Overview
Gorkamorka is a tabletop skirmish wargame by Games Workshop set on a desert world where Ork mobs fight over scrap and salvage. Players build and lead mobs of Orks (or other factions) driving ramshackle vehicles across the wasteland, raiding rivals and collecting scrap to trade. The game features campaign play where mobs grow, gain experience, and acquire better equipment over multiple battles.
Components
- Rulebook (“Da Roolz”)
- Miniature models (Ork Boyz, vehicles, etc.)
- Dice (d6)
- Templates (blast, flamer)
- Measuring tools
- Terrain pieces
- Vehicle dashboards
- Campaign tracking sheets
Setup
- Set up terrain on the playing surface to represent the desert wasteland.
- Each player deploys their mob according to the scenario rules.
- Place objectives (scrap counters, etc.) as required by the scenario.
- Determine who goes first.
Turn Structure
Each turn follows these phases:
1. Movement Phase
- Move all your models and vehicles.
- Vehicles have specific movement rules based on their type and thrust.
- Infantry can move, run, or charge.
2. Shooting Phase
- Models with ranged weapons fire at enemy targets.
- Roll to hit based on Ballistic Skill (BS).
- Roll to wound based on Strength vs. Toughness.
- Targets may take armor saves.
3. Hand-to-Hand Combat Phase
- Resolve close combat between engaged models.
- Roll to hit based on Weapon Skill (WS).
- Roll to wound based on Strength vs. Toughness.
- Determine combat results and break tests.
Actions
Movement
- Normal move: Move up to the model’s Movement characteristic in inches.
- Running: Move double distance but cannot shoot this turn.
- Charging: Move into base contact with an enemy to fight in hand-to-hand combat.
Vehicle Movement
- Vehicles have thrust values determining speed.
- Vehicles can ram other vehicles and models.
- Boarding actions allow models to jump between vehicles.
- Vehicle damage is tracked on dashboards.
Shooting
- To Hit: Roll d6, needing the model’s BS+ to hit (modified by range, cover, movement).
- To Wound: Compare weapon Strength to target Toughness on a chart.
- Armor Save: Target rolls to see if armor blocks the wound.
- Injury: If wounded, roll on the injury table (stunned, knocked down, or out of action).
Hand-to-Hand Combat
- Both sides roll to hit using WS.
- Highest total wounds wins combat.
- Losers may need to take Break tests.
Vehicle Combat
- Vehicles can ram, sideswipe, and t-bone other vehicles.
- Passengers can fire weapons from vehicles.
- Models can board enemy vehicles in close combat.
Scoring / Victory Conditions
Victory conditions vary by scenario:
- Scrap collection: Gather the most scrap counters.
- Mob destruction: Take out all enemy models.
- Objective-based: Complete specific mission goals.
- Campaign: Track teef (currency), mob rating, and territory over multiple games.
Special Rules & Edge Cases
- Campaign system: Mobs gain experience, upgrade equipment, recruit new members, and suffer injuries between games. This is the core of Gorkamorka.
- Mob types: Ork mobs, Diggas (humans who act like Orks), Muties, and Gretchin Revolutionary Committee each have unique rules.
- Vehicle customization: Vehicles can be upgraded with weapons, armor, and special equipment.
- Da Uvver Book: The companion book includes campaign rules, mob creation, and scenarios.
- Pinning: Models hit by shooting may become pinned and must pass a Leadership test to act normally.
- Bottle test: When a mob loses 25% of its models, it must take Bottle tests each turn or flee.
- Scrap: The primary resource; collected during battles and traded for teef to buy equipment.
- Gubbinz: Special rare items that provide unique bonuses.
Player Reference
Turn sequence: Movement > Shooting > Hand-to-Hand Combat
Key stats: Movement (M), Weapon Skill (WS), Ballistic Skill (BS), Strength (S), Toughness (T), Wounds (W), Initiative (I), Attacks (A), Leadership (Ld)
Shooting modifiers: -1 for long range, -1 for cover, -1 if shooter moved, -1 for small target
Injury table (d6): 1-2 = Flesh Wound, 3-4 = Down, 5-6 = Out of Action
Bottle test: Required when 25% of mob is out of action; fail = mob flees