Contents
Contents
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
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?