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Made in by
Yellin' Yoof




on the road to nowhere

WAAAGH!

It is a psychic power, yes? So, can it be affected by pariahs? Like, will Culexus assasin around the Orks make physics work without being distorted in favor of the orks, thus breaking gargants etc.

Can this Culexus or some psyker destroy Ork's soul?

How does the WAAAGH! influence the Warp? (Don't tell me that they don't influence each other, orks can be influenced by Warp 'cuz weirboys start to see Gork&Mork during warp-storms)

Do Squig and Gretchin make WAAAGH!? Do bigger orks make more WAAAGH!?

 Psienesis wrote:
You're also committing the cardinal sin of trying to make sense of the Warp.
 
   
Made in gb
Mekboy Hammerin' Somethin'





Papua New Guinea

Don't put too much (as in none!) emphasis on the idea that ork technology works because they think it does. That is an in-universe theory by Genetor Lukas Anzion.

Waaagh energy is generated by orkoid creatures but isn't a psychic power in any specific sense. Orks are marginally more psychic than ordinary humans but a Culexus would have no significantly greater effect upon them than any other creature who all find them abhorrent.

I recall no specific reference to Waaagh energy having any effect on the Warp but it is mentioned in the latest Codex (page 25) that there are more Waaaghs due to, and where, the Warp is more turbulent. If we place weight on the Anzion Theorem of Psychic-Physical Growth of Orkoids then ork spores mature better with more orks around and it would appear that a turbulent Warp enhances the gestalt psychic field which orks are sensitive too, making spores even more viable still.

Be Pure!
Be Vigilant!
BEHAVE!

Show me your god and I'll send you a warhead because my god's bigger than your god.
 
   
Made in by
Yellin' Yoof




on the road to nowhere

Thanks, boss.

 Psienesis wrote:
You're also committing the cardinal sin of trying to make sense of the Warp.
 
   
Made in us
Possessed Khorne Marine Covered in Spikes






New Hampshire

The Waaagh! is more like a battlecry used by the Orks to inspire them.

WAAAGH!!!

 
   
Made in us
Master Shaper




Gargant Hunting

 cox.dan2 wrote:
The Waaagh! is more like a battlecry used by the Orks to inspire them.


There's that and it is a gestalt presence of all of the pent up energy of the orks, which weirdboyz can use to do some freaky stuff. Orks like to call many things WAAAAGH!!!

Irishpeacockz-Blackjack needs a pay raise for being the welcomer to the crusade
Palleus-Write a school essay about Kroot! Pride. Prejudice. And Cannibalsim. 
   
Made in by
Yellin' Yoof




on the road to nowhere

 cox.dan2 wrote:
The Waaagh! is more like a battlecry used by the Orks to inspire them.


WAAAGH - 1) ork battlecry 2) massive ork army 3) psychic energy that makes things work proppa

 Psienesis wrote:
You're also committing the cardinal sin of trying to make sense of the Warp.
 
   
Made in gb
Battleship Captain




Exactly. A pariah would have some effect, because some of that 'mob rule' is a psychic effect, but a lot of it is psychological rather than psychic.

As far as tech working.... again, there might be something to it, but a big part of it is an explanation as to why the adeptus mechanicus can't figure out how the damn stuff works, and can't make it work once it's been captured.

Also, a culexus' blank ability isn't that big. If he were to sneak onto a gargant, it's quite possible that the guns he's stood near might malfunction or explode*, but that's not going to wreck the whole gargant. Even if a gargant starts malfunctioning or siezing up, it tends to be so massively over-engineered that it doesn't really matter.



* More than normal.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Regular Dakkanaut




Ork guns don't work solely because of their psychic-gestalt. In GW fluff collective Ork psychic ability is actually rather more subtle than the 'wurks cause we think it will hur hurr' school of thought seems to believe.

Ork Meks are genuine mechanic-engineers who build viable vehicles and weaponry that operate within the bounds of physics. Most Orky devices operate like other races tek, they're just haphazard and rather slapdash. The Orky gestalt seemingly just gives things a little push if they don't quite work.

Note that in recent versions of the Ork Codex abilities like the Red Paint Job that are dependent on collective Ork psychic influence have been nerfed pretty hard. Ork fluff in GW publications hasn't gone down that rabbit hole for some years, however wonky and reliable Orky tek may be.

I doubt very much that a Culexus would cause Ork weapons to malfunction dramatically. Perhaps if a weapon needed the gestalt push to operate it might not fire, but it wouldn't jam or explode. Well, at least it wouldn't jam or explode any more than normal. Weapons that work 'normally' would be totally unaffected.

Of course, Orks would have the usual difficulties overcoming their revulsion or targeting a Culexus, and their Weirdboyz and Warpheadz would be as vulnerable to a Culexus as any other psyker.
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

It should be noted, however, that a Culexus is just as vulnerable to a choppa to the dome as any other human.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in nl
Pragmatic Primus Commanding Cult Forces






 Gogsnik wrote:
Don't put too much (as in none!) emphasis on the idea that ork technology works because they think it does. That is an in-universe theory by Genetor Lukas Anzion. .

It is much more solid than that. There are a lot more sources mentioning it, including "official" GW and FW ones. It is even codified in the rules (red things go faster)
In fact, I struggle to recall anything that actually goes against it.

Error 404: Interesting signature not found

 
   
Made in au
Missionary On A Mission




Australia

 Psienesis wrote:
It should be noted, however, that a Culexus is just as vulnerable to a choppa to the dome as any other human.

Well not really - the Etherium bodysuit that Culexus Temple Assassins wear partially shifts them out of reality, making them basically intangible. This is represented on the table-top with all enemies needed to roll a 6 to hit them with any attack.


 
   
Made in gb
Mekboy Hammerin' Somethin'





Papua New Guinea

 Iron_Captain wrote:
It is much more solid than that. There are a lot more sources mentioning it, including "official" GW and FW ones. It is even codified in the rules (red things go faster)
In fact, I struggle to recall anything that actually goes against it.


Off the top of my head I cannot say what those other sources might be but as far as red ones go faster, that has always been in the ork background. As for anything disproving it, how about the fact that ork tech does work for humans? Ork Hunters, Yarrick, Caiphas Cain riding around in an ork trukk et cetera. Ork tech works because it is perfectly viable tech.

Be Pure!
Be Vigilant!
BEHAVE!

Show me your god and I'll send you a warhead because my god's bigger than your god.
 
   
Made in us
Master Shaper




Gargant Hunting

Well, to explain it working for Yarrick, as orks believe he is the only humie 'ard enough to be a real fight for an ork, they believe in him, allowing the tech to work in his hands. As for the rest, I would put it down to authors not being on the same page. Also, isn't the whole collective belief making something work just one in-universe theory about ork tech and how it works while being so seemingly ramshackle?

Irishpeacockz-Blackjack needs a pay raise for being the welcomer to the crusade
Palleus-Write a school essay about Kroot! Pride. Prejudice. And Cannibalsim. 
   
Made in us
Been Around the Block




Frankly, I really like the idea that Ork's collective belief makes their technology work.

It is much more interesting, unique, flavorful than Ork Weirdboyz are skilled engineers. In a universe of artisans, it is nice to have a faction which decisively subverts that artisan work is better theme throughout 40k.

I can understand how some Ork players may not like it, but I find it charming, yes amusing, but also more magical than the alternative.
   
Made in gb
Mekboy Hammerin' Somethin'





Papua New Guinea

 2BlackJack1 wrote:
Well, to explain it working for Yarrick, as orks believe he is the only humie 'ard enough to be a real fight for an ork, they believe in him, allowing the tech to work in his hands.


Or the even more simple explanation: it's a fully functioning piece of equipment.

Here's what Ere We Go has to say about Red Wunz Go Faster!

It is not known whether red ones really do go faster but the Ork drivers certainly believe it, and drive with an even greater reckless determination. This may actually have the effect of pushing the capability of the engine to the extreme and squeezing a few extra miles an hour out of the machine; at the risk of even more bits falling off.


Simple, strait forward and rational: the ork believes his red vehicle will go faster because it is red and pushes it to the limit of its capabilities (or perhaps even beyond them) because of that belief. If the vehicle were another colour he wouldn't push it so hard, believing, erroneously, that it would not be as capable because of the lack of red paint. It's also worth pointing out that red is supposed to be a colour that is hard to come by for orks and hence why not all their vehicles are painted red, despite their superstitious beliefs. Only orks that have the teef can afford red paint and it stands to reason that such an ork would also be able to afford getting a Mek to tinker with the machine and improve it. So, either by having an actually superior machine, or simply driving more recklessly, the red one does go faster but it has nothing to do with any psychic guff.

As for other items of technology, their workings are no more mysterious than Biff Tannen being the only one who can start his car in Back To The Future, it requires a knack to get it to work, something that may well be inherent to the orky mindset but less so for a Techpriest but certainly not one that requires some kind of psychic magic that lets a box of scrap with a tube in the front suddenly shoot bullets just because an ork thinks it will.


Be Pure!
Be Vigilant!
BEHAVE!

Show me your god and I'll send you a warhead because my god's bigger than your god.
 
   
Made in us
Master Shaper




Gargant Hunting

That explanation works quite well, except I doubt an ork will care about what he's driving and push it to the limits anyway. The part about having more teef to afford a better ride makes sense. I'm personally a fan of the collective belief system, I think it adds a lot to the orks. I wish GW would make some things more clear, and not have as many in universe theories about stuff, but I suppose it adds to the setting more.

Irishpeacockz-Blackjack needs a pay raise for being the welcomer to the crusade
Palleus-Write a school essay about Kroot! Pride. Prejudice. And Cannibalsim. 
   
 
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