Gorkamorka FAQ

Ben_S

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Yeah, that's the NCE way - though it's an NCE addition, not in the ORB (which is equally vague - and GoMo just seemed to copy the ORB).

Going by what is said, there's no specific answer, but I think it would be reasonable to assume that if he doesn't have his weapons when rescued then you don't get them back. It'd be good to know why NCE ruled otherwise/
 
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Zeebogie

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So I would say that unless they are traded or ransomed they lose their gear. Logic for this is that the game where the warrior is captured if they aren't traded or ransomed they can be used to generate income for the capturing mob therefore have been put to work in the mines, the loss of equipment is backed up in digganob on p27 under Diggas and Captives "... However if no agreement is reached the captive will be taken back to the tunnels and turned over to Da Wrecker. They strip the captive of their equipment as normal and then will lead them back to their home. In this case the enemy has one last chance... "

How the NCE change was decided I don't know (I played ORB until tribemeetAUS) but for GoMo I'd say it is pretty clear the intention (just another thorn in the muties side since they can't ransom or trade)
 

Ben_S

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It doesn't directly answer the above but, while looking at this, I noticed something else.

If a vehicle's captured, it says that you get ONE chance to rescue it before it's torn apart for scrap (Uvver Book, p. 54).

I don't see any similar restriction on rescuing boyz. Can you keep picking Scenario 7 any time you're facing someone who have one of your boyz in their mine?

(If so, I guess that's some reason to think he loses his equipment, since it may have been used or sold by then.)
 
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Zeebogie

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So according to Digganob, you can attempt to rescue anything but a vehicle or rebel grot with over 100xp as many times as you want from an ork mob, any other mob as captors you only get one attempt at rescuing no matter what (boy, grot, vehicle, mutie, shaman doesn't matter) which raises the question since multiple rescue attempts can be made at what point can the capturing mob sell/use captured equipment if it isn't straight after a ransom or trade has fallen through?

This doesn't come up in Necromunda ORB or NCE as you only get to keep or sell the gangers equipment if the ganger is sold to the guilders (which it appears is left to the players discretion how long you hold on to a ganger for)

I personally think the passage from Digganob is pretty conclusive "They strip the captive of their equipment as normal" indicates that it is what happens whenever someone is captured and not traded or ransomed. The only reason I can see to interpret for them to retain their equipment is that all the rescue missions for Oddmobs are Gotcha or Convoy indicating the rescue is happening before the captive has reached the captors 'base' however this would explain the need for the "They strip the captive of their equipment as normal" inclusion

At the end of the day I would say this is another thing that will come down to play groups and as long as it is consistent for the entire campaign it wont really matter, and to be honest I have a feeling that the campaign I'm playing in atm have been retaining equipment on a successful rescue (I haven't captured ort had a capture yet so I'm not 100% sure)
 
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Ben_S

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It's been a long while since I played a GoMo campaign. My recollection is that we assumed only one chance to rescue a captive, in your next fight. That's effectively before he goes to the mines. If he goes to the mines, then he's effectively removed from the campaign. I'm not say this is either RAW or RAI, just how I think we actually played it (perhaps importing stuff from Necromunda or simply what seemed to make sense).

Getting to play Rescue missions all the time sounds pretty boring, though the bit about captive Diggas perhaps suggests it.

The paragraph about captured Grots (p. 51) seems pretty confusing to me. It says if they have over 100xp then you CAN attempt to rescue them. I think the intended implication is that they won't attempt rescues for those with less than 101xp, though since it says they're treated as normal it's not really clear.
 
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Zeebogie

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Yeah that's one of those annoying rules split to another page rather than adding another line of text, its clarified at the bottom of p79 that grots under 100xp are treated as normal (e.g as many as you like for orks) and grots with 100xp+ only get one rescue attempt with orks
 
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Zeebogie

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it makes sense that you can rescue as many times as you want from orks (except for muties, im pretty sure that is an oversight unless its to represent that it takes a really really long time for the orks to get back to their fort) as you can keep generating income with a captive and a digga will fight with your ork mob if you want them to
 

Ben_S

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Ah, that table (p. 79) helpfully clarifies that you can indeed attempt rescue many times. It looks like we can take that as a general rule.

(I don't know about the claim that it makes sense - from the perspective of fluff, maybe, but rules-wise it would be simpler if those in the mines were basically removed from the campaign, which was the case in Necromunda.)

It does indeed make the text on p. 51 even more misleading. Apparently what it's supposed to mean is that those with under 101xp can indeed be rescued at any point, as normal, but those with over 100xp only get one rescue attempt (and get executed, rather than sent to the mine).

It really would be useful to have a Community Edition just to tidy up the rules...
 
Apr 25, 2018
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Arkansas
What happens to a warrior's equipement after a successful rescue mission?

The injury table says warriors retain their equipment if traded or ransomed, while the captors retain it if he's put to work in the mine. Neither of those apply here. The scenario doesn't seem to specify anything. (Well, it's clear he doesn't have his weapons during the scenario, but it could work like Necromunda [NCE] where he gets them back afterwards.)
If there's nothing in the Necromunda books I think you could do something like if you knock down an enemy wielding a weapon that your warrior had used then you could take back that weapon and hold it for the rest of the game. This way it would be harder, but still possible to get back your warrior and all his gear free. Although, I'm not sure what happens if your warrior neither works nor gets ransomed. But I suppose they would just keep the weapons next to him or something just in case they can get a ransom.
 
Jul 14, 2014
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Muties vs grots scenario table roll. In digganob it states that muties roll on their scenario table vs any other mob. It states the same thing for rebel grots. When muties play grots who rolls for the scenario and on which table?
 
Jul 14, 2014
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Muties, Rebel Grot table is Oddmob which includes Lootaz, Lootaz requires vehicles so Muties can't take part.
Or go whoever has the lowest rating and then just dont play Lootaz
Okay, thanks for that. I’m not sure which option we will go for in our campaign but I figured there would be a reason that the muties woukd be restricted in the scenario options.