GorkaMorka Clan rules - worth playing with?

Discussion in 'GorkaMorka' started by Dr.Fishy....NOOOOoo, Aug 27, 2018.

  1. Has anyone used the custom clan traits for gorkamorka?

    Ive got a potential group of 6 players for an upcoming campaign and curious if the various traits for Blood Axes (my favourite clan), Goffs, Evil Sunz etc add to the game or make it more unbalanced.
    Flamekebab likes this.
  2. Ben_S

    Ben_S Hive Guilder
    Honored Tribesman

  3. Aulenback

    Aulenback Gang Hero

    As stands, the variety of published Mobs is small, but not quite as small as might seem:

    Freebooterz. [Also do-able as a Gorker mob, for boarding actions.]
    Bikerz. [Also do-able as a Morker mob, with so many drivers.]

    Then additionally Grotz, Muties, and Diggaz.

    Thematically, the various Paul Bonner era clans ['Ere We Go! and Waaaargh! books] can be pretty easily represented through the Gorker/Morker split, just by choosing equipment and modeling/painting style as the mob goes on [painting red vehicles and getting them souped up, or painting blue faces with a lot of snazzguns], except for Snakebites. Yes, over the years lots of people have home-brewed up GorkaMorka Snakebitez rules, but the best of them look to be Mutie Raiders with sticks and bows and slings. Thematically, I think you could just use a bunch of cyboars as "counts as bikes" and make as good a go of it.

    Death Skulls: Morker. [Weapon upgrades]
    Red Sunz: Morker. [Drivin' and vehicle upgrades]
    Blood Axes: Morker. [Cunnin' skills]
    Goff: Gorker. [Muscle skills]
    Bad Moon: Gorker. [Dakka skills]
    Snakebites: Gorker. [Ferocity skills]
    Dr.Fishy....NOOOOoo likes this.
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