At First Glance: Archie & Joker’s Bikers Pt. 2

You may not be cool enough to ride a motorcycle, but these clowns sure are. If you’re not getting Road rash (1994) vibes then I feel bad for you. Let’s continue on with these jocular speed demons.

gotta…
go…
fast…

Here’s the deal… these guys are good. I’m still toying with them and thinking about how they fit exactly into lists, but at first glance they’re solid and in easy contention for top Joker henchmen. Firs things first they have a decent henchmen stat-line with a slightly above average endurance stat. because of Fast and Special Base the bikers are going to move at a base of 8″, and with full movement allocation they’re threat range is 12″, 13″ and 15″ (because of reach) for Biker 2 who has Anxiety.

Let’s chat about the weapons each biker has. The short of it is that the weapons are great. Biker 1 has a double blood short range gun with Assault 3, making his moving and shooting an easy choice, effectively only losing 1 rate of fire for accomplishing exactly what he wants to. Biker 2 is sporting a 1 blood 1 stun weapon with Handy and Reach, making his threat range insane for a henchman and he’s re-rolling his failed hits. Finally Biker 3 is donning a blade, a double blood weapon that is Heavy and Overwhelming. This effectively makes him a base strength of 4+ with a -1 for anyone attempting to block him. The rules associated with each weapon are great, and make each one them valuable coupled with their other rules and stats.

We know that they’re fast, but lets take a look at their other rules and how they affect their potential. Death Pack just got a whole lot more dangerous. Biker 2 and 3 have it and together the enemy model is going to significantly easier to hit. On top of the hit chance going up, these guys are getting free attack dice, for an even easier time to put the hurt on someone. Always on Move (I think they a word) is a new rule and it’s a doozy. This makes it so that each biker can effectively cruise up to an enemy model, attack it, and then keep on moving. It’s a really nice rule when the biker is wanting to do a hit and run so to speak, but because of Death Pack it’s not going to be utilized when the biker’s are ready to jump on someone for reliable damage. I think that the gun toting biker (1) and the hockey stick biker (2) benefit from this the most.

Special Base allows for all the benefits and slight drawbacks of being a Large model, most importantly Charge. With Charge, Death Pack and Biker 3’s Bloodthirsty, this is one scary trio. If you’re also running Bud and Lou in your list you have fast moving, hard hitting death-ball zooming around the table. This is something I’d be eager to try and I could see being a gimmicky, yet effective list.

I think that these guys are definitely an option to consider, in fact as it currently stands I would try to fit them in any Joker list that I’m kicking around. As mentioned before, I’m curious to see how they function with Bud and Lou, and just to go Crazy throw roller-skate Harley in there to zoom around with the rest of Joker’s athletes.

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