Ork Klans

Ork Klans aren’t tribes or families. They’re cultural brotherhoods, shared philosophies of war that any Ork can join, and they shape how a Waaagh! fights, looks, and paints itself.

What an Ork klan actually is

A klan is a fraternal order of Orks who claim descent from one of the original clans of the ancient Ork homeworld. Membership isn’t about bloodline. It’s about customs, clothing, colours, and a shared way of doing things.

Tribes and warbands come and go. They splinter in war and reform around whoever’s biggest. Klans endure. Orks naturally gravitate toward others of the same klan, though after a bloody Waaagh! different groups often get lumped together whether they like it or not.

Some sources suggest the klan distinctions might be genetic, engineered into the Orks long ago by the Brain Boyz. Nobody’s proved it, and the Orks themselves don’t care either way.

The six great klans

There are countless tribes across the galaxy, but only six klans that really matter. Each has its own character, colours, and preferred way of waging war.

KlanReputation
GoffsBrutal close-combat fanatics, black and white, led by the biggest and meanest
Evil SunzSpeed-obsessed, red paint, bikes and buggies over marching
Bad MoonsRichest klan, yellow, flashy gear and plenty of teef
SnakebitesTraditionalists who shun technology and ride boars
Blood AxesCunning mercenaries who actually study Imperial tactics
DeathskullsLooters and scavengers, blue paint, steal anything not nailed down

Minor klans and non-klan cultures

Beyond the big six, smaller klans turn up in the lore, like the Blak Hornz, Iron Klaw, Red Spiders, Shattered Fang, Shattered Teef, Venomhead, and the White Spiders. They’re background flavour more than major players.

Some Ork groups aren’t klans at all. The Kult of Speed is a shared obsession with going fast, Feral Orks are Orks who’ve regressed to a primitive state, and Freebooters are mercenaries who’ll fight for anyone with teef to spare.

Why klans matter on the tabletop and in lore

Klans explain why two Ork armies can look and play completely differently. A Goff horde charges head-on. Evil Sunz race past you. Deathskulls grab your wreckage and turn it against you.

They also give Ork players an easy hook for painting schemes, conversions, and army themes. The colours aren’t random. Red really does mean faster to an Evil Sun, and yellow really does mean richer to a Bad Moon.

Key facts

  • Ork Klans are cultural brotherhoods, not families or tribes.
  • There are six major klans and countless minor ones.
  • Klans endure while tribes and warbands constantly break up and reform.
  • Each klan has its own colours, customs, and preferred tactics.
  • Some sources hint klan traits were engineered by the Brain Boyz.
  • Non-klan Ork cultures include the Kult of Speed, Feral Orks, and Freebooters.

FAQ

Are Ork klans the same as Ork tribes?

No. Tribes are temporary and constantly breaking apart or reforming. Klans are permanent cultural brotherhoods that exist outside tribal structure.

How many Ork klans are there?

Six major klans get the spotlight: Goffs, Evil Sunz, Bad Moons, Snakebites, Blood Axes, and Deathskulls. Smaller klans exist in the background lore.

Can an Ork change klans?

The lore doesn’t spell it out, but since membership is about customs and philosophy rather than bloodline, it’s not treated as fixed by birth.

Related reading