Tek Boyz

The smartest and most tech-savvy Ork Klan in existence, the Tek Boyz hold a significant advantage over most other living beings, except Tyranids, having cunning, strength, numbers, strategy, and advanced tech. They are essentially the Ork equivalent of the Adeptus Mechanicus, but not having any of that need for information.

History
The Tek Boyz were "born" when some of the Ork fungus on Ullanor mutated together during the War of The Beast, creating the "Boyz gene", as the Orks refer to it. It made those Orks stronger, smarter, faster, and even bigger.They united under the Big Mek Nazdrugg, the first of the Tek Boyz, and out of Ullanor's massive scrap heaps, they made massive and advanced ships and vehicles, along with Mega Armour and weapons. When the six Primeorks that made The Beast died, they retreated to the edge of the Milky Way. They had a WAAAGH! to expand their empire, targeting Forge Worlds and planets with advanced tech and huge amounts of resources. The Skullmaster of the Skull Boyz Klan was the first to stumble into the massive Tek Boyz empire. He realized that the Tek Boyz had very superior gear, and they formed an alliance. They discovered that they shared the Boyz gene seed with the Tek Boyz, both Klanz being extremely skilled in one area of expertise. When they both banded together, the Tek Boyz gave the Skull Boyz top of the line gear. Their strategy is that the Skull Boyz would attack, killing all unimportant beings, the Tek Boyz would come along and loot all of the materials.

Homeworld
The homeworld of the Tek Boyz is Ullanor, a planet which took part of several of the biggest wars between the Orks and the Imperium, like the War of The Beast, and the Ullanor Crusade.

War of The Beast
The War of The Beast saw conflict between billions of Orks and the Imperium came close to defeat many times. When the Imperium first attacked the new Ullanor, they found massive Nobz and Warlords with huge sets of Mega Armour and weapons. These Orks were from the Skull Boyz, a viscous Klan with an alliance with the Tek Boyz, and it was their allies that supplied them their equipment, making a statement of how mighty the equipment and Orks inside of it were.

Organisation
Because of all the spores that mutated to make the Tek Boyz, they have the traits of several Klanz. They don't all have these traits, and thats why there are specific groups within the Klan. These groups are the Teef Growa's, Sharpshoota's, Builda Boyz, and Brainy Boyz, not to be confused with Brain Boyz. These classes replace the usual Ork social hierarchy.

Teef Growa's
The Orks which have faster teef growth are assigned to the Teef Growa's, a group just for generating the wealth of the Klan so the Meks can afford to buy a huge amount of materials. They are kept out of combat as they are a big asset for the Klan. This annoys them, but they get to go into battle when they have a replacement.

Sharpshoota's
Meks with amazing accuracy are selected to be put into the Sharpshoota's group by the Brainy Boyz. They get lighter armour and more targeting bioniks. They use Autokannon Launcha's.

Builda Boyz
Builda Boyz are Meks who are responsible for mass producing vehicles, weapons, and upgrading them as more and more tech is discovered. They are some of the few Orks in the Klan who don't have Mega Armour. Instead, they have about 20 Bioniks to help them with mass producing things, welding, cutting, and building.

Brainy Boyz
Brainy Boyz are the Meks with an unusual amount of cunning, and the ability to learn and think like strategists. They devised the Klanz most popular tactic of full-sending every Jump Krumpa available to the weakest point in enemy lines, and then breaking through, sending billions of Orks to wrap around the trench or get inside the base.

'Ard Meks
'Ard Mekz are what make up the Tek Boyz Klan infantry. As the only infantry unit that is not a special unit in the whole Tek Boyz Klan, and they wear Mega Armour that makes them the size of a Killa Kan.

Combat Specialty
The Tek Boyz combat specialty is their ability to field massive numbers of Orks, with all of them being extremely strong, large, fast, have unbelievably strong armour, and having amazing gear. Their armour allows them to walk up to a platoon of Guardsmen while the're firing and kill them all without damage. The armour protects them from most weapons. They are even a match for Space Marines, and can obliterate tank columns with a group of 'Ard Meks.

Gear
Most other Klanz have never even tried to standardize gear. The Tek Boyz have a standard Kombi-Weapon, of an Imperial weapon primary, and an Ork weapon welded to the under-barrel or a Imperial gun that can switch between normal rounds and an extra magazine port for the rounds of an Ork weapon. Because of the Tek Boyz emphasis on standardizing the best gear, this is the only Kombi-Weapon, and Ranged Infantry Weapons format in the whole Klan.

The standard Kombi-Weapons for all 'Ard Meks is the Bolta Skorcha, Heavy Bolta Launchas, These are medium and close range Kombi-Weapons used by most of the Tek Boyz. The Sharpshoota's utilize an Autokannon Launcha, to make precision shots and hit tanks in weak spots. All Orks in the Klan have the exact same weapons weapon modifications, and Bioniks as every Ork in their class.

Bolta Skorcha
An Phobos Pattern Bolter modified to have an under-barrel Skorcha welded into place, with enough fuel to last five minutes of sustained firing.

Heavy Bolter Launcha
An Astartes size Heavy Bolter modified to have an under-barrel Rokkit Launcha welded into place, with a magazine of two Rokkits.

Autokannon Launcha
An Autokannon modified to have an under-barrel Rokkit Launcha welded into place, with a magazine of two Rokkits.

Mekboss Gear
Mekbosses get the best gear, next to the Meklord Nazdrugg, and the Chozen of Nazdrugg. They have one Godwyn Pattern Bolters modified to also take Shoota ammunition. They have one arm mounted Mark IIIA Assault Cannon, and one shoulder mounted Missle Launcha connected to the targeting systems in or on the Orks eyes. They are almost the size of a Dreadnought, and have gear of the same size.

Chozen of Nazdrugg Gear
The gear of the bodyguards of Meklord Nazdrugg is advanced even by Mechanicus standards. What they have is unknown except for the fact that only the Meklord has even better gear. They are the size of a Buzz Bot Gargant, with weaponry to match. The Meklord himself is even rumored to be bigger than a Buzz Bot Gargant.

Ammunition
The Tek Boyz Klan only uses Bloodshard Bolter Rounds, and explosive tips for their under-barrel Ork weapons.

Klan Beliefs
The Tek Boyz believe in Gork and Mork, but for them, Gork and Mork are like their equivalent of the Adeptus Mechenicus Machine God. They build Gorkonauts and Morkonauts but with massive bioniks, and their temples to the gods are filled with tech.

Notable Members
Meklord Nazdrugg: Founder and current leader of the Tek Boyz Klan. Big Mek Nazdrugg was the first of the mutated Tek Boyz, and by the time the rest of the Orks with the Tek Boyz gene were "born" he was a Big Mek. He decides who the Klan supports, fights, and all Tek Boyz are loyal to him to the death. He has a Praetorian Guard of Mekbosses, the most loyal of all the Klan, called the Chozen of Nazdrugg.

Klan Colours
Klan colours are red and black, often in different contrasting patterns to signify rank, with each Ork's armour having a whole red section, dedicated to kills marked by black lines and slaches. The height of every Ork Boy starts at 4 metres tall, with armour, the normal height is 7 metres tall.

Klan Icon
The Klan Icon is the symbol on the Big Mek Bosspoles but there is blood dripping of the sides.

Allies
The Tek Boyz are allies with Bad Moons, Goffs, Freebooterz, Evil Sunz, Blood Axes, Deathskulls, Skull Boyz, and are a part of the Boyz Klan Alliance. All of the Ork Klanz appreciate the quality of work that the Meks of the Tek Boyz put out, except for the Snakebites. Orks travel very far to get these items, as the Tek Boyz live on the edges of the Milky Way Galaxy. The Skull Boyz are another key ally for the Tek Boyz. They are ruthless, and they are gifted the gear from the Tek Boyz. Their physiology is like the Tek Boyz, and even a Boy from that Klan can overpower a Space Marine from time to time.

Enemies
Everything except allies. The one Ork Klan they are enemies with is the Snakebites Klan, because the Snakebites prefer the Feral stage, and don't like any advanced technology, like the tech that the Tek Boyz specialize in.

Vehicles
The Mekz of the Tek Boyz Klan make massive land, water, and air vehicles, such as the "Mega Gargant 2.0", which stands higher than the Warmaster Class Titan, with the guns to match. One of their most numerous vehicles are the Bommerwagons, which are Battlewagons with and 'Ard Case, and dozens of Stikkbomb Chukkas and Lobbas. Given as these support vehicles stay in the back, the gunner crew can walk behind it. The whole interior of the vehicle is dedicated to as much ammunition the Meks can stick in without it being a danger. Another mass-produced vehicle is the Shokk-Transport, an Astartes Drop Pod modified to have an engine, extended capacity, and in true Ork fashion, lots and lots of Dakka. The Shokk-Transport will always carry a Tellyporta for sending supplies and reinforcements. Their main form of space transportation is the Tek Barge, a modified Astartes Battle Barge modified to have thicker armour, have a bigger area of space, and MORE DAKKA!! The Tek Boyz have about 200 of these ships, and each one is identical to one another, standardizing new improvements made to the ships.

Mega Gargant 2.0 Modification
500 Improved Kannons, Gunz, Super Gatlers, Rokkit Launcha's, Lobba's, Zap Cannons, Flamers, and Imperial weapons such as: Autocannons, Missle Launchers, Battle Cannons, Melta Guns, and Heavy Stubbers.

10 Void Shields, 1 main, 9 backup.

Hold for 5,000 Orks.

20 Minor Tellyporta's, supplies ammunition, food, and Orks.

10 docks for Ork ships.

15 Shokk-Transport Launcha's.

Tek Barge Modifications

 * 500 Improved Kannons, Gunz, and Heavy Gunz (Semi-Auto, 50-round belt, NO BREAKDOWNS.)
 * 250 Improved Torpedo Launchas
 * 150 Improved Lances (Longer Range, Faster Recharge Rate.)
 * 10km Extensions (Fungus Gardens, Fight Pits, Food Areas, Quarters, Armories, Ammunition Holds, Ship Bays, Vehicle Hold for 2 Mega Gargant 2.0's.)