Source: Warhammer Fantasy: 7th Edition

Spells of the Big Waaagh!
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1. Gaze of MorkCasting Value: 5+

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.

2. 'EadbuttCasting Value: 6+

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.

3. Bash 'em LadzCasting Value: 6+

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.

4. Fists of GorkCasting Value: 8+

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).

5. Gork's WarpathCasting Value: 10+

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.

6. Waaagh!Casting Value: 12+

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.

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