Orks

For subjects and articles sharing the same name, to see Orc.    


The Orks are a race of extraterrestrial, present in the Univers of fiction of the play Warhammer 40,000.

These are quarrelsome and cruel creatures, of which the single goal is to fight. By " ork" have indicates in fact the species orkoïde including/understanding by order of size and thus of force, the squigs (equivalent of a dog ork), the gretchins or grot (equivalent of a goblin) and the orks itself.

History

The human ones met this race around the thousand-year-old 31e. At the origin, Orks, Gretchins and Squigs go down all from an antique race of green skins. According to the Orks legends, there existed a long ago a category of called green skin Gross' têt', which was the engine of evolution of the race, developing new technologies and controlling the other races. It is also possible that Orks, Gretchins and Squigs are at the origin of the mutant races created of all parts by Gross' têt' to serve them. Always according to the legends, these Gross' têt', which had already conquered most of the galaxy, ended up disappearing because of a strange epidemic which lasted several centuries. But fortunately for Orks those knew in advance that they were condemned and made certain provisions so that their technological knowledge survives. They thus established in the genetic diagrams their slaves all knowledge which they had acquisent.

For this time and until today, certain Orks have been born with various technical training, which appears individuals randomly. This category of Orks is called Brikolos which " are born with that in the sang" as they say it themselves. There exist various groups of Brikolos: Mékanos, of the mechanics, Médikos, the doctors, Fouettards, who direct Gretchins… but also of the heaps of other groups sometimes less known like Bizarboyz, the Brewers, Kreuzeurs, Kontables, Krieurs… etc, who have a whole a precise function in the Ork company.

Physiology

Biologically the orkoïdes have 2 spiral S of Gène S distinct, the first, as at the human ones determines the major features of the creature (in particular if it will be of race gretchin , snotling or ork ). This structure combines with the second which is semi vegetable and which gives to the individual his resistance and allows his procreation. This double structure confers on the orkoïde such a resistance that if he does not die on the blow of a major traumatism, he will resist even the most important hemorrhages thanks to the astonishing effectiveness of his system of cicatrization containing cells of alga (replacing the system of blood plates of human). Moreover orkoïdes are very tolerant with regard to the clerk'ss office going until grafting whole members with a rejection rate of 0.0023%.

The orks measure between 2 and 3 meters and are of appearance humanoïde. Their thick rawhide whose coloring comes of their semi-vegetable nature can become almost black at the strongest individuals (Big Boss) and almost yellow at weakest ( gretchins , snotling ). The head is laid out of such way that in fact often the shoulders are the point highest of the corp of a ork. The jaw of a ork is populated of a multitude of canines in more or less good state. It is also very widespread at the orks to be made establish bodies Bionique S, to see in certain case to transplant its body in an enormous robot called dreadnougth of which the only goal is to fight in a way even less subtle. The lack of population density on a planet and thus of confrontations between orks can generate a loss of stoutness from 15% to 20% with the invers, in the sectors with strong population density orkoide, one records an increase in the body mass. Certain reports/ratios of scouts sent to the borders of certain empires orks give a report on individuals of more than 3meters top what leaves think that the growth orks is entirely dependant on the density and the aggressiveness of the local population and that of another monsters, even more gigantic would live in the middle of the empires orks….

Reproduction

Orks are born by a process similar to the plants. Indeed, the presence of a large mushroom in a wet corner and sinks (in ideal situation but this sine qua non is not a condition) of a planet can hide, a few centimetres under ground, the presence of a Ork embryo: throughout their life Orks spread spores without realizing it (a little as human loses cells of skin). In each spore the complete genetic code of the individual is contained from which it is resulting. The spore initially will develop downwards, developing small filaments seeking their subsistence in any plant. Then the orkoïde will develop in a kind of underground cocoon present under mushrooms. The squigs and the gretchins (i.e. individuals having a place of servant in the company) will develop more quickly than the orks. The blossoming will be made in a simultaneous way. The spores will develop until the ultimate stage only if it are a multitude in the same perimeter because the ork does not have any chance of survival if it is insulated. In the same way the spores will not develop near to a community ork existing already this in order to ensure a distribution equal of the orks to the surface of a planet. This mode of reproduction is extrèmement effective and makes it possible the orks to proliferate in very little time by infesting their spores the areas which they cross. For the same reason, it is very difficil of éradiquer completely the orks presence because the slackened spores, carried by the wind can go to be fixed at kilometers in difficult zones of access or a wild become again population of orks can start to proliferate without the knowledge them populations loacles until becoming a serious threat. The spores can also be transported by the human ones, contaminating transport and to go to germinate on other continents to see another planets. Although that is extrèmement improbable, of the rumors circulate on the presence of orkoides in bottoms melts of the cities hives of holy will terra… For this reason, and to prevent that a planet hitherto preserved of the threat orks is infected, any vessel having had relationship with orks must pass by a zone of forty.

Organization

The company ork is based on a feudal system. To become the chief it is necessary to be stronger than the others and thus to form around is a band. If a gang leader has more capacity than another, and than it proves it, weakest becomes féodé with most extremely. The orks all belong to a clan (or " klan" according to the language ork) of which most famous are Goffs, gathering the strongest orks and most aggressive, Snakbites which tolerate badly technology, Bad Moons known for their richnesses, Deathskulls robbers and recuperators, Blood Axes original because they test ideas flights with human the such camouflage, and finally Evil Sunz obsessed by speed. One finds also bands known as of " Korsaires" gathering several klans in only one horde. There exists of course at least as much of klans that of star presents in the galaxy.

Castes

At the top of the organization one finds Big Boss, the owner of the chief, a ork impressing approximately 3 meters in height. Just in lower part the nobz (nob in the singular) direct, the top of their 2.50 meters, the balaizboyz (veterans) and Boyz respectively measuring 2.30 meters and 2 meters. In lower part one finds the grots or gretchins (0.80 meter) which occupies the place of slave for luckiest, of pantry on leg for the others. Finally all in bottom of the scale, one locates the squigs which have a place comparable with that of the dogs in the human society. One will note the importance of the size and thus of the physical force in the organization of the company ork.

Among most famous Big Boss ork have will retain Ghazghkull Mag Uruk Thraka which was one of the main characters of the battle for Armageddon. I believe that it is somebody of Ranges Workshop who wrote that…

Arsenal at disposal

Orks do not have an arsenal which is clean for them, since the majority of their weapons come from different " récupérations" on the enemy after a battle. However, Mékanos Orks are shown very effective to assemble several ends of feraille which, in their turns, will become (quoic that enough obsolete) powerful weapons able to compete with the armament of the other races, if they are used correctly (the genius ork being rather unforeseeable).

Weapons of shooting

The majority of the weapons manufactured by Orks astonish the scientists by the other races because from a mechanical point of view, they did not dervait to go and do not go besides except when they are used by the latter.

Pétoir' grots

The pétoir' are coarse weapons which are allotted to the gretchins (slaves of the company ork). Their effectiveness being very limited vis-a-vis the infantry most slightly protected, they are ineffective vis-a-vis armor-plated targets. Their only utility seems of " rassurer" the gretchins which are in possession of a weapon to defend oneself, being given nature couarde the latter.

Fling'

Machine-gun large gauge being the primitive equivalent of the imperial bolter, the bands orks which are equipped entirely with flings are called the fling' servant boys and prefer to start the remote combat, their number making it possible to compensate for their ridiculous precision.

Large Fling'

Heavy machine gun of very large gauge and at high rate of shooting, are equivalent to the heavy bolter, used by the orks at the time of the attacks. The latter draw from their physical force and their muscular mass to compensate for the retreat of the weapon which is able literally to cut in part the units of infantry.

Launch Roket'

Ork arms intended to destroy the armoured tanks (with a relative rate of success) composed of a tube of metal and of a fusing primitive.

Kramor

Left blowtorch used initially by the mékanos for the weldings, they were modified to also be used as lance flame. With the body, with body, the orks use them to cut out the shielding of the vehicles and the armours of the heavy infantrymen.

Karbonizator

Karbonizator is enormous flame thrower of manufacture ork (with all that implies), gone up on a vehicle. It can transform into a few moments a whole zone of the battle field in true blazing inferno thanks to a highly flammable fluid flush.

Kustom Kalibr'

the orks adore kustomiser their weapons which act as trophés and are a sign of their richness: the currency orks being the teeth, some orks go until spending all theirs at mékanos to improve their preferred weapon. The ork has the choice between one or more improvements following according to what it can offer: - bastos additional: the rate of shooting of the weapon increases - more fort': the power of the shooting increases - more mieu': increase the value of penetration of the weapon but causes an overheating.

Méga-Blasta

Méga-Blasta is a wonder of technology orks; this weapon mainly used by the mékano projète a ball of energy which explodes with impacts and the effects are similar to the weapons with plasma. The weapon is however little on and is prone to incidents of shooting, often fatal with the gunner.

Lobba

Canon ork anti-personnel equivalent with a mortar, drawing in cloched' or its name (lob). The lobbas are generally sills handled by a crowd of slaves gretchins under the monitoring of a hunter but can be assembled on vehicles commes the carriage of war.

Canon Zzap

Canon energetics heavy, of Ork manufacture. This weapon creates a kind of the lightning between the gun and the target which is automatically touched, from where the origin of the name. The power varies by chance between each shooting, technology orks being what it is but the potential of destruction of the weapon is impressive. As for the lobbas, the zzaps are sills handled by gretchins and can be assembled on a heavy vehicle.

TankZappor

It is about a weapon not causing any damage, but able to immobilize a vehicle for a few moments of only one shooting.

Weapons of body with body

Kikoup'

Enormous axes, swords or slicers used by Orks with the combat.

Large Kikoup'

For more subtlety, a large weapon with two hands is always useful to dismember its adversary.

Convey Orks

Orks have small light vehicles, call Truk. It allow of Orks specific, Truk' Boyz to go up inside to arrive more quickly at the body to body, or those excel.

They also have other vehicles, less known:

- Trak: The diagram is anything else only one board posed on caterpillars, this one actuated by an antiquated engine. This vehicle is used to join the battle field very quickly, and to make rain on the enemy of the bombs, the rockets, etc

- Boit' Kitu: One limps metal, posed on legs, and armed with powerful grips and other saws.

- Squiggoth: It is not really a vehicle, but a monster of several tens of meters in height. When Orks discovered this creature, they started to drive out it to nourish itself. But aggressivity of this animal with led Orks to overcome some, and to use some with the combat. Of appearance of dinosaur, these small beasts massacre all that passes to range (and even their " traineurs" , if they do not pay attention)

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