Cheng Mingrui
From Ork Boss to Conquering the WarpContents
- 1Biodata
- 2Power Progression
- 3Background / History
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1Waaagh! Field Manipulation
- 6.2Mechanical Talent and Engineering
- 6.3Machine Deconstruction and Structural Mechanics
- 6.4Informational Concepts and Memory Reconstruction
- 6.5Magnetism and Teleportation
- 6.6Strength, Resilience, and Healing
- 6.7Combat Techniques and Trial Powers
- 6.8Strategy, Teaching, and Political Leadership
- 7Equipment / Weapons / Items
- 8Relationships
- 9Story Role / Major Arcs
- 9.1Boarding the *Glory Knight*
- 9.2Establishing an Ork Society on Euronia IV
- 9.3Necrons, the Dimensional Prison, and the C’tan Aftermath
- 9.4Expanding the Great Waaagh!
- 9.5Angron and Khorne’s Claim
- 9.6Zhang Jiao and the Yellow Turban Rebellion
- 9.7Ascension, Terra, and the Divided Self
- 10Notable Quotes
Biodata
| Feature | Value |
|---|---|
| Name | Cheng Mingrui (程明瑞) |
| Alias(es) | Slick; Boss Slick; Zhang Jiao; Celestial Master 87 243 299 |
| Species/Race | Originally human; transmigrated into an Ork. His true-self consciousness later becomes a demigod and ascends to the God of Battle’s divine throne 1 464 480. |
| Gender | Male |
| Affiliation | Screw Clan; his Ork fleet and Kill Team; Yellow Turban Army and Yellow Heaven movement 172 191 331 333 |
| Occupation/Role | Ork Warboss, Big Mek, fleet commander, engineer; founder, theorist, and teacher of the Yellow Turban rebellion; God of Battle 30 190 299 333 480 |
| Status | Alive; fighting Tzeentch’s avatar on Terra in the latest documented appearance 483. |
| First Appearance | Transforms into an Ork Boy during a battle against humans 1. |
Power Progression
Cheng advances through combat, engineering achievements, collective Ork recognition, and divine trials rather than a single numbered cultivation system 30 464.
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Ork Boy | 1 | Awakens in an Ork body with instinctive weapon handling. The Waaagh! draws him into an exhilarating combat frenzy. |
| Ork Boss | 4 | Establishes dominance over the Boyz and organizes a force exceeding a thousand fighters. |
| Mekboy talent demonstrated | 10 | Builds a combined rocket-and-plasma weapon from scrap in two minutes; Ork Logic resolves its interference and cooling problems. |
| Mork’s chosen; post-battle growth | 12 | Wins the Boyz’s belief in his divine favor, kills the Commissar, and becomes larger and stronger after the victory. |
| Increased mechanical aptitude | 15 | Learning to operate Cleverhead’s Power Armour awakens further technical insights. |
| Big Mek; genetic evolution | 29 30 | His custom armour earns collective recognition. Waaagh! energy strengthens him and awakens additional knowledge encoded in his Ork genes. |
| Colossal borrowed-power form; six-meter stabilized body | 96 | After borrowing Gork, Mork, and the Waaagh! Field’s power, his enormous body shrinks through eighteen and twelve meters before stabilizing at six. The exertion heavily burdens his soul. |
| Altered soul after the C’tan battle | 104 | Awakens after at least twelve days of sleep, physically enlarged and with an unexplained change at his soul’s core. |
| Immortal lifespan; informational-concept manipulation | 105 | Discovers that his nature has changed: he has powerful psychic resistance, protection from divine rank-based suppression, and the ability to gather informational concepts. |
| Enhanced information processing and machine analysis | 116 | Processes information at supercomputer-like speed and examines machinery down to its components and manufacturing history. |
| Stronger psychic control | 156 | Following emotional upheaval and a battle in the realm of souls, gains finer control of Psychic Power and uses Psychic Teleportation. |
| Eight-meter body; planetary Waaagh! integration | 169 | Publicly subdues Iron Claw, earns recognition across Euronia III, and strengthens the planetary Field. His armour brings his total height to fourteen meters. |
| Machinery awakening | 200 | Uses Structural Mechanics and externally supplied psychic energy to bring his damaged warship temporarily to life and repair it. |
| Fleet-wide belief empowerment | 204 | Kuka channels the Greenskins’ Waaagh! surge into him, rebuilding his near-dead body and enabling him to assemble a stronger Dimensional Rumble Cannon. |
| Developing authority over machines | 215 | Can awaken machine spirits so ordinary structures grow, repair, and complete themselves. Core components still require manufacture. |
| Waaagh!-coated weapons | 230 | Learns from Angron’s reality-distorting attacks and applies Waaagh! energy to damaged Phase Greatblades. |
| Spectator-powered combat amplification | 231 | Kuka connects him to the watching Orks; their collective fervor powers a strike that breaks much of Angron’s upper-body armour. |
| Ork-shaped soul | 243 | Repeatedly asserts his identity as Slick and Gork and Mork’s chosen to resist Khorne. His soul assumes an Ork-like form. |
| Elevated awareness | 299 | His growing connection with Khorne raises his awareness while his consciousness remains fragmented and his memories incomplete. |
| Six completed ascension trials | 462 464 | Enters the Khaine duel with greatly strengthened will, combat experience, and multiple trial rewards. These include Dorn’s divine carapace, annihilating energy, and the Frost Battle Axe; the individual acquisition chapters are not specified. |
| Demigod; God of Battle’s divine authority | 464 | Destroys Khaine’s core and head. Khaine’s power restores his flesh and strengthens his soul, transforming him from a soul fragment into a demigod. |
| Yellow Heaven Incarnation restored | 478 | The Star of Hope reforms his physical avatar. He defeats the God-Emperor in the eighth trial with Dorn’s intervention. |
| God of Battle’s divine throne | 480 | His true-self consciousness is explicitly established as having ascended. Its authority requires him to face battle without fear and win; even a draw threatens the throne. |
| Eighteen-meter Ork form | 483 | Assumes this form when forcing Tzeentch’s avatar into direct combat on Terra. |
Background / History
Before transmigrating, Cheng was an ordinary man from Blue Star whose studies, work, and daily responsibilities left him exhausted and uncertain about his future. He was playing Warhammer: Dawn of War at his computer immediately before finding himself on a battlefield in an Ork body 1 32 478.
His initial survival strategy was to become the strongest and most cunning boss available. Although he retained human caution and discomfort with Ork brutality, he eventually accepted that a dangerous but joyful Orkish life might be preferable to an equally dangerous human existence in the same galaxy 2 4.
His deeper origin remains disputed. Khorne reports Tzeentch’s claim that Cheng is a contingency created by the Emperor—an avatar or fragment of the Emperor’s past spirit intended for an unknown purpose. This is presented as information supplied by Tzeentch, not as an independently verified account 243.
Later passages distinguish Cheng’s true-self consciousness from the consciousness identified as Boss Slick. The former embraces a duty to protect humanity, while Boss Slick favors life among the Boyz and rejects the gods’ apparent manipulation. Their disagreement eventually becomes a direct battle between two manifestations of the same underlying identity 466 480.
Appearance
- Ork features: A huge mouth, exposed tusks, little red eyes, and large clawed hands 30 34 35 124.
- Gork mask: Covers his face while leaving his mouth and tusks exposed 124.
- Zhang Jiao manifestation: Wears Daoist robes, carries Chain-linked Twin Blades, and keeps a greatsword on his back 359.
- Arena physique: Appears bare-chested during the Khaine duel, with marble-like muscles described as harder than steel 462.
| Documented form | Size | Context |
|---|---|---|
| Stabilized post-C’tan body | Six meters | Nearly breaks through the operating room ceiling after awakening 104. |
| Later Ork body | Eight meters | Continues gaining strength even when his height stops increasing 169 200. |
| Armoured form | Fourteen meters | His total height while wearing Power Armour on Euronia III 169. |
| Terra combat form | Eighteen meters | Transformation used against Tzeentch’s avatar 483. |
Personality
Cheng combines human survival instincts with an increasingly genuine love of Orkish combat. Early battles frighten him when he considers that death may be permanent; later, weak enemies bore him, and he actively seeks opponents capable of challenging him. His confidence repeatedly becomes overconfidence, particularly when unfamiliar supernatural powers or exceptionally skilled fighters expose his limits 1 48 143 230.
He is inventive, curious, and easily absorbed in practical work. Building his armour consumes half a month without him noticing, while the mushroom fields draw him into biological research. His leadership often uses bluffing, incentives, rivalry, and Ork beliefs rather than straightforward commands: he turns Chinese into a supposed divine language and redirects the Boyz’s desire for better guns toward mechanical work 30 34 35.
His attachment to companions becomes increasingly important. He rewards Clever Git’s care, tries to preserve Cleverhead’s memories, protects the reconstructed Kuka, and is moved when powerful Nobs choose to remain with him instead of taking independent commands. As Zhang Jiao, this concern expands into a commitment to ordinary people’s dignity, education, and right to shape their own future 104 105 120 191 299 331.
Abilities & Skills
Waaagh! Field Manipulation
- Collective empowerment: Draws on Greenskin confidence and battle fervor for strength, healing, and weapon enhancement 204 230 231.
- Communication and perception: Broadcasts his dominance across a planet, receives Ork thoughts and battlefield information, and surveys Fengrao IV through the Field 169 200.
- Warp-energy countermeasure: Dissolves the purple-black energy left on his hand after killing Lucius, then redirects the gathered Waaagh! into a gigantic Gork’s Fist 172.
- Recognition requirement: Unfamiliar Orks resist sharing their vision until they accept him as their strongest boss 168 169.
- Information limit: Planet-wide input overwhelms him, forcing him to cut off the flood and issue a simple attack order 169.
Mechanical Talent and Engineering
- Inherited knowledge: Relevant technology and manufacturing methods surface when he considers a problem; his hands perform the work as though supported by centuries of experience 192.
- Rapid construction: Builds weapons, armour, teleportation devices, excavation machinery, asteroid warships, and shipyards 10 29 35 143 192 215.
- Weapon redesign: Proposes a phased array to turn the Dimensional Rumble Cannon’s short-range shock waves into a concentrated beam with greater range and penetration 192.
- Specialist limits: His overall talent exceeds that of ordinary Mekboys, but Kidd and Dio can occasionally surpass him in their own specialties 192.
Machine Deconstruction and Structural Mechanics
- Component analysis: Reads a machine’s structure and can trace the manufacture of individual parts 116.
- Operational intelligence: Uses his ship’s structure to locate attacking Tyranid vessels and organisms more accurately and quickly than conventional sensors 156.
- Psychic repair: Models a warship through Structural Mechanics and awakens its vitality so damaged sections recover 200.
- Construction acceleration: Temporarily living structures can grow and complete themselves, but their core components cannot be produced this way 215.
- Psychic contamination risk: Reading Sphinx’s Growth Vat also transfers overwhelming pain, despair, hatred, and other emotions into his consciousness 125.
Informational Concepts and Memory Reconstruction
- Concept gathering: Collects otherwise invisible informational concepts and places them into objects 105.
- Personality reconstruction: Uses Kuka’s mask memories to assemble a personality and Waaagh! energy to repair a host corpse 105.
- Incomplete restoration: The resulting Kuka retains memories but not the original’s full identity, abilities, or authority 120.
- Recovery limits: Time and powerful energy flows interfere with retrieval. Cleverhead’s surviving memory fragments cannot be assembled into a coherent personality 105.
Magnetism and Teleportation
- Magnetic manipulation: Moves materials, manufactures components, pulls enemies away, and crushes armoured targets; he compresses a Chaos Predator into a ball of metal 29 124 172.
- Teleportation: Travels between locations, retrieves thrown weapons directly into his hand, and opens a doorway beneath dimensional space 34 105 124.
- Psychic Teleportation: Uses a separately identified psychic method after gaining stronger control of his powers 156.
- Equipment dependence: His early magnetic and teleportation applications are supported by Magnetic Explosion Generators and Krakka Teleporters 29 34.
Strength, Resilience, and Healing
- Physical durability: Can withstand a nuclear bomb with his bare body by the time he enters the Dimensional Prison 77.
- Unarmed strength: Kills a Norn Brute by tearing off its claw and driving it through its brain 148.
- Immortal lifespan: No longer an ordinary mortal in terms of longevity, though this does not prevent severe injury 105 204.
- Belief-assisted survival: His Mechanical Heart restarts after Angron impales him, sustained by the Orks’ faith 232.
- Healing limitations: Some Chaos-inflicted wounds resist his usual recovery and require his armour’s medical mechanisms 229.
Combat Techniques and Trial Powers
- Adaptation: Studies enemies during combat and changes tactics when superior weapons or skill defeat his initial approach 127 230.
- Elemental attacks: Uses water barriers, wind-driven water spikes, frost, ice, and snow 462 463 478.
- Annihilating energy: Empowers chained blades with a dark-aspected trial reward suited to killing masses of enemies; its strength diminishes with use 464.
- Dorn’s divine carapace: Provides exceptional protection against heat and divine power 464.
- Skill development: Initially relies on brute force and lacks systematic combat training; the ascension trials later give him extensive experience 231 462.
- Divine-throne constraint: As God of Battle, he cannot safely accept defeat or even a draw 480.
Strategy, Teaching, and Political Leadership
- Distributed warfare: Sends independent fleets against Tyranid systems to spread the fighting, build supporting bases, and extend his reputation 190 191.
- Industrial planning: Converts conquered worlds into fortress, mining, command, and production centers 206.
- Military education: Teaches rebels to threaten objectives an enemy must defend, forcing it to move away from its preferred position 299.
- Popular mobilization: Promotes education and frames the Yellow Turban rebellion as a collective cause rather than his personal possession 331 333.
- Long-term ambition: Declares a sixty-year route to overthrowing the Imperium and reaching Terra 333.
Equipment / Weapons / Items
- Choppa, oversized pistol, and heavy machine gun — His first battlefield weapons after becoming an Ork 1.
- Modified Plasma Gun and combination weapon — Carries a plasma gun at his waist and later combines rocket and plasma systems into a scrap-built weapon 4 10.
- Power Armour — Initially supplied by Cleverhead; later custom-built with engineering tools, improved teleportation, three Magnetic Explosion Generators, electrical attacks, magnetic manipulation, and a defensive Force Field 14 29 35.
- Phase Greatblades — Necron-derived weapons whose phase-shifting edges bypass shields and armour and disrupt teleportation. Their handles can be joined into a larger blade 124 147.
- Life-saving device — Automatically creates a Force Field against a lethal or high-energy attack, then teleports its wearer to a designated safe location. Cheng gives a bell-form device to Hols 143.
- Mechanical Heart and Medical Pod — The heart survives Angron’s fatal-looking strike through Ork belief; Cheng uses the pod for treatment afterward 232.
- Boss Rack — Displays trophies including Angron’s skull; Cheng dismisses a Tyranid Swarm Overlord’s head as insufficiently impressive 181 232.
- Chain-linked Twin Blades and greatsword — Principal weapons of his Zhang Jiao and ascension-trial fighting style 359 464 478.
- Frost Battle Axe — Trial-earned weapon carrying absolute-cold power; its effect fades after several swings against Khaine’s forces 464.
- Star of Hope — Emits the silver light that reforms his physical avatar as the Yellow Heaven Incarnation 478.
- Boss Slick’s Ship — Teleportation compensates for its poor speed and agility. Its rebuilt version carries a Dimensional Rumble Cannon and a Gauss Main Cannon capable of destroying a ten-kilometer-class warship in one shot 120 218.
Relationships
- Clever Git — First companion, ammunition loader, scavenger, and later trusted cultivation organizer. His efforts to find safe medical care for Cheng earn upgraded armour and lasting affection 1 2 30 104 143.
- Cleverhead — Early superior, engineering influence, ally, and increasingly equal fellow boss. Cheng listens sympathetically to his musical ambitions and later tries to preserve his memories 14 15 20 105.
- Kidd — Long-serving Mekboy and trusted Big Mek, especially valued for theory and precise work. Cheng repeatedly overburdens him with construction projects, then leaves him responsible for the Fengrao System with five hundred Gargants 108 206 218.
- Dio — Big Mek whose specialties can exceed Cheng’s. Leaves with twenty Gargants to prove himself outside Boss Slick’s protection; Cheng quietly wishes him safe travels 191 192.
- Kuka — Weirdboy and religious intermediary whose support helps mobilize Ork belief. Cheng reconstructs him after death and protects the weaker successor from hostile Mekboys 34 105 120 204.
- Big Blade — Painboy praised for avoiding unnecessary treatment. Cheng relies on him after major injuries but repeatedly warns him against unwanted modifications 104 232.
- Hols — Cherished pet and mount, combat companion, and source of psychic power. Cheng protects him with a teleportation device and rewards his construction assistance with Squigs 143 200 215 218.
- Iron Claw — Early subordinate entrusted with recruitment and the Engine Room assault; later a planetary boss whom Cheng publicly subdues to unite Euronia III 4 14 169.
- Copperhead — Loyal Heavy Nob who prefers fighting beside Cheng to independent command. Later receives responsibility for Fengrao IV’s mining and Rok recovery 190 191 206.
- Rambo — Kommandos captain used for reconnaissance, raids, and clearing Necron laboratories 50 116 124.
- Crooked Mouth — Skilled Mekboy, Gargant builder, and shipyard supervisor. Collaborates on the Dimensional Rumble Cannon redesign and is considered a potential Big Mek 169 192 215.
- Gork and Mork — Patrons associated with Cheng’s protection and Waaagh! empowerment. His allegiance to them helps him resist Khorne, although his true-self consciousness later distrusts their influence over Boss Slick 48 96 243 480.
- Khorne — Would-be claimant, arena master, trial sponsor, and increasingly protective interlocutor. Cheng resists submission and challenges his assumptions about faith, weapons, and human agency 243 299 362 464.
- The Emperor / God-Emperor — Initially answers Cheng’s prayer against Losek; later becomes his opponent as Cheng rejects Imperial oppression. Tzeentch’s reported origin claim links Cheng to the Emperor’s spirit 127 243 362 478.
- Rogal Dorn — Trial opponent whose defeat grants Cheng divine defenses after twenty years in the mental realm. His stubborn spirit later blocks the God-Emperor’s killing blow 394 464 478.
- Veronica — Wife and revolutionary comrade. Initially attracts Cheng physically, but her character wins his love; her devotion and death become central to his resolve against the God-Emperor 332 335 477 478.
- John — Miner whose public account of hardship forces Cheng to confront the depth of Imperial oppression and affirm ordinary people’s worth 330 331.
- Afentis — Necron captor and hostile negotiator. Calls Cheng a Brainboy, discusses his inaccessible genetic legacy, and unsuccessfully proposes cooperation over the Dimensional Prison crisis 76 87 88.
Story Role / Major Arcs
Boarding the *Glory Knight*
- Adapts to his Ork body while fighting human defenders and begins building authority through strength, weapons, and Clever Git’s support 1 2 4.
- Turns a dangerous Commissar duel into a public demonstration of supposed divine favor, then absorbs more than a thousand newly arriving Boyz 12.
- Divides his force between the Engine Room and bridge to prevent the ship’s destruction, cooperating with Cleverhead rather than contesting ownership 14.
- Survives a costly Tyranid battle on the bridge and learns about Cleverhead’s dream of using music to strengthen the Waaagh! 20.
Establishing an Ork Society on Euronia IV
- Expands cultivation, mining, workshops, and military production; the mushroom fields produce the first locally born Ork Boy 29 30.
- Discovers that Ork life forms an interconnected, self-sustaining ecosystem capable of transforming barren environments 31.
- Uses supposed divine revelations to encourage Mekboy development and begins excavating underground farms protected from dust storms 34 35.
- Learns that he has arrived in the forty-second millennium, but the interrogation nearly exposes his mind to a Chaos-marked prisoner 48.
Necrons, the Dimensional Prison, and the C’tan Aftermath
- Afentis imprisons him after the destruction of the Necron Dynasty. Cheng fights hundreds of monster encounters while investigating an escape 76 77 87.
- Rejects Afentis’s proposed alliance and destroys the Control Scepter, despite warnings that the prison contains a Void Dragon fragment 88.
- Emerges from the subsequent C’tan battle transformed, studies his altered soul, and attempts to recover deceased companions through informational concepts 96 104 105.
- Explores Necron laboratories, defeats Phaeron Sphinx’s Flayed Ones, and finds a corrupted chimera potentially carrying viable Krork genetic material 116 124 126.
- Defeats Losek in a mental realm with the Emperor’s aid, cleansing the cultivation chamber before returning to the urgent work of saving the creature 127.
Expanding the Great Waaagh!
- Unites Euronia III’s Orks, defeats Lucius’s Chaos force, and relieves threatened Ork populations with orbital bombardment and mechanized armies 169 172 181.
- Builds a force of nearly a thousand vessels and roughly two billion Orks, then permits independent fleets to branch out while developing the Starting Point System 190 191.
- Destroys the World Devourer from within after collective belief restores him from a near-fatal cannon firing 204.
- Reorganizes the Fengrao planets for defense, extraction, and production; completes a rebuilt flagship and departs with five thousand warships 206 218.
Angron and Khorne’s Claim
- Fights Angron for three days and nights. As the surrounding Warp influence recedes and the Waaagh! intensifies, Cheng gains the advantage and tears out Angron’s head and spine 230 231 232.
- A crimson thread from Angron’s Demonic Sword enters Cheng during heart repairs, leaving the victory with an unresolved danger 232.
- Resists Khorne’s repeated demands for allegiance by asserting his Ork identity, then faces a disciplined black-armoured avatar in Khorne’s arena 243.
Zhang Jiao and the Yellow Turban Rebellion
- Teaches military strategy and emphasizes education, conviction, and human courage over divine blessings 299.
- John’s testimony changes his understanding of liberation: improving material conditions alone has not undone the population’s internalized guilt and worthlessness 331.
- Announces that he will remain with Ovisgral’s civilians while the wider rebellion advances, insisting that the cause must survive beyond him 333.
- Plans a fortified, prolonged battle to drain Imperial strength and secures agreements with a T’au armed merchant fleet and a Genestealer Cult 334.
- Battles Space Marines and Grey Knights, but his inability to extend his protection to others leaves his followers vulnerable. Their deaths drive him into a direct confrontation with the Emperor’s manifestation 359 361 362.
Ascension, Terra, and the Divided Self
- Uses rewards from earlier trials to withstand Khaine, destroys the god’s core, and emerges as a demigod bearing the God of Battle’s authority 462 463 464.
- After witnessing Veronica and others burned away, returns as the Yellow Heaven Incarnation and defeats the God-Emperor with Dorn’s decisive intervention 477 478.
- His human-oriented true-self consciousness and Orkish Boss Slick consciousness fight each other over identity, divine influence, and responsibility. The documented passage leaves their clash unresolved 480.
- Subsequently confronts Tzeentch’s avatar under Terra’s duel rules, using relentless physical attacks against teleportation, illusions, and a spell channeling supernova energy 483.
Notable Quotes
“If you want knowledge, you have to study hard. If you want a harvest, you have to work hard!” 126
“If even your life has no meaning, then the rules themselves must be wrong!” 331
“I founded the rebel army, but it does not belong to me alone. The future belongs to you, to all humanity.” 333
“I'm happier with the Boyz. They don't have tens of thousands of schemes running through their heads.” 466