Reglas Especiales
Orcs & Goblins

Global

Animosity

Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:

• Units only test if they contain at least 5 models.

• Units that have declared a charge don't test.

• Units engaged in close combat don't test.

• Units garrisoning a building don't test.

• Units fleeing or currently off the battlefield don't test.

Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.

Armed to da Teef

At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.

Big 'Uns

You may upgrade a single unit (not one each) in your army to Big 'Uns.

Big Stabba

A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.

Catchweb Spidershrine

A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.

Completely Out of Control

Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.

Copious Troll Vomit

Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.

Creeping Assault

Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.

Da Big Un

If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.

Da Boss 'as a Plan!

Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.

Da Great Leader

Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.

Da Howlerz

Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.

Da Immortulz

Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.

Deff Creepers

The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.

Dinner's Dinner!

When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.

Do as I say and wot I do

If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.

Duff Up da Big Thing

Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.

Eats Elves for Breakfast

As long as Grom is alive, all units in his army ignore Fear Elves.

Executioner's Strike

Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.

Explodin' Spores

Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.

Falls Apart

When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.

Fear Elves

Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.

Flappas

A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.

Force of Destruction

Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.

Force of Total Destruction

Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.

Frenzy of Violence

Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.

Get on Wiv it!

Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.

Giant Explodin' Spores

If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.

Gobbla

Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.

Goblin General

If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.

Goblin Jester

A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.

Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.

On the downside however, Goblins are subject to Stupidity.

Enemies must re-roll successful To Hit rolls against Jesters in close combat.

At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.

Gone Crazy!

Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.

Greenskin Races

Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.

Grom's Waaagh!

Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.

He's da Boss

If your army includes Grimgor, he must be the Army General.

Hide in units

Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.

Hunting Team

The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).

Keep Your Enemies Closer

If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.

Ker-splat!

If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.

When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.

Loners

The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.

Magic Mushrooms

Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.

Mooncap Mushrooms

At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.

Mork's Favorite

Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.

Natural Leader

If your army includes Morglum, he must be the Army General.

Netters

A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.

Niblet

Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.

Obnoxious

Characters cannot join this unit.

Orc Bully

An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.

Orcs are da Best

An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.

Out of Control

A Fanatic is removed immediately as a casualty when:

 It contacts a piece of terrain of any kind that's not open ground.
 It contacts another Fanatic (both Fanatics are removed).
 It moves off a table edge.
 It rolls a double for movement. This does not apply in the turn of release.
 Any unit moves into contact with the Fanatic.

Out-rigga

If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.

Puffball Smoke Bomb

At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.

Pump Harder Ladz!

Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.

Quell Animosity

If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.

Really Hates Dwarfs

The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.

Release the Fanatics!

Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.

River Troll

River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.

Size Matters

Models with this rule treat Goblins and Snotlings of all types as Expendable.

Slimy Shanks

Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.

Slipshod

If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.

Sneaky Schemes

At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.

Snotling Pump Wagon

You may take 1-2 Snotling Pump Wagons as a single Rare choice.

Snufflesquig

Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.

Spear Chukka

You may take 1-2 Spear Chukka's as a single special choice.

Spider Venom

Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).

Spiky Roller

If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.

Splat!

If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.

Squig Gobba

The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.

Squigs Go Wild

If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.

Stone Troll

Stone Trolls have Magic Resistance (2) and Natural Armour (5+).

Surprise!

Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.

Swamp Breath

This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.

The Facebeater

If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.

The Moon King's Entreaty

Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.

Thwackwheezer Puffshrooms

Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.

Tied Down

The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.

Too Pumped Up

Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.

Tricksy Traps

Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).

Troll Hag Special Attacks

To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

Troll Vomit

Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.

Tusker Charge

A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.

Ulda the Great Wolf

Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.

Venom Surge

When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).

Voice of Gork

All friendly units within 12" of Gordrakk gain Devastating Charge.

Waaagh!

If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.

WAAAGH! Miscast

If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.

Wall-crawler

Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.

Warpaint

Models wearing Warpaint gain Ward save (6+).

Warpaint of Wurrzag

Wurrzag's Warpaint gives him a Ward save (5+).

Watch Out!

Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.

Water Wise

Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.