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  1. 21 ott 2022 · Ha ragione Colin Edwin, che in un’intervista per il lancio di “Screamnasium” lo ha definito l’album che la band cercava di fare da quando i quattro hanno iniziato a suonare insieme. È lampante il desiderio di raccontare un recente passato difficile e un futuro ottimista, pur essendo tutti consapevoli di vivere in un periodo complicato.

  2. kscopemusic.com › artists › orkO.R.k. - Kscope

    Check out their Signals Erased EP featuring two new remixes. O.R.k ., comprising some of contemporary music’s most revered artists, have combined their creative forces once again for a new studio album; their first for the ground-breaking UK label Kscope; O.R.k’s Ramagehead will be released on 22 nd February 2019.

  3. 1 nov 2022 · Gli O.R.k. costituiscono una delle realtà imprescindibili del rock contemporaneo e il nuovo album Screamnasium è uno di quegli appuntamenti imperdibili per i veri amanti del genere. Forti di una formazione che consente grandi viaggi di creatività musicale, la loro musica si è sempre potuta fregiare di una massiccia dose di originalità ...

    • Overview
    • History
    • Ork Kultur
    • Oddboyz
    • Ork Anatomy and Physiology
    • Orkoid Subspecies
    • Ork Philosophy
    • The WAAAGH!
    • Ork Religion
    • Ork Currency

    The Orks, also called Greenskins, are a savage, warlike, green-skinned species of bestial, asexual humanoids who are spread all across the galaxy. They are unique in that they possess the physiological features of both animals and fungi. They share many physical and cultural features with the dark fantasy Warhammer universe's Orcs (and were initially called "Space Orcs" to distinguish them).

    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).

    Greenskins are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the galaxy.

    Orks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of battle and bloodshed, burgeoning Ork stellar empires rise and fall.

    Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they would crush all opposition.

    Orks generate a potent psychic gestalt field that allows them to accomplish many feats of technological engineering that might otherwise seem impossible. At the same time, the power of this psychic field is directly proportional to the number of Greenskins present in a given location.

    Origins

    The Orks are a biologically-engineered species, created more than 60 million Terran years ago as a warrior race originally called the Krork by the long-vanished reptilian alien species known as the Old Ones, whom the Orks refer to as the Brain Boyz. The ancient Krork were known to possess more advanced technology than that of the present Greenskin race, and to be on average larger, in some cases standing as tall as 12 metres. The Orks were created by the Brain Boyz to fight the Necrons and their C'tan masters in the great interstellar conflict called the War in Heaven that shattered the galactic civilisation of the Old Ones that existed prior to the rise of the Aeldari. Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who possess genetically-implanted dispositions and technical knowledge that grant them unusual skill with maintaining and developing technology. However, this skill is an unconscious one preserved through genetic memories hard-wired into the Oddboyz's DNA by the Brain Boyz millions of standard years ago. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery into the genomes of all Orks; thus Mekboyz require very little training in their function within Ork "kultur," since they understand mechanical principles at a fully instinctive level. Orks lack individual psychic power, being denied such abilities by the Old Ones. However, they do have a sort of collaborative, collective psychic ability, meaning that if enough Orks believe something is true, then it will actually become so, brought into being in realspace through the power of the Immaterium by their gestalt psychic ability. For example, Ork rockets painted yellow create bigger explosions, simply because the vast majority of Orks believe they do. This is also why much of the Orks' seemingly ramshackle technology will do terrible damage in the hands of Orks, but will cease to function when used by other intelligent races.

    War of the Beast

    The War of the Beast, also known as WAAAGH! The Beast, was a massive Ork WAAAGH! of extraordinary size that threatened Terra itself in the mid-32nd Millennium and brought an end to the prosperous period of Imperial history remembered as the "Time of Rebirth." It was led by the mysterious warlord known only as "The Beast." The Orks of this horde rampaged across the Imperium on a massive scale beginning in 544.M32. The number of attacks grew until it became the greatest Greenskin invasion that the galaxy has ever known, eclipsing even the one defeated by Horus of the Luna Wolves upon the world of Ullanor during the Great Crusade, which earned the primarch the title of Warmaster. Nothing was safe from the Orks' primal desire to conquer the galaxy, and the War of the Beast was the largest conflict fought by the Imperium since the Horus Heresy. The Orks' widespread advance was only halted in 546.M32 when the Imperium resorted to the most extreme and desperate of measures to invade the Ork homeworld of Ullanor Prime and eliminate The Beast. The war incurred terrible costs upon the Space Marine Chapters of the Adeptus Astartes and the other military forces of the Imperium. However, the war also gave birth to the Ordo Xenos of the Inquisition and the Deathwatch Chapter of Veteran Space Marines who were together tasked with making sure that no xenos threat to Human dominance of the galaxy ever grew so great again.

    Recent Events

    The Orks have been a threat to Humanity and the other intelligent species of the galaxy since before the earliest days of the Imperium, but the 41st Millennium marks an unprecedented surge in Greenskin activity. The galaxy trembles as a Great WAAAGH! echoes through the stars and beyond: •344.M41 Tuska the Daemon Killa  - Great Boss Tuska acquires a taste for fighting Daemons and makes straight for the Eye of Terror, a WAAAGH! of like-minded lunatics gathering around him as he goes. WAAAGH! Tuska proceeds to rampage across Daemon Worlds beyond counting, before finally the eye of Khorne, the Blood God, turns upon them. Though overrun and slain by never-ending hordes of Daemons, Tuska's followers are transported to Khorne's own kingdom, the Blood God's Domain in the Realm of Chaos, there to fight for all eternity, reborn with each blood-soaked dawn to make war against Khorne's greatest Daemonic Bloodthirster generals for the Lord of Battles' amusement. •797.M41 Green Tide over Ultima  - The Ultima Segmentum is punished by wave after wave of Greenskin uprisings and invasions. Numerous outlying worlds are overrun, and only the tireless efforts of Chapter Master Marneus Calgar and his Ultramarines prevent far greater destruction from occurring. •798.M41 WAAAGH! Bigskorcha •815.M41 The War of Dakka  - Warboss Grog Ironteef leads a mighty WAAAGH! against the burgeoning T'au Empire, gathering up all the dakka he can to counter the firepower of his more advanced foes. •831.M41 WAAAGH! Gazbag  - Gazbag, a Speed Freek Warlord noted for his dogged determination if not his navigational skills, guides his WAAAGH! toward a group of largely unprotected Aeldari paradise worlds. The vengeful Asuryani of Craftworld Biel-Tan descend upon the invaders with destructive fury, yet find the Orks a numerous and deadly foe. Eventually the Aeldari are forced to withdraw, the flames of battle having reduced the paradise worlds' once verdant plains and jungles to smouldering ruins, providing Warboss Gazbag with a new empire to rule over. •837.M41 Port Sorcol Massacre •844.M41 Danger Overlooked - On the world of Hephastine, Rogue Trader Maximillian Trusk discovers archeotech weapons from the Dark Age of Technology. Staving off attacks by the world's Greenskin tribes, Trusk prepares to transport his prize to his awaiting fleet. However, a strikeforce under Lord Inquisitor Shael appears in orbit, demanding Trusk surrender the prescribed archeotech. When the Rogue Trader -– who by now is staving off near constant attacks from an increasing number of Orks -– refuses, Inquisitorial troops deploy to seize the weapons by force. As the fighting between the Rogue Trader's forces and Inquisitorial Storm Troopers escalates, more and more Orks are drawn in, scavenging weapons and soon becoming a rampaging horde. Yet both human factions continue more or less to ignore the Greenskins, more interested in pursuing their own vendetta. After more than three solar months of warfare, Shael launches an all-out offensive against Trusk's fortified dig site, and even as the bitter rivals lock blades, the jungle rings to the deafening war cry of hundreds of thousands of Orks. From every direction, a tide of Greenskins floods the compound, led by a vast Stompa that smashes its way through the defensive perimeter and charges headlong into the fight. Both Imperial factions are utterly annihilated, and the weapons over which they fought so hard are cannibalised for scrap. •855.M41 WAAAGH! Hruk - The noted Snakebites klan Warboss Hruk Teefsplinta enslaves the entire population of his old stomping grounds, the binary system Corva. Forcing his captives to build him spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie, Hruk sets off for the core worlds of the Imperium. He conquers the nine Shrine Worlds of Marlisanct and uses the Basilica Imperator Majoris as a breeding pen for his famously incontinent Squiggoths. •862.M41 Ralephos Overrun - The great libraries on the Imperial archive world of Ralephos are overrun by a mighty Ork-led invasion. The Greenskins burn everything, obliterating untold millennia of collected lore in a single night. •886.M41 Hope's End - Earth Caste engineers of the T'au Ke'lshan Sept proudly reveal an immense new colony-seeding voidcraft. This monolithic spacefaring vessel is named in the T'au Lexicon, Hope's Light. On its maiden voyage, and with over three hundred thousand T'au colonists and warriors on board, Hope's Light is boarded by the Ork fleet of Megaboss Morkrog and lost with all hands. For the next standard decade, the Ke'lshan Sept faces brutal raids from Morkrog's vast new looted warship Taukilla. •898.M41 The Mighty Mangler's Battlewagon Brigade - The Mighty Mangler of Bork launches his WAAAGH! from the head of a vast brigade of Battlewagons. Each vehicle is incredibly well armoured, and the ground shakes when his brigade is on the move. To the dismay of the Imperial armies sent to intercept him, the Mighty Mangler lives up to his name. WAAAGH! Bork collapses the defences of the Ghoul Stars and claims a great area of the galactic fringe. •907.M41 A Growing Threat  - Segmentum commanders across the Imperium report an alarming upsurge in Ork activity. More WAAAGH! than ever before must be combatted. •925.M41 WAAAGH! Grax •928.M41 The Thrassos Disaster - WAAAGH! Dregdakka ploughs headlong into the Adransa Cluster, causing untold devastation. On the planet of Thrassos a combined force of Space Marines from the Iron Knights and Liberators Chapters attempts to halt the Orks' steamroller advance. A horde of Orks including Dregdakka himself are lured onto a huge refinery platform before Techmarines destroy all bridges linking the platform to the mainland. Space Marine Kill-teams then deploy across the hulking structure, tasked with slaughtering the trapped Greenskins and assassinating Dregdakka. Yet the Adeptus Astartes have woefully underestimated their foe, the Greenskins digging in and fighting back with unexpected tenacity. Though they kill thousands of Orks, over three hundred Space Marines are slain and their comrades are overwhelmed as yet more Ork vessels pour into the system. His trophy poles rattling with freshly harvested Space Marine helmets, Warlord Dregdakka's position is now unassailable. His WAAAGH! completely overruns the Adransa Cluster within the year. •934.M41 Rise of the Weird WAAAGH! •941.M41 Second War for Armageddon - Warlord Ghazghkull Thraka invades Armageddon at the head of a massive Ork WAAAGH! in what becomes known as the Second War for Armageddon. Only the vast military experience and leadership of Commissar Sebastian Yarrick prevents the world from falling to the Orks within the first solar month of conflict. Space Marine reinforcements gradually turn the tide of the war and Ghazghkull retreats to the Golgotha Sector to lick his wounds...and plot his revenge. •971.M41 WAAAGH! Wazdakka •976.M41 WAAAGH! Gorbag •977.M41 WAAAGH! Planetsmasha  - Deathskulls klan Big Mek Fragrak da Planetsmasha vows he will surpass all other Deathskulls by looting an entire world, jerry-rigging a combination of traktor beams, ramships and city-sized rokkit boosters to push the third moon of Taurabrax out of its orbit, directly onto a collision course with its parent world. The resultant catastrophe renders all life on the thriving Imperial Hive World extinct, fracturing continents, boiling the oceans off into space and burning away the world's atmosphere, finally reducing Taurabrax to a drifting debris field. Satisfied with his work, Big Mek Planetsmasha takes his pick of the choicest of these asteroids, adding thrusters, forcefields and ordnance arrays to turn them into a fleet of Roks with which to spread even more mayhem across the system. •978.M41 The Lost WAAAGH!  - The Ork Warlord Grizgutz, a noted kleptomaniac, launches his WAAAGH! into the Morloq System. Whilst using Warp travel to reach their quarry, Grizgutz and his warband unwittingly travel through time and emerge from the shifting chaos of the Empyrean shortly before they set off. Grizgutz hunts down and kills his doppelganger, reasoning that this way he can have a spare of his favourite gun. The resultant confusion stops the WAAAGH! in its tracks. •978.M41 The Wurldbreaka Bomb •979.M41 A New Weapon  - Nazdreg Ug Urdgrub, a Bad Moons Warlord noted for his wealth and flair, bullies his Meks into performing ever more progressive and bizarre experiments. Despite some nasty "setbacks" ranging from spontaneous combustion to sporadic gravity reversal, Nazdreg's Meks perfect their "Tellyporta" designs. The warlord barters his new technology with Ghazghkull Thraka in exchange for an alliance. •979.M41 Grabork's Big Gun - Big Mek Grabork and his mob of Meks salvage the Space Hulk Perpetual Misery from the depths of the void. Acting on instinct, Grabork and his Boyz set about pulling it apart and putting it back together into a new configuration, linking up dozens of voidship reactors and cannibalizing hundreds of Macrocannons to create a gargantuan shokk attack gun. Eager to try out his new weapon, the Big Mek attacks the world of Fratarn, raining petrified Snotlings down upon the planet from orbit. However, when the Snotlings run out, Grabork starts hurling Orks into the machine. Not liking the way things are going, one of Grabork's Meks turns the gun into reverse, sucking the entire world up into the Perpetual Misery. The resulting explosion obliterates the Space Hulk and the planet, and creates an asteroid field a billion miles across. •979.M41 WAAAGH! Dregfang •980.M41 The RiftWAAAGH! - A new Warp anomaly blooms like a rancid flower in the Kantarak Sector. Though the rift itself is small, the powerful emanations agitate indigenous Greenskin populations throughout the sector. Driven wild, they launch WAAAGH! after WAAAGH! until Kantarak is reduced to war-torn ruins. •981.M41 The Great Titanheist - The Forge World of Canto II is left badly weakened by a Tyranid splinter fleet, and the Blood Axes Warboss Mardrug sends a crack team of Kommandoz and Mekboyz to steal the Warlord Titan Wrath of Caseopea amidst the chaos of the planet's recovery. The Kommandoz shoot their way onboard the Titan, and their attendant Meks manage to jump-start its reactor. However, the Orks have no way of controlling the Wrath of Caseopea 's indignant Machine Spirit (artificial intelligence). Disoriented and enraged, the Titan goes on a devastating rampage across the planet before overloading its own reactor. The Kommandoz' mission is a failure, but the devastation caused to a vital Forge World is substantial, affecting supply to numerous Imperial war zones. •982.M41 Who's Da Boss? - During fierce fighting on the Exodite world of Lyrithar, Boss Zagstruk takes personal offence at being outmanoeuvred by the lightning-fast Wild Riders of Saim-Hann. Enraged beyond words as his cowardly foes retreat into the Webway , Zagstruk lights up his Rokkit Pack and gives chase along with a hard core of his most devoted Stormboyz. The portal closes behind Zagstruk, and Da Boss is next seen some ten solar months later when he stalks into the encampment of Warboss Golgrot. He slaughters a couple of dozen Lootas, and reclaims his stolen Fighta-Bommer. No one has the guts to enquire as to Zagstruk's recent whereabouts, but all note the fresh batch of red and white Aeldari helmets dangling from his belt. •982.M41 Troublesome Loot  - Freebooter Dakbad Firegut lays claim to a vast living vessel he finds drifting in the void. The Ork pirates harpoon the creature, dragging it back to their base on great rusting chains. On the way, the bioship unleashes a horde of Tyranid creatures, Genestealers and Gaunts crawling up the chains to get at the Orks. Dakbad and his Boyz enjoy a lengthy game of target practice shooting the Tyranids off the chains using the Kroozer's deck guns, until the Freebooter finally grows weary of the situation, unhooking the harpoons and leaving the bioship adrift on the edge of a densely populated Imperial star system. •985.M41 Shyrrek's Folly  - Archon Shyrrek of the Kabal of the Severed Hope seeks to turn the green hordes of WAAAGH! Hammafist against the T'au Empire colony of Korvessa. Using hit and run attacks, Shyrrek's fleet lures the much larger Ork force toward Korvessa, but in their arrogance they underestimate the Orks completely. Using short-range Tellyporta drives, a number of Warlord Hammafist's Kroozers leapfrog the Drukhari, leaving them surrounded and cut off from escape into the Webway. Archon Shyrrek's forces fight like devils to escape the tightening ring of Ork ships. However their resistance comes to an end when Hammafist and his Meganob retinue tellyport on board Shyrrek's flagship and slice the Archon to shreds with their roaring killsaws. •986.M41 Ghesmengeist Overrun by Orks •987.M41 A Hundred, Hundred Teef  - WAAAGH! Ozdakka rampages through the Helshrike Systems, millions of Orks led by the legendary Bad Moon Boss of Bosses Ozdakka. Such is the utter destruction wrought by the WAAAGH!, entire worlds being smashed to scrap and dragged off into the stars by the unstoppable Orks, that the Adeptus Terra dispatches a Vindicare Assassin to take out Ozdakka and his most powerful Nobz. Brutally effective, the nameless assassin stalks the battlefields of Helshrike, sniping Orks from the shadows and taking a terrible toll on Ozdakka's bosses. In a fit of rage, the Warboss offers a hundred, hundred teef -- more than most Orks can comprehend -- for the head of the unseen killer. As word spreads of the bounty, even more Orks flock to Ozdakka's banner and his WAAAGH! swells until it is even larger than ever. However, the Warboss does not live to enjoy the destruction he has wrought upon the Helshrike Sector, the assassin's final shot taking Ozdakka's head from his shoulders before the Imperial agent is overwhelmed by a mob of Bad Moons intent on claiming the immense prize. •989.M41 WAAAGH! Snagrod  - Snagrod, then Arch-Arsonist of Charadon, unites the Ork factions of the Loki Sector. The nearby Imperial colony of Badlanding is destroyed despite a valiant defence at Krugerport. Intervention by the Crimson Fists Space Marines ensures that Snagrod's next target is the Adeptus Astartes planet of Rynn's World, where, after a titanic battle, the Crimson Fists' fortress-monastery is atomised by a devastating explosion caused when one of the citadel's own defence missiles is accidentally turned against it. The Orks are eventually driven off-world by the arrival of an Imperial reclamation fleet eighteen solar months later, but it is a hollow victory, for the once-proud Crimson Fists are reduced to a fragment of their former glory. •989.M41 WAAAGH! Blaktoof •994.M41 March of Gork  - A clanking mob of several hundredGorkanauts sets out from the empire of Bork, beginning a destructive rampage that will become known as the March of Gork. From one world to the next, the lumbering machines smash everything in their path, the Meks building more Gorkanauts from every vehicle they destroy, until they are a nigh-unstoppable tide of rusting metal. •995.M41 Siege of Dorvenshold •996.M41 The Tide Rises Higher - The incidence of Ork WAAAGH!s reach epidemic levels across the Imperium in this year. The forces of the Adeptus Astartes and Astra Militarum, already under incredible pressure from a multitude of threats, find themselves stretched thinner still as they are forced to respond to one Ork invasion after another. Many cannot be stopped, and countless human worlds are overrun by the swarming masses of belligerent Greenskins. •998.M41 Third War for Armageddon- After five solar decades of planning and preparation, Warlord Ghazghkull Thraka returns to the barely recovered Imperial Hive World of Armageddon in the Segmentum Solar at the head of an even greater WAAAGH!, plunging Armageddon into another vast and bloody war. Yet after months of grinding conflict, the world has not fallen. As the Imperium commits vast reinforcements to War Zone Armageddon, countless waves of Orks flood to meet them and the war becomes a contest of grinding attrition with no end in sight. •990.998.M41 A Greater Purpose - The Third War for Armageddon is at its height of ferocity. Greenskins from thousands of light years away are hearkening to the call of the WAAAGH! and more arrive daily. Despite this success, Ghazghkull's visions lead him off-world. It slowly dawns on the Prophet of Gork and Mork that this battle is but one of many. The next stage of his Grand Plan is made clear -- he must kindle the spirit of WAAAGH! Ghazghkull elsewhere in the galaxy. With a small fleet, headed by his kapital ship Kill Wrecka, Ghazghkull leaves the Armageddon Sector. •852.999.M41 Galactic Green Wave  - So many Orks gather upon the world of Octaria -- migrating from all over towards the siren call of WAAAGH! Ghazghkull, also called the Great WAAAGH! -- that they overpower Ghazghkull's Madboyz mob with the overflow of the gathering WAAAGH!'s psychic energies. In turn, the power-drunk Madboyz vomit forth a great, green wave of psychic force that ripples outwards to the far ends of the galaxy and back. This phenomenon registers with every Warp-sensitive soul in the Imperium, echoing in the Immaterium and sending shivers of fear through all who recognise its significance. The largest WAAAGH! seen in over eight thousand standard years of the Imperium's history is getting bigger. Now that it is growing from different points in the galaxy it is attracting Orks from an unbelievably wide range of territories.

    From pirate enclaves to system-spanning Ork Empires, Ork holdings are as varied as they are steeped in violence. When they invade a planet or a star system, Greenskins bring with them a belligerent ecosystem that overwhelms each conquered world as surely as the Orks themselves crush its defenders.

    Greenskin society and ecology is so robust that it can exist almost anywhere, which is why their settlements have been found scattered to the furthest corners of the galaxy.

    The Imperium has encountered Orks and their kind living -- even prospering -- in such extreme environments as toxic Death Worlds, newborn planets still heaving with volcanic activity, or the depressurised carcasses of abandoned orbital platforms. Ork hordes have been found inhabiting drifting ice floes, or infesting irradiated asteroid fields perilously close to active stars.

    They have been discovered amid corrosive chemical swamps, on lightless nightmare worlds seething with horrific predators, even in the bombed-out remains of planets subjected to Exterminatus. It is rumoured amid the Imperium's Rogue Traders that there are even Ork enclaves hidden within the Eye of Terror itself, though most dismiss this as the ravings of madmen.

    No matter where they are encountered or in what numbers, the Greenskins are a deadly threat that will multiply exponentially if left unchecked. In a matter of solar weeks what began as a small raiding party can swell -- as if by some arcane alchemy -- into a roiling, anarchic horde bent upon war and destruction. The other starfaring species of the galaxy have many theories regarding how the Orks' numbers increase so quickly. These range from spontaneous physical division to the release of windblown spores after death.

    The notorious "Vandermeist Theorem" even claims that the Greenskins inhabit an alternative pocket of reality and simply fall through, fully formed, wherever others of their kind are already at war.

    If Orks were just single-minded killing machines they would be dangerous enough, but they would be unable to sustain the level of technology required to ply the stars. Gretchin, though obedient if beaten with sufficient regularity, are not inventive enough to maintain the advanced weaponry that the Orks possess, nor to patch up casualties when the going gets tough.

    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.

    If asked where this knowledge comes from, an Oddboy might reply that it was in his blood all along. It seems possible that the abilities of Orks to build machines, practise medicine or even use psychic powers are passed down through Ork society on a primordial, biological level. No Imperial studies of the Greenskins have ever successfully determined how this process works.

    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.

    Should he lack any genetic specialist knowledge, the Ork will happily join the vast throng of Boyz at the heart of each tribe and content himself with a life of murder and mayhem. The following is a list of the most common Oddboyz found within Ork society.

    •Doks - Painboyz, known also as "Mad Doks" or "Doks", are responsible for fixing injuries even the highly regenerative Ork physiology cannot repair, such as severed limbs and brain damage. They use "Stabby Bits" as their medical tools. An Ork will only go to a Painboy when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures (such as the greatly feared Squig brain transplant) on patients while they are under anesthesia (known as a "concussion" to other intelligent races). Painboyz are responsible for attaching crude bionics to Ork patients that have been created by the Mekboyz, although sometimes they are not paying attention and replace the wrong part of the patient's body. This is often distressing to a patient who is the lucky recipient of an exploding leg, especially if it was his arm that needed attention. High-ranking Painboyz are called Painbosses and are known to be accompanied by Cybork bodyguards. Orks are surprisingly resilient and have had arms, legs and even heads swapped around and the Ork in question has survived to tell the tale!

    Orks are massive, heavily-muscled, bestial humanoids, green-skinned and red-blooded, a side effect of their symbiotic physiological and genetic relationship with fungi. The Orkoid physique itself is so robust that it can withstand tremendous punishment. Orks feel surprisingly little pain, even from the most grievous of wounds, enabling them to fight on whilst horrifically injured and even for a short while after being technically dead.

    It is most fortunate for the Orks that they can withstand such brutal physical punishment, since their Painboyz operate on a generally nineteenth-century A.D. (ca. 800-900.M2) level of surgical knowledge; unlike Humans, though, Orks are quite capable of being beheaded, having the head sewn onto a different body, and surviving the experience to fight again.

    It is believed by some who study these brutes, albeit from afar, that this goes some way to explaining the Greenskins' ultra-violent sense of humour. As pain and fear mean little to them, they are highly curious and amused by the reactions of their weaker foes as they hack them apart, the screams of terror contrasting with a deep throaty rumbling that, on occasion, could be mistaken for laughter from the Orks and their snickering brethren.

    The Greenskin regenerative process itself is so powerful that an Ork who has been hacked to bits can simply be stitched back together, bewildered but ready to fight once more. Nothing but the most grievous wounds will put an Ork down for long, and burning them to ash is reputed to be the only way to make absolutely sure that they are gone for good.

    A typical Ork stands around the same height as an average Human male, though he would be much taller were he to stand up straight instead of being hunched over, as is his normal stance, and his frame is extremely muscular and solid. An Ork's arms are long and heavily thewed, knuckles almost scraping the floor as he lopes around, and his gnarled hands end in taloned fingers capable of tearing an enemy's throat out with ease.

    The skin of an Ork is green and leather-tough, and his body is dotted with scars, scabs, pockmarks and parasites. His skull is extremely thick, able to absorb impacts that would cave in a Human head.

    Gretchin

    Although they possess a similar physiology to the Orks, Gretchin are not as strong or as tough as their larger brethren. 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. Gretchin have large, bulbous heads and wide tattered ears that flatten against their bald pates when they are afraid (which is most of the time). Sharp fangs fill their jaws, ever-ready to be sunk into the flesh of the weak or infirm, and malice gleams in their eyes whenever there is an opportunity for violence. The Grots' large and protruberant noses give them an excellent sense of smell, their ears afford them a similarly advanced sense of hearing, and their eyesight is acute even in the dark. These traits, combined with a heightened instinct for self-preservation, mean that Gretchin can not only survive but even thrive in a society dominated by vicious predators. Some Grots have their survival instinct honed to such a degree that they may possess a rudimentary sixth sense, or are naturally far more fortunate than they have any right to be. The Grots improve their chances of survival further by exhibiting a fawning and obsequious nature to their Ork masters. Though braver Gretchin will pull faces and make rude gestures behind the backs of the bigger Greenskins, few are stupid enough to risk doing so openly. Grots are fast learners and quick to spot an opportunity, meaning that many wind up as assistants or servants to more important Orks like Mekboyz or Nobz. Others will simply attempt to stay out of the Orks' way, whole groups of Grots fashioning hideouts amid scrap piles or warrens of tunnels too constricted for Orks to squeeze their bulk down. When the time comes to go to war, the Grots will be flushed out of these hidey-holes en masse by the gnashing Squig-hounds of the Runtherdz, or a few enthusiastic Burna Boyz. On his own, a single Gretchin poses little threat to a human-sized adversary. However, if there is one quality the Grots have in abundance, it is quantity. On the field of battle the Gretchin advance in great mobs, firing volleys of scavenged ammunition from their poor-quality weapons. They then dive upon the fallen and tear them apart in their scrabbling haste to loot the corpses. Even the most accomplished enemy warriors have found their arrogance punctured when cornered by an entire mob of shrieking Grots. They can prove especially dangerous during naval boarding actions, for while their Ork masters tie up a ship's defenders in furious point-blank battles, the wily Grots will avoid such bloody fighting like the plague. Instead, knots of Gretchin squirm through air-ducts, sabotage or loot vital machine-components, and overwhelm triage stations full of helpless, wounded combatants. When Grots wreck a starship's Void Shield generatorum, or burst from the ducts to overrun a vital chokepoint mid-battle, the foe learn to respect these nasty little Greenskins in a hurry. In the Gorkamorka supplementary setting, it was revealed that Snotlings are actually young Gretchin. The Gretchin originally were used in swarms as in Warhammer Fantasy and could even be fired out of a Shokk Attack Gun, but vanished from 41st Millennium battlefields with the advent of the 3rd Edition of the game. 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.

    Snotlings

    Snotlings, or "Snots", look like tiny, immature Gretchin. Their scrawny limbs are too small to bear weapons larger or more complicated than shards of broken glass or chunks of scrap. Lacking the violent tendencies of their larger kin, they make for very poor soldiers indeed, and are predominantly kept as little more than pets for their Ork masters, although they make excellent ammunition for the strange weapon the Orks call the Shokk Attack Gun. Nonetheless the Snots do perform a valuable function in Orkoid society. Snotlings cultivate the great patches of fungi that spring up around Ork settlements. In this way the Snotlings provide food, drink and medicine for the rest of the Greenskin race. 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. The Snotling populations that spring up around Ork settlements are monitored and cultivated by a caste of Orks known as Runtherdz. These grizzled and merciless slavers use a variety of methods to bully their charges into a state of anxious obedience, not least of which are the much feared Grot-prod and the ferocious Squig-hound.

    Squigs

    Squigs, or Squiggly Beasts, are an integral part of the mobile and incredibly aggressive Orkoid ecosystem. The Squigs eat the refuse of the Orks (not to mention local plants, animals and quite often each other) and the Orks eat the Squigs. There are many forms of Squig and each variety incorporates many subtypes. Mekboyz squeeze viscous black lubricant from the snouts of Oil Squigs to keep gears and gubbinz working. Painboyz use Mending Squigs to stitch wounds shut or suture limbs back in place. Eating Squigs, Parasite Hunting Squigs, Bag Squigs, even rare and bizarre sets of musical squigpipes, all have their uses. Yet perhaps the most infamous Squigs are the ravenous Face-biters, which the Orks use in the same way humans might use attack dogs. Little more than a snapping, drooling mouth on legs, these ferocious beasties are a sign of status and many an Ork Warlord keeps a pet Face-biter Squig that dines upon those who have fallen out of favour with him. Other equally sharp-toothed Squigs grow and breed in the sprawling cesspits of the Ork settlements, lending an air of unpredictability and excitement to even the briefest trip to the drops.

    Orks have but one philosophy: might makes right. They believe that the weak must suffer the rule of the strong. Over the countless millennia in which the Greenskins have waged their wars, not one Ork has ever doubted this for a single moment.

    This unshakeable self-belief is perhaps the most dangerous quality of the Orks, for they will never give up until they plunge the galaxy into an eternal war. The Orks rule their barbaric civilisation with an iron fist.

    Ugly and violent creatures, they are the dominant life form of a race that includes the smaller Gretchin and Snotling sub-species.

    Orks see themselves as the toughest race in the galaxy, mightier by far than Humans, Aeldari or T'au. To prove their point, the Orks are more than willing to fight and kill everything that crosses their path.

    One of the greatest strengths the Orks possess is the simplicity with which they approach their existence. For an Ork, the universe is an incredibly straightforward place, free of the angst and worry that plagues most other races.

    Orks do not try to influence their own destiny and get frustrated when plans do not work out as expected. They do not look for something to blame (except perhaps the nearest Gretchin or a hated rival tribe) and certainly do not reflect on weaknesses in their own way of doing things.

    Barbaric and savage, the Greenskins spread across the galaxy like a viridian stain. They plague the battlefields of the late 41st Millennium in great numbers, overruning any who stand before them in a torrent of bloodshed and usually mindless violence.

    An Ork WAAAGH! is war on an apocalyptic scale. Orks beyond counting swarm from one world to the next. Whole civilisations are exterminated and defenders' armies laid to waste as the Orks plough ever onward in an unstoppable tide. Orks need battle just as humans need food and drink.

    Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies. Such conflicts tend to be small-scale or localised. They never really develop beyond random outbursts of violence and looting.

    However, Ork populations can reach a critical mass that leads to a full-scale planetary migration. This is known as a WAAAGH!, a crusade of pure aggression that crashes through star systems in an orgy of violence.

    Ork behaviour is dominated by the WAAAGH!, a gestalt psychic field they generate that affects the Ork psyche, which allows Orks to instinctively recognize who is "bigga," and therefore who is in charge, since might makes right in Ork society. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting, and as more of them congregate together in one geographical area.

    The WAAAGH! helps give momentum to the Orks' planetary assault campaigns, which are also known as WAAAGHs! (the Orks like to call a lot of things WAAAGH!s). Such a WAAAGH! is a cross between a holy crusade and a pub crawl, with a bit of genocide thrown in for good measure.

    The Orks are a powerful force in the universe. A highly prolific species, they are able to expand and prosper effortlessly in comparison to the other civilisations who struggle even for simple survival.

    The Ork character traits have a reflection in the Warp just like the impulses and emotions of Humanity and the Aeldari. These traits are made manifest in the belligerent Ork gods known as Gork and Mork.

    The Orks say that Gork is brutal but kunnin', and Mork is kunnin' but brutal. Gork and Mork are divine powerhouses, deities so strong they are never truly defeated. They simply shrug off the attacks of other gods with a raucous laugh.

    Gork grins, bares his long teeth, and lands a mighty blow on his adversary's head with a spiked club the size of a comet. Mork, always the sneaky one, waits until his foe isn't looking before clobbering him with a low blow.

    An idea of the appearance of the Ork gods can be gained from looking at Ork Gargants and Stompas, mighty war machines constructed in the image of Gork (or possibly Mork). The Mekboyz create these titanic engines of war to reflect the essence of Orkiness in mechanical form, and as such they serve as potent religious idols.

    To the Orks, these clanking behemoths behave very much like their gods, lumbering about and leaving a trail of devastation in their wake. They go where they please, and never shun a fight.

    Orks use their teeth -- or rather, their "teef" -- as a form of Greenskin currency. This is quite a natural solution to inflation and income support, as Orks go through teeth in a similar manner to Terran sharks, replacing them quite frequently, and Ork teeth do degrade over time, so it is impossible to hoard them.

    This keeps prices constant, ensures all Orks have at least some access to money, and allows constant values to be placed on commodities. A toof will buy a good Squig pie and a tankard of fungus beer, while a bag of teef will buy a cheap Warbuggy.

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  4. en.wikipedia.org › wiki › OrcOrc - Wikipedia

    An orc (sometimes spelt ork; / ɔːr k /), in J. R. R. Tolkien's Middle-earth fantasy fiction, is a race of humanoid monsters, which he also calls "goblin". Especially in Tolkien's The Lord of the Rings, orcs appear as a brutish, aggressive, ugly, and malevolent race of monsters, contrasting with the benevolent Elves.

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