The Hands of Karkora may be cast against a unit within 24". The ground underneath the unit begins to seethe as hundreds of tiny hands claw their way to the surface and seize the legs of the target, holding them fast. The target can try to escape before it is seized by rolling equal to or less than the unit's Movement value on 2D6 (roll once for the entire unit). Once cast the spell remains in play and holds the target fast so that it cannot move and always counts as having a lower WS than any hand-to-hand opponent. If shooting they require a 6 to hit. If forced to flee then the hands pull the unit under the ground and it is destroyed.
Remains in play