When greenskins get together they start to pick fights, bicker, and misbehave in all sorts of appalling ways. Even at the best of times, squabbling in the ranks can send a greenskin horde into disarray. One moment a mob is striding purposefully towards the enemy, and the next it is brought to a halt whilst two or more greenies settle their differences. As the army's commander, you will find this waywardness a great drawback. Inevitably you will hear the cries of dissent amongst your forces and realise that, once again, your best laid plans have been laid low by some petty quarrel.
Which Units Must Test?
We take this unruly tendency into account by means of what we call the Animosity test. Not all your units have to take this test: Trolls, Snotlings, war machines and chariots do not, for example. In fact, only those greenskins fighting as part of a largish unit have to test for Animosity. The units that have to test are as follows:
Infantry and cavalry units of five or more Orc or Goblin models must test for Animosity at the start of each turn unless they are already engaged in close combat. All types of Goblin are affected (Common Gobbos and Night Goblins) and all types of Orcs except Black Orcs. Black Orcs are not affected and never have to test. Note that even though Savage Orcs are frenzied they must still take Animosity tests (Animosity is not a psychology test like panic, for example). After all, who are more likely to start fighting among themselves than Savage Orcs?
A unit which is engaged in close combat at the start of its turn is exempt from Animosity. No test is required. The greenies are too busy fighting the enemy to squabble amongst themselves.
A unit which is fleeing at the start of the turn is exempt from Animosity.
Characters who are with units are considered to be part of those units and must go along with the Animosity result of the unit itself. A Shaman in a unit suffering from Animosity cannot cast spells or use magic items (e.g., Dispel scrolls) whilst the Animosity lasts, though they still contribute Power dice and Dispel dice to the pile as normal.
War machines and chariots are never affected by Animosity.
Squig Herd units are only affected by Animosity if they include five or more Night Goblins. Squigs and Squig Hoppers don't count towards the total. However, if the unit fails its test the entire unit is covered by the result - Squigs as well as Squig Hoppers and Night Goblins.
Individual models, such as Fanatics or Squig Hoppers which have already left their original units, are not affected by Animosity.
Black Orcs, Trolls, Snotlings, Giants and other such creatures are not affected by Animosity; only Goblins and Orcs as specified above.
Units which fall below five models are not affected by Animosity and consequently do not have to test for it. With so few greenskins left to worry about the unit's leader can easily keep order.
Units that have pursued the enemy off the table do not have to test until they return to the battlefield.
When To Test
At the end of the Start of the Turn phase in each of your turns you must test for each Orc and Goblin unit as described above. Starting on one side of the table and working through your army, roll a D6 for each unit. On a 2+ the unit passes the test and moves/fights normally this turn. On a 1 the unit fails the test. To determine what happens to a unit that fails its test, roll a D6 and consult the Animosity table.
Living with Animosity
Animosity is just one of those things. If you command greenskins you will suffer from its effects now and again, and sometimes it will be a real pain in the neck. There are a few things you can do to make sure that the effects are minimised. To start with, remember that the more units you have the more likely you are to fail at least one test each turn. A few big units are less likely to suffer from Animosity than many small ones.
There are two more options wath regards to Animosity when it comes to choosing your army. The first is to carefully select Black Orc leaders and units to minimise is effects, doing your best to ensure that the ladz stay in line. This is an expensive and limiting option and isn't very Orcy. The second option, is to take the troops you like, leave Animosity in the hands of Gork and Mork, and worry about it when it happens.
Even so, it's wise to be a bit careful, so when deploying your army bear in mind your troops' tendency to fight amongst themselves. Two units placed side by side or one behind the other can end up fighting each other rather than the enemy. On the other hand, Chariots, Snotlings, Black Orcs and Trolls don't suffer from Animosity and can't be attacked. This means that you can reduce the risks by arranging your units with Black Orcs, Trolls, or other less quarrelsome troops between units of Orcs and Goblins. This won't stop greenskins from falling out amongst themselves, but at least it will stop them attacking other units.
The main thing to remember is that units already engaged in close combat don't take Animosity tests and won't be attacked if other units fail their tests either, so don't hang around waiting for the enemy to come to you - get stuck in! If you delay then of course your lads will get bored and start scrapping amongst themselves. It's only to be expected! Remember too that Animosity is not necessarily bad, a failed test can occasionally work for you, with a We'll Show 'em result propelling a unit towards the dismayed enemy at breakneck speed.