Orcs & Goblins (Revision-35)

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'Eadbutt One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.
Mf 9+/13+ 12"/24" Immédiat
One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.

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'Eadbutt (Bound Spell) One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.
Mf 4+ 12" Immédiat
One enemy Wizard within range suffers a S 4 hit that inflicts Multiple Wounds (D3), which Ignores Armour saves.

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'Ere we go! 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.
Mf 11+ 12" Immédiat
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.

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Foot of Gork Place the small template within range of the Shaman. It then scatters D6", maintaining the same facing. All models hit by the template suffer a S 6 hit with Multiple Wounds (D3). If the spell is boosted roll a dice and consult the Foot of Gork table after resolving the effects of the spell.
Mf 15+/18+ 36"/36" Immédiat
Place the small template within range of the Shaman. It then scatters D6", maintaining the same facing. All models hit by the template suffer a S 6 hit with Multiple Wounds (D3). If the spell is boosted roll a dice and consult the Foot of Gork table after resolving the effects of the spell.

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Fists of Gork The target unit gains +1 S until the start of the caster's next Magic phase. Boosted version affects all friendly units within range.
Mf 8+/16+ 24"/12" Immédiat
The target unit gains +1 S until the start of the caster's next Magic phase. Boosted version affects all friendly units within range.

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Gaze of Mork Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.
Mf 7+/10+ 18"/36" Immédiat
Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.

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Gaze of Mork (Bound Spell) Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.
Mf 7+/10+ 18"/36" Immédiat
Extend a straight line, within the Shaman's forward arc and directly away from his base. Any model whose base falls under the line suffers a S 4 hit.

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Power of da Waaagh! For each friendly Orc unit (of any type) with a Unit Strength of 10+ in close combat within range 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 range of the Wizard, they suffer -1 to cast.
Mf - 24" Immédiat
For each friendly Orc unit (of any type) with a Unit Strength of 10+ in close combat within range 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 range of the Wizard, they suffer -1 to cast.

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WAAAGH! Affects all friendly Orc units (of any type) with 5 or more models within range. The target units will immediately make a move using Random Movement (2D6) 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.
Mf 13+ 12" Immédiat
Affects all friendly Orc units (of any type) with 5 or more models within range. The target units will immediately make a move using Random Movement (2D6) 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.

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Wrath of Gork Inflicts D6 S 5 hits for every friendly unit of 5 or more Orc models (of any race) within 6" of the caster.
Mf 7+/10+ 18"/36" Immédiat
Inflicts D6 S 5 hits for every friendly unit of 5 or more Orc models (of any race) within 6" of the caster.

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Bone Krusha The closer the target is to the caster, the more powerful the attack will be: if the target is within 12" of the caster, it suffers 2D6 S 5 Hits; if the target is between 12" and 18" away, it instead suffers D6 S 5 Hits; if the target is more than 18" away, it only suffers D3 S 5 Hits.
Mf 5+ 24" Immédiat
The closer the target is to the caster, the more powerful the attack will be: if the target is within 12" of the caster, it suffers 2D6 S 5 Hits; if the target is between 12" and 18" away, it instead suffers D6 S 5 Hits; if the target is more than 18" away, it only suffers D3 S 5 Hits.

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Brutal Beast Spirits Targets Orcs (of any type). The unit gains +1 To Hit in close combat and may re-roll their pursuit distance until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.
Mf 6+/12+ 24"/12" Immédiat
Targets Orcs (of any type). The unit gains +1 To Hit in close combat and may re-roll their pursuit distance until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.

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Breath of Mork Target an unengaged unit. This unit may immediately make a normal Fly move (not march) as if it was the Remaining Moves phase.
Mf 7+/10+ 18"/36" Immédiat
Target an unengaged unit. This unit may immediately make a normal Fly move (not march) as if it was the Remaining Moves phase.

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Gork's War Cry The target unit suffers D6 S 5 which Ignores Armour Saves and is stunned by the deafening roar. The target unit halves all their Movement and is subject to Always Strikes Last until the start of the caster's next Magic phase.
Mf 11+ 18" Immédiat
The target unit suffers D6 S 5 which Ignores Armour Saves and is stunned by the deafening roar. The target unit halves all their Movement and is subject to Always Strikes Last until the start of the caster's next Magic phase.

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Kunnin' Beast Spirits Targets Orcs (of any type). Your opponent must re-roll all To Hit rolls of 6 that target the unit with missile attacks and in close combat until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.
Mf 5+/10+ 24"/12" Immédiat
Targets Orcs (of any type). Your opponent must re-roll all To Hit rolls of 6 that target the unit with missile attacks and in close combat until the start of the caster's next Magic phase. Boosted version affects all friendly units of Orcs (of any type) within range.

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The Evil Sun Remains in play. Uses the small round template. Once the template is placed, the player then nominates the direction in which The Evil Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol). Any model under or passed over by the template suffers a S 5 hit. In subsequent turns, The Evil Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, The Evil Sun swallows itself and is removed.
Mf 14+ Immédiat
Remains in play. Uses the small round template. Once the template is placed, the player then nominates the direction in which The Evil Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice. The template then moves D6" in the direction shown (if you roll a Hit! use the little arrow shown on the Hit! symbol). Any model under or passed over by the template suffers a S 5 hit. In subsequent turns, The Evil Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, The Evil Sun swallows itself and is removed.

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Squiggly Curse Targets a single enemy model (even a character in a unit). Roll a D6; on a 1 it has no effect, on a 2 to 3 that model suffers one Wound, on a 4 to 5 it suffers D3 Wounds and on a 6 it suffers D6 Wounds. These Wounds have Ignores Armour Saves. Each time a model is slain by Squiggly Curse, you can add +D3 to any further casting attempts made by the caster this Magic Phase.
Mf 9+/13+ 12"/24" Immédiat
Targets a single enemy model (even a character in a unit). Roll a D6; on a 1 it has no effect, on a 2 to 3 that model suffers one Wound, on a 4 to 5 it suffers D3 Wounds and on a 6 it suffers D6 Wounds. These Wounds have Ignores Armour Saves. Each time a model is slain by Squiggly Curse, you can add +D3 to any further casting attempts made by the caster this Magic Phase.

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Curse of da Spider God The target unit must re-roll successful To Hit rolls (in shooting and close combat) and armour saves until the start of the caster's next Magic phase.
Mf 9+/12+ 24"/48" Immédiat
The target unit must re-roll successful To Hit rolls (in shooting and close combat) and armour saves until the start of the caster's next Magic phase.

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Chitinous Armour Targets Goblins (of any type). The target unit gains Natural Armour (6+) until the start of the caster's next magic phase. Boosted version affects all friendly units of Goblins (of any type).within range.
Mf 6+/12+ 24"/12" Immédiat
Targets Goblins (of any type). The target unit gains Natural Armour (6+) until the start of the caster's next magic phase. Boosted version affects all friendly units of Goblins (of any type).within range.

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Gift of the Spider God Targets Goblins (of any type). The target unit gains Poisoned Attacks and Regeneration (6+) until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the spell will boost its venom so that they wound the target automatically on a To Hit roll of 6. Boosted version affects all friendly units of Goblins (of any type) within range.
Mf 12+/24+ 24"/12" Immédiat
Targets Goblins (of any type). The target unit gains Poisoned Attacks and Regeneration (6+) until the start of the caster's next Magic phase. If the unit already has Poisoned Attacks, the spell will boost its venom so that they wound the target automatically on a To Hit roll of 6. Boosted version affects all friendly units of Goblins (of any type) within range.

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Venomous Spiderlings The target unit suffers 3D6 S 1 Hits with Poisoned Attacks.
Mf 5+/8+ 24"/48" Immédiat
The target unit suffers 3D6 S 1 Hits with Poisoned Attacks.

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Deadly Webbing Can be cast on any terrain feature within range. Until the start of the caster's next Magic phase, the target counts as Dangerous Terrain for all non-flying movement and in addition, units cannot march while within it. This spell has no effect on Forest Goblins.
Mf 5+/8+ 24"/48" Immédiat
Can be cast on any terrain feature within range. Until the start of the caster's next Magic phase, the target counts as Dangerous Terrain for all non-flying movement and in addition, units cannot march while within it. This spell has no effect on Forest Goblins.

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Scuttling Terrors Targets Goblins (of any type). The target unit may immediately make a Move as if it were the Remaining
Moves phase.
Mf 8+/11+ 24"/48" Immédiat
Targets Goblins (of any type). The target unit may immediately make a Move as if it were the Remaining
Moves phase.

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Sneaky Stealin' When a Spell of da Little Waaagh! is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.
Mf - Immédiat
When a Spell of da Little Waaagh! is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

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Sneaky Stealin' (Bad Moon) When a Spell of da Bad Moon is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.
Mf - Immédiat
When a Spell of da Bad Moon is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

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Sneaky Stealin' (Spider God) When a Spell of da Spider God is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.
Mf - Immédiat
When a Spell of da Spider God is successfully cast, and after its effects have been resolved, roll a D6. On a roll of 1-4 nothing happens, but on a roll of 5-6 you may take one dispel dice from the opponent's dispel pool and add it to your power pool. If there are no dice left in the opponent's dispel pool, then this lore attribute has no effect.

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Sneaky Distraction Affects all enemy units within range of the caster. The target units suffer -1 To Hit with missile attacks and in close combat until the start of the caster's next Magic phase. This spell has no affect on models with Immunity (Psychology). Boosted version targets all enemy units within range.
Mf 8+/12+ 12"/18" Immédiat
Affects all enemy units within range of the caster. The target units suffer -1 To Hit with missile attacks and in close combat until the start of the caster's next Magic phase. This spell has no affect on models with Immunity (Psychology). Boosted version targets all enemy units within range.

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Sneaky Stabbin' Targets Goblins (of any race). The target unit's close combat attacks have Armour Piercing (1) and can re-roll all failed To Hit and To Wound rolls when attacking in close combat against an enemy's flank or rear until the start of the caster's next Magic phase. Boosted version affects all friendly units of Goblins (of any type) within range.
Mf 6+/12+ 24"/12" Immédiat
Targets Goblins (of any race). The target unit's close combat attacks have Armour Piercing (1) and can re-roll all failed To Hit and To Wound rolls when attacking in close combat against an enemy's flank or rear until the start of the caster's next Magic phase. Boosted version affects all friendly units of Goblins (of any type) within range.

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The Hand of Gork Targets a single unengaged friendly unit. Remove a model from the front rank of the unit and place it anywhere within 3D6"/6D6" 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.
Mf 9+/18+ 24"/24" Immédiat
Targets a single unengaged friendly unit. Remove a model from the front rank of the unit and place it anywhere within 3D6"/6D6" 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.

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Mork Save Uz! The target unit may re-roll all failed armour saves and Ward saves until the start of the caster's next Magic phase.
Mf 7+/14+ 24"/12" Immédiat
The target unit may re-roll all failed armour saves and Ward saves until the start of the caster's next Magic phase.

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Gork'll Fix It The target unit must re-roll any of its To Hit, To Wound and armour save rolls of 6 (in shooting and close combat) until the start of the caster's next Magic phase.
Mf 8+/10+ 24"/48" Immédiat
The target unit must re-roll any of its To Hit, To Wound and armour save rolls of 6 (in shooting and close combat) until the start of the caster's next Magic phase.

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Brain Bursta Targets a single enemy model (even a character in a unit). The target suffers a S 5 hit.
Mf 6+/9+ 18"/36" Immédiat
Targets a single enemy model (even a character in a unit). The target suffers a S 5 hit.

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Nikkit! Nikkit! Targets a single enemy character (even a character in a unit). The target suffers D3 S 4 Hits which Ignores Armour Saves. If the target has one or more magic items, randomly select one of them – that item is stolen on the roll of 3+. If the caster does not already have a magic item of this type they can now use it, otherwise it is destroyed.
Mf 11+/15+ 12"/24" Immédiat
Targets a single enemy character (even a character in a unit). The target suffers D3 S 4 Hits which Ignores Armour Saves. If the target has one or more magic items, randomly select one of them – that item is stolen on the roll of 3+. If the caster does not already have a magic item of this type they can now use it, otherwise it is destroyed.

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Mork Wants Ya! Targets a single enemy model (even a character in a unit). The target must pass an I test or suffer D6 S 10 hits.
Mf 13+/17+ 12"/24" Immédiat
Targets a single enemy model (even a character in a unit). The target must pass an I test or suffer D6 S 10 hits.

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Vindictive Glare Causes 2D6/3D6 S 3 hits.
Mf 6+/9+ 24"/24" Immédiat
Causes 2D6/3D6 S 3 hits.

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Squig Lure Targets any unit of Squigs. The target unit immediately makes a Random Move (2D6); and all Squigs (but not their riders or handlers) in the unit gain Frenzy until the start of the caster's next Magic phase. Boosted version targets all friendly units within range.
Mf 5+/10+ 24"/12" Immédiat
Targets any unit of Squigs. The target unit immediately makes a Random Move (2D6); and all Squigs (but not their riders or handlers) in the unit gain Frenzy until the start of the caster's next Magic phase. Boosted version targets all friendly units within range.

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Night Shroud Targets all friendly units within range. Until the beginning of the caster's next Magic phase, enemies suffer -1 To Hit with missile weapons against these units. All models in any enemy unit that charges into base contact with the Shaman or the unit he is with while the spell is in effect must take a Dangerous Terrain test.
Mf 9+/18+ 6"/12" Immédiat
Targets all friendly units within range. Until the beginning of the caster's next Magic phase, enemies suffer -1 To Hit with missile weapons against these units. All models in any enemy unit that charges into base contact with the Shaman or the unit he is with while the spell is in effect must take a Dangerous Terrain test.

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Itchy Nuisance Roll a D6. The target unit immediately reduces its M and I by this number (to a minimum of 1), until the start of the caster's next Magic phase. Troops with Random Movement reduce the number of dice they roll by D3 (to a minimum of 1D6), and their I by D6.
Mf 8+ 24" Immédiat
Roll a D6. The target unit immediately reduces its M and I by this number (to a minimum of 1), until the start of the caster's next Magic phase. Troops with Random Movement reduce the number of dice they roll by D3 (to a minimum of 1D6), and their I by D6.

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The Great Green Spite Pick one friendly Goblin unit (of any type) within 12" of the caster; the target unit suffers D6 S 4 Hits if this friendly unit has a lower Unit Strength than 20, 2D6 S 4 Hits if the friendly unit has Unit Strength of 20 to 30, and 3D6 S 4 Hits if the friendly unit has a Unit Strength over 30. These Hits have Armour Piercing (1).
Mf 9+ 24" Immédiat
Pick one friendly Goblin unit (of any type) within 12" of the caster; the target unit suffers D6 S 4 Hits if this friendly unit has a lower Unit Strength than 20, 2D6 S 4 Hits if the friendly unit has Unit Strength of 20 to 30, and 3D6 S 4 Hits if the friendly unit has a Unit Strength over 30. These Hits have Armour Piercing (1).

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Call da Moon Place the small template with the centre anywhere within this range; it scatters and inflicts damage like a Stone Thrower. If a misfire is rolled, centre the template over the caster instead.
Mf 10+ 18" Immédiat
Place the small template with the centre anywhere within this range; it scatters and inflicts damage like a Stone Thrower. If a misfire is rolled, centre the template over the caster instead.

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Curse of da Bad Moon Uses the small/large round template. Once the template is placed, the caster nominates the direction in which it will move. Roll 4D6 to determine how many inches the template moves. In subsequent turns the template will move 3D6" in a random direction. Any model under or passed over by the template is cursed, and must pass a characteristic test or take a wound which Ignores Armour Saves. The type of characteristic test is determined by rolling on the Curse of da Bad Moon chart. Roll once each Magic phase, just before moving the template, and apply the result to all models affected by the curse in that Magic phase.
Mf 15+/25+ Immédiat
Uses the small/large round template. Once the template is placed, the caster nominates the direction in which it will move. Roll 4D6 to determine how many inches the template moves. In subsequent turns the template will move 3D6" in a random direction. Any model under or passed over by the template is cursed, and must pass a characteristic test or take a wound which Ignores Armour Saves. The type of characteristic test is determined by rolling on the Curse of da Bad Moon chart. Roll once each Magic phase, just before moving the template, and apply the result to all models affected by the curse in that Magic phase.

Army Organisation

Lords

Lords

Heroes

Heroes

Core

Core

Special

Special

Rare

Rare

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