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Daredhnu
10-01-2008, 08:56
lets put all warbands in here so people can see just how popular gorkamorka is then maybe we can get our own forum. :evilgrin:
(maybe not but he atleast we tried then right?)

this is the warband i came up with for Gorkamorka (credit for the names goes to "latro's ork name generator)

Grimkopz Bonkaz (gorkers)

Grimkop (nob 16t)
-'uge choppa, slugga (changed ..... SEE!!!)
Mekbad (spanner 8t) <--- gargzagz driver
-six shoota, knife
Ugork (spanner 8t)
-slugga, knife
Urtybog (boy 8t)
-slugga, choppa
Duffork (boy 8t)
-six shoota, club
Zodgrim (boy 8t)
-'uge choppa, blunderbuss
Morurz (boy 8t)
-kannon, knife
Ugsnaga (boy 8t)
-shoota, choppa
Snagagog (boy 8t)
-shoota, club

Gargzag (trukk 20t)
-----

all comments on warbands can go in here too :D

fattdex
10-01-2008, 11:07
Skabthugz Skumbagz (morkers)

Skabthug Skarnob [Boss] (choppa, slugga, frag stikkbombs)
18 Teef

Meksnik Durgut [Spanna and driver of trukk Kartsnik] (Knife)
6 Teef

Kartsnik [Trukk]
20 Teef

Wazgob Urtygrub [Slaver] (Knife, Grabba Stik)
8 Teef

Durwort Morgor [Boy] (Slugga, Choppa)
8 Teef

Mekgul Dakkagog [Spanner and rider of bike Wazgul] (Uge Choppa, Frag Stikkbombs)
11 Teef

Snotgrim [Grot] (Shoota) 4

Wazgul [Bike] (Twin Linked Shootas)
14 Teef

Skumfung Ugbad [Yoof and rider of bike Badvrum] (Six-Shoota, Frag Stikkbombs)
8 Teef

Grubgrot [Grot] (Shoota)
4 Teef

Ugbad [Bike] (Twin Linked Shootas)
14 Teef

Mob rating 144 (we're starting with 115 teef)

nite
10-01-2008, 11:20
@Daredhu: I don't think you can arm your Boss with a shoota and an 'uge choppa! I've read through the Necromunda forums on Specialist Games and the FAQs on their website and found out, that you need both hands to use the 'uge choppa! To carry a shoota you also need one of your hands. The roolz say, that a fighter armed with a shoota or something that is heavier than a pistol, can't use two ccw in close combat. Furthermore this implicits the usage of a two handed ccw!

This is what the roolz from Necromunda say:

Q: If my fighter is armed with a Lasgun can I draw my massive weapon in hand-to-hand combat?
A: Unfortunately no. Per the Weapons rules on page 23 of the ORB in the third paragraph under the heading Weapons specifically says ‘Bear in mind that a fighter with a basic, special, or heavy weapon needs at least one hand just to carry it, so he can only ever have one hand free to carry a sword, pistol, etc.’ This means that they may not use a massive weapons as they require two hands.

Read here -> http://forum.specialist-games.com/topic.asp?TOPIC_ID=10399

BigRob
10-01-2008, 12:14
Wrong game, this is Gorkamorka and a warrior may carry 2 gunz and any number of hand t ohand weapons and stikkbombz (as detailed in "Da Uvver Book" in the recruit a mob section).

Orks are much tougher and stronger than puny humans and are armed to teh teeth!

Go to the website and download the madness for free! Finally GW are doing something right, now lets all start the petition for Digganob and Man'O'War!

nite
10-01-2008, 16:25
@BigRob: I know we are talking about GorkaMorka and not Necromunda. I started playing it back in 1998...

The rules are are the same, with some minor differences. Gangers in NECRO can also carry two guns and as many CCW as you like. In NECRO there is the rule, that a warrior carrying one or more guns, can only use one of his lotta CCW in CC. Da Roolz say the same. So in NECRO they can't use two handed CCW, when carrying a gun and it is the same as in GOMO. Trust me... I gave one of my boyz two shootas and a big choppa and realised months later, that this as a no-go.

On the SG forums there are a lot of threads concerning the usage of CCW and guns and how many you can carry and so on. I'll start a new thread there with this problem.

Catferret
10-01-2008, 16:52
I think Nite is correct on this one. It was certainly the way I understood it when I read it. However I shall read the rules again and see. Oh, and post up my mob when i work one out! :D

EDIT: Can't find anything preventing it actually. It just stops you using 2 close combat weapons if you have a Shoota.

EDIT2: Ugskraga's Urty Boyz (Morkers). Deathskull theme. Local campaign won't be Gorkamorka per se, more the building of a Waaagh! with all the usual clans.

Nob: Slugga, Choppa - 15teef
Spanner(Driver): Slugga - 8teef
Slaver: Slugga, Grabbastikk - 10teef
Boy(Gunner): Slugga - 7teef
Boy: Slugga, Choppa - 8teef
Boy: Shoota - 7teef
Boy: Shoota - 7teef
Grot: Slugga - 4teef
Grot: Sixshoota - 4teef
Trak: Eavy Shoota - 30teef

Total 100 teef

nite
10-01-2008, 17:34
@Catferret: Yeah. That's right. There's nothing mentioned exactly, but in fact it's nonetheless not mentioned in the NECRO rulebook. So they put this problem in the FAQ as I posted before. ;)

I think fighting with a two-handed weapon is as hard as to fight with two single weapons. For both you need two hands! So this gives a hint for solving the problem. :)

The rules say you need one of your hands to carry your gun and with the other you can fight with your CCW. No there are some silly problems coming up ;) which got mentioned on the SG forums.

With two guns he needs one hand to carry each one. So he can't shoot with any of them... and isn't able two fight with his CCW :D And there are problems with switching weapons at the start of CC. At the begining you can switch one of your CCW. If you are carrying two CCW and want to switch to you shoota... when are you doing this?? Can you fire with it after switching because you're carrying one choppa at the same time??

Catferret
10-01-2008, 17:38
Yeah, it's all fine in theory but is there an FAQ available for Gorkamorka yet? It's ok to house rule similar things but Gorkamorka is a separate game and things may well intentionally be different.

I wouldn't be using shoota and uge choppa and would apply the rule with my group but with nothing concrete we can't say to other people they can't. A Necromunda FAQ doesn't count unless it specifically says the rule also applies in Gorkamorka.

Vemetric
10-01-2008, 17:54
From our many musings over the rules, our group has come to the following conclusions:

An Orc can carry two Guns (2 handed weapons) and any number of Close Combat weapons...

A grot can carry 1 Gun and 2 close combat weapons...

thus, Orcs are just that dead-ard that they can switch between two handed weapons (including melee) to fight, as well as being able to choose between that shoota and that cannon he's got totin' around on his back.

Lesser races (Diggas, Muties, Grots) have to use the switching weapons rule for close combat. (one hand needs to be on their big gun at all times)


Veme

carlisimo
10-01-2008, 20:31
I never read Digganob so I can't know how they work, but I agree with everything else Vemetric said. Orks can carry more weapons than they can use at any one time, and can switch between them.

I don't see any rule against giving an Ork a shoota, a shotgun, a 'uge choppa, and two pistols. The rules say you can choose which weapons to use before engaging in close combat, but you can't switch in the middle of one.

chrome_ghoul
10-01-2008, 20:40
Red wunz go fasta, but blue wunz iz luckyer!

Da Badskullz! (MORKAMORKAMORKA!)

Grimdreg (Nob)
Choppa', Kannon, Studded armer, Frag stikbombz. 20 Teef

Skuzzmek (Spanner)
Choppa', Shoota'. Maintains Snazzkart. 9 Teef.

Mekwort (Spanner)
Shoota, Studded armer. Maintains Defftrak. 9 Teef.

Snikgrod (Boy)
Frag stikbombz. Drives Snazzkart. 8 Teef.

Badrukk (Boy)
Drives Defftrak. 5 Teef.

Morgrod (Boy)
Six shoota', Knife. 7 Teef.

Grognaz (Yoof)
Six shoota', Knife. 5 Teef.

Grimbad (Yoof)
Slugga' , Knife. 5 Teef.

Snazzkart (Trukk) 20 Teef.

Defftrak (Trak) 15 Teef.


This is the same starting roster as my original GoMO mob. I can't wait to start playing again, hopefully I can get my mob rating above 200 this time.

Daredhnu
10-01-2008, 23:37
i ordered enough to make 3 mobs, 1 for me, 1 for my dad & 1 for my little brothers.:angel:

· 1 Ork Codex (English)
- to read, i like reading the lists
· 1 Ork Big Mek (income/trading)
· 1 Ork Painboy (serious injuries/serjery)
· 1 Ork Nob with Waaagh! Banner (experience/recruitment)
- these guys will represent different phases during the post battle sequence
(and they are lovely models to boot)
· 2 Ork Stikkbommerz Bitz Pack
- for the people who want grenades
· 1 Ork Warbiker Mob
- incase somebody wants bikers
· 3 Ork Trukk
· 4 Ork Boyz
- these will make-up the gangs
· 3 Mekboy Backpack 1
· 3 Mekboy Backpack 2
- will be used to create spannerz

i will spare you guys the price tag (i'm sure you can figure it out yourselves)
but suffice it to say releasing the Gorkamorka pdf's has boosted sales for GW indeed :chrome:

i also recently got my tool kit in and in combination with some greenstuff i'll be a happy camper for a long time to come i think.:D

now i will just have to paint 2 boards (4' by 2') a nice yellow/brown and then build some scrap piles, paint one crater set in a desert scheme and paint some hills in the same color, maybe build a big boulder or two aswell, hmm i'll also have to take a look at the city of death bulkheads might make some nice scrap i think.

oh well i'm off to bed, i'll have to think some more about this in the morning. (and later in the afternoon at work:p)

p.s. i really like the lists i'm seeing.
as for my nob having a 'uge choppa & shoota, appart from there being nothing in the rules against it, in da uvver book it says orks hoard the best weapons they can get so naturally my nob will have the biggest weapons available, anyway i agree with vemetric: orks are 'arder den dem weedier gitz.

well i've written enough now i think, good night and good fight.

ScooterinAB
11-01-2008, 00:08
I don't think you can arm your Boss with a shoota and an 'uge choppa!

I would like to point out that Orks are far more robust than the puny Humans of Necromunda. Thus, Orks can carry far heavier weapons.

On a serious note, it would be interesting to hear an official take on this. I would liek to point out that in Codex Orks, weapons like Rocket Launchers and Big Shootas are Assault (meaning that you can move and fire with them, as opposed to other heavy weapons which are usually move or fire). So maybe Orks really are more robust and more capable of juggling weapons.

Cirrus the Blue
11-01-2008, 05:55
This list utilizes my added mobster the 'Eavy (basically a heavy weapons trooper).

Da Road Killaz - (Morkers)

Grimjaw - Nob - 12
Six Shoota - 2
Club - 1
Blunderbuss - 1
Frag - 3
Eavy Armor - 7

Total - 26

Gormek - Spanner Boy - 6
Spanner and Gunner for 'Da Roadsta Roasta'
Six Shoota - 2
Uge Choppa - 2

Total - 10

Skarmek - Spanner Boy - 6
Slugga - 2
Club - 1
Flak - 2

Total - 11

Badgob - 'Eavy - 6
Skorcha - 8
Gas Mask - 2
Frag - 3
Flak - 2

Total - 21

Da New Kid - Yoof - 3
Driver of 'Da Roadsta Roasta'
Blunderbuss - 1
Knuckles - Free

Total - 4

Da Roadsta Roasta - Buggy - 20
Skorcha - 8

Total - 28

Grand Total - 100 Teef

For anyone who's interested, here's the other two mobster choices I've put up in my campaign. In all honesty, they've made up models for 'em, so I say make good use of 'em! :D

- Cirrus

NEW MOBSTERS

'EAVIES (Limit 0-1)

Cost to recruit: 6 teef + cost of Big Gun

'Eavies are generally the burliest of Ork warriors a mob has at it's disposal and is beefy enough to effectively lug around only the biggest of gunz. 'Eavies also have lots of experience with maintaining their gunz and thus hold many know-wots and experience similar to the Spanner Boyz, making them invaluable recruits to any mob.

M WS BS S T W I A Ld
'EAVY 4 3 3 3 4 1 2 1 7

Weapons: You can arm your 'Eavy with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Big Gunz, Armor and Stikkbombz lists.

Special: Big Gunz are very unwieldly and always require two hands to use and an 'Eavy equipped with a Big Gun may only ever use a single one-handed Hand-to-Hand weapon in close combat but may alternatively choose to double his Big Gun as a 'Uge Club or Choppa instead. A Skorcha doubles as a close combat weapon with the following profile.

SKORCHA
Short Long To Hit To Hit Save Ammo
Range Range Short Long Str. Dam. Mod. Roll Notes
close combat - - as user +2 1 -2 - Double handed. Opponent wins draws

In order for the Mek to make such a massive and heavy gun suitable to be lugged around by a warrior instead of being strapped to the back of a trukk, he needs to make some serious modifications to make it light enough to carry. As such, all Big Gunz with the exception of Skorchaz (they use the template) are Sawn Off (maximum 24 inch range) but the gun's range may still be increased beyond this with kustom work. Any kustom jobs performed on all Big Gunz by the Mek are automatically subject to the Job's a Good 'Un table, including the first.

'Eavies count as an Ork Boy for purposes of collecting income.

'Eavies have access to the following skill tables and their starting level of experience is as a Skarboy (61-80).

GORKERS
Muscle Ferocity Driving Cunnin' Dakka Odd
Y Y N N Y Y

MORKERS
Muscle Ferocity Driving Cunnin' Dakka Odd
Y N N Y Y Y


ATTACK SQUIGS

Cost to recruit: 5 teef

Attack Squigs are a favorite choice for many Ork mob leaders for the sake of their raw and vicious ferocity as attack pets.

M WS BS S T W I A Ld
ATTACK SQUIG 2D6 4 0 4 3 1 3 1 5

Special: Attack Squigs are subject to Frenzy and never earn experience.

Catferret
11-01-2008, 06:07
I'd make the Big Gunz subject to the normal rolls when being customised. There should be a risk associated with all work done by meks. If the mek can screw it up with the vehicle mounted versions, I'm sure he'll find a way to bodge the portable ones.

Rather than letting Scorchas be used in a manner similar to Burnas, why not just count any big gun as a 'uge choppa? I can picture an ork clubbing his rivals over the head with an 'eavy shoota. Call it the "Sturdy" rule or something.

How about making harpoon guns man portable too? Just a big ole crossbow really.

No problem with Attack Squigs. They have been missing from mobs for far too long.

fattdex
11-01-2008, 06:34
Don't necromunda Scalies have a harpoon gun that can spear through mutliple warriors?
Might want to check that one for ork-portable rules

Cirrus the Blue
11-01-2008, 07:05
I'd make the Big Gunz subject to the normal rolls when being customised. There should be a risk associated with all work done by meks. If the mek can screw it up with the vehicle mounted versions, I'm sure he'll find a way to bodge the portable ones.

Rather than letting Scorchas be used in a manner similar to Burnas, why not just count any big gun as a 'uge choppa? I can picture an ork clubbing his rivals over the head with an 'eavy shoota. Call it the "Sturdy" rule or something.

How about making harpoon guns man portable too? Just a big ole crossbow really.

No problem with Attack Squigs. They have been missing from mobs for far too long.

Actually, that *is* the 'Job's a Good 'Un' table. lol It's worse having to do it on the first one for the hand helds as the ones on vehicles get their first upgrade without needing to roll on that for bad stuff the first trip to the Mek's. It's a bit of a misnomer for the table, but it's the very table you were just talking about. :p

Also, the burnas in 40K worked as power weapons, and the power weapon entry for the Diggaz worked with the particular statistics I gave the burna except the fact that their's wasn't two handed and didn't lose combat in the result of a tie. The 'Uge Choppa (double handed) uses the exact same statline I put in for the Burna except for the fact that the basic 'Uge Choppa doesn't have a -2 modifier, so effectively, that's the only thing I added for the 'burna' as opposed to a double handed choppa was the -2 modifier, so it's not all that far fetched. :)

As for Harpoon Gunz, go for it! It's a Big Gun, thus can be used by 'Eavies no problem! :) I was considering using the rules for the harpoon guns in Necromunda, but those are REEEEALLY powerful and also would be super complicated to put into this in a balanced sort of way seeing as they quite literally skewered their targets. Also considering the current ones can be upgraded by the Mek anyway, they're pretty good as is, but I'll look deeper into that just to be certain. They were super powerful in Necromunda though...

- Cirrus

Cirrus the Blue
11-01-2008, 07:25
Yyyyyyeah.... Scaly Spear Guns worked with the following statline.

0-12 12-24 +3 Short +1 Long Strength 6 Damage D3 Save -3 Ammo 6+

They also turned gangers into ganger-kebabs by throwing the first ganger backwards D6 inches and if he hit another guy, the strength went down to 5 with a -2 modifier and he is carried the remaining distance. If there happened to be a third ganger in the last couple inches, then this went down to strength 4 with a -1 modifier and even had an opportunity for more gangers with consecutive subtractions to strength and modifiers. lol

As for the GorkaMorka Harpoon Gun, it's got this statline instead.

0-12 12-18 - Short -1 Long Strength D6+2 Save -2 Damage D3 and a 4+ ammo roll.
It's still pretty decent and can get rather strong, but considering that strength can be upgraded at the Mekboy'z Workshop, even under the rules of needing to roll on the Job's a Good 'Un table for bad stuff, it can get really gross as it is without being able to make Ork-kebabs. :p Those are just my thoughts, but hey, if you guys wanna use 'em, go for it! Just make sure that you keep the one on the vehicle as the overall better one by giving it the same rules for skewering, too. ;)

Actually, come to think of it, if you were to use the statistics of the GorkaMorka harpoon gun with the skewering rules, it wouldn't be that bad considering it's only D6 inches and what are the chances of 3 guys being lined right up in such a way in the first place, huh? :p So long as it's the GorkaMorka statline, it'd stay balanced. One more thing. The one in Necromunda took a full turn to reload (also for the Scaly using it could not run, charge, or set on overwatch while reloading the gun as it's pretty hefty) which makes perfect sense and with such a rule, I'd say is a welcomed modification for putting in this rule to GorkaMorka.

- Cirrus

Cirrus the Blue
11-01-2008, 07:54
DONE!!

- Cirrus

SKEWERIN'
- Harpoon Gunz now have the ability to skewer warriors and this works as follows.
- First roll the appropriate dice for the Strength and Damage modifiers. These statistics will remain static for the rest of the shot. If a model is wounded by a Harpoon Gun, roll a D6 to see how many inches the model is hurled by the force of the hit. If the model hits another one en route, the second model is also skewered and suffers a -1 to the Strength of the hit with -1 Damage to a minimum of 1 and a -1 Save modifier. The second target is then carried the remaining distance. If by mischance a third model is hit by this flying kebab, he will suffer a further -1 to the Strength of the hit causing a further -1 Damage to a minimum of 1 and a further -1 to it's Save modifier and so on the more models it skewers in such a way. ie. A shot fired at Strength 5, Damage 2, and -2 Save modifier will hit the next warrior after the first with a Strength 4, Damage 1 hit with a -1 Save modifier and the third warrior with a Strength 3, Damage 1 hit with no Save modifier. The shot stops dead as soon as it fails to wound a warrior or the shot's Strength reaches 0.
- Furthermore, the Harpoon Gun now takes a full turn to reload and any 'Eavies using a Harpoon Gun may not run, charge, or set overwatch while he cranks the spring back to set up his gun for it's next shot.

(crap, the wording for dice-rolled weaponry in such a case is finnicky)

fattdex
11-01-2008, 12:20
Nice ^_^ good job

nite
11-01-2008, 15:58
An individual warrior can only carry up to two gunz. A
warrior can also carry any number of hand-to-hand
weapons and stikkbombz. All weapons carried must be
shown on the model itself and for the purposes of
hand-to-hand combat it’s assumed that a warrior is
armed with the weapons he’s holding unless the owning
player declares otherwise at the start of the combat.

-> Ok! A fighter can carry anything but max. two gunz!

If the warrior carries a weapon in each hand, such as
two pistols, two clubs, or a pistol and a choppa, then the
model rolls one extra dice to represent the extra weapon.
This bonus only applies to warriors armed exclusively
with pistols or with combat weapons such as knives,
clubs and choppas. It does not apply to warriors who
carry more cumbersome gunz such as shootas, kannonz,
and the like.

-> In CC the fighter can fight with to CCW, but not if he's
armed with a gun.

However, as it is
impossible to use larger, heavier weapons such as
shootas in hand-to-hand combat, warriors are
allowed to draw any one pistol or hand-to-
hand weapon from a pouch, bag, holster, etc.

-> While being armed with a gun, in CC he can just draw one CCW.

Bear in mind that a warrior who carries a
weapon that is larger or heavier than a
pistol needs at least one hand just to carry
it, so he can only ever have one hand free to
use a pistol or hand-to-hand combat
weapon.

-> A shoota weighs more than a pistol, doesn't it? So he has only
got one free hand to use a CCW.

Double-handed. Amassive club or choppa needs two
hands to use, so a warrior using one in hand-to-hand
combat can’t use any other weapon at the same time.

-> Ok. This one can only be used in CC alone not in combination with another CCW, that's fine. But it's double-handed and needs
two hands to use! Before we found out, that while he's carrying a shoota only has one
free hand to use a CCW. No do you realize it? ;)

Cirrus the Blue
11-01-2008, 18:17
A warrior who carries a pistol or hand-to-hand combat
weapon in each hand normally fights with the two
weapons depicted on the model. However, if he wishes,
he is allowed to swap one weapon for another pistol or
hand-to-hand combat weapon at the start of hand-tohand
combat. For example, a warrior who has two sixshootas
might put away one pistol and draw his choppa.
The player must declare that he is doing so at the start of
the combat.


Me, personally, even if this doesn't allow it, I always used the rule of that you could holster a shoota or kannon or whatever in this same way, giving the warrior access to an extra close combat weapon provided he has one in his equipment. :) I'd say it's overall a little bit easier that way especially considering the fact that 'Uge Choppaz require that whole two hands thing and such and any boyz armed with shootaz or whatever would render that kinda useless, huh? lol :p It's a decent house rule to make it that all weapon types are able to be swapped out at the beginning of close combat, not just hand-to-hand weapons.

- Cirrus

SWAPPIN'
- Warriors may swap out one or two weapons of any type besides Big Gunz - not just close combat weapons at the start of close combat. This means that instead of only being able to swap a hand-to-hand weapon for another hand-to-hand weapon of a different type, this allows him to swap out his shoota or kannon, putting them in their respective holsters in exchange for his 'Uge Choppa or Six Shoota.

Grimbad
11-01-2008, 22:19
Red wunz go fasta, but blue wunz iz luckyer!
Grimbad (Yoof)
Slugga' , Knife. 5 Teef.


You know, I am a yoof. And I do have a rather large Gurkha knife.

Here's mine:
Skarshuv's Slashas (morkers)
Skarshuv(nob), choppa, slugga, studded armor 16 teef.
Gubbinsgit(spanner) knife, six shoota 8 teef
Drumma Boy(yoof), club, club,(drumsticks) 5 teef
Snikdakka(boy), knife, shoota, 7 teef
Grimdregga(boy), uge choppa, studded armor, slugga, 10 teef
Lugtuf(boy), choppa, studded armor, kannon, 10 teef
Wurrvillun(boy), choppa, shoota, 9 teef

Daredhnu
11-01-2008, 22:45
snip

Now do you realize it? ;)

fine i'll be changing the shoota to a slugga then, watch for the edit...... watch for it


there it is..... :skull:

Cirrus the Blue
12-01-2008, 01:23
You know, I am a yoof. And I do have a rather large Gurkha knife.

Here's mine:
Skarshuv's Slashas (morkers)
Skarshuv(nob), choppa, slugga, studded armor 16 teef.
Gubbinsgit(spanner) knife, six shoota 8 teef
Drumma Boy(yoof), club, club,(drumsticks) 5 teef
Snikdakka(boy), knife, shoota, 7 teef
Grimdregga(boy), uge choppa, studded armor, slugga, 10 teef
Lugtuf(boy), choppa, studded armor, kannon, 10 teef
Wurrvillun(boy), choppa, shoota, 9 teef

Don't forget your trukk!! It's the desert after all and your boyz need transportation, ESPECIALLY for a Morker gang!! :p (also it's in da roolz...)

- Cirrus

Cirrus the Blue
12-01-2008, 02:13
Just a heads up that I've edited the 'Eavy entry to allow him to alternatively use his Big Gun as an 'Uge Club or Choppa in close combat as he chooses. Keep in mind it's sometimes a better choice not to do this as it will always lose in the result of a tie and he may even pick up something better that's single handed in his mob's travels anyway. :)

- Cirrus

MrInsomniac
12-01-2008, 03:19
Had this mob planned for ages but have always been keen to wait for the new models. I'm off to GW today :D Huzzah!

Morkers

Nob - Shoota, Choppa, Frag Stikkbombz - 18 teef
Boy - Shoota - 7 teef
Boy - Slugga, Choppa - 8 teef
Boy - Kannon - 8 teef
Boy (Gunner) - Knife - 5 teef
Spanner (Driver) - Knife - 6 teef
Trukk - Eavy Shoota - 35 teef
Yoof - Shoota - 5 teef
Yoof - Six Shoota, Choppa - 6 teef

Heretic12
12-01-2008, 04:08
What about giving your Nob some 'Eavy armor right out of Mektown? Youd have to take one less Yoof but Honestly besides the fact he can get up to like T(5) when he turns boy I can live with out one. I dont know how many boys we can pack into one of the new truks, I plan to play using 4th Ed models so they got round bases.

Youd run the risk of him getting poped fairly soon but, hey isnt running some thick Tin Can part of being an Ork?

Also can anyone run the numbers on the chance of getting a P/Klaw off a Doc visit? If you dont get it you cant try again so say if you fail on the Left arm you can attempt on the Right, solid odds of getting one?

DirtySkeptic
12-01-2008, 04:11
Well, I might as well give this a shot-

Morkers

15 Nazdreg: spanner w/ choppa, shoota, studded armor, krak stikkbomz

53 Uzruk: boy w/ slugga, ‘eavy armor. Drives a trukk w/ big shoota manned by Grimbash

5 Grimbash: boy. Gunner of trukk’s big shoota

27 Badgut: Nob w/ choppa, slugga, ‘eavy armor, krak stikkbomz

considering they don't make the football bases anymore, it'd be hard to fit more than 2 models in the back of the trukk. While you can fit more if you want to (though risking some falling off), for the sake of simpleness I'm house ruling that a trukk can carry up to 10 models. would this be too much? the ork codex states 12, but I think that was simply for balance with other army's weapons.

Also, are there any foot boyz capable of wielding heavy weapons? what is this "'eavy" you speak of? how large was the fort? could I find a template online for making it?

Heretic12
12-01-2008, 04:47
I think the "Eavy" was a house rule they just sugested above. Anyways depending on how many boys I can jam into this new trukk.

Skulnurd's Heretiks - (Gorkers)

(Nob) Skulnurd - 'Eavy Armor, Slugga, Choppa, Frags - 25
(Trukk) (Da Skulkart) - Harpoon Gun - 27
(Spanner) (Driver of the Skulkart) - Six Shoota - 8
(Boy) (Harpoon Gunner) - Knife - 5
(Boy) - Slugga Choppa - 8
(Boy) - Slugga Choppa - 8
(Boy) - Shoota - 7
(Boy) - Shoota - 7
(Yoof) - Blunderbuss, Choppa - 5

100 Toof start

Cirrus the Blue
12-01-2008, 05:04
Well, I might as well give this a shot-

Morkers

15 Nazdreg: spanner w/ choppa, shoota, studded armor, krak stikkbomz

53 Uzruk: boy w/ slugga, ‘eavy armor. Drives a trukk w/ big shoota manned by Grimbash

5 Grimbash: boy. Gunner of trukk’s big shoota

27 Badgut: Nob w/ choppa, slugga, ‘eavy armor, krak stikkbomz

considering they don't make the football bases anymore, it'd be hard to fit more than 2 models in the back of the trukk. While you can fit more if you want to (though risking some falling off), for the sake of simpleness I'm house ruling that a trukk can carry up to 10 models. would this be too much? the ork codex states 12, but I think that was simply for balance with other army's weapons.

Also, are there any foot boyz capable of wielding heavy weapons? what is this "'eavy" you speak of? how large was the fort? could I find a template online for making it?

That's not a bad idea, actually. The old codex allowed up to 10 per trukk, so that'd do the trick rather well, I'd think. However, generally speaking in terms of GorkaMorka how many models I was ever able to fit onto the back of an unconverted trukk was about 5 or 6. It's a good house rule to allow a set number though, but the alternative would be to just make your own bases out of plasticard which work rather well that way, too! :)

- Cirrus

Heretic12
12-01-2008, 05:37
That's not a bad idea, actually. The old codex allowed up to 10 per trukk, so that'd do the trick rather well, I'd think. However, generally speaking in terms of GorkaMorka how many models I was ever able to fit onto the back of an unconverted trukk was about 5 or 6. It's a good house rule to allow a set number though, but the alternative would be to just make your own bases out of plasticard which work rather well that way, too! :)

- Cirrus

6 Sounds about good for non-crew boys in a trukk to me, with the new ones you got mandatory space up front for your gunner and driver so, six in the bed sounds solid.

hendybadger
13-01-2008, 10:16
can we post digga , rebel grot and mutie warbands here?

and try to bring back digganob aswell!!!

Cirrus the Blue
13-01-2008, 10:26
I can't possibly imagine why not! :) Post whatever mob race and roster you intend to use in your respective campaigns!

- Cirrus

Warsmith Strader
13-01-2008, 12:58
Well, my boyz are Morglum'z Necksnapperz(a play on the old fantasy character) are morkers(due to the new plastic mob with sluggas).

Morglum will be a mix of gubbinz from both games to make him, with eavy armour!

Grimbad
14-01-2008, 00:09
Don't forget your trukk!! It's the desert after all and your boyz need transportation, ESPECIALLY for a Morker gang!! :p (also it's in da roolz...)

- Cirrus

D'oh!
http://i156.photobucket.com/albums/t21/grimbadgrotkikka/many%20vehicles/P3273611.jpg
Da Big Red Squig
buggy/trukk, big shoota.


Also, I can fit my whole 7-guy mob onto a nearly unconverted trukk (in such a way that it wouldnt matter if the trukk was converted). I am so proud of myself.

Cirrus the Blue
14-01-2008, 07:07
hahaha A mechanical squiggoth?! I love it!! That's a really slick conversion! :D

- Cirrus

Catferret
14-01-2008, 07:45
Grimbad: Awesome! Dat fing is ded stompy. Da meks wud be prowd. Hurhurhur.

Breten
14-01-2008, 20:36
So I downloaded the rules for a buddy, read them and said screw it, I'm in. Went in on the weekend to grab the old buggy and trukk, and walked out with the new bikers and buggy.

So I'll be playing in Cirrus' Campaign, and this is the Morker list I came up with this weekend.

Da Nite Ridaz

Grimfang Toekutter (Nob)
'uge Choppa
Warbike TL Shootas

Vargrim Mudgutz (Spanner)
Knife, Chain, Slugga
Warbike

Grinner (Boy)
Knife, Club, Slugga
Warbike

Morgrim Irontongue (Spanner)
Knife, Choppa
Warbuggy Driver

Sprog (Boy)
Knife, Kannon
Warbuggy Gunner (no gun yet)

Warbuggy

Works out to 100 teef on the nose. I decided to go bike heavy after seeing the new bikes on Sunday, and I just had to buy them. So cool. I figure I'll add guns to the Warbikes, and then buggy as I go, except the Nob who gets them right away. Bonus points to whoever catches my naming reference. I can add another 2 models that will fit onto the buggy before needing another vehicle, but before I add the buggy gun. Until then, 1 Boy gets a Kannon.

Breten
14-01-2008, 20:42
Here's a PDF of the Campaign Rules that Alec wrote up. I've also attached the Killa Kans from another thread at the end.

hendybadger
14-01-2008, 21:11
ideal. thats a great download and will be lots of fun

Catferret
15-01-2008, 06:05
Bonus points to whoever catches my naming reference.

Mad Max. Gimme cookie! :D

I have started converting my Trak. Shall try and get WiP pics up in M, P & T tonight. I'll give you a link once the thread is started so everybody can post their Gorkamorka stuff.

Breten
15-01-2008, 13:17
Yep, and all the names except Irontongue are from it. I just switched it from Silvertongue. It was just funny because I just re-watched them all a couple weeks back.

hendybadger
17-01-2008, 21:14
muties

seeker with jezail

keeper with fusil

unk with glave

unk with demiline

snagga with caliver

snagga with arbalast

100 teef

thought i would start with six riders. each only with one weapon.
i did consider having only for or five with cc weapon , gun and armour but want to see how these work first

tactics

snagga to head towards mob. picking off boys. closly followed by the seeker and keeper head to gun down trucks and large groups of boys.
unks to use cover and head towards mob until in charge range and start swinging.

what do you think?
any ideas or thoughts?

Yorkiebar
18-01-2008, 14:45
Badnag's Boyz (Morkers)

Badnag Grogwort (Nob) + choppa + kannon + 'eavy armour = 23

Durshak Nazgrim (Spanner) + bike with twin shootas = 16

Zoglug Gorsnik (Spanner, driver of Morksprung Durch Teknik) = 6

Mogrot Badstuf (Boy, gunner of Morksprung Durch Teknik) = 5

Oglug Snoturty (Yoof) + shoota = 5

Bofsnot Mazda (Yoof) + shoota = 5

Morksprung Durch Teknik (Trukk) + 'eavy shoota = 35

Total 100 teef

MrInsomniac
18-01-2008, 18:53
Morksprung Durch Teknik (Trukk) + 'eavy shoota = 35

That is brilliant!

doghouse
19-01-2008, 20:27
I've gone for a Gorka Mob centered around a rather selfish Mob Warboss who doesn't like the others having stuff incase they try and take over the Mob.

Thrugg's Fuggs

Nob: Thrugg Grotsplitta - 22 Teef

'Eavy Armour, Shoota, Choppa,

Spanna: Fixit - 6 Teef

Spanna: Scarpa - 6 teef

Trakk with 'Eavy Shoota - 30 Teef

4 Boyz with Choppa - 24 Teef

3 Yoofs with Choppas - 12 Teef

bloodangeluk
17-01-2009, 02:58
This is my recent Mob, they were originally just the Krooked Moon Boyz but my friend pointed out that it sounded liked a Pub Name so Nazrog became the Landlord, and instead of mining they collect profits and a mine cave in is just a huge bar brawl.

Krooked Moon Regulars (Gorkers)

Nazrog The Pub Landlord - Nob
Knife
Shoota
'Eavy Armour
Shield
Choppa
Total Teef = 23

MacRazy - Spanner Boy (Driver)
2 Knifes
Total Teef = 6

Jagguwaaagh - Trak
'Eavy Shoota
Total Teef = 30

Panzar (Gunner)
2 Knifes
Total Teef = 5

Noriz
Knife
Shoota
Total Teef = 7

Dratz
Knife
Shoota
Total Teef = 7

Boggardz
Knife
Shoota
Total Teef = 7

krumpz
Knife
Shoota
Total Teef = 7

Swartz
Knife
Slugga
Choppa
Total Teef = 8

Teef Stashed = 0

Incoming
06-06-2009, 14:39
My Morker Mob.

Nob, Choppa & 2nd Choppa
14 Teef

Buggy
20 Teef

Spanner, Driving Buggy
6 Teef

Trukk, Linked Shoota
24 Teef

Spanner, Six-Shoota, Driving Trukk
8 Teef

Grot, using Trukks Linked Shoota
2 Teef

Boy, Shoota
7 Teef

Yoof, Knife
3 Teef

Slaver
6 Teef

Grot, Shoota
4 Teef

Grot, Six-Shoota
4 Teef

On their Trukk they don't want to invest in a big weapon, costs to much they say. So they go the route of getting a Linked Shoota that they can Kustomize instead. (Yeah they know that's 1-6 Teef every time but they are willing to try to get a good Wepun).

I save 2 Teef. ;)
Total: 98 Teef.