In each magic phase the player must make a test for his Shamans to determine whether they can control the raw Waaagh power flowing through their bodies. The test is required even if it is the enemy's turn, as it can affect your ability to use counter magic.
Make the test in each magic phase of each player's turn after the winds of magic cards have been dealt, but before spells are cast. Proceed as follows:
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.
If testing for an Orc Shaman add his level value to the dice score, so a level 1 Shaman adds 1, a level 2 adds 2 and so on. Gobbo Shamans don't add this modifier because they are weaker than Orc Shamans.
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 - ie, each unit counts as two. The Boyz generate lots of extra Waaagh power when they are fighting!
'Eadbangerz Chart
D6 Roll | Effect |
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 | "Fzzzzzzap!" Bolts of escaping energy rocket out of the Shaman's ears, nose and mouth. Discard one randomly selected winds of magic card immediately. 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 forgets one of his spells for the rest of the game. Pick one of your Shaman's Waaagh spells at random and discard it. 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 greenskins in base contact will explode unless they can roll equal to or under their Toughness on a D6. Head explosions kill outright regardless of wounds and armour. The Shaman cannot do anything at all until 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 experience and the Shaman is removed from the game. The burst of energy causes the heads of any greenskins in base contact to explode unless they can roll equal to or under their Toughness on a D6. |