Source: Warhammer Fantasy: 4th Edition

Waaagh Test
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After magic cards have been dealt, but before any spells are cast, the player must test each shaman to see if he can control the power of the Waaagh flowing through his body. This is where the proximity of other Orcs and Goblins is important. If there are too many Orcs or Goblins nearby the shaman may be killed by the power surge. If there are not enough he loses power and will be unable to cast spells.

To determine if the shaman can withstand the power surge make a Waaagh test as follows:

  1. Count up the number of Orc and Goblin units within 12" of the shaman. Orc units are only counted if they contain at least ten models; Goblin units are only counted if they contain at least twenty models. Fleeing units cannot be counted, regardless of their size.

  2. Add +1 to this total for each Orc or Goblin unit in hand to hand combat within 12" due to the extra excitement and energy caused by them bustin' heads. Units must be at least ten Orcs or twenty Goblins as described above. The total score is the shaman's Eadbanger value.

  3. Roll a D6. If testing for an Orc Shaman add his magic level (Shaman +1, Shaman Champion +2, Master Shaman +3, Shaman Lord +4). Do not add this value if testing for a Goblin Shaman - Goblins are more delicate and thus more susceptible to the Waaagh.

    If the dice roll (+ level modifier) is more than the Eadbanger value the shaman stays in control and comes to no harm. If the D6 roll is equal to or less than the Eadbanger value the shaman has failed the test and must roll on the Eadbangerz Chart to determine what happens.

'Eadbangerz Chart

D6 Roll

Effect

6

"Yuuurgh!" The shaman struggles to keep control but some power slips out as poltergeist activity and weird lights. Discard one magic card of your choice, otherwise the shaman is unharmed and can cast Waaagh spells normally.

5

Fzzzzzzzzap! Bolts of pure energy rocket out of the shaman's ears, nose and mouth as Waaagh power escapes. Your opponent can draw one random magic card out of your hand and discard it immediately. The shaman is otherwise unharmed and can cast Waaagh spells normally.

4

"My 'ead urts!" The power buzzing around in the shaman's head makes it far too painful for him to concentrate. The shaman can't cast any Waaagh spells or spells from magic items this turn but he can still use magic cards to dispel enemy magic.

3

"I've forgot!" The shaman suffers a temporary brainstorm and forgets one of his Waaagh spells for the rest of the game. Your opponent picks a spell at random from the shaman's hand. Because he's busy trying to remember what he was doing the shaman can't cast any Waaagh spells or spells from magic items this magic phase. The shaman can still use magic cards to dispel enemy magic.

2

"I fink I'm gonna..." The shaman reels around for a moment before vomiting out an explosive blast of Waaagh power and collapsing in an unconscious heap. The heads of any Orcs or Goblins in base to base contact with the shaman will explode unless they can roll equal to or under their toughness on a D6. Head explosions kill regardless of armour saves and wounds. Place the shaman model on its side. He can't move, fight or do anything else until he wakes up at the start of the next magic phase.

1

'Eadbang! The shaman's head explodes! Obviously this is an exceptionally fatal experience. The shaman is slain and the model removed from the battle. The burst of pure Waaagh power causes the heads of any Orcs and Goblins in base to base contact with the shaman to also explode unless they can roll equal to or under their toughness on a D6 as described for 2 above.