+++ORK SOCIETY+++The Ork Household is the basic element in their social and military organization, and is typically led by the toughest and most respected Ork, known as Da Boss. Several inter-related Households form a Family. The head Household in each Family is at least twice as big as any of the other Households. An Ork clan includes all the Families and Households which claim descent from one of the original clans of the ancient Ork homeworid. Known clans include the Goffs, the Bad Moon, the Death Skull, the Evil Sunz, the Snake Bites and the Bloody-Axe. These clans are now widespread throughout the universe, and wherever Orks are present, one or more of these clans will be represented. Clans are distinguished by their traditional styles of clothing, war-panoply and customs, and include members of the various Ork castes. A gathering of Ork clans either on a world, or roaming space aboard a hulk, form a tribe. An Ork tribe implies no common links in terms of kinship; it is simply a great horde of Orks including various clans and castes. Such tribes are welded under the leadership of great warlords. The rank and file of Ork armies are Da Boyz. Their wargear is usualy a flak jacket adorned with a backplate bearing the insignia of their clan. Ork nobles, called Da Nobz, are wealthy Orks who can afford prestigious war panoply. Nobz can be found in positions of command or in units of their own. Stormboyz are young Orks full of militaristic fervor. They take a pride in their equipment and believe in strict martial discipline, drill and fighting prowess. They form their own distinct units and aspire to a smart, soldierly appearance; as disapproving elders say, they "go ooman". Mekboyz are the technical engineers and master mechanics of Ork civilization. Their understanding of technology is crude, and they are often as mystified as to why their creations should work as anybody else, but work they do. Somehow Meks have an instinctive talent with mechanics. Inquisitiveness, experimentation and willingness to hammer the parts until they fit are the key to their success. Consequently they construct ingenious and unlikely devices which defy the laws of science and frequently break down. Meks build and maintain the amazing array of Ork vehicles including Warbikes, Wartraks, Battlewagons, War Buggies and all kinds of ramshackle custom-built karts. There are a few Orks who are more psychic than the rest, and are known as Wierdboyz. They can act as a focus for the psychic energy of other Orks, which can then be directed against the enemy as destructive spells. When an Ork warband goes into battle, chanting, shouting insults and stamping feet, the psychic pulse builds up and can be unleashed through the Wierdboyz. The unfortunate Wierdboyz don't enjoy this experience much since there is a good chance that the massive surge of psychic energy could literally blast their minds apart. Snotlings and Gretchins, known as Runtz, are bred and raised by the caste of Runtherdz. Snotlings can be trained do simple tasks and are used for mine-clearance or massed wave attacks. Snotlings are also a last resort for the Orks when the food runs out. The most battle-crazed of the Orks are the Madboyz. As soon as they get on the battlefield and hear the thunder of the guns, the chanting and feet-stamping of Da Boyz and the ground being ripped up by shells, they lose all traces of rational thought. Nothing can restrain them - they just want to wade into the fray, biting their weapons and gnashing their fangs in battle-fury.
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