The Orks are a race from the fictional Warhammer 40,000 universe. They are in some ways equivalent to Warhammer Fantasy Orcs, particularly in terms of their physical appearance, but vary in some biological and cultural details.
Some Games Workshop designers claim that Orky culture and military tactics are loosely based on those of the Scottish Highlanders. They are seen by their enemies (everyone else) as savage, warlike and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other race. However, the power of the Ork race as a whole is limited due to the fact that they are split into hundreds of tiny empires, often warring between themselves. Were the Orks ever to unite, they would undoubtedly crush all opposition in a massive migration-invasion known as a Waaagh!
Additional rules, cultural details, and painting guidelines were given in the later expansions Waagh Da Orks and 'Ere We Go!. An explanation for the combination of brutal stupidity with relatively high technology was now found: Orks had been created, in times long past, as a warrior race by the long-vanished Brain Boyz. (This theme recurs in recent editions, the Orks having been created by the Old Ones to fight the Necrons in the war that shattered their galactic civilization that existed prior to the rise of the Eldar.) In early editions, the snotlings were said to be the last degenerate remnant of the Brain Boyz.
Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who have genetic dispositions to do well at such tasks. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery in the genetic strands of Orks; thus Mekboyz require very little training in their function, since they understand mechanical principle at an instinctive level.
Other castes include Painboyz who heal Orks wounded in battle and Runtherdz (later renamed 'Slaverz') who direct the efforts of Gretchin (or 'Grotz'), the smaller and smarter (this not being too difficult) servant caste equivalent to goblins. Waagh da Orks also informs us of the existence of more specialised castes such as Diggaboyz, Yellerz and Brewerz; however, as the game became more combat-oriented, these were never mentioned again. Even Waagh da Orks gives no information on them other than their bare existence; it may be assumed that when the Orks go to war, these castes fight as ordinary, shoota-armed Boyz.
The main background change lies in their method of reproduction. According to Waagh da Orks, Orks are born to feral enclaves as Wildboyz. They are then recruited into warbands and fight for a while with primitive weapons such as spears, before being recruited into a Boyz Mob and being given their first gun. If they survive the ensuing ten or twenty years of warfare, they become overwhelmed with the urge to go off 'lookin' fer sumfink' and wander back to their enclaves to breed, developing sexual characteristics on the way. In newer editions, however, adult Orks are constantly giving off spores which lie in the ground, often for years, waiting to develop into Orks or Gretchin. Thus a world invaded by Orks will be troubled by them for hundreds of years to come, even if the original assault is beaten off. The problem is in one way solved by the Orks themselves, however; once they run out of other species to kill ,they simply start waging war upon themselves.
The beginning of the Orks has also been changed with the arrival of the 3rd edition of Codex:Necrons. Here a race called the Krork is described as a hardy green-skinned race, created by the Old Ones to defend their last strongholds against warp spawned horrors. In another part of the codex, there is some text in which the C'tan called the Deceiver expresses surprise that humanity and the Krork have spread everywhere. Since humanity and the orks are the most numerous races in the Warhammer 40,000 universe, the connection is obvious (as is the name similarity).
Ork weaponry is built by the Mekboyz or Mekanikz, as well as being captured from enemies or delivered as tribute. It is intentionally portrayed as being rather Rube-Goldberg-ish, often steam-driven and with clunky, early-industrial driving belts and hillbilly armor and extraneous bells, whistles, and gongs. It is often based on teleporter and force-field technology, which the robust Ork physiology can use more easily than humans; a weapon found in 'Ere we Go, for instance, is the Snotling Teleport Gun (also known as the Shokk Attack Gun). Snotlings are a tiny, Orkoid race even smaller than Gretchin and less bright than Orks, thus they are not usually of much use in combat. The weapon sends the Snotlings through a tunnel through a daemon-infested alternate dimension know as the Warp. The horrors the Snotlings experience drive them mad, and they emerge inside enemy power armor or vehicles as a biting, scratching mass. The Teleport Gun suffered from severe inaccuracy, but could be quite effective when it did hit. However, the rules for it were very complex, and it was removed from later editions.
In their current incarnation, Orks are very much a close-combat-optimised species, their weapons having short range and low accuracy - though this can sometimes be made up by sheer numbers. Orks are quite cheap in terms of ingame points, that is, it is possible to build a very large army, colloquially known as a 'sea of green' or 'green tide' from the skin colour. This is often necessary, since the effectiveness of an individual Ork at any but the shortest range is small, and the Ork commander must be prepared to absorb considerable casualties in his effort to close in for axe ('choppa') work. This is in contrast to their earlier editions, where the large number of fun, but inaccurate weapons and special rules could easily make them rather unfocused, a jack-of-all-trades army but master of none. Some have accused the designers of regarding the Orks more as comic relief than as a serious army, and being more concerned with the flavour than the effect of weapons designed for them. If so, they have reined in their imaginations considerably where Orks are concerned, drawing the race more into line with the overall gritty feel of WH40K.
They eat fungi of all kinds as well as meat. A particularly favoured ingredient in their diet are Squigs, short for 'Squiggly beasts' — a variety of symbiotic races about the size of a cat but only possessing a set of lower legs or no legs at all. In earlier editions, squigs were said to be a form of tyranid with ork genes. These include the 'Eatin Squig', a limbless blob which feeds on fungus, the 'Growler squig', a legged variety used as a sheepdog for Gretchin (in third and fourth editions referred to as a 'Squighound' and available as an item of wargear), the 'Attack Squig' a powerfuly voracious little beast available as an item of wargear, and the 'Face-eater Squig', a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.) There is also a larger sub-species of squig, called a 'squiggoth' that ranges in size from about that of an elephant to a 60-plus-foot monstrosity capable of stomping buildings into rubble. Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses.
Orks grow all through their lives; the effect is particularly notable in successful Orks. As the Ork survives combats and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: He puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a Nob, a leader of Orks, noticeably larger and tougher than the average. Once he begins to grow, an Ork will generally keep getting bigger and stronger until he is beaten by a bigger or more cunning Ork. Warbosses and Warlords, the rulers of continents and empires, are very large Orks indeed, often standing three metres tall or higher. Ghazghkull himself is a towering 6 meters in height.
The Imperium has theorised that this gestalt psychic field also has a telekinetic affect, allowing Ork technology to work; this argument has since been debunked, even by the Imperium itself. It is believed that the reason this argument came into existence is that the Imperium believes that a machine spirit inhabits all technology, and that this machine spirit serves humanity. If this is the case, without a machine spirit Ork machines could not work, requiring some psychic effect to justify their often devastating effect. However, Genetor Lukas Anzion has noted that many Ork-built machines and weapons will not function properly (or at all) unless wielded by an Orkoid; this seems to apply chiefly to more complicated examples of Ork technology, such as force fields and teleporters, as simple items (e.g. guns and vehicles) have been known to function properly for human users. This could also be explained by more sophisticated equipment being extremely individual and totally unfathomable to anyone except the Mekboy who put it together.
The more modern theory is that Brain Boyz were the Old Ones, and the Orks are the descendants of the green-skinned Krork, created as a survivor race by the Old Ones in their wars against the Necrontyr. The fact that an entire Orkoid ecosystem can be constructed from the mere presence of but a single Ork, and their general state of total war-readiness, suggests that this is the more likely of the two. One widely dismissed extrapolation of this theory states that most of the first theory was corect in that the Grechin/Snotlings were in fact the Brain Boyz and also the near mythical Old Ones. Proponents point to certain small but uncontestable facts 1: There are no known depictions of an Old One. 2: Almost every planet which has any trace of their artifacts is also crawling with orks and grechin. 3: Snotlings are well documented as having a peculiar symbiotic relationship with other forms of fungus. Only after ingesting a fantasticly large range of species will they begin to grow in stature and become the semi-inteligent Grechin.
This also makes it extremely difficult to rid a planet of Orks, even if the initial invasion is defeated. Orks release spores throughout their lives, but release them particularly at the moment of death; to prevent this you must decapitate them shortly after killing them, and then burn their bodies and heads (Scanlon, 2005). Without a nearby population of Orks, the fungus will eventually start the Ork life cycle anew. Decades after weathering an Ork Waaagh! settlements on a planet can find themselves faced with an unexpected attack from feral Ork tribes coming out of the wilderness.
More unusual are the squigs. Squigs are animals that share the same general algae based biology of the orks and gretchin, and are used as food, clothing, hair, and even weapons, being trained as guard squigs and attack squigs.
In the first and second editions of the game, squigs were the result of Tyranid manipulation of Orkish gene-matter and could be present in either army. Orks were said to have discovered the first squigs aboard a Tyranid bio-ship and recognised them as being "Orky", subsequently taking the little creatures home. Squigs then spread throughout Ork space. However, since this conflicts with the more recent descriptions of the Orkoid ecosystem, this has been dropped. Squigs are now exclusively orky, with ripper swarms replacing them in the tyranid list.
Mad Doks (also known as 'Painboyz') are responsible for fixing injuries that even the Ork physiology can't repair, such as severed limbs and brain damage. An Ork will only go to the Dok when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures (such as the greatly feared squig brain transplant) on patients while they are under anesthesia (known as "concussion" to other races). Doks are responsible for attaching bioniks, although sometimes they aren't paying attention and replace the wrong part of the patient's body. High-ranking Doks are known as 'painbosses' and are known to be accompanied by cybork bodyguards.
Herdas are the Oddboyz who take care of squigs. They are not much seen on the battlefield in warbands past the feral stage, as their uses are mostly rendered obsolete by the advent of vehicles.
Mekboyz (also known as 'Mekaniks' or just 'Meks') are Ork engineers, who build all the gunz, vehicles, and other machines used by orks. They are especially important to Speed Freeks. Important meks are known as 'Big Meks', who lead groups of lesser meks armed with all variety of kustom equipment and combi-weapons. Their main cause of death would be officially listed as 'eksperiment (sic) gone wrong' if Orks bothered with all that sort of thing.
Pigdoks are an odd combination of Dok and Mek, although not as skilled as either individually. They are found in feral ork tribes, tending the boars that are ridden to battle by the primitives. Their main use in battle is to provide 'doping' to increase the ferocity of the various beasts that feral orks take to war, as well as some of the Orks themselves.
Slavers (also known as 'runtherdz') are the Orks who have the patience to take care of gretchin and other slaves. Their trademark weapons are the whip and grabba stikk.
Wyrdboyz (also spelled Weirdboyz) are the Ork psykers. One major difference between them and the psykers of other races is that wyrdboys draw on the power of the Waaagh! instead of the power of The Warp, a dangerous realm full of daemons, where other races' psykers draw their powers. However, the Waaagh! has its own perils for Ork wyrdboyz: if they soak up too much of this power, their heads explode, much like a catastrophic mistake for a Warhammer Fantasy greenskin shaman, causing a powerful psychic backlash that can cause other Orks' heads to explode as well. Naturally, wyrdboyz avoid combat as much as possible, but the ability to gout green flame capable of melting armour and shoot bolts of lightning is too great for most warbosses to resist, and they get dragged into combat anyway. Some wyrdboyz actually become addicted to the power and seek out battles; these exceptionally dangerous individuals are known as Warpheads. For unknown reasons, wyrdboyz do not appear anymore in Ork communities that have evolved beyond the feral stage.
Other oddboyz are sumboyz (bankers/accountants), yellerz (priests), and brewboyz (alcohol manufacturers), all of which having an important role in ork culture (although not on the battlefield).
In addition, they do not pluralise in the same fashion as the Imperium, preferring the harsher 'z' to 's.' So, the term for multiple Orks armed with sluggas and choppas is Slugga Boyz, and so on for Mekboyz, Grotz, Mad Dokz...
An interesting aspect of Ork technology is that, from a scientific perspective, their weapons do not work, or by all means shouldn't. Orks are known to be a strongly psychic race, and their beliefs affect the Warp just as those of any other race. However, for Orks, it is slightly different, and their belief actually manifests on the battlefield: if they believe it works, it does work! An example is 'shootas' (the orkish term for assault rifles/sub machine guns): many are cobbled together in seconds from scrap parts and have a magazine of ammunition simply slapped in. This kind of construction "should" not work on firing, but in the hands of an Ork, it does. Another example is red paint: a Mekboy may build two almost identical warbuggies (though mekboyz never build identical buggies; every vehicle is always unique), except that one is painted red and the other yellow. The Orkish belief that "da red wunz go fasta" then manifests itself, and the red buggy will actually move faster; this is catered for in the game rules by allowing red Orkish vehicles to obtain a small speed increase. The same goes for many physics-defying Ork weapons as mentioned above.
Finally, there is a general Ork stereotype, portrayed by hunching the head down between the shoulders, showing one's teeth, and 'talkin' like dis, me.' Shouts of 'Waaaaaagh, da Orks!' and ' 'Ere we go, 'ere we go, 'ere we go' can often be heard at tournaments, particularly when an Ork player is doing well, but also as a sort of general rallying cry for the entire hobby.
Warhammer 40,000 species | Fictional warrior races | Fictional warriors | Fictional orcs
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