#big squiggoth
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opttwoodrow · 1 year ago
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Meet my new sons.
Name suggestions welcome!
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orkygit · 4 years ago
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Is this a Squiggoth? I’d say dat big beasty lookz moar like a Karnyfex
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asklordcaptaincastronova · 4 years ago
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I have dubious fish and the salt most flow, oldishhammer rules, continued.
Lets talk Strength verus toughness. How it used to work when rolling to wound: S= T 4+ wound. S  1 bbelow T, 5+ wound. S 2 or more below T? wound on a 6 S 1 more than T? 3+ wound. S 2 or more than T? 2+ wound
S 4 or more below T: YOU CANNOT WOUND THAT
This mean T7 aka The Wraithlord were completely immune to guard tier close combat as well as lasguns
T8 aka the Squiggoth were immune to marine Cc and bolters
The Heriophant, at T9, had the highest toughness and thus was immune to heavy bolters, heavy flamers, big shoots, shuriken cannons etc.
Remember how I said you roles s+1d6for armor pen? All military grade vechicles had a *minimum* armor of 10. Lasguns do *nothing* to vehicles.
This also meant “Heavy” russes and the Predator were completely immune to bolters, shurken catapults, and shootas, Baneblades has a rear armor of 12 and thus laughed off pulse rifles, heavy bolters and big shoots, while the Land Raider and Monolith were all around armor 14. AKA IMMUNE TO PLASMA and also autocannons.
Lets talk AP value, all ranged (note this for later) weapons have an AP value, from 1-6 or just -
If AP value < or equal targets armor save value (ie AP 4 or 5 versus a 5+) they victim gets no armor save. There’s no save modifier, it’s all or nothing.
Bolters, Pulse rifles, and Shuriken weapons were all AP5 at worst. Meaning guardsmen got *no save*
AP - weapons: Lasguns. Grot blasters. About it.
AP 6 weapons: Shootas, multilasers, sniper rifles, Frag missiles
AP5 Bolters, Shurken pistols and catipults, pulse weapons, hellguns
You can see guard, gaunt, and Ork armies are going to take *horrific* casualties. Catachans, with their armor save of 6 are going to take even more than bog standard guardsmen against orks, one of the few armies guard get a save against in shooting.
@particularcustodian
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dragonturtle2 · 5 years ago
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First off, need @lopoddityart for introducing me to this months ago.
But I need to say it, this work better for me than the actual episode. Even with just the three minutes in this, it feels like there’s more CONSEQUENCE to this. Little home world is burned down to the ground, and all the former soldiers and refugees that made a home there are fleeing for their lives. All that comes of it is just a hole in the front of the house. If at least more of the house having destroyed, and by the final episode it has been undergone a reconstruction of the scale between Change Your Mind, that could at least be effective imagery for how the family unit had changed.
A detail that’s small but hugely important is whether his Corruption leaves a mark on him. When all the former Corrupted Gems retained some discoloring, sure was a bit sad (and kind of messed with the color palettes) but it was meaningful. It was also very true to the nature of trauma. (Which is why I also wasn’t pleased to hear that Yellow can just erase it with plastic surgery). Canon, Steven remains flawless. Nothing left behind on his body, or his Gem.
I certainly appreciate that It didn’t come down to just Connie being needed to reach him. That would invalidates the lesson from Together Forever, would unfairly shoulder Connie with being Steven’s keeper, and would downplay the roles of hurting AND healing played by the rest of the Crystal Gems. So making it a group effort? Great! But this is undercut by the Diamonds (and Spinel). It’s not just because of how poorly developed I think their relationship is with Steven, thanks to a two year time skip. Or how every arc that White has is entirely implied and offscreen. Or how he should have a TON more unresolved trauma issues with the three of them far beyond any of the Gems’ parenting mistakes. (Those things are worthy of their own mega-post someday). It’s also just haw stupidly comedic their guilt is played off. Specifically Spinel and White. Their monologues just go ON and ON, and Christine Ebersole sounds like she was told this scene was meant to be parody. When Connie comes in and says they’re acting stupidly, I’m agreeing for the WRONG reasons. And that’s a damn shame, since she imparts serious wisdom to them.
I also have a question rather than a true complaint. Why is that only Garnet is made huge? Why not also Pearl and Amethyst? Sure Garnet is the strongest, but I don’t feel like that’s the point. Yellow could have easily done it with all three of them. I feel I’m missing some meaning there, and if anyone has ideas, I’d like to hear them.
I’d be remiss to not mention something that brought me be great amusement with this episode. We all thought Steven’s feral form would be a big caterpillar thing, and he would move around like a Squiggoth. But no. That dude just has NEK.
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Meanwhile Little homeworld is slowly burning in the background… 
Listen i know it doesnt always make sense but I did this to have fun !! I’ve been working on this for almost a month now, I’m mildly happy with the result but I did this for fun honestly so I hope you guys will enjoy it ^^
Moana belongs to Disney and Steven Universe belongs to the Crewniverse and Cartoon Network
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asktheraggededges · 7 years ago
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Heptomore, eh? I guess Drookian still burn peat for kilning malts... (To my dear author: speaking of which, have you ever tried this peat Squiggoth IRL?)
((If youre asking whether I have tried octomore - the answer is a big yes. Two of my well-to-do relatives bought me some because of the work I’ve done for the fam this year. I’m more of a malt guy than a peat guy, but HOT DAMN is this nice. I prefer Oban, but this shit is INCREDIBLE and one hell of a gesture. Very grateful.))
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asktheadeptus · 8 years ago
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Orks - Physiology and Society
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"Ork Physiology is fascinating and terrifying in equal measure, demonstrating inhuman degrees of resilience to the point where they can withstand seemingly fatal wounds with little apparent long-term consequence. Indeed, Orks witnessed suffering fatal wounds in the midst of heavy fighting have often been observed again several days later, larger and stronger than they were before their injuries and with no sign of those wounds save for some largely superficial scarring."— Genetor Aurelius Thoze, Adeptus Mechanicus Xenobiologist
Ork Physiology
Orks are green-skinned and red-blooded, a side effect of their symbiotic physiological and genetic relationship with fungi. 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 (ca. 800.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 humor. 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. His heavy brow shades blood-red eyes, afire with the need to kill. Jagged fangs jut from a heavy jaw that would not look out of place upon a far larger predator, and when an Ork speaks, it is in a slow, gruff tone thick with saliva and guttural curses. His words are sparse, brutal and straight to the point.
A particularly favored ingredient in their diet are Squigs, short for "Squiggly beasts"; a variety of symbiotic Orkoid races about the size of a Terran house cat but legless. These include the "Eatin Squig", a limbless blob which feeds on fungus, the "Growler Squig", a legged variety used as a sheepdog for Gretchin, the "Attack Squig" a powerfully voracious little beast available as an item of wargear, and the "Face-eater Squig", a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.) There is also a larger sub-species of Squig, called a "Squiggoth" that ranges in size from about that of an elephant to a 60-plus-foot monstrosity capable of stomping buildings into rubble. Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses.
Orks grow all through their lives; the effect is particularly notable in successful Orks. As the Ork survives combats and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: He puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a Nob, a leader or chieftain of Orks, noticeably larger and tougher than the average Greenskin. Once he begins to grow, an Ork will generally keep getting bigger and stronger until he is beaten by a bigger or more cunning Ork. Warbosses and Warlords, the rulers of continents and entire Orkoid empires, respectively, are very large Orks indeed. Flash Gitz however are a special elite type of Ork typically armed with Big Shootas. Flash Gitz are obsessed with polishing their guns and these Orks are much larger than an average Ork. They are likely Nobz who have gathered into a group.
Ork physiology is actually the complex interweaving of two symbiotic organisms that have been genetically linked by the Greenskins' original creators: one strain is comparable to a terrestrial animal and the other to an algae or fungus living within the former's bloodstream and skin. An Ork's animal cells carry the genetic information of only the individual's Orkoid subspecies. But the fungoid component of their physiology possesses the genetic information that defines all the different varieties of Orkoid, as well as the different Oddboyz, and it helps to heal wounds by providing greater biochemical energy supplies drawn from soe form of biosynthesis when necessary. Ork biology lends itself well to combat: they are extraordinarily strong and tough and are naturally good fighters, always looking for a scrap.
There are two theories relating to why Orks have this unique, hybrid physiology. The first is that they were adapted by their masters, who were in fact the present-day Snotlings, a diminutive alien race that soared to intelligence upon eating a particular species of mushroom, spread across the galaxy with the help of their less intelligent Ork slaves, and were then deemed stupid again when the Orks consumed all traces of the mushroom which only grew on their home planet. The more modern Imperial theory of Ork origins holds that they are the Krork, created as a warrior race by the Old Ones (referred to in Ork legend as the Brain Boyz) in their wars against the Necrontyr and the C'tan. The fact that an entire ecosystem can be constructed of Orkoids, and their complete war-readiness from birth, suggests that this is the more likely of the two Ork origin theories. In early forms of this theory developed by the Imperial Magi Biologis, the Brain Boyz were actually an Orkoid subspecies, along with the Orks and the Gretchin, but they are now believed by most Imperial experts to be the reptilian Old Ones who also created other psychic species like the Eldar and the Jokaero during the ancient War in Heaven.
The Brain Boyz apparently became extinct or simply disappeared from the galaxy for unknown reasons during the course of the War in Heaven, this theory holds that before they passed on, they genetically-engineered the Orks' DNA to include a "techno-gene". This gene develops in Orks as they grow, influencing their minds and releasing genetically encoded knowledge; in a similar way that a human baby will reflexively hold its breath under water or a horse can walk half an hour after being born, an Ork's techno-gene gives it information on how to fight, operate weapons, and speak the Ork language. Ork Oddboy specialists, such as Mekboyz and Painboyz, are the mechanics and surgeons of Ork society, and receive their knowledge through these techno-genes.This theory of Ork origins holds that this was a deliberate measure to ensure that the Orkoid race would survive in an incredibly hostile universe.
Ork Nature
Theories abound that Orks harbor the genetic traits of both animal and fungal life forms, and that it is this unusual biology that gives an Ork his remarkable constitution. Orks' green coloration could be explained, Imperial scholars suggest, due to some form of algae or green fungus that permeates their cellular makeup. Such a substance could break down and repair damaged tissue at an incredible rate, accounting in part for the Orks' extremely durable metabolism. Those observers of other races who maintain this theory point to the fact that an Ork's head can live for some time after being completely severed from the body. Indeed, operations to reattach these are a staple of many a Painboy's repertoire (staple being the operative word!).
Yet for all the questions that still hang over the Greenskin race, what cannot be disputed is its relentlessly bloodthirsty nature. An invasion by Orks has been likened to an incurable disease by the Imperium's scholars. Once a world or star system has faced attack by the Greenskins once, it will be ravaged by them time and again until it finally withers and dies. Even as a world's defenders are celebrating their first victory over the Ork invaders, new tribes of Greenskins will be multiplying in the dark and shadowed corners of the victorious world. At the same time, Ork survivors will carry word with them through the void, spreading the tale of how good a fight a particular world put up. Keen to have a go themselves, fresh waves of Orks will soon descend upon the horrified defenders, often before the damage from the previous Ork incursion has been put straight. These attacks will increase in severity, wave after wave of Greenskins from space now supplemented by the tribes that have risen up from the world's own wilderness. The planet's populace will be overrun one stronghold at a time, drowning in a rising tide of roaring, battle-mad Greenskins.
The harder a planet's defenders fight back, the worse their predicament will become. Every Ork slain makes way for two of its bellowing brethren, while every attack wave the defenders bloodily repulse just draws more enthusiastic Greenskins down on their heads. In this way some worlds can become the unintentional focus of a WAAAGH!, the Orks' numbers and frenzy reaching critical mass as they fling themselves against the world's defenses time and again. Eventually the pressure from Ork invaders both within and without becomes insupportable, leaving the defenders only two choices: stand and fight, dying to the last in the process, or flee with whatever they can salvage, leaving their stricken world to the Orks.
Reproduction
Orks have not only survived, they have prospered and are more numerous than even the myriad trillions of individuals who comprise humanity across the galaxy. This is due in part to how Imperial scholars now believe that they reproduce: Orks release fungal spores, which grow into a plant-like womb underground that nourishes the bodies of the various Orkoid species. This is the entire basis of the Orkoid ecosystem, producing first Squigs, then Snotlings who cultivate the Squigs and the fungus they feed on, then Gretchin to build the Greenskin settlements, and finally the Orks themselves. This means the Orks, wherever they go, will have an abundance of food, slaves and other resources, a moving Orkoid ecosystem that supports them as they unleash their WAAAGH!s
This also makes it extremely difficult to rid a planet of Orks, even if the initial invasion is defeated. Orks release spores throughout their lives, but release them massively at the moment of death. Without a nearby population of Orks, the alien fungus will eventually start the Orkoid life cycle anew. Decades after weathering an Ork WAAAGH!, settlements on a planet can find themselves faced with an unexpected attack from Feral Ork tribes coming out of the wilderness. The only way to effectively remove all of the Orks once they are on a planet is through a planetary Exterminatus action.
Orkoid Subspecies
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 protuberant 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 choke-point mid-battle, the foe learn to respect these nasty little Greenskins in a hurry.
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 Greenskin 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.
Ork Philosophy
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 unshakable 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 civilization 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, Eldar or Tau. 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. They just try again a different way, usually because they have forgotten how they did it the last time. Thus the Orks make remarkable progress by trial and error, without counting the cost. Meanwhile other intelligent races steeped in high-flown philosophy fall into the same traps time and again, doomed to stagnate and decline, unless of course they are first conquered by the Orks.
So long as the average Ork has someone to fight, someone bigger than him to tell him who to kill next, and someone smaller than him to beat up, he will know contentment. Orks don't tend to go hungry as they can eat virtually anything, even Grots, Snotlings or one another at a pinch. Greenskins have no concept of cannibalism or the moral outrage that accompanies it, as it is only natural that the bigger Orks should live at the cost of those weaker than themselves. With war and killing as their only real motivators, most Orks have little interest in gathering material wealth or luxuries. The one exception to this is a desire to possess ever bigger and louder weapons and vehicles. An Ork will go to almost any lengths to get his hands on a louder Shoota or faster Warbuggy. He will obsess over its acquisition until the exact moment he has it, at which point his eye will stray to something even bigger...
The WAAAGH!
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 civilizations 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 localized. 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!
Ork behavior 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. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss or Warlord if the WAAAAGH! is particularly massive, who is bigger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight and defeat. Ork WAAAGHs! will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again.
The Imperium of Man's Tech-priests have theorized that this gestalt psychic field also has a telekinetic or quantum probabilistic effect, allowing the seemingly ramshackle and poorly designed Ork technology to work as the Greenskins expect. It is believed that the reason this hypothesis came into existence is that the Imperium adopted the Adeptus Mechanicus' religious belief that aspects of a universal "Machine Spirit" inhabits all technology, and that this Machine Spirit serves Mankind at the command of the Machine God. If this is the case, without a Machine Spirit, Ork machines could not work, requiring some psychic cause to justify their often devastating effect. Furthermore, Mechanicus Genetor Lukas Anzion has noted that many Ork-built weapons will not function at all unless wielded by an Orkoid, possibly supporting this hypothesis.
Gathering the WAAAGH!
First and foremost amongst all of the Orkoid instincts is the literal need for an Ork to wage war. Orks need war just as a human or Eldar needs food and water and over the long millennia of their existence the Greenskins have become very, very good at it. Due to their inherently aggressive nature, Orks constantly fight amongst themselves to prove who is the strongest, sharpening their in-born warrior skills and weeding out the weak, though this process usually poses little threat to the larger galaxy. However, Ork populations can reach a form of critical mass that can unleash a full-scale interstellar migration of Greenskins. This violent migration and the planetary assaults that result from it is what Imperial savants refer to as a WAAAGH!, a crusade of pure aggression that crashes through multiple star systems in an absolute orgy of fury and violence.
A WAAAGH! usually starts small, perhaps even as small as a single Ork, who is visited by the Orkoid deities Gork and Mork with dreams of great carnage. He will impart this vision to others of his kind through repeated blows to the head, or, if he is of a more intellectual bent, he will build a great Ork war machine like a Gargant that is the very image of his savage Gods. Rumours of the coming WAAAGH! will spread through the local Orkoid society and the Orks begin to unite. New warbands join the growing throng with every passing day. An Ork Warboss will fight his way to the top of the hierarchy of this growing Greenskin horde and earn the status of a Warlord, adding the armies of those clanz he conquers to his own horde. As news of his new position spreads, the trickle of Ork reinforcements will grow into a green flood. Ork Meks will begin to collaborate on more and more outlandish projects, building ever larger war machines and weapons for the WAAAGH! Smoke-belching mobile fortresses and titanic war engines are cobbled together out of nothing more than heaps of scrap metal and the always heavy-handed enthusiasm of the Greenskins, another side-effect of the growing gestalt psychic energy of a WAAAGH!
With each victory, the new Warboss' legend grows, and more followers flock to his blood-soaked banner. As he fights to retain command of his ever-growing horde against a constant stream of challengers, he will subsume the armies of those he conquers into his own tribe, and as news of his prowess spreads ever further, the trickle of reinforcements becomes a green flood. Drawn in by the Warboss' reputation, Ork Meks will start to collaborate on more and more outlandish projects as the WAAAGH! grows, building even larger war machines and gunz. Smoke-belching mobile fortresses and titanic engines of battle are cobbled together out of nothing more than scrap metal and heavy-handed enthusiasm. Gorkanauts and Morkanauts appear in growing numbers, their pilots seeking out the WAAAGH! with a feverish intensity. Whole mobs of Mekboyz raise towering scaffolds within which Stompas and even Gargants start to take shape, these mighty effigies igniting some primitive drive within the minds of the Orks who see them, causing the flow of WAAAGH! energy they subconsciously generate to reach fever pitch.
At this stage there is still much rivalry between the various klanz and tribes, and each will strive to outdo all the others in terms of the sheer destruction that can be wrought by its war machines. Those Meks without the resources to construct Stompas and Gargants will instead create mobs of clanking Killa Kans and Deff Dreads, or Battlewagons from which the Warbosses can lead their armies to war. Soon the emergent WAAAGH! begins to span worlds instead of just continents. Entire native populations are forced into slavery merely to manufacture ammunition for the horde's guns. Crude factory-ships and war hulks are bashed into shape, the better to transport the Ork armies into battle. When the lure of imminent bloodshed can be resisted no more, the deadly fervor washing through the horde overflows. Teeming Ork armies mass and swell with a roar like savage oceans, and the skies fill with crude and bulky Ork space-faring vessels.
Whilst these masterworks of destruction take form, even more Greenskins are drawn towards the horde by the impending promise of these massive war engines' use and the exciting carnage they will reap. Most of the Ork Boyz of the horde simply relish the chance to get into a really good fight. But those amongst their number who dream of becoming part of a truly awesome vista of destruction often choose the roles of crewmen and gunners on mobile Battle Fortresses and Stompas. There is always a great deal of continued rivalry between the clanz and tribes of a WAAAGH! and each strives to outdo all the others in the sheer "killyness" of their war machines. Those Meks without the resources to construct towering Stompas or Gargants, the Ork equivalents of Imperial Titans, instead create mobs of Killa Kans and Ork Dreadnoughts, banding their creations together to form armies of mechanical savages that dwarf the mobs they march beside in size and power. Others build the fleets of Fightas, Fighta-Bommerz and Bommerz that are laden with gunz and bombs that will assault their foes from the air once the battle begins.
The grand musters that precede a full-scale Ork invasion are an awe-inspiring sight. As the Orks gather for battle, smoke from thousands of oily engines fills the sky. The ground trembles beneath great wheels, tracks and the thunderous strides of towering Gargants. Armies of Greenskins stretch across the horizon, raising their banners high to proclaim their reputations and allegiances, their warcries audible for miles around. Looming Gorkanauts and Morkanauts, bizarre artillery pieces and force field generators chug, clank and buzz amidst the green throng. Armadas of rusty vehicles raise roiling thunderheads of dust into the atmosphere, whilst Dakkajets roar overhead leaving contrails of filthy smoke. Speed Freeks rev their engines, and the Boyz fire their guns into the air as a carpet of Gretchin spreads out in front of the army. Eventually, the battlefield is barely visible beneath the endless sea of green, each Ork warrior certain that the ground will soon be stained red. Here the power of the Waaagh! is palpable as a wave of raw aggression, and the Orks believe Gork and Mork are gazing eagerly down from the Warp to see how their warriors will fare. Then as one, with an almighty bellow, the Orks surge forwards, and another world is plunged into unending war.
Those Greenskins that do not aid in the construction of the WAAAGH!'s war machines seek out like-minded fellow Orks who fight in the manner that most appeals to them. The Orks call these groups Kults, of which the vehicle-obsessed Kult of Speed is the most widespread and well-recognized in the Imperium, though by no means the only Kult that exists in Ork society. The Stormboyz and Flash Gitz also represent Kults, while those Orks who are unusually sensitive to the growing pool of gestalt psychic energy surrounding a gathering WAAAGH! may become Madboyz. Hundreds of other Ork Warbosses will add their own armies to the cause of a new WAAAGH! as the Greenskin assault begins to spread across whole star systems rather than just a single world. Entire native planetary populations are forced into slavery to their new Greenskin masters to manufacture ammunition for the horde's guns and other materiel that the WAAAGH! requires. Crude factory-ships and war hulks are bashed together to produce further transports for the horde, while a truly large WAAAGH! may ultimately infest a Space Hulk to move from world to world or even hollow out asteroids and create the massive spaceborne Ork fortresses known as Roks. When the lure of battle can no longer be resisted, the WAAAGH!'s savagery reaches a fever pitch that can no longer be contained save by the spilling of blood in vast quantities.
The Orks who launch a WAAAGH! generally have little in the way of a coherent combat doctrine like the other major intelligent species of the galaxy. Their only goal is destruction and mayhem in as large a quantity as they can muster. The Orks are a plague upon the other civilizations of the universe, a race of genetically-engineered bioweapons whose true purpose was lost eons ago but who still carry on the fight -- against anyone, at anytime -- for no reason other than their own joy in destruction and slaughter. Once an Ork WAAAGH! has gathered, with one almighty bellow to the heavens from millions of Ork throats, another world will be plunged into unending war beneath a surging greenskinned tide.
The Great WAAAGH!
It is generally thought within the Imperium that over the last century or so, the Orks have become even more aggressive and warlike than ever before, and the numbers of WAAAGH!s being recorded in all five Segmentums is increasing. The Imperium has long theorised that the Greenskin race possesses low-level background psychic abilities, a kind of gestalt Warp resonance. Orks, of course, neither know nor care about such things. Yet as Warpspace becomes more turbulent, so the Orks too are becoming ever more belligerent. This rise in new WAAAGH!s has been most notable around Warp space anomalies and regions plagued by Warp Storms, with hundreds of Greenskin invasion forces emerging from these areas every Terran year.
Members of the Inquisition's Ordo Xenos have noticed a trend in the translations of glyph-sequences found in Ork camps, which speak increasingly of "da call of da gods", a phenomenon felt most keenly by the nomadic Gorkanaut and Morkanaut pilots. The emergence of Weirdboyz seems to be increasing exponentially also, with many claiming that they see visions sent by Gork and Mork. On thousands of worlds the ominous silhouettes of Gargants rise against the war-torn skies. The Orks' foes can only watch in horrified bewilderment as the phenomenon known as the Great WAAAGH! sees the Greenskins flooding across the galaxy in numbers never before witnessed, slaughtering everything in their path as they go.
WAAAGH! Organisation
Orks gather into various levels of organisation. The first is the mob, a squad-level unit of Orks with similar ideas of how to act on the battlefield, generally led by a Nob (short for "noble," but pronounced "knob"). A number of mobs will gather together into a warband, which is roughly equivalent to an Imperial Guard company (although with a greater variation in size and strength), led by a Warboss. The largest Ork organizational unit is the tribe or the klan, a group of numerous warbands all under the command of a Warboss. Different tribes can be united by a powerful Warboss known as a Warlord when he raises a WAAAGH!
Ork Religion
The Orks are a powerful force in the universe. A highly prolific race, 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 Eldar. 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.
The aspects of Gork and Mork are likewise evoked by the Gorkanaut and Morkanaut. These huge armoured war suits are intended as a tribute to and imitation of their chosen god all in one, and their pilots are frequently gripped by visions of Gork (or possibly Mork) urging them on during the heat of battle. As the apocalyptic designs of the Chaos Gods approach fruition, the immaterial realm is roused to ever greater fury. So it is that Gork and Mork fight all the harder against the daemonic tides washing about their feet. The Ork gods' joyful battle-lust echoes into the material universe, their roars clearer to the Greenskins with every passing day. The Weirdboyz claim that Gork and Mork are calling all their children to the last mighty battle, for the Great WAAAGH!, the everlasting war, is upon them.
Ork Currency
Orks use their teeth -- or rather, their teef -- as currency. This is quite a natural solution to inflation and income support, as Orks go through teeth in a similar manner to 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. A big flashy Battlewagon could cost a Warboss hundreds of teef. This system also promotes aggression, as all an Ork needs to make more money is to knock teef out of another Ork's head and then collect them for himself.
Ork Language
Orks generally speak a debased and primitive form of Imperial Low Gothic, with mangled pronunciation and more than a few "Ork" words mixed in. Therefore, it is possible for Orks and humans to communicate (although rarely easy). Therefore, most Orks communicate through this bastardized form of Low Gothic, although their pronunciation and grasp of grammar is uniformly atrocious. The Ork written language, however, is a crude glyphic script. The core of the script is composed of glyphs that indicate klan, common Ork concepts, and elements of Ork names. This is augmented by phonetic symbols which can be used to write most Ork words, along with any alien names or words.
Tribes and Klanz
The Orks are an incredibly anarchic race. Their armies and settlements seem utterly disorganised to outside eyes. Yet in truth Ork society is governed by a rugged set of tried and tested traditions that no Greenskin would ever consider changing. Orks thrive on conflict. The strongest rise to the top while the weak become subservient and benefit from the superior leadership and head-kicking skills of their conquerors. To an Ork this state of affairs is perfectly satisfactory. If an Ork tribe is beaten by another, stronger tribe, the defeated Orks welcome the opportunity to be led into battle by a new Warlord of even greater power. A tribe is simply all the Orks in a given location, regardless of what kult or klan they may belong to, because in the end an Ork is an Ork and they will always put aside their differences if there is an opportunity to attack a common foe. Each tribe is led by a Warlord whose authority and power holds this loose confederation in check and prevents civil war between the rival elements of the tribe. Tribes can vary in size from a few hundred Orks to a few million, depending on the influence of the war leader at the top of the pile.
Because a Warlord cannot be everywhere at once, the tribes are split into warbands that in turn are led by factional leaders called Warbosses. Each Warboss leads a warband of a hundred or so Orks, forming a rough and ready army that is capable of taking on almost any foe. Most warbands have a hard core of Ork Boy infantry at their heart, but beyond this they vary enormously from one to the next. Like-minded Orks tend to cluster together, leading to warbands crammed with mechanised Speed Freeks or pyromaniac Burna Boyz. The Warboss' preferences can also dictate how their warband looks and fights, some favouring masses of charging Boyz and hulking Nobz, while others prefer to ride to battle aboard columns of ragged armoured vehicles, or packing batteries of massive Shootas and artillery.
Although all Orks belong to a tribe, most also belong to klanz such as the Goffs or Evil Sunz. Tribes are constantly breaking apart and reforming in the crucible of battle, but the klanz are constant and enduring. A large tribe usually contains many different klanz, and each klan has its own distinct character and identity. There are six klanz in particular that have spread from one side of the galaxy to the other: the Goffs, the Snakebites, the Bad Moons, the Blood Axes, the Deathskulls and the Evil Sunz. Most warbands will contain representatives of at least one of these klanz, each of which has distinct cultural preferences, traits and strengths:
Bad Moons
The Bad Moons are the richest Orks around, because their teef grow faster than anyone else's. This is not regarded as an unfair advantage, as any Ork big and nasty enough can simply smash the teef out of a Bad Moon's head. The Bad Moons essentially fulfill the role of a merchant caste in what passes for Ork society, and have a reputation for showing off. They are always continuously buying, selling, swapping, and conning to get teeth. The highest ranking amongst them wear garishly decorated war banners on their backs and the richest openly flaunt their wealth by wearing necklaces of teef. They trade with other Orks to get the biggest gunz, the flashiest wargear, and the best food, but are not as concerned with close combat as other Orks. They have been noted to have a greater proportion of Weirdboyz in their ranks than other klanz, who use their wealth to dress flamboyantly. Unfortunately for them, they end up being dragged off to battle and used against the enemy like any other weapon. The signature mob of the Bad Moons are the Flash Gitz: Orks with devastating kustom Shootas. Kaptin Badrukk, the infamous Ork Freebooter, is a Bad Moon and was kicked out of the klan for having too many teef for his own good. Bad Moons love gold more than any other metal, and will commonly sport a couple of glinting teef in their avaricious grins. They favour strikingly-patterned golden yellow and black for their wargear. Their armour and wargear is painted with gaudy patterns in the klan colors and they have more jewelry and piercings than any other klan. The Bad Moons Klan take a snarling moon on a field of flames as their klan sigil.
Blood Axes
The Blood Axes were the first Orks to encounter the Imperium of Man. They have picked up many human tactics, such as using camouflage (although it may seem a bit too brightly colored to a human's eye) and retreating when they are losing ("It don't count as losing, cuz we can also come back for anuvver go, see?"). Indeed, when they do retreat, Blood Axes will in fact return with larger numbers. They trade with humans for wargear and vehicles, and have even worked as mercenaries for the Imperium at times (such as during the Massacre at Big Toof River). All of these things lead followers of other klanz to brand them as dangerously treacherous, cowardly, and downright un-Orky! Most Blood Axes are back-stabbing "Kommandoz", essentially serving as Ork special operations troops. Blood Axes wear combat fatigues and forage caps in shades of green and drab colors, commonly in camouflage patterns. This betrays the influence of Imperial military style, as do the other personal adornments commonly worn by Orks of this klan. The Blood Axes bear the klan motif of crossed, bloodied axes.
Death Skulls
The Death Skulls are looters and plunderers who grab whatever they can from corpses on the battlefield, although they are not above "acquiring" things from other Orks who are not watching. They collect anything that might be useful, as well as grisly trophies and various lucky trinkets and charms. They are superstitious even for Orks, and often paint themselves and their wargear blue (which Orks feel is a lucky colour) to protect themselves from harm. It is not uncommon to find looted Imperial vehicles in Death Skull armies, such as Chimeras and Rhinos. When dealing with the Death Skulls, many other Ork klans will often find a few of their vehicles missing as well, and then suspiciously similar ones reappearing painted blue amid the ranks of the Death Skulls' vehicle pool. The symbol of the Death Skulls is the horned skull.They also use skulls, other intelligent races' teef as luck charms and have more Gretchin than most Ork tribes as they are used to scout for (and occasionally make off with) valuables.
Evil Sunz
The Evil Sunz are an Ork klan who are dedicated to speed and making as loud a noise as possible when in combat. Just as the Goffs klan loves violence and aggression, so the Evil Sunz love speed. The Evil Sunz have adopted the general Ork maxim that "Red 'uns go faster" as their klan motto. Evil Sunz prize fast vehicles like Ork Warbikes, Warbuggies and Trukks on which their Boyz can ride to battle. To assist their highly-mobile warbands, the Evil Sunz possess a larger population than normal of Mekboyz to keep those vehicles tuned and running. By far the largest number of Ork Speed Freeks come from the Evil Sunz klan. An Ork's love of speed can easily affect his brain, to the point where an Ork becomes addicted to the thrill of a wild ride into battle. Beyond even a Speed Freak's delirium there are also Flyboyz, whose need for speed has driven them into the air in search of ever greater thrills, piloting the Ork's Fightas and Fighta-Bommerz. Members of this klan wear at least one item of red clothing at all times, which makes their appearance quite distinctive. Red is a hard colour for Orks to come by as few of their regular enemies have red uniforms to loot and rip up, and most red dye is used for red paint. The use of red face paint is another expression of this klan's obsession with the color red. Once again, they resort to the use of blood when the red paint runs out. Evil Sunz are distinguished by their use of bright colors, especially red and yellow. They like flame patterns and many sport goggles and driving gloves, whether they are driving a vehicle or not. 
Goffs
The Goffs are the toughest and most brutal Orks to be found in the galaxy, roughly equivalent to elite Warhammer Fantasy Black Orcs. The Goffs are the biggest, meanest and most brutish of all their kind, and that's saying something, since they are Orks. Of all the Ork klanz, the Goffs are the most inspired by the thrill and thunder of battle. Goffs will take any excuse to start a brawl, even amongst themselves. As a result, the Goffs are specialists in hand-to-hand combat who prefer their battles up-close and personal. They are particularly fond of the Stikkbomb, because these Ork grenades are hurled by hand and are good for close combat in trenches, ruins, bunkers and ratholes. Goffs usually carry a brace of hefty Stikkbombz stuffed down their black jackboots. Goff armies are notorious for the sheer number of Ork infantry they muster in times of war. A mob of Goff Boyz is usually at least twenty strong, and a true Goff horde has a hundred times that number at its heart. When the Goffs go to war, the ground shakes to the incessant thump of thousands of steel-capped boots. The Goffs boast the greatest numbers of Nobz and Stormboyz amongst any of the Greenskin klanz. This is because the Goffs are the most militaristic of all the Orks. All Orks love war and combat, and wage war as a way of life, but of the Goffs it can truly be said that they live only for war. Goffs dress mostly in black, with some white checks for relief, as they see bright colors as being un-Orky. Their symbol is the black bull's head, and Goff Nobz almost always wear big horns on their helmets. Ghazghkull Thraka is a member of the Goff klan.
Snakebites
The Snakebites prefer ancient Orky tradition to advanced technology, shunning things like forcefields and armoured vehicles in favour of protecting themselves with war paint and riding into battle on huge boars wielding spearz and choppas. Depending on how fundamentalist their anti-technology beliefs are, the Snakebites may choose to remain as Feral Orks even after their civilisation possesses the technical knowledge required to advance to an industrial state. Orks of this klan are covered in swirling red tattoos, like coiled snakes. They are also known to cultivate Hair Squigs so they can decorate themselves with extravagant crests and topknots. Other common features are wolfskin headgear and wolf pelts, which add to their wild and primitive appearance. One of this klan's most distinctive elements of dress is their snake belts, which are fastened with metal buckles in the form of a snake. The totem of this clan is the venomous serpent. This klan's whelps are toughened by allowing venomous snakes to bite them, hence the name "Snakebites" given to them by the other klanz, which they adopted for their own.
The Rok Claw
The Rok Claw klan is a minor klan of Feral Orks later led by the Warboss Gorgutz 'Ead 'Unter. They live on the world of Kaurava II and use Rok Claw Mountain as their main fortress city. They launched a number of campaigns against Imperial worlds such as Lorn V and Kronus but were driven back by the forces of the Imperium of Man.
Freebooterz
Ork Freebooterz are notorious pirates and thieves, plying the void in smoking, sparking voidships with the intent of causing as much mayhem and destruction as possible. They prey upon anyone foolish enough to stray into their hunting grounds, screaming out of the dark on plumes of fire to blast apart their foes. When an enemy vessel is crippled or foolishly tries to surrender, the Freebooterz will smash their way on board, killing anything that moves and stealing anything that doesn't. The Freebooterz will then haul their booty back to their hidden bases and count their ill-gotten gains.
When a Warboss wants to invade a planet, he calls on fleets of Freebooterz to see off enemy ships and clear the way for the Orks to get down to the surface. For this service Freebooterz claim exorbitant scavenging rights as well as a fortune in teef, and a Warboss has little choice but to pay up if he wants their help, as Freebooterz that don't get their price often simply vanish into the void in search of more loot. Even if a Freebooter's terms are met, he might still get distracted by better prospects, the lure of easy plunder enough to sway most kaptins. Whether they fight alongside a WAAAGH! or tear around the void raiding planets and stealing ships, Freebooterz often become disgustingly rich, leading many to become Flash Gitz.
Ork Freebooterz are by no means always Flash Gitz, but all Flash Gitz eventually end up as Freebooterz. Arrogant and boorish, a Nob who fancies himself a Flash Git will normally alienate himself in short order from the rest of his tribe. Whether because of his grating self-aggrandizement, eating the local Big Mek's favourite Grot oiler without permission, or committing the cardinal sin of strutting about with a bigger, shinier Shoota than the Warboss, a Flash Git will normally find himself ejected from his tribe. When a whole band of Nobz get ideas above their place in the order of things within the tribe all at once, it can lead to bloody infighting. This will usually end up with the departure -- at gunpoint or otherwise -- of a whole mob of newly freebootin' Flash Gitz.
However they find their way into this new situation, Flash Git mobs will quickly take to the Freebooter life. Fighting as mercenaries allows successful Gitz to accumulate vast sums of wealth in a short space of time. Even better, they can gleefully spend it all on themselves without a Warboss around to take his cut. With teef galore flowing into their coffers, successful mobs of Flash Gitz will soon be riding through the void in their very own Kill Kroozer while wielding the kind of firearms that Deathskulls Lootas can only dream of stealing. They bedeck themselves with natty finery, and even their Grot minions get stuffed into gold-buttoned frock coats and brag loudly of their masters' wealth. Flash Gitz also sport profusions of piercings, furs, glyph-plates, brightly colored pirate garb and extravagant hats. All of this showy nonsense does absolutely nothing though to hide the hulking, muscular bulk and bestial lethality of the Flash Gitz themselves.
Source: http://warhammer40k.wikia.com
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pulmonary-poultry · 7 years ago
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Warhammer 40,000 Headcanon
Squiggoths do that thing that huge dogs do where they keep trying to do small-dog-things/fit into things well after the point that they are far too big for them.
Smasha weighs over 100 tons but still tries to squeeze into the runtherd’s shack. More than once the runtherd has awoken in the middle of the night as a massive tusked head bursted through his wall and tried in vain to lay down at his feet.
Li’l Toebiter started out gnawing on the steel-capped toe of his runtherd’s boot.  By the time he’s as big as a battlewagon, he’s ripping off the runtherd’s leg twice daily. The painboyz and mekz are all too happy to give him all the “eksperimental” prosthetics they can churn out, and the runtherd is insistent that the leg is replaced as often as possible. It’s Li'l Toebiter’s favorite leg after all.
When Gnashgob was scarcely larger that a grot, he made a habit of scrabbling to the roof of the tallest scrap-huts to bask in the sun. The tribe now uses him as a siege weapon, driving him toward the the tallest structures in view, which he then attempts to climb and flop down on top of. Extracting him from the resulting rubble pile can be difficult if he has gotten himself comfortable.
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geekmodeactivated · 8 years ago
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Finished my Warboss! This guy was serious effort… About two weeks work on and off but worth it in the end. I’ve learned a lot from it, the kit is incredibly detailed with wires, rivets and dents, plus it’s so big that it makes GW Mega-Orks look waaaaay too plain and runty. He’s nearly as tall as a Squiggoth with the boss pole on! The only things I’ve done to change it is add an ammo runt and an attack squig
It’s from Kromlech. They have an awesome range of absolutely beautifully detailed Ork models and conversion bits
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magsnagadaunkyllyble · 7 years ago
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“Why would our assume dat? Yur dumb kause yur takin’ offense where none was meant. It’s not yur fault you were born to an inferior species. Farmers gots tons of important knowledge. Kant git dah squiggoths so big without dem. Farm I’ ain’t why ya don’t know nofin. You just refuse ta deal wiv yur current reality. Personal choices got nothin ta do wiv location of birth.”
“Also, all doze oomies your referencing is dead so wut do dey know?”
"You grew from spores after other Orks died."
“Az if dat could even ‘appen.  Sounds fake.  You sir, iz fake news.”
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ask-artemis-prima · 6 years ago
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Pet — I’ll write a drabble of my character buying yours a pet. (any reptile)
@fuukonomiko
“You know usually it’s bad form to give a pet as a gift… BUT I LOVE HIM!!”
The small beast came up to her knees, and was hopping and weaving between her legs.
“How exactly did you get this creature. I thought only Orks could control them.”
“You’ll find out that I am full of surprises.” The Goddess said coquettish. “As for where I found this Squiggly Beast… let’s just say that the Beast of Armageddon won’t be receiving his clutch anytime soon.”
“So what does he eat?” Artemis asked as she scratched the young Squiggoth’s stomach. The creature’s leg kicked out in its enjoyment.
Fuuko shrugged. “Basically anything. These Beast grow fast and they are big eaters. So I hope for your sake you have plenty of enemies.”
A dark smile crossed the Primarch’s face. “You don’t have to worry about that.”
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zetkinandanam · 8 years ago
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“Treasure Chest Opened! You Acquired a handy dandy book on proper squig maintenance to make them grow into big and strong squiggoths.”
“Oh for the love of, who gave you that?”, Kenna hissed as Anam grinned widely as she started ready the book carefully.
“I am not helping to train anything bigger then Skullcrusher.”, she said tartly.
“Oh yes you will an so will Issac, cuas I’m ya baby sis an ya love me.”, Anam said with a sweet loving smile that drew a groan from Kenna.
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