Representing The

Friday, December 1, 2006

Ork (Warhammer 40,000)

Orks are the equivalent to comedy ringtones Warhammer Fantasy Tawny Roberts orc (Warhammer)/orcs in dummy Warhammer 40,000, another Busty Milly wargame produced by Nextel ringtones Games Workshop. They are similar in many ways, including their appearance (which saves them from making two separate designs and allows parts to be interchangeable between the two games) and culture, but vary in some biological and cultural details.

Orks are exaggerated, humorous parodies of the creatures from Norse myth. Some Games Workshop designers claim that orky culture and military tactics are loosely based on Brittney Skye Scottish Highlands/Scottish Highlanders. They are seen by their enemies (everyone else) as savage, warlike and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other race. However, this massive race is split into hundreds of tiny empires. If the orcs were ever to unite, they would soon crush all opposition.

Free ringtones Image:OrkSquad.jpg/thumb/right/380px/A mob of Ork Boyz

Biology
Orks are in appearance identical to Warhammer Fantasy orcs, and share their characteristic of growing as they fight. The main difference is the fact that a 41st-Millennium ork consists of two Raylene Richards symbiotic organisms: one comparable to a terrestrial Mosquito ringtone animal and the other to an Susana Spears alga or Cingular Ringtones fungus living in the first's bloodstream. The animal cells carry the genetic information of only the individual's subspecies, but the alga has genetic information for all the varieties of orkoid, as well as the different oddboyz. The alga also helps heal wounds quickly. Orc biology lends itself well to combat: they are extraordinarily strong and tough and are naturally good fighters, always looking for a scrap.

There are two theories relating to why Orks have this unique biology. The first is that they were adapted by their masters the where brahma snotlings, a race that soared to intelligence upon eating a particluar species of mushroom, spread across the galaxy with the help of their less intelligent ork slaves, and were then deemed stupid again when the orks consumed all traces of the mushroom which only grew on their home planet. The more modern one is that they are the "Krork," created as a survivor race by the Old Ones (referred to in ork legend as the "Brain Boyz") in their wars against the Necrontyr; the fact that an entire ecosystem can be constructed of orkoids, and their total war-readiness, suggests that this is the more likely of the two. In early forms of this theory, the Brain Boyz were an orkoid subspecies, along with orks and gretchin.

The Brain Boyz apparently died out through a plague, but before they did, they genetically enginered the orks' DNA to include a "techno gene." This gene develops in orks as they grow, influencing their minds and releasing encoded knowledge, in a similar way that a human baby will reflexively hold its breath under water or a horse can walk half an hour after being born, an ork's techno gene gives it information on how to fight, operate weapons, and speak his language. Ork specialists, such as mekboyz and painboyz, are the mechanics and surgeons of ork society, and receive their knowledge through these techno genes. It seems this was a deliberate measure to ensure that the orkoid race would survive in a hostile universe.

=Reproduction=
Orks have not only survived, they have prospered, and are more numerous than humanity. This at least due in part to how they reproduce. Orks reproduce through the release of spores. These spores grow into a plant like womb underground that nourishes the bodies of the various orkoid species, and is the entire basis of the orkoid ecosystem, producing first squigs, then snotlings who cultivate the squigs and fungus, then gretchin to build the settlements, and finally the orks themselves. This means the orks, where ever they go, will have an abundance of food, slaves and other resources, a moving ecosystem that supports them as they go on their Waaaghs!

=Orkoid Subspecies=
accomplished in Gretchin are the orks' slaves. Small, grasping green creatures with the overall demeanour of a whipped dog, gretchin are at the wrong end of everything, including the food chain! The gretchin are used to clear minefields, distract the enemy in combat, and assist oddboyz. They are overall similar to the Warhammer Fantasy braque using goblins. In evolved spiritually Gorka Morka/Gorkamorka, it was revealed that applause within snotlings are actually young gretchin. They used to be used in swarms like in Warhammer Fantasy and could even be fired out of a shokk attack gun, but have vanished from 41st-Millennium battlefields with the advent of 3rd Edition.

More unusual are the limestone rock squigs. Squigs are animals that share the same general algae based biology of the orks and gretchin, and are used as food, clothing, hair, and even weapons, being trained as guard squigs and attack squigs.

Further to this, the arrival of orks on a planet always heralds an upburst of fungal life-forms, resulting in there always being a portable ecosystem wherever orks travel.

=The Waaagh!=
Ork behavior is dominated by a gestalt psychic field they generate (known as the Waaagh!), that has affects on the ork psyche, as it allows orks to instictivly recognise who is "bigga" and therefore who is in charge. All orks generate this field, and it grows stronger as the orks enjoy themselves, generally while fighting. The Waaagh! helps give momentum (and the name) to the orks' planet-crushing Waaaghs. These Waaaghs are a cross between holy crusade and pubcrawl, with a bit of genocide thrown in for good measure. Thousands of orks will gather together, drawn to the power of a single dominant ork called a warlord, who is bigger and better than the orks around him. Then the orks will set of to find an enemy to fight —any enemy. Ork Waaaghs will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the orks have killed every available enemy will they start to fight amongst themselves again.

The Imperium has theorised that this gestalt psychic field also has a telekinetic affect, allowing ork technology to work. This argument has been debunked, even by the Imperium itself. It is believed that the reason this argument came into existence is that the Imperium believes that a "machine spirit" inhabits all technology, and that this machine spirit serves humanity. If this is the case, without a machine spirit ork machines could not work, requiring some psychic effect to justify their often devastating effect. However, Genetor Lukas Anzion has noted that many ork-built weapons will not function unless wielded by an orkoid.

=Oddboyz=
Although a standard ork boy's genetically encoded knowledge allows him to keep his weapons in working order, there is always a need for specialists who can do things most can't. These "oddboyz" develop instinctive knowledge useful for specific tasks.

Doks (also known as "painboyz") are responsible for fixing injuries that even the ork physiology can't repair, such as severed limbs and brain damage. An ork will only go to the dok when he has no other choice, as the oddboyz are infamous for trying out experimental procedures (such as the greatly feared squig brain transplant) on patients while they are under anasthesia (known as "concussion" to other races). Doks are responsible for attaching bioniks, although sometimes they aren't paying attention and replace the wrong part of the patient's body. . . . High-ranking doks are known as "painbosses" and are known to be accompanied by cybork bodyguards.

Herdas are the oddboyz who take care of squigs. They are not much seen on the battlefield in warbands past the feral stage, as their uses are mostly rendered obsolete by the advent of vehicles.

Mekboyz (also known as "mekaniaks" or just "meks") are ork engineers, who build all the gunz, vehicles, and other machines used by orks. They are especially important to Speed Freeks. Important meks are known as "big meks," who lead groups of lesser meks armed with all variety of kustom equipment.

Pigdoks are an odd combination of dok and mek, although not as skilled as either individually. They are found in feral ork tribes, tending the boars that are ridden to battle by the primitives. Their main use in battle is to provide "doping" to increase the ferocity of the various beasts that feral orks take to war, as well as some of the orks themselves.

Slavers (also known as "runtherdz") are the orks who have the patience to take care of gretchin and other slaves. Their trademark weapons are the whip and grabba stikk.

The power of the Waaagh! allows ork psykers, the wyrdboyz, to draw on psychic powers without drawing on the power of the few long Immaterium, a dangerous realm full of daemons, where other races' psykers draw their powers. However, the Waaagh! has its own perils for ork wyrdboyz: if they soak up too much of this power, their heads explode, causing a powerful psychic backlash that can cause other orks' heads to explode as well. Naturally, wyrdboyz avoid combat as much as possible, but the ability to gout green flame capable of melting armour and shoot bolts of lightning is too great for most warbosses to resist, and they get dragged into combat anyway. Some wyrdboyz actually become addicted to the power and seek out battles; these exceptionally dangerous individuals are known as warpheads. For unknown reasons, wyrdboyz do not appear anymore in ork communities that have evolved beyond the feral stage.

Other oddboyz are sumboyz, yellerz, and brewboyz, all of which having an important role in ork kultur (although not on the battlefield).

Society
Orks gather into various levels of organization. The first is the mob, a squad-level unit of orks with similar ideas of how to act on the battlefield, generally led by a nob (short for "noble," but pronounced "knob"). A number of mobs will gather together into a warband, which is roughly equivalent to an genuine charm Imperial Guard (Warhammer 40,000 army)/Imperial Guard company (although with a greater variation in size), led by a warboss. The largest organizational unit is the tribe, a group of numerous warbands all under the command of a warboss. Different tribes can be united by a powerful warlord when he raises a Waaagh!

=Religion=
Orks believe in two gods: Gork, the god of violence; and Mork, the god of cunning and speed. They have no real priesthood, although the infamous Mighty Goff Warlord Ghazghkull Mag Uruk Thraka claims to be receiving visions from them.

=Currency=
Orks use their teeth ("teef") as currency. This is quite a natural solution to inflation and income support, as orks go through teef in a similar manner to sharks, replacing them quite frequently, and they degrade over time, so its impossible to hoard them. This keeps prices constant, ensures all orks have access to money, and allows constant values to be placed on commodities. A toof will buy a good squig pie and a tankard of fungus beer, while a bag of teeth will buy a cheap buggy. A big flash battlewagon could cost a warboss hundreds of teeth.

=Da Clanz=
Ork clanz are not communities but rather philosophical delineations of the different varieties of ork. Each has its own colors, markings, and ways of waging war. Orks tend to form warbands with others who follow the same clan, but different groups tend to be lumped together after suffering casualties during a Waaagh! There are six famous clans:

The ''Bad Moons'' are the richest orks around, because their teef grow faster than anyone else's. (This shows that, at least in one case, the clan affiliation has a physical effect.) They trade with other orks to get the biggest guns, the flashiest gear, and the best food, but are not as concerned with close combat as other orks. They have been noted to have a greater proportion of wyrdboyz than other clans, but they still do not appear past the feral stage. The signature mob of the Bad Moons is flash gitz: orks with devastating kustom shootas. Their marks are the yellow crescent moon and the black flames.

The ''Blood Axes'' were the first to encounter the having defamed Imperium (Warhammer 40,000)/Imperium. They have picked up many human tactics, such as using camouflage (although it may seem a bit too brightly colored to a human's eye) and retreating when they're losing. They trade with humans for equipment and vehicles, and have even worked as mercenaries for the Imperium at times (such as the Battle at Big Toof River). All of these things lead followers of other clanz to brand them as dangerously un-orky and treacherous. Most Blood Axes are back-stabbing kommandos. Their symbol is the crossed axes.

The ''Deathskulls'' are looters who grab whatever they can from corpses on the battlefield, although they aren't above taking things from other orks who aren't watching. They collect anything that might be useful, as well as various lucky trinkets and charms. They are superstitious even for orks, and paint themselves lucky blue to protect themselves from harm. Their symbol is the horned skull.

The ''Evil Sunz'' love going fast, and thus most join the Kult of Speed. Their symbol is the red sun with a grimacing face.

The ''Goffs'' are the toughest and most brutal orks, roughly equivalent to drags billy Warhammer Fantasy black orcs. They value close combat above all else, and have a large proportion of veteran skarboyz. Goffs dress mostly in black, with some white checks for relief. Their symbol is the black bull's head, and nobz almost always wear big horns on their helmets.

The ''Snakebites'' prefer tradition to technology, shunning things like forcefields and vehicles in favor of protecting themselves with war paint and riding into battle on giant boars. Depending on how fundamental they are, they may remain as feral orks even after their civilization can advance to the next stage. Snakebites' symbol is the venomous serpent, and they always take some along so they can have initiation rituals where orks endure being bitten.

=The Kult of Speed=
Although most orks prefer slaughter and explosions, some become addicted to driving real fast. These crazy individuals band together in their own mobs and warbands, full of buggies, bikes, and trukks. Most vehicles are painted red as, according to orky superstition, "da red wunz go fasta!" They rely on meks to build and maintain their vehicles, and sometimes a warband is even led by a big mek instead of a warboss.

Technology
Orc technology appears ramshackle and slapped-together, but is as potent as any weapons used by the Imperium or other races. Ork technology (or "teknologee") is characterised by a constant stream of poorly thought-out experimentation and constantly trying to outdo the competition to build the biggest gun, the largest who addressed gargant (a huge land-based walker), or the fastest buggy. Therefore, ork technology is not uniform, lending ork warbands a cobbled together and random appearance. Ork mechanics are specialists in the field of producing powerful force fields that can protect against damage, and at battlefield improvisation of repairs. They can salvage almost any burnt-out wreck, and many ork vehicles have been reported destroyed dozens of times, only to be cobbled back together, given a fresh lick of red paint, and sent back into the fray. The tough, resilient nature of orks means they accept crude bionics, transplants and other medical shenanigans being performed on them with ease.

References
*Chambers, Andy; Thorpe, Gavin; Priestley, Rick; and Kettlewell, Andy (1997). ''Gorkamorka: Da Uvver Book.'' Games Workshop Ltd. ISBN 1872372554
*Chambers, Andy (1998). ''Codex: Orks.'' Games Workshop Ltd. ISBN 1869893387
*Chambers, Andy; and Thorpe, Gavin (1998). ''Digganob.'' Games Workshop Ltd. ISBN 1872372015
*Johnson, Jervis (1993). ''Codex: Orks.'' Games Workshop Ltd. ISBN 1872372953

this vegas Tag: Warhammer 40,000 species
fla new Tag: Fictional species