Source: Warhammer Fantasy: 8th Edition

Spells of da Big Waaagh!
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Orc and Savage Orc shamans generate spells as described in the Warhammer rulebook. They can swap one spell for their signature spell, Gaze of Mork.

If a Spell of da Big Waaagh! has a Strength value or grants a Strength bonus, that value or bonus is increased by +1 as long as there are more friendly units in combat than there are fleeing.

Gaze of Mork is a direct damage spell which can be used to target units that are in combat. Extend a straight line, 4D6" in length, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a Strength 4 hit. The Shaman can choose to extend the range of the spell to 8D6". If he does so, the casting value is increased to 10+.

1. Brain BurstaCasting Value: 6+

Brain Bursta is a direct damage spell with a range of 18" and targets a single enemy model. The target is selected just as if the Shaman had the Sniper special rule. The target suffers a Strength 5 hit. The Shaman can extend the range of this spell to 36". If he does so, the casting value is increased to 9+.

2. Fists of GorkCasting Value: 8+

Remains in play. Fists of Gork is an augment spell. The Shaman that casts the spell has +3 Attacks, +3 Strength and a 6+ ward save as long as the spell remains in play.

3. The Hand of GorkCasting Value: 9+

The Hand of Gork is an augment spell with a range of 24" that targets a single unengaged friendly unit. Remove a model from the front rank of the unit and place it anywhere within 3D6" of its original position, facing in any direction. Remove the remainder of the unit from the battlefield and form them up around the first model so that the unit keeps its original formation and the first model maintains its original position in the unit (if the unit is comprised of just one model, such as a chariot or character, then this step is unnecessary). Models from the unit cannot be placed in impassable terrain, nor may they be placed within 1" of any other unit. The Shaman can choose to extend the distance that the target unit moves to 5D6". If he does so, the casting value is increased to 14+.

4. 'EadbuttCasting Value: 9+

'Eadbutt is a direct damage spell with a range of 4D6". One enemy Wizard within range suffers a Strength 4 hit that inflicts Multiple Wounds (D3), with no armour saves allowed. The Shaman can extend the range of this spell to 8D6". If he does so, the casting value is increased to 12+.

5. 'Ere We Go!Casting Value: 11+

'Ere We Go! is an augment spell with a range of 2D6" and targets all Orc units (of any kind) that are in range, including the Shaman himself. The target units may re-roll all To Hit rolls in close combat until the start of the caster's next Magic Phase.

6. Foot of GorkCasting Value: 15+

Foot of Gork is a direct damage spell. Place the Foot of Gork template within 36" of the Shaman. It then scatters D6", maintaining the same facing. All models hit by the template suffer a Strength 6 hit with the Multiple Wounds (D3) special rule. The Shaman can choose to increase the casting value to 18+. If he does so, after resolving the effects of the spell, roll a dice and consult the following table:

D6

Result

1

Gork slips and stomps one of your own units! Your opponent places the template anywhere on the table. It then scatters and inflicts damage exactly as described above. The spell then ends.

2-3

Gork gets bored and wanders off. The spell ends without further effect.

4-6

Gork stomps another enemy unit. Place the template again, as described above. After resolving the effects of this stomp, roll again on this table.

Note: If you roll a 4-6 on the above table, the same unit can be targeted successively.

Next - Spells of da Little Waaagh!