Welcome to my Gorkamorka page this page will be devoted to stradigy, senerios, battle reports, and uver stuff. I will update this page as much as possible and I will alawys have the new realeases posted as soon as I get better at html.


What is Gorkamoka well its about a bunch of orks who crashed on a planet and are now trying to build a space ship to carry them to other planets to cause more war. Also liveing on this planet are Diggas that think Orks are the pinacle of society and they try to be like orks in every way. Also on the planet are the Muties haven't heard to much about them but I'm shure they'll be around soon. Lastly there is the GRC (gretchin revolutionary comitety) who have escaped the opressive rule of the orks and now are battleing to get there place on the spaceship being built.



Newz

The Reble grot cutter, the legendary red gobo and a whole bunch of snotz

Not much this month just a new flamer truk/trak thats it.

As of June first a whole bunch of Boink Bits have been released, very very cool and a $.60 each there're a bargin.



Mob Lists

Here are some mobs that I made up when I eventually get the Digganob expansion I'll include mobs for the diffrent races as well. I'll upadate a mob once I start playing with it and eventually I'll give everyone a name like your suppost to but its a real pain in the ass to type so I'll do it latter. Mob name: Gormorgul

Truck with Heavy Shoota-cost 35 Nob Kannon Choppa no special skills-cost 16

Spanner 6 shoota Choppa no special skills-cost 9

Driva choppa no special skills-cost 6

Gunna choppa no special skills-cost 6

Boy six shoota 7

Boy w/ 2 six shoota 9

Boy shoota 7

Mob name: Kat Boom

Trak with scorcha 23

Nob uge choppa kannon frag flack armor 22 no special skills

Spanner choppa blunderbuss frag 11 no special skills

Driva choppa 6 no special skills

Gunna choppa 6 no special skills

Boy six shoota choppa 8 no special skills

Boy six shoota choppa 8 no special skills

Boy shoota choppa 8 no special skills

Boy shoota choppa 8 no special skills

Mob name:Uz Waaa (morker mob)

Truk with Harpoon gun and Wrecker Ball 37

Nob urg choppa kannon 17 no special skills

Spanner Blunderbus 7 no special skills Driva choppa 6 no special skills

Gunna choppa 6 no special skills

Boy 2 sluggaz choppa 10

Boy 2 sluggaz choppa 10

Boy urg choppa 7



New Senarios


I haven't been able to think up of any new senarios yet but I'll be working hard on it because I don't like most of the ones in the book. Most of my senarios will be useing the three new mobs and the forts (I like the forts)


Stuff


This part of my page will have new rules, ideas, modle conversions, straigy for some of the diffrent mobs and other things that don't fit anywhere else on my page.

THE SCRAPA GRABBA

This is a new gubbins-The scrap grabba this gubbins can grab nearby (2")scrap by useing a large magnet atatched to a crane. An ork must be in control of the crane in order to use it. IF it is used with in 2" of a modle wearing 'eavy armor it ataches to him and can either be dropped for 1 s3hit or can remain there for the rest of the game if so he is captured. The scrap grabba can only grab one thing at a time. If the skrap grabba is used on a vehical the vehical must turn with the vehical it is atatched to untill the driver makes a sucessful leadership test.


TRAILER

This handy little gubbin lets you make your truk even bigger without massive convertion. After all truks can only be so big before they start to look silly right? But trailers are perfecty logical and fun. Only truks and traks can have trailers. Trailers are extentions to the main truk that can carry boyz or extra weapons(rules comeing soon!!!). The trailer can hold a maximum of 4 boys or a slaver and 5 grots. The handy part about a trailer is that while the truk is makeing a turn the trailer can be disconnected from the truk. The trailer rolls 1d6" then come to a stop and all the boyz can get out. This can only happen while the truk is turning or the trailer will run into the back of the truk and be destroyed. The trailer isn't as heavly armored as the rest of the truk so it only has an armor rating of 4. That means if your truk has more than one gubbins and the gubbins is hit roll to see which gubbins is hit BEFORE appyling dammage. If the trailer is destroyed roll a scatter dice and a 1d6 for each ork in the trailer and they all have a S3 hit on them. Boyz from other mobs can attack the trailer just like they would a trukk with no crew. If you wish to reconnect the trailer with the truk, the trukk must be 1" or less away and one boy must spend his entire movement in contact with either the trailer or the truk. If a player trys to board the trailer he can if there're less than 4 boyz in the trailer otherwise the trailer is to full and he goes on the truk. This gubbin costs ten teef.

SQUIGS

Squigs, it seems that everyone has rules for squigs now and days exept for me. That will change now, if you use these rules tell me how they work.

The Squigs will be counted as gubbins when on the vehical and as troops when off the vehical. In order to have squigs you must have 3 things a squig handler(6 teef) a squig cage(3 teef) and squigs(1 or 2 teef). Each of these items will be explained in detail.

Squig Handlers- These are orks who are Smart enough to handle squigs and stupid enough to want to. These orks can safly handle ticked off squigs without being bitten, mauled, or harmed in any way. They can also use slaver equipment and have the same stats as a slaver. He can't however work as a slaver and he still works in the mines when collecting income. If a squig handler dies then all the squigs run away never to be seen again.

Squig Cage- This is were the squigs are kept on the trukks and trakks untill they are ready to be dumped out and let free to rampage. When dumped the cage bounces and rolls some what randomly so when dumping a squig cage roll a 1d6 and a scatter dice. The roll on the scatter dice can be motified up to 45 degrees in either direction. When the cage stops moveing the squig is released as explaind below. When on a vehical the squig cages count as gubbins and if the are destroyed the squigs are realeased in side the crew compartment of the truck!(this is very bad). After the battle it is assumed the cages are retrived and repaired so that they are ready for use in the next battle. Squigs-I need the squig stats from my freind so this last part is comming soon.

Here's some easy convertion ideas that I use and that work pretty good.

1. If you find you truks are getting to small glue the back of two truks together. If the driver,gunner,and gun aren't in there this is a great storage spage for extra guns and a bording plank. If they are in there and you can't get them out just cut that area off.

2. The square warhammer bases are the best for this game because there're very sturdy and the take up less room then the circle bases.

3. When you hand your're shoota over to the meks for some custimzing you expect that it will come back lookin a little diffrent. If you want to do this use the ork big guns from epic 40k there just about the right size and they look pleanty orky.

The Many Uses for a Splatta Kannon

Recently one of my freinds got me a splatta kannon from warhammer 40k. I don't know why he got me one I don't play warhammer 40k and I wouldn't use an Ork army if I did (sisters of battle all the way)but I couldn't bring it back, so I used all the little bitz for my gorkamorka stuff. The kannon part I mounted behind the driver for a eavy shoota. The base for the kannon can be used to give an ork the wheels/trak bionk bitz, here's how. First chop off the place where the wheels belong and the back part that looks like a trailer. Then all you have to do iz glue wheels to the remaining part and the torso of the boy and yer done.

A New Special Boy

Waznog was haveing a bad day, after getting blasted by a eavy shoota then run over by a truk, to make things even worse some grot ran off with his lucky shoota. Then the nob draged him to the doc's (litteraly) for some fixen up's. Then the doc decided on some experimentations, and amazingly most of them worked.

Wot did dat doc do, well a whole bunch of stuff, first he relpaced one of his arms with a heavy shoota mostly found on truks or traks. The eavy shoota is mounted on wheels and a special system so as not to hinder the boy and let him move freely and aim hiz new gun up and down. Next e mounted him on a special set of traks that lets him move like a trak but he can turn and face any direction thanks to a new turny gubbin. Unfortinaly Waznog kept wakeing up and had to be continual wacked acrost the head.

Da rules for Waznog

Movement-Waznog can move like an ordinary trak(thrusters in all) exept that he can turn in place as far as he wants and as many times as he wants per turn. Also he can move in one direction and shoot in another. After useing the turny gubbin three times (thats right you don't have to use it at all) roll a 1d6. On a roll of 6 something broke, if this happens roll a 1d6 on a roll of 1-2 he can turn left but not right, 3-4 he cant't turn right but he can turn left, on a roll of 5 he has turn like a normal track, on a roll of 6 he can't turn or move at all. All of the above effects last for the rest of the game.

Hiz eavy shoota- It moves as he turns thats about it can't be used in hand to hand combat.

Hiz head ain't right- Waznog hates grots, he never liked them to begin with but ever since that really weedy one stole his lucky shoota he wants them all really really dead. So when there are ANY GROTS on the battle field he is effected by haterd against the grots and only GROTS. Also Waznog is afraid of truks but his fear brings a pychopathic frenzy where he has to destroy the enemys truks. Which means Waznog must always direct all his shots at the enemy truk or truks. He can't charge other enemys until he wounds the truk or truks at least 4 times (after doing that much damage he feels better). If he is forced into hand to hand combat he dispatches the enemy as quick as possible then goes back after the truk. If the enemy has both truks and grots roll a 1d6 on a roll of 1-3 his hatered twords grots comes before his rampage against the truk. On a roll of 4-6 the rule against truks takes precidence over his hatered twords grots. He is still effeced by both rules but if there is confution as to what he should do this dice roll should solve the problem.

Experience-32 Skills-Dakka! Dakka! Stats- all the same as a basic boy exept for the movement. Teef- Well I don't know how many teef he should cost so if any of you have any ideas e-mail me at bentelyd@bellsouth.net



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