| WAAAAAAGH!
(Power 3)
All enemy wizards within 36" must
roll
equal to or less than their magic level on a D6 or suffer 1 wound.
All Orc
and Goblin units within 36" of the caster add +1 to their WS and
can
re-roll Ld tests until the start
of the next magic phase.
|
Mork
Wants Ya! (Power 1)
A giant magic hand lifts a single
enemy
model within 24" into the air. The victim may do nothing except try
and escape at the beginning of each turn. To escape, the victim must roll
equal to or less than its Strength on 2D6. If the victim is freed he falls
to the ground and suffers 1 S4 hit.
|
Brain
Bursta (Power 2)
A bolt of Orcy power speeds away
from the
shaman in a straight line,
up to 24" across the battlefield. The
first model touched by the bolt must roll equal to or less than its T on
a
D6 or its head explodes!
No armour saves allowed.
Line of sight
|
| The
Hand of Gork (Power 2)
The shaman can transport one unit
of Orcs or
Goblins anywhere on the battlefield up to 18" away. The transported
troops may be moved
into close combat, in which case they count as
charging.
|
Mork
Save Uz! (Power 1)
The spell affects one unit of Orcs or
Goblins within 24" of the caster and stops any magic (including
friendly magic) affecting them until the
start of the player's next magic
phase. It also automatically dispels
any
currently affecting them.
Lasts 1 Turn
|
'Eadbutt
(Power 1)
The shaman smashes the head of an enemy
wizard within 36" with a
bolt of Orcy magic. Both players roll a D6
and add the magic level of their shaman/wizard. If the enemy wizard loses
he suffers 1 wound. If there
is no enemy wizard within 36", the
shaman may 'eadbutt any enemy model within range.
|
| Fists
of Gork (Power 2)
The shaman can inflict D6 S6 hits among his
close combat opponents.
If he rolls a 6, roll an extra D6 hits.
He can
carry on doing so until he
fails to roll a 6!
|
Gaze
of Mork (Power 2)
The shaman sends a beam of destructive
energy out in a
straight line 24" long . Anything
in the path of the
beam suffers
a S4 hit.
"Look out Sire" does apply
|
'Ere
We Go! (Power 2)
This spell can be cast on a unit
of Orcs or
Goblins within 36" of the shaman. Until the start of the
player's
next magic phase, the
unit has +1T and always hits
first in combat, even
if it
has been charged.
Lasts 1 Turn
|