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== Mob Analysis == Though only Orks, Diggas, Rebel Grots and Muties can be played before homebrew mobs are included, each has its own strengths and weaknesses. '''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. Gorkers are dedicated to combat, so all of their mob members can learn Muscle skills, only Spannerz can't learn Ferocity skills, and all of them bar Yoofs can learn Dakka skills. Morkers are more tech-focused, so they'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. '''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. 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'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 "ancient tech" devices. Unfortunately, these devices are extremely unpredictable, and put you at the mercy of the random number god. '''Rebel Grots:''' The [[Gretchin Revolutionary Committee]] is a classic "horde type" mob, using its cheap troops to swamp the battlefield in bodies; if it weren'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 ''48 models strong'', 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't visit the Dok's to get injuries treated, they have double the chance to run out of bullets in the middle of a fight, and it's harder for them to earn teef to buy stuff with. '''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. To sweeten this deal their bikes and gear are cheaper and their bad men’s (spanner equivalent) can take care of one additional warbike. 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 also can’t have runthered so no grots either. 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. Such as offering “da protectshun”. 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. Now they resurfaces looking for scrap to rebuild their communication equipment and contact rest of the Imperium (with no astropath that should take only additional few hundred years ;P). 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. As for modelling with genestealer cults bikes and buggies it is simple task of replacing driver or his parts with IG parts and voila. Reclamation vehicle is typically chimera or some conversion of it (one possibility is to install crane from terrain set instead of torrent for example).
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