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Age of Sigmar/Tactics/Old/2e/Destruction/Orruk Warclans
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==={{color|darkolivegreen|Battle Traits}}=== '''{{color|darkolivegreen|The Big WAAAGH}}''' Now this is where it gets funky. The Big Waagh! allows you to take any '''Orruk''' unit in the army. Build your dream Orruk army with Ardboy frontlines, Boarboy cavalry on the flanks, Beast-skewer artillery, and everything else in between. If you choose to take the Big Waaaagh! allegiance you get access to the Waaaagh ability table as displayed below. All these effects are cumulative and will strengthen the Waaagh the longer a battle goes on. You can never have more than 30 Waaaagh! points and any waagh points that go over this limit are lost. '''{{color|darkolivegreen|Waagh ability table}}''' *4 Points - '''Zog 'Em''' - Passive ability - At any phase in which you took damage, that orruk unit can move D6" (if outside of 9" enemy units) *6 Points - '''Zap 'Em''' - Active ability - You can use the Waaaagh! Magic battle trait - Any time you cast you can use the Waaaagh! energy, lose D3 points to get +1 casting or lose D6 points for +2, only once per wizard in each phase. *8 Points - '''Get 'Em''' - Passive Ability - Add 1 to charge rolls for any orruk units. *12 Points - '''Laugh at 'Em''' - Passive Ability - roll a dice when you take damage, on a 6 it's ignored. *16 Points - '''Smash 'Em''' - Passive Ability - Add 1 to hit rolls for melee attacks made by orruk units. *20 Points - '''Bash 'Em''' - Passive Ability - Add 1 to wound rolls for melee attacks made by orruk units. *24 Points - '''Waaaagh!''' - Active ability - General can use Da Big Waaaagh! ability at the start of combat phase - Add 1 to the attack characteristics to all Orruk units in the Waaaagh! army. - At the end of the phase roll a dice, on 1 you lose all your Waaaagh points, on a 2-5 you halve your Waaaagh points, on a 6 you keep everything. '''{{color|darkolivegreen|Waagh Points table}}''' *D6 points if you general is alive at the start of your hero phase, 6 if your general is Gordrakk. *2 points for each warchanter at the start of your hero phase. *1 point for each wurrgog prophet or wardokk at the start of your hero phase. *1 point in your charge phase for each orruk unit with 10 or more models that made a charge move. *1 point at the start of your combat phase for each orruk hero within 3" of an enemy unit. *1 point at the start of your combat phase for each orruk unit with 10 or more models within 3" of an enemy units. '''{{color|darkolivegreen|Command Abilities}}''' ;'Ere we go, 'Ere we go, 'Ere we go: Use this command ability at the start of your hero phase, get 1 Waagh point for every 10 '''Orruk''' models that are within 12" of a hero, or within 18" of your General or Warchanter. You cannot use this ability more than once per hero phase. ;Da Big Waaagh!: Use at the start of the combat phase if you have at least 24 Waaagh! points and your general on the battlefield. add 1 to the Attacks of all your ORRUKS' melee weapons for that phase (Can only use once per phase). At the end of the phase roll 1D6 - on a 6 nothing happens, on a 2-5 lose half your Waaagh! points, on a 1 lose them all. You cannot use this ability more than once per phase.
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