vizn3r/warhammer40k-lore huggingface dataset:
Orks - Warboss: An Ork warboss is the strongest, toughest, loudest and most violent Ork in his tribe. These massive Greenskins seize the lion's share of the loot from every fight, meaning they are usually armed and armoured better than any of their followers.Warbosses are not above making a swift and messy example of anyone whose kit seems shinier or more killy than theirs. They wield absolute authority over their tribe, for Greenskin society is based on the idea that might makes right. While some warbosses show glimmerings of intelligence, all are at their best when busting heads and bellowing until things are done their way.A warboss will generally be able to get the ladz to battle in some semblance of order, but strategy and tactical thinking are not usually their strong suits. Rather, a warboss is a mountain of muscle and violence who will invariably lead from the front, rampaging through the enemy ranks with Shoota blazing and Power Klaw swinging wildly.Especially successful warbosses will continue to grow in both stature and power with every war they win. Eventually, the greatest of them will come to lead a WAAAGH! of apocalyptic size. All other starfaring races dread the rise of such a warlord, for he will command a horde capable of drowning whole star systems in war and causing the deaths of billions.
Orks - Big Mek: Especially talented or popular Mekboyz will soon attract a following, lording it over a growing gang of underlings. A Mek with this much clout is referred to as a Big Mek, and can prove indispensable to the local Warboss with his knowledge of Shokk Attack Guns, force field technology, and Tellyporta rigs. Yet Warbosses don't willingly suffer rivals. If a Big Mek gets too big for his boots, he will soon find himself at the business end of a very large gun (probably the one he built for the Boss a couple of weeks earlier). In such circumstances, most Big Meks will choose exile. Such Freebooter Big Meks either wind up hiring out their skills to a new tribe, or else building their very own Warband replete with clanking, roaring walkers, seething mobs of Lootas and Burna Boyz, and ramshackle masses of Battlewagons and artillery.
Orks - Mek: Ork Meks go to war festooned in clanking, smoke-belching contraptions of their own design. These eccentric inventions confound friend and foe alike, as their purpose often remains a mystery until the big red button gets pushed. When triggered, a Mek's latest invention might fire blasts of energy that immolate swathes of the enemy, or project wobbling bubbles of force to protect nearby Boyz from harm. On the other hand, it might belch showers of sparks before engulfing its operator and everyone nearby in a roiling ball of flame.Yet occasional malfunctions are forgiven by the Orks, for even when a Mekboy's temperamental new wotsit does decide to explode, at least it gives the Boyz a good laugh. Without Mekboyz, Orks would lack for light, power, transport, and even guns (they lack for sanitation regardless, but that's another story). Whenever an Ork needs something building, be it a shiny new Shoota or the Boss' new ride, they go straight to the Meks. Furthermore, an Ork with teef to spare will take existing kit to the nearest Mek in the hope of having damage repaired, and maybe some kustomising done. It is a rare day that the customer gets what he asked for, but whatever the Mek turns out will normally be fairly flash all the same.
Orks - Painboyz: Often referred to by other Orks as Doks, Painboyz are the Greenskin equivalent of both surgeons and dentists. They are driven to perform exploratory surgery on living creatures just as Mekboyz are driven to fiddle with machinery. Devious, deranged, and usually covered in gore from head to toe, Painboyz are a menace to friend and foe alike. These sadistic butchers grin through every crunch, squelch and spurt as they ply their trade amid the fires of battle. Painboyz prefer their victims conscious so they can make sure they're still alive. Yet Ork physiology is incredibly durable, their pain threshold high enough that all but the most grievously invasive procedures can be survived. Painboyz' brutal liberties are normally overlooked, especially when a Dok successfully re-staples a prominent Nob's head mid-battle, or furnishes the Warboss with a brand new flame-throwing bionik arm.
Orks - Weirdboyz: Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. Weirdboyz unconsciously channel the background mental emissions of nearby Greenskins. Even a close-run squigeating contest between two rowdy Boyz will cause waves of energy to pulse through any Weirdboy that strays near. Unless the Weirdboy finds some way to release this pent-up energy his head will explode, detonating the heads of nearby Orks in the bargain. This can prove highly inconvenient. Any Weirdboy lucky enough to reach maturity will have learned how to release his powers in a searing energy blast or destructive wave. Though this makes the Weirdboy feel fantastic, it can result in a messy death for anyone in his vicinity. Some Weirdboyz, known as "Warpheads," become addicted to the thrill of spewing WAAAGH! energy, actively seeking out the deadly rush of battle. However, for most Weirdboyz the battlefield is a miserable and dangerous place. They must normally be dragged there by burly minders, pointed unceremoniously at the foe, and forced to spew mighty bolts of ectoplasmic energy in their general direction. This affords the Weirdboy a few moments of blissful relief before the whole process begins again.
Orks - Meganob: The richest and most battle-hardened Nobz can become Meganobz by paying a Mek to build them a suit of Mega Armour. Piston-driven and covered in enough protective plating to turn its wearer into a walking tank, this armour is incredibly expensive. Yet it serves as the ultimate Greenskin status symbol. Though other Orks mock the Meganobz for wearing so much armour, only the dullest would do so within earshot. Even a direct hit from a tank round is unlikely to do more than knock a Meganob over, worsening his already foul temper. For many, the only chance of surviving an encounter with an angry Meganob is to outrun him. To counteract this weakness, many Meganobz roar into battle aboard armoured Battlewagons. This saves time that would be wasted slogging across the battlefield, and helps the Meganobz get stuck straight into combat.
Orks - Nob: Second in status only to the tribe's Warboss, Ork Nobz are big, bad and brutal. Serving as a crude Greenskin ruling class, the Nobz are never above reminding the Boyz who's in charge by making a few bloody examples. This could involve hacking up some suitably impressive foes, or knocking a few fractious Boyz' blocks off. The Nobz aren't too fussy, just so long as it gets the message across. Whether clustered in a menacing mob around their Warboss, or lording it over the Boyz, Nobz are a force to be reckoned with. Their armour is usually festooned with kill-trophies, their flesh criss-crossed with impressive scars, earned in pit-fights or while killing their way through strings of brutal wars. Some Nobz even take to the field astride monstrous Warbikes, roaring through the enemy ranks like blood-soaked battering rams covered in guns.
Orks - Burna Boy: Burna Boyz are dedicated arsonists all, advancing on the foe amid gouts of billowing flame. They love nothing more than burning other peoples' stuff, and the owners too if they can get them. These lunatics will set light to anything or anyone for the simple joy of watching them "do the burny dance." They can prove utterly lethal to tightly packed or lightly armoured infantry, the roiling blasts of their Burnas flushing their victims out of cover amid the sizzle.
Orks - Kommandoz: Where most Orks love getting stuck in with a minimum of muckin' about, Kommandoz prefer to spread panic and fear behind enemy lines. They embody the low cunning common in most Orks, but taken to the extreme. A Kommando would rather sneak up on his victim and stick a dagger through their ribs than just run at them yelling. There can be no greater satisfaction to these Orks than the thump of exploding ammunition dumps or the screams of enemies as Stikkbombs clatter into their barracks. They especially savour the disbelieving expressions of victims caught in the jaws of a perfect Ork ambush. Festooned with bombs, guns and blades these sneaky gits lurk in the shadows until their boss gives the signal, at which point the Kommandoz explode from cover, howling bloody murder and hacking their shocked victims to bits in the name of Gork and Mork.
Orks - Tankbusta: Tankbustas are Orks who have become completely addicted to the thrill of destroying the armoured fighting vehicles of their foes. Their desire to hunt down and slay the biggest, most dangerous tanks they can find echoes the primal instinct of the big game hunter. Indeed, as primitive hunters might claim a gruesome trophy from a fallen beast to better brag of its demise, so Tankbustas will strip the choicest loot from the wreckage of a ruined tank. Colourful hull plates are hammered into crude armour, internal gubbins worn proudly as warrior jewellery, and the flayed skins of crewmen are draped round the Tankbustas' shoulders like pelts. They equip themselves extensively for dealing death to enemy armour –- their whistling volleys of Rokkits, and lethal Tankbusta Bomb assaults can spell annihilation for even the heaviest enemy tanks.
Orks - Warbikers: Mobs of Ork Warbikers (or Bikerboyz) race into battle at suicidal speeds, exhausts belching greasy clouds of smoke. As they hurtle toward the enemy ranks, the Warbikers fill the air with a murderous storm of shots from their blazing Dakkaguns. Surrounded by billowing clouds of smoke and dust, the Warbikers are protected from the worst of the enemy's return fire -- by the time the Bikerboyz thunder out of this swirling cloud, they are all but on top of the foe. Wide-eyed and panting behind goggles and dust-masks, most Warbikers' need for speed is such that they can barely stand to stay still for five solar minutes. The more canny Warbosses use this to their advantage, sending their Warbikers to trigger traps and ambushes prematurely, to run down enemy supply convoys, or to soften up the foes’ defences before the rest of thetribe gives them a good stomping.
Orks - Flyboyz: Ork Flyboyz are part of a sub-culture of Ork Speed Freeks whose need for speed far outstrips their ground-based Ork brethren. Although most Orks prefer to keep their feet firmly on the ground, there are a few unstable individuals amongst the tribes that developed a craving to fly through the air like a bird. They take to the sky in search of ever-greater exhilaration. The afflicted Ork seeks great thrills from speed and danger, driving or, in extreme cases, flying faster and faster. Those afflicted are called Speed Freeks, and regardless of their original klan, invariably belong to the Kult of Speed. The majority of Speed Kultists come from the Evil Sunz klan, but not all, and the mania can seize any Ork. Few "victims" actually become pilots, because most Orks have a natural distrust of flying, and much prefer to remain with their feet solidly upon the ground, where the "proppa' scrapin" is done.
Orks - Stormboyz: Young and rebellious, Stormboyz strive to stand out amongst the anarchy of Ork society. They studiously ape authority figures, practise things until they can do them right, and openly polish their boots in public places, much to the disgust of their elders. Yet no matter how much they fly in the face of Greenskin values with their wilful forward planning and blatant regard for the rules, Stormboyz are still Orks. They live to get stuck into a good, bloody fight as quickly as they can. To this end, the Stormboy Korps strikes deals with local Meks to equip them with large, noisy Rokkit Packs. These they use to propel themselves toward the foe amid resounding (and suspiciously well synchronised) bellows of "WAAAGH!", striking the enemy line like ballistic missiles and hacking apart anything unlucky enough to find itself inarm's reach.
Orks - Warbuggy: Orks tend toward light, fast vehicles with big guns that can be cobbled together from any junk to hand. Most are crewed by a mad-eyed Ork driver and cackling gunner, with perhaps a Grot or two hanging on for dear life. What they lack in survivability, these crude vehicles make up for in speed, numbers and dakka. They encircle the enemy in speeding squadrons, guns blazing wildly while their crew throw their heads back and howl like Madboyz. Most consist of little more than chassis, engine, gubbins and a sizeable gun, and are capable of an impressive turn of speed. For traversing dense terrain, some Warbuggies will be converted into the half-track Wartrakks, while the addition of a jutting flamethrower, some sloshing fuel tanks and a crew of slavering Burna Boyz transforms a Warbuggy into the much feared Skorcha.
Orks - Deffkopta: Deffkoptas buzz across the battlefield, weaving through the sky on a trail of foul-smelling smoke. As they swoop low over the heads of the enemy, the fiendish Ork flying machines fire punishing salvoes of shot, rokkits and bomms into their midst. Leaving flames and blood-splattered craters in their wake, the Deffkoptas jink erratically away, already hunting for their next victims. Deffkoptas are able to navigate over the roughest terrain in order to hunt down the foe. Many get blown out of the sky when first sighted thanks to overconfidence on the part of their warlike pilots. Yet those Orks with a real knack for the job have the self-control to locate the enemy then lead the rest of the Boyz down on top of them. These rare Greenskins take pride in finding the best scraps for the rest of the tribe to get stuck into, before diving down to join the fun.
Orks - Dakkajet: Streaking into battle through war-scorched skies, a Dakkajet's massive thruster leaves an oily contrail of black smoke in its wake even as its guns spit streams of bullets at the foe. Though not as nimble as the aircraft of some other starfaring races, Dakkajets are capable of an incredible turn of speed that makes them a fearsome enemy to face in aerial combat. It also helps that Orks fly like complete headcases. Dakkajet pilots are great believers in quantity over quality. As such they ensure the Meks strap every gun available to the fuselages of their jet. In the heat of battle, while corkscrewing madly through formations of enemy aircraft, Dakkajet pilots will cut loose with an absolute storm of fire. Some have even been known to smash out their cockpit glass with the butts of their Sluggas in order to add their own pistol-fire to that of their plane. All of this makes Dakkajet pilots unusually effective shots; with so many bullets fired, some are bound to hit the target.
Orks - Burna-Bommer: Burna-Bommers are an inevitable by-product of the Orks' love for speed, fire, and the desire to combine these things while killing something. Strapped with as many incendiary bombs and rockets as is physically feasible, Burna-bommers streak low over the battlefield, raining conflagrant death down on tightly-packed enemy infantry. The wild-eyed Burna Boy pilots of these craft like to watch their targets burn "up close and crispy". As such they regularly return to base with their undercarriage streaked with gore and scorch marks. Burna-Bommers sometimes carry Skorcha Missiles, making them even more deadly. These corkscrewing missiles make a mockery of fortifications, their warheads bursting in conflagatory showers that drive their victims from cover, or else cook them alive within defences turned death-traps.
Orks - Blitza-Bommmer: Even on their best day, the average Ork Flyboy has little patience for trajectories, payload arcs, and all the other "boring bits" of high-altitude bombing. Blitza-Bommer pilots instead ensure their massively unsubtle Boom Bombs land more-or-less on target by simply dropping them from point-blank range. To pull this off, Blitza-Bommer pilots throw their aircraft into screaming nose-dives, their terrified Grot bombardiers pulling the bomm-release lever at the last possible moment. After a loud clank and some alarming shuddering, the bomb plunges groundward and explodes more-or-less on target with a thunderous bang. With his payload away, the cackling Flyboy (hopefully) pulls up. These manoeuvres don't always end well, and most Grots have to be forcibly nailed into their bombardier’s nests to avoid them bailing out before take-off.
Orks - Ork Boyz: Ork Boyz are the heart and soul of any Warband. They charge into battle in a great mass, crashing into the enemy like a green landslide. Bellowing with the joy of battle, mobs of Ork Boyz excel at close quarters where they can hack, bludgeon and stamp their foes into bloody ruin. The average Ork Boy is mean-tempered and exceptionally tough, more than compensating for his lack of intellect with a talent for violence. Though an Ork can cause plenty of damage with his fists, feet and forehead, it takes a lot to separate one from his favourite Choppa. When it comes to firearms, Orks love simplicity. They value noise and sheer weight of fire though so long as a gun can double as a decent club, its owner is usually happy enough. Some Greenskins will even get their hands on crude heavy weapons with which they can cause absolute havoc.
Orks - Runtherdz: An Ork Runtherd (also known as a Slaver), is an Ork Oddboy who has the uncharacteristic patience to take care of his klan or Warband's Gretchin and Snotlings. Their 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. They often make use of Squig-hounds to eat errant or fleeing Grots in battle to "increase" the morale of their Gretchin mob. The Runtherds make a good living by selling well-trained Gretchin and Snotling servants and workers to other Orks. Runtherdz often become quite wealthy and naturally invest their earned teef (teeth, the Ork currency) in solid weaponry and other wargear. On the battlefield they tend to either fight alongside the machines crewed by their Gretchin where they can keep a close eye on things, or lead a large mob of Gretchins forward, using the smaller Orkoïds as diversion, living shields or living mine detectors for the other bands of Boyz.
Orks - Gretchin: Gretchin -- or Grots -- flood across the battlefield in great squabbling mobs. Individually feeble and cowardly, Grots can nonetheless prove surprisingly dangerous in large numbers. Herded squealing toward the foe by the irascible old bullies known as Runtherdz, the tiny Greenskins are made to fight tooth and claw for their pitiful lives. When forced to fight or die, a sizeable mob of Grots can overrun even a well-prepared foe, clawing and biting frantically in their desperation to stay alive. Though not especially dangerous up-close, the average Gretchin is more than capable of out-shooting his Ork masters. This talent goes largely to waste, of course, as no self-respecting Ork is going to let some runty Grot strut about with a decent Shoota. However, a massed volley with their so-called Grot Blastas can cause a surprising amount of bloodshed.
Orks - Gorkanaut: A Gorkanaut is everything an Ork aspires to be. Massive, tough, loud and destructive, its blocky silhouette looms menacingly over friend and foe alike. From its hulking, Orkoid shape to the brutal weapons it wields, a Gorkanaut epitomises the unsubtle brutality of Gork and his no-nonsense way of war. Every Gorkanaut is essentially a massively overbuilt armoured war suit bristling with dakka and packing an armoured claw the size of a Killa Kan. They are ideal for a lone Nob who wants to make a name for himself, serving as weapon, transport and (rather cramped and smelly) home all in one. Gorkanauts have become especially popular in recent years as more Greenskins are seized by visions of the Great WAAAGH! and find themselves compelled to pilot these mighty engines into battle, tramplingtheir panicked foes as they go.
Orks - Morkanaut: Where Gorkanauts epitomise the unsubtle brutality of almighty Gork, a Morkanaut displays all the lethal kunnin' of equally almighty Mork. Every Morkanaut is personally built and piloted by a skilled Mekboy, and packs a wild array of energy weapons and glowy gubbinz from the Mek's own workshop. Morkanaut pilots -- like their Gorkanaut equivalents -- are usually outcasts. Some feel the call of the Great WAAAGH! and set out to cause carnage in the name of Mork, while others hunt like (violent) magpies for the technological secrets of other starfaring races. A rare few, known as Badmeks, will be ejected forcibly from their tribe for crimes such as using the local Weirdboy tower for target practise. These rogue pilots are especially dangerous, and will often begin their wanderings by flattening their former tribe's settlement with their Morkanaut's guns.
Orks - Deff Dread: Deff Dreads are clanking monstrosities that behave in battle much like enormous metal Orks. They clank toward the foe, waving piston-driven arms that end in saws, claws and really big guns. Lurching along as fast as their hydraulic legs will carry them, their bellows of "WAAAGH!" echo from in-built speakers at earsplitting volume. Though all this is hugely entertaining for Orks fighting alongside a Deff Dread, for enemies it is utterly terrifying. Deff Dreads epitomise the unstoppable ferocity of the Greenskin species, and the damage they can do is jaw-dropping. The brutal implantation surgery and subsequent claustrophobia tends to drive Deff Dread pilots a bit bonkers. They will take any opportunity to vent their frustrations violently upon the foe, if only to make themselves feel better about having to eat everything through a straw.
Orks - Killa Kan: Killa Kans bear many similarities to Deff Dreads, with their snipping klawz, chugging heavy weapons, and lumpy metal hulls. Yet in place of an enraged Ork, Killa Kans are piloted by cackling Grots. Though individually smaller than a Deff Dread, Killa Kans charge toward the enemy lines in jostling mobs of riveted iron and roaring saw-blades. The Killa Kans' Grot pilots put their relative skill with firearms to good use, blowing the zog out of anything unlucky enough to cross their path. Despite being hardwired into a ten-foot tall killing machine, Killa Kan pilots still retain a good degree of Gretchin cowardice. As a result they still believe in safety in numbers, and have a bad habit of losing their nerve under fire. It is not unheard of for Killa Kans to waddle about in circles or freeze up entirely at the first sign of danger.
Orks - Battlewagon: Ork Battlewagons rumble to war on a collection of tracks, tyres and massive spiked rollers. Whether lumbering gun-fortresses, bright red speedsters or gaudy rust buckets smeared with Ork glyphs, Battlewagons are massive slabs of motorised junk built to carry big mobs of Greenskins into battle. No matter each Battlewagon's individual peculiarities, all fulfil the essential role of armoured attack vehicle. A solid wedge of these mighty tanks can provide a warband with a (somewhat rusty) mailed fist that can be jammed right down the throat of the enemy army. With guns booming and deff rollas coated in mud and gore, Ork Battlewagons carve a path of bloody ruin through the foe while their Ork passengers blazeaway at the dazed survivors, and bellow "WAAAGH!" at the top of their lungs.
Orks - Trukk: Ork Trukks speed into battle at breakneck pace, mobs of Boyz crammed into their rear compartments or hanging recklessly from their hulls. As they close with the foe the Trukks' gunners blaze away wildly. As the enemy lines loom large the driver puts his foot down, squeezing out an extra spurt of acceleration from his ride. With a roar like a predatory beast, the Trukks plough into the enemy's midst before the Boyz on board pile out and get stuck in. Boyz who spend a lot of time fighting and, in some cases, living out of the same Trukk will soon take to personalising their ride with clannish paint jobs, grisly trophies, kill-markings and all manner of dangerous tat. It has been known for entire warbands of Evil Sunz or Freebooterz to form into Trukk mobs, riding to battle in ragged columns amid vast clouds of exhaust-smoke and dust.
Orks - Mek Gun: The roar of Mek Gunz has heralded the end for many a hapless foe. Spitting out blasts of crackling energy, swatting planes out of the air or crushing their victims in crackling fists of bright green force, these big, clanky field guns have enough dakka to stomp even the toughest targets. Of course, as no self-respecting Ork would be left behind when there's a fight in the offing, crewing the gunz is left to the long-suffering Grots. The Orks drag the Mek Gunz into battle behind speeding Battlewagons and Trukks before abandoning them in a heap and leaving the Grots to sort them out. Though capable of blasting a tank in half or scything down enemy infantry, these weapons are just as likely to backfire explosively. The biggest hazard for enemies facing Mek Gunz is that, until they start firing, no-one is really sure what they will do.
Orks - Flash Gitz: The gun-crazy showoffs known as Flash Gitz are skilled at breaking heads up close or blasting their enemies into tiny, glowing bits with equal style. Amongst the richest and most obnoxious of their warlike breed, Flash Gitz travel the galaxy engaging in acts of outrageous piracy and wanton vandalism. They hire themselves out as mercenaries to Ork warbands, basking in the envy of Boyz jealous of their flashy kit and prodigious dakka. Despite their ostentation, Flash Gitz give a Warboss all the killpower he pays for. Completely lethal in gun battles, boarding actions and the like, a mob of Gitz opening fire is nothing short of cataclysmic. A punishing hail of energy bolts and bullets fills the air, the Flash Gitz' victims coming apart amid sprays of blood and blossoms of flame before the Gitz stomp the life out of anyone left standing.
Orks - Lootas: Toting massive Deffguns that fill the air with a rain of shots, rokkits and energy blasts, Loota mobs provide a warband with much needed and extremely heavy covering fire. When a mob of Lootas cuts loose, the overwhelming storm of dakka they create churns infantry to a blood-soaked pulp while tanks shudder and clang, their crews and systems perforated until the vehicles shudder to a halt leaking oil and gore. Lootas tend to be about the heaviest armed Orks going, largely due to their natural flair for larceny, cons and general light-fingered thievery. They often befriend Meks, trading their ill-gotten gains for ever more kustom dakka. Many Mekboys cannot resist tinkering with the Deffguns' worky bits even as the Lootas begin firing, preventing messy mishaps and ensuring that they perform to their full, devastating potential.
Orks - Gargants and Mega-Gargants: The Gargant is the Ork equivalent of an Imperial Titan. Gargants are as much idols of the savage Ork Gods, Gork and Mork, as they are engines of destruction. Big Mek Orks receive a divine vision of sorts from Gork (or possibly Mork), and set out to bring that vision to life in the artistic medium of thick armour plates, smoke-belching engines, and lots and lots of very large guns. This activity quickly spreads amongst other Big Meks in the local Ork-settled area who seek to compete in Gargant-building, and soon Gargants spring up all over the place. The construction of Gargants is one of the typical signs of an impending WAAAGH! from an Ork-held star system. In an Ork warband, there can exist Gargants and Gargant-like war machines from Killa Kans (which are the Ork equivalent of the Space Marine Dreadnoughts) crewed by a single Gretchin to the vast armoured behemoths that are the Mega-Gargants.
Orks - Stompa: A Stompa is an effigy of war built by the Orks to ape their brutal gods. Cobbled together in typical Ork fashion, the Stompa's bulk is festooned with overlapping metal plates, bolted atop one another to present a formidable frame and allow the Stompa to shrug off incoming firepower. It has a large crew of Orks and Grots to keep its vast engine going and its weapons blazing away. And Stompas are festooned with weapons -- ranging from Big Shootas and Skorchas poking out from between their protective plates to the Deff Kannon, an enormous piece of ordnance, and the bullet-spewing Supa-Gatler. A Stompa can also carry a full mob of Orks to war, ready to jump out and put the boot in at a moment's notice. Once in combat, a Stompa wields its Mega-Choppa --  a massive whirring blade that can cleave a bastion in two or hack a Titan down to size in a flurry of roaring violence.
Orks - Ork Starships: Orks utilise a wide variety of star-faring vessels to cross the immense interstellar distances of the void. Most Ork voidcraft sport some kind of totem or decoration at the bow to give it the appearance of a massive Ork head. A Kill Kroozer, a common ramshackle Ork voidship, possesses this type of prow. These vessels can be massive, and are classified as Battle-Kroozers when they have reached a size in excess of thirty megatonnes or more.Other Ork vessels found alongside the Kroozers include gunships and other escorts. The Orks utilise a small boarding ship known as a Brute Ramship to breach the hulls of their enemies, though most Orks are happy to ram any type of ship into their foes. Orks also use asteroids as warships, hollowing them out and adding engines and weaponry so that they are capable of Warp travel. These "Roks" make for extremely durable voidcraft, and can easily be created in each new star system the Greenskins attack to replace any losses they suffer.Another method of travel favoured by the Ork race is via space hulks. These titanic amalgamations of numerous starships, asteroids, and other spaceborne debris become mobile colonies for Ork raiders. When a Space Hulk is found by a klan of Orks, they quickly board the vessel and begin scavenging all they can from the immense ramshackle vessel to fuel their war efforts. Mekboyz  begin fabricating weapons, armour, and vehicles almost immediately as metals and other valuable assets are salvaged and stockpiled in areas of the Hulk. Often completely new voidships can even be assembled inside the huge holds or caverns to be found within massive Space Hulks.A Space Hulk usually has no means of propulsion of its own. It simply travels on the flows and eddies of the Warp, on a journey across the void. Industrious Meks and Weirdboyz can sometimes assist in moving a Space Hulk into a Warp rift or other passage, but this is by no means an exact form of travel. This suits the Orks just fine, as it appeals to their sense of adventure and conquest -- they feel that a Space Hulk is a gift from their gods Gork and Mork, taking them to new and exciting battles. A Space Hulk is often accompanied by fleets of Kroozers and other Greenskin escort vessels as it moves through the void to its next destination. When an Imperial world detects the imminent arrival of a Space Hulk, it often sends waves of panic throughout the sector. There are many well-known legends and rumours of the destruction such a vessel can bring, and many are based in horrific fact.
Orksbane Kindred - Orksbane Kindred: The Orksbane Kindred is a Kindred of the Ymyr Conglomerate of the Leagues of Votann. The Orksbane Kindred built their hold upon the heavily-irradiated Hold World of Tamâkh. Known as Brôkhfyre, the hold is dug deep into Tamâkh's planetary mantle -- insulated against the exotic and deadly energy spectra that pour from the world's nearby star.What violent apotheosis the tortured star is undergoing, none can say, but for three Terran millennia now the Kin of the Orksbane Kindred have captured the energies of its raging solar flares using kilometres-high stellar vanes. These energies power their hold's Forge, which is amongst the greatest in all the Leagues of Votann, renowned for the amazing weapons of war it can produce.
Orloc - Orloc: Orloc is the Chapter Master of the Blood Drinkers Space Marines Chapter, a Successor Chapter of the Blood Angels. Orloc and his Blood Drinkers participated in the Blood Angels Successor Chapter Conclave held to make plans for the defence of their homeworld of Baal in 999.M41. Orloc was also one of the Blood Angels' Successor Chapter Masters that kept a cool-head during the heated discussions. Orloc was shown to be a pious and respectful Space Marine with his opening remark to the conclave, "Your summons brought me across the Warp from temples on San Guisiga, without explanation, without account, with only decree and I came out of respect for you, great Dante." Orloc and his Space Marines held the Priest Gate of the Tomb of Sanguinius from Baal's besiegers in 999.M41, when the Blood Angels' homeworld was assaulted by both the Tyranids of Hive Fleet Leviathan and the Forces of Chaos led by the ancient Bloodthirster Greater Daemon Ka'Bandha.
Orloc - Inspiration: Orloc is named after the first vampire character to appear in film, Count Orloc, portrayed by the German actor Max Schrek in the 1922 silent movie classic Nosferatu, eine Symphonie des Grauens.
Orphean War - Orphean War: The Orphean War was a military conflict of epic proportion between the Imperium of Man and the Maynarkh Dynasty of the Necrons that ravaged the Orpheus Sector. This once powerful Sector Imperialis located at the very border of the Segmentum Tempestus had always been troubled by strange phenomena and events, which unfortunately were never recognised as evidence of Necron activity.Following the awakening of at least a part of this ancient race, designated the Maynarkh Dynasty by Imperial savants, these xenos attacked the Orpheus Sector in full force, leading to the cataclysmic Battle of Amarah which ended inconclusively for both factions but nevertheless sealed the fate of the Orpheus Sector.While still an ongoing conflict despite the disastrous losses on Amarah, the Imperium is currently withdrawing all strategic assets from the Orpheus Sector, hoping to contain and hold the Necrons at bay long enough for a full-fledged Imperial Crusade to be launched.To this day, the Orphean War stands as a dark example of what might befall the entire Imperium if the Necron menace is not quickly identified and dealt with.
Orphean War - History: From what later investigations have discovered, it would seem that the Orpheus Sector was partly created on what had, in the distant past, been the domains of the Maynarkh Dynasty, given to them by the Silent King for their contribution in the War in Heaven and the elimination of the C'tan that followed after it.Numerous pre-Imperial ruins -- obviously of xenos origin -- were notoriously discovered and in some cases even explored in the Drucillan Sub-Sector, but no xenoarcheologist could have made a link to the Necrontyr-civilisation. While the Maynarkh's coreworlds are believed to lie outside of the Imperium of Man's territory, it seems evident that some of the outlying planets had been colonized by Man.Time and time again the Orpheus Sector was subject to many strange phenomena -- whole fleets vanishing and worlds going silent without the Inquisition ever making the link between these events. Under other circumstances, an Inquisitor of the Ordo Xenos might have raised the alarm in time to destroy the Maynarkh Dynasty, but as it was the Orpheus Sector was firmly in the grip of the Ordo Malleus, the part of the Inquisition specialised in hunting down the servants of Chaos and its daemonic emissaries.In the late 41st Millennium, the Orpheus Sector had been increasingly weakened by a notable rise in Warp-activity: once safe Warp-routes were rendered dangerous through the outbreak of Warp Storms, whole populations became plagued by Warp-induced nightmares, and crises of dementia and hysteria ran rampant. In 819.M41, on the world of Chemarium II, an entire Hive City succumbed to seemingly contagious waves of madness and despair.Civil order dissolved quickly and the madness quickly spread to other cities. Chaos-aligned Cults like the "Endless Tide" and the "Crawling Darkness" swiftly rose to power, following their dark prophet Ranker Nonesuch, the so-called "Beggar King." With civil war erupting on other planets of the Chemarium System, it is understandable that as the first reports came, the blame was put on the Ruinous Powers or Eldar Corsairs rather than the Necrons.
Orphean War - The Battle of Amarah: As emphasized by the writings of Inquisitor Ha'Vass of the Ordo Xenos, the Battle of Amarah would finally reveal the true identity and vast strength of the foe. The Battle of Amarah was to prove a crucial turning point in the history of the Orphean War and constitutes to this day the single greatest loss of life within the entire Segmentum Tempestus. It was after this battle that the Imperium was forced to launch what has become known as the Orphean Salvation Campaign, a protracted counterassault to contain and defeat the Necrons.
Orphean War - On the Eve of Destruction: In less than one hundred solar days, the Orpheus Sector had been cut in half, system after system falling before the still unknown enemy. Yet this mysterious foe earned victory after victory, every battle becoming a desperate retreat and every retreat becoming an anarchic rout. No Imperial force could vanquish the enemy, but their sacrifices did slow the enemy advance, buying other worlds precious time to prepare. Then, inexplicably, the enemy invasion halted.Not knowing how long the respite would last, Sector Governor Laan concentrated every available resource at Amarah Prime, the sector capital world, even as Laan's slow descent into madness weighed heavily on the Imperium's battle plans. Out-of-sector reinforcements were directly routed to Amarah, joining the troops of the Chemarium task force already requisitioned by Governor Laan. The build-up of Imperial forces was further augmented by local units stripped from their respective worlds and transferred to Amarah, weakening other planets to reinforce the sector capital. Yet this decision considerably impacted morale and planetary politics across the sector and even lead to several cases of outright mutiny which needed to be brutally dealt with by the Imperial Guard's Commissariat.Since the beginning of hostilities, the military build-up at Amarah had reached colossal proportions. Over nineteen million Imperial Guardsmen were firmly entrenched on the world and supported by perhaps ten times that number of reservists. Thanks to the industrial might and wealth of Amarah, these troops were well-equipped according to the Cadian Pattern of the Departmento Munitorum.Amongst the last reinforcements to arrive on Amarah were two million Guardsmen drawn from the notoriously effective and resilient Death Korps of Krieg, which were spearheaded by the veteran 17th Line Korps under the command of Marshal Karis Venner, the Castigator of Valtine. Several detachements of the Adeptus Astartes had also answered the call to arms, chief amongst them the entirety of the Minotaurs Chapter, which had fought alongside a company of the Marauders Chapter against Aeldari raiders who had been forced from their lair within the Hesod Nebula.Battlefleet Orpheus had been heavily reinforced, the armada now numbering over sixty Cruisers and capital vessels, at least seven of which were Battleships. Knight-Commander Georg Carew, the Grand Admiral of Battlefleet Orpheus, personally lead the armada from the bridge of his mighty flagship, the Apocalypse-class Battleship Arica Dominus. Seldom in the history of the Imperium had such an overwhelming force been gathered to defend a single star system.
Orphean War - The Enemy Retreats: With a grace few other starships could hope to match, the stricken Dead Hand turned and began to accelerate away, the shadows cast by its massive shape revealing the broken form and burning wreck of the Minotaur Battle-Barge Fidelitas Lambda. With its dying breath, the Battle-Barge had rammed the far greater Tomb Ship, finally causing enough damage to the colossal Necron warship to force the Dead Hand to retreat.With their master ostensibly withdrawing from the field, the other ships in the Necron fleet soon followed, disengaging from their battles with the still disorganised ships of the Imperial Navy. The Necron vessels were driven off, but hardly defeated. Dead hulks and burning starships marked the death of millions of men, the legacy of the Necron attack on Amarah Prime.Unexpectedly, the second Cairn-class Tomb-Ship, Sun Killer, did not step in line to lead the Necron attack, but rather split off from the main body of the Necron fleet and made for the night-side of Auric, where it landed, a dozen smaller Necron raider-craft following suit. Soon, strange emerald lights could be seen from orbit, before thick stormclouds occluded what happened on the planet's surface.At a safe distance from Amarah Prime and the remaining Imperial forces, the remainders of the Necron fleet and the stricken Dead Hand vanished without a trace, simply disappearing from the Auguries of the few Imperial starships still capable of tracking them. One moment they were still visible on the screens, heading out-system, and the next they were simply...gone. The Necron host, if not defeated, had been checked. Thus ended the Battle of Amarah.
Orphean War - Aftermath: Although the Necrons had ultimately retreated, the losses of the Imperium at Amarah Prime made it -- at best -- a pyrrhic victory. Of the huge armada the Imperial Navy had assembled to defend the throneworld of the Orpheus Sector, most had been destroyed, dispersing in vast arcing clouds of debris that would eventually rain down on Amarah as flaming meteors or tumbling wrecks that were still burning -- a funeral pyre that nearly spanned the entire star system.Battlefleet Orpheus had been decimated. All its warships carried the damage of the battle to some degree, with less than ten percent of its initial fighting strength still rated as anything close to combat worthy. Leadership for these fleet elements would also be an issue, as with the loss of the Arica Dominus, all its Grand Admiral had also been consigned to the void.Initially believed to have been slain, Asterion Moloc, the Chapter Master of the Minotaurs, was recovered drifting in space and would continue to lead his Chapter, albeit his wounds forbade him to take control of the situation immediately after the Necrons' departure from the system. What Imperial fleet elements remained were powerless to intervene on Auric, where the Necrons of the Sun Killer were believed to have established an advance base of operations for a further offensive.Amarah's surface had been laid to waste, its proud hive cities now lying in ruins, still burning, their remains a graveyard for billions of Imperial citizens and loyal soldiers. Here too, the Necron forces had abruptly vanished, leaving the scattered survivors to claim a hard-fought victory. And here too, Imperial losses had been catastrophic.Knowing full well that even a small-scale attack would sweep them away completely, what Imperial forces remained made preparations to abandon Amarah Prime. Marshal Venner of the Death Korps of Krieg gathered what remained of the 17th and 60th Line Korps and marched to Duneradt Starport, organising the evacuation effort. Other regiments such as the Necromundan 8th Regiment, called "the Spiders," could also be retrieved and gathered on the outlying worlds of Laymon and Calama. What remained of Amarah's civilian population was regrettably left to their fate, as the Imperial Navy lacked the transport capacity to evacuate them from the planet's still-smoldering surface.
Orphean War - Select Militaris Tempestus Order of Battle on Amarah as of 0364.992.M41: DesignationMilitary StrengthAdeptus Astartes - Minotaurs Chapter10 CompaniesAdeptus Astartes - Marauders Chapter1 CompanyDeath Korps of Krieg17th & 60th Line KorpsTekarn Armoured Battalions7 BattalionsJopal Indentured Guard4 RegimentsSynd Zan Bloodsworn2 LegionsNecromundan Guard2 Regiments
Orphean War - Select Militaris Tempestus En Route To Amarah System: DesignationMilitary StrengthAdeptus Astartes3 Chapter Contigents [Confirmed]Imperial Guard16 Regiments [Confirmed]Adeptus TitanicusLegio Victorum (II) Demi-LegioOrdo Xenos Cadre[Classified]Deathwatch Kill-teams[Classified]
Orpheus Sector - Orpheus Sector: Orpheus SectorSector ImperialisImperium of ManHigh Lords of TerraOrphean WarYet, for four Terran millennia, the Orpheus Sector has also been a powerhouse of Imperial might, a stronghold at the outer borders of the Imperium. Located in the Dark Marches region of the Segmentum Tempestus and boasting its own proud history and Imperial Navy warfleet, the Orpheus Sector was first established in the 36th Millennium following the famed Dark Marches Crusade. Although its days of glory now rest in the past, the Orpheus Sector has defiantly stood on the Imperium's frontier despite being plagued by several strange Warp phenomena, xenos raids and Chaos-led uprisings.However, everything changed when an ancient menace in the form of the Maynarkh Dynasty awoke. Belonging to the vile breed of xenos known as Necrons by the Imperial Inquisition, this foe would lay waste the entire sector in a few short solar months, ravaging its worlds and conducting genocidal campaigns of extermination on a planetary scale.With so many of its servants arrayed to combat the threat of the Tyranids in the Ultima Segmentum, the Imperium was left ill-prepared for the emergence of this new threat on its southern border. Ultimately, the Imperium was left with no other choice than to abandon the sector, hoping to eventually reclaim it when enough troops and vessels could be mustered to launch a proper Imperial Crusade.
Orpheus Sector - History: Contrary to many of the Imperium's domains, which have existed for the last ten millennia, the existence of the Orpheus Sector as a fully recognised Sector Imperialis only dates back to the last century of the 36th Millennium. Like other regions in the galaxy, the planets of what would eventually become the Orpheus Sector were colonised by humanity during its first galactic expansion in what is referred today as the Dark Age of Technology. Contact with the wider Imperium was also established during the Great Crusade sometime between 570 and 750.M30 when the legendary Rogue Trader Lady Arica Orpheus ventured further than the Mandragoran Stars into the sector that would eventually bear her name.Rogue Traders usually function as scouting elements for far larger and military-minded fleets, and in this the voyages of Lady Arica were no exception. Soon the Expeditionary Forces of the Great Crusade followed in Lady Orpheus' wake, determined to reestablish contact with those few scattered human civilisations that had survived the Long Night and the baleful attention of xenos raiders. Some of these alien races had successfully established their own pocket empires in the region and would need to be exterminated, but for the most part the Dark Marches as they were then still called were a barren and desolate streak of the galaxy.The vast majority of these worlds were tremendously old, incapable of sustaining human or xenos life, but many bore the tell-tale signs of former biospheres and unknown civilisations. The surviving records of the Lady's later voyage -- now safely guarded within the Great Covenant Navis Temple on Terra -- speak of her discovery of gargantuan xenos ruins across the region. It was also at this time that the world of Amarah Prime was colonised by Lady Orpheus' fleet, acting both as a supply point and safe haven for her own later voyages and the forces of the Great Crusade tasked with pacifying the region.It is worth noting that even in this distant time, Imperial forces suffered from frequent raids from the Drukhari, who have probably been preying on the worlds of the Dark Marches Region for millennia. As Lady Arica ventured ever closer to the galactic border, she finally reached the turbulent area of the galaxy known as the Veiled Region which proved too dangerous to cross, thus marking the outer limit of her voyages.While the Rogue Trader's work was complete, the work of the Imperial Army and the Legiones Astartes was not. Unfortunately the Imperium soon descended into the time of chaos, civil strife and anarchy known as the Horus Heresy before any further settlement of the Dark Marches could commence.