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Goblin Magic

Only the Truthsayers know of the strange and powerful rituals of the Lore of Light and they pass this knowledge on to a few.

1Wind of Gork
2Gaze of Mork
4Leap of Waaagh!
5Idol of Gork
6‘Ere we go!

Wind of Gork

Difficulty 6

A blast of foul flatulence signals G’rrk’s Wrath.

Range: 12". The first model in its path must roll under its Toughness or take a Strength 2 hit and be knocked down automatically.

Gaze of Mork

Difficulty 8

The Shaman invokes the presence of the God Mork to smite their foes with lightning.

Range: 12". D3 Strength 3 hits strike the first model in their path.


Difficulty 8

The Shaman channels pure Waaagh! energy through their body and vomits it toward the enemy.

Range: 6". Fire bolts equal to the number of the Shaman’s Base Attacks. Resolve with Strength equal to the Shaman’s Toughness at the first model in their path. After the bolts effects are resolved, roll a die. On a 1 the Shaman has drawn upon too much power, they collapse and goes Out of Action.

Leap of Waaagh!

Difficulty 7

The Shaman summons a giant green hand to lift any Goblin and carry them into the fray.

The Shaman or any other Goblin within 3" may be moved up to 12", ignoring terrain. If this move brings them into close combat, they count as charging in the close combat phase.

Idol of Gork

Difficulty 8

Swirling energy crackles around the Shaman, giving them the appearance of a huge Orc hero.

The Shaman gains +1 WS, +1 S, and +1 A. This enhancement lasts until the Shaman takes a wound.

‘Ere we go!

Difficulty 8

The Shaman and nearby allies become filled with the essence of the Waaagh!

All friendly models within 6" of the Shaman treat stunned results on the Injury Table as knocked down instead. The effects last until the Shaman takes a wound.