A little more information on the Feral Orks. You might notice their origins story is much shorter than the Dust Rats one I wrote a while back. That’s almost entirely due to Feral Orkz being much simpler to explain than the Dust Rats. They’re Orkz. Just a bit dimmer.

I’m working on a Developers Commentary article for them as well so as more information comes out, you can also see how we arrived at the rules we did.

Oh and don’t go forgetting Buzrag either. I’ve got plans for him in the future. Poor sod.

Today, the Feral Orks are no more advanced technologically than they were around the time they were first spotted. They are however greatly xenophobic and every once in a while, a particularly strong Weirdboy will form a warband that sends raiding parties out in Da Skid looking for better food, people to kill and generally just to have a good hard bash at causing trouble.

While they overtly display a much stronger connection to the Waaagh!! than the Mektown orks, they lack almost all of the genetic knowledge regarding to mechanics and weapons building. However, these orks breed even faster than normal orks, are much bigger to start with thanks to the higher moisture and nutrient rich ashes of the dormant volcanos beneath the Howling Hills and while even thicker than the average concrete bunker take quite well to direction from a suitably large leader. There’s almost none of the backstabbing for control and jostling for position that the Mektown orks have. It’s much simpler than that. Da biggest is also da ‘ardest. He’s da Boss.

Perhaps however these would’ve been the closest to “peaceful” orks ever to spawn, with a simple command structure and no wants or desires beyond the next meal. Until Weirdboy came to town.

Weirdboy probably once had a name of his own but it’s long forgotten. Kicked out of Mektown and refused shelter anywhere near other civilised orks due to his unfortunate habit of making their heads blow up. A nob had gone to the brewhouse one morning to gather his boyz for battle and found them all headless and dead in the bar, with Weirdboy lying in the centre of it all, moaning and clutching his head. Thinking quickly, Buzrag clubbed Weirdboy over his head, threw him on the back of the trukk and drove him out into the desert and dumped him there. As Weirdboy woke up, he heard Buzrag screaming over the engines of his trukk. “ZOGGIN WEIRDBOY!!”.

How long Weirdboy wandered the desert isn’t known. His initial runty size makes it hard to determine how old he is, given that in Mektown he’d still be on the small side. However as he moved farther away from Mektown, his head began to clear and Weirdboy heard it for the first time. The sound was almost like music. It drew him across the desert and into the Howling Hills. And after weeks of wandering he found the Fungus Grove. He was greeted by all the other Weirdboys of the camp. The asked him what his name was and he told them his name was Weirdboy. The orks were stunned. The father of their society had returned. They begged him to tell them what they were to do next, having built the society he modelled. And Weirdboy spoke to them.
“Furst, I wants a good bit of yummies! Then I wants to go break some stuff!!”

As a little more info, a Feral Ork mob can be made up of Brutes, Weirdboyz, Wildboyz and Fickies. In place of vehicles they have Ridin’ Squigz and Squiggoths.  If you want to start considering a Feral Ork mob, think Warhammer Fantasy for the Orkz and you aren’t too far off.

Stay Green folks!


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At long last Kromlech have released their Clanking Destroyer heads as a standalone set. better still, there’s two new ones!

ClankerHeads2Quite a few people asked about them when we showed them off in May last year and all we could say was “hopefully they’ll be available eventually”. Well the wait is over, get them here.

Cheers, Doc Kromlech.

Greetings fellow Gorkers (or Morkers)! It’s been a while since there has been anything proper released from those behind tUGS and we thought it was time to rectify that. Today marks the official announcement of the Feral Orkz faction in Gorkamorka, part of the Ere Be Stuff expansion pack! These primitive orks lack the flashy gunz and trukks of the Mektown Orks but what they don’t have there they back up in sheer size, numbers and ferocity! Riding into battle atop mighty squiggoths, these brutes are coming down from the Howling Hills to wreck havoc on those posh gitz in Mektown! And pulling the strings are the weedy little Weirdboyz, those freaky little warpheads who channel the raw will of Gork and Mork! So sharpen your stone choppas, put down your cave paints and get ready to get up close and personal with the Feral Orkz!

We’re beavering away at making the Feral Orks a fully functioning side, with weekly alpha tests being conducted and we are hopefully reaching the point of open beta in the near future (No promises though!). To whet your appetite for all thingz Feral, here’s the introductory paragraph explaining the origin of Feral Orks on Angelis.

When the Hulk came down on that fateful day, a lot of things changed. The Paleo-Team watched as they were sealed in by falling debris and sealing bulkheads. The Dust Rats scurried to ground as the sirens on the base sounded for full alert. And the observation team aboard the Eternal Vigilance clung on for dear life as they hurtled towards the ground. And aboard the hulk, the orks died in their millions. As the hulk finally ground itself to a halt, the dead ork bodies released a huge cloud of spores which flew up into the upper atmosphere along with all the radioactive materials, toxins and smoke. Some fell soon back to earth. Others flew on the gentle breezes until they touched down in the far reaches of the desert, never to properly propagate. And one cloud of spores was whipped through the air towards what would later be called the Howling Hills.

As the spores were windtossed, they bathed in the worst of the radiation and the intense heat Angelis’ twin suns. And something happened to the orky DNA residing within. Parts were changed, others destroyed entirely. If it weren’t for the fact that the spores had been designed by the Brain Boyz to grow as soon as they had adequate resources, these new orks would never have spawned.
To the casual observer, they would appear not that different. The squigs were larger, more ferocious. The fungus grew in the cooler mountain air to much larger proportions than they ever reached around Mektown. But looking a little closer would reveal something odd. This society had no Grotz. And the Orks were more muscled than average. Except for a few. Perhaps one in every 100 was weedy and small. But these little runts had such strange eyes. They glowed sometimes. And the orks never made any of their normal moves to find weaponry and vehicles.

A basic history has been established from records recovered and analysis. There was an ork who was really big and one who was really weird. The biggest ork couldn’t get any food because he was much bigger and slower than normal, so all the squigs ran away from him. The weird one couldn’t get any food because the squigs were bigger than him. But he could make them sit still if he concentrated really hard. So one day the weirdboy told the bigboy to stand behind him until he made a squig stand still. Then the bigboy would rush forward and rip the squigs head off while it gazed dopily at the weirdboy. And the partnership was forged. From that day, Bigboy and Weirdboy were best friends. And so the society was built around this concept. A Big Boy and a Werid Boy worked together to allow both to eat. And other orks pledged to fight for them in exchange for being allowed to share the food the two of them caught. With more boyz and some practice, the weirdboy could charm even larger squigs in place and the boyz would all pile on until it was dead. So the system flourished. Occassionally rather than kill a squig, the boyz would put it to work, either hauling food back to the camp or to ride around to find more food.

In actuality the Feral Ork version is even simpler and probably went something like this.
“‘UNGRY!!”
“Is’ ‘ungry too!”
“WANT SQUIGZ!”
“I makes squigz still. You make it go splat!”
“AWRIGHT. I LIKES PUNY WEIRDBOY!!!

This partnership is the entire idea behind the Feral Orks. Let us know what you think so far! More fluff and possibly even rules to follow soon!

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squig-rider

(Background image by soylentgreen23 licensed under a Creative Commons Attribution Non-Commercial ShareAlike 2.0 license)

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27 Apr 2011

Gorkamorka in the MD/DC/VA area (US)

Filed under: News

Over on DakkaDakka deathwing is looking to start a GoMo campaign and extends an invitation to you all.

Greetings all. I have gotten bit by the Gorkamorka bug as of late and I was thinking it might be fun to start a campaign of like-minded folks who live in the above region. I think most people would be willing to drive a half an hour or so for a good game, so I am keeping the region fairly large. I am located in Greenbelt, MD, near College Park, and would love to meet local players, but again I have no problem with a little bit of driving.

I am looking to have games played at folks houses, mine included, and independent games stores. GW’s of late have been cracking down on independent models in their stores, so I don’t think they would tolerate Kromlech items, etc. I was thinking we could start some time in May. Any takers?
-Joey McGuire

He’s also looking for anyone interested in Nuclear Renaissance, Strange Aeons, or any Ganesha games.

If you’re interested, here’s the forum thread:

Looking to start Gorkamorka in MD/DC/VA area!