Orc (Warhammer)

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Orcs are one of the races of Games Workshop's Warhammer Fantasy fictional universe. For general information on the origin of the word "Orc" and Orcs in other fantasy worlds, see: Orc.

Orcs are related to but not the same as the Goblins. When they are found together Orcs tend to dominate the smaller goblins although they are less intelligent. For Warhammer Fantasy Battle orcs are covered with goblins under Warhammer Armies: Orcs & Goblins

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[edit] Characteristics

Orcs in Warhammer are not very intelligent or knowledgeable but are capable of cunning. They are extremely warlike, with a society geared towards constant warfare, living in small tribal groups with a strong, biologically-enforced, chain of command. Orcs live for battle and will fight with anything that gets in their way (and quite a lot that doesn't), even other Orcs. This constant need to fight is the expression of Orcish culture, a fact that keeps the orcs from forming anything but temporary alliances with one other. In combat they can transform even the most common object into a lethal killing instrument.

Orcs are exaggerated, humorous parodies of the creatures from Norse myth. Some Games Workshop designers claim that orc culture and military tactics are loosely based on Scottish Highlanders. They are known for large, brutal armies of difficult-to-kill troops, usually supported by a variety of units and war machines, hampered by their tendency to squabble amongst themselves. This is described in the rules as "animosity"; they must take a test every turn to see if they will fight as the player desires, or squabble amongst themselves. If the latter then the effects vary through a range from attacking the nearest unit in their army to charging forward to show up the rest of the army.

[edit] The Greenskin races

Main article: Orcs & Goblins

The Orcs cover a few distinct subspecies and can also be divided culturally, each with their own specific place in Goblinoid society. Some relatives of the species are not found in Orc armies, as such, but are used by other races for specific purposes.


  1. Orcs are large, stooped creatures with long arms and short legs, like gorillas. Huge slabs of muscle move under tough green skin, and their jaws are lined with vicious fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanour, and are naturally bald. Normally six feet tall, they are up to seven feet tall when stretched out of their characteristic stoop. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society.
  2. Black Orcs were originally created by the Chaos Dwarves to use as slaves, but have since rebelled and found a place in regular Orc armies. They are naturally even bigger, stronger and meaner than regular orcs, and so tend towards command roles, also they do form their own units; they are also, if not smarter, more well-organised, and they are immune to the effects of animosity (Although if another orc unit attacks them, they will definitely fight back). Being the largest of Orcs, and having an air of authority, they procure large amounts of the heaviest armour from the Camp, and march to battle carrying a Variety of Choppas and heavy, two-handed blades.
  3. Savage Orcs are not a subspecies as such, but more a specific subset of orc tribe; their tribes have a stone-age level of development, and are even more shamanistic and savage than their regular orc cousins. They are most well known for riding giant boars into combat, and paint their bodies with magical tribal designs which provide them with some level of natural protection.

Besides the orcs are the Goblins (including night goblins and forest goblins, kobolds, Snotlings and Gnoblars). The Hobgoblins are the biggest of the Goblins getting on for the size of orcs but still characteristically goblins.

[edit] Biology

Physiologically Orcs are taller and broader than humans, with short legs and long arms much like an ape. They have massive heads which come directly forward on their necks, giving them a stooping appearance. They have tough thick green skin which is highly resistant to pain. They can sustain the most horrific of injuries and still survive (This is reflected in the game by an above-average Toughness value, making them harder to wound). Orcs speak with thick Cockney accents, modified slightly by their love of the character 'z' (Boyz, arrerz, etc.).


Orcs do not grow like humans or other creatures but, instead, have a unique "adrenaline-fuelled metabolism", which means that as an orc fights - and defeats - opponents, the orc gains in size, physical strength, endurance and beligerance; this allows them to fight bigger opponents, and so the cycle continues. An orc will only stop growing when he finds an opponent they can't beat. This also comes into play in Orc society; which is ruled by the strongest. Orc veterans are known as "big'uns", because they are literally bigger and stronger than ordinary orcs. As orcs grow older and beat more powerful foes, they can become "bosses," "big bosses," and eventually "warbosses". A warboss leading several tribes in a Waaagh! (a greenskin military campaign) is known as a "warlord."

An Orc progresses through the social ranks by fighting and defeating a pre-existing member of that rank. Because of their bizarre physiology, orcs preparing to challenge a superior experience a steady supply of adrenaline, which means that they begin to physically increase in height and muscle-mass; literally, they will become "too big for their boots". An alert orc will spot this occurring and will promptly beat the challenger down before he can become a threat. If the challengee fails to notice this development then a battle is the inevitable result. Once such a leadership battle is won, the winning orc undergoes an extreme boost in power, gaining up to a dozen pounds of muscle in the wake of the fight.

A regiment of Orcs in Warhammer Fantasy
A regiment of Orcs in Warhammer Fantasy

[edit] Psychology and behaviour

Orcs worship a pair of gods known as Gork and Mork. One is the god of cunning brutality, and the other is the god of brutal cunning. Orcs can never quite agree which god is which, and many battles have been fought as a result.

Orcs seem to have a racially-linked mind, from which some Orcs can draw power; this is known as the Great Green or WAAAGH! (always spelt with 2 or more a's (often 3) and at least one exclamation mark).

Orc and goblin shamans can draw on this power to fuel their magic, which can take a variety of forms, with the most notorious being the ability to summon a giant foot of one of their gods to crush an enemy unit. Off the battlefield, these shamans provide healing, fortune telling and other such services to the tribe. Shamans who draw too deeply from this energy risk their heads exploding. For more warrior-like orcs, the WAAAGH! acts more as a communal group mind, inspiring them to battle. Orcs have a tendency to simply steamroller towards and over their foes, until the impetus runs out and they go off their separate ways again.

The innate popularity of the orcs and orks amongst gamers, due to their innate humour and their being an entertaining army to play both with and against, has led to WAAAGH! becoming almost a rallying cry for the Games Workshop hobby, and it is frequently heard at gaming conventions and during battles.

[edit] Social system

Orc tribal leaders are known as warbosses, and are always the biggest, toughest, and strongest greenskins around (because if they're not, a bigger, tougher and stronger orc will take the position from them!). Notable warbosses include Gorbad Ironclaw, Grimgor Ironhide, Morglum Necksnapper, and many others.

Orcs tend to ally with goblins and snotlings, but their alliance is more of a matter of the orcs bullying their smaller Goblinoid cousins into being everything from servants, to human (goblin) shields, to an emergency food source. Their warbands also often include wyverns, giants, trolls, ogres and other monsters in the same vein.

[edit] Orc culture

Orc "kultur" is dominated by the concept of strength. There is no law, and therefore no crime. If an orc feels wronged, he can challenge the source of his grievance to a pit fight. Once the fight is over, the matter is considered settled. This is especially true when on campaign, as the orcs will be too busy fighting the enemy than each other. Orcs have no pity for the weak, and will work captured human slaves equally hard, whether they are male, female, old or young. It has been stated that the reason they have no pity for weakness is because they have no concept of pity and lack the ability to discern between the subtleties of human age and gender; to an orc, the weak are simply weak, and so are beneath them in society.

[edit] Language

Orcs communicate through their own language which has been described as a variety of guttural sounds, but they are often shown as capable of speaking humans' languages, mostly Reikspiel (generally in a heavy Cockney accent). There is one tribe of savage orcs that is said to have a vocabulary consisting entirely of the word "Waaagh!," with variants in volume, pitch, and accents making up for individual words. Their written language works in a similar way to Egyptian hieroglyphics, only louder and cruder.

[edit] Named Orc characters

  • Wurrzag Ud Ura Zahubu

[edit] See also

In other languages