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Games Workshop 99120103012 Ork Trukk

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Orks are brutal, green-skinned creatures that have more in common with a great savage ape than a man. They delight in carnage and so great is their need for conflict that, without a more obvious opponent, the Orks will indulge in fighting bloody wars with themselves, just to ensure they get a good scrap. Over the long millennia, the Orks have proven to be the most prolific threat to the Imperium. The largest Ork organizational unit is the tribe, a group of numerous warbands all under the command of a warboss. Different tribes can be united by a powerful warboss known as a warlord when he raises a WAAAGH! However, it is worth noting that the game Dawn of War, which is part of Warhammer 40,000 official continuity, features Gretchins as base builder/scout units. The Orks' foes can only watch in horrified bewilderment as the phenomenon known as the Great WAAAGH! sees the Greenskins flooding across the galaxy in numbers never before witnessed, slaughtering everything in their path as they go. A number of mobs will gather together into a warband, which is roughly equivalent to an Imperial Guard company (although with a greater variation in size and strength), led by a warboss.

To compensate for this, the Gretchin possess an abundance of low cunning. Commonly known as "Grots" to the Orks, Gretchin are even more numerous than Orks. They scurry around the larger Greenskins on scrawny legs, and their grasping fingers snatch and steal from the unwary.

If this is the case, without a Machine Spirit, Ork machines could not work, requiring some psychic cause to justify their often devastating effect. Furthermore, Mechanicus Genetor Lukas Anzion has noted that many Ork-built weapons will not function at all unless wielded by an Orkoid, possibly supporting this hypothesis. The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Aeldari who have failed, or the humans, on the road to ruin in their turn? And why? Because we sought answers to questions that an Ork wouldn't even bother to ask! We see a culture that is strong and despise it as crude." Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss or Warlord if the WAAAAGH! is particularly massive, who is bigger and more intelligent than the Orks around him. Snotlings also look after the ferocious Squiggly Beasts that live in the Ork cesspits (known to the Orks as "the drops"). Their natural affinity with these life forms is far greater than that of other Greenskins. Helpfully, this means that in a day only a few dozen Snotling attendants will be devoured alive by their ravenous charges.

There are two theories relating to why Orks have this unique, hybrid fungal/animal physiology. The first is that they were adapted by their masters, who were in fact the present-day Snotlings, a dimunitive alien race that soared to intelligence upon eating a particular species of mushroom, spread across the galaxy with the help of their less intelligent Ork slaves, and were then deemed stupid again when the Orks consumed all traces of the mushroom which only grew on their home planet. Also, there has been some mention of Yellerz (the Ork version of a priest) although they are not seen in-game. In earlier versions of Warhammer 40,000, a third god, Bork, appeared, but has since been dropped from the lore. Orks are seen by their enemies (pretty much everyone else in the universe) as primitive, barbaric, hyper-violent, and crude, but they are the most successful and widepsread intelligent species in the whole galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids).

Ork Physiology is fascinating and terrifying in equal measure, demonstrating inhuman degrees of resilience to the point where they can withstand seemingly fatal wounds with little apparent long-term consequence. Indeed, Orks witnessed suffering fatal wounds in the midst of heavy fighting have often been observed again several days later, larger and stronger than they were before their injuries and with no sign of those wounds save for some largely superficial scarring." It is possible that an Ork's klan affiliation may, in part, be a genetic phenomenon, as members of the same klan may have physical characteristics in common that distinguish them from members of other klanz -- for instance, Bad Moons are identifiable by the faster growth rate of their teeth.

Yet it seems most likely that the knowledge is genetically hardwired into the very cellular make-up of the Orks, perhaps a legacy left to them by their legendary Brainboyz. However he comes by his latent knowledge, as an Ork matures it will start to make itself apparent, leading him to assume the role in Ork society for which he is best suited. Smoke-belching mobile fortresses and titanic war engines are cobbled together out of nothing more than heaps of scrap metal and the always heavy-handed enthusiasm of the Greenskins, another side-effect of the growing gestalt psychic energy of a WAAAGH! Crude factory-ships and war hulks are bashed together to produce further transports for the horde, while a truly large WAAAGH! may ultimately infest a space hulk to move from world to world or even hollow out asteroids and create the massive spaceborne Ork fortresses known as Roks. When the lure of battle can no longer be resisted, the WAAAGH!'s savagery reaches a fever pitch that can no longer be contained save by the spilling of blood in vast quantities. An Ork klan is a massive group of Orks who share an enduring philosophical viewpoint on Greenskin life. The great Greenskin thinker Orkimedes once postulated that "thinkin’ iz for gitz, but everyone'z a git, so's ya might as well think like some other gitz" which has come, through the years, to mean the klanz.

Urlakk was simply no match for the Primarch's skill and unnatural power. First crippling his enemy, Horus hefted Urlakk's broken body out onto the roof of the Greenskins' palace and threw it screaming from the battlements to fall far below amongst the horde of Orks still assaulting the lower levels. These highly technical demands are met by a caste of Orks known as Oddboyz. Although it may seem strange to humans, these "Oddboyz" all possess an innate understanding of their fields of expertise without having to be taught. A Mekboy knows how to create engines and plasma generators even though he has never been taught to do so, and a Painboy instinctively knows which squirty tube connects to which wriggly bit when he is delving into some unfortunate patient's abdomen.

The Orks' unquenchable thirst for battle has always proved their downfall: historically, the Ork tribes have spent much of their time fighting amongst themselves, waging brutal wars with only the strongest surviving. On occasion, an Ork leader will emerge who is mighty enough to defeat his rivals and unite the warring tribes. Hundreds of other Ork warbosses will add their own armies to the cause of a new WAAAGH! as the Greenskin assault begins to spread across whole star systems rather than just a single world. Entire native planetary populations are forced into slavery to their new Greenskin masters to manufacture ammunition for the horde's guns and other materiel that the WAAAGH! requires. As the apocalyptic designs of the Chaos Gods approach fruition, the immaterial realm is roused to ever greater fury. So it is that Gork and Mork fight all the harder against the daemonic tides washing about their feet. A particularly favored ingredient in their diet are Squigs, short for "squiggly beasts"; a variety of symbiotic Orkoid races about the size of a Terran house cat but legless.

Goff armies are notorious for the sheer number of Ork infantry they muster in times of war. A mob of Goff Boyz is usually at least twenty strong, and a true Goff horde has a hundred times that number at its heart. This means that if enough Orks think it will work, it usually will. Many a Techmarine has opened an Ork Slugga to find it to be just a box with bolts and bits of metal in it. Other Oddboyz include Sumboyz (Ork teeth bankers), Yellerz (Ork priests of Gork and Mork), and Brewboyz (cooks), all of whom have an important support role in so-called Ork kultur (although not on the battlefield).

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