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Ork ships: on how they might function

 Post subject: Ork ships: on how they might function
PostPosted: Sun Feb 12, 2006 6:24 pm 
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How do Ork ships work? Yes I know they are probably all unique and they work because the Orks "belief" they work, but trying to move a little bit away from that.

Orks love to fight, even amongst themselves, so when these ships are transporting Orks they would probably fight amongst themselves, this leads to a big problem. They are inside a space ship, blowing it up while its flying, killing thousands of Orks isnt a very bright thing to do in a military campaign. GW has portraited the Orks as stupid in that sense from time to time, we should remember that Orks are crude...very crude, not stupid (well some of them perhaps).
So how would this potential problem be solved? Nobs (and maybe Slaverz) would keep the Boyz in check? There are small arenas (imagine would something like the basement in Fight Club) where Orks would fight in hand to hand combat, the Nobs would make sure no firearms would be used. The problem with this all is that the Nobs are probably also not in control, similar to the Boyz.

So how would the Orks aboard a ship be kept in check? Are the Nobs able to keep control of themselves and their Boyz? Who is in charge of the ship? The boss of the warband aboard, or do Ork ships have their own Kaptinz?

Another important point is how Ork ships are capable of travelling, they have warpengines? How are they able to make calculated warpjumps? I seriously doubt they will make totally random jumps, 40k history has proven that Orks can perform (to a certain extend) coordinated attacks, just look at the 2nd and 3rd Armageddon Wars for example. Are Weirdboyz used to navigate ships, or do the Orks have a different way of controlling the course of the ship?

Slaves on the ships. Since Ork industry is run on slaves this must also mean that slaves are used aboard ships, who else would load the weapons, keep the ship running etc. Sure Meks work on it too, but its the slaves (mostly gretchins I assume) who do all the dirty work.

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 Post subject: Ork ships: on how they might function
PostPosted: Sun Feb 12, 2006 11:44 pm 
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Although alot doesn't make sense, I have a few answers!

When Orks travel through the warp they are 'attracted' to populated areas! Or areas of conflict!

Orks aren't stupid, they use a highly 'designed' instinct and fall into different catogories of worth from this genetic parameter. From boys to mekboys, mad docs, and Nobs it all depends on what thier genetics (note: not genes) dictate thier personality will be (under varied circumstances)!

As they are 'designed' we can assume that they become slightly 'nerfed' when on board a ship (that isn't in combat), a sort of dormant state. This is only an assumtion, but it's the only one that comes to mind that makes sense!

Also Orks don't fight all the time! They may be aggresive and thump the odd git, but that doesn't constitute a fight!

Thier technology in a strange kind of way is similar to that of the Eldar, in that it is loosley psychic, where Eldar use wraith bone (psychicly made material) Orks (Mek Boyz) psychicly alter normal material (unconsiously). And the 'crude' workings are made using genetic memory and in the case of star ships it's quite similar to how the Imperium makes them: 'this bit goes here because it should' (or because the manual says it should).

Hope that's helpfull!

Cheers,

RayB

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 Post subject: Ork ships: on how they might function
PostPosted: Mon Feb 13, 2006 9:06 am 
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Something else to consider is that virtually all the *fluff* on the Orks is published from an Imperial perspective and thus is biased against the Orks.

I see Orks as crude and aggresive, not stupid and violent.

Remember that often they will use other technology within their Mek creations, therefore there could be a lot of underlying Imperial technology under the Orkish exterior.

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 Post subject: Ork ships: on how they might function
PostPosted: Mon Feb 13, 2006 12:39 pm 
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That is an interesting idea, but that would mean that the Orks are dependent on the Imperium to be able to travel to the Imperium. I do think that some looted warp engines might be used, but I also think that the Orks are capable of producing these engines. This would of course make them a way more dangerous foe, they know how to build warpengines and sort of know how it works, while the Imperium has no real idea how to build something and are worshipping things in a totally ineffective way.

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 Post subject: Ork ships: on how they might function
PostPosted: Mon Feb 13, 2006 12:46 pm 
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Jimbo makes a very gud point. Most Ork fluff has been writen from the Imperium point of view, even then its not a view shared by all of the Imperium.
Truth be know Orkz are one of the more tecnicly "advanced" races in 40K. Thier Mekz being amounst the "cleverest" mecanics/scienctists in the 40K universe.

Its because Orkz cant be explained in simple scientific terms that the fluff is missleading.
Orkz are violant, not stupid. They live to battle, but there is no realy evil intent. Orks would not battle with a races on the brink of exstintion, Orkz would more likely alow such a race to recover its numberz. Theres no fun nor honor in killing off an intire race, coz then the Orkz would have less beings to battle with.
Orkz do fight amonst themselfs constently. By when warbands join together in a Waaagh the in-klan fighting stops.

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 Post subject: Ork ships: on how they might function
PostPosted: Mon Feb 13, 2006 1:39 pm 
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Quote (kr00za @ 13 Feb. 2006 (12:46))
Jimbo makes a very gud point. Most Ork fluff has been writen from the Imperium point of view, even then its not a view shared by all of the Imperium.
Truth be know Orkz are one of the more tecnicly "advanced" races in 40K. Thier Mekz being amounst the "cleverest" mecanics/scienctists in the 40K universe.

Its because Orkz cant be explained in simple scientific terms that the fluff is missleading.
Orkz are violant, not stupid. They live to battle, but there is no realy evil intent. Orks would not battle with a races on the brink of exstintion, Orkz would more likely alow such a race to recover its numberz. Theres no fun nor honor in killing off an intire race, coz then the Orkz would have less beings to battle with.
Orkz do fight amonst themselfs constently. By when warbands join together in a Waaagh the in-klan fighting stops.

And you've got it straight from the squig-horse's mouth - BigMek Krooza! ?:D ?:D ?:D

If you stop to think, the Orks are more technologically creative than any 40K race barring perhaps the Tau. ?:alien: ?:cool:

DOn't forget they're the ones with Orkimedes - and the old, old, old (if extinct) Brainboyz.

PS 'ere we go, 'ere we go, 'ere we go, froo infinitee.....

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 Post subject: Ork ships: on how they might function
PostPosted: Mon Feb 13, 2006 1:49 pm 
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Well the Brain Boys are a different and vague story now with the whole War in Heaven Krork and Old Ones gig...I liked the old tragic story that the Orks ate all the fungus and that the Brain Boys turned into Snotlings.

But okay hopefully GW will provide some better background in the new Codex Orks. Perhaps you might be interested in the Index Xenos: Orks written by CELS for the Anargo Sector Project

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 Post subject: Ork ships: on how they might function
PostPosted: Mon Feb 13, 2006 3:09 pm 
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Xenology has a few points about the Orks. Their DNA is part plant/fungus, and this is the only constant within the DNA, but it does mean that Ork spores are capable of being various different Orkoids. They are attracted to conflict for evolutionary reasons, since they 'reproduce' best after death when spores are spread. It does say something about becoming Meks, Painboyz, etc... but I cant remember it right now!  :blush:

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 Post subject: Ork ships: on how they might function
PostPosted: Mon Feb 13, 2006 6:26 pm 
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