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"Da furst an' da best part o' da WAAAGH is a gud ol' mob o' boyz."
— Kaptin Bluddflagg
Azgar's Damagers - Ork Kommandos

A mob of Ork Boyz

The Ork Boyz are the different types of troops deployed by the Orks, a savage, warlike, green-skinned race of humanoids of the Milky Way Galaxy. They are in some ways equivalent to Warhammer Fantasy Orcs, particularly in terms of their physical appearance, but they vary from the Warhammer World's Greenskins in some minor biological and cultural details. They are seen by their enemies (pretty much everyone else in the galaxy) as savage, warlike and crude, but they are the most successful species in the Milky Way, outnumbering possibly every other intelligent race, including Mankind. However, the power of the Ork race as a whole is limited due to the fact that they are split into hundreds of tiny empires, which are more often warring between themselves than not. Were the Orks ever to unite as a species, they would undoubtedly crush all opposition in a massive migration-invasion known as a WAAAGH!


Although a standard Ork boy's genetically encoded knowledge allows him to keep his weapons in working order, there is always a need for specialists who can do things most can't. These "oddboyz" develop instinctive knowledge useful for specific tasks.

Meboy 7th Ed

An Ork Painboy or "Mad Dok"

  • Doks - Painboyz, known also as "Mad Doks" or "Dok", are responsible for fixing injuries even the highly regenerative Ork physiology cannot repair, such as severed limbs and brain damage. They use "Stabby Bits" as their medical tools. An Ork will only go to a Painboy when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures (such as the greatly feared Squig brain transplant) on patients while they are under anesthesia (known as a "concussion" to other intelligent races). Painboyz are responsible for attaching crude bionics to Ork patients that have been created by the Mekboyz, although sometimes they are not paying attention and replace the wrong part of the patient's body. This is often distressing to a patient who is the lucky recipient of an exploding leg, especially if it was his arm that needed attention. High-ranking Painboyz are called Painbosses and are known to be accompanied by Cybork bodyguards. Orks are surprisingly resilient and have had arms, legs and even heads swapped around and the Ork in question has survived to tell the tale!
  • Herdas - Herdas are Oddboyz who are skilled Trappas and caretakers of Squigs. Common amongst clans of Wilboyz, Herdas are not seen much on the battlefield in warbands past the feral stage, as their uses are mostly rendered obsolete by the advent of vehicles.
Mekboy Roge Trader RPG

An Ork Mekboy

  • Mekboyz - Mekboyz, known also as a "Mekaniak" or simply, as a "Mek" is a type of Oddboy who serves as one of the engineers who build all the weapons, vehicles, and other advanced technology used by the Greenskins. Mekboyz are especially important to Ork Speed Freeks, as they maintain the prodigious amount of bikes and vehicles used by Ork warbands. The most important and skilled Mekboyz are known as "Big Meks," who lead groups of lesser Mekboyz armed with a wide variety of Greenskin kustom equipment and Kombi-Weapons, sometimes including even full warbands or whole WAAAGHs! armed with a large amount of less-than-conventional Ork weaponry. A Big Mek's mastery of technology is unsurpassed amongst the Orkoid races and a Big Mek is often seen generating a "Kustom Force Field" around himself that protects his person and his creations. A Big Mek who becomes the leader of a Greenskin WAAAGH! will be known as a "Mek-Boss." Important meks are known as "Big Meks", who lead groups of lesser meks armed with all variety of kustom equipment and Combi-weapons.

Feral Orks armed with Shootas

  • Wildboyz - Though the majority of Orks will never venture far from their tribe, there are those strange few who are driven to explore, compelled to do so even in preference to fighting. Such pioneers will seek out the deepest jungles or most arid deserts, where most creatures would struggle to survive at all. Should they endure and multiply, it is common for these remote Ork tribes to degenerate into savages, sometimes known as Wildboyz. After a time, some of these groups will seek out and return to their parent warband. There they learn about Ork kultur and take their place in the warrior society, exchanging spear and axe for slugga and choppa. However, should the new tribe emerge on a world where their Ork ancestors have been driven off or slain, the Wildboyz will instead develop into a tribe of Feral Orks. At first, Feral Ork tribes pose little threat to the planet they infest. They are uncivilised, even by the low standards of their Ork brethren, and live by the old ways of hunting and exploring. As the tribe increases in size they breed ever-larger varieties of squig, riding around upon great tusked beasts that vary in size from that of a horse to that of a Baneblade. Through constant conflict and strife with one another, eventually, the Wildboy enclave will mature into a fully-fledged and technologically capable warband in its own right, only to spawn wandering Wildboyz of its own.

An Ork Runtherd with pet Squig

  • Pigdoks - This unique class of Oddboy are an odd combination of a "Dok" and "Mek", although not as skilled as either individually. They often found in Feral Ork tribes, tending the Warboars that are ridden to battle by the primitives. Their main use in battle is to provide "doping" to increase the ferocity of the various beasts that Feral Orks take to war, as well as some of the Orks themselves.
  • Runtherds - Runtherdz, also known as "Slaverz", who has the patience to take care of his clan or warband's Gretchin and Snotlings. Their characteristic weapons are whips, Grabba Stikks and Grot-Prods. They are often seen leading Gretchin mobs into the fray or ordering around the Gretchin crews of Big Gunz. They often make use of Squig-hounds to eat errant or fleeing Grots in battle to "increase" the morale of their Gretchin mob. They can also own slaves from every intelligent race in the galaxy except the Necrons.
Blood Rippaz Truk Boyz

A group of Speed Freeks in battle

  • Speed Freeks - Speed Freeks are those Orks who become addicted to the sensation of speed. These speed-obsessed Greenskins band together in their own mobs and warbands, which are full of buggies, bikes, and trukks. They belong to what Ork kultur refers to as the Kult of Speed and become members of the Speed Freeks. These grinning loons roar into battle on exhaust-belching jalopies and crude but effective flying machines, intent on getting into the thick of the fighting before their ground-pounding comrades. Most vehicles used by Speed Freeks are painted red as, according to Ork superstition, "Da red wunz go fasta!" Due to the large number of vehicles in each warband, they often have several of the Oddboyz known as Meks amongst their number to keep their vehicles running. Sometimes a warband of Speed Freeks is even led by a Big Mek instead of a Warboss.
Azgar Brain Busta - Ork Weirdboy

An Ork Weirdboy

  • Weirdboyz - Weirdboyz are the Orks' psykers. One major difference between them and the psykers of other races is that Weirdboyz draw on the power of the WAAAGH! instead of the power of the Warp, a dangerous realm full of daemons, where the other intelligent races' psykers draw their powers. However, the Waaagh! has its own perils for Ork Weirdboyz: if they soak up too much of this power, their heads explode, causing a powerful psychic backlash that can cause other Orks' heads to explode as well. Naturally, Weirdboyz avoid combat as much as possible, but the ability to gout green flame capable of melting armour and shoot bolts of lightning is too great for most warbosses to resist, and they get dragged into combat anyway. Some Weirdboyz actually become addicted to the power and seek out battles; these exceptionally dangerous individuals are known as Warpheads.
  • Other Oddboyz include Sumboyz (bankers), Yellerz (Ork priests of Gork and Mork), and Brewboyz (cooks), all of which have an important role in so-called Ork kultur (although not on the battlefield).


  • Codex: Orks (7th Edition)
  • Codex: Orks (4th Edition)
  • Dark Heresy: Creatures Anathema (RPG), pg. 98
  • Deathwatch: Mark of the Xenos (RPG), pg. 57
  • Only War: Enemies of the Imperium (RPG), pp. 33-66
  • Waaagh! Ghazghkull: A Codex Orks Supplement (7th Edition)
  • Warhammer 40,000: Space Marine (Video Game)