
                             Chapter 18 - The Orks
                             =====================

18.1  Introduction
=-=-=-=-=-=-=-=-=-

 The Orks are the most savage and warlike race in the Galaxy.  Orks live for 
war and are constantly striving to defeat their neighbours whether they are 
human, Eldar, or other Orks.  They are a tough, brutal, and remarkably 
successful race, ranking among the most powerful warriors in the Galaxy.  They 
control a significant part of Known Space, but this sprawling territory is 
neither united nor cohesive, being split amongst thousands of individual 
Warlords scattered all over the Galaxy, and all wanting to get one over on 
rival Warlords...

 Orks live on innumerable worlds.  On some they dominate, others they live in 
a state of war.  There are Ork realms, Ork empires and Ork hordes that roam 
through space aboard space hulks.  Wherever humans have travelled in the 
Galaxy, there have been Orks.  It is now tens of thousands of years since 
Mankind first encountered Orks, and from the outset there was conflict.  It is 
unlikely this state of affairs will ever change.


18.2  Ork Origins
=-=-=-=-=-=-=-=-=

 The records of the Imperium portray a long history of contact between man and 
Ork but reveal little detail of Orkish origins.  What has become clear is that 
the Orks are the remnants of a once diverse race of green-skinned creatures 
whose colonies extended across the Galaxy.  This ancient Ork race appears to 
have been divided among three castes: the slave caste called Gretchin, the 
warrior caste now called the Orks, and the ruling caste known to the Orks as 
the Brain Boyz.  The Brain Boyz were the driving force behind the 
civilisation, developing new technology and directing the other castes.  The 
Orks and Gretchin may well have been created deliberately by the Brain Boyz to 
perform specific restricted tasks, but it will probably never be known for 
certain.

 Whatever the truth of the matter, the Brain Boyz died out long ago, leaving 
the Orks to inherit the remains of their civilisation.  If Ork legends are 
anything to go by, the Brain Boyz died out in a great plague that lasted for 
many centuries, causing them to dwindle and eventually die out altogether.  
Fortunately for the Orks (and unfortunately for the Imperium), the Brain Boyz 
evidently predicted what would happen and took steps to preserve what they 
could of their knowledge by engineering it into the very genetic structure of 
their slaves.  It is a result of the Brain Boyz efforts that the Orks maintain 
such a relatively high level of technology today.


18.3  Ork Psychology and Physiology
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Were the Orks ever to unite it is doubtful anyone could survive against them 
for very long.  As it is rival Warlords spend much of their time fighting 
amongst themselves.  They all want to subdue their rivals and gather the clans 
together in a "Waaargh!", a sort of crusade where the Orks stop fighting each 
other and decide to stomp someone else instead.  The urge to expand and 
conquer is a fundamental part of the Orks psychology, and has greatly 
contributed to their success as a race.  A successful Warlord expands his 
territory by conquest and continues to do so until he is defeated.  
Eventually, inevitably, every Warlord over-reaches himself in this way - it is 
simply another part of the Ork nature.  Orks rarely if ever think beyond the 
next battle.

 This lack of foresight and organisation has saved the Imperium from defeat 
many times, although the damage inflicted by rampaging Orks can be great.  
Most Ork incursions can be dealt with as a matter of routine, and local forces 
usually manage to contain the worst of the damage.  However, this is not 
always the case and Earth itself has been threatened with destruction several 
times in the Imperiums history.

 Orks are a savage, brutal race who love war.  They are the dominant element 
of a race of Orkoids that includes Orks and their smaller cousins, Gretchin 
and Snotlings.  The Orks are in charge because they are the biggest, toughest, 
meanest and most warlike of their race.

 A typical Ork stands about the same height as a man, taller if he stood up 
straight.  They have robust and muscular frames, with strong, long arms that 
end in clumsy fingers capable of a vice-like grip.  Their skulls are thick 
with protruding brow-ridges shading their red eyes.  The jaw is elongated, and 
lined with an impressive array of long canine fangs.  Orks heads are naturally 
hairless, and they have to use special creatures called Squigs for hair or 
beards (as they like to do).  Their hide is tough and green, and bears the 
scars of many a fight.

 The Ork mind is peculiarly specialised, devoted wholly to the pursuit of 
power and war.  Orks are brave and tough, and their bodies have a natural 
resilience which allows them to survive traumatic injuries and the most 
primitive surgery.  They feel very little pain and can keep fighting even if 
they lose a limb or sustain a major body wound.  Their blood, which is green, 
carries a symbiotic algae through their veins, digesting and reconstituting 
damaged body tissue and even rebuilding major organs.  This unusual physique 
is common to both Orks and their smaller cousins, Gretchin and Snotlings. In 
the case of Orks the ability to survive is more highly developed than among 
the smaller Orkoids.  A Gretchins instincts will tend to carry him away from 
danger - usually as quickly as possible...

 It is noticable that the more an Ork fights, and the more Orks are around 
him, several effects result.  He gets more aggressive, he gets taller and 
builds muscle mass.  Conversely Orks in isolated areas of the Galaxy are 
measurably less aggressive than those who are constantly fighting.  Their 
muscle to mass ratio is lower.  They favour missile fire over hand to hand 
combat.  For Orks, it is quite literally strength in numbers.  It is just one 
effect of the strange psychic bond that permeates all of Orkdom.

 Average Ork Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  33  25  3  4  7  20  1  29  29  18  29  29  18


18.3.1  Gretchin
----------------

 Gretchin are much like Orks, though not as brutal, strong or tough as their 
larger cousins.  Though smaller, Gretchin are more clever and cunning.  Orks 
are lazy and forgetful, and organisation is not their strong point.  Only the 
preparation for war and the excitement of battle really bring out an Orks 
innate talents.  Most of the day to day running of Ork society - finding and 
preparing food, taking messages, handling information, fetching and carrying 
things, virtually everything other than fighting - is done by the Gretchin.

 Gretchin are known as Grotz by their Ork cousins.

 Average Gretchin Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  25  25  3  3  5  20  1  29  18  29  18  18  18


18.3.2  Snotlings
-----------------

 Snotlings look like tiny, immature Gretchin.  Their main role in Ork society 
is the cultivation of fungus, which is used for food, drink and medicine.  
Snotlings also look after the Squiggly beasts that are always found living 
with Orks.  Snotlings are bred and raised by a class of Ork known as Runtherdz.

 Snotlings are barely more intelligent than dogs, and have a natural trust and 
enthusiasm which is almost puppy like.  They are mostly unaggresive and 
frightened by loud noises.  If unsettled they tend to huddle in packs as this 
makes them feel safer.  Runtherdz (see below) sometimes bring Snotlings into 
battle, where the Snotlings in question are usually coaxed in to battle as a 
game, expecting a tasty Squig just behind the enemies line...

 Average Snotling Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  25  17  1  1  3  30  1  14  14  14  14  14  14


18.4  Ork Society
=-=-=-=-=-=-=-=-=

18.4.1  Nobz and Warlords
-------------------------

 Nobz are Ork nobles.  They are wealthy, battle-hardened veterans who have got 
to where they are by being bigger, tougher and meaner than everyone else.  
Nobz are arrogant in the extreme, inflicting punishment on the spot to anyone 
- Ork, Gretchin or Snotling - who speaks out of turn or annoys him.  The 
punishment usually takes the form of a sharp whack on the head.

 Nobz can be found in positions of command or organised into their own select 
bands.  They prefer the company of other Orks of equal status and Nobz units 
are usually very well armed and equipped because the Nobz can afford the best 
wargear.  Good equipment is the sign of nobility and status among Orks, and 
ordinary Orks are usually not allowed to have wargear better than a Nobs.  If 
a lesser Ork flaunts impressive wargear, one of the Nobz will inevitably 
"confiscate" it.

 The most powerful Nobz are given the title of Warboss or Warlord.  A Nob can 
rise to such exalted status by showing genius in battle, as well as commanding 
respect and obedience.  The finest trophy a Warlord can have is a Space Marine 
helmet.  Orks judge the worth of a Warlord by the quanity and quality of the 
enemies he has overcome.  To have on display the helmets of Humanities finest 
is the greatest possible testament of a Warlords prowess and right to 
leadership.  Should a lesser Ork display such a prize, and a Nob not enjoy the 
same success, the Nob will often steal it, to prove his "worthiness"...

 At times a Warlords authority may be challenged by his rivals.  As Orks get 
bigger and stronger, they add muscle.  They also do this (subconsiously) when 
psyching themselves up to challenge their Warboss or Warlord.  Thus an 
observant Warboss knows when rivals are about to challenge.  Many Warbosses 
nip the possible usurper in the bud before the challenger gets too powerful.  
The outcome of power struggles is resolved through low cunning (assassination, 
etc.) or ritually by means of a pit fight.  This is the favourite option, 
since it entertains the whole warband and establishes the victor as Warlord 
beyond dispute.  The Warlord simply takes on any rival contenders in 
gladiatorial combat in a fighting pit.  Rivals are thus dispatched by the 
Warlord or he is overthrown.  Every Ork settlement has fighting pits for this 
purpose.  They are also used to settle other disputes.  One Ork may have a 
grudge against another, or perhaps someone stole his favourite Squig...

 Average Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  41  34  3  4  5  30  1  29  43  18  29  29  18


18.4.2  Freebooters
-------------------

 The Freebooters exist on the edge of Ork culture.  They are small roving 
bands of pirates, bandits and mercenaries belonging to no Warlord or clan.  
Naturallythey are eager for adventure, combat and booty, and are quite happy 
to tag along with Ork warbands for whatever they can get.  Most have long 
since abandoned any clan loyalties and adopted highly personalised insignia in 
place of their former clan symbols.  Some prefer to remain anonymous, others 
want to forget, some want to start a new life, but most have simply forgotton 
who they were.  The Freebooter band is now their home.  As a result they roam 
the Galaxy in small, dilapidated spacecraft (with as many guns as possible) 
and hide out on isolated planets and large asteroids.  The band is usually led 
by a hardened Boss or Kaptin.  In any case, the leader risks being ousted from 
power if he fails to secure enough booty for his Boyz.

 Most Ork Freebooters can be readily identified by the sign of the Jolly Ork, 
an Ork skull and two crossed bones on a black or red background.  It has a 
universally understood meaning: death to all, no quarter.


18.4.3  Teeth
-------------

 In Ork society, teeth are used as money and form the entire basis of the Orky 
economy.  The teeth must be big, sharp, ivory like Ork fangs to have any 
value - human teeth won't do, neither will those of other races.  The Orks have 
used teeth as money since time immemorial.  It is a natural form of currency, 
considering that Orks shed and replace their teeth every few years.  This means 
the number of teeth in circulation never diminishes enough to create a shortage, 
and that no individual Ork can be reduced to dire poverty for too long.

 The tooth economy does mean that those with the most teeth are the wealthiest 
Orks.  Some big Orks, notably the Bad Moon clan grow more teeth than others, 
and all Orks grow better teeth than than Snotlings and Gretchin.  Since the 
teeth of these smaller Orkoids have little value, the only way for a Gretchin 
to get wealthy is to work hard and acquire proper Ork teeth.


18.4.4  Squigs
--------------

 In addition to Orks, Gretchin and Snotlings, there are many other smaller 
creatures that share a similar metabolism, although they are for the most part 
completely lacking in intelligence.  Wherever Orks are found, these creatures 
also appear, although where they come from is a mystery.  Orks are constantly 
moving, and rarely live in the same place for long, but wherever they go these 
creatures seem to follow.  The Orks call these creatures Squigs.

 Probably not even the Orks know where Squigs come from, but they are vital to 
the Orks in many ways.  The larger Squigs are used for fur and food, or are 
kept as (rather fierce) pets, or even ridden to battle.  The smaller Squigs 
have many specialist uses, but one of the strangest is the Hair Squig, a 
parasitic creature with tiny jaws and flowing hair-like gills.  Orks fasten 
Hair Squigs to their skin, having no hair of their own.

 It seems likely that Squigs are another legacy of the Brain Boyz, and are a 
feature of a natural and mobile ecosystem that sustains the Ork race as it 
travels from world to world.

18.4.5  Oddboyz
---------------

 If Orks were nothing more than single-minded killing machines they would be 
dangerous enough, but they would be unable to sustain a significant level of 
technology.  Gretchin, although obedient if beaten with sufficient regularity, 
are neither inventive nor intelligent enough to maintain the spaceships and 
advanced weaponry that Orks possess, and these highly technical demands are 
met by a group of Orks called Oddboyz.

 There are many types of Oddboy.  The most common are Mekboyz (or Mekaniaks), 
Painboyz, Runtherdz and Wierdboyz.  Others include Brewboyz, Diggerz, Sumboyz 
and Yellerz, all of which have their own specialised role in Orky society.  
Though it may seem strange to humans, these Oddboyz all possess an intuitive 
understanding of complex technical matters.  For example, a Mekboy knows how 
to create engines and generators even though he has never been taught.  If 
asked where his knowledge came from he might say it was just in his blood.  If 
the Imperiums scientists are right, this may be literally true...  It appears 
that bound up within an Orks genetic structure are artificial DNA strands that 
carry knowledge, quite possibly implanted by the Brain Boyz to allow them the 
Orks to survive without their masters.  As an Ork matures any latent knowledge 
inherent in his genetic structure starts to make itself known, and he assumes 
a role in society to which he is best suited.

 Millenia ago, a probe was sent out from Earth, its mission to voyage to the 
end of the Galaxy.  The scientists hoped it would someday return to its place 
of origin after circum-navigating the Galaxy.  The probe still sends back faint 
signals after 14,000 years adrift, and hasn't yet begun its return voyage, if 
indeed it ever does.  To the despair of the scientists who still monitor the 
probe, many of the signals it sends back can be identified as Orkish.  The 
conclusion reached being that wherever they travel in space, theres a good 
chance the Orks will have got there first!

 This massive expansion across space would not have been possible were it not 
for the understanding of force field and teleporter technology held by the Ork 
Mekboyz.  The probability that this knowledge was implanted into the Orks by 
the Brain Boyz is enhanced by the fact that Orky achievements in these areas 
are far more advanced than even the Imperium or the Eldar.


18.4.5.1  Runtherdz
-------------------

 Runtherdz train the Gretchin and Snotlings that are a vital part of Ork 
society.  The Gretchin do much of the actual work, especially fetching and 
carrying, and they outnumber the Orks many times over.  Gretchin are also 
important on the battlefield, though the Orks would be reluctant to admit 
this.  Orks are not especially bright and far too impatient to operate 
artillery and other massive engines of war, so this task is usually left to 
specially trained teams of Gretchin.  Runtherds come in as the trainers, and 
also watch the Gretchin as they work, helping them out if they get into 
trouble and putting them right if they go wrong.  Gretchin are prone to become 
over excited and enthusiastic, which always leads to accidents in which the 
Runtherds are usually there to pull them out.  Runtherdz also train Snotlings 
to cultivate fungi and tend Squigs.  The Runtherdz manage to make a fairly 
good living by selling well trained servants and Gretchin workers to other 
Orks, often becoming quite wealthy out of it - in Ork terms anyway.

 Average Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  41  34  4  4  7  30  2  29  29  24  29  29  18


18.4.5.2  Painboyz
------------------

 Painboyz are also known as Docs and their chief concerns are surgery and 
tooth pulling, the latter to pay their usually extortionate bills.  When an 
Ork is really badly injured, if he has lost an arm or leg, for example, he may 
decide to risk engaging a Painboy to either graft on a new one or fit a 
mechanical substitute.  Orks take very well to transplants, and noone asks 
where the donors come from.  If he is lucky the injured Ork will get a new 
mechanical arm which is better than his own and which incorporates a useful 
weapon too.  However, he can wake up from the operation as the proud new owner 
of Mek Blags Mk.1 Exploding Leg - especially annoying if it was his arm that 
actually needed attention...  This is nothing to waking up from the anaestetic 
(funny name for a big mallet, eh?) to find yourself the victim of the Painboys 
latest barmy experiment.  This is all part and parcel of the risks of surgery, 
and regarded as just one of those things.  As all Painboyz are plainly bonkers 
and totally obsessed with experimenting on their patients, it is only to be 
expected that some customers are inevitably disappointed...

 Average Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  41  34  4  4  7  30  2  35  29  36  29  29  18


18.4.5.3  Mekboyz
-----------------

 Mekaniaks, or Mekboyz, are the creators and maintainers of the Orks sometimes 
bizarre technological creations.  They are obsessed with squeezing more power 
or speed out of their engines and building bigger and better instruments of 
destruction.  They often turn up in battle armed with their latest wonder 
invention, which will just as often blow up in his face as win the battle and 
"prove" him the best Mekboy of all.  Mekboyz are especially common in the Evil 
Sunz clan (see below), whose love of speed and tinkering is entirely in 
keeping with the Mekboyz.

 Average Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  41  34  4  4  7  30  2  29  29  24  29  29  18


18.4.5.4  Madboyz
-----------------

 The Ork techno-gene allows Orks to inherit the knowledge of their forebears 
and maintain a high level of technology.  Unfortunately, it doesn't always 
work out.  Sometimes the genetic influence fails to mesh properly, and the 
poor Orks head is filled with ideas, distractions and contradictions.  Ideas 
about the universe buzz about his head, curious bits of unconnected knowledge 
intrude upon his consciousness.  These disturbed Orks are called Madboyz.

 Some Madboyz are just plain crazy, while others manage to create the odd 
invention which is pure genius at work.  Other Orks have the utmost respect 
for Madboyz, whose crazed notions are seen as a sign of favour from the Ork 
gods Gork and Mork.

 Average Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  33  25  3  4  7  20  1  29  29  24  29  29  18


18.4.5.6  Wierdboyz
-------------------

 All Orks generate a certain amount of psychic energy, which could go a long 
way toward explaining their strong sense of common purpose and the uncanny way 
that tribes have of gathering when the time comes for a big war.  It as if the 
Orks excitement and sense of anticipation were contagious.  The ultimate 
expression of this is the Waaargh!, when tribes from many planets gather 
together under the command of the toughest Warboss of all, known as a Warlord.

 Wierdboyz are the most psychic of all the Orks.  They absorb the psychic 
power of Orks near them, and the more Orks there are nearby, the higher the 
psychic charge.  Unfortunately, the Wierdboy can't control this psychic 
buildup, and strange things start to happen.  For a start the increase in 
psychic pressure causes the Wierdboy considerable pain - lights flash round 
his head, sparks fly from his eyes, etc.  Unless the Wierdboy finds some way 
to release this pentup energy his head will explode.  The Wierdboy learns how 
to control this energy in the form of a controlled blast or a wave of power 
which erupts from his mouth and is vomited out like a great blast of fire.  
This makes the Wierdboy feel much better but is a bit inconvenient for those 
around him...  For this reason, when not in battle, Wierdboyz are forced to 
live away from other Orks, and when allowed near the main Orky area always 
escorted by a couple of guards, or Minderz.  They are forced to wear gaudily 
patterned clothes and large belled hats so other Orks can avoid them.  They 
also carry copper staffs which they use to discharge excess psychic energy 
into the ground.

 Wierdboyz don't really enjoy fighting much.  They are led into battle flanked 
by their Minderz and holding onto their copper staff tightly.  At the right 
time the copper staff is wrenched away and the Minderz withdraw out of range 
of the Wierdboy, letting the Wierdboy soak up the excitement of the Orks 
nearby and waiting for the psychic fireworks to begin...

 Some Wierdboyz who survive enough battles end up being saturated with Orky 
power and actually begin to enjoy the build-up of psychic energy in their 
heads and the rush of psychic adrenaline as they release a Warp blast at 
whoever is nearby.  These mad Wierdboyz are called Warpheadz and are a real 
nightmare to the Warboss, who must keep them chained around a large copper 
pole to keep them away from the main Ork camp and drain away the worst of the 
Warpheads psychic buildup.  The trouble is they are just too useful in battle 
just to boot out of the camp...  Warpheadz appear to have some strange degree 
of influence on Madboyz, who take to following the Warphead around like some 
sort of fan club...

 Average Profile:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  41  34  4  4  7  30  2  29  29  24  29  29  18

 Wierdboyz have a psychic level of 2, and their Warp blasts inflict D10 Wounds 
on the recipient.  Warpheadz have become more powerful with saturation of 
Warp energy and have a psychic level of 4.

18.4.6  The Kult of Speed
-------------------------

 Orks like to go fast.  Speed fulfils some deep need in the Ork psyche, just 
like the thunder of guns, the clank of tracks and the din of battle.  This 
being the case it is hardly surprising that bikes and buggies of all kinds are 
highly popular with the Orks.  They may not be all that heavily armoured, but 
they are cheap, shooty, and go dead fast!!  Orks will hoard for years to 
afford a really fast vehicle, and when he takes it to a Mekboy the first 
question usually is "Can yer make it go faster?".  This usually necessitates a 
fresh coat of paint, for as all Orks know, "red wuns go fasta".  Rivalries 
between Nobz and Warlords as to who has the fastest machine lead to reckless 
racing around the perimeter of the Ork settlements.  Orks call this "da Kult 
of Speed".


18.4.7  Ork Clans
-----------------

 Ork Society is based around individual tribes ruled by Warbosses or 
Warlords.  A tribe is roughly analogous to an army or the inhabitants of a 
planet, but because Orks don't always settle in one place for very long, 
tribes are more important than planets.  Tribes are constantly growing and 
conquering other tribes, or else being conquered by them.  The Orks thrive on 
this constant conflict: the strongest rise to the top while the weak become 
subversive and thereby benefit from the superior leadership of their 
conquerors.  To Orks this state of affairs is perfectly satisfactory - if an 
Ork tribe is beaten by another, stronger tribe, it generally welcomes the 
opportunity to be led into battle by a Warlord of such power...

 Although Orks belong to tribes they also belong to clans.  Tribes are 
constantly changing, but clans are constant and enduring.  A tribe usually 
contains Orks from many different clans, and each clan has its own distinct 
character and identity.  When tribes fight each other Orks from the same clan 
often find themselves fighting each other.  An Orks loyalty belongs to his 
tribe, not his clan, though inter-clan rivalry is immense.  The principal 
clans are the Bad Moons, Deathskulls, Snakebites, Goffs, Blood Axes and Evil 
Sunz.


18.4.7.1  Bad Moons
-------------------

 The symbol of the Bad Moons is a grimacing, yellow moon-face wrapped in a halo 
of black flames.  Bad Moons are the richest of the all the Ork clans as their 
teeth grow faster than those of other Orks, meaning that they can afford all 
the best wargear.  This is not regarded as a disadvantage, as other Orks can 
always bash a Bad Moon on the head and steal his teeth!  The Bad Moons are what 
passes for a merchant class in Ork society, continually buying, selling, 
swapping and conning to get even more teeth.

 Bad Moons like to display their wealth with expensive technical and highly 
decorated wargear.  They usually have the best wargear and wear the most gaudy 
clothes, preferring a yellow and black pattern derived from their symbol.  They 
also love to spend their teeth on food, so that many Bad Moons are a bit stout 
around the belt.

 The Bad Moons clan has a lot of Wierdboyz, though noone is exactly sure of 
why this should be.  Probably the same oddity in their genes that makes their 
teeth grow quickly also makes them more likely to develop psychic powers.  Bad 
Moons Weirdboyz are even more ostentatious than the rest of the clan, and 
dress in a most flamboyant manner - even for a Bad Moon.


18.4.7.2  Deathskulls
---------------------

 The Deathskulls are renowned as plunderers of the battlefield.  After a 
battle the Deathskulls descend upon the wreckage to salvage weapons, 
equipment, clothing and anything else they can find of value.  They are also 
tremendously good at scrounging (some would say stealing) equipment from other 
Orks.  All this has earned them a bad reputation as a bunch of looters, spivs 
and petty camp pilferers, and Orks from other clans normally keep a wary eye 
on any Deathskull Boyz that are hanging around.

 The clan is named after their horned-skull totem, and skulls and bones 
feature prominently among their personal adornments.  The Deathskulls are 
notoriously superstitious and often paint their skin blue to bring them luck.  
They believe this habit earns them the attention of the Ork gods, and thus 
brings them better fortune in the field of plunder.

 The oddments the Deathskulls pick up on the battlefield or elsewhere are used 
to augment the Deathskull warriors already bizarre equipment.  Deathskulls 
never seem to throw anything away, and end up festooned with weapons, bone 
amulets, strange items of clothing, and cherished bits of long dead enemies.  
Their Mekaniaks are highly skilled at welding and bolting together bits and 
pieces of weapons to produce the highly feared, if rather unreliable, "Kustom 
Kombi-weapons" with which many Deathskull Boyz are armed with.


18.4.7.3  Snakebites
--------------------

 Snakebites use technology reluctantly and always feel more comfortable with 
simple machinery and well established Orky ways and values.  They preserve 
some practises that other Orks have long since abandoned, and shun certain 
aspects of recently developed technology.  Probably the best example of this 
is their preference for riding into battle on the back of Warboars, rather 
than Orky warbikes and the like.

 Snakebites can be distinguished from other clans by their tattooed skin, furs 
and rather backward appearance.  Their name comes from the strange initiation 
rites of the clan which involve the new Snakebite being bitten by poisonous 
snakes and then sucking out the venom straight away to prove his toughness.  
They are a nomadic clan who rarely settle in the same place for long, and 
always seem to be "lookin' for sumfink" or "wanderin' orf".  They always carry 
a selection of snakes with them when they migrate to a new planet, just in 
case the local serpents should prove unsuitably inoffensive...


18.4.7.4  Blood Axes
--------------------

 The Blood Axes are not trusted by the other clans who consider them to be 
treacherous gits who will march off to war alongside other Orks only to run 
off when things get tough.  Blood Axes will even trade and deal with humans, 
which is considered a sure sign of their lack of proper Orky spirit.

 In fact much of this reputation is quite unjustified and has come about 
because it was the Blood Axes who first encountered the armies of the 
Imperium, and it they who have had most contact with Imperial culture.  This 
has led to the Blood Axes picking up a number of Imperial battle practises 
which are not used by the other clans, most notably the wearing of camouflaged 
wargear and the use of captured or traded Imperial vehicles driven by Blood 
Axe crews.

 Blood Axe Warlords tend to have a better understanding of grand strategy, and 
will even retreat if they are losing rather than fighting to the bitter end 
like the other clans.  This has given them the reputation for being cowardly 
gits with the other Ork clans, who fail to notice the Blood Axes normally come 
back later, reinforced with more Boyz and better prepared than they were 
before!

 The Blood Axes also send out hand picked "Kommandos", specially selected for 
their ferocity, intelligence and initiative.  They range ahead of an Ork army, 
scouting out positions and reporting back any important information that they 
find out.  They also perform daring raids behind enemy lines, such as 
ambushing enemy convoys as they move up to the front line, or destroying enemy 
supply dumps and HQs.

 Average Blood Axe Kommando:
 M  WS  BS  S  T  W  I   A  Dex Ld  Int Cl  WP  Fel
 4  41  34  3  4  7  30  1  29  29  18  29  29  18


18.4.7.5  Goffs
---------------

 The Goffs can be identified by their predominantly black wargear and the clan 
totem, which is a black bulls head.  They have the reputation of being the 
biggest, ugliest, meanest and most ferocious of the Orks - which is saying 
something...

 Of all the Ork clans, the Goffs are the most inspired by the thrill and 
thunder of battle, and are specialists in hand-to-hand combat.  They consider 
themselves superior to the cowardly Orks from other clans, who hang back to 
shoot when they could get into the thick of battle.  Most Goffs carry brutal 
short ranged weapons so they can get stuck in as soon as possible.

 Black is the preferred colour of Goffs, other clans that wear brighter 
colours are mocked as "not propa' Orks", or just plain "weedy".  The only 
decoration normally allowed is a check pattern of black and white or a 
contrasting border.  Excessive deviation from the way of the clan is met with 
derision and the miscreant will certainly get clobbered by any Boss Ork that 
comes his way.


18.4.7.6  Evil Sunz
-------------------

 The Evil Sunz are irresistably attracted towards fast war bikes and loud 
noise.  This is a common trait among Orks, bit especially pronounced in the 
Evil Sunz.  They are constantly tinkering with the engines of their bikes and 
buggies, trying to get as much speed out of them as possible.  Not 
surprisingly the Evil Sunz have many Mekianiaks, because Mekboyz are 
indispensible when it comes to keeping vehicles in running order.

 The totem of the clan is a blod red Ogryn face grinning out of a sunburst.  
Evil Sunz wear red clothes and often paint their machines red too, firmly 
believing in the old adage "red wunz go fasta".

 The Evil Sunz are especially noted for their "bikeboyz", who ride large and 
very noisy Ork warbikes.  They dress in leathers marked with the Evil Sunz 
logo, bedecked with chains and belt harnesses.  Their foreheads are often 
decorated with metal studs screwed directly into their thick skulls.


18.4.8  The Ork Gods
--------------------

 Orks and the Ork way are strong and powerful forces in the universe.  Orks 
are a highly successful race.  They seem able to survive, expand and prosper 
almost effortlessly in comparison to races such as Humanity.  The Ork 
character, which is strong and virtually unvulnerable, has its echo in the 
Warp in the form of the mighty, belligerent and boisterous gods Orks call 
Gork and Mork.  Gork and Mork are never defeated, they simply shrug off the 
blows of the other gods and laugh at them.  Gork grins, bears his teeth, and 
lands a mighty blow on the head of his adversary with his gigantic club.  
Mork, master of cunning, waits until his foe isn't looking and then clobbers 
him with a low blow.

 An idea of the appearance of the Ork gods can be gained simply by looking at 
an Ork Gargant, which are constructed in the image of the Ork gods.  The 
Mekboyz who build them try to create something that represents the essence of 
Orkiness in mechanical form.  A Gargant is subsequently both the ultimate war 
machine and a religious idol.  These great machines behave very much like Ork 
gods - they lumber about, leaving a trail of destruction in their wake.  They 
go where they please, from planet to planet, never shunning a fight.


18.4.9  Ork Technology
----------------------

18.4.9.1  Dreadnoughts
----------------------

 An Ork Dreadnought is piloted by an Ork who has been surgically implanted 
into the machine by the combined efforts of a Painboy and Mekboy.  Dreadnought 
pilots have to be interfaced (or "plugged in" as the Orks call it) to their 
suit.  Only Painboyz have the necessary expertise to wire the pilot into his 
machine.  Mekboyz lack the biological and surgical know how, but that hasn't 
stopped them trying.  The Dreadnought and pilot need continual maintenance as 
wires tend to pull out in the stress of battle.

 The Ork wired into the Dreadnought wakes up to find himself with a huge new 
mechanical body.  This can go to the Orks head and in battle they tend to 
march off to the enemy battle line bellowing loud metallic "Waaargh!" noises 
from their speakers...  Fortunately Ork Dreadnoughts are equipped with a vast 
array of ranged and close combat weapons, so the pilot can work off some of 
his angst and (hopefully) settle down for the battle proper.

 Most Ork Dreadnoughts have four arms, though there is a smaller two armed 
version, but the fact that the four arm version is bigger and can carry more 
weapons makes it much more popular with Ork Warlords.  Only the very brightest 
Orks can pilot a Dreadnought as they must be capable of operating all four 
arms at the same time.  This is no easy task, but on the whole the pilots tend 
to manage well enough, and only occasionally get confused and fire off the 
wrong weapon at the wrong time.


18.4.9.2  Kustom and Kombi-Weapons
----------------------------------

 Orks manufacture their own weapons, including their own versions of those 
used by the Imperium and Eldar.  While Orks understand laser technology, they 
aren't nearly noisy enough for Orky tastes.

 Occasionally, a Mekboy will have an idea to bolt onto a normal weapon some 
upgrade giving it extra range, firepower or accuracy.  The Mekaniak will 
usually be only too happy to sell the result, called a "kustom weapon", to 
interested Nobz who want an edge in battle.  While kustom weapons are often 
buggy in some way, the potential advantage it could give in battle is usually 
considered well worth the risk!  Often kustom weapons are made by quite 
literally bolting two or more normal weapons together, and these are called 
"kombi-weapons".


18.4.9.3  Field Artillery
-------------------------

 These are but examples of the wacky weapons the Mekboyz have come up with.  
Feel free to invent others of your own.  You never know - it might actually 
work...

18.4.9.3.1  Traktor Kannon
--------------------------

 The Traktor Kannon projects a powerful burst of traktor beam energy that 
latches onto a target and pulls it towards the source of the beam with 
tremendous force.   Even quite large vehicles are tugged helplessly forward, 
scattering formations and throwing the enemy into panic.  Foot troops are 
thrown to the ground and dispersed like leaves in a gale.  Solid structures 
are likely to be torn apart, and vehicles may be ripped open with a tremendous 
explosion.

 If the beam hits a target, roll 2D10.  Subtract twice the targets M score 
(assuming this is indicative of its general size and how fast it could 
normally move) and the result is the distance, in yards, the target is dragged 
toward the Traktor Kannon.  The target additionally takes D10 damage as it is 
crushed or torn apart by the gravitational effect of the beam.  Short range is 
72 yds, long range 144 yds.


18.4.9.3.2  Splatta Kannon
--------------------------

 The Splatta Kannon is an ingenious piece of artillery that fires a special 
Splatta shell, named after the irregular way that it travels over the 
battlefield.  Functionally, it appears similar to the Squats' Thudd Gun and 
has a similar effect.  It launches a series of linked rockets that randomly 
changes direction as each fires, creating carnage in its wake.  Damage and 
effects are as for the Thudd Gun - See the Wargear chapter for details.


18.4.9.3.3  Pulsa Rokkit
------------------------

 The Pulsa Rokkit is really a special force field generator that is hurled 
into the midst of the enemy ranks by means of a solid fuel rocket.  The rocket 
is carried to the battlefield on its own little launcher, and is aimed and 
fired by its crew.  The force field generator itself is of a special kind 
known as a Pulsa - a strange whirling machine that detaches from its parent 
rocket and glides to earth by means of a parachute or anti-gravity motor (if 
the Mekboy can dismantle a captured Imperial or Eldar vehicle to get one).  
When it lands, the Pulsa sends out powerful bursts of energy, like the ripples 
a stone makes when thrown into a pond.  As they spread outwards, the ripples 
of energy become weaker and weaker.  The enemy is thrown into disarray as any 
troops and vehicles that get in the way are knocked over or spun around.

 The Pulsa Rokkit may only be fired once.  It has a short range of 24 yds and 
a long range of 72 yds. Once the Pulsa lands the energy pulse extends out a 
radius of 16 yds.  Foot troopers hit are knocked over, take 2D3 damage, and 
must a Dex roll to pick themselves up.  Support weapons take 2D6 damage and are 
spun to face a random direction.  Dreadnoughts and walker vehicles take 2D10 
damage and must spend at least 2 rounds getting up from the ground.  Other 
(small) vehicles with ground contact each take 2D4 damage.  Any terrain 
features (walls, trees, buildings, etc.) hit take D10 damage.  Falling 
structures, etc. may cause any characters standing on them take falling 
damage, and/or damage from falling masonry if inside said structure.


18.4.9.3.4  Smasha Gun
----------------------

 The Smasha Gun is an Ork invention that utilises traktor beam technology.  
The Smasha Gun is fired at a target and if it hits latches a strong, narrow 
beam of traktor energy onto its victim.  The gun begins to swing upwards, and 
the target is lifted high into the air.  Once the victim is in the ideal 
position the beam is shut off, causing the victim to hurtle back down, where 
hopefully he will land on his mates and cause quite a mess...

 The Smasha Gun has a minimum range of 48 yds, a short range of 72 yds and a 
long range of 120 yds.  The target is lifted an appropriate height into the 
air (GM decision how high) and sustains standard Falling damage.  Anyone or 
anything underneath may sustain damage also - again a GM appropriate to the 
height the target fell from and the object/s (or people) he falls on.


18.4.9.3.5  Shokk Attack Gun
----------------------------

 The Shokk Attack Gun must be one of the most bizarre weapons the Mekboyz have 
ever invented.  It projects a force field tunnel through a small portion of the 
Warp: the entrance to this tunnel opens up in front of the gun and the exit 
point is created wherever the operator directs his aim.  Both the entrance and 
exit points look like small spinning holes in the air.  The two holes are 
connected by a tunnel through Warpspace, and it is possible for living 
creatures to travel down the tunnel from the entrance hole and leave it at the 
exit point.  Unfortunately it is not unknown for the tunnel to collapse 
resulting in an unpleasant death for those inside at the time.  Even if 
the field does maintain its integrity the journey through the tunnel is 
extremely frightening, for the travellers are surrounded on all sides by the 
horrific daemonic creatures that live in the Warp.  Orks are not exactly 
afraid of daemonic creatures (at least they wouldn't admit it), but find them 
disgusting, repellent and definitely un-Orky in the nastiest possible way.  No 
Ork in his right mind would go into a Shokk Attack Gun tunnel, and even 
Madboyz instinctively avoid them.  Gretchin, being more intelligent than their 
larger kin, are even less likely to entertain the notion.  Snotlings, on the 
other hand, can be trained to go into it with the promise of a tasty Squig at 
the other end of the tunnel...

 The Snotlings that come out of the other end of the tunnel are so frenzied 
with terror that they shoot out like a pack of frightened wild cats, 
scratching, biting, and clawing for all they're worth at whatever happens to 
be nearby the exit point.  The target is attacked by a pack of D10 frenzied 
Snotlings, with the damage worked out as appropriate to that fact by the GM 
(work out each attack individually - play the Snotlings!).  By a strange 
(and extremely fortuitous) condensing effect the Snotlings will materialise 
within vehicles, support weapons, buildings, Dreadnoughts, Terminator suits, 
rather than around them, causing the maximum surprise to those affected.  In 
the case of other targets the Snotlings just drop of the sky clawing and 
biting for all they're worth...

 The Shokk Attack Gun has no maximum range, but the target must be visible to 
the Shokk Attack Guns operator and lie within the 90 degree front fire arc of 
the weapon.  In the event of the Shokk Attack Gun hitting no actual targets, 
the terrified Snotlings will go on a frenzied rampage, or huddle up in a 
compact gibbering mass to recover from their ordeal, at the GMs whim.


18.4.9.4  Orky Armour
---------------------

 Orks use a variety of armour, especially members of the Deathskull clan, who 
will use armour scavenged from any race.  The most common types of armour worn 
by Orks is Flak armour, sometimes made by the Orks, sometimes taken from other 
races.  The protection it provides is as specified in the Wargear chapter.

 Secondly, Orks use a type called 'Eavy Armour, made of thick armour plates 
(some of them rivetted to the Orks body) and often, but not always, powered in 
some way by an assortment of cogs, wheels and drive belts supplying extra 
power from the suits backpack engine to its limbs.  'Eavy Armour provides 
similar protection to that given by Power Armour - see the Wargear chapter.

 Mega-Armour is the very pinnacle of the Megboy Armourers craft, being large, 
noisy, and dead 'ard!  The armour even includes built-in weapons and special 
targeters to help increase the users shootiness!  Because it is so large, Ork 
Mega-Armour is able to incorporate a number of special 'extras' that couldn't 
be fitted into a smaller suit.  These include built-in weapons such as Power 
Claws and Bolters, as well as targeters for any weapons that are fitted.  Most 
important of all, a suit of Mega-Armour includes its own internal Medi-Squig 
pack.  This ingenious device is the result of the combined efforts of the 
Mekboy who built the suit and a Painboy.  A number of special Medi-Squigs are 
housed in the suit and provide instant attention if the wearer of the suit is 
injured.  This often means the wearer is able to keep on fighting after 
injuries that would have killed even a normal Ork.  Treat Mega-Armour as 
similar to 'Eavy Armour, but providing an extra 2 APs of protection 
(representing the Medi-Squigs healing a certain amount of damage from each 
hit) and making it such that all ranged weapons fired by the wearer count as 
having a targeter.


18.4.10  Reproduction
---------------------

 Orks do not reproduce in the human manner (nuff' said on that - children 
might be reading this!).  Instead, they unconsciously spread fungal spores 
whereever they go.  Orks, it must be understood, do not have just the normal 
DNA strand that defines what they are, but also a parallel strand of 
algal-like genetic material that contains all the information coding Orks, 
Gretchin, Snotlings, Squigs and the rest of the Orky races.  The spores that 
every Ork spreads unconsciously contain this algal-like material.  If it lands 
in sufficiently dark and wet conditions and other conditions are right (see 
below), then the fungal spore takes root.  The sign above the surface that 
anything is happening is a small patch of mushroom like fungi.  Below the 
surface a new member of the Orkoid race is developing.  Orks take longest to 
develop, Gretchin, Snotlings and Squigs proportionally less time.  When the 
new Orkoid is fully developed and emerges out of the ground, it is fully 
matured physically and will be fully matured mentally within hours.

 As mentioned, the fungal spores not only need sufficiently dark conditions to 
take root, but also other conditions.  Spores will not take root if within a 
certain range of an large Ork community - there is some sort of psychic 
stimulus generated that stops the spore developing and promotes even 
development of Ork settlements across the planet.  Also, for a spore to take 
root, it must land in close proximity to other spores.  A lone spore will not 
develop.

 If however, a number of spores land in proximity or near other developing 
spores, a thriving Orky community can develop as a result within a very 
short time (perhaps a year).  Those spores that develop into Squigs emerge 
first as a food supply for the Orkoids yet to come.  Then develop the 
Snotlings and Gretchin, who prepare the area.  Finally the Orks emerge, who 
immediately take charge of the situation.  These Orks and Gretchin in turn 
produce spores which develop into more Orkoids, and so on until a sizeable 
community is formed (at which point the groups psychic presence stops any 
further spores developing).  In this way a sizeable Ork community can be 
formed in a very short time.

 Of Imperial concern is that spores could find their way into spacecraft 
leaving Ork infested worlds.  These spores can thus spread to other systems - 
the many spacecraft entering and leaving Terra and Mars, or any other large 
Imperial port, could therefore be carrying with them a potential Orky 
infestation.  Before Imperial scientists discovered the Orky manner of 
reproduction they were puzzled how Orks found their way into such places as 
the dark lower levels of Hive Worlds such as Necromunda.  It is of little 
surprise that spores find these dark recesses with little Ork contact good 
places to root.  These spores probably found their way into Hives aboard 
incoming spacecraft, then slowly drifted their way from the brightly lit 
spires of the Hive to the dark Hive bottom.



18.4.11  Waaargh!
-----------------

 Orks are evolved primarily for fighting, and this sometimes leads to rivalry 
and even outright war between the different tribes.  Although this gives the 
impression that Orks are disorganised and rebellious, they are actually 
capable of a high level of cooperation.  The Techno-magi of the Adeptus 
Mechanicus and the Librarians of certain chapters of Space Marines have 
identified low levels of background psychic energy in the minds of Orks and 
Gretchin, and this seems to act like a hormonal stimulus, establishing 
territories and establishing who is who in the hierarchy of Orkdom.

 As a particular Ork Warlord grows in power, other Orks are attracted to his 
armies, and clamour to assume subordinate positions under his command.  This 
means that Ork armies can assemble very quickly, growing into massive hordes, 
appearing out of nowhere and attacking unsuspecting planets.

 This process is controlled in some way by the Ork psyche.  When massive Ork 
armies embark upon wars of conquest, this psychic stimulus gives rise to what 
the Orks call a "Waaargh!".  The Waaargh takes hold in the mind of every Ork 
and Gretchin, driving them towards fresh conquests upon a wave of bloodthirsty 
euphoria.  A Waaargh will last until the Orks are defeated, or until they run 
out of enemies, after which the armies will dissipate and the various Ork 
factions divide once more into mutually antagonistic tribes...

