imperialeagleThe time has come – the Dust Rats open beta begins today.

For those of you who don’t know who or what the Dust Rats are, let us enlighten you. The Dust Rats are a new playable faction for Gorkamorka that will be released as part of Ere Be Stuff, an expansion pack we at tUGS are working on.

We’re going to be rolling out the content for the Dust Rats over the course of the week, rather than all at once. This is mostly for practical purposes – putting all of it out at once would make for one ridiculously large post – but also so we can get your feedback on each part.

As we said earlier, this is an open beta. That means that these rules are not finalised and some things may be changed before the final release. That said, we encourage you to try out the rules and give us feedback as that is what this is for. We can test it in-house but we’re only a small group of people and we simply don’t have enough time to try out every permutation. So please, try out the rules and tell us which bits are broken or unbalanced!

Today we’re starting off with the first chunk of their background story, and then later the basic structure of a Dust Rat mob. Without further ado, here’s part one:

1. Landfall

Far out on the Eastern Fringe, on the edge of Imperial Space lies the Ultima Segmentum, the edges of which are home to numerous planets, one of which housed a small mining colony. This facility was Dolumar IV, the furthest reach of the Imperium, truly the back of beyond. This isn’t to say there weren’t other planets nearby; they were simply silent and dead, a fact discovered by the Imperial Navy when scanning and mapping the outer regions. One dead world in particular stood out, XCV-103.EI2.75M.Bor, an arid crumbling rock more commonly known as Angelis.

Scans by the Firmament Reproached found curious energy readings and structures of unknown origin on the planet’s surface, defying explanation. Upon sensor recalibration, even more structures deeper underground raised more questions. How could a world so bereft of life be producing such unusual data?

A force was drafted and dispatched to assist an investigation, while also under orders to secure the planet if the research was deemed of 'use' to the Imperium. The brave young men and women were mostly conscripts with little training and like so many others in the Imperial Guard, entirely expendable. Their leaders were officers who had been unfortunate enough to irritate their superiors, such missions being ideal disposal grounds for those deemed to have become cocky and overconfident.

Once basic scans were completed by their vessel, the Eternal Vigilance, it became clear that significantly more specialised skills were required to thoroughly assess the situation. For such tasks the Imperium maintains the Adeptus Paleologos, a sprawling organisation deployed across a thousand planets to decipher information from the remnants of previous ages of civilisation.
With the archeo-team in transit, arriving some four months later, the 534th Infantry Regiment (AKA “The Desert Riders”) made landfall and established Base Station Angelis. Located in a natural valley it was nestled deep in the planet's mountainous terrain, a truly fortified position. Attack was not expected but given the unknown nature of the structures even this preparation was more than justified. Archeo-Team XLII (AKA “Fools Gold”) made landfall in 431344.M35, expecting Angelis to be their home for the indefinite future, an expectation which would turn out to be all too apt.

Adeptus Prefectus Primus Magellan began work within days of arrival, dispatching a large number of different teams to gather data on the pyramidal structures. The strange geometry of the site fascinated him, but despite his perseverance he was unable to determine their contents. Thus began many months of excavation work, in an attempt to find the root of the energy spikes and discover what lay beneath these vast alien pyramids.

On the final day of normality a breakthrough was made – a Necrontyr sarcophagus was uncovered, the fact of which was to be immediately reported to Terra. That was the intention, but attempts to reach Dolumar IV met with silence, then static. Unbeknownst to Magellan, cataclysmic warp storms had begun, signalling the end of life as it had been known to the inhabitants of Base Station Angelis.

These storms brought with them the Ork hulk, screaming through the atmosphere and dragging the Eternal Vigilance down with it. It would be over six millennia before any Imperial Vessel could reach the planet.

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KroozerYesterday we furnished you with rules for fielding Ork Klans in Gorkamorka, but today we have something even beefier written by Easy E.

Da Deff Islands is a rules supplement for Gorkamorka. This supplement was written for use in the Ammoriss Campaign for the Ammobunker web forum.

Essentially Da Deff Islands is an entirely different setting to play Gorkamorka in, with battles fought in the ocean. If you ever felt like playing something more Waterworld than Mad Max, here’s your answer.

If you’d like to read some battle reports from a campaign using Da Deff Islands rules, there’s a thread on WarSeer.

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That’s the final day of user contribution week, we hope you’ve found something fun to have a bash at over the weekend, or perhaps been inspired to write something yourself. Next week we’ll be rolling out the Dust Rats for their open beta, so we’d probably start work on their rules…

 

  This document was written by Eric Farrington. It’s licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.

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Today we’ve got Easy E’s Ork Klan  rules for you, but we’re going to let him do the talking:

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.

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If you’ve got any feedback on them, there’s a topic devoted to them on The Waaagh.

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13 Oct 2010

Gorkamorka in Thurrock, Essex

Filed under: general

Are you in Essex? Near Thurrock? Interested in Gorkamorka?

We’re asking because Nob Rott is trying to find people to play GoMo with, and we’d like to do our best to help him out. So if you’d like to get involved, head over to his topic on The Waaagh:

Gorkamorka in Thurrock, essex, looking for games

If you’re trying to find players for your Gorkamorka campaign, it’s probably a good idea to post a topic there too. If you’d like us to mention you too just say so and we’ll leap into action. LEAP.

On November 6th Games Workshop are going to be rolling out their fancy new Dark Eldar models, which is rather timely as ScottM96 recently wrote a set of rules to let you field a mob of Dark Eldar in Gorkamorka.

Here’s what Scott has to say about them:

I wrote these rules not just on a whim, but because I was trying to entice a new player into Gorkamorka. He had just dropped quite a bit of cash on a new Dark panzee force and I didn't want to have to make him buy Trukks and Traks (among other things) to start the game. Hopefully they are of use to some other GoMo players out there, and I look forward to adding some more to it (They are in need of Gubbinz). For those interested in more of my musings on GoMo, 40k and GW, visit my new blog: Da Slugger and Chopper.

If you’ve got any feedback on the rules, questions, or comments, you can post them in his topic on The Waaagh.

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These rules are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported license.

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