| |
| Basic Information | |
| Moe Attribute Name | Orks |
|---|---|
| Moe Attribute Aliases | Orks, Orkoids, Greenskins |
| Moe Attribute Category | Race |
| Typical Characters | Ghazghkull Mag Uruk Thraka |
Orks (English: ork, hereinafter referred to as "Orks" and "Greenskins")are a race appearing in Warhammer 40,000.
Orks are, in the entire Warhammer 40K universe,the biggest, strongest, and greenestrace, and also the most joyful race in this grimdark universe, because these Greenskins never care about things like the future or destiny; all they have in their minds isWAAAGH! and a good scrap.
No one knows the true origin of these Greenskins, not even the Orks themselves—because Orks never care about their history. Currently, the most widely accepted version is that the Orks were created by a group calledthe "Old Ones"(English: Old Ones, called by the Orks"Brain Boyz" (brain boyz)) an ancient, highly intelligent race created them for the purpose ofWar in Heavento eliminate their mortal enemies, theNecronsandAeon, and unlike modern Orks, the Krork (English: Krork) created by the Old Ones werebigger, stronger, and greener than modern Orks, equipped with all sorts of impressive gear,and vast amounts of technical knowledge and learning modules were encoded into the genes of some of their strains; to prevent them from going rogue, the Old Ones planned to install control systems for them.
It can be said that these greenskins were born for war from the very beginning, existing as biological weapons without high-level intelligence. So why did the Krork become what they are today? Because before the control systems could be installed, the Old Ones perished, and the Krork went completely out of control, spreading like weeds. Over time and under environmental influences, the Krork gradually evolved into the Orks of today.

These greenskins have a unique physical structure; their bodies are half-animal and half-fungus. Orks lack many organs or systems essential to other biological life, replaced instead by extremely tough bones and skin. This greatly increases their resilience and damage tolerance; injuries like severed limbs or decapitation are considered minor to them—they just sew them back on and that's it.
Orks are not sexually reproducing organisms—strictly speaking, Orks "grow." When an Ork matures enough to add new members to its population, it begins to unconsciously scatter spores. These spores are incredibly resilient and grow wherever they land. Once on the ground, the spores send mycelia deep into the soil to absorb nutrients. Upon maturity, a pod develops, containing many unborn greenskin creatures—yes, greenskins are not just Orks; they are an entire ecosystem. When the time is right, a greenskin mushroom or fungus grows, and then...Gretchin(English: GRETCHIN) andSnotlings(English: Snotling) andSquigs(English: Squigs) will emerge from the ground in batches, with Orks being the last to emerge.
Although all Orks continuously release spores throughout their lives, the most significant and massive release occurs when an Ork is injured or dies, meaning that combat is actually part of the reproductive process for Orks. Additionally, these spores are no different from other fungi in that they obtain nutrients by absorbing decaying matter; therefore, eradicating Orks is an extremely difficult task, because as long as a single spore remains uncleared, then a few days later,you humies will see a massive Waaagh! tide rushing towards you,and while Orks areWaaagh!-ingthey also release spores, the quantity of which depends onWaaagh!-ingthe scale, and larger scalesWaaagh!-ingcan directly transform the surface environment of a planet.
Because they are not sexually reproducing organisms, there are no females among the Orks.[1]Therefore, when someone says they have seen a female Greenskin, please immediately call the local Inquisition for purging.SlaaneshContamination。
Ork weapons—if you can even call them weapons—are baffling things; Orks only understand two ways of fighting in their entire lives:"Choppy" and "Shooty," which means knocking others over with bigger choppas and bigger shootas,So Ork weapons are all based on these two ideas, and their appearances are quite bizarre.
Ork firearms are like "works of art" cobbled together from scrap metal; it's hard to imagine these things can fire bullets. In fact, they not only fire bullets but fire a lot of them, though as for accuracy...But that's not something for us to worry about; we just need to attach more and bigger barrels and drum mags to the shootas to solve it.
And vehicles are like running, flying iron coffins, with very wild designs.
All Orks are psykers, but unlike other psykers whose power comes from the Warp, Orks have their own innate power; they can generate what is commonly known asthe "Waaagh! field"psionic field, which triggers a power known as"The Power of 'I Finks'"effect, meaning that if enough Orks believe something or some object is true, then that thing or object can become reality[2], the most famous example being that Orks paint their vehicles red because they believe painting a vehicle red makes it go faster, and as a result, red Ork vehicles actually do run faster than non-red ones.
However, please note that "The Power of I Fink" is not "wishing makes it so." The Orks' psychic field only affects things in subtle ways (for example, if two gears initially cannot mesh due to gear ratio issues, after an Ork Mekboy "finks" about it, they somehow mesh and operate smoothly); things like "a lasgun being finked into firing with the power of a battleship's Zzap gun" are simply impossible.
"The Power of I Fink" is a subjective ability; the more knowledge an Ork possesses and the more objective their view of the world is, the less they will "fink."
Due to the nature of the Waaagh! field, Ork equipment generally cannot be used by other racesShout-out to a certain Raptor squad of the Iron Warriors here. However, there are exceptions to everything; the Imperial "Armageddon Ork Hunters," due to dealing with Greenskins for many years, have highly assimilated their style with the Greenskins and can somehow use Greenskin weaponry.Old Bale Eyealso equipped an Ork Warboss's Power Klaw。
Orks worship two identical-looking gods known as"Gork" and "Mork", it is said thatGork is "brutal but kunnin'," and Mork is "kunnin' but brutal", interestingly, the Orks themselves cannot tell which is Gork and which is Mork, and discussions about this quickly turn into afree-for-all.These two gods, much like Ork society itself, are constantly fighting; however, it is said that if Gork and Mork ever stopped their bickering, the Orks would become invincible.
Ork culture can be summarized simply as—fighting, fighting, and more damn fighting. Fighting permeates almost every aspect of an Ork's life; any dispute, large or small, is settled with a scrap. One might assume from this that Orks have no concept of society, but to think so would be a grave mistake.
Like all social, highly intelligent beings, Orks have their own social organizations and groups. The largest social unit for Orks is the Tribe (English: Tribe), an unstable collective composed of many Ork Warbands (English: Warband), following the commands of a Warboss (English: Warboss, also translated as "Great Boss") or someonebigger, stronger, and greenerWarlord (English: Warlord, also translated as "Military Lord")'sBuff guyscommand. The reason it is called "unstable" is that a tribe is always expanding, while simultaneously absorbing other tribes or being absorbed by them.
While Ork tribes are unstable, Ork Clans (English: Clan) are very stable. An Ork clan is a philosophical interpretation of various Ork roles; each clan has its own colors, emblems, characteristics, and fighting styles. An Ork tribe usually contains Orks from different clans.
Although there have been records of many different Ork clans in the past, there are only six truly massive and significant tribes. They are:
In addition, there are Freebooterz, the Kult of Speed, and other Orks who do not belong to any clan.
Orks use their teeth (English: Teef) as currency, because Orks replace their teeth as frequently as sharks, and fallen teeth deteriorate over time, making it impossible to hoard them in large quantities. This method stabilizes prices in the Ork market, ensures all Orks have access to money, and keeps commodity prices steady.
Waaagh!!!is the iconic phrase of Ork culture; almost all emotions and attitudes can be replaced by "Waaagh". "Waaagh" is also a noun, referring to a massive campaign launched by a Warboss or Warlord.Great Brawl (called the "Green Tide" by the humies),The "a" in the middle of "Waaagh" can be extended indefinitely.
Ork society is composed ofThe biggest, strongest, and greenest Ork serves as the Boss, while othersecond-biggest, second-strongest, and second-greenestOrks serve as the ruling class. The position of "Boss" is not fixed; when one is defeated by an Ork who iseven bigger, stronger, and greenerthan him, then that Ork will become the new "Boss."
The lowest-ranking Orks are called "Boyz." They are divided into different groups based on status and equipment, such as "Slugga Boyz" who excel at using melee weapons and "Shoota Boyz" who excel at using firearms. The only exception is the "Oddboyz," a group of Orks who hold higher status because they are skilled at things most Orks cannot do.
When an Ork Boy fights bravely on the battlefield with great distinction, or defeats other Orks in a duel, he earns the respect of other Orks. Catalyzed by their Waaagh! field, a growth hormone is produced within the Ork Boy's body, making himbigger, stronger, and greener, and if he is tough enough to survive or lucky enough, then he will become a "Nob," with better weapons and equipment. If he continues to fight his way through and grow stronger, he will eventually grow into a Warboss or a Warlord.