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Waaagh Magic

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.
   

Mork Save Uz


Mork Save Uz
Magic Point

This spell protects the chosen Orc or Goblin regiment from all magic for a short period of time. Mork Save Uz not only dispels any spells currently cast on the regiment but also renders the target unaffected by all magic, including friendly magic, for the duration of the spell.

Warhammer Magic Rulebook 1997
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 spells currently affecting them. Note that, apart from dispelling a spell which is already cast on the unit, Mork Save Uz! will not dispell an enemy's spell - it merely renders the unit immune to the spells effects. In almost all cases this amounts to the same thing of course- but where a spell remains in play it may mean that the unit has two spells cast upon it (Mork Save Uz! and an enemy spell). In this case the enemy spell takes effect immediately if Mork Save Uz! is dispelled. Lasts 1 Turn and is Power 1.
   

Fists of Gork


Fists of Gork
Magic PointMagic PointMagic Point

Gork imbues the shaman with astounding powers in melee. For a short period of time, vaporous fists swirl through the fray, lashing out repeatedly with astonishing accuracy and strength and causing severe casualties in the enemy ranks.

Warhammer Magic Rulebook 1997
The shamen 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! Power 2.
   

Da Krunch


Da Krunch
Magic PointMagic PointMagic Point

The shaman's wailing for divine intervention is answerd as the enormous foot of Gork stamps down on target unit. Gork is not always precise about where he treads, but when on target the result is devastating.

Warhammer Magic Rulebook 1997
The mighty foot of Gork squashes the Orcs' enemies! Place the Da Krunch template over the target area and roll the Scatter dice. If a HIT is rolled, the foot is on target. If an arrow is rolled, move the template D6" in the indicated direction. Any models more than half under the template suffer a S10 hit. Power 3.
   

Gaze of Mork


Gaze of Mork
Magic PointMagic Point

The shaman sends out a searching beam of energy, delivering a mighty mental blow to anything in its path and causing massive internal wounding. The range of the shaman's power is good, and the spell is effective against all targets who are caught in its path.

Warhammer Magic Rulebook 1997
The shamen sends a beam of destructive energy out in a straight line 24" long. Anything in the path of the beam suffers a S6 hit. This spell affects models beneath a straight line projected from the shamen. Otherwise think of Gaze of Mork as a very long, thin template! Enemy characters may therfore use the "Look Out Sir" rule to avoid being hit. Power 2.
   

Brain Bursta


Brain Bursta
Magic Point

The shaman sends a bolt of energy flying towards the target. The first target hit by the blast will suffer the unfortunate cosequence of their head exploding in a shower of bone and blood. Tougher creatures can withstand this mental assult, but armour offers no protection whatsoever.

Warhammer Magic Rulebook 1997
A bolt of Orcy power speeds away from the shamen in a straight line, upto 24" across the battlefield. The first model touched by the bolt must roll equal to or less than its T on D6 or its head explodes! No armour save allowed. Line of Sight and is Power 2. Note that this spell kills automatically- it doesn't inflcit wounds and so it is impossible to save against with armour saves or even with special saves which save wounds. Power 2.
   

Dispel Magic


Dispel Magic
Magic Point

Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attampt to dispel.
   



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