Gloomspite GitzLoonboss on Mangler Squigs

Loonboss on Mangler Squigs

It takes a particularly deranged loon to lead the charge clinging onto a pair of Mangler Squigs, but this Loonboss – along with some of his most bonkers cronies – is only too eager to go bounding into battle, crushing all in his path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Huge Fang-filled Gobs
Huge Fang-filled Gobs2"43+-1D6
Balls and Chains
Balls and Chains2"3+3+-2D3
Grots’ Bashin’ Stikks
Grots’ Bashin’ Stikks1"44+4+-1
Wounds SufferedMoveHuge Fang-filled GobsBalls and Chains

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth


A Loonboss on Mangler Squigs is a single model armed with a Moon-cutta.

MOUNT: This model’s Mangler Squigs attack with their Huge Fang-filled Gobs and Balls and Chains.

CREW: This model’s Mangler Squigs have a grot crew that attack with their Bashin’ Stikks. For rules purposes, the crew are treated in the same manner as a mount.

FLY: This model can fly.


Ker-splat!: Mangler Squigs produce an impact that is nothing short of spectacular, sending severed body parts and splashes of gore skywards.
Add 1 to hit rolls for attacks made with this model’s Balls and Chains if this model made a charge move in the same turn.

Redcap Mushrooms: A grot that eats a redcap mushroom turns into a crazed killer.
Once per battle, in your hero phase, you can say that this model is eating a redcap mushroom. If you do so, until your next hero phase, you can re-roll hit and wound rolls for this model (but not for the model’s mount or crew).

Watch Out!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes.
If this model is slain, before the model is removed from play roll a dice for each unit within 6" of this model. On a 4+ that unit suffers D3 mortal wounds.


Bite Da Moon!: A Mangler Squig Loonboss can inspire other squig riders and their mounts to fight all the harder, crashing through the enemy so they can continue their pursuit of the Bad Moon.
You can use this command ability at the start of a combat phase. If you do so, pick 1 friendly model with this command ability. In that combat phase you can add 1 to wound rolls for friendly SQUIG units while they are wholly within 18" of that model.

Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
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.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The SQUIG keyword is used in following Gloomspite Gitz warscrolls:

Leader, Behemoth

The SQUIG keyword is used in following Gloomspite Gitz warscrolls:

Leader, Behemoth

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

The LOONBOSS keyword is used in following Gloomspite Gitz warscrolls:

Leader, Behemoth

The MANGLER SQUIG keyword is used in following Gloomspite Gitz warscrolls:

Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020