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Tabletop Game / Gorkamorka

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Fighting for Gork... or possibly Mork

A tabletop game released by Games Workshop in 1997 as a Warhammer 40,000 spinoff.

The action takes place on the world of Angelis, a planet in the extreme edge of the galactic northeast. An Imperial exploration team had just landed to explore the mysterious alien ruins when an Ork-infested space hulk dropped out of a warp rift and hit the planet like a wrecking ball, if wrecking balls could kill planetary populations. The Ork survivors promptly rebuilt the ruined hulk into a new ship design to get off the planet and go back to WAAAAAGH-ing around the galaxy, but a chance resemblance to an Ork god-effigy led to massive fights over which of the Ork gods it resembled more: Gork or Mork. After the fighting led to ages of work being ruined and the ship more or less destroyed, the Mekboy rulers declared that it would be known as "Gorkamorka", and that anyone who brought them lots of scrap during the rebuilding efforts would get a guaranteed seat on board when it left.

Action focuses mainly on the Ork warbands running around in Mad Max-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.

Dese tropes was looted from dose filthy Morkers

  • Action Bomb: "Kamikazee Karts", from the Gubbins rules expansion, are vehicles outfitted with explosive rams.
  • Badass Biker: Bikes are one of the available vehicles.
  • Badass Driver: Any Ork who gets behind the wheel, since you must have enough vehicles to physically carry all your Boyz into battle.
  • Blown Across the Room: Kannons can knock back anyone they hit - very handy for blasting enemies off a moving vehicle.
  • Caltrops: The Mad Meks 2 White Dwarf article introduces the Spike Droppa that can scatter spiked balls behind a vehicle to puncture the tires of enemy vehicles and inconvenience warriors on foot.
  • Chase Scene: One of the missions has all the terrain move across the battlefield at a set rate, allowing you to do a pursuit - anyone who falls off, gets out or turns to be more than 45 degrees from the direction of movement risks being left behind.
  • Crossover: One article had rules for crossing over your Necromunda warband into Gorkamorka.
  • Desert Punk: Often described as Mad Max with Orks, the game revolves around bands of Orks roving the deserts of the desolate world Angelis, fighting each other in ramshackle vehicles while searching for scrap.
  • Double Weapon: The demilune is a two-handed power weapon unique to the Mutie raiders who inhabit the most desolate regions that surround the Skid. A demilune consists of central haft with a deadly powered blade at each end, allowing a skilled wielder to fight off multiple opponents with easy sweeping attacks.
  • Elite Mooks: Muties are comparatively elite compared to Orks, but also cost a lot.
  • Epic Flail: The wrecker ball is an item of Gubbins that mobs can purchase for their vehicles. Consisting of a huge iron ball attached to a crane jib, a wrecker ball can use to cause massive damage to the enemy during a ram or sideswipe, and to knock opposition crew from their vehicles.
  • Excuse Plot: Most of the backstory exists to facilitate the players' mobs beating each other senseless and taking each other's stuff.
  • Fanboy: Diggaboyz are humans who aspire to be like the Orks, sometimes to the extent of painting their faces green.
  • Grievous Harm with a Body: Models with the 'Chuck' Muscle Skill are able to throw a defeated opponent in a direction of the player's choice, including at another enemy model with both the thrown enemy and the target taking damage.
  • Harpoon Gun: There are two types of harpoon gun that can be mounted on vehicles, the rapid fire spear gun (consisting of racks of steam powered tubes stuffed with spears) and the powerful but short ranged harpoon gun. These weapons are cheaper and easier to maintain than more complex weapons and are therefore popular with inexperienced and down on their luck mobs.
  • Honest Rolls Character: See Random Number God for details. Powergamers should start praying now.
  • Grand Finale: One special scenario has the Necrons in the alien ruins waking up and going on the rampage. Any mob with less than 400 mob points, usually the retirement stage, is probably going to be wiped out in the process.
  • Legacy Character: The "Red Gobbo" is whoever's leading the Rebel Grots at any given time, leading to his statistics varying wildly between games.
  • Mad Doctor: Doks are as nutty as in every other Ork-focused setting element.
  • Magikarp Power: 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.
  • Man in the Machine: Or "Ork in da' Kan" if you prefer. The "'Unt da' Dread" scenario has a mekboy recovering and reactivating a Deff Dread, only for it to go on an uncontrolled rampage and the warband has to work together to bring it down so they can stop it and strip it for scrap.
  • Meatgrinder Surgery: The Dok's workshop gets six pages of rules and tables to determine whether he fits something useful to an injured body part, fits something useless, or forgets what he was doing entirely and cuts off a different limb.
  • New Meat: "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. They might not be very experienced members of the warband to start, but they grow in experience quickly.
  • One-Wheeled Wonder: One of the Kustom Leg Replacements that an Ork can randomly acquire from a visit to the Doc's Serjery is the Gyro-Stabilised Monowheel. This crude prosthetic consists of a single wheel attached to an engine that replaces the Ork's legs. A model with a Monowheel increases their Movement stat but is unable to move through difficult terrain, board vehicles or climb walls.
  • Prospector: The special character Nazgrub Wurrzag is a Scrap Prospector who wears a big floppy hat and carries a pickaxe shaped choppa. He spends his time searching for that one big score that will lead to unimaginable wealth and has the special rule Scrap Fever that makes him Hate any model he sees carrying a Scrap counter.
  • Random Number God: Even more important than 40k.
    • In battle you need to roll to see if guns run out of ammo or explode, or if drivers can pull off particularly difficult turns, or what happens to anyone who gets reduced to 0 wounds.
    • The final fate of any incapacitated boyz also depends on a roll after the battle.
    • 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.
  • Rollerblade Good: The unofficial BladerZ mob from the Gubbinz magazine consisted of a number of Boyz and a Nob wearing BladeZ BootZ that give them bonus movement and the ability to hang onto the back of a vehicle at the cost of being unable to clime ladders or mount vehicles.
  • Ryu and Ken: Gorkers and Morkers have minor differences in what skills their warriors have, but otherwise are extremely similar.
  • Scavenger World: Everything is based on a) looted bits of the hulk, b) looted bits of the Imperial ships, c) stuff pulled out of the ruins, or d) looted bits of other people's stuff, which started out as a), b), or c).
  • Silly Reason for War: Granted, Orks would beat each other senseless at the slightest excuse anyway, but nearly destroying their only way off Angelis while fighting over which of two extremely similar deities it looks like has to take the cake.
  • Spiked Wheels: The Mad Meks article from White Dwarf magazine introduces rules for Wheel Slashas, scythe like blades fitted to a buggy or trukk that do extra damage to enemy vehicles during a rake or sideswipe attack.
  • Vehicular Combat: The beating heart of the game. The engine even lets your Orks do things like climbing onto someone else's Trukk and physically throwing the driver out.
  • We Can Rebuild Him: The special character known only as Da Krusha suffered from an accident at some point in the past that left him on the verge of death. For unknown reasons the Mekboyz of Mektown felt obliged to rebuild him with the most advanced bionics replacements available and continue to maintain and upgrade him generations later.
  • We Have Reserves: Grot Rebels are extremely weak compared to Orks, but come in much larger groups.