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=={{color|darkolivegreen|Big WAAAGH Allegiance Abilities}}== ==={{color|darkolivegreen|Battle Traits}}=== '''{{color|darkolivegreen|The Power of the 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. This is the only way to ally one faction with another, they can not ally in any other way because they are from the same Orruk Warclans Army book. 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}}''' *8 Points - '''Zog 'Em''' - Passive ability - Your Orruk units add +1 to run moves. *10 Points - '''Get 'Em''' - Passive Ability - Add 1 to charge rolls for any Orruk units. *12 Points - '''Zap 'Em''' - Passive ability - Your Orruk wizards add +1 to casting, dispelling and unbinding rolls. *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. You can add 1 to the attack characteristics to all Orruk units in the army, but you'll lose all your accumulated points at the end of the phase. '''{{color|darkolivegreen|Waagh Points table}}''' *D6 points if your general is alive at the start of your hero phase. *2 points if any Warchanters are on the battlefield at the start of your hero phase. *1 point if any Bonesplittaz Wizards are on the battlefield the start of your hero phase. *1 point in your charge phase for each orruk unit that made a charge move. *1 point at the start of your combat phase for each orruk hero within 3" of an enemy unit. ** Gordrakk no longer provides flat 6 points but he's a general now, so if your general is dead you are still getting d6 points for a general on the the battlefield from Gordrakk. ** Kragnos can be included in any Destruction army if there are no Mercenaries there, if general of this army has {{AOSKeyword|Destruction}} keyword Kragnos also becomes a general. ** Stacking warchanters and wizards no longer get you points, so you are getting abilities at slower rate. ** Using Waaagh only provides 1 attack and then at the end of the phase you are losing everything, make sure it worth it. It should be a killing blow to your enemy or at least it should cripple him to a point where losing bonuses won't matter that much. ** You are free to not use Da Big Waaagh! at all and keep all bonuses. '''{{color|darkolivegreen|'Ere We Go, 'Ere We Go, 'Ere We Go!}}''' A unique heroic action available to your heroes. Roll a d6; if the roll exceeds the current turn number, you gain a number of Waaagh points equal to what turn it is. A pretty nifty pick when you want to amp up the big table of powers early to mid-game. '''{{color|darkolivegreen|Kunnin', Brutal and Savage}}''' Your army cannot use any of the factions' ''Battle Traits'' except for Venom-Encrusted Weapons, Mighty Destroyers, and Warpaint. You can't pick any ''Clans''. You are exchanging factions battle traits and clan bonuses for bonuses from Big Waaagh! table. ==={{color|darkolivegreen|Big Waaagh Enchancements}}=== ''Command Traits'', ''Artefacts Of Power'' or ''Spell Lore'' can be chosen from the Ironjawz, Kruleboyz and Bonesplitterz allegiance abilities '''accordingly'''. (means Ironjawz '''aren't''' getting Bonesplitterz artefacts)
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