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Abak Manfingaz–Sumboy Extraordinaire!!

The mysterious driving force behind the town revealed at last. Abak is a special kind of Ork, packing not only brawn but brainz to match as well. In another life he might have been a mighty Warboss with an entire Waaagh!!! at his command. But Fate cast him in the role of banker and its a job he approaches with the same brutality as the biggest Bosses take to war.

A Finga in every pie.

For a while the town grew steadily, adding a Slaverz barracks to keep the Gretchin the Mek employed in line and then came the arrival of Abak Manyfingaz, one of the bizarre Sumboyz. Orks generally carry teef on a day to day basis but occasionally a Nob or business owner builds up a good haul of teef that would make him a target for bein’ pounded on by the other Orks in order to steal said teef. When this happens, the smarter Orks take their teef to the Sumboyz who will guard them against theft and increase their hoards by somethin’ the Sumboyz call “wise investin’” whatever that means. All they know is that if they give Abak a pile o’ teef, when they come back later, Abak will give them the same teef back and a few more. He even does the tedious calculations involving his fee ahead of time so there’s no head hurtin’ sums to be done when an Ork returns for his teef.

Abak achieves this miracle by transporting scrap and goods to and from Mektown under the Sumboyz system of “Buy’ em small and Sell’ em Big!” While no one outside the Sumboyz really gets this, it has made Abak a pretty rich Ork as he pockets a good amount of teef in profit from the system. He runs a Sumboyz Countin’ House just off the market square and the owners of the nearby businesses are pleased to have a good place to keep their teef stashes between runs to Mektown for extra supplies.

Abak himself is a fairly large ork, easily on a par with most of the nobs in size and his clothes are tailored to a standard that is almost unheard of amongst Orkz. They haven’t just got bagz of snazz, they’ve got klass!. His real power however comes from the fear of what he might do to you if you start missing payments on a teef loan Abak generously provided you with. During buzinezz times, Abak is accompanied by his two boyz who will shake down other Orks who default on their payments and his custom Snazzgun is never far from his reach. His desk in the countin’ house has a set of choppas crossed on the wall behind him, serving as a constant reminder to the Orks he deals with where his title of Manyfingaz came from. Let’s just say that his debt collection methods will often cost you an arm and a leg…

All buzinezz is good buzinezz

Abak has a hand in all the major business transactions that go down in Da Town and supports his fairly lavish lifestyle by doing business with anybody that has the teef and the discretion to keep their big gobs shut. If they didn’t shoot on sight, he’d probably work with the Muties and Dust Rats too as long as they had big stacks of Orky teef or supplies to barter with.

His transactions with Mekboy Brazzop would be of particular interest to the Big Mekz as a huge amount of prime tek is moved through the town by the Freebootaz, Bikerz, and other shady sorts. Abak knows he can trust Brazzop to give him the best information on what’s worth keeping, what’s in demand and what’s a useless hunk of junk that some cheeky little Mek is trying to pass off as fine craft. Brazzop doesn’t mind Abak taking his cut as he knows full well that it’s Abak’s reputation that holds off the Big Mekz from flattening the little frontier town and claiming all his scrap as their own. Mysterious accidents seem to happen to a lot of mobs that are sent to deal with Brazzop and while there have been several successful break-ins to the counting house, no one has ever broken out again. Dok Biskap always seems to have a supply of extra limbs and bioniks shortly after one of these attempted incursions as well but no one has so far dared to voice this connection. Those who were smart enough to notice, were smart enough to keep their mouths shut and by extension, their teef in them.

For the enterprising mid-level mob, Abak has a few task he can send them on and the rewards for these could be substantial. But the consequences of being in Abak’s deep and sweaty pockets could be just as bad if the Big Mekz find out a mob has been dealing with him behind their backs.

To be continued…

 

We’re working on getting Da Town in a finished state before the year is out but real life has a nasty habit of interfering. I’m also attempting National Novel Writing Month again this year so I have to divide my writing between two different areas at once now. This years Halloween scenario unfortunately had to fall by the way-side as it was simply too complex to be finished on such short notice. Barring a major disaster, it will be incorporated into some of the weirder scenarios which surround the town. If there is a major disaster, look for it next Halloween :p

Stay green folks!

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Outlaw Motorcycle Clubs

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Spores of Anarchy by Darren Sampson
Hello, one and all!

Thanks to Da Bikers over on The Waaagh there’s a new version of the Gorkamorka Outlaw MC PDF. The rules are identical but now there’s some really awesome artwork.

I’m a bit of a fan of the show Sons of Anarchy, as I know some of you are too. Well one thing led to another and this logo came about. Thank you so much, Darren, it’s bloody brilliant. If you’ve not seen the SoA logo before it looks like this.

I’m working on my first charter, South Mektown at the moment although word on the grapevine is that there’s a charter up in the Northern Wastes too, although their bikes have skis…

The old version can be found here, should you be interested.

Download PDF

 

These rules are licensed under a Creative Commons Attribution-Non-Commercial-Share-Alike license. The rules were written by Ben Fox with additional work by Liam Davenport. The layout graphics were created by Ben Fox and are licensed under a Creative Commons Attribution-Non-Commercial-Share-Alike license. The illustrations were provided by Darren Sampson and are licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

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Broken links

Hey guys!

We’re in the process of moving to a new web host so if there’s issues with the site please forgive us. At the moment nothing is gone but there’s a few teething problems associated with moving from shared hosting to a VPS (we have to do lots of the hard work by hand and it’s been a while!). With any luck the issues will be resolved within the next few hours. Please bear with us.

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To the victor belong the spoils

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VJDnW
Over on The Waagh NonComPoop has posted a few photos of some trophies made for a GoMo campaign. Trophies in other games aren’t uncommon but this is probably the first time we’ve seen any for Gorkamorka.

The trophies are made out of masonite, air drying clay and leather. They are to are made to scale so they could be worn if the player wanted.. I’d hang them on a wall personally though.

-NonComPoop

 

Anyone else got any similar things from your own GoMo campaigns? We’d love to see them if you do!

 

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C8VFG

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We Woz ‘Ere Furst: Project Badass 2 vs. The Scorcha Boyz

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Some greenskins over at We Bleedz Green are just getting started with their GoMo campaign and have posted a battle report that some of you might like.

The bikers of Project Badass 2 (Elektrik Boogaloo) took on the cage-loving orks of The Scorcha Boyz a few days ago in a bit of a beta test. It looks like there’s going to be more stuff coming out of We Bleedz Green so you might want to take a look at their blog.

We Bleedz Green

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2012 Gorkamorka Tournament

Flash Git has proposed something rather special for Orktober this year – a tournament at GW’s Nottingham HQ. There’s a thread over on The Waaagh where you can have your say, or leave a comment on here and we’ll pass your thoughts along.

In short he proposes the following:

27th-28th October 2012 at Warhammer World
Sat 27th 10.00 to 18.00
Sun 28th 10.00 to 18.00

If you’re interested head on over and let him know. Let’s make this happen!

Forum thread.

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Gorkamorka players in Michigan?

xav++ is looking for Gorkamorka players in the Tri City area of Michigan. If you’re not quite there then worry ye not, he’s willing to travel so the rest of the state isn’t off the table.

Here’s his topic on The Waaagh if you’d like to put a game together.

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Teef are not points

I’ve read many different rules for GoMo over the years, some good, some bad, some just plain strange. I’ve talked about Doom Fortress Syndrome before and this post is a sort of follow up to that.

First off, most new Gorkamorka players will be encountering the game coming from 40K. This isn’t universally true of course, but it’s fairly common. Warhammer 40,000 and Gorkamorka are obviously very different games but there are also more subtle contrasts that really affect how one views the game systems.

In 40K one sets a point limit and builds an army list to that – 1500 points, 2000 points, etc..
Theoretically any two armies of the same point values should have approximately equal “value”, assuming one makes sensible choices. If one wanted to design a new unit one would draft some rules, set a point value, then see whether the value was about right in the context of similarly costed units from other armies.

Essentially it’s a matter of opportunity cost – if one chooses to field that unit what is one forgoing. There’s also the matter of how many points an enemy would have to expend to counter it.

In Gorkamorka people often try to use the same method and there’s the issue. Teef are not analogous to points. Mob rating is closer to it, but even then it’s not a perfect concept. Point values are set, teef values are fluid. At the start of a campaign everyone does receive 100 teef to spend but after that income mechanics come into play. Buying a new trukk isn’t just a matter of scraping together teef over a series of games, it’s making the choices to do that.

When playing it’s not a matter of “in three games time I will have enough”, it’s a case of “should I risk pushing forward or should I bottle out now?”. Models that go Out of Action don’t generally earn income, for example. Also for many mobs there are potential risks associated with earning income. Should you spend D6 teef to get one of your boyz patched up? Maybe he’ll end up with a powerklaw or a cybork body, or maybe he’ll just waste 5 teef and get a pegleg. If he ends up rather burly he could well turn the tide of the next game.

Teef cost contributes directly to mob rating and mob rating is used for balance. So if a new addition costs less than it should it will break the balancing mechanics mob rating exists for. This is why special characters add a certain number to mob rating when they’re hired (Da Krusher adds 35 for example).

Plenty of writers bear this in mind when writing rules but others don’t. I just wanted to mention it because I feel it’s something interesting to think about when trying to pick a number out of the air for a potential things.

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IMG_3116

Hand waving helps, I find.

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Resin ork outlaw MC cuts

Orktober 2012 GoMo Tournament reminder

Back in June we told you about a Gorkamorka tournament happening here in the UK – good news, it’s still on!

Details

27th and 28th October, 10 – 6 at Warhammer World. If you want to take part you should sign up and confirm here.

With any luck some of us from tUGS will be there but it depends on whether we’re able to sort out transport down to Nottingham.

Sign-up thread

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A source for Mutie calivers

Mutie weapons are rather hard to come by and to be honest even in the original models it was unclear which ones were which. However whilst browsing Forgeworld’s new releases list we found these:

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volkite-calivers

The Volkite Caliver Set (Found under Horus Heresy if they move it in time). They’re far from cheap but apparently that’s what Imperial calivers look like. The rules for them can be found on page 65 of Digganob.

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Another GoMo weekend at Warhammer World

It’s now 2013 as some of you may have noticed and there’s rumblings going on about another Gorkamorka tournament down in Warhammer World (Nottingham).

At the moment the date is uncertain but if you’re interested pop over to The Waaagh where there’s a small discussion going on.

Gorkamorka Winter Scorcha thread

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Gorkamorka Winter Scorcha Dates confirmed

Get Da Mek

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OLYMPUS DIGITAL CAMERA
Written by Josh Wardle and found in Gubbinz #1 this scenario apparently managed to escape being published so far. Well that’s just not acceptable!

This is one of very small number of scenarios that use the “Da Rolling Road” mechanic. We should probably write a few more of those at some point.

Anyway, here’s the file:

Download PDF

(image by bushie licensed under a Creative Commons Attribution-Generic 2.0 license)

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Gorka-forta: Building Gorkamorka forts and Mektown buildings

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139b
If you’ve ever even flicked through the pages of Da Uvver Book you’ll know that having a fort is one of the best things about Gorkamorka. The original game came with a cardboard one but that’s really more of a stop-gap until the glue has dried on the one on the workbench, ain’t it?

Originally from Citadel Journal 27 this article was primarily credited to Gary James, the founder of Terragenesis. There’s even a link to their old URL – altdorf.com/terragenesis

Of course that particular domain is long gone these days. Fortunately Terragenesis is still around and the two forts featured in the original piece still have articles there with even more photos:

Gorkamorka Fort 1 (by Nikki, James, and Minkus)

Gorkamorka Fort 2 (by Mark and Stunty)

It was also republished in Gubbinz bundled with an article from White Dwarf 215 entitled “Mektown Madness: Markus’ Fort”. We’re working on getting hold of that article separately (the CJ article is reproduced identically in Gubbinz).

Download PDF

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More Mektown Madness!

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More-Mektown-Madness
Just a snippet of an article this time, mainly for completeness sake. We don’t know about you but when we look at the article index bits left out make us curious.

In terms of credit the models pictured include work by Martin Footit, Richard Baker, Ben Jefferson, Adrian Walters, Rich Potter, and Jim Butler.

This one is from White Dwarf 216. You might recognise some of the pictures from the third edition Warhammer 40,000 Ork codex!

Download PDF

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Mad Meks 1

Long ago when the site was fairly new we posted Mad Meks as taken from Gorkamorka Gubbinz #1. Since then serious effort has gone into acquiring the articles we’ve were missing so we’re going back and filling in the blanks at last!

Whilst these rules are the same as the one in Gubbinz this version is the original from White Dwarf 217, written by Gav Thorpe.

In this article you’ll find rules for the following gubbinz:

  • Mine layers (frag/krak)
  • Shoutas
  • Scrab Grabber
  • Wheel Slashas

Interestingly one of the gubbinz in the article, Shoutas, actually allows a vehicle to cause Fear. In order to board a leadership test would need to be passed. That might actually be somewhat game breaking when it comes to Rebel Grots – their Leadership is extremely low and they rely on boarding in combination with their Pilin’ On rules to even the odds.

Download PDF

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Mad Meks 2

Another “from the archives” piece this time – the second of Gav Thorpe’s Mad Meks articles (from White Dwarf 220). The following gubbinz can be found in the PDF:

  • Spiky Wheels
  • Turnin’ Hook
  • Spike Droppa
  • Boosta Rokkit

The Turnin’ Hook seems vaguely useful although mostly for awesomely Orky tactics but 5 teef does seem bizarrely high. Given that all the gubbinz in this article have the same price one has to wonder whether there’s a typo. It hasn’t been updated in Gubbinz #1 but it doesn’t seem like the sort of thing a proof reader would pick up on anyway.

The Spike Droppa costs the same and is a fairly puny area denial weapon (S2 hits on infantry, D3 S3 hits on vehicle wheels/tracks) – some how that doesn’t seem right. Similarly the Boosta Rokkits are single use with a serious risk of causing real damage to the vehicle they’re mounted on. The pricing just seems off on all of these things so perhaps an FAQ ruling will be needed at some point.

Download PDF

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Shields in Gorkamorka

In Gorkamorka there’s only a limited number of options when it comes to body armour. Generally it’s not worth bothering with if you’re playing as Orks. Natural toughness and a stubborn unwillingness to die provide ample protection and that money could be better spent on more killy stuff!

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That said, there’s shields. They provide a saving throw against hand to hand weapons and things like bows (see page 59 of Da Roolz for details in full). More than that though they give the warrior a parry. Those familiar with Necromunda or the Dust Rat rules will already know what that is – an opponent can be forced to re-roll one of their attack dice in hand to hand. Given that a high roll can be the difference between victory and death it makes all the difference!

Shields also have the advantage of only costing 1 toof and looking well ‘ard too!

Of course at the moment when it comes to shields it would seem Warhammer Fantasy mostly has a monopoly on them. That wasn’t really the style that Flamekebab was after so he produced these:

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riot-shields-front
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riot-shields-back

They’re available on Fox Box in the three designs pictured. As you can see in these other photos they’re sized for 28mm greenskins and probably fit with parts from other manufacturers who do the same scale.

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s33Lya5l
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RuuNW26l

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Gorkamorka Summer Weekend 2013

Flash_Git is up to no good again!

Well, no, not really. He’s trying to sort out details that work for everyone for this Summer’s GoMo tournament. As per usual it’ll be happening at Warhammer World over a weekend.

The following dates are on the table at the moment:

  • 6th and 7th July
  • 3rd and 4th August
  • 28th and 29th September

However if none of those work for you there’s still hope. The poll only opened about seventeen hours ago so head over to the topic and cast your vote:

http://www.the-waaagh.com/forums/?showtopic=52955

Also at the moment registrations on The Waaagh are closed. Leave a comment if you’re trying to register and we’ll see about helping you out.

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