Orc and Goblins Shamans appear to obtain their magical energies from a slightly different source to normal spellcasters. Their power seems to come from the raw Goblinoid energy generated when the Goblinoids around them get excited. The more Gobbos around the Shaman the easier it is to cast spells. However should the Shaman take on so much of this raw energy there can be serious side effects.
In actuality Goblinoid magic, like the tattoos of Savage Orcs, operates very much on a psychological level. Conventional Gobbo wisdom says that magical energy is drawn from the Gobbos in the immediate area to the Shaman and the more active those surrounding are the more energy is shaken free to use by the spellcaster. In fact Shamans probably draw their energy from the immediate surroundings just like Human wizards, but the psychological factor makes them believe otherwise. Of course, such is the power of belief, that's what happens! Unfortunately, that same conventional belief states that the Shaman will 'eadbang if the energy becomes too great for his head to contain, and that occasionally happens as well, with brain-splattering results...
|
Dealing Waaagh Magic Shamans are dealt Waaagh Magic cards at the start of the game in the same way as Battle Magic spells. Deal to the highest level Shamans first. Where Orc and Goblin Shamans are of equal level deal to Orcs before Goblins. Dealing Winds of Magic Wind of Magic cards are dealt to the Orc player exactly as for other wizards. The power of the Waaagh is represented by the cards. Waaagh Spells In order to cast spells a Shaman must be able to draw on the power of the Waaagh! That means he has to be within 12" of at least one unit of troops consisting of at least 10 Orcs or 20 Goblins. If a Shaman is not within 12" of at least one unit of 10 Orcs or 20 Goblins he cannot cast spells that turn. Units that are fleeing or are to small don't count towards the Waaaagh! Waaagh Test In each magic phase an Orc or Goblin Shaman must take a special Waaagh Test. This happens even during the enemies turn. Make the test in each magic phase of each player's turn after the Winds of Magic cards have been dealt, but before any spells are cast. Proceed as follows: 1. Roll a D6 for each Shaman that is within 12" of a unit of Orcs at least 10 strong or Goblins at least 20 strong. Fleeing units are not counted. Shamans more than 12" from any such unit automatically pass their test but cannot cast spells that turn. 2. As an Orc shaman gains in power and experiance he learns how to handle the Waaagh energy better, hence Orc Shamans are allowed to add their magic level to their Waaagh Test dice roll (D6 + magic level). Goblin shamans, however, are more delicate: their minds are keener and more receptive than those of Orcs, they are more intelligent and definitely more imaginitive. This makes them more suseptible to the effects of Waaagh energy. 3. If the dice score is greater than the number of Orc units of 10 or more, or Goblin units of 20 or more within 12" of the Shaman then he has passed the test. If his score is not greater than the number of such units within 12" he fails his test and must roll on the 'Eadbangerz Chart. When counting Orc and Goblin units any unit in close combat within 12" counts double - i.e. each unit counts as two. The Boyz generate lots of extra Waaagh power when they fight! |
'Eadbangerz Chart D6 Roll 6. Yuuurgh! The Shaman struggles to keep control. Weird lights flash around his head. Bubbles of magic leak from his mouth and ears. Discard one Winds of Magic card of your choice. Otherwise the Shaman is unharmed and can cast spells normally if it is his turn. 5. Fzzzzzap! Bolts of escaping energy rocket out of the Shaman's ears, nose and mouth. Discard one randomly selected Winds of Magic card immediatly. Otherwise the Shaman is unharmed and can cast spells normally if it is his turn. 4. Me 'ead 'urts! Flashing lights pound around the Shaman's skull making him dizzy and disoriented. The Shaman can't cast any spells or use any bound spells from magic items this turn, but he may use counter magic as normal. 3. I've forgot! The Shaman suffers a momentary brainstorm and fogets one of his spells for the rest of the game. Discard one randomly selected spells from the Shamans hand. The Shaman can't cast any spells or use any bound spells from magic items this turn, but he may use counter magic as normal. 2. I fink I'm gonna... The Shaman vomits out an explosive blast of magic and collapses in an unconscious heap. The heads of any greenskin in base contact will explode unless they can roll equal or under their Toughness on a D6. Head explosions kill outright regaurdless of Wounds or armour. The Shaman can't do anything at all unit he wakes up at the start of his own next magic phase. 1. 'Eadbang! The Shaman's head explodes with the force of raw power inside. Obviously this is an exceptionally fatal experiance and the Shaman is removed from the game. The burst of energy heads of any greenskin in base contact to explode unless they can roll equal or under their Toughness on a D6. Head explosions kill outright regaurdless of Wounds or armour. |
Night Goblin Shamans
|
All Night Goblin Shamans begin the game with one piece of shaman mushroom per magic level. A Shaman has one piece of mushroom, a Shaman Champion two and so on. Each piece of mushroom can be used once during the game. The Night Goblin shaman may consume a single piece of mushroom at the start of any magic phase, before the Winds of Magic are determined. The shaman automatically receives D6 extra magic cards to use during the magic phase. These extra cards can only be used by the shaman - they cannot be used by other shamans. |
Normally a Goblin shaman must be within 12" of a least one Orc or Goblin Mob to use his magic. However, if a Night Goblin shaman eats a piece of mushroom he can use magic even if there are no other Orcs or Goblins near. As there is no other source of Waaagh power within 12" the Shaman receives no magic cards from the Winds of Magic, he only gets D6 cards the mushrooms There is however a price to be paid for such power. As the energy of the mushroom surges through the Night Goblin shaman there is an enormous risk of his brain overloading and dribbling out of his ears. |
Forest Goblin Shamans
|
Thanks to the intoxicating venom that floods his brain the Forest Goblin Shaman has great mental control. He must take a Waaagh test just as any other Goblin shaman, but he automatically adds +1 to his dice roll on the 'Edbangerz chart. If he rolls a 6 he is uneffected and counts as having passed his Waaagh test. Unfortunatly, while his powers of mental control are impressive, this cannot be said about his ability to control his physical body. Forest Goblin shamans are prone to run off dizzily, or just blunder about, unable to distinguish fact from venom induced fiction. Therefore, every time a Forest Goblin Shaman fails a Waaagh Test he automatically staggers D6" in a random direction. Use the scatter dice to determine the direction he moves in. This happens even if he rolled a 6 for his 'Eadbangerz test. |
Move the shaman before applying the'Eadbangerz results. If he walks into someting he will stop. If he moves into an enemy then he is engaged in hand-to-hand combat round (he counts as charging in the first round as is also the case with magically induced movement). If already in hand-to-hand combat then he won't move away, but counts as charging again in the next round (the shaman dashes around with insane vigour much to the astonishment of his foes). |
Savage Orc Shamans
|
If a Savage Orc shaman joins a Mob of Savage Orcs then he gets +1 extra magic card when the magic cards are delt at the start of the magic phase. This extra card can only be used by that shaman - the card cannot be used by other shamans. |
In addition to this, both the Shaman and any Savage Orc mob he is with protective tattos now confer a saving throw of 5 or 6 rather than a 6. |