Da Big Klans.
Inquisitorial General Introduction to Ork Klanz
(Extract from the private instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
The Orkoid klan system is, at first glance, a crude taxonomy — a handful of behavioural archetypes into which their tribes conveniently fall — yet this simplicity is a deception that has cost more Imperial commanders their lives than any xenos cunning. A klan begins as a rigid imprint, a cultural instinct woven into the Ork’s very bio‑psychic substrate, but once a tribe grows beyond a certain threshold, these identities cease to be mere habits and instead become self‑propelling forces. The Klans preferences intensify, its traditions ossify, and its collective momentum begins to warp the behaviour of the entire horde around it. A Waaagh! seeded with too many Goffs becomes a grinding, unstoppable avalanche; one dominated by Evil Sunz mutates into a red‑streaked tempest of reckless velocity; a surge of Deathskulls can turn a stable front into a theatre of inexplicable thefts, sabotage, and battlefield “miracles.” Understand this well, Novitiate: Ork klanz do not merely influence the character of a Waaagh — they can redefine its trajectory, its tempo, and its ultimate scale. Once a klan identity takes on a life of its own, the Waaagh becomes something far more dangerous than a mass of rampaging xenos. It becomes a cultural engine, accelerating toward outcomes no human strategist can reliably predict.
(Recovered from the body of Novitiate Veyl, Tarnis theatre)
HUMIE WROTE TOO MUCH. Klanz iz easy: Sum smash. Sum go fasta. Sum got teef. Sum nick stuff. Sum eat bugs. Sum act sneaky. If ya need more dan dat, you’z da one wot’s thick.
Goffs — Inquisitorial Briefing.
(Instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
If there is a single Klan whose nature encapsulates the raw, unvarnished brutality of the Orkoid species, it is the Goffs. They are the largest, most aggressive, and most uncompromising of all Greenskin subcultures — towering brutes who disdain ornament, subtlety, and anything resembling tactical nuance. To a Goff, war is not merely a means to an end; it is the end itself, the purest expression of Ork existence. Their hordes favour massed infantry, thunderous charges, and the kind of close‑quarters savagery that reduces entire regiments to pulp beneath steel‑shod boots. When Goffs dominate a Waaagh!, its character becomes unmistakable: a grinding, unstoppable tide of bodies and choppas, driven by a cultural momentum that brooks no deviation. Their presence within a warband is not merely influential — it is transformative, dragging the entire horde toward a doctrine of relentless frontal assault. You will learn to recognise the signs early. Novitiate, for once the Goffs take root within a Waaagh!, the conflict ceases to be a campaign and becomes a cataclysm.
It would be remiss not to acknowledge that the most infamous Ork in the galaxy — Ghazghkull Mag Uruk Thraka — hails from this Klan. His deeds, campaigns, and apocalyptic visions have been covered extensively in prior dossiers, and even the greenest Guardsman recruit can recite the broad strokes of his legend. For our purposes here, understand only this: Ghazghkull is the ultimate expression of the Goff ideal, and his shadow looms over every black‑armoured brute who marches beneath the bull‑horn totem.
(Recovered from the body of Novitiate Veyl, Tarnis theatre)
GOFFS. PFF. BIG, LOUD, BORIN’.
All dey do is shout an’ run in a straight line.
Proper thick‑’eads.
Freebootaz don’t need no klan.
We’z got STYLE, teef, an’ FREEDOM.
Now stop writin’ like a weedy humie
before I nick yer pen.
Evil Sunz — Inquisitorial Briefing.
(Instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
If the Goffs embody the brute force of Ork warfare, then the Evil Sunz represent its velocity — a klan whose entire culture is built around the pursuit of speed, noise, and the delirious thrill of mechanised mayhem. Their obsession with motion is not merely behavioural but pathological; Evil Sunz Orks display an almost compulsive need to be in transit, whether astride a warbike, clinging to the side of a Trukk, or simply sprinting in circles while waiting for the engines to warm. Their warbands strike with blistering pace, careening across battlefields in clouds of dust and exhaust, smashing through infantry lines before wheeling away to wreak havoc elsewhere. The klan’s unusually high concentration of Mekboyz ensures a constant supply of ramshackle but terrifyingly fast vehicles, each one modified, over‑tuned, and painted in the klan’s sacred red — a colour they insist makes their machines “go fasta,” a superstition that, disturbingly, appears to have some measurable effect. When Evil Sunz dominate a Waaagh!, the entire horde becomes a storm of engines and flame, its tempo accelerating beyond the capacity of most Imperial forces to counter. Engagements devolve into running battles, ambushes collapse under sudden mechanised charges, and defensive lines are shredded before they can stabilise. You must learn to recognise the rising whine of their engines early, Novitiate, for once the Evil Sunz gather momentum, containment becomes a near‑impossible task.
Though the Evil Sunz boast many notorious Speedbosses, one name warrants brief acknowledgement: Gorgutz ’Ead ’Unter. His career has been documented in prior dossiers, and even the most junior Guardsman can recount the broad strokes of his rampages. For our purposes, understand only that Gorgutz exemplifies the Evil Sunz ideal — relentless, mobile, and violently opportunistic — and that his legacy continues to shape the klan’s reputation across multiple warzones.
(Recovered from the body of Novitiate Veyl, Tarnis theatre)
EVIL SUNZ? HA! RED‑PAINTED LUNATIKS.
All dey do is shout “GO FASTA!”
an’ den crash into sumfink.
Freebootaz go fast ’cos we WANT to.
Dey go fast ’cos dey’z too dumb to stop.
Now move yer quill, humie.
Dis page is makin’ me itchy.
Blood Axes — Inquisitorial Briefing.
(Instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
Among the bewildering array of Orkoid subcultures, none are so distrusted by their own kind — nor so dangerously underestimated by ours — as the Blood Axes. Unlike the typical Greenskin, these Orks have spent long centuries in close, if acrimonious, contact with the Imperium, and have adopted a number of unsettlingly effective battlefield habits as a result. They trade rather than steal, negotiate rather than bellow, and will even retreat when faced with unfavourable odds — behaviours that other klanz consider outright heretical. Yet these same qualities grant the Blood Axes a level of tactical sophistication rare among their species. Their warbands employ ambushes, feints, staggered advances, and coordinated fire patterns that more closely resemble a professional military than the usual Ork tide. When Blood Axes dominate a Waaagh!, its character shifts dramatically: engagements become unpredictable, enemy lines collapse under sudden infiltration strikes, and entire campaigns are shaped by misdirection and calculated aggression. Do not mistake their camouflage, discipline, or uncharacteristic restraint for weakness, Novitiate. The Blood Axes are every bit as brutal as their cousins — they simply prefer to reach the krumpin’ alive.
Though not exclusively a Blood Axe, the infamous Kommando Boss Snikrot exemplifies the klan’s most terrifying traits taken to their extreme. His deeds in the jungles of Armageddon have been documented extensively, and even the most junior Guardsman knows his name whispered in the dark. For our purposes, understand only this: Snikrot represents the apex of Ork stealth warfare — a killer who moves like a wraith, strikes without warning, and leaves only mutilated corpses as evidence of his passing. His presence within any Blood Axe‑aligned force should be treated as a precursor to sustained infiltration, sabotage, and psychological terror.
(Recovered from the body of Novitiate Veyl, Tarnis theatre)
BLOOD AXES… SNEAKY, SNEAKY GITZ.
Wearin’ camo, marchin’ in lines,
actin’ like humies wiv sticks up dere backsides.
Freebootaz don’t need no “taktiks.”
We just shoot ya, loot ya,
an’ leave before anyone asks questions.
Now stop writin’ about cowards.
It’s makin’ me bored.
Deathskulls — Inquisitorial Briefing.
(Instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
Bad Moons — Inquisitorial Briefing.
(Instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
Among the Orkoid klanz, none flaunt their status with such brazen excess as the Bad Moons. Their teeth grow faster than those of any other Greenskin, granting them a near‑constant influx of the crude currency that underpins Ork society. This biological quirk has elevated them into a merchant caste of sorts — acquisitive, ostentatious, and perpetually surrounded by the finest wargear teef can buy. Their armour gleams with gold plating, their banners bristle with gaudy ornamentation, and their weapons are often kustomised to the point of absurdity. Yet beneath this veneer of wealth lies a dangerous truth: Bad Moons are not merely showmen, but exceptionally well‑armed combatants whose ranged firepower can shred entire formations before the melee is joined. Their warbands favour heavy dakka, elaborate artillery, and mobs of Flash Gitz whose Snazzguns can level a hab‑block in moments. When Bad Moons dominate a Waaagh!, its character shifts toward overwhelming firepower, economic manipulation, and a relentless display of wealth intended to cow rivals and lure ambitious Freebootaz into their orbit. Do not be deceived by their ostentation, Novitiate — beneath the gold and glitter lies the same brutal Ork instinct, sharpened by privilege and armed to the tusks.
Though the Bad Moons boast many wealthy and ostentatious warlords, Nekkruncha warrants brief mention. His assault on the Knight World of Tarnis has been documented in prior dossiers, and even the most junior Guardsman can recount the broad strokes of his campaign. For our purposes, understand only this: Nekkruncha embodies the Bad Moons’ love of overwhelming firepower and excessive war‑engines. His forces fielded Deffkoptas, Deff Dreads, Gorkanauts, Squiggoths, and enough kustomised artillery to level a fortress. He is the Bad Moon ideal writ large — wealthy, heavily armed, and eager to prove his status through spectacular destruction.
(Recovered from the body of Novitiate Veyl, Tarnis theatre)
BAD MOONZ… FLASHY, GOLD‑DRIPPIN’ SHOW‑OFFS.
All dat shiny armour, all dem fancy gunz…
an’ not a lick o’ sense between ’em.
Dey spend teef like water,
den cry when a bigger lad knocks ’em out.
An’ NEKKRUNCHA?
HA! WALKIN’ FORTRESS WIV MORE BLING THAN BRAINS.
Saw ’im once — took ’alf a day to polish ’is zoggin’ Gorkanaut.
Freebootaz don’t need gold.
We take wot we want,
an’ we don’t need to paint ourselves yellow to prove it.
Now stop writin’ about posh gitz.
It’s hurtin’ me eyes.
Snakebites — Inquisitorial Briefing.
(Instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
Of all the Orkoid klanz, the Snakebites remain closest to the species’ primitive origins. They scorn advanced technology, preferring crude weapons, animal hides, and the brutal simplicity of the “old ways.” Their bodies are weather‑beaten, scarred, and toughened by a lifetime of hardship — and by the infamous rite of passage that gives the klan its name. Young Snakebites must provoke a venomous serpent into biting them, then suck out the poison to prove their resilience. This ritual, repeated throughout their lives, grants them a formidable resistance to toxins and a deep affinity for the vicious fauna they breed and carry into battle. Their Runtherdz are unmatched in the raising of Grots, Squigs, and even the colossal Squiggoths that serve as living engines of war. When Snakebites dominate a Waaagh!, the conflict becomes a stampede of beasts and bellowing warriors, a primal onslaught that overwhelms more sophisticated foes through sheer ferocity. Do not mistake their disdain for technology as ignorance, Novitiate — the Snakebites’ savagery is deliberate, honed, and terrifyingly effective.
Though expelled from his own Snakebite tribe, Zodgrod Wortsnagga remains one of the most infamous Runtherdz in Ork history. His exploits have been documented in earlier dossiers, and even the most junior Guardsman has heard rumours of his unnervingly disciplined “Supa‑Runtz.” For our purposes, understand only this: Zodgrod represents a rare and unsettling phenomenon — an Ork who cares for his Grots with fanatical protectiveness, and who has elevated their training to a level that borders on the heretical. His presence within any Snakebite‑aligned force should be treated as a warning that the enemy’s Gretchin may not behave as expected. They may, in fact, behave far too well.
(Recovered from the body of Novitiate Veyl, Tarnis theatre)
SNAKEBITES… MAD, MUD‑ROLLIN’, SQUIG‑SNIFFIN’ SAVAGES.
Bite snakes, suck poison, wear dead animals…
an’ dey call *me* uncivilised.
An’ ZODGROD?
DAT WEIRDO TRIED TO “TRAIN” ME GROTS.
Said dey needed “discipline.”
DEY AIN’T SUPPOSED TO HAVE DISCIPLINE!
Next fing I know,
me runts are marchin’ in lines
an’ refusin’ to fetch me ammo
’cos “it ain’t safe, boss.”
If I see dat beardy git again,
I’m feedin’ ’im to ’is own Supa‑Runtz.
Now stop writin’ about snake‑kissin’ nutters.
Dey give me hives.
Freebooterz — Inquisitorial Briefing.
(Instruction of Inquisitor‑Mentor Macharius Thenn to Novitiate‑Probationer Loran Veyl)
Of all Orkoid subcultures, the Freebooterz are the most unpredictable — and therefore the most dangerous. They exist outside the rigid structures of the major klanz, forming loose, piratical bands of exiles, mercenaries, renegades, and opportunists who owe allegiance to no warboss but the one they choose to follow. Their fleets roam the void in ramshackle kroozers, striking without warning at isolated worlds, merchant convoys, and even military installations when the promise of loot is sufficient. Freebooterz are distinguished by their flamboyant attire, personalised insignia, and a level of individual cunning rarely seen among their more regimented kin. Their warbands often include outcast Meks, Painboyz, Weirdboyz, and even feral Orks drawn to the promise of plunder. When Freebooterz join a Waaagh!, they do so as mercenaries — and their loyalty lasts only as long as the teef flow. A Waaagh! dominated by Freebooterz becomes a chaotic, opportunistic storm of raids, betrayals, and sudden shifts in allegiance. Treat them with extreme caution, Novitiate. Their lack of structure is not a weakness, but a freedom that allows them to strike where least expected.
Kaptin Badrukk, the so‑called “King of the Freebooterz,” is perhaps the most infamous Ork pirate of the current age. His exploits have been documented extensively in prior dossiers, and even the most junior Guardsman can recount the broad strokes of his legend. For our purposes, understand only this: Badrukk is a uniquely dangerous combination of wealth, firepower, and brutal cunning. His Flash Gitz wield weapons capable of levelling fortified positions, and his Kill Kroozer, Da Blacktoof, has left a trail of devastation across multiple sectors. Any sighting of his banners should be treated as a precursor to large‑scale piracy, opportunistic raids, and catastrophic loss of materiel.
Post‑Action Addendum — Filed by Inquisitor‑Mentor Macharius Thenn.
(For the attention of the Ordo Xenos Training Cohort)
The loss of Novitiate‑Probationer Veyl is regrettable only in the administrative sense. His failure to survive even the most rudimentary field observation exercise demonstrates a profound lack of aptitude, resilience, and basic self‑preservation. I will be submitting a formal request that the Tech‑Priest responsible for his hypno‑indoctrination regimen be reprimanded for gross negligence; no candidate should emerge from conditioning so ill‑prepared for the realities of xenos contact.
Let this serve as a reminder to all trainees: the Ork threat does not forgive incompetence, and neither do I.
(Filed and ratified under the authority of Inquisitor‑Mentor Macharius Thenn)
By my hand and seal, this dossier is hereby concluded. The loss of Novitiate‑Probationer Veyl shall be recorded as a minor administrative inconvenience, and his remains — such as they are — will be repurposed for servitor stock. His failure reflects not upon the Ordo, but upon the inadequacies of those responsible for his conditioning. A formal censure has been issued to the attending Tech‑Priest for producing a candidate of such lamentable fragility.
Let this document stand as both instruction and warning: Ignorance is death. Complacency is treason. The xenos does not forgive error, and neither does the Inquisition.
— Macharius Thenn, Ordo Xenos
Until the next Hunt




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