It’s not often we see a video battle report for Gorkamorka but Craig has done us proud over on his Kiblams YouTube Channel. Da UN (Ugly Nastiez) face off against Da Gold Toofs in a civil discussion regarding salvage rights:

Here’s a direct link to the video in case the embedding doesn’t work for you.

24 Apr 2016

Vehicle Bitz from Fox Box

Filed under: Modelling

It’s been a while since we singled out a company for their excellent Gorkamorka bitz (five years!) but now seems as good a time as any. Fox Box has been working with Craig “Kiblams” Dolan to put together a range of vehicle bitz for those of you interested in scratchbuilding or converting vehicles. First we’ve got these amazing V8 engines:

Fox Box Engines

By my deeds, I honour him.

Then there’s wheels. Currently they’re in two sizes – medium and large. The mediums are about the size of the front wheels on a modern 40K Ork Trukk and the large are on par with the back wheels. The mediums are also about the size of the big wheels on Gorkamorka-era vehicles (like Rebel Grot ones) so they should be fairly versatile:

Fox Box Medium War Rig WheelsFox Box Medium Worn Wheels

Fox Box Armoured Truck Wheels

Fox Box does a load of other stuff too but this stuff is new and most relevant right now. We’ve also just added Flamekebab’s Gorkamorka Alternate Models List to the side bar – it’s pretty exhaustive if you’re looking for bitz.

17 Sep 2015

6mm Gorkamorka!

Filed under: Modelling

Samsonov on the Tactical Command forum has put together a scaled down version of Gorkamorka!

6mm Gorkamorka

Yep – those are Muties taking on some Epic Orks! Apparently they Muties are made from Microworld Games’ Dread Outriders and their Raptor Dragoons.

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Occasionally someone ask a question about a document we released a long time ago and one of us digs it up and takes a look to see whether we can remember that far back. These days that tends to result in one more document being added to the refurbishing list. Today’s document is one you’ve seen before – Easy E’s Ork Klan rules. They’re in the new template and look rather swish but other than that they’re unchanged.

Here’s what he had to say about them:

I have been playing ork boyz since they were known as Space Ork Raiders in Rogue Traders days. At first, the orks were a pretty generic “fantasy orc”…IN SPACE! However, the release of Waaagh! Da Orks changed all of that. Suddenly Ork Kulture became relevant as the ork society was fleshed out with glyphs, brewhouses, and oddboyz. The basics of the background of Gorkamorka were seeded.

The ork background continued to expand with such hefty tomes such as Freebooterz and ‘Ere We Go. These books essentially expanded on orks as an army for Warhammer. The Klan system had originally been introduced in Waaagh! Da Orks, but had been explored in much more depth in these later books. When third edition 40K rolled out, the orks moved away from the Klan system in their codex, but Andy Chambers himself decided to tackle making some Klan specific rules for Chapter Approved.

Gorkamorka was released at the end of Warhammer 40K Second Edition when Klans were still in full swing and part of the Ork Second Edition codex. I always felt that leaving the Klans out of Gorkamorka was a huge miss, since they had been an established part of the background for so long previously. The idea of Gorkers and Morkers as the only Ork gang types within the Gorkamorka rules set always concerned me.

I was also an avid Necromunda player. I enjoyed the unique and varied background of the Hive Primus gangs. It provided a bit of flavor that Gorkamorka lacked. Again, I was surprised Gorkamorka did not use a similar system, only based on the ork Klans. The only downfall of the Necromunda system, was that starting gangs had very few differences. Again, this is something I felt was a drawback.

Therefore, when I tackled doing some additional rules for Gorkamorka, it seemed logical to focus on the two aspects of the game I felt were lacking; Klans and gang differentiation. Almost all of the rules here are based on background or rules from previous versions or imaginings of ork klans that came before. Bad Moonz teef naturally grew faster, so they were wealthier. Deathskullz were the best Lootas, painted themselves blue for luck, and made heavy use of Gretchin. Goffs were dead hard fighters, with a lot of nobs.

Whenever you make new rules, potential balance issues arise. The important thing to remember is that no game system is perfect, especially one with as many moving parts as Gorkamorka. No matter what a game designer does, players will find a way to exploit it. Fact. So, like all rules, these will need you and your game group to decide what works, what doesn’t, and where the tweaks need to be. Thankfully, Gorkamorka is a cooperative wargame not set up for tournament play. That should leave plenty of scope for you to use Klans in your games and have a good time sticking in the boot.

Download PDF

 

This document was written by Eric Farrington. It’s licensed under a Creative Commons Attribution-Non-Commercial-Share-Alike license. The layout was made by Benjamin Fox using images created by Jenny Mathiasson and is also licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported license.

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30 Jul 2015

Revising the Ork Outlaw MC rules

Filed under: News

What’s the old saying? “No battle plan survives contact with the enemy” ?

The same is true of gaming rules, as we all know. Azzabat and his fellow gamers in Bristol have been playing Gorkamorka with Flamekebab’s Ork Outlaw MC rules and hammering them on the anvil of experience. What started out as a few questions has got well out of hand and ended up as a fully-fledged revision effort.

Current changes:

  • Bad Meks now cost 8 Teef, not 12.
  • Mektown: Bad Meks may carry out D3 upgrades/repairs rather than visiting Mektown.
  • Nomads can generate income just like Full Patch Members (D6)
  • Banditz rule: riders are now able to shoot even if they turned during the movement phase.
  • Fell off da back of a trukk… rule: All gear gets a discount of 1 Toof (Weapons, armour, gubbinz)
  • Glyph Tatz – Snakebite changed entirely (“When passing within 1” of a model on foot he may make a single attack with a hand-to-hand weapon in addition to the effects of the squashing rules”).
  • Glyph Tatz – Blood Axe changed entirely (“This Ork is has a strategic streak – he may shoot at any point during his movement.”).
  • Nice Place Ya Got ‘Ere… skill may be taken by Nomads
  • Leadership challenge conditions changed: “If the mob’s profit is lower than half the Prezident’s leadership (rounding up)”

There’s a forum topic on YakTribe for the revision and the document itself can be viewed and commented on here:
https://docs.google.com/document/d/1ieTiH8RFBsPvjP1QAI1-gB56E7imicXdM4ay7zffq-k/
(No Google account required)

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