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		<id>http://2d4chan.org/mediawiki/index.php?title=Necromunda&amp;diff=353363</id>
		<title>Necromunda</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Necromunda&amp;diff=353363"/>
		<updated>2016-12-24T07:42:51Z</updated>

		<summary type="html">&lt;p&gt;2605:6001:E7D1:6C00:293B:651A:9CFC:AC53: /* Gang Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Necromunda_cover.JPG|thumb|right|Robustly Heterosexual]]&lt;br /&gt;
&#039;&#039;&#039;Necromunda&#039;&#039;&#039; is a skirmish-level [[wargame]] based on the second edition of [[Warhammer 40,000]]. It is currently in its second edition.&lt;br /&gt;
&lt;br /&gt;
Necromunda is dead, buried in a unmarked grave in which all other good GW-Games were thrown in. This was stupid since they still support the fluff surrounding Necromunda (particularly &#039;&#039;&#039;Kal Jerico&#039;&#039;&#039;), even re-releasing the novels digitally early into 2015 despite the game having been dead for a good long time. Younger/new readers of these novels likely have little idea that there was once an entire game system based around them. No longer! A couple of GW Stores in Australia and the US announced via social media that the company is bringing back &amp;quot;Specialist Product Design Studio&amp;quot;, which is focused on resurrection of specialist games (i.e. Necromunda).&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
===Basics===&lt;br /&gt;
Similar to Warhammer 40,000, Necromunda is a fairly fast paced skirmish game focusing on a small fight between two gangs. Gangs are chosen from the roster below, named, and equipped as the player sees fit. Gameplay represents each man or woman in the gang moving 4&amp;quot;, but can run to double the distance or charge to the same effect. Shooting differs from Warhammer 40,000 as the game is less about a fixed ballistic skill and more about modifiers to represent more detailed scenarios of a firefight. Close combat relies on fixed weaponskill and modifiers representing the detailed scenarios much like the shooting phase&#039;s mechanics.&lt;br /&gt;
&lt;br /&gt;
===Gang Generation===&lt;br /&gt;
Gangs are bought with a set amount of starting cash, along with all weapons and other equipment. The gang grows, levels up, and gains superior equipment between battles, adding a roleplaying element. Lasting injuries can cripple characters, and a few lucky territory rolls can grossly overpower a gang. Basically, fun.&lt;br /&gt;
&lt;br /&gt;
To start off you need to pick a house to build your gang from. The big six are as follows.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orlock&#039;&#039;&#039; - Bikers, except they don&#039;t have bikes and they&#039;re miners. The Jack-of-All-Trades&lt;br /&gt;
* &#039;&#039;&#039;Escher&#039;&#039;&#039; - Crazy man haters with a cyber-punk style of dress. Agile melee gang&lt;br /&gt;
* &#039;&#039;&#039;Goliath&#039;&#039;&#039; - Roid Raging skinheads. The slow, not very good melee gang&lt;br /&gt;
* &#039;&#039;&#039;Van Saar&#039;&#039;&#039; - The hell is up with their Eldar-esque suits? Techy-Shooty gang; they excel in trying to spam the inventor skill and wrecking face.&lt;br /&gt;
* &#039;&#039;&#039;Delaque&#039;&#039;&#039; - Sneaky Molemen/Matrix hybrids. The sneaky, shooty gang.&lt;br /&gt;
* &#039;&#039;&#039;Cawdor&#039;&#039;&#039; - Holier-Than-Thou extremists. Think Jake Busey from Contact.&lt;br /&gt;
&lt;br /&gt;
The above Gangs are the &amp;quot;House Gangs&amp;quot; or the base non expansion gangs. Each gang is more or less identical in practice (i.e everyone has identical stats) but their weapon options are more varied and different. Goliaths dont get swords that can parry but do get Final fantasy style greatswords while Escher are vice versa. Each gang has access to a different set of skill tables as well diverging each other a little more. so in the long run a Van saar gang will have a different playstyle from an Escher&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Scavvies]]&#039;&#039;&#039; - Shittily armed and diseased, they use zombies and lizard hybrids to help with the fighting. They favor melee and can make a pretty badass horde&lt;br /&gt;
* &#039;&#039;&#039;[[Servitor|Pit Slaves]]&#039;&#039;&#039; - Escaped cyborgs armed with industrial digging equipment. Slow, not so good melee gang but they have this scissors weapon and it&#039;s like so totally broken it like kills you in one hit. This is true and rather annoying.&lt;br /&gt;
* &#039;&#039;&#039;[[Ratskins]]&#039;&#039;&#039; - The native American archetype. They are sneaky, use shitty, shitty guns and are pretty good in melee. They are immune to the crazy shit that happens in the underhive, such as poison gas and the ground collapsing &lt;br /&gt;
* &#039;&#039;&#039;[[Cult of the Redemption|Redemptionists]]&#039;&#039;&#039; - Cawdor on crack. A horde style gang; believes heavily that you can kill it with fire.&lt;br /&gt;
* &#039;&#039;&#039;[[Spyrer]]s&#039;&#039;&#039; - Super 1337 and best armed gang. They are the spoiled rich kids from the hive bored out of their skulls. The gang is tiny, usually consisting of 3-8 models. It&#039;s stupid when the other guy pins your entire gang with overwatch which makes then tricky to use. Fun as hell to play, though. Also, once per campaign, you can take the Matriarch and Patriarch (both in one game if you feel like royally fucking someone&#039;s day). If you do this, the game is essentially Slender with miniatures.&lt;br /&gt;
* &#039;&#039;&#039;Enforcers&#039;&#039;&#039; - The riot cops of the underhive, Two sets of rules exist for them, One treating them more like a regular gang and one that treats them exactly like you would expect from a police force. Tend to get all their equipment for free, it&#039;s pretty good equipment too. downside is you may only every use 5 enforcers a match (though if your opponent is a hard ass the rest of your 10 men put down their paperwork to help on out) Largest skill access of all gangs (everything bar agility and techno for their regular enforcers. handler and sarge get techno)&lt;br /&gt;
* &#039;&#039;&#039;Ash Waste Nomads&#039;&#039;&#039; - These guys live &#039;&#039;outside&#039;&#039; the hive, and have vehicles. Good luck convincing anyone to let you play them unless you leave out their rides.&lt;br /&gt;
*&#039;&#039;&#039;[[Vampire#Warhammer_40.2C000|Vampyres]]&#039;&#039;&#039; - An attempt to cash-in on the popularity of Buffy the Vampire slayer during the 90s. Were included as a gang of a few superhuman mutants followed around by useless Thralls whose main purpose was as food.&lt;br /&gt;
&lt;br /&gt;
===Starting your Gang===&lt;br /&gt;
Once you have picked your &amp;quot;faction&amp;quot;, then you get to the nitty gritty of actually building your starting force which most tabletop gamers will be familiar with. You start with 1000 credits (read points, at least at this stage) with which you purchase your gang-members and equip them.&lt;br /&gt;
&lt;br /&gt;
The original six gangs are all built the same way, with the same selection of membership options, though they have access to different tables of starting gear depending on the faction you choose. The other more specialised gangs will have access to different character archetypes depending upon their fluff, but basically your gang&#039;s minimum size is three models and you can go nuts from there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gang Leader&#039;&#039;&#039;: Most gangs have a &amp;quot;leader&amp;quot; equivalent who you must take if he&#039;s available to your gang. He usually starts off as a WS/BS4/I4/Ld8 Veteran. He&#039;s good because you need him to keep the gang together and take most of their leadership test, as well as determining what happens between battles. He also gets access to some of the best gear, making him one of your most effective warriors in addition to his statline.&lt;br /&gt;
**Gang Leaders invariably start out with a lot of experience to account for all the cool stuff they do. This usually equates them to about ninth level on the advancement scale, meaning they can only accumulate so many more advancements before maxxing out.&lt;br /&gt;
*&#039;&#039;&#039;Ganger&#039;&#039;&#039;: After that, most gangs will have the equivalent to a squaddie, who represents your rank-and-file warrior. They have the same statlines as imperial guardsmen and you just need them because most gangs have a minimum number of these guys you need to take. They&#039;re good because they cover most of your bases and they level-up readily.&lt;br /&gt;
*&#039;&#039;&#039;Heavies&#039;&#039;&#039;: Then you have the specialists, but some gangs have a variant which works in a different way &#039;&#039;(eg: Techno / Mastiff-Handler / Totem Warrior / Zealot)&#039;&#039;. Usually, these guys are veterans of equivalent level to your Gang Leader, but often only have similar statlines to your regular Gangers. This sounds like a poor deal, but even at their most basic, they get access to the biggest guns, making them really useful in laying down the pain during your battles.  They will also have access to different upgrade options, often acting as the techie dudes that fix the rest of the gangs broken shit.&lt;br /&gt;
**Some gangs do it differently and have these specialist dudes perform a more unique function. These guys will have different special rules depending on the faction you&#039;ve chosen, but generally you&#039;re always going to want a few in your gang for the usefulness they bring.&lt;br /&gt;
*&#039;&#039;&#039;Juvies&#039;&#039;&#039;: Not all specialist gangs will have access to them, but they are usually the last things you consider, but they have some of the greatest potential. They start out as WS/BS2 conscripts and they don&#039;t have access to basic (ie: rifle) weaponry. However, they are cheap to add to your gang and they start at level zero which is actually a good thing in the long run. That is four advances behind regular gangers, therefore when they upgrade to the same level they will have earned themselves several skill or characteristic bonuses that make them stand out and excel. If you build them correctly who cares if they keep their BS2 through-out their whole career if you made them into power-sword champions? They eventually earn the right to carry rifles later anyway so if they turn into ace marksmen you can hand them the gang&#039;s good weapons.&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The [[Hive World]] of Necromunda: originally restricted to Hive Primus but with the current expansions, also includes the Ash Wastes (the shithole desert immediately outside Hive Primus. Infested with motorcycles, pointy homosexuals and homebrew [[Orks]].)&lt;br /&gt;
&lt;br /&gt;
Also to note is that the comic &#039;&#039;The Redeemer&#039;&#039; by Pat Mills, Debbie Gallagher, and Wayne Reynolds centers around one of the Redemptionist cults on Necromunda led by a psychotic mofo named Klovis, who lights his head on fire and leads his men to murder shittons of mutants and zombies led by a chief Ratskin by the name of the Caller.&lt;br /&gt;
&lt;br /&gt;
===Dramatis Personae===&lt;br /&gt;
====&#039;&#039;&#039;Kal Jerico&#039;&#039;&#039;====&lt;br /&gt;
Perhaps one of the most famous and recognisable characters to come out of the setting. The bastard son of the Planetary Governor and [[Inquisitor]] [[Jena Orechiel]] who described it as something &amp;quot;one has to do&amp;quot; for the Imperium. Jerico is a dashing figure who [[Drizzt|dual wields]] master-crafted pistols and acts as a swashbuckling hero, more prone to good luck than actually planning anything through. Despite being a bounty hunter, he also has a bounty on his own head, and he has a habit of causing random shit to happen to your gang when you deal in bounty contracts, to the point that you can score double credits or he can double-cross you and take the money himself... what a bastard.&lt;br /&gt;
*He can be taken by any Gang (other than Pit Slaves / Enforcers / Spyrers) as a special character. Though he can be hired for between 15-90 credits. The bounty on his head is 250 credits, so it could be profitable to double-cross him if that were possible.&lt;br /&gt;
*&#039;&#039;&#039;Scabbs&#039;&#039;&#039; - is Jerico&#039;s half-[[Ratskins|Ratskin]] sidekick, he can accompany Jerico for a measly 20 credits extra. He has a very basic statline, but he&#039;s useful because he brings his Ratskin skills along with him.&lt;br /&gt;
&lt;br /&gt;
====Karloth Valois====&lt;br /&gt;
One day, a rogue-psyker stumbled into the underhive from the spires above to get away from all the voices he kept hearing and the dreams he kept having. He was promptly assaulted by plague zombies... though bitten, Valois&#039; psychic talent was enough to keep him the zombies at bay while the disease ate through his brain. He &amp;quot;survived&amp;quot; the ordeal but remained infected by the plague, giving him mastery over zombies &#039;&#039;(essentially making him the Zombie king... with a crown and everything)&#039;&#039; which he can bring with him into battle and boost them from &amp;quot;Night of the Walking Dead&amp;quot; undead  to &amp;quot;28-Days-Later&amp;quot; undead. He&#039;s also a telepath and he can suck the life out of his opponents... badass.&lt;br /&gt;
*&#039;&#039;&#039;Trivia:&#039;&#039;&#039; Valois &#039;&#039;(pronounced &amp;quot;Val-wa&amp;quot;)&#039;&#039; is probably named for the real-world mad king Charles Valois VI of France who is immensely more hilarious because it actually happened: Valois suffered schizophrenia probably brought on by encephalitis (causes bizarre behaviour) and/or porphyria (makes you look like a [[Vampire]] and can cause hallucinations), he went around the castles howling like a wolf, attacked and killed his servants because he was convinced they were traitors, pissed himself in public, thought he was made of glass and even had holes drilled in his skull to relieve pressure.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*[[Phanta Claws]] - the 40k equivalent of Santa Claus&lt;br /&gt;
&lt;br /&gt;
==Necromunda on /tg/==&lt;br /&gt;
Rarely brought up, generally on a tangent to 2nd edition 40k.&lt;br /&gt;
&lt;br /&gt;
{{Specialist-Games}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2605:6001:E7D1:6C00:293B:651A:9CFC:AC53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gorkamorka&amp;diff=235492</id>
		<title>Gorkamorka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gorkamorka&amp;diff=235492"/>
		<updated>2016-12-24T07:40:57Z</updated>

		<summary type="html">&lt;p&gt;2605:6001:E7D1:6C00:293B:651A:9CFC:AC53: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gorkamorka is one of the [[Specialist Games]] set in the [[Warhammer 40000]] universe. It is functionally identical to [[Necromunda]], and its [[Warhammer Fantasy]] cousin [[Mordheim]], in that it is a narrative skirmish-level wargame, revolving around two or more players and their personalized band of fighters in a story-like campaign setting. Its selling point is that it was themed as the story of mobs of [[Orks]] fighting for survival, entertainment and riches upon the desert world of Angelis. This makes it the only [[Specialist Game]] where the focus was on playing &#039;&#039;nonhumans&#039;&#039;, an approach that has only recently been looked towards in the form of [[Fantasy Flight Games]]&#039; Chaos-focused [[Black Crusade (RPG)|Black Crusade]].&lt;br /&gt;
&lt;br /&gt;
Only three books for Gorkamorka were ever released; Da Roolz (rulebook), Da Uvver Book (background fluff, scenarios, and campaign running), Digganob (expanded fluff, new factions, special characters and new missions), alongside a short run of a magazine called &amp;quot;Gubbinz&amp;quot; (added scenarios, weapons, gubbbinz for vehicles, tips to build terrain, a new faction, and a scenario to use Necrons).&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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! Due to certain little incidents, like the orkish inclination towards factionalism and a civil war that destroyed the miracle machine once (they couldn&#039;t decide whether it looked like Gork or Mork), the Orks of Angelis are ruled by their Mekboyz, who are busy working on Gorkamorka - the aforementioned miracle machine - and keep the other Orks distracted by making them fight to gather the most scrap. Doing so is essential to get &amp;quot;tags&amp;quot;, which will assure the bearer of a place on Gorkamorka when it&#039;s finally finished.&lt;br /&gt;
&lt;br /&gt;
== Gameplay==&lt;br /&gt;
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. You can&#039;t get these bases anymore but custom-cut plasticard bases work just as well.&lt;br /&gt;
&lt;br /&gt;
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 100 points, representing in-universe currency, and this is used to buy all of the warband&#039;s fighters, and their equipment, and any upgrades - so, needless to say, it&#039;s very important to consider your options.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;currency points&amp;quot; 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. In this, Gorkamorka is more forgiving than Necromunda, as there&#039;s no official rules about members deserting if your income is too low; it just means you got no extra currency to spend on anything like upgrading weapons, getting damage repaired, or buying new warband members.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
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! when Gorkamorka is finally built.&lt;br /&gt;
&lt;br /&gt;
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. The cataclysm of the space hulk&#039;s impact separated the humans into two factions, based on where they were at the time. Diggas are descended from those humans who were exploring the pyramids and the caverns below; taking shelter under the planet&#039;s surface, they survived the holocaust above, but descended into primitivism. 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 &amp;quot;dem fings under da pyramids&amp;quot;. The home of the Diggas is referred to as &amp;quot;Morgarg-Durlurk-Gulskar-Dregsnikslag&amp;quot;. &amp;quot;Fortress of ancient, terrifying power. Land of waiting death, pain and destruction&amp;quot;. This shows just how much dread the Orks have of the place. Besides, the Diggas happily trade technological gear dug out from under the pyramids and scrap they have gathered for good Orky stuff and it&#039;s funny to watch them try and be Orks, so it&#039;s not so bad.&lt;br /&gt;
&lt;br /&gt;
[[Gretchin Revolutionary Committee]] - Gretchin who have risen up in protest against the fact that they can&#039;t earn tags for Gorkamorka, even though they work and slave for their Ork masters.&lt;br /&gt;
&lt;br /&gt;
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. The cataclysm of the space hulk&#039;s impact separated the humans into two factions, based on where they were at the time. Those who remained within their own ship, the now-crashed Eternal Vigilance (or &amp;quot;Etervigila&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
[[Necrons]] - Known only as &amp;quot;dem fings under da pyramids&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Outside of the official factions, there are a few homemade factions. Here are just a few&lt;br /&gt;
&lt;br /&gt;
Freebootaz - 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.&lt;br /&gt;
&lt;br /&gt;
Outlaw Motorcycle Clubs - 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.&lt;br /&gt;
&lt;br /&gt;
The Feral Orks - Fantasy esq. Orks that use a lot of squigs and squiggoths.&lt;br /&gt;
&lt;br /&gt;
Dust Rats - The survivors from Imperial outpost, Base Station Angelis, established by the Adeptus Mechanicus expedition. Somewhere between a Diggas and Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
Dark Eldar - Raiders that are looking for slaves.&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
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. Aside from deliberately seeking them out, there&#039;s also the option to make a single roll before a battle starts to see if a given special character will show up for that fight; the lower your mob rating compared to your opponents, the better the chance that this will happen. The latter option does give you their aid in a fight for free, but if you want to make them stick around, then you gotta pay for the privilege, just as if you deliberately hired them in the first place; a &amp;quot;finder&#039;s fee&amp;quot; of 2d6 currency points, and then they count as two models for determining expenses, due to their particular needs and tastes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nazgrub Wurrzag:&#039;&#039;&#039; - A crotchety hermit of a scrap prospector, and also an unrecognized Wyrdboy.&lt;br /&gt;
Though the ork mobs battling over scrap piles are certainly numerous, they aren&#039;t the only orks out there in the desert looking for scrap. Some orks want the teef for scrap, but don&#039;t really want to hang out with other orks to get it. What makes an ork take up the lonely, hermit-like life of the scrap prospector varies a lot. Maybe they&#039;re just not right in the head, or perhaps they&#039;re so greedy that they just can&#039;t stand to share in the profit. 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 [[Wyrdboy]]. Being too close to other orks, especially when they&#039;re fighting, makes Nazgrub&#039;s head hurt, which only tends to alleviate itself in a random but spectacular flare of telekinetic energy. 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 &amp;quot;Da Big Wun&amp;quot; out there in the desert and becoming the richest damn ork on all of Angelis. In fact, he&#039;s so greedy, he actually has two special rules based on it; &#039;&#039;Scrap Fever&#039;&#039; means he gains the benefit of &#039;&#039;Hatred&#039;&#039; against any enemy model either carrying scrap or on a vehicle carrying scrap, whilst &#039;&#039;Thievin&#039; Git!&#039;&#039; means there&#039;s a 1 in 6 chance for each scrap counter you retrieve in the fight that Nazgrub will nick it for himself, meaning you get zilch for it! 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Doc Dreggutz:&#039;&#039;&#039;&lt;br /&gt;
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 &amp;quot;Bad Dok&amp;quot;. 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 &amp;quot;fixed&amp;quot; the head-wound of the Gorker Nob Snakrat with a kustom booster jet. Being crazy but by no means stupid, Dreggutz decided to leg it whilst Snakrat&#039;s boyz were busy scraping their boss&#039; remains off of the side of Gorkamorka, lest he get a first-hand demonstration of why they&#039;d named themselves &amp;quot;da Twisted Nex&amp;quot;. 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. Of course, since he&#039;s working only with salvaged parts and is a bit of a loony, that&#039;s risky, imposing a -1 penalty to the roll on The Big Day table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dregmek Blitzkart:&#039;&#039;&#039;&lt;br /&gt;
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! But, like all orks, mekboyz have an independent streak, and more importantly, work on Gorkamorka is done pro bono, and so there&#039;s a thriving &amp;quot;side-line&amp;quot; of mekaniks working on their own projects. 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 &amp;quot;dream machines&amp;quot; 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. When he couldn&#039;t get any funding, he took matters into his own hands; stealing an assload of valuable parts, he created the first, and only, [[Deth Kopta]] on Angelis. He now wanders the desert, hiring out his ded killy flyin&#039; masheen to any orks willing to put up with his need for extensive amounts of fuel and parts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Da Krusher:&#039;&#039;&#039; - A mysterious Ork warrior who has had almost the entirety of his body replaced by cybernetics.&lt;br /&gt;
Many mysteries surround the heavily modified cybork known only as &amp;quot;Da Krusher&amp;quot;. Who was he before &amp;quot;Da Accident&amp;quot; that required him to be rebuilt into his monstrous new form? Why did the Bossmeks of Gorkamorka feel obligated to save his life by rebuilding him as Da Six &#039;Undred Teef Ork after &amp;quot;Da Accident&amp;quot;? Come to think about it, what the zog &#039;&#039;was&#039;&#039; &amp;quot;Da Accident&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Red Gobbo:&#039;&#039;&#039;&lt;br /&gt;
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. As the Revolutionary Leader, he takes over the role of Head Honcho whilst present, and likewise he forces the mob to use Honest Dealin&#039;s, preventing them from lying to Da Kommittee after the battle. However, he&#039;s so Inspiring that he offers his Leadership and a chance to recover from pinning to any friendlies within 6&amp;quot;, and he&#039;s a Die-hard who can always try to shake off being pinned, even without any buddies to support him.&lt;br /&gt;
&lt;br /&gt;
== Mob Analysis==&lt;br /&gt;
Though only Orks, Diggas, Rebel Grots and Muties can be played, each has its own strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orks:&#039;&#039;&#039;&lt;br /&gt;
Orks are the mainstream mob in Gorkamorka, and thusly they are the &amp;quot;average&amp;quot; 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 &amp;quot;oddboyz&amp;quot; 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. Gorkers are dedicated to combat, so all of their mob members can learn Muscle skills, only Spannerz can&#039;t learn Ferocity skills, and all of them bar Yoofs can learn Dakka skills. Morkers are more tech-focused, so they&#039;re smarter but not as killy: only Nobs and Slaverz can learn Muscle and Dakka skills, and only Boyz and Slaverz can learn Ferocity skills, but all Morkers can learn Driving and Cunning skills, and Morker Nobs can learn the Odd skills.&lt;br /&gt;
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&#039;&#039;&#039;Diggas:&#039;&#039;&#039;&lt;br /&gt;
Diggas can be summarized as &amp;quot;hard mode Orks&amp;quot;, essentially. Of the three &amp;quot;oddmobs&amp;quot; they are the simplest to use, but they suffer a number of penalties in comparison to their Orky counterparts. Inferior stats, a special rule that means vehicles will eventually break down, the fact that a Diggamob cannot visit Mektown (and thusly get injuries treated at the Dok&#039;s Serjery or have their vehicles tended to) until they have won a battle or survived two fights, greater problems getting gubbins (vehicle upgrades) fitted, and increased risk when visiting the Dok all make life as a Digga much tougher than life as an Ork. 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 &amp;quot;ancient tech&amp;quot; devices. Unfortunately, these devices are extremely unpredictable, and put you at the mercy of the random number god.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel Grots:&#039;&#039;&#039;&lt;br /&gt;
The [[Gretchin Revolutionary Committee]] is a classic &amp;quot;horde type&amp;quot; mob, using its cheap troops to swamp the battlefield in bodies; if it weren&#039;t for the very sensible rules dictating that a mob must have enough vehicles to transport them all, and weapons for each mob member, a Rebel Grot mob could number &#039;&#039;48 models strong&#039;&#039;, right at the beginning of the campaign. Unfortunately, the Rebel Grots need that kind of numerical superiority to stand a chance; they have the weakest stats of all the mobs, they have to use their own vehicle types (very flimsy and with very complicated movement rules), their guns are weak, they can&#039;t visit the Dok&#039;s to get injuries treated, they have double the chance to run out of bullets in the middle of a fight, and it&#039;s harder for them to earn teef to buy stuff with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muties:&#039;&#039;&#039;&lt;br /&gt;
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 &#039;&#039;expensive&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
== Continued Support==&lt;br /&gt;
Although Gorkamorka is one of the lesser known Specialist games (seriously, even when Specialist Games was still on GW&#039;s website, it wasn&#039;t even listed) there is still a good bit of online support for the game. Support ranges from an FAQ and house rules, to the inclusion of new factions such as Dark Eldar.&lt;br /&gt;
&lt;br /&gt;
For one of the bigger Gorkamorka fansites, check out this link here: http://gorkamorka.co.uk/&lt;br /&gt;
&lt;br /&gt;
== Video Game==&lt;br /&gt;
Long ago in the decade known as the &#039;90s, there was plans to make a Gorkamorka video game for the Dreamcast. The game was never released, most likely due to the Dreamcast losing support early in its life. (A tragedy, really.) There was also plans to port the game to Windows, but that also never happened. An early demo of the Windows version is available online. Youtube video trailer is available, just google it.&lt;br /&gt;
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{{Specialist-Games}}&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2605:6001:E7D1:6C00:293B:651A:9CFC:AC53</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gorkamorka&amp;diff=235491</id>
		<title>Gorkamorka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gorkamorka&amp;diff=235491"/>
		<updated>2016-12-24T07:38:57Z</updated>

		<summary type="html">&lt;p&gt;2605:6001:E7D1:6C00:293B:651A:9CFC:AC53: /* Video Game */&lt;/p&gt;
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&lt;div&gt;Gorkamorka is one of the [[Specialist Games]] set in the [[Warhammer 40000]] universe. It is functionally identical to [[Necromunda]], and its [[Warhammer Fantasy]] cousin [[Mordheim]], in that it is a narrative skirmish-level wargame, revolving around two or more players and their personalized band of fighters in a story-like campaign setting. Its selling point is that it was themed as the story of mobs of [[Orks]] fighting for survival, entertainment and riches upon the desert world of Angelis. This makes it the only [[Specialist Game]] where the focus was on playing &#039;&#039;nonhumans&#039;&#039;, an approach that has only recently been looked towards in the form of [[Fantasy Flight Games]]&#039; Chaos-focused [[Black Crusade (RPG)|Black Crusade]].&lt;br /&gt;
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Only three books for Gorkamorka were ever released; Da Roolz (rulebook), Da Uvver Book (background fluff, scenarios, and campaign running), Digganob (expanded fluff, new factions, special characters and new missions), alongside a short run of a magazine called &amp;quot;Gubbinz&amp;quot; (added scenarios, weapons, gubbbinz for vehicles, tips to build terrain, a new faction, and a scenario to use Necrons).&lt;br /&gt;
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== Story ==&lt;br /&gt;
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! Due to certain little incidents, like the orkish inclination towards factionalism and a civil war that destroyed the miracle machine once (they couldn&#039;t decide whether it looked like Gork or Mork), the Orks of Angelis are ruled by their Mekboyz, who are busy working on Gorkamorka - the aforementioned miracle machine -- and keep the other Orks distracted by making them fight to gather the most scrap. Doing so is essential to get &amp;quot;tags&amp;quot;, which will assure the bearer of a place on Gorkamorka when it&#039;s finally finished.&lt;br /&gt;
&lt;br /&gt;
== Gameplay==&lt;br /&gt;
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. You can&#039;t get these bases anymore but custom-cut plasticard bases work just as well.&lt;br /&gt;
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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 100 points, representing in-universe currency, and this is used to buy all of the warband&#039;s fighters, and their equipment, and any upgrades - so, needless to say, it&#039;s very important to consider your options.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;currency points&amp;quot; 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. In this, Gorkamorka is more forgiving than Necromunda, as there&#039;s no official rules about members deserting if your income is too low; it just means you got no extra currency to spend on anything like upgrading weapons, getting damage repaired, or buying new warband members.&lt;br /&gt;
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== Factions ==&lt;br /&gt;
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! when Gorkamorka is finally built.&lt;br /&gt;
&lt;br /&gt;
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. The cataclysm of the space hulk&#039;s impact separated the humans into two factions, based on where they were at the time. Diggas are descended from those humans who were exploring the pyramids and the caverns below; taking shelter under the planet&#039;s surface, they survived the holocaust above, but descended into primitivism. 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 &amp;quot;dem fings under da pyramids&amp;quot;. The home of the Diggas is referred to as &amp;quot;Morgarg-Durlurk-Gulskar-Dregsnikslag&amp;quot;. &amp;quot;Fortress of ancient, terrifying power. Land of waiting death, pain and destruction&amp;quot;. This shows just how much dread the Orks have of the place. Besides, the Diggas happily trade technological gear dug out from under the pyramids and scrap they have gathered for good Orky stuff and it&#039;s funny to watch them try and be Orks, so it&#039;s not so bad.&lt;br /&gt;
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[[Gretchin Revolutionary Committee]] - Gretchin who have risen up in protest against the fact that they can&#039;t earn tags for Gorkamorka, even though they work and slave for their Ork masters.&lt;br /&gt;
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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. The cataclysm of the space hulk&#039;s impact separated the humans into two factions, based on where they were at the time. Those who remained within their own ship, the now-crashed Eternal Vigilance (or &amp;quot;Etervigila&amp;quot;, 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.&lt;br /&gt;
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[[Necrons]] - Known only as &amp;quot;dem fings under da pyramids&amp;quot;. 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.&lt;br /&gt;
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Outside of the official factions, there are a few homemade factions. Here are just a few&lt;br /&gt;
&lt;br /&gt;
Freebootaz - 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.&lt;br /&gt;
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Outlaw Motorcycle Clubs - 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.&lt;br /&gt;
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The Feral Orks - Fantasy esq. Orks that use a lot of squigs and squiggoths.&lt;br /&gt;
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Dust Rats - The survivors from Imperial outpost, Base Station Angelis, established by the Adeptus Mechanicus expedition. Somewhere between a Diggas and Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
Dark Eldar - Raiders that are looking for slaves.&lt;br /&gt;
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== Special Characters ==&lt;br /&gt;
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. Aside from deliberately seeking them out, there&#039;s also the option to make a single roll before a battle starts to see if a given special character will show up for that fight; the lower your mob rating compared to your opponents, the better the chance that this will happen. The latter option does give you their aid in a fight for free, but if you want to make them stick around, then you gotta pay for the privilege, just as if you deliberately hired them in the first place; a &amp;quot;finder&#039;s fee&amp;quot; of 2d6 currency points, and then they count as two models for determining expenses, due to their particular needs and tastes.&lt;br /&gt;
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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.&lt;br /&gt;
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&#039;&#039;&#039;Nazgrub Wurrzag:&#039;&#039;&#039; - A crotchety hermit of a scrap prospector, and also an unrecognized Wyrdboy.&lt;br /&gt;
Though the ork mobs battling over scrap piles are certainly numerous, they aren&#039;t the only orks out there in the desert looking for scrap. Some orks want the teef for scrap, but don&#039;t really want to hang out with other orks to get it. What makes an ork take up the lonely, hermit-like life of the scrap prospector varies a lot. Maybe they&#039;re just not right in the head, or perhaps they&#039;re so greedy that they just can&#039;t stand to share in the profit. 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 [[Wyrdboy]]. Being too close to other orks, especially when they&#039;re fighting, makes Nazgrub&#039;s head hurt, which only tends to alleviate itself in a random but spectacular flare of telekinetic energy. 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 &amp;quot;Da Big Wun&amp;quot; out there in the desert and becoming the richest damn ork on all of Angelis. In fact, he&#039;s so greedy, he actually has two special rules based on it; &#039;&#039;Scrap Fever&#039;&#039; means he gains the benefit of &#039;&#039;Hatred&#039;&#039; against any enemy model either carrying scrap or on a vehicle carrying scrap, whilst &#039;&#039;Thievin&#039; Git!&#039;&#039; means there&#039;s a 1 in 6 chance for each scrap counter you retrieve in the fight that Nazgrub will nick it for himself, meaning you get zilch for it! 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.&lt;br /&gt;
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&#039;&#039;&#039;Bad Doc Dreggutz:&#039;&#039;&#039;&lt;br /&gt;
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 &amp;quot;Bad Dok&amp;quot;. 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 &amp;quot;fixed&amp;quot; the head-wound of the Gorker Nob Snakrat with a kustom booster jet. Being crazy but by no means stupid, Dreggutz decided to leg it whilst Snakrat&#039;s boyz were busy scraping their boss&#039; remains off of the side of Gorkamorka, lest he get a first-hand demonstration of why they&#039;d named themselves &amp;quot;da Twisted Nex&amp;quot;. 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. Of course, since he&#039;s working only with salvaged parts and is a bit of a loony, that&#039;s risky, imposing a -1 penalty to the roll on The Big Day table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dregmek Blitzkart:&#039;&#039;&#039;&lt;br /&gt;
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! But, like all orks, mekboyz have an independent streak, and more importantly, work on Gorkamorka is done pro bono, and so there&#039;s a thriving &amp;quot;side-line&amp;quot; of mekaniks working on their own projects. 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 &amp;quot;dream machines&amp;quot; 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. When he couldn&#039;t get any funding, he took matters into his own hands; stealing an assload of valuable parts, he created the first, and only, [[Deth Kopta]] on Angelis. He now wanders the desert, hiring out his ded killy flyin&#039; masheen to any orks willing to put up with his need for extensive amounts of fuel and parts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Da Krusher:&#039;&#039;&#039; - A mysterious Ork warrior who has had almost the entirety of his body replaced by cybernetics.&lt;br /&gt;
Many mysteries surround the heavily modified cybork known only as &amp;quot;Da Krusher&amp;quot;. Who was he before &amp;quot;Da Accident&amp;quot; that required him to be rebuilt into his monstrous new form? Why did the Bossmeks of Gorkamorka feel obligated to save his life by rebuilding him as Da Six &#039;Undred Teef Ork after &amp;quot;Da Accident&amp;quot;? Come to think about it, what the zog &#039;&#039;was&#039;&#039; &amp;quot;Da Accident&amp;quot; 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.&lt;br /&gt;
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&#039;&#039;&#039;The Red Gobbo:&#039;&#039;&#039;&lt;br /&gt;
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. As the Revolutionary Leader, he takes over the role of Head Honcho whilst present, and likewise he forces the mob to use Honest Dealin&#039;s, preventing them from lying to Da Kommittee after the battle. However, he&#039;s so Inspiring that he offers his Leadership and a chance to recover from pinning to any friendlies within 6&amp;quot;, and he&#039;s a Die-hard who can always try to shake off being pinned, even without any buddies to support him.&lt;br /&gt;
&lt;br /&gt;
== Mob Analysis==&lt;br /&gt;
Though only Orks, Diggas, Rebel Grots and Muties can be played, each has its own strengths and weaknesses.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039;&lt;br /&gt;
Orks are the mainstream mob in Gorkamorka, and thusly they are the &amp;quot;average&amp;quot; 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 &amp;quot;oddboyz&amp;quot; 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. Gorkers are dedicated to combat, so all of their mob members can learn Muscle skills, only Spannerz can&#039;t learn Ferocity skills, and all of them bar Yoofs can learn Dakka skills. Morkers are more tech-focused, so they&#039;re smarter but not as killy: only Nobs and Slaverz can learn Muscle and Dakka skills, and only Boyz and Slaverz can learn Ferocity skills, but all Morkers can learn Driving and Cunning skills, and Morker Nobs can learn the Odd skills.&lt;br /&gt;
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&#039;&#039;&#039;Diggas:&#039;&#039;&#039;&lt;br /&gt;
Diggas can be summarized as &amp;quot;hard mode Orks&amp;quot;, essentially. Of the three &amp;quot;oddmobs&amp;quot; they are the simplest to use, but they suffer a number of penalties in comparison to their Orky counterparts. Inferior stats, a special rule that means vehicles will eventually break down, the fact that a Diggamob cannot visit Mektown (and thusly get injuries treated at the Dok&#039;s Serjery or have their vehicles tended to) until they have won a battle or survived two fights, greater problems getting gubbins (vehicle upgrades) fitted, and increased risk when visiting the Dok all make life as a Digga much tougher than life as an Ork. 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 &amp;quot;ancient tech&amp;quot; devices. Unfortunately, these devices are extremely unpredictable, and put you at the mercy of the random number god.&lt;br /&gt;
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&#039;&#039;&#039;Rebel Grots:&#039;&#039;&#039;&lt;br /&gt;
The [[Gretchin Revolutionary Committee]] is a classic &amp;quot;horde type&amp;quot; mob, using its cheap troops to swamp the battlefield in bodies; if it weren&#039;t for the very sensible rules dictating that a mob must have enough vehicles to transport them all, and weapons for each mob member, a Rebel Grot mob could number &#039;&#039;48 models strong&#039;&#039;, right at the beginning of the campaign. Unfortunately, the Rebel Grots need that kind of numerical superiority to stand a chance; they have the weakest stats of all the mobs, they have to use their own vehicle types (very flimsy and with very complicated movement rules), their guns are weak, they can&#039;t visit the Dok&#039;s to get injuries treated, they have double the chance to run out of bullets in the middle of a fight, and it&#039;s harder for them to earn teef to buy stuff with.&lt;br /&gt;
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&#039;&#039;&#039;Muties:&#039;&#039;&#039;&lt;br /&gt;
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 &#039;&#039;expensive&#039;&#039; 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.&lt;br /&gt;
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== Continued Support==&lt;br /&gt;
Although Gorkamorka is one of the lesser known Specialist games (seriously, even when Specialist Games was still on GW&#039;s website, it wasn&#039;t even listed) there is still a good bit of online support for the game. Support ranges from an FAQ and house rules, to the inclusion of new factions such as Dark Eldar.&lt;br /&gt;
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For one of the bigger Gorkamorka fansites, check out this link here: http://gorkamorka.co.uk/&lt;br /&gt;
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== Video Game==&lt;br /&gt;
Long ago in the decade known as the &#039;90s, there was plans to make a Gorkamorka video game for the Dreamcast. The game was never released, most likely due to the Dreamcast losing support early in its life. (A tragedy, really.) There was also plans to port the game to Windows, but that also never happened. An early demo of the Windows version is available online. Youtube video trailer is available, just google it.&lt;br /&gt;
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{{Specialist-Games}}&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
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