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Franken Ork

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Gorkamorka scenario

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Page 1: Franken Ork

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Page 2: Franken Ork

FrankenorkDa Ork who created a monster!

The precarious tower perched atop theserjery rattled in the gathering wind. Ee'Grotscurried as he checked the connectors andconnected the jumper leads to the circuits.He could feel the air tingle around him as thestormclouds thrashed against each other.

"Is it done Ee'Grot?!" came the slightly shri l lvoice of Dok Sheller.

Ever since Bozrod had accidentally activatedhis thrusta boosta while he was working onhim, the Dok hadn't been quite right. Not thatEe'Grot would complain. It meant largermeals for him as the Dok went off his foodand all he had to do around the serjery wasmake sure the tower was constantly ready tocapture the lightning that so frequently struckthe area. Fewer patients also meant lesskicking and that was fine by Ee'Grot!

"Yes Boss!" he squeaked, sl iding back downthrough the hatch in the ceil ing. He wasn'tsure what was about to happen but whateverit was, it was definitely something. . .new.

IT'S ALIVE!!!!!

It was noon yet the sky was choked of l ightas the twin suns were blotted out bygargantuan thunderheads. Lightning forkedfrom the heavens, fizzing as it struck a hugejury-rigged conducter rising up from Da Skid.There was a peal of manic laughter and thensilence.

Word had spread around the brewhouses ofMektown of a bad dok who had gone mad,

well, even madder than most doks. DokSheller had been collecting the juiciest bitsfrom his patients for months; boyz would goin with a gimpy leg and come out missing agood right arm. This in itself wasn'tsuspicious, it was the intricate work that wasdone on their injuries that had attracted somuch attention. . .many of which were betterthan new, which is just plain unorky. DokSheller had most definitely not got distracted,so what was he up to?

One of the last patients to see him before hevanished was Porzod of the Krumpin'Kannonz. Whilst the Dok was diggingshrapnel out of his chest, head, and arms (nodoubt to sell to the Mek next door for anunreasonable sum), Porzod's gaze wascaught by some plans on the wall. Apparentlyit was some sort of blueprints (or green-prints) for a super Ork, created from the bestparts of others, barely a metal plate in sight.Very unorky!

Something so abominable should not exist itwas held. Bets were placed on who wouldslay the creature first, netting glory for Gork,or perhaps mangling it in the name of Mork.Of course there were plenty of others whoheard the rumour and the bounty of teefriding on the creature soared. Whoever takesit down would be livin' da eezy life. . .

Da Desert

Dok Sheller has built himself a small surgeryout in Da Skid with a large lightning rod. Thisshould be in the centre of the board and is

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Page 3: Franken Ork

NotmobzIn some scenarios there are characters that bear

no true allegiance to the mobs currently involved;

players may be familiar with the concept, perhaps

under the name of NPCs, creeps, monsters or

similar. Sometimes they actively oppose both

sides, other times they are loosely affiliated with

the defending mob and must be protected. In

certain special scenarios, both sides may have a

Notmobz ally, where the goal is to beat the other

Notmob to the goal of the scenario.

The rules for Notmobz vary depending on the

scenario, but will always be described in the

scenarios where they are relevant.

where Da Monster starts the game. The restof the board can be as ful l as playerschoose; a board with more terrain wil l extendthe duration of the game as it wil l slow downDa Monster.

Notmobz - Da Monster

Dok Sheller's creation is just as unorky asMektown thinks; a lumbering, behemoth withno interest in violence. Even its brain is builtfrom different pieces, making him quitepossibly the smartest Ork who ever l ived, butwith that intel l igence has come a disinterestin the constant fighting that characterisesOrky society.

He really just wants to be left in peace, he'sgot a lot to think about. . .

Da Monster is not equipped with anything,just his fists, which counts as him beingarmed with a knife.

He cannot run, or perhaps he can and justdoesn't want to, regardless he wil l not run or

charge regardless of the circumstances. Hewil l walk towards the nearest edge of theboard each turn, not engaging in combatunless forced. Vehicles attempting to run himover wil l be turned aside with a swipe from ahand the size of a manhole cover. He isaffected by psychology as normal.

To engage him in Hand to Hand combat awarrior must first pass an initiative test,otherwise the monster wil l simply keepwalking, ignoring them.

Note: If you need to adjust the difficulty of thescenario simply change the number ofwounds Da Monster has.

Startin'

Both mobs deploy on a board edge, oppositeeach other, at right angles to Da Monster(see diagram). Players use their whole mob inthis scenario.

Each player should roll a D6, whoever hasthe highest result chooses whether to go firstor second.

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Page 4: Franken Ork

Endin'

The scenario ends when one mob puts DaMonster Out of Action, winning the scenario.Should Da Monster make it off the board thenneither mob wins. Players can also lose bybottl ing out, bottle tests starting at 25%casualties. Without another mob opposingthem the other player's mob wil l chase downDa Monster and slay him, winning thescenario.

Experience

+D6 SurvivesAll warriors that survive the battle gain D6experience points.

+5 Wounding/Penetrating HitsAs in all scenarios, wounding hits andpenetrating vehicle armour gain a warrior 5experience points.

+15 Bounty HunterThe warrior who strikes the kil l ing blow,putting Da Monster Out of Action gains 1 5experience points.

+10 WinningThe leader of the winning mob gains 1 0experience points.

Da Bounty

The mob which takes down the unorkyabomination can expect a hero's welcomeupon their return to Mektown, as well as 4D6teef in prize money (added to income, notprofit).

Da End

Have a good Halloween, but beware thecreatures in the darkness!

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