Post by Admin Hatchie on Oct 25, 2010 13:28:39 GMT -5
Orks are dangerous creatures that are part animal, part fungi. They are very unique in their abilities, numbers and intelligence, and are rarely ever outnumbered. They use their teeth as currency, and as such grow them back very quickly. They are sturdy, and can soak up immense amounts of damages before falling due to their tough skin, ignorance of pain, and lack of many organs that humans require.
Unlike many other races, Orks do not determine authority through skill, but through strength and size. They often carry the philosophy of "I'm biggest, so i'm da' boss!" Surprisingly enough, the system works out effectively, and it seems that the larger the ork, the more intelligent and cunning he is. This is why a band of orks would probably just rush head on and not have a second thought, but a group lead by a warboss probably would have some form of cunning plan or escape route made. An example of this is when the Blood Ravens overran Warlord Gorgutz' camp, he made a living wall of green with his surviving boyz, and then activated a bomb which destroyed his entire camp, making the proper diversion for the alien to use for his escape.
Orkz, due to their ultra-fast reproduction, may start out with 4 npcs.
Ranks(Titles really):
Grot: Smallest of the green skins, used primarily for small tasks or basic construction. They are not well respected, and are only in charge when there are no actual orks nearby to boss them around. They have a small semi-automatic pistol for a weapon, as well as misc make-shift melee weapons like wrenches and small knives.
Da boyz: Basic and most common ork. They are often divided up into different sections such as the melee based slugga boyz, or the gun-happy shoota boyz, and of course the pyromaniac burnaboyz. Their weaponry all depends on which specialization they take. They rarely ever hold a leadership position, but sometimes enjoy kicking grots around.
Da odd boyz: Specialists in the Ork horde, they consist of Mek boyz, mad dokz, runtherdz and weird boyz.
Mek boyz: Some of the most interesting of the ork horde, they are the equivalent of tech-priests. They create all guns, vehicles and armor for orkz. It should be interesting to note that despite the great massing numbers of orks in even the smallest of groups, a mek boy can create a weapon with just about anything. It is theorized that this is because of their DNA structure to know how to build things, as well as a possible psyker ability in all orkz that allow them to turn just about any bit of salvage into a working weapon or vehicle. So, in theory, if you gave a mek boy a toaster, some bullets and a trigger, he could turn it into a fully functional fire-arm, and any ork could shoot that weapon, but it would never fire for a non-ork.
Mad Dok: The medics of the orkz, mad dokz are infamous surgeons who very few orkz go to due to their habit of replacing some organs(Including brains) with squigs. They have a natural ability to heal, and due to the powerful ork body, most surgeries are successful. There have even been cases of the Dok completely severing off his patient's head, attaching it to another body, and the patient surviving.
Runtherd: Not much information on these orkz, other than the fact that they raise and breed grotz, always trying to make the fiercest breed. They are usually equipped with tazing electric weaponry in order to control their grots and keep them in line. Any Grot NPCs are more effective.
Wyrdboyz: The psykers of the Orkz. Wyrdboyz absorb the psychic energy of other orkz, and are able to channel that energy into massively powerful attacks. The more excited orkz are, the more psychic energy they release. When a wyrdboy has absorbed enough energy, he is able to channel it through several powerful attacks, usually a stream of flaming psychic power expelled from their mouth, or the ability to create a giant fist or foot to crush enemies with. If a wyrdboy has absorbed too much energy and is unable to expel it, he performs what is called a "'Eadbang." Where the ork's head will suddenly explode with psychic power, causing the heads of nearby orkz to explode as well. As such, they can never be apart of the main settlement, and always must be carefully guarded. They are usually forced to fight on the battlefield by their bodyguards, called "Minderz" friendly fire is always a high probability with these unpredictable psykers.
Flash Gitz: Very deadly orkz. Slightly larger than the normal boyz, these orkz are absolute gun addicts. They carry large packs of ammunition on their backs, and the orkz who evidently became the wealthiest, and spent their wealth on their kustom shoota gunz, also known as Snazzgunz. Their taste differs from ork to ork, some like guns that have an IMMENSELY high rate of fire, others enjoy guns that can fire large and powerful shots and some have a liking for fast-firing slug throwers. Doesn't quite matter what they're packing, one of these on the battlefield guarantees some serious damage that's going to be dealt. Due to their behavior and constant desire of testing out their weapons, they are often mercenaries for ork forces, outcasts.
Nobz: Some of the biggest of the orkz, these large green skins act as sergeants for the green tides. They are stronger and more fierce than normal boyz. They are often the second in commands of a Waagh!
Mega armored nobz: The largest and strongest of the nobz, these few orkz have large amounts of biotiks, heavily augmented, slow, and can take massive amounts of punishment, these are the Warboss' personal bodyguard mostly.
Warboss: The largest and most cunning of the orkz, Warbosses lead warbands and tribes. They have access to the most devastating of ork weaponry and most powerful biotic enhancements. All are physically powerful, and most are cunning tacticians.
Unlike many other races, Orks do not determine authority through skill, but through strength and size. They often carry the philosophy of "I'm biggest, so i'm da' boss!" Surprisingly enough, the system works out effectively, and it seems that the larger the ork, the more intelligent and cunning he is. This is why a band of orks would probably just rush head on and not have a second thought, but a group lead by a warboss probably would have some form of cunning plan or escape route made. An example of this is when the Blood Ravens overran Warlord Gorgutz' camp, he made a living wall of green with his surviving boyz, and then activated a bomb which destroyed his entire camp, making the proper diversion for the alien to use for his escape.
Orkz, due to their ultra-fast reproduction, may start out with 4 npcs.
Ranks(Titles really):
Grot: Smallest of the green skins, used primarily for small tasks or basic construction. They are not well respected, and are only in charge when there are no actual orks nearby to boss them around. They have a small semi-automatic pistol for a weapon, as well as misc make-shift melee weapons like wrenches and small knives.
Da boyz: Basic and most common ork. They are often divided up into different sections such as the melee based slugga boyz, or the gun-happy shoota boyz, and of course the pyromaniac burnaboyz. Their weaponry all depends on which specialization they take. They rarely ever hold a leadership position, but sometimes enjoy kicking grots around.
Da odd boyz: Specialists in the Ork horde, they consist of Mek boyz, mad dokz, runtherdz and weird boyz.
Mek boyz: Some of the most interesting of the ork horde, they are the equivalent of tech-priests. They create all guns, vehicles and armor for orkz. It should be interesting to note that despite the great massing numbers of orks in even the smallest of groups, a mek boy can create a weapon with just about anything. It is theorized that this is because of their DNA structure to know how to build things, as well as a possible psyker ability in all orkz that allow them to turn just about any bit of salvage into a working weapon or vehicle. So, in theory, if you gave a mek boy a toaster, some bullets and a trigger, he could turn it into a fully functional fire-arm, and any ork could shoot that weapon, but it would never fire for a non-ork.
Mad Dok: The medics of the orkz, mad dokz are infamous surgeons who very few orkz go to due to their habit of replacing some organs(Including brains) with squigs. They have a natural ability to heal, and due to the powerful ork body, most surgeries are successful. There have even been cases of the Dok completely severing off his patient's head, attaching it to another body, and the patient surviving.
Runtherd: Not much information on these orkz, other than the fact that they raise and breed grotz, always trying to make the fiercest breed. They are usually equipped with tazing electric weaponry in order to control their grots and keep them in line. Any Grot NPCs are more effective.
Wyrdboyz: The psykers of the Orkz. Wyrdboyz absorb the psychic energy of other orkz, and are able to channel that energy into massively powerful attacks. The more excited orkz are, the more psychic energy they release. When a wyrdboy has absorbed enough energy, he is able to channel it through several powerful attacks, usually a stream of flaming psychic power expelled from their mouth, or the ability to create a giant fist or foot to crush enemies with. If a wyrdboy has absorbed too much energy and is unable to expel it, he performs what is called a "'Eadbang." Where the ork's head will suddenly explode with psychic power, causing the heads of nearby orkz to explode as well. As such, they can never be apart of the main settlement, and always must be carefully guarded. They are usually forced to fight on the battlefield by their bodyguards, called "Minderz" friendly fire is always a high probability with these unpredictable psykers.
Flash Gitz: Very deadly orkz. Slightly larger than the normal boyz, these orkz are absolute gun addicts. They carry large packs of ammunition on their backs, and the orkz who evidently became the wealthiest, and spent their wealth on their kustom shoota gunz, also known as Snazzgunz. Their taste differs from ork to ork, some like guns that have an IMMENSELY high rate of fire, others enjoy guns that can fire large and powerful shots and some have a liking for fast-firing slug throwers. Doesn't quite matter what they're packing, one of these on the battlefield guarantees some serious damage that's going to be dealt. Due to their behavior and constant desire of testing out their weapons, they are often mercenaries for ork forces, outcasts.
Nobz: Some of the biggest of the orkz, these large green skins act as sergeants for the green tides. They are stronger and more fierce than normal boyz. They are often the second in commands of a Waagh!
Mega armored nobz: The largest and strongest of the nobz, these few orkz have large amounts of biotiks, heavily augmented, slow, and can take massive amounts of punishment, these are the Warboss' personal bodyguard mostly.
Warboss: The largest and most cunning of the orkz, Warbosses lead warbands and tribes. They have access to the most devastating of ork weaponry and most powerful biotic enhancements. All are physically powerful, and most are cunning tacticians.