Ork

Ork Herkunft / Ursprung der Orks

Das Wort Ork bezeichnet eine fiktive Art nichtmenschlicher Wesen und leitet sich vermutlich von dem lateinischen Orcus her. Im Jahrhundert wurde der Begriff durch J. R. R. Tolkien wiederbelebt. Orks bevölkern seine Fantasywelt Mittelerde und. Das Wort Ork (engl. orc, ork) bezeichnet eine fiktive Art nichtmenschlicher Wesen und leitet sich vermutlich von dem lateinischen Orcus (Unterwelt) her. Im Herkunft. Der Ursprung der Orks ist nicht gänzlich geklärt. Zumeist wird angenommen, die ersten Orks seien aus verdorbenen Avari gezüchtet und später vielleicht. Die Orks dienten seit jeher dem Bösen, insbesondere Melkor und Sauron und waren somit die Erzfeinde von Elben und Zwergen. Orks werden auch als Homo sapiens robustus bezeichnet. Inhaltsverzeichnis. [​Verbergen]. 1 Biologie; 2 Lebensumstände und Rassismus.

Ork

[1] Die Schamanin zu den Paladinen: „Der Ork sagt, dass er euch das nie sagen wird!“ [1] „Wenn Tolkien also Ursprung und Wesen der Orks im Unklaren lässt. Die Orks dienten seit jeher dem Bösen, insbesondere Melkor und Sauron und waren somit die Erzfeinde von Elben und Zwergen. Das Wort Ork (engl. orc, ork) bezeichnet eine fiktive Art nichtmenschlicher Wesen und leitet sich vermutlich von dem lateinischen Orcus (Unterwelt) her. Im Seit der dritten Auflage ab see more die Orks parallel zu den anderen kulturschaffenden Völkern als ein Machtfaktor angesehen und auch geschichtlich weit ausgearbeitet sowohl in die Vergangenheit als auch zukünftige More info betreffend. Streamserie weinen bei ihrem Anblick. Dieser Ork kann https://endlessevents.co/serien-online-stream-kostenlos/hausmannskost-rezepte.php besiegt, sondern nur durch eine List getäuscht werden. Wort und Unwort des Jahres in Deutschland. Wird er als Weinnörgele beschrieben, lebt continue reading in Promibigbrother.De Live Stream und Torkelkellern. Kategorien : Rassen Metamenschheit Personen Orks. Am Ende MГ¤nner Style Romans existiert Ork kleine Population freier Orks, die Chancen haben, nicht der Ausrottung zum Opfer zu fallen, sondern durch die Demonstration ihrer Friedfertigkeit als weitere Spezies der Scheibenwelt akzeptiert zu werden.

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Voorbeelden zien voor de vertaling orc Zelfstandig naamwoord 39 voorbeelden met overeenstemmingen. Voorbeelden zien voor de vertaling WCC 2 voorbeelden met overeenstemmingen.

Voorbeelden zien voor de vertaling Ork Zelfstandig naamwoord 10 voorbeelden met overeenstemmingen. Die ork had ons There was more Orc could tell us.

Je weet me te vinden, ork. You know where to find me, Orc. In besloot de Oecumenische Raad van Kerken ORK met hoofdzetel in Geneve, aan de gebeden voor vrede deel te nemen en verkoos daarvoor de 21e september.

In the World Council of Churches WCC based in Geneva decided to participate in prayers for peace, and chose the 21st day of September for this purpose.

WCC based in Geneva decided to participate in prayers for peace, and chose the 21st day of September for this purpose.

Ik wil graag reserveren voor een vlucht naar New Y ork vanavond. I'd like to make a reservation on the redeye to New Y ork tonight.

Hij heeft een groene kleur en heeft het angstaanjagende gezicht van een ork. It has a green color and has the frightening face of an ork.

Een beetje ork zal ook nooit zijn pantser poetsen. A real orc will never polish his armour. Stuur bericht naar de bleke ork. Send word to the Pale Orc.

Breng dit nieuws naar de witte ork. Send word to the pale Orc. De ork die ik volgde, ik weet wie hij is. The Orc I pursued out of Lake-town, I know who he is.

Orc I pursued out of Lake-town, I know who he is. Om eerlijk te zijn, een gespierde ork. Actually, I'm a muscular orc. Als de gamer een ork toetakelt, moet hij bloed door z'n vingers voelen druipen.

My only hope is that they kill one another before they kill us. The term also applies to the key concept of Ork "kultur" around which the entire Greenskin society, if it can be called that, revolves.

Barbaric and savage, the Greenskins spread across the galaxy like a viridian stain. They plague the battlefields of the 41st Millennium in great numbers, overrunning any who stand before them in a torrent of bloodshed and usually mindless violence.

Orks beyond counting swarm from one world to the next. Whole civilisations are exterminated and defenders' armies laid to waste as the Orks plough ever onward in an unstoppable tide.

Orks need battle just as humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies.

Such conflicts tend to be small-scale or localised. They never really develop beyond random outbursts of violence and looting.

However, Ork populations can reach a critical mass that leads to a full-scale planetary migration. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting, and as more of them congregate together in one geographical area.

Then the Orks will set off to find an enemy to fight and defeat. The expansion of the Orks across the galaxy after the birth of the Great Rift in ca.

The Imperium of Man 's Tech-priests have theorised that this gestalt psychic field also has a telekinetic or quantum probabilistic effect, allowing the seemingly ramshackle and poorly designed Ork technology to work as the Greenskins expect.

It is believed that the reason this hypothesis came into existence is that the Imperium adopted the Adeptus Mechanicus ' religious belief that aspects of a universal " Machine Spirit " inhabits all technology, and that this Machine Spirit serves Mankind at the command of the Machine God.

If this is the case, without a Machine Spirit, Ork machines could not work, requiring some psychic cause to justify their often devastating effect.

Furthermore, the Mechanicus Genetor Lukas Anzion has noted that many Ork-built weapons will not function at all unless wielded by an Orkoid, possibly supporting this hypothesis.

First and foremost amongst all of the Orkoid instincts is the literal need for an Ork to wage war. Orks need war just as a human or Aeldari needs food and water and over the long millennia of their existence the Greenskins have become very, very good at it.

Due to their inherently aggressive nature, Orks constantly fight amongst themselves to prove who is the strongest, sharpening their in-born warrior skills and weeding out the weak, though this process usually poses little threat to the larger galaxy.

However, Ork populations can reach a form of critical mass that can unleash a full-scale interstellar migration of Greenskins. He will impart this vision to others of his kind through repeated blows to the head, or, if he is of a more intellectual bent, he will build a great Ork war machine like a Gargant that is the very image of his savage gods.

New warbands join the growing throng with every passing day. An Ork Warboss will fight his way to the top of the hierarchy of this growing Greenskin horde and earn the status of a Warlord , adding the armies of those klanz he conquers to his own horde.

As news of his new position spreads, the trickle of Ork reinforcements will grow into a green flood. Smoke-belching mobile fortresses and titanic war engines are cobbled together out of nothing more than heaps of scrap metal and the always heavy-handed enthusiasm of the Greenskins, another side-effect of the growing gestalt psychic energy of a WAAAGH!

With each victory, the new Warboss' legend grows, and more followers flock to his blood-soaked banner. As he fights to retain command of his ever-growing horde against a constant stream of challengers, he will subsume the armies of those he conquers into his own tribe.

Whole mobs of Mekboyz raise towering scaffolds within which Stompas and even Gargants start to take shape, these mighty effigies igniting some primitive drive within the minds of the Orks who see them, causing the flow of WAAAGH!

At this stage there is still much rivalry between the various klanz and tribes, and each will strive to outdo all the others in terms of the sheer destruction that can be wrought by its war machines.

Those Meks without the resources to construct Stompas and Gargants will instead create mobs of clanking Killa Kans and Deff Dreads , or Battlewagons from which the Warbosses can lead their armies to war.

Entire native populations are forced into slavery merely to manufacture ammunition for the horde's guns. Crude factory-ships and war hulks are bashed into shape, the better to transport the Ork armies into battle.

When the lure of imminent bloodshed can be resisted no more, the deadly fervour washing through the horde overflows.

Teeming Ork armies mass and swell with a roar like savage oceans, and the skies fill with crude and bulky Ork space-faring vessels. Whilst these masterworks of destruction take form, even more Greenskins are drawn towards the horde by the impending promise of these massive war engines' use and the exciting carnage they will reap.

Most of the Ork Boyz of the horde simply relish the chance to get into a really good fight. But those amongst their number who dream of becoming part of a truly awesome vista of destruction often choose the roles of crewmen and gunners on mobile Battle Fortresses and Stompas.

Those Meks without the resources to construct towering Stompas or Gargants , the Ork equivalents of Imperial Titans , instead create mobs of Killa Kans and Ork Dreadnoughts , banding their creations together to form armies of mechanical savages that dwarf the mobs they march beside in size and power.

Others build the fleets of Fightas , Fighta-Bommerz and Bommerz that are laden with gunz and bombs that will assault their foes from the air once the battle begins.

The grand musters that precede a full-scale Ork invasion are an awe-inspiring sight. As the Orks gather for battle, smoke from thousands of oily engines fills the sky.

The ground trembles beneath great wheels, tracks and the thunderous strides of towering Gargants.

Armies of Greenskins stretch across the horizon, raising their banners high to proclaim their reputations and allegiances, their warcries audible for Terran miles around.

Looming Gorkanauts and Morkanauts, bizarre artillery pieces and force field generators chug, clank and buzz amidst the green throng.

Armadas of rusty vehicles raise roiling thunderheads of dust into the atmosphere, whilst Dakkajets roar overhead leaving contrails of filthy smoke.

Speed Freeks rev their engines, and the Boyz fire their guns into the air as a carpet of Gretchin spreads out in front of the army.

Eventually, the battlefield is barely visible beneath the endless sea of green, each Ork warrior certain that the ground will soon be stained red.

Then as one, with an almighty bellow, the Orks surge forwards, and another world is plunged into unending war.

The Orks call these groups "Kults," of which the vehicle-obsessed Kult of Speed is the most widespread and well-recognised in the Imperium, though by no means the only Kult that exists in Ork society.

Entire native planetary populations are forced into slavery to their new Greenskin masters to manufacture ammunition for the horde's guns and other materiel that the WAAAGH!

Crude factory-ships and war hulks are bashed together to produce further transports for the horde, while a truly large WAAAGH! Their only goal is destruction and mayhem in as large a quantity as they can muster.

The Orks are a plague upon the other civilisations of the universe, a race of genetically-engineered bioweapons whose true purpose was lost eons ago but who still carry on the fight -- against anyone, at anytime -- for no reason other than their own joy in destruction and slaughter.

It is generally thought within the Imperium that over the last century or so, the Orks have become even more aggressive and warlike than ever before, and the numbers of WAAAGH!

The Imperium has long theorised that the Greenskin race possesses low-level background psychic abilities, a kind of gestalt Warp resonance.

Orks, of course, neither know nor care about such things. Yet as Warpspace becomes more turbulent, so the Orks too are becoming ever more belligerent.

Members of the Inquisition 's Ordo Xenos have noticed a trend in the translations of glyph-sequences found in Ork camps, which speak increasingly of "da call of da gods," a phenomenon felt most keenly by the nomadic Gorkanaut and Morkanaut pilots.

The emergence of Weirdboyz seems to be increasing exponentially also, with many claiming that they see visions sent by Gork and Mork.

On thousands of worlds the ominous silhouettes of Gargants rise against the war-torn skies. Orks gather into various levels of organisation.

The first is the mob, a squad-level unit of Orks with similar ideas of how to act on the battlefield, generally led by a Nob short for "noble," but pronounced "knob".

A number of mobs will gather together into a warband, which is roughly equivalent to an Astra Militarum company although with a greater variation in size and strength , led by a Warboss.

The largest Ork organisational unit is the tribe or the klan, a group of numerous warbands all under the command of a Warboss.

Their takeover of Castellax allowed them to acquire technology that allowed them to upgrade their fleet, as well as triple their ammunition stores.

Sign In Don't have an account? Start a Wiki. Contents [ show ]. Categories :. Emerging from the wild and primitive worlds found on the galaxy's southwestern rim in Arrgard in overrunning and scouring the Imperial Forge World of Tigrus.

Since the loss of Tigrus, the Vanquisher has become increasingly rare in the forces of the Imperial Guard. M32 during the so-called War of the Beast.

The Orks of this horde rampaged across the Imperium on a massive scale. The number of attacks grew until it became the greatest Greenskin invasion that the galaxy has ever known, eclipsing even the one defeated by Horus upon the world of Ullanor during the Great Crusade in the late 30th Millennium, which earned him the title of Warmaster.

Nothing was safe from the Orks' primal desire to conquer the galaxy, and their widespread advances were only halted when the Imperium resorted to the most extreme of measures, at great cost to the collected Chapters of the Adeptus Astartes.

Before it too was destroyed, the final Space Hulk disgorged thousands of Orks, the Warlord Big Skorcha amongst them, onto the surface of Baal.

Attacking the Chapter's fortress-monastery , the Blood Angels were not so easily outmanoeuvred. Inevitably, the attack failed, and those Orks who survived the initial assault were destroyed piecemeal by the arrival of Blood Angels reinforcements.

Gragnatz devastated the Vorsk Sub-sector. Gragnatz's invasion force began as a few hundred thousand Orks besieging the Agri-World of Iornis.

Biglug emerged from the dimensional gateway known as the Wyrm's Maw, their fleet was augmented by dimensional weaponry, which further enhanced Gragnatz's already formidable Grand Armada.

By the time Gragnatz's grand armada reached the Vorsk Sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.

During the Third War for Armageddon he led his Gargant Big Mob, which consisted of an estimated 4 warbands and 3 Gargants , and which were deployed in support of the fighting in the Fire Wastes.

Blaktoof, the Overfiend of Octarius, finds his empire infested by the spoor of Tyranids. Preliminary skirmishes with Genestealers forces the Blood Axes ' warlords to employ the services of Boss Zagstruk , whose Vulcha Boyz are employed to intercept and destroy the Genestealer infestation.

Blaktoof launches a counter-invasion straight into the maw of the Tyranid Hive Fleet, unleashing the on-going Octarius War.

In M40, the bloated Warlord known as Bogga-Bogga led his own tribe and claimed the barrows that lay beneath the great sweeping hills of that planet.

Within the greatest and most magnificent of the barrows lay the resting place of the ancient Exodite Kings of Baran.

Enraged, the Autarch Mauryon led a warhost from Craftworld Biel-tan to reclaim the beleaguered world from the Greenskins.

During the Third War for Armageddon he led his Blitz Brigade, consisting of an estimated 8 warbands and 26 Battle Fortresses , which were deployed in support of the fighting in the Dead Lands.

The forces of the Imperium are stretched to their utmost to contain each individual war zone.

Notable actions include Chapter Master Marneus Calgar of the Ultramarines , who held out for a night and a day against the Greenskin hordes in the Siege of Zalathras and the 2nd Company's utter-devastation of Warboss Brug's planet stronghold.

During the Third War for Armageddon he led his War Horde, which consisted of an estimated 4 warbands and 9 Gargants , and which were deployed in support of the fighting on the continent of Armageddon Secundus.

M41, Waaagh! Dregdakka ploughs headlong into the Adransa Cluster, causing untold devastation. On the planet of Thrassos a combined force of Space Marines from the Iron Knights and Liberators Chapters attempts to halt the Orks' steamroller advance.

A horde of Orks including Dregdakka himself are lured onto a huge refinery platform before Techmarines destroy all bridges linking the platform to the mainland.

Space Marine kill teams then deploy across the hulking structure, tasked with slaughtering the trapped greenskins and assassinating Dregdakka.

Yet the Adeptus Astartes have woefully underestimated their foe, the greenskins digging in and fighting back with unexpected tenacity.

Though they kill thousands of Orks, over three hundred Space Marines are slain and their comrades are overwhelmed as yet more Ork vessels pour into the system.

His trophy poles rattling with freshly harvested Space Marine helmets, Warlord Dregdakka's position is now unassailable. His Waaagh! After initial skirmishes proved the still lethargic Necrons to be no match for the Orks, Lord Mepthk struck a pact with 'Eadcrumpa.

In exchange for several dozen functioning Doomsday Cannons , 'Eadcrumpa agreed to leave Suranas and seek plunder elsewhere whilst secretly resolving to return.

M41, Death Skulls Big Mek Fragrak da Planetsmasha vows he will surpass all other Deathskulls by looting an entire world, jerry-rigging a combination of traktor beams, ramships and city-sized rokkit boosters to push the third moon of Taurabrax out of its orbit, directly onto a collision course with its parent world.

The resultant catastrophe renders all life on the thriving Imperial hive world extinct, fracturing continents, boiling the oceans off into space and burning away the world's atmosphere, finally reducing Taurabrax to a drifting debris field.

Satisfied with his work, Big Mek Planetsmasha takes his pick of the choicest of these asteroids, adding thrusters, forcefields and ordnance arrays to turn them into a fleet of Roks with which to spread even more mayhem across the system.

Under their ambitious and power-hungry warlord, Garaghak, the self-proclaimed "Arch-Killa" and "Overfiend of Tallarax" gathered the usually ragged and independent Ork tribes, klanz and warbands of his region and united them.

Garaghak invaded the Forsarr Sector in M41, swiftly taking over the area and transforming the world of Kastorel-Novem into a manufacturing centre for all manner of Ork war-machines.

To aid Captain Leonatos in this task, Lord Commander Dante presented him with the Blade Encarmine -- the legendary sword of Belarius, the revered first Chapter Master of the Blood Angels following the Second Founding , which had originally been awarded to Belarius by Sanguinius himself.

During the brutal campaign, this sacred Chapter relic was lost. Only ten Astartes survived the brutal onslaught after five intense days of fighting.

Leonatos was put on trial for the loss of the Blade. He was found guilty of dereliction of duty and was exiled from the Chapter and forced to undertake a "Blood Quest" until the Blade Encarmine was recovered.

Leonatos and his small band of Exiles went deep into the Eye of Terror. When he next confronted the powerful Ork Warboss, Garshul revealed that he was in fact possessed by a powerful daemon , who nearly slew the Astartes Captain for his troubles.

Though the relic was eventually recovered, Leonatos was lost to the malefic powers of the Warp. The Blade was returned to the Chapter by Sergeant Cloten and Scout Novice Lysander, but the pair of Exiles still felt honour-bound to find their missing Captain and save him from servitude to the Ruinous Powers , and so, they departed for the Eye of Terror on their own personal Blood Quest.

Vior'la annually passed through a gap between its two stars, a time called the Trial by Fire. It caused deadly plasma storms to ravage the planet, whose inhabitants survive by closing protective domes around their cities.

Ork Warlord Garskrak and his invading army were lured into this deadly storm where they were utterly destroyed by the raging plasma radiation from the binary stars.

M41, toward a group of largely unprotected Eldar paradise worlds. Despite the lack of loot on the planets, Gazbag's Orks relieved their boredom by torching things and just generally messing up the place.

The vengeful Eldar of Craftworld Biel-tan descended upon the invaders with destructive fury, but the gleeful Orks were numerous enough to prevent the Eldar encircling them.

After a protracted and bloody campaign, the Eldar were forced to withdraw. Gazbag enslaved the indigenous Eldar population and burned all he found until the once-verdant worlds resembled wastelands that were more to his liking.

M41, during the Third War for Armageddon , the forces of the Great Despot of Dregruk were one of the largest Ork armies on Armageddon and were fielded against the Imperial forces present on the continent of Armageddon Prime.

Ghazghkull Mag Uruk Thraka. Ghengiz Grimtoof. Grimtoof was a huge shock to the military forces of the Calixis Sector.

Grimtoof, very little is known. The outermost is a dismal world named Deluge, which was host to a small community of mendicant ascetics thought to have settled there in the aftermath of the Angevin Crusade.

Of the monks' fate nothing is known, but Deluge has been under the hobnailed heel of Grimtoof Git-Slaver for so long that it is unlikely any are still alive.

Grimtoof, the Adeptus Mechanicus stripmining facility present on the planet making it a tempting target to the avaricious xenos.

The fate of the servants of the Cult Mechanicus remains unknown. Several Imperial worlds the warlord's forces have captured have not been razed to ashes, nor their populations slaughtered for food or for sport.

Rather, they have been taken largely intact and their populations have been enslaved in sprawling, forced labour camps and slave-foundries, forced at gunpoint to manufacture the crude arms and ammunition used by the barbarous Orks.

This turn of events signals a failure on the part of the Imperium, for it means the Orks have been allowed to consolidate their gains to such an extent that their migration is becoming an occupation.

Godstompa, the Space Hulk Starkrusha , burst from the depths of the Warp. The Space Wolves Chapter 's Wolf Lord Finn Goresson, famously stubborn and ferocious, immediately diverted his meagre fleet's course to engage the hulk.

Finn was victorious in his early engagements, at one point driving the armoured prow of his Strike Cruiser straight into the weak point of the Ork Superkrooza Longtoof and out the other side, breaking it in two.

His ships were dwarfed by the Starkrusha , however, and sustained serious losses from its firepower. Finn ploughed on through the ectoplasmic cloud until the side of the Starkrusha loomed up ahead.

He slammed his Strike Cruiser into the maw-like launch bays of the hulk and led his Great Company in a sustained boarding action against the Ork horde inside.

The resultant war in the bowels of the Starkrusha lasted for the best part of six months, but nonetheless Finn eventually emerged triumphant, Godstompa's severed head hanging from his belt.

Grax being conducted in the Ryza System, drawn to the fighting like moths to flame around Beginning in M41, Gorbad conquered all of the neighbouring Greenskin tribes on Redwold, Tyr and Alacanth over a four year period, and soon after began building heavy armaments and invasion ships.

By M41, rumours abounded of two or more Space Hulks being sighted in the Redwold System and the Emperor's Tarot produced ever more dire portents of strife.

Not long after, outer early warning beacons detected an alien fleet moving into the Kolchis System. Patrol ships were dispatched to investigate and Planetary Defence Forces were placed on full alert.

Gorbad breached the orbital defences as Ork attack ships and assault boats landed ground forces on the planet Kolchis.

Early estimates placed the attacking ground forces at the equivalent of sixteen regiments, with 1 Space Hulk, 4 Cruisers , and 20 plus Attack Ships supporting from orbit.

By early M41, all of the world's outer defences were overrun. Orks were engaged in street fighting throughout the capital city of Kolchis.

Supplies ran low and the Imperial fighting forces were shattered. Within six days, all resistance collapsed and the world of Kolchis was lost to the heavy tread of the Greenskins.

Gorbag were fought in space. The sheer size of Gorbag's fleet, combined with his daring and predatory tactics, proved more than a match for the Imperial Navy.

Gorbag's fleet overran an Imperial Dominator -class Cruiser and the captured voidcraft was later refitted as the Overfiend's flagship.

The ship, now named Gorbag's Revenge , played a central role in the space battle for Armageddon in M41, causing much devastation to the Imperial armada.

The city walls were well built and halted the attack with minimal losses. The Orks regrouped and started to barrage the city with salvoes of fire from their Gargants.

The bombardment continued for days but, just when it seemed that the walls could hold out no longer, reinforcements form the Blood Angels Space Marine Chapter landed to save the day.

Gogard's army was trapped between the Space Marines on one side and the defenders on the other and suffered horrendous losses.

The bulk of Gogard's army was destroyed in the first hours of fighting, and Gogard himself was slain leading a futile counter-attack.

Gorgutz 'Ead 'Unter. Gorgutz 'Ead 'Unter is an Ork Warlord who was originally a Warboss of the Evil Sunz Clan , and was involved in three major campaigns against the military forces of the Imperium of Man and most of the other major intelligent species of the galaxy during the final century of the 41st Millennium.

Gorgutz first came to prominence during the battle for Lorn V , where he temporarily allied with and then took the head of Lord Crull , a World Eaters Traitor Legion Champion of Chaos who had contested the Orks and the Imperial Guard for control of a deactivated Imperator -class Battle Titan that lay partially buried on that world.

During the Third War for Armageddon he led his Big Gunz, consisting of 7 artillery warbands, who deployed on the continent of Armageddon Prime.

During the Third War for Armageddon he led his War Horde, consisting of an estimated warbands and Battle Fortresses, who were deployed in support of the fighting in the Dead Lands.

Acting on instinct, Grabork and his Boyz set about pulling it apart and putting it back together into a new configuration, linking up dozens of ship reactors and cannibalizing hundreds of macro cannons to create a gargantuan shokk attack gun.

Eager to try out his new weapon, the Big Mek attacks the world of Fratarn, raining petrified snotlings down upon the planet from orbit. However, when the snotlings run out, Grabork starts hurling Orks into the machine.

Not liking the way things are going, one of Grabork's Meks turns the gun into reverse, sucking the entire world up into the Perpetual Misery.

The resulting explosion obliterates the hulk and planet, and creates an asteroid field a billion miles across.

Rival Warbosses split off to launch their own Waaaghs! Kogtoof's warfleet, which was augmented by Waaagh! By the time Gragnatz's grand armada reached the Vorsk sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.

Grax in a brutal campaign of destruction in the Ryza System in Despite increased Imperial reinforcements, the Imperium continued to lose ground, and soon the expanding warzone was turned into a meat grinder which swallowed world after world in bloody conflict.

Rarguts broke through the Imperial Navy 's defensive blockade to once again threaten Ryza itself. Gorbad is also believed to have joined the Greenskin assault on the Ryza System.

It is well known that the Blood Axes have the ability to learn from their foe and that they have adopted many of the Imperium's tactics.

Grazdakka was the first Ork Warlord to understand the military potential of psykers and he sought to power up his Weirdboyz by further enhancing their powers through the Kalidar's unique resource, the psycho-reactive crystals called Lorelei.

Grazdakka's most powerful Weirdboy, Greeneyes, is to date the most powerful Ork psyker ever enncountered by the Imperium.

Grazdakka would have posed had it not been vanquished and Grazdakka slain during the Kalidar War.

The Orkish invasion met with great initial success and a force of Space Marines from the Ultramarines 2nd Company under the command of Captain Titus were sent to delay the Orks long enough to prevent them from seizing control of the strategically important Warlord -class Battle Titans built on the planet until a full Imperial liberation fleet arrived to secure the world.

A warhost of Eldar Aspect Warriors also fought hard to contain the Greenskin invasion in the northwest quadrant of the warzone, ultimately preventing the Space Wolves from becoming surrounded.

Later, when Autarch Elenduil visited the throne room of Egil Ironwolf in great ceremony, a parley over a parting gift turns sour and blades are drawn.

Soon the sector descends into total war between the three factions. Whilst using Warp travel to reach their quarry, Grizgutz and his warband unwittingly travel through time and emerge from the shifting chaos of the Empyrean shortly before they set off.

Grizgutz hunts down and kills his doppelganger, reasoning that this way he can have a spare of his favourite gun.

Imperial forces mustered at Sularian Gate in an effort to halt the Greenskin tide once and for all. On the fourth day of the battle, the Dark Angels' Chief Librarian , Ezekiel was gravely wounded when he shot by a stray Ork bullet.

Impatiently fitting a crude bionic after the remains of his eye and the bullet were removed, Ezekiel returned to the battle and rallied the 5th Company.

Groblonik forever.

They carry staffs as their only weapon and have the ability to speak languages as if they were native speakers.

The Ambassadors not only discussed terms of surrender, but acted as psychological warfare to destabilize the enemy. The Beast in That said, many orks do pick up Low Gothic while interacting with human armies, especially more kunnin' Warbosses and Warlords.

Highly accurate, the Ork Sniper is a dangerous enemy. Hilariously, Grot snipers are a thing that exists, but it's incredibly rare to see them.

It's probably because any grot that manages to slap together enough spare parts into a rifle get spotted by an Ork who thinks it would make a nice foundation for a decent shoota, and said grot will almost immediately get robbed at shoota- or choppa-point.

On the other hand, these might make it in a scenario when Orks realize that a passable longarm is more valuable in the hands of somebody who can actually shoot straight.

There was an incident in the short story Red Reward where a guy was dropped into the front of some trench warfare between the Guard and Orks, and inspired the humiez to drive back the Orks in a counter charge only to get shot by a grot sniper.

Ironically, the guy signed up with the Guard to escape prosecution on his own world, meaning he would have been a valid target to the elusive Ork sniper.

All following Ork Oddboys have been lost to time "Everything is canon, just not always true" - The way GW avoids officially retconning anything.

They live on in our hearts and custom-models as:. Rogue Trader Orks with a penchant for hard rock, metal, leather armor, and overgrown hair squigs.

They do seem to keep cropping up in the fluff though never in any significant capacity. Also known as Goff Rokkas, these boyz tend to come out of the Goffs exclusively, but it isn't completely unknown for other Clans to spit out one of these crazy green "musicians".

It should be noted that Rokkas were invented in the Eighties, so they don't play things like Death Metal as much as they do generic Metal, 80's Metal, electric guitar ballads, and Hard Rock.

These orks have over-developed lungs and super-strong vocal cords so that they can yell really loud. Yes, you heard me right.

They yell across Gargant-tops and over battlefield din to act as a telecommunications array. See, not all things that have disappeared were too good to last.

I'z prefur sneekin' up to some hummie and shoutin' in iz ear from reel gut close. Anyone caught messing with this section again will get their shit handed to them.

Do you know how fucking hard it is to make sure this shit is right? I can't do this AND dodge those fucking Orks. See, iffin' you'z had sum of dat purpley paint, dis wouldn' be a problem now, would it?

Git ta cleenen dat wod ya. I 'erd dem cleanin' orks do wat they do and don't even want no teef for it. Dem Kleenaboyz iz ryte fine ladz, Dey gitz a 'fungabeer offa me n'ytime dey needz.

Never mentioned after about 3rd Edition. Brewerz, or Brewer Boyz function much like Mekboys or Mad Doks do, knowing the ins and outs of brewing through genetically inherited intuition.

They make alcohol out of squigs. Made everything from beers to malts to meads to liquors to scotches.

Yes, certain squigs can be made into scotch. No, no grains are involved in the process. No, they've never done this in Scotland.

No, you may not question this. Eend out of mashrooms too booss! Basically, they brew babies into beer sometimes.

Considering how many random mutations are seen amongst the Orks, the possibility is more likely than you'd think. In normal canon, Orks are asexual, popping out of fungal growths in the ground Later fluff changed this, so that during later parts of their life cycle Orks would temporarily develop sexual characteristics and go bang one another.

For the sake of Games Workshop's writers' self-respect, this was then changed again and forgotten. And all but the drawfags are happy for that.

All in all though, the idea of female orks or goblinoids of any sort is much more readily accepted across most genres involving greenskins of any sort, so the decision may more likely have been to make the Orks dependent on getting blown up to repopulate along with being hardlined for blockbuster style war though, as with all evolution, this is mutable to change, as there are Orks like the Blood Axes who understand ideas like trading with da' humies', peace, and using functional armor and weapons that don't stop working just because da' mob' believes dey are useless.

Oi'm twalf an' wots dis? Not seen since the heydays of second edition and Epic 40k, although they're still mentioned here and there in the fluff.

Madboyz are Orks that go crazy under the mental strain of knowledge encoded in their genes suddenly becoming available, their behavior becoming erratic and unstable even for Orks.

The other Orks often round them up into a large warband that is set loose upon the enemy, in the hope their madness will prove useful or at least entertaining.

In game terms you rolled for their actions randomly, and it could vary from outright fleeing to going absolutely berzerk and charging forward while ignoring wounds.

Brain Boyz is the name that the Orks give the Old Ones. However, the Orks' origin has shifted around a few times, such as the Brain Boyz being the ancestors of the Snotlings although the Orks still believe that, but it's no longer the official explanation it was in Rogue Trader.

Oi, listen up ya gits. Dere's six diverant majah clanz of Ork, and dey's all right 'ard. Da clanz waz made way back by the biggest, baddest warboss dere eva waz , startin' out as his specialist boyz before dey became dey own klanz.

On the tabletop snakebites have the rule 'DA OLD WAYS' which allows them to undo a wound given to them on a role of 6, kind of like having a pain boy around your entire army; best for green tide style ork armies or keeping that Squiggoth alive until it gets within krumping range.

On the tabletop Bad moons take Dakka up to a whole new level with their 'ARMED TO THE TEEF' ability; meaning they have the ability to reroll 1's in their shooting phase and then you can roll more dice with the sixes you can earn with said rerolls Best paired with the MoreDakka ability and a hordes of anything that can shoot a lot apart from grots obviously.

Making a squad of Slugga boyz capable of delivering all sorts of carnage if they manage to reach the enemy. Melee focused ork armies are preferable for this clan.

When playing the Evil Sunz on the tabletop take full advantage of their 'RED ONES GO FASTA' ability and use as many 'speed freek' models as you can, the clan ability gives all units with the exception of Gretchin a plus one inch to their move, advance and charge; with speed freek models this bonus is 2 inches instead.

Oh and the ability also means you can advance your units and not suffer any penalty to accuracy for your assault weapons.

ZOG OFF' which basically allows any battle forged orks to hold an objective marker even if massively outnumbered. This clan is sort of an all rounder for ork players, a jack of all trades sort of deal.

Tabletop wise these guys are tactical geniuses with their 'TAKTIKS' able to take cover despite not really being in cover as long as the enemy is at least 18 inches away, making them good against Shooty armies, additionally their kultur gives them the ability to shoot or charge but not both even if they fell back within the same turn; essentially meaning this is the kultur you use when you are the type of ork player who believes in tactical retreats.

It's easy to think that Ork Klans are just galaxy-spanning groups of like-minded Orks; like there's just six huge fucking groups of Orks around the galaxy but as we all know, if Orks were that united, the rest of the races would have a real big problem on their hands.

Ork Klans are more like six types of Ork personality that might have been engineered into the Orks way back by the Old Ones or created by the Beast's Legions in M Maybe they appeared on their own, who knows.

Let's take a random Ork Boy as an example. All Orks love a good scrap, looting and of course dakka. However, the individual Ork Boy tend towards one type of Orkitude over others.

Maybe he's more into crashing into his enemies at high speeds which would make him an Evil Sun or maybe the looting after the battle is his jam making him a Deff Skull.

So a large horde of Orks led by a Goff Warboss will likely use black and white paint on their stuff and prefer melee combat like Goffs would, but that doesn't mean that every single Ork in the mob is a Goff.

When Orks gather for Waaaghs they tend to form new mobs that are actually comprised mainly of one Klan of Orks. The large amount of Orks in the Waaagh makes it easier for them to organize themselves into groups of similar interests.

From another perspective, the ork klans could be seen as the orkish equivalent of various orkish ethnicity. Boys from the same klan will often have similar physiological features; goff boys are naturally bigger and tougher, bad moonz boyz teef naturally grow faster, etc.

Orkish klans could be interpretted as orkish "races" inasmuch as orks are a "race" unto themselves. GET UP! Doesn't matter when. But usually in the mid morning, -unless a nob kicks him in the face cause he is late for something, which he usually is.

Next eat. Either the breakfast his pet grot brings him or the grot itself. Orks don't much care it all tastes the same dipped in mud and fried on a stick chased with some fungus beer.

Hit the drops. Yes the communal act of using the local bog. He might get a scar on his duff to show off if the Squigs are feisty that morning.

Then swagger about and try to find new things to kill. Or new ways to kill things. This lasts till about noon.

Fungus rums and beers. Squig pies and mushroom fries. Plenty of fights break out at lunch usually from a loota stealing another Orks 'sweet-squig' dessert.

Or some nob mouths off when drunk. Most Orks, having spent a very busy day trying to think up new ways to kill or new things to kill, will take a nap.

Usually the average rank and file lad who has nothing better to do. It is around now that the more specialized Orkoids shall gather in their respective mobs and set about spending afternoon and early evening doing what they do best.

Be it practicing blowing crap up if tankbustaz. Racing around the camp as speed freaks. Helping the meks if lootas or burnas.

Hiding in plain sight if kommand- Move along, nofink to see 'ere. Banner-tower and starts to bark out orders on what they will attack that night, or where they will hit to steal material to build his next projekt, or give a flashy psycho-pyrotechnic light show during a prophetic chant.

Depending on the Clan majority this can be as simple as "Smash dis! Do what was stated in the evening until they get tired and go home to bed.

It don't count as failing cause they will try again tomorrow. Or pull it off and party all night to the dismay of the defeated until they pass out.

Ummm, wot woz dat? Zog, I've lost count of da resuns for being an Ork! Jeremy Irons is orky, right? A viable Ork space ship design.

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Deff Skwadron. Zoggin' bootiful. Eldarz iz da most orky race evar, ya gitz! Only Orks are capable of making something utterly godawful into something completely Orky.

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Genestealer Cults - Tyranids. Necrons - Orks - Tau. Eldar , including Dark Eldar. Humans , including Abhumans. Orks were engaged in street fighting throughout the capital city of Kolchis.

Supplies ran low and the Imperial fighting forces were shattered. Within six days, all resistance collapsed and the world of Kolchis was lost to the heavy tread of the Greenskins.

Gorbag were fought in space. The sheer size of Gorbag's fleet, combined with his daring and predatory tactics, proved more than a match for the Imperial Navy.

Gorbag's fleet overran an Imperial Dominator -class Cruiser and the captured voidcraft was later refitted as the Overfiend's flagship. The ship, now named Gorbag's Revenge , played a central role in the space battle for Armageddon in M41, causing much devastation to the Imperial armada.

The city walls were well built and halted the attack with minimal losses. The Orks regrouped and started to barrage the city with salvoes of fire from their Gargants.

The bombardment continued for days but, just when it seemed that the walls could hold out no longer, reinforcements form the Blood Angels Space Marine Chapter landed to save the day.

Gogard's army was trapped between the Space Marines on one side and the defenders on the other and suffered horrendous losses.

The bulk of Gogard's army was destroyed in the first hours of fighting, and Gogard himself was slain leading a futile counter-attack.

Gorgutz 'Ead 'Unter. Gorgutz 'Ead 'Unter is an Ork Warlord who was originally a Warboss of the Evil Sunz Clan , and was involved in three major campaigns against the military forces of the Imperium of Man and most of the other major intelligent species of the galaxy during the final century of the 41st Millennium.

Gorgutz first came to prominence during the battle for Lorn V , where he temporarily allied with and then took the head of Lord Crull , a World Eaters Traitor Legion Champion of Chaos who had contested the Orks and the Imperial Guard for control of a deactivated Imperator -class Battle Titan that lay partially buried on that world.

During the Third War for Armageddon he led his Big Gunz, consisting of 7 artillery warbands, who deployed on the continent of Armageddon Prime.

During the Third War for Armageddon he led his War Horde, consisting of an estimated warbands and Battle Fortresses, who were deployed in support of the fighting in the Dead Lands.

Acting on instinct, Grabork and his Boyz set about pulling it apart and putting it back together into a new configuration, linking up dozens of ship reactors and cannibalizing hundreds of macro cannons to create a gargantuan shokk attack gun.

Eager to try out his new weapon, the Big Mek attacks the world of Fratarn, raining petrified snotlings down upon the planet from orbit.

However, when the snotlings run out, Grabork starts hurling Orks into the machine. Not liking the way things are going, one of Grabork's Meks turns the gun into reverse, sucking the entire world up into the Perpetual Misery.

The resulting explosion obliterates the hulk and planet, and creates an asteroid field a billion miles across. Rival Warbosses split off to launch their own Waaaghs!

Kogtoof's warfleet, which was augmented by Waaagh! By the time Gragnatz's grand armada reached the Vorsk sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.

Grax in a brutal campaign of destruction in the Ryza System in Despite increased Imperial reinforcements, the Imperium continued to lose ground, and soon the expanding warzone was turned into a meat grinder which swallowed world after world in bloody conflict.

Rarguts broke through the Imperial Navy 's defensive blockade to once again threaten Ryza itself. Gorbad is also believed to have joined the Greenskin assault on the Ryza System.

It is well known that the Blood Axes have the ability to learn from their foe and that they have adopted many of the Imperium's tactics.

Grazdakka was the first Ork Warlord to understand the military potential of psykers and he sought to power up his Weirdboyz by further enhancing their powers through the Kalidar's unique resource, the psycho-reactive crystals called Lorelei.

Grazdakka's most powerful Weirdboy, Greeneyes, is to date the most powerful Ork psyker ever enncountered by the Imperium. Grazdakka would have posed had it not been vanquished and Grazdakka slain during the Kalidar War.

The Orkish invasion met with great initial success and a force of Space Marines from the Ultramarines 2nd Company under the command of Captain Titus were sent to delay the Orks long enough to prevent them from seizing control of the strategically important Warlord -class Battle Titans built on the planet until a full Imperial liberation fleet arrived to secure the world.

A warhost of Eldar Aspect Warriors also fought hard to contain the Greenskin invasion in the northwest quadrant of the warzone, ultimately preventing the Space Wolves from becoming surrounded.

Later, when Autarch Elenduil visited the throne room of Egil Ironwolf in great ceremony, a parley over a parting gift turns sour and blades are drawn.

Soon the sector descends into total war between the three factions. Whilst using Warp travel to reach their quarry, Grizgutz and his warband unwittingly travel through time and emerge from the shifting chaos of the Empyrean shortly before they set off.

Grizgutz hunts down and kills his doppelganger, reasoning that this way he can have a spare of his favourite gun.

Imperial forces mustered at Sularian Gate in an effort to halt the Greenskin tide once and for all.

On the fourth day of the battle, the Dark Angels' Chief Librarian , Ezekiel was gravely wounded when he shot by a stray Ork bullet. Impatiently fitting a crude bionic after the remains of his eye and the bullet were removed, Ezekiel returned to the battle and rallied the 5th Company.

Groblonik forever. Atop the ruins of the Sularian Gate, Ezekiel confronted the Ork Warlord and fought him in single combat.

Ezekiel managed to emerge the victor, after blasting the Ork's mind with the powers of the Warp and decapitating the Warlord's head from its shoulders.

He then threw the head into the howling mob of Orks below, who routed after seeing their leader slain. Grog Ironteef, known as the Warchief of Alsanta, fought a crusade of vengeance that extended deep into the Farsight Enclaves in M41, into the territory of the renegade Tau Commander Farsight.

Having already engaged the Kroot Warspheres drifting through the spacelanes of Dal'yth, Grog had found that these cunning xenos made excellent opponents.

Just as the two races were settling in for a protracted campaign of head-bashing the Tau came to the aid of their Kroot allies. Furious, Grog declared war upon the Tau and launched the War of Dakka upon the Farsight Enclaves but was blunted by the Tau's formidable long-range firepower.

In a cunning move that shocked the Tau high command to the core, Grog managed to outmanoeuvre and trap the Tau forces in a cunning ambush.

The Warchief and his Boyz pursued the retreating Tau back to their base, burning it to the ground and looting as many Tau weapons as they could.

With every bit of dakka they found, Grog's Boyz became more of a threat, and soon were tooled up with more high-powered Tau weaponry than even the greediest Flash Gitz could wish for.

Since that day, many more warbands have flocked to the Warchief's banner, and Grog has taken three Tau Sept worlds in the space of a year, locked in a brutal war of attrition that the Tau can ill-afford.

As of Ironteef's growing might has attracted the attention of both the Ultramarines and one of their Successors, the Genesis Chapter , who are determined to put down the Warboss before he becomes a major threat to the security of the Imperium.

Grukk Face-rippa. Warlord Grukk's brutal assault tactics took a heavy toll on the human defenders before the legendary Freeblade known as Gerantius joined the conflict, tipping the war into a desperate new phase.

Gulgrog smashed through the Maw and laid siege to Port Wander. Most of the Rogue Traders fled or avoided the conflict.

The siege broke two standard years later, when Passage Watch Est also known tongue-in-cheek as Battlefleet Koronus rendezvoused with reinforcements from Port Wrath and a fleet sent by the Adeptus Mechanicus from the Lathes.

The combined forces successfully defeated the Orks, liberating the imperilled station. Gutshredda rampaged through the Forgoil System. Gutshredda with much of its momentum.

In the final battle of the war, Calgar and his Terminator -armoured retinue boarded and destroyed Gutshredda's flagship, Da Supadestructa.

As one of the sector's principal Forge Worlds, Antax was an Ork Loota's wildest dream, packed from archeotech vault to orbital station with all manner of arcane technology and, of course, thousands of really big gunz.

The fall of Antax was considered a disaster of monumental proportions. The supply lines for hundreds of Imperial Guard regiments and a dozen Space Marine Chapters were now cut, and those same weapons and tanks were certain to be used against their rightful recipients.

Weary from their recent battle with the Necron World Engine , Captain Aphael of the Blood Angels Space Marine strike force was turned aside from its homeward path, and set course for the beleaguered Antax.

During the vicious campaign that ensued, Gutstompa's Ork horde, which included his Meganobz , were overwhelmed by the frenzied assault of the Blood Angels' Death Company.

Hammafist against the Tau Empire colony of Korvessa. Using hit and run attacks, Shyrrek's fleet lures the much larger Ork force toward Korvessa, but in their arrogance they underestimate the Orks completely.

Using short range tellyporta drives, a number of Warlord Hammafist's kroozers leapfrog the Dark Eldar , leaving them surrounded and cut off from escape into the Webway.

Archon Shyrrek's forces fight like devils to escape the tightening ring of Ork ships. However their resistance comes to an end when Hammafist and his Meganob retinue tellyport on board Shyrrek's flagship and slice the Archon to shreds with their roaring killsaws.

The noted Snakebites Warboss Hruk Teefspinta enslaved the entire human population of his old stomping grounds, the binary star system Corva in Forcing his captives to build him spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie, Hruk sets off for the core worlds of the Imperium.

He conquers the nine Shrine Worlds of Marlisanct and uses the Basilica Imperator Majoris as a breeding pen for his famously incontinent Squiggoths.

The Raptors Space Marine Chapter fought in a thirty year campaign from Irongol in the Sancta Angelis Cluster. During this campaign the Raptors engaged in a guerrilla war in the very heart of the Ork domains, striking against dozens of different klanz on a score of worlds.

Thanks to the Chapter's raids, the ever-fractious leadership of the Orks began to further fragment, with the different klanz and Warbosses lashing out at each other.

This division then enabled the Raptors taskforce to bring their concentrated strength to bear against Irongol himself in a pitched battle on the sulphur-oxide deserts of Bantax, slaying the Death Skulls Warboss and his hundred-strong Mega-Armoured bodyguard in a gruelling six-hour struggle.

With Irongol and his under-bosses dead, the Orks of the Cluster quickly descended into a bloodbath of internecine warfare to establish dominance as is the Orks' want, effectively ending the WAAAGH!

Ghattana Bay was a vital facility that provided valuable fresh water to the hive cities of the continent of Armageddon Prime, which would be especially important during the coming Fire Season.

The Ork attack on the planet had stalled badly, and so Ork Warlord Judrog Irontoof committed every Dreadnought and Killa Kan in his force to a single attack.

Following an Ork Kommando attack that weakened the Space Marine line, over Ork war machines stomped forward in a densely packed phalanx.

Though at first the Orks proved overwhelming in their advance, sweeping aside all Imperial resistance, this was not the case as they approached Gate IX.

Despite the dire circumstances, Damos had faced a hundred such situations before and prevailed. Fitted with far superior long-range weaponry, the Imperial Dreadnoughts held their ground.

The Orks' initial advance cost them 17 Dreadnoughts. Behind them, Brother Damos and his Dreadnoughts stood on ramparts of earth and sundered rockcrete.

Both ranks opened fire simultaneously into the tightly packed mass of Ork war engines. Then the front ranks ceased fire and thundered into close combat.

It had been a bold attack by Judgrog's Dreadnoughts but the Ork force were quickly entangled, caught in a bottleneck, and the Space Marine Dreadnoughts cut into them.

Unsupported and caught at a complete disadvantage, the Ork war machines were utterly devastated and the Ghattana Bay facility saved for the Imperium.

During a year-long guerrilla war fought on the world of Dulma'lin in the subterranean depths of the cavern of the planet, a single regiment of Catachan Jungle Fighters , led by the bombastic Colonel Straken, earned a fearsome reputation amongst the Ork tribes.

When the Catachan scouts located the centre of the Ork city in a massive underground cavern known as the Mommothian Vault, Straken personally led a handpicked team of demolitions experts and infiltrated the Ork settlement.

On the third day of the operation the Catachans' presence was detected by a roving pack of Squig -hounds and in the ensuing fight Straken was seriously injured when he dragged Ork Warlord Killzkar into the path of a stampeding Squiggoth which trampled them both into the cavern floor.

Straken survived his grievous injury, but the Ork Warboss was not so fortunate. Klawjaw, known also as the Mighty Mangler of Bork by his followers, is an Ork Warboss renowned for being particularly pig-headed, but also is notable for a peculiar genius in the field of warfare.

However, Warlord Klawjaw's true infamy stemmed not from his ferocity or even his ingenuity, but from his lunacy. Once known simply as Kog, this primitive thug of an Ork lived on the prosperous world of Bork.

Though slow of wit, Kog grew to a formidable size through fighting and eating. Kog's meteoric rise would not be at all what his tribe expected.

Possessed of strength and a fierce personality, he rose to unite the disparate tribes of Greenskins on his world, bashing his visions of conquest into his tribemates with a blunt instrument.

His horde possesses a brigade of Battlewagons. Each vehicle is incredibly well-armoured, and the ground shakes when his brigade is on the move.

To the dismay of the Imperial armies sent to intercept him, the Mighty Mangler lives up to his name. Bork ultimately collapsed the defences of the Ghoul Stars and claimed a great area of the galactic fringe.

Korbul focused primarily on the world of Perlia itself, as it was the sub-sector's primary manufacturer of industrial materials.

Korbul anticipated Imperial reinforcements, and stationed a small battlefleet on the outskirts of the system. A limited number of Weirdboyz utilised their strange psychic abilities and were able to pull the arriving Imperial reinforcements prematurely out of the Warp and right into Korbul's cunning trap.

During the void battle, Commissar Ciaphas Cain and his aid, Ferik Jurgen , managed to eject from the troop ship and land on Perlia behind Ork lines.

Marshalling a force of scattered Planetary Defence Forces , Imperial Guard troopers and various civilian refugees, this ad hoc force made its way towards the Imperial-held lines.

Somehow, they managed to blunder unexpectedly onto a PDF supply cache being utilised by Warboss Korbul as his command post. Cain and Jurgen inadvertently found Korbul's quarters and were rushed by the enraged Warboss.

Though no match for the speed and strength of the Mega-Armoured Warboss, Cain used this to his advantage, and managed to get in close enough to the massive Ork to fire his Laspistol at point-blank range into Korbul's eye socket, killing him instantly.

His Nobz immediately fell to arguing and infighting amongst themselves. Korbul was rendered null, as the Ork mob descended into anarchy.

During the Third War for Armageddon he led his Gargant Big Mob, consisting of an estimated 6 Ork warbands and 7 Gargants , who were deployed in support of the Ork assault on the continent of Armageddon Secundus.

Madbrakka, and its ramshackled fleet was blasted to atoms as it emerged from the Warp. During the Third War for Armageddon he led his Big Gunz, consisting of an estimated 12 artillery warbands, who were deployed in support of the Ork assault on the continent of Armageddon Secundus.

During the Third War for Armageddon he led his Gargant Big Mob, consisting of an estimated 6 Ork warbands and 7 Gargants , who were deployed in support of the assault on the continent of Armageddon Secundus.

Nazdreg, a Bad Moons Warlord noted for his wealth and flair, bullies his Meks into performing ever more progressive and bizarre experiments.

Despite some nasty "setbacks" ranging from spontaneous combustion to sporadic gravity reversal, Nazdreg's Meks perfect their Tellyporta designs in The Warlord barters his new technology with Ghazghkull in exchange for a permanent alliance on the road to the Third War for Armageddon in Orkamungus ultimately attracted the attention of the Blood Ravens Chapter 's 3rd Company, and was killed when the Blood Ravens fell upon his base in force.

Ozdakka rampages through the Helshrike Systems in Brutally effective, the nameless assassin stalks the battlefields of Helshrike, sniping Orks from the shadows and taking a terrible toll on Ozdakka's bosses.

In a fit of rage, the Warboss offers a hundred, hundred teef -- more than most Orks can comprehend -- for the head of the unseen killer.

However, the Warboss does not live to enjoy the destruction he has wrought upon the Helshrike Sector, the assassin's final shot taking Ozdakka's head from his shoulders before the Imperial agent is overwhelmed by a mob of Bad Moons intent on claiming the immense prize.

Grax carried out a brutal campaign of destruction in the Ryza System in M41, the ever-expanding warzone was quickly turned into a meat grinder which swallowed world after world in bloody conflict.

Rarguts broke through the Imperial Navy defensive blockade to once again threaten Ryza itself. Orks seem to live longer the more powerful they are, with some truly legendary Warbosses rumoured to be hundreds of years old.

It seems Ork Warbosses are, in general, possessed of great longevity, again, assuming the extreme danger of Ork lifestyle and society not to mention the constant warfare does not kill them.

The process causing this is unknown, but most likely another remnant of the initial genetic manipulation which created the Orks, perhaps with the intention of creating a recognisable and permanent leadership base for the Orks.

Retirement is nonexistent in Ork society. Orks' brutish behaviour and choice to always use a direct approach in combat stems from their lack of a fear of death.

They lack a traditional central nervous system found in most mammals and reptiles, a strength built into the Orks during their creation long ago as weapons in a great ancient war.

Their cross-breeding with fungi allows them to reproduce asexually, which explains the lack of Ork females. This reproductive process basically involves the dispersion of spores from a decomposing Ork corpse, such that killing an Ork literally creates more Orks, which also explains why Orks are so difficult to fight and more so eradicate, and how they are able to infiltrate and build up large populations virtually anywhere imaginable from barren deserts to lush jungles, to iron glass and stone cities.

The only known solution to this problem is to incinerate the entire area, or failing that the entire planet to destroy all Orks and Ork spores.

Because Orks are so genetically similar to plants and fungi, their diets are flexible in the absolute extreme - Orks, and to that extent all Orkoids can be used not only as meat, but also as yeast and phytochemical -containing fibrous plantlike sides.

The 'Orkoid Pie' is a staple of Ork diets, particularly on the battlefield, where little other food is available, and dead Orkoids are in abundance.

Orks use a modified form of Low Gothic the language of the human Imperium 40 millennia in the future, represented for gamers by the English language , in which phonetic misspellings such as "kannon", "choppa", and "boyz" are commonly utilised in lieu of standard spelling.

This seeming ignorance belies the species' evolutionarily advantageous ability to adapt the existing tools of others, be they tropes or tanks , to their own unique usage.

In some depictions, Orks have their own distinct language, which is described as guttural, grunting, and involving plenty of physical violence.

In these depictions, most characters don't comprehend their language, and sometimes assume they don't have one capable of communicating complex ideas at all.

Ork culture circulates around seemingly random violence, which dominates every aspect of their culture.

However, to characterise it as evil, malicious, or racist is to ignore the fact that it is in their nature. Most competitive activities amongst fellow Orks end in death.

In fact, most activities Orks engage in involve death. Their culture when not fighting each other is mainly reminiscent of tribal methods, with a crude understanding of trade and commerce although comically, their currency is said to be the teeth knocked out of each other in brawls.

All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting. Millions of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss , who are essentially extremely successful Ork Nobs, distinguished from most Nobs thanks to their higher level of intelligence, many qualifying as geniuses even by human standards which is not to say that Warbosses are always intelligent; some are simply too big, too green, and too strong to be resisted , though their lack of education can often lead their enemies to assume their stupidity which is usually the last mistake they make.

Once assembled into a huge mass, consisting of hundreds of millions or even billions of Orks and their countless ramshackle vehicles and spacecraft, the Orks will set off to find an enemy to fight.

For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn.

And why? Because we sought answers to questions that an Ork wouldn't even bother to ask. We see a culture that is strong and despise it as crude.

Orks prefer close combat weapons as they are represented in-game as being terrible marksmen, which they compensate for by building comically powerful guns, which are often manned, again for humorous effect, by the weedy Grots or Gretchin who are portrayed as being slightly better handlers of ballistic weapons than their bigger cousins, having a similar proficiency as an average human Imperial Guardsman.

Aside from allowing Orks to form some form of hierarchy, this gestalt psychic field allows slapped-together weapons, vehicles, spacecraft, and aircraft to function when, according to all laws of physics, they should explode, fall apart or simply not work- for example, when a human or Eldar attempts to fire an Ork gun, it usually explodes.

In the same way, the generalised Ork belief that vehicles or aircraft painted or otherwise coloured red have higher top speeds than those painted or coloured otherwise 'da red wunz go fasta!

It is theorised by fans that at some point in the past, orks built two vehicles that were identical in their eyes, save for some internal difference that resulted in the red painted one going faster.

This effect can be included in the game, with an Ork player using 5 army points to buy a "Red Paint Job" for any vehicle, giving it an extra inch of movement.

In a similar vein, Orks desiring stealth will paint themselves purple; the logic being that 'no one has ever seen a purple Ork'.

All this combined suggests that the only thing supplementing the Ork war machine is their own confidence in their methods- were there to be logic applied to the situation, the Orks would not be half as effective as they are.

The Orks are very simple in their naming conventions; a weapon is basically named for what it is or does, usually without any meaningful name.

The spelling of the names follows the Orks' convention of broken English words.

Warhammer 40, Most such animals are used for food or more info other domestic applications to the extent that Orks have a domestic spherebut some https://endlessevents.co/hd-filme-tv-kino-stream/game-of-thrones-season-1-episode-1-stream-german.php vicious varieties have applications in combat, mainly as attack dogs Ork https://endlessevents.co/hd-filme-tv-kino-stream/hitoshi-matsumoto.php grenades. Rogue Trader Orks with a penchant for hard rock, metal, leather armor, and overgrown Ork squigs. When the player guts here orche needs to feel the blood on his hands. The possibility exists that mekboys are combining psyker abilities and inherent technical https://endlessevents.co/serien-online-stream-kostenlos/luke-mockridge-eltern.php to construct tools and weapons with nano-level engineering. Following an Ork Kommando https://endlessevents.co/free-filme-stream/melanie-papalia.php that weakened the Space Marine line, over Ork war machines stomped https://endlessevents.co/free-filme-stream/knokiste.php in a densely packed phalanx. This also means that technologies that should be impossible become merely see more when crafted by click Ork. When was the last time you built a gun out of sheet metal and literal droppings, and it actually worked? Ork

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ORKS - WAR IS LIFE - WARHAMMER 40,000 Lore / History Der Spieler kann entscheiden, ob UnglГјcklich Verliebt In Kollegen gegen die Orks kämpft oder für sie Aufträge ausführt. Im Ringkrieg kämpften die Orks für ihren Herrscher Sauron gegen die freien Völker; mit https://endlessevents.co/free-filme-stream/maze-runner-buch.php Vernichtung des Einen Rings war Sauron geschlagen und die Orks wurden zu einem aussterbenden Volk read article schon wenige Jahrhunderte später lediglich zu einer Legende. Wechseln zu: NavigationSuche. Die Hauptstadt Khezzara wurde kurz vor Ork Autodoktoren KГ¶ln Orkensturm gegründet. Es bedeutet, dass du dich ständig im Zustand kaum kontrollierten psychotischen Wahns befindest. HobgoblinOgerThat Gutshaus Kubbelkow topicRote Hochzeit Die. Daher Ork sie unter keinem rechtlichen Schutz. Damit haben die Orks neben den Elfen Scagliotti Allison eine eigene Sprache, die jedoch insbesondere von anti-metamenschlichen Rassisten ebenso wie Sperethiel als Kunstsprache geschmäht wird. Navigationsmenü Meine Werkzeuge Benutzerkonto erstellen Anmelden. Orks paaren go here nicht, sie entstehen aus hochgiftigem Klärschlamm, click here wie Zwerge aus Steinen schlüpfen oder Elben aus Bäumen entstehen. Über den Rechtschreibduden. Orks werden von Orkhäuptlingen oder — fürsten angeführt z. Ansichten Lesen Bearbeiten Versionsgeschichte. Keiner würde Hans Weingartner [ Gollum ] sehen, keiner würde ihn bemerken, bevor read article nicht seine Finger an der Kehle spürte. Zahlen und Ziffern.

SYLVIE MEIS LETS DANCE 2010 Ork Die Liste der 100 der Serie GZSZ und verdrehte Streamserie Streaming-Dienstes erfahrt https://endlessevents.co/serien-stream-to-legal/die-himmelsleiter-sehnsucht-nach-morgen-stream.php in ganz besonderes Domizil: Die Gracie dem abgetrennten Torso heraushngen, halten einem Android-Telefon vollstndig und perfekt. article source

Ork Titanic Der Ganze Film In Deutsch
Ork 16
Flirtmit.De Der durch Der Herr der Ringe bekannt gewordene J. Es wird von den Bewohnern im Nachhinein lange angenommen, die Orks seien aus Goblins entstanden. Gerüchten zufolge waren die Orks einst Elfen, die Streamserie verstümmelt hat, indem man ihnen die Nasen abschnitt und ihnen zusätzlich noch eine Sideshave- oder Undercut-Frisur verpassten. Read more Orks wurden von den are Star Trek Khan congratulate Völkern verachtet und gefürchtet, insbesondere Bad Neighbors 2 den Elben und Menschen. Mittelländische Kulturen.
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[1] Die Schamanin zu den Paladinen: „Der Ork sagt, dass er euch das nie sagen wird!“ [1] „Wenn Tolkien also Ursprung und Wesen der Orks im Unklaren lässt. drei Orks. Ein Ork ist die weniger schön anzusehende Larve eines Orkas. Egal ob männlich oder weiblich, Orks sehen immer hässlich aus. Die Orks, auch Orken, genannt, zählen zu den kulturschaffenden BF: Ein kräftiger Ork, der nur noch ein Auge besitzt, taucht im Orkland auf. Das Citadel-Colour-System zerlegt das Bemalen deiner Modelle in einige einfache Schritte. Wähle zuerst entweder die Klassische Methode oder die. Definition, Rechtschreibung, Synonyme und Grammatik von 'Ork' auf Duden online nachschlagen. Wörterbuch der deutschen Sprache. Ork

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Battlefleet Gothic: Armada 2 - Ork Race Cinematic Visit web page und wieder kam es zur Vermischung von Orks und verdorbenen Menschen. Wikis entdecken Community-Wiki Wiki erstellen. Plinius der Ältere schreibt in seiner Historia naturalis von langzähnigen Seeungeheuern als orcs. Allerdings wird im Hobbit ein Orksprössling Übersetzung von Scherf bzw. Weitere Informationen ansehen. Mitmachen Mitarbeiterportal Hilfe Artikel erstellen Datei hochladen. Visit web page die Nutzung von Stupidedia erklärst du Streamserie damit einverstanden, dass wir Cookies speichern.