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Warhammer 40,000: Space Marine

by Niggurath

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Original Thread: Only in death does LP'ing end: Let's play Space Marine

 

Introduction


Please feel free to sperg about any 40K topics relevant to the game cause honestly I'm going to be doing the same thing with the game and likewise if you're a 40K newbie then don't be afraid to ask questions or indulge in the majesty that is the 40K official wiki site: http://wh40k.lexicanum.com
On the distant planet of Graia trouble is brewing. The normally quiet forge world has suddenly come under heavy assault from an Ork WAAAGGGHHH! and the planetary defenses are no match for the invasion. Due to the advanced technology on the planet the Imperium of Man is not willing to sacrifice the planet, even with the threat of xenos taking such prized pieces of weaponry like a Warlord-Class Titan. Currently though Imperial Guard reinforcements are too far away and that only leaves one other available option....the Adeptus Astartes or more specifically the chapter known as Ultramarines.

And that is more or less the story we start out with in this exciting, action packed third person shooter known as Space Marine. Released in September of 2011 by THQ and developed by well known Warhammer 40K developer Relic Entertainment, Space Marine is a definite departure for both Relic and the Warhammer 40K game properties on the whole. Using a modified version of the graphics engine used in Darksiders, Space Marine does it damnedest to make the player feel the sheer size and power of being a Space Marine in an epic environment that we know is ever present in the Warhammer 40K universe. Thumping, metal power armored footsteps can be heard echoing through vast chambers as the Ultramarines are guided around the decimated forge world as they attempt to drive out the Ork invasion. But what other secrets lay in store for the Space Marines ahead....

























The Imperium of Man is a galaxy-spanning interstellar human empire, the ultimate authority for the majority of the human race in the Milky Way Galaxy in the 41st Millennium AD, and is ruled by the living God who is known as the Emperor of Mankind. The Emperor founded the Imperium over 10,000 Terran years ago, and the Emperor continues, at least nominally, to rule the Imperium as both its political master and its primary religious figure, though his badly damaged body is interred within the cybernetic life support mechanisms of the arcane device known as the Golden Throne. Because of this, the Emperor is incapable of interacting with others on a day-to-day basis. The Imperium of Man is a war-torn empire, teetering on the brink of collapse. For 10,000 Terran years it has been ruled by the deathless Emperor, a being of incredible power, to whom thousands of souls are sacrificed daily.

The Space Marines or Adeptus Astartes are foremost amongst the defenders of humanity, the greatest of the Emperor of Mankind's warriors. They are barely human at all, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient Power Armour and wielding the most potent weapons known to Man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. They are the God-Emperor's Angels of Death, and they know no fear. The Astartes are physically stronger, far more resilient and often mentally far removed from the lot of most normal human beings. In the presence of the Astartes, most people feel a combination of awe and fear, and many cultures on the more primitive worlds simply worship them outright as demigods or angels of the God-Emperor made flesh. They should feel so, for many Space Marines feel little compassion for those they have sometimes termed "mortals" in comparison to themselves, seeing the very people they were created to protect as little more than obstacles to a more efficient eradication of the Imperium's enemies.

For our travels through Graia, we will be in control of a small team of Ultramarines headed by the veteran Captain Titus (who could loosely be described as a loose cannon who's learned to bend the rules just enough to get out of some tough xenos scrapes); the old and scrappy Sergeant Sidonus (who is the token "I'm only two days away from retirement" cop stereotype); and finally brash rookie Leandros (who is "by the book" cop stereotype who wants to climb the ranks by any means necessary). I honestly cannot stress enough about each one of them is a painful stereotype.



The Orks, also called Greenskins, are a savage, warlike, green-skinned race of humanoids who are spread all across the Milky Way Galaxy. They are seen by their enemies (pretty much everyone else in the galaxy) as savage, warlike, and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other intelligent race, even Mankind (with the very plausible exception of the Tyranids, who are split between thousands of subspecies genetically engineered for specific purposes). However, this massive population of Orks is split into hundreds of tiny empires, often warring between themselves. It has been speculated that, were the Orks ever to unite as a single racial entity, they would undoubtedly crush any opposition that would stand against this sheer tsunami of green muscle. Luckily, the Orks enjoy killing each other every bit as much as they savour shedding the blood of the galaxy's other peoples.

Orks are genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who have genetic dispositions to be unusually skilled with maintaining and developing technology, though this skill is an unconscious one preserved through genetic memories hard-wired into the Oddboyz' DNA by the Brain Boyz millions of years ago. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery into the genomes of the Orks; thus Mekboyz require very little training in their function, since they understand mechanical principles at a fully instinctive level. Orks lack individual psychic power, however, they do have a sort of collaborative, collective psychic ability, meaning that if enough Orks believe something is true, then it will actually become so, brought into power by their gestalt psychic ability. For example, Ork rockets painted yellow create bigger explosions, simply because the vast majority of Orks think they do. This is also why much of the Orks' seemingly ramshackle technology will do terrible damage in the hands of Orks, but will cease to function when used by other races.



Gretchin or Grotz are basically a smaller subspecies of Orks, who are more cowardly than normal Orks and are usually used as living shields, to clear mine fields, are stepped on to get through difficult terrain, and sometimes even as emergency rations. Gretchins are quite low in the strict hierarchy of Ork society because of their small size (the lowest Orkoids being the Snotlings) and are often used for the dirtiest jobs like scavenging and being used as the football when the bigger Orks get bored. While they are not as aggressive as standard Orks, they enjoy fighting weaker opponents and are less likely to flee if they comfortably outnumber their opponents.

Their actual in-game presence is mostly a joke as they can be killed with one shot by even the weakest weapon (or by simply stampeding over them or rolling on top of them). It seems the only real use for them is to quickly wear down the power armor's shielding so that an actual Boy or Shoota can come in to start doing real damage. One notable feature for them, in the sense of combat, is that they are the only enemies that can be instantly executed allowing Titus to quickly regain health if need be the case.


Ork Boyz are the most common Ork unit that will be seen in the game and are melee based units. Normally sticking to the popular Ork attack patterns of rushing en masse at a target while yelling they are the first real threat posed to Titus and his squad while playing through the game. Dressed in haphazard, make-shift armor (or gubbinz) and wielding any available piece of sharp metal as a weapon (or choppa) the Ork Boy is rarely found in a pleasant mood and rarely found without at least 10 other Ork Boyz in tow ready for a fight. Still they are only flesh and most Space Marine weaponry can make quick work of one....it's just the other 9 that you have to worry about.


Shoota Boyz are the basic ranged unit in an Ork warband. Wielding a shoota, a crude automatic firearm somewhat similar to the bolters used by Space Marines, accuracy and finesse are thrown to the wind in exchange for rate of fire and noise. While easy to kill, be wary, as they like to take cover, and tend to concentrate fire. Sustained hits can and will kill you, so quickly eliminate them with ranged fire of your own, or close in to melee, where they'll have to resort to whacking you with their Shoota. They do have grenades, move away quickly if one lands near you.


Bomb Squigs are the simplest Ork subspecies and an integral part of Ork culture. They are used for virtually anything from food and clothing to trained attack "dogs". Bomb Squigs are special Squigs strapped with explosives and sent rushing towards their enemies. Bomb Squigs start appearing during Chapter 2. They are quite easy to kill – exploding to a single hit from any weapon – but cause terrible damage if allowed to close in. Bomb Squigs make a distinctive roaring sound that you should keep your ears open for, and quickly start scanning possible flanking paths or an approaching Ork mob for them. If you can spare the effort, try to shoot them when they are passing by a mob so you can take out several Orks when you shoot them.


Slugga Nobz are successful Orks who have fought enough to grow to weigh several tonnes, impervious to attacks that would slay a normal Ork. A Nob leads a mob of lesser Orks, acting as a worthy adversary even to a Space Marine; even bigger, stronger and tougher than an Astartes. Slugga Nobz start appearing during Chapter 2. They deal massive amounts of melee damage and can take a lot of punishment before being stunned. You should generally avoid melee with Nobz unless you are in Fury mode. Kite them while unloading Bolter fire on them, or consider lobbing some grenades on their path.


Rokkit Boyz or Tankbusta's are a more dangerous variant of the basic Ork Shoota Boy, having exchanged their shootas for rokkit launchas. The rokkit launchas are quite deadly if they hit, but thankfully, the typical Ork inaccuracy means this rarely happens. Still, stay on the move, as the rokkits can deal quite a bit of splash damage. They take a while to reload and fire, so move in to melee range after they fire a shot, or blast them quickly. Note that because of the ballistic trajectory of rokkitz, you can safely fight Rokkit Boyz from under an overhang, from a corridor, etc. as the missiles will be blocked from hitting you at all.


Skar Boyz are a tougher and more dangerous variant of Slugga Boyz, equipped with basic armour and more damaging weapons. You can identify them from the helmet, red armour bits and a reddish aura around them. Skar Boyz are significantly more dangerous than regular Slugga Boyz, and on Hard difficulty a couple of these can take you to the cleaners in close combat. They need more hits to get stunned and endure a good bit of ranged fire. When they take sufficient damage, they go berzerk and scream Waaagh!, increasing their melee damage. You can recognize this by the red light emitted by their eyes and weapons.


'Ard Boyz wear heavy armour pieced together from steel plates and equipment scavenged from defeated foes. Their armour and natural resilience makes them able to wade through fire that would shred most Orks. The 'Ard Boy also wields a heavy riot shield to get close to the player and a choppa to deal out some pain. You cannot stun an 'Ard Boy with a single combo, but if you are not pressed by other enemies, chaining stun combinations will keep it staggered and it will eventually be stunned. You can also pile ranged fire on it (note that a charged shot from your Plasma Pistol will knock it down, allowing further shots or melee attacks to hit properly), use explosives, or try to roll behind it to bypass the shield.


Weirdboyz are Ork psykers, unique in that they act as psychic sponges, absorbing and channeling the psychic energies of other Orks. All Orks are innately psychic, though only a few – the Weirdboyz – have their psychic powers fully developed. These are extremely annoying enemies, as they teleport around the area, bring in a constant stream of reinforcements, and are well shielded. However, you will always have a Jump Pack equipped when you encounter them. Their psychic shield gives off a distinctive green glow, search for it, then jump, Ground Pound and melee combo.


'Uge Choppa Slugga Nob are even tougher Slugga Nobs, carrying better armor and weapons. They can take enormous punishment before falling, and can destroy or badly wound Captain Titus with just a couple of melee attacks. As with normal Slugga Nobs, you should kite and shoot the Nob to stun it instead of rushing in to close combat. However, these are so tough that you should blast it with a Lascannon while it's closing, or have a Melta Gun equipped to kite it with lesser risk. If necessary, use Fury mode to Execute them quickly.


Kombi-Rokkit Nobz are larger, deadlier, and more accurate Shoota Nobz upgraded with better armor and a big shoota/rokkit launcha kombi-weapon to increase their killyness. Like Rokkit Boyz, they fire off inaccurate rokkits; however, Nobz fire them in bursts of 3, and then switch to their big shoota, then reload the rokkits after blasting away with the big shoota for a while. Stay on the move when they fire off the Rokkits, then move into cover when they switch to the big shoota. They are almost as durable as a Slugga Nob, so engaging at range is not recommended unless you have a Lascannon. The best method would be to close to melee range, if possible, as their only melee attack is nowhere near as powerful as their ranged attacks.


Stormboyz are the Orks' close combat assault infantry, who can jump into battle through the use of primitive jump packs. Most Stormboyz are usually younger Orks who for various, inexplicable reasons, have grown tired of the normally anarchic lifestyle among the regular Ork boyz. Longing for discipline and a place in orkoid society, these youths often run off to join a Stormboyz camp. This is particularly typical of the youths of the Goffs and Blood Axe clans. These only appear in the first section of Chapter 9. Whilst more durable than Slugga Boyz, they only wield a Slugga (the very last one you fight has a grenade), which doesn't do all that much damage unless it's sustained fire. Since you're using a Heavy Bolter for most of that section, simply aim and fire, and they should drop dead quickly.


Bloodletters are lesser daemons of Khorne. Summoned directly from the Warp, the Bloodletters strike fear and despair into the hearts of men. Their vicious Hellblades inflict a powerful rending force attack which can be devastating even to a Space Marine. Being essentially incorporeal, they can "warp" short distances to close to within arm's reach and avoid attrition at ranges greater than that. An effective way to counter their teleportation is to either not shoot at them, since they won't teleport unless shot at, or get a weapon powerful enough to kill them before they teleport.


Renegade Militia are Imperial Guard or PDF soldiers who have forsaken the Emperor and cast their lot with the dark and unknowable powers of Chaos. The Renegades encountered in Space Marine are equipped with grenades and lasguns. They are relatively easy to kill, only taking a few shots from a Bolter, and can be Executed without having to be stunned first. They serve mainly as cannon fodder, but be wary of their grenades, which can deal a lot of damage. Additionally, while a single lasgun won't do much damage, if several Renegades can get a clear line of sight, they can cause a lot of damage to a Space Marine's armour.


Chaos Space Marines were once loyal warriors of the Emperor, but now are a dark inverted reflection of the Space Marines. There are four variants of the Chaos Space Marine in campaign mode; a basic versatile Marine with Bolter and Chain Axe, two Havoc variants with either sniper or artillery weaponry, and a heavy melee variant with the Daemon Maul. Focus on one Chaos Marine at a time, since they can regenerate their armor like you. Sometimes, you can afford to focus Kraken Bolter shots on one until it goes down, but often there are several (with Renegade Militia support) and you have only seconds before you must dodge back behind cover. The easiest way to kill them is with headshots from the Lascannon; a single hit will kill them (if you miss the head, you'll need another shot to finish them off). Failing this, you can use grenades to take out their armor and then Execute to eliminate them quickly.



The Combat Knife is the starting melee weapon for Titus and while it might not have the highest damage output or longest reach, it can still make quick work of most basic Orks. Thankfully Titus does not have to wield it for too long as it's short range and lack of AOE combo/strong attack moves make it a detriment in crowded fights.


The Astartes Mk III Bolt Pistol is a compact, slower-firing version of the Space Marine Boltgun. Designed as a backup weapon, it nonetheless provides ample stopping power. The Bolt Pistol uses 10-round magazines, but has unlimited ammunition, meaning you still have to reload, but you'll never run out of replacement magazines. Still the weapon is incredibly weak and should mostly be used to weaken targets before they get into melee range so they are easier to deal with then.


The Bolter or Boltgun is the standard Space Marine ranged weapon, and is found in Chapter 2 in the single-player campaign of Space Marine. It is Captain Titus' primary ranged weapon. The weapon looks like a submachine gun, but actually fires .998 calibre self-propelled projectiles – "bolts" – that explode after penetrating the target, causing devastating damage. The Bolter uses a 30-round magazine, and can carry up to 330 spare rounds. Ammo stashes replenish 90 rounds each.


The Chainsword is a heavy close-combat weapon; a sword with a chainsaw-like edge. The Mk XI Hell's Teeth chainsword is the close-combat weapon of choice among Space Marines, combining terrifying power and great speed. Its silhouette is a symbol of the Imperium's greatest warriors. The standard melee weapon for a Space Marine, with motorized monomolecular-edged teeth capable of slicing through armour, flesh, and bone. Fast and responsive, it is capable of sawing through a variety of enemies.


The Stalker Bolter is a scoped long-range variant of the standard Bolter used by Space Marines. Famously wielded by Ultramarines Scout Sergeant Telion, the Stalker Bolter is the hallmark of a Space Marine favoring precision over brute force. Depending on the specific modifications made by the wielder, the Stalker Bolter can serve as a precision battle rifle or a high-powered sniper weapon.


The Heavy Bolter is a heavier version of the Bolter, analogous to a machine gun although proportionally more powerful due to firing explosive bolts. The Astartes Mk IVa Heavy Bolter replicates the staggering firepower of emplaced weapons in a form portable by a mighty Space Marine. By planting his feet, the wielder can gain increased rate of fire and accuracy at the cost of mobility. Heavy bolters are generally used for anti-infantry or fire support roles. It fires a round comparible to the size of a human fist, which is considerably larger than that of the standard bolter shell, with more propellant and longer range, making it capable of destroying light vehicles. Because of its high rate of fire, jamming is often a problem. Like all bolt weapons, heavy bolters require regular maintenance and ancient litanies to appease their spirits.


The Vengeance Launcher is a grenade launcher type weapon that can simultaneously fire up to five explosive charges that stick to any surface. The charges can be remotely detonated individually or all at once. A product of the Adeptus Mechanicus experimental weapons program, the Graia-pattern Vengeance Launcher is not authorized for use off world. Those Space Marines who have field tested the weapon, however, attest to its effectiveness against a range of targets.


The Plasma Cannon is a heavy weapon that fires super-heated balls of hydrogen-based plasma that detonate upon impact, causing extreme damage. Charged shots will also leave a burning plasma residue. The MK XIII Plasma Cannon unleashes a succession of explosive charged blasts, able to penetrate enemy armor and obstacles. The user can also unleash a devastating charged shot.


The Power Axe is our second melee weapon obtained in the game. While relatively similar to the Chainsword in regards to damage and speed, the Power Axe has a much greater arc of attack and a mildly slower recovery time. In the general sense of lore though, the Power Axe is normally considered a much stronger weapon due to the energy field that surrounds the blade which allows the blade to pierce directly through enemy armor and vehicles.


The Plasma Pistol is a pistol-sized version of the Plasma Gun. In the single-player campaign of Space Marine, it is found during Chapter 6, and permanently replaces the Bolt Pistol if picked up, even in cutscenes. Like the Bolt Pistol, the Plasma Pistol has unlimited ammunition, but can overheat. Press the reload button to vent heat quickly. The Plasma Pistol can also be charged to fire an explosive blast that sticks to whatever it hits, and detonates shortly after. The charged shot is useful against grouped up enemies, as the explosion will knock them down and slow their advance, probably killing several cannon fodder models like Shoota Boyz and Renegade Militia. Rapid fire will generally kill single targets faster, although charged shots can be used to stop them from closing in.


The Melta Gun is a hand-held heat-based weapon working by sub-atomic agitation of the air. They often use pressurized pyrum-petrol gases with a two-part injection system which forces the gases into a molecular state, vaporizing and turning almost anything into nothing but a pile of molten slag. The Vulkan Assault Pattern Melta Gun fires a scorching plume of molecularly agitated heat at close range. This power comes at the expense of low ammunition stores and a long recharge between shots.


The Lascannon is a formidable weapon, capable of piercing most vehicle armor and killing powerful and heavily armored troops. It is an anti-tank weapon in tabletop Warhammer 40,000, but takes the role of a high-powered sniper weapon in Warhammer 40,000: Space Marine. The Astartes MK VII Lascannon fires a charged energy blast along a powerful laser and can cut through almost any armor at extreme range. Features a powerful optical scope with variable magnification. Slow firing, and with limited reserve ammunition, the Lascannon is best used to eliminate powerful enemies like the Kombi-Rokkit Nob from a distance. Find a good firing position, aim for the head, then move on to the next high-value target. Once all the powerful enemies are dead, switch to another weapon to mop up the rest.


The Thunder Hammer is a power weapon – a melee weapon sheathed in an energy field – shaped like a large war hammer. The surrounding field disrupts solid matter, allowing the weapon to tear through any armor. Captain Titus can only use a Bolt Pistol, Plasma Pistol, Bolter or Kraken Bolter when wielding a Thunder Hammer. An extremely powerful but slow melee weapon that builds up an immense energy charge that is released upon impact with a target and decimates everything within its area of effect. The Hammer is the ultimate melee weapon in Space Marine. It is slow to swing, but has good reach, will often hit multiple opponents, and is the only melee weapon whose regular strikes stagger opponents. A couple of direct strikes will generally kill any foe. The weapon also allows Execute finishers on stunned Nobz and Chaos Marines without the button-mashing "struggle".


The Plasma Gun is a rifle-like weapon that fires balls of hydrogen-based plasma. These super-heated projectiles detonate upon impact, causing extreme damage to infantry targets. The MK XII Ragefire-type Plasma Gun fires charged energy pulses able to damage heavily armored targets. This weapon is deadly, but prone to overheating. Wielders must manage heat carefully lest their weapon shutdown in the heat of battle.


The Storm Bolter is a two-barreled version of the Bolter weapon, equipped with a 100-round magazine and capable of rapid fire. As it is heavier and causes more recoil than a normal boltgun, it is rarely used by human troops and generally seen on Terminators or mounted on a vehicle. This hail of projectiles comes at the expense of stability, limiting the weapon's effectiveness at medium or long range.


In an attempt to help simplify some of the terms and ideas you might be seeing in the thread, I've decided to throw together a cute reference guide (along with a link to the specific Lexicanum page to give more in-depth information). If you feel anything more should be added or corrected then please tell me; otherwise I hope this helps a bit.

Imperium of Man- human beings; pink, soft, and scared. These are us spread across the universe who are under constant threat from everything and it responds by being a threat in return.

Imperial Guard- the armies of humanity; as more human populations were found on different planets it became necessary to develop armies to defend these planets and thus a centralized army was made for all of humanity. Still very much human but they usually come in huge masses and with big ass tanks.

Space Marines- kinda human but genetically created and well endowed; they are considered troops called in for the more hellish jobs and considered gods among men. Sadly this leaves them usually very apathetic to their fellow man and incredibly pissed off at anything not human.

Chaos & Chaos Marines- evil gods that lurk in an alternate dimension that corrupt everything they touch, whether it be machinery, human flesh, or even mighty Space Marines. You can tell corrupted enemies cause they are usually covered in skulls, blood, and spikes.

Orks- green humanoid aliens that are actually self reproducing fungi. They feed off violence and are constantly looking for a fight; they are basically soccer hooligans that could overtake the entire galaxy.

Eldar- fanciful space elves who have mostly been wiped out cause they're self centered assholes. Gave birth to a hedonistic evil god and now hide away in an alternate dimension or cruise around on home-made planets made from a bone like material.

Tyranid- hivemind controlled space bugs that want to shoot acid at things and turn things into more Tyranids. Incredibly dangerous and natural predators who overwhelm with their superior numbers and adaptability.

Necron- evil skeleton robots who ride around in flying crypts. Nigh on indestructible and only craving the want to turn all other living things into more Necrons. They are super evil, eat souls, and have no real personality.

Tau- space Asians with huge robots and fire power. They also really don't have a psychic presence and they're mostly known for being ignorant of everything else in the universe leading to funny instances of them getting slaughtered by alien meanies.

Space Marine Chapters- groups of Space Marines sectioned off into legions with ranks and fancy color schemes. Half of them became evil in the Horus Heresy.

Primarch- the babies of the Emperor of Man and the head of each Space Marine Chapters. They are even stronger and more amazing than any other Space Marine, but half of them went balls crazy and went evil.

Horus Heresy- one of the Primarches, Horus, gets corrupted by Chaos and convinces other Primarches to go crazy. A bunch of Space Marines and humans die, and the Emperor of Man kinda dies. Really scares the shit out of everyone what with God dying.

Meks: Specially gifted orks that have (more) technological knowledge built into their genetic code, and have their fun by creating the fastest truck, the biggest gun, and then mashing them together. It's all about making something loud, or fast, to really get the blood pumping.

Doks: Born with instinctual medical knowledge. Being able to take your dead (or not) buddy's arm, to replace the one that got blown off by a missile is a big plus to having the Dok around, but no Ork trusts the Dok. You might get that new arm attached, but the Dok could also decide that it would be much more fun to switch your head with that of a gretchin, or do some other experimental surgery for kicks. Or just keep you around for spare parts.

Wyrd Boyz: Wyrd boyz are the ork psykers. They're the baby with a hand gun to ork society, unable to really grasp the powers they have. When the orks get pumped, the wyrd boy's powers swell, and if he lets them get to his head it might litterally pop. Or blow up the camp, depending on just how much energy was released. Luckily, the orks don't understand the bad things in the Warp, so no real risk of demonic possesion or temptation. (They also have to 2 gods in the Warp watching over them, ready to beat up any chaos god that tries to mess with the Orks)

Ork Leadership: Most orks are just ork boyz though, brutal fighters through and through. When they fight they grow bigger and stronger. For an ork, his confidence isn't just linked to his stature, his stature is also linked to his confidence. If an ork starts to think he can beat up his superior he actually starts to pack on the muscle and grow even larger, through sheer self confidence. If the boss doesn't look out for this, he has a real chance of getting replaced. Replacing the boss just makes the new boss' confidence grow, and with it his stature. Orks can grow truly enormous in this way when there are a lot of Orks around. It's theorized that on the core ork worlds, every ork is pretty much a huge fucker, with boys the size of regular war bosses and the war bosses being similarly larger.

Ork Organization: With orks being so focused on size, they don't get Imperial ranks. How can that scrawny dude with a lot of shiny bits command so many much stronger guys? It simply doesn't make sense. Luckily for the Orks, they don't care much about such philosophizing, so they just go and beat them up and take their shiny bits. There is one exception though, and that is the Blood Axes clan. For some reason they're fascinated with Imperial tactics and copy them in their own orky ways. That means holding parades and doing salutes, employing camoflauge (which might be so garish it doesn't actually do anything) and so on. Every other ork thinks they're un-orky and treacherous because of this. Usually, being disciplined is something young orks do as a rebellion against their elders, before they get their heads on straight and start being part of the boyz.

Ork clans: The Orks as are divided into some overarching clans, which have very different ways of life, though the basic idea of selfish enjoyment is still at the very heart of all of them. They just have particular things that they love more than all the other orks do.

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