Da Two Worlds Waaagh
Da Two Worlds Waaagh, also known as Da Ork Airforce due to their high usage of aircraft, is a warband of Blood Axe Orks originally commanded by “Da Generalissimork”. He suffered from severe repeated hallucinations of the “when all da oomies wot there woz woz fighting each uvver and it woz ded brillyunt”. Dedicated to this ideal of total war, Da Generalissimork unified the two (fairly lightly populated) worlds in his start system and lead them into the stars. As a mercenary band fighting from their spaceship aircraft carrier the HMS Ork Royul, they fight for any Warboss who will take them or sometimes lead raids of their own for the resources and supplies to continue their goal of total war.
Eventually the leadership of Da Two Worlds Waaagh was contested, and won, by Kurnul Guluk Da Git, who has a lsightly less regimented and relaxed approiach to leadership. He has left most of the structure in place, but takes it a little less seriously and treats it more like a fun game. He has also developed a taste for "Goff Rokk", which many of his ladz share.
Heirorky
Da Two Worlds Waaagh operates from an escort sized spaceship, the HMS Ork Royul, that they prefer to land upon whatever planet they operate from. The top surface is largely occupied with runways and landing strips for aircraft, with large lifts ferrying vehicles to and from the hangers buried within. This forward operating base is heavily defended by smasha guns and traktor kannons, which double as both defensive weaponry and a system to safely land and recover damaged aircraft.
Da Guard
Any Orks joining Da Two Worlds Waaagh start out in Da Guard, theoretically tasked with base defence. Nevertheless all Orks love a good fight and whenever they can Da Gaurd will head out to join in the fray.
Da Paras
Once they have proved themselves in Da Guard, Orks may be promoted into Da Paras. Deployed directly from Warkoptas, ‘Eavy Bommers and Landas, these Orks leap directly into the fray using cloth parachutes to slow their descent just enough to survive the fall. The later they leave the opening of the parachute, the quicker the Paras get into the battle, meaning quite a few Paras misjudge the timing and impact the ground and terminal velocity. If they happen to land directly upon enemy forces this is generally considered a good way to go.
Stormboyz
Paras that have proven their ability to generally not smash into the ground at high speed may be selected to join the jet-pack wearing Stormboyz.
Kommandoes
As an alternative to the Stormboyz, the most kunnin’ and sneaky Paras may be invited to join the Kommandoes. You can’t blitzdakka an enemy if you can’t find them, and the Kommandoes are the advanced recon element of Da Two Worlds Waaagh. They also can be sent on missions to sneak in and destroy air-defences or other enemy installations that might cause problems.
Flyboyz
The Meks of Da Two Worlds Waaagh pick Orks from the Stormboys to serve as pilots in their varied flying contraptions that form the core fighting power of Da Two Worlds Waaagh.
Uvver Stuff
Even though Da Two Worlds Waaagh is a particularly well organised and disciplined group of Orks (not entirely surprising for Blood Axes), they are still an inherently chaotic and random race, and plenty of units end up in the warband with no specific place in the Heirorky.
Guluk’s Mob
See also: Krusade Afta Aktshun Report
Kurnul Guluk da Git
Guluk da Git progressed from Guard to Para to Kommando, where he proved himself to be particularly kunnin’ but brutal. Da Generalissimork promoted him to Warboss of his own group, and since then he has not disappointed. Clever for an Ork, he directs the combined forces of Da Two Worlds Waaagh with a sneaky and malicious mind.
Fighting the Cobalt Scions Third Company on Andaras he formed something of a rivalry with Lieutenant Nerva. Generally Guluk has got the best of their fights, but the intervention of a Dreadnought has required Guluk to receive extensive bionik repairs from Dok Bonesnippa.
Eventually a combination of success and very educational defeats led Guluk to grow in stature and power. Eventually he challenged Da Generalissimork for leadership of the Waaagh and won.
Guluk's most prized possession, over and above his incredibly powerful killa klaw, is his personal teleporter. Having found the ancient relic on Andras, he uses it with malicious glee. What affect unshielded warp teleportation is having on his Orkoid mind is unknown.
Zogwarp da Shaman
Zogwarp is a wildly unstable weirdboy warpead. Too useful to get rid of, da Kurnul has ordered that a copper staff be chained to Zogwarp at all times to help earth the power that frequently leaks out of the shaman. Nevertheless when correctly directed at the enemy, he can be lots of fun.
Big Mek Dhakadak
Dhakadak likes building aircraft, but does not trust pilots. When he can, he deploys near to the engagement zone with field portable machinery capable of catching any aircraft that might be about to crash. As such, Flyboyz tend to avoid his position wherever possible in case he gets overprotective and interferes with their fun.
Group Kaptin "Orko Rosso" Mazzadak
Pilot, inventor, and leader of Guluk's Flyboyz, Group Kaptin Mazzadak, also known as Orko Rosso because of the red ork glyphs that mark out his plane, has strongly bought into Da Generalissimork's vision. Whatever special genetic quirk turns some Orks into Mekboyz, Mazzadak has. However instead of setting up a workshop and selling his inventions for teef, Mazzadak's only passion is flying. When not in the air he spends most of his time tinkering on his own personal plane, or trying to explain flyin' taktiks to his fellow pilots. He is the inventor of the 'Flying Fist' formation "wot is like da four finger formashun but better for hitting fings wiv".
Leftenunt Skarzot Badfang
Skarzot finds nothing so satisfying as the little start people make make when you surprise them. It’s a tiny motion, not some loud performative scream of terror, just a little jump when someone hears something they didn’t think they would hear, but before they realise how doomed they are. The rest of Da Two Worlds Waaagh find it endlessly annoying, and send him and his Kommandoes out as much as possible to do it on the enemy instead.
Sarjunt “Big Drop” Zagblag
Zagblag leads a mob of Paras that deploy from Da Orkules, a large troop carrying aircraft. He tends to get carried away and often forgets to gather up all his boys before charging towards the nearest enemy.
Sarjunt Kroggler da Stompy
Kroggler is a grumpy old Ork, big and tough but not really trusted to be in charge of any kunnin operations. He doesn’t like being in charge of a mob of Guard but having failed to deploy his parachute on too many occasions has had proven himself a) incapable of advancing through Da Paras into a more elite unit and b) tough as hell for having survived so many falls.
Sarjunt Nakboz Trakkrumper
Nakboz loves explosions and blowing up tanks. To the point where the Meks no longer trust him to be around the vehicles they’re making. Whilst technically part of Da Guard, Nakboz and his Tankbusters are deployed whenever there is any excuse that might get him away from the mek workshops in the heart of HMS Ork Royul.
Mek Stugbrok
Stugbrok is the somewhat put-upon chief engineer and general dogsbody of Da Kurnul. Not as big as Dhakadak or as useful as Mazzadak, he ends up with most of the rubbish jobs. On a mission to capture some human slaves he once vaporised a child because he "fort it wuz a big oomie far away not a small oomie close up". Sadly the shoes, the only thing that remained, were too small even for grots.
Dok Bonesnippa
Dok Bonesnippa is a dedicated and keen surgeon. Specialising in bionics, he has experimented on himself frequently, and often urged da Kurnul to take the most dangerous assignments in the hope of getting some really interesting casualties to work on.