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== Special Characters == 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'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 "finder's fee" of 2d6 currency points, and then they count as two models for determining expenses, due to their particular needs and tastes. 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. '''[[Wurrzag|Nazgrub Wurrzag]]:''' - A crotchety hermit of a scrap prospector, and also an unrecognized Weirdboy. Though the ork mobs battling over scrap piles are certainly numerous, they aren't the only orks out there in the desert looking for scrap. Some orks want the teef for scrap, but don'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're just not right in the head, or perhaps they're so greedy that they just can'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 [[Weirdboy]]. Being too close to other orks, especially when they're fighting, makes Nazgrub'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 "Da Big Wun" out there in the desert and becoming the richest damn ork on all of Angelis. In fact, he's so greedy, he actually has two special rules based on it; ''Scrap Fever'' means he gains the benefit of ''Hatred'' against any enemy model either carrying scrap or on a vehicle carrying scrap, whilst ''Thievin' Git!'' means there'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. '''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. Being crazy but by no means stupid, Dreggutz decided to leg it whilst Snakrat's boyz were busy scraping their boss' remains off of the side of Gorkamorka, lest he get a first-hand demonstration of why they'd named themselves "da Twisted Nex". 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's working only with salvaged parts and is a bit of a loony, that's risky, imposing a -1 penalty to the roll on The Big Day table. '''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! But, like all orks, mekboyz have an independent streak, and more importantly, work on Gorkamorka is done pro bono, and so there's a thriving "side-line" 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 "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. When he couldn't get any funding, he took matters into his own hands; stealing an assload of valuable parts, he created the first, and only, [[Deffkoptas|Deffkopta]] on Angelis. He now wanders the desert, hiring out his ded killy flyin' masheen to any orks willing to put up with his need for extensive amounts of fuel and parts. '''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? Why did the Bossmeks of Gorkamorka feel obligated to save his life by rebuilding him as Da Six 'Undred Teef Ork after "Da Accident"? 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. As the Revolutionary Leader, he takes over the role of Head Honcho whilst present, and likewise he forces the mob to use Honest Dealin's, preventing them from lying to Da Kommittee after the battle. However, he's so Inspiring that he offers his Leadership and a chance to recover from pinning to any friendlies within 6", and he's a Die-hard who can always try to shake off being pinned, even without any buddies to support him.
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