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				<title>Ork Clan Workbook</title>
				<description><![CDATA[ Let's start a conversation about how to differentiate Ork clans beyond the basic clan colours.  Let's get deep into the fluff. Throw in your ideas of palettes and techniques for different clans, and explain what motivates your choices and how it relates to the fluff of that clan.  Share whatever part of your decision process that interests you. This thread will be for those of us that like getting lost in the details and telling a story with our miniatures.<br /> <br /> Here's what I'm running with currently:<br /> <br /> As a starting point, Orks have a lot of variety.  Browns, tans, greys and black are common for clothes and boots.  Clan colours occur as accents.  Our model Ork has green skin without hinting to other colours. Ork skin gets darker with increased age, size and power.  Grots have significantly lighter skin, with highlights betraying a bit of flesh colour.  When I use the phrase "healthy" in reference to skin, I mean by an Ork's standards: Green and propa'<br /> <br /> <br /> <u><b>Goffs</b></u> (Primary: black, seldom used secondary: red)<br />  - The epitome Ork Kultur on the battlefield.  They take war somewhat seriously and their image is developed to inspire respect from other orks.<br />  - Liberal use of clan colours (uh, black).  It is an unspoken uniform.<br />  - Skin is a deep and pure green, slightly darker than average, representing the natural authority and strength that they possess.<br />  - Saturated and bright colours are undignified.<br />  - Red is simply Khornate Red. It doesn't distract the eye, and is a convenient nod to Khorne, who shares the same values (from me, not to Orks themselves)<br />  - Weapons and metal components will be dirty from use, but not from serious neglect.<br />  - Battle damage present to the degree that is most pragmatic.  Broken things get replaced in a Goff warband.<br />  - Sparing use of embellishment; only occasional checkers. I'm unsure of how I feel about dags. <br />  - Somewhat standardized gear.  Not that they make an effort in the way Blood Axes do, but their kits undergo a sort of convergent evolution.  They all share the goal of krumpin, so they've all figured out how to do that best.<br />  - Stormboyz still in black, but more 'put together' than other boys.  Pragmatic tactical dress.<br />  - No face or body paint.<br />  - Occasional tattoos, classy by ork standards.  Displays of association to warbands or mobs.<br />  - No hair.  Too much muckin' about.<br />  - Grots have the 'average' lighter green grot skin. They are heavily burdened, but through natural selection in a Goff environment, they are decently robust.<br /> <br /> <u><b>Evil Suns </b></u> (Primary: bright red, secondary: yellow)<br />  - Fundamentally gear-heads.  Their passion is in speed, and devote their energy into that passion.<br />  - Liberal use of clan colours and embellishments on vehicles.  Average use of clan colours on the orks themselves.<br />  - Skin is lighter, and less saturated, as they do not spend as much mental energy on conventional warfare.  Lighter and less saturated green also plays better better against bright and saturated reds.I really like what Waaagh Studios has done here <a href="https://www.thewaaaghstudios.com/articles/tutorial-painting-ork-skin/" target="_blank" rel="nofollow">https://www.thewaaaghstudios.com/articles/tutorial-painting-ork-skin/</a><br />  - I'm considering mixing a bit of yellow into the latest stages of highlighting.  Might be harebrained, but we'll see.<br />  - Reds are bright, saturated, and lovingly polished.  <br />  - Embellishments include Yellow flames, and black and white checkers.<br />  - Equipment is extremely oily, but not dirty.  These guys obsess over their gear, particularly if it has an engine in it. They will go overboard to make sure it's in prime working condition.<br />  - Battle damage almost non-existent.  They'll be cracking the whip on their grot pit crews between battles. <br />  - Occasional personalized red face/body paint<br />  - Occasional tattoos, both personalized and associative.<br />  - Usually without hair, but when it shows up it's brightly coloured (though dirty) and as a mohawk.<br />  - Grots are rather pale, as they are heavily burdened and have less exposure to warfare as their ork masters zoom out with only a few oilers per vehicle.<br /> <br /> <u><b>Kult of Speed</b></u><br />  - Frankly I've never even considered putting together a Kult of Speed that <i>wasn't</i> from the Evil Suns clan.  I see a Kult of Speed as Evil Suns that are just even more Evil Suns.  If anybody's played with handling this differently I've love to hear about it.<br /> <br /> <u><b>Snakebites</b> </u>(No clan colour.  Leathers, fabrics, furs, etc, come in their natural colours or are coloured to individual preference)<br />  - Old school boys.  They prioritize ancient Ork Kultur and their roots are deep. <br />  - A hint of deep turquoise in the skin.  Still a healthy, saturated green, but maybe with a basecoat of Sotek rather than Caliban green, for instance.  The idea is that they're tapped into something ancient and pure.  Their lifestyle and diet hints at some kind of energy that the other orks don't have.<br />  - Equipment is well used and dusty while avoiding dilapidation.  They don't take pride in the appearance of their gear, it's just gotta work.<br />  - More copper bits than average.  They are using older technology.<br />  - Oxidization well present.<br />  - Lots of embellishments.  Checkers, dags, icons and glyphs everywhere. Kultur is everything and everywhere. Think of a pakistani truck.  Lots of colours, but prevented from becoming garish by reducing saturation.  A lot of their inks would be derived from traditional methods and applied by hand. Exact opposite of Evil Sunz and Bad Moons in this regard.<br />  - Various personalized face/body paint<br />  - Various tattoos, personalized and associative<br />  - Hair shows up in various ways, <br />  - Grots have saturated, healthy greeen skin, as Snakebits grots are the strongest and well-raised grots in Orkdom.<br /> <u><b><br /> Feral Orks</b></u><br />  - I would treat them as Snakebites with the following differences:<br />  - Healthy, but slightly lighter skin.  As a whole, Feral Orks are young, whether as individuals or as a tribe.  They are fresh.<br />  - No 'traditional' embellishments.  As Feral Orks are isolated and living in more Darwinian circumstances, they are separated from tradition in the form of Ork Kultur. Any culture they do develop will be unique to that tribe, and minimal in form.  To develop culture is a luxury that they do not have.<br />  - Any embellishments would be derived from the natural world (this really is a modeling thing rather than a painting thing)<br />  - Face and Body paint would only be one or two colours, likely white, black or brown.  Pigment is technology; they'll figure out some basics, then put efforts into other things (like figuring out how to use a bolter)<br />  - No hair.  This is kind of reaching deep into the lore, but Ork hair at one time was hair-squigs.  Totally stupid idea, but there it is.  Hair squigs are the product of selective breeding, so they would not show up on the heads of Feral Orks.<br />  - Grots would also have very healthy green grot skin.  They are still subservient to Orks, but on a biological and psycological level, there is way less grind in a Feral tribe.  The relationship is a naturally occurring symbiosis, rather than an acknowledged, rigidly enforced systematic oppression.<br /> <br /> <u><b><br /> Bad Moons</b> </u>(Primary: Bright yellow. Secondary: Black. Occasional use of Red or Blue on a unit-by-unit basis)<br />  - Prideful, overconfident, tacky, garish.<br />  - Average use of clan colours and embellishments on the rank and file, Nobs and powerful characters go overboard with it.<br />  - 'Average' green skin.  While they aren't as 'stuck in' to combat as other orks, they do think highly of themselves, and given ork psyche-physiological connection, this compensates.<br />  - Gear is clean, shiny and in good working order.  Even the grots' gear.<br />  - I'm thinking Ironbreaker, rather than Leadbelcher is the starting point for metal<br />  - Lots of gold, particularly on personal armor and equipment, rather than vehicles.  It's about displaying wealth.<br />  - Lots of personal expression in the gear.  Armor and guns are very individualized.<br />  - Teeth highlighted all the way up to white.  Badmoons are who they are because they grow and replace teeth quickly.  Therefore their teeth would not have time to become stained and yellow.<br />  - Lots of embellishments.  Black flames, checkers of black, red or dark blue on yellow, icons and glyphs of all colours.  Badmoons think they are classy, but they aren't.<br />  - Virtually no face/body paint<br />  - few tattoos.<br />  - Grots have a decently healthy green to them.  They are heavily burdened, but the pride, over confidence and lavish lifestyle of their masters rubs off on them.<br /> <br /> <u><b>Freebooters</b></u> (???)<br />  - As Freebooters have recently been bumped from occasionally-occurring mercenaries to full-status clan in the lore, there's not much to go off of. I'd love to hear if anybody has been actually kitting out any non-Flash Gitz units as Freebooters, and how they're doing it. At the present I don't have any units on the list to be done up as Freebooters, so <br />  - Freebooters have a strong association with Bad Moons, so there could be something to play with there<br />  - Purple could be a good primary colour, as it's not found anywhere else in Orkdom and it's a traditional colour of royalty, which suits the self-made nature of Freebooter wealth.<br />  - Disregarding checkers and dags for stripes would be a great embellishment.<br />  - Freebooter Grots would be very similar to Badmoon Grots.<br /> <br /> <br /> <u><b>Blood Axes</b></u> (traditional military colours adapted for situation)<br />  - Prudent, resourceful, pragmatic, tactical, military minded.<br />  - Clan colours applied tactically, each mob sharing the same scheme.<br />  - The lightest and most desaturated of greens, with even a hint of flesh tone in the highlights, like we often see on grots.  They are the most distant from any notion of Ork Kultur, and everybody is aware.<br />  - No personal embellishments.<br />  - Standardized equipment.  Only officers have kustom items.<br />  - The only bright colours to be seen are on symbols that related to military hierarchical systems.  Badges, rank indicators, etc; they are tools of communication.<br />  - Stormboyz colours in 'dress uniform' (I'm planning on copying the 2nd ed template)<br />  - Tactical face/body paint when necessary. <br />  - Any tattoos are associative to the squad.<br />  - Palest and most 'fleshy' of grots.  Deathskull grots are functionally the closest thing to a human that can be found among greenskins.<br /> <br /> <u><b>Death Skulls</b></u> (primary: blue, secondary: white, <br />  - Resourceful, underhanded, creative, scientists and engineers, superstitious, highly individualized<br />  - Liberal use of clan colours everywhere, it's lucky, after all.<br />  - Skin has a lot more brown in it, using washes.  Deathskulls are looters, which means they aren't afraid to do dirty work which other clans might leave to the grots.<br />  - Skin is not as dark or saturated as other clans, they have creative and technical aspirations.<br />  - Embellishments of all kinds.  Checkers, dags, skullls, bones, icons and glyphs.<br />  - Gear is oily, dirty, oxidized.  Work in progress is a perpetual state. Brand new pieces are beside rusted wrecks.<br />  - Battle damage is common, especially where function has been re-purposed.<br />  - Lots of metal colours. Bronze, Copper, leadbelcher through to Runefang.  Deathskulls use a variety of materials.<br />  - Lots of blue face/body paint and tattoos.  Personalized and associative.<br />  - Grot skin is healthy but dirty.  Grots are more likely to find personal purpose in a Deathskull clan, as the numerous Meks and Painboys need teams that they can somewhat rely upon.<br /> <br /> <br /> That's all I got.<br /> <br />  For me this is a living document, I'll develop along with the painting. Throw in your ideas, argue mine, whatever lights your fire. I just want to read your ideas. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2020 22:28:42]]> GMT</pubDate>
				<author><![CDATA[ DaRealJDB]]></author>
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				<title>Ork Clan Workbook</title>
				<description><![CDATA[ If you want deep fluff about Orks pick up a copy or download pdf files of Waaargh! Orks, 'Ere We Go! and Freebooterz...these were the Rogue Trader Era Ork books, the latter two being split codices with Goff, Blood-Axes and Snake Bites clans in 'Ere We Go! and Bad Moon, Evil Sunz and Death Skulls clans in Freeboterz. Freebooterz also has Freebooter army lists...there were more than just pirates and Flash Gitz! Waargh! lays out every last detail of Ork culture from the beginning. 'Ere We Go! talks about the 3 clans included and Freebooterz explains the other 3 clans plus the Freebooterz. 2nd edition kinda summarizes stuff after that but then that's when they started to drop off ideas about the culture. ]]></description>
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				<pubDate><![CDATA[Thu, 30 Apr 2020 03:36:53]]> GMT</pubDate>
				<author><![CDATA[ Zombiemann73]]></author>
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				<title>Ork Clan Workbook</title>
				<description><![CDATA[ Be nice to get something like that again. I mean, we're never going to see all six Clans, plus Speed Freaks and Freebooters, each get their own Codex like a Marine Chapter, but you could do four each for a pair... "Freebooterz Ahoy!" and "'Ere We Go Again" for titles, each featuring a popular clan, two others, and an offbeat (so Speed Freaks go on Ere while Freebooterz go in Ahoy) <br /> <br /> So hrm.<br /> <br /> "Ere We Go Again!<br /> Featuring  Goffs, Snakebites, Evil Suns and Speed Freaks<br /> <br /> Freebootaz Ahoy!<br /> Featuring Bad Moons, Blood Axes, Death Skulls, and Freebootaz<br /> <br /> That balance is way off towards the Boots being the vastly better book, but that leaves more room for some unique tricks, and of course the Goff characters, in the former. <br /> <br /> It puts all the greedy Teef-lovin' boys in Freebooters tho, and that makes the most sense, while the 'Ere We go book features more traditional Orks. . <br /> <br /> At least, that's how I'd do it, but, I'm weird, so.]]></description>
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				<pubDate><![CDATA[Thu, 30 Apr 2020 18:29:28]]> GMT</pubDate>
				<author><![CDATA[ Wakshaani]]></author>
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				<title>Ork Clan Workbook</title>
				<description><![CDATA[ In the Rogue-Trader-era books, Goffs had something of a tradition of head-butting, so I tend to think of them as being very keen on spiked or horned helmets. Goff vehicles probably have a lot of spikes and possibly horns and tusks in order to make them more effective at ramming into the enemy, but otherwise should be stripped to a fairly minimal look. I like to attach extra close combat weapons to vehicles, which is pretty easy to do; just get some plastic rod, clip off the heads of some spare choppas and attach them to the rod, then strap them on to the vehicle with thin strips of plasticard. The one bit of decoration which seems to suit Goffs is trophy racks of skulls and helmets; Chaos vehicles have some very suitable ones.<br /> <br /> Deffskulls are my main clan and I like to really go to town with establishing where they have stolen stuff from. Paint schemes and symbols of other clans with a crude splash of blue paint over the top. Parts from Imperial or Tau vehicles, or kitbashes from other ranges. Loads of skulls and bones too, both in the form of glyphs and actual ones. In the old books, Deffskulls were said to have more meks and painboys than most clans, so a bunch of bionic bits are suitable.<br /> <br /> A rather 'meta' way to represent Snakebites traditionalism is to use old models, or model with more 'old fashioned' features. For example, use fabric back-banners rather than bosspoles (for a really old-school look, use brass wire and paper, or if you want to keep modern standards, use a heat gun on some plasticard and styrene rod).<br /> <br /> Blood Axes used to wear camouflage in garish colours and at one point the studio kommandos were painted in bright red uniforms. Personally, I think the Swiss TAZ83 camo pattern is absolutely perfect for them.]]></description>
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				<pubDate><![CDATA[Fri, 1 May 2020 01:36:19]]> GMT</pubDate>
				<author><![CDATA[ Perfect Organism]]></author>
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				<title>Ork Clan Workbook</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c0d4e964e46e7bf1c74f986397a92b32.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/787740/10785624.page"><b>Perfect Organism wrote:</b></a><br/> In the old books, Deffskulls were said to have more meks and painboys than most clans, so a bunch of bionic bits are suitable.<br /> <br /> Blood Axes used to wear camouflage in garish colours and at one point the studio kommandos were painted in bright red uniforms. Personally, I think the Swiss TAZ83 camo pattern is absolutely perfect for them.</div></blockquote><br /> <br /> Actually, Death Skulls and Snake Bites used to have more runtherdz and painboyz than the other clans. Bad Moons had more weirdboyz, Goffs had more nobz, Evil Sunz and Blood-Axes had more mekboyz. Each clan were allowed more of a certain type of oddboy then the other clans which made them somewhat special and hampered other clans if you needed stuff. Painboyz = dreadnoughts, runtherdz = artillery weapons (squig catapult, hop splat field gun/splatta kannon, traktor kannon etc. etc.) mekboyz = vehicles/tin boyz (robots) You needed A single oddboy per unique extra....want 4 dreadnoughts? Need 4 painboyz! And so on...ahh, rogue trader was a fun time indeed! <br /> <br /> Blood-Axes were painted with militaristic camouflage patterned fatigues and the Kommandos were painted bright red in 2nd edition for some bass-ackwards reason! If I were to paint any Blood-Axes, I'd definitely would paint them with camo fatigues (if they still aren't) <br /> <br /> Also, and I'm a bit late to this bit of info, but I always thought the Kult of Speed were just Evil Sunz anyway. Or am I missing something? ]]></description>
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				<pubDate><![CDATA[Fri, 1 May 2020 03:27:00]]> GMT</pubDate>
				<author><![CDATA[ Zombiemann73]]></author>
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				<title>Ork Clan Workbook</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1c5423df07fc0e60bdb4c0126609a871.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/787740/10784751.page"><b>Zombiemann73 wrote:</b></a><br/>If you want deep fluff about Orks pick up a copy or download pdf files of Waaargh! Orks, 'Ere We Go! and Freebooterz.</div></blockquote><br /> <br /> I love those books.   I have the pdfs, and would like to get paper copies!<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c0d4e964e46e7bf1c74f986397a92b32.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/787740/10785624.page"><b>Perfect Organism wrote:</b></a><br/>In the Rogue-Trader-era books, Goffs had something of a tradition of head-butting, so I tend to think of them as being very keen on spiked or horned helmets. Goff vehicles probably have a lot of spikes and possibly horns and tusks in order to make them more effective at ramming into the enemy, but otherwise should be stripped to a fairly minimal look....The one bit of decoration which seems to suit Goffs is trophy racks of skulls and helmets;</div></blockquote><br /> <br /> Right on.  I've had the same thoughts. I've realized that it's fairly quick and easy to cut the spikes of the helmets of 2nd Ed Goff boys;  I'll use those spikes to make sure that all of my future goff boys have horned helmets.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c0d4e964e46e7bf1c74f986397a92b32.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/787740/10785624.page"><b>Perfect Organism wrote:</b></a><br/>Deffskulls are my main clan and I like to really go to town with establishing where they have stolen stuff from. Paint schemes and symbols of other clans with a crude splash of blue paint over the top. Parts from Imperial or Tau vehicles, or kitbashes from other ranges. Loads of skulls and bones too, both in the form of glyphs and actual ones. In the old books, Deffskulls were said to have more meks and painboys than most clans, so a bunch of bionic bits are suitable.</div></blockquote><br /> <br /> Deathskulls are my main clan, too!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c0d4e964e46e7bf1c74f986397a92b32.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/787740/10785624.page"><b>Perfect Organism wrote:</b></a><br/>A rather 'meta' way to represent Snakebites traditionalism is to use old models, or model with more 'old fashioned' features. For example, use fabric back-banners rather than bosspoles (for a really old-school look, use brass wire and paper, or if you want to keep modern standards, use a heat gun on some plasticard and styrene rod).</div></blockquote><br /> <br /> This is something I've been wrestling with. I am so enamored with the idea of using old school models for one clan; it really is a fun idea.  My first thought was the Blood Axes, because the old models are appropriately weedy, and a lot of the Blood Axe sculpts are awesome.  Another thought was Bad Moons, but I'm not sure why.  I think I just like the aesthetic of Bad Moons colours on 2nd ed models.  <br /> <br /> The problem with that is no matter which clan I end up choosing for this, I end up having ideas with the modern old sculpts for that clan, and the clash of old vs new mobs would bother me.  Imagine a mob two mobs of 20-30 orks in the same colour scheme, but one modern, one 2nd Ed/<span class="glossaryitem" onmouseover='gp(115);'>RT</span>; something about that makes my creative eye twitch.  Currently I just pepper in old models here and there across the board when it feels appropriate.<br /> <br /> As for Snakebites, I'm being economical by using fantasy orcs as the starting point.  Though I really do love the meta factor of your idea.  I'd love to see it one day!<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c0d4e964e46e7bf1c74f986397a92b32.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/787740/10785624.page"><b>Perfect Organism wrote:</b></a><br/>Blood Axes used to wear camouflage in garish colours and at one point the studio kommandos were painted in bright red uniforms. Personally, I think the Swiss TAZ83 camo pattern is absolutely perfect for them.</div></blockquote><br /> <br /> I'll be doing some test Orks when my next batch of paint comes in... I'll try this camo pattern and report back!<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1c5423df07fc0e60bdb4c0126609a871.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/787740/10785649.page"><b>Zombiemann73 wrote:</b></a><br/>Also, and I'm a bit late to this bit of info, but I always thought the Kult of Speed were just Evil Sunz anyway. Or am I missing something? </div></blockquote><br /> <br /> There is so much overlap that it's not impractical to consider them as such, but technically they are not, as they are separate concepts.<br /> <br /> Evil Sunz are a clan, with all the associated kulturs.  Propensity for red, speed, and appreciation for mechanical things.  By Ork standards, Evil Sunz are healthy and normal Orks. For instance, there's no reason you couldn't find deffdreads in an Evil Sunz Warband.  They would likely be painted red, and their design would emphasize speed over defense.  An Evil Sunz Dreadmob, while unlikely to be ever spotted in wild, is not an entirely impossible notion.<br /> <br /> A Kult of Speed is not a clan, but a collection of Orks that are all addicted to speed, brought together by their shared appreciation. These kults emerge in the same way that other groups of social outcasts emerge (religious fanatics, drug addicts, political radicals, etc) To make an extremely exaggerated analogy: members of the Kult of Speed have succumbed to an inner weakness, like the Death Company.   Outside of a battle, an Ork Warboss doesn't want a Kult of Speed hanging out in the camp.  They do not play by the rules.<br /> <br /> So you can take these two notions and sort of slam them together in whatever way makes sense for the situation.   Many Evil Sunz warbands are wholly kults of speed, many kults of speed are made up of Orks from the Evil Suns clan.  Some Kults of Speed are not Evil Sunz at all... For instance an isolated Feral Ork society will have none of the typical clans we are used to, but it will have home-brew cultural practices for dealing with Orky nature, such as kults of speed, animal husbandry, massive effigies to Gork/Mork, institutions for dealing with rebellious Ork youth that crave discipline, etc.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2020 22:52:18]]> GMT</pubDate>
				<author><![CDATA[ DaRealJDB]]></author>
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