Gorkamorka: Der Gulch

grobbo

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May 14, 2016
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So I've been thinking for a while about coming up with a secondary setting for Gorkamorka - something jungle-based, with denser terrain, and a lot of Vietnam in its DNA.

(Which would then be a great way of tying together a lot of the fantastic custom rules into a new location where they really make come into their own: Burnas, Deffkoptas, Weirdboyz, monsters...)

I've got a bunch of bits and pieces, mostly untried and untested, so I thought I might drop them in here occasionally, if people are interested or have any thoughts of their own?


Terich, though. Dat was a mean one.

Endless thick ‘n impenetrubble jungle, stretchin’ out for miles as far as the eye could see. Lash Creepers, poison thorns, quicksand. Giant beasts an’ lizards what could swallow a boy whole. ‘Uge trees and swamp flies and heat, all around. A boy might go mad just tryin’ ter find his way back to der safety of Noo DoksPort.

But then there was der Glimmer.

Radiant fungus, growin’ in der deep places of der jungle, or far underground in the ruins. Like somefink livin’. Der first boyz who found it said it was hummin’ to ‘em, calling to ‘em.

Dat stuff wuz squignip to der Weirdboyz. Dey said it made ‘em closer to Gork an’ Mork, soothed der pain inside their ‘eads. All I know is, it made those crazy zogs more dangerous than ever. And once der Warbosses heard about it, word got out.

‘Dere’s teef to be had down on Terich, boyz. We’ll pay fer it. But bring yer shootas first.’

So we brought der burnas. We brought der koptas. And we began tearing dat jungle apart to get to what wuz inside.

Of course, dat was when der trouble really started...


Introduction

Gorkamorka: Der Gulch is a fan-made expansion of the main Gorkamorka ruleset, set on the unexplored border world of Terich.

The landmass of Terich’s equatorial rim is entirely covered by jungle; a labyrinth of colossal creepers, humid mangrove swamps, and lagoons infested with man-eating fish and nineteen-foot anaconda. A vast glittering ocean circles the continent, its depths populated with luminescent plankton, razor-toothed sharks, and colossal mosasaurs. The Imperium’s attempts to colonise this hostile environment, understandably, have uniformly met with failure.


Der Exodus

It was a Bad Moon Croozer, plummeting out of the sky and crashing into the viridian ocean, that first brought the Orks to Terich. With their Warboss, Zaggitz, having been killed in the wreckage, the remaining Boyz swam to shore and established a base camp under the direction of a Dok by the name of Badklam, who set about patching up the wounded.

Drifting into small, barely-affiliated mobs, the Orks began to explore the jungle in the hopes of finding a method of escape. They found none; but as groups of survivors returned with missing limbs and missing members, telling tales of ancient ruins, Imperial crash sites, and strange beasts that attacked without warning, it quickly became apparent that the planet they had landed on was barely inhabitable, and seriously dangerous.

Then one such mob, the Deff’eads, stumbled across something extraordinary; a clearing, surrounded by black cliffs and a shimmering waterfall, that was filled with luminescent, glowing green fungi, each cap about the size of an Ork’s fist.

Quickly enough, a grot was volunteered to lick the fungus. His pupils dilating wildly, his face set into an idiotic grin, he shrieked,

‘It glows! It glows! It glows!’

The assembled Orks, slightly disappointed that the grot hadn’t turned blue or exploded, were nevertheless impressed by the results and elected to try the fungus for themselves.

The rest, as they say, is history; and when a Freebooter vessel entered the Terich atmosphere, looking for plunder, its captain was startled to find a thriving Ork town perched on the water’s edge.

He was even more surprised, when, upon asking the survivors of Zaggitz’ Waaagh if they wanted to come aboard, they responded with, ‘No, fanks, but do you wanna buy some o’ dis fungus?’


Der Gulch

Since then, the population of Badklam’s settlement has skyrocketed. As the news of the so-called "Glimmer" spread, more Freebooter ships have plummeted into the atmosphere of Terich seeking to trade - and more Boyz have quickly deserted from their own ships, seeking fame and fortune in the jungles beyond.

Noo DoksPort, as it has become known, is the true capital of Terich, a bustling hive of rickety piers, ramshackle towers, and precariously-balanced workshops over the still ocean water.

A city where an ambitious Yoof can buy a brand new slugga, gamble the last of his teef away on squig races, over-indulge on fungus brew, and pass out in an alleyway before having his very lifeblood sucked out of him by the ravenous mosquitoes that swarm around at dusk - truly, an Orky paradise.


‘Dere’s only one rule ‘ere. Go outside der walls if yoo wants to shoot each other. I CAN’T BE ‘AVIN’ WITH ALL DAT MESS WHEN I’M TRYIN’ TER WORK, UNNERSTAND?’

Big Dok Badklam


Beyond, however, there are no rules and no mercy. In the jungles of Terich, savagery is the rule of the day for any Orky bands that happen to encounter one another.

Settlements, too, are few and far between: sometimes a mob may stumble onto a squig farm run by a despotic Nob, or a canopy village inhabited by Boyz who’ve gone feral.

And if you’re brave or foolish enough to venture deeper still into the rainforest, there are mysterious ruins, abandoned Imperial outposts, and even (so they say), the fabled grot sanctuary of Yerk Oh-No...
 
I absolutely love this. Alternate settings for Gorkamorka are brilliant!

We'd talked about putting together some sort of narrative campaign for Ere Be Stuff based vaguely on Heart of Darkness inspired works (mainly Apocalypse Now, admittedly...) and this sound fan-bloody-tastic.

Edit: I feel like the rules from Da Deff Islands could well be handy here (possibly for others - I'm guessing you've already seen them).
 
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I loved this idea when you floated it on SA a few months ago and I love it even harder now. I am SO INTO this.

Thinking you could also include river delta campaigns in PT boats and stuff? That would be a fun modelling project... !

Some faction ideas (as Gorka / Morka doesn't necessarily fit here)

Air Kavalry (essentially speed freeks so a bit Morker-ish)
Sneaky Gitz (kommandos w/ kunning and fightin' skills)
Weirdboy Klan (led by a Weirdboy and keepin da' glimmer for themselves)
'Digga' Insurgency
Armored Korps (with a liking for heavier tracked vehicles and dakka skillz, more Gorker-ish)
 
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I absolutely love this. Alternate settings for Gorkamorka are brilliant!

We'd talked about putting together some sort of narrative campaign for Ere Be Stuff based vaguely on Heart of Darkness inspired works (mainly Apocalypse Now, admittedly...) and this sound fan-bloody-tastic.

Edit: I feel like the rules from Da Deff Islands could well be handy here (possibly for others - I'm guessing you've already seen them).

Thank you! I hadn't seen this, somehow! I'd actually started writing up some rules for waterborne combat, based on Apocalypse Now-esque mixture of slow but motored tugboats and rafts vs. agile but fragile canoes:


Morkily, Morkily, Morkily

When attacked or boarded, waterborne craft behave slightly differently to ordinary vehicles, and have their own hit table.


Boarding

Both rafts and canoes can be boarded, as per the usual Boarding rules. However, no injury is applied if a warrior fails to board - instead, they find themselves in the water. (See Dere’s Sumfink In Der Water)

If a warrior is ejected via hand-to-hand combat, however, a hit is applied in the usual way.


So long as there is at least one enemy combatant onboard, the boat’s speed-per-turn will be reduced by 1”, as the pilots attempt to steer in the midst of the action. If all enemy combatants have been removed, the boat’s speed returns to normal.


Capsizing

Since canoes are fragile, there’s always the danger that one will tip over. If attempting to board a canoe, a warrior must make an additional D6 roll after the successful Initiative roll.


1-2: The warrior leaps heroically onto the canoe - and straight over the other side, entering the water.

3-5: The warrior lands successfully, and rolls for hand-to-hand combat.

6: The warrior sends the canoe over on its side. All occupants enter the water, as per Capsizing on the canoe Hit Table.
Man Overboard!

If a crew member is taken Down or Out of Action while onboard, make an Initiative roll. If unsuccessful, the warrior is thrown D3” off into the water.


If more than one crew member is thrown from a canoe at once (say, by a successful Stikkbomb or Scorcha hit), the player must roll a D6. On a 1 or a 2, the entire canoe capsizes as per Capsizing.

If a warrior is on fire, they may choose to leap into the water (D3” away from the boat) to immediately extinguish the flames.


Raft Hit Table

1: Crew (Random member): Performs as per normal vehicle hit tables.

2: Gubbinz: As per normal vehicle hit tables.

3-4: Hull Breach: the attack whizzes through the boat’s hull, piercing it. Roll a D6:


1-2: The boat’s hull is pierced above the waterline - effectively causing no damage.

3-4: The boat’s hull is pierced, causing vicious shrapnel to spray up across the occupants. Roll a D3 for shrapnel, as if a stikkbomb has been thrown.

5-6: The boat’s hull is pierced, causing water-holes to sprout up everywhere. The player may either choose two Boyz (on bailing duty) or one Spanner (patchin’ and fixin’) to deal with the problem in the next turn. If neither are available, the boat is treated as if It’s Sinkin’.
5: Engines: As per normal vehicle hit tables.

6: It’s Sinkin’! Gradually, the boat begins to fill with water, despite the best efforts of the crew.

Starting on the player’s next turn, the boat moves 1” slower than before on every turn. When it reaches 0”, the boat simply sinks and all occupants ignominiously enter the water.




Canoe Hit Table

1-2: Crew (Random member): Performs as per normal vehicle hit tables.

3-4: Hull Breach: the attack whizzes through the boat’s hull, piercing it. Roll a D6:

1-2: The boat’s hull is pierced above the waterline - effectively causing no damage.

3-4: The boat’s hull is pierced, causing vicious shrapnel to spray up across the occupants. Roll a D3 for shrapnel, as if a stikkbomb has been thrown.

5-6: The boat’s hull is pierced, causing water-holes to sprout up everywhere. The player may either choose two Boyz (on bailing duty) or one Spanner (patchin’ and fixin’) to deal with the problem in the next turn. If neither are available, the boat is treated as if It’s Sinkin’.
5: Capsize. The stray bullets knock an occupant off-balance, sending them, and the entire canoe, spinning on its side. All occupants are sent D3” in random directions and enter the water, and the canoe stops moving.

However, the canoe can be used again, and the occupants can attempt to climb back aboard as per the Boarding rules by beating an Initiative roll.

6: It’s Sinkin’! Gradually, the boat begins to fill with water, despite the best efforts of the crew.

Starting on the player’s next turn, the boat moves 2” slower than before on every turn. When it reaches 0”, the boat simply sinks and all occupants ignominiously enter the water.




We Need Ter Lose Sum Weight

If one mob finds that they’re falling behind in the chase (or the boat is slowly sinking), the player may decide that speed is vital to their success - and so someone needs to be thrown from the boat.

Obviously, the ‘volunteer’ is unlikely to go willingly. As a result, a natural chain of command forms; a Nob may choose to spend his turn attempting to fling a Boy or Yoof overboard, and a Boy may attempt to fling a Yoof.

Make an ordinary hand-to-hand combat roll between the participants to determine the winner. If successful, the luckless victim is pitched overboard unharmed, and the boat’s speed-per-turn increases by 1”. If unsuccessful, the combat ends, and may be picked up again on the following turn.

Grots cannot be thrown overboard to increase a boat’s speed; partly because they weigh too little, but mostly because the little zoggers won’t stay still.




Dere’s Sumfink In Der Water

When a warrior enters the water, a great deal depends on their circumstances.

If they’re uninjured or down, they must make a roll on the table below for every turn that they’re in the water, before they take any further action. (If down, warriors roll to check that they have not been taken OOA before rolling on the table.)

If out of action, the warrior is assumed to have floated, unconscious, to wash up on the riverbank further downstream - or, depending on their injury roll post-scenario, to have sunk without a trace.

Grots who enter the water are automatically taken out of action, dragged under by the powerful river currents.

Characters in the water may be attacked or run over as per normal.

A warrior who has been in the water can no longer use their firearm or grenades, but may use melee weapons as per normal.


Swimmin’ Table

Roll a D66.


1-20: Wait For Me, Boyz: No harm befalls the warrior. They can swim D3” in the direction of their choice - and, if they so choose, attempt to board a boat or climb onto dry land (this is treated as a standard boarding action).


21-30: ‘Olding Me Breaf: The warrior may swim D3” in the direction of their choice - and, if they want, may dive beneath the surface of the water as well. They are now considered to be Hiding, but must make Swimmin’ rolls every turn in order to sustain it.

If they roll 1-30, they may continue to move D3” while remaining hidden; otherwise, they return to the surface and ordinary rules apply.


31-38: Dropped Me Zoggin’ Gun: The warrior’s grasp on their weapon slips (if carrying more than one weapon, the player must choose at random) and it is permanently lost. They can, however, move D3” as before.


39-44: We Got Ter Hold On, Ter Wot We Got: Scrambling up onto a barely-submerged, slippery lump of rock, the warrior is safely out of the water, and no longer needs to make Swimmin’ rolls. However, they cannot move, and must wait for their shipmates to come and pick them up.


45-49: Sumfink Brushed Against Me Leg!: The warrior feels *something* vast and slippery brush against their leg in the water. Struck by Fear, they refuse to move for the rest of the turn.


50-57: Strong Current: A sudden current picks the warrior up, moving them quickly downriver. The character is swept 6” directly towards the destination zone, and can move a further “3 in a direction of their choice.


58-59: Dey’s Bitin’ Me: The warrior feels a curiously itchy sensation in the seat of their trousers - which very quickly turns to agony as thousands of tiny, vicious spindly fish nip at their flesh.

Driven temporarily mad by agony, the warrior flails through the water at a rate of D3” per turn, no longer rolling on the Swimmin’ table. If they successfully board a vehicle or reach land, they will be treated as Frenzied.

If, after 3 turns, the warrior is still in the water, they will pass out from the pain, and be taken out of action.


60: It ‘Ad Teef Der Size Of…: Sinking beneath the black surface of the water, the Ork is transfixed by the sight of a colossal pair of unblinking yellow eyes; an enormous, hundred-toothed mud eel, roused from its slumber.

Swimming rapidly through the water, the Ork moves “D3 every turn, no longer rolling on the Swimmin’ table. Additionally, at the start of every turn, they must roll a D6. On a roll of a 1, the warrior is devoured whole, dragged downwards into the depths, and is treated as permanently dead.

If the warrior manages to scramble onboard a boat, the vast eel dives underneath; rafts are not affected, but canoes are automatically capsized by the beast.

If the Ork manages to survive until the end of the game, either through swimming or by making it to safety, he is rewarded with 5 Experience and some tall tales to tell the boyz back in Noo DoksPort.


61-65: Made It: The Ork is washed up safely onshore, unharmed. He takes no further action in the scenario, but is considered to have survived, for the purposes of experience distribution.


66: Well, I’ll Be: The Ork is washed up safely onshore, and finds himself stumbling into a strange jungle grove, the air itself shimmering with strange bioluminescent particles, floating through the air. Bottling some of the particles, he meets up with the rest of the mob later, curiously calm and contented.

As a result, he is able to sell the oddity for 2D6 teef, and receives 5 Experience.​
 
I loved this idea when you floated it on SA a few months ago and I love it even harder now. I am SO INTO this.

Thinking you could also include river delta campaigns in PT boats and stuff? That would be a fun modelling project... !

Some faction ideas (as Gorka / Morka doesn't necessarily fit here)

Air Kavalry (essentially speed freeks so a bit Morker-ish)
Sneaky Gitz (kommandos w/ kunning and fightin' skills)
Weirdboy Klan (led by a Weirdboy and keepin da' glimmer for themselves)
'Digga' Insurgency
Armored Korps (with a liking for heavier tracked vehicles and dakka skillz, more Gorker-ish)

Hey - I can't believe we never actually played a game together!

These are really fun ideas, thank you! (The Weirdboy Klan could be particularly inventive and cool to balance - perhaps roughly analogous to Vampires in Blood Bowl, with expendable and impressionable Yoofs getting roasted by green fire as they try and propel their leader towards the enemy as quickly as possible?)

The one thing I'm stuck on is how/whether to expand the 'hiding' rules for stuff like Sneaky Gitz, grot guerrillas, etc. It fits the setting, but it doesn't really mesh with the joyful vroom vroom dakka dakka outlook of Gorkamorka...
 
I think just have a go at creating the factions and play it. I reckon that with more cover on the table it'll work out just fine.

On that note... we should playtest some of this stuff sometime!
 
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OK, first go at a faction. I've tried to take into account the criticisms surrounding the Deff From Above rules, and make an airborne mob concept that's good at manoeuvering and bombing, but equally prone to crashing and exploding (and to have any hand-to-hand prowess, needs to contain some Boyz and Yoofz clinging on for dear life who are highly likely to plummet to their deaths).

They, uh, need a better name. I really like Air Kavalry but I don't know if it feels too regimented to suit the concept - something swashbucklery but more inventive than what I've got?

I've incorporated the Rokkit Pak and Deff From Above rules for Koptas, but I'm not sure if I'd be better off just coming up with some new rules to make the vehicles more consistent. The Rokkit Pak in particular strikes me as something that isn't nearly as fun as it should be.


DER SKY PIRATES

‘Der fing was, all dem boyz was trudging back and forth through der Gulch. Gettin’ stung by mozzies and gettin’ eaten by der snakes. So Big Mek Orkart, ‘e thought it’d be proper good to get above der ground somehow.

‘First it were stilts. Big stilts. Dat fell through fast. Then it wuz rokkit packs, deffkoptas - and before yoo could say ‘Aaargh!’, e’d built a zoggin’ balloon.’

‘Dead? Well, some say ‘e ain’t really dead. Never found a body at der site of ‘is last big scrap - dat’s der place we call ‘Der Big Splat’.’

The dense rainforest of der Gulch is often impassable - and always dangerous. For this reason, a small number of enterprising Meks have attempted to bypass the long treks on foot or by trukk altogether, establishing their own roving mob of Orks on board a dirigible floating high above the jungle canopy.

Such mobs are famed more for their spectacular aerial stunts than for their long-term survivability; rokkit fuel and gunfights tend to make for a deadly combination, and many a Sky Pirate’s career has ended plummeting towards the ground at intense speed…


MOB ROSTER

As with any other mob, you begin with 100 teef and must recruit at least three Orks, and enough vehicles to transport them. Instead of a Nob, your mob must be led by a Mek.

Mek: Your mob must include one Mek.
Spannerz: You must include at least one Spanner for every vehicle or Rokkit Pak (unless the Mek is piloting one).
Slaverz: You can include as many Slavers as you can afford.
Boyz: You can include as many Boyz as you can afford.
Yoofz: You can include as many Yoofz as you can afford.
Grots: If you have any Slavers, you can include Grots (but not more than the number of Orks in the mob).

Blimps & Deffkoptas: You can include as many of these as you can afford, so long as there’s a Spanner or a Mek to pilot each. You must be able to carry the entire Mob on your vehicles.


Unique Mobsters

These are the mobsters and vehicles unique to this faction. All standard units (Boyz, Yoofz, etc) can be bought normally and adhere to standard rules.


Mek: 12 teef


Considerably weaker than a Nob (although possessed of some impressive technical know-wot), a Mek tends to be a Spanner who’s got too big for his boots, or is simply bored of being pushed around by bigger, stronger Orks.

M WS BS S T W I A Ld
Mek 4 3 4 3 4 1 3 1 7


Weapons: You can arm your Mek with weapons from the Hand-to-Hand Weapons, Gunz, Airtillery, Armor and Stikkbombz list.

Special: After every battle, you may use your Mek for one free Kustom Job on one of your vehicles. (Only one, however - it can be safely assumed your Mek is busy tinkering away in his workshop, leaving the Spannerz to try and take their problems for someone else to deal with…)

If your Mek has been killed or lost, and you’re purchasing a new one between battles, you cannot receive your free Kustom Job in this instance.


Blimp: 20 teef (see Blimp rules)

Kopta: 15 teef (see Deff From Above rules)


BLIMPS

Ranging from hot air balloons to colossal zeppelins, Blimps are used as the main transport for a Sky Pirates mob, and as a launching pad for their Rokkit Paks.

Each Blimp must have one pilot (a Mek or a Spanner) and can have a fixed heavy weapon of your choice, with one designated gunner. Scorchas cannot be used on a Blimp, as they rarely spurt out flame far enough to reach the ground...and frequently explode.


Movement

Functionally, a Blimp moves in much the same way as a trukk (albeit more slowly), propelled along by its engines, but able to give itself a sudden burst of speed in times of crisis.

Each turn, you may move your Blimp up to 4” using its standard engines. It can, however, ignore all terrain on the gameboard, moving safely just above it.

You cannot end your turn directly above terrain, but you can end it above vehicles or infantry.

Turning functions exactly the same as with any other vehicle.

Thrusting is a little more risky. In the same way as with normal thrusting, you may choose to declare a thrust test after your normal movement. Roll a D6 - on a roll of a 2 or a more, the thrust has succeeded. On a roll of a 1, the thrust has failed and you must make a Thruster Buster roll.

As per normal rules, you can keep making thrust tests until you’re finished, or your thrusters give out, with the chance of a malfunction increasing by +1 with every test.


Thruster Buster

1-2: Becalmed. The thrusters splutter and cut out, leaving the Blimp becalmed for the rest of the turn.

3: Driftin’. As the thrusters cut out, a sudden breeze catches the Blimp, making it drift lazily D6 either to its left or right (1-3 left, 4-6 right).

4: Ooooaargh!. A sudden, violent gust of wind drags the entire Blimp off-course. It drifts D6 either to its left or right (1-3 left, 4-6 right). Additionally, all crew members, other than the pilot, must roll a D6. On a roll of a 1, the luckless crew member is tossed from the Blimp and must make a Fallin’ roll.

5: Uppity Up. The thrusters flare wildly, sending the Blimp rocketing high into the stratosphere. For the next turn, the Blimp and all crew members are completely out of action; the turn after that, it returns to play 2D6 directly ahead of where it started.

6: We’re Goin’ Down!. The gas inside the Blimp’s balloon catches alight - it plummets to earth as per the Zeppelin Crash rules.​

Turning with thrusters functions the same as any other vehicle.


Disembarking & Boarding

Dismounting from a Blimp is, for obvious reasons, far riskier than getting down from a trukk. In fact, it’s much the same as attempting to board an enemy landborne vehicle - in both cases, the Ork drops a rope, chain or ladder, and attempts to scuttle down it.

If you’re attempting to disembark or board a vehicle, you should declare where you’re aiming to land (this should be directly beneath the Blimp) and make a roll on the Droppin’ table below. If you’ve already used your thrusters this turn, add 1 to your roll.

Spanners or Meks with Rokkit Paks can be more agile...although they have their own problems to worry about.

1-2: Boots to Der ‘Ead: A perfect landing, bootstuds first! If the mobster in question is attempting to land next to an enemy, that enemy is knocked out by a quick kick to the face and goes Down. If the mobster is landing on a vehicle, your opponent may pick one of that vehicle’s inhabitants to go Down.

3-4: Perfek Landin’: The Ork hits the ground safely and is considered to have boarded or disembarked.

5: It's Awful High Up Here. The Ork, halfway down the rope, is suddenly stricken with fear at his predicament and clings desperately on for dear life. Make a Leadership roll. If passed, the Ork lands normally, but if failed, the Ork continues to cling on for the rest of the turn. He can be shot at, and can take no other action. Next turn, roll again until he passes the test - or until the Blimp passes over impassable jungle terrain, upon which the Ork slams into a tree and must roll on the Fallin’ table.

6: Aaargh. The rope snaps, and the luckless Ork plummets. Roll on the Fallin’ table.​


Blimps Without A Driver

A driverless Blimp moves randomly, just like other vehicles. However, every turn without a pilot makes the vehicle more likely to crash. On the first driverless turn, roll a D6 - on a roll of a 1, the Blimp goes down as per the Zeppelin Crash rules. On the next turn, the crash occurs on a roll of a 2, and so on.

If the Blimp is driverless, Meks and Spanners may attempt to take control on a roll of a 4+, using the normal rules.

However, out of sheer desperation, a Boy, Yoof, Slaver, or even Grot may also take control on a roll of a 5+. If successful, the Blimp can no longer use its thrusters, and every turn will veer wildly D6 to the left or right (1-3 left, 4-6 right).


Ramming and Collisions

Blimps cannot ram or collide with landborne vehicles.


Blimps vs Blimps

If two Sky Pirate mobs are fighting, boarding from one Blimp to another is exactly the same as between landborne vehicles - but with more risk to the boarder. If you attempt to board another Blimp but fail, roll on the Fallin’ table.

Blimps can ram and collide with each other as per normal.


Shooting from a Blimp

Shooting from a Blimp is much the same as shooting from any vehicle (elevated ground doesn’t mean much when you’re firing at an Orky level of accuracy).

However, Blimps gain a serious advantage when it comes to using stikkbombs - if the Blimp is directly above the target, any stikkbomb user gains a +1 chance to hit (since he’s effectively just tossing the bomb downwards). The +1 is ignored if the Blimp has already used its thrusters this turn.


Shooting at a Blimp

Blimps are assumed to be hovering just above the jungle canopy; well within range of a shoota, but too far to be hit with a stikkbomb or scorcha (or with a melee weapon, for that matter).

When attacking a Blimp, measure ranged distance to the model itself, not taking height into account (after all, it’s a big target). Stikkbombs and scorchas cannot be used to hit them.


Blimp Hit Table (Roll a D6)

1: Crew member (Armour Value 8)

6: The crewman is hit by the weapon as normal or takes a S3 hit in the case of a ram, swipe, rake, crash or collision. He also falls - make a Fallin’ roll.

5: Hit by shrapnel – The crewman takes a S3 hit.

4: Blast – The crewman hit must roll under his Strength on a D6 to stay on board. If he fails the warrior will fall off, as per the Fallin’ rules.

1-3: Stray shot – Roll a D6. If the score is greater than the number of crew then nobody is hit. If the score is less than or equal to the number of crew onboard then one of them is hit by shrapnel and takes a S3 hit.​


2: Fixed Weapon (standard rules apply)


3: Gubbinz (standard rules apply)


4: Balloon (Armour Value 6)

6: Hissing explosive gas fills the air around the Blimp. Any further hit upon the Balloon results in an immediate Crash.

5: Gas is escaping from the balloon as it slowly deflates. Every turn, the movement of the Blimp (both with and without thrusters) decreases by 1. When its standard movement reaches 0, it lands ignominiously where it stands, with a hefty thump. All crew members may disembark safely, and the fixed weapon may still be used, but the Blimp can no longer move.

4: The sudden loss of air makes the Blimp lurch dangerously. All crew members, except for the pilot, must roll a D6. On a roll of a 1, they Fall from the Blimp.

1-3: The bullet passes through the balloon, piercing its skin but making no discernable difference.​


5: Pilot (Driver rules apply)


6: Engines

6: The Blimp crashes.

4-5: The Blimp’s engines are immobilised. It drifts D6” left or right every turn (1-3 left, 4-6 right), but cannot be manually steered or driven. Crew members may disembark as per normal.

3: The thrusters are damaged - the Blimp can no longer thrust.

2: The standard engines are damaged - the Blimp can now only thrust.

1: The engine *ploinks* and something begins to leak, but otherwise there’s no discernable damage.​


Zeppelin Crash

If the Blimp is crashing, instantly move it 6” directly forward (or until it collides with terrain). It then lands in that spot, crippled and immobilised in an enormous explosion.

Crew members may attempt to roll an Initiative test and throw themselves from the Blimp - if successful, they must make a Fallin’ roll and land just outside the Blimp’s crash zone. If unsuccessful, they are treated as Out of Action.

If anyone, friend or foe, is in the area of the crash, they may also make an Initiative roll to leap just outside the crash zone. Vehicles may attempt to avoid a collision as per the Collision rules. Anyone or anything that fails to get out of the way is rendered Out Of Action or crippled/immobilised.


Fallin’ Rules

The jungles of Terich are a varied ecosystem. While some airborne Orks, falling from the sky, may find themselves unexpectedly landing in the soft embrace of Klumpin’ Moss, others may fall into the maw of an Eclestian Fanged Lily. Luck is the name of the game - or, if you can afford it, a parachute.

Roll 2D6 and combine the result.

1-3: SPLAT. The luckless Ork slams into a rock or hard tree and is instantly taken Out of Action.

5-7: Thump. The Ork hits the ground hard and is treated as Down.

8-10: Owch. The Ork lands relatively safely, with only a few nasty cuts or a sprained ankle, sustaining one Flesh Wound.

11: Treetop Landing. The Ork lands safely in the canopy, entangled in the branches of a tree. He is unharmed, but must spend one turn clambering down to the ground before taking action again.

12: Invincible. Somehow, whether through luck, soft underbrush, or bending his knees at just the right moment, the Ork has landed safely and without harm.

Sky Pirate Gubbinz

Both Blimps and Koptas can use the Sky Hook and Pintle Mount Gubbinz laid out in Ogrebane’s Kopta rules.

You can also use standard Gubbinz such as Armour Plates, Spikes and Boarding Blanks (although these will have very limited uses) and Loadsa Ammo. You cannot use Wrecking Balls, Grabber Arms, or Rams.

Depending on your agreed ruleset, you may also want to accept the use of some of the ‘Gubbinz’ rulebook gubbinz: Mine Layers, Shoutas, Spike Droppas, Boosta Rokkits.

If using custom gubbinz, use your discretion. Anything that can be ‘dropped’ is acceptable, as well as anything that increases hard speed or fixed weapons, but don’t try and use something that would overbalance the craft.


Der Bomb: 20 teef.

A heavy bomb strapped to the bottom of the aircraft, ready to be released and dropped onto unsuspecting foes.

This expensive piece of hardware is one-use only, but can turn the tide of a battle if used at the right moment. If directly above a vehicle or opponent, the aircraft can elect to drop Der Bomb. (The aircraft cannot have used thrusters this turn.)

Roll a D6. On a 4-6, the bomb is dropped, creating an automatic 2” blast radius directly beneath the aircraft. Targets underneath are treated as if they’ve been hit by a krak stikkbomb.

On a 1-3, however, the bomb stays locked in place.

On the next turn, roll a D6 again after your movement phase. On a 4-6, the bomb drops (whether or not there’s anything beneath it). On a 1-3, it explodes, causing an automatic Crash.

If there are any unoccupied crew members, you may send them during your movement phase to jump up and down on Der Bomb, causing it to drop. The bomb will fall and explode - however, the crew member will need to make a Fallin’ roll, and then will be treated as if he’s been caught in the blast.

After use, the bomb is destroyed permanently.


Squig Cages: 10 teef

Cheaper than bombs, some intrepid Meks find themselves strapping cagefuls of small, many-fanged squigs to the bottom of their aircraft.

If directly above an enemy or vehicle, the pilot may elect to open the cages and drop the squigs. Roll a D6. On a 1-4, the height of the drop has been misjudged, and the squigs splatter harmlessly against the ground. On a 5-6, the squigs land safely and begin to ravenously tear at those warriors below.

All warriors in a 2”blast radius directly beneath the vehicle are treated as having received a Flesh Wound, losing 1 to Weapon and Ballistic Skill.

The cages may only be opened once per battle.


Airtillery

Any Mek or Spanner may arm themselves with Airtillery. Rokkit Paks and Chutes, however, are mutually exclusive - any given warrior may only carry one.

Rokkit Pak (10 teef): see standard rules

Chute (10 teef): If Fallin’, the warrior may elect to open his parachute. Roll a D6. On a 1 or a 2, the chute fails to open, and he continues to plummet. On a 3 or higher, his chute opens, and he lands safely on the ground below.


SKILLS

Mek: Cunnin’, Dogfightin’, Dakka, Odd

Spanner: Cunnin’, Dogfightin’, Dakka, Odd

Boy: Ferocity, Cunnin’, Muscle

Yoof: Cunnin’, Muscle

Grot: Cunnin’


Dogfightin’ Skills

These skills only come into effect when the warrior is piloting an aircraft.

1: Bail Out. If the aircraft is falling from the sky, the warrior is particularly good at getting out in one piece - usually while leaving everyone else behind to die. Add +1 to the Initiative test required to escape from any Crashing aircraft, and another +1 to any Falling rolls.

2: Glidin’. The warrior is an expert at making use of Terich’s mercurial air currents. After a first successful thrust, the warrior may elect to glide forward up to another 6” (with full control and turning capability) without risk. No other thrusting action may be taken afterwards.

3: Duck, Dive, Dodge. The warrior is an expert at swerving out of harm’s way, and can force a single reroll on the location hit table per turn. The result of the reroll is final.

4: ‘Appy Landings. If the aircraft is crashing, roll a D6. On a roll of a 6, the vehicle somehow lands safely, travelling the “6 and coming to a standstill, immobilised but not destroyed, with fixed weapon and crew members intact and unharmed. If it comes into contact with vehicles or terrain, ignore the result and treat it as a normal Crash.

5: I Got Ter Reach Der Engine. In a single turn, the first successful hit on the Engines location table may be rerolled - only once. The result of the reroll is final.

6: Kamikaze. When Crashing, instead of falling 6” in a straight line, the pilot may choose to move 6” in any direction (usually aiming at enemy troops) before Crashing. As a result, the pilot cannot attempt to jump from the aircraft.​
 
How are you doing with this @grobbo? I have been mulling over an exclusively aerial GoMo style game which I picture taking place above the jungles of Der Gulch... It's a rather insane idea but I can't get it out of my head!

We should try and get a game going sometime.
 
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This is old, but it feels like a great idea, especially since there aren't actually any forest based skirmish games from GW.