Gorkamorka

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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 Prime. This makes it the only Specialist Game where the focus was on playing nonhumans, an approach that has only recently been looked towards in the form of Final Fantasy Games' Chaos-focused Black Crusade.

Only three books for Gorkamorka were ever released; Da Roolz (rulebook), Da Uvver Book (background fluff, scenarios, and campaign running), and Digganob (expanded fluff, new factions, special characters and new missions)

Story

The backstory of Gorkamorka is a simple one. A Space Hulk full of Orks crashed upon the desert world of Angelis Prime, and miraculously managed to not kill themselves all in the process. Since Angelis Prime 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't decide whether it looked like Gork or Mork), the Orks of Angelis Prime 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 "tags", which will assure the bearer of a place on Gorkamorka when it's finally finished.

Factions

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.

Diggas - When the Orks crashed on Angelis Prime, there was a human ship, implied to be an Adeptus Mechanics exploration and research vessel, already landed on the planet on a mission. The cataclysm of the Space Hulk'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'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. Thusly, 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". The home of the Diggas is referred to as "Morgarg-Durlurk-Gulskar-Dregsnikslag". "Fortress of ancient, terrifying power. Land of waiting death, pain and destruction". 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's funny to watch them try and be Orks, so it's not so bad.

Gretchin Revolutionary Committee - Gretchin who have risen up in protest against the fact that they can't earn tags for Gorkamorka, even though they work and slave for their Orkish masters.

Muties - When the Orks crashed on Angelis Prime, there was a human ship, implied to be an Adeptus Mechanics exploration and research vessel, already landed on the planet on a mission. The cataclysm of the Space Hulk'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 "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 Prime in hopes of being restored to the power and glory of their ancestors.

Necrons - Known only as "dem fings under da pyramids", the Necrons were only confirmed as such long after Gorkamorka was cancelled. 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.

Special Characters

Nazgrub Wurrzag - A crotchety hermit of a scrap prospector, and also an unrecognized Wyrdboy.

Bad Doc Dreggutz - A crazy and devious Painboy who was forced to flee Mektown after he decided to implant a jet engine into the wounded head of an Ork Boss, which led to the latter's messy demise.

Dregmek Blitzkart - A mad freelance Mekboy whose need for speed led him to create a Deth Kopta, the only one of its kind on Angelis Prime.

Da Krusher - A mysterious Ork warrior who has had almost the entirety of his body replaced by cybernetics.

The Red Gobbo - The mysterious leader of the Gretchin Revolutionary Committee.