vizn3r/warhammer40k-lore huggingface dataset:
Ork Battleship - Ork Battleship: An Ork Battleship, also sometimes called a "Deadnot" by the Greenskins, is the Ork equivalent of other starfaring species' battleships, the voidships that are the most powerful ships of the line in other species' battle fleets.While Ork battleships as defined by the Imperium of Man as a dedicated class of warship do not truly exist, Ork voidships do tend to grow over time through the accumulation of salvage, additions, and technological "improvements."In this way, during the Third War for Armageddon, several Hammer-class Battlekroozers grew to a size and power that could only be accurately described by the Imperial Navy's definition of the term "battleship."These massive vessels bristled with countless Gunz, Heavy Gunz, Missile Launchers, Zzap Turrets and Bombardment Cannons as well as hangers for attack craft. The ship itself was also a weapon, as the Orks heavily favored ramming tactics; with the battleship's extreme mass and heavily armored prow, a ramming assault from one of these vessels could inflict catastrophic damage on an enemy vessel while not taking very much damage in return. Battleship-class Ork vessels could thus lay waste to entire Navis Imperialis squadrons.Thankfully for the Orks' enemies, there were only a few such Greenskin starships in existence, and each is unique, not part of a wider, standardised class.Orks often refer to those vessels that have achieved the scale of a true battleship as a "deadnot."
Ork Battleship - Notable Ork Battleships: Dethdeala - Originally the flagship of the Ork Warlord Urgutz Dregrak, the Dethdeala was later captured by the rival Deathskulls who were allied with Herman von Strab, the traitorous former Imperial planetary governor of Armageddon and it soon faded from prominence in that conflict. The Dethdeala was notable for the Bombardment Cannon it was armed with, as well as the bursts of speed of which it was capable.Slamblasta - The Slamblasta was built on the hulk of the Imperial Gothic-class Cruiser Pallas Imperious. It was armed with a pair of forward lances salvaged from the original batteries of the Pallas Imperious. Unable to properly repair the hulk's broadside lances, the Orks stripped them out and attempted to combine the parts into two larger lance-type weapons. In typical Ork fashion, the result looked more dangerous than it actually was, but it nonetheless gave the Slamblasta a lance capability that was unheard-of for Ork vessels. The Slamblasta played a crucial role in the Third Armageddon War as part of the raiding groups sent ahead of the main invasion fleet. There, its prow lances proved invaluable to the Orks' efforts to cripple the system's outmost defenses.Starkrusha - The Starkrusha was a titantic Ork battleship and the flagship of Warboss Godstompa. Godstompa put the warship at the head of his WAAAGH! in 739.M41, encountering an intercepting Space Wolves fleet under Wolf Lord Finn Goresson. Finn was victorious in his early engagements, at one point driving his strike cruiser straight into the weakpoint of the Kroozer Longtoof and out the other side, breaking the Ork ship in two. However the Starkrusha still dwarfed the Space Wolf ships and inflicted heavy damage to them with its superior firepower. However this did not deter Goresson, who slammed his strike cruiser into the maw-like launch bays of the Starkrusha and led his Great Company in a sustained boarding action. The resultant war inside the bowels of the Starkrusha lasted for six solar months, but the Space Wolves eventually emerged victorious.Gorbag's Revenge - The Gorbag's Revenge was originally an Imperial Dominator-class Cruiser that was boarded and captured by the Ork Warlord Gorbag who enslaved its crew. The Gorbag's Revenge was noted for the vast swarms of attack craft, usually Fighta-Bommers, that its gigantic launch bays could send forth. It participated in the invasion of Chosin as well as in the second greenskin invasion of Armageddon. It bombed Armageddon throughout the Third War for Armageddon and remains a powerful asset to the Ork fleet.Kroolboy - The Kroolboy had a long history of piracy before the start of the Third War for Armageddon, a history which led it to being overlooked by the Imperial monitoring station Mannheim at the very start of the war when it formed the vanguard of Ghazghkull's armada. When that conflict ended, the Kroolboy went back to raiding throughout the Armageddon Sector as well as becoming involved in a civil war on the world of Monglor.Urd Unki
Ork Battleship - Sources: Battlefleet Gothic Armada (PC Game)Battlefleet Gothic Armada II (PC Game)Battlefleet Gothic Resources: Xenos Fleets, pp. 64-67Codex: Space Wolves (5th Edition), pg. 18
Ork Boyz - Ork Boyz: Ork Boyz are the different types of troops deployed by the Orks, a savage, warlike, green-skinned race of humanoids of the Milky Way Galaxy. They are in some ways equivalent to Warhammer Fantasy Orcs, particularly in terms of their physical appearance, but they vary from the Warhammer World's Greenskins in some biological and cultural details.Orks are seen by their enemies (pretty much everyone else in the galaxy) as savage, warlike and crude, but they are one of the most successful species in the Milky Way, outnumbering possibly every other intelligent race, including Mankind. 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, klanz and tribes, which are more often warring between themselves than not. Were the Orks ever to unite as a species, they would undoubtedly crush all opposition in a massive migration-invasion known as a WAAAGH!.The average Ork Boy stands about 2 metres (six and a half Terran feet) tall when fully upright and varies greatly in their specific battlefield tactical roles. Ork Boyz who occupy the same field of interest often band together in groups known as "Mobs," and frequently these Mobs are led by an Ork Nob who is the epitome of that particular group's tactical skills. As basic Ork troops, Ork Boys vary greatly in the weaponry and equipment available to them. Below is detailed all the different types of Ork Boy found among the armies of the Greenskins.
Ork Boyz - Slugga Boyz: Slugga Boyz represent the standard heavy infantry of the Orks and they are generally armed with ramshackle, semiautomatic, solid-shot ballistic pistols known as Sluggas and brutal, bladed melee weapons similar to human battleaxes known as Choppas. A few scraps of Flak Armour or the Ork equivalent and a shoulder or back plate with the Ork's klan or personal insignia make up the poorly maintained armour of a Slugga Boy.Slugga Boyz are the most common and typical Ork warriors, and represent what the average Imperial human thinks of when they imagine an Ork. Slugga Boyz are anarchic brutes who love nothing more than a good fight, often leaving a horrific mess of whatever they attack on the battlefield. A Slugga Boy Mob consists of 10 to 30 Slugga Boyz which may include a Nob as the leader or the equivalent of a "non-commissioned officer." For every ten Orks in the Mob one might be armed with either a Big Shoota or a Rokkit Launcha.
Ork Boyz - Shoota Boyz: Shoota Boyz are those Orks who prefer the "shooty" side of combat and serve solely as ranged infantry with no melee component like the standard Slugga Boyz. A Shoota Boy's prized possession is his ballistic, solid-shot automatic rifle or Shoota, from which he takes his name.Despite their love of ranged combat and firearms, Shoota Boyz have no appreciation for marksmanship, and are more addicted to the violent noise and heavy recoil of automatic gunfire. This is psychologically due to the Ork belief that a firearm will not cause any real damage to the enemy unless it makes a loud, terrifying noise. A Shoota Boyz Mob consists of 10 to 30 Shoota Boyz which may include a Nob. For every ten Orks in the Mob one might be armed with either a Big Shoota or a Rokkit Launcha.
Ork Boyz - Stikk Bommas: Stikk Bommas are those Orks so intellectually gifted that they know which part of a grenade is thrown once the pin is removed. For this reason they are equipped with Stikkbombz (grenades of Greenskin manufacture) but otherwise they are effectively identical to the standard Slugga Boyz.A Stikk Bommas Mob consists of 10 to 30 Stikk Bommas which may include a Nob. Ork Stikk Bommas are similar to Slugga Boyz in that they are combat oriented. While they are less well-armed than Slugga Boyz, they carry Stikkbombs which allow them to take on opponents in cover and light armoured vehicles much more effectively than basic Slugga Boyz.
Ork Boyz - 'Ardboyz: 'Ardboyz are the heavily-armoured standard Ork infantry who fulfill the same tactical role as the basic Slugga Boyz but can take a great deal more punishment. 'Aedboyz outfit themselves in thick scrap metal plates that they've scavenged and that is known as 'Eavy Armour. Despite poor maintenance, the result is a suit of armour than can withstand most small arms fire.'Ard Boyz are equipped with either Sluggas and Choppas or Shootas and can also equip Stikkbombz. An 'Ard Boyz Mob consists of 10 to 30 'Ard Boyz which may include a Nob. For every ten Orks in the Mob one might be armed with either a Big Shoota or a Rokkit Launcha.Only veteran Ork Boyz who have managed to survive many battles and slaughtered many foes have the chance to scavenge sufficient materials to build or purchase 'Eavy Armour. This also means that 'Ardboyz are excellent scavengers even for Greenskins.'Ard Boyz usually spearhead Ork advances as their increased durability allows them to survive heavy fire fights with barely a scratch. Mobs of 'Ardboyz retain all the tactical versatility of standard Ork Mobs, thus being able to fill the roles of Shoota Boy Mobs or Slugga Boy Mobs, but usually serve in the latter tactical role, as their armour proves more useful when close to the enemy.In the hierarchy of an Ork klan or tribe, 'Ard Boyz tend to hold a position just below Nobs (though given the unpredictability and flexibility of Orks this is not a hard rule). More techno-hesitant Ork klanz (such as the Snakebites) tend to look down upon 'Ard Boyz, seeing their love for heavy armour as a sign of weakness and cowardice. 'Ard Boyz are more frequent among the Bad Moons and Deathskulls klanz, as both tend to be naturally wealthy or streetwise enough to gather the materials for the armour.'Ardboyz almost always grow arrogant and laugh at the casualties incurred by their less well-armoured comrades, who in turn call them "walking magnets" (referring to their attitude to pick up scraps for their armour as they proceed even when in combat), but only when those comments won't be heard by the 'Ardboyz in question.
Ork Boyz - Oddboyz: Although a standard Ork Boy's genetically-encoded knowledge base allows him to keep his weapons in working order, there is always a need for specialists who can do things most Greenskins can't. These "Oddboyz" develop genetically-encoded instinctive knowledge that is useful for specific tasks. Oddboyz include the following specialists among their ranks.
Ork Boyz - Painboyz: Painboyz, known also as "Mad Doks" or "Doks", are responsible for fixing injuries even the highly regenerative Ork physiology cannot repair, such as severed limbs and brain damage. They use "Stabby Bits" as their medical tools. An Ork will only go to a Painboy 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 a "concussion" to other intelligent races).Painboyz are responsible for attaching crude bionics to Ork patients that have been created by the Mekboyz, although sometimes they are not paying attention and replace the wrong part of the patient's body. This is often distressing to a patient who is the lucky recipient of an exploding leg, especially if it was his arm that needed attention.High-ranking Painboyz are called "Painbosses" and are known to be accompanied by Cybork bodyguards. Orks are surprisingly resilient and have had arms, legs and even heads swapped around and the Ork in question has survived to tell the tale!
Ork Boyz - Mekboyz: A Mekboy, known also as a "Mekaniak" or simply as a "Mek", is a type of Oddboy who serves as one of the engineers and technicians who build all the weapons, vehicles, and other advanced technology used by the Greenskins. Mekboyz are especially important to Ork Speed Freeks, as they maintain the prodigious amount of bikes and vehicles used by Ork warbands.The most important and skilled Mekboyz are known as "Big Meks," who lead groups of lesser Mekboyz armed with a wide variety of Greenskin kustom equipment and Kombi-Weapons, sometimes including even full warbands or whole WAAAGHs! armed with a large amount of less-than-conventional Ork weaponry.A Big Mek's mastery of technology is unsurpassed amongst the Orkoid races and a Big Mek is often seen generating a "Kustom Force Field" around himself that protects his person and his creations. A Big Mek who becomes the leader of a Greenskin WAAAGH! will be known as a "Mek-Boss."
Ork Boyz - Wildboyz: Though the majority of Orks will never venture far from their tribe or klan, there are those strange few who are driven to explore, compelled to do so even in preference to fighting. Such pioneers will seek out the deepest jungles or most arid deserts, where most creatures would struggle to survive at all. Should they endure and multiply, it is common for these remote Ork tribes to degenerate into savages, sometimes known as "Wildboyz."After a time, some of these groups will seek out and return to their parent warband. There they learn about Ork kultur and take their place in the warrior society, exchanging stone spear and axe for Slugga and Choppa. However, should the new tribe emerge on a world where their technologically advanced Ork ancestors have been driven off or slain, the Wildboyz will instead develop into a tribe of Feral Orks.At first, Feral Ork tribes pose little threat to the planet they infest. They are uncivilised, even by the low standards of their Ork brethren, and live by the old Neolithic ways of hunting and exploring. As the tribe increases in size they breed ever-larger varieties of Squig, riding around upon great tusked beasts that vary in size from that of a horse to that of a Baneblade.Through constant conflict and strife with one another, eventually, the Wildboy enclave will mature into a fully-fledged and technologically-capable warband in its own right, only to spawn wandering Wildboyz of its own.
Ork Boyz - Speed Freeks: Speed Freeks are those Orks who become addicted to the sensation of speed. These speed-obsessed Greenskins band together in their own Mobs and warbands, which are full of buggies, bikes, and trukks. They belong to what Ork kultur refers to as the "Kult of Speed" and become members of the Speed Freeks. Speed Freeks tend to be found predominantly among the members of the Evil Sunz klan.These grinning Greenskin loons roar into battle on exhaust-belching jalopies and crude but effective flying machines, intent on getting into the thick of the fighting before their ground-pounding comrades. Most vehicles used by Speed Freeks are painted red as, according to Ork superstition, "Da red wunz go fasta!"Due to the large number of vehicles in each Speed Freeks warband, they often have several of the Oddboyz known as Meks amongst their number to keep their vehicles running efficiently. Sometimes a warband of Speed Freeks is even led by a Big Mek instead of a true Warboss.
Ork Boyz - Warbikers: The Warbike of an Ork Warbiker is his own individualised steed. Massive twin-linked Big Shootas called Dakkaguns are mounted upon the front of the Warbike.The oil and promethium each Warbike consumes sends great clouds of smoky exhaust fumes out in pillars behind its wheels. Boyz who enjoy riding Warbikes are often also members of the Speed Freek kults who get an enormous adrenaline hit from riding their Bikes into combat as fast as possible.Warbikers are armed with Sluggas and Choppas and operate in Mobs of 3 to 12, which may include a Nob or even sometimes a Warboss at their head.
Ork Boyz - Flyboyz: Flyboyz are Ork pilots who are actually a sub-cult of the Speed Freeks and have been determined to be an unstable part of a klan that that holds an irrational desire to fly. This marks them as very different from most Orks, who prefer to have their feet firmly planted on the ground.Flyboyz are also not satisfied with the speed of ground-based vehicles and thus take to the air as part of their own Speed Freek quest for greater exhilaration at breakneck speeds. They are often seen in states of manic euphoria as a result of their search for greater speed as well as their reckless attacks and dive bombing, which seemingly have an effect on their brain pattern.This has resulted in many Orks seeing Flyboyz as just a different form of Madboy. As a result, most Flyboyz live in a state of semi-exile from their klan or tribe's hierarchy, which means they mostly associate with other Flyboyz. The only other contact they usually have with other Greenskins is Gretchin slaves and the Meks who maintain their aircraft.As is typical among Speed Freeks, Flyboyz hail predominantly from the Evil Sunz klan.
Ork Boyz - Weirdboyz: Weirdboyz are the Orks' psykers. One major difference between them and the psykers of the other intelligent species of the galaxy is that Weirdboyz draw on the gestalt psychic power generated by the Ork WAAAGH! instead of directly upon the psychic energies of the Warp.However, the WAAAGH! has its own perils for Ork Weirdboyz: if they soak up too much of this power, their heads explode, causing a powerful psychic backlash that can cause other Orks' heads to explode as well.Naturally, Weirdboyz try to 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 Weirdboyz actually become addicted to the power they can unleash and seek out battles; these exceptionally dangerous individuals are known as "Warpheads", and even other Orks are wary of them.
Ork Boyz - Madboyz: Madboyz are a type of Feral Ork who have gone somewhat insane from the perspective of their fellow Greenskins. Most Feral Orks have little to no concept of advanced technology and sometimes their introduction to even the simplest mechanical devices will be too much for their puny brains to handle.When this happens, an Ork can become psychotic and lose what little rational thought processes he had in the first place. These Orks are known as Madboyz or "Nuttaz" by their fellows and are put in separate mobs known as Madboyz Squads. Due to their insanity they can be either a deadly weapon or a clumsy hindrance to the rest of the warband.Due to their madness, other Orks keep their distance from Madboyz. In battle, if Madboyz fail to keep the tiny bit of sanity they retain, they can start fighting amongst themselves, arguing over whether a cloud looks like Gork or Mork, fall in to a gibbering panic or decide to show the other Orks the true meaning of "Orkyness."Mobs of Madboyz are considered to be a great sign of luck and good fortune for an Ork settlement or WAAAGH! though their presence is not always appreciated due to their outlandish behaviour. Within an Ork settlement Madboyz may spend their time in eccentric, self-constructed shanty towns that stand apart from the dwellings of the other Greenskins.Here they randomly hold shouting matches at the worst possible moment and search for non-existent lost items in the dwellings of other Orks -- a habit that often leads to conflict for obvious reasons.When they go to battle Madboyz often band together and provide an unintentional retinue for a Weirdboy, dressed in bizarre clothing and wielding as a weapon anything that takes their fancy, from unconventional choppas to rusty buckets filled with pterasquirrels.The unpredictable movements and behaviour of Madboyz has beaten the greatest tacticians as their anarchic unhinged nature means that they are just as likely to pull apart an enemy squad with their bare hands as they are to become engrossed in picking each others noses in the heat of battle.
Ork Boyz - Runtherdz: Runtherdz, also known as "Slaverz", possess the patience to take care of his klan or warband's Gretchin and Snotlings. Runtherdz's characteristic weapons are whips, Grabba Stikks and Grot-Prods.They are often seen leading Gretchin mobs into the fray or ordering around the Gretchin crews of Big Gunz. Runtherdz often make use of Squig-hounds to eat errant or fleeing Grots in battle to "increase" the morale of their Gretchin mob.Runtherdz are also responsible for organising and overseeing an Ork tribe's slaves that are taken from other races such as Mankind, and Runtherdz have been known to own slaves from every intelligent race in the galaxy except the Necrons and the Tyranids.
Ork Boyz - Pigdoks: This unique class of Oddboy are an odd combination of a "Dok" and a "Mek", although a Pigdok is not as skilled as either of those Oddboyz individually. Pigdoks are often found in Feral Ork tribes, tending the Warboars that are ridden to battle by the primitive Greenskins. 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.
Ork Boyz - Herdas: Herdas are Oddboyz who are skilled Trappas and caretakers of Squigs. Common amongst klanz of Wildboyz, Herdas are not seen much on the battlefield in Ork warbands past the feral stage, as their uses are mostly rendered obsolete by the advent of vehicle use among the Greenskins as their technology advances.
Ork Boyz - Miscellaneous Oddboyz: Other Oddboyz found amongst the Ork klanz include "Sumboyz", Greenskin bankers who count and loan out Ork Teef, "Yellerz" who serve as the Ork clergy of Gork and Mork, and "Brewboyz" who serve as the cooks of Ork warbands. Each of these Oddboyz serve an important role in so-called Ork "kultur", even though they have no role on the battlefield.
Ork Boyz - Sources: Codex: Orks (7th Edition)Codex: Orks (4th Edition), pp. 37, 40, 42-47, 98-99, 101Codex: Orks (3rd Edition), pp. 10-15, 33Dark Heresy: Creatures Anathema (RPG), pg. 98Death From the Skies (7th Edition) (Digital Edition), "Da Flyboyz"Deathwatch: Mark of the Xenos (RPG), pg. 57Epic Armageddon Rulebook (Specialty Game) (4th Edition), pg. 142Ere We Go: Orks in Warhammer 40,000 (1st Edition), pp. 58-67Gorkamorka:Da Roolz (Specialty Game), pg. 21 (Stikkbomma picture)Imperial Armour II - Ork, Eldar and Dark Eldar Vehicles for Warhammer 40,000, pg. 34Only War: Enemies of the Imperium (RPG), pp. 33-66Dawn of War - Dark Crusade (PC Game)Dawn of War - Soulstorm (PC Game)Warhammer 40,000: Space Marine (Video Game)
Ork Empire - Ork Empire: An Ork Empire, also called an Ork Domain, is a region of the Milky Way Galaxy that is controlled by the xenos menace known as the Orks.Living on innumerable worlds, on some, the Orks dominate completely, on others they live in a state of perpetual war, and on others still they act as slavemasters, bullying the local populations into doing their bidding.Across the galaxy there are isolated Ork worlds, interstellar Ork realms, massive Ork empires, and Ork hordes that roam the stars upon gigantic space hulks. Wherever Humans have travelled in the galaxy, they have found Orks. It has been tens of thousands of standard years since Humanity first encountered the Orks, and in that time Mankind has fought countless conflicts with these war-loving aliens.Barbaric and savage, the Greenskins spread across the galaxy like viridian locusts. They plague the battlefields of the late 41st Millennium in great numbers, overrunning any who stand before them in a torrent of bloodshed and usually mindless violence.Orks need battle just as Humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies. Such conflicts tend to be small-scale or localised. They never really develop beyond random outbursts of violence and looting.However, Ork populations can reach a critical mass that leads to a full-scale planetary migration. This is known as a WAAAGH!, a crusade of pure aggression that crashes through star systems in an orgy of violence.An Ork WAAAGH! is war on an apocalyptic scale. Orks beyond counting swarm from one world to the next. Whole civilisations are exterminated and defenders' armies laid to waste as the Orks plough ever onward in an unstoppable tide.
Ork Empire - Ork Expansion: The galaxy is vast beyond the imaginings of the most ambitious despot. Yet this does not daunt the Orks as they simply don't think about it. Instead, they plough from one conquest to the next, secure in the knowledge that one day, they will rule it all. Wherever Humans have travelled, they have found Orks. It has been tens of thousands of standard years since Humanity first encountered them, and in that time Mankind has fought countless bloody wars against these savage aliens, and there is no likelihood that this state of affairs will ever change.There are numerous Ork empires, each spreading across the galaxy like a noxious green stain, and no star system is entirely devoid of their touch. Some theorise that the Orks do not use conventional methods of interstellar travel because they follow some deep-seated instinctual plan of galactic conquest, but the truth is far simpler. The Greenskins have not mastered the art of space travel because they really do not care where they are going, only that they get to fight whoever and whatever is there when they arrive.
Ork Empire - Ghaslakh Xenohold: During the Great Crusade, the Ghaslakh Xenohold, an Ork infestation long-ignored, was presented to the adepts of the Officio Militaris as a grave threat to the security of the Imperium's eastern domains. Its existence served as the pretext under which the Warmaster Horus, his treachery then undreamed of, marshalled the combined might of the Ultramarines and Word Bearers Legions at Calth.In the aftermath of Horus' rebellion, many within the Imperium have doubted whether the xenohold ever existed, that perhaps it was a fiction to justify the removal of the XIIIth Legion from the Imperium's core.Yet there are some surviving accounts of Ultramarines-sponsored Explorator sweeps of that region of space, including evidence of Ork attacks on the Fortress World of Golsoria. If Ghaslakh did exist as a credible threat to Mankind, any devastation its inhabitants wreaked on the defenceless worlds around it has long since been forgotten amid the destruction wrought by Horus and his allies. Of Ghaslakh itself, no trace now remains to satisfy the curiosity of scholars.
Ork Empire - Dregruk and Gathrog: The empires ruled by the Great Despot of Dregruk and the Arch-Dictator of Gathrog have been at war for solar decades. Lying to the galactic north of the Eye of Terror, the resolution of their conflict could have major repercussions. Should so vast a tide of Orks unite, the resulting WAAAGH! could potentially change the face of the war for the Cadian Gate. Were forces from Abaddon's 13th Black Crusade to meet it as they poured into the region, the Despoiler's plans for galactic conquest would be severely disrupted, quite possibly saving the entire galaxy from annihilation. Yet these two Ork empires could never be persuaded to abandon a perfectly good (and very enjoyable) battle for such a noble and civilised cause. Excepting some miraculous act by Gork (or possibly Mork!), the empires of Dregruk and Gathrog will fight on, blissfully unconcerned as their chance to change the fate of all slips away.
Ork Empire - Ork Empire of Charadon: The Ork Empire of Charadon is the largest and most long-standing of its kind in the 41st Millennium. Controlled by a pyromaniac Ork berserker known as the "Arch-Arsonist," Charadon has been the bane of the Ultima Segmentum for countless Terran centuries. The Arch-Arsonist counts his victories not by the worlds he has conquered but by those left blazing in his wake. His legendary propensity for leaving even the most well-defended worlds as searing conflagrations has garnered him a sprawling empire of Greenskins devoted to his cause.Each successive Warlord of Charadon takes the title of Arch-Arsonist, lending the persona a kind of immortality. Until recently, the expansion of the empire of Charadon was kept to a minimum by the efforts of Chief Librarian Varro Tigurius and the Space Marines of the Ultramarines Chapter.Yet in the face of the increasing Tyranid threat, their success is beginning to wane. The current Arch-Arsonist has seized his chance to invade Ultramar, swearing that he will reduce Macragge itself to cinders.
Ork Empire - Ork Empire of Calverna: The Arch-Maniac of Calverna rose to power after conquering the Forge World of Magnos Majoris, the iron heart of the Calverna System. The wily old Deathskulls Warlord then cemented his power for good by having himself wired into the almighty central processing engine of the Forge World, turning himself into the biggest Cybork ever seen.Though this rather drastic step has left the Arch-Maniac all but invincible, the vast data-streams pouring into his tiny brain have also driven him quite mad. So it is that, while the Orks of the Calvernan empire are numerous and well-equipped with tanks and guns, their attacks are random and display little in the way of logic or cogent strategy.
Ork Empire - Ork Empire of Octarius: The Ork Empire of Octarius is an Ork empire that stretches throughout the Octarius Sector, a region of space almost as large as the Realm of Ultramar. Located in the Ultima Segmentum, it is centred on the Ork World of Octarius. Controlled by the empire's ruler, known as the "Overfiend of Octarius," this Ork Warlord has bedevilled the Imperium, ruling his alien empire in the heart of the Emperor's realm.In 989.M41, the Imperial Inquisitor Kryptman redirected a portion of the Tyranid Hive Fleet Leviathan into the Octarian Empire. Blaktoof, the current Overfiend of Octarius, launched a counterinvasion straight into the maw of the Tyranid hive fleet. The resulting war has badly bled both sides, but it has yet to be determined which side will emerge victorious.
Ork Empire - Other Notable Ork Empires: Ork Empire NameOrk LeaderSegmentumSectorNotesAslantaWarchief of AslantaUltima SegmentumDamocles Gulf (Magi System)In 815.M41, Grog Ironteef, the Warchief of Alsanta, leads a mighty WAAAGH! against the burgeoning Tau Empire, gathering up all the dakka he could to counter the firepower of his more advanced foes. This conflict comes to be known as the War of Dakka. The WAAAGH! was only halted with the defeat of Grog by the vaunted Tau Commander Farsight upon the world of Vior'los, though none were there to witness it. Though the Tau had won a great victory, the Greenskin threat to their domain was still not ended.BorkMighty ManglerNear borders of the Ultima SegmentumGhoul StarsLed by the Mighty Mangler of Bork, this Ork Warboss launched WAAAGH! Bork in 898.M41. To the dismay of the Imperial armies sent to intercept him, the Mighty Mangler lived up to his name. WAAAGH! Bork collapsed the defences of the Ghoul Stars and claimed a great area of the galactic fringe for the Orks.ChrisiosArch-Killa of ChrisiosUltima SegmentumUnknownThe Ork Warlord known as the Arch-Killa of Chrisios lead a large rampaging WAAAGH! throughout a region of the Ultima Segmentum.JaggaGreat Tyrant of JaggaUltima SegmentumEastern FringeThe Ork Warlord known as the Great Tyrant of Jagga lead a WAAAGH! throughout the Galactic East.KragfangGreat Hooligan of KragfangSegmentum TempestusUnknownThe Ork Warlord known as the Great Hooligan of Kragfang lead a large WAAAGH! throughout the Segmentum Tempestus.KryptosDa Big Bad Beast of KryptosSegmentum ObscurusUnknownThe Ork Warlord known as the Da Big Bad Beast of Kryptos lead a large WAAAGH! throughout the region of the Galactic North.OrgukBig Boss of OrgukSegmentum ObscurusVorsk Sub-SectorA large WAAAGH! led by Ork Warlord Gragnatz devastated the Vorsk Sub-sector in the late 41st Millennium. Though the WAAAGH!'s progress was temporarily slowed by the presence of Warprift "Hellfury", it emerged bolstered by the presence of Kogtoof's Ork fleet. By the time Gragnatz's Grand Armada reached the Vorsk Sub-sector its numbers were further swelled by the Big Boss of Orguk, forming a galactic onslaught capable of crushing several star systems at once.Empire of ScrapMorbokGalactic CoreUnknownThe Empire of Scrap was the name of an Ork Empire in the galactic core ruled by the Ork Warlord Morbok. It was Morbok who triggered the Five Hundred Years' War with the Grand Orion Compact of the Leagues of Votann when his WAAAGH! overran the hold of Oriâkh's Irongate Kindred and tore apart the Ancestor Core within. The Grand Orion Compact, the league of which Oriâkh's Irongate was a member, swore the most widespread Grudge in recorded Kin history for this death of their Votann, hurling all their might against Morbok's Empire of Scrap for more than five Terran centuries, until the last Ork was slain and the insult answered.
Ork Energy Fields - Ork Energy Fields: Ork Energy Fields are the various types of Ork force fields and force field generator devices that have been devised by the Greenskins' Mekboyz for the personal protection of their warriors.Despite often being looked upon by the Imperium and the other starfaring intelligent species as dim-witted barbarians who lack any understanding of the arts of civilisation, the Orks are actually highly advanced in certain technological fields, one of which is force field technology.Ork Mekboys often use energy fields of varying strengths and physical origins to protect their creations and fellow Boyz in combat. Most of these energy fields resist assaults by projectiles carrying large amounts of kinetic energy and directed energy particles travelling at high speeds, but allow penetration by physical projectiles or melee weapons moving at far slower speeds.Ork Energy Fields are often very effective at personal protection in combat despite usually manifesting as a crackling electric field that surrounds the bearer or spewing clouds of noxious smoke from its power plant.The most notable forms of Ork Enegy Field technology are explored below.
Ork Energy Fields - Personal Field Generator: A Personal Field Generator is one of the most common forms of Ork Energy Field technology that generates a short-ranged force field of unknown origin that provides personal protection in combat from kinetic projectiles and directed energy assaults. All Personal Field Generators protect their user against all incoming damage for a short time until they inevitably overload and collapse, sometimes with explosive results.Some particularly advanced versions of the Personal Field Generator may be able to extend their protection from the wearer around other nearby allied units, at the cost of a shortened duration for the period of invulnerability. Personal Field Generators are all custom-designed devices created by Ork Mekboyz.
Ork Energy Fields - Kustom Force Field: A Kustom Force Field is a more powerful variant of the Personal Field Generator constructed specifically by Big Meks to protect themselves as well as any Boyz or Greenskin vehicles in close proximity to them on the battlefield. A Kustom Force Field will absorb enemy kinetic and directed energy fire, crackling with a nimbus of electrical energy with each strike against the field and protecting everything under its bubble.These devices are usually carried on a Big Mek's back when they provide individual protection. They can also be used to protect the Mekboy personal vehicles known as Mekboy Junkas or Ork combat walkers like Killa Kans and Stompas. The most powerful Kustom Force Fields are used to render Ork strongholds and other fortifications invulnerable to enemy artillery bombardments for a limited time.The nature of the Kustom Force Field is unknown to Imperial science like most Ork technology, and despite its generation of an electrical field with each visible strike, it most likely relies upon the gestalt psychic WAAAGH! energy generated by all Greenskins to function.
Ork Energy Fields - Ork Voidship Shields: Ork Voidship Shields are essentially the Greenskin equivalent of the powerful Void Shields generated to provide protection to the voidships of the Imperial Navy. Ork voidships are always ramshackle constructions and most of them would not actually provide any protection against the vacuum if not for the special force fields closing the gaps and keeping the vessel's atmosphere intact. The same fields are also used to close the entrances to Ork attack craft launch bays on the largest Ork capital ships.However, Greenskin vessels are also protected by these same powerful energy shield generators from enemy kinetic and directed energy fire. Similar to other Ork energy fields, Ork Voidship Shields crackle with electrical energy, sometimes flaring to life to block the most powerful hits, but at other times suddenly and catastrophically collapsing without any warning.
Ork Energy Fields - Power Field: A Power Field is a type of Ork Energy Shield that is generated to protect some Ork super-heavy vehicles and combat walkers such as Stompas. They are similar in function and capability to Imperial Void Shields, but are much less reliable, and typically are unable to be raised again, particularly in the midst of combat, once they have collapsed under fire, usually due to generator overload.Like Void Shields, they provide little protection from melee attacks but can otherwise absorb all incoming kinetic and directed energy assaults until they inevitably collapse.
Ork Energy Fields - Runtbot: A Runtbot is a small Ork robot that is outfitted with a Personal Field Generator to provide a mobile, protective energy field during mass assaults by the Greenskins' cannon-fodder infantry.Some Mekboyz install Personal Field Generators on special robots, programmed to advance after the herds of Gretchin and Snotlings on the battlefield and provide some protection to the smaller Orkoids until they engage in combat. Known as "Runtbots," these robots possess very unreliable force fields that can collapse at any moment, but some particularly sensitive Runtherds sometimes still use them to protect their herds.Runtbots are usually also armed with some type of Kustom Mega-blastas or Shootas.
Ork Teef - Ork Teef: Orks use their teeth -- or rather, as they call them, "Ork Teef" or simply "Teef" -- as a form of species-wide currency. Used as money, Ork teeth form the entire basis of the Ork economy.The "teef" must be big, sharp, ivory-like fangs to have any value -- those of other intelligent races such as Humans or the Aeldari are just too fiddly and pathetic to have any real worth.The Orks have used teeth as money since time immemorial. It is a natural form of currency, which is particularly useful as Orks shed and replace their teeth every few Terran years. Orks go through teeth in a similar manner to sharks, replacing them quite frequently, and Ork teeth do degrade over time, so it is impossible to hoard them.This keeps prices constant, ensures all Orks have at least some access to money, and allows constant values to be placed on commodities. This means that the number of teeth in circulation in a greenskin economy never diminishes enough to create a shortage, and that no individual Ork can be reduced to dire poverty for too long.As Ork teeth are grown and shed on a regular basis, every Ork has a stable source of income. In times of dire need an Ork can always ask a Painboy to extract a couple of teeth prematurely. The teeth of greenskins of the Bad Moons klan grow faster than the teeth of Orks of any of the other klanz and they are known in Ork society as the richest members of the race, able to afford the biggest and best gunz.Some Orks make use of special Squigs to grow teeth and such Squigs are highly valued in Ork society, as one might imagine. However, if not intentionally destroyed, Ork teeth will eventually disintegrate and fall apart, making sure that even the richest Ork's hoard will eventually disappear. As a result, the concept of "savings" has little meaning in greenskin society, and Orks have to spend their wealth fairly quickly or lose its value.This simple approach to an issue most advanced civilisations agonise about is typical of the pragmatic attitude of the Ork species. A tooth will buy a good Squig pie and a tankard of fungus beer, while a bag of teeth will buy a cheap Warbuggy.A big flashy Battlewagon could cost a Warboss hundreds of teeth. This system also promotes the species' legendary aggression, as all an Ork needs to make more money is to knock teeth out of another Ork's head and then collect them for himself.Ork teeth also have many uses beyond their role as Ork currency. When carved properly they retain an edge without blunting for many solar weeks, and their molecular composition means they can cut through many substances, including even thin sheets of steel.Ingesting certain compounds mixed with greenskin teeth can aid an Ork's already potent regenerative capabilities. Painboyz often use Ork teeth, crushed into a powder and mixed with various forms of fungi, as effective poultices intended to accelerate healing.
Orkamungus - Orkamungus: Orkamungus was the Ork Warboss in charge of the Ork tribes who launched an invasion of the planet Tartarus, an Imperial Civilised World, to serve as a cover for the attempt of the Alpha Legion to recover a potent Chaotic artefact known as the Maledictum before the world was consumed by an oncoming Warp Storm.
Orkamungus - History: Orkamungus dominated several large Ork clans, and unleashed his WAAAAGH! upon the planet of Tartarus, quickly isolating the major Imperial cities and overrunning the defenders with an unstoppable tide of Ork Boyz. Orkamungus led the assault in person on a vitally important spaceport that the 37th Tartarus Planetary Defense Force Regiment was using in an attempt to evacuate civilians from the doomed world. The tidings of battle soon turned, however, as the Blood Ravens Space Marines arrived on the battlefield by Drop Pod and held back the green tide of Orks.Unbeknownst to everyone, Orkamungus had been bribed and armed by Bale and Sindri Myr, two Chaos Lords of the Alpha Legion, to mount the invasion that would distract the Imperials from their search for the Maledictum. His strategy of mostly attacking cities was both satisfying to the Orks' lust for war, and pinned down the Imperial Guard and Space Marines in defensive positions, allowing the servants of the Ruinous Powers to remain hidden. Orkamungus ultimately attracted the attention of the Blood Ravens' 3rd Company, and was killed when the Blood Ravens fell upon his base in force.
Orkamungus - Wargear: Orkamungus wielded a Kustom Power Klaw in melee combat and a large Kustom Shoota that was powerful enough to be able to pick off an entire enemy squad from afar. Orkamungus wore a cybernetic Ork combat exoskeleton which greatly increased his strength and durability.
Orkeosaurus - Orkeosaurus: The Orkeosaurus is the largest breed of Squiggoth that is used by the Orks. The Orkeosaurus is larger than all other Squiggoths, including the Gargantuan Squiggoth. The Orkeosaurus is usually found amongst Feral Ork tribes and is rarely, if ever, seen in use by the more technologically advanced Ork clans. The massive creature is used as both a beast of burden and as a beast of war by the Feral Orks and the Orkeosaurus is highly valued not just for the carnage it can cause in battle but also for the prestige that it can bring to the Greenskin tribe that possesses one. When the tribe marches off to war they are accompanied by the trumpeting calls and the thunderous tread of their mighty Squiggoths and Orkeosauruses.The creature is grown from the size of a regular Squiggoth up to its full size by the right fungus nutrients and tender loving care that is provided by a Feral Ork Pigdok. During combat the Pigdok that nurtured the creature will sit proudly high atop the swaying howdah on its back, bellowing out orders as the scurrying gun crews load and fire their weapons, wincing as the odd Grot or Ork loses its grip and plummets out of the tower. The Orkeosaurus is capable of carrying up to 12 Orks (whether Boyz, Nobz or Wildboyz) and several units of Gretchin into combat upon its back-mounted deck. These Orks will man any weapons that are installed upon the armoured decking attached to the creature's broad back. These weapons can include twin-linked Big Shootas and Big Gunz.The Orkeosaurus' hide is as thick and protective as armoured plating, and can withstand tremendous amounts of punishment. The Orks augment this protection by attaching armoured plating to the creatures, giving them even more durability. The Squiggoth itself is fully capable of smashing infantry and light vehicles beneath its massive limbs, and can use its large tusks to gore enemy combatants that get too close. If an Orkeosaurus is mortally wounded during combat, it may take it a long while to actually realise that it is hurt, or indeed, dead and it may go into an uncontrollable panic-induced rage. In this state it will thrash around and attack anything in sight, friend and foe alike. The Orkeoausrus is capable of rampaging like this for up to ten minutes until it finally dies. The creature can also accidentally kill itself by falling down steep terrain or into deep water where it is so heavy that it will simply drown.
Orks - Orks: The Orks, also called Greenskins, are a savage, warlike, green-skinned species of bestial, asexual humanoids who are spread all across the galaxy. They are unique among the intelligent xenos species known to Mankind in that they possess the physiological features of both animals and fungi. They share many physical and cultural features with the dark fantasy Warhammer universe's Orcs (and were initially called "Space Orcs" to distinguish them).Orks are seen by their enemies (pretty much everyone else in the universe) as primitive, barbaric, hyper-violent, and crude, but they are the most successful and widepsread intelligent species in the whole galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids).Greenskins are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the galaxy.Orks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of battle and bloodshed, burgeoning Ork stellar empires rise and fall.Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they would crush all opposition.Orks generate a potent psychic gestalt field that allows them to accomplish many feats of technological engineering that might otherwise seem impossible. At the same time, the power of this psychic field is directly proportional to the number of Greenskins present in a given location.The more Orks that gather, the more Orks are drawn to them, at the same time that the power and intelligence of the Greenskins begins to grow with their numbers.The Orks' unquenchable thirst for battle has always proved their downfall: historically, the Ork tribes have spent much of their time fighting amongst themselves, waging brutal wars with only the strongest surviving. On occasion, an Ork leader will emerge who is mighty enough to defeat his rivals and unite the warring tribes.His success draws other tribes to him, and soon a great WAAAGH! is underway -- partly a migration, partly a holy war that can exterminate the populations of entire star systems.When the Orks are on the rampage, the galaxy trembles, and in the Age of the Dark Imperium there are more WAAAGH!s rising than ever before recorded.