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Orks (Warhammer)Orks (originally Space Orks) are a race within the Warhammer 40000 setting of the British games company Games Workshop. They are loosely based on their fantasy counterpart, but have evolved considerably over the years to account for their use of technology. According to the designers, Orks are based on Scots Highlanders; they also follow Tolkien in making their Orks speak a sort of Cockney slang. First edition Orks Orks first appear in the Rogue Trader rulebook and the Space Orks boxed set, containing thirty plastic miniatures. These Orks are squat, powerfully muscled humanoids, wielding crude ballistic weaponry (usually blackpowder or other explosive projectile-based equivalant) and large 'stikbomz' or stick grenades; along with their helmets and other paraphernalia, these are apparently modelled on German equipment from WWI. Additional rules, cultural details, and painting guidelines were given in the later expansions Waagh da Orks and 'Ere we go. An explanation for the combination of brutal stupidity with relatively high technology was now found : Orks had been created, in times long past, as a warrior race by the long-vanished 'Brain Boyz'. (This theme recurs in recent editions, the Orks having been created to fight the Necrons in the war that shattered the galactic civilisation that existed prior to the rise of the Eldar.) Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of 'Oddboyz' who have genetic dispositions to do well at such tasks. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery in the genetic strands of Orks; thus 'Mekboyz' require very little training in their function, since they understand mechanical principle at an instinctive level. Other castes include 'Painboyz' who heal Orks wounded in battle and 'Runtherdz' (later renamed 'Slaverz') who direct the efforts of 'Gretchin' (or 'Grotz'), the smaller and smarter servant caste equivalent to goblins. Waagh da Orks also informs us of the existence of more specialised castes such as 'Diggaboyz' and 'Brewerz'; however, as the game became more combat-oriented, these were dropped. Even Waagh da Orks gives no information on them other than their bare existence; it may be assumed that when the Orks go to war, these castes fight as ordinary, shoota-armed 'Boyz'. Later editions As the game evolved, some of the clunkier (if more flavour-filled) rules regarding Orks were dropped, though their culture remained much the same. For example, 'Ere we Go contains several pages of rules for mobs (ie, squads) of Madboyz, Orks whom even other Orks consider maladjusted. (It should be noted that an average Ork would be considered dangerously aggressive to the point of insanity in a human society). The Madboyz change their behaviour unpredictably according to dice rolls whenever conditions change, for example, when an enemy unit charges into comabt with them. A roll is first made to determine which subset of behaviour is going to apply, such as 'Skitzo' and 'Manik', then another roll is made to see how this overall insanity manifests. The results vary from charging the closest enemy, with bonuses to their combat attributes ("Waargh! Dat makes me mad!") to phobic avoidance of all vehicles, even ones on their own side ("Urr! Keep dem wurrin' teknikol bitz away!") While often very amusing, this was highly time-consuming, and dropped in the later editions, which were streamlined for combat. The main background change lies in their method of reproduction. According to Waagh da Orks, Orks are born to feral enclaves as 'Wildboyz'. They are then recruited into warbands and fight for a while with primitive weapons such as spears, before being recruited into a 'Boyz Mob' and being given their first bolter. If they survive the ensuing ten or twenty years of warfare, they become overwhelmed with the urge to go off 'lookin' fer sumfink' and wander back to their enclaves to breed, developing sexual characteristics on the way. In newer editions, however, adult Orks are constantly giving off spores which lie in the ground, often for years, waiting to develop into Orks or Gretchin. Thus a world invaded by Orks will be troubled by them for hundreds of years to come, even if the original assault is beaten off. Ork weaponry is built by the Mekboyz or Mekaniaks, as well as being captured from enemies or delivered as tribute. It is intentionally portrayed as being rather Rube-Goldberg-ish, often steam-driven and with clunky, early-industrial driving belts and extraneous bells, whistles, and gongs. It is often based on teleporter and force-field technology, which the robust Ork physiology can use more easily than humans; a weapon found in 'Ere we Go, for instance, is the Snotling Teleport Gun. Snotlings are a tiny, Orkoid race even smaller than Gretchin and less bright than Orks; thus they are not usually of much use in combat. When sent through a warp tunnel to appear inside an enemy vehicle or power suit, however, they are a terrifying experience, because the teleportation goes through the demoniac realm known as the Warp, scaring the Snotlings out of their minds. When they arrive, they are a biting, scratching mass of flatulent fury. The Teleport Gun suffered from severe inaccuracy, but could be quite effective when it did hit. However, the rules for it were very complex, and it was removed from later editions. In their current incarnation, Orks are very much a close-combat-optimised species, their weapons having short range and low accuracy - though this can sometimes be made up by sheer numbers. Orks are quite cheap in terms of ingame points, that is, it is possible to build a very large army, colloquially known as a 'sea of green' (from the skin colour). This is often necessary, since the effectiveness of an individual Ork at any but the shortest range is small, and the Ork commander must be prepared to absorb considerable casualties in his effort to close in for axe ('choppa') work. This is in contrast to their earlier editions, where the large number of fun, but inaccurate weapons and special rules could easily make them rather unfocused, a jack-of-all-trades army but master of none. Some have accused the designers of regarding the Orks more as comic relief than as a serious army, and being more concerned with the flavour than the effect of weapons designed for them. If so, they have reined in their imaginations considerably where Orks are concerned, drawing the race more into line with the overall gritty feel of the W40K setting. Ork physiology Orks are genetically engineered for combat, and quite efficiently so. They are extremely strong, and their squat bodies can stand immense punishment. This is fortunate since the Painboyz operate on a generally nineteenth-century level of surgical knowledge; unlike humans, though, Orks are quite capable of being beheaded, having the head sewn onto a different body, and surviving the experience to fight again. Orks are green-skinned and green-blooded, a side effect of their relationship with fungi. (Hence the spore method of reproduction, as outlined above). They eat fungi of all kinds as well as meat. A particularly favoured ingredient in their diet are 'Squigs', short for 'Squiggly beasts' - a variety of symbiotic races, about the size of a cat but legless. These include the 'Eatin squig', a limbless blob which feeds on fungus, the 'Growler squig', a legged variety used as a sheepdog for Grethcin, and the 'Face-eater squig', a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the squig, he wins. If he keels over backwards, he loses.) Orks grow all through their lives; the effect is particularly notable in successful Orks. As the Ork survives combats and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male : He puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a 'Nob', a leader of Orks, noticeably larger and tougher than the average. One he begins to grow, an Ork will generally keep getting bigger and stronger until he is beaten by a bigger or more cunning Ork. Warbosses and Warlords, the rulers of continents and empires, are very large Orks indeed. Ork jokes Orky 'kultur', originally intended as a joke, has given birth to several concepts widely recognised among GW gamers. For example, most longtime gamers have a collection of assorted metal pieces, additional weapons, and parts left over from modelling projects, which they keep around in the expectation that they may be useful in future scratch-built models. (Games Workshop encourages this practice by giving prizes for the best gamer-built models at their annual Golden Demon awards, and by including a choice of weapons or optional parts in their own models.) This has become known as a 'bitz box', from the Orky spelling of where a Mekboy keeps his stock of reserve parts. Similarly it is a well-known fact among gamers that 'Red wunz go fasta,' from the Orky belief that this is so. (Indeed, the latest edition of the Ork rules permits vehicles to gain a small speed upgrade for a small points cost, provided the model is painted red.) Finally, there is a general Ork stereotype, portrayed by hunching the head down between the shoulders, showing one's teeth, and "talkin' like dis, me." Shouts of "Waaarrgh, da Orks!" and "'Ere we go, 'ere we go, 'ere we go" can often be heard at tournaments, particularly when an Ork player is doing well, but also as a sort of general rallying cry for the entire hobby. (The Imperial battle cry "Burn the heretics" does not seem to have the same appeal.)
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