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Games are designed to be played in a series and form a campaign, wherein fighters gain new abilities and suffer permanent battle injuries or death, and new warriors are purchased, or "retire" once they get to too high of a level. Players earn money (teeth) based on how well they perform and the relative strength of their opponents. There are no set rules (or even suggestions) on how long a campaign should last, or how to declare a winner.
Games are designed to be played in a series and form a campaign, wherein fighters gain new abilities and suffer permanent battle injuries or death, and new warriors are purchased, or "retire" once they get to too high of a level. Players earn money (teeth) based on how well they perform and the relative strength of their opponents. There are no set rules (or even suggestions) on how long a campaign should last, or how to declare a winner.


==Races ==
==Mob Types==
; [[Ork (Warhammer 40,000)|Orks]] : A fungus/algal-based race whose culture revolves around war, Orks are the most common species in the universe of Warhammer 40,000. The Orks on Angelis are slightly mutated, as their culture is led by the Mekboyz instead of Warbosses. Orks live in Mektown, centred around Gorkamorka and the biggest (and only) city on Angelis.
; [[Ork (Warhammer 40,000)|Orks]] : A fungus/algal-based race whose culture revolves around war, Orks are the most common species in the universe of Warhammer 40,000.
; Diggas : Tribal humans, descendants of an [[Imperium (Warhammer 40,000)|Imperial surveying team]].
; [[Gretchin|Rebel Grots]] : A sub-set of the orkoid species, similar to [[Goblins]].
; Muties : Mutants originating from the shipwrecked crew of the survey team's orbiting vessel.


; Night Horrors / [[Necron|Necrons]] : (not playable) Original inhabitants of Angelis, prompting Imperial efforts to assess the planet. An Imperial report of the pyramids, from before the coming of the Ork Hulk was printed in ''Warhammer 40,000 Codex: Necrons'' confirms this<ref>{{cite book|title=Warhammer 40,000 Codex: Necrons|first=Andy|last=Chambers|coauthors=Haines, Pete, McNeill, Graham, and Hoare, Andy|year=2002|edition=3rd Edition|publisher=Games Workshop|location=Nottingham|isbn=1-84154-190-7}}</ref>.
; Diggas : Before the Orks crashed, Angelis was being surveyed by the [[Imperium (Warhammer 40,000)|Imperium]]. Those humans examining the [[pyramids]] of Angelis were forced underground during the Crash, and gradually devolved into primitives. When the two races first met, Orks tried to enslave Diggas, but were slaughtered by the Night Horrors, the fearful allies of the Diggas. Since then, Orks have referred to the Pyramids and the land around them, the unchallenged territory of the Diggas, as "Morgarg-durlurk-gulskar-dregsnikslag", which translates as "Fortress of Ancient, Terrifying Power, Land of Waiting Death, Pain and Destruction", a name of utter dread amongst a species which fears virtually nothing. Despite these initial setbacks, Diggas and Orks have become trading partners, and Diggas revere Orks as the pinnacle of culture, often going so far as to imitate the Orks, wearing green paint and ork-style gear when going into battle.

; [[Gretchin|Rebel Grots]] : Despite the fact that the Gretchin (Grots) of Angelis fight and die for their Orkish masters, Grots do not and will never receive tags- which means they won't be allowed on Gorkamorka when the time finally comes. This was and is very upsetting for them, and many years ago there was a city wide revolution, which was brutally put down by the Orks. Some of the rebellious Gretchin survived, and fled Mektown. These were the ancestors and founders of the "Gretchin Revolutionary Committee" (apparently modelled on some form of [[Marxist]] revolutionary organization), led by the infamous Red Gobbo, who dwell in Skid Row- a massive, relatively intact chunk of Space Hulk which lies at the opposite end of Da Skid to Mektown. The Rebel Grots' mission is to earn equal rights, the opportunity for Grots to get on Gorkamorka too.

; Muties : When the Space Hulk crashed, not all of the humans were forced underground. Some survived the crash of their own space ship, and continued to dwell within it. But the [[radiation]] and poisons pouring from the Hulk twisted and corrupted them, changing them into twisted [[mutant]] monstrosities. The most advanced race on Angelis, the Muties lead a holy war against all other races from their fortress "Etervigila" (based on the name of the crashed spaceship from which it was built, the "Eternal Vigilance"). They harbour deep resentment for the Orks, whose wayward space hulk pushed the Muties' ancestors out of the sky, and separated them from their deity, Magod - generally assumed to be the Machine God of the [[Adeptus Mechanicus]].

; Night Horrors / [[Necron]]s : (not a playable race) Originally, the true identity of the Diggas' monstrous allies never was confirmed, being referred to by the Orks as "dem fings wot built da pyramids", but illustrations in the rulebooks featured a Necron skull amids other debris, such as the one on page 17 of the 'Uvver Book', and Games Workshop published a scenario in [[White Dwarf (magazine)|White Dwarf]] which revealed the other beings to be an isolated crypt of Necrons, located in the pyramids above the Diggas' catacombs{{Citation needed|date=August 2009}}. An Imperial report of the pyramids, from before the coming of the Ork Hulk was reprinted in ''Warhammer 40,000 Codex: Necrons'' (Chambers et al., 2002).


==Adaptations==
==Adaptations==

Revision as of 05:36, 19 March 2010

Gorkamorka
Cover of the Gorkamorka starter set
ManufacturersGames Workshop
DesignersAndy Chambers
Gavin Thorpe
Rick Priestley
PublishersGames Workshop
Players2-8

Gorkamorka is a vehicle-using campaign game produced by Games Workshop, set on the desert world of Angelis, in the Warhammer 40,000 universe.

The player takes control of a group of Orks, with the object of the game being to gain wealth and experience. The rules were roughly based on the second edition of Warhammer 40,000, with extra vehicle rules added and an extensive campaign system.

As of December 2009, the rules from the original boxset were freely available to download from the Games Workshop website under the "Out of Print Games" section. The expansion set, Digganob, has not been released.

Background

Eons ago, a Space Hulk filled with Orks on a Waaagh! (a huge Ork invasion), crashed into Angelis, plowing a massive canyon, "Da Skid", and devastating the world's ecosystem. The Orks, who can survive just about any catastrophe, promptly decided that this wasn't the Waaagh! and resolved to find a way off-world as quickly as possible. They turned to their Mekboyz (Ork scientists) for aid, who set the other Orks to work gathering up wreckage from the crash. Construction began on a huge machine, although what it was going to do differed depending on the ideas of the individual Mekboy.

The lack of unity in the construction and the machine's resemblance to a religious idol led to conflict amongst the ork population. A religious schism occurred and factions formed, based around whether believers felt the idol was of the Ork god Gork or Mork. The resulting violence destroyed the entire machine, forcing the Meks to broker an unsteady peace between the warring sides. From then on the machine would be known as Gorkamorka, at least until the day of completion.


Gameplay

The object of the game is to lead a group of warriors to fame and fortune within the setting. Players choose from a range of factions with varying motivations and abilities and fight battles against others. Most of these groups are between five and fifteen fighters with appropriate transport, known as a "mob". Battles take place in an assortment of locations and scenarios, including sieges, races, and rescue missions.

The gameplay is not dissimilar to Necromunda, which also revolves around small gangs. The primary difference is the inclusion of vehicles, although there are many significant differences that lead to Gorkamorka being a less "serious" game by comparison, characterised particularly by less lethal ranged combat and the bizarre nature of the orks.

Games are designed to be played in a series and form a campaign, wherein fighters gain new abilities and suffer permanent battle injuries or death, and new warriors are purchased, or "retire" once they get to too high of a level. Players earn money (teeth) based on how well they perform and the relative strength of their opponents. There are no set rules (or even suggestions) on how long a campaign should last, or how to declare a winner.

Mob Types

Orks
A fungus/algal-based race whose culture revolves around war, Orks are the most common species in the universe of Warhammer 40,000.
Diggas
Tribal humans, descendants of an Imperial surveying team.
Rebel Grots
A sub-set of the orkoid species, similar to Goblins.
Muties
Mutants originating from the shipwrecked crew of the survey team's orbiting vessel.
Night Horrors / Necrons
(not playable) Original inhabitants of Angelis, prompting Imperial efforts to assess the planet. An Imperial report of the pyramids, from before the coming of the Ork Hulk was printed in Warhammer 40,000 Codex: Necrons confirms this[1].

Adaptations

A video game based on Gorkamorka was planned for the Dreamcast, but was scrapped shortly before the system died.[2]

References

  1. ^ Chambers, Andy (2002). Warhammer 40,000 Codex: Necrons (3rd Edition ed.). Nottingham: Games Workshop. ISBN 1-84154-190-7. {{cite book}}: |edition= has extra text (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  2. ^ Beal, Vangie (2000-08-30). "Interview with GorkaMorka Producer Andy Kieran". Sharky Games.
  • Chambers, Andy (1997). Gorkamorka: Da Uvver Book. Nottingham: Games Workshop. ISBN 1-872372-55-4. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  • Chambers, Andy (2002). Warhammer 40,000 Codex: Necrons (3rd Edition ed.). Nottingham: Games Workshop. ISBN 1-84154-190-7. {{cite book}}: |edition= has extra text (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)