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* TheBusCameBack: The planet's insane inhabitants make a notable appearance in ''The Infinite and the Divine'' novel where it's shown that Trazyn the Infinite has built an elaborate recreation of the eternal chaos that is Angelis on Solemance. He even appears to have stolen Gorkamorka itself to serve as the centerpiece for the display.

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* TheBusCameBack: The planet's insane inhabitants make a notable appearance in ''The Infinite and the Divine'' ''Literature/TheInfiniteAndTheDivine'' novel where it's shown that Trazyn the Infinite has built an elaborate recreation of the eternal chaos that is Angelis on Solemance. He even appears to have stolen Gorkamorka itself to serve as the centerpiece for the display.
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Action focuses mainly on the Ork warbands running around in ''Film/MadMax''-style junk-vehicles beating each other up and salvaging scrap, but there are other factions - the Diggaboyz, degenerate human survivors who are favoured by something in the ruins; Muties, mutants twisted by the massive radioactive disaster produced by the hulk's reactors breaching; and Rebel Grots, the Orks' Gretchin subclass rising up against their oppressors.

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Action focuses mainly on the Ork warbands running around in ''Film/MadMax''-style junk-vehicles beating each other up and salvaging scrap, but there are other factions - -- the Diggaboyz, degenerate human survivors who are favoured by something in the ruins; Muties, mutants twisted by the massive radioactive disaster produced by the hulk's reactors breaching; and Rebel Grots, the Orks' Gretchin subclass rising up against their oppressors.



* RandomNumberGod: Even more important than 40k.

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* RandomNumberGod: Even more important than 40k.''40k''.



** When an experience level is gained, stat/skill increases are randomly determined - and even though you can choose the "flavour" of a skill increase, what exactly that entails requires another roll.
** Upgrades which are usually a simple purchase in 40k cost variable amounts, might make the upgradee unavailable for the next battle, or backfire altogether. Most notably, to get a Power Claw or Bionik Bonce requires you to roll a six on the ''successful'' surgery table - roll a 1 and you'll get a nearly-useless hook hand instead, or have your brain replaced with that of a squig.

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** When an experience level is gained, stat/skill increases are randomly determined - -- and even though you can choose the "flavour" of a skill increase, what exactly that entails requires another roll.
** Upgrades which are usually a simple purchase in 40k ''40k'' cost variable amounts, might make the upgradee unavailable for the next battle, or backfire altogether. Most notably, to get a Power Claw or Bionik Bonce requires you to roll a six on the ''successful'' surgery table - -- roll a 1 and you'll get a nearly-useless hook hand instead, or have your brain replaced with that of a squig.
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* BadassDriver: Due to the fact that a player must have enough vehicles to transport all their Boyz, all Mobs will have at least one competent driver on their roster. After a few games, however, these drivers can gain a number of 'Driver' skills to turn them into true badass drives, capable of performing special manoeuvres such as skid turns, shadowing enemy vehicles, retain limited control when their vehicle spins or make emergency stops to avoid crashing into scenery.

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* BadassDriver: Due to the fact that Since a player must have enough vehicles to transport all their Boyz, all Mobs will have at least one competent driver on their roster. After a few games, however, these drivers can gain a number of 'Driver' skills to turn them into true badass drives, drivers, capable of performing special manoeuvres such as skid turns, shadowing enemy vehicles, retain retaining limited control when their vehicle spins spins, or make making emergency stops to avoid crashing into scenery.
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Blade On A Stick is now a disambiguation page.


* BladeOnAStick: Some poor or old fashioned Orks wield spears in combat. While they don't do as much damage as a choppa, spears allow their wielder to attack an enemy before they come into reach with their own weapon, giving them a bonus to their Initiative characteristic, and can be thrown as a javelin if the wielder is particularly desperate.

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this is the opposite of what Magikarp Power actually means


* AbnormalAmmo: One of the ammunition types that rebel grots employ for their Splattapults is the Rippa Pot. Consisting of a sealed clay jar that has been stuffed full of venomous insects and squigs, the Rippa Pot is launched at the enemy, where it shatters to release a swarm of very angry creatures over anything in the vicinity.
* AttackReflector: One of the pieces of ancient artefact armour tek that human Diggas can unearth is a rare deflekta shield that can reflect attacks targeted at the user. Close combat attacks that attempt to strike the user of a deflekta shield have a chance of hitting the attack instead, while enemy fire can rebound in a random distance and in a random direction, hitting the first model in their path.

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* AbnormalAmmo: One of the ammunition types that rebel grots employ for their Splattapults is the Rippa Pot. Consisting of a sealed clay jar that has been stuffed full of venomous insects and squigs, the Rippa Pot is launched at the enemy, where it shatters to release a swarm of very angry creatures over anything in the vicinity.
* AttackReflector: One of the pieces of ancient artefact armour tek that human Diggas can unearth is a rare deflekta shield that can reflect attacks targeted at the user. Close combat attacks that attempt to strike the user of a deflekta shield have a chance of hitting the attack attacker instead, while enemy fire can rebound in a random distance and in a random direction, hitting the first model in their path.



* HeroUnit: Each mob is led by a model who represents yourself, the player (a Nob for Ork mobs, a Digganob for Diggamobs, a Head Honcho for the Rebel Grots, a Seeker for the Muties). A single such unit must be included in every mob--no more, no less.



* HorseOfADifferentColor: Mutie raiders universally ride strange creatures known simply as Mutie Beasts. These heavily mutated creatures are typically the size of a horse, but with a more reptilian appearance and clawed hooves, giving the mutie a faster Movement characteristic but prevent them from boarding vehicles.

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* HorseOfADifferentColor: Mutie raiders universally ride strange creatures known simply as Mutie Beasts. These heavily mutated creatures are typically the size of a horse, but with a more reptilian appearance and clawed hooves, giving the mutie a faster Movement characteristic but prevent preventing them from boarding vehicles.



* LivingWeapon: One of the ammunition types that rebel grots employ for their Splattapults is the Rippa Pot. Consisting of a sealed clay jar that has been stuffed full of venomous insects and squigs, the Rippa Pot is launched at the enemy, where it shatters to release a swarm of very angry creatures over anything in the vicinity.



* MagikarpPower: Kannons pack the biggest punch out of all the starting handguns, but can also be upgraded the least - the more basic guns can eventually outclass them if upgraded enough.

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* MagikarpPower: Kannons pack Initially, Yoofs might not be very experienced members of the biggest punch out of all the starting handguns, mob, but can also be upgraded the least - the more basic guns can eventually outclass them if upgraded enough.they grow in experience quickly.



* NewMeat: "Yoofs", Orks who only recently crawled out of Angelis soil. Their green skin is pale, their muscles still lanky, and they have yet to "find themselves" in Ork society. [[MagikarpPower They might not be very experienced members of the warband to start, but they grow in experience quickly]].

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* NewMeat: "Yoofs", Yoofs are Orks who only recently crawled out of Angelis soil. Their green skin is pale, their muscles still lanky, and they have yet to "find themselves" in Ork society. [[MagikarpPower They might not be very experienced members of the warband to start, but they grow in experience quickly]].



* WeHaveReserves: Grot Rebels are extremely weak compared to Orks, but come in much larger groups.

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* WeHaveReserves: Grot Rebels are extremely weak compared to Orks, but come in much larger groups.groups.
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* TheBusCameBack: The planet's insane inhabitants make a notable appearance in ''The Infinite and the Divine'' novel where it's shown that Trazyn the Infinite has built an elaborate recreation of the eternal chaos that is Angelis on Solemance. He even appears to have stolen Gorkamorka itself to serve as the centerpiece for the display.
Is there an issue? Send a MessageReason:
None

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* BladeOnAStick: Some poor or old fashioned Orks wield spears in combat. While they don't do as much damage as a choppa, spears allow their wielder to attack an enemy before they come into reach with their own weapon, giving them a bonus to their Initiative characteristic, and can be thrown as a javelin if the wielder is particularly desperate.
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None

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* ChainPain: Fitting with the post-apocalyptic street gang aesthetic of Ork mobs, chains are one of the more basic hand-to-hand weapons available in the game. Although they boost the Strength characteristic of the wielder, and cannot be blocked by shields, they are difficult to use, doubling the penalty for a fumble[[note]]natural roll of a 1 in close combat[[/note]].
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* Abnormal Ammo: One of the ammunition types that rebel grots employ for their Splattapults is the Rippa Pot. Consisting of a sealed clay jar that has been stuffed full of venomous insects and squigs, the Rippa Pot is launched at the enemy, where it shatters to release a swarm of very angry creatures over anything in the vicinity.

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* Abnormal Ammo: AbnormalAmmo: One of the ammunition types that rebel grots employ for their Splattapults is the Rippa Pot. Consisting of a sealed clay jar that has been stuffed full of venomous insects and squigs, the Rippa Pot is launched at the enemy, where it shatters to release a swarm of very angry creatures over anything in the vicinity.
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None

Added DiffLines:

* Abnormal Ammo: One of the ammunition types that rebel grots employ for their Splattapults is the Rippa Pot. Consisting of a sealed clay jar that has been stuffed full of venomous insects and squigs, the Rippa Pot is launched at the enemy, where it shatters to release a swarm of very angry creatures over anything in the vicinity.
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* SprintShoes: One of the many bionik enhancements fitted to Da Krusher is the Fuel Injection Implant. When activated, this device dumps more fuel into Da Krusher's engine, boosting his speed and reaction time.
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* EnergyWeapon: The Muties are unique in the setting as they do not use solid shot weaponry, relying instead on little understood energy weapons salvaged from Etervigila. These weapons range from the Arbalast and Caliver lasers to the powerful Fusil and Jezail [[PlasmaCannon plasma weapons]].
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* GrenadeLauncher: One of the random Archeotek Guns that Diggas can find is the bomb-lobba. Firing either [[AntiInfantry frag]] or [[AntiVehicle krak]] ammo, the bomb lobba is somewhat inaccurate but can unleash a [[RecursiveAmmo random number of grenades]] at the target area.

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* HonestRollsCharacter: See RandomNumberGod for details. Powergamers should start praying now.

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* %%* HonestRollsCharacter: See RandomNumberGod for details. Powergamers should start praying now.now.
* HorseOfADifferentColor: Mutie raiders universally ride strange creatures known simply as Mutie Beasts. These heavily mutated creatures are typically the size of a horse, but with a more reptilian appearance and clawed hooves, giving the mutie a faster Movement characteristic but prevent them from boarding vehicles.
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* ChainsawGood: The glaives wielded by Mutie raiders are swords and axes fitted with sharp-toothed chains that can cause a tremendous amount of damage to an opponent as it tears apart their flesh, giving the weapon a greater chance of taking the an enemy out of action during a game.
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* BlindedByTheLight: The strobor, a piece of equipment unique to [[{{Mutant}} Mutie]] gangs, unleashes a flickering pulse of light into the eyes of the target, blinding them for a random number of turns, which is represented by forcing them to suffer the effects of the Stupidity rule[[note]]take a test each turn to avoid moving randomly and fight at a disadvantage[[/note]].

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