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Codex Orks
Codex Orks — Mark Gibbons

Datafaxes

Orks

Vehicles

Vehicle data

Movement
Slow 8" · Combat 18" · Fast 25"
Type
Wheeled
Ram value
Str 8 · Dam D12 · Save -5
Crew
1 driver
Transport
Anything the hull will hold or that can balance on it
Points
50 points
Special

The hull mounts no weapon of its own. Orks aboard shoot the guns they carry, each from where its model stands, and a model that slides off in play has fallen off.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Wheel†1515
2–4Hull2018
5+Passengers‡––
† Hit the one nearest to the attacker.
‡ The passenger nearest the attacker is hit. Where the weapon carries a blast marker, instead every passenger beneath the template is hit on a D6 roll of 4+. Each hit is resolved under the ordinary shooting rules: the attacking weapon's Strength against the passenger's Toughness, with any armour save as normal.

Wheel Damage Chart (D6)

D6Effect
1

The wheel is damaged but holds. The Battlewagon may move only at Slow speed for the rest of the game.

2–5

A wheel is torn away. The Battlewagon goes Out of Control next turn, then halts for the rest of the battle.

6

A wheel goes and the drive shaft shatters, flipping the Battlewagon. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies on a D6 roll of 4+; the rest dismount as normal.

Hull Damage Chart (D6)

D6Effect
1

The driver is killed. The Battlewagon goes Out of Control until another model takes over.

2–4

A blast rips the crew compartment apart. Every passenger is hit and killed on a D6 roll of 4+.

5

The engine explodes and kills everyone aboard. The blast spins the Battlewagon to a random facing, where it halts for the rest of the battle.

6

A spark reaches the fuel and the Battlewagon burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

Vehicle data

Type
Walkers
Ram value
Str 7 · Dam D10 · Save -4
Crew
1
Points
120 points‡
Weapons
2 × Power Claw, arm. Heavy Bolter, arm, 90° field of fire. Heavy Flamer, arm, 90° field of fire. Either Lascannon at +25 points or Missile Launcher at +25 points, arm may be fitted.
Special

Up to two arms may take an upgrade.

‡ The arm upgrades are not included.

Weapon data
Power Claw
Close Combat
Range
– / –
To hit
– / –
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Range
– / Large Flamer Template
To hit
– / –
Str
5
Dam
1
Save Mod
-3
AP
D6+5
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Melta
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Anti-Plant
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Blind
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Plasma
Range
0-20 / 20-72
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Legs1818
2Left Arm†1616
3Right Arm†1616
4+Body2017
† Roll a D6 for the part struck: 1-3 the upper arm, 4+ the lower.

Body Damage Chart (D6)

D6Effect
1

The Gretchin at the controls takes a savage electrical jolt and runs amok. The Dreadnought is Out of Control and stays so to the end of the game, striking whatever stands in its way in Hand-to-Hand Combat and shooting at the nearest target, friend or foe alike.

2–4

The engine catches fire and the machine seizes. The Gretchin may still fire one weapon on emergency power. At the beginning of every player turn, roll a D6: on a 1-2 it explodes, dealing D6 Strength 10 hits at -3 to everything within 3".

5

The Gretchin inside is killed. The Dreadnought lurches D3" in a random direction, colliding with whatever it meets, and then collapses.

6

The ammunition goes up and the Dreadnought is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Leg Damage Chart (D6)

D6Effect
1

The armour plating holds, but the impact staggers the machine. The Dreadnought may not move next turn.

2

The Dreadnought is knocked sprawling, lurching D3" in a random direction and colliding with whatever it meets.

3–4

The leg is badly damaged. From here on the Dreadnought limps D3" a turn.

5+

The leg is torn off and the Dreadnought goes down. It cannot move or attack again and counts as destroyed.

Arm Damage Chart (D6)

D6Effect
1

The arm is half-paralysed. Weapons built into it still shoot, but it can no longer be used in Hand-to-Hand Combat; reduce the Dreadnought's Attacks by one.

2

Weapons on the arm jam. Each may be fired only after a D6 roll of 4+.

3–5

The arm is wrenched off the body. Every weapon mounted on it is destroyed and the Dreadnought's Attacks drop by one.

6

The arm is destroyed and its weapons detonate. The blast flashes into the body, ignoring armour entirely; roll on the Body Damage Chart for what the second explosion does.

Nobz Bike

Datafax

Vehicle data

Movement
Slow 8" · Combat 12" · Fast 30"
Type
Bikes & Trikes
Ram value
Str 5 · Dam D4 · Save -2
Crew
1 driver, 1 Nob
Points
20 points‡
Special

The bike mounts no weapon of its own. The Nob aboard fires through a full circle.

‡ The Nob is not included.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–3Crew†––
4+Bike1012
† The crew member nearest the attacker is hit, and the hit is resolved under the ordinary shooting rules. The driver has Toughness 4, one Wound, and Flak Armour giving a 6+ save; a hit on the Nob is taken against the Nob's own Toughness and save. Losing the driver sends the bike Out of Control until the Nob takes the controls, or until it meets terrain it cannot cross, another vehicle, a building or the table edge.

Bike Damage Chart (D6)

D6Effect
1

The tracks are damaged. From here on the bike is held to its Slow rate.

2–3

The controls are damaged. From now on the bike must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady and moves normally, otherwise it goes Out of Control for that turn.

4

The front wheel is torn away and the bike flips, killing the crew. The wreck lands D6" off in a random direction; anything beneath it takes D3 hits at Strength 6, saving at -2.

5

The engine bursts and kills the crew. The wreck runs Out of Control for a turn before stopping for good.

6

The fuel catches and the crew burn. The wreck runs Out of Control next turn and then blows up, dealing D3 Strength 8 hits at -3 to every model within 3".

Scorcher

Datafax

Vehicle data

Movement
Slow 8" · Combat 20" · Fast 30"
Type
Tracked
Ram value
Str 6 · Dam D6 · Save -2
Crew
3‡
Points
50 points
Weapons
Heavy Flamer, 360° field of fire.

‡ One of the three is a Snotling working the fuel pump, and the Fuel Tank chart turns on it.

Weapon data
Range
– / Large Flamer Template
To hit
– / –
Str
5
Dam
1
Save Mod
-3
AP
D6+5

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Driver†––
2Turret1212
3–5Scorcher1012
6Fuel Tank1212
† The driver is hit under the ordinary shooting rules, with Toughness 4, one Wound and Flak Armour giving a 6+ save. A dead driver leaves the Scorcher Out of Control until it meets terrain it cannot cross, another vehicle, a building or the table edge.

Fuel Tank Damage Chart (D6)

D6Effect
1

The Snotling working the pump is killed and pressure begins to fall. The Heavy Flamer fires at full strength for one more turn, drops to a Flamer on the next, to a Hand Flamer on the one following, and is spent from then on.

2

The tank trails burning fuel. Nothing comes of it while the Scorcher keeps moving, but the moment it halts for any reason the flames catch up and it detonates as on a roll of 3+.

3+

The fuel goes up. The Scorcher is destroyed, the crew die with it, and every model within 2D6" is struck as by a Heavy Flamer.

Scorcher Damage Chart (D6)

D6Effect
1

A track is torn away. The Scorcher goes Out of Control next turn, then halts for the rest of the battle.

2–3

The controls are damaged. From now on the Scorcher must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady and moves normally, otherwise it goes Out of Control for that turn.

4

The front wheel is torn away and the Scorcher flips, killing the crew. The wreck lands D6" off in a random direction; anything beneath it takes D6 hits at Strength 7, saving at -2.

5

The engine bursts and kills the crew. The wreck runs Out of Control for a turn before stopping for good.

6

The fuel catches and the crew burn. The wreck runs Out of Control next turn and then blows up, dealing D3 Strength 8 hits at -3 to every model within 3".

Turret Damage Chart (D6)

D6Effect
1–2

The Heavy Flamer is wrecked and may not be fired again.

3+

The gunner is hit, and the hit is resolved under the ordinary shooting rules; the gunner has Toughness 4, one Wound and Flak Armour giving a 6+ save. A dead gunner silences the Heavy Flamer.

Warbike

Datafax

Vehicle data

Movement
Slow 8" · Combat 12" · Fast 30"
Type
Bikes & Trikes
Ram value
Str 5 · Dam D4 · Save -2
Crew
1 rider
Points
45 points
Weapons
2 × Autocannon, twin linked, 90° field of fire.
Weapon data
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Ork Rider†––
3+Bike1012
† The rider is hit under the ordinary shooting rules, with Toughness 4, one Wound and Flak Armour giving a 6+ save. A dead rider leaves the Warbike Out of Control until it meets terrain it cannot cross, another vehicle, a building or the table edge.

Bike Damage Chart (D6)

D6Effect
1

Both Autocannons are wrecked and cannot be fired again.

2

The tracks are damaged. From here on the Warbike is held to its Slow rate.

3

The controls are damaged. From now on the bike must pass a D6 roll of 4+ in each of its movement phases: on a success the rider holds it steady and moves normally, otherwise it goes Out of Control for that turn.

4

The front wheel is torn away and the bike flips, killing the rider. The wreck lands D6" off in a random direction; anything beneath it takes D3 hits at Strength 6, saving at -2.

5

The engine bursts and the rider dies with it. The wreck runs Out of Control for a turn before stopping for good.

6

The fuel catches and the rider burns. The wreck runs Out of Control next turn and then blows up, dealing D3 Strength 8 hits at -3 to every model within 3".

Warbuggy

Datafax

Vehicle data

Movement
Slow 8" · Combat 16" · Fast 30"
Type
Wheeled
Ram value
Str 6 · Dam D6 · Save -3
Crew
1 driver, 1 gunner
Points
45 points
Weapons
Either 2 × Heavy Bolter, twin linked, Heavy Plasma Gun at +5 points, Lascannon at +10 points, 2 × Autocannon, twin linked at +15 points or Multimelta at +20 points, 360° field of fire.
Weapon data
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Heavy Plasma Gun
Blast 1.5" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Multimelta
Blast 2"
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–3Crew†––
4+Warbuggy1010
† The crew member nearest the attacker is hit. They have Toughness 4, one Wound, and Flak Armour giving a 6+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the Warbuggy Out of Control until the gunner takes the controls, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the weapon.

Warbuggy Damage Chart (D6)

D6Effect
1

The weapon is wrecked and may not be fired again.

2–3

A wheel is torn away. The Warbuggy goes Out of Control next turn, then halts for the rest of the battle.

4

The controls are damaged. From now on the Warbuggy must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady and moves normally, otherwise it goes Out of Control for that turn.

5

The engine bursts and kills the crew. The wreck runs Out of Control for a turn before stopping for good.

6

The fuel catches and the crew burn. The wreck runs Out of Control next turn and then blows up, dealing D3 Strength 8 hits at -3 to every model within 3".

Wartrak

Datafax

Vehicle data

Movement
Slow 10" · Combat 20" · Fast 28"
Type
Tracked
Ram value
Str 6 · Dam D6 · Save -2
Crew
1 driver, 1 gunner
Points
50 points
Weapons
Either 2 × Heavy Bolter, twin linked, Heavy Plasma Gun at +5 points, Lascannon at +10 points, 2 × Autocannon, twin linked at +15 points or Multimelta at +20 points, 360° field of fire.
Weapon data
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Heavy Plasma Gun
Blast 1.5" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Multimelta
Blast 2"
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–3Crew†––
4+Wartrak1012
† The crew member nearest the attacker is hit. They have Toughness 4, one Wound, and Flak Armour giving a 6+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the Wartrak Out of Control until the gunner takes the controls, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the weapon.

Wartrak Damage Chart (D6)

D6Effect
1

The weapon is wrecked and may not be fired again.

2

A track is torn away. The Wartrak goes Out of Control next turn, then halts for the rest of the battle.

3

The controls are damaged. From now on the Wartrak must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady and moves normally, otherwise it goes Out of Control for that turn.

4

The front wheel is torn away and the Wartrak flips, killing the crew. The wreck lands D6" off in a random direction; anything beneath it takes D6 hits at Strength 7, saving at -2.

5

The engine bursts and kills the crew. The wreck runs Out of Control for a turn before stopping for good.

6

The fuel catches and the crew burn. The wreck runs Out of Control next turn and then blows up, dealing D3 Strength 8 hits at -3 to every model within 3".

Orks Datafaxes in 40k 2nd Edition | 2ed1993