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Gorkamorka DA ROOLZ

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Page 1: Gorkamorka DA ROOLZ
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I TARI.E'TOP CONFLICT . . . . . . . . . . . . . . . . . . . . . . . . . -1 I < A N L ~ 14

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BUILDING; T1-E MOB 1 HI'TJISG THE TARGF I' 14

DARCWLZ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Hl tMQUIFIFRS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

. . . . . . . . . . . . . . . . . . . . . . . . . . . NEWfLriYERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 R, \NGE MOI)IFlERS 15

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCXTK IS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I T1-1E G O R W M O R U BOX S SMALI. & LARGE 'r;\RGfTS ' . 16

T l lEBOVKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 7~ Tt7 HIT . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . lh .. YC .I., ..,L.A. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCICIIVUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I /

T H E DUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . .. ... . h I'INNED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I COUNTERS h IYJURIES . . . . . . . . . . . . . . . . . . . . . . . . . . .

l'E4IPLATI;S . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . 7 FLFSH U'OUIVT) . . . . . . . . . . . . . . . . . . . . . . . DICF 7 i33M'N . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . I MIHA'i ELSE YOU NEED - 7 OLT OF ACTIOS . . . . . . . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . . . . MA MWbL PIYKED MODELS 20

. . . I - ...... CTEIZISTIC5 .8 SHC)C3TlYC V.F.\UD.TI? I . l \D COM RAT 20 . . . . . . . . . . . . . . . . . . . . . . . . --A - SHOCrl'lNG A WARKIOR It'I-IO IS IY7\\''4 . . . . . . . 10 . .. .......... . . . . . . . . . . . . . . . . . C:l I AKA< I u<15 i I PKCIbI L tb - 8

. . . . . . . . . . . . . . . . . . . . . SPECl,$L WEAI'C)NS RULES 21

A M M O KOI.1.5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

hfOVEM IIXT ON F W T . . . . . . . . . . . . . . . . . . . . . . . 10 . . . . . . . . . . . . . . . . . . \-IOirING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Io HRND-TO-I4AhI CLIMBAT 25

I<UNSIYC; 1 0 WHO CAN FIG1-I-I' 25 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CHARGE' . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 PRCX'EDURF 2;

z\TT.4 CK nil:E . . . . . . . . . . . . . . . . . . . . . . . . . . . 2h

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . T E R R A l M ... -11 FICHTIYC; WITH nu0 WEA~YWS . . . . . . . . . . . . . . . 26

. . . . . . . . . CV'FhI GROUND . . . . . . . . . . . . . . . . . . . .. 11 DETERMINE 1.VINNER . . . . . . . . . . . . . . . . . . . . . . . ?b

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DIFFICUI. T GRQLlN13 11 CC~Llllc\T SCOI<E \.f.IODI FI ERS ?h

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . VERY DIFFICU1;T GROUND 1 1 NUMBER <>I: STRIKFS 27

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IMPASSABLE GROUND I1 l'r'OUNlX. AR'VIOUR AND IUlURlFS 17

\V:%LiS ANT) B.ARRIERS . . . . . . . . . . . . . . . . . . . . . . . . . 11 WEAPUY? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRIKES 27 SHOOTING . . . . . . . . . . . 12 .... .-. .- ..--.- .-... . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . :\KMUUII hlWU1l-lk. t i > IS

TARGETS . . . . . . . . . . . . . . . . . . . . . . . . 12 THE R I , I K K . . . . . . . . . . . . . . . . . . . . . . , . . . . . . . . . . 28 WHOCAN Sl4CQT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 FIJMfI1.E . . . . . . . . . . . . . . . . . . , . , . . . . . . , , , . . . , . 26

Page 5: Gorkamorka DA ROOLZ

VEFIICLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..30 M:E/\PO'\IZ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?2 ;-n . . . . . . . . . . . . . . . . . . . . . . . . . . KNOI\.. \\'CITS -

VEHICLE MOVFMENT . . . . . . . . . . . . . . . . . . . . . . . 3.1 CASIZNGNFS . . . . . . . . . . ? I HrZSD-TO-MAN I3 WE, 4 PONS . . . . . . . . . . . . . . . . . 53

TURNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 C'79.AIlI; ;IN13 FLA1I . S . . . . . . . . . . . . . . . . , . . . . -53

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SLOW SPEED M.~UOEUVRES 37 'UGE CI rOrI\\ C>I< c‘I.L.!~ - 5 7 ,

TI-I I< LIVERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .? 2

THRLISTER RLISTEX 7AiZI.E . . . . . . . . . . . . . . . . . . . . . . 12

TURNING WITH THRUSTERS . . . . . . . . . . . . . . . . . . 33

U V V E R S n r F F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 BIKES ANDTRAKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1

VFHICLES AKD TERMIN . . . . . . . . . . . . . . . . . . . . . . 33

C;RTTNGC)NAhDOFT: . . . . . . . . . . . . . . . . . . . . . . . . . '77

VEHICLES WITHOUT I\ DRIVER . . . . . . . . . . . . . . . . . 74

TAKING AND RACING . . . . . . . . . . . . . . . . . . . . . . . . . 74

RAM! RAM! RAM! . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

RAMMING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . J5 . . . . . . . . . . . . . . . . . . . . . . . RAKES AND SIDl3WIPES 77

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CO1-1-ISIOYS - 3 6

. . . . . . . . . . CRASHES . . . . . . . . . . . . . . . . . . . . . . . . .. >q

VEHICLFS SHQOTlNG . . . . . . . . . . . . . . . . . . . . . . . -111 HITS 01\E VEHICI.ES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1

BOARDING ACTTONS . . . . . . . . . . . . . . . . . . . . . . . . 43 STATIONARY VEHICLES . . . . . . . . . . . . . . . . . . . . . . . J-l

DA CLEUUER STUFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51. AVERZ' STUFF .$ .<

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NET 5% HIDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4h

BOLAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 . . . . . . . . . . . . . . . . . . . . . . I EXPLODING MAT'ONS 47

. . . . . . . . . . . . . . . . . . . . . . . . STTKKROMBZ WILD .-I 7 ARMOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

EYCHOLOGY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 SII IELD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .; cr

FEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 STUDDED ARMOUR . . . . . . . . . . . . . . . . . . . . . . . . ?e TERROR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4~ FLAK A RMOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . grr

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I STUPIDITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 'EAlfY ARVOUR W

HATRED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

FRENZY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

OVERWATCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 UUUER STUFF

HTT LOCPiT16)N TARI. CS . . . . . . . . . . . . . . . . . . . . . . 62

BUGGY VlT LOCA'TION TAFLCS . . . . . . . . . . . . . . . . (2

. . . . . . . . . . . . . . . 1

BIKE l-ll'r LOCn7'1ON W ELI"; h4 . . .

Page 6: Gorkamorka DA ROOLZ

INTRODUCTION 7 * + j i p

'Tnjs it; :I <tory of the s~ lvage n l i~n race of Orkq and of a dkastcr-htrickcn world that Ilc* in the abal~cfoiied depths c+f <pace. It is n world of Jcscrt %and< l-i~ld spljnkrcd ruck, whcrr c r~~ i l t . and barbliric warrrors ha\-(- r a i d an i n ~ p l ~ ~ c ~ ~ i b l c 1dr7l to thcir angw god. That god i% C;ORYAMORKr\, the rmbodi~nenb ot Lht Orks' i~~satiahlcb lust for conquest. Gork<imorkn is a heartle.;~ and blood tliirsty god, whosc metall ic shapc rjses ovvr thc shanty t r ~ a * n that <pr.iwIs brfnrt. hi3 feet.

Upon thi \ arid a t ~ d wind-\wept wclrld thc Orks Iivc~ and ftght tor Gnrkamorka, ha t t l in~, ncrurs the wrlstes aboard r;imshacklc tightins machine\, enslnr.ing the uther racw r r f thclr plancr and brnding tli~,ni to thc sewicc of their god. S I u n ~ a n s , mutan ts and l t l s<~r creatures must wwive JS lwst thcv can, Somc servc the Orks and s c ~ k tlltsir f;lvon r, O t h e ~ idcf~r t h t m and 5t rttggIe t o S I I W ~ \ ~ C in the tiice uf thcir wrath.

TABLETOP CONFLICT GarL(r1trnrkn is the 1,ityst of the i%'<~rI~.~rn~ncr 30,UL)O Skirniish scrics dcsiyned tu complement the Lt'arhan~n~cr 40,OOl1 psrnr ~ ~ n i ~ c , r s c . I t i s a gnmr in rts urvn right, b i~ t i t i5 also n p r n e f h ~ t cuplorcs tlieh~story of racc:: a 1 sr,~d v est,~tll isl.iud In kV~tr!tfrv~t~rr'r -1(1,000 snd hrmrmr~zrlrdn, t hc first game In this srrics. I'lavcrs of cither or both nf thew games N I I I tinti tnuch that is farnil~ar in Carkdrrrorkrr as wcll as n ~ i i c h that $5 new &>nri diifcrent.

Gorkntrlr7rlrn enables players to f i ~ h t tabletop wargames bcb-em rival warrior groups krlow-n n-; mobs, whicfi battle isom crude ~ n d b r ~ ~ t ~ l tmk.; and wdrtrakh. The oppnsjnc, nirlhq nrr rcyrcscn t ~ d by models, .,.is<cmblrd and p,>~n tud 171 thc ~ I ~ I v w < , each rcprcsenti~lg t h ~ Following of an Osk Iradcr. Bntt1i.q betwoen thr. rival mobs arc fought nut on ;1 tahlctc?p reprcwnt~ng the desvrb and wastfi ot this rvnrld. Yi~u'Tl find n1ilrc about Orks and the riomains ut Gtrrknrnork,~ in Dn Uvver Rook.

Thv aim rlt I l~r ganlc i h to o ~ ~ f f ~ g l l t your t ~ p ~ o n e n t bv meai~s of il mlxturr of 4 1 1 1 , low cunning nrid I~rck. At your dtsposal yc3t1 hav~: pr im~t~vc but c f f c c t ~ ~ c rvcapon3 and, most importantlv, ~ ~ l i i c l e ~ which arc ner%cicd to cross the burning n , a s t ~ < of thi.: rnhospitablt. world. You'll sncm Icarn hnw tcr a r m and usc vour i%.arriors to their h s t advantage, and h o w t v m;lntlcnuvrc thtkir crudc buggies slid fighting \,chicles to iimtroy voitr enemy.

The. rnodcl:. in the game ltsclf p r o v j d ~ vorl tvitli nn idcal st~irt , Put you'll won iv2.ant to rccruit II(*IV w~l r r l rm and build Itinre vcll~cles. An eutcns i~c ran$[, of rncrdcls is availabl~. tor Gtrrkilnrt~rkrt, and nc.17 n~odvls art' I s ~ I ~ J ; addtd all thy tnmc. With thc,se volr can c v p n d Ivur ndli*ction, equip z\'~irr!or5 ivi th ni5w Wedpr>n>, and rccrult rnore prs~~crfu l indi\.idu,~ls to your cnrlscb.

BUILDTNG THE MOB Each time ibiltr p l < ~ v G~rkltrrrrvkn you earn thc ~ > p p ~ r t ~ ~ ~ i i h . to I+Y pand your tnrrb. Ry w lnnlns grzines you y i n wealth and cvperirnce 1Vith !he rvralth cart~cd

1111 can bit\. murc deadly wcaptwr!; brt~ld rnc>rch vehiclcq, and hire ninrtn scnrriors

Your mob \\{ill .~l.;n imprcr\tcov~r time E\ cry time ,I mob f~g,ht>, i t< members illcWdqt' ihelr skill. Ynuns 0rk.s prr~gress to t~ecomc h < ~ r d c ~ ~ c d w a r rirlrs, and warricrrc group <trongcl. ;rnd morr pon.crfuf wlth c\ er! +ucce5<.

~2:: the ~ ~ n g ' s lrndcr becorncs rlchcr 2nd hi5 fnllorvcr\ morP d~ngcrous, h~ tantr grow In the C V C ~ ~ r f

Gork~nzorka. InFamouq \\-arrlor\ wrll wck l3lr1-1 r>ut tn do Imttlc, industr i r ,~~? Mekbovs will offer thcir Iic\, and r~val Urks will \>lot h ~ s dcstrucitcm. Fcnr and rchp~ct niarch hil~ad in lidl~d amongst thr Orks d< the t i \ In mark., of lradvrship.

DA ROOLZ Thih book con trtin\ thc ruLes c ~ f the p~rlic. Yrru don't n~b~.il tc) lcarn all tfir* ruIe5 tr, play, h ~ r t wc suggest you r r ~ d tlrrough the rtilcbook hcfore attcn~pting vtrllr l i ~ t gatrrc. Thr moct important rulvs nw \ummaristJ url the sf pard te p l a y ~ h ~ t ~ , and yoll'll q u ~ ~ k l \ . Find tlrcse arc all ?-clu r ~ f c d in most sitr~,itions.

NEW PLAYERS I f y>r~ ' re nt'w tc'r Garnc5 \4'ork\hop gartics then you'] l hr rca+rrrtd t o kncnv that finding ~k17cr praoplc to F?I,IV rvitti ~sn't normally 3 problcm - yru'll be s ~ r r p r ~ ~ t l IIL>IV man! thrrth are: Thcrc may be a Gdmcs i,llorkshop <tore ncarhi: whcrc you can obtain model., pnints , ~ n d p ~ ~ i c , sr~ppl(*tnentk, , ~ n d meet other ~ l ~ ~ \ ' e r s . Ciarnes ktclrkshop \tnrcs ,lrt, not ju5t ?hops, they drr* hobby rrntrcs ~vhe rc tht- stdlff will happily lirlp you t c l Icarii the rulcs, dcmonstratr painting techn~rlues, and s~iggc-+t tva) s to dc\,rlt>p vour collecl~on. Garncs tVorksfi(op shff arc also , ,

players who cpllVct and paint tlzcir orvn fvrces and fight battles thcrnseli~cs

Page 7: Gorkamorka DA ROOLZ

THE GORHAMORHA This box contains the following models, rulebooks and card components.

, , ,,,, L.,,nk - 'Dn Roolz'

1 .;nz~rrcbcrok - ' I3n Uvver Fkmk'

Uitadcl mrxlels: 12 Ork Boyz

2 Ork Warhaks

2 Ork Trlikks

Cnrrl 13uildings: 1 Ork Fort

1 Mining Shaft

t Strop Head

Counters: 6 k r . 7 ~ ctluntvrs

10 Hidc counters

10 Run C O L ~ ~ ~ P ~ S

10 O\'cnz';l trh counters

2 Range Rtrlers

2 card Playshceti.

2 Tusnv gubbir~s

E Stikkbomb blast mnrkcr

1 Sorcha tempIatr

1 tube Scrlystvrcne Ccm~rti t

2 spnlw Rattlefield Acccrsoric:: 6 plt?+tic l 3 ~ 1 lkt~cnds

Dlcc, h s~\-qrdcd dice (Dh)

1 Scattrr dice

1 / \ r t i l l c r~ d~cc

? Su\t,lillr,cl Firc dice . 1 Rwd Dls Furst lcdflut

Strop head

- 9 z - ,

Y

..5: -. w r I -c ,

# , I 3 I

, I

1 T3$ .r yw JT, rG 2, - * s , = F L e t -

J 4 ' -,, > \; -c I

; a f

- I -

I - I- I

I - - . 3

C I' . f . , . :: . .

' m '

=-

Seorcha - Ran Oil drums & - template

Page 8: Gorkamorka DA ROOLZ

THE BOOKS Thc buildlt.tg:. tipp plied in this box glvr vnu . , I I

4fdrting scenery to fight arounij. You can add nlllr n l s bclok - 13'1 R O O ~ Z - c"r,rit;litw fht' gnnw rir[cs for Games Mlorkshop btiildings, or vnu can makeacld~i~r~~l,~~ ba ttlcs bctw.t:cn n ? c h a~-tcI dt~.;cript Ion< nf the I'J riou+ hccytit'r! of ~0111. ow n to cupand thc baftlclield it yo11 L,,

t\c.,i~'onc a n d i chrt-li~\ rrhrd by thC 01 .ks rlf Gorki~rnr~rha. \". 1sh

Thc rrtht.r book, aptlv narncd Dd U v \ or Rook, ~rmt~l lny t . \ t cn<~\ t o backgrortnd di..criptlon.; of thi. ivorld ~ r f Crorkd rnorka and t i~ lcs flu. battling \\.it11 \ .our mobs over ;1 seriuh id g,lrires In ordcs tcl gain eupericncv and (more irnporta~ltlvf bcttc~r wcapc>l~r\.l

THE MODELS Thc C;nrksn~orka b t n twt~tait-ts c n c ~ z ~ s l ~ Ckks to form rntt, f ~ ' ( 1 ptrh rrtt?! ~11~117~; of 1t~arrinr5 T ~ c Orkb on Gorkam~>rha <Ire split into t1t.o faction4 - the Gorker5 J ~ J tht* 'ilorkvr< Each nnt. ha5 different ctilounnd tattoos .ind r n a r k i ~ l p to ~ h o l v thc~lr allcgiaiic~ but thcy are l~a~ ic i l l l y arrn~~c4 111 tltr samc i t C a \ . . \ ou can spll t up the I!ov/ in thtx box to rcpreqcn t thrm

C;cwkarnt>rk.l also c.ontaln+ <pruc-- ~t l~ich l t~c ludr O I I d r~ lm>, ftrt.1 rnns ' ~ n d ~ , I I r ~ c ~ i d e ~ . 11ji1 cat1 usc t h e to add i,\lr,j fcatrrws onto \.orlr vehicles OY t r l add to t h ~ sccrwry ~ j i your tahlctop L>attlefield, g,it i n g your vr-kiclcs morta ~>bstaclcs to kivrud anti !.our wc>rtiors rnorc C C ~ \ Cr t13 lurk bchirzd.

>elect .I rnc~rlt.1 .ind cnrrfulIy rc.mtrv(a all the corlit~crtirn ts iroin tlic spruc. ~ I ~ I I ~ G a craft knifc nr c'lipp~rs. Don't h\ '~st or p~il1 tl7c piclce5 from tl~c sprue a< t h y m;ly break. AIIV 5car\ o r ~n.>rk:, left on t l t r 117odt'lr; can bc rcmvved with craft L ~ ~ t i e or filr

IVc rcconimt~nd that the models are glued tojictlicr using ;I \uitabIc adhssivt. such a. the polystyr~nr cement \upplied in thi.; bo\ or supergluc. Detailed instructions !or ~*.;cmblitlg the models can be fnund on a sepdmtc instruct ion qhcet

ivtrldcls <-,In btl p a ~ n t c d ucing Citadel Colour paints. I t I<

nclt <tr~ctlv nucessary tv p i n t models before you usc tlirin, but ~.rm<t people c111cy painting and you will probably w,lti t tn p a ~ n t !our models e v e n t ~ ~ a l l y (and i t niakt.5 thern look cc>ol, too). A painting guide is liicluded in tFic colaur p ~ j i ~ s nt Da Uvvcr Rook and more c-lin~l'lctc <uiJc< .Irv ;tvailable from Games Workshop.

THE BUILDINGS Thc Corkan1 tlrka game corltnins three bit ild ing3. TI-tt.5~ mrxlcls concl5t of card and plastic componcnf.r n.l-tich ran bp ~aktcncrl tr~jirthcr and placed on vour tab l~ tnp to prkn ~ ~ l t . a rcasoti,~l~I\ stable thrcc-rlimens1011al p l , ~ y i n ~ .urf.lcr \Vc rccomtiiv~id that you glur the cclmpotivnts togcltlir-1 with a s i ~ i t a l ~ l c contact adlic<i\e in urdcr trr

makc. thry \tructures <I:. .;table as posr;lblc

The asscn~bly instrr~ctians ior t h r buildi~igs arp i i~cluded in thtb Kcad Uis Fur5t Ituflct.

COUNTERS A selection of ctlunter5 been includnrl. Ther arc I I W ~ to i nd i r~ te models that u r r rr~nning, nn nvcrwdrli hiding and so on The counkrs drr pm\.ided to s a w yorr

ma king separa t~ tlntes or rcn~cnih~r ing what v r v n

inodrl i s doing.

Snmc pcvple prefer not to clutter thc table with rountt<r+ and s~rnply note down thc pertinent detail.; on tlic~r roster sl~vcts. or s w a p of paper a s thcy go along Whether y i ~ use the cnuntcrs, rnake notcs, or rncrc!) rcrnen~b~r, 1s cntirdv up tc, you

Run counter

Scrap counter

(? L. -- Overwatch H,ce

counter counter

Page 9: Gorkamorka DA ROOLZ

me a re nal

TEMPLATES q ~ v c ~ ~ ~ l templates a re used to determine the rffccts OF \r~nrr ~~~capons . For puample, grenade burst>, and the j:t>uf of blazing fuel prnjwted by a scorcha.

Ttrn plastic range rulers are also included. Thew are ~ ~ w h ~ l for measuring distances, and for poking between thc scenery t o clrtrrmine whether a rnndc! has a clear shot to its target.

DICE Ikur d~lfer~nt dice are used in the nanlc, as explained in

-4 thir rulrbook. Don't worrv about how the die; ~vrrrk i ~ r I niw, thiq is covered in dcrail later on. The $if fVrcnt ciicr

,I i-11

Ordinary d i c ~ { n h )

Sustainrd Fire dice

5attcr dice

Artillt~w dice

Ordinary dicr art. marked 1 to h in the usual way Thrw dicc <lrr used a lot during play and to save spacP crn chart.: thcy nre n h a v s rrfrrrcd to as D6 (whrrr? 'D' q 1 ~ i n t l 5 h r dice a n d '6' for sjx-sided). So, when the rulcs r,ill upon you to roll a Dh we are simply n s k i n ~ ~ U U to roll a d~ce. B+1 means mll a dice and acid 1 in thu score. 2136 means roll two dice and add the scnri- together to nbtain a score of 2-1 2.

Occasionally you'll need to roll a 'DR'. This is simply done by mlling a Dh, dividing tlic score by 2, and round in^ up. This means 1-2 = 1.3-4 = 2 and 5-6 =. 3.

TI~cS~~~taintul Fire dice is marked 1, 1,2,2.3 and with a yvcial ji\M ~yrnbol a s slinwn in the photo. This d icc is ~rsutl when a gim slronts a protracted brirst of shclls which might inflict 1, 2 or 3 hits (as discl15sccl in the s~tEc5).

Tlic Scatter dicc i s m a r k 4 with four arrows and two hit \\rnbi~l?. This d m is used to determine where grmndes and $hells land if they miss their brg~ t , hrnce 'scatter '. TI?? dice call bv ued to establish any random direction from a p i n t . Note that the HIT symbot also has a small arrow oil i t to facilitate this.

Thc Artillcrv dice is marked 2, 4, 6, 8, 10 and a misfire >vmhol. This dice i s uwd in cc~njunction with the Scatter

From I d ! In nyht Svslafnea Frre dre Arhllrry drcp, Scatter dlcc ,?lid Imr srx-srrlPd (JJCF

\ - \ Using the T u r y Gubbtns Posthon the po~nfy brY rAl over the centp o l veh~cle Turn the 1 vehtcre lo face arrow (8) and a

you ve made a 45' turn \ 6

JICP t o ifetermint I>n\v far gl.cnarlt.s I<~nd trolti their tnark. A rn~zfarr car1 r t w ~ ~ l t in a grcnadc% prru ing dud or tven explc~ding '1.4 i t i \ thrown.

On some occanon.;. 13 player is allou~rd to 're-rt~l I' a dlce This is exactlv what i t sounds likc - bhc player can pick LIP the dice and rolI ~t npiin. 1 Imz,r\w-, vou must itbidr bv thtl scronrl result, even i f i t ic tvrlr+c than the frr<tT N o dice m ~ l v h~ re-roiled morc than onre.

I

WHAT ELSE YOU NEED In addit1011 to the box contents you will nc~rci tw.o nr morc players and J f~rin, level tabletop rlr ,lrra o f tlmr. A kitchen tahlr ~ x - i l l do fnne. SRmic. garners makc thelr own gaming board frtotn a .licct ot chipboard or something q~nii lar Strcll a board can tw cliglrtly largcr than thc t.~lllr rlr trestles thnt <\~pprbrt l a , ;lnd can hr divided into tw.o or mtuc ~)rtTcc< lc>r enw of ctur.~gr. Many pl,avcr< tind that a hmvv blanket draped 4\t.tYr a 1 table ~ r r ~prt'dd upc,ii ihc floor makes a fine ~lirl.q~r. rln which t o f~gh! a battlc 1 M u can do most ot thv n~cnsuring in Gorkamcwka with thc mcnsuru~g 5ticks si~pplicd Mowevrr, >onictin~es you rvlll find i t ir<ctul to h ~ v c n retractable tape measure marked in twt .lnd ~tichcs for e s p ~ c i ~ ~ l l c Icmc ranges or ~neas i~ r ing arcbiind obstacles. All distances in Gorknrnnrk,~ arc gii.en in inchcc

Pens or prnci [s and plenty ot pa pcyr n j l l also be requ i r rd .

D~rring thc ~ C I R W you u.il l SICCL+ t(, kwp track of wn~inds suffcrcd by your warrinr*, darnaxe taken hv your vrliiclc~, and other s z ~ n J p details. This is rno.;t casily ~ Q J I ~ using R roqtcr h l ~ ~ t - t , ample^, of whir11 are included in Da U\.vcr Dnvk. We recommend that v o ~ i copy or photoct>pv additional roster ~ h r r t q and use them to record d ~ h i l s rflrri~lg the game. We'll explain more about mqtcr sheet!: and how tn usr them in the Da Uvver Book.

Page 10: Gorkamorka DA ROOLZ

c . d v CHARACTERISTIC The brutal dcn i~cns of Gorkarnorka battlv one ,~notlrrxr i t~ce:cs~~~nt l~ . rics~\.; .;tor,-hin~ deserts and boulder-choCcd c~lnyons. Much of tlv ttinlc khc barbaric Ork wasrin1.s b .~ l t i c from thr barks of qttillly barh;trir jightrng n~nchi t~cs n 5 the\. p l t ru~h ncrnsq thc pen t duqtv plains 11k.e .;hips nf WJ Thc rulcs tor Ork warrios are quite d ~lf~-r i ' l l t f r t m th<r*r ui the echiclps tlwy TILIP co t o hrq:in ~ .11 ! i tvc are grjlng to conccntmtt* on I!?? icarrlors thrrns(,l\,cs. We 1vi1l rctr~rrl to thc veli~cle< I ~ t e r when we h;lve cst,3hli.;hu~l how bascc Ork warrior3 muvr: ahorrt and flctit on foot, beginning by measuring just horv bard dtffurcnt Orks a r e hv gi\'ing them char,?cteri~tics for thcir 4:lced. ~trtwgfh, figlitins ahilify nnd 50 on.

I~i t l i~~idual 0rk.l have vnstlv diffcrcnt martial ahillties and physical attributes. %me are faster than otlwrs, \(>me 7 trongcr, spine inore detcrrninrd. stme arc bcttcr shots t j~\d s n forth. T h i q varretv is fitlly r~.>yrc.;mtt.d in Gorknmorka in the form of c h o r a ~ t ~ r ~ s t i c s a n ~ l spcc~al &ills Right now w e won't worrv about tho special skills - they come I n k r ~ i t h prdrttce <muld battle exprrlenre. Fnr the moment we'll i~rst cnnsid~~r ;in Ork's cl~ar;r;tpri~t~rs.

Each mc>dcl warrior n dphned by a ~ c t of ch~rd~trrictics, namelv: More, Weapon Skrlt, I3all1stic Sk~ll, 5tsength, T c u g h ~ ~ s ~ , iVounds, Initiati:.e. Attacks and Leadership.

Each char,~cteristic is nssi~ncd a valtre which in r~x>st cases lies behuccn 7 and Ir l The higher tfic val~rr of tl-rt.

cliaracteristic t 1 1 ~ lwttrr - for exan~plc, a model with a S t r ~ n ~ t h nf 6 is ronslderablv stronger than a rnod~! with a Strength of 2. Descript~ons of the cliffercnt characterrstics are givcn below.

CHARACTERISTIC PROFILES A rnorfcl's rlramrtensiic rnlues are ~vritten in tbi' fw In uf a, convenlcnt chart rvhicl~ 5 . r ~ call the '~h~~r~rc ter t s t ic pmfil~' or j l ~ ~ t 'prctfjlc'.

Wa xrinr M W S R S S T W 1 A Ld Gurb,~~i I : . : : J F Z 1 7

T h i s is the average profile lur nrdinL1ry Ork warriiwh or ' hy7 . ' ~ I - I c ~ arc usually tillled W ~ ~ C I I 'PI] form \ n ~ ~ r

first mob 11 will include Ooyz w i t h t'xactly tl?j+ pmflle. As vou f i ~ l l t games a ~ a i n s t d h e r pb\eri; yr?irr n.>rriors will get better and thcir characterist~rs t v ~ l I rlsc. TI215 is cuplalnd later on. For now i t is menough to know \!.hat thc chsmctcnstics arc and how the values match up to the avrrragc.

CHARACTERISTICS MOVE (M). A 1nodt,C'4 Move shows thr numllrl 111

~nclic+ it can mote In a turn undrr nnrmjl circuni\tarlc.r<. Thp ~ w a l ~~urnbrr I< 4 as alrnnct ill tv;irnnrs rtune 4" ptbr turn, n l t h o ~ ~ g h thcy can mtnc trrstcr when the! ;Iru running or charging, as we shall l~tt ' r .

WEAPON SKILL (\j's). IVcapon Sk!!l is a meawre r l r

c l i ~ w cc>rnb;tt abllity - how g[~or i i l t ~ warrior is at hanll- to-hand figllt:ng. :In old p i r z l d Ork rvarrinr will mow than likely have a high \ ,n lu~ conipared to a merc Yo-r:. An .?i\CraRc I - J I L I ~ . is 7

RALLlSTlC SKILL (135). R,~Ilu;tic Sk~ll *horcs how gm! shut thc ~ n r f i v t d ~ i n l is. t'rT1hcn vou shoot a Elin t h ~

clzancc of h~t:ing the target depcwdr; upon your Rall iqt~c Skill. /In avcrngc scorc is 7 and a d ~ ~ 3 d - c ~ ~ shot micht have a Ralli5tic Skill ot 1, 5 cr t v m h~gher.

STRENGTH (5). Strcngtti ~ ~ r n p l v ?how-5 how sstrnnq ,I

model IS! Stren~th i+ esprcially ~~nportilnt whrn rrori frqht hand-tp-hand combtit t r ~ c ~ ~ u s e the sl-rongerycruan. thc harder vnu can hit, An AueraRE v a l ~ ~ ~ is,?.

TOUGHNESS (T). Tuut;hncs\ is n mensure of how ~ ; l ~ i l v dn indlv~rlual crin \t.ithkt,irld n hit frum a gun, a b l o ~ s from R club or t ~ s t , or 3 SM.IPC fmm d pawn): ~rcliiclc. Thc. tirugher 1.011 arc the h ~ r d c r you a r t o w o ~ ~ n r l o r kill 1\11 ii\.erilgc valu+& tor Orks (who arc irtbr\J tough) i < 4 .

WOUNDS W ) . A mirdcl'k \Voundq v a l w >hn\r.s how man)' time\ a warrlrIr Sdn bc nrOirndcd before Irc ct?ll'~p~cs a i ~ d gc )cs dorr~n d c a d or ~ncapici ta td . hfm! i~idir.idual> h a w ,7 Ltrc~und r,illu<: nf c71ilv 1 but I~nrdcncd C)rk Buvz ni~ght l i ,~rc '1 vr31:re of 2 or mom.

INITIATIVE ( I ) , The Initiat i ~ e . ~ . a l t ~ c reprwnts alcr tn t~s snd rc,>ct~n~l spccd. It dctrrrnin~s a warrior's ch31tcc of d o d ~ i n ~ n <uddcn blou or Ieaping a b r d n speecling vcliiclc, A n avcrngc In~tiativc value for an Ork i.; onlv 2.

ATTACKS (A) . The .4ttnrkc I a1 IIP ind icatrq the numlwr oi 'Xtt;rck dice' rolled when the mod?\ fight5 in hand-tn- hr~r~c1 comb~t. Mrl~t ~ n s F ~ \ ~ r r l u a l ~ rull only onr dice and so h.irvung a laigher t a J ~ ~ c . rnc,lrls you roll correspondin~lp n~ni-c dice. The more dice r-ou mll the mom chance you hare of bratjng yc>ur oppc~nent!

LEADERSHIP (Cd). Lcndrrship feprt*rents raw courage and sclf-control. The l~igl~el. an ind ir idual '~ Leadership thr mvre likely he it; tn kccp his nen.c u n d ~ r FIWSLIre.

An axfrragc Leildcrsliip \.<lluc is 7.

Page 11: Gorkamorka DA ROOLZ

r of +ma1 t all love l see

w d the

istic igli t

THE TURN f e i y

Dur in~ the game y o t ~ take coinmand of A mob of Orks cornpt~ttl ~vitli t he~r ranwhackle and dangerous z~eliiclts. Thr opposing player t a k ~ s command of another mob, your de,i~ily rival4 in the forthcom~ng festivitr. uf \'i~~Icncc'.

Phta n~orlcl warriors, vehicles and scene? arc set up on ~III, ~,il?lctc>p as described for the encountcr roil are lighting (sce the Sco~orins section in Da Urver Book). 7 limw arc many diffcr~nt kinds of encounter, \ ,ir\-ing from the chance meeting of rival mobs, cunnlnR anibii.;lies, blatant thievery, and sneaky raids aqarn5t tnrtitjcd buildings. The mob is set I I ~ on the tablctr~p ITI

~l~f!rrtmt ways depending on the encountcr vou arc5 t~<I~tlng, but a11 the games are basically plnycd in t l ~c 5amic fa4lion.

To i v ~ ~ n with one side takes a turn, the11 t 1 - 1 ~ ~ t l l ( ~ ~idc', thcn the original side and so on, much l i kr s ~ s m c crt

draughts or chess. When it is your turn you c;ln ~ m o \ ~ u J [ l vour rnndels. shoot with any warriors ablc to do so, and fjght hand-to-hand with cnernieq your niodcl.; arc. touching. Once your turn is ctlrnplrt~ i t is your opponent's turn to movc, shn'ot and fight with his mob.

PHASES To keep track of wlin's doing what anti \%-hen, your turn is divided into frlur clicrtinct phascq. Each phase is coinplctcd bcforr. beginning the next. So, begin by moulng all your modcls, then shoot with a11 models that can ~ l r r so, t17c~i figti t h,~j~d-to-hand, and final!\- recover nn!. nlodcts that Irnvc gone down due to injuries.

i ' MOVLMCNT. During the moxbement 1

I phase you mav m o w , your warrinrs and vehicles according to '

the mlcs given la tcr I for movement. I

SHOOTING I

In the shooting phase you may shoot with any approprin t~ I

weapons as dcscribcd , in thc rules for I

I 5hwtjng.

I HAND-TO-HAND During thr hand-to- hand pIi,i~c all rntdrls in hand-to-flnl~rl combat nisv i t ~ h t . Now that bolh'sides fight in hand-to-hand ,

~~liclse hlrn i t u.

) RECOVERY During the recovery 1 phase vau can test to *

, ) scc if injiired warriors I arc able to rejoin h e achon. The rules tor ; recovery arc described

I later.

CTncc !our turn 15 ct~rnylete i t is your opponent's turn. Your oppo~icn t ~ v c v k s through each phase, moving, shooting, figlitrng Iinnd-to-hand and recovery, nftcr which hi.; turn i q eyer and i t is your turn once niurp.

A fi"]nr1 lasts unt~l one side e~thcr gives up ox i s dcfc~tcd as dcscrrhed later. A s ~ d e can a150 bt. obllgcd to ~eithdsaw from a hght if i t suf tea too mnnv ca5tlnlttrs.

Sorne enco~~nters will invoIr,e a spvcjfic ~ b j c c t i x * ~ ~ for example to escape with r.aluablc scrap or m u e a captive. In Da Uvver Book we'll describ~ a number of different e n c o u n t e ~ together with what you Iiavc to do to win each game.

Page 12: Gorkamorka DA ROOLZ

I ' , WOUEMENT ON FOOT 1 : p 8

During khr mo\ctnc,rlt phawy t.ou can mote all yotr~ r l~>tance , declart. that you aw c h a r ~ i n g 'ind indicate rnoJc1~ In .iccordnnc<- R-ith thc h/tc,vemer~t rulcs grj'cn encmv model v(?tlr twrrior rntcl-tds to att,ick. \sclrl~r.. c your rnndcl.; one a t a tlmc - f ~ n i ~ h moving 'adi modcl b(,ttlrr rnn\.tng ~nclthes Ycu can 1iinx.v your n~trlrslk in an! ulrclcr you Iikr, you do not have tn n ~ o v c veh~clt-, Iwforc w.>rl.iol :. o i l knot ur zcc \.crsa. WL~'W ~ O I I I S to <o\.cr rno\'rtiirnt or1 font first; Inuv I ng ~ . e h ~ c l r \ I. roircred I,ltcr as i t rtvrtks it1 ;I different \zfn\.

MOVING D~rring thtbir rnoirumcnt phast* rs~.~sriors call mol-e irp to tticir Mo~cn i cn t chav,lr-tcristic it1 it~ches in any directjon. V(b1iiclc.s .)nJ ivarri~r': riding in vcl~iclcs can also m o w , ' ~ n d the rulv.; fnr moving vchi~lcs are di~cu5r ;ed wpsr,ltcly. Mort warriors h a r e n Mrl1.c. ~har~ic'tcristic ( % I ) of -1 and 5 0 can rno\.tx -1" in any clircctinn i n r l u c t i ~ ~ ~ u p or do\\*n ladders, r;tajrs, and ~o on.

A charge 1.r d o ~ i b l < ~ cpcrd, likc a run, .inJ ct-tds lcith the rhargcr boundmg intr~ the cncmv he ~ntrnd.. to f~ght. O p p o s i n ~ rnoJels arc p l a c ~ d so t l i ~ t f l ~ e ~ r b a q ~ > touch, or

close 2.: ptrssihlc i\ 'tirrc tIli5 ir not pract~wt (for cunrnplc, ~f t h r y ,irt> r f d ~ n c in or o n 1~~11iclcs). /\nother ~ltuntirrn rz,hcnl modcls rn,?!, riot be. lttrrall!. .~blc to touch is ~f .I uparrnur i s crot~chins bcq~dc a \\.all rJr behind ,I mck, o r tn w I n c ctrniparablc ~lc~.itinn, ,?nd in t h w c ~ w s the rntrdcls arc .;irnpl!l plnccd a\ clilsc ,3+ ps5ible to indicate that they arc cngnged in ;1 fight.

I t can h ~ ~ p f n th.lt yail dcsrlarc a charcc and yrrtlr warric,r I,out~ds tortrartl ceagcyr to p i ~ n ~ m e l hi< cricrn7 in to the ~ r r ~ ~ l n d b ~ l t f l l i l - to rcnch Ilk cncmy, b(~causr V(W

I W I c ~niscnlrirl ,~tcd thc d 15tancc. I<c>nicmht-r that charges arthdcclared \ i , i t h o ~ ~ t rnt.,1.urlng, so ~t I \ quite possible to

ovrrrtvch yourcclf In thi\ !\'a\: Wlitbn tlii.; happcbli\ the In ~ i o r ~ n d l rIrrumstai,ce< yorr dtr not I1nt.c to move a

chnrgcr 1 % mo\.cd ,15 far a:: po++ahle tnwnrdq hi.; target warrior the tilll permitted distance or cvcn a t ,111 r f vorl

frcmetill~cr to double. I;r>tIr nio\,t.') i ~ n d t r l r l 41, notlii~l): do nt3t ~ri.;h. :\riy erccpt~rmc are dcwribed I . E ~ L T S I ~ t o r the rcct rrt hi, t~1rr1.

in\ 'r>l\.c. wthet chal-gc.; or cr~rnpulsorv mot r.5

RUNNING Thc~ licrrrnal -1.'' m o w Irprr<erttq a xrarrjor tnot'itrs a t a inirl! rapid r,lfr but allorving tlmc tc l din1 and shoot ~3 \r,capun, v(:11 cncouragclncnt to 1115 I T I R ~ ~ , .lnd tnkc In ~zrllnt i s goins r rn round him. I f y r ~ i wish, ;l

rrb,ldv tn tight, ha\ ing 5hr1uldcrciI hb\ weapons placcd them in hnl<tcr\ Lrr packs. Ucrlilre out that modcls are rtllitwiq a:. t1ir.v move, a4 this

or

Ilrllrl will Ii1,lp

Not(- that wdrrirvs lrnrlnot move lrifo hari~l-t~i-hancl f i g h t i ~ ~ g except by chnrging; , lnr rno\.cl in tcndcd t o I ~ r ~ n g a warrir-rr into Ii,?t~d-to-I~and combat is, bv dcfiliition.

. . ---

cncouragclncnt to liis ~ ~ ~ a t e , .lnd tnkc in ~zrllnt i s goins r rn round him. I f y r ~ i wish, ;l w~rr io r can rntrve inuch qliicker thm this - he c,ln run! A runninji wtlrrior can ni(~vc a t doublr. sped: X" ~.~ithcr than 4".

A runi~ir , ,~ t;varrinr I t l<t . t his clian~cc te sho~jt in thc turn, lit, i.; far tcw t!ils\: runni ty and is nclt rrb,ldy tn fight, ha\-ing ihr~uldcrciI hi.; weapon3 or

placcd them in hnlstcr.; Lrr packs. Ucrlilre out Ilrllrl that modcls are rt~lit>jng a:. t1ir.y move, a4 this will Ii1,lp to rcrnincl both pZ,it-t*rs that Ilir warrior is unablc tu &pot that turn. I'ou <,7t1 p1,~cc '1 litin counter I?t~icte t h ~ model tu j0.q your menlor!, i f yc?u 1vi5h.

CHARGE! If you want to move to enpgr a n encnrl 111 hand-tt3- hand coaibn t then yirll I I I I JS~ ; l n r ~ ~ ( ~ r i ~ v t h ~ t yrrur rlrai.rjtrr will charge. 'L'Iit reason \vr> do thl* ~c th,~t th(< rnenl! m i ~ h t g ~ t A chancc to shoot ~f ! our warrlnr '1% hc Ic,aps townrd~ his victim wavjng his wcapu~i \ , ~ n d p c l l i n ~ a hlnodcurdling bat tle-cry. Withour mc.t<urin~ I lic

111!>0 ( ' \ ~ T L

[ l t t l l '

\\'

.acrh(

The ,l rc' ' 1\1c 1

y lar Iial t'LlC,

wre kr3cl por

The ti10

.;pa qlr;

i l l0

hul s y;

Page 13: Gorkamorka DA ROOLZ

1F

k t . >I+

7r

?I+

:o d ;e le

The worId of Gorkamorka is a bIeak landscape of DIFFICULT GRPUND ~vindlrlown sand and crumbring rocks. I t 1s a n Diffic~rtt j i r r ~ ~ ~ n d irmlcludcs stccp or trt',~rhrrou< slopcs,

xheip '\-" "le Ork' ' l n J lit'' dcnrr .tendr of jiinrl, po()l5 ]i,i,qc q ~ l l d cxtrernclv h a d . It is not devoid of ve~etation, but thy

L.

]itt]p that gmM+s is mor;tlr f u n p of yario~q klnd5, Tr,mc h1drrir~r+ (111 foot Inrjirc\ nt hdlf hpcccf clvcr difficult of ~vhich gmws to the size of trey> and tr,rnls rlr~rnp. of gsotltlcf - rur.11 I " r r f ~nol~c~t lcnt C O L ~ I I ~ S 3< i f t 1 1 ~ wclri-!or acridly pungent spore forest. had nit)ved 1". 5) .I warrinr wi4iir1g tc l tr.ri cr\c a htcrbp

slcjpc i%.crtild rntrjrc ,?t 2" pcr turn mthcr thirj1 J", or Thp lands the Or''' ma'n sttlrmcnt, Mrk to'vn' $hi,old hr c-,lrl+r lu run hr pn>y n\;;rh 4'' re~~7rxr t l l a , ~ X ' ' are qcattered with buried wreckage from thc hmr* lu)~ct~ If 0 ~ ~ ~ ~ i - r i o r ' < mnvr I < divided betwL.cn open grottt~d nnd 'ITe Orkc' s ~ r e h u l k rrarllrd 'pan 'I1'' difflcu]t Rn,ond tllrln i t covr~rr thr open jirollnd a t planpt's surface. W m k a g v >tick3 out a b o ~ c thc cfr<crt. t~rrrmal rate and tlic diffic~ilt ground a t hnlf rpced. Half buricd sections arc often adopted as tmipornrv mcnmprnmts, hidpouts or fortrciecs. Much i f th'c ivrtrkage is small and dispersed, but there MI' VERY DIFFICULT GROUND hrction;s too, comprising rn t i p spaceships or l a r c ~ T h ~ r vs estrrmelv ha;.ardous ~ r o ~ ~ n d that wnrrlor5 pnrtion~ of even more massive I'PSSC~S. rvould gcncm!lv prcter to ai'oid. T t ~ncl~udcs tdr pit5 and Wie most striking topgraphical fcaturc i q thc Skid, a I I D ~ I C I U S or ct ' r r ro~~vv p t ) ~ l ~ .

fllous~nd milc-lon~ jiash c ~ ~ ' ~ s ~ ~ hto plsnrt wrrinw fcmt nlo\,c o,.cr iecn ciifflcLl[t ground a L;pcl* J111lk R S i t plm1gI1~Y1 thrrwgh thc dcscrt. This long, quarter thcir norlnnl ratc. 50 a tv,irrlor with a 4" rnn1.e ~traigl-tt vallcy is stccp sidrul anrl drcp in places, and all ~rrnuld pro~wqs on!\. 1 ". along its l c n ~ t l ~ can tw fnu~id dcbr~s left rn thc. <pacta hulk'^ wake (therc is loads mow information abcrut the qp"w hulk, the Skid and Mcktown in IJa Uv\,cr Rook). IMPASSABLE GROUND Pilttl~.; mostly take place in the npcn desert around %me terrain is ~ ~ n i p I y in~possrbEc tn nlnlme over a t dll, Mcktown, or along the flat valley bnt tonr of the Skid. In for instance \.er\- deep or eutrernel\. mi-rosire pools, thcrc arriis thc Orks' vehicles can f ~ n d mom to n1m.c deep dr~ltq ot slnklng sand, and, ot coursc, E.OJICI objt'ct:: ,~nd nlilni,cuvrc. However, nlany conflicts take plncc in such as big rack, luslls, and so on.

or ;lro~ljld !lidcotits and fortresses, or other tortifled plncr\, ivhcrc onc sidc nlllst oust the other from its t~cfc~iccs. i-~crt. vcI~icIes play the role of encines of war, WALLS AND BARRIERS

, - hattcring down doors or delivering w a r r ~ i r s onto the lVa'alts, pprlines, small heaps rd debr~s, rock5 and nthcr

rampart< of ciicmy-held walls. low obstaclm form bilrr~ers that I\-arrtors on foot 1,3n either ga around or le<ip 01 er. \%hicles cannut cros\ <urh

All tllesc differcot kinds of terrain can affect the warriorr; nbstaclm and must go round or run into them?

b a t t l i n ~ acmw them, whether by creating dangerous optan arraq wh~ch must be crossed a t s p ~ e d or patches of A warrior on i r ~ l t ran leap over a barr~cr less than 1 ' tangltd, impcnt=tmble terrain which must be avoided. high and no more than 1" acm- lcitholrt impcd ~ n c it<

VEHICLES AND TERRAIN: The effects of terrain on movement at all A barrier bchvcen I " and 2" l i i ~ l i . J ~ I J no more tllali 1" 1%-lde, cat3 still bc rro~wcl b\ climbing

u~li~cles Ir cotwed in the Vehicles section, later. over but vou must give up a half r,f your tntal rncn enrent

OPEN GROUND that turn to so. A ~ h w r barrirr h i ~ l i r r than 2" is effrctivelv ~mpas>ablr r x c ~ p t bv means of ladder- 01. w m c

-The flat desert areas represented by the tabletop surface, kind of leg-up.

plus floor>, walkways and ladders within nr on buildings and almost all flat solid surfaces are cnnsidcrd to be 'open ground', which does not impede the nlovcmcnt of warriors. Warriors can also move frtvl!. through open dmnvays or through hatches as lrmn aq the space would be large enough for the warrior trr trt thmugh.

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Ork:, cnioi ~hrlrrt~ng .. a lot! Ork warrirrrs carry a variety of t ~ ~ ~ ; ~ ~ ~ i t i v \ ; nnil rndividu;lt+ oftcn have w ~ ~ c r ~ l d~ff~rvii t ~ L I I I ~ , the odd knifc, 'I st] kkhnn-tb or two and ,I + p c ~ r i y p15toI j ~ i c t for l ~ ~ k

Ihrrlnt; thC s h n o t i r l ~ FIIJ~~' ut your turn, ~ a c h of \lour

tcdrrinr5 may shoot nnrc i it!^ one of his wpsprlnh. For c \~nip l r , a warrior ctluld rither fire ~\ , i th h~.; .;lioota or t h row n siikkbo~ilb (+in Ork grenade).

1Vtrk t h r v u ~ h !*crur 11iotfels onc at a Zimc Pick which war1 rr>r ih punS to chucrt, nominil tu the ttlrgct, work o u t whctlicr h(: h1t5 his cnemy md, i f I?c does so, anu wuunrl. o r damage inflicted as ;l rrw!t. Then cnntinuc tin tht: ric\t st~~otc i - . \'(nu can take-shots in any order yo11 ~vich, thpugh it's a gvorl idra to shoot w1t11 all the rvarrior* rrding in n sinclc buggr. belorc goins r m ti) thc next, a:. this helps you t o rCn~cnzbt.r which rnodcls have tir~hd.

TARGETS

WHO CAN SHOOT Each warrior ran shoot once in the s l ~ c m t i n ~ phase 50 long as he can >ty a target and a<.;litnlli): he has a suitablc wcnpon. I-lc can't shoc>t i t htl i. a Frcndv fighting in hand-to-hantl combat (as dcxrtbrd later) or if he ran or charged 117 tile rnovcment pha.;ch. A rt.nrrior is always az.un1c.d to bce the direction i 6 ~ r ~ d by the model itsplf,

JTIJ IC. alilta to see within 9O dt:jiree arc to his front. Yo11 can on lv shoot at a tarsrt within this arc as shown cln thc dtagrnnr belotv.

At thi.; % t a p b j t ' ~ ~ v o r t h getllrrg clnc tjiiog ti)tallv clear. Gorkamrjrklz is bout c n m h t bctxvr~cti bikcs, trukks, trakq buggit.5 as well a s t\srrior.; on font. A warrior

011 f ( l o t form.: .1 larget t11at ! .ai~ o n sliuot at assumin): v r r i ~ car1 >cc him, thnt hc's w ~ t h ~ n ranse, and so on. A ibi:li rzlc, I\ hrther i t '> a h~rggl;, biLu o r ~vhatc.i.cr, rc . I ~ v > a linglc t a r ~ e t in thc satnc w,~!,.. c~Fbcit a much biggcs c)t~c!

I t i buggy crarnrnr r l Ii1II of warriors is 5t1ll nnr tarxrt. When you a t rt you .-ire 5hmting at lllc b ~ ~ g g y ~ n d not at the indi~.idunl ~\.arricrrs riding in i t , ,~lthuiigh they might rvCII l>c hurt as a

t d l k ;~ l>r- i l t t ~ r ~ e t s ~ v c thcrt'forc, mcnn vchiclts, bikw or warriurs nn f c ~ c l t ,

and not the uthcr.

The warnor can shoot at target 1 because that model IS wqlhln his 90" arc of s~ght He cannot shoot at target 2 because th~s model IS outs~de his 90" arc of sight. w

In thc caw ot warriors rrdfng In vehicles i t 15 not alivCiyk

pract~cal to arranRe a nlodel so thnt i t is t ~ c ~ n ~ the djrcction you want. Thc model's pow niifiht ~ ~ m p l v make this irnpvs*iblc. Thcrcfore, a warrinr r ld~ng in a vehicle is assumed to be able to turn round to rre and <hoot in any direction. Warriors firing n \'chicle- motrnted Ll~g gun, '1:: h7e!l a5 dri\.crs, c ,~nnot turn round in thi. 1t3;1y and are r~strictcd to ,i QO degree arc to tlw front of thc \ . ~ l i i c I ~ just like warrlrrrr an toot.

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5 0

s n -ing ran aps :elf, r'ou the

FlRE ARC

/ CLOSEST TARGET

I iglnate laam ine centre of the firing vehicle.

FIRE ARC

Toshoot at your chosen target your warrior must be nblc to see it, and the bcqt way to check this i s to stoop ovcr the ta'bletop for a model's cvc view. Soometitnes it ~ ' 1 1 1 he

You tnust aIways \horlt a t the clusc.;r cncm\ L>+ thl. represent5 the most immcdiatc thrcnt and tht.rt.l(lr~. tthv

musf obvious target. Ho~vevcr, you can choow t r l <110(1t

a t a nmre distant brget if ~t 1s easicr to hrt t han s ~ [ o < c r one. For ~xarnple, a closcr targct bc hard tcl Flit

beca~lse it is partly obsrurrd by crwcr, IVITII*~ n nioi-1%

distant target r n i ~ h t bc in tlic ope11 at id thcrcfon- C I ~

easier shut. A vel~iclc o r ,I bikc IS n b i g ~ \ , r t a r ~ v t , 1 1 Carl be chosen ns a target cven i f war1 lo r5 tni fo(i t artT c * l t ~ + t b r .

obvious whether a target can be seen or not, at other times i t will be more difflc~llt as buildings and rocks will he in the way So long 2s the sliuotcr can scc at Feast n Here the closesr target pnrt of the target's body in the case of a warrior on foot, 1 is behind cover so 1s or any part of a vel~icle's body in thp case of a vehiclr, 11c more diff lcult to hit. In can shi~ot If he can see nothing but the tip ot a ~vcapi>t~, lh~s situation the tirer a gun, an axe, or, in the case of a vehicle, a dotcr-bladc, may shoot at target 2

whip aenal, or other peripheral part, then 11c cannot even though It is

shoot a s he i~ unable to see thc targct's body I f in doubt further away because It is In less cover, or

check the line of sight from both the \hontcr's and larget 3, allhough even target's psitlons ar~d , i f you still can't decide, roll a dice further away bacauss - on a 1,2 or 3 can't s w and on n 1, 5 or 6 yuu call. i! u a larger target.

A a&-

&, I 4 6 b

lruggics and other vehicle models are usually left in place aa 'wrecks' when they arc immobilised or a ' fw:- crippled. Thrrr wrecks do not amount to viable targets

! h < ' - * 8 ..- so you are not obliged to shoot at them. Similarly, n

! ' vchiclc which has no occupants can always be ignored, as can a vehide whose occupants are all 'down' d u e to injuries as cxplainccl later. Warriors on foot that are 'down' can also be ipored when choosing a target. Obviousl? thew is little point in shooting at an empty \.~hicle r\.en i f it isn't destroyed, though ~ O L I can dn so i f

Seeing a Target I Warrior A is in the open, 6 1s In cover and C IS ~n partlal cover. You

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9 A L P '

RANGE You wil l nohice thdt thr tathe ct,verq scort< of I ancI even Icss. Wowe\.cr, a d ~ c c roll of a 1 i \ alw,~ys a miss

Clr'lcc y o u ha\ iQ drcldcd to 41cmt and hnvp chnwn yrrilr rc~ardlcs.; of circirmstanccs. Thcrc i.j t ~ o suc11 t h ~ n ~ as A

tRrqt't \ 'o i l mlJsl mt,rrtrrC to check that tlrc sht): I< \*-ithin certain hit - i f thr J~ce t i~ r tw E1p a 1 you h ~ v c n ~ ~ s k t d !

ran~e. Imach t \ pin of weapon has a maxlmlim rdrlgc J S IIIJI;~~~'~ ld t~r ' ln t h ~ \Ve,~pnns S C C ~ I ( ~ I I o f the book. The fn[lou I I ~ L ' Y A R ~ ~ ~ U C ~ 1 1 0 ~ t t 7 ( 7 shiv!, long, ;lnd nlaximum HIT MODIFIERS r lt-t\ge< c > f -om(< tvy i~d [ Ork u7eapul?s.

%)mt shot.: fire ca5ier than otlier.;. I I is ca<zrr t~.r hit a targct that 15 In the optm c o ~ n p r t . d to n target hchrnd Short Range loti^ R a n ~ e Maximum rorcr. A large ~'cliicle i~ trnund to b r casicr to hit than a

li,'ltinnn 0-4'' 4-1 3'' 1 P" cotnpnred to on(> furtlarr nw'ly. Thcsc <ituat io~~s arc

liltinclert+u~s r!-ti' 6' w~rt*.;mtcil tr!. thr t.j.,llow~ng nlr rd~ hr~r-.

511-Shuc~ta 0-(1" 6-12" 12" -1 I f khe target i s in partial cover

5Trkgp7 0-F,.' 6-12" 12" 'Up t r l half thy t2rgc.t 15 obscured a s dc*t~nt.d In the 'I'a\.y Shor.rta 0-20'' L(T-10" -10" 5ectinn on c t ~ t e r

I r ~ r p o t ~ i G u n D - 1 2 12-1FI" 18' -2 I f the target i s in cover

As51rrn rns your targrt is within r,1119r you can pmrciu-d Zlnrt* than ha'f thc targct is nbr i i r td ,i+ def~ned wrth t lw shot. If the t a r ~ e l i? out nf r a n ~ c thcn vou h < ~ u c ~n t l x ~ectli311 on cvvt3r

.~utclmst~ially rnisscd, bu' vnu qt~ll have to te<t to dt~kermit~c wl-wther yrwr weapon deln~>hlF< a f ~ u l t -3 AppearinpJdisapp~aring or charginwtarnming

/ I > r r rur , Kr-11s l a t ~ r in this section). target The 5hootcr i< 6riiig at n \uddt,-~l!' app~a'inl;/disnp~~c'ilring o r ch;lrg!ng / rdmming

MOVING AND SHOOTING targcl ~chil-t on o \>cnv .~ trh . Ser. thc Ch.crlvntch

In most cases 3 warrior ~ I S V m o w ik nornial nFlovemVnt n~les in Ua C1evvr.r Stiff secrt~~lr-t. I rdte and shout. Thcrc is no :.ttlnlty tor this, a s the normal

-1 Firine, from a vehicle rncn-c rate asslrrnr5 a certain amount of tllnc hpmt whiclt has used its thrusters st,~tjonan' nr ncarl?? qcs.

Thc shcmtrr i.; firins iron1 a I chicle which h s ~ Mndrls which run nr charge may not ?hunt. used ~ t s thrusters thk turn. Sc(8 the VvhicIc

Ll rdc ls lch~ch have gone down as a wsu2t of ;vl injun bfovrinent iulcs I J ~ u ~ i l l t h ~ s book for deta~ l \ .

cannot shoot. -2 Targct used thrusters blndel.. tightin-g liand-to-hand combat catmot ~ I ~ o u t , ,in) Thc tnrgct uxul t l i r t ~ c ~ ~ ~ , ~n it< rrrx IITU: turn, or i f weauons fire a t clorip QLIRT~CTS. b c i n ~ worked out in Ihc firer 1s on 11 chnsinc vfhtcle 'lnd t h r t,?rect used ~ t > hand-to-hand corn b,~t Fhaqe. thsu.ters during the chase. Scr thc Lt~hrclr

Mlx.cment r u I w later in this bnok for drta~ls .

HITTING THE TARGET -1 Small target

Thc wholc target i \ 16s than I /2" tall and wide. Such tnrgcts mlgh t incl i ~ d e u~~cxplutlvd L><sn>b>,

Tr, dvtcrminc wh+t l i~ r a shot hits its tnrgek roll a D6. The rnechnn~c~ll del-~ccs, or s 5pe~r!1c point on the r i~cr <Cure nrrdCCI \\'ill clrpend ttpon hnw good a shot ground or a long ,i rz-all Encmi' warricln arc. thc f r r~ \ r 15 Id> ~ndicatcd bv his Dnllistic Skill or 8s). The a twr~u5 Ielrncr than thl-:

I , .

taL~le br>Ion, >t~cws tbc rnlniinum IM roll needcd tn wore ,I h t t . +I Large target

Thv wholr target is 2' t ~ l 1 or wide. Such targets B5 of Shooter 1 2 3 4 5 6 7 13 9 10 incl~ade chicle.; (not includins bike*) but also

l )h k;c"urc h 'r 4 3 2 1 0 - 1 - 2 - 7 S L I C ~ featur- a s I,lrgr drwrs and other sizcable bits nf building 01 ~ndu\ t r i a l cyuipn~cnt.

I c r r1ilviy7lu: lf t lr? shmfrr r~ R n~rrrjor n4lr R RS qf 3, o I ~ r v 1011 i f 4 or r j ~ ~ r r 15 rcq~lirtpd to !{if tht, !or,q~t. A ~ I ~*IJs!/ i i l t T ! / to rr*~~wr)~(t'r 1111> i s jfrnpfiy lo srrbfrncl tlrr JTrrxS RS f i r r i 7 te ftrrd I l 1 r 8 1z11t111ycr to I11f.

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