Feral Orks: Difference between revisions
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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. 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. | ||
== On the Tabletop == | == On the Tabletop == |
Revision as of 13:26, 15 August 2020
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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 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.
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. 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.
On the Tabletop
The Feral Orks received a full 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.