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Gloomspite GitzMangler Squigs
12
4+
10
WARSCROLL

Mangler Squigs

Possibly the most insane living weapons to be unleashed upon the Mortal Realms, Mangler Squigs crash, bound and roll across the battlefield leaving trails of torn and broken bodies in their wake.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Huge Fang-filled Gobs2"43+-1D6
Balls and Chains2"3+3+-2D3
Grots’ Bashin’ Stikks1"44+4+-1
DAMAGE
Wounds SufferedMoveHuge Fang-filled GobsBalls and Chains
0-23D6"3+7
3-42D6"4+6
5-7D6"5+5
8-92D6"4+6
10+3D6"3+7
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Behemoth

DESCRIPTION

Mangler Squigs are a single model armed with Huge Fang-filled Gobs and Balls and Chains.

CREW: This model has 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.

ABILITIES

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.

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.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, MONSTER, MANGLER SQUIGS
Mounts
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.
Flying
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.
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.
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.

The SQUIG keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

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

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2019