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==Army Special Rules== *'''Animosity:''' The signature rule of Orcs and Goblins, and a general annoyance which must be worked around. At the start of each turn, you must roll a D6 for each unit that has 5 or more models, that's not in melee, garrisoning a building or is fleeing or off the field. If said unit rolls a 1, it gets to roll another die on the animosity table. **On another 1, the unit inflicts D6 S3 hits on the closest friendly unit in 12" which is also subject to animosity, which in turn also inflict D6 S3 hits back. Hordes cause 2D6 S3 hits instead. Neither unit can charge, move, shoot or cast spells for the rest of the turn. The victim unit does not take an animosity test this turn. Wounds do not cause panic tests. If no eligible unit is in 12", treat the result as 2-5. **On a 2-5, the unit must declare a charge against the closest enemy if possible. If impossible, the unit stands still, losing any and all ability to move, shoot, or cast spells this turn. **On a 6, the unit gets a free pivot to face the closest visible enemy and makes a free mandatory move (no march) towards the unit. If no unit is visible, the unit moves straight ahead. If a charge can be declared after the move, you must do so. If not, the unit does not count as moved and may behave normally. :Although you can mitigate the worst effects of animosity with redundant small units or quell animosity in units with Black Orc characters, this becomes particularly annoying if you want to run a more magic-heavy Orc army. Such a build is questionable given that Orcs & Goblins have to take Azhag or a Wizarding Hat if they want access to BRB Lores, but it still becomes annoying when a unit of Boarboyz gets a glorious flanking charge off, only for the only nearby Goblin Shaman to be unable to cast Sneaky Stabbin'. *'''Choppas:''' This ability is what makes Orc units proppa in a fight. Basically, Orcs (and only Orcs) get +1 Strength to their attacks on the first round of an ongoing combat. This is regardless of charges or being charged, and applies to bonuses granted by Magic weapons and armor. *'''Big 'Uns:''' One unit of Orc (Boar) Boys or Savage Orc (Boar) Boys can be upgraded to Big 'Uns (2pts for infantry, 4pts for cavalry) granting +1WS and +1S. It is a relatively cheap upgrade that is more than worth it. Nearly every competitive list uses Big Uns, more specifically they use Savage Orc Big 'Uns with extra hand weapons. The resulting three S5 attacks per model for as low as 11 points will shred anything on the charge. This powerhouse is generally supported by a Savage Orc Shaman carrying the Lucky Shrunken Head which provides a 5+ ward save for the whole unit, making it quite durable as well as deadly in combat. The only problem lies in getting that unit in combat where you want it to be due to the double threat of Frenzy and Animosity that are just begging to make you lose control of it. And that crazed shaman won't be helping much either, so keeping a black orc big boss in the unit is very helpful to prevent your wizard from running off and doing something random instead of slinging spells. *'''Size Matters:''' Orcs ignore Goblins and Snotlings (including all cavalry, war machines or monsters with Goblin/Snotling riders/crew) for purposes of causing panic. The special rule is lost if any Orc character joins a Goblin unit. Remember: Only Orcs have this special rule, not other "big" units like Trolls or Giants. The main advantage of this rule is that you can run Wolf Riders or Squig Hoppers without fearing that they'll start a panic chain to any Orcs behind them.
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