Orks – Warbikers
This datasheet does not meet the selection criteria (see Settings tab).
4

Warbikers

NoNAME  M WS BS S T W A Ld Sv Base
25
Warbiker (base: 75 x 42mm)
2‑8
25
Warbiker
14" 3+ 5+ 4 5 3 2 6 4+ 75 x 42mm
25
Boss Nob on Warbike (base: 75 x 42mm)
1
25
Boss Nob on Warbike
14" 3+ 5+ 5 5 4 3 7 4+ 75 x 42mm
If this unit contains 4 or more models, it has Power Rating 8. If this unit contains 7 or more models, it has Power Rating 12. Every model is equipped with: 2 dakkaguns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Slugga
Slugga
12"
Pistol 1
4
0
1
-
Dakkagun
Dakkagun
18"
Dakka 5/3
5
0
1
-
+5
Big choppa
+5
Big choppa
Melee
Melee
+2
-1
2
-
Choppa
Choppa
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Power klaw
+10
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Warbiker can be equipped with one of the following: 1 slugga; 1 choppa.
 • The Boss Nob on Warbike can be equipped with one of the following: 1 slugga; 1 big choppa; 1 choppa; 1 power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Waaagh!
Cloud of Smoke: Each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
Big Red Button: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model’s in this unit.
FACTION KEYWORDS: ORK, <CLAN>
KEYWORDS: BIKER, SPEED FREEKS, CORE, WARBIKERS

Datasheet-related Stratagems

UNBRIDLED CARNAGE2CP
Goff – Battle Tactic Stratagem

When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.

Use this Stratagem at the start of the Fight phase. Select one GOFF CORE or GOFF CHARACTER unit from your army that has the No Mukkin’ About Clan Kultur. Until the end of the phase, each time a model in that unit makes an attack, it scores an additional hit on an unmodified hit roll of 5+ instead of 6.
SHOWIN’ OFF1CP
Bad Moons – Battle Tactic Stratagem

A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.

Use this Stratagem when a BAD MOONS CORE or BAD MOONS CHARACTER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, an unmodified hit roll of 6 scores 1 additional hit.
BREAKIN’ HEADS2CP
Orks – Battle Tactic Stratagem

Sometimes even the most enthusiastic greenskins need a little ‘encouragement’ to stay in the fight. Luckily, their bosses are more than happy to offer it.

Use this Stratagem in the Morale phase, when a Morale test is failed for a <CLAN> unit (excluding GRETCHIN units) from your army that is within 3" of any friendly <CLAN> WARBOSS or <CLAN> NOBZ units. That <CLAN> unit suffers D3 mortal wounds, and the Morale test is treated as having been passed.
DRIVE BY DAKKA1CP
Evil Sunz – Strategic Ploy Stratagem

Often all an enemy will see of the Evil Sunz is a blur of red as they speed by, guns blazing.

Use this Stratagem at the end of your Shooting phase. Select one EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a Normal Move as if it was your Movement phase. That unit is not eligible to charge this turn.
WRECKAZ2CP
Deathskulls – Strategic Ploy Stratagem

Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.

Use this Stratagem at the start of your Shooting or Fight phase. Select one DEATHSKULLS CORE or DEATHSKULLS CHARACTER unit from your army. Until the end of the phase, each time a model in that unit makes an attack that targets a VEHICLE, add 1 to that attack’s wound roll.
TIDE OF MUSCLE1CP
Orks – Strategic Ploy Stratagem

Once a horde of Orks get a sight of the foe, nothing can stop them.

Use this Stratagem in your Charge phase, when you select an ORKS CORE unit (excluding GRETCHIN units) from your army to charge. That unit can ignore any or all modifiers to the charge roll.
TELLYPORTA2CP
Orks – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one non-MONSTER ORKS unit from your army that has Power Rating 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. If you select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.
MORE DAKKA!2CP
Orks – Wargear Stratagem

Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their weapon stops firing or falls apart in their hands.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, Dakka weapons that unit is equipped with are considered to be within half range when determining how many attacks are made with that weapon.
1CP

KULT OF SPEED

Specialist Detachment Stratagem

Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Dakkagun used in the following datasheets:

Dakka Weapons

Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.

Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.

Big choppa used in the following datasheets:

Troops
Elites

– may take Big choppa as an option.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
’Ere We Go

Even lumbering Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.

You can re-roll charge rolls made for units with this ability.

The <CLAN> and MOB keywords are used in the following Orks datasheets:

Fast Attack
Heavy Support
Mob Rule

The more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.

While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength.

The SPEEDBOSS keyword is used in the following Orks datasheets:

The GHAZGHKULL THRAKA keyword is used in the following Orks datasheets:

The ORK and CORE keywords are used in the following Orks datasheets:

Heavy Support

The ORK and BIKER keywords are used in the following Orks datasheets:

Waaagh!

This infamous war cry is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.

If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your Command phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!. To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaaagh! at the same time. Both are active from when a Great Waaagh! is called, and each stage starts and finishes as described above.

Waaagh!

Raising his weapons into the air before gesturing towards the enemy, the Warboss bellows his war cry. Every nearby Ork joins in before surging towards the enemy, blades ready in an overwhelming tide.

Stage 1: Call Da Waaagh!
  • ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge with even if they Advanced this turn.
  • Add 1 to the Attacks characteristic of ORKS models from your army.
Stage 2: Get Stuck In!
  • Add 1 to the Attacks characteristic of ORKS models from your army.

Speedwaaagh!

As the wind and the bullets of the foe whistle past his vehicle, the Speedboss throws back his head and roars his war cry, the call echoing from the ramshackle vehicles following in his wake as they surge forward ever faster.

Stage 1: Da Big Race
  • ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
  • Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
Stage 2: Give ’Em Sum Dakka!
  • Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The BIKER keyword is used in the following Orks datasheets:

The CORE keyword is used in the following Orks datasheets:

Heavy Support

The GOFF and CORE keywords are used in the following Orks datasheets:

Heavy Support

The BAD MOONS and CORE keywords are used in the following Orks datasheets:

Heavy Support
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The GRETCHIN keyword is used in the following Orks datasheets:

Troops

The <CLAN> and NOBZ keywords are used in the following Orks datasheets:

Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The DEATHSKULLS and CORE keywords are used in the following Orks datasheets:

Heavy Support
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Dakka Weapons

Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.

Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.
© Vyacheslav Maltsev 2013-2021