Source: Warhammer Armies Project: Unofficial 9th Edition

Spells of da Big Waaagh!
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The magical powers of Orc and Savage Orc Shamans are boosted by the positive energies of Orcs fighting nearby. Conversely, if nearby Orcs are running away, their negative energy weakens a Shaman.

For each friendly Orc unit (of any type) with a Unit Strength of 10+ in close combat within 24" of the Wizard, they add +1 to cast. Conversely, for each friendly Orc unit (of any type) with a Unit Strength of 10+ fleeing within 24" of the Wizard, they suffer -1 to cast.

Mork (or possibly Gork) gives the Shaman the ability to project beams of coruscating energy from his eyes.

Gaze of Mork is a direct damage spell. Extend a straight line, 18" in length, within the caster's forward arc and directly away from his base. Any model whose base falls under the line suffers a Strength 4 hit. The caster can choose to extend the range of the spell to 36". If they do so, the casting value is increased to 10+.

1. Wrath of GorkCasting Value: 7+

The shaman draws on the energy of the boyz around them and uses it to conjure up a mighty fist to pound the foe.

Wrath of Gork is a magic missile with a range of 18" that inflicts D6 Strength 5 hits for every friendly unit of 5 or more Orc models (of any type) within 6" of the caster. The caster can extend the range of this spell to 36". If they do so, the casting value is increased to 10+.

2. Fists of GorkCasting Value: 8+

In a fit of fighting fury, the Shaman makes his allies' gnarled fists grow large, becoming harder than iron.

Fists of Gork is an augment spell with a range of 24". The target unit gains +1 Strength until the start of the caster's next Magic phase. The caster can choose to instead have their spell target all friendly units within 12". If they do so, the casting value is increased to 16+.

3. 'EadbuttCasting Value: 9+

As the Shaman chants and thrusts his head forward, a wave of potent green energy emanates outwards, forming a shockwave of power that assaults an unfortunate enemy wizard.

'Eadbutt is a direct damage spell with a range of 12". One enemy Wizard within range suffers a Strength 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour Saves. The caster can extend the range of this spell to 24". If they do so, the casting value is increased to 13+.

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

As the Shaman chants his gibberish, he seems to visibly leak fighty energy, which boosts the aggressive zeal and close combat prowess of nearby mobs of Orcs.

'Ere We Go! is an augment spell with a range of 12" and targets all Orc units (of any type) that are in range, including the caster itself. The target units may re-roll To Hit rolls in close combat until the start of the caster's next Magic phase.

5. WAAAGH!Casting Value: 13+

The power of the Waaagh! surges from the Shaman in an unstoppable flood of magical energy.

WAAAGH! is an augment spell that targets all friendly Orc units (of any type) with 5 or more models within 12". The target units will immediately make a move using the Random Movement (2D6) special rule towards the nearest enemy unit within Line of Sight - if no enemy units are within Line of Sight, they will move directly forward instead. Note that no unit may be moved more than once per Magic phase with this spell.

6. Foot of GorkCasting Value: 15+

The Shaman raises his arms and implores the sky with wild gesticulations. An almighty green foot descends to crush the foe, making a resounding krunching sound as it does so.

Foot of Gork is a direct damage spell. Place the small template within 36" of the caster. 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 caster can choose to intensify Gork's involvement in the battle to a full warpath of stomping. If they do so the casting value is increased to 18+, but 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 (or the same one - when Gork wants something stomped, he stomps it!).

Place the template again, as described above. After resolving the effects of this stomp, roll again on this table.

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