For Gork and Mork
This is the story of the savage alein race of Orks and of a disaster-stricken world that lies in the abandoned depths of space it is a world of desert sands and splintered rock, where crude barbaric warrior have raised implacable idol to their angry gods. those gods are Gork and Mork the gods of Cunning Brutality and Brutally Cunning (respectivly or is it...) these gods are the embodiment of the Orks' insatiable lust for violence and conquest. Gork and Mork are heartless and bloodthirst gods, whose metallic effigy rises over the shanty that sprawls before their feet.
Upon the arid windswept world the orks live and fight for gork and for mork, across the wastes aboard ramshackle fighting machines enslaving the other races of their planet and binding them to the service of their gods. Humans, Mutants, and lesser Orkoids must survive the best they can. Some serve the Orks and seek their favour. Other defy them and struggle to survive in the face of their wrath.[/t]
History of Angelis
[i]"'ow we got ere is a mysterie but legend haz it one day der was a big rain of fire and deff roks and metal scraps fell from da sky coverin' da land in flame but after a'while out of the wreckage us orkz appeared and since then we'z been work 'ard on building dis ere statue for Gork and Mork so we can once again resume da great WAAAGH."
- Ol'Grubnutz, Mektown Runt herder
The full history angelis is a mystery to offical imperial sources but early imperial scans showed no life signs on the planet. Reading strange energy levels on the planet's surface evidence of a possible necron presence. Planning to purge the possible necron incursion and take the planet for the Imperium of man a colonial ship the "Firmament Reproached" and a escort Imperial guard transport the "eternal Vigilance" landed on the planet's surface but soon after they began the routines of establishing the colony a great warp storm appeared sending a Ork infested space hulk crashing into the planets surface. the bulk of the colonists and Imperial guard were massacred in the warp storm but those few who survived had to live a desolate life on Angelis' arid sandy surface. of the survivors there where the Digganobs colonists who where descendants of a archelogical team sent to investigate the underground energy signals trapped under the surface for centuries when the digga nobs finall dug their way back to the surface they were awe inspired at the first sight of the Orks seeing them as almost god like beings and have tried to emulate them in every way while still battling them constantly over the few bits of resources left on the surface. Along with the Diggannobs some of the Imperial Guards survived locked away in their deep underground bunkers entering the surface to find that their orbital relay was destroyed leaving them stranded on the surface now embroiled in a endless war with the orks over the wreckage of their ship as they collect scrap and attempt to rebuild their relay once again allowing them to contact the rest of humanity. The final and most grisly of the survivors where the Muties the irradiated survivors of those who where unlucky enough to be on the surface when the space hulk crashed. These last resemblance of humanity on this dreaded planet they fight between each other and the Orks each trying to fulfill their own agendas"
The Mobs
out of these surviving factions many sub groups or mobs have risen each hoping to gain glory or riches in for their gang.
Mob Stats
Your mob will be measured in a number of stats these will be determined by the GM (aka me) these stats will be effected by the info filled out in the Mob sheet. these stats are:
Boyz: (number of people in your mob)
Dakka:(How well your mob is armed with gunz and other firearms)
Choppa: (how well your army is equiped with melee weapons)
'ardness: (how willing your men are to fight and possibly die for your boss)
Teef: (this is your wealth you start out with 100 teef to purchase starting items and gangers)
Glory: ( a basic measure of how famous or infamous your mob is)
As said with the Teef stat you mob starts with 100 teef from which to build your mob. you can use these teef for different upgrades such as gunz and trukkz
Below are the factions and what items each faction can purchase and their prices:
Orkz
Your basic gangers they roam the wastes around mektown looking for scrap to gain enough fame and fortune to earn Tags to go once more on the Great WAAGH. Below are the prices for boyz and equipment.
Nob- 12 teef
this is the Leader of your gang he is most likely the biggest and strongest of the mob and naturally orks look towards him for leadership
Spanner Boy- 6 teef
Spanners got what the orkz term know-wotz they know what wrong when things dont work very well. Without the mechainical skills of a spanner boy most mobs and their vehicles wouldn't last very long in the deserts of angelis
Runt 'erder- 6 teef
Herders capture and train gretchin and teach them the orky ways and they also tend to be given the command of any prisoners the mob has acquired
Boyz-5
Your basic boy these orks are the backbone of any mob.
Grotz- 2
Grotz are sneaky and cunning and are often used by nobs to act as scout and scavangers
vehicles[/center]
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Trukk-20 teef
Your mobs basic transport carrying your boyz through the desert as they hunt for scrap. (requires a driver, and a gunner if armed)
Trakk-15
A fast but unsturdy vehicle often mounted with a heavy shoota or a Rokkit Shoota (requires a driver and a gunner)
Warbike-10
These fast and wreckless motorcycles are driven by the most daring and speed hungry of the orkz able to shoot through the wastes of angelis at amazing speeds. (requires a driver)
Weaponz
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Slugga- 2
your Boyz basic short range firearm while inaccurate and short range these are rekown for their reliability and ease to manufacture.
Six Shoota-2
A Revolver version of the slugga often carrying a larger caliber but with the trade off of less bullets.
'Uge Choppa- 2
A large axe often favoured by nobs as it can easily smash and cut through bone and armor alike.
Choppa- 1
A crude axe or sword like weapon created by orks often painted with the blood of their enemies.
Flail-1
A stick with a large chain hinge with a spiked ball on the end these weapons are perfered by bikerz for their ability to devastate enemies just by driving by and swinging the weapon.
Shoota-2
A large caliber machine gun much like their smaller brotehrs the slugga the Shoota is renown for its ease of manufacture and its reliablity.
BlunderBuss-1
A crude muzzle loading shotgun made from the remains of a broken shoota or slugga these are usually given to grots for defence during scouting operations
Kannon-3
A Large shotgun made to send a rain of lead, glass, nails, teef or pretty much anything they can load into a shell ripping through whatever (or whoever) it is pointing at
'Eavy Shoota-15
Often mounted on a trukk or a buggy this can spew out lead at a astounding rate.
Rokkit Launcha- 13
A crude mounted gun that fires thick metalic cannisters made to explode with awe inspiring power sending shrapnel and flame consuming anyone unlucky enough to be standing near it when detonated
Sorcha-8
A primitve flame thrower capable of engulfing any in its path in a fiery storm of napalm.
'Ard Bitz
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Studded armour -1
simple cheap leather colthing with metal studs commonly worn by bikerz
Shield - 1
A simple piece of metal used to block melee attacks from opponents
Flak armor- 2
armour made out of special balistic crematic plates looted from Imperial gaurd caches.
"Eavy armor-7
A large suit of metal plates and pieces made from scrap metal often decorated with emblems of the mob and some of the orks own trophies
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Gretchin Revolutionary Commitee
After the Mekz of mek town instituted the tag system to limit those who could go on the great WAAGH upon the completion of GorkaMorka it was announced that lesser Orkoids would be barred from getting tags there for getting admittance on the WAAGH. this caused a great rising of the grots as they marched to upon the meks demanding the right to get tags. It is unclear on how the shooting started but soon a terrible fight ensued between the orks and the gretchin. in the end the streets of mektown flowed red with the blood of the slain. although the orks had won the battle the surviving revolutionary gretchins retreated across the Skid. the travel was hard and many gretchin died enroute but when they arrived at the ruins of skidrow the gretchin soon got to work organizing preparing for the chance to strike against mektown.
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Boyz
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Head Honcho-6
The most bitter and vengeful of a rebel grot cell and has been chosen by the comittee to lead his group to victory for the Revolution
Banna Waver-4
Due to grotz natural cowardness the revolution often employs the srtongest of grots to carry the large red banner of the Revolution inspiring the gretchin to move forward for the cause.
Grotz- 2
Grotz that live in the skid have had enough fighting and slaving for the orks and for no payment or reward. they follow the komittee and gladly die for the cause.
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Vehicles
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Grot rebels need enough vehicles to carry the whole of their mob.
Big Lugga-15
Without the resources or know-wots of the meks the grots have been forced to use the power of themselves and the wind that sweeps the wastes to convey them on the raids. the big lugga is the largest of the two ships while much slower than its brother it can hold many times more and can take more punishment
Cutta- 5
A small clipper like ship used to quickly convey grots across the battle field
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Weaponz
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Shoota-2
Kannon-3
Slugga-2
Six Shoota- 2
Blunderbuss-1
Choppa-1
Flail- 1
Spear-1
a long sharpened stick usually with a sharp metal point on the end made to stabe and puncher enemy armor
splattapult- 8
A large (for grotz atleast) catapult mounted on the fronts of Big Luggaz
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'Ard Bitz
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Studded armor-1
shield -1
Flak armor- 2
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Freebootaz
The dreaded Ork Pirates who roam the Galaxy looking for fame and fortune. it is because of this search they often come to mektown to spend their loot and some stay perferring to roam the wastes for scrap and teef.
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Boyz
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Kaptin- 12
The kaptin is the most cunning member of the Krew much like a nob the freebooterz look to him for guidance and expect him to lead them to the best loot.
Furst Mate- 8
The Kaptin's right hand man and is incharge of the daily running of the krew and other tasks which the kaptin finds to menial.
Bad Mek-10
These are renegades and run away meks who perferred to leave their workshops and see the galaxy. they are mostly incharge of keeping the krew's vehicles and weapons in good order.
Freebootaz-6
The backbone of the krew these are orks who have run away or been exiled and have decided to seek fame and fortune among the many freebooter krews.
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(See regular ork vehicles the only difference is there must be enough vehicles to carry all of the krew)
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Weaponz
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(see ork weaponz list as they are the same same thing with the hard bitz too)
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There are several more factions which i will list her and post their info at the request of the players as i dont think we will use all of them i see it pointless in posting every single stat
Dust Rats: Survivors from the Imperial guard ship "Eternal Vigilance. armed with the scarce imperial supplies they battle with the orks over scrap in hopes of rebuilding their orbital relay once again allowing them to contact the rest of the Imperium
Digga Nobz: descendants of the Imperial archeological team sent to angelis to investigate and evaluate the possible necron prescence on the planet. After years of being stuck deep in the underground catacombs of angelis they were awe inspired at the sight of orks and have been trying to emulate them in any way possible trying to earn their trust so they too might join the Great WAAAGH
Mutiez: the survivors of the colonists who where unlucky enough to be on the surface when the spacehulk crashed those still living have been twisted and grotesque resemblance of what they once were.
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DA ROOLZ
The game will work very much like world in revolution each round (month in game time) you shall send in 3 action orders and 1 merchant orders. the actions orders you explain to me what you want your mob to do (wither it be raid a digganob settlement attempt to find a new scrap vein or even fight other mobs) the merchant order will be where you say what you wish to purchase and or sell during the turn. using this information i shall draw up the effects of these actions and the outcomes of combat using your mobs stats to help make the outcome more realistic. along with these orders i expect you to post and keep the story moving interacting with each other. the orders main use is to keep the story moving and add interesting plot points as well with keeping true to the original game.