Gorkamorka FAQ

I've created a mob which their main theme is shield and choppa and that's why I got that idea but I still didn't kit-bash anyone with 2 shields at once because I wasn't sure if it was legal. I'll take photos of what I have right know
 
Where do you get that from?
I based it on the notion that a hand-to-hand weapon is required to fight in hand-to-hand combat. Normally a warrior without weapons would have their hands or a knife to fill that role but a warrior with both hands full of shields would not. They have nothing to convert their WS into combat strength. I was doing my best to work with what the rules are as they stand rather than creating a patch.

In the real world a shield can be used as a weapon but in Gorkamorka they're not written that way. The cost as it stands is for the perks one already gets. Adding further abilities requires rebalancing. Not impossible, certainly, but it might be worth creating a different bit of kit for it instead.

I'd suggest something like you fight at normal WS and A, but if you win you don't actually cause any hits, because you have no weapon to strike with. I don't see why having two shields would make it easier for the opponent to hit you multiple times though.
That seems like a sensible compromise (y)

So, I'm thinking about this tactic: the rules says you have to shoot/charge the nearest model right? so you give to your toughest guys (preferably T5) 'Eavy Armor, 2 shields and a choppa and on foot they'll be in front of the rest of the mob tanking almost anything with a 2+ armor save (guns ignores the bonus of the shields). Then when they charge you they'll charge these 2 tanks and they'll get a bunch of attacks but you'll get at least a 3+ armor save and up to 2 rerrolls on the Attack Dice of the other guys. If they manage to survive then you can charge safely with the rest of the mob and then you swap one of the shields to a choppa
Bear in mind armour save modifiers (see page 28 of Da Roolz for the hand-to-hand weapons that use the "varies" modifier).
 
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Bear in mind armour save modifiers (see page 28 of Da Roolz for the hand-to-hand weapons that use the "varies" modifier).

yep, that's why I said at least a 3+ save, I don't think that above S5 is a normal thing to see in CC, at least that 'Eavy Armor will work as it should with a 4+ if someone strikes with S6 (without the shields that 7 teef armor you'll be almost useless with a 6+ save)
 
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Couple of things came up that had us scratchin' our 'eads last game.

1. Ramming XP- How do you lot play XP when ramming? I couldn't find anything in the rules. We gave the driver the 5pts per wound, for squashing a footer, and in the old days I think we said the driver got 5xp per successful ram, irregardless of the number of hits inflicted by the d3 or d6. You could rack up like 30xp a hit otherwise. Seems a bit extreme. And we didn't giive any XP for the target vehicle's driver.

2. Running over downed and pinned footers- Again, could not find it in the rules. We played it that a pinned model, gets to unpin and take the IN test. The closest parallel we could think of to a Ram is a Charge, and you unpin if Charged. As Down models are taken out of action automatically in hand to hand, but can move in the movement phase, we sort of met in the middle and said Down models can't dodge, but take the S3 hit automatically.

And re-reading the FAQs, I see that as the model getting squashed in the above situation was my Driver, she'd never have been thrown off the vehicle in the first place! Augh!
 
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  1. That's how we've played it in the past.
  2. Downed models are easy - page 39 of Da Roolz specifically says they can't dodge. I'm curious what the community thinks about pinned models though. It's not something that has come up for us but it's an entirely plausible scenario so a ruling is probably wise!
 
If the rules say that downed models can't dodge, but don't mention pinned ones, then it seems fair to suppose that they can dodge. However, I don't see any reason to unpin them also. I'd say that they can roll out of the way, dodging the hit, but still keep their heads down (unless they unpin normally).
 
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Ah, I missed that, pg 39, big bold print clear as can be. I blame all these Head Wounds.

Dodging but not unpinning does make a certain amount of sense. Probably the simplest and most straightforward way to handle it. Except that there are no other situations that I can think of when a Pinned model can voluntarily move at all. Down models get to crawl, but when you are pinned that's it. I'd argue that getting run over by a vehicle is the equivalent of being charged by a footer. You unpin and then roll your IN check. Either that, or you are hit like a down model....... which seems a bit punishing. They are already, weedy, skinny, little gits. Let 'em run and dodge about a bit before you run 'em over! More amusing that way, right?
 
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My friend and I just started some Gorkamorka and we had a rule issue come up that hopefully someone can clarify for us.

What happens to the Trukk, buggy or Bike while the driver is in combat? We had 2 cases come up were 2 different drivers were in combat, I won the roll but did no wounds so never rolled on the injury table. So that was a push and we went on to the next turn. How does the vehicle react? Can the driver drive it as normal or does it swerve?

Thanks
 
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My friend and I just started some Gorkamorka and we had a rule issue come up that hopefully someone can clarify for us.

What happens to the Trukk, buggy or Bike while the driver is in combat? We had 2 cases come up were 2 different drivers were in combat, I won the roll but did no wounds so never rolled on the injury table. So that was a push and we went on to the next turn. How does the vehicle react? Can the driver drive it as normal or does it swerve?

Thanks
As silly as it might seem (to the best of my knowledge) the driver can drive as normal unless incapacitated. Think about it like action movies where the driver is fending someone off but still some how keeping the vehicle under control!
 
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As silly as it might seem (to the best of my knowledge) the driver can drive as normal unless incapacitated. Think about it like action movies where the driver is fending someone off but still some how keeping the vehicle under control!
Hmmmm

I do think that this will need some clarification as and when CE rules come out. I play with a house rule that drivers can only use 1 hand to defend themselves and only move under gas (no slow speed manoeuvres), to represent the situation that @Flamekebab describes.

An alternative rule might be too allow the driver to fight normally, but the vehicle moves as it there's no driver, i.e. swerves and moves d6 forward (this would have to be an option only, as it wouldn't work for bikes!)

What are people's thoughts?
 
As silly as it might seem (to the best of my knowledge) the driver can drive as normal unless incapacitated. Think about it like action movies where the driver is fending someone off but still some how keeping the vehicle under control!
I took a look at da Roolz, and it does look like Flamekabab is right. Our group missed that and was playing it as drivers in HTH caused the vehicle to swerve, just as if they were taken out or pinned or whatever.
 
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Aye, @Flamekebab is correct, but i think that it isn't quite realistic to assume that a driver could use two hand weapons and drive normally/do a 3 point turn... in how many of those films have we seen the driver crash/get thrown out/shot etc!
 
I was thinking it makes sense to have the vehicle act like it had no driver and swerve every turn. We ended up just playing it as the driver could driver as normal. I think the swerving makes sense, cause there is no way you could defend yourself and still drive normally.
 
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Hi,
We're about to run a Gomo campaign at our club but a few questions came up after 2 test games.
The hardest one is about stationary vehicles (not only wrecks). The only rules we have about it are p.44 but concerns boarding. How do you treat them regarding shots, ram and accidents ?

We have 2 options :
- keep the idea of the vehicle becoming a terrain : so everybody can run and charge through it - no problem. We usually can't get in and out of a vehicle in the same turn, so this would also allow to get out of it and embark on another friendly vehicle (as the first vehicle is now a terrain). Boyz on board could be freely shoot at, maybe having a cover save - why not.
BUT this would also mean that its embarked weapon can't be used (even if not a wreck), because its terrain, not a vehicle ! This would also prevent the vehicle from being rammed/shot at, leading to stupid tactics like "ow a krushin'ball buggy komin for ya ? just use your brake, remain stationary and they won't be able to do anything to you" :ROFLMAO:
- skip the previous idea, page 44 is only for boarding purposes, we can still ram/shoot at your stationary vehicle ! Big gunz on board can still be used.
But back in the dayz (almost 20 years ago ...) some players where abusing of this and kept hammering wreck to earn more xp. So what should be the limit of damage to make a vehicle a terrain ? Some players said "when the vehicle become immobilised", but this mean that the big gun couldn't be used because the buggy took a bullet in a wheel ??:cautious: quite an odd situation ...

To me both these options aren't good enough and i don't see any solution without house-ruling it.

What do you guys think about it ?

(sorry if my english is not perfect, hope you won't kill me for it)
 
I feel like you've told us nearly everything except the question you're asking :ROFLMAO:

Stationary vehicles (and immobilised vehicles) can be rammed, shot at, and crash into things (if pushed).
When a vehicle is crippled it can't be damaged further - until then anyone can attack it to gain experience points.
 
Sorry for the confusion ^^
The question was "regarding shots and rams, are stationary vehicles treated like terrain as written on p.44 ?"

We guessed the answer was "no" but wanted to be sure about it as we didn't found much more information in the rulebook :cry:
 
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