Mad Bikers |
Troop Type |
Pts/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Mad Bikers |
32 |
4 |
2 |
3 |
4(5) |
1 |
3 |
2 |
7 |
6+/5+ |
Nob |
+23 |
4 |
3 |
4 |
4(5) |
2 |
4 |
3 |
7 |
6+/5+ |
Squadron: The squadron consists of 3 to 10 Ork warbikes.
Weapons: Twin-linked Big Shootas.
Options: Some warbikes are stripped of their big shootas and their riders fight as pure
assault troops instead. In this case the warbikes cost 20 points and the riders are armed
with sluggas and additional close combat weapons (chains, tire irons etc).
Character: At an additional cost of +23 points one of the bikers may be upgraded to a
nob. The Nob may be given any equipment allowed by the Ork armoury with the exception of
mega armour.
SPECIAL RULES Short ranged:
The bouncing, rattling progress of Warbikes is not conducive to hitting accurately at long
range. Therefore the warbikes big shootas are limited to a maximum range of
18". If the warbikes turn at all during their move the number of dice they roll to
hit is also halved from 6 to 3.
Hard to hit: As warbikes careen across the battlefield they kick up vast quantities of
dust and oily exhaust fumes. This gives them a 5+ saving throw as if they were in cover.
Furthermore if an enemy shoots through a unit of warbikes to hit another Ork unit behind
it the Ork unit behind counts as in cover too. The warbikes pollution cover has no effect
in close combat.
Psycho blastas: In an assault warbikers use their big shootas to blast the enemy at
point blank range, breaking through their lines in a storm of shells and shrapnel. This
means that Ork warbikes that charge into close combat strike first and make a shooting
attack on the enemy (ie 5+ to hit rolling 6 dice each at S5) in the first round instead of
fighting normally. Once the warbikes have resolved their shots their opponents may fight
back. |
'Eavy Bikerz |
Troop Type |
Pts/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
'Eavy Bikerz |
40 |
4 |
2 |
3 |
4(5) |
1 |
2 |
2 |
7 |
4+/5+ |
Nob |
+25 |
4 |
2 |
4 |
4(5) |
2 |
3 |
3 |
7 |
4+/5+ |
Squadron: The squadron consists of 3 to 10 Ork warbikes.
Weapons: Twin-linked Big Shootas.
Options: Some warbikes are stripped of their big shootas and their riders fight as pure
assault troops instead. In this case the warbikes cost 20 points and the riders are armed
with sluggas and additional close combat weapons (chains, tire irons etc).
Character: At an additional cost of +23 points one of the bikers may be upgraded to a
nob. The Nob may be given any equipment allowed by the Ork armoury with the exception of
mega armour.
SPECIAL RULES Short ranged:
The bouncing, rattling progress of Warbikes is not conducive to hitting accurately at long
range. Therefore the warbikes big shootas are limited to a maximum range of
18". If the warbikes turn at all during their move the number of dice they roll to
hit is also halved from 6 to 3.
Hard to hit: As warbikes careen across the battlefield they kick up vast quantities of
dust and oily exhaust fumes. This gives them a 5+ saving throw as if they were in cover.
Furthermore if an enemy shoots through a unit of warbikes to hit another Ork unit behind
it the Ork unit behind counts as in cover too. The warbikes pollution cover has no effect
in close combat.
Psycho blastas: In an assault warbikers use their big shootas to blast the enemy at
point blank range, breaking through their lines in a storm of shells and shrapnel. This
means that Ork warbikes that charge into close combat strike first and make a shooting
attack on the enemy (ie 5+ to hit rolling 6 dice each at S5) in the first round instead of
fighting normally. Once the warbikes have resolved their shots their opponents may fight
back. |
Tank Bustas |
See Codex: Orks |
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