Ruglud's Armoured Orcs

(Entry)
Type: unit
EntryId: 0271-4a0b-17be-fd4d
Hidden: false
Costs: 98 pts

Constraints:

max(roster): 1
Options (2)
Command Group:
Rules (3)
Animosity
Ruglud’s Orcs suffer from Animosity like any other Greenskin unit, and must test each turn so long as the unit is not engaged Close Combat, is not fleeing, and has at least 5 models.

At the Start of the Turn roll a D6 for Ruglud's Armoured Orcs — on a 2+ the unit passes the test and moves/fights normally this turn. On a roll of 1 the unit fails the test. To determine what happens, roll a D6 and consult Animosity Table.
Ignore Greenskin Panic
Ruglud and his Armoured Orcs treat units from Warhammer: Orcs & Goblins as Expendable.
Mercenaries
Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.

Profiles:

Animosity Table
01-02

Let's show 'em what these crossbows can do!: Ruglud’s Armoured Orcs shoot at the closest unit, friend or foe. All models in the unit can fire without movement penalty at the nearest target in any direction, ignoring the usual restrictions for line of sight and fire arcs – this is an exception to the normal rules for shooting. The shots are worked out immediately, not in the Shooting phase, and the models themselves are not moved. The unit cannot do anything else that turn. If there are no units within range, the unit Squabbles instead.

03-06

Squabble: The unit can do nothing this turn.

Used By (22)