Gloomspite Gitz – Colossal Squig
16
5+
10
WARSCROLL

Colossal Squig

With their large, fleshy mouths and boundless energy, Colossal Squigs unleash untold havoc in battle. These insatiable fungoid beasts messily devour swathes of foes in an instant, squashing everything in their path as they careen towards their next meal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Puff Spores
Puff Spores8"15+5+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enormous Jaws
Enormous Jaws3"83+-2D3
Trampling Feet
Trampling Feet1"5+3+-11
DAMAGE
Wounds SufferedMoveEnormous JawsTrampling Feet
0-34D6"2+10
4-73D6"3+8
8-102D6"4+6
11-132D6"5+4
14+D6"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Behemoth

DESCRIPTION

A Colossal Squig is a single model armed with Enormous Jaws, Trampling Feet and Puff Spores.

ABILITIES

Crazed Charge: Driven mad with hunger, the Colossal Squig bounds head-first into anything that it considers edible, wildly gnashing its jaws in the hope of finding a tasty morsel.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 6, that unit suffers 1 mortal wound.

Fungoid Squig Explosion: When these massive creatures meet their death, their body ripples with a build-up of fungal spore gas, and with an ear-splitting pop they burst into a mass of smaller Squigs.
If this model is slain, before removing the model from the battlefield, roll a dice for each enemy unit within 3" of it. On a 2+, that unit suffers D3 mortal wounds. After allocating all of the mortal wounds to all of the units affected by this ability, you can add 1 Squig Herd unit of up to 5 models to your army. Set up the Squig Herd unit wholly within 9" of this model and more than 3" from any enemy models. This model is then removed from the battlefield.

Puff Spores: When the Colossal Squig is threatened, its tiny fungal blisters begin to burst, spreading thick clouds of spores that blind and choke any who venture too close.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Swallowed Whole: A Colossal Squig’s enormous jaws can stretch wide enough to consume their enemy whole.
If the unmodified hit roll for an attack made with this model’s Enormous Jaws is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN, MONSTER, COLOSSAL SQUIG
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The SQUIG keyword is used in following Gloomspite Gitz warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020