An Orc army selected from the Grimgor's 'Ardboyz list can include the Effigy at no points cost if Grimgor is the General, otherwise it costs 40 points.
The Effigy cannot be moved once it is set up on the battlefield, it is a huge construct which counts as impassable terrain rather than as a unit. It may have models of Shamans and drummers cavorting on it for dramatic effect but these will play no part in the game.
https://6th.whfb.app/special-rules/gorks-blessing Before the battle, the Orcs will reverently roar their praises to Gork and touch their standards to the Effigy. Any unit with its own standard may roll on the table below, representing the blessing that Gork has conferred on them. The blessing is cumulative with any existing magical powers their standard may have. D6 | Result -----|--------------------------------------------------------------------------------- 1-2|The unit's standard carries a Bound Spell: The Hand of Gork 3-4|The unit's standard carries a Bound Spell: Bash 'em Ladz 5-6|The unit's standard carries a Bound Spell: 'Ere We Go! Bound Spells are cast at a Power Level of 4 and can be used once per game on the unit carrying the blessed banner. The Power Level is also modified as follows: * Add 1 if the unit bearing the standard has a Unit Strength of 15 or more. * Add 1 if the unit bearing the standard is being led by a Warboss or Big Boss. * Add 1 if the unit bearing the standard is in close combat.
Any Orc unit within 24" of the centre of the Effigy, which fails an Animosity test, can ignore the result if it can successfully declare a charge on the enemy and does so.
Black Orcs are Gork's favourites and he likes to see them get stuck in and not get perished because of magic, which is nowhere near so much fun. For each Black Orc Lord or Hero within 24" of the centre of the Effigy at the start of the enemy Magic phase add one dice to the Orc Dispel dice pool.
CAST ON 9+ Target a friendly unit of Orcs or Goblins (any type of either) within 18" and in close combat. The unit immediately fights a round of close combat as normal, but without any attacks back from the other side or any combat resolution.
CASTS ON 9+ You may cut this on one Orc or Goblin unit (of any type) within 24", provided that the target unit could charge the enemy if it was the greenskin's Movement phase. If successfully cast, the unit will attempt to charge - move the unit 21)6" towards the enemy. If there is a choice of targets, move the unit towards the closest. Any unit that moves into contact with an enemy unit counts as charging in the usual way. The enemy are aught by the suddenness of the advance and can only hold before greenskins charging with the Hand of Gork - they can't stand & shoot, flee, etc. Note that if the enemy cause fear or terror: the charge is treated as 'pursuit into fresh enemy' (see page 76 of the Warhammer rulebook).
Spell Level 3 Casting Value: 7+ Cast this on any one of your own units that is in close combat within 18" of the Shaman. The unit strikes first in the next round of close combat and can re-roll any misses that round.