GORKAMORKAMUNDA 26 An unofficial, fan-made Orky supplement to be used with Necromunda 26 core rules CONTENTS This Is a Supplement ................................................................................................................ 1 Mobbin Up (Mob Creation) ....................................................................................................... 1 Meet Da Crew ............................................................................................................................ 2 Bossnobz ................................................................................................................................ 2 Nobz, Weirdboyz and Bigmeks .............................................................................................. 3 Boyz, Yoofs and Runtherds ................................................................................................... 4 Grots and Pets ....................................................................................................................... 5 Vehicles .................................................................................................................................. 6 Equipment List .......................................................................................................................... 7 Equipment Reference ......................................................................................................... 8–10 Weapon Reference ........................................................................................................... 11–13 Ork Weapons ................................................................................................................. 11–12 Grot Weapons ...................................................................................................................... 13 Squig Weapons .................................................................................................................... 13 Vehicle Weapons ................................................................................................................. 13 Weapon Traits ......................................................................................................................... 14 Core Rules Reference ............................................................................................................ 14 G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 1 GORKAMORKAMUNDA “Mektown’s a dangerous place. You think da Orks just stop fightin’ 'cause Gork and Mork want 'em to? Nah! They just find more excuses to bash each uvver. Gorkers, Morkers, Freebootaz, every mob's lookin' for a scrap, and every Boss reckons he's da biggest. Wander into da wrong workshop or pick a fight wiv da wrong mob and you'll get shot full of holes, chopped into bits, or worse. A rokkit'll turn yer trukk into scrap. A Nob's choppa can take yer head clean off. I even heard some mad Bigmek built a gun dat fires live Snotlings through da Warp. Didn't end well for da Snotlings. But there's plenty of teef to be made if yer kunnin' enough. Mektown's full of shiny shootas, rusty trukks, weird squigs and Mekboyz who'll bolt just about anyfing together fer da right price. So grab yer choppa, load up yer shoota and round up yer boyz. There's scrap to be found, teef to be earned and plenty of gitz who need a good krumpin'. Just make sure yer not da git gettin' krumped.” Nobrot Skidmork, overheard at Da Rusty Squig, Mektown THIS IS A SUPPLEMENT Use the Necromunda Skirmish 2026 Core Rules alongside this supplement. Unless replaced here, the N26 rules apply. Costs are in Teef; experience is recorded as Skars. MOBBIN UP (MOB CREATION) MOB COMPOSITION • Exactly 1 Bossnob. • Up to 2 Nobz, Weirdboyz and Bigmeks in total. • Any number of Boyz and Yoofs. • Grots cannot outnumber Ork models. • Include at least 1 Runtherd per 1-3 Grots, rounding up. MOB SPECIAL RULES Allegiance: Choose Gork or Mork when creating the mob. This choice determines Ork skill access and cannot change during a campaign. Gork is brutal but kunnin'; Mork is kunnin' but brutal. Grots and Squigs use their own skill access regardless of allegiance. SKILL ACCESS Fighters Agility Brawn Combat Cunning Savant Shooting Gorker - Primary Primary - - Secondary Morker Secondary Primary - Primary - - Grot - - - Primary - Secondary Squig Secondary Primary - - - - WARPAINT Choose one warpaint colour when creating the mob, regardless of allegiance. Once per battle, at the start of a round, declare 'Ere We Go! The chosen effect lasts until the end of that round. Only Ork Fighters benefit; Grots and Squigs do not. Colour Effect Blue Ork Fighters may re-roll dice results of 1. Yellow Weapons with Rapid Fire (1) gain Rapid Fire (2). All ranged weapons gain Reliable. Purple Enemies suffer -1 to Hit with ranged attacks against an Ork Fighter that has not moved this round. Red Increase Movement by 1 and move an additional 1" when making a Dash action. White Roll one additional Injury die when inflicting damage. Black Increase Toughness by 1. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 2 MEET DA CREW The following pages contain information about the various fighter types in Gorkamorkamunda. BOSSNOBZ Include exactly one Bossnob, choosing one of the following profiles. DAKKABOSS 140 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 3+ 3+ 4 4 3 3 2 8 9 7 8 5+ Type: Fighter (Boss, Ork, Inspiring) Starting Skars (XP): 61 Equipment: A Dakkaboss may purchase weapons and wargear from the Ork Equipment List. ARDBOSS 140 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 3+ 4+ 4 5 3 3 2 8 8 7 8 5+ Type: Fighter (Boss, Ork, Inspiring) Starting Skars (XP): 61 Equipment: An Ardboss may purchase weapons and wargear from the Ork Equipment List. RUKKBOSS 140 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 3+ 4+ 4 4 3 3 3 8 8 7 8 5+ Type: Fighter (Boss, Ork, Inspiring) Starting Skars (XP): 61 Equipment: A Rukkboss may purchase weapons and wargear from the Ork Equipment List. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 3 NOBZ WEIRDBOYZ AND BIGMEKS Include up to two Nobz, Weirdboyz and Bigmeks in total. Choose a profile for each Nob. SHOOTY NOB 100 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 4+ 3+ 4 4 2 3 1 8 8 6 7 5+ Type: Fighter (Nob, Ork, Inspiring) Starting Skars (XP): 37 Equipment: A Shooty Nob may purchase weapons and wargear from the Ork Equipment List. HITTY NOB 100 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 3+ 4+ 4 4 2 3 2 8 8 6 7 5+ Type: Fighter (Nob, Ork, Inspiring) Starting Skars (XP): 37 Equipment: A Hitty Nob may purchase weapons and wargear from the Ork Equipment List. WEIRDBOY 90 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 4+ 4+ 4 4 2 3 1 8 8 8 7 5+ Type: Fighter (Nob, Ork, Weirdboy, Inspiring) Starting Skars (XP): 37 Equipment: A Weirdboy may purchase weapons and wargear from the Ork Equipment List. WEIRDBOY PSYCHIC POWERS Make a Willpower check to manifest a power, following the N26 rules for characteristic checks. Da Jump (Double): If the check is passed, teleport the Weirdboy and all Fighters within 3" to any location on the battlefield at least 6" from enemy models. Place transported Fighters within 3" of the Weirdboy; all transported Fighters become Suppressed . If the check is failed, all Fighters within 3" remain where they are and become Suppressed Warpath (Double): If the check is passed, friendly Fighters within 3" gain +1 Attack when charging until the end of the round. If the check is failed, friendly Fighters within 3" can make only one attack when selected to fight until the end of the round. Da Krunch (Double): If the check is passed, choose a visible enemy Fighter within 12". That Fighter suffers a Strength 4, Damage 1, Lethality 1 hit against which no save can be made. If the check is failed, the Weirdboy suffers the same hit instead. BIGMEK 80 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 4+ 4+ 4 4 2 3 2 8 8 6 9 5+ Type: Fighter (Ork, Nob, Bigmek) Starting Skars (XP): 37 Equipment: A Bigmek may purchase weapons and wargear from the Ork Equipment List. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 4 BOYZ YOOFS AND RUNTHERDS BOY 45 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 4+ 4+ 4 4 1 3 1 6 7 5 6 6+ Type: Fighter (Boy, Ork, Specialist) Starting Skars (XP): 13 Equipment: A Boy may purchase weapons and wargear from the Ork Equipment List. BOY SPECIALISATIONS When a Boy is added to a Mob Roster, select one of the following specialisations. The Fighter gains the associated skill at no additional cost. Apply the N26 Specialist rules. Specialisation Skill Big Lugga Bulging Biceps Dakkaboy Hip-shooting Madboy Berserker Painboy Medicate Shooty Git Gunfighter Sneaky Git Clamber Spanna Munitioneer YOOF 30 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 6" 5+ 5+ 4 4 1 4 1 5 6 5 6 6+ Type: Fighter (Yoof, Ork) Starting Skars (XP): 4 Equipment: A Yoof may purchase weapons and wargear from the Ork Equipment List. RUNTHERD 50 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 4+ 4+ 4 4 1 3 1 8 7 5 6 6+ Type: Fighter (Boy, Runtherd, Ork) Starting Skars (XP): 13 Equipment: A Runtherd may purchase weapons and wargear from the Ork Equipment List. Grot Orders: A Runtherd may perform the Group Activation action as a Free action, selecting only friendly Ready Grots within 3". Make a Leadership check with a -1 modifier for each selected Grot after the first. Orks cannot be selected. All other Group Activation restrictions apply. Keep Da Grots in Line: Friendly Grots within 3" of a Runtherd may use that Runtherd's Cool characteristic when making Cool checks, provided the Runtherd is on the battlefield and is not Seriously Injured G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 5 GROTS AND PETS GROT 20 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 5+ 4+ 2 2 1 4 1 4 4 4 7 - Type: Fighter (Grot) Starting Skars (XP): 1 Equipment: A Grot may purchase weapons and wargear from the Grot Equipment List. Aimed Shot: When making an Aimed Shot action, a Grot may re-roll a Hit roll of 1. Small Target: A Grot in cover always receives the long range cover bonus when targeted by a ranged attack. Grot Orders: Only Runtherds can include Grots in their Group Activation Know Yer Place: If a Grot attempts to Group Activate Orks, the Grot is immediately taken Out of Action PET SQUIG 45 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 4+ 5+ 3 3 1 4 1 6 6 4 4 - Type: Fighter (Beast, Pet, Squig) Starting Skars (XP): 4 Equipment: A Pet Squig is armed with a bite. It may not purchase or be equipped with additional weapons or wargear. Leash Range: This Pet has a 3" Leash range Outlands Beast: Only Fighters with the Boss or Nob keyword may own a Pet Squig. They may purchase Pet Squigs from the Ork Equipment List. Replacement: During the Update Roster step of the Post-Battle Sequence, any Pet Squig deleted from its owner's Model Card may be replaced with a new one at no cost. LOYAL ATTACK SQUIG 65 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 5" 3+ 6+ 3 3 1 4 2 6 7 4 4 5+ Type: Fighter (Beast, Pet, Squig) Starting Skars (XP): 13 Equipment: A Loyal Attack Squig is armed with ferocious jaws. It may not purchase or be equipped with additional weapons or wargear. Leash Range: This Pet has a 3" Leash range Outlands Beast: Only Fighters with the Boss or Nob keyword may own a Loyal Attack Squig. They may purchase Loyal Attack Squigs from the Ork Equipment List. Counter-Charge: If the Loyal Attack Squig's owner becomes Engaged by an enemy Fighter making a Charge or Engage action, and the Squig is Active , it may immediately activate and make a Charge action towards that enemy. This interrupts the enemy's action after movement but before attacks. The Squig may make only one Counter- Charge per round. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 6 VEHICLES TRUKK 150 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 7" 6+ 4+ 5 6 4 4 2 6 7 5 6 5+ Type: Vehicle (Wheeled) Starting Skars (XP): 13 Equipment: A Trukk is armed with a twin shoota and standard ram. It may purchase wargear from Vehicle Upgrades. A Trukk can replace its twin shoota with one of the following: • Big shoota ......................................................................................................................................................... +40 Teef • Rokkit launcha .................................................................................................................................................. +80 Teef • A Trukk can replace its standard ram with a spiked ram ................................................................................. +25 Teef Transport Bed: Up to six Fighters may occupy the open bed. Passengers remain on the battlefield, act normally and can be targeted individually using normal Line of Sight and cover rules. A passenger fully hidden by the Vehicle cannot be targeted; an obscured passenger receives the applicable cover benefit. Passengers in the designated bed do not test to stay aboard simply because the Trukk moves. Access Points: Use the model's entrances to the transport bed. If these are not obvious, mark the access points before deployment; use the same points throughout the battle. Embark and Disembark: A Fighter within 1" of an access point may perform the Interact (Single) action to embark; place them on the transport bed. A passenger may perform the Interact (Single) action to disembark. Place them within 1" of an access point and at least 1" from enemy models. A Fighter cannot disembark if no legal position is available. Trukk Out of Action: Place all passengers Suppressed within 1" of the Trukk before resolving any explosion. A passenger that cannot be placed is taken Out of Action ; immediately roll on the Lasting Injury table for them. Resolve Vehicle damage and any explosion using the N26 Lasting Damage rules. Hit Passengers: If a passenger is hit while embarked, they fall off and become Suppressed . Apply Passengers Falling Off below, then resolve the hit normally. Rammed Passengers: Whenever the Trukk is rammed, every passenger in its transport bed must make an Agility test, whether or not the ram damages the Trukk. Any passenger who fails falls off and becomes Suppressed Passengers Falling Off: Place the passenger 1" from the Trukk in a direction determined by the Scatter dice. Apply the N26 rules for falling from Vehicles, including placement near platform edges or impassable terrain. Vehicle Upgrades: A Trukk may take no more than one wreckin ball or buzzsaw. A spiked ram and grabbin claw do not count towards this limit. WARTRAKK 125 TEEF M WS BS S T W I A Ld Cl Wil Int Sv 6" 6+ 4+ 5 6 3 3 2 6 7 5 6 5+ Type: Vehicle (Tracked) Starting Skars (XP): 13 Equipment: A Wartrakk is armed with a twin shoota and standard ram. It may purchase wargear from Vehicle Upgrades. A Wartrakk can replace its twin shoota with one of the following: • Big shoota ......................................................................................................................................................... +40 Teef • Burna ................................................................................................................................................................. +40 Teef • Rokkit launcha .................................................................................................................................................. +80 Teef • Harpoon launcher ............................................................................................................................................. +50 Teef • A Wartrakk can replace its standard ram with a spiked ram ............................................................................ +25 Teef Tracked: A Wartrakk ignores movement penalties for difficult terrain. Vehicle Upgrades: A Wartrakk may purchase only a spiked ram and a burna exhaust from Vehicle Upgrades. It may not take a wreckin ball, buzzsaw or grabbin claw. Its only melee upgrade is a spiked ram. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 7 EQUIPMENT LIST All costs are in Teef. Orks use the Ork Equipment List; Grots use only the Grot Equipment List. Exclusive equipment is available only to the specified bearer. Vehicle weapon replacement costs are upgrades to the included twin shoota. MELEE WEAPONS GROT EQUIPMENT Big Choppa 40 Teef Grot Blasta 5 Teef Chainchoppa 20 Teef Grot Shiv 5 Teef Choppa 20 Teef Squig Net 15 Teef Flail 10 Teef Stikkbomb 30 Teef Grot Whip (Runtherd only) 10 Teef WARGEAR Grot Zappa (Runtherd only) 15 Teef Ammo Runt 20 Teef Heavy Chainchoppa 40 Teef Banna 30 Teef Paired Stabbas 10 Teef Blue Squig Juice 50 Teef Power Stabba 40 Teef Bomb Squig 30 Teef Powerklaw / Killsaw 100 Teef Bosspole (Boss or Nob only) 25 Teef Stabba 5 Teef Cybork Body 100 Teef Stikka 35 Teef Finkin' Cap 20 Teef Tank Hammer 50 Teef Hair Squig 15 Teef Weirdboy Stave (Weirdboy only) 25 Teef Kustom Forcefield (Bigmek only) 50 Teef PISTOLS Medi-squig 25 Teef Kustom Power Slugga 45 Teef Rokkit Pack 40 Teef Six Shoota 5 Teef Shiny Gubbinz 25 Teef Slugga 10 Teef Spicy Squig Juice 25 Teef BASIC WEAPONS Spikey Bits 20 Teef Kannon 30 Teef Tellyporta 80 Teef Shoota 20 Teef ARMOUR SPECIAL WEAPONS Mega Armour 100 Teef Burna 70 Teef Squig Hide 40 Teef Harpoon Launcher 80 Teef MOUNTS Kombi-shoota 55 Teef Warbike 65 Teef - Auxiliary Kombi Rokkit +35 Teef Squig Hog 55 Teef Kustom Mega-Blasta 85 Teef PETS Kustom Super Scorcha 140 Teef Loyal Attack Squig 65 Teef Shokk Attackgun (Bigmek only) 115 Teef Pet Squig 45 Teef HEAVY WEAPONS VEHICLE WEAPON REPLACEMENTS Big Shoota 70 Teef Big Shoota +40 Teef Rokkit Launcha 110 Teef Burna (Wartrakk only) +40 Teef GRENADES Harpoon Launcher (Wartrakk only) +50 Teef Krak Stikkbomb 50 Teef Rokkit Launcha +80 Teef Stikkbomb 30 Teef VEHICLE UPGRADES Tankbusta Bomb 80 Teef Burna Exhaust 40 Teef Buzzsaw (Trukk only) 80 Teef Grabbin Claw (Trukk only) 30 Teef Spiked Ram 25 Teef Wreckin Ball (Trukk only) 40 Teef G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 8 EQUIPMENT REFERENCE AMMO RUNT 20 Teef Extra Ammo: The first time the equipped Ork is required to make an Ammo check, that check automatically passes. The Ammo Runt then scurries off into the distance and cannot be used again during that battle. It returns after the battle. Maximum one per Ork. BANNA 30 Teef Once per battle, the mob may automatically pass a Bottle check while the bearer is on the battlefield and is not Seriously Injured . A mob may include no more than one Banna. BLUE SQUIG JUICE 50 Teef The bearer may re-roll any one die they roll, including a Hit, Wound, Save, Charge or Injury die. The second result must be accepted. This cannot be used to re-roll a die rolled by another model. After use, remove this item from the bearer's equipment; it must be purchased again to be used in a later battle. BOMB SQUIG 30 Teef A Fighter equipped with Bomb Squigs may perform Prime Bomb Squig (Single). Prime Bomb Squig (Single): Select a grenade the Fighter carries with Blast (3"/5") that is not Out of Ammo. Make its Ammo (X+) test as if it had been fired. Place a Bomb Squig in base contact with the Fighter; it immediately activates. Activation: At the start of each round, after rolling for Priority but before the first model activates, all Bomb Squigs activate. Direction: Within 9" of the Fighter who placed it, that Fighter's controlling player chooses its direction. Otherwise, use the Scatter dice. Movement: Move 6" in a straight line. Bomb Squigs are not slowed by terrain, have Clamber, cannot fall or become Suppressed , and automatically pass Agility tests to jump gaps up to 2". Stop at gaps larger than 2" or impassable terrain. Detonation: On moving within 1" of any model other than the Fighter who placed it, the Bomb Squig stops. Roll a D6: on 2+, the selected grenade explodes, centred on the Squig; on 1, it fails to explode and the Squig escapes. Remove the Squig either way. Targeting: Bomb Squigs may be targeted by ranged and close combat attacks. All Hit rolls against them suffer -1. If hit, roll a D6: on 4+, the grenade explodes, centred on the Squig; otherwise, the Squig escapes. Remove it either way. BOSSPOLE 25 Teef Increase the bearer's Group Activation aura to 6". CYBORK BODY 100 Teef Increase the bearer's Strength characteristic by 2 and their Toughness characteristic by 1. Reduce their Movement and Initiative characteristics by 1. FINKIN' CAP 20 Teef Once per battle, the bearer automatically passes one Intelligence check. HAIR SQUIG 15 Teef Once per battle, the bearer automatically passes one Cool check. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 9 EQUIPMENT REFERENCE KUSTOM FORCEFIELD 50 Teef The forcefield begins each battle deactivated. While it is active, the Bigmek and friendly Fighters within 3" gain a 5+ Invulnerable save against ranged attacks. Use the best applicable single save; do not make separate armour and field save rolls. AP and cover do not modify the field save. Activate Kustom Forcefield (Double): Make an Intelligence check for the Bigmek. If the check is passed, the forcefield activates and remains active until deactivated. At the end of each round while the forcefield is active, make an Intelligence check for the Bigmek; if the check is failed, the forcefield deactivates. It also deactivates immediately if the Bigmek becomes Seriously Injured . To reactivate it, the Bigmek must perform this action again and pass the check. MEDI-SQUIG 25 Teef The first time each battle the bearer gains the Injured Condition , reduce the damaging weapon's Lethality by 1. If Lethality becomes 0, roll two Injury dice instead of one; the bearer chooses which result to apply and discards the other. MEGA ARMOUR 100 Teef Improve the bearer's Save characteristic by 2. Reduce their Movement characteristic by 2 and their Initiative characteristic by 1. ROKKIT PACK 40 Teef When activated, roll a D6. On a 1, the Fighter remains stationary and becomes Suppressed . Otherwise, add 3" to Movement when using the pack and gain +1 Strength when charging. The Movement bonus adds 3" in total to Charge distance. Flamers and grenades become Unstable. SHINY GUBBINZ 25 Teef When an enemy Fighter makes a Charge action against the bearer, apply a -1 modifier to that enemy's Hit rolls for attacks made as part of the Fight action. This does not apply to subsequent attacks while Engaged SPICY SQUIG JUICE 25 Teef Once per battle, use at the start of the bearer's activation. Increase Movement, Strength and Toughness by 2 until the end of the round. At the end of the round roll a D6; on a 1, the bearer suffers a Strength 3, Damage 1, Lethality 1 hit against which no save can be made. Does not remove Flesh Wounds SPIKEY BITS 20 Teef When an enemy Fighter making a Charge action successfully hits the bearer, roll a D6 for each successful hit. On a 5+, the attacker suffers a Strength 3, Damage 1, Lethality 1 hit against which no save can be made. This does not trigger during subsequent attacks while Engaged SQUIG HIDE 40 Teef Increase the bearer's Save characteristic by 1 when resolving Hits suffered in close combat. A Fighter may not equip more than one item of armour or field armour unless an item explicitly permits combination. TELLYPORTA 80 Teef Tellyport (Double): Make an Intelligence check. If the check is passed, place the Fighter anywhere on the battlefield at least 6" from any enemy Fighter. If the check is failed, the opponent places the Fighter anywhere on the battlefield at least 6" from any enemy Fighter. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 10 EQUIPMENT REFERENCE WEAPON ACCESSORIES AUXILIARY KOMBI ROKKIT +35 Teef A kombi-shoota may be fitted with an auxiliary kombi rokkit in addition to its normal purchase cost. The weapon then gains the Combi trait and may use its existing primary profile or the auxiliary rokkit profile. Apply the N26 Combi rules when firing both profiles. The auxiliary rokkit has Single Shot; firing it does not expend the primary component. MOUNTS WARBIKE 65 Teef Set the bearer's Movement characteristic to 8". When performing a Dash action, add 5" instead of their Initiative characteristic. The Warbike is equipped with a twin shoota with a fixed front firing arc. Use the N26 Mounted rules, including Nerves of Steel and Hit & Run. SQUIG HOG 55 Teef A Fighter equipped with a Squig Hog gains the Mounted Subtype. Set their Movement characteristic to 7". When performing a Dash action, add 4" instead of their Initiative characteristic. Apply the normal N26 Mounted rules, including Nerves of Steel and Hit & Run. The rider gains two additional close combat attacks using the Squig Hog Jaws profile. Resolve these using Additional Attacks (2); they use the jaws profile rather than the rider's weapon profile. VEHICLE UPGRADES STANDARD RAM Included with Trukks and Wartrakks. May be replaced with a spiked ram for +25 Teef. Weapon Str AP L Traits Standard Ram Ramming Speed - 1 Knockback (3+), Melee, Ram SPIKED RAM 25 Teef Trukk or Wartrakk only. Replaces the standard ram. Use the Spiked Ram profile. This does not count towards the Trukk's limit of one wreckin ball or buzzsaw. WRECKIN BALL 40 Teef Trukk only. A Trukk may take no more than one wreckin ball or buzzsaw. Use the Wreckin Ball profile and the N26 Additional Attacks (1) trait. BUZZSAW 80 Teef Trukk only. A Trukk may take no more than one wreckin ball or buzzsaw. Use the Buzzsaw profile and the N26 Additional Attacks (1) trait. GRABBIN CLAW 30 Teef Trukk only. If the Vehicle hits an enemy Vehicle in close combat, that enemy cannot Retreat until the end of its next activation. This is Vehicle equipment, not a melee weapon. It does not count towards the Trukk's limit of one wreckin ball or buzzsaw. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 11 WEAPON REFERENCE ORK WEAPONS MELEE WEAPONS Weapon Str AP L Traits Big Choppa S+1 -1 2 Heavy, Melee, Unwieldy Chainchoppa S -1 1 Melee, Shred (5+) Choppa S+1 - 1 Concussive (6+), Melee Flail S - 1 Knockback (6+), Melee Grot Whip 3 - 1 Knockback (6+), Melee, Shock (6+) Grot Zappa 3 - 1 Melee, Shock (5+) Heavy Chainchoppa S -2 2 Melee, Shred (5+) Paired Stabbas S - 1 Melee, Paired (1) Power Stabba S -2 1 Breaching (6+), Melee, Parry Powerklaw / Killsaw S+4 -3 3 Breaching (6+), Concussive (5+), Damage (2), Melee, Unwieldy Stabba S - 1 Backstab, Melee Stikka - Primed 5 -1 1 Heavy, Knockback (5+), Lance-bomb - Spent S - 1 Heavy, Lance, Melee Tank Hammer - Primed 7 -2 2 Heavy, Lance-bomb, Melee - Spent S - 1 Heavy, Lance, Melee Weirdboy Stave S - 2 Knockback (6+), Melee PISTOLS Weapon SR LR Str AP L Traits Kustom Power Slugga 6" 12" 5 -1 2 Ammo (3+), Light, Rapid Fire (1) Six Shoota 6" 12" 4 - 1 Light Slugga 4" 12" 4 - 1 Ammo (3+), Light, Rapid Fire (1) BASIC WEAPONS Weapon SR LR Str AP L Traits Kannon - Scatter 4" 8" 4 - 1 Rapid Fire (2) - Solid 8" 16" 5 - 1 Knockback (5+) Shoota 8" 24" 4 - 1 Ammo (3+), Rapid Fire (1) G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 12 WEAPON REFERENCE ORK WEAPONS SPECIAL WEAPONS Weapon SR LR Str AP L Traits Burna T - 5 -1 1 Ammo (6+), Blaze (5+), Template Harpoon Launcher 6" 18" 6 -3 1 Ammo (5+), Drag Kombi-shoota 12" 24" 5 -1 2 Ammo (3+), Rapid Fire (1) - Auxiliary Rokkit 12" 24" 6 -2 1 Damage (2), Single Shot Kustom Mega-Blasta 12" 24" 6 -2 2 Ammo (6+), Damage (2), Rapid Fire (1), Unstable Kustom Super Scorcha 6" 12" 9 -4 3 Ammo (6+), Damage (3) Shokk Attackgun 18" 36" 2D6 -2 2 Ammo (5+), Blast (3"), Damage (D3), Shokk HEAVY WEAPONS Weapon SR LR Str AP L Traits Big Shoota 20" 40" 5 -1 1 Heavy, Rapid Fire (2) Rokkit Launcha - Krak Rockets 20" 40" 7 -2 2 Ammo (4+), Heavy - Shock Blast Rockets 20" 40" 5 - 1 Ammo (4+), Blast (3"), Heavy, Shock (6+) GRENADES Weapon SR LR Str AP L Traits Krak Stikkbomb - S x 2" 7 -2 1 Ammo (4+), Limited Stikkbomb - S x 2" 4 - 1 Ammo (4+), Blast (3"), Knockback (6+), Limited Tankbusta Bomb - S x 2" 8 -3 3 Ammo (6+), Blast (5"), Damage (2), Limited G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 13 WEAPON REFERENCE GROT WEAPONS MELEE WEAPONS Weapon Str AP L Traits Grot Shiv S -1 1 Melee RANGED WEAPONS Weapon SR LR Str AP L Traits Grot Blasta 6" 12" 3 - 1 Light Squig Net - S x 2" 3 - 1 Blast (3"), Single Shot, Web Stikkbomb - S x 2" 4 - 1 Ammo (4+), Blast (3"), Knockback (6+), Limited SQUIG WEAPONS MELEE WEAPONS Weapon Str AP L Traits Bite 3 - 1 Melee Ferocious Jaws 1 -1 1 Melee, Rending (6+) Squig Hog Jaws 4 -1 1 Additional Attacks (2), Melee VEHICLE WEAPONS MELEE WEAPONS Weapon Str AP L Traits Spiked Ram Ramming Speed -1 2 Knockback (3+), Melee, Ram Standard Ram Ramming Speed - 1 Knockback (3+), Melee, Ram Wreckin Ball 6 -1 1 Additional Attacks (1), Knockback (4+), Melee Buzzsaw S+4 -3 3 Additional Attacks (1), Breaching (6+), Concussive (5+), Damage (2), Melee, Unwieldy RANGED WEAPONS Weapon SR LR Str AP L Traits Twin Shoota 8" 24" 4 - 1 Ammo (3+), Arc (Front), Rapid Fire (2) Big Shoota 20" 40" 5 -1 1 Heavy, Rapid Fire (2) Burna T - 5 -1 1 Ammo (6+), Blaze (5+), Template Harpoon Launcher 6" 18" 6 -3 1 Ammo (5+), Drag Rokkit Launcha - Krak Rockets 20" 40" 7 -2 2 Ammo (4+), Heavy - Shock Blast Rockets 20" 40" 5 - 1 Ammo (4+), Blast (3"), Heavy, Shock (6+) Burna Exhaust T - 5 -1 1 Arc (Rear), Blaze (5+), Single Shot, Template BURNA EXHAUST 40 Teef Trukk or Wartrakk only. This weapon has a rear firing arc. Only models within the Vehicle's rear firing arc may be affected by its template. Single Shot limits it to one use per battle; it cannot be reloaded. G O R K A M O R K A M U N D A — N 2 6 GORKAMORKAMUNDA / 14 WEAPON TRAITS SHOKK Before firing a shokk attackgun, make an Intelligence check for the Bigmek. If the check is failed, the action is wasted; no shot is fired and no Hit roll or Ammo roll is made. If the check is passed, select a target, then roll 2D6 to determine Strength and D3 to determine Damage before making the Hit roll. Use these Strength and Damage results for every model affected by the shot. Resolve Hit rolls, Blast and scatter following the N26 rules. Apply Ammo (5+) after a shot is fired. Strength Double 1: Resolve the shot at Strength 2, AP -2, Lethality 2, Damage D3 and Blast (3"), including Hit rolls, scatter and all affected targets. Then take the Bigmek Out of Action Strength Double 6: Resolve the shot at Strength 12, AP -3, Lethality 2, Damage D3 and Blast (3"). RAMMING SPEED A Vehicle cannot initiate a ram while Engaged . A ram attack's Strength is equal to the distance in inches actually moved during its Charge action, rounding down. There is no maximum Strength for this attack. CORE RULES REFERENCE Gorkamorkamunda term N26 term Mob Gang Bossnob Gang Leader / Leader Nob, Weirdboy, Bigmek Champion Boy, Runtherd Ganger Yoof, Grot Prospect Teef Credits Skars Experience Points (XP) Mob equipment Gang equipment