


Waagh da Orks also informs us of the existence of more specialised castes such as Diggaboyz and Brewerz however, as the game became more combat-oriented, these were not mentioned again. Other castes include Mad Doks (or Painboyz) who heal Orks (if they're lucky.) wounded in battle and Runtherdz(or Slaverz) who direct the efforts of the Gretchin.
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Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery in the genetic strands of Orks thus Mekboyz require very little training in their function, since they understand mechanical principles at an instinctive level. Orks are thus genetically engineered to be muscular, aggressive, and none too bright their technology is maintained by a caste of Oddboyz who have genetic dispositions to do well at such tasks. The possibility was established later on that these may have been the Old Ones, who created the Krork as part of a last-ditch attempt to fight off the Necrons, though there is nothing stopping the Old Ones creating the brain boyz who create the rest of the orks. An explanation for the combination of brutal stupidity with relatively high technology was now found: Orks had been created, in times long past, as a warrior race by the long-vanished Brain Boyz.

These Orks were squat, powerfully muscled humanoids, wielding crude ballistic weaponry (usually blackpowder or other explosive projectile-based equivalant) and large 'stikbomz' or stick grenades along with their helmets and other paraphernalia, these are apparently modelled on German equipment from WWI.Īdditional rules, cultural details, and painting guidelines were given in the later expansions Waagh Da Orks and 'Ere We Go!. Orks first appeared in the Rogue Trader rulebook and the Space Orks boxed set, containing thirty plastic miniatures.
