Unofficial Klan Rules

Ben_S

The Ninefold Entrant
Yak Comp 3rd Place
Honored Tribesman
Jul 26, 2015
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One problem I always found with GoMo was the lack of variety in the mobs. So here is a new skill table I devised around the 2nd edition Klanz - Goffs, Bad Moons, etc, although I decided there are no Snakebites on Angelis.

I wrote it a few years ago and posted it on another forum. I should say it hasn't been play-tested, but I thought I'd share it here in case anyone finds it useful.

It looks as if the table won't paste, so I've had to attach it as a file.
 

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  • Ork Tribe Skills.xlsx
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That's cool, I remember seeing it on another forum like you said when I was searching more information about the game in the past but I don't remember exactly where it was
 
Is there any overlap with Easy E's Klan rules?

I don't recall having seen those before (though they've obviously been around a while). From a quick comparison, I think we have the same for Goffs, but differ at least slightly on most, if not all, of the others. Plus those rules have Snakebites and suggested changes to things besides skills. Are those rules commonly accepted?
 
It's virtually impossible to define the penetration a given rule set has. Even Digganob isn't used by everyone.

As far as I'm aware until your rules they were the only Ork Klan rules and so were used by some people. At some point I should probably lay out Easy E's rules in the modern template. They're licensed under Creative Commons (although I'd have to look up which specific license).

That also means that if you wanted to build on them you could.

Edit: Easy E's work is licensed under this license.
 
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I'd be very surprised if no one else has ever thought to make Klan rules. I thought I'd put mine out for C&C and/or for anyone to use if they wish. Sadly, I've not played GoMo in years.
 
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Thought to, probably, but I've scoured the internet for Gorkamorka related material and not seen anyone else follow through. I'm talking GeoCities archives and Wayback Machine deep research!

Yours is only the second thing I've come across that deals with Ork Klans (y)
 
It may be that there's not much online. I wasn't online when GoMo was in shops. I reckon plenty of people will have various house rules that they never posted online, even if they still play and all the more likely if they no longer play.
 
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I think we can accept both imo, it's just a matter of who will be using the rules tell their fellow players which one is using and if they all agree, after all this game is no longer supported by the official owners and like Ben said, there still may have a lot of players that play with their own house rules and don't care about what is online or not.

About that Creative Commons license, how that works? I've seen a lot of house rules published on your website The Unnamed Gorkamorka Site, very cool stuff indeed :) but you never got problems with GW for doing that? I've heard they can be sometimes a little bitch to people online sharing house rules and fan codexes/campaigns.
 
About that Creative Commons license, how that works?
That really depends on what you're asking specifically.
Basic gist of things:
If you create something you own the copyright to it. Copyright gives certain exclusive rights.
Distribution rights are one of those. Derivative works is another.

The first one basically means that it's not actually legal for any of us to do, well, nearly anything with the rules you posted in this topic. We're not allowed to put them in a document, or make copies to give to friends, or include them on other websites. You probably wouldn't mind, of course, but that's not the same as it being our right to do that stuff.

The second thing, derivative works, means that we're not allowed to take your work and change it to make a new version, basically. Most people don't mind other people building stuff using their work as a base but even so it's not technically allowed.

Creative Commons licenses make that stuff clear cut and someone else makes sure all the legal stuff is solid (as most of us aren't lawyers, including me (y)). If you write something you can decide to make it available under a license, or many different licenses. Choose one and say what it is. That's all you need to do.

That way there's no arguing over who wrote something, no awkwardness over whether it's okay to write a new version of it, and no one can say the document was acquired illegally. It also means that if you decide that you want to repackage some rules for, say, an eReader, you can. Most people who write rules to be released love seeing them used, adapted, expanded, and so on. Seriously, I don't think a single CC document on tUGS has the "no derivatives" clause :love:

One important note: copyright doesn't cover ideas or game mechanics. It covers the wording used to describe them but no one owns the idea that a model can move 4" per turn or 8" if they run.

Edit: Here's a slightly longer description that may well go into a video at some point.
 
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I always did think the absence of the clans even in the fluff was a shame and figured they could be used as a theme for a mob even without special rules

My thought (in relation to both sets of rules actually) is how boys getting easy access to Odd Skillz would affect the game. Neither ordinary gorker nor morker boyz have them as regular skills. I've heard that ordinary van saar gangers having access to techno skills can lead to cheese and beardiness. Odd Skillz don't seem quite as bad but multiple fixers and docs could make a mob very hard to take down while tinkerers add on piles of gubbins to the vehicles