Orc Gore-Gruntas
| M | WS | BS | S | T | W | I | A | Ld |
| Orc Gore-Gruntas |
4 |
4 |
4+ |
4 |
4 |
2 |
2 |
2 |
7 |
Saves:
Armour 3+ (Medium Armour, Barding, Natural Armour), Missile 4+ (Medium Armour, Barding)
Rules:
Natural Armour, Fear, Impact Hits
Animosity:
Orcs and Goblins have a special Animosity rule to represent their extreme belligerence -- greenskins will fight anyone, even each other! Animosity is represented by an Animosity test, taken in the Start of Turn sub-phase 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 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: 1 Get 'Em. Inflict D6 Strength 3 hits on the closest friendly unit that has 5 or more models, is subject to Animosity, and is within 3". The victim (if there is one) then inflicts D6 Strength 3 hits back. Neither unit can charge or move in the Movement phase, cast spells, nor shoot this turn. If the victim has not yet taken an Animosity test, then it does not do so this turn. If there isn't an eligible victim, the unit will Squabble instead. Wounds caused by the Get 'Em result never cause Panic tests. 2-5 Squabble. If it is possible to do so, the unit must declare a charge against the closest enemy unit in the Charge sub-phase. If the unit is unable to declare a charge, then a rowdy squabble breaks out and the unit may not move in the Movement phase, cast spells nor shoot this turn. 6 We'll Show 'Em. Pivot the unit on the spot to face the nearest visible enemy unit, and then make a full (non-march) move in a straight line towards it. If there is no visible enemy, the unit must move straight ahead instead. If it is impossible for the unit to pivot to face the closest enemy, it will pivot towards it as far as it can, and will then move as far forward as it can while still keeping the enemy within its forward arc. After the move is complete the unit must declare a charge in the Charge sub-phase against the closest visible enemy unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest of its turn normally, as if it had not yet moved this turn.
Choppas:
Models with Choppas get the Strength Bonus (1) special rule. However, they cannot make use of the Parry special rule if used with two hand weapons.
Size Matters:
Models with this special rule treat Goblins and Snotlings of all types as Expendable.
Orc:
Tusker Charge:
A mount with this special rule receives the Strength Bonus (2) special rule during the turn in which it charged into combat.
Duff Up da Big Thing:
Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.