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Hi there, so I was just wondering... how exactly do Orks move from battlefield to battlefield? Okay, I'm aware that in the Third war for Armageddon, they travelled aboard massive powered asteroids or "rokks", that there are models and rules for Orky fleets and stuff, that according to the Armageddon codex they activley seek Humanity out, and that aboard their ships there exist devices known as "Starship Komputers"... but what else? How do they navigate the warp? How do they know where to find the 'Oomins? what do they do in the long dark periods between each warzone?
Any replies would be greatly appreciated.
"You're very interesting, and very perceptive. So interesting, and so perceptive, in fact, that we shall now fight with KNIVES!"
"I've been dead long before you were born, and I'll be dead long before you'll be dead!"
I would guess that they just know. Exactly how their engineers and medics work. Orc do have wyerd boyz too, they probably tell the Mek where to take them and how to.
I duh know, I'm not an orc player though I think they're awsome ^_^
Tomb Kings, Marines, Eldar
I thought about the subject for a little while. I think that went things get "orkified", they become easier to use. The orks are simple, but they aren't stupid, so I think they have an elementary grasp of technology and can capture ships with warp drives and use them. The Ork Weirdboyz could probably figure out how to navigate the Warp, otherwise they just drift about until they find a planet to visit hell upon and then drop there.
Remember, orks can pop up at random on space hulks. The fleets are usually just that-fleets of pirates who survive by looting off of others. Orks do have actually very advanced teleporting technology, perhaps more advanced than the Imperium. Also, it has been described that when the orks have an objective, say get to a human planet, they instinctally focus their psychic energies and clear the warp, almost making a current through warpspace to carry them to their destination.
I shall destroy all who stand in my way. The Emperor shall be reborn in me, the Primarchs shall be remade in me. I shall cast down the Dark Gods, the Star Gods shall be consumed just as they consumed their brothers. Those who fell shall be redeemed, those who remained pure shall be rewarded. The Imperium shall regain its power and the Dark Age of Technology will seem like nothing. For I am the Numen and I am coming
Well, having read through some of the codex, I imagine it would be similar to their engineers and vehicle makers. They have a natural instinct to do things. The boyz making the trukks don't know why they should put this wire here, but they do and it works. Perhaps it also has to do with their apparent psychic abilities, ie. their guns only work in a greenskin hand, red trukks go faster. Perhaps they build huge ships with simplistic engines, that are able to do warp travel simple b/c the ten thousand orks on board think they should.
"If you can wait til I get home, then I swear we can make this last."
So, is this a case then of names being misleading? The names of some of their devices seems to imply a lesser level of sophistication. I, for one, would be more inclined to think that a Custom Teleporter would perform better and with a much greater reliability than a Kustom Tellyporta, but that's just me. I find it odd that they can travel through the warp just because they want to. If that's true, then the Orks are a powerful psychic race with even greater potential than the Eldar and that just doesn't make sense, to my mind. Maybe I'm just working on pre-conceived notions, but somehow, I just think it seems a bit implausible.
Well, the codex fluff suggests just that, that they each have some impressive psychic powers. But, them being stupid, kind of limits that I guess.
"If you can wait til I get home, then I swear we can make this last."
Yeah, actually the dex does suggest that. They are a collective psychic conscience. If enough of them believe in something...it is so, made happen by their psychic abilities. It goes along with the Orks being able to create weapons, guns, ships...they don't know how..it just kind of happends. That very situation is their psychic abilities kicking in. A whole planet of Orks thinks this big shoota works by taping two sticks together and filling a bowl with gunpowder....so it does, there is enough psychic energy on that planet to "shape" their thoughts. That's why their guns don't work by any other race.
Last edited by Loestal; November 11th, 2005 at 03:28.
deversnik, if you want to post your fluff, do it in its own thread.
Orks generally don't know where they're going when they grab onto space hulks. This was illustrated in a chant in the 2nd ed codex:As for how they live on them, the Meks build forcefields to sustain atmospheres in the weirder bits of the ship, and the orks' spores they give off will grow fungus for food.'Ere we go, 'ere we go, 'ere we go,
'Ere we go, 'ere we go froo da kozmos,
'Ere we go, 'ere we go, 'ere we go,
Don't know where till we get there!
The orks aren't actually connected to the warp via their psychicness, just to each other, their individual beliefs forming a huge amount of raw power. It's used to make their guns & vehicles work as has been said, but I'm not sure how much it's used to direct the ships. Weirdboyz certainly don't guide them, they're far too busy trying to find somewhere away from all the other orks.
during a Waargh Weirdboyz become focal points of the collective Ork psyche
anyway this from Waargh the Ork source book, not relevant to what i'm saying though
ORKS IN SPACE
Great Ork space fleets, cruising the galaxy, intent on conquest and settlement, are relatively rare. They tend to occur during the time of Waa-Ork (the equivalent of an Ork holy war), or during periods of mass migration. Such vast invasion fleets are recorded in the histories and legends of various races, including those of the Humans, Squats, and Eldar. They also occur in the myths of the Orks themselves. The Squats suffered severely at the hands of such migrating hordes during their so-called Age of Wars, in which the mighty Squat stronghold of Imbach was overthrown by the Orks. The Squats never forgave the Orks for this, nor did they forgive the Eldar who failed to give them assistance when it was needed most.
More common than the large fleets are smaller ragtag fleets led by individual warlords. These warlords lead their tribes from system to system, subjugating isolated worlds and collecting tribute. Some warlords lead an entirely nomadic existence, wandering through space, commanding fleets of Ork pirates in their search for adventure and loot. Others make long circuits of theft domains, collecting tribute from each subject world in turn, before returning to the first one again. Such tribes have no permanent home world, nor have need of one. These fleets teem with Ork households, and cheerfully disseminate Ork Kultur throughout the universe.
The nucleus of any Ork fleet is composed of mighty space hulks. These derelict spaceships are often of gigantic proportions, having been built originally by various known and unknown races. In most cases, they have been mended by the Mekboyz. Some Ork space hulks may even be accretions of debris, incorporating remains of several ships or space stations. Others may be giant structures created by ambitious Mekboyz. Space hulks can be trapped and crewed by Orks by means of their crude, but effective force fields and teleporters. Force fields are used by Orks to hitch smaller craft onto the hulk and enclose them in the space hulk's atmosphere. Then, under the direction of the Mekboyz, the Ork crew sets to work renovating the wrecks to suit Orkish requirements.
The Meks build thruster engines for the hulks so they can be directed instead of being left to drift on the space currents. In an earlier phase of Ork civilization, the Orks simply went wherever the hulk drifted which naturally hastened Ork expansion to the remotest parts of the universe. Later, warlords demanded the ability to direct their fleets to known worlds, or to return to their home worlds. The Mekboyz were called upon to apply their skills to this problem. Now, most hulks are fired with engines of varying reliability. The course is set, and the space hulks follow it until they reach the location of the enemy and destroy them. Most space hulk fleets, however, relentlessly cruise through space without the ability to maneuver - much like a wagon train without a driver. The rest of the Ork fleet - the smaller, faster, and more maneuverable vessels - must fight around them, operating as escorts.
The next most important type of spaceship used by the Orks is the tribute ship. These ships are built by slave races according to simple, but practical designs, and are armed with limited weaponry. Some of these ships are based on ancient designs devised by engineer or navigator castes of subjugated worlds. Since the Orks have located and enslaved many remote Human worlds - many of which exist beyond the confines of the Imperium - as well as several obscure alien civilizations, they have access to many strange and varied kinds of tribute ships.
Some of the smaller craft found escorting an Ork fleet are made by the Mekboyz themselves. These escort ships are made according to the designs and requirements of the Mekboyz. Consequently, no two designs are alike; each craft varies considerably in armament and capabilities.
In space combat, the Orks use a variety of strange and unusual weapons devised by the Mekboyz. Above all, the Orks prefer to fight at close quarters by using boarding actions. These tactics have several advantages for the Orks. First, Ork ships are crude, but robust, and they can sustain a lot of damage as they close in. Second, the larger ships teem with warriors, which gives them superiority of numbers if they can get troops aboard the enemy vessels. And last, the Meks have devised transporter weapons that can "shoot" bands of warriors into the heart of an enemy vessel. Orks prefer to capture enemy ships rather than destroy them, so they can be renovated or cannibalized by the Meks.