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Made in us
Fresh-Faced New User




land of flowers

to start this is my first post so; Hello. i just found a "mostly" complete box of GoMo and digganoob, at my flgs and I've wanted to play this since i was a lad.
to start ive been looking for a errata or faq/ clarifications documents after my first two games. 1 with orks and 1 with rebel grots.

some things that came up were:
1. Grots in a Go/Mo krew, can they use uge choppas /choppas? [rebel grots cant, i assume due to size.]

2. Can grots be gunners or drivers in Go/Mo krews? [Doesn't state in my rules book but it doesnt feel orky to me/spirit of game but as i pointed out to my friend no rules, no reason not to.]

3. Mutie mob- states that they have a disadvantage to picking up scrap, but they act like footer with no penalties??? [seems really strong as their troops are very efficient as it is]

4. The fall hits, 4+ take a str 3 hit. feel okay, but ramming/squishing infantry feels very weak, [same mechanic but with an initiative save]...is this accurate? i tried running over orks four or five times and it feels super unlikely to do anything to the point we stopped trying. maybe +1 str per vehicle thrust?

5. Does the spears +1 initiative stack if held in both hands?

6. At what points can a model switch the weapons he's carrying?

7. can a biker, bail off the bike into melee, and run back to his bike the next turn before the bike runs off?

8 Are their any rules for changing the rebel grot winds during game? (friend played grots first time, rolls wind, duldrums, and the wind moved int an awkward direction, I felt bad after the 2nd or 3rd turn, because between bad rolls and the wind he could only movie around than 6-7 inches a turn.

9. if slaver uses a whip and is on the out numbering side in a melee, does the -1ws penalty last all combat or just when fighting the slaver?

10. I got a player interested in muties anything i should look out for rules wise so they run smoothly?

bonus #1. bike crashes / over taken but enemy mob. it is cripped and immobile, sure. my trukk drives past it/ into/over it. by ramming/ raking rules bikes cause negligible dmg to bigger stuff. but running a a collition my trukk takes 1d3 or 6 dmg or even if its like a clip its 50/50 of that dmg.
for running over a light thing it feels the dmg is way to massive. or was i just being a little sensitive because it hit the engine and blew up causing s4 wounds on the occupants then s3 hits for falling out? (the battle was mighty orky my trukk blew up, his trukk was stolen and my bike was stolen. few of my ladds got krupped but i put a mean hurting on the now "mythic" grot in heavy armor and uge choppa . if there is enough interest ill try to right up a battle report rule flops and all should be good for a few laughs, i know we had some!

bonus #2 if you wield 2 pistols you can fire both in the same turn or do you twin link it, ie. sustained fire dice, that being said 2 six shootas fires 2 sustained fire dice in 1 turn right?



Thanks for taking the time to read this any any helpful info you may have.
V/R
Brork~ the bro ork



EDITS: Q1. found out grots cant take armor/ bombs ~ breaks up my friends grot tank/ slaver support combo
Q11 added just remembered, derp.... and Q12
changed title.

This message was edited 5 times. Last update was at 2015/04/07 22:16:15


V/R
Brork~ the bro-ork.

2000 1000
Selling my skaven for Stormcaste.
Malifaux:Ten Thunders~All day, All the way! 
   
Made in gb
Tough-as-Nails Ork Boy






Rotherham, UK

Brork wrote:
to start ive been looking for a errata or faq/ clarifications documents after my first two games.
It's not complete (is any FAQ ever complete?) but it's in progress here. Cheers for the questions, by the way, they can be added to the FAQ to improve it!

Lots of brilliant questions here, I've got to say. It sounds like you guys are really getting into the spirit of things and there's definitely some cracking ideas in there!
I've included your list after my answers just to keep the context there; here we go!

  1. Choppas, yes, even (strangely!) 'Uge Choppas. No stikkbombs or armour though. You could hire a Digga though? (take a look at page 27 of Digganob).

  2. This is one of those things I want to ask Andy Chambers. I can totally see a mob that considers driving/staying on the vehicle with the mounted weapon a chore. Forgeworld sells grot gunners as add-ons so I suppose there's no reason they can't be gunners.

  3. Muties can be a very strong mob if they're lucky. Their small mob size makes it extremely difficult for them to come back from the loss of a couple of warriors. They also bottle out much more quickly than others due to their lack of numbers.

  4. This is what the Spikes gubbinz are for - they upgrade those hits to S4 You could always house rule it though if you all agree that it's too weak as it is.

  5. I suspect not but it's a good question!

  6. Not during hand to hand combat (before or after though). Other than that I don't think there's any restriction on switching weapons.

  7. I don't think he can, no. "Vanilla" Orks can't dismount voluntarily without crashing their bikes. As I'm reading the rules there's only one chance to take over the controls (which the driver forfeits by bailing out in your question) so it crashes (page 44 of Da Roolz for anyone else wondering about this).

  8. 'fraid not, at least as it stands. Looks to be an issue that needs discussion though. Do you have any suggestions?

  9. Just when fighting the Slaver, I'd say. Worth clarifying though!

  10. There's no healing rules for them by default. We've written some but it's up to your group to decide whether they're suitable for you.

  11. Haha, this is why I love Gorkamorka! An upright bike might not be too much of a threat but a pile of spiky (burning) wreckage really doesn't seem like something that'd be good for the undercarriage of a trukk! Sounds like you ran over the fuel tank and sat on the explosion!

  12. Neither. Two pistols gives you two close combat weapons (+1 A bonus) and a backup in case one explodes. In the case of six-shootas it means being able to fire two turns in a row (before needing two shooting phases to reload them both). If you want more Dakka yer gunna have to go to da Mek!


Brork wrote:

some things that came up were:

  1. Grots in a Go/Mo krew, can they use uge choppas /choppas? [rebel grots cant, i assume due to size.]
  2. Can grots be gunners or drivers in Go/Mo krews? [Doesn't state in my rules book but it doesnt feel orky to me/spirit of game but as i pointed out to my friend no rules, no reason not to.]
  3. Mutie mob- states that they have a disadvantage to picking up scrap, but they act like footer with no penalties??? [seems really strong as their troops are very efficient as it is]
  4. The fall hits, 4+ take a str 3 hit. feel okay, but ramming/squishing infantry feels very weak, [same mechanic but with an initiative save]...is this accurate? i tried running over orks four or five times and it feels super unlikely to do anything to the point we stopped trying. maybe +1 str per vehicle thrust?
  5. Does the spears +1 initiative stack if held in both hands?
  6. At what points can a model switch the weapons he's carrying?
  7. can a biker, bail off the bike into melee, and run back to his bike the next turn before the bike runs off?
  8. Are their any rules for changing the rebel grot winds during game? (friend played grots first time, rolls wind, duldrums, and the wind moved int an awkward direction, I felt bad after the 2nd or 3rd turn, because between bad rolls and the wind he could only movie around than 6-7 inches a turn.
  9. if slaver uses a whip and is on the out numbering side in a melee, does the -1ws penalty last all combat or just when fighting the slaver?
  10. I got a player interested in muties anything i should look out for rules wise so they run smoothly?
  11. bonus #1. bike crashes / over taken but enemy mob. it is cripped and immobile, sure. my trukk drives past it/ into/over it. by ramming/ raking rules bikes cause negligible dmg to bigger stuff. but running a a collition my trukk takes 1d3 or 6 dmg or even if its like a clip its 50/50 of that dmg.
    for running over a light thing it feels the dmg is way to massive. or was i just being a little sensitive because it hit the engine and blew up causing s4 wounds on the occupants then s3 hits for falling out? (the battle was mighty orky my trukk blew up, his trukk was stolen and my bike was stolen. few of my ladds got krupped but i put a mean hurting on the now "mythic" grot in heavy armor and uge choppa . if there is enough interest ill try to right up a battle report rule flops and all should be good for a few laughs, i know we had some!
  12. if you wield 2 pistols you can fire both in the same turn or do you twin link it, ie. sustained fire dice, that being said 2 six shootas fires 2 sustained fire dice in 1 turn right?


 
   
Made in us
Fresh-Faced New User




land of flowers

THANKS! For the extremely timely reply! that clears up a lot of things i was thinking about, or at least i could remember. That being said. i just remembered 1 more.

An ork boy boards an enemy trukk. throws off a boy a waits till next turn to have a'nover fight. On the next turn can the occupants shoot at the intruder? they dont seem like they are in melee but at the same time they do! that being said if he counts as being in melee with everyone on board, does that mean no one can shot out from the trukk?

Edit: suggestion: rebel grots: special rule variation: on grot turn 2 (or 3) roll. On a 6+ Reroll winds, on a 1-5 add 1 to the result until the winds change. What this does is winds must be rolled every 7 grot turns at most but more likely sooner. Most likely this means direction shifts, but 33% chance of it bein above or below average speeds. Meaning that grotesque who are blown to one side of the map and are having a hard time getting back have a chance to go else where (maybe) weather is fickle like that. Or maybe this could be 5-10 point upgrade to the banna wava let's call that- win'sox

This message was edited 1 time. Last update was at 2015/04/07 12:29:23


V/R
Brork~ the bro-ork.

2000 1000
Selling my skaven for Stormcaste.
Malifaux:Ten Thunders~All day, All the way! 
   
Made in gb
Tough-as-Nails Ork Boy






Rotherham, UK

Brork wrote:
THANKS! For the extremely timely reply! that clears up a lot of things i was thinking about, or at least i could remember.

Thanks for asking brilliant questions! The more there are the sooner the game improves I'm looking forward to seeing which other puzzlers you come up with!

Brork wrote:
An ork boy boards an enemy trukk. throws off a boy a waits till next turn to have a'nover fight. On the next turn can the occupants shoot at the intruder? they dont seem like they are in melee but at the same time they do! that being said if he counts as being in melee with everyone on board, does that mean no one can shot out from the trukk?

Intruders can't be shot at by people on the vehicle but they can be hit by others firing at the vehicle. It's pretty unlikely but does happen! (Depiff had one of his Freebooters board a trak of mine and fired his harpoon gun at it for good measure... Yep, he ended up skewering his own mobster!)

As close combat on vehicles is always one-on-one (except when facing Rebel Grots who have the Pilin' On special rule) I reckon the others get on with picking their noses, shooting, or whatever else they were up to (taking over if Gaz looks like he needs a bit of a breather!).

Brork wrote:
Edit: suggestion: rebel grots: special rule variation: on grot turn 2 (or 3) roll. On a 6+ Reroll winds, on a 1-5 add 1 to the result until the winds change. What this does is winds must be rolled every 7 grot turns at most but more likely sooner. Most likely this means direction shifts, but 33% chance of it bein above or below average speeds. Meaning that grotesque who are blown to one side of the map and are having a hard time getting back have a chance to go else where (maybe) weather is fickle like that. Or maybe this could be 5-10 teef upgrade to the banna wava let's call that- win'sox

Interesting suggestion. I'll have a chat with Liam and see what he makes of it!

 
   
Made in us
Fresh-Faced New User




land of flowers

Okay. Here's one i just remembered,

1. A trukk gets rammed and dmg is on the driver, does he get auto ejected? (like in melee on a trukk)

2. When being thrown off a trukk for any reason do you measure the d3" from the trukk model or from the fig being thrown, in this case the driver. if from the fig, and he doesnt clear the vehicle is he still on?

3. In this scenario lets say the diver is knocked out. and falls to the right of the vehicle, the trukk must swerve. does this happen "at the same time" or in an order?

4. Said driver is thrown from a trukk and lets say he lands on the ground, trukk swerves into him on the translation, he bounces away/is hit. Then the truck must turn 45* hitting him again. ~ Is this the correct turn of events? or does the swerve (both the translation and turn) count as a single move, thus hitting him only once?

bonus. If a yoof is bola'd (-2ws) he goes to 0ws till he gets out. does that mean he is instantly taken out of the game?

EDITS: 1.punctuation

2. rule idea, my friend an i were talking about increasing ram str against infantry by +1 per 2 thrusts. to a max of +2. thus encouraging trying to run down infantry. I did just notice, that means bikes have a safer chance at running footers down.
At first i thought that seemed like a problem but frankly I'm having a hard time understanding the positives of keeping my nob on a bike or having a bike at all. I get that its a nimble gun platform, but it feels really weak for 10(11) teef (1 toof spanner tax) With no big gunz and cant melee, less gubbins,no safe passenger options, and cant pick up scrap...i guess they can if they sit on it for a turn........ maybe I'm just missing the point? i want to like bike but the stats just dont feel like they are there. In 40k they got +1T, +1Sv, and big shootas. i get its a differant game but im feeling a little zonked on this one.

3. Maybe if a bike could "ram" with their weapon so they can do a drive by smacking? Drawing influence from any movie with a motorbike gang fight / mad max /etc.

4. Im having a hard time deciding what is the right amount of terrain, is easy to have too much terrain as players start having trouble using the vehicles, on the other hand having only 1-3 pieces on a table feels almost barren. granting freedom at the cost of being not very dynamic for footing/ dodging stuff in trukks. what do you suggest based on you experience? what set ups encourage using more of the table as opposed to getting stuck in a mosh pit each mission. I'm not an ork but i do play one on tv....so while a kill fest is fun, i'd go to 40k for that. no that this exactly happened but to help avoid it happening every game.


5. ONE MOAR FING!!! I've notice you are in an article reclaimer for GoMo; I have an almost new issue 1 of gubbins. Do you need scans?

This message was edited 5 times. Last update was at 2015/04/07 22:19:21


V/R
Brork~ the bro-ork.

2000 1000
Selling my skaven for Stormcaste.
Malifaux:Ten Thunders~All day, All the way! 
   
Made in gb
Tough-as-Nails Ork Boy






Rotherham, UK

 Brork wrote:
1. A trukk gets rammed and dmg is on the driver, does he get auto ejected? (like in melee on a trukk)

Nope, only hand-to-hand aboard the vehicle ejects people.

 Brork wrote:
2. When being thrown off a trukk for any reason do you measure the d3" from the trukk model or from the fig being thrown, in this case the driver. if from the fig, and he doesnt clear the vehicle is he still on?

To avoid this kind of problem I'd suggest the measurement be from the edge of the vehicle. Otherwise a larger vehicle would have a distinct advantage!

 Brork wrote:
3. In this scenario lets say the driver is knocked out and falls to the right of the vehicle, the trukk must swerve. does this happen "at the same time" or in an order?
The driver is ejected first, then the vehicle swerves. It's quite possible that he'll get hit by his own vehicle!

 Brork wrote:
4. Said driver is thrown from a trukk and lets say he lands on the ground, trukk swerves into him on the translation, he bounces away/is hit. Then the truck must turn 45* hitting him again. ~ Is this the correct turn of events? or does the swerve (both the translation and turn) count as a single move, thus hitting him only once?
I don't think I quite understand this one (sorry, it's been a long day). The vehicle will only swerve once due to the lack of driver (from a boarder winning combat and throwing him overboard). If the vehicle is hit again it could end up somewhere else squishing the unfortunate driver again.

 Brork wrote:
bonus. If a yoof is bola'd (-2ws) he goes to 0ws till he gets out. does that mean he is instantly taken out of the game?

It has to be both WS and BS (page 18 of Da Roolz) but I don't think that applies here as Bolas only put warriors at -2 WS when attacked in hand-to-hand combat. It's not a constant debuff and the rules specifically stipulate that Bolas don't hurt the target.

Let's say (for argument's sake!) that the warrior was at WS 2 and BS 0, was hit by Bolas, and then charged. He'd probably lose but it wouldn't take him out of action, he'd just fight at WS 0. If he was at WS 1 before being hit he'd still be at 0 though as negative characteristics don't exist (at least as far as I know). Good one though

 Brork wrote:
2. rule idea, my friend an i were talking about increasing ram str against infantry by +1 per 2 thrusts. to a max of +2. thus encouraging trying to run down infantry.
Sounds fun! Let me know how it works out Might be a fun rule to implement as an item of gubbinz if it works!

 Brork wrote:
I did just notice, that means bikes have a safer chance at running footers down.
At first i thought that seemed like a problem but frankly I'm having a hard time understanding the positives of keeping my nob on a bike or having a bike at all. I get that its a nimble gun platform, but it feels really weak for 10(11) teef (1 toof spanner tax) With no big gunz and cant melee, less gubbins,no safe passenger options, and cant pick up scrap...i guess they can if they sit on it for a turn........ maybe I'm just missing the point? i want to like bike but the stats just dont feel like they are there. In 40k they got +1T, +1Sv, and big shootas. i get its a differant game but im feeling a little zonked on this one.

Bikes are a lot of fun but you're not the only one who struggled to see the point. We put together an article on the subject and it inspired me enough to create a whole new mob type as a result!

I would agree that your Nob is probably wasted on a vanilla bike. An upgraded one could work out quite well though, once you've got the cash. A couple of Kannons with the More Dakka job would give a weapon nearly identical to a Spear Gun for about the same cost (depending on the price the Mek charges: 9 teef vs. 6 + D6 teef). The penalty for long range is annoying of course but a Nob's starting BS would be enough to make it fairly worthwhile. Give it Loadsa Ammo (2 teef with kannons) and the Spikes gubbinz (5 teef) and it could be rather nasty!

Alternatively twin shootas with both Shootier and More Dakka would be 4 + 2D6 and be identical to a Spear Gun (excluding the save mod). Riskier though given the price could be anything from 6 teef to 16 teef!

 Brork wrote:
3. Maybe if a bike could "ram" with their weapon so they can do a drive by smacking? Drawing influence from any movie with a motorbike gang fight / mad max /etc.
I don't think I know what you're getting at with this one, I'm afraid. Could you elaborate?

 Brork wrote:
4. Im having a hard time deciding what is the right amount of terrain, is easy to have too much terrain as players start having trouble using the vehicles, on the other hand having only 1-3 pieces on a table feels almost barren. granting freedom at the cost of being not very dynamic for footing/ dodging stuff in trukks. what do you suggest based on you experience? what set ups encourage using more of the table as opposed to getting stuck in a mosh pit each mission. I'm not an ork but i do play one on tv....so while a kill fest is fun, i'd go to 40k for that. no that this exactly happened but to help avoid it happening every game.
I've mostly played on a 4' x 4' table. At times I would have liked a bit more room, to be honest, but it's what we had space for.

We'd usually grab a few rocks, some hills/dunes, perhaps a patch of rocky Difficult Terrain, and the obligatory tent (+1 experience for anyone who hits it accidentally!). Sometimes we'd sprinkle in a few more pieces, or a fort, and occasionally less. This blurry mess of a photo might help:

The Rebel Grot vehicles are about twice the size they need to be (ugh, size creep - they got out of hand when I was building them!) but you get the general idea.

We've also experimented with covering the board with buildings (here's a complete diagram of the board - I don't have any pictures off hand, I'm afraid.)

Scrap counters should ideally be placed to encourage movement around the board. Sand dunes are great for blocking lines of sight but also making people targets if they stray to a raised position. Try out scenarios that use Da Rollin' Road (page 96 of Da Uvver Book) to mix things up.

 Brork wrote:
5. ONE MOAR FING!!! I've notice you are in an article reclaimer for GoMo; I have an almost new issue 1 of gubbins. Do you need scans?
Kind of you to offer but I'm told there's already a PDF out there

 
   
Made in us
Fresh-Faced New User




land of flowers

I liked the bike article, I do need to look into the gubbins more it seems.

One of the comments I made i didn't write properly: "Bikes ramming with their weapon" ~ Actually means: when a bike rams a footer, he may opt to make a single melee attack with any weapons he has.
This could be taken a step further with: when a bike rams a footer and may opt for a special melee, the biker's ws vs. the footers initiative if up, the footer wins on ties.
If the biker wins resolve a single strike on the target, scatter the target d3 inches away.
If the footer wins the owning player moves the model d3 inches in any direction away from the bike and the bike must make a LD check to maintain balance (he leaned out too far to krump that git!) pass=continue turn, fail= roll thruster-buster table and end movement.

How do you feel about the splatterpult feels to cheap to be as strong as it is withno draw backs. I just played against it and my trukk took a direct hit 4 boys down and was immobilized first turn, it had 2 grots on board who tryed to regain control but the game (da fight) was basically over by turn 2.

Only da boss was still standing, sitting proudly on his shoota bike, heavy armor oiled and shield gleaming in the sun as he boosted through a U turn, after T-boning the back of the land boat on turn 1.

"Boss "Ried-za-biek" as the boys call him, looked out at the boys he pulled out of the bar this morning, and spat on the ground. He had two thoughts, a strange thing for him as he couldn't remember a time when he had two thoughts at the same time, fist was to keep chasing those zoggin grots till his shootas ran out, The other was that He'd have a hard time explaining why his boys got glombed by a bunch of gobos. looking at his fuel gauge he made up his mind. . The wheel of his bike turned away from the sorry scene. He needed to get some boys who could keep up with him, some real orky orks, and a spanna boy or two while he's at it, so he can give it another go.
*there was a ork sized rock on snikkers, who was also the black fingers for the boss' trukk, half his body was crushed by it. Just faintly he could hear the engine of a bike bellow a war cry, he smiled as he knew da big boss was coming back for him, as his vision started to fade the last thing he saw, was a dust trail moving towards the horizon.
RIP orks of game 4 i mean rest in violance but with less resting....more...waaagh in...the ork warp...with gork and mork... go to the...orkkening? there can only be one.


Also do you know if there is going to be a community GorkaMorka 2nd ed rules? similar to the blood bowl living rulebook. seems like there is a lot of community content and homebrew rules/ fixes. It like a half decent idea to collect them, sift through them, and shake down the core rules for any thing that could be patched up or just updated.

This message was edited 1 time. Last update was at 2015/04/09 03:38:35


V/R
Brork~ the bro-ork.

2000 1000
Selling my skaven for Stormcaste.
Malifaux:Ten Thunders~All day, All the way! 
   
Made in gb
Tough-as-Nails Ork Boy






Rotherham, UK

 Brork wrote:
I liked the bike article, I do need to look into the gubbins more it seems.

They can be a lot of fun as long as one doesn't try to think of them like 40K bikers. Square peg, round hole, that sort of kidney.

 Brork wrote:
One of the comments I made i didn't write properly: "Bikes ramming with their weapon" ~ Actually means: when a bike rams a footer, he may opt to make a single melee attack with any weapons he has.
This could be taken a step further with: when a bike rams a footer and may opt for a special melee, the biker's ws vs. the footers initiative if up, the footer wins on ties.
If the biker wins resolve a single strike on the target, scatter the target d3 inches away.
If the footer wins the owning player moves the model d3 inches in any direction away from the bike and the bike must make a LD check to maintain balance (he leaned out too far to krump that git!) pass=continue turn, fail= roll thruster-buster table and end movement.
This feels like something that would be in the Outlaw MC skill table, or something like that. It looks good, I must say, but I don't think it's wise to change the core bike rules so drastically.

 Brork wrote:
How do you feel about the splatterpult feels too cheap to be as strong as it is with no draw backs. I just played against it and my trukk took a direct hit 4 boys down and was immobilized first turn, it had 2 grots on board who tryed to regain control but the game (da fight) was basically over by turn 2.
The drawback is that one has to play as Rebel Grots!
I don't mean that they're not fun to play as but compared to other mobs they have a lot of drawbacks. We suspect that the Splattapult is a reaction to that and its cost is artificially low.
Our Feral Ork mobs can field them too but not for 8 teef - they have to instead pay 13 teef. I can't imagine a RG mob having access to that kind of money very often though!

 Brork wrote:
Also do you know if there is going to be a community GorkaMorka 2nd ed rules? similar to the blood bowl living rulebook.

I'm going to tackle this one in two parts. The first one is relatively easy to answer: maybe, one day. I've researched the legal aspect vis-à-vis and it would be possible although trademarks might be somewhat tricky. Text can be copyrighted but game mechanics cannot. If the books were rewritten we'd be in the clear.

What I can say is that it's not going to happen any time soon. A project like that needs time, people, and dedication. One person can write it but whatever they come out with needs to be played with. A lot. Once that's done it needs to be revised and tested again. We did a few new factions and that alone took months! It was great fun and very satisfying but it's not something any of us have time (or proximity - damn geography!) to do right now.

There is another problem though - new versions fragment things. Currently all rules that are written are written for the single, immutable rulebook. We make it a big priority to never contradict the original rules. By holding to that it should mean that any rules set should work with any other. They might be unbalanced or daft but they won't run afoul of the rules for Stupidity working differently.

For example: if someone puts together a new mob type that is based on ramming and gives them special gubbinz to make them better at it and then the way ramming works changes then that work becomes useless

It'd be nice to see it one day but it'll have to be when work on Gorkamorka v1 is done. It's an obscure enough game that such a time is entirely possible, for better or worse.
One things for sure though: there won't be any hard and fast rules on vehicle capacities. That's for 40K not post-apocalyptic mayhem!

 Brork wrote:
seems like there is a lot of community content and homebrew rules/ fixes. It like a half decent idea to collect them, sift through them, and shake down the core rules for any thing that could be patched up or just updated.
There's surprisingly little in the way of fixes, as it happens. One might consider Da Green Pitz a fix, I suppose, but that's all I can think of. Homebrew is fairly popular though (although nowhere near as much as with Necromunda or Mordheim).

Something I personally have been working on is The Gorkamorka Heritage Project. I'm trying to ensure that suitable legal licenses are in place for old works in order to allow the community to do stuff with them. It's easy to ignore copyright and copy&paste stuff into new web pages but that isn't the same as permission. I'd like to ensure that it's easy to view stuff on whatever new devices come along further down the line. When Gorkamorka was new smartphones were something used by a few rich business men and eReaders didn't exist. If you want to package up someone's offline GeoCities page to view on your Kindle then in plenty of places you'd be breaking the law. I've no idea how draconian some future devices might be with DRM either - perhaps without correct permissions things won't be able to be loaded onto them at all.

The general eventual goal of all this is to have (as much as possible) the complete collection of Gorkamorka v1 available to all. I was considering learning enough about programming to put together something that would let people tick some boxes, maybe add some words of their own, then hit a button and be presented with a PDF containing the various different extras they requested (and a permalink to that variation). That way campaign players could decide which additional rules they wanted and get a complete document that's the same for all their players.

This message was edited 2 times. Last update was at 2015/04/09 13:46:59


 
   
Made in us
Fresh-Faced New User




land of flowers

I wish i was a good coder or buisness person, I'd like to croudfund a gorkamorka game. Like blood bowl, have a classic and a real time verson or maybe a squad based mmorpg.

V/R
Brork~ the bro-ork.

2000 1000
Selling my skaven for Stormcaste.
Malifaux:Ten Thunders~All day, All the way! 
   
Made in us
Seven Year War Afficianado




MN

You can make a Second Edition without even changing the wording too much, but then you can't make money off of it.

I wish I had time to finish the old Ard Kore Kampaign book. I still ha ethe start of it knocking around somewhere.

Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/ 
   
Made in gb
Tough-as-Nails Ork Boy






Rotherham, UK

 Easy E wrote:
You can make a Second Edition without even changing the wording too much, but then you can't make money off of it.

I wish I had time to finish the old Ard Kore Kampaign book. I still ha ethe start of it knocking around somewhere.
Plenty of time yet - I've got a huge backlog of Gorkamorka content to go through!

 
   
 
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