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==Army Special Rules== *'''Animosity:''' The signature rule of Orcs and general annoyance must be worked around; that is now slightly less shitty. After the charge phase, you must roll a d6 for each unit with 5 or more models that have not charged, are in melee, or are garrisoned. If the said unit rolls a 1, it gets to roll another die: on a 1, the unit spends the turn only fighting with the closest 5-man unit within 3", both dealing d6 S3 hits with no fear of panic; on a 2-5 it charges the nearest enemy, or else it loses any ability to move, shoot, or cast spells. On 6, the unit gets a free pivot and a mandatory move toward the closest enemy unit to charge this turn. **Although you can mitigate the worst effects of animosity with small redundant units or sticking to units with small model counts, this becomes particularly annoying if you want to run a more magic-heavy or Shooty Greenskins army. It's annoying when a unit of Boarboyz gets a glorious flanking charge off, only for the only nearby Shaman to be unable to cast Fists of Gork. *'''Choppas:''' This ability is what makes Orc units proppa in a fight. Basically, a fancy way to say Orcs (and only Orcs) get Strength Bonus (1) rule (often bumping their S to 4). Regardless of charges or charges, this applies to bonuses granted by magic weapons and armor. It also doesn't apply to any mounts. *'''Size Matters:''' Basically, Orcs ignore Goblins and Snotlings for Panic purposes. **The main advantage of this rule is that you can run Wolf Riders without fearing that they'll start a panic chain to any Orcs behind them. This also locks characters to only joining mobs of a similar ilk (except for Black Orc bosses, which can join other Orcs). *'''Waaagh!:''' An Orc Warboss General can call a Waaagh! Once per game, initially after they make charge declaration. All other Orcs in groups of 5 or more models get +1 to the combat resolution, and the genera's unit gets +D3 for the turn. In addition ever unit that failed animosity adds thier rank bonus to thier animosity roll, increasing thier chances of getting a ''We'll Show 'Em'' and not a ''Get 'Em''. **Orc is fairly heavy-hitting round 1 and relatively hardy, so your usually winning at the start, so their rather average LD is not tested. You may try to wait for the rest of the Orc army to make it into combat before calling a Waaagh next turn. (Animosity will mess with this strategy) though now this may add more threat range (unfortunately, no mechanism to intently trigger Animosity). *'''Greenskin Races:''' your restrictions for having so many choices. Characters can only join units of the same race (Orc with Orcs, Savage orcs with Savage orcs) (Except Black orks can join regular orks). *'''Fear Elves:''' Elves cause fear to all gobbos and night gobbos. *'''WAAAGH! Miscast:''' Shamans have a unique table for when they miscast. **''2-3: FZZZZZZZZZAP!:'' The Shaman somehow cast Gaze of Mork and loses d3 dice from the power pool. **''4-5: Yuuurgh!:'' The Shaman now has permanent Frenzy and Stupidity and can no longer cast spells. This will suck big time if you count on them. **''6-7: I've Forgot!:'' The Shaman loses a spell, loses a Wizard level, and can't cast any more spells this turn. **''8-9" Me 'Ead 'Urts!:'' All units that can channel or dispel within 10" eat an S4 armor-negating hit. You also lose d3 dice from the pool. **''10-11: I Fink I'm Gunna...:'' The Shaman hits an S10 hit, all greenskinz within 12" eat d6 S5 armor-negating hits. Lose d6 dice from the power pool. **''12: 'EADBANG!:'' The Shaman is replaced with a large blast, forcing anyone inside to test Toughness or die. Lose d6 dice from the power pool.
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