Occasionally someone ask a question about a document we released a long time ago and one of us digs it up and takes a look to see whether we can remember that far back. These days that tends to result in one more document being added to the refurbishing list. Today’s document is one you’ve seen before – Easy E’s Ork Klan rules. They’re in the new template and look rather swish but other than that they’re unchanged.

Here’s what he had to say about them:

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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This document was written by Eric Farrington. It’s licensed under a Creative Commons Attribution-Non-Commercial-Share-Alike license. The layout was made by Benjamin Fox using images created by Jenny Mathiasson and is also licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported license.

30 Jul 2015

Revising the Ork Outlaw MC rules

Filed under: News

What’s the old saying? “No battle plan survives contact with the enemy” ?

The same is true of gaming rules, as we all know. Azzabat and his fellow gamers in Bristol have been playing Gorkamorka with Flamekebab’s Ork Outlaw MC rules and hammering them on the anvil of experience. What started out as a few questions has got well out of hand and ended up as a fully-fledged revision effort.

Current changes:

  • Bad Meks now cost 8 Teef, not 12.
  • Mektown: Bad Meks may carry out D3 upgrades/repairs rather than visiting Mektown.
  • Nomads can generate income just like Full Patch Members (D6)
  • Banditz rule: riders are now able to shoot even if they turned during the movement phase.
  • Fell off da back of a trukk… rule: All gear gets a discount of 1 Toof (Weapons, armour, gubbinz)
  • Glyph Tatz – Snakebite changed entirely (“When passing within 1” of a model on foot he may make a single attack with a hand-to-hand weapon in addition to the effects of the squashing rules”).
  • Glyph Tatz – Blood Axe changed entirely (“This Ork is has a strategic streak – he may shoot at any point during his movement.”).
  • Nice Place Ya Got ‘Ere… skill may be taken by Nomads
  • Leadership challenge conditions changed: “If the mob’s profit is lower than half the Prezident’s leadership (rounding up)”

There’s a forum topic on YakTribe for the revision and the document itself can be viewed and commented on here:
(No Google account required)


whirly_bird_illustrationSome time ago Forgeworld released the “Chinork“. A large Ork helicopter with twin rotors and bags of style. Some time later Ramshackle Games released their own ‘Copter. In 2012 Ogrebane put some rules together and being the nice chap that he is licensed them under Creative Commons. Now to come up with some fun ways of taking out those flying loonies…

We’ve laid these rules out as part of the Gorkamorka Heritage Project. There’s a tag here on tUGS for documents released as part of it in case you’re interested to see what else has come out of it so far. There’s quite a lot of documents we’re still trying to reach the authors of (how many of you still have the same email addresses you had in the late 1990s!). Check out one of the forum threads that Flamekebab has created about the project to learn more – The Waaagh, Specialist Games, DakkaDakka.

Ah yes, the document we were talking about before. Get it here:

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This document was written by Aris Tottle and was edited by Liam Davenport, Benjamin Fox, and Ross Graham. It’s licensed under a Creative Commons Attribution-Non-Commercial-Share-Alike license. The layout was made by Benjamin Fox using images created by Jenny Mathiasson and is also licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported license.

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26 Apr 2015

Gorkamorka meetup at ExiliCon 2015

Filed under: News


19 Mar 2015

Phew, what a scorcher!

Filed under: General

Today we’ve got something that’s more of a completionist piece than anything else. It’s the original article from the month the old Scorcha model was released (White Dwarf 220). Well, technically it was the new scorcha model as the original was released in 1989/1990 but you get the idea!scorcha_illustration

This article contains both the 2nd edition Warhammer 40,000 rules for the Scorcha and the Gorkamorka rules for it. The latter seems a bit odd as the issue was well into 1998 and the rules for Scorchas have always been in Da Roolz. Slow month for content, maybe..?

Anyway, there’s a download link below. It’s about 11 MB – probably not an issue but a heads-up for anyone accessing the file from a slower data connection just in case.

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