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Lexicography information Ork's
Tweet Topic Started: Sun 29 Nov 2009 00:00:25 (533 Views)
Ach'Lynee Sun 29 Nov 2009 00:00:25 Post #1
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ORK'S
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ORK Activity
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Physiology
The Ork physiology is simple and robust made to allow Orks to survive the most horrendous injuries and still come back for more.
Ork Physiology and Biology

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Orks are a symbiosis of both animal and fungus at the most basic level. The Orks animal side lives in complete harmony with its fungal side and each compliment the other and come together to form a tough and resilient creature. An example of this is found when comparing an Ork to a human. It appears that the fungus allows the Ork's body to negate the use of complex internal organs, the immune system and the reproductive anatomy. The fungus therefore allows the Ork to reduce the number of potentially fatal injuries possible, further improving their survivability. The Ork's animal side however suggests a primitive pack-based omnivorous growth pattern; the Orks relying on each other to hunt for food etc. in a pack. The most interesting feature however, is the lack of any sign for any evolution or evolutionary process. This indicates that the Orks may have been created, or grown, as a result of highly advanced biological engineering. If this is true, then it is likely that the Orks represent the ultimate fighters; strong, tough, durable and aggressive with the biology to back them up.

The most striking feature about the Orks is their green skin. Combined with their green blood, Magos Biologis have come to the conclusion that, rather than a complete reliance on the consumption of nutrients in the form of food, Orks have a primitive and basic ability to photosynthesise. This would give them a tremendous advantage over other races as they can reduce their supply lines to ammunition and fuel and all the other parts of war, but without the need to transport perishable goods. The blood of an Ork is also interesting, in that it contains countless distinct fungal organisms and has a chlorophyll high content, with trace elements of carbon and copper. This would account for the green colour of the blood and shows that photosynthesis is an important part of the Ork structure.

The Ork head is, like many xenos of the galaxy, similar in design to that of the human cranium, although it is of a different shape and colour. The teeth suggest an omnivorous or opportunistic diet, which links with their primitive pack-based organisation. The skull, like many other parts of the Ork body, is far thicker than that of a human, giving it toughness far exceeding humans' own. The tusks on the Ork face are unlikely to be related to food consumption (even though Orks photosynthesise, they also consume food, mainly Squigs) and are more for decoration or combat, more likely the latter. They have pointed ears like the Eldar, although they have a low density of nerve clusters, indicating a stripped down to bare essentials approach to the Ork creation. All of this gives Orks a simple, effective and durable body, allowing them to fight well but passing over quality of sensation.

An Orks internal organs, noted earlier, are simple and effective, relying heavily on their fungal elements. They have a large multi-chambered stomach which feeds a crude renal system. This combined with a body-cavity filling 'fungal soup' (which has the effect of replacing the biochemical organs (liver, kidney, spleen, pancreas etc.) gives the Orks an intensely strong internal system, even though it is quite basic in design.

The bones of an Ork are thick, hard and durable, allowing them to sustain high velocity impacts without fracture or damage. The structure is similar to that of humans but the core of the bone contains a spongy fungal matter, replacing the simple human marrow.

The Ork brain is quite large, similar in structure to that of a human or Eldar. There is, unusually, a complete lack of fungus or vegetable matter. The most developed part is that of the old brain, controlling more base functions which explain their natural aggression and pack hunting strategies.

Finally, much of the Ork body is filled with a spongy mass, presumably to protect what little internal organs the Ork possesses. There are also several gills located around the Ork body, presumably for oxygen absorption.

The structure and design of the Ork body provide a strong, tough and resilient system but also running at a low level of complexity. These combine to show that Orks are genetically engineered for combat. Their muscles are extremely strong and their squat bodies can stand immense punishment.


Ork knowledge


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Orks have an innate knowledge of how things work. For example, Mekboyz do not learn their trade, the knowledge is built into their fungal code and is slowly released as the Orks grow. This genetic information gives the Orks a tremendous advantage over other races as they can often develop a complex society (or as complex as an Ork can get) without the need to teach anything, giving them combat ready warriors from the moment they are fully grown.


The effects of Ork 'surgery' on the Ork body

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Orks are operated on by the 'Painboyz' of the tribe. They seem to 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. The Painboyz also tend to use anything that comes to hand to fix/improve/augment the Ork body. Often this includes drilling and screwing things into the Ork and hoping they survive. Unfortunately, the Orks seem to be so tough that almost anything a Painboy does to an Ork is non-fatal, even when it involves large screws sticking out of arms and bones. This is also seen when Orks are 'upgraded' with bionic implants.


Ork growth


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Orks grow all through their lives; the effect is most notable in the most 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: puts on muscle, becomes more aggressive and assertive, and generally throws its weight around. If it wins the ensuing challenges of single combat, it may become a Nob, a leader of Orks (similar to a Sergeant), noticeably larger and tougher than average boyz. Once it 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.


The Ork diet


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Orks 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. Often the only ones consumed are those known as the 'Eaten Squigs', a limbless blob which feeds on fungus. Their development is often seen as that of pack predators, although it is unlikely that they are hunting Eaten Squigs, limbless as they are and not providing much in the way of a challenge.


Other Orkoid species

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The term Orkoids constitutes several races or species. Of the Orkoid species the Orks are the dominant race:

* Squig

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Squigs (short for "squiggly beasts") are the simplest form of Orkoid life. There are many types of squig, each generally filling some functionary role in the Ork ecosystem. They serve as the Orks' primary food source. There are many types of squigs, but each can be generalized into a single variety, such as edible, musical, hair, medical, parasite-hunting, face-eaters, pet, buzzing and paint squigs. Some, like the face-eater types, are little more than snapping, fanged mouths on legs.1

Squigs naturally grow and breed within the cesspits of Ork settlements, subsisting on Ork refuse. Tending the squigs are the orkoids known as Snotlings.

Current lore holds that Squigs were bred by the lost race of Brainboyz. However, Squigs were originally introduced as a Tyranid unit, and said to be of Ork origin.
Regardless, Squigs are a vital part of Ork culture.


* Snotlings
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Snotlings are the smallest Orkoids and cousins of Gretchins and Orks, on the lowest rung of Orkoid society and bullied by all. They are mischievous but can be trained to do various tasks. Snotlings are bred and raised by a class of Orks known as Runtherds. Their main role in Ork society is harvesting squiggly beasts and fungus for food, but they themselves are often used as food, cannon fodder or even missiles. Snotlings often wield mushrooms or sticks into battle or are used as ammunition for warp-based catapults.

* Gretchins
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Gretchin,Grots or Runts are a lesser Ork slave race who do the menial tasks which Orks consider they are above.
Gretchin have a similar physical structure to Ork but are much smaller and weaker. They have short runty legs and grasping fingers to employ their greatest skill, low cunning. They are far more numerous than Orks and have large bulbous heads with tattered ears which flatten when they are scared. They have sharp fanged jaws which are their best physical weapon. They have an excellent sense of smell, hearing and they have effective sight in the dark. These traits aid their self-preservation allowing them to survive in the dangerous Ork society. Some Gretchin have even developed a sixth sense of sorts, or a natural ability to be far more fortunate than they have right to be.

The Gretchin are happy enough in their role. They bear little resentment towards their superiors, for them Orks are just a fact of life. Individual Gretchin can enjoy a relatively comfortable existence by providing valuable services to their Ork masters. Most Grots are owned by Orks as personal servants, though some gather together into loose tribes that may even own functional weapons and equipment. The Gretchin have created an entire enterprise culture of their own within their Ork-dominated society. Many Gretchin operate their own black-market businesses on the side, such as selling fungus-beer, roasting squigs on sticks, coordinating the bets when a fight breaks out or looting corpses for fun and profit.1

There is a faction known as Rebel Grots who had too much of their rough treatment and rebelled against their masters. Because of their organisation skills they could sometimes build and maintain war machines and artillery.

Because Gretchin are synonymous with cunning, small stature, cowardice, negligent physical prowess and other things considered un-Orky, the term 'grot' is used derisively between the larger Ork boyz. i.e. - "Da' boss needs some real boyz to do this job, not you pack of grotz

Gretchin are known for their poor combat abilities, but they compensate for this by sheer numbers. They often go to war with a basic gun firing volleys of scavenged ammunition before falling on their enemies in an fury of killing, ripping them to pieces with their teeth.1 Orks use Grechin mobs in battle to do everything from minefield clearance to meat shield to living carpet. Some "lucky" Gretchin get to crew Orky artilary known as Big Gunz, and while they are not on the front llines of battle, crewing Big Gunz often come with hazards such as electrocution, dismemberment, and almost assuredly deafening of the crew. Other uses for Gretchin in battle includes their piloting of Killa Kanz, smaller, Gretchin crewed Deff Dreads, into battle, and their use as turret gunners on vehicles and emplacements. They sometimes also accompany Ork Warlords and Flash Gits as ammo runts, follow Mekboys into the fray as oilers, and run around as orderlies to Painboys.1 A caste of Oddboyz known as Runtherds acompany the Gretchin into battle, and they are often needed to keep the Gretchin from fleeing the battle. These Orks ofen employ Squig-hounds and Grabba-Stiks to keep their charges in line.


*Orks
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Orks are a warlike, crude and highly aggressive green-skinned alien race. Orks are the dominant subspecies of the Orkoids, which includes the smaller Gretchin and Snotlings. Although their society is entirely primitive and brutal, the Orkoid race is also the most successful species in the whole galaxy, spread throughout the galaxy and outnumbering possibly every other race. However, due to this aggressive and warlike nature, the massive race is split into hundreds of tiny empires, warring as much between themselves as against other races. In the purely theoretical event all the Orks were to unite, they would undoubtedly crush all opposition.
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death to the Impure, from the skies! burn them!
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