Siege of Esperon V
Abilities: +2 to one ability score; Medium, 30ft., speaks Orky Low Gothic
Orky Traits: Darkvision 60ft., Regeneration 0 (fire/acid). An ork treats all damage as nonlethal except that incurred from fire and acid. Nonlethal damage heals at 1hp/hour/level, and is healed like lethal damage.
Orky Ferocity: Continue fighting for 1 round after hitting 0 hp,
Skills: +2 to Intimidate
Weapon Proficiencies: choppaz, big choppaz, sluggaz, teefs, grotz, stikkz, bombz, stikkbombz…
Bonus Feat: Tuffness, cuz nobody can be tuffer den an ork!
Suggested Class: Da ‘umies callz dem barbarians, but we knowz dat da Boyz is da best, cuz dey gets ta have all da fun!
Orks are tough, green-skinned humanoids, typically between 6’ and 7’ tall (though they’d be much taller if they didn’t slouch). They are a type of asexual fungus, and reproduce through spores. Created millions of years ago to fight the Necrons, modern Orks have a latent psychic potential which they are incapable of acknowledging. Whatever Orks believe will come to pass, e.g. believing that red vehicles go faster will result in red vehicles going faster. The greenskins are unaware of this effect, and in fact the few who have ever been made aware of it have promptly lost their ability to influence this gestalt power.
More information is available at the Ork page of the Warhammer 40k wiki.