Finally, any unit that flees with unreleased fanatics, releases them in a random direction. The whole 8" thing was been done away with.
Squig Herds become skirmishers. Squig Hoppers are released like fanatics, and move 2D6" in a direction of your choice. The hopper has 2 wounds, but is still killed on a doubles for bounce. The rider is never thrown anymore. If the unit is broken, the goblin handlers flee and the squigs stay ranked up and have a table to roll on each turn; rather than the old scatter each one of these guys 2D6". (on the turn the goblin handlers flee, the squigs are always "unbreakable". (Frenzy & skirmish and charge the nearest unit friend or foe, is on the list; as is stupidity; causes fear & may not move, squabble, flee) Squig Herds are special choices and require 1 unit of night goblins for each unit squig herd.
Forest Goblins Return: Forest goblins about the same as night gobins, with a few differences. They Hate all elves, and Fear all elves that they do not outnumber by at least 2:1; reroll panic checks while in woods.
Forest Goblins can be upgraded to have spears, 2nd hand weapon or BOWS. One unit per army may scout, one unit per army may be upgraded to have poisoned weapons.
Spider Riders: On a 25mm base, M5, skirmish, forest goblin with poisoned attacks. Webs (enemy is -1 to flee/pursue from/at the spider riders) Upto 1 unit of spider riders per unit of forst goblin rank and file.
Giant Spider: Single model in unit, Spider on a 40mm base. Poison, webs, web shot (short range, enemy must pass Str test to move if hit). Special choice, 0-1 per unit of spider riders.
Orc chariots are 2 for 1 if general is an Orc.
All boar boys can be big uns if the general is an orc.
Goblin warmachines and chariots require 1 unit of goblins per choice.
Goblin chariots and spear chukkas are only 2:1 if a goblin is the general.
Orcs on foot have the option for heavy armor, choppas give +1 strength on the charge, even if used with a shield, or a 2nd choppa.
Slavers (orc warmachine crewmen) may kill a goblin crewmen to avoid taking a panic test.
Black Orcs: Takes a special choice, instead of an extra hero slot. They may buy a black orc retinue (which does not take a special slot); though they may not leave the unit. Black Orcs hate wizards (anyone who has bound spells or spells).
Anomosity looked about the same, with the big difference that Orcs that fail will pick on goblins if goblins are in range. Savage Orcs will attack friendly units on a 1-2 while frenzied, rather than just a "1".
Waaaagh Magic has a 2D6 miscast table, and units that failed anomosity, along with those that are fleeing modify the roll. Spells have changed a bit. Most of the magic is based on the numbers of Orcs and Goblins near the caster. (spells do more hits, or higher strength, or more range). I think every spell had some part of it linked to the number of greenskins in the area.
Stone Trolls are not stupid if the general is a night goblin and within 12"
River Trolls are not stupid if the general is a common goblin and within 12"
Forest Trolls are not stupid if the general is a forest goblin and within 12"
No troll is stupid if the general is an Orc, black orc or savage orc and within 12" of the trolls.
Pump waggon moves D6" the 1st turn, 2D6 the 2nd, 3D6 the third and so on. It keeps speeding up until it rolls a pair (and takes a wound) or hits an enemy unit. It may only turn upto 45 degrees before it moves, and it moves in a strait line. (so it can only charge what it sees).
Låter rimligt i allmänhet. Heavy armoured Orcs = teh shiznit!