lore of the big waaagh spell cards for warhammer

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Spellcards for Orc Magic. Double of the Signature spell for convenience. Prints out at about the same size as the official ones. Lore attribute on each card for the spells where this is relevant.

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Page 1: Lore of the Big Waaagh Spell Cards for Warhammer
Page 2: Lore of the Big Waaagh Spell Cards for Warhammer

Gaze of Mork (Signature Spell) Cast on 7+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, 4D6" in length, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a Strength 4 hit. The Shaman can choose to extend the range of the spell to 8D6". If he does so, the casting value is increased to 10 +.POWER OF DA WAAAGH! (Lore Attribute) If a Spell of da Big Waaagh! has a Strength value or grants a Strenght bonus, that value or bonus is increased by + 1 as long as there are' more friendly units in combat than there are fleeing

2 Fists of Gork Cast on 8+In a fit of fighting fury the Shaman's gnarled fists grow large,becoming harder than iron.Remains in play. Fists of Gork is an augment spell. The Shaman that cast the spell has +3 Attacks, +3 Strength and a 6+ ward save as long as the spell remains in play.

POWER OF DA WAAAGH! (Lore Attribute) If a Spell of da Big Waaagh! has a Strength value or grants a Strenght bonus, that value or bonus is increased by + 1 as long as there are' more friendly units in combat than there are fleeing

3: The Hand of GorkCast on 9+The Shaman's eyes roll back and an enormous, ghostly green hand materialises in order to pick up a nearby mob and plank them down where the fighting is fiercest.The Hand of Gork is an augment spell with a range of 24" that targets a single unengaged friendly unit. Remove a model from the front rank of the unit and place it anywhere within 3D6" of its original position, facing in any direction. Remove the remainder of the unit from the battlefield and form them up around the first model so that the unit keeps its original formation and the first model maintains its original position in the unit (if the unit comprised just one model, such as a chariot or character, then this step is unnecessary). Models from the unit cannot be placed in impassable terrain, nor may they be placed within 1" of any other unit. The Shaman can choose to extend the distance that the target unit moves to 5D6". If he does so, the casting value is increased to 14+ .

1: Brain BurstaCast on 6+Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain-melting force.Brain Bursta is a direct damage spell with a range of 18" and targets a single enemy model. The target is selected just as if the Shaman had the Sniper special rule. The target suffers a Strength 5 hit. The Shaman can extend the range of this spell to 36". If he does so, the casting value is increased to 9+ .

POWER OF DA WAAAGH! (Lore Attribute) If a Spell of da Big Waaagh! has a Strength value or grants a Strenght bonus, that value or bonus is increased by + 1 as long as there are' more friendly units in combat than there are fleeing

4:'EadbuttCast on 9+As the Shaman chants and thrusts his head forward, a wave of potent green energy emanates olltwards, forming a shockwave of power that assaults an unfortunate enemy wizard 'Eadbutt is a direct damage spell with a range of 4D6". One enemy Wizard within range suffers a Strength 4 hit that inflicts Multiple Wounds (D3), with no armour saves allowed The Shaman can extend the range of this spell to 8D6". If he does so, the casting value is increased to 12+.

POWER OF DA WAAAGH! (Lore Attribute) If a Spell of da Big Waaagh! has a Strength value or grants a Strenght bonus, that value or bonus is increased by + 1 as long as there are' more friendly units in combat than there are fleeing

6: Foot of GorkCast on 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 kmnching sound as it does so. Foot of Gork is a direct damage spell. Place the Foot of Gork template within 36" of the Shaman. It then scatters D6",maintaining the same facing. All models hits by the templatesuffer a Strength 6 hit with the Multiple Wounds (D3) special rule. The Shaman can choose to intensify Cork's involvement inthe battle to a full warpath of stomping. If he does so thecasting value is increased to 18+, but after resolving the effects of the spell, roll a dice and consult the following table: 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. Place the template again, as described above. After resolving the effects of this stomp, roll again on this table. Note: If you roll a 4-6 on the above table, the same unit can be targeted successively -when Gork wants something stomped, he stomps it!

POWER OF DA WAAAGH! (Lore Attribute) If a Spell of da Big Waaagh! has a Strength value it increased by +1 as long as there are'more friendly units in combat than there are fleeing

Gaze of Mork (Signature Spell) Cast on 7+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, 4D6" in length, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a Strength 4 hit. The Shaman can choose to extend the range of the spell to 8D6". If he does so, the casting value is increased to 10 +.POWER OF DA WAAAGH! (Lore Attribute) If a Spell of da Big Waaagh! has a Strength value or grants a Strenght bonus, that value or bonus is increased by + 1 as long as there are' more friendly units in combat than there are fleeing

5: 'Ere We Co! Cast on 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 2D6" and targets all Orc units (of any kind) that are in range, including the Shaman himself. The target units may re-roll To Hit rolls in close combat until the start of the caster 's next Magic phase.