Switch Theme:

Gorkamorka Campaign - RUMBLE IN DA TOWN  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in se
Snord





Stockholm

The other day i found the 'ol gorkamorka books in the attic, and procceded to hound my gaming group to try it out.
They said do a campaign and we will try, and much to their horror i did it.

The campaign is a normal GM setting.(and some special missions) And the Lookin' 'Fer Trouble concept.

Basicly when your boys dont have sentry duity (or digging) They head down to mektown and do orky stuff.

Campaign play.
Lets stay your running a campaign with six people.
Everyone plays a 1vs1 game, after each game you make a note what orks did not digg will go out Lookin' 'Fer Trouble
When all 3 games are over every ork rolls on the Lookin' 'Fer Trouble Table to see what kinda mess your ork gets himself into when visiting mektown.

Remember some of the rules ain't complete or are going to get redone. EDIT: also the text doesnt format the same way so some things might look weird.

Please feel free to comment, or ask anything.

How the rambling stops and rules start

Lookin' fer trouble
Orks that got a day off because of bad behavior head to Mektown and drink, eat and buy stuff. When the teef are gone and the last squig is eaten orks go lookin’ fer trouble.
Any Boyz, Yoofs or Nobz not recovering for injuries or working in the mine can choose to go out into Mektown Lookin’ fer trouble.

To find out what kind of trouble the ork finds roll a D66.
Yoofs lookin’ fer trouble deduct 1 from the total roll. They are so inexperiened!


10 ’U MESSIN’ WIT ME YER GROT?
The yoof probably got on the wrong foot with some ’Ard lookin’ Gorker in some backalley, he is NEVER found again. Treat him as DEAD.

11-15 LOOK ’WER ’U GOIN’!
The warrior got careless walking the streets of Mektown and gets his head clobbered in. Roll on the Serious injuries table.

16 LOOK BOSS ’WAT I FIND
One of your boys are walking the main avenu of mektown when some Crazy Morker comes racing down the streets. He hits a grot and skidds into a shack. The boy runs closer to take a look and hits his toe on a gubbin. He nikks’ it and walk away.
Roll on the Vehicle Loot Table.

21-26 SHOOTIN’ CONTEST
See Shootin’ Contest Page

31-34 DRAG RACE
See Drag Race Page

35-36 I FIND SCRAP
The ork finds some hidden scrap by chance. Roll a D6
1-4. 1 Crappy Scrap(D3) 5-6. 1 Scrap

41 MY TEEF?!
The warrior is knocked out cold
And wakes up missing Teef. Roll a D6
1-4 D3 Teef 5-6 D6 Teef
Remove Teef from Mob roster



42-46 NUTIN’ FUN :(
The ork finds nothing fun and heads back without any fuss.

51-54 DIGGA’ BETTIN’
See Digga’ Bettin’ Page

55-56 DRINKIN’ CONTEST
See Drinkin’ Contest Page

61-63 BAR ROOM BRAWL
See Bar Room Brawl Page


64-65 LOOK BOSS ’WAT I FIND
One of your boys walks past two Gorkers fighting in the streets.
Apparently one of them placed a bag of loot right next to the wall before starting. As the owner is occupied in a knucklefight your boy quickly decides to examine the contence far, far away. Roll on the Equipment Loot Table.

66 WAT ’R ’U DOIN’!?
While visiting a mek your ork notices that his workshop is deserted.
He quickly looses his temper and storms inside the office.
Much to the orks supprise he finds the mek watching squig porn.
The mek is rediciously embarrassed. (the squigs too)
And promises to repay you dearly.

The next time your mob visites the mekboys workshop you get a free of charge customization and get to add +1 to the DA BIG DAY TABLE

----------------------------------------------------------------------

Shootin’ Contest
Shooting contests are pretty easy to find around Mektown, they normally take place outside the walls. And basically anything can be used as targets, bottles, squigs, grots, orks and Barn doors.
The Rules are pretty straightforward, the most hits wins.

Start Shootin’
Place the two orks facing a few targets.
Both orks choose a technique and add the described points to their total shooting points. (Both techniques add to the Shooting table total)

Every second shot the orks take something might have happened, roll on the Shooting table. They ork with the highest total Shooting Points after 6 shots wins the contest.


D6 - Modifier Shooting table

1. The ork apparently couldn’t hit a barn door, because he shot himself in the foot. He loses the contest.

2. The ork apparently aimed badly because the shot hit a grot spectator in the eye! (who has behind him) He loses D3 Alcohol points.

3-5. The ork continues shooting happily.

6. The ork hit a flying squig that miracously crashes into his target! He adds 1 Shooting point to his total.


Techniques Shooting Points Shooting Table

One shot, almost one hit 1

Double tap D3 -1

DAKKA DAKKA 2+D3 -2


My Shootin’s betta’ ‘dan ‘ours
If there are any other Players at the shooting contest they will challenge each other. (Players have no choice) They players can bet up too D3 Teef (if they all agree)

Experience
The winning ork gets experience as specified below, the looser gets half.


Total Alcohol points
1-10. 1 Experience
11-20. D3 Experience
21-30. D6 Experience
31-50. 2D6 Experience

-------------------------------------------------------------------------------------------

Drag Racin’
The ork settles down at one of the many Drag Racin’ strips outside Mektowns walls. Fighting here is prohibited and only a place to relax. And burn some rubber. (Or watch others crash and burn)
You have two choices when visiting the Strip. Either bet or participate in a race, bettin’ obviously can win you money while participating can earn you experience.

Participatin’
Your ork enters a vehicle of your choice into the next race. Choose one from your mob, it has to be available for combat use. (Not bikes).
Skills, gubbins and vehicle damages work as normal.

Bettin’
Your ork might not have a vehicle available for racing or doesn’t want to risk his neck or vehicle (sissy!) If you have 2 or more orks at the strip you can both Participate and Bet.
You can bet up too D3 Teef on any vehicle.
1vs1 win = teefx2

Racin’
Place all the participating vehicles on a straight line spaced 2” from each other
Then place the ‘Ard barrier 2” from the vehicles at the wide flanks. (this is iron railing which prevents the vehicles from accidently leaving the strip.

All the players roll a D6 and add your leadership to the score. The player with the lowest score starts first.(If there is a tie they go at the same time)
Roll each turn and move as normal. You can only perform sideswipes and any other ramming is not allowed (unless it is accidental)

My Driva’s betta’ ’dan ’ours!
Any number of players can participate in this battle, if there are 3 or more you can no longer choose to bet unless you participate yourself. If you win when multiple players are racing you take all the betted teef.


Experience
Participating in a race will earn your driver experience, depending on how you placed as shown below.
Place 1vs1 XvsX
1 D3+2 D3+3
2 2 3
3 2
4 2
5 1
6 1
7 1

-------------------------------------------------

Digga’/ Squig Bettn’
The ork finds a ’Ard lookin’ Pit Fight Bettin’ Hall that sports either Squig/Digga fights for orks leisure. They ork now has the opportunity to bet teef on a participant.

You can bet d3 teef(the amount can be lower not higher) On a contendor.
There are diffrent types of fights you can bet on, as following.

Types
Digga vs Digga. Win= 2x Teef
Digga vs 2x Digga. Win= 2,5x Teef ( Rounding up)
Digga vs Squig. Win= 2,5x Teef (Rounding down)

Fight!
The contestants are placed next to eachother, each Contestant rolls a D6 and adds his leadership and initiative value to the total score. The contendor with the highest score starts and counts as charging and the fight begins.
The first contestant that goes Down or Out of action looses the fight.

My Digga’s betta’ ’dan ’ours!
If Another ork player is also located at the Bettin’ Hall both can agree to challenge each other. Then both players can bet any amount of teef on a Digga vs Digga fight.
The winning players obviously wins the loosing players betted teef.

Contestants

WS BS S T W I A Ld
Diggas 2 2 3 3 1 3 1 5
Squigs 3 0 4 3 1 3 1 6

---------------------------------------------------------------------------

Drinkin’ Contest
Drinking contests are pretty straightforward. And normally take place in some run down old Brew house in Mektown.

Two orks spot each other while chugging squig juice shots.
This quickly escalate as both orks try to drink more than the other, normally behavior like this would cause bloodshed but ork ‘Onna prevents this.
The contest normally ends when one ork looses conciseness.

Start Drinkin’
Both contestants sit down at a table a few feet apart from one another.
Both orks choose drink and add they appropriate points to their total Alcohol points. (Both drinks add to the Alcohol table total)

Every second drink the orks have something might have happened, roll on the Alcohol table. The last ork standing wins the contest!
D6 - Modifier Alcohol table

1. The ork gets a glazy look in his eye, slides of the table, grunts one last time before hitting the floor like a ton a bricks. He loses the contest.

2. The ork gets a hazy look in his eye, whines a bit and hits his head in the table. He’s A-OK for another round! But looses D3 Alcohol points.

3-5. The ork continues drinking happily.

6. The ork’s fungal bloodstream absorbs the alcohol like a sponge He adds another 1 Alcohol point to his total.


Drink Alcohol Points Alcohol Table Modifier

Squig juice 1

Gnarly squig juice D3 -1

Mutie Juice 2+D3 -2

I drink betta’ ‘dan ‘u!
If there are any other Players at ’da Brew House they will challenge each other. (Players have no choise) They players can bet up too D3 Teef (if they all agree)


Experience
The winning ork gets experience as specified below, the looser is too humiliated to gain any experience.


Total Alcohol points
1-10. 1 Experience
11-20. D3 Experience
21-30. D6 Experience
31-50. 2D6 Experience

------------------------------------------------

BAR ROOM BRAWL
The bar room brawl works like normal close combat which the exception that you use the hand to hand combat rules from scenario: DA RUMBLE. In addition the never use any equipment normally carried. Instead roll a D6 on the weapon, armour and Clever Table.

Okay playable if more players than one participate.
After the fight the winner bashes out D3 Teef from all the losers.
The winner gets D3+1 Experience points for every participant he defeated.
The losers only get +1 Experience for loosing
All participants get +1 Experience point for every wound caused.

Weapon Table

1. Big Green Fist. The ork is either to stupid or brave to think about grabbing any weapons. Use the models base strength.

2.Pointy Thing. The ork grabs a coat hanger. Counts as +1 initiative at a Draw.

3-4.Stool. The ork grabs a bar stool. Counts as +1 Strength

5.Big Green Ork. The ork grabs a bystander and uses him as a gigantic club.
Counts as +2 Strength and is two handed. (Loses Draws)

6.Caged Squigs. The ork lugs a squig cage (which breaks) Counts as +1 Strength and two hand weapons.



Armour Table

1-2. Thick Green Skin. Ork skin is thick enough, or at least the ork thinks so. Use no armour save.

3. Table. The ork grabs a small table. Counts as Shield. (Reroll of you have Big Green ork).

4-5. Stew Pot. The ork grabs a pot and use it like a helmet. Counts as 6+ Armour.

6.Barrel. The ork jumps down a barrel and punches holes for his arms and legs.
Counts as 5+ Armour.

Clever Table

1-3. Ork multitasking. The ork is too busy with grabbing weapons and armour.
4. WAAAAG. The ork passes air. Counts as -1WS to all opponents.
5. Squig juice. The ork takes a shot of squig juice. Counts as +1 Attack dice.
6. Ork juice. The Ork takes a shot of ork juice. Counts as may reroll 1 Attack dice (His choice)

------------------------------------------------------------------------------------------------------------------------------------------------
The Lookin' 'Fer Trouble Table ends here


Equipment Loot Table

1. Full’ ‘o rocks!? The bag of loot was full of rocks, you get nothing!
2. Crapp’ Stuff. Roll on the Crapp’ Stuff Table.
3. Killy’ Stuff. Roll on the Killy’ Stuff Table.
4. Killy’ Stuff. Roll on the Killy’ Stuff Table.
5. Body Stuff. Roll on the Body Stuff Table.
6. Spezial Stuff Roll on the Spezial Stuff Table.

Crapp’ Stuff Table

1-2. Spear
3-4. Bow
5. Blunderbuss
6. Choppa

Killy’ Stuff Table

1. Choppa
2. Slugga
3. Six Shoota
4. Shoota
5. Kannon
6. Stickbomb Frag

Body Stuff Table

1. Shield
2-3.Studded Armour
4-5. Flak Armour
6. 2x Studded Armour

Spezial Stuff Table

1-3. Weapon Customization. Your Next weapon upgrade at a Mek is free of charge.
4-6. Vehicle Customization. Your Next weapon upgrade at a Mek is free of charge.

IT ENDS HERE!


 
   
 
Forum Index » Other 40K/30K Universe Games
Go to: