The Snakebitez

 

Da' Klan

Snakebites

Snakebites are the most primitive of the Ork clans, relying more on the "old ways" than Technology.  The Snakebotes Clan uses primitive weapons, such as bows and blunderbusses, and low-tech weapons such as Spearguns.   Many of them ride into war on ferocious Warboars.  The Snakebites do not have a large Kult of Speed, but as it is an unavoidable part of Orky nature, the clan does have a Kult of Speed.  When the clan goes to war, there are always a few Bikes, Buggies, Traks, and Trukks alongside their Warboars.  The rest of the Snakebites do not mind this, as they can use the Trukks and Wagons to get into hand to hand faster, something that the Snakebites excel in.

The Snakebite clan's rites of initiation are as primitive as their weapons and armour.  The Snakebites always have a selection of venomous snakes that they carry with them.   These snakes play an important part in the rites of initiation.  When a new Ork decides to join the clan, or an Ork becomes old enough to be inducted into the caste of warriors within the clan, one of these snakes is let loose to bite the Ork, and if the Ork can immediately suck out the poison fast enough, he has proven his toughness and is allowed to join the Clan's Warrior caste.

Snakebite tribes are very nomadic, and it is for this reason only that they have many Starships.  The Snakebite tribes' starships are extremely large, some being up to 50 miles in length, to accomodate the entire tribe.  Only the largest Space Hulks are captured for the Clan's use, and then converted to accomodate the clan by making the inside look as much like the tribe's village as possible.  When a tribe is done with one planet, they will move on to another, endlessly wandering throughout the galaxy in search of food and a new place to live.  Snakebite tribes constantly land on Imperial, Chaos, Eldar, or other Planets belonging to another race, and on these planets they will fight until they are either victorious or the entire tribe is destroyed.  Sometimes a tribe will land on an Ork planet, and on this planet they will try to recruit the local Orks into the Clan.  For these reasons the Snakebite clan is the most fluctuating in number, with tribes being destroyed or growing in number almost every day.

Due to the Ork method of reproduction, many planets have been left with a new tribe growing upon it, created by the spores left from the tribe that had just inhabited the planet.  Tribes will leave some of their venomous snakes behind for this new tribe, so that the tribe will have snakes suitable for their own rites of initiation.  Due to the nomadic nature of the Snakebites, constantly moving from planet to planet, the Snakebite clan is also one of the fastest growing Clans among the Orks.  Hundreds of worlds have been affected in this way, and new tribes have been created on worlds many years after the previous tribe had left.  This is a constant problem for imperials, for when the Imperials rehabitate the planet, they will be bombarded by an Ork invasion from within.  Often this will happen on worlds where the Imperials have just defeated a tribe, and they will be attacked by a fresh tribe, left over from the spores of the tribe that had just been defeated.  For this reason also, the Snakebite tribe is considered as one of the deadliest and most dangerous Ork clans.

 

Orkz

The Orks are a savage, and brutal race who love war. They are the dominant element of a race of Orkoids that includes Orks, Gretchin, and Snotlings. The Orks are in charge because they are the biggest, toughest, meanest, and most warlike of their kind.

The Ork mind is specialised: it is devoted wholly to the pursuit of power and war. Orks are brave and tough, and their bodies have a natural resilience which allows them to survive traumatic injuries and the most primitive of surgery.

Gretchin

Gretching are much like Orks, though not as brutal, strong, or tough as their larger cousins. The smaller Gretchin are more clever and cunning.

Snotlings

Snotlings' main role in Ork society is the cultivation of fungus. They also look after the Squigs. Snotlings are bred and raised by a class of Orks known as Runtherds.

Nobz and Warlords

Nobz are Ork Nobles. They are wealthy, battle-hardened veterans who have gotten to where they are by being bigger, tougher, and meaner than anybody else. Nobz can be found in positions of command or organised into their own select bands. They prefer the company of other Orks of equal status, and Nobz units are usually very well armed and equipped.

The most powerful and prestigious Nobz are given the title Warboss or Warlord. The finest trophy a Warlord can have is a Space Marine helmet. Orks judge the worth of a Warlond by the quantity and quality of the enemies he has defeated in battle.

When a Warlord's authority is challenged, the Warlord simply takes on any rival contenders in gladiatorial combat in a pit fight.

Ork Freebooterz

The Freebooterz exist on the fringe of Ork Kultur. They are small roving bands of pirates, bandits and mercenaries belonging to no Waagh! or clan. They are eager for adventure, combat, and booty.

These motly crews have long since abandoned any clan loyalties. The Freebooter band is now the only home they have. They roam the galaxy in small dilapidated spacecraft and hide out on isolated planets and large asteroids. The band is led by a hardened Boss or Kaptin. They use the sign of the Jolly Ork to set them apart.

Squigs

Orks use Squigs for everything from food to hair and beards to ammunition, and sometimes even pets! For some reason, anywhere Orks settle, Squigs will develop. No one knows exactly why.

 

Orky Know-Wotz

Oddboyz

There are many types of Oddboyz, the most important of which are Mekboyz, Painboyz, Runtherds, and Weirdboyz.

Mekboyz make and maintain the Orks' wepons, wargear, and vehicles. They are essential to an Ork Waagh!.

Painboyz are the Ork battle surgeons, and they work with the Mekboyz to install mechanical bitz on the Ork boyz.

Runtherds train the Gretchin and Snotlings, and are responsible for the breeding of them.

Weirdboyz are psykers with unpredictable powers. Most Weirdboyz are forced to live outside the Ork village, as they are considered too dangerous to livae amongst the general Ork population.

Bikes, Buggies, and Da' Kult of Speed

The Orks' love of fast vehicles, known by the Orks as Da' Kult of Speed, accounts for the vast array or customized buggies, bikes, and ramshackle vehicles that can be musted by an Ork warband.

Ork Dreadnoughts

An Ork Dreadnought is piloted by an Ork who has been surgically implanted into the machine by the combined efforts of an Ork Painboy and an Ork Mekboy. Most Ork Dreadnoughts have four arms, although there is a small, two-armed version. However, the fact that the four-armed version is both bigger and capable of carrying twice as much weaponry makes it the most powerful.

Kustom Weapons

Ork Kustom weapons can be bizarre and weird in form, they can be both powerful and dangerous to their user at the same time, as no Mekaniak would ever admit to any shortcomings in their creations.

The Waaagh!

Orks are evolved primarily for fighting, and this leads to rivalry and even outright war between the different tribes. Although this gives the impression that Orks are disorganised and rebellious, they are actually capable of a high degree of cooperation. The Techno-Magi of the Adeptus Mechanicus have identified low levels of background psychic energy in the minds of all Orks and Gretchin.

As a particular Warlord grows in power, other Orks are attracted to his armies, and clamour to assume subordinate positions under his command. This means that Ork armies can assemble very quickly, growing into massive hoards appearing out of nowhere and attacking unsuspecting planets. A Waagh! will last until the Orks are defeated, or until they run out of enemies.


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