pour ceux que ca interesse voici les unités orc et gob
https://2img.net/h/i723.photobucket.com/albums/ww235/b4zm/Other/OrcGoblinSummary.jpget les sort en vite fait
Spells of Da Big Waaagh! [Page 72]
Lore Attribute - Power of Da Waaagh = Spells with a strength value/strength bonus are increased by +1, if there are more friendly Orc units in combat than there are fleeing.
Signature Spell. Gaze of Mork
Cast 7+
Boosted 10+
Direct Damage
Range 4D6"/8D6" Causes S4 hits
1. Brain Bursta
Cast 6+
Boosted 9+
Direct Damage
Range 18"/36" S5 hit on Character, AS allowed
2. Fists of Gork
Cast 8+
Augment +3A/+3S and 6+ Ward save for shaman. Yes, it is increased to +4S with the Lore Attribute.
3. The Hand of Gork
Cast 9+
Boosted 14+
Augment
Range 24" [3D6/5D6] Teleport/Movement spell
4. 'Eadbutt
Cast 9+
Boosted 12+
Direct Damage
Range 4D6"/8D6" Deals a S4 hit, which ignores AS and causes D3 wounds on a single character.
5. 'Ere We Go!
Cast 11+
Augment
Range 2D6" All units in 2D6" reroll failed hits until next turn (IIRC, not sure how long).
6. Foot of Gork
Cast 15+
Boosted 18+
Direct Damage [Template]
Range 36" As already mentioned, S6 and causes D3 wounds. Boosted is like Warpath, but can stomp the sam unit multiple times.
Spells of Da Little Waaagh! [Page 73]
Lore Attribute - Sneaky Stealin' = After a spell is successfully cast. Roll a D6. 1-4 Nothing, 5-6 Steal One Dispel Dice from Opponent and use as your own Power Dice.
Signature Spell. Sneaky Stabbin'
Cast 6+
Augment
Range 12" As already known, unit gains AP, and rerolls failed to hit and to wound rolls if it fights in thhe flank or rear of an enemy.
1. Vindictive Glare
Cast 5+
Boosted 10+
Magic Missile
Range 24" Causes 2D6 (boosted 3D6) S3 hits. Also as bound spell in Wurrzag's mask.
2. Gift of the Spider-god
Cast 8+
Augment
Range 12" Unit gains poisoned attacks, if it already has poison, it gets poison on 5+.
3. Itchy Nuisance
Cast 8+
Hex
Range 24" Very nice spell, reduces movement and ini of target unit by D6 to a minimum of 1. Random movement is reduced by D3 dice (and still -D6 Ini)
4. Gork'll Fix It
Cast 8+
Hex
Range 24" Unit rerolls rolls of 6 (not sure which, think they were to hit, to wound and armour saves, but no guarantee)
5. Night Shroud
Cast 9+
Boosted 15+
Augment
Range Own Unit/All Units Within 12" Unit counts as in light cover and enemy needs to pass dangerous terrain check if he attacks. Not entirely sure on this one, coffee doesn't work yet. Boosted version works as bubble for all near units.
6. Curse of da Bad Moon
Cast 15+
Boosted 25+
Magical Vortex, Small/Large Template, Remains in Play
Range 4D6" The funny Vortex, causes tests on random characteristics. 1-2: Ini test, 3-4 S test, 5-6 T test. Boosted version uses 5" Template and you CHOOSE the test! It causes one wound, no "instagib". (Personal Note: Imo, Dwellers/Purple Sun and co should've been like this.)
l'attribut orc c'est bien juste +1 en force si t'as plus de troupes en combat qu'en fuite.
le sort 0 des gobs c'est bien ce que j'avais dit, perfo et relance pour toucher de flanc ou de dos ca va c'est pas degueu...
Le trois est honteux -d6 sur ton mouvement déjà c'est affreux et -1d6 sur ton init... coupler au dernier sort ca peut vite faire mal sur des gdc