Mekboy WAGGGGH BOY Image

While all Orks can turn a spanner or swing a hammer to some degree, there is a group of specifically mechanically-inclined Orks called Mekboyz. These Orks show more than the usual basic understanding of building, jury-rigging, and bodging. Also colloquially called "Mekaniaks," or simply "Meks," Mekboyz are blessed with a greater ability to modify machinery than other Orks and a willingness to put these skills to use regardless of personal risks.

Strange amalgams of engineers and mad scientists, Mekboyz are the jovially imprecise craftsmen responsible for producing the bulk of Orkish wargear. They enjoy a privileged place in Orkish society thanks to their unique talent, and, along with other ]Orks make up an important part of any Warnoss' retinue. Along with their mechanical and engineering prowess, Mekboyz also have a knack for assessing the nature, use, and value of a given piece of scrap or hardware at a glance. Thanks to their keen eye for, and discerning tastes in the industrial and mechanical detritus of the galaxy, they excel at using these salvaged and recycled materials to create the improbable devices clamoured for by Boyz n Nobz, and warbosses alike.

As it is among Ork society at large, within the disparate ranks of Mekboyz, the bigger a Mek is, the more powerful he is. While it is difficult to categorise any part of the chaotic Orkish society, there are a few general divisions among Mekboyz, determined by size, cunning, and the amount of "kustom" bits and mechanical ephemera they possess. The most common (and therefore least potent) among these are the Mekboyz. These are the Meks who work by themselves or in small groups assisted by Gretchens who operate in support of smaller Ork formations like mobs and warbands.

As Mekboyz grow in size and experience, many become "Big Meks." Big Meks command squads of lower-ranked Mekboyz and countless Gretchin in battle, and devise the more potent kinds of wargear fielded by Orks, such as Mega Armour  and Kustom-blastas. Some of these Big Meks, occasionally called "Mek-Bosses," become so powerful that they command entire warbands or Ork tribes and have thousands of Boyz at their command. Tribes run by Big Meks are more technology-oriented, and tend to have a higher than normal concentration of "kustom" gear among the ranks. They also have more advanced war machines like WAAGH Mekz, Mega-Dreads, Stopmaz and even the highly volatile and destructive Hargants, as well.

The tools of the Mek's trade -- his massive spanners, rivet guns, welders, cutting torches, hammers, and the like -- are crude and hand-made. Each one fits the calloused hand of their creator, and withstands his constant use and abuse. In their motor pools, workshops, and foundries, Meks gleefully toil away in a cloud of cigar smoke, oily mist, exhaust fumes, and fine metal dust, attended by a small army of Gretchin attendants tasked with fetching tools, holding parts, and applying lubricants and adhesives.

In these clamourous and noisome environments, Mekboyz and their assistants churn out the countless Shootaz, Slugga, bits of armour, and other wargear required to feed the ravenous Ork war machine. Mekboyz are also constantly tinkering with and "kustomizin'" their wargear, and that of other Orks, to improve its performance. Mekboyz also create kustom weapons and vehicles for warbosses, Nobz, and any Boy with enough Teefz to pay for their services. Some Mekboyz even exhibit a strong inclination toward invention, and from these demented minds have sprung some of the most terrifying and dangerous war machines (both to their enemies and their users) that the galaxy has ever seen

 

Ork technology captured in battle and examined by the Adeptus Mechanicus defies all description and classification. Guided by each individual Mekboy's particular, for lack of a better term, "design vision," no two pieces of Ork equipment are alike. They show no signs of standardisation or mass production, and vary so widely in their construction, design, and make-up as to make each piece of equipment essentially unique. The only commonality among Ork technology is that, as far as any learned we can determine, every Shootaz Trukk, Lobba, and suit of Mega Armour seems to be nothing more than a random collection of scrap parts, gubbins, and metal plates bashed together in random fashion that simply should not function as advanced technology.

Somehow, the Orks' ramshackle vehicles run, their terrifyingly crude flyers stay in the air despite lacking any kind of aerodynamic qualities, and their weapons fire chattering bursts of slugs or disgorge gouts of flame, plasma, or other types of energy, despite being seemingly nothing more than collections of flammable junk. For this to work, however, a Mekboy must have an idea of what it is that he wants to build. He cannot simply build a basic item that resembles a firearm, and then dictate what kind of ammunition it fires or what effects it inflicts on its enemies at a whim.

If, for example, a Mekboy needs to build a DAHKAA, he begins to construct what he imagines DA DAHKAA to be. Sometime during this process (assuming that it is not cut short in an explosive fashion), it occasionally begins to function as such, even if Imperial scholars and Tech-adepts cannot determine how this occurred.

Orks also hold numerous related and seemingly bizarre beliefs regarding the importance of colour and how it affects their wargear. Perhaps the most well-known is the widespread belief that "red onez go fasta." The fact that this actually seems to have any bearing on reality continues to confound the Adeptus Mechanicus. The beliefs and superstitions of the Orks, and the gestalt psychic phenomena that accompanies them, added to each Ork's ability to carry out basic construction and maintenance of his wargear, is one of the factors that makes the Greenskins so potent and successful as a species, despite their predisposition toward shortsighted violence.

 
Skill Proficiencies: while surrounded get a +3 to initiative while your have your war cry active  
Tool Proficiencies: crafting set
Languages: orkish and common
Equipment: comes equipped with a Groka-Morka hand mortar and 5 rounds of HE and Pyro rounds
 
Mekboi

Ork technology captured in battle and examined by the Adeptus Mechanicus defies all description and classification. Guided by each individual Mekboy's particular, for lack of a better term, "design vision," no two pieces of Ork equipment are alike. They show no signs of standardisation or mass production, and vary so widely in their construction, design, and make-up as to make each piece of equipment essentially unique. The only commonality among Ork technology is that, as far as any learned , Trukk, Lobba, and suit of Mega Armour seems to be nothing more than a random collection of scrap parts, gubbins, and metal plates bashed together in random fashion that simply should not function as advanced technology.

 
Feature: WAAAAAAAAAAGH

Orks grasp the rudiments of their advanced technology on an instinctual level. How exactly this works remains largely a mystery to scholars, although some studies performed by the Colleges suggest that this may be a result of the latent pyschic  potential possessed by all Otks. Whatever the case might be, whether Orks understand technology due to psychic powers, from hard-coded genetic memory, or simply by rote or inclination, every Ork in the Land can design, build, and maintain the basic weapons and vehicles used by their species. This general basic mechanical aptitude possessed by the Greenskins means each Boy in a mob can easily build and repair their own weapons, armour, and assorted wargear without having to rely on any kind of maintenance or supply infrastructure. In turn, this mobility and adaptability makes them an incredibly adaptable and frightfully efficient species.

 
Spell List
Spell Level Spells
7th contamination immunity
 
Suggested Characteristics
d1 Personality Trait
1 brash hot headed
 
Variant MekBoy WAGGGGH BOY: Mekboi

WEZ DA BEST DAR EVEA WAZ

 
Mekboy WAGGGGH BOY Image

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