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== Gameplay == [[File:Gorkamorka gubbinz.jpg|right|300px]] 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 occupants 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 bases of Gorkamorka models were different when the game was released. Rather than using a standard 25mm circle base seen in standard Warhammer 40k, Gorkamorka used these strange egg shaped bases. The idea was that the bases would be small enough to allow more models onto a truck -- the "trukk" model that came with the game could take no more than two 25mm bases before things got difficult, and it's not hard to imagine that the bases may have been introduced at a late design stage to accomodate this fuckup. Or, if you're feeling super cynical, maybe it was so players couldn't just buy the base game and suddenly have a good starting point for an Ork army. Either way, you can't get these bases anymore but custom-cut plasticard bases work just as well, and since modern Ork vehicles have better carrying capacity anyway, you can probably just use 25mm circle bases (although now Ork boyz are based on 32mm bases... the cycle of greed and scale-creep being a reassuring hallmark of all GW properties). 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 [[Teef|teef]], the proper orkish currency. For the warband that doesn't use teef (Muties) "teef" are instead representing renown, fame, or favors regarding their efforts. These teef/favors are used to buy all of the warband's fighters, and their equipment, and any upgrades - so, needless to say, it's very important to consider your options. 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, replacement hair squigs etc. In this, Gorkamorka is more forgiving than Necromunda, as there'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. Conversely, so much of the campaign play between actual battles is random, as costs for upgrading weapons/vehicles, repairing or healing, or basically anything other than spending on new warriors or equipment tend to be determined by a cost of 1D6 teef. After this, there's still no guarantee that what you've asked for will get done. Players of the right temperament may find increased entertainment value in this alone, and it certainly means the narrative doesn't stop when the actual game on a table stops. It does make it harder to plan, of course, but that's not an especially Orky way of thinking anyway.
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