Orks
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Orks are the most numerous race in the Warhammer 40,000 galaxy. Their empire spans over a million worlds and they continue to spread like a plague upon the galaxy. Their lust for battle and fighting drives them to new worlds where they Loot everything and destroy anything in their path. The most dangerous of these advances is a Waaagh!, described by some as; "A cross between a football riot and a pub crawl", the Waaagh! draws millions upon millions of Orks to its cause, conquering worlds in a green tide of destruction.
Orks are often referred to as the, Comic relief in the Warhammer 40,000 universe, and in Dawn of War this is backed up even more with an array of strange and humourous voices.
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Backstory
Orks are the most widespread and warlike race of aliens in the bloodstained galaxy of the 41st millennium. They only live for one thing and that's war. They are constantly fighting anything that gets in the way, even each other! In fact, the only thing keeping the Orks from uniting and bringing down the end of the galaxy is their inability to get along. Were they to organize and unify, they would quickly overwhelm and crush all opposition. They are an extremely hardy race, and reproduce by laying spores, a passive, unconscious activity that every Orkoid performs, moreso when excited (usually because they're fighting.) This means that even if an initial Ork invasion is wiped out or driven off, Orks could continue to plague the planet for centuries to come.
The basic Ork is a muscle-bound, hulking monster capable of ripping a man apart with its bare hands. Their battle scarred green skin is tough and highly resistant to pain. In combat they can transform even the most common object into a lethal killing instrument. Orks aren't the brightest creatures in the galaxy, but they do possess a certain low cunning that can catch an overconfident commander off guard.
"We is gonna stomp da universe flat and kill anyfink that fights back. We’re da Orks, and we was made ta fight and win." - Ghazghkull Thraka
Dawn of War
The Orks initially had great success looting and killing on Tartarus. The tide turned when the Blood Ravens arrived. The elite Space Marines had little trouble driving the Orks away from key cities and hunting them in the jungles. Ork resistance was ended on Tartarus when the Blood Ravens killed the Ork leader, Orkamungus. Though millions more Orks roamed the planet, they began to fight amongst themselves and the Blood Ravens turned their attention to more important matters; namely, fighting the Eldar and finding and eliminating the Forces of Chaos on the planet.
Orkamungus was manipulated by Sindri Myr to bring his Waaagh! to Tartarus. Sindri knew that in order to recover the Maledictum, he would need a distraction to cover his operation. He promised the Orks an opportunity to fight one of the greatest military forces in the universe, the Space Marines, if they would prevent anyone from knowing that the Forces of Chaos were on Tartarus. Orkamungus got more then he bargained for when the Blood Ravens proved to be too strong for his Waaagh!.
Winter Assault
Warlord Gorgutz unites the divided clans of Lorn V under a single banner. The Waaagh! makes a temporary alliance with the Forces of Chaos to counter the alliance of the Imperial Guard and the Eldar.
Dark Crusade
After being driven from Lorn V and seeking new battles, Warlord Gorgutz leads his Waaagh to Kronus. With the resources gathered from planetary raids made on the edges of the Tau Empire, and recruiting other pirate Orks along the way, Gorgutz takes his newly built Waaagh to Kronus after hearing a distress call. Although he lost many Orks breaking through the Tau and Imperial space fleets above Kronus, the Ork's massive rok plunged through and smashed into the Green Coast. After adding the local Feral Orks to his army, Warlord Gorgutz 'Ead 'Unter began to march from the Green Coast.
As the Orks marched through the various terrain on Kronus, the Waaagh grew and the Orks became more of a dangerous threat to the other arriving factions. With every victory over the enemy, the Warboss takes on new titles to add to Ead Unter. With the destruction of the Necrons at the Thur'abis Plateau, Gorgutz took on the title of Deathkilla. After sweeping the Deimos Peninsula clean of the Chaos Space Marines, the Warboss gave himself the title Daemonkilla. Although the Kroot warriors of the Tau proved a mighty challenge to the Orks in melee combat at Or'es Tash'n, Gorgutz emerged the victor of this battle and bestowed upon himself the name Ragescreama. Even when the Eldar at Tyrea used treachery and deception against his Ork mob, this did not stop the Warboss from claiming victory and the name Ghostkilla. The Imperial Guard at Victory Bay fought till the end, but the streets ran red with blood as Gorgutz claimed himself Gunsmasha. Lastly, with the Blood Raven Space Marines holding fast in North Vandea, the Warboss sends his Ork mob to victory, thus earning him the name Bloodspilla.
With his conquest of Kronus now complete, the Ork Warboss Gorgutz 'Ead 'Unter hunted down any remaining stragglers and turned the entire planet into an Ork infested world. Using Kronus as his staging point and supply base, Gorgutz's Waaagh would continue to annoy and attack the bordering Tau and Imperial systems.
Ork Units
Gretchin
"Gunnnnz might be that way, heh..let's go the OTHER way!"
The Ork Builder unit, they are numerous and cheap, building up the Ork horde's fortifications. The are pathetic in combat and die very quickly if directly attacked, but their infiltration ability can be used to covertly erect structures across the battlefield. They come in pairs, and are free to reinforce.
Slugga Boyz
"Wake up boyz! It'sh time fo' figh'in!"
Slugga Boyz form the basis of the Ork Horde, numerous and cheap, they aim to swarm the enemy with a massive amount of bodies, while chopping anything that moves. Futher Upgrades allow them to be made for free (minus the Ork Population Cap requirement). The More Boyz you have, the stronger the overall morale of the units, hence there really is strength in numbers when concerning Slugga Boyz.
Shoota Boyz
'"All da shoota boyz fink of is dakka, dakka, dakka."
Very similar to Slugga Boyz, the Shoota Boyz are numerous, they lay down a torrent of Ork fire power, and despite poor accuracy, they can be effective through sheer quantity of bullets. When paired with Slugga Boyz, they can a deadly early force.
Stormboyz
"Time fer a WAAAGH! from abuv!"
These are unique Orks who possess the choppiness and power that most Orks have with one exception- the ability to zip around the battlefield on jetpacks. This allows for much greater mobility potential without sacrificing the close-combat effectiveness generally exerted by Orks.
Tankbustaz
"Hold on to da pin. Throw da othar part."
Tanksbusta mobs are formed from Orks who have survived tank attacks and learned how to beat them. Small squads of Tankbustaz work among the larger mobs of Boyz to hunt down enemy vehicles or structures.
Nobz Squad
"When da boss ain't around, you listen ta me."
In the Ork hierarchy (which appears to be based solely on size and strength), Nobz are second only to the Warboss himself. Nobz are assigned as leaders of individual mobs of Ork Boyz, and often a group of specially selected Nobz will make up a Warboss' bodyguard.
Flash Gitz
"Mine'z shootier den yourz."
Flash Gitz are Orks whom have shown a profound interest in their ranged weapons. This obsession has lead to customization and training rare in Ork circles, creating some of the Ork's most effective ranged combat units.
Mega Armoured Nobz
"You'z a pretty moufy wun ain't ya?"
The biggest, baddest Orks, outstripped only by the Warboss himself. Encased in heavy Mega Armour, the Nobz are slow but extremely powerful front line fighters. They are able to increase their speed by boosting the power surging through their armour for short periods of time, but the Orks' faulty electrics mean this harms the Nobz themselves.
Mad Dok
"This is gonna hurt, a LOT!"
Mad Doks are obsessed with perfecting their own methods of "serjery". Left to their own devices, they will indulge in ever more extreme experiments.
Big Mek
"Here to fix your gubbinz!"
Occasionally, a Mekboy will exhibit the kind of ambition usually only seen among Nobz. Although he can never aspire to lead a whole warband, the Mekboy will gather other Mekboyz as followers and gain in power and stature. It is common for a Big Mek to leave his warband or be outlawed by its Warboss for getting too big for his boots. Outlaw Big Meks and their followers will hire out their services to warbands, searching for a war big enough to satisfy their obsession for building the biggest, shootiest war machines around.
Warboss
"I have the power of Gork AND Mork!"
It is widely accepted as fact that prolonged periods of conflict lead to an increase in the size and strength of Orkoid individuals. Ork warbands are commanded by the largest and strongest of these, an aggressive Ork cheiftain known as a Warboss. During a Waaagh!, an especially potent Ork Warboss may succeed in forging an empire from their conquests (though their organization is more feudalistic than imperial). A Warboss commanding an empire usually selects his own title (after all, who's going to argue!).
Wartrukk
"This is ma wartrukk, pretty nice eh."
The Wartrukk is an extremely fast troop transport, able to get Ork squads where they need to be quickly. After that, it can provide fire support with its 2 big shootas.
Wartrak
"Wartrak is da first to da fight."
A fast and lightly armoured vehicle that nonetheless can boast impressive firepower.
Killa Kan
"They call me Stompy..."
Killa Kans possess the three main elements of Ork warfare - they're big, shooty, and stompy! Killa Kans are smaller and less sophisticated Ork Dreadnoughts. Encased in an armour so thick it rivals the Baneblade's and armed with the deadly Buzza Saw, they are a force to be feared on the battlefield.
Fighta-Bomma
"Fighta-Bomma here, ready to make a big BOOM!"
Fighta-Bommas provide Orks with their fast moving support fire. With their 3 Big Shootas and a large payload of Grot Bombs they can rapidly unleash their devastating arsenal against enemy forces.
Looted Tank
"We've gone and found us a tank!"
These were once the tanks that belonged to the Imperium. Big Meks captured them from the battlefield, and then they were "orkified" to suit the Orks' purpose. Even though they are weaker in health than the Imperial Guard's version, they can still take quite a bit of punishment. Armed with 3 Heavy Bolters and a artillery-style Battle Cannon that is very inaccurate when firing blind. They are built from the Da Mek Shop.
Squiggoth
Enormous creatures bred by Orks as a source of food and sport, and as beasts of burden. The Squiggoth's large, dangerous, stompy nature has also encouraged Orks to use them in a combat role. Laden with guns, Orks, and a bad disposition, these giants trample everything in their way.
Ork Buildings
Settlement
Every proper Ork Waaagh! has to start somewhere, and this Settlement is it. From here, the Gretchin, Slugga Boy Squads, Mad Dokz, Mega Armoured Nobz, and Warboss are produced to begin the Waaagh. The Ork settlement is also equipped with 2 shoota turrets. Upon the Settlement is upgraded to an Orky Fort, 2 more shoota turrets are added.
Da Boyz Hut
Da Boyz Hut is the military barracks for da Orks. From here, the Orks train all kinds of combatants to fight against their enemies. The units trained are Slugga Boy Squads, Shoota Boy Squads, Stormboyz, Tankbustaz, Nobz Squads, Flash Gitz and the Big Mek.
Da Listenin' Post
Da Listenin' Post provides requisition like the Listening Post of every other race. In comparison of the other Listening Posts it attacks incoming enemy units. Regrettably it has less hitpoints but like the most other buildings of the Orks it regenerates its health when it is not in combat.
Generator
The Ork army's power generating facility.
Bigga Generator
Bigga Generators give a huge Power bonus but can only be built on Slag Deposits.
Waaagh! Banner
In order for Orks to have a proper Waaagh!, they need many banners to call in more of da boyz. Ork Waaagh! Banners become useful since they provide da Orks with their own resource. These are the special resources that the Ork race need in order to keep the Waaagh! going. They also are essential since they increase the vehicle and infantry caps. They usually have shootas for defense, but can be upgraded to Twin Big Shoota|big shootas, then rokkit launchas.
Pile O Gunz!
The main research building for the Orks.
Da Mek Shop
This is where Ork Mek Boyz work on all kinds of contraptions and vehicles to aid the army. Here is where they make da Wartrukk, Wartrak, Killa Kan, Looted Tank, Fighta-Bomma, and Squiggoth.
Mine Field
Ork explosives that detonate when enemies move over them.
The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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