Orks
Army rule · Waaagh!
Once per battle you call a Waaagh! — and for a whole turn your Orks hit harder, take more, and charge even after Advancing.
The Orks army rule is called the Waaagh!. It costs nothing and needs no setting up. It happens once, when you choose — and only once in the whole game.
- At the start of your Command phase, you call the Waaagh!.
- It is active until the start of your next Command phase: your whole turn, and your opponent’s whole turn.
- Once per battle. When it is gone, it is gone — that is the real decision on this page.
While it is active, models with the Waaagh! ability gain three things:
- They can declare a charge in a turn in which they Advanced.
- Their melee weapons gain +1 Strength and +1 Attacks.
- They have a 5+ invulnerable save.
An invulnerable save is a second save, written “Inv. Sv” on the datasheets. The one the Waaagh! gives is temporary, and the figures on the datasheets are not wrong: they describe the rest of the game — a Boy has no Inv. Sv at all, a Warboss has a 5+ permanently. Exactly how it is played is not explained on this site yet: ask someone at the club.
A worked example
My ten Boyz charge some Intercessors. Without the Waaagh!, what does that give?
A Boy’s Choppa has A 3, WS 3+, S 4. Ten Boyz make 30 attacks. An Intercessor has T 4: S 4 against T 4, you wound on a 4+.
And with the Waaagh!?
A 4 and S 5. That is 40 attacks instead of 30 — and S 5 against T 4 is “S is greater than T”: you wound on a 3+ instead of a 4+.
And if my Boyz had Advanced this turn?
Without the Waaagh! they could not charge at all: a unit that has Advanced does not charge. With it, they charge anyway.
Only models that have the Waaagh! ability get this. It is not “every Ork on the table” because the army is Orks.
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