Greetings fellow Gorkers and/or Morkers! As part of the continuing tradition of Orktober, we present to you a look at what is coming up this week, Da Town, a little slice of Orky life outside the walls of Mektown.

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Da Town offers something that Gorkamorka tends to avoid on the basis of its difficult to manoeuvre vehicles inside an urban area and the best scrap tends to be found out in the desert. But scrap isn’t the only thing that has value on Angelis. Delicious fungus beer, squig meat, and slaves all have some value to all the parties out in the desert. Not to mention this is a place where the Big Mekz aren’t paying too close attention to what is going on, allowing Freebootaz and Bikerz to conduct their shady deals without worrying too much about what’s going on.

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In terms of mechanics the town opens up a host of new possibilities for how to handle movement and other special actions. However we know not everyone wants these so the rules for Da Town will be split into two parts, one set of Basic rules which only add a few things that aren’t covered by the stuff in the rulebooks and an Advanced set which will cover the more complicated actions that can occur. Scenarios will also have additional rules added which are optional for those who wish for a more involved experience and like things like NotMobz making their day better or worse. Either way if you’re just looking for some new terrain or want to add a new level of depth to the campaigns that you can conduct while playing Gorkamorka, Da Town has something for everybody!

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So over the next week or two we’ll have a bunch of stuff for you to look at and maybe implement yourselves. Flamekebab will be showing you how to construct these buildings for very reasonable prices, though little Grotz might need an adult to help them with the cutting of bitz. There’s also scenarios in the works which will be released, allowing for all mobs to have a go at the town as well as some mob specific ones that relate to the background of those mobs. Rebel Grotz in particular will gain their first unique scenario from the arrival of Da Town. More on that later. There’s also some good old fashioned Gorkerz vs. Morkerz stuff for all the purists out there who haven’t yet managed to scrounge up a copy of Digganob yet as well!

I’ve also put together a little bit of fiction to describe how this place came about and to describe the major players in Da Town who will also hopefully gain mini-campaign scenarios relating to them. There’s also a 3 scenario mini-campaign dedicated to Da Town which features some new mechanics and helpful rules clarifications for dealing with stuff that GW never dreamed of back in the day. Those intrigued should dust off their weapons and get ready to Goff Rok!

Good luck out there! Stay Green!

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Happy Orktober one and all!

We’d not forgotten, whatever you ‘orrible lot might think. We’ve got some fun stuff in store for you this month that should keep GoMo nice and fresh. We’ll not be posting stuff every day like last year as we’re a bit too busy with our own lives for that, however we do plan to give you a whole load of content starting today.

Flamekebab has been scribbling away at some simple but effective rules for Freebooter Snazzguns. Clayton humoured the daft git with some rather tasty artwork too so check out the document below.

This is the first in a series of item releases that totally aren’t building towards anything, no matter what anyone might say…

Download PDF

Edit: A new PDF has been created using the more modern template.

This document was written by Benjamin Fox and contains artwork created by Clayton Tait. It’s licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

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**Tork’s Terrorz vs. Da Boot Of Da Proletariat
**Scenario: Lootas (Da Uvver Book, scenario 3)

Tork’s Terrorz (200) are finally starting to get some respect in Mektown and are looking to capitalise on the momentum and ensure no Ork spits in their pints any more (or at least while they’re watching). Da Boot of Da Proletariat (152) are just starting out and really need a win. So far their head honcho, Vlad, has mostly been writing speeches and the GRC think it’s high time he started pulling his weight.

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Da Plan - Tork’s Terrorz

So, we done custom, I meanz kustomised the speargun, and Larz is packin’ a spiffy new (old) shoota. That oughta impress those stuck-up green gitz in Mektown!

But they wasn’t too impressed when Ansvark’s spiffy new (old) choppa ‘sploded in his face last time. Maybe we should be more kunnin’ and pick on someone smaller.

They think, I meanz fink, we don’t see them ridin’ dis way, but a Digga can out-sneak a Grot any day. We blendz into da desert betta!

Da Plan – Da Boot of Da Proletariat

With da high windz today we shall utilise our extra speed to swoop in with our cuttas. Ded nippy in this weather!

Meanwhile the splattapult onboard da big lugga, as well as small armz fire from same will try to keep dem Diggas distracterised long enuff to cover da cuttas escape.

Trust me, ladz, we’ll be fine!

Turn 1

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Spotting Vlad’s crew closing in Tork’s lads locked and loaded, heading straight for the Big Lugga with malicious intent. Balthazark, the mob’s shaman, grinned widely at the prospect of using the newly upgraded spear gun although his excitement was somewhat stymied by a minor stoppage after the first volley.

Peppering the enormous grot vehicle with spears was satisfying but despite penetrating its flimsy armour with ease very little actual damage seemed to occur.

Larz felt it was best to grab some of the scrap and prepare to intercept any Grots feeling particularly possessive.

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Vlad decided to lead the cutta’s kiting attempt, pushing along the edge of the big dune and towards the filthy lucre. With the wind kicking up to gale proportions it was easy to travel 15”.

The other cutta was less fortunate, realising that the movement of the Digga trukk blocked the only way in for it. With minced curses the plucky green crew hopped off and lifted the whole vehicle, shuffling it into a 90° turn to starboard.

The big lugga, under the command of the banna waver pushed forward towards the Diggas, hoping for a ram and some good use of their new splattapult. Sluggas, six-shootas, and a single shoota were levelled at the Digga trukk but to no avail. Skee eyed the range and did his best but with a mighty twang he could only watch as the burna load he’d spent so long preparing spattered harmlessly on some barricades, leaving the enemy vehicle unscathed.

Turn 2

Wasting no time a neat thrust by Tork put the Digga trukk in the safe zone within which the splattapult could not hit them. Meanwhile Balthazark had cleared the stoppage and rattled off six spears in fewer seconds, exhausting his supply in doing so. This time the results were much more noticeable though as a direct hit on the cogs powering the huge vehicle were hit, exploding everywhere and throwing green skins in every direction!

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Larz was not sitting on his hands and letting the rest of the lads have all the fun. Putting down the scrap he was lugging he hefted his new toy at the oncoming cutta. With a mighty “BRAKKA BRAKKA!” he found himself the proud owner of a fully-automatic shotgun, an easy match for any Ork kannon. Firing it felt good, but not for the grots! Vlad watched as the hull and sail of the cutta he was on rapidly became little more than holes connected by fine metal strips. Argh!

With two vehicles down and four lads out of action already Vlad couldn’t take the pressure and bottled, despite Flamekebab’s protestations and the GRC’s “Not A Single Step Back!” policy.

Aftermath

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Of the grots taken out of action all made a full recovery, with the exception of Gorba, who Tork captured. The Big Lugga was patched up but became unreliable while the cutta was back up and running with minimal fuss.

Due to the big difference in mob ratings every grot levelled up, although Layka gained Impressive Scars and challenged for leadership, feeling Vlad had been given his chance.

A fight was held and Vlad cut the upstart down giving him a beating to remember. At least the head honcho got to save some face!

Aside from that not a single toof was earned, leaving the mob somewhat downcast.

Tork on the other hand was pleased as punch, taking home seven scrap counters. When combined with all the other income earned by the mob the lads rolled into Mektown with more teef than a shiver of squigsharks (Skippy actually hit the maximum bracket for income, earning over 50 teef before expenses!).

Result: Victory to Tork’s Terrorz.

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It’s not often that we post stuff for Rebel Grots but I think we’ve found something fun for you today. Over at GW-Fanworld there’s a thread containing some rather good links to some Rebel Grot conversions.

First off there's this cutta by Morgash, although sadly there’s no finished photo in the thread:

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Next up there’s a cutta and big lugga built using a combination of the original Gorkamorka Big Lugga kit and the modern Ork Trukk kit, done by grimgob.

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There’s plenty more photos in the thread.

Over on the Penny Arcade forums there’s a single photo of some cuttas done by Technicality:

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More recently there’s this cutta on Henry’s wargames and strange tat blog:

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There we go, some inspiration for you. Thanks to HiveTyrantPrometheus for collecting these links!

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Edit: There is now an FAQ available on YakTribe. If you have any questions it's a good place to start!


 

One important document missing from Gorkamorka is an FAQ, official or otherwise. There’s quite a lot of things that it’s not entirely clear how they should work, as anyone who has taken part in a GoMo campaign can attest to.

Does having two six-shootas cancel out the reloading requirement, as it does in Mordheim?

How do multiple combats work when both sides are multiples?

Can you run over models in close combat?

Basically we, the community, are trying to get together a list of issues so that we can make a start on fixing these issues. Ideally we’ll be able to create a creative commons document to be released for all to use and redistribute to make all our lives a bit easier.

To provide a question or issue you can either post in the FAQ thread on The Waaagh, or leave a comment here.