This first draft of the opening post will only contain suggestions for the four factions from the original release and the expansion pack Digganob - Orks, Diggas, Rebel Grots and Muties. I will later add options for factions published in magazines and contributed by fans. This thread will differ slightly from nookers thread, in that it will also encompass Gorkamorka specific bits, seeing as there is a limited supply of bits fitting some of the factions. It will also be listed by factions rather than manufacturers , unlike the original thread.
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Story[ edit ] The backstory of Gorkamorka is a simple one. A Space Hulk full of Orks crashed upon the desert world of Angelis, and miraculously managed to not kill themselves in the process. Since Angelis is a barren wasteland empty of life, the ticked off Orks are dedicated to gathering up all the technological scrap they can from the wastes and building themselves a new machine in order to get them off of the planet and get back to the Waaagh!
Gameplay[ edit ] For the most part, Gorkamorka played a lot like Necromunda and Mordheim. The primary difference was the use of vehicles. Instead of having rules for the number of occupant in a trukk, one simply had to have enough space on the actual model to place the miniatures on. While this means that vehicles could be huge and hold a whole mob this generally resulted in crashing into everything and being immediately crippled by template weapons. As well, consider the risk of relying on one or two large vehicles: your shit will get countered hard by the other players in the campaign and one bad roll that leaves your vehicle broken at the onset means being gimped or losing a match before it even begins.
Its best to have as many specialized vehicles as possible, with back-ups and spares as needed. It should noted that the base of Gorkamorka model are different. Rather than using a standard circle base seen in standard Warhammer 40k, Gorkamorka used these strange egg shaped bases.
The idea was that the bases would be small enough so that the players could jam as many models onto a truck. As in Necromunda, a warband consists of a mandatory leader and some troops, with options to further pad out the warband with rookie fighters and some specialists, though what those specialists are depends on the mob in question; Ork warbands include Spannerboyz rookie Mekboyz and Slaverz, plus Gretchin as cannon fodder, whilst Diggas only have Shamans and Rebel Grots only have Banna Wavers.
Muties are an entirely different breed; they have no rookie fighters, instead having two different kinds of fighter the tough Unk and the fast Snaga and a mandatory specialist in the Keeper a mutie tech-priest. All warbands start with a pool of teef , the proper orkish currency. Campaign play mostly revolves around fighting scenarios in which you duke it out with other warbands over valuable resources. Victory and the favor of the Random Number God in your post-battle explorations is essential to survival, as a certain amount of "currency points" is spent after each scenario to represent your warband taking care of all the stuff it needs in order to survive; getting fuel, ammo, food, spare parts, medicine, etc.
Factions[ edit ] Orks - Orks are the primary faction of Gorkamorka. Divided on religious lines Gorkers vs. Morkers , Orks dedicate themselves to fighting and gathering scrap for fun and to secure the tags they need to be assured of being taken off to the Waaagh! Diggas- When the Orks crashed on Angelis there was a human ship, implied to be an Adeptus Mechanicus exploration and research vessel in orbit having already landed a mission on the planet.
Diggas have forgotten all about their ancestral connections to the Imperium and have come to revere Orks as the most awesome and impressive creatures they have ever seen. Therefore they try to emulate the Ork lifestyle as much as possible. Orks tolerate this with almost paternalistic disdain; it is, ultimately, much simpler than trying to wipe the Diggas out, especially since they have the protection of "dem fings under da pyramids".
Land of waiting death, pain and destruction". This shows just how much dread the Orks have of the place. Muties - When the Orks crashed on Angelis, there was a human ship, implied to be an Adeptus Mechanicus exploration and research vessel, already landed on the planet on a mission. Those who remained within their own ship, the now-crashed Eternal Vigilance or "Etervigila", as the muties call it , mutated into horrifically deformed beings. Ironically, they retain more of their Imperial culture than the Diggas do, and as a result, they are dedicated to wiping out all other life on Angelis in hopes of being restored to the power and glory of their ancestors.
Necrons - Known only as "dem fings under da pyramids". For whatever reason, they are oddly protective of the Diggas who live under their pyramids and destroyed the Orks when they first tried to enslave the humans.
While not normally playable in regular gameplay, there is a fan scenario in Gubbinz that brings Necrons to field. Outside of the official factions, there are a few homemade factions. Here are just a few Freebooterz - Added to the game by an article in the Citadel Journal reprinted in Gubbinz , basically outlaw Orks with a pirate theme. Slightly different from regular Orks due to some special skills and how they get income. Outlaw Motorcycle Club - Another outlaw Ork gang.
As the name suggests, this mob uses a lot of motorcycles. More mobile than regular Orks, but still relies on spanner units to take care of bikes. The Feral Orks- Fantasyesque Orks that use a lot of squigs and squiggoths. Somewhere between a Diggas and Imperial Guard. Dark Eldar - Raiders that are looking for slaves. Special Characters[ edit ] As with its relatives, Necromunda and Mordheim , Gorkamorka has a couple of different characters of particularly notorious repute roaming the wasteland, and sometimes they might even join a warband.
Only Orks and Diggas can use most of these character, except for the Red Gobbo, who is obviously restricted to parties of the Gretchin Revolutionary Committee. Nazgrub Wurrzag : - A crotchety hermit of a scrap prospector, and also an unrecognized Weirdboy. What makes an ork take up the lonely, hermit-like life of the scrap prospector varies a lot.
Nazgrub kind of fits both categories. See, Nazgrub is something that the primitive tekno-barbarian orks of Angelis have no idea how to handle: an unrecognized Weirdboy. Needless to say, as fun as this could be to watch, few orks wanted him around, and so he struck off into the desert.
Being a particularly greedy soul by ork standards, this suits Nazgrub just fine, as it meant he could focus on the most important thing; finding "Da Big Wun" out there in the desert and becoming the richest damn ork on all of Angelis.
On the plus side, his psychic powers manifest as both precognition, giving you a chance a dictating which scenario you fight against a rival ork or digga mob, and telekinesis, meaning he may randomly fire bolts of powerful destructive energy at people if he gets too close to fighting orks. Bad Dok Dreggutz: No ork really likes the Painboyz, as they combine an already irritating tendency to get distracted and bodge up the work with a tendency to charge what orks feel is far too many teef for the actual quality of the work they do.
But it is those painboyz who allow their experimental urges to get too far who acquire the dubious and deadly moniker of "Bad Dok". Whilst most of these end up under their own knives when they piss off the wrong ork, a small few retain enough sense to scarper for the desert after they get the branding but before the lynch mob comes for them. Dreggutz is one of the more successful of such characters, deemed a Bad Dok after infamously being unable to resist the urge to see what would happen if he "fixed" the head-wound of the Gorker Nob Snakrat with a kustom booster jet.
Aside from his super-lethal Bone Saw making him dead choppy in a fight, Dreggutz has the added bonus that the mob can use him to try and patch up their injured orks for free. Dregmek Blitzkart: Working on Gorkamorka is a sacred responsibility that all mekboyz are supposed to undertake -- after all, whether the thing turns out to be a new Space Hulk , or a boarding platform to attract a new hulk, or something else entirely, no ork is getting off of this worthless dustbowl without it!
More devout mekboyz are, of course, irritated by this lack of devotion - and the fact the upstarts are getting rich. So, many ork inventors have issues getting their own "dream machines" built, especially if those projects are likely to consume a large amount of the precious scrap needed for Gorkamorka. Dregmek Blitzkart is one such mek; possibly cursed with the Speed Freek gene, Dregmek was always obsessed with the idea of getting orks into the air. Da Krusher: - A mysterious Ork warrior who has had almost the entirety of his body replaced by cybernetics.
Many mysteries surround the heavily modified cybork known only as "Da Krusher". Who was he before "Da Accident" that required him to be rebuilt into his monstrous new form? Come to think about it, what the zog was "Da Accident" anyway?! No ork knows. All that is known is that Da Krusher roams the wasteland, occasionally fighting alongside other mobs and intimidating or awestriking new mekboyz into patching up his temperamental, ever-complaining cybernetics.
As it stands, although he is incredibly klunky, impossible to hide, and prone to erratic fits his Temperamental rule gives him the Head Wound and Old Battle Wound serious injuries , he is still an impossibly deadly killing machine, with a great mess of cybernetic upgrades.
The Red Gobbo: The mysterious leader of the Gretchin Revolutionary Committee, and thusly the only special character open to Rebel Grot mobs, the Red Gobbo is a figurehead for Da Kommittee and the revolution as a whole, even if the actual gobbo wielding the sacred club and wearing the trademark outfit changes from time to time.
This makes his abilities and statline generated randomly each time he appears, although certain aspects are set in stone. Orks: Orks are the mainstream mob in Gorkamorka, and thusly they are the "average" by which other mobs are checked. Decently priced and with good, strong stats, possessing a resistance to Pinning that no other mob shares, they are the simplest of the mobs to use, as they require nothing more than the basic rules.
If Orks have a weakness at all, it can be said to be their dependence on "oddboyz" to run their mob at full strength; Spannaz keep the vehicles working, Slaverz keep the Grots who give orks a small but vital boost in income generation in line, so if either of these go down, your mob suffers a serious blow.
Addtionally, the faction mechanic actually plays a game role, as it affects what skills you can get. Diggas: Diggas can be summarized as "hard mode Orks", essentially.
Of the three "oddmobs" they are the simplest to use, but they suffer a number of penalties in comparison to their Orky counterparts. On the upside, their Shamans grant them access to a number of useful tricks and skills, their troops are all cheaper than Orks, and they can also pick up a number of powerful "ancient tech" devices.
Unfortunately, these devices are extremely unpredictable, and put you at the mercy of the random number god. Muties: Muties are the opposite of Rebel Grots; a small band of elite forces. They have the best gear in the game, great stats, and are far less at the mercy of the random number god than other mobs, but they are also the most expensive mob - the basic trooper of a Mutie band is twice the price of his Orky counterpart. The fact that they ride on mutant steeds instead of driving vehicles also gives them a number of other weaknesses, compared to the other mobs.
Outlaw Motocycle Clubs: Fanmade If you ever dreamed of ork speed freaks stylised after hell angels this is a mob for you. This is by design ork mob that is solely concentrated on using bikes. Unlike normal orks they can actually dismout their vechicles so some additional modelling is needed to either duplicate some model features or have warbike a with removable riders or both.
They can have one bigger vechicle but that is it. All other vechicles have to be bikes. They also have their own additional skill table which is were weird and thematic so very orky. Saying that with so much emphasis on bike their vechicles are very fast but very fragile and have very limited access to a lot of fun read very destructive gear. They can have one Vice President which is something between boss and a boy tho. They are typically screwed in scenarios where they cannot field their bikes en mass.
Their lore is that those are orks that are rebelling against ork society standards such as they are and big meks of Mektown. They are outcast and kind of shady undergraound of Gorkamorka ork society, dealing with stuff that other orks avoid and doing it kind of mobster way.
This makes them somewhat similar to Freeboterz when income is concerned however that can still have fort and play Da siege. Dust Rats: Fanmade This mob is attempt to introduce Imperial Guard models and players to the game misguided ya git whoz needs doze umies!?
Their lore is that they were a detachment of IG sent to protect archaeologists on the planet of Angelis and when space hulk fell they simply locked down their base that was conveniently not located near impact site and survived fallout vault style through the worst of it.
They are humans and share some characteristics with diggas like susceptibility to being pinned and T3 they are highly specialised for ranged combat and while with their decent gear this can be devastating if they ever land in cc they are in trouble. Even single boy can be an issue if he manages to board one of their vechicles.
On the topic of vehicles. Dust rats have their own wariants. They have bikes, which are equivalent of ork bikes but much weaker 7 armor , buggies, that can carry small squads and tracked reclamation vechicles that are mix between bulldozer and chimera apparently. Either way Dust Rats vechicles are overall less durable than their ork counterparts.
They turned to their Mekboyz Ork technicians, engineers, mechanics and the closest thing they have to scientists for aid, who set the other Orks to work gathering up wreckage from the crash. Construction began on a huge machine, although what it was going to do differed depending on the ideas of the individual Mekboy. A religious schism occurred and factions formed based around whether believers felt the idol was of the Ork god Gork or Mork. The resulting violence destroyed the entire machine, forcing the Meks to broker an unsteady peace between the warring sides. From then on the machine would be known as Gorkamorka, at least until the day of completion.
GorkaMorkA Core Rulebooks PDFs
Back in the Day These guys first appeared in the Eye of Terror Codex back in 3E, where they formed their own mini-armylist as the 13th Great Company. Though they lacked the fancier weapons their modern kin had, they made up for it by being absolute savages in combat. They had amazing speeds for on-foot models and this was pre-Battle Focus Eldar As for why they were there? They would sorta remain in the armylist for another two editions with the Mark of the Wulfen upgrade, allowing for some models to eschew any weapons for absolute brawling mastery and immunity to morale. During the Heresy[ edit ] Space Wolves were known to mutate into Wulfen far back as the old days.