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Post by CELS on Mar 25, 2004 20:11:33 GMT -5
*puts Warcraft II soundtrack on, to get in the orky mood* The major Ork threat in Anargo comes from an area of Ork controlled space, between the Anargo and Cruciatine sector (and probably a couple of other sectors as well, since the corner of Anargo borders to up to five other sectors (in addition to Cruciatine, that is). By what I can see from earlier discussions, the orks will control up to about seven systems outside the Anargo subsectors, and maybe even a few systems within the Castellan subsector. If Kage or someone else with the full list of mainworlds in the Anargo sector can post the alternatives for ork systems, that would be helpful. Obviously, we're looking at the systems on the far side of the Castellan subsector, from Anargo, towards the border, if possible. We've discussed the 'wily warlord', which has yet to be unnamed. A truly cunning ork, this warlord will control an empire spanning over several systems, in several Imperial sectors, and will be either preparing or launching a Waaagh! at present. Since we already have a famous Ork character from the Goff clan and Bad Moon clan, I think it would be interesting to see something new, like a Deathskull Warlord or Blood Axe Warlord. According to Codex: Orks, 2nd Ed, Deathskulls are notoriously superstitious and often paint their skin blue to earn the attention of Gork & Mork. They're also extremely goood at salvaging equipment from their enemies and other orks. Blood Axes on the other hand are known to have a better understanding of grand strategy than other orks. They are often disliked by other orks however, because they retreat when losing instead of fighting to the bitter end. Blood Axes are known to pick up a number of Imperial battle practices, such as camouflage and stealth tactics, and are also known to scavenge Imperial vehicles and equipment. In addition to the handful of worlds in the Anargo sector under control of the wily warlord, it might be interesting to have a couple of independent ork worlds, which are not under his control. Why they're independent is up for grabs, but it could be because the local bosses don't want to bow down to his authority, and he doesn't have the power to reach them at the moment. Another reason could be that the wily warlord doesn't want anything to do with these worlds except in the most dire of circumstances, because they're crazy even by ork standards. Perhaps the Snakebites clan have a great hold on one of these independent world, making all the local orks very superstitious and suspicious of technology. Or they could be Bad Moons who have a high amount of weirdboyz compared to other clans. Obviously, other orks might be worried about visiting an ork world sprawling with weirdboyz. The place will probably look a lot like Toon Town in Who Framed Roger Rabbit ;D So what do we need to figure out before creating individual ork worlds, in the same fashion that we are now building Imperial worlds? Well, there's the question of how the wily warlord governs his Empire. I suppose some of you are wondering about the estimated military strength of the wily warlord, but I suppose this can be everything from one percent of their population to fifty percent or more... We've pretty much decided on ork warp travel, and I suppose the orks use their weirdboyz to communicate in the same way as humans use astropaths. Of course, their ways might be less reliable, but it should still work. Anything else?
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Post by Lordof on Mar 26, 2004 0:26:01 GMT -5
Well I've got a Warboss I've had for Years
Mork Deddog (Yes I know its sounds remarkably similar in name to an Ogryn)
He's pretty much the Warboss of a Freebooterz Warband. Its the Conglomeration of several Warbands who have had difficulty in the recent past (Mork a Goff Had the rest of his Warband destroyed in an Imperial Ambush, The Nobs following him were once Deathskullz booted out of their Warband for using Red Warpaint instead of proper Orky Blue, The Boyz are from a Blood Axe ganag which suffered a Coup which succeded in removing the leading Nobs and Warboss but also succeded in killing all of the Usurpers.)
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Post by malika on Mar 26, 2004 8:58:38 GMT -5
I was working on some sketches for an infamous Ork Fightah Skuadron called Skull Skuadron...
They have fought throught out the entire sector. Looting bit from enemy fighers and other targets.one of the fighters carries a Dreadnought Missle Launger in it's hull.
Most of their attacks are anti air attack, since their fighters are so very fast. Sometimes they also attack ground targets. But mostly air targets. And then after the battle loot some nice bits to modify their fighters.
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Post by Lordof on Mar 27, 2004 5:54:06 GMT -5
Well I've built an Ork Fighta Bomma a while ago.
I could probably take some photos of it if you'ld like.
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Post by malika on Mar 27, 2004 5:57:10 GMT -5
Yes please, I only have some drawing I made up.
I also have one of the Pilotz flying in a looted ThunderBolt fighter ;D
Just a question..eventhough it's off topic: Are Ork Fightah Bombaz capable of fighting in space?
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Post by Minister on Mar 27, 2004 11:11:24 GMT -5
Some are space only, some are aerospace, some are atmospheric. Depends on who built them and wha kind of mood he was in.
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Post by Kage2020 on Mar 27, 2004 18:43:29 GMT -5
I shall post the UWP of worlds/systems which are possibilities for the 'wily ork empire' shortly. Sorry for the delay, as always! :-\ With that said, I think extreme care needs to be taken with the setup of this 'empire'. Not only because I despise orks at the best of the time - although that is a good a reason in itself - but because we must negotiate a reasonable 'history' for the empire that integrates with Sikkukkut's Cruciatine 'fluff' and that which could be plausibly extend to other adjacent sectors. Kage
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Post by CELS on Mar 27, 2004 19:30:02 GMT -5
Well, I don't really know too much about Sikkukkut's Cruciatine ideas, so if he has the time to post it, I'm sure it would be helpful.
If you think special care should be taken with regards to the Ork empire, Kage, I think it's imperative that you explain what you want and what your ideas are. It's more constructive that way, and it makes more sense than if you were to keep these thoughts to yourself.
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Post by Lordof on Mar 27, 2004 20:25:00 GMT -5
Ok I'll make the necessary minor repairs (But hey it'll be more orky after wards)
It is unfortunately with a Standard 35mm camera so it may take a bit of time.
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Post by Kage2020 on Mar 28, 2004 15:21:39 GMT -5
I'm keen that the 'ork empire' is explained as much as possible and that we don't go down the simplistic arguments of GW, hence my responses on some of the other threads. I'm keen that the 'ork warlord' is, as the name suggests, 'wily'. More intelligent and aware than orks are often represented. Perhaps a genetic throw-back to the Brain Boyz, or at least in part. He maintains control of the 'ork empire' through clever manipulation of the seemingly simplistic ork culture. Waarghs, in this model, are just a rather healthy way of removing political opponents... I am also keen that the 'ork empire' maintains a reasonable means of producing the equipment which they tend to send out on Waarghs. There must be some sustained means by which the Orks are capable of producing their technology other than the 'autist' Mekboy artisans. While the comedic orks of Waargh Orks! were, well, funny I'm also keen that we necessarily move away from that... As to specific imagery, I'm afraid that I don't have that much since I really don't like the orks as they are represented in the 40k universe. Kage
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Post by Lordof on Mar 28, 2004 20:48:52 GMT -5
Simple he is a living Bonfire of internal Waagh! Energy
It would give him a Great cunning and he would be immensely powerful to boot.
Besides allows for interesting Xenos Psycer reports or missions
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Post by Sikkukkut on Mar 29, 2004 6:16:43 GMT -5
Well, I don't really know too much about Sikkukkut's Cruciatine ideas, so if he has the time to post it, I'm sure it would be helpful. I posted some more details about it in the "Sector(s)next door" thread up in Meta-Concepts, but here it is again, exactly as posted before. I haven't even edited any of my asphyxiatingly long sentences! Ahahahaha! Ahem. Let me know what you think. +++++ The Castellan subsector is on one of the outside edges of the sector, bordering on the neighbouring Cruciatine Sector. In M36 Cruciatine was devstated by Waaagh!-Tuskragga, which rampaged on a great U-shaped path from one edge of Cruciatine and back again. The ork enclave in Castellan originally spilled over from Cruciatine into Anargo - the fortified no-mans-land across the middle of the Castellan sub represents the "high-water mark" where Anargo Sector forces were able to contain the incursion. Cruciatine has been pretty much a wreck ever since the Waaagh! Certain pockets that were spared the full fury of the war are in reasonable shape, as are some of the fully devastated worlds where the Adeptus has made a concerted effort to funnel resources into rebuilding. However, much of the sector's human population still exists in what we would call third-world conditions, their reconstruction painfully slow and suffering constant setbacks. The sector as a whole is characterised by residual orkish infestations (ranging from occasional straggling micro-communities easily spotted and wiped out to infestations so heavy that defence and extermination takes up most of the planet's resources), constant brushfire wars against territories not yet reclaimed from the greenskins, equally regular hostilities against rogue human factions trying to take advantage of the lawlessness in one way or another, and Imperial reclamation efforts of varying kinds that tend to fall by the wayside due to poor planning or leadership, greed and rivalry by those who see the rebuilding of the sector as a source of endless personal wealth or power, or outright armed hostility, usually from the greenskins. Cruciatine has been like this for a long time, and despair of ever making anything of the place again has become almost a cultural trait of its governing classes and Adeptus. Note: I'm not sure that we've ever gone into this much detail about Cruciatine before, but this has been the general tenor of the posts on it so I've taken the liberty of doing some fleshing-out. It's meant to provide the "wild frontier" to contrast Anargo's generally more civilised image; if it's adventuring grounds for roleplaying that you're after then the fact that you have to get there and back through the tightly-controlled and militarised Castellan subsector should add some spice. "So you've ransacked the ruins of the old Imperial Cathedral on Morrow's World, eh? Those relics will bring a good price in the Anargo Sector. All you have to do is smuggle them past the Lord Militant Protector's picket-ships, heh heh..."
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Post by Femerenden on Apr 2, 2004 13:39:33 GMT -5
I presume we make him Blood Axe.
As the Deathskullz taken control of a forgeworld during the Eye of Terror Camp.(Yes you heard it right) there is going to be something about that in the 4th ed. Orks Codex(Whence it will show up is a Q.).
So due to this i think we will see some or at least one Deathskull Char. in the Codex.
And as the Blood Axes follow likely features as IG i think they somehow observe their tactics(I don't know anything that is not written in the Codex sorry). And this suits a lot to the reason how they invaded the sector and run back when the reinforcements come.
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Post by Rogue Trader on Apr 2, 2004 17:20:37 GMT -5
I'm personally all for making him a Blood-Axe, as I don't recall there ever being any famous blood axes... ever. It would also give the warlord(and most of his lieutenants) an understanding of grand strategy.
I think I'll go and make some concept sketches actually...
*scuttles off*
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Post by CELS on Apr 9, 2004 6:43:27 GMT -5
I'm keen that the 'ork empire' is explained as much as possible and that we don't go down the simplistic arguments of GW, hence my responses on some of the other threads. Well, as long as you're here to point out such simplistic arguments, that's cool! I'm keen that the 'ork warlord' is, as the name suggests, 'wily'. More intelligent and aware than orks are often represented. Perhaps a genetic throw-back to the Brain Boyz, or at least in part. I would suggest that we give a new angle of the orks rather than doing something so plain as making this a very unique ork who for some reason has unparallelled intelligence amongst orks. Rather, I say we angle our writings to show that orks are indeed a great soldier race, with a natural aptitude for war. We could make our warlord almost as old as Ghazgkull (must learn to spell that name) who you'll no doubt remember from the Armageddon wars, and say that older orks are typically especially intelligent. Besides, it is the common opinion in the Ork forum that he should be a Blood Axe, and the Blood Axe clanners are known to be especially talented strategists and are also known to study their enemies, particularly humans. If you combine all this, I don't think we need to come up with some out-there explanation with brain boyz genes or C'tan to explain why this warlord is such a great leader. I am also keen that the 'ork empire' maintains a reasonable means of producing the equipment which they tend to send out on Waarghs. There must be some sustained means by which the Orks are capable of producing their technology other than the 'autist' Mekboy artisans. Mekboys are indeed the cornerstone of ork industry. That is their purpose, both from GW's point of view, and from that of the Brain Boyz who designed the orks. What did you think of the latest discussion on "Orks and manufacture"? Rather than mekboys building the shootas and blastas themselves, they progress to own whole workshops and factories with slaved snotlings and gretchin scurrying around. The factories would also have the occassional orks with a fascination of tech, or a fascination of bossing the snotlings and gretchin around. (Btw, Gretchin are known to be smarter than orks, IIRC) While the comedic orks of Waargh Orks! were, well, funny I'm also keen that we necessarily move away from that... We all seem to agree on that, more or less. Like GW, we want to make them scarier, while keeping the orky tech that we all find so amusing, despite its deadliness (such as the shokk attack gun). Simple he is a living Bonfire of internal Waagh! Energy. It would give him a Great cunning and he would be immensely powerful to boot. Besides allows for interesting Xenos Psycer reports or missions That would indeed be interesting, since I believe mad boyz draw on Waaagh! energy. It would mean that when our warlord goes throws a hissy fit, any mad boy near him will basically start hovering over the ground, shooting bolts of lightning from the hands and gouts of flame from the mouth. If you thought daemonhosts were scary, you ain't seen nothing yet ;D I posted some more details about it in the "Sector(s)next door" thread up in Meta-Concepts, but here it is again, exactly as posted before. I haven't even edited any of my asphyxiatingly long sentences! Ahahahaha! Ahem. Let me know what you think. Will do. I think it's good stuff. I'm a tad disturbed by such a powerful enemy so nearby, but I guess it wouldn't be interesting if the Anargo sector was as peaceful as Sesame street. So what of the ork force that trashed the Cruciatine sector? Did they go out in the storm or what? Obviously, a lot of them would be found in the ork empire between the Cruciatine and Anargo sector, but I assume this isn't where Waaagh! Tuskragga started. Other than that, I don't really know what to tell ya. Doesn't look like it'll be a problem incorporating your ideas for Cruciatine with my ideas for the ork empire, mostly because it doesn't change my idea of the ork empire. It is, after all, a rather large empire, maybe the size of the average Imperial subsector in Anargo, which is currently being held off by Anargo and Cruciatine defences. Occasionally though, the Orks break through the defences in a Waaagh!, and particularly often in the Cruciatine sector, where the defences are weaker. Still, the Cruciatine sector is rebuilding, in no small part thanks to the neighbouring sectors such as Anargo, who have sent large military resources to protect its vulnerable rebuilding worlds, as well as other resources for rebuilding. Right? I presume we make him Blood Axe. I'm personally all for making him a Blood-Axe The wily warlord is now officially a Blood Axe clanner. I dub him Boss Morzkraga Barkharg, which, unless my ork is off, should mean ancient veteran of powerful command, or ancient veteran with terrifying voice, depending on circumstance. He is going to be old, cunning and wise, and naturally bigger than an Adeptus Astartes Terminator. Being a Blood Axe, he will no doubt copy Imperial fashion, looking at human leaders and commanders for inspiration, so I picture him wearing a camouflaged suit of armour with a large pelt over his back, in typical Imperial hero style. Some Blood axe commanders are known to wear greatcoats like Commissars and certain IG officers, but I don't think this would look right on a 3 meter tall ork, nor very scary. He should also have a lot of gold decorations, such as golden skulls and golden ork glyphs. Hope you had something similar in mind, Rogue Trader
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