10 Jan 2010

Da Necron Rayd

Filed under: experimental, scenarios

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One thing I hear a lot is that the Necrons appear in Gorkamorka. They’re not a playable faction, although they can appear in a battle and even then, there’s pretty much only one published scenario in which they appear, which happens to be the one available in the PDF below.

As the Necron legions sweep nearer and nearer to Mektown, they destroy mob after mob, until they find yours. The scenario is intended to be played as a grand last battle.

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Some questions regarding the scenario, with answers from the author, Andrew Mcaleer.

Q) It says an Ork can pick up a gauss flayer from a dismembered Necron. When? When it’s down? Before it fades out of action? A) Yes, unless the Ork is in base-to-base contact with the Necron, he will be unable to pick up the Gauss-Flayer as it will have faded away. (Get hand-to-handing if you want rare and meaty gunz!) This is most useful if your mob won't be retiring at the end of the game.

Q) If it’s when the Necron is down and an Ork has his gun does it still have one if it gets back up again? A) Correct, if its gun has been stolen, it’s a hand-to-hand only machine. Obviously, therefore, no Ork can steal another Gauss Flayer off it either.

Q) Can Necrons run/charge? A) Necrons can indeed run and charge, just as in 40K2E.

Q) How far do destroyers move? Treat them like bikes? If so can they thrust? A) Destroyers follow the rules for skimmers from the 40K 2nd Edition Rulebook. Their slow speed is 8", Combat speed is 20" and Fast is 30". If you lack the 2nd edition 40K rules, treating as a bike is the next best thing.

Q) Destroyer armour penetrated. Do you roll on a damage table? If so which one? A) The destroyer has its own damage table in WD216. on a 1-2 the Necron Warrior is hit, and the normal rolls for a Necron being shot then take place. If the Necron is killed, the Destroyer moves out of control until it leaves the table, is destroyed, or the Necron makes a successful I'll be back roll.

On a 2-3 the Destroyer is hit. Roll a further D6 on the Tin'ead Destroyer Damage table:

Tin'ead Destroyer Damage Table(D6)

#Result
1Weapon destroyed.
2Engine Damaged. Slow speed (8") only from now on (or no thrusting if using bike rules)
3Controls Damaged. Roll a D6 every turn. On a 4-6 the destroyer moves as normal, on a 1-3 it moves as Out of Control (40K Rulebook: Skimmers) for that turn.
4Crash! The Destroyer moves Out of Control this turn and then crashes. Anybody under the Destroyer takes D3 strength 6 hits with a -2 save modifier.
5Crash! The Destroyer drops straight out of the air and is Destroyed. Anybody under the Destroyer takes D3 strength 6 hits with a -2 save modifier.
6Spectacular Explosion! The Destroyer moves Out of Control and explodes (blast 3" radius). Anyone in the Fireball takes D6 strength 6 hits with a -4 Save Modifier.

Q) Metal Flayer A) As for the Metal Flayer question I've seen elsewhere, yes, if you roll a 6 on either dice for Armour penetration, you can roll a further D6 and add that to your Armour penetration roll. That one was GW’s fault for not completely reprinting the Metal Flayer special rule in Gubbinz. It's in WD218 (pg. 25) if you need the full text again.

(image by slworking2 licensed under a Attribution-Non-Commercial-Share Alike 2.0 license)

10 Jan 2010

Nob Uv Da Kop

Filed under: experimental, scenarios

da-kop This may well have been printed in the Citadel Journal, but we can’t find any reference to it. It was in Gubbinz, a very out of print magazine for Gorkamorka which only made it to a single issue. We’ve also heard that only 5000 were printed, so worldwide it’s not exactly easy to find.

Well, here’s the first scenario from Gubbinz, “Nob uv da kop”, written by Andrew Stickland. From what we’ve dug up he’s written material for Necromunda before, including a scenario or two and rules for “blind fighting”.

We don’t think these rules have been published online before, so we hope you enjoy this exclusive.

Everyone knows there’s piles of scrap all over the place out in Da Big Uz. But some of it is so dangerous to get to, only the toughest and bravest mobs will succeed in bringing it back and reaping the rewards in Mektown.

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(Photo by J. Stephen Conn)

Nazgrab’s Yella Deff vs. Cuttas Ov Da Jib
Scenario: One of our ladz is missin’ (Da Uvver Book, scenario 7)

In a previous run in with Nazgrab and his boys most of the freebooters made it out, but one boy fell behind, Da Kaptin’s second in command, Grob. The poor bugger was not in a good way either, with a two crippled legs, a head wound and an old battle wound. Things could hardly get much worse for him, but Da Kaptin was not willing to deal with new recruits, so a full-on raid was staged.

Whilst the game lasted only five turns, plenty of blood was shed, even though only Nazgrab and Morduff were on the table, reinforcements not managing to make it in time for the brawl.

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Nazgrab took up position in full cover (-2 to hit) on the gate’s ramparts with Morduff eyeing the intruders through his single remaining eye (probably not helped by his huge iron mask, a result of a recent visit to da dok). The lack of ballistic skill of little concern to him, holding his two favourite choppas.

Their composure was short-lived, however, as Wabdash took the gate off its hinges, creating some rough terrain for vehicles but practically laying out a red carpet for warriors on foot. Freebootaz certainly know their way around kannons!

Nazgrab took aim at the trukk, doing his best to do some damage to it. Unfortunately, whilst he hit it (not hard with a BS of 5..), his shoota was just too damn weedy to do any harm.

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Knowing full well that Nazgrab couldn’t do much against them, the freebootaz advanced, moving their trukk around and disembarking, eager to reclaim their lost crewmate.

It was at this juncture that they got within Morduff’s reach and the vicious git dived in, tackling Da Banga’ and making enough of a mess of him that he was out straight away.

Having made short work of one freeboota, Morduff advanced on Wabdash, the plucky kannoneer. He didn’t fare much better, quickly going down to the relentless pummelling heading his way.

Da Kaptin on the other hand was having none of this and skilfully matched the defender blow for blow, leaving combat at a stalemate.

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Seeing the vicious hand to hand going on below him, a thought occurred to Nazgrab – there was a fight in his fort but he wasn’t involved in it!

Not to be bested by a mere boy, Nazgrab dived from his vantage point into the frenzy, taking down Da Kaptin in a flurry of precise blows from his trusty choppa. It’s not just for decoration!

Not content with that and seeing that the captive had been freed by Gutsmek, the nob took the burly bad mek out. Permanently as it would later become clear.

Then there was the escaping captive, presently armed solely with a knife. Short work was made of him.

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With no foot warriors left on the battlefield, it was remarkable that the freebootaz nerve held, but grabbing their wounded they chose to scarper off the edge of the board, technically winning by the conditions we decided upon (they freed the captive, after all!).

Being the underdogs by 110 rating points, the win secured them a hefty 20 teef of extra income and a rather pleasant +9 experience point bonus for each surviving member. Unfortunately, whilst they’d got their crewmate back, it had cost them their bad mek, a rather vital mobster. To the job pole, lads!

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Result: Victory to Cuttas Ov Da Jib

Nazgrab’s Yella Deff vs. The Questers of Magod
Scenario: Da Seige (Da Uvver Book, scenario 6)

Recently a rather brave young seeker named Magnus drew together a group of like-minded mutie warriors in order to start a crusade against the green menace, calling themselves the Questers of Magod. The group’s membership comprised of two snaga brothers, Bacus and Bucus, a keeper named Statistix and a single ‘unk, Mol. United in their goal, they set out to take the fight to the orks.

The first real test of their abilities came when they encountered the fort of Nazgrab’s Yella Deff, inside which there were piles of freshly dug scrap – lost technologies that could be of great worth to all mutie kind.

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What follows is an account of that first raid.

Attacking with the sun at their heels, the first obstacle to their success was the fort itself and its formidable gate. Fortunately their keeper wielded a jezail, quite capable of punching an entrance for them, as long as he could get close enough to use it.

With the rest of the party providing covering fire, Statistix lined up the shot. The blast was prodigious but not enough to take down the gates, striking true but merely rattling the great portal.

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Unfortunately this made the keeper vulnerable for a few moments as his weapon recharged in preparation for a second attempt. Nazgrab had felt the jolt of the blow and was about to return the favour, firing his shoota over the barricades at the exposed mutie, pushing him back, nearly causing his steed to flee.

Meanwhile, Morduff’s head wound was acting up, riling him up and giving him a taste for mutie blood. Charging across the walkways to get a better look he was disappointed to see they were still hanging back. Soon he would get his chance, but not before Bacus could level his caliver at him and take a chunk out of him.

Reinforcements were on the way though and a cheer went up from the defenders upon seeing Krunch on the scene. With ‘Ardkop at the wheel and a few shootas behind him for support, it would soon seem quite foolish to attack this particular fort.

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Firing up the thrusters, Krunch proceeded to be the weapon of choice against the intruders, running down Statistix (putting him out of the fight) and downing Bucus, one of the snaga brothers.

The muties move in, trying to get enough firepower into the fight, but this merely provides Morduff with the opportunity he needs. Diving from the walls the enthusiastic but incapable morker boy takes on the muties’ ‘unk. A fierce melee ensues, eventually resulting in Morduff emerging, bloodied but happy, looking for his next mutie target.

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In the following minutes the raiding party exchanged fire with the buggy and the fort defenders with some success, disabling Krunch’s twin-linked shoota. It was around this time that Snik, Nazgrab’s first and favourite grot, lost his mind and became frenzied, probably due to the severe headwound he’d recently suffered. Charging towards Bucus perhaps seemed like a good idea but it was only a moment before the little greenskin was cut down. Permanently. (RIP, Snik..)

Morduff’s luck also ran out, taking on Bacus, the other snaga brother and losing. Choppablock was not about to see his mate go down though and followed him, choppas at the ready. His luck held steady and he proceeded to cut down both Bacus and Bucus, avenging the fallen grot.

With only Magnus left on the battlefield (mostly) unscathed, the raiding party decided to cut its losses and retreat. Perhaps next time Magod will smile upon their boldness.

Neither Snik nor Bucus made it out of the fight alive. You will be remembered. Probably.

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Result: Victory to Nazgrab’s Yella Deff

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31 Dec 2009

Progress Update

Filed under: news

This site is still under construction, although lots of the grunt work is now done. Currently the main road-block to progress is all these celebrations - Christmas, New Year and the associated parties and bank holidays.

Yeah, that sounds pretty lame but it's a very real issue in this case as we've got several pieces of half-finished terrain that can't be finished until some more spray paint arrives. Irritatingly the company we used to buy from has stopped selling most paint, instead launching its own line. That's all well and good, but seeing as they don't sell black, they're useless. Who doesn't sell black?!

Without black paint we can't easily undercoat big pieces of terrain, but we've ordered some now from Monster Colors so with any luck it'll be with us soon enough. Once that's done we can put up some articles about making terrain. Also, with those pieces out of the way we should have space to start on some fresh stuff and get rolling with creating stuff for the site.

We've been working on some ideas for new factions for Gorkamorka. Currently playable factions are as follows: Freebootaz, Diggas, Gorkers, Morkers, Muties, and Rebel Grots. That's six, including the expansion pack, Digganob, and the mob listing in Gubbinz, which might not sound too many, but consider that Necromunda had six gangs in its basic rule book, Mordheim had eight.

This is why we are attempting to add additional factions, although we don't want to introduce any that require significant re-writing of the background text. We're not planning on trying to shoe-horn in Space Marines, for example. Currently favoured factions are an additional ork faction, bringing the number up to four. Given that the game is primarily focused on orks, we don't feel this is too daft.

To provide a middle ground between the hilarity of Gorkamorka and the more tactical play of Necromunda we are attempting to craft a human faction who play significantly differently from the Diggas.

In terms of where we're up to at the moment, the background for the factions is in the early stages, the general mob structure is starting to take shape, and the models for each are becoming clearer. When we eventually get things finished we'd like to release the rules, an example listing or two, and a modelling guide for each faction. Whilst the listing alone would be enough, we want to do a thorough job and give players a feel for each faction.

Included with that lot we hope to have some artwork and maybe a little bit of fiction to go with them. These will make up one component of the planned expansion "Da Skid".

Who will play Da Skid? We honestly don't know, other than ourselves. But given that Gorkamorka is one of our favourite games of all time, we would like to make sure that there is some decent fan-made content out there for it.

Our only concern is that GW will try to hassle us, which doesn't seem that unlikely, given their reputation. Maybe we'll not have any problems, we'll see how it goes.