The Gaze of Mork is a magic missile with a range of 24". If successfully cast, it hits the target and causes D6 Strength 4 hits.
Cast this on a single enemy model within 24" and line of sight (even a model in a unit can be picked out, as can a character mounted on a monstrous steed or chariot). If successfully cast, the 'Eadbutt causes 1 hit at a Strength of 5. No armour saves are allowed against the 'Eadbutt.
Cast this on any one Orc unit that is in close combat within 18" of the Shaman. The unit strikes first in the next close combat phase and can re-roll any misses that phase.
This has a range of 18" and may be cast on any single enemy unit, even if it is in close combat. If successfully cast, the unit is pummelled by a flurry of ghostly green fists. Every model in the unit takes a Strength 4 hit on the roll of a 4+ (roll for each model).
The almighty Gork goes on the warpath - his big warty feet stomping over the enemy army. Choose any enemy unit and stomp it as described for The Foot of Gork. After the first unit is hit, roll a dice and consult the following chart:
D6 | Result |
1 | Gork slips and stomps on one of your units (your opponent chooses which). The spell ends. |
2-4 | Gork gets bored and wanders off. The spell ends. |
5-6 | He stomps another enemy unit of your choice. Roll again. |
Units may only be stomped on once per successful casting.
Each unbroken friendly unit immediately moves 2D6" towards the nearest enemy unit - if it can see no enemy unit it moves 2D6" directly forwards - war machine crew will abandon their machines. If this move takes it into contact with an enemy, it is counted as a charge - the moving unit need not take any Psychology tests that would normally be incurred for such a charge. An enemy unit charged in this way may only hold or flee as a charge reaction. In addition, all friendly units strike first in the next phase of close combat and can re-roll any misses that phase.