History Characters / Warhammer40000Orks

11th Dec '17 8:12:50 PM Theriocephalus
Is there an issue? Send a Message


* DodgyToupee: Hair squigs are used by Orks as a kind of toupee. The squig grips onto the Ork’s head and has long hair-like gills that can by styled.

to:

* DodgyToupee: Hair squigs are used by the otherwise completely hairless Orks as a kind of toupee. The squig grips onto the Ork’s head and has long hair-like gills that can by be styled.
3rd Dec '17 8:02:49 AM Willbyr
Is there an issue? Send a Message


* DodgyToupee: Hair squigs are used by orks as a toupee, the squig grips onto the ork's head and has long hair-like gills that can by styled.

to:

* DodgyToupee: Hair squigs are used by orks Orks as a toupee, the kind of toupee. The squig grips onto the ork's Ork’s head and has long hair-like gills that can by styled.
3rd Dec '17 12:53:51 AM SebastianGray
Is there an issue? Send a Message


* DodgyToupee: Hair squigs are used by orks as a toupee, the squig grips onto the ork's head and has long hair that can by styled.

to:

* DodgyToupee: Hair squigs are used by orks as a toupee, the squig grips onto the ork's head and has long hair hair-like gills that can by styled.
2nd Dec '17 10:36:09 PM Adeon
Is there an issue? Send a Message

Added DiffLines:

* DodgyToupee: Hair squigs are used by orks as a toupee, the squig grips onto the ork's head and has long hair that can by styled.
2nd Dec '17 2:48:00 AM SebastianGray
Is there an issue? Send a Message


The Orks have been a part of the game from the very beginning with the first ever ''Warhammer 40,000'' model being a special edition Space Orc released a year before the game itself. During the 1st Edition of ''Warhammer 40,000'' [[note]]also known as ''Rogue Trader''[[/note]] the Space Orks, as they were then known, received three sourcebooks: ''Waaargh: Orks'' (focusing on background and painting); ''Freebooterz'' (containing the rules and army list), and '''Ere We Go: Orks in Warhammer 40,000'' (focusing on the Goffs, Snakebites, Blood Axes and Freebooterz). The Orks dropped the Space part of their name during 2nd Edition and have received rules in every edition of ''Warhammer 40,000'' since, as well as appearing in many of the game’s [[GaidenGame spin-offs]] and computer games. The Orks were the focus of two such spin-offs, the 1992 board game ''Battle for Armageddon'' and the 1997 skirmish game ''TabletopGame/{{Gorkamorka}}''. The 8th Edition rules for the Orks can be found in June 2017’s ''Index: Xenos 2''.

to:

The Orks have been a part of the game from the very beginning with the first ever ''Warhammer 40,000'' model being a special edition Space Orc released a year before the game itself. During the 1st Edition of ''Warhammer 40,000'' [[note]]also known as ''Rogue Trader''[[/note]] the Space Orks, as they were then known, received three sourcebooks: ''Waaargh: Orks'' (focusing on background and painting); ''Freebooterz'' (containing the rules and army list), and '''Ere We Go: Orks in Warhammer 40,000'' (focusing on the Goffs, Snakebites, Blood Axes and Freebooterz). The Orks dropped the Space part of their name during 2nd Edition and have received rules in every edition of ''Warhammer 40,000'' since, as well as appearing in many of the game’s [[GaidenGame spin-offs]] and computer games. The Orks were the focus of two such spin-offs, the 1992 board game ''Battle for Armageddon'' and the 1997 skirmish game ''TabletopGame/{{Gorkamorka}}''. The 8th Edition rules for the Orks can be found in June 2017’s ''Index: Xenos 2''.
2'' with additional rules released in the ''Chapter Approved 2017'' rules supplement.
24th Nov '17 12:10:40 AM SebastianGray
Is there an issue? Send a Message

Added DiffLines:

** [[TabletopGame/BattlefleetGothic The Ork Fleets]] Grunt Assault Ship is a more sophisticated version of the Brute Ram Ship that incorporates a massive traktor field reactor that not only increase the damage done when it [[RammingAlwaysWorks rams]] into an enemy but also allows it to stick to the enemy vessel so that the mobs of Ork Boyz it carries can perform a more effective [[BoardingParty boarding action]]. On the downside, the poorly distributed mass of the ship considerably reduces its manoeuvrability.
16th Nov '17 2:22:40 PM Theriocephalus
Is there an issue? Send a Message


* AngryGuardDog: This is the general role attack squigs have among the Orks. They serve as highly aggressive guard animals for Greenskin settlements and high-ranking Orks, essentially acting like extremely vicious, foul-tempered alien guard dogs. There are also squighounds, quadrupedal and vaguely mammalian squigs used by Runtherdz to keep their grots, non-Greenskin slaves and other squigs in line.

to:

* AngryGuardDog: AngryGuardDog:
**
This is the general role attack squigs have among the Orks. They serve as highly aggressive guard animals for Greenskin settlements and high-ranking Orks, essentially acting like extremely vicious, foul-tempered alien guard dogs. dogs.
**
There are also squighounds, quadrupedal and vaguely mammalian squigs used by Runtherdz to keep their grots, non-Greenskin slaves and other squigs in line.
14th Nov '17 3:34:50 PM Willbyr
Is there an issue? Send a Message



to:

[[quoteright:203:http://static.tvtropes.org/pmwiki/pub/images/690269d01aa3bc5cf3d4d64d049cd1fa1076a469_hq.jpg]]



* WeaponizedAnimal: Some breeds of naturally aggressive squig are strapped with explosives by runtherdz to make them {{Action Bomb}}s. The massive Squiggoths are often outfitted with barding, a howdah, and as many boyz and artillery as they can carry.

to:

* WeaponizedAnimal: WeaponizedAnimal:
**
Some breeds of naturally aggressive squig are strapped with explosives by runtherdz to make them {{Action Bomb}}s. Bomb}}s.
**
The massive Squiggoths are often outfitted with barding, a howdah, and as many boyz and artillery as they can carry.
14th Nov '17 12:51:00 PM Theriocephalus
Is there an issue? Send a Message


* ActionBomb: Bomb Squigs, which Tankbustas load up with dynamite and other explosives, then send to chase down enemy vehicles. Sometimes, though, they get excited and rush an Ork vehicle instead.



* ArmlessBiped: While there exist a wide variety of different Squig types, most breeds used as attack animals are little more than a pair of legs with a head on top, [[MoreTeethThanTheOsmondFamily with most of that being teeth]].



* BeastOfBattle: Some breeds of Squig, rather than bouncing heads with legs, instead develop into Squiggoths, mammoth quadrupeds that can be rode into battle like WarElephants, supporting howdahs of artillery or howling Orks.
* BeeBeeGun: Buzzer Squigs are a sub-species of squiggly beast that resemble small, fat alien wasps with massive jaws. Some of the more primitive tribes of Feral Orks and Snakebites will often capture swarms of these ravenous creatures, seal them into containers and fire them at their enemies using crudely constructed artillery known as Squig Catapults.



* ButtMonkey: Grots, played for laughs.
* CampingACrapper: Ferocious Squigs breed in an Ork settlement's many cesspits, "lending an air of unpredictability and excitement to even the briefest trip to the drops."



* EverythingsLouderWithBagpipes: Gretchin occasionally kill a particular breed of bouncing fungus-monster and work their hide and bones into a set of Squigpipes.



* MasochistsMeal: Face-eater Squigs, which are the subject of contests where a daring Ork tries to eat the Squig before it lives up to its name.



* OrganicTechnology: Some of the staggering number of [[http://wh40k.lexicanum.com/wiki/Squig#.U2sEb1et80k Squig varieties]] function as this, and can be cultivated as natural syringes, oil cans, or even hair plugs.



* PirateParrot: Or "[[FantasyCounterpartCulture Freebooter Squig]]", if you prefer. Ork Nobz are sometimes known to keep growler squigs as pets, and Freebooters in particular tend to be fond of ones trained in mimicry, to [[ParrotPetPosition ride on their shoulders]] and repeat their boasts back to them.



* WeaponizedAnimal: Some breeds of naturally aggressive squig are strapped with explosives by runtherdz to make them {{Action Bomb}}s. The massive Squiggoths though are often outfitted with barding, a howdah, and as many boyz and guns as it can carry.


Added DiffLines:

[[folder:Squigs]]

Short for "squiggly beasts", the squigs are a class of creatures that Orkish groups are almost never seen without. They come in a staggering variety of forms, with various breeds serving as livestock, war animals, pets and even outright OrganicTechnology. Generally speaking, the more backwards or "traditionalist" groups of Orks, such as Feral Orks or the Snakebites, tend to make greater use of squigs than other Greenskins. Not coincidentally, these same groups are often found in possession of bigger, nastier, more varied and generally more useful squigs than other Orkoids.

Squigs are hybrids of fungus and animal in the same way as the Orks and Grots, and are in fact technically members of the same species. When Orkoid spores settle in the ground, the squigs are the first creatures to develop, forming the basis of an ecosystem for their more intelligent cousins to inhabit once they emerge.

----
* ActionBomb: Bomb squigs, which Tankbustas load up with dynamite and other explosives, then send to chase down enemy vehicles. Sometimes, though, they get excited and rush an Ork vehicle instead.
* AngryGuardDog: This is the general role attack squigs have among the Orks. They serve as highly aggressive guard animals for Greenskin settlements and high-ranking Orks, essentially acting like extremely vicious, foul-tempered alien guard dogs. There are also squighounds, quadrupedal and vaguely mammalian squigs used by Runtherdz to keep their grots, non-Greenskin slaves and other squigs in line.
* ArmlessBiped: While there exist a wide variety of different squigs types, most breeds used as attack animals are little more than a pair of legs with a head on top, [[MoreTeethThanTheOsmondFamily with a good deal of that being teeth]].
%%* AttackAnimal:
* BeastOfBattle: Some breeds of squigs, rather than resembling bouncing heads with legs, instead develop into Squiggoths, mammoth quadrupeds that can be ridden into battle like WarElephants, supporting howdahs of artillery or howling Orks.
* BeeBeeGun: Buzzer squigs are a subspecies of squiggly beast that resemble small, fat alien wasps with massive jaws. Some of the more primitive tribes of Feral Orks and Snakebites will often capture swarms of these ravenous creatures, seal them into containers and fire them at their enemies using crudely constructed artillery known as Squig Catapults.
* CampingACrapper: Ferocious squigs breed in an Ork settlement's many cesspits, "lending an air of unpredictability and excitement to even the briefest trip to the drops".
* EverythingsLouderWithBagpipes: Gretchin occasionally kill a particular breed of bouncing fungus-monster and work their hide and bones into a set of Squigpipes.
* MasochistsMeal: Face-eater squigs, which are the subject of contests where a daring Ork tries to eat the squig before it lives up to its name.
* MoreTeethThanTheOsmondFamily: Squigs, especially the more attack-oriented breeds, tend to have truly enormous numbers of teeth, with their mouths being filled by row after row of long, sharp fangs.
* OrganicTechnology: [[http://wh40k.lexicanum.com/wiki/Squig#.U2sEb1et80k Squigs come in a truly staggering number of varieties]], many of which function as this. The Greenskins cultivate several highly specialized squig breeds to serve as natural syringes, oilcans, paint cans, weapons targeting systems, and even hair plugs or bagpipes.
* PirateParrot: Or "[[FantasyCounterpartCulture Freebooter Squig]]", if you prefer. Ork Nobz are sometimes known to keep growler squigs as pets, and Freebooters in particular tend to be fond of ones trained in mimicry, to [[ParrotPetPosition ride on their shoulders]] and repeat their boasts back to them.
* RentAZilla: Squiggoths, depending on their specific breed, can grow to truly colossal sizes. The most common variety reaches "only" the same size range as the setting's enormous tanks. Gargantuan Squiggoths, a rarer variety raised only by the most knowledgeable Runtherdz, grows as big as a small [[GiantMecha Imperial Titan]]. The incredibly rare Orkeosauruses get even bigger, by implication being the same general size as a ''big'' Imperial Titan.
* SpikeShooter: Spiky squigs are a kind of spherical, limbless squigs covered in venomous spikes. When agitated, they launch these spikes in every direction, something that the Orks -- predictably enough -- have been known to weaponize.
* ThreateningShark: Squigsharks are a variant of squigs that resemble monstrous, spiky sharks. They are highly aggressive and untamable, and will happily devour any Ork they catch in the water.
* WaddlingHead: Or Hopping Head, rather. Most squigs have severely underdeveloped hind bodies, so that the more upright breeds end up resembling heads dominated by a gnashing, fanged maw and mounted on a single pair of strong, clawed legs.
* WeaponizedAnimal: Some breeds of naturally aggressive squig are strapped with explosives by runtherdz to make them {{Action Bomb}}s. The massive Squiggoths are often outfitted with barding, a howdah, and as many boyz and artillery as they can carry.
[[/folder]]
14th Oct '17 11:20:24 AM Willbyr
Is there an issue? Send a Message


!!Oddboyz an' Bosses wit' Proppa Namez

[[folder:Painboyz]]
[[quoteright:297:http://static.tvtropes.org/pmwiki/pub/images/7e_painboy_4.jpg]]
[[caption-width-right:297:A Painboy with a Grot orderly.]]

->''"Right, first I'll take those teef out for yer, dat should help ease da pain in yer leg. Grokkit, hand me that wrench. Now then... open wide, and say... AAARGH!"''
-->-- '''Dok Gutslash'''

Born with instinctive knowledge of anatomy and medicine, the Painboyz, or Doks, are what passes for the Orks' medical personnel. Far more interested in experimenting on their patients than in doing actual medicine, with benefits on the patient’s side often being lucky side effects, Painboyz hold a fearsome reputation in Ork society, and are only sought out by those with absolutely no other choice, often leading Painboyz to the battlefield in search of "willing subjekts" too injured to flee. Should armed enemies get in the way of Orky curiosity, the Doks' thorough knowledge of anatomy and wide array of sharp tools make them more than capable of holding their own in combat.

Some Doks lose themselves to their sadistic urges and insane curiosity, becoming Mad Doks. Shunned outcasts even among the Orks, they roam the galaxy in search of test subjects, performing grisly and terrifying experiments on anyone they can catch.

----
* AfraidOfDoctors: Painboyz are one of the very few things Orks genuinely fear, and [[MadDoctor for]] [[MeatGrinderSurgery very]] [[UnwittingTestSubject good]] [[StrappedToAnOperatingTable reasons]].
* BrainTransplant: The feared Squig Brain Transplant, where the Dok switches an Ork's and a Squig's brains around, resulting in a somewhat smarter, very angry Squig and a dumber, just as angry Ork.
* ComicallyIneptHealing: A Dok’s cheerfully savage medical practices can be very much this for anybody not actually subject to them, with a good dose of BlackHumor.
* DeadlyDoctor: Doks are just as willing to fight on the front line as the Boyz they're keeping alive and kicking, using the same bonesaws and [[UniversalPoison 'Urty Syringes]] on the foe as they do their patients, especially if they're feeling curious as to what dem 'umies and Tau and whatnot look like on the inside.
* ForScience: A Dok’s "eksperiments" don’t serve any real purpose, aren't recorded or replicated, and rarely have a clear goal or gain in mind, serving only to satisfy a Dok's morbid curiosity.
* HarmfulHealing: Doks are more commonly known as Painboyz due to their delightful tendency to "eksperiment on da subjekts" when they are strapped to the operating table, and disdain anesthesia as they prefer to know their patient is still alive and twitching.
--> "An unfortunate Ork who goes to the Dok to have his toothache fixed might wake up with a set of lungs that allows him to breathe water instead!"
* MadDoctor:
** A Painboy's skills at surgery are unfortunately matched by their curiosity and desire to tinker. This can go from cutting open an unwounded limb to "check that everythin' is workin' roight" to replacing the patient's leg when it was his arm that needed attention. Thankfully, the Orks' HealingFactor means that this is recoverable... most of the time.
** There is one step higher for a Painboy to go: becoming a [[MeaningfulName Mad Dok]]. These Dokz go far beyond a Painboy's usual experimental antics and are often a shadow figure in Ork society, assuming they aren't exiled from the tribe entirely. It's a "find someone who knows where the Mad Dok is, then know the right boyz to get in" situation.
* MeatGrinderSurgery: Every Ork boy treats the idea of going to a Painboy as an absolute last resort for a reason. This is also why Painboyz love practicing battlefield medicine, as their patients have no choice but to accept their aid!
* OrganTheft: Painboyz are not above swiping a patient’s organs or limbs if they look interesting or useful for the dok’s pet projects. This goes double for teeth -- "teef" are the Orks' currency, and the Doks consider pulling the fangs straight out of a patient's jaws their due and owed payment.
* PlayingWithSyringes: Ork Nobs and Warbosses often have their Doks try to "upgrade" them and other Orks. However, given the Doks' MadScientist tendencies and their being [[{{Cloudcuckoolander}} Orks]] to start with, this can go disastrously (or hilariously) wrong, with unlucky Orks ending up with anything from non-functional artificial limbs to bombs in their craniums to having their brains swapped with those of animals.
* ScienceRelatedMemeticDisorder: Like other Oddboyz, Painboyz' unique mentalities are quite literally in their genes. They're born with an instinctive drive to perform crude medicine and learn as they go, which comes with urges to experiment they can't truly control. Even by the loose standards of the Orks, they're quite literally insane.
* SkipTheAnesthetic: Most Doks see anesthesia as just getting in the way of telling if the patient is still alive.
* StrappedToAnOperatingTable: Standard practice during surgeries, to ensure that the patient doesn’t get cold feet and bolt when he sees the Dok bring out his tools.
* UnwittingTestSubject: Doks rarely, if ever, bother to tell their patients about the various experiments their inevitably perform on them once they get them StrappedToAnOperatingTable.
* WorstAid: Doks don't have that much pertinent medical knowledge beyond what they know by instinct, so standard medical practice for them is to follow their gut, cut out what looks bad, stitch what looks like it needs stitching, maybe replace an organ or limb with a (hopefully) better replacement while they're there, and hope for the best.
[[/folder]]

[[folder:Mekboyz]]
[[quoteright:272:http://static.tvtropes.org/pmwiki/pub/images/big_mek.jpg]]
[[caption-width-right:272:A Big Mek with a Tellyporta.]]

->''"Wot's faster than a warbuggy, more killy than a warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out."''
-->-- '''Kog da Flymek''', pioneer of the Deffkopta.

Born with an instinctive understanding of machines and a love of tinkering and experimenting, Mekboys are responsible for the construction and maintenance of the Orks' crude, if effective, technology. What few -- certainly not the Meks -- realize is that the Meks' technology works in large part because the latently psychic Orks believe it does, and Meks often find they can build more and more complex machines as a Waaagh! grows.

While Mekboys are quite content to be left to tinker in peace, they’re more than happy to join their fellow Orks on the battlefield, eager for the chance to salvage interesting enemy technology and field-test their latest creations.

----
* ForScience: A Mek's experiments aren't meant to prove or disprove anything, and the Mek’s subconscious use of psychic powers to make his gadgets work means they're nothing close to replicable. Meks don't seek knowledge or personal gain; they just want to make bigger, killier, flashier weapons.
* GadgeteerGenius: Mekboys instinctively know how to build mechanical objects of every sort, from guns to Gargants.
* ImpossibleGenius: Mekboyz, especially Big Meks, can take the most rudimentary of technological salvage and turn it into frighteningly effective pieces of functional technology that may not even resemble the bits it's cobbled together from.
* ItRunsOnNonsensoleum: At best a Mek can point at the "clever gubbins," "know-wots" or "spinny bit" that he thinks makes his device work. The real answer is generally Waaagh! energy.
* MadScientist: Mekboyz run as much on instinct as understanding, love to experiment, and tend to be more focused on making impressive lights and explosions than on research, though at least they're not as scary as the Doks.
* MadScientistLaboratory: A Mek's workshop becomes one of these in short order, quickly filling with discarded parts, flashy lights, bare cogs and wires, spinny bits, and arcing electricity. Generally an InvokedTrope, as many or most of these don't serve any real purpose; the Meks literally just put them there for the look.
* PercussiveMaintenance: Befitting the Orks' general blunt approach to life. Horrified Imperial Tech-Priests speculate that Ork Meks brutalize their machine spirits into submission.
* ScienceRelatedMemeticDisorder: All Orks are driven by instinct as much as by reason, and Meks are no exception. They’re quite literally compelled to tinker and experiment with machinery, and feel a very real need to make it look impressive when they're done.
* TheSparkOfGenius: The only reason most Meks' inventions work at all is due to their innate connection to the energy of the Waagh! allowing them to subtly bend reality. For non-Orks, they'd work badly, explode, or just fall apart.
[[/folder]]

[[folder:Weirdboyz]]
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/weirdboy.png]]

->''"Too much noise! Too much! I fink I'z gunna... I'z gunna...WAAAGH!"''
-->-- '''Weirdboy Gazrog'''

All Orks are latent psychics, but only Weirdboyz manifest this as anything more than mild subconscious powers. Lacking control over their powers, Weirdboyz are prone to violent psychic discharges deadly to both them and others, requiring them to carry copper rods to discharge excess energy, wear bells to announce their presence, and live apart from other Orks.

Unique among Orks, they loathe battle, due to the agony of the psychic pressure of the war-hungry hordes and of the pain and terror of the battlefield, requiring other Orks to drag them to battle, snatch away their rods and shove them at the enemy, at which point they become terrors to friend and foe, their powers spreading death and destruction across the battlefield.

Weirdboyz who survive long enough to master their abilities begin to enjoy the feeling of power coursing through their bodies, leaving Ork society to chart their own course as dangerous and unpredictable Warphead outcasts.

----
* BalefulPolymorph: Some Weirdboyz have the ability to turn enemies into Squigs. It's known as the "Zogwort Special", after its most famous practitioner, the infamous Warphead Old Zogwort.
* CloudcuckoolandersMinder: "Minderz", the Orks who function as bodyguards, jailers, and artillery operators for Weirdboyz. Their job is to keep the Weirdboyz isolated from the rest of Ork society so they don’t soak up too much Waaagh! energy too quickly, then drag them kicking and screaming onto the battlefield and keep them pointed at the enemy when that power discharges.
* GiantFootOfStomping: Some of the Weirdboyz' powers take the form of a giant foot or fist to crush the enemy, which Orks take as a sign of Gork's (or maybe Mork's) favor.
* MyBrainIsBig: Ork Weirdboyz' brains swell to abnormal size with the power of the Waaagh, to the point that the top portion of their skull needs to be removed to relieve the pressure.
* PowerIncontinence: Weirdboyz have to be isolated from the rest of the tribe, lest they soak up too much Waaagh! energy and cause a few [[YourHeadASplode 'eadbangers]].
* PowerLimiter: Weirdboyz' PowerIncontinence keeps them building up Waaagh! energy as long as they are near other enthusiastic Orks. Fortunately, copper acts as a "ground" for this energy, and Weirdboyz are often given copper staffs to keep their power from building to unsustainable levels. When they are dragged onto the battlefield, their Minderz will take away their rod so their powers discharge as frequently as possible.
* PsychicPowers: All Orks are latently psychic, but Weirdboyz act as focal points for all this Orky energy. They don't necessarily have a lot of ''control'' over it, however.
* ShockAndAwe: One of the ways Wierdboyz' powers manifest is through bursts of psychic lightning.
* {{Teleportation}}: The psychic ability "'Ere We Go" allows a Weirdboy to teleport himself and a group of fellow Orks across the battlefield.
* YourHeadASplode: Weirdboyz are very sensitive to the psychic field produced by other Orks, and as the number and enthusiasm of the Orks around them grows, their brains swell with the psychic energy of the Waaagh! If a Weirdboy is unable to discharge this energy in time, they may suffer from spontaneous cranial detonation, or an "'eadbanger" as the Orks call it. The same condition can affect nearby Orks, but they figure it a small price to pay for being able to watch a Weirdboy's pyrotechnics.
[[/folder]]

[[folder:Grots]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/rsz_gretchin.png]]

->''"Just becauze wez not runnin doesn't mean we want to be fightin'!"''

In Ork society, might makes right, and the runty, weedy Gretchin and even smaller Snotlings, collectively called Grots, have very little might. As a result, they regularly find themselves enslaved, abused and exploited by their larger fellows, doing whatever non-fighting tasks need doing to keep Orkish "society" going. When they're lucky, this just involves menial labor such as assisting the Oddboyz or ferrying ammunition. When they're unlucky, they may find themselves volunteered to clear minefields, used as improvised stepping-stones, or outright eaten by the Orks.

----
* ButtMonkey: The Gretchin's abuse at the hands of the Orks can reach truly ridiculous levels. Unlucky Gretchin may find themselves used as ammunition, cannon fodder, minefield clearers, stepping-stones, emergency rations…
* CannonFodder: Gretchin mobs have the "It's a Grot's Life" special rule, allowing the Ork player to use them to remove minefields in the most direct way possible. In older rules, Grots could be used as living cover, or to help Orks move through difficult terrain faster (by providing better footing).
* KlingonScientistsGetNoRespect: The Gretchin's role in Orkish life is absolutely essential. They handle all menial labor in Greenskin "kultur", ferrying supplies, helping Oddboyz in their tasks, loading ammo, fixing technical issues too simple for Meks to bother with, preparing food and alcohol, and generally handling anything that doesn't involve fighting or the Oddboyz' specialized tasks but that's necessary in order sustain the Orks' lifestyles of constant warfare. However, their small stature and the unimpressive nature of their jobs mean that they’re never anything but {{Butt Monkey}}s and objects of derision for their bigger cousins.
* OrderliesAreCreeps: A Painboy's Grot Orderlies are just as amoral and sadistic as he is, just with an added dose of underhanded sneakiness and sniveling cowardice.
* OurGoblinsAreDifferent: Gretchin are a runtier variety of greenskin that the Orks bully into doing all the food preparation, message carrying, and anything else the Orks can't be bothered with. They may also be herded onto the battlefield to serve as [[CannonFodder slave labor, emergency rations, mine clearance, cover, gun crews, rocket guidance systems, ammunition]], and, in desperate times, as actual infantry. They are smarter than the Orks, so they need plenty of "encouragement" to fulfill these roles, usually a Runtherd's whip or "Grot-Prod". Snotlings are even smaller, and probably not even sentient, but they're crucial for keeping greenskin society running, as they're ones in charge of agriculture and animal husbandry. The first is because they're the only orkoids with enough patience for agriculture, the second because they're the only beings Squigs will tolerate enough not to try and eat ''too'' often. Collectively, they're known as "Grots".
* ManInTheMachine: Some Gretchin volunteer to be wired into Killa Kans, heavily armed walkers similar to scaled-down Imperial Dreadnoughts. They tend to be much more eager to go through this process than Orks are to be wired into the bigger Deff Dreds, if only because it gives them the chance to have some pointed conversations with their old Ork bullies on the subject of "might makes right". The process doesn’t make the Gretchin any less cowardly, however, which can lead to the hilarious situation of three-meter tall piles or armor and weapons running for their lives from human infantry charges.
* RoaringRampageOfRevenge: After being wired into one of the three-meter-tall, heavily armed Killa Can walkers, the first thing a Gretchin usually does is hunt down the Orks that bullied and abused it in its old life (usually a fairly lengthy list) and turn them into hamburger meat. The other Orks, of course, find this absolutely hilarious.
* SlaveRace: The Gretchin's lot in life is to do whatever necessary but boring, dangerous or demeaning tasks the Orks don't feel like doing themselves, whether they like it or not.
* TalkingWithSigns: A recourse for any Gretchin who have spent too long manning Big Gunz, which like all Ork firearms are engineered to make as much noise as possible. Since they don't have access to {{Hammerspace}}, it doesn't work very well because they're limited to the few signs they can carry around.
[[/folder]]



!Dem Oddboyz an' such.
[[folder:Painboyz]]
[[quoteright:297:http://static.tvtropes.org/pmwiki/pub/images/7e_painboy_4.jpg]]
[[caption-width-right:297:A Painboy with a Grot orderly.]]

->''"Right, first I'll take those teef out for yer, dat should help ease da pain in yer leg. Grokkit, hand me that wrench. Now then... open wide, and say... AAARGH!"''
-->-- '''Dok Gutslash'''

Born with instinctive knowledge of anatomy and medicine, the Painboyz, or Doks, are what passes for the Orks' medical personnel. Far more interested in experimenting on their patients than in doing actual medicine, with benefits on the patient’s side often being lucky side effects, Painboyz hold a fearsome reputation in Ork society, and are only sought out by those with absolutely no other choice, often leading Painboyz to the battlefield in search of "willing subjekts" too injured to flee. Should armed enemies get in the way of Orky curiosity, the Doks' thorough knowledge of anatomy and wide array of sharp tools make them more than capable of holding their own in combat.

Some Doks lose themselves to their sadistic urges and insane curiosity, becoming Mad Doks. Shunned outcasts even among the Orks, they roam the galaxy in search of test subjects, performing grisly and terrifying experiments on anyone they can catch.



* AfraidOfDoctors: Painboyz are one of the very few things Orks genuinely fear, and [[MadDoctor for]] [[MeatGrinderSurgery very]] [[UnwittingTestSubject good]] [[StrappedToAnOperatingTable reasons]].
* BrainTransplant: The feared Squig Brain Transplant, where the Dok switches an Ork's and a Squig's brains around, resulting in a somewhat smarter, very angry Squig and a dumber, just as angry Ork.
* ComicallyIneptHealing: A Dok’s cheerfully savage medical practices can be very much this for anybody not actually subject to them, with a good dose of BlackHumor.
* DeadlyDoctor: Doks are just as willing to fight on the front line as the Boyz they're keeping alive and kicking, using the same bonesaws and [[UniversalPoison 'Urty Syringes]] on the foe as they do their patients, especially if they're feeling curious as to what dem 'umies and Tau and whatnot look like on the inside.
* ForScience: A Dok’s "eksperiments" don’t serve any real purpose, aren't recorded or replicated, and rarely have a clear goal or gain in mind, serving only to satisfy a Dok's morbid curiosity.
* HarmfulHealing: Doks are more commonly known as Painboyz due to their delightful tendency to "eksperiment on da subjekts" when they are strapped to the operating table, and disdain anesthesia as they prefer to know their patient is still alive and twitching.
--> "An unfortunate Ork who goes to the Dok to have his toothache fixed might wake up with a set of lungs that allows him to breathe water instead!"
* MadDoctor:
** A Painboy's skills at surgery are unfortunately matched by their curiosity and desire to tinker. This can go from cutting open an unwounded limb to "check that everythin' is workin' roight" to replacing the patient's leg when it was his arm that needed attention. Thankfully, the Orks' HealingFactor means that this is recoverable... most of the time.
** There is one step higher for a Painboy to go: becoming a [[MeaningfulName Mad Dok]]. These Dokz go far beyond a Painboy's usual experimental antics and are often a shadow figure in Ork society, assuming they aren't exiled from the tribe entirely. It's a "find someone who knows where the Mad Dok is, then know the right boyz to get in" situation.
* MeatGrinderSurgery: Every Ork boy treats the idea of going to a Painboy as an absolute last resort for a reason. This is also why Painboyz love practicing battlefield medicine, as their patients have no choice but to accept their aid!
* OrganTheft: Painboyz are not above swiping a patient’s organs or limbs if they look interesting or useful for the dok’s pet projects. This goes double for teeth -- "teef" are the Orks' currency, and the Doks consider pulling the fangs straight out of a patient's jaws their due and owed payment.
* PlayingWithSyringes: Ork Nobs and Warbosses often have their Doks try to "upgrade" them and other Orks. However, given the Doks' MadScientist tendencies and their being [[{{Cloudcuckoolander}} Orks]] to start with, this can go disastrously (or hilariously) wrong, with unlucky Orks ending up with anything from non-functional artificial limbs to bombs in their craniums to having their brains swapped with those of animals.
* ScienceRelatedMemeticDisorder: Like other Oddboyz, Painboyz' unique mentalities are quite literally in their genes. They're born with an instinctive drive to perform crude medicine and learn as they go, which comes with urges to experiment they can't truly control. Even by the loose standards of the Orks, they're quite literally insane.
* SkipTheAnesthetic: Most Doks see anesthesia as just getting in the way of telling if the patient is still alive.
* StrappedToAnOperatingTable: Standard practice during surgeries, to ensure that the patient doesn’t get cold feet and bolt when he sees the Dok bring out his tools.
* UnwittingTestSubject: Doks rarely, if ever, bother to tell their patients about the various experiments their inevitably perform on them once they get them StrappedToAnOperatingTable.
* WorstAid: Doks don't have that much pertinent medical knowledge beyond what they know by instinct, so standard medical practice for them is to follow their gut, cut out what looks bad, stitch what looks like it needs stitching, maybe replace an organ or limb with a (hopefully) better replacement while they're there, and hope for the best.
[[/folder]]

[[folder:Mekboyz]]
[[quoteright:272:http://static.tvtropes.org/pmwiki/pub/images/big_mek.jpg]]
[[caption-width-right:272:A Big Mek with a Tellyporta.]]

->''"Wot's faster than a warbuggy, more killy than a warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out."''
-->-- '''Kog da Flymek''', pioneer of the Deffkopta.

Born with an instinctive understanding of machines and a love of tinkering and experimenting, Mekboys are responsible for the construction and maintenance of the Orks' crude, if effective, technology. What few -- certainly not the Meks -- realize is that the Meks' technology works in large part because the latently psychic Orks believe it does, and Meks often find they can build more and more complex machines as a Waaagh! grows.

While Mekboys are quite content to be left to tinker in peace, they’re more than happy to join their fellow Orks on the battlefield, eager for the chance to salvage interesting enemy technology and field-test their latest creations.

----
* ForScience: A Mek's experiments aren't meant to prove or disprove anything, and the Mek’s subconscious use of psychic powers to make his gadgets work means they're nothing close to replicable. Meks don't seek knowledge or personal gain; they just want to make bigger, killier, flashier weapons.
* GadgeteerGenius: Mekboys instinctively know how to build mechanical objects of every sort, from guns to Gargants.
* ImpossibleGenius: Mekboyz, especially Big Meks, can take the most rudimentary of technological salvage and turn it into frighteningly effective pieces of functional technology that may not even resemble the bits it's cobbled together from.
* ItRunsOnNonsensoleum: At best a Mek can point at the "clever gubbins," "know-wots" or "spinny bit" that he thinks makes his device work. The real answer is generally Waaagh! energy.
* MadScientist: Mekboyz run as much on instinct as understanding, love to experiment, and tend to be more focused on making impressive lights and explosions than on research, though at least they're not as scary as the Doks.
* MadScientistLaboratory: A Mek's workshop becomes one of these in short order, quickly filling with discarded parts, flashy lights, bare cogs and wires, spinny bits, and arcing electricity. Generally an InvokedTrope, as many or most of these don't serve any real purpose; the Meks literally just put them there for the look.
* PercussiveMaintenance: Befitting the Orks' general blunt approach to life. Horrified Imperial Tech-Priests speculate that Ork Meks brutalize their machine spirits into submission.
* ScienceRelatedMemeticDisorder: All Orks are driven by instinct as much as by reason, and Meks are no exception. They’re quite literally compelled to tinker and experiment with machinery, and feel a very real need to make it look impressive when they're done.
* TheSparkOfGenius: The only reason most Meks' inventions work at all is due to their innate connection to the energy of the Waagh! allowing them to subtly bend reality. For non-Orks, they'd work badly, explode, or just fall apart.
[[/folder]]

[[folder:Weirdboyz]]
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/weirdboy.png]]

->''"Too much noise! Too much! I fink I'z gunna... I'z gunna...WAAAGH!"''
-->-- '''Weirdboy Gazrog'''

All Orks are latent psychics, but only Weirdboyz manifest this as anything more than mild subconscious powers. Lacking control over their powers, Weirdboyz are prone to violent psychic discharges deadly to both them and others, requiring them to carry copper rods to discharge excess energy, wear bells to announce their presence, and live apart from other Orks.

Unique among Orks, they loathe battle, due to the agony of the psychic pressure of the war-hungry hordes and of the pain and terror of the battlefield, requiring other Orks to drag them to battle, snatch away their rods and shove them at the enemy, at which point they become terrors to friend and foe, their powers spreading death and destruction across the battlefield.

Weirdboyz who survive long enough to master their abilities begin to enjoy the feeling of power coursing through their bodies, leaving Ork society to chart their own course as dangerous and unpredictable Warphead outcasts.

----
* BalefulPolymorph: Some Weirdboyz have the ability to turn enemies into Squigs. It's known as the "Zogwort Special", after its most famous practitioner, the infamous Warphead Old Zogwort.
* CloudcuckoolandersMinder: "Minderz", the Orks who function as bodyguards, jailers, and artillery operators for Weirdboyz. Their job is to keep the Weirdboyz isolated from the rest of Ork society so they don’t soak up too much Waaagh! energy too quickly, then drag them kicking and screaming onto the battlefield and keep them pointed at the enemy when that power discharges.
* GiantFootOfStomping: Some of the Weirdboyz' powers take the form of a giant foot or fist to crush the enemy, which Orks take as a sign of Gork's (or maybe Mork's) favor.
* MyBrainIsBig: Ork Weirdboyz' brains swell to abnormal size with the power of the Waaagh, to the point that the top portion of their skull needs to be removed to relieve the pressure.
* PowerIncontinence: Weirdboyz have to be isolated from the rest of the tribe, lest they soak up too much Waaagh! energy and cause a few [[YourHeadASplode 'eadbangers]].
* PowerLimiter: Weirdboyz' PowerIncontinence keeps them building up Waaagh! energy as long as they are near other enthusiastic Orks. Fortunately, copper acts as a "ground" for this energy, and Weirdboyz are often given copper staffs to keep their power from building to unsustainable levels. When they are dragged onto the battlefield, their Minderz will take away their rod so their powers discharge as frequently as possible.
* PsychicPowers: All Orks are latently psychic, but Weirdboyz act as focal points for all this Orky energy. They don't necessarily have a lot of ''control'' over it, however.
* ShockAndAwe: One of the ways Wierdboyz' powers manifest is through bursts of psychic lightning.
* {{Teleportation}}: The psychic ability "'Ere We Go" allows a Weirdboy to teleport himself and a group of fellow Orks across the battlefield.
* YourHeadASplode: Weirdboyz are very sensitive to the psychic field produced by other Orks, and as the number and enthusiasm of the Orks around them grows, their brains swell with the psychic energy of the Waaagh! If a Weirdboy is unable to discharge this energy in time, they may suffer from spontaneous cranial detonation, or an "'eadbanger" as the Orks call it. The same condition can affect nearby Orks, but they figure it a small price to pay for being able to watch a Weirdboy's pyrotechnics.
[[/folder]]

[[folder:Grots]]
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/rsz_gretchin.png]]

->''"Just becauze wez not runnin doesn't mean we want to be fightin'!"''

In Ork society, might makes right, and the runty, weedy Grots have very little might. As a result, they regularly find themselves enslaved, abused and exploited by their larger fellows, doing whatever non-fighting tasks need doing to keep Orkish "society" going. When they're lucky, this just involves menial labor such as assisting the Oddboyz or ferrying ammunition. When they're unlucky, they may find themselves volunteered to clear minefields, used as improvised stepping-stones, or outright eaten by the Orks.

----
* ButtMonkey: The Gretchin's abuse at the hands of the Orks can reach truly ridiculous levels. Unlucky Gretchin may find themselves used as ammunition, cannon fodder, minefield clearers, stepping-stones, emergency rations…
* CannonFodder: Gretchin mobs have the "It's a Grot's Life" special rule, allowing the Ork player to use them to remove minefields in the most direct way possible. In older rules, Grots could be used as living cover, or to help Orks move through difficult terrain faster (by providing better footing).
* KlingonScientistsGetNoRespect: The Gretchin's role in Orkish life is absolutely essential -- they handle all menial labor in Greenskin "kultur", ferrying supplies, helping Oddboyz in their tasks, loading ammo, fixing technical issues too simple for meks to bother with, preparing food and alcohol, and generally handling anything that doesn't involve fighting or the Oddboyz' specialized tasks but that's necessary in order sustain the Orks' lifestyles of constant warfare. However, their small stature and the unimpressive nature of their jobs mean that they’re never anything but {{Butt Monkey}}s and objects of derision for their bigger cousins.
* OrderliesAreCreeps: A Painboy's Grot Orderlies are just as amoral and sadistic as he is, just with an added dose of underhanded sneakiness and sniveling cowardice.
* OurGoblinsAreDifferent: Gretchin are a runtier variety of greenskin that the Orks bully into doing all the food preparation, message carrying, and anything else the Orks can't be bothered with. They may also be herded onto the battlefield to serve as [[CannonFodder slave labor, emergency rations, mine clearance, cover, gun crews, rocket guidance systems, ammunition]], and, in desperate times, as actual infantry. They are smarter than the Orks, so they need plenty of "encouragement" to fulfill these roles, usually a Runtherd's whip or "Grot-Prod". Snotlings are even smaller, and probably not even sentient, but they're crucial for keeping greenskin society running, as they're ones in charge of agriculture and animal husbandry. The first is because they're the only orkoids with enough patience for agriculture, the second because they're the only beings Squigs will tolerate enough not to try and eat ''too'' often. Collectively, they're known as "Grots".
* ManInTheMachine: Some Gretchin volunteer to be wired into Killa Kans, heavily armed walkers similar to scaled-down Imperial Dreadnoughts. They tend to be much more eager to go through this process than Orks are to be wired into the bigger Deff Dreds, if only because it gives them the chance to have some pointed conversations with their old Ork bullies on the subject of "might makes right". The process doesn’t make the Gretchin any less cowardly, however, which can lead to the hilarious situation of three-meter tall piles or armor and weapons running for their lives from human infantry charges.
* RoaringRampageOfRevenge: After being wired into one of the three-meter-tall, heavily armed Killa Can walkers, the first thing a Gretchin usually does is hunt down the Orks that bullied and abused it in its old life (usually a fairly lengthy list) and turn them into hamburger meat. The other Orks, of course, find this absolutely hilarious.
* SlaveRace: The Gretchin's lot in life is to do whatever necessary but boring, dangerous or demeaning tasks the Orks don't feel like doing themselves, whether they like it or not.
* TalkingWithSigns: A recourse for any Gretchin who have spent too long manning Big Gunz, which like all Ork firearms are engineered to make as much noise as possible. Since they don't have access to {{Hammerspace}}, it doesn't work very well because they're limited to the few signs they can carry around.
[[/folder]]

----
This list shows the last 10 events of 351. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Characters.Warhammer40000Orks