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Made in us
Most Glorious Grey Seer





Everett, WA

One of the problems Gorkamorka has is that, unlike Necromunda, there is only one type of gang or "mob" to choose from. Basically a mob is a mob is a mob. What I was thinking about is making rules for starting players to pick mobs based on either the ork clans or perhaps even kults such as speed freaks, flash gits, or oddboyz. Maybe we can do both by having the kult define how you start your warband and what you can recruit to make up for losses while the clan defines the income/skills/traits etc in the campaign?

Any thoughts on this? Would this be worth working on at all? Has it been done already?

 
   
Made in us
Regular Dakkanaut





Sounds like a good idea.

http://www.deathsquadsgame.com/
A fan-based small-scale skirmish game designed to enhance the gaming experience of the never ending wars of the futuristic 41st Millennium



 
   
Made in jp
Been Around the Block




I recall that there is some clan material out there.

However, the problem with Gorkamorka is not the lack of mobs. There are 3 new mobs presented in the Digganob supplement. What the game is lacking is something to spend money on. Basically, after a few games, mobs have nothing to spend teef on except making their vehicles more obnoxious.

Necromunda has a strong system of euqipment to save up for and aspire to. What Gorkamorka has is some basic weapons and some gubbinz. Additionally, things like Outlaw rules and hire-able hired guns help keep the twist in Necromunda.

I love Gorkamorka, but the game is kind of half cocked. It might be better to place your efforts in these places rather than to introduce new mob types.
   
Made in cy
Brainless Servitor




England

There is some stuff out there for clans and more weapons and vehicles. IIRC its in one of the Firebase mags, issue six i think its adds battle wagons and killa cans plus the rules for most of the clans.

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Made in dk
Conniving Informer



In a Hive of Scum and Villany

Well it could definately be done. I'm personally doing something similar with Necromunda, but just take a look at Death Squads for how much can actually be done with a bare bone system.

But as other posters have said; it's a great idea - and if I weren't swamped with my own project, I'd happily help out.

Adding the clans to GorkaMorka is a really good idea; and especially a good idea to add more gubbins for the Gorkers and Morkers to purchase...

... Perhaps you could look into adding Feral Orks to the mix as well? Y'know, the types that actually manage to hit stuff with their bows and so on? They might even have access to some smaller squiggoth (think Knarloc, just with an ork-head) as their vehicle of choice (complete with howdah and all)...

Yes, well, it's definately a great idea!

The roadwarrior he lives... Only in my memories...
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Made in us
Longtime Dakkanaut





I would kill for a updated version of GorkaMorka.

   
Made in cy
Brainless Servitor




England

Right people here we go this is the link for Firebase from warseer you need issue 6 specialist games supplement IIRC

http://www.warseer.com/firebasemag?highlight=firebase

it has rules for some freal orc stuff
each of the clans
new vehicles including:
killa cans
Battle wagons
battle fortress
Etc Etc

SF Astorath 1500pts
Leben Esser VC 2000
Gunrir's horde WoC 3000 
   
Made in us
Longtime Dakkanaut





Hmm.. has anyone actually played this expansion? If so what do you think of it overall?
   
Made in pe
Did Fulgrim Just Behead Ferrus?





The Netherlands

Why not play Necromunda and create some rules for Orks and their equipment?

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Made in gb
Krielstone Bearer





Stoke On Trent/Cambridge/Northampton/England

Those Gorkamorka additions are amazing!!!

I just managed to convince the wife into playing, so this should be awesome.

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Made in us
Regular Dakkanaut





Keep us posted on how it goes.

http://www.deathsquadsgame.com/
A fan-based small-scale skirmish game designed to enhance the gaming experience of the never ending wars of the futuristic 41st Millennium



 
   
Made in us
Alessio Cavatore




I had some thoughts on this a while back... I looked at the campaign system in Mordheim, speciffically the leaders and henchmen mechanic and I thought that it would be good to have a similar system for GorkaMorka. Infact, if you replace the shards of warpstone with scrap, you could pretty much adopt the whole Mordheim campaign / money system (Mordheim is newer anyway).

I thought it would be cool to have a slaver type mob in GorkaMorka that all rode in on warbikes and had cages piled up on the back. There was a suppliment to mordheim that I found on the internet that had a desert feel to it, it had a slave caravan gang in it.

So, by all of this, I am saying, look into the Mordheim campaign system and see if you can adopt it. You might still end up with all "ork" mobs, but their is a lot of variety in orks.... A nob mob, a standard mob (gorkers and Morkers), a slaver mob, a diggamob, rebel grotz, and maybe a Weirdboy mob (a wilderness shaman mob), maybe even a mob with a Mek boy as the leader.
   
Made in us
Regular Dakkanaut





Mordheim has the Khemri setting which is a desert environment.

The pricing is different from Mordheim to Necromunda but nothing that someone couldn't modify for their gaming group.

http://www.deathsquadsgame.com/
A fan-based small-scale skirmish game designed to enhance the gaming experience of the never ending wars of the futuristic 41st Millennium



 
   
Made in us
Commanding Orc Boss




seaside, CA

In the "Gubbinz" expansion, GW provided a set of crossover rules called Gorkamunda that allowed people to transfer their gangs into the desert and mount them on ork style vehicles. Good stuff.
   
Made in gb
Servoarm Flailing Magos





Malika2 wrote:Why not play Necromunda and create some rules for Orks and their equipment?


Already been done.
Rules are quite different for this gang.

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