Faction Name: Da Black ‘Ead Warband of Da Blood Axes Klan
Universe:
Warhammer 40,000 Summary in a Sentence: Eight foot tall green monsters that like to shoot you, stab you, and blow you up.
Description: The Blood Axes are an Ork tribe or "klan" that has been known to work alongside human forces on occasion. The Blood Axes are held by the other Ork clans to be a bunch of untrustworthy gits. They trade openly with non-Orks, parley with the foe and will even consider retreating from battle if faced with insurmountable odds. Perhaps once intended to make the Blood Axes natural leaders, these qualities have instead earned them a reputation among other Greenskins as little more than treacherous scumbags.
Technology Level: Ork technology appears ramshackle and slapped-together (it often is), but is as potent as any weapons used by other races. Ork technology (or "teknologee") is characterised by a constant stream of poorly thought-out experimentation and attempts to constantly outdo the competition to build the biggest gun, the largest gargant (a huge land-based walker), or the fastest buggy, and also mainly by the fact that in many cases the only reason it works at all is because of the Orks' minor psychic powers. This means that if enough Orks think it will work, it usually will.
If put to a human scale, Ork technology would be considered rather advanced in areas (Such as walkers), while in others is extremely primitive (Such as the use of axes in combat.)
Magical or other Supernatural Powers:
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.
In short, the Ork’s ‘magic’ is what make their weapons and vehicles operate.
Other: Ork reproduction system: 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 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 go on their Waaaghs! Because of this, there are no Ork females. All Orks refer to themselves as males.
Important People:
+Name: Warboss Sharptoof
+Role: Da Leader
+Description: The Warboss is eleven feet tall three inches. His massive dark green body is nothing but muscle. To protect himself from incoming fire, the Warboss wears a suit of thrown together metal and animal hide armor. He’s da biggest, n’ da baddest Ork ya ever saw.
+Brief Bio: Warboss Sharptoof wasn’t always the warboss of the Black ‘Eads. Back in the earlier years of the warband, they were led by Warboss Redguts, and Sharptoof was nuthin’ but a nob (Ork speak for a noblemen) back ‘den. But the old Warboss was a coward, who’s was always runnin’ from a good n’ propah fight. So Sharptoof did what any good nob would do, and challenged the Warboss to a duel to the death. Sharptoof won, and took command of the Black ‘Ead Warband.
+Name: Mekboy Big Brainz
+Role: Mechanic/ Engineer
+Description: Mekboy Big Brainz isn’t da biggest Ork, only bein’ seven feet tall and havin’ a bit too much fat on ‘is belly. But Big Brainz is the smartest Ork in the Warband, comin’ up with the best new ideas for biggah and bettah gunz n’ things.
+Brief Bio: Mekboy Big Brainz has been around since before Warboss Sharptoof. He’s seen new Warbosses come and go all the time. Some Orks say the only reason Big Brainz is still alive is because he’s a coward, who never charges and fights wiff his fists like a propah Ork. But Big Brainz has to remind the pups ‘dat the Blood Axes ain’t like da other klans. The Blood Axes are known fer ‘dere smarts, and Big Brainz is a propah Blood Axe Orkoid.
Hex Location: 3.6
Terrain Type: Jungle
Important Terrain Features: A large mountain in the direct center of the island; hollowed out and used as a command center.
Important Structures: Large wooden structures built around the mountain. The town is surrounded by wooden walls with towers at each corner.
Other: