|Diggas on the loose!|
This is our second go at it and have come up with some additional house rules for the campaign.
All the Rules can be found in the Advanced Gorkers and Morkers .pdf on my Google Drive.
A general summary behind the changes:
Some of the weapons needed repricing. Instead of jacking up the cost on the best ones, though, we just made all the rest way cheaper! This has opened up a ton of fun options!
The wrecking ball and big grabber are pretty nasty by the book since they hit automatically. This seemed way too reliable and un-orky in a game like this so they were reworked into an entirely new class of Big Close Combat weapons which the vehicles can use to whack away at each other!
The skill tables have been completely reworked (so many useless skills by the book) and professions added. Once an ork has gained enough experience, they can choose a profession that they're best suited for, such as a Painboy, Slaver, or Lurker. Each profession has access to different skills and equipment. These specialists don't scavenge for income, though, so you need to choose which ones you want carefully!
That's pretty much it for this go around although there are tons of cool things we could add!