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  1. Warhammer 40K : Dark Heresy 2nd Edition
  2. Lore

Ork

Friends & Fables Monster Type Classification = "Plant"


IMPERIAL DATA ARCHIVE: SECTORUM XENOS

FILE REFERENCE: 8801-OK-ORKOID SUBJECT: Ork (Orkoid / Greenskin) CLASSIFICATION: Xenos Barbarus / Ubiquitous CLEARANCE: Green // Infantry Standard Issue DATE: 999.M41 (Standard Terran Cycle)

I. TAXONOMY AND UNIVERSAL INFESTATION

The Ork is the most widespread and persistent xenos threat facing the Imperium. They are a brutish, aggressive species of green-skinned humanoids found in every segmentum of the galaxy. Unlike the precise cruelty of the Drukhari or the soulless efficiency of the Necron, the Ork represents chaos and violence in its rawest, most primal form.

They are often dismissed by uneducated commanders as mindless beasts. This is a fatal error. While they lack high culture or civilized infrastructure, they possess a terrifying, innate cunning for warfare. They live for battle; to an Ork, war is not a means to an end, but the end itself. Peace is a concept they are biologically incapable of understanding. They are the "Green Tide," a force of nature that seeks to drown the galaxy in blood and noise.

II. PHYSIOLOGY: THE FUNGAL SYMBIOSIS

The Magos Biologis classifies the Ork not merely as an animal, but as a fungal-algal symbiosis. They are, in essence, walking vegetables with the muscular density of a grox. Their green skin is tough as leather, and their pain threshold is practically non-existent. An Ork can survive injuries that would instantly kill a human—decapitation is often the only way to be sure, and even then, the head may continue to bite for some time.

This fungal biology is the source of their plague-like resilience. Orks reproduce via spores. They shed these spores constantly, but release them in massive clouds upon death. These spores settle into the soil, growing into a subterranean ecosystem of fungi which eventually births "Squigs" (food/utility beasts), "Gretchin" (slave caste), and finally, fully grown Orks. Thus, an Ork invasion is also an ecological infection. To defeat an Ork army is not enough; the very ground they walked upon must be scorched with promethium, or a new generation will rise from the dirt within a standard year.

III. THE WAAAGH! AND THE GESTALT FIELD

The most baffling aspect of Ork existence is their collective psychic field, known as the "Waaagh!" (a corruption of the word 'War'). Every Ork generates a latent psychic energy. When gathered in large numbers, this energy resonates, creating a "Gestalt Field" that subtly bends reality to fit their beliefs.

If a massive horde of Orks believes their red-painted vehicles go faster, those vehicles will physically move faster than their engines should allow. If they believe a scrap-metal gun will shoot, it shoots, even if the internal mechanism is missing. This field also acts as a psychic beacon; when a powerful leader (a Warboss) rises, the Waaagh! energy draws Orks from neighbouring systems, creating a snowballing crusade of violence that can engulf entire sectors. This crusade is also called a "Waaagh!", and it is a planetary extinction event.

IV. SOCIAL HIERARCHY: MIGHT IS RIGHT

Ork society is a brutal meritocracy based on size and violence. The largest Ork is in charge simply because he can beat the others into submission.

  • Warboss: The leader. A hulking monster often twice the height of a man, clad in mega-armour.

  • Nobs: The ruling caste/bodyguards. Larger and wealthier than the average Ork.

  • Boyz: The standard infantry. Hooligans who delight in close combat (Choppa Boyz) or deafening noise (Shoota Boyz).

  • Gretchin (Grots): A smaller goblinoid subspecies used as slaves, ammunition carriers, and living mine-sweepers.

Their economy is based on "Teef" (teeth). Because Ork teeth grow back quickly and degrade over time, it is an inflation-proof currency that encourages direct violence to obtain.

V. TECHNOLOGY: THE MEKBOY

Ork technology appears to be utter junk—rusted plates riveted together, exposed wires, and belching smoke. However, it is terrifyingly effective. This is due to the "Oddboyz," specifically the Mekboyz. These Orks are born with genetically encoded technical knowledge. They do not learn engineering; they simply "know" how to build a teleporter or a force field generator, though they cannot explain the physics behind it.

They construct Gargants and Stompas—titan-class walkers made of scrap—that can duel God-Machines of the Adeptus Titanicus. They bolt heavy guns onto anything with wheels. While prone to catastrophic malfunction (often killing the crew), Ork weaponry puts out a volume of fire that can disintegrate void shields through sheer attrition.

VI. THREAT ASSESSMENT

The Ork is the "perfect enemy." They require no supply lines (they eat their enemies or the fungus they grow), no morale boosting (they love dying in battle), and no strategic reason to invade (they just want a fight).

Standard doctrine dictates targeting the Warboss immediately. If the leader is killed, the Waaagh! energy dissipates, and the Orks will turn on each other to decide the new leader. This infighting is the only thing that has saved the Imperium from total overrun. If the Orks ever unified under a single leader, the galaxy would fall in weeks.

VII. SUMMARY JUDGEMENT

The Ork is a cancer. It is a crude, joyful parody of life that exists only to destroy. They are not evil in the complex, brooding manner of Chaos; they are evil because they find the sound of breaking bones funny. They are to be purged with heavy bolters, flamers, and artillery. Do not engage in melee unless you are Astartes. Do not leave a single spore to take root.

Thought for the Day: The best way to kill an Ork is to shoot it until it stops moving, then burn the remains.

NOTABLE DESIGNATIONS

@Burna Boy (Ork)

@Deff Dread (Ork)

@Meganob (Ork)

@Ork Boy (Ork)

@Ork Kommando (Ork)

@Ork Nob (Ork)