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 |
MELEE |
NUMBER ALLOWED |
|
| 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 |
| 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) |
| 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 |
| 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. |
| 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). |
| 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). |
| 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 |
| 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. |
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 |
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 |
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 |
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 |
OTHA GITZ
MUTIE
RAIDERS
| COST
(Waagh) |
Roll to Replace | TYPE | M | A | H |
MELEE |
NUMBER ALLOWED |
|
| 6 | 1 | Raider | 6x2T | 1 | 2 | OOO | Any number | |
| 0 | Jackal | 8T | 1 | 2 | OOO | 6 | ||
| 3 | 0 |
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.