GORKA MORKA

A Rules Crusade adaptation of Ork clan wars in the world of 40K, By Sean Patten


GETTIN' STARTED
Your Tribe will have three statistics to improve themselves with. They are Lernin (L), Teef (T), and Waagh! (W). You start the game with 25 points to spend as Waagh! or Teef, for recruiting and arming your tribe. NOTE: you cannot have more than 6 Troops in your tribe unless you can transport all Troops in your vehicles (grots don't count).
DA BOYZ- All the orks listed below (except Gretchin) are considered ORKS for all purposes. A clan of Orks can only have one boss/warboss/warlord. A clan can have as many ORKS as it can transport in it's vehicles, or up to 6 orks on foot.
 COST Roll to Replace  TYPE M A  H
BASE
MELEE
 NUMBER ALLOWED
 Shoutin' Cards:
 20w  4 WARLORD  6  2  7  O+2 replaces Boss  2/fight
 10w  3 WARBOSS  6  2  5  O+1 replaces Boss  1/fight
 8w  2 BOSS  6  2  3  O+1  1  
 5w  1 NOB  6  2  1  OO  4  
 2w  0 ORK  6  1  1  oo Any  
 1w  0 GROT  6  0  1  o 3  
CLANZ- Choose which Clan your tribe belongs to.  Each clan has a primary type of Oddboy which they must recruit before recruiting other Oddboyz.  Freebooterz may use the Deathskulls clan traits.
 CLAN ODDBOY OTHER TRAITS
 GOFFS Rokker May take +2 Nobs. 
 EVIL SUNZ Mekboy +1 free bitz & 2 free fuel / vehicle.
 BAD MOONS Weirdboy +1 Teef per fight.
 BLOOD AXES Ogryn May choose Shoutin' cards.
 SNAKE BITES Slaver -1 on hazards.  Boars, Cyboars cost -1.
 DEATHSKULLS Painboy May Loot (see looting below)
FREEBOOTERS Renegade May Loot (see looting below)
ODDBOYZ- You may recruit an Oddboy with 5 LERNIN' points. They come unarmed but you may take advantage of their skills immediately upon purchasing them. All Oddboyz have a base move of 6" (equipment may change the move).
 ODDBOY Rep.  A  H  MELEE SPECIAL ABILITY (Max 3 oddboyz / clan)
ROKKER  1  1  1  OO Take 1 random Shoutin' card per fight.
MEKBOY  3  2 1  Oo Ignore 1 fail per fight.  May buy specific vehicle cards (2 teef/card).
WEIRDBOY  2  1 1  Oo May take 2 random Psy cards/ fight.
OGRYN  2  1  6  OOO BIG. Scythes. 3" KB in melee.
SLAVER  2  1  2  O May take up to 6 Gretchin.
PAINBOY  2  1  1  O
RENEGADE  2  AS ABOVE +O As any oddboy above.  Crazy. Frenzy.


CHOPPAS AND SHOOTAS
COST MELEE WEAPON DICE GRAZE  SPECIAL
½t  Club / Knife o S / W  KB/--
 1t Axe oo W  
 1t Sword oR W R= one Reroll
 2t Chain Sword Oo W  
 3t Pet Squig +O W Takes no hands
 3t Power Sword OoR W R= one Reroll
 3t Power Maul Oo KO  
 4t  Power Axe OO W  
 5t Power Glove OO K  
 6t Hvy Power Axe OOO K
TWO HANDED WEAPONS: Any of the powered weapons may also be purchased as two handed weapons. Cost is reduced by 2, but the weapon takes 2 hands to use instead of one.
COST PISTOL WEAPON DICE GRAZE FAIL SPECIAL
 ½t Stub Gun oo S J (Melee only o).
 ½t Hand Bow oo W -- Reload.
 1t Auto Pistol oo W J  -
 1t Bolt Pistol oo K X KB
 5t Plasma Pistol Oo W [X] Line Effect.
PISTOLS may be used in melee (-1 hand). [X]: As Explode, but pistol not lost.
 COST BASIC WEAPON DICE GRAZE FAIL SPECIAL
 ½t Musket oo W X KB. Reload.
 1t Autogun oo W J  -
 1t Shotgun oo S J KB. 1" area.
 2t Bolter oo K X KB (Grechin can't use).
COMBI-WEAPON: Ork Bosses may take Kombi-weapons. Purchase any two weapons, and pay the cost of the cheaper weapon again to pay for the Kombining. The Boss may now fire both weapons each turn as a single attack.
COST STIKKBOMZ!  DICE  GRAZE  SPECIAL
 4t FRAG OO W  2" Blast.
 4t BUZZA Oo S Burn.
½f BURNA Oo+P W 2" area. Burn. (costs 1/2 fuel).
NOTE: Once cost is paid, you get 1 Stikkbom every fight! You may save them up if you wish.
 
COST HEAVY WEAPON DICE GRAZE FAIL SPECIAL
 3t Spear Gun OO W --- Line Effect. Reload. 12" range.
 5t Heavy Stubber OO S J Split Fire.
 5t Flamer Oo W X Flamer Template. Burn.
 6t Meltagun OO+1 W J Flamer Template.
 6t Ripper Gun OOo S J/X Split Fire. KB. 8" Range.
 6t Plasma Gun OO W X Line Effect.
 7t Heavy Bolter OO K X Split fire. KB. Rapid Fire.
 7t Missile Launcher OO W X 2" Blast. Ignore Range Penalties.
 7t Shokk Attack Gun A+P K X Ignore Cover. Roll O x target Armor and add +1 vs. Vehicles
(Note: only Mekboyz and Ogryns can take heavy weapons! This will reduce a Mekboyz move by 2".)
J/X weapons will jam if they max out on two dice, and will explode if they max out on three dice.
COST VEHICLE WEAPON DICE GRAZE FAIL SPECIAL
 5t Wrecker Ball OO+P S [X] Hand Flamer Template. KB.
 5t Squig Catapult OO W [X] Burn. 3" Area. Reload.
 6t Traktor Kannon A S X Double the roll vs. Vehicles
 1t/shot Pulsa Rokkit OOO S X 3" Area. KB. Burn.
 7t Hop Splat OO W X Split Fire. Ignore range.
 8t Battle Cannon OO+1 K X 2" Blast.
[X] means the weapon will damage the operator as per X, but it will not explode (so it is never destroyed by a fail). +P means that when attacking vehicles or buildings, add 1 to the roll. A means roll one red per point of armor on target.


KARTS
Vehicles burn up varying amounts of Fuel. Fuel chits cost 1 teef each. Vehicles may have mounted weapons. Only mounted weapons can take weapon hits for the vehicle! Crew and passengers that are CLOSED (C) may not attack or be attacked. Crew and passengers that are OPEN (O) may fire and are treated as cover. OPEN vehicles allow the following weapons fire:
DRIVAS may fire pistol weapons in a 90 degree fixed forward arc.
GUNNAS may fire Mounted weapons in a 180 degree fixed forward arc.
PASSENGERS may fire pistol or basic weapons in a 180 degree fixed right or left arc.

CARRYING SKRAP: Vehicles can carry any amount of skrap or bitz with no penalties. Light vehicles like Bikes and Wartraks can only carry 1 skrap in this fashion. Boars and Cyboars cannot carry skrap in this fashion- just like troops, they must move OR spend an action while carrying skrap!
 VEHICLE M A H Melee TRANSPORT Cost  Fuel
 BATTLEWAGON 12 2 14 OO+2 8/O(1/C driva)  10t  1
 TRUKK 14 2 8 OO+1 4/O(2/O crew)  8t  1
 BUGGY 16 2 6 OO (2/O crew)  6t  1
 RHINO(Blood Axe only) 14 2 12 OO+1 8/C (1/C driva)  10t  1
 CHIMERA(B.Axe only) 12 2 12 OO+1 12/C (1/C driva)  10t  1
 SQUIGGOTH 10 2 12 OOO+3 5/O  10t 5w  0
 BOMMA* 12F 1 8 oo (1/C crew)  10t  2
*Winged Flyer.
ADDITIONAL FUEL MAY BE PURCHASED FOR 1 TEEF / FUEL.
You may add Weapon Mounts to any vehicle. Here are the different mount types, and their costs:
VF- Vehicle class weapon, with a 90 degree forward arc. The Driver may fire this as an attack. 2 Teef.
HF- Heavy class weapon with a 90 degree forward Arc. The Driver may fire this as an attack. 1 Teef.
HG- Heavy class weapon with a 180 degree forward arc. Requires one model to act as Gunna. 1 Teef.

You may convert Transport space from OPEN to CLOSED if you wish. This costs nothing, but reduces the carrying capacity of the vehicle by 1. Remember that troops in CLOSED vehicles may not attack or be attacked. They may not attempt to board other vehicles.
 MOUNT M TRANSPORT Cost  Fuel
 TRAK 2x6" (2/O crew) 4t  1/2
 BIKE 2x8" (1/O crew) 3t  1/2
 BOAR 2x6" (1/O crew) 3w   0
 CYBOAR 2x6" (1/O crew) 2t 4w   0
Traks can take an HG mount (see above for details).

BOARS AND CYBOARS- Cost is Teef + Waagh.  Boars and Cyboars are treated as Beasts, a type of BIKE (see Vehicles). Boars cannot be ridden by Nobs or bosses, only Cyboars can.  Cyboars cost 4, plus 2 Teef. They can support up to 1 vehicle equipment card!
 
 COST
(Teef)
 COST
(Waagh)
 TYPE ARMOR HITS  MOVE
BASE
MELEE
 NUMBER ALLOWED
 6  6 DREDNOT  3 3 6 OOOO 1 per Mekboy or Painboy
 1  -- ARTILLERY  3 1  sp.  -- 1 per Mekboy or Slaver
 5 -- RUNTBOT 2 1 6 O 1 per Mekboy or Slaver
10 5 MEGARMOR  3 - 5 - 1 per Mekboy or Painboy
DREDNOT: You must have a Mekboy or a Painboy to buy a Drednot. They cost 6 Waagh plus 6 Teef. They may take up to 2 heavy weapons (-1 weapon per hit). Treat them as foot troops, except that they cannot take COVER or HIDE (due to their BIG status).
ARTILLERY: Artillery can be towed behind any vehicle, at the cost of 2" move. Takes an action to unhitch from a vehicle. Has a 90 degree forward firing arc. Comes with a built in weapon mount that can take a Heavy or Vehicle class weapon (purchased seperately). Requires 1 Ork or 2 Gretchin to operate once unhitched. It may be moved 2" and/or rotated in any direction at the cost of a full move on the part of the operator(s). Takes an action to fire. Gretchin crew adjacent to the artillery may be considered to be in COVER if fired upon.
RUNTBOT: Runtbots project a force field that protects itself and any gretchin within 6" of it. Roll a red die and deduct the result from any incoming attack. Runtbots may take 2 weapons as per Orks (purchased seperately).
MEGA ARMOR:  Hits, melee as wearer.  Replaces wearer's armor and move.   Uses 1/2 a fuel (as vehicle).   Model counts as HEAVY.  May take up to 2 of the following vehicle cards: Skrabbla, Supa Charga, Stikk Bom Shoota, Sparky Gubbinz,  Spikey Bitz (extra red when defending in melee).   May not use jump packs, bikes, or boars.


OTHA GITZ

MUTIE RAIDERS
 COST
(Waagh)
Roll to Replace  TYPE M A  H
BASE
MELEE
 NUMBER ALLOWED
 Shoutin' Cards:
           
 6  1 Raider  6x2T  1  2  OOO Any number  
   0 Jackal  8T 2  OOO  6  
               
           
 3  0  
May not purchase vehicles except for a SQUIGGOTH.


READY FOR A SCRAP

Read the scenario to determine how to set up scenery and determine what the objective is. Any vehicles you use burn up the amount of FUEL listed on the vehicle chart. Draw SHOUTIN' cards randomly if you get any. Scenarios may also have special rules and restrictions, so read them carefully before playing. If there are any BLIPS in the scenario, place them face down until they are revealed. Following are rules for the different blip types you may encounter:

[]LOOT- If it is a loot, you must spend an action to pick it up- then draw 1 random LOOT card. You can use found equipment immediately or any time thereafter, or if you do not have to discard it, you may sell it for 1 teef.
[]SKRAP- You must spend an action to pick it up, and cannot perform any action while carrying it. It takes two Gretchin to carry a piece of scrap! It takes no actions to drop a Skrap. If you can drop the Skrap off the board or on your vehicle, or are carrying it when the fight ends, you may sell the Skrap at the end of the fight for 1 Teef.
[]FUEL- You must spend an action to pick it up. Equivelant to one fuel. May not be sold.
[]BITZ- You must spend an action to pick it up, and cannot perform any action while carrying it. It takes two Gretchin to carry a Bitz! If you can drop the Bitz off the board on your vehicle, or are carrying it when the fight ends, you may draw 1 random vehicle card, and install it on any vehicle before the next fight. OR, you may sell bitz for 1 teef. Vehicles may have a maximum of 1 card/ 2 pts. cost.
[]HAZARD- Note that all hazards except mutants have a permanent 3" area effect. If you start inside the area and move out, you will not be affected. If you move into or stay in the area, you will be affected unless KOed or dead. You will be affected as described on the chart below.

HAZARD TABLE:
[]Hole / Shock- Roll 1 red Vs. Armor. Graze=Stun, Kill=KO.
[]Poison Gas / Rad- Roll 1 white, ignore armor. Graze = Wound. Kill = kill.
[]Mutant- Place a mutant there. Default Mutant Stats: Move 8, Armor 1, 1 hit, Autopistol, melee OO.
A mutant will move towards and attack the nearest figure at the end of every turn of the player who discovered them. Any other player can run them. They may hide if no one is in range. They cannot be captured (but the Deathskulls may loot the autopistol). They ignore all hazards and other mutants!

DUFFING: For each hit (not a stun) you do to an enemy, or a member of another clan, earn 1 DUFF token.  Hang onto these tokens until the end of the game- it's how you earn WAAGH!

LOOTING (Deathskulls and Freebooterz only): You must be adjacent to a dead or KOed figure. You may take 1 weapon or equipment / action spent. Note down any weapons taken. You may loot your own or other models. Any weapons or equipment on a dead or KOed figure that are not looted are returned to the original owner at the end of the fight. NOTE: you may only loot weapons that are on the Ork weapons chart, and they will function as described on the chart!

RACING: While RACING, vehicles and foot troops may NOT TAKE EXTRA MOVE. All other rules apply.


POST GAME- After a fight is over, go through the following steps IN ORDER to see how you did.

TEEF, LERNIN'- earn 1 point of each just for playing.
WAAGH- Roll a white die for each DUFF earned.  Subtract the Replacement value of any models killed during the game.  Earn that much WAAGH (max 2 per game unless otherwise noted).
PAINBOY- Any troops wounded during the game will recover all hits.
RECOVER- Any weapons on a dead ork will return to the original owner, unless looted before the fight ends.
REPLACE- You may replace dead orks by spending their replace cost in Waagh.  Oddboyz cost 5 Lernin' to replace.
RECRUITMENT- Recruit new members by deducting the cost of new members from your Clan’s Waagh.
PROMOTION- you may promote members by spending Lernin'. The cost to promote is the difference in Waagh. You may not promote Gretchin!
ODDBOYZ- cost 5 Lernin' to recuit. Your first Oddboy must be the default type for your Clan.
REPAIR- You may automatically fix 1 hit of damage to your vehicle, +2 if you have a mekboy. Additional damage may be repaired at the cost of 1 Teef per 2 hits.
GUNZ- You may purchase weapons with teef. You may also sell 1 weapon per fight, for the teef value listed.

'ERE WE GO! When the Clans have played all the normal scenarios, they will have accumulated enough skrap to complete a new Space Hulk, which they use to leave their planet and go Kroozin' thru the Kosmos on a Waa-ork. Start playing Waa-ork scenarios at that point. Play as many Waa-ork scenarios as you like. Once your leader has achieved the rank of Warlord, you can retire them at any time. The clan that retires with the most total Waagh, Teef and Lernin' points invested is the winner of the Campaign! For longer campaigns, try playing a set number of Waa-ork scenarios (like 10 games) and see if you can survive that long.   Remember, the Waa-ork scenarios get harder each time you play. See the Scenarios for more information.
 

Scenarios List

Cards and Blips

RC Vehicle Rules

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