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Gorkamorka - Reference Sheet

The document outlines the rules for movement, shooting, hand-to-hand combat, and recovery in a tabletop game. It details various actions a warrior can take, such as charging, running, and going on overwatch, as well as the mechanics for shooting and resolving combat. Additionally, it includes specifics on vehicle movement, damage calculations, and recovery outcomes for warriors after battles.

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0% found this document useful (0 votes)
291 views2 pages

Gorkamorka - Reference Sheet

The document outlines the rules for movement, shooting, hand-to-hand combat, and recovery in a tabletop game. It details various actions a warrior can take, such as charging, running, and going on overwatch, as well as the mechanics for shooting and resolving combat. Additionally, it includes specifics on vehicle movement, damage calculations, and recovery outcomes for warriors after battles.

Uploaded by

ollegolle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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TM

1. MOVEMENT 2. SHOOTING 3. HAND-TO-HAND 4. RECOVERY


The warrior may move A warrior may go on A warrior may run up to
MOVEMENT: ON FOOT CHARGING: at twice its normal OVERWATCH: overwatch if you RUNNING: twice its normal
A warrior may move its Movement characteristic in movement (4"x2=8") and may enter declare this at the start of the movement movement (4"x2=8") a turn. A warrior
inches (usually 4") unless it chooses to charge, run or hand-to-hand combat. A charging warrior phase. A warrior on overwatch cannot which runs cannot fire a ranged weapon.
go on overwatch. Moving normally allows a warrior to must move towards the nearest enemy move except to turn in place, but may fire
shoot in the shooting phase. warrior and cannot shoot. in the enemy’s turn.
MOVEMENT: VEHICLES MOVEMENT: RAMMING MOVEMENT: BOARDING
GAS ENGINES A warrior must charge up to the sides or the rear of the
Allow a vehicle to move up to 6", during which it may make vehicle to jump aboard. A warrior may jump from one
up to two 45° turns, moving 1"- 3" between each turn. vehicle to another if it is within 2" of the target vehicle.
The charger must roll equal to or under its Initiative on
THRUSTING a D6, if it passes, it is safely aboard. Failure means it
Thrust up to 6" forward (5" for traks). First thrust is OK on a bounces D3" back and takes a S3 hit on a D6 roll of
2+, second on a 3+, and subsequent thrusts on a 4+. Failure
SHUNT T-BONE HEAD-ON
4+. The attacker gets +1 for charging in the first round
means the vehicle’s move ends and you must roll a D6 on SWERVE: If the target passes a Leadership test, it of combat and only fights one enemy on the vehicle at
the Thruster Buster table. A vehicle may turn 45° at the end swerves out of the way, otherwise it is rammed. a time.
of each thrust on a successful Ld test. Failing the test moves If anyone loses a close combat, in addition to any
the vehicle D6" forward and ends the vehicle’s movement. RAM DAMAGE wounds, they are thrown off the vehicle D3" away in a
The amount of damage each type of ram causes to both the random direction and take a S3 hit on a D6 roll of 4+.
D6 RESULT THRUSTER BUSTER TABLE rammer and target is shown below. Each point of damage An attacker may not follow up, he simply fights one
1 Spin Roll the Scatter dice to determine what automatically penetrates the vehicle’s armour. crew member each turn. After the first round of combat
direction the vehicle ends up facing no-one counts as charging. The attacker may leap off
RAM TYPE RAMMER DAMAGE TARGET DAMAGE
2 Move D6" forward and spin (see above) the vehicle in any of his movement phases in which
Head-On D6 D6 case he takes a S3 hit on a D6 roll of 4+.
3 Swerves Roll a D6: 1-3 swerve to the left Bikes involved in a head-on with a larger vehicle
4-6 swerve to the right only inflict 1 damage. LOSS OF THE DRIVER
Turn 45° in direction rolled and move D6" forward T-Bone 1 D3 If the driver is thrown off the vehicle then one of the
4+ Move D6" forward Bikes involved in a T-bone with a larger vehicle inflict crew must take over. At the end of the hand-to-hand
no damage, whether it is the target or the rammer. combat phase roll a D6 for one unengaged warrior. On
CHASING a roll of 4+ the warrior may take over. If nobody is
If a vehicle ends up within 2" of an enemy vehicle at the end Shunt 0 1
driving a vehicle or the driver is in close combat at the
of its move (and didn’t ram) the player may elect to chase A shunting bike does no damage to a larger target and
start of a movement phase the vehicle swerves. Refer
the enemy vehicle. A chasing vehicle follows the enemy takes D3 damage if shunted by a larger rammer. to the table below.
vehicle in its movement phase, testing for thrusting, turning
under thrusters and so on. If a vehicle successfully chases HEAD-ON RAM D6 RESULT
an enemy for its movement phase it may shoot in the In a head-on ram the target may not test to swerve. Instead each
opposing shooting phase, before the enemy shoot. 1-3 Swerve 45° to left and move D6" forward
player secretly places a D6.
4-6 Swerve 45° to right and move D6" forward
SLOW SPEED MANOVEVRES 1 or 2 Left swerve 3 or 4 Forward 5 or 6 Right swerve
Allow a vehicle to move up to 3", forward or backwards, If the vehicles move into each other, they ram. In addition to Bikes fall over at the end of their movement. Any
making a 45° turn every inch. A vehicle may not thrust or use damage, a vehicle in a head-on ram is immobilised on a warrior still on the bike when it crashes is thrown D3"
gas engines in the same turn as this manouevre. D6 roll of 4+. away and takes a S3 hit on a D6 roll of 4+.
Use the shooter’s BS to find the Compare the hit’s Strength with the In the hand-to-hand combat
SHOOTING: D6 roll needed to hit the target.
SHOOTING: target’s Toughness. The result is HAND-TO-HAND phase both mobs may fight
TO HIT A roll of a 1 always misses. TO WOUND the D6 score needed to inflict a wound. with all warriors that are in base-to-base contact.
BS 1 2 3 4 5 6 7 8 9 10 THE TARGETS TOUGHNESS 1 THROW ATTACK DICE
1 2 3 4 5 6 7 8 9 10 Warrior’s roll 1D6 for each Attack on their profile.
D6 6+ 5+ 4+ 3+ 2+ 1+ 0 -1 -2 -3
1 4 5 6 6 - - - - - - 2 COMBAT SCORE
HIT MODIFIER CHART 2 3 4 5 6 6 - - - - - Each warrior’s combat score equals their highest dice roll
-1 Target in partial cover 3 2 3 4 5 6 6 - - - - plus their WS plus any modifiers from the chart below.
4 2 2 3 4 5 6 6 - - -
-2 Target in cover 3 WINNER
5 2 2 2 3 4 5 6 6 - - The warrior with the highest combat score has won. The
-1 Appearing/disappearing or charging target 6 2 2 2 2 3 4 5 6 6 -
(Overwatch only) winner scores 1 hit for each point they beat their opponent
7 2 2 2 2 2 3 4 5 6 6 by. If the result is a draw the warrior with the highest
-1 Firing from a vehicle which used its thrusters 8 2 2 2 2 2 2 3 4 5 6 Initiative wins and inflicts 1 hit. If both have the same ini-

STRENGTH OF HIT
-1 Target used its thrusters 9 2 2 2 2 2 2 2 3 4 5 tiative, no hits are inflicted.
+1 Large target (All vehicles except bikes) 10 2 2 2 2 2 2 2 2 3 4 4 DAMAGE
-1 Small target Against vehicles roll for hit location at the back of Da Roolz, then Roll to wound for each hit using the Strength/Toughness
+/- Weapon to hit modifiers for range equal or beat armour by rolling D6+ the weapon's Strength. chart in the Shooting: To Wound section.
5 INJURIES
Roll saving throws and determine the extent of any
injuries, as for shooting. A warrior in single combat puts
RANGE TO HIT STRENGTH SAVE DAMAGE AMMO their opponent out of action if they take their opponent
WEAPONS SUMMARY SHORT LONG SHORT LONG MODIFIER ROLL NOTES down.
Bow 12 18 - -1 3 +1 1 4+
COMBAT SCORE MODIFIER
Crossbow 12 18 - -1 4 0 1 4+ Move or fire +1 Fumble - For each 1 rolled by opponent
Shoota 12 18 +1 - 3 0 1 4+ +1 Critical Hit - For each roll of 6 after the first

GUNZ
Kannon 4 18 - -1 4 0 1 4+ Knockback +1 Charging - If the model charged that turn
Blunderbuss 6 - +3 - 3 +1 1 4+ +1 Higher up - If fighting from a higher position
Slugga 6 12 +1 - 3 0 1 4+ -1 Obstacle - If enemy is behind an obstacle
’Uge club/Choppa - - - - user +2 varies 1 - Double handed. Opponent wins draws MULTIPLE COMBATS
In combats involving more than two warriors, subsequent
Club/Choppa - - - - user +1 varies 1 -
attackers gain the following benefits.
Knife/Knuckles - - - - user varies 1 - The second warrior on the same side in a combat rolls an
Chain/Flail - - - - user +1 varies 1 - Opponent can’t block. Fumble x2. extra attack dice and gets an additional +1 modifier, the
third gets two extra dice and +2, and so on.

HAND-TO-HAND
Spear 8 - -1 - user varies 1 - +1 Initiative. Throw once per game.
Six Shoota 6 12 +1 - 3 0 1 4+ 1 Sus. Fire dice. 1 turn to reload.

Eavy Shoota 20 40 - - 5 -2 1 4+ 2 Sustained Fire dice Roll a D6 for each warrior which is
INJURIES down in the recovery phase
Rokkit Launcher 12 30 - -1 6 -3 D6 6+
1-2 Flesh Wound - Fights on at -1 WS and -1 BS
Harpoon Gun 12 18 - -1 D6+2 -2 D3 4+
3-5 Down - Can crawl 2", may not fight.

BIG GUNZ
Spear Gun 12 18 +1 - 4 -1 1 4+ 2 Sustained Fire dice Roll on this chart again next recovery phase
Scorcha template - - 4 -2 1 4+ Set on fire. D3 hits versus vehicles. 6 Out of Action - Remove warrior

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