The mysterious driving force behind the town revealed at last. Abak is a special kind of Ork, packing not only brawn but brainz to match as well. In another life he might have been a mighty Warboss with an entire Waaagh!!! at his command. But Fate cast him in the role of banker and its a job he approaches with the same brutality as the biggest Bosses take to war.

Illustration by Andrew Meijers (Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Unported license)

‘Ence the expression, “as greedy as a squig”.

A Finga in every pie.

For a while the town grew steadily, adding a Slaverz barracks to keep the Gretchin the Mek employed in line and then came the arrival of Abak Manyfingaz, one of the bizarre Sumboyz. Orks generally carry teef on a day to day basis but occasionally a Nob or business owner builds up a good haul of teef that would make him a target for bein’ pounded on by the other Orks in order to steal said teef. When this happens, the smarter Orks take their teef to the Sumboyz who will guard them against theft and increase their hoards by somethin’ the Sumboyz call “wise investin'” whatever that means. All they know is that if they give Abak a pile o’ teef, when they come back later, Abak will give them the same teef back and a few more. He even does the tedious calculations involving his fee ahead of time so there’s no head hurtin’ sums to be done when an Ork returns for his teef.

Abak achieves this miracle by transporting scrap and goods to and from Mektown under the Sumboyz system of “Buy’ em small and Sell’ em Big!” While no one outside the Sumboyz really gets this, it has made Abak a pretty rich Ork as he pockets a good amount of teef in profit from the system. He runs a Sumboyz Countin’ House just off the market square and the owners of the nearby businesses are pleased to have a good place to keep their teef stashes between runs to Mektown for extra supplies.

Abak himself is a fairly large ork, easily on a par with most of the nobs in size and his clothes are tailored to a standard that is almost unheard of amongst Orkz. They haven’t just got bagz of snazz, they’ve got klass!. His real power however comes from the fear of what he might do to you if you start missing payments on a teef loan Abak generously provided you with. During buzinezz times, Abak is accompanied by his two boyz who will shake down other Orks who default on their payments and his custom Snazzgun is never far from his reach. His desk in the countin’ house has a set of choppas crossed on the wall behind him, serving as a constant reminder to the Orks he deals with where his title of Manyfingaz came from. Let’s just say that his debt collection methods will often cost you an arm and a leg…

All buzinezz is good buzinezz

Abak has a hand in all the major business transactions that go down in Da Town and supports his fairly lavish lifestyle by doing business with anybody that has the teef and the discretion to keep their big gobs shut. If they didn’t shoot on sight, he’d probably work with the Muties and Dust Rats too as long as they had big stacks of Orky teef or supplies to barter with.

His transactions with Mekboy Brazzop would be of particular interest to the Big Mekz as a huge amount of prime tek is moved through the town by the Freebootaz, Bikerz, and other shady sorts. Abak knows he can trust Brazzop to give him the best information on what’s worth keeping, what’s in demand and what’s a useless hunk of junk that some cheeky little Mek is trying to pass off as fine craft. Brazzop doesn’t mind Abak taking his cut as he knows full well that it’s Abak’s reputation that holds off the Big Mekz from flattening the little frontier town and claiming all his scrap as their own. Mysterious accidents seem to happen to a lot of mobs that are sent to deal with Brazzop and while there have been several successful break-ins to the counting house, no one has ever broken out again. Dok Biskap always seems to have a supply of extra limbs and bioniks shortly after one of these attempted incursions as well but no one has so far dared to voice this connection. Those who were smart enough to notice, were smart enough to keep their mouths shut and by extension, their teef in them.

For the enterprising mid-level mob, Abak has a few task he can send them on and the rewards for these could be substantial. But the consequences of being in Abak’s deep and sweaty pockets could be just as bad if the Big Mekz find out a mob has been dealing with him behind their backs.

To be continued…

 

We’re working on getting Da Town in a finished state before the year is out but real life has a nasty habit of interfering. I’m also attempting National Novel Writing Month again this year so I have to divide my writing between two different areas at once now. This years Halloween scenario unfortunately had to fall by the way-side as it was simply too complex to be finished on such short notice. Barring a major disaster, it will be incorporated into some of the weirder scenarios which surround the town. If there is a major disaster, look for it next Halloween :p

Stay green folks!

 

Illustration by Andrew Meijers (Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Unported license)

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Before we go into scenarios for Da Town and the extra rules which exist you first need to understand a little about map layout.

You’ve no doubt seen some photos of our buildings under construction but I don’t know if you realised that they were built to a careful plan. We could of course just create whatever shape of buildings we felt like but that could lead to some fairly unbalanced games. Instead we planned out a layout that would provide a nice mix of cover, bottlenecks, elevation, and general chaos.

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As you can probably see, in the middle there’s a big empty space, the market square. This serves as the focal point for the map as well as the main crossroads for all in-game traffic. Heading off it are multiple “big roads”:

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The idea here was to ensure that there was at least three routes into or out of the square for vehicles. If a mob is trying to get in, or defend the area, there’s not just a single way in, forcing the players to spread their forces out.

The mekshop and brew house are not highlighted above as they don’t lead anywhere. In actuality they have arches allowing a vehicle to drive right through them, also handy as a deployment location for a scenario.

There’s also several breakable fences, should a player wish to risk smashing through them, highlighted below:

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Next thing to point out is that in addition to those there are a great many places through which mounted models can find their way (i.e. Muties, Orks, Diggas, and Dust Rats on bikes, Feral Ork squig riders, Snortas, etc..). These are labelled below:

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As you can see, mounted warriors have a bit of an extra advantage here. Foot models can of course also use these routes but they don’t have the speed that mounts confer.

Returning to the main map there’s a the verticality aspect of things. Instead of the mostly flat plain that Gorkamorka is normally played on one instead has alleys, roof tops, and interconnected roof top escape routes. These walkways aren’t illustrated on the map as we tend to change them each game to keep things fresh. Some of the larger ones can also be traversed by mounts, allowing one to rain fire down from the roof tops. There’s nothing like a biker chasing a warrior throwing stikkbombs down on him!

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The Dok’s serjery is on a relatively tall hill, creating a vantage point for warriors with decent ranged weaponry such as Muties, Diggas with archeotek gunz, and Dust Rats. On the other side of the map there’s the two storey slaver barracks, the mek shop, and the brew houses. Sluggas and six shootas can be handy in an alley but there’s something delightful about catching a warrior out in the open at range!

Next we’ll be providing the tiered rule sets for Da Town but in the mean time you should have a bit of a think about your town design.

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Hello folks! Here’s a little bit of fiction that describes how Da Town came to be. It’s a little haven for the freaks of Orkoid society who don’t quite fit in even by the weirdness of a large Orky encampment. Each of the named characters in where will hopefully acquire a mini-campaign suited to their profession in the future. These scenarios could also be inserted into a larger campaign and will include some which can be run “solo” to help mobs that are falling drastically behind possibly make up the ground in experience or teef. There will also be some special items only obtainable as a result of these scenarios that I’ve got in the back of my mind. So without further ado…!

Da Town

Once upon a time a few years back, an ambitious young Mekboy by the name of Brazzop went out looking for scrap and found a doozy of a pile. Rather than share it out and put it towards the construction of Gorkamorka, the Mek hatched a cunnin’ plan. He built his workshop around the scrap and gained a reputation for making quality vehicle gubbinz, using his superior pile of scrap to make them da shootiest and da loudest. As a result, a small town grew up around the workshop away from the eyes of the Big Mekz and their unerring devotion to Gorkamorka.

First came the brewhouses, one each for Gork and Mork, as Orks are a deeply religious people and can’t be drinking in a pub that isn’t in favour with their Godz. Then came Cookie who reasoned that Orks who were waiting for vehicle repairs and drinking in the pubs would need some top quality grub to keep them ready for the fightin’ of the day and built a slop shop. Cookie knows fine Orky food and keeps a small squig pen where he breeds the special ingredients that are rare in Mektown and can only be afforded by the very richest and most iron stomached of Nobz. Once a week when there’s a caravan headed to Mektown, he sends one of his boyz to pick up the essentials and sell on any spare exotic squingredients he has.

Dok Biskap has a small serjery on the hillside where he tends to those who survive the pub brawls and those who are a bit more reckless with their personal health. He left Mektown in rather a hurry after an unfortunate incident involving a Kustom Thrusta Boosta being attached to the mouth of a Nob who was less than pleased about its location. Of course, due to the placement of the boosta, the nob hasn’t actually managed to tell anyone who did it to him without it being drowned out in a blaze of flames and smoke but the Dok felt it was time for him to move on and avoid any unnecessary bad press.

Of course, it’s a dangerous place to set up shop out in the sand without the protection of the walls that surround Mektown with sandscorpions, Mutie raiders and curious Dust Rats poking around all over the place so life is a little more fraught out here. A small cadre of retired Orkz act as town guards though they’re more concerned with filling their faces in the slop shop than maintaining order. They know all the legends and rumours about what goes on in the desert and can still hold their own in any given fight. Often the threat of their jackboots being stuck somewhere unpleasant is enough to dissuade the less reckless from starting any big trouble in the town.

Add to that the bonus that the Big Meks aren’t actually watching what you are doing and suddenly Da Town opens up a whole load of possibilities for Boyz who can think Big! Da Town also acts as a haven for Freebootaz, Bikerz and other outcasts of Orky society. While mobz loyal to the Big Mekz also frequent the area, there’s no real reason to start a proper rumble unless there’s a real profit to be made. And all the real profit is made by one particular ork, Abak Manyfingaz!

To be Continued…

Will these Orks change the course of history on Angelis? When are Biskaps disgruntled patients going to catch up with him? Is Brazzop in for a kicking from boyz sent by the Big Mekz? And who is Abak Manyfingaz? Keep a bionik eye out folks!

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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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