Sonderregeln
Orcs & Goblins

Global

Animosity

At the end of the Start of the Turn phase in each of your turns you must test for each Orc and Goblin unit as described above. Starting on one side of the table and working through your army, roll a D6 for each unit. On a 2+ the unit passes the test and moves/fights normally this turn. On a 1 the unit fails the test. To determinate what happens to a unit that fails the test, roll a D6 and consult the Animosity table opposite.
[p. 8 of AB]

Big'Uns

(...) Choose up to one unit allowed in the army to upgrade to Big'Uns and pay the appropriate points. This may be a unit of Orc Boyz, Savage Orc Boyz, Orc Boar Boyz, Savage Orc Boar Boyz. Whatever type of unit u choose to upgrade you must have at least as many normal models of that type in other units before you take the Big'Uns. You may only ever have one unit of Big'Uns in an army. A unit of Big'Uns may carry a magic standard worth up to 50 points. This is in addition to any magical banners that would normally be allowed to units of that type. So, for example, if your Big'Uns are Boar Boyz then both they and one unit of normal Boar Boyz may take a magic banner. [p. 6 of AB]

Choppa

(...) it is carried instead of a normal hand weapon. (...)

An Orc warrior on foot armed with a single choppa adds +1 to his Strength in the first round of combat when he charges. This bonus does not apply if a weapon is carried in each hand, or for Boar, Chariot or monster riders - in such cases the weapon's natural brutishness is cancelled out by the difficulty of wielding it.

The Choppa bonus applies to character models on foot that are armed with a single ordinary non-magical choppa. It does not apply to individuals armed with magic weapons as they receive the appropriate magical bonuses instead.

(...) only Orcs on foot benefit from choppas (...)

(...) Note that the bonus armour save for using a hand weapon and shield does not apply to an Orc wielding a choppa. Foot models with a choppa in each hand (additional hand weapon) do get normal +1 Attack for having two "hand weapons", though the lose the +1 Strength on the charge. [p. 6 of AB]

Choppa

(...) An Orc warrior on foot armed with a single choppa adds +1 to his Strength in the first round of combat when he charges. This bonus does not apply if a weapon is carried in each hand, or for Boar, Chariot or monster riders - in such cases the weapon's natural brutishness is cancelled out by the difficulty of wielding it.

The Choppa bonus applies to character models on foot that are armed with a a single ordinary non-magical choppa. It does not apply to individuals armed with magic weapons as they receive the appropriate magical bonuses instead. (...)

Note that the bonus armour save for using a hand weapon and shield does not apply to an Orc wielding a a choppa. Foot models with a choppa in each hand (additional hand weapon) do get normal +1 Attack for having two "hand weapons", though they lose the +1 Strength on the charge.

[p. 6 of AB]

Fanatics

[p. 14 of AB]

Fear Elves

(...) A unit of Goblin troops therefore fear any unit of Elves that it does not outnumber by at least two to one. Count any Orcs, Squigs or anything else in the unit as well as the Gobbos. (...)
[p. 6, 18 of AB]

Hate Dwarfs

(...) When fighting Dwarfs, Night Goblins are affected by the rules given for hatred on pages 84-85 of the Warhammer rulebook.
[p. 13 of AB]

Ignore Goblin Panic

Orcs expects the smaller greenskins to run away and it doesn't really surprise them when they do. The sight of fleeing Gobbos and Snotlings simply reminds the bigger and bolder Orcs why they are best. Consequently, when a Goblin unit, Snotling Swarm or Snotling Pump Wagon is destroyed, breaks or flees past, Orc units do not need to test for panic. See Warhammer rulebook for the complete Panic rules, pages 80-81. [p. 6 of AB]

Ignore Greenskin Panic

Black Orcs and Giants expect normal Orcs and Goblins to run away and would be disjointed if they didn't. Consequently, when an Orc or Goblin unit (of any type), a Snotling Swarm or Snotling Pump Wagon is destroyed, breaks or flees past, Black Orcs unit and Giants do not need to test for panic. See Warhammer rulebook for the complete Panic rules, pages 80-81. [p. 6 of AB]

Mork's Spirit-Totem

The unit carrying Mork's Spirit-Totem gains Magic resistance (1). In addition, an attempt to dispell any enemy spell that isn't cast at the unit gains +1 to it's Dispel roll. Finally, no enemy Wizard in contact with the unit carrying Mork's Spirit-Totem can cast a spell at all - good 'ol Mork stops 'em. [p. 33 of AB]

Netters

[p. 17 of AB]

Night Banner

Thanks to the darkness and shadowyness of it all, not to mention the dimness, any missiles fired at the unit are at -1 to hit. [p. 33 of AB]

Warpaint

Some Savage Orcs adorn themselves with warpaint, tattoos and charms in the belief they will attract the favour of Gork and Mork. Such is a Savage Orc's faith in hiis warpaint that he gets a 6+ Ward save. A Savage Orc with warpaint may not wear armour, though they may carry a shield. [p. 6 of AB]