Ere We Go


Ere We Go
Magic PointMagic Point

The shaman can inspire to greater efforts any friendly regiment within a long range, for a short period of time. The target of the magic becomes tougher and stronger, giving it a considerable advantage in melee.

Warhammer Magic Rulebook 1997
This Spell can be cast on a unit of Orcs or Goblins within 36" of the shamen. 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 and is Power 2.



This website is completely unofficial and in no way affiliated with or endorsed by
GAMES WORKSHOP LIMITED
All Warhammer and related products are trademarks and property of
GAMES WORKSHOP
  • de
  • es

Quotes

Ladder

Login/Logout