In the dark corners of the Mortal Realms, a new power is stirring. Dripping tunnels and caverns echo to the clash of gongs, the thump of drums and the shrill war cries of massing grots. Armies of goblinoid warriors and lumbering monsters set out on the warpath, seeking to plunge the surface world into darkness for evermore.This page contains all of the rules you need to field your Gloomspite Gitz miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
|Gloomspite Gitz||Battletome||2||1.1||December 2019|
|Forge World: Monstrous Arcanum|
|Forge World: Monstrous Arcanum||Expansion||2||June 2018|
|Warhammer Underworlds: Beastgrave|
|Warhammer Underworlds: Beastgrave||Warscroll||2||September 2019|
|General’s Handbook ’2020|
|General’s Handbook ’2020||Expansion||2||1.0||August 2020|
|Jaws of Mork|
|Jaws of Mork||White Dwarf||2||1.0||July 2020|
|Q:||Could you provide an example of how the Bad Moon travels across the battlefield, just to make sure I am doing it right?|
Certainly. At the start of the battle, the Gloomspite Gitz player choose the top right-hand corner of the battlefield as the starting location of the Bad Moon. As it is on the edge of the battlefield, no models are affected by its light that round. At the start of the second battle round, if a 1 is rolled, the Bad Moon will stay on the edge of the battlefield and no models will be affected by its light that round. If a 2-5 is rolled, the Bad Moon will make 1 move, taking it to the at the centre of the top right-hand quarter of the battlefield, which will mean that models in the upper right-hand quarter of the battlefield will be affected by its light that round. If a 6 is rolled, the Bad Moon will make 2 moves, taking it to the at centre of the battlefield, and all of the models on the battlefield will be affected its light that round.
Fig. 1 – The Bad Moon starts at the location marked by the magenta dot.
Fig. 2 – On a roll of 2-5, the Bad Moon makes 1 move to the centre of the top right-hand quarter of the battlefield.
Fig. 3 – On a roll of 6, the Bad Moon makes 2 moves to the centre of the battlefield.
|Q:||If two Gloomspite Gitz players are playing against one another, which one rolls the dice to determine if the Bad Moon moves? (This is important because Skragrott’s command ability can only be used when you roll the dice.)|
If there are two Gloomspite Gitz players, they roll off to determine who moves the Bad Moon (just as they do to see who sets it up).
|Q:||When is a unit (as opposed to a model) affected by the light of the Bad Moon?|
A unit is affected by the light of the Bad Moon if all of the models in the unit are affected by the light of the Bad Moon.
|Q:||The command traits, artefacts of power and spell lores in Gloomspite Gitz say that they can used by models with a certain keyword. For example, the spell lores can only be taken by a HERO, which means that the Gobbapalooza models that can cast spells can’t use them (as they don’t have the HERO keyword), while the Fungoid Cave-Shaman doesn’t have the Madcap Shaman keyword and so cannot use any of the artefacts of power. Was this intentional?|
Yes it was; it allowed us to make sure that important abilities only affected specific types of unit.
|Q:||Are terrain features, such as the Bad Moon Loonshrine, treated as units for the purposes of any other rules?|
No, a terrain feature is not a unit.
|Q:||If I return a destroyed unit of Stabbas or Shootas to play, are any Fanatics that were hiding in it also returned to play?|
|Q:||When I use a Bad Moon Loonshrine to replace a unit that included command models and models armed with Barbed Nets, are half of those models (rounded up) returned with the unit too?|
Yes. For example, if you replaced a unit of 30 models that included 1 Moonclan Boss, 1 Gong Basher, 1 Standard Bearer and 3 models armed with Barbed Nets, then the replacement unit would have 15 models that included 1 Moonclan Boss, 1 Gong Basher, 1 Standard Bearer and 2 models armed with Barbed Nets.
|Q:||Several warscrolls don’t include the GROT keyword even though the unit includes Grots, while other warscrolls don’t include the SQUIG keyword, even though the unit has Squigs. For example, Squig Hoppers don’t have the GROT keyword, while Sneaky Snufflers don’t have the SQUIG keyword. Was this intentional?|
Yes it was; it allowed us to make sure that important abilities only affected specific types of unit.
|Q:||If I have two or more Fungoid Cave-Shamans in my army and on the battlefield, does each one get to use the Mouthpiece of Mork ability or only one?|
Each one can use the ability.
|Q:||Should the netter in Zarbag’s Gitz have the Barbed Net weapon profile?|
No, he fights with a Slitta, but counts as having a Barbed Net for the purposes of the Netters ability.
|Q:||If I am playing a Skirmish game, how do I work out the renown for Zarbag and Zarbag’s Gitz?|
Divide the points cost of Zarbag and Zarbag’s Gitz (160) by the number of models in the unit (8), to give the renown of each model (20). As you must take them all if you take any of them, this means that although Zarbag’s renown is a bit lower than it should be and the renown of his Gitz is a bit higher than it should be, the combined total for all of the models is still correct.
|Q:||If a Scuttleboss has the Monstrous Mount command trait (which doubles the number of mortal wounds inflicted by Spider Venom), and is then affected by the Venom of the Spider God spell (which also doubles the number of mortal wounds inflicted by Spider Venom), are the number of mortal wounds doubled twice or only once?|
They are doubled twice.
|Q:||The Aleguzzler Gargant’s Timber! and Drunken Stagger abilities say you must pick a point 3" from this model. Can the point be within 3" of this model, or must it be exactly 3" from its base?|
It must be exactly 3" from its base.
|Q:||Does the light of the Bad Moon have any effect on the Troggoth Hag’s Hag Regeneration ability?|
The Bad Moon hurtles around the realms in madcap orbits, showering them with shards of loonstone.If any of the armies in a battle are Gloomspite Gitz armies, at the start of the first battle round, before determining who has the first turn, the player commanding the Gloomspite Gitz army must pick one corner of the battlefield as the starting location of the Bad Moon. If both players have Gloomspite Gitz armies, then they must roll off and the winner picks the starting location. The Bad Moon is located at the edge of the battlefield in that corner, and its direction of travel is shown by the arrow on the map below.
The light of the Bad Moon empowers its worshippers and troubles all others with insane visions.The light of the Bad Moon affects units in the following ways.
Blessings of the Bad MoonLOONBOSS only.
Gifts of the GloomspiteMOONCLAN WIZARD only.
Marks of the Spider God’s FavourSCUTTLEBOSS only.
Fortuitous Troggboss TraitsDANKHOLD TROGGOTH HERO only.
Troglodytic TreasuresLOONBOSS only.
Foetid FetishesMADCAP SHAMAN only.
Venomous ValuablesSPIDERFANG HERO only.
Glinty Gubbinz that Troggoths FoundDANKHOLD TROGGOTH HERO only.
Lore of the MoonclansMOONCLAN WIZARD only.
Lore of the SpiderfangsSPIDERFANG WIZARD only.
If your army is a Gloomspite Gitz army, you can give it the JAWS OF MORK keyword. All GLOOMSPITE GITZ units in your army gain that keyword, and you can use the following allegiance abilities in addition to the allegiance abilities in Battletome: Gloomspite Gitz.
Running Riot: The Jaws of Mork are all too eager to unleash themselves upon the enemy, for the sooner they begin their rampage, the sooner they can catch up to the Bad Moon and leap right over it.
You can re-roll the roll that determines the Move characteristic of friendly SQUIG units.
‘Get Some Loonshine Down ’Em!’: The strange fungal growths that sprout across the Yskian Veldt are used by the Jaws of Mork to work their mightiest war beasts into a terrible, heedless frenzy.
You can use this command ability at the start of any phase. If you do so, pick 1 friendly JAWS OF MORK MANGLER SQUIGS model. Until the end of that phase, use the top row on that model’s damage table, regardless of how many wounds it has suffered.
A JAWS OF MORK general must have this command trait instead of those from of Battletome: Gloomspite Gitz.
Envoy of the Overbounder: The presence of the Overbounder, or one of his favoured bosses, sees the manic and disorganised Jaws of Mork fight with something almost approaching focused courage. Almost.
You can re-roll failed battleshock tests for friendly JAWS OF MORK units wholly within 12" of this general.
ARTEFACT OF POWER
The first JAWS OF MORK HERO to receive an artefact of power must be given a Syari Screamersquig.
Syari Screamersquig: This rare breed of squig screams incessantly when exposed to light, startling even the most resolute warriors and leaving them vulnerable to a sneaky shivving.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of the bearer. If you do so, until your next hero phase, add 1 to hit rolls for attacks made with melee weapons by the bearer that target that HERO.
An Unfortunate Location
When the Bad Moon appears in the skies, it beckons forth the Gloomspite Gitz from the dank, hidden places that are usually their lairs. Emerging, blinking, into the Bad Moon’s light, they follow it wherever it leads them. The inhabitants of any settlement that lies beneath the path of the Bad Moon must defend its walls and do their best to turn aside the Gloomspite hordes. Should they fail, the worshippers of the Bad Moon will overrun the settlement, leaving nothing but burning and fungus-riddled ruins in their wake.
Use the Siege Warfare rules.
Each player picks an army as described in the core rules and the Siege Warfare rules. The Attacker must use a Gloomspite Gitz army. The Attacker cannot include a Bad Moon Loonshrine in their army. The Attacker’s opponent is the Defender.
Each army has a unique command ability, as follows.
ATTACKER’S COMMAND ABILITY
Burn It Down!: Gloomspite hordes rarely leave any buildings standing.
You can use this command ability in your hero phase. If you do so, you can pick 1 friendly GLOOMSPITE GITZ HERO, and then you can pick up to D6 terrain features that are within 12" of that HERO and within 3" of a friendly GLOOMSPITE GITZ unit with 5 or more models. For the rest of the battle, those terrain features have the Deadly scenery rule in addition to any scenery rules they already have.
DEFENDER’S COMMAND ABILITY
Make Haste, Make Haste!: The commanders of the defending army exhort newly arriving reinforcements to move as swiftly as possible.
You can use this command ability after setting up a hastily gathered reinforcement unit (see SET-UP and TO THE WALLS, below) that is wholly within 12" of a friendly HERO. If you do so, that unit can make a normal move.
The territories for both armies are shown on the map below. The players then set up scenery as described in The Stronghold section of the Siege Warfare rules.
The armies can now be set up. The Defender must set up their army first. The Defender’s army is split into two contingents: the beleaguered garrison and the hastily gathered reinforcements. There must be at least one hastily gathered reinforcement unit for each unit that is included in the beleaguered garrison (the army’s general must be included in the hastily gathered reinforcements).
At the start of the battle, the Defender can only set up units from their beleaguered garrison – hastily gathered reinforcements will arrive during the battle (see TO THE WALLS!, below). The Defender’s units must be set up anywhere wholly within their territory.
The Attacker sets up their army second. The Attacker’s units must be set up wholly within their territory. The Bad Moon’s starting location must be the bottom-left corner of the battlefield, as shown on the map.
TO THE WALLS!
The Gloomspite hordes have arrived with terrifying suddenness, and at first there are only a small number of defenders available to resist them. However, as the battle rages on, more and more reinforcements arrive to help hold back the invaders.
Starting from the second battle round, the Defender must roll a dice at the end of their movement phase for each of their hastily gathered reinforcement units. On a roll of 5 or 6, the unit arrives on the battlefield.
All of the models in a reinforcement unit that arrives must be set up within 6" of the table edge, wholly within the Defender’s territory and more than 9" from any enemy units. Set up the unit before rolling to see if the next reinforcement unit arrives.
This battle is fought for control of an objective located in the corner of the Defender’s territory, as shown on the map.
The battle ends at the end of the fifth battle round. The player that controls the objective at the end of the battle wins a major victory. If neither player controls the objective at the end of the battle, the Defender wins a minor victory.
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.In order to play Path to Glory campaigns you have to follow rules described here.
Retinue, Gobbapalooza and Hero Followers Rewards Table
Champion Rewards Table
Troggoth, Arachnarok and Big Stuff Followers Rewards Table
The MADCAP SHAMAN keyword is used in following Gloomspite Gitz warscrolls:
The GROT keyword is used in following Gloomspite Gitz warscrolls:
The SQUIG keyword is used in following Gloomspite Gitz warscrolls:
The WIZARD keyword is used in following Gloomspite Gitz warscrolls:
The GLOOMSPITE GITZ keyword is used in following Gloomspite Gitz warscrolls:
The MOONCLAN and GROT keywords are used in following Gloomspite Gitz warscrolls:
The SPIDERFANG keyword is used in following Gloomspite Gitz warscrolls:
The TROGGOTH keyword is used in following Gloomspite Gitz warscrolls:
The LOONBOSS keyword is used in following Gloomspite Gitz warscrolls:
The BAD MOON LOONSHRINE keyword is used in following Gloomspite Gitz warscrolls:
The MOONCLAN and WIZARD keywords are used in following Gloomspite Gitz warscrolls:
The SCUTTLEBOSS keyword is used in following Gloomspite Gitz warscrolls:
The DANKHOLD, TROGGOTH and HERO keywords are used in following Gloomspite Gitz warscrolls:
The SPIDERFANG and HERO keywords are used in following Gloomspite Gitz warscrolls:
The GLOOMSPITE GITZ, WIZARD and HERO keywords are used in following Gloomspite Gitz warscrolls:
The SPIDERFANG and WIZARD keywords are used in following Gloomspite Gitz warscrolls:
The SPIDERFANG and MONSTER keywords are used in following Gloomspite Gitz warscrolls:
The JAWS OF MORK and MANGLER SQUIGS keywords are used in following Gloomspite Gitz warscrolls:
The JAWS OF MORK and HERO keywords are used in following Gloomspite Gitz warscrolls:
The GLOOMSPITE GITZ and HERO keywords are used in following Gloomspite Gitz warscrolls: