200 rads a day keep's da dok away, and dat's good dat iz, e's been doin' fingz wiv squigs again

[X] The Polluted Swamp Where There Are Mutant Monsters

You know, I bet an Ork Medic who they actually believe was effective wouldn't be any worse than a 200 year old Fallout autodoc. They might even give you some shrooms to not feel the amputation.
 
[X] The Polluted Swamp Where There Are Mutant Monsters
[X] The Glade Where There's Blue Fungus That Gives Visions
 
Hmmm.....

Standard Ork Boys, Shaman Boys, or possibly some variant of Kommando Boys...

I love all of them! Curse our tiny numbers preventing us from taking all three!
 
You know, I bet an Ork Medic who they actually believe was effective wouldn't be any worse than a 200 year old Fallout autodoc. They might even give you some shrooms to not feel the amputation.
I mean Ork Painboyz are actually highly effective (on Orks) when they put their minds to it. It's not that Orks think their healers are ineffective so much as they know they're Mad Doks and if you go in to get a tooth pulled they might decide it's time for a new kind of Squig Brain Transplant they've been just itching to try out.
 
Hmmm.....

Standard Ork Boys, Shaman Boys, or possibly some variant of Kommando Boys...

I love all of them! Curse our tiny numbers preventing us from taking all three!

Well, not quite. These are feral orks, after all - and so this will help establish some of the tribe's kultur. After all, this is a "civilisation" quest, so what is being built up here is an ork tribe rather than "picks of units".
 
Toof is good luck for orky capitalist dreams
[X] The Really Big Rock Wot Looks Like A Toof
 
[X] The Polluted Swamp Where There Are Mutant Monsters
[X] The Really Big Rock Wot Looks Like A Toof

Also, because somebody needs to...
[X] [Some random Ork] Take a sharp rock, 'nd a pointy stick... 'nd tie da rock TO da stick! Den hit sometin' wit it.
 
[X] The Polluted Swamp Where There Are Mutant Monsters
The swampy area there was full of strange trees that moved even when the wind didn't move
Trees are normally insufficiently orky, because, despite being green, they stay still and krump nothing. These trees, though, are roight proppa, and if we'z gonna be forest orks we ought to do it proppa.
 
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We'z gonna settle da Swamp. We'z gonna build an Orky fort in da Swamp.

An' when da fort sinks, we'll build a bigger, even Orkier fort!

An' when tha' fort falls over an' sinks, we'll build an even bigger, even more Orkier fort!

An' when THA' fort catches fire, falls over an' sinks, we'll build an EVEN BIGGER, EVEN MORE ORKIER FORT!
 
[X] The Polluted Swamp Where There Are Mutant Monsters

I'm not entirely sure about the kultural benefits of choosing this one, it just sounds cool.
 
[X] The Polluted Swamp Where There Are Mutant Monsters

Dat wot don't kill ya only makes ya nastier!
 
[] The Really Big Rock Wot Looks Like A Toof
Getting control of something huge and tall and toofy like this might serve as a rallying point for orks all over the area, and maybe lead to some interesting theological or whatever developments.
[] The Glade Where There's Blue Fungus That Gives Visions
Also maybe theological, and maybe some psyker or Weirdboy stuff? Some of the visions being true makes me think psychic.
[] The Polluted Swamp Where There Are Mutant Monsters
Bigger, weirder fights and maybe tek progress of some sort from all the mutants?

Tough choices all around.

[x] The Really Big Rock Wot Looks Like A Toof
[x] The Polluted Swamp Where There Are Mutant Monsters
 
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