THE ORC AND GOBLIN ARMY
0-50% Charecters
25%+ Units
0-25% Warmachines
0-25% Monsters
0-25% Allies - Chaos Warriors, Chaos Beastmen, Chaos Dwarfs, Dark Elves and Skaven.
Special Rules:
Animosity:
Who to Test: You must test sepreatly for every Orc, Savage Orc, Goblin, Night Goblin and Forest Goblin Mob in your army. Anamosity does not affect Black Orc Mobs.
Who Doesn't Test:
Black Orcs
An engaged Mob
Charecters (unless in Mob)
Warmachines and Chariots
Trolls, Snotlings, Ogers and Giants
Night Goblin Fantics
Night Goblin Squig Hoppers
When to Test: At the Start of Turn you must test for each Orc and Goblin Mob as described above. Starting on one side of the table and working through your army, roll a D6 for each unit. If the dice roll is a 1 then the unit has been effected by Animosity.
The Effects of Anamosity: To determin the effects of Anamosity roll a D6 on the table below:
1. Get 'em
If the Mob is armed with missile weapons it will shoot at the nearest unit of Orcs or Goblins. It will not do anything else that turn.
If the Mob is not armed with missile weaponsthen it will charge the neraest Orc or Goblin Mob. One round of hand-to-hand combat will take place between the two Orc Mobs. Onces both sides have fort they will split apart, but may not do anything else that turn.
2-5. Squabble
The Mob may not do anything that turn.
6. We'll Show 'em
The Orc Mob must move there full movement towards the nearest visible enermy unit. This is an extra move and they can still move in the movement phase or shoot in the shooting phase.
Shamans:
Waaagh Spells: Shamans who are more than 12" away from an Orc or Goblin unit are too far away to draw upon the Waaagh!. In order to cout an Orc unit must be 10 or more and a Goblin unit 20 or more. Smaller or fleeing units don't count.
If they are more than 12" away they cannot cast spells but can still dispel enermy magic as normal. He also dosn't run the risk of testing on the 'Eadbangerz Chart.
Waaaght Test: After magic cards have been dealt, but before spells are cast, the player must test each shaman to see if he can control the power of the Waaagh!
1. Count up the number of Orc (must be 10) and Goblin (must be 20) Mobs within 12".
2. Add +1 to this total for each Orc (must be 10) and Goblin (must be 20) Mobs in hand-to-hand combat within 12". This is the shamans 'eadbangerz value.
3 Roll a D6. If testing an Orc Shaman add his magic level. Do not add the magic level of goblin shamans. If the dice roll (+ level modifers is more than the Eadbanger value the shaman stays in control. If it is equal or less than the eadbanger value the shaman must roll on the 'Eadbangerz Chart.
'Eadbangzer Chart:
6 - "Yuuurgh!" Discard one magic card of your chosse.
5 - Fzzzzzzap! Your opponent can discard one random magic card out of your hand.
4 - "My 'ead urts!" The shaman can't cast any spells that turn but can dispel.
3 - "I've forgot!" The shaman can't cast any spells that turn but can dispel. He also loses a random Waaaagh Spell!
2 - "I fink I'm gonna ...." All Orcs or Goblins in base contact with the Shaman will explode unless they can roll equal to or under their toughness. If thery fail they die regardless of wounds or armour saves. The shaman may not do anything until next magic phase.
1 - 'Eadbang! The shamans head exploads and he is removed from the game. All Orcs and Goblin in base contact must test the same as in 2 above.
Night Goblin Shamans:
1. All Night Goblin Shamans is given one piece of mushroom per magic level.
2. A Night Goblin Shaman may consume a piece of mushroom at the start of the magic phase giving him +D6 magic cards.
3. Even if there are no Orc or Goblin Mobs within 12" he may cast spells by consumin the mushrooms.
4. When consuming mushrooms -1 to there Dice score on the 'Eadbanger Chart.
Forest Goblin Shamans:
1. Forest Goblin Shamans +1 to there score on the Eadbanger chart.
2. Whenever they fail a Waaagh test they move D6" in a random direction.
Savage Orc Shamans:
1. A Savage Orc Shaman recieves an additional magic card if with a Mob of Savage Orcs.
2. Both Shaman and Savage Orc Boyz get a 5+ Save from magic tattos when the shaman is with a unit.