Gorkamorka DA ROOLZ – Download as PDF File .pdf), Text File .txt) or read online. Gorkamorka:Da Roolz. Author(s), Rick Priestley, Andy Chambers & Gavin Thorpe. Cover Artist, David Gallagher. Illustrator(s), John. Only three books for Gorkamorka were ever released; Da Roolz (rulebook), Da Uvver Book (background fluff, scenarios, and campaign.
|Published (Last):||26 November 2006|
|PDF File Size:||1.35 Mb|
|ePub File Size:||18.62 Mb|
|Price:||Free* [*Free Regsitration Required]|
Gorkamorka is one of the Specialist Games set in gorkxmorka Warhammer universe. It is functionally identical to Necromundaand its Warhammer Fantasy cousin Mordheimin that it is a narrative skirmish-level wargame, revolving around two or more players and their personalized roolz of fighters in a story-like campaign setting. Its selling point is that it was themed as the story of mobs of Orks fighting for survival, entertainment and riches upon the desert world of Angelis.
This makes it the only Specialist Game where the focus was on playing nonhumansan approach that has only recently been looked towards in the form of Fantasy Flight Games ‘ Chaos-focused Black Crusade and now as of January Gangs of Commorragh. Only three books for Gorkamorka were ever released; Da Roolz rulebookDa Gorjamorka Book background fluff, scenarios, and campaign runningDigganob expanded fluff, new factions, special characters and new missionsalongside a short run of a magazine called “Gubbinz” added scenarios, weapons, gubbbinz for vehicles, tips to build terrain, a new faction, and a scenario to use Necrons.
Fa backstory of Gorkamorka is a simple one.
A Space Hulk full of Orks crashed upon the desert world of Angelis, and miraculously managed to not kill themselves in the process. Since Angelis is a barren wasteland empty of life, the ticked off Orks are dedicated to gathering up all the eoolz scrap they can from the wastes and building themselves a new machine in order to get them off of the planet and get back to the Waaagh!
Due to certain little incidents, like the orkish inclination towards factionalism and a civil war that destroyed the miracle machine once they couldn’t decide whether it looked like Gork or Morkthe Orks of Angelis are ruled by their Mekboyz, who are busy working on Gorkamorka – the aforementioned miracle machine – and keep the other Orks distracted by making them fight to gather the most scrap.
Gorkamorka:Da Roolz – Warhammer 40k – Lexicanum
Doing so is essential to get “tags”, which will assure the bearer of a place on Gorkamorka when it’s finally finished. For the most part, Gorkamorka played a lot like Necromunda and Mordheim.
The primary difference dq the use of vehicles. Instead of having rules for the number of occupant in a trukk, gorkamogka simply had to have enough space on the actual model to place the miniatures on. While this means that gorkqmorka could be huge and hold a whole mob this generally resulted in crashing into everything and being immediately crippled by template weapons.
As well, consider the risk of relying on one or two large vehicles: Its best to have as many specialized vehicles as possible, with back-ups and spares as needed. It should noted that the base of Gorkamorka model are different. Rather dq using a standard circle base seen in gorlamorka Warhammer 40k, Gorkamorka used these strange egg shaped bases.
The idea was that the bases would be small enough so that the players could jam as many models onto a truck. You can’t get these bases anymore ra custom-cut plasticard bases work just as well.
As in Necromunda, a warband consists of a mandatory leader and some troops, with options to further pad out the warband with rookie fighters and some specialists, though what those specialists are depends on the mob in question; Ork warbands include Spannerboyz rookie Mekboyz and Slaverz, plus Gretchin as cannon fodder, whilst Diggas only have Shamans and Rebel Grots only have Banna Wavers. Muties are an entirely different breed; they have gorkamorkw rookie fighters, instead having two different kinds of fighter the tough Unk and the fast Snaga and a mandatory specialist in the Keeper a mutie tech-priest.
All warbands start with a pool of points, representing in-universe currency, and this is used to buy all of the warband’s fighters, and their equipment, and any upgrades – so, needless to say, it’s very important to consider rlolz options. Campaign play mostly revolves around fighting scenarios in which you duke it out with other warbands over valuable resources.
Victory and the favor of the Random Rolz God in your post-battle explorations is essential to survival, as a certain amount of “currency points” is spent after each scenario to represent your warband taking care of all the stuff it needs in order to survive; getting gprkamorka, ammo, food, spare parts, medicine, etc. In this, Gorkamorka is more forgiving than Necromunda, as there’s no official rules about members deserting if your income is too low; it just means you got no extra currency to spend on anything like upgrading weapons, getting damage repaired, or buying new warband members.
Orks – Orks are the primary faction of Gorkamorka. Divided on religious lines Gorkers vs. MorkersOrks dedicate themselves to fighting and gathering scrap for fun and to secure the tags they need to be assured of being taken off to the Waaagh!
Diggas – When the Orks crashed on Angelis there was a human ship, implied to be an Adeptus Mechanicus exploration and research vessel in orbit having gorkamkrka landed a mission on the planet. The cataclysm of the space hulk’s impact separated the humans into two factions, based on where they were at the time.
Diggas are descended from those humans who were exploring the pyramids and the caverns below; taking shelter under the planet’s surface, they survived the holocaust above, but descended into primitivism. Diggas have forgotten all about their ancestral connections to the Imperium and have come to revere Orks as the most awesome and impressive creatures they have ever seen.
Therefore they try to emulate the Ork lifestyle as much as possible. Orks tolerate this with almost paternalistic disdain; it is, ultimately, much simpler than trying to wipe the Diggas out, especially since they have the protection of “dem fings under da pyramids”. Land of waiting death, pain and destruction”. This shows just how much dread the Orks have of the place. Besides, the Diggas happily trade technological gear dug out from under the pyramids and scrap they have gathered for good Orky stuff and it’s funny to watch them try and be Orks, so it’s not so bad.
Gretchin Revolutionary Committee – Gretchin who have risen up in protest against the fact that they can’t earn tags for Gorkamorka, even though they work and slave for their Ork masters. Muties – When the Orks crashed on Angelis, there was a human ship, implied to be an Adeptus Mechanicus exploration and research vessel, already landed on the planet on a mission. Those who remained within their own ship, the now-crashed Eternal Vigilance or “Etervigila”, as the muties call itmutated into horrifically deformed beings.
Ironically, they retain more of their Imperial culture than the Diggas do, and as a result, they are dedicated to wiping out all other life on Angelis in hopes of being restored to the power and glory of their ancestors. Necrons – Known only as “dem fings under da pyramids”. For whatever reason, they are oddly protective of the Diggas who live under their pyramids and destroyed the Orks when they first tried to enslave the humans. While not normally playable in regular gameplay, there is a fan scenario in Gubbinz that brings Necrons to field.
Freebooterz – Added to the game by an article in the Citadel Journal reprinted in Gubbinzbasically outlaw Orks with a pirate theme. Slightly different from regular Orks due to some special skills and how they get income. Outlaw Motorcycle Club – Another outlaw Ork gang.
As the name suggests, this mob uses a lot of motorcycles. More mobile than regular Orks, but still relies on spanner units to take care of bikes. Somewhere between a Diggas and Imperial Guard. As with its relatives, Necromunda and MordheimGorkamorka has a couple of different characters of particularly notorious repute roaming the wasteland, and sometimes they might even join a warband.
Aside from deliberately seeking them out, there’s also the option to make a single roll before a battle starts to see gorkamirka a given special character will show up for that fight; the lower your mob rating compared to your opponents, the better the chance that this will happen. The latter option does give you their aid in a fight for free, but if you want to make them stick around, then you gotta pay for the privilege, just as if you deliberately hired them in the first place; a “finder’s fee” of 2d6 currency points, and then they count as two models for determining expenses, due to their particular needs and tastes.
Only Orks and Diggas can use most of these character, except for the Red Gobbo, who is obviously restricted to parties of the Gretchin Revolutionary Committee.
Though the ork mobs battling over scrap piles are certainly numerous, they aren’t the only orks out there in the desert looking for scrap. Some orks want the teef for scrap, but don’t really want to hang out with other orks to get it. What makes an ork take up the lonely, hermit-like life of the scrap prospector varies roolx lot. Maybe they’re just not right in the head, or perhaps they’re so greedy that they just can’t stand to share in the profit.
Gkrkamorka kind of fits both categories.
See, Nazgrub is something that the primitive tekno-barbarian orks of Angelis have no idea how to handle: Being too close to other orks, especially when they’re fighting, makes Nazgrub’s head hurt, which only tends to alleviate itself in a random but spectacular flare of telekinetic energy. Needless to say, as fun as this could be to watch, few orks wanted him around, and so he struck off into the desert. Being a particularly greedy soul by ork standards, this suits Nazgrub just fine, as it meant he could focus on the most important thing; finding “Da Big Wun” out there in the desert and becoming the richest damn ork on all of Angelis.
In fact, he’s so greedy, he actually has two special roozl based on it; Scrap Fever means he gains the benefit of Hatred against any enemy model either carrying scrap or on a vehicle carrying scrap, whilst Thievin’ Git!
On the plus side, his psychic powers manifest as both precognition, giving you a chance a dictating which scenario you fight against a rival ork or digga mob, and telekinesis, meaning he may roozl fire bolts of powerful destructive energy at people if he gets too close to fighting orks.
No ork really likes the Painboyz, as gorkamoria combine an already irritating tendency to get distracted and bodge up the work with a tendency to charge what orks feel is far too many teef for the actual quality of the work they do. But it is those painboyz who allow their experimental urges to get too far who acquire the dubious and deadly moniker of “Bad Dok”. Whilst most of these end up under their own knives when they piss off the wrong ork, a small few retain enough sense to scarper for the desert after they get the branding but before the lynch mob comes for them.
GorkaMorkA Core Rulebooks PDFs
Dreggutz is one of the more successful of such characters, deemed a Bad Dok after infamously being unable to resist the urge to see what would happen if he “fixed” the head-wound of the Gorker Nob Snakrat with a kustom booster jet.
Being crazy but by no means stupid, Dreggutz decided to leg it whilst Snakrat’s boyz were busy scraping their boss’ remains off of the side of Gorkamorka, lest he get a first-hand demonstration of why they’d named themselves “da Twisted Nex”.
Aside from his super-lethal Bone Saw making him dead choppy in a fight, Dreggutz has the added bonus that the mob can use him to try and patch up their injured orks for free. Of course, since he’s working only with salvaged parts and is a bit of a loony, that’s risky, imposing a -1 penalty to the roll on The Big Day table. Working on Gorkamorka is a sacred responsibility that all mekboyz are supposed to undertake — after all, whether the thing turns out to be a new Space Hulkor a boarding platform to attract a new hulk, or something else entirely, no ork is getting off of this worthless dustbowl without it!
But, like all orks, mekboyz have an independent streak, and more importantly, work on Gorkamorka is done pro bono, and so there’s a thriving “side-line” of mekaniks working on their own projects. More devout mekboyz are, of course, irritated by this lack of devotion – and the fact the upstarts are getting rich. So, many ork inventors have issues getting their own “dream machines” built, especially if those projects are likely to consume a large amount of the precious scrap needed for Gorkamorka.
Dregmek Blitzkart is one such mek; possibly cursed with the Speed Freek gene, Dregmek was always obsessed with the idea of getting orks into the air. When he couldn’t get any funding, he took matters into his own hands; stealing an assload of valuable parts, he created the first, and only, Deffkopta on Angelis. He now wanders the desert, hiring out his ded killy flyin’ masheen to any orks willing to put up with his need for extensive amounts of fuel and parts.
Many mysteries surround the heavily modified cybork known only as “Da Krusher”. Who was he before “Da Accident” that required him to be rebuilt into his monstrous new form? Come to think about it, what the zog was “Da Accident” anyway?! All that is known is that Da Krusher roams the wasteland, occasionally fighting alongside other mobs and intimidating or awestriking new mekboyz into patching up his temperamental, ever-complaining cybernetics. As it stands, although he is incredibly klunky, impossible to hide, and prone to erratic fits his Temperamental rule gives him the Head Wound and Old Battle Wound serious injurieshe is still an impossibly deadly killing machine, with a great mess of cybernetic upgrades.
The mysterious leader of the Gretchin Revolutionary Committee, and thusly the only special character open to Rebel Grot mobs, the Red Gobbo is a figurehead for Da Kommittee and the revolution as a whole, even if the actual gobbo wielding the sacred club and wearing the trademark outfit changes from time to time.
This makes his abilities and statline generated randomly each time he appears, although certain aspects are set in stone. As the Revolutionary Leader, he takes over the role of Head Honcho whilst present, and likewise he forces the mob to use Honest Dealin’s, preventing them from lying to Da Kommittee after the battle.
However, he’s so Inspiring that he offers his Leadership and a chance to recover from pinning to any friendlies within 6″, and he’s a Die-hard who can always eoolz to shake off being pinned, even without any buddies to support him.
Though only Orks, Diggas, Rebel Grots and Muties can be played, each has its own strengths and weaknesses. Orks are the mainstream mob in Gorkamorka, and thusly they are the “average” by which other mobs are checked. Decently priced and with good, strong stats, possessing a resistance to Pinning that no other mob shares, they are the simplest of the mobs to use, as they require nothing more than the basic rules. If Orks have a weakness at all, it can be said to be their dependence on “oddboyz” to run their roopz at full strength; Spannaz keep the vehicles working, Slaverz keep the Grots who give orks a small but vital boost in income generation in roooz, so if either of these go down, your mob suffers a serious blow.
Addtionally, the faction mechanic actually plays a game role, as it affects what skills you can get. Gorkers are dedicated to combat, so all of their mob members can learn Muscle skills, only Spannerz can’t learn Ferocity skills, and all of them bar Yoofs can learn Dakka skills. Morkers are more tech-focused, so they’re smarter but not as killy: Diggas can be summarized as “hard mode Orks”, essentially.
Of the three “oddmobs” they are the simplest to use, but they suffer a number of penalties in comparison to their Orky counterparts. Inferior stats, a special rule that means vehicles will eventually break down, the fact that a Diggamob cannot visit Mektown and thusly get injuries treated at the Dok’s Serjery or have their vehicles tended to until they have won a battle or survived two fights, greater problems getting gubbins vehicle upgrades fitted, and increased risk when visiting the Dok all make life as a Digga much tougher than life as an Ork.