramshackle and explanatory way, and
the Meks are willing to cop ideas from other races. The Gargant was in fact the
result of a Mek being inspired by an Imperial Titan to create an effigy to his
own God, for instance. Meks are also formidable to face in battle, with
powerful personalized weapons that usually spew bolts of energy and surprisingly
effective shielding technology. They tend to lead teams of Lootas and Burnas
during battle, often to see how their inventions do, and outside of it, when
looting the battlefield for usable salvage. Meks also take commissions from
richer Orks, usually for vehicles or bioniks or weapons, and while the result
is usually not what the customer ordered it is typically “dead good anyway”. While
it is a marvel Mek tech works at all, bring crude and contravening common sense
and several laws of physics, no one disputes it is effective.
LOADOUT
Kustom Mega Blasta: See
Wazdakka Gutsmek
Shokk Attack Gun: One of
the most fantastic and esoteric Ork weapons of all, the Shokk Attack Gun creates
tears in reality that go through the hellish immaterial otherworld known as the
Warp. The codex notes that while others would use this tech to “advance science
or revolutionize travel”, Meks use it to fire Warp-crazed snotlings at the
enemy. It is a great example for the depths of the Mek’s technological
abilities, but it also shows that they only use it to destroy things. The gun
works by “projecting a narrow force field tunnel though a small portion of the
Warp” by means unknown to all but those who make the weapons, and they’re not
telling. The entrance is at the front of the gun and the exit is where the
operator aims it, and both living creatures and non-living things can be thrown
into the portal. For a living creature the journey is terrifying, as they are
surrounded by the manifold daemons and horrors of the Warp, and they often
emerge at the other end completely mad. Meks throw snotlings down these portals
because they’re too stupid to run away, and the snotlings emerge biting,
clawing, and crapping in terror. This tends to have a massive negative impact
on enemy morale whether the portal exits in the middle of an enemy formation or
inside an enemy vehicle or suit of power armour, and the same sight tends to be
hilarious to the Orks. However, this complicated bit of technology is one of
the most unpredictable Orks weapons in existence. It may work as advertised, which
is a surprisingly large amount of the time, or it may blow up and leave a
“cracking orb of unreality” in its place, or go out of control and target an
ally, or it may simply open a portal to the nearest combatant instead, or the
snotling may come out in a deadly spray of bones and gore, or the Mek may be
the one fired through the portal, or the field may collapse and open a portal
to the Warp that inflicts damage where the exit should have been, or a larger
portal to the Warp may open and a “ravening cloud of sentient daemonic ichor”
may emerge and automatically kill whatever it touches. Fun times.
Choppa: See Ork Boyz
Kustom Force Field: See
Stompas, but smaller and personalized.
Grot Oiler: A
general term for a Mek’s assistants, these grots serve their master in a similar
fashion as grot orderlies do. They carry the Mek’s stuff, help build things,
and sometimes are forced to take a bullet for him in battle. These grots see
themselves as apprentices, and can usually build something worthwhile if they
live long enough.
Junkas: A type of vehicle built by
junior Meks to showcase their mechanical aptitude. These vehicles have almost nothing
in the way of standardization, sometimes built from scratch and sometimes
looted or sometimes a mix of both, and their abilities depend mostly on what
the Mek can come up with himself.
Mek’s Tools: Meks
excel at repairs in the heat of battle, and use these tools to undo damage
inflicted by enemies of Ork vehicles and occasional friendly fire. Sometimes
the Mek gets a bit carried away, but their ability to repair damage to tech and
machinery is always useful.
WAAAGH!: See Ork Boyz. Most of their stuff would likely not work without this.
Name: Runtherds/Slavers
Armor Type: None
Type of Support: Logistical, Artillery Commander
Classification: Commander of Lesser Lifeforms
Basic
Description:
The slave-drivers of the Orks, Runtherds are the ones
responsible for keeping the lesser greenskin races in line. The preferred way
to control the grots and snotlings is pain and fear, which Runtherds excel in
inflicting. As Ork slavers they’re also responsible for managing slaves taken
from other races, and often treat said slaves the same way they treat their
usual grot and snotling charges. They can sometimes be found in battle leading
charges of large masses of terrified grots and too-dumb-to-know-any-better
snotlings. Outside of battle they are responsible for overseeing the everyday
tasks of their underlings, such as the cultivation of food, the brewing of
alcohol, and the production of munitions.
LOADOUT
Runtherd equipment is mostly used
to keep recalcitrant squigs, grots, and snotlings in line, but Orks tend to be
big and strong and cunning enough to make seemingly harmless implements into
deadly weapons.
Grotwhip: It’s a whip. It’s barbed and
larger than a human one, apparently. It hurts. What else is there to say?
Grabba Stik: A sturdy
metal pole with a simple pulley system and a barbed klaw. It’s used to throttle
things and restrain potential slaves.
Grot Prod: Far as
descriptions go, it’s a taser on a stick. The voltage can be increased to
lethal levels.
Squig Hound: A breed
of squig bred to aid Runtherds in their tasks, they are also useful as attack
dogs and morale restorers. If the Runtherd sees grot morale flagging, he can
command the beast to eat a few grots and put the feat of bigger things in the
remaining members of the lesser greenskin mob.
WAAAGH!: See Ork Boyz.
Name: Gretchin
Armor Type: None
Type of Support: Logistical,
Battle
Classification: Fodder
Basic
Description:
One of the lowest form of
greenskin, Gretchin are naturally cowardly and relatively weak. They are
smaller and feebler than proper Orks, being runts in every sense of the word,
but are better able and more willing to make use of low cunning. They are also
more likely to be cautious, and have excellently honed senses of smell,
hearing, and night vision that allow them to survive for a little bit in Ork
society. Some are even supernaturally lucky or have a sixth sense of sorts for
danger, which may allow them to live to the ripe old age of nine years. That is
the current record, whose holder got sat on by his boss and his broken body fed
to a squig. They are herded into battle using promises of plunder and brute
intimidation by their Runtherd handlers, and often given incredibly poor weapons.
In conventional fights they rely mostly on sheer numbers to kill anything at
all, being sent in a massive green horde that carpets the battlefield. However,
their best uses are tasks other than to tire out the arms of the enemy and
force them to spend their ammunition. Their slightly better ability to aim
makes them comparatively ideal gunners, their sheer numbers can be used to
clear minefields and their willingness to stay back out of the fight makes them
suited to operate Ork machinery such as Big Gunz and Gargants. They are also
good for serving as pack mules for larger boyz, such as Meks, Doks, and
Warlords. Outside of battle their serve the bigger Orks and grease the wheels
of Ork economy and society, preparing food, acting as couriers and messengers, carrying
stuff, selling and recycling discarded items for their own ends, coordinating
bets when a fight breaks out, acting as an unwilling snack or something to be
kicked by an Ork in a foul mood, and generally acting as a lower subservient class.
They also never question their lot in life, and there has never been a grot
rebellion on record, as to them their horrid life is just their life. Gretchin
accept the role they were born to, and are impossible to subvert to the side of
a non-Ork.
LOADOUT
Knives: See Kommandos, but far, far
smaller and less ably wielded.
Grot Blastas: As
described in the codex: “run-down, second-hand, low-tech, dust-caked piece of
junk that just might conceivably kill something provided they remember which
way round to hold it”.
WAAAGH!: See Ork Boyz. Maybe.
Grot Tanks: Grots
that have laboured under Meks and have lived long enough to pick some
engineering ability up have a tendency to create their own tanks. These vehicles
are considerably smaller, less capable in all respects, and are made of even
lower quality scrap than most Ork machines. However, there tend to be a lot of
them. Some tanks, the Grot Mega Tanks, are larger and of generally better
quality overall and may have even had a Mek working on it at some point. These
ramshackle vehicles add even firepower to any Ork WAAAGH, though mostly only
through sheer numbers.
Special/Detailed Purpose: Pack
Mules, Source of Food, Cannon Fodder
Name: Snotling
Armor Type: None
Type of Support: Logistical
Classification: Fodder
Basic
Description:
Appearing as an even smaller grot, Snotlings are the lowest
rung in Ork society. They have an intelligence level on par with that of a
fairly dumb animal, and are incapable of speech. Sometimes they are “pets” of
sorts, but more often they use their natural affinity with fungi and squigs in
agricultural roles. They cultivate the squigs and fungi to provide food, drink,
and medicine to their superiors while under the careful supervision of
Runtherds. Their affinity ensures that “only a few dozen Snotlings are eaten by
their livestock each day”. In battle they mostly used as ammo for the Shokk
Attack Gun, or are given simple melee weapons and herded towards their enemies.
Their lack of intelligence and fear allows them to get close to enemies, but
their lack of natural violent tendencies makes them difficult to use in any
capacity in battle save as a living bullet.
LOADOUT
Small Rudimentary Melee Weapons: Right as
the name says. Sticks, clubs, that kinda stuff.
Body: When they are too stupid to even
hold a stick or something, it is hoped a snotling will at least have the
presence of mind to bite and scratch a foe. They do this after being fired from
a Shokk Attack Gun, but so would most living things.
WAAAGH!: See Ork Boyz. Maybe.
Special/Detailed Purpose: Pack
Mules, Source of Food, Cannon Fodder
Name: Squigs
Armor Type: None
Type of Support: Logistical
Classification: Fodder
Basic
Description:
More properly referred to as “Squiggly Beasts”, Squigs
aren’t even on the Ork social ladder. As the simplest form of Ork life, they
are a catch-all term for the various fauna that populate an Orkified ecosystem.
They serve as the primary food source of the Orks, but have a staggering number
of uses depending on how they’re bred. Squigs naturally breed and grow and
breed in the cesspits of Ork settlements, often called “The Drops”, subsisting
on Ork refuse and generally making sure nothing is wasted in the Ork
environment. However disgusting the process of an Ork eating something that
eats the Ork’s excretion is. Other roles for squigs include attack dogs, bomb
carriers, grot and snotling herders, toys, carrier pigeons, syringes, swabs,
hair, medicine, oil and fuel producers, paint producers, parasite hunters,
weapons, musical instruments, psychic grenades, biological acid mines and
grenades, and virtually anything else you can think of.
(Note: Even humans don’t eat pigs that eat human fecal
matter)
LOADOUT
Teeth: They bite. They bite hard.
Often, a squig’s teeth accounts for most of its mass and volume.
WAAAGH!: See Ork Boyz. Maybe.
Special/Detailed Purpose: Pack
Mules, Source of Food, Cannon Fodder
BASE DEFENSES:
Orks are not big on base defence,
as a moment mucking about at base about is a moment that you’re not fighting
something.
Name: WAAAGH! Banner
Type: Anti-Infantry, Can be upgraded to Anti-Armour
Basic
Description:
A large tower structure and banner that acts as a rallying
point for the boyz. It is manned by grots at the top of the tower that have
either big shootas or rokkit launchas. There tend to be a lot of these, enough
to blanket an area in bullets.
Name: Ork Base Turrets
Type: Anti-Infantry
Basic
Description:
Automated or grot-manned defence turrets that use big
shootas to suppress and kill the enemy with a high volume of fire.
11. Leader Profile:
Name: Ghazghkull Mag Uruk Thraka
(The Prophet of the WAAAGH!)
Notable Battlefield Accomplishments:
Despite his legendary reputation, Ghazghkull is actually
kind of a mixed bag in terms of battlefield success. He did unite an impressive
Ork force by force, and made a good account of himself in a pair of wars he
started, but as of yet never really definitively crushed an opponent in a full
campaign of war.
After having most of his skull replaced by Grotsnik with
adamantium, Ghazghull managed to rise to the rank of Warboss of his tribe
within a decade. A year later he united the Ork tribes on Urk following events
that he took as portents from his gods, which included several deadly solar
flares and the appearance of a space hulk ripe for taking in the star system. By
coercing his fellow Orks, mostly by conquest and beating their faces in, he
managed to form the nucleus of his WAAAGH! He told every Ork in that star
system that if they followed him they were destined for greatness, and to a boy
they believed him. Ghazghkull then boarded the hulk, made it ready for war, and
set off to conquer the galaxy. On route through the Warp he may have fought demons,
but that is speculation.
Ghazghkull’s WAAAGH! attacked the hive world of Armageddon resolving
to crush it, expose the more vulnerable and richer worlds beyond, and bring
about an age of war that would never end. Thus began the Second War for
Armageddon (the first one involved Chaos, not Orks). He attacked then Imperial
commanders were at their most complacent, although whether that was good timing
or good luck on his part is uncertain. He crashed his forces into the planet,
overrode the defences, and cut his enemies down “like wheat to a scythe”. His
forces brute forced their way past the deadly equatorial jungles of Armageddon and
the expert Imperial fighters within, crushed a retaliatory strike by a legion
of Titans with an numerically superior force of his own Gargants (Titan Legions
usually consist of at least 50 of the machines), and finally made his way to
the largest hive cities on the planet. Splitting his forces in two, he ordered
each to attack the hives of Helsreach and Hades. The governor unleashed his
secret stock of virus bombs, which carried a pathogen that could even reduce
“tough Orkoid flesh to a bubbling soup in a matter of seconds”, but the
munitions were ancient unreliable and failed to wiped out the Orks. Elsreach
was overrun. However, it should be noted that most of his successes thus far on
the world were because the planet’s governor was a stubborn fool. This would
change at Hades, where the defence was led by a commissar that called for help
via Imperial distress signal and rallied the populace. Ghazghull did everything
in his muster to overcome the defences, even joining the himself and reportedly
“slaughtering his way through entire regiments of the enemy”, but for naught.
Every ploy was countered, such as “lightning assaults and feints, attacking in
massive waves and trying to reduce the hive to ruins by orbital bombardment” or
“dropping elite commandos onto the spires of the hive”, building “great siege
weapons”, and “even retrofitted gargants with earth-moving devices”. While
Ghazghkull’s multi-pronged attack allowed him to hold all of the planet but
Hades for a while, Imperial reinforcements arrived including three chapters of
Space Marines (or at least marines from three chapters: the Ultramarines, the
Salamanders, and the Blood Angels) led by Blood Angels Commander Dante (who is
apparently kind of a big deal or something, and was accompanied by two guys
named Tu’Shan and Marneus Calgar, all three later became chapter masters)
turned the tide of battle. The codex notes that Ghazghull could have beat the
Imperial reinforcements had he immediate adjusted his plans, but his personal
hatred for Yarrick caused him to focus on beating the commissar to the
detriment of campaign management. Ghazghkull was driven off, although not
before giving Yarrick the drunken uncle of all headbutts, and through a
“masterful campaign of lightning attacks” his WAAAGH! was dispersed. However,
he survived and vowed to return once he internalized the lessons he had learned.
Ghazghkull struck up alliances with other Ork Warbosses,
including one that he assisted to gain access to the tellyporta technology.
Ghazghkull saw the true potential of this device, and joined with this fellow
Warboss to test it on the Imperial planet of Piscina IV. The planet’s defenders
were brought to their knees, and only the mysterious appearance of the
Deathwing company of the Dark Angels chapter of Space Marines led by the
chapter master Belial saved them. And barely, at that. The Dark Angels still
suffered a string of defeats, culminating in a duel in which Ghazghkull “all
but broke Grand Master Belial in two”. The Deathwing did manage to hold the
Orks off long enough for the rest of the Dark Angels to arrive, but Ghazghkull
already saw what he needed to see and left. Taking the tellyporta technology,
he began to prepare for war.
Ghazghkull travelled to the Golgotha system, intending to
take the main planet and its rich mineral deposits to convert it into a giant
munitions factory. He used the tellyportas to “make a series of lightning
strikes” that quickly overcame the planetary defenders within weeks with sheer
numbers. Yarrick then appeared, ambushing Ghazghkull and intending to kill the
Warboss ad leave his boyz leaderless. He failed. Ghazghull let him off after a
brief bit of torture, noting good enemies were hard to find. Yarrick returned
to the Imperium and began to shore up the defences of Armageddon.
Fifty-seven years to the day after the first Ork invasion,
Ghazghkull returned to Armageddon at the head of an even larger force to begin
the Third War for Armageddon. Kill Kroozers made suicidal rushes to break the
Imperial blockade, and overcame the Imperial navy. Even more Ork forces then
arrived, and Ghazghkull’s forces combined with his allies numbered over 2000
ships, at least 12 space hulks, and dozens of crude hollowed out asteroid
fortress called “Roks”. This force is noted to have been “the largest number to
ever assail a world of the Imperium”. Ghazghkull obliterated the Hades Hive, as
it had become a symbol of resistance, with giant asteroids with mass measured
in Megatons launched from orbiting space hulks. The fighting was fierce.
Ghazghkull actually managed to subvert Archeron Hive and capture it by
treachery by promising the imprisoned former governor of Armageddon a position
of power if he rebelled. Despite Ghazghkull being the one who made his life
miserable, the former governor actually agreed to turn traitor and succeeded in
turning over the entire hive to the Orks. He was later killed by an Imperial
penal squad of traitor hunters. Ghazghkull then deployed his latest plan,
dropping dozens of Roks whose descent were slowed by powerful force fields onto
Armageddon. Each one that survived to land became “a rallying point and
ready-made fortress”, with each brimming with loads of dakka and containing their
own tellyporta array. These tellyportas were “employed to bring down Ork
reinforcements, Gargants and heavy artillery in an endless stream” from other
locations. Ghazghkull also made landings in desolate areas deemed strategically
useless, and used them as launching points of a great an unexpected amphibious
attack featuring hundreds of Ork submarines to capture the Tempestora Hive and
the docks of Helsreach. This fighting drew every Ork from neighbouring systems,
eager to join in the holy grail of unending war. This attack even forced the
Imperium to divert troops away from the Tyranid threat. The planet forced an
uneasy stalemate when the Season of Fire hit, forcing both forces to stop
fighting the sweltering heat. Unable to stomach the lack of fighting for long,
Ghazghkull left the planet to his generals and went in search of new fights.
Since the War for Armageddon had diverted so many Imperial resources, the
surrounding worlds were easy pickings. Yarrick pursued accompanied by a force
of Black Templars, and Armageddon became a byword to unending war to both the
Imperium and the Orks. Ghazghkull has since “laid waste to dozens of planets
around Armageddon”, and while he has not militarily beaten the Imperium he has
created a zone of unending war. And, to an Ork, that’s a success in itself.
The order of battle for both sides of the Third War for
Armageddon can be found in the links below:
http://wh40k.lexicanum.com/wiki/Armageddon_Imperial_Forces (it is heavily implied each Space
Marine force sent their chapter master)
Personality:
While Orks would be detestable in real life, they’re pretty
fun as fictional characters and Ghazghkull in particular has a lot of traits
that make for a good military leader.
Good:
Orks are made for war, in all aspects including personality,
and Ghazghkull is no exception. He will never tire of war, and enjoys
challenges to a point, although he may get bored if the fight is uninteresting
or conditions dictate battle is not possible. He fears no enemy, is kunnin’
like a proper Ork, is capable of learning from his mistakes, and is not afraid
to resort to tactics usually seen as un-Orky to achieve victory. Ghazghkull is
capable of formulating and executing daring and unorthodox plans that catch
opponents entirely off guard, as they generally don’t expect an Ork to be
capable to planning at all. He also knows enough about combined arms to make
all parts of his WAAAGH! hum like a decently oiled up machine. Usually. He has
an instinctive grasp on how to best lead his forces, despite the natural Ork
penchant for doing their own thing. As such he is capable of being
intimidating, inspiring fear and awe, dealing with insubordination ruthlessly,
and otherwise getting his massive WAAAGH! to run more smoothly than any other
Ork leader could. He is also merciless and pragmatic, and generally willing to
do whatever it takes to win a fight including using his endless tide of troops
in suicidal attacks. When he focuses, sometimes not even commanders with
thousands of years of experience may best him as seen in his brutal beating of
Chapter Master Belial. Above all, he has vision and he genuinely believes in
what he is doing for his people.
Bad:
Unfortunately, Ghazghkull has his own character ticks that
sometimes cost him. He can get obsessed if the enemy leader makes personal
challenges to his authority as Warboss. If an opponent can challenge him like
Yarrick did, and make him look foolish in front of his men, he will focus his
energies entirely on destroying them personally. Ghazghkull’s pride is a spot
for him, and pushing will cause him to be a less able and focused commander, but
pushing too hard may backfire on a foe personally as an angry Ghazghkull is a particularly
kunnin’ and merciless Ghazghkull. Leaders that tick Ghazghkull off do tend to
win the war, but they also tend to have significant plot armour (Yarrick,
Belial), require significant outside reinforcements to do so (Yarrick, Belial)
and often end up physically broken (Yarrick, Belial). Pretty much every fight
not involving an extremely noteworthy commander ended with them dead beneath
Ghazghkull’s stompy feet. However, Ghazghkull will let particularly interesting
foes go if he thinks they’ll provide better fights in the future. As mentioned
before, Ghazghkull may get bored if the fight is uninteresting or conditions
dictate battle is not possible. This is seen in the fact that he has
technically not won a noteworthy war on a large scale yet. He has always having
left to do something more interesting or got beaten because someone made
themselves the personal target of his rage and distracted him long enough for
reinforcements to beat his WAAAGH!
Style of Leader: Authoritarian
Ghazghkull has to be an absolute despot and authoritarian to
be an Ork boss of any effectiveness, as the Orks will bow to no other style of
leadership. He may face several direct challenges to his leadership from
within, but probably not many and few that go anywhere because of his own
considerable size and tendency to kill those who disagree with him too much. He
may have underlings and advisors, and he may listen to them more than most
Warbosses would, but he ultimately calls all the shots and relies on his
personal size, strength, and loud voice to ensure his orders are followed. His
nobz in the field are there to ensure his orders are carried out without
question.
LOADOUT
Adamantium
Skull: The metal skull that allowed
Ghazghkull to ascend to his current position, aside from protecting his brains
it also acts as a heck of a close-combat weapon. The codex notes that “being
headbutted by Ghazghkull us much like being hit by a mag-train”, increasing the
ferocity of his charges. It also somehow grants him immunity to instant death,
however you wish to interpret that. It definitely protects his skull pretty
well, as adamantium is noted as being so tough that Imperials cannot
reverse-engineer adamantium items because they are too tough to be disassembled.
It also may give Ghazghkull some other properties, depending on what you think
having a metal skull can do for you.
Big
Shoota: See Ork Boyz, but much bigger and
more impressive.
Stikkbombs: See Ork Boyz.
Mega-Armour: See Meganobz, but Ghazghkull’s
movements are actually not notably constrained by the armour.
Boss
Pole: See Nobz, but much bigger and more
impressive.
Cybork
Body: See Ork Boyz
Prophet
of the WAAAGH!:
Ghazghkull is capable of emitting a warcry of epic proportions, making any
troops that hear it fearless, cause them to fight harder, and makes them move
faster that even a normal warcry would. It can be used to turn the tide of
battle, and to utterly crush the enemy.
WAAAGH!: See Ork Boyz. WAAAGH!
Leader X-Factors
My recommendations. May or may not
be useful, as the hell numbers are an anathema to me. I suspect I may have
greatly undersold him in most areas.
Adaptive Creativity/Resourcefulness: Brain
Bug/Raynor Level or Higher
Pioneered lots of new and creative
tactics, most of which failed against Yarrick, but he tried I guess? They
probably would have most against most Imperial Commanders other than Yarrick,
who knows him pretty well. Advisors would probably be pretty good at this.
Tactics: Raynor/Grievous Level?
Mostly successful at battlefield
improvisation?
Strategy: Who Knows?
(Keyes-Grievous Range?)
The “unite all Orks” thing isn’t going too well, but
apparently the two wars he started were part of some greater scheme or
something.
Intuition: Raynor
Level, Maybe Higher?
Has some foresight, maybe, jury’s
out on that one, but he’s not worse than Raynor here.
Audacity: Between ‘Nids and
Everybody Else
Orks fear no one, Ghazghkull
especially. Yarrick is special.
Intelligence: Raynor Level, maybe lower
Orks are not much for book smarts. Ghazghkull is no
exception. He’s cunning, though?
Psychological Warfare: Hive
Tyrant-Grievous Level
Pretty good, if his use of Snikrot
and Kommandos is any indication. Snikrot himself would be pretty good at this.
Experience: Raynor
Level or Higher
Admittedly, he has only personally
fought against humans and other Orks. Space Marines are included, but humans
all the same. His advisors bring a wider resume though, and he’s an Ork that’s
survived at least 70 years of constant challenges and war.
Discipline: Who
Knows? (Note: Raynor, Hive Tyrant, Keyes have no Leader Discipline Scores)
Maybe right between Paul and Grievous?
Good at making and following through with plans. However, he
can get bored and leave. As this is not an option in the tournament, this might
not matter as much.
Leadership: Between
Keyes and Paul, maybe slightly lower
He is the Prophet of the WAAAGH!
The Orks will obey him as best as they are able, moreso than pretty much any
other Ork leader, but it’s in their nature to do their own thing some of the
time. There will certainly be no insubordination, or none that gets anywhere,
so that’s good.
Corruption: Who Knows? (Xeno Values)
Ghazghkull is an Ork. They may be evil to us, but to them
Ghazghkull is an Orky Paragon that embodies their values. So, hard to say,
really.
Additional Factors:
-Gork and Mork may actually be talking
to him
-He’s willing to make alliances,
could even subvert the former leader of a place he invaded (Von Strab)
-Prophet of the WAAAGH!
Army X-Factors
Again, recommendations,
conservative estimates, and stuff.
Morale: Arachnid Level
Orks do not fear. Mostly. Orks do
not run. Mostly. Orks cannot be scared off. They definitely cannot be dissuaded
from a fight. Under Ghazghkull they will fight to the death.
Logistics: Between Terrans and Dune,
higher end
It’s ramshackle, but the Ork logistical train does exist and
is surprisingly effective. Not nearly as good as ‘Nids, however.
Espionage: Terran Level or lower
Mostly Kommandos, but Ghazghkull is pretty good at using
subterfuge on a strategic level. Usually.
Discipline: Low
(should be lowest of probably any faction)
Hahahahahahaha Orks and discipline
Still, Ghazghkull can for the most
part keep them in line. Mostly.
Overall Army Intimidation: Between
Dune and Tyranid Level
A race of loud, mean, ruthless
green monsters with a basic grunt about the size and musculature of a cross
between Hulk Hogan and Wilt Chamberlain, and will either kill you or enslave
you. Preobably pretty high.
Misc X-Factors:
Reinforcement Rate: Very High
One of the “Swarm” factions, the
Orks are notoriously numerous. Their fungal biology, the fact they grow from
spores that they release from their bodies their whole lives and especially at
the point of death, allows for massive population growth in relatively short
periods of time. They are often described as one of the most, if not the most,
abundant races in their galaxy. It is mentioned that Orks do grow up significantly
faster than humans, but the only other possible clue of their rate of growth is
a mention that it may take young Orks a year or so to find their place in
society. Also, being in zones of intense military conflict causes them to grow
quicker. The sheer number of already grown Orks and previously constructed war
equipment (including Gargants) that can be transported in by tellyporta is
substantial. Orks can also literally rain from the sky in roks, as the news of
the conflict reaches other planets and the Orks there decide to join in on the
fun. When the WAAAGH! is in full swing, and the Orks are led by a
charismatically or brutally persuasive leader, great feats of manufacturing can
also be witnessed. Unceasing streams of Trukks, Bommas, and Gargants alike can
be pumped out in terrifying short periods of time if the Orks are motivated by
the prospect of something to shoot and stomp. In the tournament, Orks will
arrive to the battlefield in the “tens of thousands daily” if not more,
allowing them to swamp their unfortunate foe in the endless green tide they are
known for.
Past Opponents:
The Orks have fought every race
40k has to offer, and maybe some more besides.
Orks: The Orks
love to fight. This also means, as has been stated before, that they will fight
each other if no other foe is available. And sometimes they’ll beat on each
other even when there are non-Ork foes to face. On the bright side this
aggression means that no Ork ever go without battle experience for long, and
Ghazghkull and his horde are no exception. Ghazghkull’s first battles were
likely against his fellow Orks, lobotomies by Space Marines aside, and he did
spend a considerable amount of time “uniting” the Orks of his home system by
beating the crap out of them until they submitted. The Orks know themselves,
and are aware of how to deal with a foe that is numerous, aggressive, and
underhandedly kunnin’ as they are.
Imperium: Using
masses of infantry, post-human super-warriors, massive vehicles, massive number
of vehicles, and the occasional superweapon and psychic powers among other
things, the Imperium of man bring a pretty complete package. Orks love to fight
humans. They also like to loot their stuff. The humies usually put up a good
fight, especially when the Space Marines are involved. The Imperium of Man
represents Ghazghkull’s biggest source of combat experience, having fought them
in multiple wars and campaigns. He has also faced some of the best the Imperium
has to offer in terms of leadership, the chapter masters of the Space Marines,
and either beaten them or was implied to be able to beat them. Ghazghkull has
also beaten von Straub and other hapless planetary governors around Armageddon.
And he’s fought and lost to Commissar Yarrick, who continues to vex and
challenge him, but Yarrick’s special. Ghazghkull and his horde know how to deal
with the humies and their ways, teaching them how to deal with a foe that is
just slightly more conventional than they are and in possession of some
terribly scary supersoldiers. Fighting and beating the Imperium also gives
Ghazghkull a keen insight into the human mind, which may be useful against
human factions who are not Imperial.
Tyranids: The hungry
endless swarm, possessing unwavering loyalty, mostly competent leadership, and
the occasional giant bug monster. The Orks love the Tyranids. They always put
up a fight. And there’s always a lot of them to fight, even if looting their
stuff is a bit tricky. There’s a reason the Octarius system is now an unending
quagmire of war. They’d thank the Imperial Inquisitor that led the Tyranids
there, but said Inquisitor might not like those crude Orky words of
appreciation much. And the krumping that’d probably come with it. Although
Ghazghkull himself has probably not fought the Tyranids, it is somewhat
conceivable that his some of his boyz may have experience fighting the unending
chittering horde. And Kaptain Badrukk, Freebooter extraordinaire and one of Ghazghull’s
advisors, has fought and beaten the Tyranids before on some level. That, and
word of good fights and the best way to win against those good fighters travels
pretty quick in Ork society. Orks have the amazing ability to hear of and
gravitate to massive battles like flies to a carcass, somehow. Ghazghkull would
be decently well prepared to fight the Tyranids or an enemy similar to the
Tyranids, and Badrukk in particular would be an invaluable asset in fighting
the Tyranids or any other giant space bugs.
Tau: Overwhelming
firepower, manoeuvrability, inspiring but not necessarily capable leaders and
commanders, and a general fear of getting too close to most enemies and getting
their butts beaten in. The Orks do not like the Tau that last part. The Tau
fight in an improper and un-Orky manner, preferring to blast at range rather
than get stuck in combat like a proppa Ork. They still like fighting the Tau
though, if only for the catharsis they get when beating one of their ‘eads in.
They also like looting Tau guns for their excellent firepower and Tau vehicles
because it’s fun to crash a hovercraft. They enjoy fighting the Kroot because
for the most part the Kroot fight proppa. The Tua do tend to get the better of
the Orks in initial engagements, at least until the Warboss smartens up and
starts doing wholly expected things to neutralize the traditional Tau ranged
advantage. As with the Tyranids, Ghazghkull has not personally fought the Tau.
However, word of mouth concerning tactics and strategy still spreads quickly,
and some of his boys may have fought them, and special advisor Badrukk was
instrumental in the stalemate during the War of Dakka. Admittedly the war gains
were more along the lines of a strategic victory and new place to get a good
fight for the Orks, and strategic loss and major ongoing resource drain for the
Tau. But, stalemate is probably the best word. Regardless, Ghazghkull is in
good stead against the Tau or any other shooty race with lots of dakka and a
penchant for manoeuvrability.
Eldar: The
sissy fraternal twin brother of the Ork race, according to certain
interpretations of the background material, the Eldar pack high technology,
powerful weapons and psionics, and are generally pretty hard to catch. The Orks
are kind of ambivalent about the Eldar, especially since their stuff after
looting generally doesn’t work well in Ork hands, but any fight is a good
fight. Ghazghkull is probably not fought the Eldar personally, but maybe his
advisors and boyz have and the Orks do know the Eldar very well. If push came
to shove, Ghazghkull would probably be able to effectively fight against the
Eldar or a similarly powerful, mobile, and psionic race.
Dark Eldar: The more
unhinged side of the pansy Eldar, the Dark Eldar have less psionic power and are
more fragile but compensate with even greater speed, hit-and-run tactics, and
lots and lots of battle drugs. The Orks probably feel pretty much the same
about the Dark Eldar as they do about their less depraved counterparts, but
interactions between these two factions is fairly minimal in lore aside from
Orks krumping the Dark Eldar and the Dark Eldar having the Orks fight in pit fights
for amusement. Ghazghkull is in a similar boat in regards to the Dark Eldar as
he is to their less torture-happy relatives, but should be able to eventually
come up with effective counters to a fast and brutal but fragile hit-and-run
raiding force.
Chaos: The dark
counterpart of the Imperium of Man, doing everything that Imperium can do, accompanied
by literal demons. The Orks are fairly fond of fighting Chaos, and followers of
Khorne in particular are always willing to provide a good scrap. Looting is a
somewhat different story, but still workable. Ghazghkull has probably not
fought the legions of Chaos, except for maybe a few demons while in transit
through the Warp, but the usual statements regarding the experience of his boyz
and advisors still applies along with the whole word of mouth spreading thing.
Like against the Eldar, Ghazghkull should be able to fight competently against
the madness of the Warp made flesh and given guns.
Necrons: The
Necrons, the ancient and powerful race the Orks were created to help fight
against, wield incredibly powerful technology that may be the most advanced of
the setting. The Orks enjoy fighting the Necrons, as they enjoy all fights, and
Necron tech is good looting. The Orks, if Dawn of War means anything anymore,
seems to have an instinctive knowledge of who the Necrons are and how to fight
them. Ghazghkull would likely a good idea of how to fight the Necrons if the
fight ever came, and he might be able to generalize the tactics used to fight
any highly advanced mechanical race. The second point is iffy, but the Necrons
are still the force the Orks were essentially made to fight even if they don’t
always fight them successfully.
Various Alien Races: Not all
species in the 40k universe have their own codex. Some notable exceptions
include psionic shadow monsters, the space dwarfs, most of the Tau auxiliaries,
the freaky things living in the Ghoul Star systems, void whales, and many more
fantastic things that the Orks have likely fought and killed at one point or
another. Not Ghazghkull personally, but things his boyz and advisors probably
have seen and krumped.
Quantity vs. Quality: Mix, hard to describe
Stereotypically the Orks field lots of boyz, who are
relatively low quality. The Orks are often perceived as an army that tends to
win their wars only through sheer numbers. However, different Ork leaders have
different approaches. A less competent Warlord will just throw nothing but boyz
at an enemy until he wins, but a more cunning boss will gleefully utilize
higher quality units en masse and the best quality units the Orks can field in
relatively brilliant manoeuvres. Overall the Orks do tend to favour quality
over quality, but like the Tyranids, the Orks will make use of more powerful
units. Ghazghkull, for example, has been known to field entire mobz of Stompas
and Gargants.
Additional Factors:
Looting: As noted in the Looted
Wagon section, the Orks are capable of stealing, looting, and repurposing
nearly anything. When Painboyz and Mekboyz work together, there is very little
they cannot convert to the Ork’s side.
Orkoid Physiology: Orks are
extremely durable and strong, with multiple redundant organs and great
regenerative ability. Their choppas, which they wield one-handed, are often
large implements that most humans would struggle to lift with both arms or
their entire body. The average Ork boy is like a two metre tall green Lawrence
Taylor, with a mean streak that exceeds even the worst of humanity. The Nobz
are often larger than that, about two and a half metres, and minor Warbosses
are often 3 metres tall. Their codex notes they feel virtually no pain, that
they may “fight on whilst horrifically injured and even after a short while
after he is technically dead”, and that “the greenskin regenerative process is
so powerful an Ork who has been cut apart in the crucible of battle can simply
be stitched back together again, bewildered but ready to fight once more”. Orks
have been noted to be extremely resistant to heat and cold, as demonstrated in
the novel Caves of Ice when Orks are
noted to have little clothing in contrast to the Valhallan Imperial Guard that
required thick coats to function, and when an Ork in Dawn of War 2: Retribution notes that he won’t be trying the trick
of hiding in lava again after surviving the logical consequence. They also grow
bigger while fighting in a war, needing it to remain fit and healthy, and
veterans of a ten-year WAAAGH! have been noted to be twice the size of ordinary
boyz.
Inventive Meks: A legacy of the
Ork’s creation is the innate mechanical ability inherited by their Meks. While mechanics
are capable of repairing and building already known and existing Ork tech, they
can also be inspired by what they see enemies field to make new designs. The
Gargant, for instance, came from a Mek observing an Imperial Titan. If the Orks
need something, there is a fairly good chance the Meks will make something
approximating what is needed in short order.
Weakness: The Orks are a highly
fractious race. They like to fight each other if they’re bored, and their
leader needs to be absolutely in control to get anything done. If their leader
dies, in the big or small picture, the largest boyz in the area with fight each
other to establish supremacy. If there’s a lull in the fighting or the leader
seems weak, the boss will often experience challenges for authority by the
largest nob in the group. A good leader will have his orders obeyed, but if he
goes down the Orks are little more than a collection of hooligans swiping at
each other.
WAAAGH!: As mentioned before, this
is the powerful psychic field that is generated by and permeates the entire
being of the Orkoid races. It makes their weapons of war work, makes their
beliefs come true, provides energy for their psykers to harness, and acts as their
warcry and rallying call, among other things.
Clans: The Orks are divided into a
number of different clans that are more constant and enduring than their tribal
affiliations, and act as more permanent affiliations for every Ork. Each has a
distinct character and identity, and each lends whatever WAAAGH! they join a
different set of skills and abilities.
Bad Moons: The
richest of all the Ork clans, with their teef somehow growing faster than any
other. As such, they are often merchants in Ork society and the git that gets
beaten up if a larger boy needs an immediate payday. Members of this clan have
a penchant for showing off their wealth, often in the form of shiny decorations
and massive guns. While gaudy, they are still Orks and capable combatants. Bad Moon
nobz tend to be flash gitz, or something resembling them.
Goffs: The
meanest, biggest, and toughest of all the Orks. The Goffs live for
close-quarters combat, and will take any excuse to start a fight even amongst their
own number. They are also notorious for the number of infantry they can muster
to battle. Ghazghkull was originally a Goff, but has since branched to out
incorporate all clans in his battle plans.
Evil Sunz: Addicted
to going fast, members of this clan tend to be Speed Freeks. They have a need
to carren around the battlefield at great speed, and are often field the most
mechanized warbands of any clan. As such they are the most manoeuvrable of the
clans, and most enemies will find themselves often engaging in battle on the
clan’s terms. Some of the older tribes will observe the traditional practice of
painting their vehicles with the red blood of an enemy to make their vehicles
move faster.
Snakebites: The
traditionalists, this clan tends to eschew more technologically advanced means
of war in favour of older methods. They breed the fiercest squigs and grots, both
of which are frequently herded into battle, and are often the source of the
mighty Squiggoth in a WAAAGH! They also carry around a large menagerie of
poisonous snakes that serve as both weapon and initiation ritual into the clan.
Blood Axes: Held as
untrustworthy gits by the other clans, the Blood Axes are the clan most willing
to trade openly and parley with non-Orks. They are also the most likely to even
consider retreat if faced with overwhelming odds, something other Orks see as a
cardinal sin. They can sometimes be found working as mercenaries, but also have
a tendency to trade for or extort weapons from a non-Ork faction and then turn
those weapons on their origin. The Blood Axes also have adopted the practice of
wearing camouflage, seeing the act of being shot down before actually killing
anything as being a waste. Their Warbosses are more likely to plan things out
and “have a better understanding of grand strategy” than peers from other clans.
However, if one tries to swindle a Blood Axe, they will be struck down in short
order.
Deathskulls:
Described as “plunderers without equal”, the Deathskulls are good at stealing
from both foe and fellow Ork alike. They comprise the main looting element
after an Ork victory, stripping the battlefield bare and waking even the most
seemingly inconsequential knick-knack. They are fond of taking trophies such as
skulls and scalps after battle, and post-battle looting sprees often followed
by auctions and barter back at the camp.
Motivation: Love to Fight, Live
for It: Self-explanatory. The Orks just want a good scrap.
Victory Gains:
-Stronger, bigger veterans
-More troops
-Looted stuff, including monsters
-Tech Absorption: lower than you’d
think, mostly they never really figure out how stuff works, but they’re pretty
willing to make use of the stuff they steal or loot, decently high overall?
-Biological Absorption: they could breed
squigs inspired by stuff? Willing to use alien bio-tech if they can.
Quotes:
“The Orks plague the galaxy from the end
to end with their ceaseless warring and strife. They are a race rooted so
deeply in war that peace is utterly incomprehensible to them. They cannot be
bargained with or bought save with weapons that they will inevitable turn
against those who tried to bribe them. I pray with all my faith that some great
catastrophe will annihilate them but I fear that ultimately it is they, not we,
who shall rule the galaxy.”
-Xanthius,
High Lord of Terra
“ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS”
-Anonymous
Ork Boy
“ORKS ORKS ORKS ORKS ORKS ORKS ORKS
ORKS”
-Another
Anonymous Ork Boy
“’Ere we go! ’Ere we go! ’Ere we go!”
-Third
Anonymous Ork Boy
“’’Ere we come! ’Ere we come! ’Ere we
come!”
-Yet
Another Anonymous Ork Boy
“WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!”
-Every
Ork, ever
“Ork
Physiology is fascinating and terrifying in equal measure, demonstrating
inhuman degrees of resilience to the point where they can withstand seemingly
fatal wounds with little apparent long-term consequence. Indeed, Orks witnessed
suffering fatal wounds in the midst of heavy fighting have often been observed
again several days later, larger and stronger than they were before their
injuries and with no sign of those wounds save for some largely superficial
scarring.”
- Genetor Aurelius Thoze, Adeptus
Mechanicus Xenobiologist.
“The Orks are the pinnacle of creation.
For them, the great struggle is won. They have evolved a society which knows no
stress or angst. Who are we to judge them? We Eldar who have failed, or the
Humans, on the road to ruin in their turn? And why? Because we sought answers
to questions that an Ork wouldn't even bother to ask! We see a culture that is
strong and despise it as crude.”
- Uthan
the Perverse, Eldar Philosopher
“We don't fight fer food, or fer teef,
or guns, or cos we's told to fight. We fight cos we woz born to fight. And
win.”
-Grukk,
Ork Boy
“Orkses is never defeated in battle. If we win we
win, if we die we die fighting so it don't count. If we runs for it we don't
die neither, cos we can come back for annuver go, see!”
-“Commonly held Ork view of warfare”
“I'm
da hand of Gork and Mork, dey sent me to rouse up da boyz to crush and kill
‘cos da boyz forgot what dere ‘ere for. I woz one of da boyz till da godz smashed
me in da ‘ead an’ I ‘membered dat Orks is meant to conquer and make slaves of
everyfing they don’t kill.
I’m da profit of da Waaagh an’ whole worlds
burn in my boot prints. I’m death to anyfing dat walks or crawls, where I go
nothin’ stands in my way. I iz more cunnin’ than a grot an’ more killy than a
dread, da boyz dat follow me can’t be beat.
I’m Warlord Ghazghkull Mag Uruk Thraka an’ I
speak wiv da word of da gods. We iz gonna stomp da ‘ooniverse flat an’ kill
anyfing that fights back. We iz gonna do this coz’ we’re Orks an’ we was made
ta fight an’ win!”
-Ghazghkull Mag Uruk Thraka, Ork Warlord
“WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!”
-Every
Ork, ever
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