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WARHAMMER
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WURKSHOP LOG · DAKKA-MOON KAMP · DAY 412DA MEKZ

DA ORKZ

Klans uv da Greenskin Tide

Da biggest choppa wins da fight. Da loudest dakka wins da war. Dat's da only ruling Mork ever wrote down.— scrawled on a Kustom Force Field schematic · Mek Snikrot
Da Green Tide

Even in the deepest jungles, the green tide finds a way — Ork Kommandos stalk their prey

The galaxy knows no greater threat to peace than the Orks, for the very concept is anathema to these savage, brutish creatures. Where the Empire fights for survival and Chaos for power, the Orks fight because fighting is what they were made for—it is their purpose, their joy, and the only thing that truly matters. They are the green tide that sweeps across the stars, a fungal plague of violence that has troubled every civilization since before humanity first looked up at the night sky. The Orks are not merely warriors; they are war itself given flesh, bone, and a really big choppa.
Unlike other xenos species that reproduce through conventional biological means, the Orks spread through spores that are constantly released from their bodies throughout their lives and in great clouds upon their deaths. These spores can lie dormant for centuries, waiting in the soil of conquered worlds, and when conditions are right, they spawn new generations of greenskins. This means that an Ork infestation, once established, is almost impossible to truly eradicate—even burning a world to ash may not destroy all the spores lurking in the deepest crevices. The Empire has learned this lesson time and again, declaring worlds cleansed only to face new WAAAGH!s generations later from the same cursed ground.

The green tide encompasses all types of greenskins — from mighty Warbosses to cunning gretchin

The Orks possess a peculiar form of psychic ability, though calling it such would offend any Aeldari farseer. Collectively, they generate a gestalt psychic field powered by their absolute belief in their own capabilities. If enough Orks believe something works, it does—their ramshackle vehicles held together by rust and optimism somehow function, their weapons fire despite being mechanically impossible, and their Warbosses grow larger and stronger simply because all da boyz expect them to be. This "Ork field" as some Imperial scholars call it, makes their technology impossible to replicate and their capabilities difficult to predict.
The society of the greenskins is brutally simple: might makes right, and the biggest Ork is the boss. Warbosses rise to power through violence and maintain it through more violence, gathering followers through the promise of good fights and better loot. When a Warboss grows powerful enough and gathers sufficient boyz to his WAAAGH!, the Orks enter a state of collective frenzy, sweeping across the stars to find the biggest fight they can. These great crusades are existential threats to any civilization unlucky enough to be in their path, for the Orks care nothing for diplomacy, surrender, or restraint.
The greenskins are divided into various Klans, each with distinct cultures, preferences, and fighting styles. The Goffs love nothing more than getting stuck in with choppas, the Evil Sunz are obsessed with speed and red vehicles, and the Bad Moons flaunt their wealth with flashy guns. The Blood Axes are cunning enough to use Imperial tactics, while the Deathskulls are notorious looters and the Snakebites cling to traditional ways. These Klans rarely unite except under the banner of a truly mighty Warboss whose WAAAGH! calls to them all.
Beyond the common Boyz who form the core of every mob, the Ork species includes numerous specialized castes. Mekboyz instinctively understand technology and build the vehicles, weapons, and contraptions that fuel the war machine. Painboyz are the closest thing to doctors, though their patients often wish they had simply died. Weirdboyz channel the collective psychic energy of nearby Orks, unleashing devastating powers at the risk of their own heads exploding. Each type of Ork knows its place in the great green machine of war, working together in chaotic harmony.
The relationship between Orks and other species is magnificently simple: everyone exists to provide a good fight. The Empire offers endless opportunities for battle, and the Space Marines are considered particularly enjoyable opponents. The Aeldari are fast and tricky, making them fun to chase. The Necrons are tough enough to provide a proper scrap, though they annoyingly refuse to stay dead. The Tyranids offer an unusual challenge since they cannot be intimidated or broken, and the T'au die satisfyingly when you get close enough to krump them. Even Chaos provides entertainment, though Orks find Chaos worship confusing—why worship gods when you could be fighting?

Each Klan has its own colors and style — this Bad Moon flaunts his wealth through golden gear

Every Ork belongs to a Klan, a cultural grouping that defines how they approach the great and glorious business of making war. These are not rigid organizations like Imperial regiments or Aeldari craftworld hosts, but rather shared philosophies and traditions passed down through the generations. An Ork knows his Klan by instinct, drawn to others who share his preferences for how best to get stuck in and krump da enemy. The different Klans may fight together in a WAAAGH!, but they maintain their distinct identities even when united under a mighty Warboss.
The Goffs are the most numerous and arguably the most Orky of all Klans, devoted to close combat above all other forms of warfare. They consider shooty weapons to be for cowards and believe that the only proper way to win a fight is to get right up in the enemy's face with a choppa. Their Boyz are bigger, meaner, and more disciplined than most, marching in relatively ordered formations to deliver devastating charges. The greatest Goff Warbosses have led some of the most devastating WAAAGH!s in history, including the legendary Ghazghkull Mag Uruk Thraka who has brought the Empire to its knees on multiple occasions.

The Klans bring diverse approaches to warfare — from brutal melee to speed-obsessed racing

The Evil Sunz are speed freaks, utterly obsessed with going fast. They believe firmly that red vehicles go faster, and their war machines are invariably painted in garish crimson regardless of practical considerations. Their Warbands are dominated by bikers, buggies, and aircraft, sweeping across battlefields in a roaring tide of engines and dakka. The Evil Sunz often serve as the fast-attack elements of larger WAAAGH!s, racing ahead to engage the enemy while slower Klans trudge behind. Their Mekboyz are particularly skilled at coaxing ever greater speeds from already dangerous vehicles.
The Bad Moons are the wealthiest Klan, distinguished by their teeth growing faster than other Orks—and since teeth serve as currency in Ork society, they are perpetually rich. They flaunt this wealth through flashy equipment, the biggest guns, and the gaudiest vehicles. Where other Klans might make do with rusty choppas, Bad Moons carry custom-built shootas with all the trimmings. They are often looked down upon by other Klans as flashy gits who rely too much on their fancy gear, but their firepower makes them valuable allies in any scrap.
The Blood Axes are considered dangerously un-Orky by their peers, for they have adopted many tactics and even equipment from the Empire they fight. They use camouflage, conduct reconnaissance, and even negotiate with humans when it serves their purposes. Other Klans view them with suspicion, but their cunning makes them effective—and results are what matter in Ork society. Blood Axe mercenaries have been known to work alongside Imperial forces against common enemies, though such alliances invariably end in betrayal when the fighting gets good enough.
The Deathskulls are looters and scavengers, obsessed with collecting battlefield trophies and salvage. They believe blue is lucky and paint themselves and their equipment in that color, festooning their gear with lucky charms and talismans. Their Mekboyz are particularly adept at cobbling together functional equipment from the wreckage of fallen enemies, and Deathskull warbands often field a bizarre array of looted Imperial, Aeldari, and even T'au technology. They will steal anything that is not nailed down, and quite a few things that are.

Mekboyz instinctively understand technology, building impossible machines through sheer belief

The Ork species encompasses a remarkable variety of specialized castes, each instinctively suited to their role in the great war machine. Unlike the careful genetic engineering of the Empire or the path systems of the Aeldari, Ork specialization is organic and natural—Mekboyz simply know how to build things from the moment they sprout, and Painboyz are drawn to the fascinating business of what makes other creatures tick. This caste system keeps Ork society functioning in its chaotic way, ensuring that every WAAAGH! has the specialists it needs to keep fighting.
The common Boyz form the backbone of every Ork warband, the howling green masses that crash into enemy lines with wild abandon. They are divided into Slugga Boyz who prefer getting close with choppa and slugga, and Shoota Boyz who lay down suppressing fire as they advance. Though individually no match for a Space Marine or Aspect Warrior, the Boyz fight in overwhelming numbers and with a ferocity that can overwhelm even the most disciplined opponents. Their greatest strength is their resilience—Orks are incredibly tough and can continue fighting through wounds that would kill a human instantly.

From common Boyz to Nobz to specialized castes, every Ork knows his place in the war machine

The Nobz are larger, meaner Orks who have proven themselves through countless fights, growing in size and authority as they accumulate victories. They serve as the officers of Ork society, leading mobs of Boyz through a combination of tactical acumen and liberal application of violence to anyone who questions their orders. The biggest and strongest Nobz form the personal retinues of Warbosses, serving as bodyguards and enforcers. Some Nobz grow large enough to challenge for leadership themselves, though such attempts are only successful if the challenger can actually beat the current boss in a fight.
Mekboyz are the engineers and inventors of the Ork species, possessing an instinctive understanding of technology that allows them to build everything from simple guns to massive war machines. They maintain the vehicles, weapons, and infrastructure that allow WAAAGH!s to function, though their understanding is more intuitive than scientific. A Mek cannot explain why his contraption works—he just knows it does, or will once he adds more dakka. Their greatest creations include the towering Stompas and Gargants, massive walking fortresses that dwarf even Imperial Titans.
Painboyz serve as the doctors and surgeons of Ork society, though their bedside manner leaves much to be desired. They are obsessed with how bodies work and how they can be improved, viewing every patient as an opportunity for experimentation. Their "improvements" include crude bionics, experimental surgeries, and the infamous Dok's Tools that can keep an Ork fighting through injuries that should be fatal. The fact that patients sometimes die on the table is considered an acceptable cost—the surgery was a success even if the patient is a bit dead.
Weirdboyz are Ork psykers, capable of channeling the collective psychic energy generated by nearby Orks into devastating attacks. Unlike the disciplined psykers of other races, Weirdboyz have no control over their abilities—they are essentially living lightning rods for the WAAAGH! energy, and when too much builds up, it explodes out of their heads in unpredictable ways. This can manifest as bolts of green lightning, teleportation, or their skulls literally exploding. Most Weirdboyz are kept in copper-lined cages when not in battle, for everyone's safety.

When the WAAAGH! calls, every Ork feels the irresistible urge to join the greatest fight

The WAAAGH! is the ultimate expression of Ork culture, a great migration of violence that sweeps across the stars consuming everything in its path. It is simultaneously a military campaign, a religious experience, and a force of nature—when enough Orks gather under a powerful enough Warboss, the psychic energy of their collective bloodlust becomes almost tangible, driving them forward in an unstoppable green tide. The Empire has faced countless WAAAGH!s throughout its history, and each one has required the commitment of massive resources to halt.
A WAAAGH! begins when a Warboss grows powerful enough to attract followers from beyond his immediate warband. As his reputation for winning fights spreads, more Orks flock to his banner, and with each victory, his strength grows further. The psychic field generated by the growing mob makes the Warboss literally larger and stronger, creating a feedback loop that can result in truly massive specimens. When the Warboss decides it is time to find the biggest fight possible, he calls the WAAAGH!, and the great crusade begins.

The WAAAGH! is war, religion, and migration combined — the ultimate expression of Ork culture

The scale of a WAAAGH! can vary from a relatively minor incursion involving a few million Orks to galaxy-spanning catastrophes that threaten entire sectors. The great WAAAGH!s of history have required the combined efforts of multiple Space Marine Chapters, Titan Legions, and Imperial Guard armies to defeat. Some have only ended when the Warboss was slain and the Orks fell to fighting among themselves for succession. Others have been redirected toward other threats, most famously when WAAAGH!s have been pointed at Tyranids hive fleets, allowing the two threats to weaken each other.
The military forces of a WAAAGH! are as diverse as the Orks themselves. Infantry mobs of Boyz form the core, supported by the vehicles and artillery of the Mekboyz. Nobz lead from the front, while Weirdboyz channel psychic devastation into enemy ranks. Deff Dreads and Killa Kans stomp alongside the infantry, and overhead, Dakkajets and Fighta-Bommas dominate the skies. The largest WAAAGH!s deploy Stompas and even Gargants, massive walker-fortress hybrids that can challenge Imperial Titans. All of this force is directed by the Warboss and his subordinate Warlords in what might generously be called a command structure.
The aftermath of a WAAAGH! is often as dangerous as the WAAAGH! itself. Even if the main force is defeated and the Warboss killed, the spores released by dying Orks seed the conquered worlds for future generations. The survivors scatter into smaller warbands, raiding and fighting until a new boss rises to unite them. And the weapons, vehicles, and structures left behind by the WAAAGH! become hazards for centuries, as Ork technology has no safety features and no expiration date. The Empire has learned that defeating a WAAAGH! is only the first step—truly cleansing an Ork infestation can take generations of vigilance.
The greatest WAAAGH!s of the modern era are led by Ghazghkull Mag Uruk Thraka, a Goff Warboss of unprecedented size and cunning who claims to receive visions from Gork and Mork themselves. His WAAAGH!s have devastated the Empire multiple times, most notably the Wars for Armageddon that have twice brought that vital hive world to the brink of destruction. Unlike most Warbosss who die and are replaced, Ghazghkull has survived defeat after defeat, always returning stronger and more dangerous. Many in the Empire fear that he is building toward something truly apocalyptic—a WAAAGH! that will be impossible to stop.