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[[File:Feral Orks.jpg|right|300px]]
[[File:Feral Orks.jpg|right|300px]]


Everything starts somewhere, and many [[Ork]] [[Waaagh]]s start here. Orks, being [[Fungus|Fungi]], reproduce by periodically releasing spores from their skin, and eject a mass-release upon death, so it stands to reason that old battlefields'll be saturated in them. Once the original inhabitants of a planet've all been killed and the Orks've got bored and left for places and wars new, these spores'll still be there, and under the right conditions can germinate and grow, restarting a decidely more-Orky ecosystem than the one they supplanted. Of course, cut off from pre-existing Ork "civilisations", these Feral Orks'll have to start again from scratch, figuring out such rudimentary concepts as language and technology for themselves.
Everything starts somewhere, and many [[Ork]] [[Waaagh]]s start here. Orks, being [[Fungus|Fungi]], reproduce by periodically releasing spores from their skin, and eject a mass-release upon death, so it stands to reason that old battlefields'll be saturated in them. Once the original inhabitants of a planet've all been killed and the Orks've got bored and left for places and wars new, these spores'll still be there, and under the right conditions can germinate and grow, restarting a decidedly more-Orky ecosystem than the one they supplanted. Of course, cut off from pre-existing Ork "civilisations", these Feral Orks'll have to start again from scratch, figuring out such rudimentary concepts as language and technology for themselves.


Feral Orks enter the world firmly in the middle of the food chain, preying upon smaller beasts, and being preyed upon by larger ones, in a constant free-for-all where only the strong'll live to see another day. As more Orks sprout, they form into loose tribal units, and individuals begin to develop specialisations to better support the community, such as Pigdoks and [[Boiler Boy]]s. These disparate Tribes compete with local predators and each other for resources, until a particularly [[Gork|brutal]] or [[Mork|cunning]] Ork emerges who can unite them all under his banner, becoming their first Warboss.
Feral Orks enter the world firmly in the middle of the food chain, preying upon smaller beasts, and being preyed upon by larger ones, in a constant free-for-all where only the strong'll live to see another day. As more Orks sprout, they form into loose tribal units, and individuals begin to develop specialisations to better support the community, such as [[Pigdok]]s and [[Boiler Boy]]s. These disparate Tribes compete with local predators and each other for resources, until a particularly [[Gork|brutal]] or [[Mork|cunning]] Ork emerges who can unite them all under his banner, becoming their first Warboss.


Now with the advantage of numbers on their side, the Feral Orks can push the predators back, and start carving out a territory of their own. Pushing out into undiscovered country, they start rediscovering the "relics" of their progenitors, the ruins and weapons of the invading Orks that first came here. Whilst much of it's of unclear purpose and obviously the product of a more advanced culture, eventually they discover that stuffing the metal drum with smaller metal darts and pulling the finger-lever makes it go boom.
Now with the advantage of numbers on their side, the Feral Orks can push the predators back, and start carving out a territory of their own. A Tribe'll often name themselves after the local predator that troubled them the most, making it a central part of their identity, and taming others as domesticated pets and beasts of burden. Sallying out into undiscovered country, they start rediscovering the "relics" of their progenitors, the ruins and weapons of the invading Orks that first came here. Whilst much of it's of unclear purpose and obviously the product of a more advanced culture, eventually they discover that stuffing the metal drum with smaller metal darts and pulling the finger-lever makes it go boom.
 
Given how shit primitive they are, Feral Orks are only equipped with the most simplistic of weapons that even a ''[[Choppa]]'' would be ''too advanced'' for a Feral Ork. Like, we are talking caveman "OOGA BOOGA" shit here. This includes [[Basic Close Combat Weapons#Axe|Axe]]s, [[Basic Close Combat Weapons#Spear|Spear]]s, [[Basic Close Combat Weapons#Maul|Club]]s, [[Basic Close Combat Weapons#Hammer|Hammer]]s, [[Miscellaneous Weapons#Sling|Slings]], [[Miscellaneous Weapons#Bolas|Bolas]] and [[Bow]]s.
 
As a Feral Ork Tribe progresses through the various [[Stone_Age|Stone]], [[Bronze_Age|Bronze]], and [[Classical_Period|Iron]] ages, eventually they reach an [[Industrial Revolution]] and gain enough knowledge to reverse engineer technology of their own, and can finally build [[Ork_Fleets|Starships]] that let them rejoin their brothers in space, to invade new worlds and start the whole cycle off again.
 
How long this takes depends on the world they're working with. Once the basic Ork "society" is up and running (with brewerz and runtherderz running a squig based economy that keeps everyone mostly fed), the weirdboys and pigdoks will start dabbling in alchemy, directing grots to dig mines and find roks and fings. This goes on until some lucky grot discovers useful reserves of metal ore. Mines and smelters are set up, proper weaponsmithing begins, and boilerboyz begin to emerge within a few generations. The transition from boilerboyz to true mekboyz follows a similar path except now needing promethium or similar combustibles.


== On the Tabletop ==
== On the Tabletop ==


The Feral Orks received a full army list in a [[Chapter Approved]] column of [[White Dwarf]] issue 260, summarised [[Warhammer_40,000/3rd_Edition_Tactics/Orks/Feral_Orks|here]]. They could take [[Warboss]]es, [[Nob]]z, [[Pigdok]]s, and [[Weirdboy|Wyrdboy]]z as Headquarters, [[Ork_Brutes|Brute]]s, [[Trappa]]s, and [[Ork_Boy#Stikk_Bommas|Stikk Bomma]]s as Elites, [[Ork_Boy#Huntas|Hunta]]s, [[Ork_Boy#Wildboyz|Wildboy]]z, [[Gretchin]], and [[Ork_Boy#Madboyz|Madboy]]z as Troops, [[Boarboyz]], [[Trappa#Herda|Herda]]s & [[Squig#Squighound|Squighound]]s, and Junkas & [[Junka#Junka_Trukk|Junkatrukk]]s for Fast Attacks, and [[Squiggoth]]s and [[Squig_Catapult|Lobba Batteries]] as Heavy Support.
The Feral Orks received a full [[Warhammer_40,000_3rd_Edition|3rd Edition]] army list in a [[Chapter Approved]] column of [[White Dwarf]] issue 260, summarised [[Warhammer_40,000/3rd_Edition_Tactics/Orks/Feral_Orks|here]]. They could take [[Warboss]]es, [[Nob]]z, [[Pigdok]]s, and [[Weirdboy|Wyrdboy]]z as Headquarters, [[Ork_Brutes|Brute]]s, [[Trappa]]s, and [[Stikk_Bomma|Stikk Bomma]]s as Elites, [[Hunta|Hunta]]s, [[Wildboy|Wildboy]]z, [[Gretchin]], and [[Madboy|Madboy]]z as Troops, [[Boarboyz]], [[Herda|Herda]]s & [[Squighound|Squighound]]s, and Junkas & [[Junka_Trukk|Junkatrukk]]s for Fast Attacks, and [[Squiggoth]]s and [[Squig_Catapult|Lobba Batteries]] as Heavy Support.
 
=== 8th Edition ===
 
With [[Psychic Awakening]] giving Orks Specialist Mobs which can be chosen instead of the traditional Clan Kultures, Feral Orks're back on the tabletop once more, though they've apparently been split up into three separate groups. First're {{W40kKeyword|HUNTAS}}, which give all {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} fully within terrain a 5++ Invulnerable Save and +1 melee AP thanks to their '''Sneaky Devils''' Special Rule. Then you have {{W40kKeyword|FERAL ORKS}} proper, which assigns the '''Wildboyz''' Special Rule to {{W40kKeyword|WARBOSSES}}, {{W40kKeyword|WEIRDBOYZ}}, non-{{W40kKeyword|BIKER}} or {{W40kKeyword|MEGA ARMOUR}} {{W40kKeyword|NOBZ}}, and {{W40kKeyword|BOYZ}}, giving them a 6" Pile In move and letting them roll 3d6 and pick the highest when Advancing. And finally there's {{W40kKeyword|MADBOYZ}}, where you roll 1d3 at the beginning of each Battle Round, and all {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} and {{W40kKeyword|BIKERS}} get one of three buffs for its duration, either +1 to Armour Saves, '''Fearless''', or +1 Strength.
 
== Gallery ==
 
<gallery>
File:Orkeosaurus_Size_Comparison.jpg|A Feral Ork warband riding to war, [[Anal_Circumference|hold on to your butts]].
File:250SteamGargant.jpg|Their version of a siege tower.
</gallery>


[[Category: Warhammer 40,000]]
[[Category: Warhammer 40,000]]
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[[Category: Squigs]]
[[Category: Squigs]]
{{Template:Ork-Clans}}


{{Template:Orks-Forces}}
{{Template:Orks-Forces}}

Latest revision as of 23:28, 20 June 2023

Everything starts somewhere, and many Ork Waaaghs start here. Orks, being Fungi, reproduce by periodically releasing spores from their skin, and eject a mass-release upon death, so it stands to reason that old battlefields'll be saturated in them. Once the original inhabitants of a planet've all been killed and the Orks've got bored and left for places and wars new, these spores'll still be there, and under the right conditions can germinate and grow, restarting a decidedly more-Orky ecosystem than the one they supplanted. Of course, cut off from pre-existing Ork "civilisations", these Feral Orks'll have to start again from scratch, figuring out such rudimentary concepts as language and technology for themselves.

Feral Orks enter the world firmly in the middle of the food chain, preying upon smaller beasts, and being preyed upon by larger ones, in a constant free-for-all where only the strong'll live to see another day. As more Orks sprout, they form into loose tribal units, and individuals begin to develop specialisations to better support the community, such as Pigdoks and Boiler Boys. These disparate Tribes compete with local predators and each other for resources, until a particularly brutal or cunning Ork emerges who can unite them all under his banner, becoming their first Warboss.

Now with the advantage of numbers on their side, the Feral Orks can push the predators back, and start carving out a territory of their own. A Tribe'll often name themselves after the local predator that troubled them the most, making it a central part of their identity, and taming others as domesticated pets and beasts of burden. Sallying out into undiscovered country, they start rediscovering the "relics" of their progenitors, the ruins and weapons of the invading Orks that first came here. Whilst much of it's of unclear purpose and obviously the product of a more advanced culture, eventually they discover that stuffing the metal drum with smaller metal darts and pulling the finger-lever makes it go boom.

Given how shit primitive they are, Feral Orks are only equipped with the most simplistic of weapons that even a Choppa would be too advanced for a Feral Ork. Like, we are talking caveman "OOGA BOOGA" shit here. This includes Axes, Spears, Clubs, Hammers, Slings, Bolas and Bows.

As a Feral Ork Tribe progresses through the various Stone, Bronze, and Iron ages, eventually they reach an Industrial Revolution and gain enough knowledge to reverse engineer technology of their own, and can finally build Starships that let them rejoin their brothers in space, to invade new worlds and start the whole cycle off again.

How long this takes depends on the world they're working with. Once the basic Ork "society" is up and running (with brewerz and runtherderz running a squig based economy that keeps everyone mostly fed), the weirdboys and pigdoks will start dabbling in alchemy, directing grots to dig mines and find roks and fings. This goes on until some lucky grot discovers useful reserves of metal ore. Mines and smelters are set up, proper weaponsmithing begins, and boilerboyz begin to emerge within a few generations. The transition from boilerboyz to true mekboyz follows a similar path except now needing promethium or similar combustibles.

On the Tabletop[edit]

The Feral Orks received a full 3rd Edition army list in a Chapter Approved column of White Dwarf issue 260, summarised here. They could take Warbosses, Nobz, Pigdoks, and Wyrdboyz as Headquarters, Brutes, Trappas, and Stikk Bommas as Elites, Huntas, Wildboyz, Gretchin, and Madboyz as Troops, Boarboyz, Herdas & Squighounds, and Junkas & Junkatrukks for Fast Attacks, and Squiggoths and Lobba Batteries as Heavy Support.

8th Edition[edit]

With Psychic Awakening giving Orks Specialist Mobs which can be chosen instead of the traditional Clan Kultures, Feral Orks're back on the tabletop once more, though they've apparently been split up into three separate groups. First're HUNTAS, which give all ORK INFANTRY fully within terrain a 5++ Invulnerable Save and +1 melee AP thanks to their Sneaky Devils Special Rule. Then you have FERAL ORKS proper, which assigns the Wildboyz Special Rule to WARBOSSES, WEIRDBOYZ, non-BIKER or MEGA ARMOUR NOBZ, and BOYZ, giving them a 6" Pile In move and letting them roll 3d6 and pick the highest when Advancing. And finally there's MADBOYZ, where you roll 1d3 at the beginning of each Battle Round, and all ORK INFANTRY and BIKERS get one of three buffs for its duration, either +1 to Armour Saves, Fearless, or +1 Strength.

Gallery[edit]

Clans ov da Orks
Clans: Bad Moons - Blood Axes - Deathskulls - Goffs - Evil Sunz - Snake Bites
Non-Clan Factions: Freebooterz - Feral Orks - Speed Freeks - Dred Mob - Gretchin Revolutionary Committee - Beast Snaggas


Forces ov da Orks
Bosses: Beastboss - Big Mek - Boiler Boy - Meganobz - Painboy
Painboss - Pigdok - Warboss - Warlord - Weirdboy - Wurrboy
Boyz: Boyz (Huntas - Madboyz - Shoota Boyz - Slugga Boyz - Stikk Bommas - Wildboyz)
'Ardboyz - Brutes - Cyborks - Diggas - Gretchin - Nobz - Skarboyz
Oddboys: Burna Boyz - Flash Gitz - Kommandos - Lootas
Mekboyz - Rokkas - Runtherd - Stormboyz - Tankbustas
Feral Orks an'
Beast Snaggas:
Beast Snagga Boy - Boarboyz - Herda - Kill Rig
Squig Catapult - Squiggoth - Squighog Boy - Trappa
Stompy 'fings: Deff Dred - Gorkanaut - Killa Kan - Mega-Dread - Morkanaut
Transports an' Tanks: Battlewagon - Big Lugga - Big Trakks - Bonebreaka - Bonecruncha - Braincrusha
Flakkatrakks - Gobsmasha - Grot Tanks - Grot Trakbike - Gutrippa - Grot MegaTank
Gunwagon - Looted Wagon - Lungbursta - Trukk - Spleenrippa - Weirdboy Tower
Speed Freeks: Boomdakka Snazzwagon - Bowelburna - Cuttas - Deffkilla Wartrike - Junka
Kustom Boosta-Blasta - Megatrakk Scrapjet - Rukkatrukk Squigbuggy
Shokkjump Dragsta - Speedsta - Warbikers - Warbuggy - Wartrakk
Flyboyz: Bomma - Dakkajet - Deffkoptas - Drilla-Killa - Fighta - Fighta-Bomma
Grot Bomms - Landa - Minelayer - Warkoptas - Wazbom Blastajet
Supportin' Dakka: Grot Bomm Launcha - Magna-Kannon - Mek Gunz
Splashy Noggins: Ship Smasha-class Maritime Destroyer
Nautical Kroozer - Ork Submersible
Zoggin' Big and Ded Killy: Battlefortress - Gargant - Kill Tanks - Locomotive Battering Ram - Stompa
Warp Ulks: Ork Assault Boat - Rok
Huts'an Stuff: Big'ed Bossbunka - Dropz - Mekboy Workshop
Gubbinz an' Wots-its: Choppas - Fungus - Ork Gunz - Snotlings - Squigs - Warboars