Source: Warhammer Fantasy: 5th Edition

Shamans
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Night Goblin Shamans, Forest Goblin Shamans and Savage Orc Shamans have further special rules as described in the Warhammer Armies Orcs & Goblins book. These are summarised below for ease of reference, but note that the full rules are given in the Orcs & Goblins book.

A Night Goblin Shaman is able to consume magic mushrooms at the start of his magic phase in order to generate an extra D6 winds of magic cards for his own use. This enables a Night Goblin Shaman to cast spells even if he is out of the normal 12' range of Orcs or Goblins in which case no Waaagh test is taken. However, should there be Orcs and Gobbos within 12" whilst the Shaman eats mushrooms, and should he fail his Waaagh test, then he must deduct -1 from his roll on the 'Eadbangerz Chart.

Forest Goblins allow poisoned spiders to bite them, addling their minds but also imbuing them with great magical power. To represent this the Shaman always adds +1 to his score when testing on the 'Eadbangerz Chart and suffers no effect on the roll of a 6. However, when he fails a Waaagh test he automatically staggers D6" in a random direction.

Savage Orc Shamans are adorned with magical tattoos which enable them to draw extra Waaagh power from Savage Orcs nearby. If a Savage Orc Shaman joins a mob of Savage Orcs he receives one extra winds of magic card from the deal; this card is put aside and can be used by the Shaman during that magic phase. This does not increase the number of cards he can retain from turn to turn. In addition, when a Savage Orc Shaman joins a unit of Savage Orcs, both his and their protective tattoos are boosted from a 6+ save to a 5+ save.

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