ORCZ & GOBBOZ RULEZ
Animosity - All Orc and Goblin units (infantry or cavalry) with five or more models at the start of each turn must test for Animosity except if engaged in close combat or fleeing or have pursued the enemy off the battlefield. Characters in units must go along with the result of the Animosity test. A Shaman in a unit suffering from Animosity cannot cast spells or use magic items (eg Dispel Scrolls) although the character still generates Power & Dispel dice as normal. War machines and chariots are not affected by Animosity. Black Orcs, Trolls, Snotlings, Giants and other such creatures are not affected by Animosity and cannot be attacked. Squig Herds are only affected by Animosity if they include five or more Night Goblins, not counting Squig Hoppers and Squigs. At the Start of the turn phase roll a D6 for each unit. A score of 2+ passes the test, but on a 1 the unit fails the test. To determine what happens to the unit roll another D6. On a 1, Get 'em - If unit is armed with missile weapons then it will shoot nearest Orc / Goblin unit. Work shots out immediately and remove casualties. A unit that shot with missile weapons can do nothing else that turn. If a unit has no missile weapon then it will charge the nearest Orc / Gobbo unit if it is able to do so. Immediately work out the combat and then separate the rival units by 1" apart and can face a different direction if desired. A unit that is charged does not have to test for Animosity if it has not already done so. On a 2 -5, Squabble - The unit can do nothing for this turn. On a 6, We'll Show'em - The unit makes a full normal move towards the nearest enemy deducting the usual penalties for terrain, wheeling, etc. If the unit moves into contact with another unit, then it counts as having charged. The unit can now continue as normal and can declare charges, move, shoot & cast spells as normal.
Quell Animosity (Black Orcs only) - Any unit led by or within 6" of a Black Orc character or unit (which is not fleeing) re-rolls a failed Animosity test but must accept the second result.
Ignore Goblin Panic (Orcs only) - Orcs ignore panic tests caused by Gobbos & Snotlings as they expect the weaker greenskins to run away.
Ignore Greenskin Panic (Black Orcs & Giants)- Black Orcs & Giants expect normal Orcs & smaller greenskins to run off and consequently do not test for panic caused by breaking or fleeing greenskin units.
Fear Elves (All Goblins) - All Goblins (including Night Goblins) fear any unit of Elves which they do not outnumber by at least two to one. Orcs, Squigs and anything else in the unit counts towards the total number of models.
Hate Dwarves (Night Goblins only) - Night Goblin units hate their underground rivals, the Dwarves. Consequently the Night goblins re-roll any misses during the first turn of combat and must always pursue a hated enemy (even if behind a defended obstacle).
Choppa (Orcs on foot only) - An Orc warrior on foot armed only with a Choppa (no second hand weapon or shield) adds a +1 to his Strength in the first turn that he charges.
Warpaint (Savage Orcs only) - Savage Orcs adorn themselves with strange markings and such is their faith that they gain a 6+ Ward Save. A Savage Orc may not wear armour although he can carry a shield.
Frenzy (Savage Orcs only) - Savage Orcs are ferocious fighters and thus fight with a +1 Attack during close combat. Frenzied troops must always pursue a fleeing enemy even if defending an obstacle and if the enemy is wiped out in the first round of combat, they will always overrun. If they are defeated in combat, they are no longer frenzied and continue to fight like normal warriors.
Big 'Uns (Orcs only) - Upgrade a unit of Orcs to Big 'Uns. Whichever type of unit you choose to upgrade must have at least the same number of normal models in another unit. Only one unit can be upgraded to Big 'Uns and a unit of Big 'Uns can carry a banner worth up to 50 points.
Last Updated : 03/09/2003