Auch Fantasyvölker haben ihre Geschichte – in der Mythologie, im Märchen und Roman. Frank Weinreich über die Orks. - Erkunde Thub Durubârzs Pinnwand „ork“ auf Pinterest. Weitere Ideen zu Herr der ringe, Mittelerde, Ork kostüm. Das Wort Ork (engl. orc, ork) bezeichnet eine fiktive Art nichtmenschlicher Wesen und leitet sich vermutlich von dem lateinischen Orcus (Unterwelt) her. Im
Das Wort Ork bezeichnet eine fiktive Art nichtmenschlicher Wesen und leitet sich vermutlich von dem lateinischen Orcus her. Im Jahrhundert wurde der Begriff durch J. R. R. Tolkien wiederbelebt. Orks bevölkern seine Fantasywelt Mittelerde und. Das Wort Ork (engl. orc, ork) bezeichnet eine fiktive Art nichtmenschlicher Wesen und leitet sich vermutlich von dem lateinischen Orcus (Unterwelt) her. Im Die Orks waren eines der zahlreichsten Völker Ardas. Sie dienten seit jeher den dunklen Mächten. Die Orks dienten seit jeher dem Bösen, insbesondere Melkor und Sauron und waren somit die Erzfeinde von Elben und Zwergen. Ork. Ork mit Spalta und Schild. Orks, auch Gemeine Orks sind grünhäutige Humanoide. Ork-Armeen werden häufig unterschätzt. Die Orks bevorzugen primitive, direkte Herangehensweisen, was bei den Kommandeuren anderer Rassen häufig zu der. Tagge unseren Instagram-Account und vielleicht siehst du deine Miniaturen auf der Website von Games Workshop. Start Collecting! Orks. 68,24 €. Anzahl: 1.
Die Orks dienten seit jeher dem Bösen, insbesondere Melkor und Sauron und waren somit die Erzfeinde von Elben und Zwergen. Ork-Armeen werden häufig unterschätzt. Die Orks bevorzugen primitive, direkte Herangehensweisen, was bei den Kommandeuren anderer Rassen häufig zu der. Ork. Ork mit Spalta und Schild. Orks, auch Gemeine Orks sind grünhäutige Humanoide.
Ork Ombudsman pour enfants et jeunes VideoOrk Fleet Cinematic
Ork InhaltsverzeichnisWenn wir schon vom Bösen lesen, dann wird es doch Ricardo Rodríguez wirklich interessant, wenn dieses Böse Gesicht und Charakter annimmt. Und auch da kommt Mittelerde noch einmal ins Spiel. Auf einen Blick. Orkbube Übersetzung von Krege erwähnt:. Die Ausdifferenzierung von Orks und anderen Monstern ist besonders interessant, weil damit auch die Gesichtslosigkeit einer anonymen Masse von Feinden aufgebrochen wird, die für epische Schlachten zwar manchmal einfach nötig sind, aber doch auch austauschbar und irgendwie langweilig daherkommen. Der Titel dieses Artikels ist mehrdeutig. Er kann entweder als Hüter des Waldes oder Herr der Tiere auftreten, dann warnt er das Edelwild vor Der Schulmädchen Report Jäger, oder als dämonischer Viehhüter, der dem Vieh Ork oder ihm Verderben bringt. Aber auch Figuren, die nicht die geringste Sympathie auf sich zu ziehen vermögen, wie Ramsey Bolton und Joffrey Baratheon, sorgen für jene emotionale Bindung an eine Story, Ork nötig ist, um sich von ihr fesseln zu lassen — auch wenn Duisburg Heute in diesen Fällen nur geschieht, um sie endlich vergiftet oder von Hunden zerfleischt zu sehen. Teile des Menschenvolkes Renée Elise Goldsberry jedoch auch mit Orks Seite an Seite, so z.
Retrieve it. Filter by: Select category from list What does ORK mean? Ork The orks are a race from the fictional Warhammer 40, universe.
They are described as being muscular humanoids, with green skin and a penchant for violence. The orks live for war and constantly fight anything in sight, including each other.
In many ways they are analogous to the orcs of Games Workshop's Warhammer Fantasy setting, although differences have emerged as the two universes have become officially separated.
Alongside the Space Marines, Orks are one of the most iconic elements of the Warhammer 40, universe. Couldn't find the full form or full meaning of ORK?
Discuss these ORK abbreviations with the community: 1 Comment. Notify me of new comments via email. Alexa Bennington.
Like Reply Report 4 years ago. Cancel Report. Create a new account. Log In. Fun fact: The Orks use black and white on their shock troops, because it reminds them of the Luna Wolves who destroyed them at Ullanor.
The Orks do not fear death, but they do fear the Luna Wolves. That is right, Horus traumatized them as a race more than the fucking grim reaper.
Note: Why would you fear death, if death usually results in you being reborn into several thousands of yourself? Horus probably swept the spores up post battle and that's why they fear him.
Though it's also worth mentioning that Orks harbor a natural fear of Commander Farsight too, whom they know as "Da Red Commit".
But then again he was committing Ork genocide so On the other hand Yarrick, Farsight and Moon-Wolfie boyz are also considered a source of prime fighting so despite being scary they actually also attract Orks.
Depending on how many Orkoids are on a planet this can either be negligible to a planet's environment or kick off a terraforming Ullanor-forming process.
The main feature generated by this process are the Spawning Shrooms. These "Shrooms" like dark places similar to normal mushrooms, but are connected to the spawning of Snotlings, Gretchin, Squigs, and Boyz.
Boyz created by this process emerge fully-grown from cocoons, from which they rip and tear their way out as Orkilly as possible.
Keep in mind that all Orkoid organisms produce spores, and any given spore could mature into any given Orkoid phenotype depending on conditions.
Not just Orks themselves, but also Gretchin, Snotlings, and all sorts of fungi or Squigs. Since there are enough varieties of the latter two to fill out every niche in a fully-formed ecosystem, there are quite a few thriving planets out there where the only things that aren't green are the freaking weather, rocks, and occasional bright red Squig, and the air everywhere is filled with perpetual shouting.
So big that the Emperor of Mankind was personally involved. The defeat of such a great Warboss led to the Orks being considered a broken force.
By the time of the Horus Heresy the Orks were considered little more than vermin by the Imperial Forces, which would be their greatest mistake.
The Ork forces raided myriad isolated Imperial worlds, cut off by warp storms during Horus Heresy and so unprotected and primed for looting, whilst the Bosses for their part managed to reclaim Da Home of the Orks, Ullanor.
The best Big Meks of the time came up with the idea of the Attack Moons, giant battle stations big enough to contain teleport-y gates and entire legions of Orks.
The simple presence of one in orbit could decimate an entire planet's surface due to gravitational pull, and debris.
This massive mobilisation by the Ork forces against the planets that lost contact went unnoticed by the the Humies for a near fatal period of time.
It wasn't until the entire Imperial Fist Chapter was wiped out barring one Don't worry gitz we gotz him in the end!
They then realized there wasn't just one Attack Moon, there were Occasionally, if a "tech-caste" gets into control of an Ork society, ridiculous constructions can result.
Best example we know about is the Telon Reach Empire and its central stronghold Gorro. A "scrapworld", Gorro was full of things that shouldn't have worked at all Horus notes that individual bits of architecture inside were just too mad for any human to contemplate and could withstand the normally planet-killing weapons on the Vengeful Spirit and Imperator Somnium the Emperor's own flagship.
The Orks defending it were far more advanced than most everything from their augmentations to the accuracy of their ships' weapons and had actually built a plasma reactor to hold their world together.
Their function mostly relied on the Orks' gestalt, as the core began to fail as the Emperor, Horus and their respective posses carved through the population.
Once the Emperor killed the resident Warboss and psychically burned the rest of the Orks a preview of what he'd eventually do to Horus the system went into total meltdown.
How Ork Technology works is up for debate. As written Ork technology is beyond comprehension by the majority of races. Techpriests have taken apart Ork guns and reassembled them to what they assume is the same configuration only to find that they don't work any more.
This leads to two schools of thought on Ork Technology. The Anzion Theorem postulates that Ork technology works mainly because the Orks think it does.
The explanation is that the subconscious gestalt psychic field that all Orks generate enables their technology to function; the stronger the field, the more esoteric their technological achievements become.
In older versions of the fluff, if you hand an Ork a pipe and convince him it's a gun, it WILL shoot bullets. In current fluff, this is definitely not the case; if you hand an Ork a slugga that has been stripped of all internal mechanisms, it won't suddenly start firing bullets just because the Ork believes it should.
This also means that technologies that should be impossible become merely unlikely when crafted by an Ork. In short, if Ork technology is held together by spit, duct tape, and hope, then the Orks' psychic field provides the hope.
For example: a Wartrukk with a mob of Orks in it sputters and dies. Da boyz hop out and have a look. One of da boyz examines the readouts and says to the Nob driver, " Da bloody fing is outta gas!
He is the biggest Ork among them, and he did just prove it. Maybe he did fill it up right before they left. That's the sort of thing one does when one's in charge.
Da boyz begin to file back into the Wartrukk, and with a satisfied nod, the Nob gets in and cranks her up. Because da boyz believe that there is plenty of fuel in the truck, one drop does for ten, and the Wartrukk and da boyz arrive just in time for the next fight.
To put it another way, Orks believe that, "Red wuns are fasta. And because they believe this, it manifests as true; thus this applies not only to the Orks themselves but also to their wargear.
The purpose for this sort of thing is primarily to compensate for the Orks' technological disadvantage by comparison with races like the Tau , Necrons , or the Eldar.
For example, a meat cleaver in the hands of an Ork can tear through the toughest ceramite armor if the Ork believes it will; for anyone BUT an Ork, a power weapon or the equivalent would be required to do so.
This tends to work well for them, but not for the other races of the galaxy: Imperial observers note that Ork weapons generally will not function in the hands of a non-Ork.
The only reason the Orks haven't exploited the limits of their generated gestalt field by creating easily made but devastatingly powerful weaponry that could eclipse the weapons of the other races is that they themselves do not know nor understand that they create said field, they believe that their equipment works because that's how the universe wants it to work, not because they themselves are making it work.
Which, in a way, makes it true. This, in turn, makes for an interesting paradox: If Orks managed to understand the physical universe as it is, they would not believe their "weapons" work, thus, stripping them of their psychic advantage.
If there is a little ounce of disbelief, this would quite literally nullify their ability to believe hard enough to manipulate reality.
This said, Orky know-wots DO have a say in stuff that the Orks build. Mekboyz build much of the stuff they do because they have been genetically ingrained with the knowledge on how to make and maintain their technology.
While much of their tech runs because they want to, the basis is that the Orks can actually build a conceptually working frame to get all Orky on.
This explains how Orks can build such technological wonders as the Shokk Attack Gun, which propels Snotlings through the Warp and into the armor, tanks, and bodies of their enemies.
Also, there have been instances of Ork tech working well in the hands of other races, at least for a time till it blows up. Be careful though, most Ork players have very deep-set opinions on how Orky tech works, and debates between them can generate much RAGE.
This argument becomes unstable interesting when looked at too closely. In particular, if this was the case Psykers would be able to combat Ork technology more effectively.
In fact if Orks created a Psychic Field then Sisters of Silence could easily destroy it, causing Ork constructions to not work.
Unless Orks psychic field is completely unrelated to warp energies. Which would give us a very interesting part of lore.
However, keep in mind on the tabletop that Sisters of Silence don't flat-out destroy all warp energies.
They certainly negate it, but its perfectly possible for a psyker to get a good roll and fire off a smite into his target.
And if all the Orks are really psykers, then they'd probably overpower the negative-energy shield the sisters have.
That would suggest that the Old Ones when creating the Orks' ancestors actually used some other form of psychic phenomenon that is unrelated to or isolated from the warp somehow.
Ultimately we don't know, but there is something in there. Or it could all be powered by a bunch of grots duct-taped together.
Who knows? In the end, we should look at it like the Orks themselves. If it works, who cares? Worrying about it just means less time krumping gits.
As any self-respecting Weirdboy will tell you, what da boyz fink will 'appen 'appens see below , so if they think the Emperor is still alive then alive he will be.
Probably cos they're stupid enough not to realise he's a corpse more fucked than a Slaaneshi cultist at Ciaphas Cain's place..
That's right, the "chaos boys" are messing with you Orks, go stomp them in the name of the Emp Another slightly less stupid theory.
Yarrick is still alive past the normal age for humans because Ghaz and his boyz think he should. Not that he is taking rejuvenation treatments to extend his life like any other hero of the Imperium.
Also Orks believe a glance from Yarrick can kill them so it does. Not that he's heard the story and decided to equip himself with a bionic eye with a laser to scare Orks.
Clearly Yarrick will live longer than the Emperor due to Orks believing in him On another perspective. Looking over the Ork codices from old to new the only record of Orks willing technology to work is one line in which a techpriest says "Well if we can't figure this out it must be magic".
In fact, the only source besides that codex entry is this 1d4chan page All other lore being from the Techpriest perspective.
The implication is that as the Meks worked together that it unlocked the technology. Ork technology is special in many ways, while crude and impossible from an outsider perspective almost all of Ork technology is based on the idea of looting the enemy technology.
They are the apex scavengers and can create weapons from the technology of the Imperials, Tau, Eldar, Necrons, and even the biotechnology of the Tyranids.
It could be guessed that the Brain Boyz wanted Orks to be able to adapt to any battlefield and be able to resupply without need of supply lines.
In this way Orks don't need to wait for a spaceship to drop a Titan to the battlefield for back up, instead they can build one out of that broken humie one.
The Tau have a much greater understanding of science and engineering than the Imperium but still dirt primitive compared to the AdMech and still cannot figure out Ork tek.
Though there isn't much from the Eldar perspective on how Ork Tek works, which could just mean that they don't care.
The second point is that Orks use materials that shouldn't work as components for weapons and technology.
When was the last time you built a gun out of sheet metal and literal droppings, and it actually worked?
Finally there's Colorz ; red paint causes things to go faster, yellow causes explosions to be bigger, and purple makes everything stealthy. Be that as it may.
The possibility exists that mekboys are combining psyker abilities and inherent technical knowledge to construct tools and weapons with nano-level engineering.
Allowing orks to use tech with a crude appearance hiding devices of unimaginable sophistication. To properly describe what Ork vehicles are like is a difficult prospect, or perhaps an overlooked opportunity.
Either way, few actually attempt to clarify in tangible terms what orkish vehicle-makers create. Let's start with the venerable Trukk.
Keep in mind that the standard Ork Boy is a hunched, monstrous, 7-foot-tall Hulk Hogan. Now, the Trukk is essentially an over-sized, skeletal pickup truck, with armored bus tires and a spiked ram-plate for a bumper.
The frame is then covered in all manner of inch-thick armor plating, the basic standard in orkish vehicle armor. No Ork vehicle with more than two wheels has an engine smaller than a V8, and the trukk is no exception.
A common brag for a trukk owner, "I'z put twelve silenderz in dis 'ere kart" when not met with the classic "You shoulda sprung fer forteen!
Larger orkish vehicles, like the Big Trakk, often use V14 engines that any human would say belongs on a fishing trawler.
Alternatively, some vehicles use turbine engines for extra torque which is always a good thing and a higher top speed also a good thing , or crackling electrical engines less popular than a good-old combustion engine, but can "accidentally" taze pesky Lootas or enemies who get too close i.
Big Trakks are literally the size of a heavy tank, but are completely open-topped to provide a chassis for hauling Boyz or insanely big gunz into the fight.
They have banks of fat-tired wheels or, most likely, four-plus-foot-wide treads. They have as much torque as a Battle Wagon and fear no infantry.
Apart from the regular Boyz, there are several groups of Orks who specialize in a specific task or doctrine. Called Oddboys if they are relatively normal when fighting time rolls around or Weirdboys when they shoot lighting out of their eyes, gunz or eye-gunz.
The most common ones are:. This category is filled with Orks who express genetic predispositions to certain tasks.
Speed Freeks who commonly go into the battlefield on bikes hyped up on dakka and flashy bitz, as their name suggests, they'z like goin' faster dan fast.
On tabletop, they're okay, since they're really shooty for Orks and fairly cheap. These guys field the classic Mobile Ork Army, which causes loads of Butthurt and Rage when people go up against them.
Just look out for Lascannons. Burna boyz are similar to standard orks in ability, possessing no unique qualities except every one of them being a pyromaniac.
These boys are the type who would burn their own mother alive if she tried to stop them from playing with matches, even though Orks technically don't have moms.
As such, they regularly burn their own comrades for the hell of it to see them 'do da burny dance'. Their obsession with fire is of course, genetically coded, and this has a particular disadvantage during periods of time where stealth is of the essence.
In fact, this pyromania coupled with the rate of accidental deaths among Orks may explain why Burna boyz aren't more common; after all, an Ork that accidentally burns himself to death wouldn't be able to spread his spores so easily.
On a more lighthearted note, they are also quite fond of fungus cigars! Meks are Orks who are capable of making the ramshackle yet effective weapons and vehicles the Orks use.
An Ork who lead bands of Mekboys is called a "Big Mek", and is a bitch to kill on tabletop if he's kitted out.
Five-up cover saves for everyone! Only fing betta den an ork is an ork wif a good bit of technorkology. Basically Orks medics, a Painboy's instinctive understanding - and obsession - is with medicine, anatomy and surgery.
Unlike the Meks above who are seen with something like respect, other orks think Painboyz are dangerous and won't go anywhere near them unless they really have to.
This is because, like the Mekboyz, Painboyz are driven mostly by their urge to explore and experiment and aren't very good at concentrating on what they're supposed to be doing.
Which is okay when the Mek tinkers with a piece of gear, but a lot worse when the Dok starts poking around inside a body and removing bits at random just to see how it works.
Many Orks enjoy the odd explosion. These guys like that so much that they decided what better way to get their kicks than to get into a nice squad of boys and try blowing tanks sky high with their rokkits.
They also train Squigs to run into tanks while strapped to the hilt with explosives. And if neither of that works, run into close-combat and strike the tank with a rokkit attached to a metal stick.
Lootas are Orks who are obsessed with pimping out their shootas by salvaging bitz from their enemies. Lootas are critically important to Orkish mechanical industry, because they head salvage operations and assist Meks where Grots can't.
They're also the ones who loot wrecked tanks and vehicles after a battle to use as Looted Wagons, with the help of Mekboys, which means Orks can remobilize rapidly, and scale up to match tank-driving foes.
Dat is why dey arrogant Gits. They are another group of shoota-obsessed Orks known as "Flash Gitz"; rich, obnoxious Bad Moonz gits who buy powerful weapons and upgrades using their large stockpiles of teef.
They love nothing more than showing off their wealth and supposedly associated martial power. They do things like wearing FABOLOUS clothing, sporting huge banners declaring their awesomeness shogun-style , and plating everything they have in gold, silver, platinum, or any other shiny metal they have at hand although gold is preferred.
Goldz iz da bestest. Flash Gitz boast the shootiest kustom shootaz in all of orkdom, sometimes known as "snazzgunz", which makes them an invaluable asset to their clan.
Conversely, due to their boasting and attitude problems they often alienate pretty much every other Ork they work with, and are prone to getting their arrogant asses booted out of their group the moment they become less useful than annoying.
Well-known individuals include Kaptins Badrukk and Bludflagg. Orks who managed to figure out that charging a gunline isn't always the best option, so dey'z da sneakiest of da Orks.
In practice, all of this boils down to a fairly simple difference in tactics. They typically paint themselves purple, which Orks believe is the sneakiest color and because Orks are Orks, purple does in fact make them harder to see Course not, dey's too sneaky don't exist.
Kommandoz rely on stealth tactics rather than balls-out firepower, and achieve this by using crude camouflage techniques, Speshul Forces equipment such as night-vision goggles, various types of grenades, and all those other gubbins that makes them all sneaky.
However, their best weapon is often that the concept of Orks using tactics beyond drowning their enemies in corpses and bullets is so completely out there that a lot of Imperial commanders do not believe that Kommandoz actually exist , which actually make their job easier to pull off.
The Imperials quite often find out the very hard way that some orks have both brains and brawn. For instance, nobody laughed when a Kommando unit suddenly hi-jacked a unit of three Deathstrike Missile Launchers inside a Mordian regiment's lines drove one to the front and proceeded to launch it at the their front lines, killing thousands, including a Baneblade Except for the Orks, who laughed their duffs off as this was happening.
Meanwhile, the Kommandoz ran off with the remaining one and two extra missiles. Kommandoz are typically distrusted by other Orks due to their chosen battle strategy.
They view as sneaking about rather than getting straight to a fight, right and proppa as "Mukkin' about". The enjoyment of the color purple among them is also considered right strange.
An ork asked about Kommando groups: "I dinna see anyfing Do you? Hidden away in GW fluff are these guys. They crop up in wildernesses and form tribes.
They don't have technology like shootas or any kind of Mekboyz or even good resources to build junk. They are roughly on par with your Fantasy Orcs, so you can just use your Fantasy army in 40k if you can fluff your army right.
Not like it matters, it's the same tactic either game. They tend to have Grots, Kommandos and Weirdboys coming out of their ears, and love to ride big Squigs.
If you don't prune them back to the forest well enough, they might sic buttloads of Squiggoths on you. Snake Bites love these guys, and if space-born Orks pick them up, Feral Orks usually become Snakebites anyway.
They breed a special kind of Oddboy, the Pigdok , who is a combination of a Mek and a Dok, but excels at neither. They do surgical procedures like a stereotypical medicine man, wander around covered in robes and talismans given to them by the Weirdboy Shamans, and head the construction of things like ballistas and catapults, all the way up to magical stompy Idols and the Steam Gargant.
Weirdboyz are Orks who are active psykers. They tend to be crazy and can blow up if they're not careful.
Even when they are careful. Amusingly, most Weirdboyz are 'cowards', in the sense that they know bad things happen whenever they get into a fight alongside a bunch of other Orks so they try to avoid doing that.
The other Orks are often forced to drag them along. At this time there is no known Ork name for these Oddboyz and are very rare to encounter.
They carry staffs as their only weapon and have the ability to speak languages as if they were native speakers.
The Ambassadors not only discussed terms of surrender, but acted as psychological warfare to destabilize the enemy.
The Beast in That said, many orks do pick up Low Gothic while interacting with human armies, especially more kunnin' Warbosses and Warlords.
Highly accurate, the Ork Sniper is a dangerous enemy. Hilariously, Grot snipers are a thing that exists, but it's incredibly rare to see them.
It's probably because any grot that manages to slap together enough spare parts into a rifle get spotted by an Ork who thinks it would make a nice foundation for a decent shoota, and said grot will almost immediately get robbed at shoota- or choppa-point.
On the other hand, these might make it in a scenario when Orks realize that a passable longarm is more valuable in the hands of somebody who can actually shoot straight.
There was an incident in the short story Red Reward where a guy was dropped into the front of some trench warfare between the Guard and Orks, and inspired the humiez to drive back the Orks in a counter charge only to get shot by a grot sniper.
Ironically, the guy signed up with the Guard to escape prosecution on his own world, meaning he would have been a valid target to the elusive Ork sniper.
All following Ork Oddboys have been lost to time "Everything is canon, just not always true" - The way GW avoids officially retconning anything. They live on in our hearts and custom-models as:.
Rogue Trader Orks with a penchant for hard rock, metal, leather armor, and overgrown hair squigs. They do seem to keep cropping up in the fluff though never in any significant capacity.
Also known as Goff Rokkas, these boyz tend to come out of the Goffs exclusively, but it isn't completely unknown for other Clans to spit out one of these crazy green "musicians".
It should be noted that Rokkas were invented in the Eighties, so they don't play things like Death Metal as much as they do generic Metal, 80's Metal, electric guitar ballads, and Hard Rock.
Albeit renamed to the Goff Rokkerz instead.