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  Gorkamorka 
  Community 
  Edition 
  [Core Rules]
  
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  GORKAMORKA CE  
  1
  Dice and Words 
  The GCE concept 
  GCE is to provide a somewhat generic ruleset that is, 
  to the fullest extent feasible, directly compatible with 
  existing expansion documents for Gorkamorka. 
  Ultimately it should also include as many of those 
  documents as possible to provide a comprehensive 
  set of factions, scenarios, and equipment options that 
  can be applied to a number of settings as players 
  choose. 
  The Gorkamorka Heritage Project has endeavoured to 
  secure compatible licences for as many existing 
  documents as possible in order to enable this 
  initiative to be as exhaustive as possible. With any 
  luck this will mean that wording of rules can be such 
  that little clarification is needed (as we’ll have known 
  about the many possible ways they can be applied 
  when writing). 
  Lastly the finished game should be easy for players 
  familiar with Gorkamorka, Necromunda, or Shadow 
  War: Armageddon to pick up. 
  A note on capitalisation: 
  Reading through this stuﬀ you'll often see seemingly 
  random words capitalised. This isn't just our editor 
  not picking up on mistakes - it's our way of making it 
  clear that we're talking about a game concept rather 
  than just being chatty. It's a little tricky to give an 
  example that'll make sense before we get into the 
  actual meat of the material but at least now you'll 
  know what that's all about! 
  Units of measure: 
  This game uses inches and feet (denoted with a 
  suﬀixed " and ' respectively). Centimetres and metres 
  are brilliantly precise but this game, like many other 
  skirmish games, needs a bit of fuzziness to work. You 
  might occasionally see half an inch mentioned but 
  that's as precise as it gets! 
  When a vehicle makes a “turn” that constitutes a shift 
  of up to 45º. The “Turny Gubbinz” is an incredibly 
  useful tool, a protractor will also work. 
  [INSERT PICTURE OF TURNY GUBBINZ WITH 
  EXPLANATION] 
  Genericised 
  1
  Ork & 
  Related 
  Kits 
  Asynchronous 
  Multiplayer 
  Oﬀshoot 
  Ruleset with a 
  Kludgy 
  Acronym 
  (Community 
  Edition)
  �    2
  
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  Dice: 
  Throughout these rules several diﬀerent dice are 
  used. They're all six-sided and are as follows: 
  The basic die, the D6, is numbered one to six. The 
  same die is used when asked to roll a D3: 1&2 = 1, 3 & 4 
  = 2, 5 & 6 = 3.  
  Sustained Fire dice are slightly diﬀerent but can be 
  rolled using a standard D6. Its faces are 1, 1, 2, 2, 3, 
  and "JAM!" and so treating it as a D3 with rolls of 6 
  becoming a JAM! result works nicely.  
  A Scatter die has arrows on five sides and a "Hit" 
  symbol on the last - although the "Hit" result also has 
  a little arrow on it too! 
  Modifiers: 
  This game uses modifiers for quite a few mechanics. 
  These are explained where relevant although most 
  are fairly straightforward. Sometimes these take the 
  form of adding or subtracting from a dice roll (such as 
  shooting at a target taking cover rather than in the 
  open) and at other times take the form of determining 
  a total score and then applying bonuses and penalties 
  to it. 
  Tests: 
  Certain game mechanics require tests to be made; 
  these will be explained in greater detail where 
  relevant but a test usually entails the player rolling a 
  dice and comparing it to a characteristic. In some 
  instances a test is passed by rolling above a 
  characteristic whilst in others it’s below. The specifics 
  will be covered in the relevant section. 
  Counters: 
  There are a number of counters required which 
  indicate scrap, running, overwatch and hiding. These 
  counters provide visual clues to help you remember 
  what each model is doing. Some players prefer to take 
  notes rather than clutter the table with counters but 
  the way you play is entirely up to the players involved. 
  Templates: 
  Certain weapons require special templates to 
  determine their eﬀects. These are the teardrop 
  shaped template used for weapons like Skorchas and 
  the blast template used for grenades. These 
  measure… (someone grab a tape measure and 
  check!) 
  What else you need: 
  A few other things are required for a game of 
  Gorkamorka, such as; 2 or more players, a firm level 
  playing surface and a tape measure. Paper along with 
  good old pens or pencils are also a good idea 
  although we recommend using the roster provided 
  later to help keep track of any wounds, damage, or 
  other information. 
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  Dice and Words 
  2 
  The GCE concept 
  2 
  A note on capitalisation: 
  2 
  Units of measure: 
  2 
  Dice: 
  3 
  Modifiers: 
  3 
  Tests: 
  3 
  Counters: 
  3 
  Templates: 
  3 
  What else you need: 
  3 
  Warrior Statlines 
  6 
  Movement 
  6 
  Weapon Skill 
  6 
  Ballistic Skill 
  6 
  Strength 
  6 
  Toughness 
  6 
  Wounds 
  6 
  Initiative 
  6 
  Attacks 
  7 
  Leadership 
  7 
  Weapon Statlines 
  7 
  Short Range 
  7 
  Long Range 
  7 
  Short To Hit Modifier/Long To Hit Modifier 
  7 
  Strength 
  7 
  Save Modifier 
  7 
  Damage 
  7 
  Ammo Roll 
  8 
  Notes 
  8 
  Strength 
  8 
  Save Modifier 
  8 
  Playing a Game 
  9 
  Scenarios 
  9 
  Game Turns and Player Turns 
  9 
  Player Turn Sequence 
  9 
  Movement on foot 
  10 
  Moving 
  10 
  Running 
  10 
  Charging 
  10 
  Target priority 
  11 
  Boarding Actions 
  11 
  Warriors on fire 
  11 
  Terrain 
  12 
  Open Ground 
  12 
  Diﬀicult Ground 
  12 
  Very Diﬀicult Ground 
  12 
  Impassable Ground 
  12 
  Walls and Barriers 
  12 
  Shooting 
  13 
  Who Can Shoot 
  13 
  Eligible targets 
  13 
  Hitting The Target 
  14 
  Small And Large Targets 
  16 
  Range Modifiers 
  16 
  Shots that need a D6 score of 7+ To Hit 
  16 
  Stationary vehicles 
  16 
  Special Weapon Rules 
  17 
  Grenades and Stikkbombs 
  17 
  Scattering Grenades 
  17 
  Blast Markers 
  18 
  Teardrop template weapons 
  18 
  Firing On Full Auto 
  19 
  Ammo Jams 
  19 
  Multiple Full Auto Shots 
  20 
  Ammo Rolls 
  20 
  Weapons with sustained fire dice 
  20 
  Weapons with ammo rolls of “Auto” 
  20 
  Exploding weapons 
  20 
  Wounding a Target 
  21 
  Pinning 
  21 
  Escaping from Pinning 
  21 
  Wounding 
  21 
  Injuries 
  21 
  Flesh Wound 
  22 
  Down 
  22 
  Out of Action 
  22 
  Multiple Wounds 
  22 
  Saving Throws 
  22 
  Saving Throw Modifiers 
  22 
  Hand-to-Hand Combat 
  23 
  Basic Hand-To-Hand Combat Flow 
  23 
  Other types of Hand-to-Hand combat 
  26 
  Multiple opponents 
  26 
  Boarding actions 
  28 
  Pilin’ On 
  29 
  Recovery Phase 
  31 
  Pinned Warriors 
  31 
  Injured Warriors 
  31 
  Ending a Game 
  32 
  When to Take a Bottle Test 
  32 
  Taking Bottle Tests and Bottlin’ Out 
  32 
  Vehicles 
  33 
  �    4
  
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  Movement 
  33 
  Normal vehicle movement 
  33 
  Gas Engines 
  33 
  Reversing 
  34 
  Thrusters 
  34 
  Turning while thrusting 
  34 
  Failed Thrust Tests 
  35 
  Stationary Vehicles 
  35 
  Traversing Terrain 
  35 
  Out of Control Vehicles 
  35 
  Chasing: Racing and Tailing 
  36 
  Ramming 
  38 
  Swerving 
  38 
  Rakes and Sideswipes 
  38 
  Rakes 
  38 
  Sideswipes 
  38 
  Rams 
  38 
  Shunts - Hits to a vehicle’s rear 
  39 
  Squashing models on foot 
  40 
  Collisions - Unintentional ramming 
  40 
  Crashes 
  41 
  Shooting 
  42 
  Fixed Weapons 
  42 
  Drivers 
  42 
  Bikers 
  42 
  Taking damage 
  43 
  1. Determine Location 
  43 
  Template weapons 
  43 
  Templates and the Crew location 
  44 
  Flame weapons 
  44 
  2. Penetrate Armour 
  44 
  3. Resolve Damage 
  44 
  Catching Fire 
  45 
  Special Rules 
  46 
  Psychology 
  46 
  Fear 
  46 
  Terror 
  46 
  Stupidity 
  46 
  Hatred 
  47 
  Frenzy 
  47 
  Overwatch 
  48 
  Hiding 
  48
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  Warrior Statlines 
  The majority of warriors, creatures, or other entities 
  have statlines. These describe the fighting prowess of 
  whatever it is in various ways and higher numbers are 
  better. They normally look like this: 
  Of course the numbers vary pretty wildly and a Grot 
  isn't going to have stats anywhere near as high as a 
  fully-fledged Ork Nob! 
  Let's go through this statline and get a feel for what 
  each thing means: 
  Movement 
  How many inches the model can move at normal pace 
  each turn. It also forms the basis of how fast (or slow) 
  they move when running, dragging things, and 
  otherwise traverse the battlefield. Most warriors can 
  run at double their Movement characteristic but some 
  can go even faster than that. It's a good idea to know 
  how fast your enemies are ahead of time! 
  Weapon Skill 
  When it comes to skill at pummelling opponents WS is 
  the characteristic to look at. It sums up how likely the 
  warrior or whatever is to win in Hand-to-Hand 
  combat. Sometimes this refers to skill whilst other 
  times it's more a matter of sheer aggression and force 
  but in any case it's the statistic that is used for the 
  Hand-to-Hand phase. 
  Ballistic Skill 
  Shooting, throwing, and generally attacking things at 
  range is covered by this one. Mostly used in the 
  Shooting phase this one is a measure of how likely the 
  combatant is to score a hit on a target. Whether they 
  then wound them is another matter! 
  Strength 
  Bit of a funny one here - in theory it's a measure of 
  how strong a combatant is but generally most 
  warriors are pretty similar and sit around 3 (whether 
  they're a Digga-Yoof or an Ork Nob). Really it's more a 
  measure of whether a combatant is significantly 
  stronger than the norm (like a Feral Ork Brute) or 
  weaker (like a Rebel Snot). Strength is mostly used in 
  Hand-to-Hand combat but also comes up in relation 
  to things like staying onboard vehicles when things 
  get hairy! 
  Toughness 
  This characteristic covers one part of injuries whilst 
  Wounds covers the other. Toughness is all about how 
  diﬀicult it is to actually do any real damage to a 
  warrior. Most Orks don't worry too much about a few 
  bullets coming their way 'cos most of the time they 
  won't puncture anything vital - lots of other warriors 
  aren't so lucky! 
  Wounds 
  Some warriors just won't stay down even if you make 
  'em bleed from three diﬀerent places! In game terms 
  the number of Wounds a combatant has determines 
  how soon they need to start rolling on the Injury table 
  and dealing with the more immediate consequences 
  of being injured. Most combatants only have a single 
  Wound point but more experienced warriors can have 
  quite a few! 
  Initiative 
  Some warriors are clumsy whilst others move like 
  skilled dancers - Initiative basically measures this and 
  spatial awareness. Whether it's jumping between 
  speeding vehicles or spotting an enemy hiding nearby 
  this is the characteristic that covers it. 
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  4
  3
  3
  3
  4
  1
  2
  1
  7
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  Attacks 
  Mostly used for Hand-to-Hand combat this 
  characteristic vaguely covers how swift a warrior is, or 
  something like that! It indicates how many Attack dice 
  a combatant rolls in Hand-to-Hand combat (although 
  it's quite possible to move quickly and still bungle 
  every attack!). 
  Leadership 
  A combination of confidence and the ability to inspire 
  others. Leadership is generally used as a basis for a 
  Leadership test covering things like keeping calm 
  while attacking an enemy that causes Fear or 
  encouraging the other warriors in the mob to keep 
  fighting (rather than leggin' it like some weedy Grot!). 
  Weapon Statlines 
  Similarly the majority of weapons and attacks have 
  statlines. Unlike warriors it's fairly common for not all 
  fields in a weapon statline to have values. Empty 
  fields will sometimes have a dash or "N/A" written in 
  them. 
  For example: 
  Shoota
       
  'Uge Choppa 
            
  In basic terms there are ranged weapons and Hand-
  to-Hand weapons. Importantly some ranged weapons 
  can also be used in Hand-to-Hand combat (see the 
  Armoury section for more details). 
  Starting with ranged weapons let's go through the 
  diﬀerent bits of the statline: 
  Short Range 
  Any shots attempted within this range will receive the 
  modifiers for short ranged shots.  
  Long Range 
  Again, this determines which modifiers apply when 
  taking a shot at something.  
  Diﬀerent types of range also come into play when it 
  comes to customising weaponry in campaigns. 
  Short To Hit Modifier/Long To Hit Modifier 
  Many weapons receive bonuses that make hitting 
  things at shorter range easier while others receive 
  penalties at longer range. 
  Strength 
  In the same way as warriors have Strength values so 
  do weapons. This is what is compared to the 
  Toughness or Armour value of targets when attacking 
  them. 
  Save Modifier 
  Only applicable to models without an Armour Value 
  (so most foot models) this is a modifier for the target's 
  Armour Saving throw. A warrior with a 4+ Armour Save 
  would only receive a 5+ Armour Save if hit by a 
  weapon with a Save Modifier value of -1, for example. 
  Damage 
  Most weapons will only inflict one Wound per hit but 
  occasionally something particularly nasty has a 
  higher value such as "D3". Each successful hit on a 
  warrior will inflict this many wounds. This only applies 
  to foot models. If the model has an Armour Value 
  instead then only a single point of damage is inflicted. 
  Range
  Hit modifier
  Strength
  Save 
  Modifier
  Damage
  Ammo 
  Roll
  Notes
  Short
  Long
  Short
  Long
  0”-12”
  12” - 18”
  +1
  -
  3
  0
  1
  4+
  N/A
  Range
  Hit 
  modifier
  Strength
  Save 
  Modifier
  Damage
  Ammo 
  Roll
  Notes
  -
  -
  As User + 2
  Varies
  1
  -
  Double-handed. Opponent 
  wins draws.
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  Ammo Roll 
  Each time a weapon is fired there's a chance it'll run 
  dry, jam, or perhaps just fall apart. Some weapons 
  have special rules regarding Ammo Rolls but most are 
  required to test on a result of 6 when rolling to hit. As 
  long as the player can roll equal to or greater than the 
  Ammo Roll value then shooting can continue. 
  Weapons with an Ammo Roll value of "Auto" will fail 
  automatically if required to test. 
  Notes 
  Fairly straightforward really - if there's an additional 
  special rules to look up they'll be mentioned here. 
  Now for Hand-to-Hand weapons: 
  Some weapons (such as Ork Sluggas) can be used in 
  Hand-to-Hand combat and ranged combat while 
  other weapons can only be used in Hand-to-Hand 
  combat. Those that can be used in both will have a 
  statline similar to other ranged weapons and simply 
  disregard Range,To Hit modifiers, and their Ammo Roll 
  when used in Hand-to-Hand combat. 
  Strength 
  Often Hand-to-Hand weapons will will use the 
  warrior’s Strength value (“As User” or “AU”). In these 
  cases simply use the warrior's Strength value and 
  apply whatever the indicated modifier is. For example 
  an average Ork Boy with a Strength value of 3 will hit 
  at Strength 5 when fighting with a 'Uge Choppa as it 
  has the Strength value “As User +2”. 
  Save Modifier 
  Not all weapons have a fixed Save Modifier - some 
  vary depending on the wielder's Strength. A warrior 
  with a Strength of 4 receives a -1 modifier when using 
  the weapon. For each point of Strength above that an 
  additional -1 is added (so a S6 warrior would get a -3 
  Save Modifier with that weapon). Anything below 4 
  receives no Save Modifier when using the weapon. 
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  Playing a Game 
  The mechanics of this game divide roughly into battle 
  stuﬀ and campaign stuﬀ with some overlap here and 
  there. What happens on the board with models is the 
  “battle stuﬀ” whereas things like permanent injuries, 
  stat increases, and recruiting new warriors is the 
  “campaign stuﬀ”. In this part of the rules we’re going 
  to be dealing almost exclusively with the battle side of 
  things. 
  To play a battle you need at least two players with a 
  mob each and models to represent them. Recruiting 
  and army a mob is very much in the “campaign stuﬀ” 
  side of things so we won’t go into how it works here. 
  When you’re done you’ll have a roster sheet with the 
  details of your warriors, their weapons, and all the 
  other relevant information. Make sure you’ve 
  calculated your Mob Rating though as you’ll need that 
  in a minute. 
  Then you’ll need some sort of surface to play on - we 
  recommend a minimum play area of 4’ x 4’ although 6’ 
  x 4’ is popular too. Once you know who you’re playing 
  you’ll probably want to play some sort of scenario - 
  after all battles aren’t usually by appointment! 
  Scenarios 
  To play a game you’ll need a scenario to put your 
  mobs through. Whatever you decide on will describe 
  how to setup the board, victory and loss conditions, 
  and any special rules you’ll need. There’s loads of 
  scenarios available for this game and it’s up to you to 
  decide which you feel like having a go at. It’s probably 
  fairly sensible to start with something simple until 
  you’ve got the hang of how the game works though!  
  The player with the lowest Mob Rating is the attacker 
  by default in scenarios with attackers and defenders, 
  unless the players decide it’d be more fun to swap 
  things around. If both players have the same mob 
  rating roll a D6 each with the highest scorer taking the 
  role of lowest Mob Rating mob. 
  Game Turns and Player Turns 
  This is a turn-based game and players take charge of 
  their forces in the order determined for the game 
  (usually a dice roll but sometimes some other criteria 
  is specified in the scenario). Each game turn consists 
  of every player going through each of the phases 
  described below (usually referred to as "the player's 
  turn"). Once the players have done this the game 
  moves onto the next game turn. We're making this 
  distinction here because it can otherwise get a little 
  fuzzy later on. Two players finishing a game that 
  lasted six turns would each have six player turns. 
  Player Turn Sequence 
  When it is a player's turn they take their forces 
  through the relevant phases, skipping any that aren't 
  applicable (such as Hand-to-Hand combat if there are 
  no models engaged in close combat). 
  The turn sequence goes like this: 
  1.
  MOVEMENT: During this phase players may 
  move their models and vehicles as per the 
  rules provided later. 
  2.
  SHOOTING: Models able to do so may shoot 
  in the shooting phase as described in the 
  shooting rules later. 
  3.
  HAND-TO-HAND: All models in hand-to-hand 
  combat may fight during this phase. In a game 
  with 3+ players this is only dealt with if the 
  active player has warriors engaged in hand-to-
  hand combat. 
  4.
  RECOVERY: Injured warriors may test to 
  recover and rejoin the battle in the recovery 
  phase. The rules for this are provided later. 
  Once a player has completed running through the 
  turn sequence their opponent then does the same, 
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  working through the turn sequence until they have 
  also finished. This is the end of the game turn. 
  A typical game last until only one player remains after 
  the others have Bottled Out (Essentially concede or 
  are defeated) as explained later on. Some scenarios 
  will include specific objectives to be completed and 
  others will end when other criteria have been met, we 
  will explain all of this in great detail later. 
  Movement on foot 
  The movement phase is where the player is allowed to 
  move all of their models in accordance with the 
  following rules. Players may move models in any 
  order they like, move one model at a time and make 
  sure you have finished moving each model before 
  moving on to the next. We will cover movement on 
  foot first as vehicle movement is handled diﬀerently 
  and explained later. 
  Moving 
  During this phase, each warrior may move in any 
  direction, a distance in inches that is equal to the 
  warriors Movement (M) characteristic or lower. 
  Warriors riding in vehicles may move and the rules for 
  moving vehicles will be discussed separately. Most 
  warriors will have a Movement (M) characteristic of 4, 
  which means they can move up to 4” in any direction, 
  this includes stairs, ladders, etc. 
  Normally it is upto the player to decide how much of 
  the warriors move characteristic to use but their are 
  some circumstances which are covered later that may 
  force the warrior to move in a certain way. 
  Running 
  A normal move represents the warrior moving at a 
  decent rate while still allowing themselves time to 
  survey the battlefield, aim and shoot their weapons 
  and shout words of encouragement to other mob 
  members. A warrior may choose to run and when 
  doing so gets to move at double speed; so for example 
  a 4” Movement (M) characteristics means a warrior 
  can run 8”. 
  When running, a warrior loses their chance to shoot 
  this turn. When electing to run with a model the 
  player must declare that they are doing so, this way 
  both players understand what is happening and know 
  that the model in question may not shoot, 
  alternatively placing a Run counter next to them is 
  another great way of keeping track. 
  Charging 
  If a warrior wishes to engage an enemy in hand-to-
  hand combat then you must first declare that the 
  warrior will Charge. Without measuring the distance, 
  declare that your warrior will be charging and indicate 
  to the opposing player which enemy warrior they 
  intend to attack.  
  A charge move works just like running - double the 
  warrior’s Movement characteristic. 
  After declaring a charge like this you should then 
  measure. Assuming your warrior can reach their target 
  place the models so that both of their bases are 
  touching or as close to as is practically possible. 
  If a warrior does not have enough movement to reach 
  the enemy then they are considered to have failed 
  their charge. Move the charging warrior as far as 
  possible towards the enemy warrior (remembering to 
  double your move); the charging warrior may not do 
  anything else this turn! 
  It is worth noting that models cannot move in to 
  hand-to-hand combat without charging. Any move 
  intended to bring two warriors together is, by 
  definition, a charge. 
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  Target priority 
  Normally a warrior may only charge the closest 
  enemy warrior. They’re the most immediate threat 
  and have to be dealt with first. If the closest potential 
  opponent is Down or Pinned then they may be 
  ignored in favour of the next closest (although you 
  can still charge them if you’d like!). 
  Boarding Actions 
  Warriors that want to board a moving vehicle (friend 
  or foe) can do so if their movement brings them in 
  contact with an edge. The edge cannot be the front 
  and they may run to reach the vehicle. Passing an 
  Initiative test (roll equal or under the warrior’s 
  Initiative characteristic on a D6) results in them 
  jumping onboard. Similarly a warrior may jump 
  between vehicles that are within 2” of each other by 
  passing an Initiative test. In either case failing the 
  Initiative test ends the warrior’s movement 
  immediately and they take a S3 hit as they hit the 
  ground. 
  If they made it onto the other vehicle move the model 
  there, if not it should be placed on the ground next to 
  the vehicle they attempted to board. 
  If the vehicle they boarded contains enemy warriors 
  (this includes drivers) then hand-to-hand combat will 
  be resolved in the relevant phase. The boarder may 
  not shoot if opposition remains onboard (they may 
  choose to ignore Down warriors but otherwise hand-
  to-hand combat happens). For the specifics on this 
  see the hand-to-hand combat phase section. 
  Note 
  Stationary vehicles count as terrain, not as vehicles. If 
  a vehicle is stopped it can be moved onto just like any 
  other bit of terrain - no Initiative test is needed.  
  Remember to factor in things like high walls and the 
  like creating diﬀicult terrain conditions. 
  Warriors on fire 
  Unlucky warriors who have ended up on fire somehow 
  do not move as normal (what a surprise!). Instead roll 
  a D6 for them. On a 6 the fire goes out and they move 
  as normal 
  Anything less than 6 causes them to take a Strength 4 
  hit. Resolve that now.  
  If they go Down then the fire goes out (and if they go 
  Out of Action, obviously). 
  If not roll a scatter dice. They move in that direction 
  2D6”, jumping oﬀ vehicles if that’s the way they need 
  to go! 
  Warriors on fire cannot do anything else during their 
  turn. Enemies may not attack them in hand-to-hand 
  combat (they may shoot them or attempt to squash 
  them with a vehicle though!). 
  Friendly warriors can modify the D6 roll to see if the 
  fire goes out. They must skip their shooting phase and 
  be within 1” of the burning warrior. For each friendly 
  helping add +1 to the D6 roll. A total of 6 causes the 
  fire to go out. 
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  Terrain 
  Battles usually take place in an open area to allow 
  vehicles plenty of room to manoeuvre however many 
  also occur around hideouts, ruins, fortified positions, 
  etc. As such there are multiple terrain types, the 
  following rules explain what eﬀects these have on the 
  game. 
  VEHICLES AND TERRAIN: The eﬀects of terrain on 
  vehicles is explained in the Vehicles section later. 
  Open Ground 
  Open ground does not impede movement in any way. 
  Examples of open ground include solid flat ground, 
  walkways, ladders, doorways and hatches of 
  buildings that a warrior can physically fit through. 
  Diﬀicult Ground 
  Diﬀicult ground causes the warrior to move at half 
  speed, each 1” of movement counts as having moved 
  2”. Examples of diﬀicult ground include steep or 
  treacherous slopes, dense vegetation, and pools of 
  water. 
  Very Diﬀicult Ground 
  Very diﬀicult ground causes the warrior to move at 
  quarter speed, this means a warrior with a 4” move 
  would only be able to move 1”. Examples of very 
  diﬀicult ground include tar pits and noxious or 
  corrosive pools of liquid.  
  Impassable Ground 
  Impassable ground is exactly that, impassable. 
  Examples of impassable ground include deep pits, 
  sinking sand, and of course solid objects like walls or 
  big rocks. 
  Walls and Barriers 
  There are many types of walls and barriers that a 
  warrior may wish to climb up or over, they are 
  handled as follows: 
  ●
  Less than 1" high and no more than 1" across 
  = Open Ground. 
  ●
  Between 1" and 2" high, and no more than 1" 
  wide = Diﬀicult Ground. 
  ●
  Higher than 2" = Impassable, except by ladder 
  or similar. 
  �    12
  
  �
  Shooting 
  Each turn your warriors may be able to shoot. 
  Whether they can depends of course on things like 
  whether they have anything to shoot at, whether 
  they’ve got any ammo left, or even whether they’re 
  conscious… 
  For the purposes of readability we’re going to be 
  talking about “shooting” but we’re really talking 
  about all ranged attacks. Warriors may be firing guns, 
  throwing spears, tossing grenades, or something else. 
  Ranged attacks all fall under the banner of “shooting” 
  so that’s the terminology we’re going with. 
  Who Can Shoot 
  Usually each warrior may shoot once in the shooting 
  phase - there are exceptions to this but you’ll find 
  details of those in the rules for your chosen faction.  
  A warrior may not shoot if they are engaged in hand-
  to-hand combat or if they ran or charged in that turn’s 
  movement phase. Some warriors have skills that 
  allow them to run and fire but unless yours has that 
  skill it’s running or shooting - not both! 
  Work through each of your models one at a time. 
  Choose which warrior is going to shoot, pick their 
  target, and then check to see if they have hit. If they 
  have hit their opponent you then check to see if they 
  have caused any wounds and damage. Once this is 
  done you move on to the next warrior. It’s usually best 
  to do all warriors riding in a single vehicle before 
  moving on to others to make keeping track of things 
  easier (but it’s not mandatory!). 
  Eligible targets 
  Determining who or what a warrior can hit starts with 
  figuring out who they can see from where they’re 
  standing. Check that by imagining roughly a 90º arc in 
  front of the warrior. 
  If there’s a target within that 90º arc they may be able 
  to shoot them. 
  Warriors riding in vehicles are allowed to turn around 
  and shoot in any direction. For details on vehicle 
  shooting see the relevant bit of the vehicles section. 
  So, assuming your warrior can see an enemy they may 
  have a viable target. The target warrior’s body must be 
  visible. Tips of guns, blades, and other peripheral 
  parts don’t count. If unsure roll a D6 (1-3 = not visible, 
  4-6 = visible). 
  Normally if a warrior wants to shoot they have to 
  target the closest target to them. The general principle 
  is “the easiest to hit” but this isn’t always true though 
  and various things aﬀect this as explained below.  
  Before we start it’s worth reminding players that in 
  this game (unless otherwise stated) you may not pre-
  measure. As a result weapon range modifiers apply 
  after a target is decided on. 
  We’re now going to work through the process of 
  determining target priorities. Given that we’ll be 
  trying to cover all eventualities it’ll seem fairly 
  complex but once you’ve played a shooting phase or 
  two it’ll be second nature! 
  �  
   
   
   
   
   
        13
  
  �
  1. Closest Threat 
  The first priority target will be the closest viable 
  threat. Wrecked, immobilised, unoccupied vehicles, 
  Down/pinned warriors do not count as viable threats. 
  They can still be targeted if they’re closest but they 
  can be ignored if you so choose. 
  Warriors count as normal sized targets and most 
  vehicles (and structures) count as large targets. 
  Large targets take priority! 
  2. Cover 
  A target in cover is harder to hit than one in the open - 
  that’s pretty much the point of taking cover! 
  If the closest target is in cover and there’s an easier 
  target further away then they can instead choose to 
  go for them. 
  We’ve got an example in the diagram: 
  Grimlug can see a Rebel Grot Banna Waver (1) and a 
  normal Rebel Grot (2). The third grot is outside his firing 
  arc and can’t be targeted. 
  Target 2 is closer to him than 1 but is behind cover. 
  Target 1 is out in the open and so he can choose instead 
  to shoot him instead.  
  3. Declare Target 
  At this point you should declare which target you’re 
  trying to shoot. 
  4. Check Range 
  Decide which of your warrior’s weapons you’re going 
  to be using for this shooting phase. Measure the 
  distance between your warrior and their intended 
  target. 
  Now check whether it the weapon they’re using has 
  any modifiers for range. For example a shoota 
  receives +1 to hit for targets within 12”. 
  Out of range targets automatically miss but you still 
  have to test and see whether your weapon has 
  developed a jam or a fault (see Ammo Rolls later in 
  this section). 
  Hitting The Target 
  To determine whether a shot has hit its target roll a 
  D6.  
  Any roll of 1 always misses regardless of modifiers.  
  Assuming the roll wasn’t a 1 the magic number 
  needed is 7. The formula is pretty simple: 
  Dice roll + Ballistic Skill + hit modifiers  
  = shooting score 
  If the result is 7 or more the warrior hits their intended 
  target! 
  For example: 
  Krugkikka, an Ork boy, has a BS of 3. He shoots 
  at a target in the open with his slugga. The 
  target is 7” away so there are no modifiers to 
  worry about. 
  A BS of 3 means that he needs a dice roll of 4+ in 
  order to get the total of 7 needed to hit. 
  �    14
  
  �
  Depending on how you like to think about these 
  things it might be easier with this table: 
  Given that roll of 1 always fails you might wonder why 
  the rest of the results are included. The reason is that 
  if your warrior is a particularly good shot they might 
  be able to overcome some negative modifiers and hit 
  anyway! 
  For example: 
  ZodZod is an Ork gunner with a BS of 6. Even if 
  he’s shooting at a small target (-1 to hit) he still 
  hits on a dice roll of 2+. 
  Hit Modifiers 
  Some shots are easier to make than others, this is 
  represented by the following modifiers: 
  Cover 
  There are many diﬀerent types of cover available, 
  warriors and vehicles can both shelter behind cover. 
  Targets are harder to hit when in cover, exactly how 
  much harder depends on how much cover the model 
  has. 
  -1 Partial Cover: The shooter can see at least half of 
  the target model but not all of it. 
  -2 In Cover: The shooter can see less than half of the 
  target model. 
  Skrognik (1) is in partial cover as he sticks his head out 
  and taunts the opposing mob. He doesn’t have a 
  ranged weapon and wants ‘em to get within clubbing 
  range! 
  Wazbag (2) is in full cover - he’s reloading his six-
  shootas and doesn’t want to get hit until he’s at least 
  got some more shots oﬀ. 
  If the target is in cover or partial cover and is also 
  hidden (hiding is explained later on), then the model 
  cannot be seen or fired at even if the shooter can see 
  parts of the target model. Vehicles cannot hide. 
  A Vehicle can provide cover to warriors, if it is not the 
  most obvious target itself, i.e. harder to hit, wrecked, 
  immobilised, or unoccupied. 
  BS
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  D6
  6
  5+
  4+
  3+
  2+
  1
  0
  -1
  -2
  -3
  -1 Partial Cover
  Up to half the target is obscured.
  -2 In Cover
  More than half the target is obscured.
  -1 Appearing/
  Disappearing or 
  Charging/
  Ramming Target
  Firing at a suddenly appearing/
  disappearing or charging/ramming target 
  whilst on overwatch.
  -1 Firing From a 
  Vehicle Which 
  Has Used its 
  Thrusters
  Firing from a vehicle which has used its 
  thrusters this turn.
  -1 Target Used 
  Thrusters
  The target used its thrusters in the 
  previous turn or if the shooter is on a 
  chasing vehicle and the target used its 
  thrusters during the chase.
  -1 Small Target
  The whole target is less than ½” tall and 
  wide, examples include unexploded 
  bombs or specific points on the ground or 
  along a wall. Enemy warriors are always 
  larger than this.
  +1 Large Target
  The target is a vehicle (except bikes) or the 
  whole target is larger than 2” tall or wide.
  �  
   
   
   
   
   
        15
  
  �
  If players cannot agree on how much of a model can 
  be seen then both players should roll a D6 with the 
  highest score winning and their interpretation being 
  applied. 
  Small And Large Targets 
  Small and large target modifiers are not normally 
  used except in the case of vehicles and buildings 
  which are usually large targets (+1 to hit). Games or 
  scenarios might include specific targets which are 
  either very small or very large. 
  Range Modifiers 
  Many weapons have modifiers for range which aﬀect 
  their accuracy. The following examples will explain 
  how this works. 
  Example 1: A warrior with a BS of 3 and armed with a 
  kannon fires at a target who is 12” away. They need to 
  score a 4+ on a D6 to hit them before any modifiers for 
  cover or range are applied. The target isn’t in cover and 
  no other hit modifiers apply. The target is in the 
  kannon’s long range band (4”-18”) so the warrior gets a 
  -1 range modifier applied to their hit roll. The warrior 
  therefore needs to score a 5+ on a D6 to hit successfully 
  (5 + 3 - 1 = 7). 
  Example 2: A warrior with a BS of 3 and armed with a 
  kannon fires at a target which is 12” away, they are 
  firing from a vehicle that has used its thrusters this turn. 
  They need to score a 4+ on a D6 to hit them before any 
  hit or range modifiers are applied. The firing model 
  receives a -1 range modifier for the target being in the 
  kannon’s long range band (4”-18”) and also receives a 
  -1 hit modifier for firing from a vehicle that has used its 
  thrusters this turn. With a total hit modifier of -2 the 
  warrior will need to score a 6+ on a D6 to hit 
  successfully (6 + 3 - 2 = 7). 
  Shots that need a D6 score of 7+ To Hit 
  Sometimes modifiers will mean that even if you roll a 
  6 to hit that still won’t be enough. If this occurs roll a 
  D6 and if the result is a 6 you may have hit your target. 
  Roll a further D6 and consult the chart below to see 
  your required result. 
  Shooting Into Hand-To-Hand Combat 
  You may not shoot into hand-to-hand combat. You 
  may however shoot at vehicles carrying models who 
  are engaged in hand-to-hand combat. If an enemy 
  vehicle carrying friendly models is hit treat the 
  friendly warriors as part of the crew and randomly 
  allocate any hits that occur. 
  Shooting A Warrior Who Is Down 
  A warrior who is Down might be the easiest target to 
  hit. You may choose to ignore them in favour of 
  another target (but if you’re feeling mean you can still 
  shoot the Down target!). 
  If a warrior who is Down suﬀers additional wounds 
  then roll on the injury table again and apply any 
  results to the warrior as normal. 
  Stationary vehicles 
  An unopposed warrior aboard an enemy vehicle that 
  is stationary may choose to shoot the vehicle itself if 
  they’d like. All shots automatically hit. This only 
  applies to stationary vehicles though - trying to blow 
  up what you’re standing on while it’s still moving is a 
  recipe for disaster! 
  Score Required To Hit
  7
  8
  9
  10
  Additional D6 Score
  4+
  5+
  6+
  Miss
  �    16
  
  �
  Special Weapon Rules 
  Grenades and Stikkbombs 
  A warrior may choose to throw one instead of 
  shooting their ranged weapon. This is treated exactly 
  like any other shot. The maximum range a grenade or 
  stikkbomb can be thrown depends on the Strength of 
  the warrior throwing it but it can never be more than 
  12”. 
  Maximum range of throw =  
  (warrior’s Strength x 2) + 2” 
  Or if you prefer you can consult the table below: 
  Sometimes it might be more beneficial to throw one 
  at a point on the ground rather than at an enemy 
  warrior. Aiming at a small target like that is trickier 
  (and counts as, well, a small target - as described 
  earlier) and so is subject to a -1 to hit modifier. 
  Scattering Grenades 
  Grenades don’t vanish if they miss their intended 
  target - they scatter! Most of the time the shot has 
  gone wide but sometimes things go hilariously wrong. 
  If you fail to hit your chosen target then you must roll 
  to see how far it scatters - it could well still hit 
  something. When rolling to hit a D6 result of 1 means 
  the warrior really cocked things up - don’t bother with 
  scattering it and instead roll on the Unreliable 
  Explosives chart below. 
  Assuming your warrior missed but didn’t bungle it 
  completely - roll a D6. On a 6 the grenade doesn’t 
  scatter as normal - roll the scatter dice anyway. Any 
  other result tells you how far oﬀ the target they were 
  (in inches). Roll a scatter dice as close to where you 
  were aiming as you can to determine the direction of 
  scatter. Note that the HIT symbol on the scatter dice 
  also includes an arrow! 
  Resolve the grenade as having gone oﬀ in its scattered 
  position. This applies to all weapons that scatter - not 
  just ones with blast markers! 
  If you rolled a 6 for distance and a direction on the 
  scatter dice then the grenade is a dud and does 
  nothing. If on the other hand the scatter dice shows 
  HIT and the distance D6 is a 6 then something has 
  gone horribly wrong! Roll on the table below: 
  THROWERS STRENGTH
  RANGE OF THROW
  1
  4”
  2
  6”
  3
  8”
  4
  10”
  5+
  12”
  Unreliable Explosives
  D6
  Result
  1
  The grenade doesn’t make it far before 
  exploding. If it has a template place it directly 
  over the thrower and work the explosion out as 
  normal. If not work out a hit from it on the 
  thrower only.
  2-3
  The grenade goes nowhere near where the 
  thrower aimed. Roll 2D6 and a scatter dice to 
  determine where it ended up.
  4-5
  Was that a dud? Not only does the grenade go 
  massively awry (2D6” in a random direction) but 
  it doesn’t go oﬀ immediately either. Place a 
  marker where it landed. If a warrior or vehicle 
  goes within 2” of it roll a D6. On a 4+ it’ll go oﬀ as 
  normal.
  6
  The warrior fumbles the grenade and drops it. 
  Luckily the fuse is faulty and it doesn’t go oﬀ.
  �  
   
   
   
   
   
        17
  
  �
  Blast Markers 
  Some grenades and stikkbombs use a blast marker to 
  reflect their area of eﬀect. If you hit the target place 
  the blast marker with its centre directly over the 
  target, if you miss the blast marker scatters as 
  described above.  
  All warriors wholly underneath the blast marker are 
  automatically hit, any warriors partially under the 
  blast marker are hit on a D6 roll of 4+. 
  Choppa-Block is taking cover and WezKop decides to 
  try to flush him out with a frag stikkbomb. He has a BS 
  of 3 but with the -1 for the cover he’d need at least a 5+ 
  to hit his target. 
  Unfortunately he rolls a 4 to hit and misses. Rolling a 
  scatter dice and a D6 shows us that instead bounced oﬀ 
  Choppa-Block’s shoulder and went oﬀ harmlessly 
  between some rocks. Zog! 
  Wounds to warriors and penetrating hits to vehicles 
  are resolved as normal (vehicles are aﬀected by 
  template weapons diﬀerently from warriors on foot - 
  see the Taking Damage section of the vehicle rules). 
  If a model is equipped with stikkbombs or other 
  grenades it is assumed they have enough to last until 
  the end of the battle (or when an ammo roll indicates 
  they have run out of ammo). That is to say they can 
  usually throw more than one each game! 
  Teardrop template weapons 
  Skorchas and various other flamethrower-like 
  weapons are represented by the teardrop shaped 
  template. For this section we will describe how a 
  skorcha works but the same rules apply to any 
  weapon that uses the teardrop template (unless 
  otherwise stated).  
  To shoot a skorcha take the template and place it so 
  that the narrow end of the template is touching the 
  firing model and the wider end is positioned over the 
  target. The whole template must be placed within the 
  firer’s 90° arc of fire. 
  Once the template has been positioned any models 
  wholly underneath the template are automatically hit, 
  any models partially under the template are hit on a 
  D6 roll of 4+. Wounds to warriors and penetrating hits 
  to vehicles are resolved as normal. 
  Note that skorchas do not require a to hit roll so no 
  modifiers (e.g. for range, cover, or speed) are applied. 
  �    18
  
  �
   
  Mav hoses down a couple of Ork boyz from Grimlug’z 
  Ladz with his skorcha. 
  Zogdreg (2) is completely under the template and takes 
  a hit whereas Gutrunt is only partially covered and so 
  will only be hit on a D6 roll of 4+. 
  Firing On Full Auto 
  A full auto weapon has one or more Sustained Fire 
  Dice on its profile. When shooting a weapon capable 
  of firing on full auto declare whether you are firing a 
  single shot or a shot on full auto. A single shot is 
  worked out as normal, a full auto shot is worked out 
  as follows. 
  1.
  Roll a sustained fire dice to see how many 
  shots you can resolve this shooting phase. 
  2.
  Pick a target and check the range.  
  3.
  If they are within range then the shots are 
  worked out as multiple normal shots with all 
  the usual modifiers. If you are out of range 
  then you must still roll a D6 for each shot to 
  determine whether the weapon runs out of 
  ammo. 
  If you wish you may spread your shots out amongst 
  other enemy models within 4” of the original target 
  and also within range. Each of the hits is rolled 
  separately with all relevant hit modifiers applied for 
  the chosen target. At least one hit must be allocated 
  to the original target but you may allocate more if you 
  wish. Roll to hit with each shot before working out any 
  wounds. 
  Wazbag targets Nazgrab (on the left) with his Six-
  Shoota. He rolls a single sustained fire dice for it and 
  gets two shots. 
  He’s feeling lucky and decides to have a go at Nazgrab’s 
  mate, Choppa-Block, who’s close enough to target 
  (within 4” of the initial target) and in range. 
  Instead of firing both shots at Nazgrab he splits his 
  shots between the two targets and rolls to hit for each 
  one. 
  Ammo Jams 
  If you roll a jam symbol on the Sustained Fire dice 
  then no shot is made and something has gone wrong 
  with the weapon. It may only be a momentary jam or 
  the weapon may be useless for the rest of the game - 
  an ammo roll is required to find out which. The rules 
  for ammo rolls are covered below. 
  �  
   
   
   
   
   
        19
  
  �
  Multiple Full Auto Shots 
  Some weapons allow the player to roll more than one 
  Sustained Fire dice, you may choose to fire a single 
  shot as normal or up to as many Sustained Fire dice as 
  is allowed by the weapon (An ‘Eavy Shoota can use 
  both dice or just one, for example).  
  When a jam is rolled then no shots are inflicted by that 
  dice, other shots from other dice are still valid and 
  worked out in the usual way. You must make a 
  separate ammo roll for each jam symbol that is rolled. 
  Ammo Rolls 
  When rolling to hit a target, any dice score of a 6 
  indicates something has gone wrong with the weapon 
  and an ammo roll is required. The target is still hit and 
  the shot is worked out as normal. 
  To make an ammo roll, roll a D6 and consult the 
  weapons ammo rating, if you score equal or more 
  than the number indicated then the weapon is fine 
  and may be used as normal, if you score less than the 
  number indicated then the weapon has run out of 
  ammo and may not be used for the rest of the game. 
  Weapons with sustained fire dice 
  Any weapon which uses the Sustained Fire dice is 
  more susceptible to ammo rolls and ammo jams than 
  normal weapons because they require an ammo roll 
  on a hit roll of 6 and if the jam symbol comes up on 
  the Sustained Fire dice. Make an ammo roll for each 
  jam symbol that is rolled. 
  Skorchas 
  Make an ammo roll after every time a skorcha is fired. 
  Weapons with ammo rolls of “Auto” 
  Weapons with an ammo roll of “auto” will run out of 
  ammo if required to take an ammo roll. You should 
  still roll a D6 to see whether they explode as described 
  below. 
  Exploding weapons 
  If a 1 is rolled for an ammo roll roll a further D6. On a 1 
  the weapon explodes! 
  The warrior takes a hit from the weapon at its usual 
  Strength -1 (this includes weapons with templates - 
  the hit only aﬀects the user in this case).  
  The weapon will be automatically repaired in time for 
  the next battle. 
  �    20
  
  �
  Wounding a Target 
  If you manage to hit your target that’s no guarantee 
  that you’ll actually hurt them! This section specifically 
  deals with wounding warriors on foot. See the vehicle 
  section for details on damaging vehicles.  
  The first thing to take into account when hitting a 
  target is whether they’re pinned by the shot. 
  Pinning 
  Orks are incredibly tough and not subject to pinning 
  but other creatures might not be so tough. Getting hit 
  either knocks the warrior oﬀ their feet or sees them 
  dive for cover on the ground as they try to avoid 
  incoming fire. 
  Unless otherwise stated a shot that hits pins the 
  warrior (vehicles cannot be pinned but their crew 
  can). Lie the model down on its back to represent it 
  being pinned.  
  Warriors who are pinned cannot move, shoot, etc.. 
  Any warrior pinned at the beginning of their turn will 
  automatically recover from being pinned in the 
  recovery phase at the end of their turn. Once a warrior 
  has recovered from pinning stand them back on their 
  feet. 
  Escaping from Pinning 
  Any pinned warrior who is engaged in hand-to-hand 
  combat automatically escapes pinning.  
  If a another mob member is within 2” and they are not 
  down or pinned themselves then your pinned warrior 
  may test to recover from pinning at the start of their 
  turn instead of in the recovery phase. Roll a D6 and if 
  the score is equal to or lower than the pinned 
  warrior’s Initiative then they may stand back up and 
  fight as normal this turn. 
  Wounding 
  A target that is hit may well be wounded by the shot. 
  That’s often the general idea of shooting at an enemy 
  after all! 
  Roll a D6 and compare the Strength value of your 
  weapon with the Toughness characteristic of your 
  target. Consult the table below to determine if your 
  shot has managed to wound the target. A result of “N” 
  on the wound chart indicates it is impossible to 
  wound a target of that Toughness with a weapon of 
  that Strength. 
  Wound Chart 
  Injuries 
  Most warriors have a single Wound on the profile 
  however some stronger warriors may have 2 or more. 
  If the target has more than 1 wound then deduct 1 
  wound from his total, as long as a warrior has 1 
  wound they may continue to fight as normal. 
  When a warrior loses their last remaining Wound 
  characteristic they must roll to determine the extent 
  STR
  TARGET’S TOUGHNESS
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  4
  5
  6
  6
  N
  -
  -
  -
  -
  -
  2
  3
  4
  5
  6
  6
  N
  -
  -
  -
  -
  3
  2
  3
  4
  5
  6
  6
  N
  -
  -
  -
  4
  2
  2
  3
  4
  5
  6
  6
  N
  -
  -
  5
  2
  2
  2
  3
  4
  5
  6
  6
  N
  -
  6
  2
  2
  2
  2
  3
  4
  5
  6
  6
  N
  7
  2
  2
  2
  2
  2
  3
  4
  5
  6
  6
  8
  2
  2
  2
  2
  2
  2
  3
  4
  5
  6
  9
  2
  2
  2
  2
  2
  2
  2
  3
  4
  5
  10
  2
  2
  2
  2
  2
  2
  2
  2
  3
  4
  �  
   
   
   
   
   
        21
  
  �
  of their injuries. The player who caused the wound 
  should roll a D6 and consult the table below. 
  Flesh Wound 
  A warrior with a flesh wound may continue to fight 
  but suﬀers from a -1 WS and -1 BS penalty for the rest 
  of the game. A warrior may receive multiple flesh 
  wounds per game and continue to fight until both 
  their WS and BS characteristics have reached 0, when 
  this happens the warrior automatically goes Out of 
  Action. 
  Down 
  A warrior who is Down is placed face down on the 
  table and can’t do anything except crawl as described 
  below. 
  Any warrior who is Down must roll on the injury table 
  above in their own recovery phase. A result of Flesh 
  Wound lets the warrior get back in the fight with a -1 
  WS and -1 BS penalty; stand the model back on its 
  feet. A result of Down leaves the warrior face down 
  and unchanged. An Out of Action result removes the 
  warrior from the table. 
  During the movement phase, any warriors who are 
  down are allowed to crawl 2”. They may not do 
  anything else and cannot run or charge. 
  Out of Action 
  The warrior can take no more part in the fight, remove 
  the model from the table. When the fight is over you 
  can test to see if they survive and what lasting injuries 
  the warrior may have suﬀered. 
  Multiple Wounds 
  Some weapons may inflict more than one wound 
  when they hit however a warrior cannot be reduced to 
  less than zero wounds. For each extra wound roll for 
  another injury on the injury table. For example, if a 
  warrior has 1 wound and is hit with a weapon which 
  causes 4 wounds then they must roll 4 times on the 
  injury table. 
  A warrior may suﬀer multiple Flesh Wounds but 
  multiple Down results are ignored. A warrior who 
  suﬀers from Flesh Wounds and goes Down at the 
  same time is treated as Down and also suﬀers the 
  penalties for any Flesh Wounds they received. As 
  stated before - any warrior who is reduced to 0 WS 
  and 0 BS automatically goes Out of Action. 
  Saving Throws 
  Some warriors have “saving throws” that help them 
  avoid taking wounds. This may be from armour, 
  excellent reflexes, or something else. 
  If a warrior has a saving throw and suﬀers a wound 
  then the wound may be avoided. Roll a D6 and if the 
  score is high enough then the shot has been deflected 
  by the armour and no injury roll is made. 
  Saving Throw Modifiers 
  Some weapons are better at penetrating armour than 
  others, to represent this weapons have an armour 
  save modifier indicated in their descriptions. For 
  example an ‘Eavy Shoota has a -2 save modifier - all 
  armour saves must deduct 2 from the dice roll. It is 
  impossible to make a save if the score required is 
  greater than 6. 
  Bear in mind that saving throw modifiers only apply to 
  normal saves. If a save states in its description that it 
  is unmodifiable (or similar) then it is unaﬀected by 
  saving modifiers. 
  D6
  EFFECT
  1-2
  FLESH WOUND: -1 WS and -1 BS for the rest of the 
  game.
  3-5
  DOWN: Place the model face down.
  6
  OUT OF ACTION: Remove the model from play.
  �    22
  
  �
  Hand-to-Hand Combat 
  Several situations result in warriors taking part in 
  hand-to-hand combat. The main ones are as follows: 
  ●
  Charging an enemy/being charged by an 
  enemy 
  ●
  Boarding an enemy vehicle and fighting its 
  crew 
  ●
  Leadership challenges between games 
  Before detailing how hand-to-hand combat works it’s 
  important to clarify which models can take part in it. 
  Hand-to-hand is an infantry-only situation. Vehicles, 
  including bikes, do not take part in close-combat 
  directly. Drivers, gunners, and other vehicle crew do 
  take part in hand-to-hand combat though, assuming 
  an enemy boards their vehicle. 
  Pinned warriors will automatically recover from 
  pinning if engaged in hand-to-hand combat. On the 
  other hand warriors who are Down cannot defend 
  themselves in hand-to-hand combat - if an enemy 
  engages them they will automatically go Out of 
  Action! 
  Basic Hand-To-Hand Combat Flow 
  Two warriors are engaged in hand-to-hand combat, 
  here’s the steps: 
  ●
  Determine how many attacks each 
  warrior has this round 
  ●
  Roll attack dice 
  ●
  Work out each warrior’s combat score 
  ●
  Compare scores and determine a 
  winner 
  ●
  Resolve wounds 
  ●
  Deal with the aftermath 
  To make sure things are comprehensive we’re going to 
  take an in-depth look at each step now. Each of the 
  steps is straightforward and you’ll probably not need 
  more than the list above to remind you how it goes 
  once you’ve used it a few times! 
  Step One 
  Each warrior has an Attacks characteristic in their 
  profile but there may be modifiers such as skills or 
  extra weapons. 
  Skills are detailed elsewhere but a situation that 
  should be covered here is fighting with two weapons. 
  Some warriors specialise in hand-to-hand combat and 
  carry only weapons specifically for it. This gives them 
  a bonus! 
  Hand-to-hand weapons can be single-handed (like a 
  knife), or double-handed (like a massive axe). Double-
  handed weapons will have that listed on their profile 
  and a warrior using a double-handed weapon can 
  only fight with that in close-combat. 
  Warriors with two or more single-handed hand-to-
  hand weapons gain a single extra attack attack dice as 
  long as they are not carrying two-handed weapons. 
  This doesn’t just apply to double-handed close-
  combat weapons - carrying any weapon that takes 
  two hands to use (such as a shoota) prevents the 
  warrior from getting the bonus attack dice. 
  To summarise - is the warrior only carrying single-
  handed weapons that can be used in hand-to-hand 
  combat? In that case they count as having +1 Attacks! 
  All warriors count as carrying a knife (or equivalent!), 
  regardless of whether one is on their profile. If they 
  carry another single-handed hand-to-hand weapon 
  that is enough to provide the bonus attack dice. 
  Grimgutz has a shoota and a choppa. On his profile 
  there’s a single point under Attacks. He rolls a single 
  attack dice as his shoota is a two-handed weapon. 
  �  
   
   
   
   
   
        23
  
  �
  Uxolur, a Mutie Unk, carries a demilune (a pole with a 
  chainsword blade at each end). It’s a two-handed 
  weapon and so his Attacks characteristic shows how 
  many attack dice he can roll. 
  Krixit, a rebel grot with his own choppa and an Attack 
  characteristic of 1 rolls two attack dice. Like all other 
  warriors he counts as having a knife which makes the 
  choppa his second weapon. 
  Ibstekia, a digga yoof with two sluggas and a choppa 
  rolls two attack dice. He has an Attacks characteristic of 
  one and three hand-to-hand weapons. He’s only got 
  two arms though so that extra slugga is just going to 
  have to stay in its holster! 
  With any luck you now know how many attack dice 
  each warrior can roll. 
  Step Two 
  Roll those dice! Each warrior picks their single highest 
  dice roll. Also make a note of any results of 1 and 6. 
  Step Three 
  Each warrior will have a combat score determined 
  according to the following formula: 
  Weapon Skill (WS) + Highest Attack Dice Roll + 
  Modifiers 
  Weapon Skill: make sure you factor in any flesh 
  wounds they’ve sustained this game and any changes 
  to it due to other circumstances (such as fighting an 
  Ork Slaver armed with a whip). 
  Highest Attack Dice Roll: Just one! 
  Modifiers: There’s various skills and weapons that 
  can aﬀect these but their rules will be in their 
  sections. There’s some generic ones that always apply 
  though: 
  These rules have to be fairly exhaustive but in practice 
  the process is straightforward - take a look at the 
  examples below. 
  Grimgutz (Weapon Skill 3) charges Krixit (WS 2). He rolls 
  his single attack dice and gets a 4. 
  Krixit rolls his two attack dice and gets a 3 and a 5. 
  Grimgutz scores 8: 
  Weapon Skill: 3 
  Highest attack dice: 4 
  Modifier for charging: +1 
  Total: 8 
  Krixit scores 7: 
  Weapon Skill: 2 
  Highest attack dice: 5 
  No modifiers: 0 
  Total: 7 
  Ibstekia (WS 2) is charged by Uxolur (WS 3). He rolls two 
  attack dice and gets two sixes! Boxcars! 
  Uxolur rolls his single dice and gets a result of 1! Oh no! 
  +1
  Charging 
  A warrior that charges into combat gains a +1 
  modifier for that turn. If the combat continues into 
  another turn then the modifier no longer applies.
  +1
  Critical hits 
  If a warrior rolls more than one 6 on their attack 
  dice then each additional 6 gives a +1 bonus. For 
  example three sixes would give a +2 modifier.
  +1
  Opponent fumbles 
  Each 1 your opponent rolls on their attack dice 
  gives your warrior a +1 modifier.
  -1
  Charging over an obstacle 
  If a charge move needs to traverse a barricade or 
  similar then a -1 modifier is applied in addition to 
  the +1 for charging. As with the charge bonus this 
  only applies in the first turn of combat.
  �    24
  
  �
  Ibstekia scores 10: 
  Weapon Skill: 2 
  Highest attack dice: 6 
  Modifier for critical hit: +1 
  Modifier for opponent’s fumble: +1 
  Total: 10 
  Uxolur scores 5: 
  Weapon Skill: 3 
  Highest attack dice: 1 
  Modifier for charging: +1 
  Total: 5 
  Step Four 
   
   
  Compare the scores - whoever has the highest wins 
  this round of hand-to-hand combat. 
  If the scores are the same then whoever has the 
  highest Initiative characteristic wins. This may be 
  aﬀected by weapons though - spears give a +1 
  Initiative bonus in the event of draws, for example. 
  Similarly regardless of Initiative score a warrior with a 
  ‘Uge Choppa always loses draws! Check the 
  equipment and skills the warriors have to be sure you 
  get it right. 
  If after all that their Initiative scores are the same then 
  it’s a stalemate. The combat will have another round 
  next turn. If a game has more than two players then 
  the next round of combat takes place in the next turn 
  of a player with a warrior in the combat. 
  How much did the winner win by? That’s how many 
  hits their opponent takes. If it was a resolved draw 
  (and not a stalemate) then it’s only a single hit. 
  Using the examples above: 
  Grimgutz scored 8, Krixit scored 7. Grimgutz 
  wins and inflicts one hit (8 - 7 = 1). 
  Ibstekia scored 10, Uxolur scored 5. Ibstekia 
  wins and inflicts five hits (10 - 5 = 5). 
  Step Five 
  We now know who won and how many times they’ve 
  hit their opponent. Which weapon did they hit them 
  with? If they were fighting with one weapon then that 
  one, obviously, but if they used two then split the hits 
  between them. If it’s an odd number then the winner 
  picks which weapon to use for the final hit. 
  Resolve the hits in the same way you would any other 
  wound:
  As per usual if they’ve just taken their last wound roll 
  on the injury table: 
  Warriors reduced to 0 WS and 0 BS automatically go 
  Out of Action. 
  STR
  TARGET’S TOUGHNESS
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  4
  5
  6
  6
  N
  -
  -
  -
  -
  -
  2
  3
  4
  5
  6
  6
  N
  -
  -
  -
  -
  3
  2
  3
  4
  5
  6
  6
  N
  -
  -
  -
  4
  2
  2
  3
  4
  5
  6
  6
  N
  -
  -
  5
  2
  2
  2
  3
  4
  5
  6
  6
  N
  -
  6
  2
  2
  2
  2
  3
  4
  5
  6
  6
  N
  7
  2
  2
  2
  2
  2
  3
  4
  5
  6
  6
  8
  2
  2
  2
  2
  2
  2
  3
  4
  5
  6
  9
  2
  2
  2
  2
  2
  2
  2
  3
  4
  5
  10
  2
  2
  2
  2
  2
  2
  2
  2
  3
  4
  D6
  EFFECT
  1-2
  FLESH WOUND: -1 WS and -1 BS for the rest of the 
  game.
  3-5
  DOWN: Place the model face down.
  6
  OUT OF ACTION: Remove the model from play.
  �  
   
   
   
   
   
        25
  
  �
  There’s an important diﬀerence in Hand-to-Hand 
  combat - if a warrior goes Down they go Out of Action 
  immediately! This is not the case if the fight is 
  onboard a vehicle - that’s covered in the next section. 
  Step Six 
  One of several things can happen in the aftermath of a 
  round of hand-to-hand combat: 
  Combat continues. 
  -or- 
  A follow-up move is made. 
  -or- 
  The losing warrior is thrown oﬀ a vehicle. 
  The first one is the simplest - both warriors are still 
  beating lumps out of each other. One might have been 
  wounded, or not, but they’re not Out of Action so they 
  keep fighting. Another round of hand-to-hand combat 
  will be resolved next turn (either player’s turn - or any 
  controlling player in bigger games). 
  The second comes into play for the winning warrior if 
  they take their opponent Out of Action. They may 
  immediately move 2” in any direction (e.g. to move 
  into cover or towards some nearby enemies) and may 
  use this movement to engage another warrior in 
  hand-to-hand combat. Should that happen the 
  combat is resolved next turn (don’t be greedy!) and 
  the short move prevents them from claiming the +1 
  bonus for charging. 
  Lastly if the fight is taking place onboard a vehicle the 
  loser of a round of hand-to-hand combat will be 
  chucked overboard! Regardless of whether they’re 
  wounded or not the price of losing is being ejected 
  from the vehicle. Place the warrior D3” away from the 
  vehicle in a random direction. They then take a S3 hit 
  as they hit the ground! 
  This does mean that going Down in hand-to-hand 
  combat onboard a vehicle doesn’t automatically put a 
  warrior Out of Action. 
  Other types of Hand-to-Hand combat 
  The previous section dealt with hand-to-hand combat 
  between two warriors meeting on normal ground. 
  That’s not the only time blows can be exchanged 
  though and this section will cover other situations 
  where the hand-to-hand combat rules are used. 
  Multiple opponents 
  Whilst one-on-one combat is the most common 
  situation bigger fights happen too and whilst the rules 
  are similar there are some important diﬀerences. 
  These situations cannot happen onboard vehicles 
  (See the Pilin’ On section for the exception to this) so 
  bear that in mind. 
  The six steps from above still apply: 
  1.
  Determine how many attacks each warrior has 
  this round 
  2.
  Roll attack dice 
  3.
  Work out each warrior’s combat score 
  4.
  Compare scores and determine a winner 
  5.
  Resolve wounds 
  6.
  Deal with the aftermath 
  In basic terms multiple opponent situations are 
  broken down into several rounds of combat which 
  become progressively harder for the defender. 
  First we’ll deal with a single warrior being charged by 
  multiple attackers and then we can take a look at how 
  other setups are handled. 
  Firstly the outnumbering player can choose the order 
  in which their warriors take on the outnumbered 
  warrior. That combat is resolved as normal. 
  Assuming the outnumbered warrior survived they 
  must then defend against the next warrior (again, 
  nominated by the outnumbering player). 
  �    26
  
  �
  Unfortunately being outnumbered makes combat 
  even more deadly… 
  The second attacker gains an additional attack dice 
  and +1 to their combat score! 
  These bonuses are cumulative - the third attacker 
  gains two attack dice and +2 to their combat score. 
  The fourth gets three additional attack dice and +3 to 
  their combat score - and so on. 
  Downed warriors in multiple combatant 
  situations 
  In normal one-on-one combat a warrior who goes 
  down is automatically taken Out of Action. This is not 
  the case in situations involving multiple combatants. 
  As long as there are still warriors on both sides in the 
  fight the Downed warriors are ignored as everyone 
  focuses on the “last man standing”. 
  If the last warrior of one side goes Down or Out of 
  Action then the other Down warriors from their side 
  will be taken out too. 
  Complicated multiple-combatant setups 
  Whilst some factions lean towards small groups 
  others bring overwhelming numbers to the fight. 
  Under those circumstances it’s quite feasible to have 
  something like eight attackers and three defenders 
  (for example). In these cases one player is the 
  outnumbering player (i.e. whoever had the most 
  warriors in that combat once charges and so on have 
  been resolved). We’ll be referring to them during this 
  section as “the outnumbering player”. Don’t take this 
  too literally - it’s quite possible that most of their 
  warriors will be taken out and they’ll be outnumbered 
  at some point during this combat phase. “The 
  outnumbering player” is still the same person if that 
  happens - we don’t do a recount in the middle of 
  resolving the hand-to-hand phase! 
  So, should one of these combat situations come up 
  where both sides have multiple models in hand-to-
  hand combat it’s up to the outnumbering player to 
  decide how to split their forces. Each enemy warrior 
  needs at least one attacker assigned to them but 
  other than that the split can work however the 
  outnumbering player wants. Once they’re split that 
  will be how they are distributed until the end of the 
  phase. If they take out their opponent and still have 
  warriors who didn’t get a chance to fight then too 
  bad! When splitting forces it’s a gamble on what’s the 
  right amount of force to deal with a target - too much 
  and some goes to waste, too little and your target 
  doesn’t get taken down. Choose wisely! 
  Eﬀectively the fight is then split into several combats/
  multiple opponent combats and worked out. The 
  outnumbering player decides which order these are 
  decided. 
  For example: 
  Da Red Hand Gang‘s grots descend in force on 
  Grodkicka, Baz, and Skroggy to try to take them out. 
  There’s 11 attackers and three defenders. Skroggy is 
  merely an Ork Yoof though and so much less of a threat 
  whereas Grodkicka is a vicious Ork Nob! 
  Instead the grots split themselves up between the three 
  defenders: 
  5 vs. Grodkicka 
  4 vs. Baz 
  2 vs. Skroggy 
  �  
   
   
   
   
   
        27
  
  �
  The split doesn’t have to be even so the grot player 
  decides to only attack Grodkicka with two of his 
  warriors. 
  These would be worked out as three separate multiple-
  combatant situations in whatever order the 
  outnumbering player wants. 
  The grot player decides to deal with Grodkicka first - 
  he’s the scariest! After resolving four attackers against 
  him he finally goes Down. The fifth grot stands over his 
  body shouting and trying to look tough - he didn’t get to 
  fight but he’s going to try to convince everyone that he 
  totally helped! 
  The defeated Ork Nob may be Down but Baz and 
  Skroggy are keeping the grots distracted enough to 
  stop him getting taken Out of Action. For now! 
  Two of the grots fighting Grodkicka also went Down 
  and they’re lying in little heaps nearby while everyone 
  else keeps beating chunks out of each other. As long as 
  there’s at least one of their grots actively fighting the 
  Orks the Down warriors won’t automatically be taken 
  Out of Action. If he goes though... 
  Boarding actions 
  The movement section of these rules covers how to 
  get onboard a vehicle. Here we’ll deal with what 
  happens when a warrior ends up on an enemy vehicle 
  and has to fight with the crew and driver. 
  When boarding a vehicle the player that the vehicle 
  belongs with decides who faces each attacker. Any 
  warrior they control onboard can be assigned to fight 
  a boarder, including the driver (assuming they’re not 
  Down, of course). Pinned warriors may be nominated 
  but only if there are no other defenders available. 
  For each boarder a single defender must be assigned. 
  This assignment of defenders remains in place for a 
  single turn of hand-to-hand combat and may be 
  changed in the next turn, should the defending player 
  so desire. 
  Another important rule: unless a warrior fighting 
  onboard a vehicle (attacking or defending) has the 
  Pilin’ On special rule they cannot be involved in 
  multiple opponent situations. Fighting onboard a 
  vehicle is a one-on-one aﬀair! Pilin’ On is covered in 
  the next section. 
  Once you’ve figured out who will be fighting who, 
  resolve a normal round of hand-to-hand combat as 
  described in the previous section. It works almost 
  identically except for the following diﬀerences: 
  Losing Combat 
  Warriors who lose a round of hand-to-hand combat 
  are thrown overboard. This means that going Down 
  does not automatically put a warrior Out of Action. 
  Instead they are placed 2” behind the vehicle and take 
  a S3 hit as they hit the ground (in addition to any 
  other hits they’ve already taken). 
  Follow Up 
  Warriors who defeat an opponent during a boarding 
  action may not make follow up moves whilst onboard 
  a vehicle. 
  Leaving Combat 
  Unlike hand-to-hand combat on the ground a warrior 
  can choose to disengage and leap over the sides or 
  back of a vehicle in their movement phase. They then 
  take a S3 hit as they hit the ground - place them 2” 
  from the vehicle side they leapt from. 
  Notes 
  Successfully boarding a vehicle counts as a charge 
  move and so for the first round of combat the boarder 
  will have a +1 combat bonus, assuming the vehicle 
  they’re clambering onto doesn’t have sides that 
  �    28
  
  �
  present an obstacle (see step three of hand to hand 
  combat for a list of modifiers that might apply). After 
  that the bonus disappears. 
  Stationary vehicles count as terrain, not 
  vehicles. Hand-to-hand combat follows 
  normal rules, not boarding 
  action rules. If an 
  enemy 
  warrior is 
  unopposed 
  aboard a 
  stationary vehicle they may 
  resolve their hand-to-hand attacks against the 
  vehicle’s armour (the vehicle obviously rolls no attack 
  dice and has a combat score of zero!). This only 
  applies to stationary vehicles though - smashing up a 
  vehicle that’s still moving beneath you is a terrible 
  idea! 
  Pilin’ On 
  Some warriors have the Pilin’ On special rule which 
  comes into eﬀect when attacking or defending 
  vehicles in close combat. This allows a variant of the 
  multiple opponents rules to be used to group these 
  warriors together in order to behave like a single 
  opponent. 
  When fighting onboard a vehicle warriors with this 
  rule can choose to help each other. The warriors 
  “helping” will not fight in hand-to-hand combat 
  directly this turn. Each group of “helpers” will assist a 
  single nominated warrior who will gain a bonus and 
  additional attack dice. 
  1.
  Choose a lead warrior 
  2.
  Decide which other warriors with Pilin’ On will 
  help them 
  3.
  Resolve the round of hand-to-hand combat as 
  normal, applying bonuses 
  Each “helping” warrior adds +1 to the lead warrior’s 
  combat score and +1 attack dice. 
  For example as attackers: 
  Klepski, Kilgor, and Ravvi are Rebel Grots who 
  successfully board an Ork trak. They decide to work 
  together with Klepski as the nominated warrior. He has: 
  ●
  a Weapon Skill of 2 
  ●
  an Attacks characteristic of 1 
  ●
  a knife 
  Normally he would only roll 1 attack dice. 
  He would also have a +1 as he has successfully boarded 
  this turn. 
  However he has two mates helping him out!  
  That gives him a bonus of +2 and +2 attack dice. 
  As a result he rolls 3 attack dice and has a total bonus of 
  +3. 
   
  The player controlling the Rebel Grots declares the 
  grouping and their opponent then decides who from 
  the trak’s crew should take them on this round. 
  Or defenders: 
  Bruvov, Skiﬀa, Leggit, Gerdat, and Soxem are five Rebel 
  Grots onboard a cutta. 
  SkubGob, an Ork boy, jumps aboard followed by 
  Modkoﬀ, an Ork yoof. 
  The Rebel Grot player can choose who fights each of the 
  boarders but needs to decide the split before combat 
  begins. 
  Bruvov, Skiﬀa, and Leggit decide to take on SkubGob 
  while Gerdat and Soxem deal with Modkoﬀ. 
  �  
   
   
   
   
   
        29
  
  �
  Skiﬀa takes the lead with Bruvov and Leggit piling in to 
  help. Skiﬀa receives a bonus of +2 to their combat score 
  and +2 attack dice thanks to them. 
  Meanwhile Soxem takes the lead against Modkoﬀ with 
  Gerdat helping him. Soxem gets a bonus of +1 and an 
  additional attack dice. 
  Notes 
  Pilin’ On can be used both when boarding a vehicle 
  and when defending one.  
  When attacking the grouping must be declared first. 
  The owner of the vehicle being boarded then decides 
  who should face the grouped warriors. 
  When defending a vehicle any groupings using the 
  Pilin’ On rules must be declared before players begin 
  resolving combat but the defending player may 
  choose who each group should face as normal. 
  If a group of warriors loses a round of hand-to-hand 
  whilst using the Pilin’ On rules whichever warrior was 
  taking the lead is thrown overboard. The rest remain 
  on the vehicle. Similarly injuries are inflicted only on 
  the lead warrior in a Pilin’ On situation. 
  �    30
  
  �
  Recovery Phase 
  With all the fighting done for the moment we’re now 
  pausing for a moment to see how injured and stunned 
  warriors are doing. 
  Pinned Warriors 
  Various things can cause a warrior to be pinned but 
  the most common cause is being hit by some sort of 
  projectile. Perhaps there’s gunfire very close to them 
  and they’re keeping their heads down or perhaps an 
  explosion knocked them oﬀ their feet. Whatever the 
  cause they’re temporarily not in the fight. 
  Warriors that start their turn pinned cannot do 
  anything until the recovery phase at which point they 
  recover automatically. They may not need to wait that 
  long though: 
  Escaping Pinning 
  If a pinned warrior starts their turn with another 
  friendly warrior (who is not themselves pinned or 
  Down!) within 2” they may be able to escape pinning. 
  The pinned warrior can take an Initiative test (roll a D6 
  - a score that is equal or under their Initiative 
  characteristic passes). If they succeed then stand the 
  model up - they may take their turn as normal. 
  Similarly a pinned warrior will automatically recover if 
  an enemy warrior charges them. A pinned warrior will 
  stay pinned if a vehicle attempts to squash them 
  though - if anything they’ll be more pinned! 
  Injured Warriors 
  Warriors that have gone Down may recover or end up 
  Out of Action during the recovery phase. You must 
  now roll a D6 for each Down warrior you have to see 
  how they fare on the injury table: 
  If the warrior recovers but has now been reduced to 
  both 0 WS and 0 BS then they automatically go Out of 
  Action. There’s only so much punishment anyone can 
  take! 
  The roll can be aﬀected by various skills and items so 
  make sure you’re familiar with your faction’s special 
  rules! 
  D6
  EFFECT
  1-2
  FLESH WOUND: -1 WS and -1 BS for the rest of the 
  game.
  3-5
  DOWN: Place the model face down.
  6
  OUT OF ACTION: Remove the model from play.
  �  
   
   
   
   
   
        31
  
  �
  Ending a Game 
  We’ve now worked through the diﬀerent phases that 
  take place each turn. Starting a game involves reading 
  through the scenario you’ll be playing and the same 
  goes for ending. Diﬀerent victory conditions exist and 
  so we can’t really cover them all here. That said there 
  is one crucial mechanic that appears in almost every 
  game - Bottlin’ Out. 
  Battles are not usually fought “to the last man” - after 
  a certain point most mobs will decide they’ve had 
  enough and retreat. This is usually because their 
  morale is broken but it can also be a tactical decision. 
  It might well be possible to win but if that victory has 
  too high a price it could well be pyrrhic. Remember 
  that damage to both warriors and vehicles can be 
  permanent and costly, if not impossible to repair! 
  Once a mob Bottles Out that player is defeated and 
  their models are removed from the board. Take note 
  of models that are Down when the mob Bottles Out as 
  they may or may not be seriously injured (this is 
  resolved in Post Game, part of the campaign system). 
  When to Take a Bottle Test 
  The general rule of thumb is that when 25%+ of the 
  mob is casualties Bottle Tests need to be taken. How 
  exactly that works is a little complicated but it’s 
  usually fairly easy to figure out as we’ll explain below. 
  First there’s the model count - each warrior counts as 
  one, each vehicle counts as one. The total model 
  count consists of what starts the game on the board in 
  most cases although there are scenarios that have 
  special rules about this. When in doubt check the 
  scenario or reach an agreement with your opponent. 
  Secondly we’ll deal with what a casualty is: 
  ●
  Warriors who are Down 
  ●
  Warriors who have been taken Out of Action 
  ●
  Immobilised vehicles 
  ●
  Destroyed vehicles 
  ●
  Models that have left the board (unless the 
  scenario states otherwise) 
  Downed warriors that recover stop being casualties so 
  it’s possible to be in a position where Bottle Tests are 
  no longer necessary. Similarly if reinforcements arrive 
  the percentage of casualties can go down allowing the 
  mob to get their nerve back. 
  Taking Bottle Tests and Bottlin’ Out 
  If your mob has 25% or more casualties when you 
  start your turn you can either choose to Bottle Out or 
  take a Bottle Test to see if your mob’s nerve holds. You 
  can’t take the test and then decide to Bottle Out 
  though - make your choice first! 
  Assuming you decide to try to stay in the fight you’ll 
  need to take a Leadership test based on your leader’s 
  Leadership (so roll 2D6 - a score equal or under their 
  characteristic is a pass). If your Leader is a casualty 
  they’re unable to rally your warriors. Whichever 
  warrior in your mob that has the highest Leadership 
  characteristic (who isn’t a casualty!) steps up - test 
  against their Leadership instead. 
  If you pass you continue your turn as normal. If not 
  your mob loses this game. If there are only two 
  players then the game immediately ends - if there’s 
  more then it’s time for the player that bottled to put 
  the kettle on and start on their post-game. 
  �    32
  
  �
  Vehicles 
  In this section we’ll be dealing with vehicles and their 
  interactions in the game. It’s important to note that 
  vehicles are separate from their drivers and crew. 
  Normal vehicles cannot fight in hand-to-hand combat 
  (this includes bikes). 
  Movement 
  The majority of vehicles encountered in this game use 
  the same mechanics for movement although some 
  factions have less traditional options. We’ll deal with 
  these more common vehicles first as they’re the most 
  common. 
  Normal vehicle movement 
  Most vehicles in this game have two types of 
  movement - their gas engines and their thrusters. 
  These aren’t always literally powered by fungus gas 
  and the equivalent of thruster movement for other 
  contraptions might just be putting the drive system in 
  high gear. For the purposes of this section of rules 
  we’ll call them “gas engines” and “thrusters” though! 
  Assuming the vehicle is undamaged movement is 
  normally a matter of making a gas engine move 
  followed by using thrusters. 
  Gas Engines 
  Normal movement outside of battle is done using gas 
  engines - controllable, steady, and reasonably safe. 
  During games this type of movement is used for 
  trickier manoeuvres (e.g. navigating around diﬀicult 
  terrain). 
  Unless otherwise stipulated a vehicle may move 6” 
  using gas engines during each of its movement 
  phases. 
  During that movement it may make two turns. Each 
  turn can be up to 45º and the vehicle may not move 
  less than 1” or more than 3” before a turn. Too slow 
  and it’s not able to traverse the turn, too fast and the 
  driver will struggle to keep control. Any gas engine 
  movement not used before the second turn is 
  forfeited - you’ll need to thrust if you want to go 
  further! 
  This is perhaps best illustrated with an example: 
  An Ork trukk wants to get through a narrow gap in 
  some rocks using its gas engines. The player controlling 
  it makes it move 2” and then turns it 45º. It then has 4” 
  of movement left and one turn. It may not move 4” and 
  turn though - that’s too fast to make the turn! 
  Instead it can move 3” and then make a second 45º 
  turn. The remaining 1” of gas engine movement goes to 
  waste but at least it makes it through! 
  So that’s move 1” - 3”, turn, move 1” - 3”, turn. 
  Assuming you want to turn! If not then feel free to just 
  move 6” forward! 
  �  
   
   
   
   
   
        33
  
  �
  Reversing 
  This might come as a surprise but taking the time to 
  perform tricky reverse moves is not a particularly 
  good idea in combat! Vehicles can reverse but it’s very 
  slow compared to all other movement. That said if 
  you get into a tight spot you’ll have no choice! 
  To reverse you’ll need to perform a Slow Speed 
  Manoeuvre. This happens instead of normal 
  movement. During it you may move 3” in total split 
  into three 1” increments. After each 1” move you may 
  make a turn of up to 45º. These 1” moves can be 
  forwards or backwards. 
  Unless otherwise stated vehicles that perform a Slow 
  Speed Manoeuvre may not use their thrusters in the 
  same movement phase. 
  Thrusters 
  The vehicle has now used its gas engine movement for 
  the turn but the driver wants to keep moving - time to 
  fire up the thrusters! 
  Thruster movement is unreliable and the speed can 
  only be sustained briefly before the driver has to take 
  their foot oﬀ the pedal. Too much and they’re likely to 
  lose control - this might just end up in them wrestling 
  with the steering and firing up the thrusters again; 
  alternatively they could careen into that boulder and 
  crash horribly… 
  The amount of speed each pull of the thrusters 
  delivers varies between vehicles. For the purposes of 
  these examples we’ll be talking about Ork Trukks 
  which are fairly fast - each thrust move they make can 
  be up to 6”. 
  Before making a thrust move the player controlling 
  the vehicle has to declare how far they’re attempting 
  to thrust. After doing so they then need to pass a 
  thrust test. The vehicle’s profile will list its thrust 
  thresholds. For example: 
  As you can see their first thrust is very easy to pass - 
  roll a D6 and on a 2+ the vehicle thrusts successfully! 
  You may also have guessed from the table that in each 
  movement phase a vehicle can thrust many times. 
  Pass a thrust test and not only does the vehicle move 
  forward - it can thrust again! 
  Something else you might have noticed - every thrust 
  after the second is successful on a 4+. You can 
  basically keep thrusting until you either fail a test, 
  crash into something, or decide you’ve pushed your 
  luck far enough and stop voluntarily. 
  Importantly thrust movements go forward. You may 
  not turn during them, only after each one. 
  Turning while thrusting 
  Thrust movements only go forwards but after each 
  one a driver can attempt to turn - assuming they can 
  hold their nerve! 
  If the vehicle’s thrust move is successful move the 
  vehicle forward by the declared amount. If you wish to 
  turn then the driver must pass a Leadership test (roll 
  2D6 - the total must be equal or under their 
  Leadership characteristic). Assuming they succeed 
  you may turn 45º left or right. On the other hand if 
  they fail then move the vehicle another D6” forward - 
  that’s the end of its movement for this turn. 
  Ork Trukk
  Thrust Number
  Score Required (D6)
  1
  2+
  2
  3+
  3+
  4+
  �    34
  
  �
  Failed Thrust Tests 
  We’ve dealt with when things go well - what about 
  when thrusters fail? 
  Should you fail a thrust test for a vehicle roll on the 
  Thruster Buster table: 
  Once a vehicle has done whatever that Thruster 
  Buster table has determined it should its movement 
  ends for this turn. The thrusters aren’t damaged by 
  this abuse - they’ve just temporarily failed. They’ll be 
  working fine by the next time the vehicle is allowed to 
  move - assuming the enemy doesn’t shoot them full of 
  holes or something. 
  Stationary Vehicles 
  Vehicles that didn’t move in their last movement 
  phase or have been immobilised are considered 
  stationary. Various rules refer to stationary vehicles so 
  it’s best if you know how that’s defined! 
  A stationary vehicle counts as a bit of static terrain 
  and not a vehicle - at least in terms of boarding and 
  hand-to-hand combat. Instead of using boarding 
  action rules normal hand-to-hand combat rules apply 
  - it’s much easier to do ‘orrible things to an opponent 
  if you’re not trying not to fall oﬀ a speeding trukk! 
  Traversing Terrain 
  Flat, even ground is easy to move over. Once things 
  get lumpier most vehicles struggle - not all, but most. 
  You should check your vehicle’s profile to see how it 
  copes with diﬀerent types of terrain. 
  For example:
  As you can see a trukk can move over diﬀicult terrain 
  but it’ll be doing so very slowly - more likely it’ll be 
  trying to move it’s way oﬀ diﬀicult terrain so it can 
  move as normal again. 
  Very diﬀicult terrain is eﬀectively completely 
  impassable to trukks - if they end up there somehow 
  (e.g. jammed thrusters) that’s where they’ll be 
  immobilised and stay there for the rest of the game. 
  Out of Control Vehicles 
  If a vehicle’s driver isn’t “available” to control a 
  vehicle then things aren’t going to go so well! 
  A driver could be pinned (assuming they’re not an 
  Ork), Down, thrown overboard, or something else. 
  They may still drive and fight though - they’re not 
  giving up the wheel voluntarily! 
  If this happens the vehicle’s movement phase will 
  consist of it swerving left or right 45º (roll a D6 to 
  determine which) and then moving D6” forward. 
  Obviously it will not avoid terrain, other vehicles, or 
  anything else during this move! 
  Thruster Buster Table
  D6
  Result
  1
  Spin 
  The vehicle spins - roll a scatter dice to determine 
  which direction it’s now facing.
  2
  D6” forward and spin 
  Move the vehicle D6” forward and then roll a scatter 
  dice to see which way it’s pointing.
  3
  Swerve and move D6” forward 
  Roll a D6 to determine which direction to turn the 
  vehicle 45º (1 - 3 left, 4 - 6 right). 
  Then move the vehicle D6” forward.
  4+
  D6” forward 
  Move the vehicle D6” forward.
  Ork Trukk
  Terrain Type
  Movement
  Open
  Normal
  Diﬀicult terrain
  Slow Speed Manoeuvres only
  Very diﬀicult terrain
  Immobilised
  �  
   
   
   
   
   
        35
  
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  Taking the wheel - reclaiming control of a vehicle 
  If a vehicle is currently out of control due to not 
  having an available driver another crew member can 
  try to get to the controls - assuming they’re not stuck 
  in hand-to-hand combat, Down, pinned, or similarly 
  incapacitated (e.g. aﬀlicted by Terror). One crew 
  member may attempt to take control each turn and 
  will succeed on a D6 result of 4+. 
  If they fail then they can try again next turn, assuming 
  they’re not in some way unable to by then! In the 
  meantime it’ll move randomly as described above. 
  However if it’s a bike they’re trying to take control of 
  then they only get one attempt. After that it’ll become 
  immobilised and the crew will be thrown D3” and take 
  S3 hits. 
  If no one else has taken control and a driver recovers 
  from being Down then they automatically bring the 
  vehicle under control. 
  Anyone taking control of a vehicle becomes the driver 
  only temporarily - they don’t permanently take over 
  the position in your mob’s roster! 
  Chasing: Racing and Tailing 
  Chasing moves are a special kind of vehicle 
  movement where a vehicle moves whenever the 
  vehicle they’re chasing moves - in the enemy’s turn. 
  The chasing vehicle can also shoot both in their own 
  shooting phase but the enemy’s shooting phase too. 
  Even better - the chasing vehicle and everyone 
  onboard shoots before the enemy in their opponent’s 
  shooting phase! 
  That’s the “why” covered - now for the “how”. Chases 
  come in two varieties - racing and tailing. They follow 
  the same rules and the diﬀerence is in positioning. 
  To declare that a vehicle is racing another one a 
  player must get their vehicle roughly parallel to their 
  opponent’s vehicle with 2” or less between the two. 
   
  Similarly a tailing situation involves the chaser getting 
  the front of their vehicle close to the rear of the 
  enemy’s vehicle (again, 2” or less). 
  Once a vehicle is in position for a tail or a race its 
  owner declares that they’re chasing and their 
  vehicle’s movement ends. 
  From now on their vehicle moves when the 
  opponent’s does. This works just as normal - gas 
  engines, then thrusters, turns, everything. The 
  �    36
  
  �
  individual moves don’t need to be carried out - just 
  move the chasing model to be behind or alongside 
  their target. If the chasing vehicle needs to thrust then 
  they take thrust tests as normal. If they fail then 
  they’ll need to roll on the Thruster Buster table and 
  automatically stop chasing. 
  In the same way if the chasing vehicle needs to turn 
  using thrusters to keep pace they’ll need to pass a 
  Leadership test - failing means the chase stops (and 
  they move D6” forward as normal). 
  If the vehicle being raced manoeuvres into a position 
  where the two models cannot be placed side by side 
  the chasing vehicle can fall back to a tailing position. 
  To do this the chasing driver will need to pass a 
  Leadership test (should they fail then the chase ends). 
  This also works in reverse - a tail can become a race if 
  the driver passes a Leadership test. 
  At any point a racing or tailing vehicle can decide to 
  give up the chase. From then on they’ll only move in 
  their own movement phase (until they decide to 
  chase someone else!). 
  �  
   
   
   
   
   
        37
  
  �
  Ramming 
  A great way to damage vehicles is to smash them into 
  each other and that’s definitely the case in this game! 
  We’ll deal with the way vehicles take damage in an 
  upcoming section but bear in mind that it’s generally 
  more deadly than anything else. Small vehicles such 
  as bikes can also ram things but this generally puts 
  them at a considerable disadvantage. 
  Ramming actions fall into several categories - rakes, 
  sideswipes, and proper ramming. 
  Before we get into how they work we’ll need to cover 
  swerving out of the way as that applies to all three 
  actions. 
  Swerving 
  Assuming a vehicle isn’t stationary and isn’t 
  immobilised its driver can take a Leadership test to 
  avoid a ram of any kind (roll 2D6 - if the total is less 
  than or equal to their Leadership characteristic they 
  pass). 
  If they pass then their vehicle immediately swerves 
  45º left or right to get out of the way of the ramming 
  attempt. If you’re not sure which way they should 
  swerve for some reason randomise it. 
  Rakes and Sideswipes 
  To perform a rake or a sideswipe the attacking vehicle 
  needs to be passing within 2” of an enemy vehicle. In 
  the case of a rake they’re going in opposite directions 
  and a sideswipe involves both vehicles going in the 
  same direction. 
  Assuming the target vehicle doesn’t swerve out of the 
  way they’re resolved as described below and then the 
  attacking vehicle completes its move (assuming it 
  wasn’t immobilised by any damage it took!). 
  Rakes 
  Roll a D3 for each vehicle to determine how much 
  damage each takes. The vehicles both swerve oﬀ in 
  the opposite direction from the point of impact. 
  Bikes take damage and swerve away as normal but 
  larger vehicles only take D3 - 1 damage from the 
  impact and do not swerve. 
  Sideswipes 
  Roll a D6 for each vehicle. On a 4+ the vehicle takes 1 
  point of damage and swerves away from the point of 
  impact. 
  Larger vehicles cannot be damaged by sideswipes 
  from bikes. Bikes take damage as normal though (this 
  also means bikes can damage each other). 
  Rams 
  Now comes the heavy stuﬀ! There’s three ways a ram 
  can happen - a head-on ram, a shunt, and a T-bone. 
  The vehicle doing the ramming will be using its front 
  �    38
  
  �
  to bash into its target but the type of ramming action 
  depends which quadrant of the vehicle is hit.  
   
  Each quadrant is a 90º arc from 
  a vehicle’s centre, as shown in 
  the diagram. 
  To ram a vehicle declare that 
  you are and make a legal move 
  using gas engines or thrusters 
  (No, you can’t ram using slow speed manoeuvres…). 
  Assuming your vehicle survives it’ll be moved the 
  declared distance and your target will be pushed out 
  of the way (45º left or right - whichever seems 
  appropriate) if it’s a shunt or a T-bone to allow the 
  rammer to continue. In a head-on situation both 
  vehicles come to a stop at the point of impact. 
  Also, as with rakes and sideswipes, bikes are at a 
  disadvantage so make sure you read to the end of the 
  section if they’re involved! 
  Shunts - Hits to a vehicle’s rear 
  Ramming into the rear of an enemy vehicle does no 
  damage to the rammer and 1 point of damage to the 
  rammed vehicle. The rammed vehicle can avoid this 
  by successfully passing a Leadership test (roll 2D6 - 
  the combined score must be equal or under the 
  driver’s Leadership characteristic to pass). If they do 
  they swerve out of the way (as described above) then 
  the ramming vehicle completes its move as normal. 
  A bike shunting a larger vehicle won’t inflict any 
  damage but will inflict a point of damage against 
  another bike. On the other hand if a bike is shunted by 
  a larger vehicle it will take D3 damage! 
  T-bones - Hits to a vehicle’s sides 
  A vehicle ramming the side of another takes 1 point of 
  damage and inflicts D3 points of damage to its target 
  (assuming the enemy driver doesn’t pass a Leadership 
  test to swerve out of the way, of course). 
  Bikes inflict no damage on larger vehicles if they T-
  bone them and larger vehicles take no damage when 
  T-boning bikes. Bikes do obviously take D3 points of 
  damage if T-boned though and take 1 point of damage 
  if they T-bone an enemy bike. 
  Head-on Rams 
  If two vehicles are facing oﬀ, front to front, swerving 
  doesn’t work in the same way as for shunts or T-
  bones. There’s no Leadership test. 
  Instead each player places a D6 on the table out of 
  sight of their opponent indicating what their vehicle is 
  going to do: 
  Playin’ Chicken
  Chosen value
  Meaning
  1-2
  Swerve left
  3-4
  Straight on
  5-6
  Swerve right.
  �  
   
   
   
   
   
        39
  
  �
  Once both players have set their dice they should 
  reveal their intentions to their opponent. 
  If they avoid each other then swerve the vehicles as 
  appropriate and the movement phase resumes for the 
  ramming player. However if they both swerve towards 
  each other (e.g. the ramming vehicle swerves left and 
  the target swerves right) or both choose to move 
  straight on then a head-on ram occurs and bad things 
  happen! 
  It’s rare for vehicles to survive head-on rams as they 
  do D6 damage to both the rammer and the rammed 
  enemy vehicle. Even if they survive that roll a D6 for 
  each vehicle - on a 4+ that vehicle is immobilised! 
  Bikes also take D6 damage but a larger vehicle 
  ramming them head-on will only take 1 point of 
  damage and won’t be subject to the additional 
  immobilisation damage described above. 
  Furthermore, unlike Shunts and T-bones a head-on 
  ram ends the movement of both vehicles 
  immediately. Probably with a pretty nasty crunching 
  sound! 
  Squashing models on foot 
  Ramming actions only apply against other vehicles - 
  models on foot are instead subject to squashing! 
  If a vehicle passes over a warrior on foot they can 
  attempt to run them down. The vehicle may also do 
  this by passing within 2” (a rake or a sideswipe). 
  Being squashed and avoiding it 
  If the warrior is Down then they cannot avoid being 
  squashed. Otherwise they may take an Initiative test 
  (rolling equal or under their Initiative characteristic on 
  a D6) in order to jump out of the way. If they pass 
  place the warrior on either side of the vehicle 
  (whichever seems most appropriate). 
  If they fail to avoid the vehicle they take a S3 hit. Place 
  them behind the vehicle. This applies to warriors that 
  are Down too. 
  Collisions - Unintentional ramming 
  In the midst of all this carnage it’s easily possible for 
  vehicles to collide with each other without it being a 
  ramming action. A roll on the Thruster Buster table 
  might result in a swerve into another vehicle, for 
  example. We term that a collision and here’s how 
  things work out when they happen, depending which 
  quadrant of each vehicle takes the impact: 
  Front-to-Front 
  Both vehicles take D6 damage. Roll an additional D6 
  for each vehicle - on a 4+ that vehicle is immobilised. 
  Larger vehicles hitting bikes take only 1 point of 
  damage and don’t have to roll for immobilisation. 
  Side-to-Side 
  The vehicles take 1 damage each. Bikes that are hit by 
  a larger vehicle take D3 damage. 
  All others (e.g. rear to side) 
  Both vehicles take 1 point of damage. Larger vehicles 
  hitting bikes take no damage. 
  Avoiding a collision 
  Assuming the vehicle that’s about to be collided with 
  has an available driver and isn’t stationary or 
  immobilised it can attempt to swerve out of the way. 
  The driver will need to pass a Leadership test which 
  will allow them to swerve left or right as appropriate. 
  Movement after a collision 
  When collisions happen the drivers are trying to slow 
  their vehicles down and avoid damage - unlike a ram. 
  Should two vehicles collide that ends their 
  movement, even if they were originally supposed to 
  move further. 
  �    40
  
  �
  Note 
  If you’re unsure whether two vehicles collided roll a 
  D6 - on a 1-3 they scraped nothing more than paint, 
  on a 4+ resolve a collision as described above. 
  Crashes 
  We’ve dealt with vehicles coming into contact with 
  each other and warriors on foot - what if they hit 
  terrain instead? Crashes fall into two categories: head-
  on and any other. We’ll deal with the latter first as 
  they’re simpler. 
  Side crashes and rear crashes 
  A spin or a swerve might result in a vehicle crashing 
  into some terrain. If this happens roll a D6 - on a 4+ 
  the vehicle takes 1 point of damage. 
  Assuming the vehicle isn’t immobilised by that 
  damage it swerves away from the point of impact. It 
  may then continue its move as normal. 
  Front crashes 
  The vehicle takes D3 damage. Its movement ends 
  immediately for this turn. 
  Notes 
  Vehicle drivers may not attempt to swerve to avoid 
  crashes. They’re crashing because they didn’t succeed 
  in keeping control! 
  Also if you’re unsure whether to count something as a 
  crash roll a D6 - on a 1 - 3 nothing happens, on a  4+ 
  resolve it as described above. 
  �  
   
   
   
   
   
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  Shooting 
  Lots of vehicles mount fixed weapons and their 
  shooting phases work the same as warriors on foot 
  with the following diﬀerences: 
  Fixed Weapons 
  Most importantly fixed weapons have a fixed fire arc - 
  a 90º section of the vehicle that they cover. Anything 
  outside that area cannot be targeted. This can be 
  changed between battles but is fixed during play. 
  Vehicles should be modelled to reflect their firing arc. 
  Range should be measured from the main edge of 
  that vehicle quadrant rather than the gun barrel. 
  Don’t try to get sneaky by adding a boarding plant 
  and calling that the main vehicle edge though! Sneaky 
  gits. 
  Additionally fixed weapons are generally a bit 
  complicated and  gunners customise them to suit 
  their way of doing things too. During a battle no other 
  than the assigned gunner can fire a fixed weapon. 
  Drivers 
  During the shooting phase vehicle drivers can fire a 
  single-handed weapon (such as a pistol) or throw a 
  projectile weapon (like a stikkbomb). Their arc of fire 
  is the front 90º quadrant of the vehicle with the range 
  measured from the front edge (if the vehicle has a ram 
  sticking out that does not count as the main edge!). 
  Bikers 
  Many bikes mount fixed weapons and bike “drivers” 
  have the option of firing them in their shooting phase. 
  They work just as described above. 
  However if they decide not to fire them they can 
  instead fire a single-handed weapon or throw a 
  projectile. If they choose this option their firing arc is a 
  full 360º! 
   
  �    42
  
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  Taking damage 
  Vehicles take damage in a diﬀerent way from warriors 
  on foot - partly because they’re generally tougher and 
  partly because there’s big things to hit. 
  The basic process of damaging a vehicle is as follows: 
  1.
  Determine location 
  2.
  Penetrate armour 
  3.
  Resolve damage 
  1. Determine Location 
  On a vehicle’s profile you’ll find its “hit locations” in 
  the form of a Hit Location Table. Here’s an example 
  one:
  These are mostly fixed but some elements vary 
  depending on equipment and what’s happening 
  during a battle. For example if the driver is thrown 
  overboard then that location can’t be hit. We’ll get on 
  to what happens in those instances in an upcoming 
  section. 
  When a vehicle takes a hit of some kind (from 
  shooting, ramming, or whatever else) a location 
  usually needs to be determined (as with most things 
  there’s some exceptions!). 
  Roll a D6 for each point of damage a vehicle takes. 
  Something like a Shoota isn’t much threat to the 
  average trukk but a well-placed Rokkit can be very 
  nasty indeed! 
  Weapons of all kinds list the amount of damage a 
  single hit from them deals. Rams, crashes, and 
  collisions do varying amounts of damage as described 
  in a previous section. 
  Template weapons 
  Weapons that cause explosions, blasts of flame, or 
  similar area-of-eﬀect damage are worse for vehicles. 
  There are two main templates used in this game - a 4” 
  diameter blast marker and teardrop template 8” long. 
  Some other games use 2” or 3” markers so make sure 
  you measure before adding them to your kit! 
  If a template hits a vehicle and covers a large part of it 
  a “full hit” is inflicted. A full hit inflicts D3 hits on a 
  vehicle. If a template only clips a bit of it that’s a 
  “partial hit”. Roll a D6 - on a 4+ the vehicle takes a 
  single hit. 
  Given the varied size of vehicles in this game you’ll 
  have to use your best judgement as to what counts as 
  a full hit. If you and your opponent disagree flip a 
  coin! 
  Ork Trukk with ‘Eavy Shoota and Boarding Plank
  D6
  Armour
  Location
  D6
  Armour
  Location
  1
  8
  Crew
  4
  8
  Gubbins
  2
  8
  Fixed Weapon
  5
  8
  Driver
  3
  8
  Wheels
  6
  10
  Engines
  �  
   
   
   
   
   
        43
  
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  Templates and the Crew location 
  After a vehicle takes a hit from a template weapon the 
  hit locations will have to be determined. If the crew 
  compartment is hit things are extra nasty! 
  Each time the Crew location is rolled due to a hit from 
  a template weapon resolve it as one hit per crew 
  member. 
  E.g. Grimlug’z trak, Ruzt, takes a full hit from a 
  stikkbomb. D3 hits are rolled resulting in a hit to the 
  traks and a hit to the crew. The traks take one hit. 
  There’s four crew onboard so four hits to the crew 
  location are resolved. 
  Flame weapons 
  Some weapons, such as skorchas, can cause things to 
  catch fire. This is covered in the section below dealing 
  with taking damage. 
  2. Penetrate Armour 
  Each hit location on a vehicle has an armour value 
  listed on its profile. To see whether a hit penetrates 
  roll a D6 and add the Strength of the hit. If that score 
  equals or exceeds the listed armour value for the 
  location the hit penetrates. 
  That only applies to things with a Strength value 
  though… 
  ...things like ramming and crashing automatically 
  penetrate any location they hit! 
  It’s diﬀicult to make an exhaustive list of everything 
  that automatically penetrates armour but here are 
  most of them: 
  ●
  All types of ramming 
  ●
  Crashes 
  ●
  Collisions 
  ●
  Certain gubbins 
  3. Resolve Damage 
  Assuming the vehicle doesn’t have a saving throw of 
  some kind (such as from extra armour gubbins) then it 
  takes damage. If it does have a save resolve that now 
  and resolve damage if it failed. 
  Each hit location has a number (e.g. 1 = Crew). 
  Starting with the lowest number roll a D6 and consult 
  the appropriate section of the vehicle’s damage table. 
  You’ll find the damage table for your faction’s vehicles 
  listed in their special rules. 
  Resolve each penetrating hit fully before moving onto 
  the next one as diﬀerent results can end up making a 
  vehicle spin, swerve, or otherwise behave erratically. 
  If that happens you might have to resolve even more 
  damage and that should be done immediately. 
  E.g. Grimlug’z other trak, Spike, suﬀers two penetrating 
  hits aﬀecting the traks and the driver. The traks are the 
  lowest number (4) and so are worked out first. The 
  resulting roll on the damage table causes the vehicle to 
  swerve into a nearby rock. Unfortunately this inflicts 
  another point of damage. We’re still dealing the the first 
  result and its aftermath though so we handle with the 
  new point of damage right now. It’s a 6 - the engines. A 
  roll on the damage table indicates that the vehicle is 
  immobilised. Oh dear! Now it’s time to see how the 
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  driver got on. Rolling on the table results in a potential 
  Leadership test to avoid a swerve. That can now safely 
  be ignored though because the vehicle is immobilised! 
  Catching Fire 
  Some weapons have the special rule “Catching Fire” - 
  if such a weapon penetrates a vehicle’s armour roll a 
  D6 for each penetrated location. On a 4+ that location 
  catches fire! 
  Roll a D6 every turn for each location that is on fire. 
  On a 1 - 5 it takes a S4 hit. On a 6 the fire goes out. 
  Crew members can try to put the fire out instead of 
  shooting in the shooting phase. Each warrior helping 
  to put out the fire modifies the dice roll by +1. 
  E.g. Nazgrab’s trukk’s wheels are on fire. There’s three 
  crew onboard (including the gunner). The gunner 
  decides to shoot but the other two lads spend the time 
  trying to put out the fire. The player rolls D6 and adds 2 
  to the result to determine if the fire goes out. 
  Unfortunately they roll a 3 giving a total of 5. If the 
  gunner had helped that would have been 3+3 giving the 
  6 needed for the fire to go out. As a result the wheels 
  take a S4 hit. Let’s hope they have better luck next turn! 
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  Special Rules 
  Psychology 
  Warriors can experience a number of psychological 
  states during battles and this section deals with how 
  they work. 
  Fear 
  Certain situations or opponents will result in a warrior 
  experiencing fear. 
  Charging an opponent that causes fear 
  If the warrior wishes to charge an enemy that causes 
  fear they must declare a charge and then take a 
  Leadership test. If they pass they charge as normal. 
  Failing results in the warrior standing still where they 
  are for the rest of their turn instead. They may not 
  shoot or do anything else this turn. 
  Being charged by an opponent that causes fear 
  When an enemy that causes fear declares a charge the 
  warrior must take a Leadership test. If they pass they 
  fight as normal, if not they fight as if their Weapon 
  Skill was halved (rounding up). 
  Drivers and fear 
  Vehicle drivers are immune to fear. 
  Warriors who cause fear and opponents who 
  cause fear 
  Warriors who cause fear are immune to its eﬀects. 
  Terror 
  Terror is like fear but somehow worse. Warriors that 
  cause terror also cause fear as described above. 
  Movement around opponents that cause terror 
  Warriors that start their movement within 8” of an 
  opponent that causes terror must immediately take a 
  Leadership test. If they pass they may move as normal 
  but if they fail they must immediately move 2D6” 
  away! If this move is more than their Movement 
  characteristic they count as running for the purposes 
  of shooting and similar. 
  If warriors that fail their Leadership test are onboard a 
  vehicle they will jump oﬀ during their 2D6” of 
  movement. 
  Drivers and terror 
  Drivers, like everyone else, must take a Leadership 
  test if close to an enemy that causes terror. If they fail 
  they will instead drive as far as they can to get away 
  from whatever it is, using thrusters if the vehicle has 
  them. If they can make it oﬀ the board they do not 
  return for the rest of the battle. If the driver’s nerve 
  holds they may move as normal but the crew may not 
  have been so calm! 
  Warriors charged by opponents who cause terror 
  If a warrior fails their Leadership test for overcoming 
  terror and ends up in hand-to-hand combat with 
  whatever caused it they will count as having Weapon 
  Skill 0. 
  Warriors who cause fear and opponents who 
  cause terror 
  Warriors who cause fear treat opponents that cause 
  terror in the same way a normal warrior would treat 
  an opponent that causes fear. 
  Warriors who cause terror 
  Warriors who cause terror are immune to both fear 
  and terror. 
  Stupidity 
  One too many concussions can have a grave eﬀect on 
  the intellect of some warriors. Alternatively they could 
  simply be heavily drugged. Perhaps both! 
  Warriors aﬀected by stupidity must pass a Leadership 
  at the start of each of their turns. If they pass then 
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  they manage to function normally. If not they’re 
  subject to the following rules: 
  Movement 
  Roll a D6. On a 1 - 3 they stand still, on a 4+ they move 
  their normal movement in a random direction (roll a 
  scatter dice). If they’re on a vehicle they fall oﬀ and 
  take a S3 hit and continue their move if possible. 
  If this movement takes them into contact with an 
  enemy they engage in hand-to-hand combat (the 
  movement counts as charging). 
  Stupid warriors in hand-to-hand combat 
  At the start of each close-combat phase a warrior 
  suﬀering from stupidity must roll a D6. 
  On a 4+ they fight normally, on a 1 - 3 they instead roll 
  no attack dice. Their combat score consists only of 
  their Weapon Skill and any modifiers (such as +1 for 
  charging). 
  Stupid drivers 
  Instead of moving normally the vehicle swerves in a 
  random direction and moves D6” forward. That is the 
  end of the vehicle’s movement for this turn. 
  Stupidity and Fear/Terror 
  The warrior automatically passes tests against being 
  aﬀected by fear or terror. 
  Hatred 
  Warriors can hate specific enemies, whole groups, or 
  even whole factions. Gits. 
  In combat this manifests itself in a variety of ways: 
  Hatred in Hand-to-Hand 
  For the first turn of combat against a hated enemy a 
  warrior aﬀected by hatred may reroll attack dice 
  (some, all, or none). 
  If a warrior that wins combat can see other enemies 
  they hate they must use their 2” of follow-up move to 
  try to reach them. If possible they must use these 2” 
  to immediately engage in hand-to-hand combat 
  (although, as per usual, that combat won’t be 
  resolved until the enemy’s turn). If there are no hated 
  enemies in sight then the warrior may use their 
  follow-up move as normal. 
  Hateful drivers 
  If during a vehicle’s movement the front passes within 
  6” of an enemy the driver hates then it must attempt 
  to ram or squash that enemy. Repeatedly if possible! 
  Leadership and hatred 
  If there are hated enemies in sight the aﬀected warrior 
  counts as having Leadership 10. 
  Frenzy 
  Sometimes you’ll find a warrior aﬀlicted with frenzy 
  which is a fun blend of hatred and stupidity! 
  If you would like to you can see if your frenzied 
  warrior can calm down. If you choose to do this have 
  the warrior take a Leadership test. If they pass they 
  keep their cool for this turn. They’ll be back to being 
  frenzied next turn (and so you can test again to calm 
  them down, and so on). 
  Frenzy and Movement 
  If there is an enemy within charging distance the 
  frenzied warrior must charge them. 
  Frenzy and Hand-to-Hand Combat 
  Frenzied warriors count as having double their Attacks 
  characteristic (before any other multipliers). 
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  Warriors aﬀlicted with frenzy may not block or parry 
  (assuming they have the means to do so normally). 
  Should a warrior with frenzy defeat an opponent in 
  hand-to-hand combat they must use their follow-up 
  move (usually 2”) to move towards other enemies. If 
  possible they must use it to enter hand-to-hand 
  combat with an enemy. 
  Frenzied Drivers 
  Vehicles driven by a driver with frenzy must attempt to 
  ram any vehicles that pass within 6” of their front at 
  any point during their movement. Similarly if an 
  enemy warrior on foot is within 6” of the front of the 
  vehicle during its movement phase the driver must 
  attempt to squash them. 
  Frenzy and Fear, Terror, Stupidity, or Hatred 
  Frenzied warriors ignore fear, terror, stupidity, and 
  hatred. 
  Frenzied Warriors on Fire 
  Warriors who have caught fire move normally (subject 
  the the restrictions explained above). They still take 
  the usual Strength 4 hits each turn they are on fire and 
  other warriors can still try to put them out - they’re 
  just a bit too riled up to notice something as boring as 
  being on fire... 
  Overwatch 
  Most of the time warriors can only shoot in their own 
  turn but there are exceptions to this. Overwatch is one 
  of those and allows a warrior to fire their weapon in 
  an opponent’s turn. 
  Setting overwatch 
  Warriors may not set overwatch if they are on a 
  vehicle - otherwise it’s simply a matter of declaring 
  that a warrior is on overwatch. That warrior may not 
  do anything else this turn (moving, shooting, picking 
  up scrap, etc.). It’s usually sensible to stick a counter 
  or something next to warriors on overwatch to make it 
  clear that’s what’s happening. 
  Bear in mind the firing arc of the warrior on overwatch 
  - they’ll only be able to target things within that 90º so 
  make sure you orientate them bearing this in mind! 
  Shooting on overwatch 
  At any point in an enemy’s turn a warrior on 
  overwatch may take their shot. The player controlling 
  the warrior on overwatch should stop their opponent 
  and resolve the shot/s. This can be in the middle of an 
  enemy warrior’s movement if you so choose. 
  If you would normally have multiple shots for 
  whatever reason you may take them as normal. 
  Make sure you check which hit modifiers apply before 
  firing - appearing/disappearing targets have a -1 
  modifier, for example. 
  Losing overwatch status 
  Once a warrior on overwatch has fired their weapon 
  they automatically lose their overwatch status. 
  Similarly if their opponent’s turn ends without them 
  firing they overwatch ends. Of course they can set 
  overwatch again next turn if you’d like. 
  If the warrior is forced to move for any reason (for 
  example, dodging a vehicle trying to squash them) 
  they immediately lose their overwatch status. 
  Notes 
  If a warrior is hiding they can still go on overwatch 
  although that requires something to hide behind. 
  Hiding 
  There are times when it’s probably best to just take 
  cover. A warrior with some cover can do exactly that 
  by hiding. 
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  If a warrior ends their movement in some reasonable 
  amount of cover they can decide to hide. In their next 
  turn they can move and remain hidden, assuming 
  they only move about in cover. 
  Who can’t hide 
  Warriors who ran or charged this turn cannot hide in 
  the same turn. Vehicles cannot hide and warriors 
  cannot hide aboard vehicles. 
  Benefits of hiding 
  A warrior with hidden status cannot be targeted 
  directly. Template weapons can still aﬀect them if 
  they go oﬀ nearby but they cannot be used to directly 
  try to shoot the hidden warrior. In the same way 
  enemy warriors cannot charge a hidden warrior. 
  Uncovering hidden warriors 
  If an enemy warrior comes within their Initiative 
  distance in inches then the hidden warrior is 
  automatically discovered and is no longer hidden. 
  Additionally if an opponent moves so they can clearly 
  see the hidden warrior then that warrior loses their 
  hidden status. 
  Similarly a warrior who is hiding may not shoot. They 
  can still shoot but in doing so will be exposed - hide or 
  shoot, not both!
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  Licence details and Credits 
  This document was written by Benjamin Fox and Michael Haslam 
  with editing by Matthew Bester. It is licenced under Creative 
  Commons Attribution-NonCommercial-ShareAlike 4.0 International 
  https://creativecommons.org/licenses/by-nc-sa/4.0/ 
  Diagrams created by Benjamin Fox, also under the CC-BY-NC-SA-4.0 
  licence. 
  The photos for some of the diagram components were provided by Andrew Akiyama, 
  Morgan Ellis, and Simon Barnard. 
  Additional art was provided by Clayton Tait under a Creative Commons Attribution-
  NonCommercial-ShareAlike 3.0 Unported license. 
  Unsure what any of that means? 
  Visit http://gorkamorka.co.uk/creative-commons for an explanation. 
    
  The layout was made by Benjamin Fox using images created by Jenny Mathiasson and is also 
  licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported license.  
  This is the initial release of this document - revisions should appear. 
    
  
SOURCE: textdata/thevault/Warhammer/40k/Gorkamorka/Gorkamorka - Community Edition Rules (v1.0).pdf