NationStates Jolt Archive


The Ork Report: Greenskinz factbook

Greenskinz
31-08-2004, 06:15
What follows is a classified Skeelzanian report, originally intended for Grand Admiral Van Cleef (second-in-command of Skeelzanian Naval Forces) from Naval Intelligence. The subject of the report is the Orkoid race, commonly called “Orks”, who sprang from the Skeelzanian frontier in the closing decades of the 23rd century. A communications error allowed the report to be released to the public, and now it is presented to you.

++++++2292.O.E++++++
++++++NIB.Ork.Report++++++
++++++Classified.Top.Secret++++++

Admiral,

Following your instructions, we have increased reconnaissance missions around and into Ork space, in order to gather more information on this race. We attempted to cover all aspects of their civilization, though we concentrated on their military, per your instructions.

Ork Society, at a glance:

The fundamental unit of the Ork’s society is the Clan. These can range in size anywhere between 200 and 20 million members. By best guesses there are 60 identified clans, though only a few weild substanial power. These clans are almost independent nations, constantly battling each other in an attempt for racial superiority. When the clans aren’t busy smashing each other senseless, their members are fighting amongst themselves for control of the clan.

Greenskin society seems obsessed with the idea of warfare; if a clansmen isn’t a outright soldier, he’s in a supporting role of some sort. Basic labor is provided by slaves, mostly subjugated clans. Orks of lesser standing work as mechanics, logistical troops, arms manufacturers, etc.

-The Fleshcleavers:
Clan Symbol: Red Skull on a black or grey field.
Clan Colors: Red and Black
Before the war against the UFP and destruction of Gantirs IV, this was the dominant greenskin clan. Although numbers are hard to judge, it is believed there are 50 million surviving members of the Fleshcleaver and allied clans, with an untold number of ships at their disposal. Grand Cleaver Hurog, leader of the Ork forces during the WAAAAGH!, has disappered and his younger brother, Brunk, has assumed control of the remaining clan. Reports indicate several Fleshcleaver strongholds near the Arenumberg border, suggesting that Brunk is carving a new empire for himself.

-The Pygstykkers
Clan Symbol: Skewered Pig on green field
Clan Colors: Red and Green
This was the second most powerful clan before the WAAGH!, second only to the Fleshcleavers. The vast bulk of the clan was incinerated on Gantris IV however, and only scattered remnants remain. Estimated strength is 6-13 million.

-The Broken Chain clan
Clan Symbol: Skull holding broken chain in its teeth
Clan Colors: Dark Grey or Black and white
Emerging after the destruction of Gantris IV, the Broken Chain clan is one the most powerful clans today. Headed by Drogol the Black, who not only escaped from the battle of Babel but also from that at Gantris IV itself, the Broken Chain is made up of numerous smaller clans who have rallied behind Drogol's banner. Reports indicate that they possessed one of the largest fleets in Ork space, but their location is unknown. Clan numbers are estimated in the 10 to 20 million range.

Ork Military Information:

The Orks have yet to make any major planetary assaults, for now limiting themselves to raids against border installations. However, the nature of the species is not to be crafty but brutal and direct, we can expect a full-on invasion in the future.
Although information on their ground forces is limited, we do have some inkling of their navy. As we initially feared, their technology is adapted from that on the SCARR Scoutship that crashed on their homeworld of Gantris IV several years ago. Although crude by our standards, the orks show a remarkable ability to improve to new technology.

Orkish ships encountered thus far can be classified in two broad categories: heavy capital ships called “kroozers”, and smaller craft called “dessies”. Kroozers are behemoth ships with firepower equal to our battlecruisers, and are often the nucleus of an Ork fleet. Dessies are similar to kroozers, but on a smaller scale. They are even cruder vessels encountered in vast numbers, and show some capability of carrying strikecraft.

Ork Kroozers, in depth:

As mentioned above, kroozers are the backbone of Orkish fleets. Even when a raiding part is composed almost entirely of dessies, a kroozer is generally lurking nearby. The ship Supa Krooza, captured in the Yerrick system last year is typical of the class.

Ship Name: "Supa Krooza"
Class: Approximately equal to a Skeelzanian battlecruiser
Length: 921 meters
Beam: 487 meters
Draft: 442 meters
Weight: 7 million tons
Propulsion: Three major fusion drives, as well as many secondary drives.
Powerplant: Two fission reactors
Armament: Twin railgun turret x7; heavy railgun turret x2; super-heavy railgun x3?; primitive plasma turrets x5; missile/torpedo launchers in excess of 20
Armor: Primitive copy of Skeelzanian chobham armor, around 4 meters. Another 3 meters or so of solid steel.
Crew: 2000+
Marines: They do not seem to have dedicated marines, rather average crewmen grab whatever weapon is at hand and attack.
Shielding: None apparent
FTL: It appears they tried to copy the CorpSacian hyperdrive found on Skeelzanian vessels, but were thwarted by the auto-destruct. An emergency tachyon drive that was onboard the SCARR scout appears to be the basis of their FTL drive.

Supa Krooza Image One (http://img.photobucket.com/albums/v87/Bad_Skeelz/Kroozer2.jpg)
Supa Krooza Image Two (http://img.photobucket.com/albums/v87/Bad_Skeelz/Kroozer3.jpg)

Unidentifed kroozer class (http://img.photobucket.com/albums/v87/Bad_Skeelz/CarKroozer1.jpg)

Ork Dessies:

These ships are the little brother to the Kroozers, and form the bulk of Ork fleets thusfar. Numbering between 500 and 700 meters, they carry a surprisingly large turret armament as well as heavy prow guns. They seem to lack any real maneuverability, making the favored Ork tactic of “rush-and-shoot” less of an option and more of a necessity. Nevertheless, the huge railguns mounted forward can seriously damage one of our capital ships.

There are at least two distinct classes of dessies, though refits and hybrids are common. The first of these is the "Reaver" class. They are most similar to kroozers in their construction, and carry several large turrets in addition to the customary prow guns. Launch bays are commonly located along the sides, though instances of prow or stern bays have been recorded.

Typical Reaver statistics:
Role: Carrier/battlewagon
Length: 600-700 meters
Beam: 300 meters
Draft: 300-400 meters
Propulsion: Three fusion drives
Powerplant: Unknown, most likely fission, possibily fusion.
Armament: 4 to 6 heavy railguns mounted in bow; medium railgun turrets x2; plasma/railgun turrets x6-9
Armor: Up to ten meters of steel and/or composite armor
Crew: 800
Fighter Capacity: Estimated at 50 craft
Shielding: None apparent
FTL: Tachyon drive

Ork “Reaver”, Image One (http://img.photobucket.com/albums/v87/Bad_Skeelz/OrkEscort2.jpg)
Ork “Reaver”, Image Two (http://img.photobucket.com/albums/v87/Bad_Skeelz/OrkEscort3.jpg)

The second, and by far more numerous class has been dubbed the "Marauder". These ships are slightly faster than the Reavers, and carry heavier armaments. These are the bread-and-butter ships of Orkish fleets, and are most frequently encountered. Unlike other classes, Marauders are known to mount their guns in huge broadsides, thus making them considerably harder to outflank (something other Ork ships are rather vulnerable to).

Although every Ork captain relishes the opportunity to ram an opponent, Marauder captains seem to take it to an extreme. An incredibly dense ram mounted on the bow is a common feature of this class, and some have been known to have special boarding hatches built in.

Typical Marauder Statistics:

Role: Destroyer/Battlewagon
Length: 500-650 meters
Beam: 150-200 meters
Draft: 100-300 meters
Propulsion: 3-4 fusion drives
Powerplant: Unknown, most likely fission.
Armament: Heavy railgun x5-7; railgun/plasma turret x10-20
Armor: Typically 10 meters of composite or steel armor
Crew: 600-900
Shielding: None apparent
FTL: Tachyon Drive

Marauder Image One (http://img.photobucket.com/albums/v87/Bad_Skeelz/Marauder1.jpg)
Marauder Image Two (http://img.photobucket.com/albums/v87/Bad_Skeelz/Marauder2.jpg)

OCC: More to come later, I hope. Comments and other feedback are welcome, of course.
Greenskinz
31-08-2004, 23:46
+++++Ork.Report.Supplement+++++

Following the <censored> with the <censored><censored>, a new ship was encountered in Ork space. By far the largest ship yet encountered, the Hurog's Fury, as it has been dubbed, mounts several banks of plasma weaponry instead of the usual railgun armament. Nine fusion drives give it surprising speed, and there is some evidence that it has torpedo launching capabilites.

Name: Hurog's Fury
Role: Battleship?
Length: 1400m
Beam: 400m
Draft: 500m
Powerplant: 3 fusion reactors
Propulsion: 9 fusion drives
Armament: Dual plasma cannons x16; heavy railguns x4; heavy railgun turret x1; plasma turrets x2; torpedo/missile launcher x30
Armor: 25m of Endor armor
Crew: 2500(ish)
Marines: Variable
Shielding: Yes
FTL: Tachyon Drive

Fury Image One (http://img.photobucket.com/albums/v87/Bad_Skeelz/OrkBattle3.jpg)
Fury Image Two (http://img.photobucket.com/albums/v87/Bad_Skeelz/OrkBattle1.jpg)
Greenskinz
02-09-2004, 20:48
<bump>
Greenskinz
04-09-2004, 23:01
Salvaged Greenskin ships:

The Orks make extensive use of salvaged vessels, and it is not uncommon to see hastily repaired warships thrown into the fray. Lately, they have made use of the numerous ion storms around New Calbara to loot wrecks in the area. Below are believed to be the most common types fielded by the Orks. The original name is given first, with the Orkish name in parenthesis.

Zenus (Blitz Boat):
Originally a Albion escort, these ships have been transformed into hard-hitting raiders by the Orks. Much prized for their speed and firepower, they can be found on the edge of the Ork fleet, raiding outposts and destroying enemy picket ships.
Crew: 20
Length: 60m
Wingspan: 44m
Mass: 2300 metric tons
Decks: 2
Power: 3 Anti-Matter Generators
Engines: 4 AME
Armor: 4m of composite
Armament: 4 Gauss Cannons, 8 cell launcher for Bomba Missiles (2-10 megaton range)

Sub-Zero (Zoomboomers) :
These large Albion cruisers are heavily armed and fast, making the Ork name of "Zoomboomers" all to fitting. Unlike traditional Ork capital ships, these dessies are much faster, thanks to the looted AM technology. Luckily, the Orks are practically incapable of repairing these reactors, making catastrophic failure down the road inevitable.
Crew: 450
Length: 600m
Width: 200m
Decks: 120
Mass: 8 million metric tons
Power: 4 Anti-Matter Generators
Engines: 6 AME
Armor: 13m of composite
Weapons: 32 Dual Gauss Cannons, 10 Warp Resonators, 50 cell launcher for Big-bomba missiles (15-28 MT range), 16 Melta Cannons, 8 Torpedo launchers

Avatar (Thunda Kroozer)
Big, fast, and packing a substantial punch, these kroozers are favorites of Ork warbosses, who will often kill for the chance of captaining one. Although powerful, they suffer from the same repair problems of the Zoomboomers. Unable to repair their AM engines, the Orks eventually substitue fusion drives. This makes the Thunda Kroozers slower, but no less deadly.
Crew: 900
Length: 900m
Width: 400m
Decks: 220
Mass: 12 million metric tons
Power: 4 Anti-Matter Generators
Engines: 8 AME
Armor: 16m of composite
Weapons: 70 Dual Gauss Cannons, 20 Dual Warp Resonators, 150 cell launcher for Big-bomba missiles, 20 Dual Melta Cannons, 10 Torpedoes launchers