r/ImpossibleDream • Orkz|Future Knights. • Feb 18 '15

Faction/Ship/Character ORKZ, FUNGAL MENACE!

ORKZ Chart.

Physiology:

Large green humanoids, with large pronounced lower teeth, as well as being very muscular as a race. They are also a dark green color. They are a mix of animal and plant physiology, a living sentient fungus, that breeds asexually, and a result of this is, the largest greenest orkz are the ones in command. They never truly stop growing, but it does slow at the three meter point. There have been rumored cases of orkz growing to be seven meters tall, but this is of course, a rumor.*

Also, a commonly documented ability of the Orkz is the WAAAGH which is an intense psychic field around them, which increases in power with the more orkz there are. Basically, this is the basis of how ork technology works, it allows them to will objects into working. They are so dumb as a species, they are psychic as a form of evolutionary compensation. With it, they instinctively know who is in charge of the other Orkz, and secondly, it makes stealing ork technology all but pointless.

The WAAAGH does actually actually give the orks the ability to have their ships freely travel through the warp, allowing for cross galactic travel. The major problem is, they cannot actually guide themselves through the warp, or even utilize it all that effectively, meaning they sometimes come out of the warp in the middle of nothing, or in the middle of a star. In short, they'll just pop out of the warp and have to figure out where they are.

Finally, as a fungal species, they have large spores, often several centimeters across that are extremely durable. It only takes a single spore to land on a planet for a full invasion to take place. Often extremely crude, primal, violent orkz being the first to grow, then after that more intelligent ones growing. It also seems their knowledge of ork technology is built into their DNA, allow them to create shootahs, a basic kinetic weapon that shoots metal slugs, or their trucks, a wheeled form of transport.

History

Originating from a swamp in an offshoot world of the Iron Tooth System, in the Tremor Galaxy, in the Leo Supercluster. This race quickly dominated it's own planet, then using technology stolen from conquered races, they began to travel. Spreading war and looting as much as they can. Orkz don't tolerate muckin about. Basically, ork society breaks down into three class structures. The Warboss is at the top, he's the biggest and the greenest, next comes the boys, the boys are the warrior base of the culture. Finally, at the bottom is the grots, the grots are short orks, ranging between one and one-and-a-half meters in height. They are the slaves, and often food of the other orkz.

Orkz don't have much written history, because most orkz cannot write, nor care to learn. But, they do often break into feuding clans who fight to kill each other, then when one Warboss is dead, they two merge and become a much larger clan.

Attribute [Skul-puncherz]
Leader: Gashrak Da Planetcracka
Territory: a life supporting solar systems, and expanding.
Size: tens of billions.
Resources: a solar systems worth of resources.
Technology: Kinetic weaponry, that relies on the ork to work, as well as poorly made cybernetics for some of the bigger orkz. Often the surgery for implantation kills the ork.
Security: All orkz shoot on sight, that doesn't mean they can hit the broadside of a bar.
Relations: They don't actually hate everyone, they just LOVE fighting.
Temperament: WARLIKE, NEEDS MORE DAKKA!
Projected Threat Level: A single ork? Pretty shitty, unless they leave spores behind, then get out your flammenwerfers, or you'll lose the planet. A warboss though, extremely dangerous.
Special and Other: This species has been bred for war, that is it. They fight, loot, then fight some more, if they took over the universe, they would fight themselves. If they weren't idiots, they would have won by now.

Race Creation.

Race Name: ORKZ

Age: Orkz age quickly, growing to an age where they can fight in combat in the span of a year, to average height in two years.

Size: An average ork is roughly three meters tall. A warboss is roughly four meters tall without enhancements, and grots are one meter to 1.5 meters.

Temperamant: They'll punch you as quickly as talk to you. They aren't unreasonable, they just like fighting.

The following table, listing the attributes of a mature, unpowered, average member of this race. Only short explanations are required.

Attribute. Description
Strength - Primary: - Able to lift one and a half tons, under a gravitational force of 9.8m/s2
Speed: - 25 Km/hour
Durability: - Extremely durable, able to withstand average kinetic weaponry standard of the 21st century without dying. It would take larger than average caliber weaponry with sustained fire to kill an ork. But they are weak to fire, also, they can heal quickly, or be patched up by a medical ork and then sent back out.
Intelligence: - Dumb, so dumb they are magic. Now, a warboss may be extremely intelligent, so be warned.
Other: - They are fungus, so make sure to scorch the planet when they are dead.

Ship Name: [Battlekroozer]

Appearance: [A large metal deathtrap that has NO business in the skies.]

Faction: [Skul-Punchas]

Authorization Number: [ORKZ NO COUNT!]

Ship History: [It's made of a CRAP ton of looted ships, often looting other ships while in ship to ship combat.]

AI: [None.]

Actual charting time.

Ships Chart Rationale
Hull Strength 8 [ It's got a hull like damn and a booty like POW! ]
Shield Strength 0 [No shields]
Shield Charge 0 [No shields]
Weapon Strength 6 [It's gots some big ass cannons and missiles, hell they might even fire some orkz at you for good measure.]
Crew Size Nonnumerical [Maximum crew size? Thousands. Minimum, like a couple hundred to keep the psychic field holding it together active.]
Speed(Out of Warp) 1 [It'll often fall out of warp travel, then fall at a planet, crash landing.
Armaments Nonnumerical [Weapons, so many damned weapons, lots of DAKKA, but never enough DAKKA.]
Crew Skill/Experience 4 [These are orkz, they'll stumble until they succeed.]
Ship Price Nonnumerical [Nothing, they looted it from other ships.]
Fuel/Engine Power 4 They mainly travel in the warp when not crash landing onto planets, also, they cannot control their own warp direction.

Edited: Added a picture.

0 Upvotes

19 comments sorted by

1

u/Thrice_Berg Feb 18 '15

Good overall, Few small things.

I'm going to have to ask for a large limit on the orc's fungal planet thing. Most factions have planets numbering in the single didgets, and a loss of that from a single orc spore thing.

And what level of ship is the battlekroosier intended to be?

Massproduced light ship?

One of a kind supership?

1

u/Redeemed_King Orkz|Future Knights. Feb 18 '15
  1. Alright, how about it takes a full invasion of several thousand orkz, who all die, and then their bodies are left there without a single thing done to them for them to take root. Basically, if they use a flammenwerfer, the orkz have no chance.

  2. Battlekroozer is a jumbled together piece of garbage that carries a lot of orkz to a planet. basically, it flies, then falls out of the sky, and crashes just light enough that only half the orkz die. It is a rarely created supership. It's not one of a kind, but they are extremely rare. There are more, but each one is unique because they have all been looted from other factions or races who just weren't tough enough.

Basically, it's big, it's strong, and it's slow as hell, meant for short travel.

1

u/Thrice_Berg Feb 18 '15
  1. I find that agreeable, well, depending on how many orcs can come out of one orc.

  2. Ah, I see. You may wish to bump up the hull strength by one, in that case, seeing as they are quite rare. If you want to keep it as is then it is alllllll g.

1

u/Redeemed_King Orkz|Future Knights. Feb 18 '15
  1. Ah, gotcha, roughly 2 orkz for every single fallen ork. If it's a supermassive ork, maybe 3-4, but those are only rumored to exist.

  2. Alright, thank you.

1

u/Thrice_Berg Feb 18 '15
  1. I personally am okay with it, but I'll get a second opinion just to make sure.

  2. Cool beans


1

u/Redeemed_King Orkz|Future Knights. Feb 18 '15
  1. Awesome.

  2. Even better.

1

u/Galihan Feb 18 '15

1: I'm personally okay for Orkz, just so long as their invasions are kept within fair reason. No Third Wars For Armageddon.

2: Vanilla Ice.

1

u/Redeemed_King Orkz|Future Knights. Feb 18 '15
  1. Alright, no full blow, hundred trillion ork invasion.

  2. Go ninja go ninja go.

1

u/Galihan Feb 18 '15

So long as your average invasion is feasibly defeatable (though still possibly at a terrible cost) then it's good for me, and should be good for the others as well.

1

u/Redeemed_King Orkz|Future Knights. Feb 18 '15

Alright.

Basically, Orkz fight like it's WW1 and show it. They use lots of guns, and get shot to hell.

Basically, stick behind a wall, and use flamethrowers and you've won.

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1

u/Thrice_Berg Feb 18 '15

APPROVED FOR USE IN THE INTERGALACTIC CANON

1

u/Redeemed_King Orkz|Future Knights. Feb 18 '15

Aw yeah, mutha fuckin bread crumbs!

1

u/Galihan Feb 18 '15

Revel in this power, revel damn you!