The Orks are a race from the fictional Warhammer 40,000 universe. They are described as being tall, muscular humanoids, with green skin and a penchant for violence. In many ways they are analogous to (and based upon) the Orcs of Games Workshop's Warhammer Fantasy setting, although differences have emerged as the two universes have become officially separated. Alongside the Space Marines, Chaos and Eldar, Orks are one of the most iconic elements of the Warhammer 40,000 universe.

The Orks are characterised by large, crude weapons called 'choppas', hordes of poorly armed and armoured troops, inaccurate but high-volume firepower, and a number of insane or improbable weapons such as the Shokk Attack Gun or the Lifta-Droppa. Despite their violent nature, Orks are often utilised as the comic relief in the darkness of the 40k universe. Almost alone among the races of Warhammer 40,000, the Orks are represented as actively enjoying the omnipresent violence and harshness of the setting (in the mind of an Ork, WAR has the same meaning as the word FUN).

Orks are noted as being the most numerous race in the galaxy, and they comprise the most common alien threat faced by the Imperium. They are warlike and undisciplined, and their anarchic nature prevents them from fully realising their potential for destruction. However, Orks will unite in order to form a Waaagh! , which is a combination of holy war, mass migration and mob violence. At any one time there are many individual Waaaghs being formed and fought across the galaxy.

Appeal

Ork armies have a number of characteristics to interest players. Individual Orks are exceptionally cheap in terms of points and come in squads of up to 30, and this allows players to build a large horde of models which can outnumber a more elite opponent several times over. Orks are relatively tough, and gain a high number of attacks in close-combat. The basic playstyle promotes a swarming rush across the battlefield, in order for the Ork player to reach assault range as quickly as possible.

Ork armies are also very customizable, both in terms of modelling and army strategies. The huge variety of units available to an Ork player allows them to develop almost any style of play imaginable, from a shooty horde to a hyper-elite close combat specialist force to a mechanised army mounted in a variety of ramshackle vehicles. Orks are easily converted, with a large number of kits having a wealth of interchangeable plastic parts. On top of this, their general appearance is crude, and many of their vehicles are constructed of little more than scrap, allowing an endless variety of parts to be incorporated into the range.

Considering this, the Orks are far less conventional than most of the other forces available in the Warhammer 40,000 universe. The unique (and often humorous) nature of the Orks contrasts sharply with the dark or tragic tone of other armies. Orks are defined by their cheerful, hearty approach to exceptional brutality, and as such may appeal to players who prefer a lighter edge on Warhammer 40,000's endless 'grim darkness.'

A commonly-cited Ork quote states that "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't lose either, cos we can come back for annuver go, see!". Many Ork players take this to heart, and this relaxed approach to the game can translate into a more enjoyable experience for both players.

Development

Orks first appeared in the Rogue Trader rulebook and the Space Orks boxed set, containing eighteen metal models. These Orks were squat, powerfully muscled humanoids, wielding crude ballistic weaponry (usually blackpowder or other explosive projectile-based equivalent) and large "stikkbombz" or stick grenades. They also wore helmets and other paraphernalia, and the model range was reminiscent of German equipment from World War I.

Additional rules, cultural details, and painting guidelines were given in the later expansions Waaagh! Da Orks , 'Ere We Go! and Freebooterz (the first being a fluff-only background volume with some painting guide hints, the second and third providing detailed army lists for each major orkish klan as well for a host of colorful and bizarre collection of mercenary orkish units, from ork space pirates to renegade chaos worshippers, from motor-addicted speed freaks to ork-genestealer hybrids). An explanation for the combination of brutal stupidity with relatively high technology was now found: Orks had been created, in times long past, as a warrior race by the long-vanished Brain Boyz .

Orks are genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by Mekboyz who are genetically predisposed to working with machinery. Mekboyz require very little (if any) training in their function, since they understand mechanical principles at an instinctive level. This understanding was encoded into their genes by the mysterious Brain Boyz. Mekboyz are part of a larger Orkish subtype known as Oddboyz . Other Oddboy types include Painboyz , Runtherdz and Weirdboyz (respectively, Orkish doctors, slave trainers and traders and psychic shamans).

Current Edition

The current Codex: Orks was released at the tail-end of 4th Edition, on the 12th of January 2008.. Despite the release date, most players view the Codex (alongside Codex: Chaos Daemons) as having been written with 5th Edition in mind. The Codex was accompanied by the release of a number of new models for the Ork range, including redesigned Trukks and Warbikes. The Codex also added units and equipment to the Ork army, many of which had been featured in the 2nd edition and removed for the 3rd. This includes the Shokk Attack Gun and the Weirdboy.

Modern Orks are still green-skinned, but they are much taller and more ape-like than the squat Orks of Rogue Trader. They have also lost much of the Prussian imagery, and the more recent models wear a variety of leather and crude armour plates. The basic armament of an Ork is either a slugga (a large pistol) and a choppa, or a shoota (a large, loud automatic weapon).

A second wave of Ork models was released in January 2009. This include plastic Ork Nobz, Gretchin, Stormboyz and the Battlewagon; as well as metal special character figures for Kaptin Badrukk, Boss Snikrot, and Boss Zagstruk.

Physiology

Orks are green-skinned, a side effect of their blending on a genetic level with fungi (explained in more detail below). Orks are genetically engineered for combat, and quite efficiently so. They are extremely strong, and their squat bodies can withstand immense punishment. This is fortunate since the Painboyz operate on a generally nineteenth-century level of "surjikul" knowledge; unlike humans, though, Orks are quite capable of having limbs (or even heads) freely chopped and swapped onto a different body, and surviving the experience to fight again.

They 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 only possessing a set of lower legs or no legs at all. In earlier editions, Squigs were said to be a form of Tyranid with Ork genes. These include the "Eatin' Squig", a limbless blob which feeds on fungus, the "Growler Squig", a legged variety used as a sheepdog for Gretchin (in third and fourth editions referred to as a "Squighound" and available as an item of wargear), the "Attack Squig" a powerfully voracious little beast available as an item of wargear, and the "Face-eater Squig", a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.) There is also a larger sub-species of Squig, called a Squiggoth , that ranges in size from about that of an elephant to a 60-plus-foot monstrosity capable of stomping buildings into rubble. Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses. Another species of Squig is the "Hair-Squig" which the Orks do not eat, but wear on their heads as a form of decoration, as Orks are naturally hairless. Orks are known for pitying Humans (humies) for their lack of proper Hair squigs of varying colors.

Orks grow all through their lives, though the average Ork stands around the same height as the average man. The Ork would be far taller if he were only to stand up straight. In their normal walking and standing pose Orks hide about a foot in height; when standing normally in their pose they look similar to a gorilla. Orks growth rates can vary, however. The effect is notable in extremely aggressive Orks. As the Ork survives combat and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: he puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a Nob (short for "noble," but pronounced "knob"), a leader of Orks, noticeably larger, tougher, and of a darker green than the average. Once he begins to grow, an Ork will generally keep getting bigger, stronger, and greener 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, often standing over th

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