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While no two Ork ships look alike, most of them feature components, essential to Ork space travel. Similar in purpose, if not the appearance, the following components are found on almost all Ork vessels:{{Fn|2}}
===Drives===
Ork ships use ramshackle drives that likely shouldn’t run at all, and are prone to leaks, flares, and catastrophic “accidents.” Often, great trails of superheated gas pour from the aft of Ork ships, not entirely dissimilar to the greasy black exhaust fumes of their ground vehicles. These reactors are randomly linked to all manner of conduits and cables that feed into systems all over the ship, trailing along floors and dangling from ceilings. It is a rare day that the reactor does not have additional lengths of cabling added to supply some mekboy’s new experiment.{{Fn|2}}
===Warp engines===
Ork warp travel is an uncertain and erratic process, and the warp drives that allow it are similarly unstable. Some are rebuilt from the ruins of salvaged warp drives, while others are bizarre contraptions built around the disembodied brains of the Ork psykers known as Weirdboyz. Whatever the manner of their construction, Warp Engines all have the same purpose—to carry a ship into, through, and out of the warp.{{Fn|2}}
===Power shields===
Orks seem to have possessed power field technology as long as the Imperium has. Their ships sport protective energy barriers comparable to void shields, though an Ork generator is more likely to be covered in crackling electricity, spew clouds of noxious smoke, or randomly vaporize any Orks that stand too close.{{Fn|2}}
===Crew quarters===
Ork vessels teem with greenskins of all kinds, serving as much as transport craft as warships. Many of the smaller craft are capable of planetary landing, unleashing a green tide of roaring, belligerent warriors, while even the bulkiest of cruisers regularly attempt to board enemy vessels.{{Fn|2}}
===Ship’s bridge===
The bridges of Ork vessels are dark, dank cavernous chambers, bedecked with trophies and piles of loot and stacked high with machinery of indeterminate purpose.{{Fn|2}}
===Life sustainers===
The exact nature of Ork life sustainers is unknown. Boarding parties and Mechanicus salvage teams have observed everything from clanking pneumatic air pumps to giant squigs of unknown breeds used as bellows. The only thing these devices have in common is none of them should work.{{Fn|2}}
===Gellar fields===
In place of the flickering Geller fields of Imperial starships, Orks use a variety of adornments, totems, huge hull-plate “teef,” and glyphs to ward off the malign influence of the warp. Whether these actually scare off warp creatures (as Freebooterz have been known to claim) or simply inspire such confidence in their crews that the ships are wreathed in a crackling shield of WAAAGH! energy while in the warp, is unknown. However, they seem to work.{{Fn|2}}
===Augur arrays===
While it would be impossible for the Orks to voyage amongst the stars without some form of long-range detection, the nature of the technologies employed are unknown. As with much of Ork technology, a crude and simplistic appearance belies impossible sophistication. Orks simply refer to their myriad scanners as “searchy grubbinz” no matter whether they’re powerful aetheric scanners or gigantic telescopes.{{Fn|2}}
==Upgrades==
Ork ships not only vary in appearance, but also have different supplemental components. Every new Ork vessel will feature an unusual device, not found on others. While there are many such components, the most common of them are listed here:{{Fn|2}}
*'''Kustom Enjinz''' - Created from scratch by insane Mekboyz, Kustom Enjinz operate through impossible methods to produce incredible amounts of power. The power they produce is unstable and difficult to contain, but makes for swift vessels. A Customised in this fashion, ship with Kustom Enjinz gains +1 Speed. If the ship’s plasma drives are Disabled or Damagedbecomes much faster, but tends to start to fall apart if the ship loses 1d10 Hull Integrity and one Component engines get out of the GM’s choice is set on firecotrol or get damaged.*'''Kustom Force Field''' - This Similar to other [[Ork Energy Fields]], this field crackles with extra power, sometimes flaring to life to block the most powerful hits, but sometimes catastrophically failing. When the Void Shield is brought down by enemy fire, roll 1d10. On an 8 or higher, the shield is not brought down and can cancel an additional hit (this can happen multiple times). On a 2-7 it behaves as normal, and on a 1, the Void Shield Component counts as Damaged and must be repairedwithout any warning.*'''Grot Holes''' - Alongside the teeming hordes of Orks, this vessel’s superstructure is filled with holes, nooks and crannies containing squabbling mobs of [[Gretchin ]] slaves, who are kicked and bullied into performing the many and varied tasks essential to the running of a starship. Any damage Due to Crew Population their immense numbers, the ship is halved, due unlikely to the sheer number run out of additional crew, but Grots. However, whenever the ship takes Morale damage, it takes an additional 2 points due aren't famous for their bravery and tend to panic if the Grots being easily panickedvessel gets in a real battle.*'''Lookout Towerz''' - Scattered across the hull, tall towers mounting guns and scanning devices watch the void for enemies and unleash trails of gleaming tracers into the darkness of space at anything that strays too close. The ship gains +1 Turret Rating from the hordes Ship becomes less solid because of small caliber weapons, but reduces all armour values by 1 for all the holes cut in the hull , but defensive turrets are now more likely to hold themhit anything. *'''Kustom Skanna''' - Crackling with greenish-tinged electric bolts, this “skanna” it dominates the dorsal ridge on the Orkvessel, giving the ship +10 Detectionallowing it to detect fresh prey far more easily.*'''Dakka Kontrol''' - Demonstrating planning quite unusual for Orks, targeting systems from all the ship’s guns have been wired into a single control centre, making them more effective. The ship’s targeting systems may also show Gretchin in place of enemy ships; having practiced since a young age how to hit Grots, the Orks hit more reliably. This grants a +5 bonus to all Ballistic Skill Tests made to fire the ship’s weapons.*'''Mek’s Workshop''' - The ship has a greater-than-normal compliment of Mekboyz on board, who continually tinker with every machine within reach. The Meks may, as an Extended Action once per turn, improve upgrade and overcharge veapons in the middle of a single weapon Component providing one of the following benefits: +2 Rangebattle, Re-roll the weapon’s random Strengthmaking them more powerful, +1 damage, +1 bonus degree of success on attack rolls. After firing with this benefit, the improved gun immediately becomes Unpowered for one turn as the improvements over-work the weapon.when it is most needed*'''Extra Smashy Ramming Spike''' - A two-hundred-metre-long spike of solid adamantium, this addition to the vessel’s prow makes it deadlier when ramming. The ship causes an additional +1d5 damage when rammingso any enemy would be wise to keep their distance.*'''Squig Pens''' - Cages full of attack Squigs are scattered throughout the ship, ready to be unleashed during boarding actions. During Ship's crew becomes more effective in any successful Boarding Action, the ship causes an additional +1d5 damage to Crew Population and Morale successfull boarding actions as Squigs tear the angry balls of teeth hunt down wounded and eat enemy crewmenbring fear to those that might have survived.*'''Red Paint Job''' - “Red wunz go fasta” is a common Ork belief, and one that oddly seems to be borne out in practice. Ork vehicles painted red do travel faster than those not. The ship gains +1 Speed.
==Capital Ship Upgrades==
Some devices are so massive or rare they can only be found on Ork capital vessels. These fearsome craft become even more deadly when equipped with these unusual devices:{{Fn|2}}
*'''Trakta Field''' - This field projects gravitational forces that draw enemy vessels closer, making it easier to board or ram them. However, the field also attracts enemy ordnance, making it an easier target for torpedoes. The vessel gains a +20 bonus on all Pilot Tests to ram or initiate a boarding action. However, torpedoes gain a +20 bonus to hit the ship.*'''Throne Room''' - More akin to audience chambers or trophy rooms than command bridges, Throne Rooms are an expression of a kaptain’s power, and Kaptins powerful enough to rule from a Throne Room are often surrounded by a retinue of nobs armed with the finest wargear he leads into combat. When used to conduct a Boarding Action, During the Mega-Armoured Boarding Teams deal twice boarding actions they cause massive carnage among the normal damage to Crew Population, Morale and Hull Damage as appropriateenemy.*'''‘Uge Armour Plates''' - Extra plates of thick metal cover the ship’s hull, providing further protection but making it even more unwieldy. The ship’s Manoeuvrability is reduced by –5. The ship’s armour on all locations is increased by 2.*'''Bigger Red Button''' - Extra switches and levels surround the big red button, connecting to extra fuel tanks and power couplings. When activated, these flood the engines with additional fuel, boosting the ship’s speed further. Once per combat, when performing an Flank Speed Action or All Ahead Full Order, the ship automatically moves the maximum possible distance, as if the GM rolled the absolute best result.*'''Weirdboyz’ Tower''' - Protruding from the top of the ship is a twisted brass tower, crackling with green lightning. Within the tower are groups of weirdboyz, their brains surging with the combined psychic noise of the thousands of Orks in the ship below. Every so often, a great arc of green energy shoots out from the tower. Occasionally, it hits occasionally hitting an enemy. The ship counts as having an additional, dorsal mounted lance (regardless of weapon capacity slots) with a Range of 3, a Strength of 1, a Crit Rating of 3 and a Damage Value of 2d5+1.*'''Extra Shield Generator''' - The ship’s generators have been boosted and reinforced. The ship gains 1 additional Void Shield, meaning they can keep the protective bubble much longer under fire.*'''Armoured Kaptain’s Bridge''' - The bridge is clad in massive sheets of heavy armour plating, protecting the kaptin from the ravages of battle. If this Component takes a Critical Hit, becomes Damaged, Disabled or loses Power, roll 1d10. On a 4 or more, the Component is unharmed.
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