Source: Warhammer Fantasy: 8th Edition

Spells of da Little Waaagh!
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Goblin and Night Goblin Shamans generate spells as described in the Warhammer rulebook. They can swap one spell for their signature spell, Sneaky Stabbin'.

When a Spell of da Little Waaagh! is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from your opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

Sneaky Stabbin' is an augment spell with a range of 12". The target unit's close combat attacks have the Armour Piercing special rule until the start of the caster's next Magic phase. In addition, until the start of the caster's next Magic phase members of the target unit can re-roll all failed To Hit and To Wound rolls when attacking in close combat against an enemy's flank or rear.

1. Vindictive GlareCasting Value: 5+

Vindictive Glare is a magic missile spell with a range of 24" and causes 2D6 Strength 3 hits. The Shaman can choose to boost the power of the spell so that it inflicts 3D6 S3 hits. If he does so, the casting value is increased to 10+.

2. Gift of the Spider-godCasting Value: 8+

Gift of the Spider-god is an augment spell with a range of 12". The target unit's attacks have the Poisoned Attacks special rule until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the spell will boost its venom so that they wound the target automatically on a To Hit roll of 5 as well as 6.

3. Itchy NuisanceCasting Value: 8+

Itchy Nuisance is a hex spell with a range of 24". Roll a D6. The target unit immediately reduces its Movement and Initiative by this number (to a minimum of 1), until the start of the caster's next Magic phase. Troops with Random Movement reduce the number of dice they roll by D3 (to a minimum of 1D6), and their Initiative by D6.

4. Gork'll Fix ItCasting Value: 8+

Gork'll Fix It is a hex spell with a range of 24". The target unit must re-roll any of its To Hit, To Wound and armour save rolls of 6 (in shooting and close combat), until the start of the caster's next Magic phase.

5. Night ShroudCasting Value: 9+

Night Shroud is an augment spell that targets the Shaman and any unit he is with. They count as being in soft cover until the beginning of the caster's next Magic phase. Any enemy model that charges into base contact with the Shaman or the unit he is with while the spell is in effect must take a Dangerous Terrain test. The Shaman can also choose to have the Night Shroud target all friendly units within 12" of himself. If he does so, the casting value is increased to 15+.

6. Curse of da Bad MoonCasting Value: 15+

Curse of da Bad Moon is a magical vortex spell that uses the small round template. Once the template is placed, the caster nominates the direction in which it will move. Roll 4D6 to determine how many inches the template moves. In subsequent turns the template will move 3D6" in a random direction. Any model under or passed over by the template is cursed, and must pass a characteristic test or take a wound, with no armour save allowed. The type of characteristic test is determined by rolling on the following chart. Roll once each Magic phase, just before moving the template, and apply the result to all models affected by the curse that Magic phase.

D6

Result

1-2

Strength

3-4

Toughness

5-6

Initiative

By increasing the casting value of the spell to 25+, the Shaman can boost the Curse of da Bad Moon so that it uses the large round template instead. Additionally, before the template moves each turn, the Shaman can choose the type of characteristic test that the victims must take instead of rolling on the table.

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