RED ELF
GREENSKIN MAGIC

Greenskins are creatures of little brain and almost no curiosity. Their single-minded enthusiasm for violence makes it very hard for sorcery to get a grip on their consciousness. Although they do have magic it is very different to the magic of humans and Elves. Their power comes not from the treacherous winds of magic, but from the inner psyche of the greenskin racial mind.

Obviously no Orс is going to bandy about a weak-kneed Elfy phrase like 'racial mind' or 'inner psyche'. As far as greenies are concerned, the power of their shamans is god-given. The god (or rather gods) in question are Gork and Mork - the eternally squabbling brother-gods of Orc and Goblin legend. Greenskin shamans are links between their tribe and its quarrelsome gods. By working themselves into a deep trance Orc and Goblin Shamans can communicate with the great gods and orcish spirit creatures. Sometimes they meet ancient predecessors in the same way or they encounter other Shamans who happen to be wandering to the spirit-realm at the same tune. The Orcs and Goblins call this spirit-realm the 'Great Green'.

SHAMANS

In the Warhammer game Shamans cast spells just like other kinds of Wizard. They have their own type of magic called Waaagh! Magic

Shamans have spells (1, 2, 3 or 4 in number depending on the Shaman's Level) that are randomly selected from the list of Waaagh! Magic spells given later. Each Waaagh! spell is more or less difficult to cast as indicated by the usual casting number. All this is the same as other Wizards and doesn't present any new difficulties.

There Orc and Goblin Shamans diner from ordinary Wizards is that their magical power comes from the mental energy generated by the greenskins round about. Every Shaman can access energy through the Great Green, but localised energy makes a difference too. If die Shaman is close to lots of greenskins, his power is increased as he picks up Orcish vibes from his comrades. This is normally a good thing - though it can be a bad thing if those vibes come from fleeing Orcs whose minds are panicked and confused.

For each Orc unit (of any type) of 10 models or more, or each Goblin unit (of any type) of 20 or more models, which is within 12" of a Shaman and engaged in close combat, the player adds +1 Power dice to his pile in his own turn, and +1 Dispel dice in the enemy's turn. Note that you should use the number of models not the Unit Strength, and that if there are greenskins on both sides then all of them count for extra dice for both sides.

If a Shaman rolls a Miscast then he must roll on the special Waaagh! Miscast table opposite. This is where the proximity of fleeing greenskins becomes a problem. Instead of rolling just once and consulting the table (as you would for ordinary human Wizards) roll once and once more for each fleeing unit of 10 or more Orc models, or 20 or more Goblin models within 12" of the Shaman. Again, greenskins on both sides count, take the lowest result and apply it - ignore the other results.

NIGHT GOBLIN SHAMANS

Night Goblins are experts on different types of fungus, so it's hardly surprising they know of the rare Shaman Mushroom which helps them tap the Great Green's power. In battle, each Night Goblin Shaman will have one piece of Shaman Mushroom. A Night Goblin Great Shaman will have D3 pieces. Each piece may be eaten (only once, obviously) to add D6 to the casting roll of a single spell. Decide after you have rolled your normal Casting dice and add the D6 result to the total. This is the final Casting roll. Your Shaman may continue to eat pieces of Mushroom and add dice until he has none left Note that 'Mushroom dice' don't count towards the limit of Power dice used per spell. The extra dice may cause the spell to be cast with Irresistible Force. However, if any 'Mushroom dice' is a 1 then the spell is Miscast.

Waaagh! Miscast Table
D6 Result
1
The caster's head explodes in an incandescent ball of Waaagh! energy and he is killed outright. Any models in base contact suffer 1 Strength 10 hit.
2
The greenskin is wracked by rampant Waaagh! power. He loses control and is thrown about wildly, convulsing, gibbering and slavering. Until he can roll a 6 at the start of any succeeding turn, he behaves like a loose Squig in the Compulsory Movement phase (though he will not attack). Although he cannot cast spells or use magic items he still contributes dice to the Power and Dispel piles.
3
The caster's body erupts from within with malodorous green Waaagh! energy. He sustains D6 Strength 5 hits with no armour saves.
4
The caster's Magic Level is reduced by -1 and he may not use that spell again in this battle. If his Level was 1 to start with then he can cast no more spells at all.
5
The caster's mind is so befuddled by the dazzling Waaaghness of it all that he forgets one of his spells. Randomly select a spell - the caster cannot use that spell for the rest of the battle.
6
The Waaagh! power coursing through the greenskin's tortured brain pushes his mental capacity to a fever pitch of Waaaghness. The greenie immediately casts the spell he was attempting and it is cast with Irresistible Force. After he has cast his spell roll again on this chart making multiple rolls for fleeing units and choosing the lowest score as normal, if you roll this result again then cast another spell (or even the same one again) in the same fashion. This is also cast with Irresistible Force Keep on going. Good luck!

WAAAGH! SPELLS

As already mentioned. Orc and Goblin Shamans don't use the normal lores of magic available to human Wizards. Instead they have their own brand of sorcery known as Waaagh! Magic. With typical orcy simplicity, this is divided into spells of the Little Waaagh! and spells of the Big Waaagh!

Spells are chosen in the normal way as detailed in the Warhammer rulebook. Level 1 or 2 Shamans can take spells of the Little Waaagh! Level 3 or 4 Shamans can take spells from either or both the Little Waaagh! and Big Waaagh! tables Decide before you roll any dice how many spells you want to take from each list.

Spells of the Little Waaagh!

Shamans of any Magic Level may roll a D6 to randomly generate a spell from this chart. A Shaman can automatically swap one spell for Gaze of Mork if he does not generate it randomly

D6 Spell Casting Value
1
Gaze of Mork
5+
2
Fists of Gork
7+
3
'Eadbutt
7+
4
Brain Bursta
8+
5
'Ere We Go!
9+
6
The Hand of Gork
9+
GAZE OF MORK
CAST ON 5+

The Gaze of Mork is a magic missile with a range of up to 24". If successfully cast, it hits its target and causes D6 Strength 4 hits.

FISTS OF GORK
CAST ON 7+

This has a range of 8" and may he cast on any single enemy unit even if it is in close combat. If successfully cast, the target unit is pummelled by a flurry of ghostly green fists. Work out damage from the spell as if each of the models in the target unit (including riders and monstrous mounts separately) had been attacked by a charging Orc with a choppa, i.e. A1, WS3, S4. Characters do not get a "Look out, Sir!" roll.

'EADBUTT
CAST ON 7+

Cast this on a single enemy model within 24" and line of sight. It doesn't matter it you couldn't normally target the model - the Waaagh! power targets him amongst a crowd. If successfully cast, the 'Eadbutt hits the model and causes 1 Strength 4 hit with no armour saving throw allied.

BRAIN BURSTA
CAST ON 8+

This is a magic missile with a range of up to 24". If successfully cast, the Brain Bursta hits its target and causes 2D6 Strength 4 hits.

'ERE WE GO!
CAST ON 9+

Target a friendly unit of Orcs or Goblins (any type of either) within 18" and in close combat. The unit immediately fights a round of close combat as normal, hut without any attacks back from the other side or any combat resolution.

THE HAND OF GORK
CAST ON 9+

You may cast this on one Orc or Goblin unit (of any type) within 24", provided that the target unit could charge the enemy if it was the greenskin's Movement phase. Snotling Pump Wagons are assumed to have a charge movement of 12" and a 360° charge arc for this purpose If successfully cast, the unit will attempt to charge - move the unit 2D6" towards the enemy If there is a choice of targets, move the unit towards the closest Any unit that moves into contact with an enemy unit counts as charging in the usual way. The enemy are caught by the suddenness of the advance and can only hold before greenskins charging with the Hand of Gork - they can't stand & shoot, flee etc. Note that if the enemy cause fear or terror the charge is treated as 'pursuit into fresh enemy’ (see page 76 of the Warhammer rulebook).

Spells of the Big Waaagh!

Shamans of Magic Level 3 or 4 may roll a D6 to randomly generate a spell from this chart. A Shaman can automatically swap one spell for Gaze of Mork (from the Little Waaagh!) if he does not generate it randomly.

D6 Spell Casting Value
1
Mork Save Uz!
5+
2
Gork'll Fix It
6+
3
Bash 'em Ladz
7+
4
The Foot of Gork
9+
5
Gork's Warpath
10+
6
Waaagh!
12+
MORK SAVE UZ!
CAST ON 5+

By imploring Mork for help. a Shaman gives the Greenskin player a chance of re-rolling dice during the remainder of his own turn.

If successfully cast, roll a D3 to determine the number of re-rolls the player can make. Each re-roll entitles the player to take any single D6 (including one of the dice rolled on a 2D6, 3D6, etc) he has rolled and roll it again. Any dice can be re-rolled, but as usual the player cannot re-roll a re-rolled dice. Any re-rolls not used by the end of the turn are wasted.

GORK'LL FIX IT
CAST ON 6+

Cast this on any one of your own units that is in close combat within 24" of the shaman. The unit can re-roll its armour saves that round. If the unit doesn't gel an armour save it gets a 6+ Ward save that round instead.

BASH'EM IADZ
CAST ON 7+

Cast this on any one of your own units that is in close combat within 18" of the Shaman. The unit strikes first in the next round of close combat and can re-roll any misses that round.

THE FOOT OF GORK
CAST ON 9+

The almighty Foot of Gork stomps down on any one enemy unit on the table. The unit takes

D6 Strength 6 hits.

GORK'S WARPATH
CAST ON 10+

The almighty Gork goes on the warpath - his big clawed feet stomping' over the enemy army. Choose any enemy unit and stomp it as for a Foot of Gork spell. Now choose another enemy unit and roll a dice. On a 1 Gork slips and stomps on one of your own units (the enemy player chooses which). On 2-3 he gets bored and wanders off - ending the spell. On a 4+ he stomps another enemy unit the same way as the first. Each time he stomps on an enemy unit roll a D6 to see what he does next. You can't stomp the same unit twice and Gork always shuffles off embarrassed it he stomps on his own side by mistake.

WAAAGH!
CAST ON 12+

This spell affects all Orc, Goblin and Snotling units of any type (including Black Orcs, Night Goblins, etc) on the table, provided they could charge the enemy if it was their Movement phase. Pump Wagons are assumed to have a charge move of 12'' and a 360o charge arc for this purpose. Affected units will immediately attempt to charge the enemy (whether you want them to or not!). Roll 2D6'' for each unit and move it towards the foe. If there is a choice of targets move the unit towards the closest. Any units which move into contact with the enemy count as charging. The enemy are caught by the suddenness of the advance and can only hold -they can't stand & shoot, flee, etc. Note that if the enemy cause Fear or Horror, the charge is treated as 'pursuit into fresh enemy'.