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Gloomspite GitzMollog
6"
8
4+
7
WARSCROLL

Mollog

Mollog the ancient Dankhold Troggoth really just wants to find somewhere dark and damp to go back to sleep, but people keep disturbing him and getting in his way. Suffice it to say, this never ends well for them…
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Jabbertoad12"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Puff-fungus Club1"2
See below
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Mollog is a named character that is a single model with three minions: a Bat Squig, a Stalagsquig and a Spiteshroom. Mollog is armed with a Puff-fungus Club and Jabbertoad.

Mollog and his minions are treated as a single model using the characteristics given above. The minions must remain within 1" of Mollog’s model.

ABILITIES

Jabbertoad: Jabbertoads stick to their victim’s face, and are incredibly hard to remove.
If any wounds inflicted by a Jabbertoad are allocated to an enemy model and not negated, subtract 1 from hit rolls for attacks made by that model for the rest of that battle round (even if the wounds inflicted by the Jabbertoad are subsequently healed).

Puff-fungus Club: When a puff-fungus club hits a foe, it releases a cloud of toxic spores.
Do not use the attack sequence for an attack made with a Puff-fungus Club. Instead roll a dice. On a 1, nothing happens. On a 2-3, the target unit suffers 1 mortal wound. On a 4+ the target unit suffers D3 mortal wounds.

Magical Resistance: The mushrooms and realmstone that Dankhold Troggoths consume make them naturally resistance to the effects of magic.
Each time this unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+ ignore the effects of that spell or endless spell on this unit.

Reassuring Presence: The mushrooms that sprout from the scaly hides of Dankhold Troggoths are things of wonder and reassurance to the grots that make up the Gloomspite hordes.
Add 1 to the Bravery characteristic of friendly GLOOMSPITE GITZ units that are wholly within 12" of any friendly models with this ability.

Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
In your hero phase, you can roll a dice for this unit. If you do so, on a 4+ heal up to D3 wounds allocated to this unit.

MINION ABILITIES

Bat Squig: Bat Squigs descend upon their victims in a flurry of gnashing jaws and spattering guano.
At the start of your shooting phase, you can pick 1 enemy unit within 18" of this model and roll a dice. On a 5+ that enemy unit suffers 1 mortal wound. This ability cannot be used if the Bat Squig minion has been removed (see Loyal to the End, below).

Spiteshroom: The incessant high-pitched shrieking and shrill idiot ditties of this weird creature can distract even the most veteran warrior.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this model and roll a dice. On a 5+ subtract 1 from hit rolls for attacks made by that unit in that combat phase. This ability cannot be used if the Spiteshroom minion has been removed before the start of that combat phase (see Loyal to the End, below).

Stalagsquig: Being coated in a solid rocky hide, the Stalagsquig is as likely to break an enemy’s blade as to be harmed itself.
If you choose to remove this minion when you use the Loyal to the End ability (see below), roll a dice. On a 5+ this minion is not removed, but the wound or mortal wound is still negated.

Loyal to the End: Mollog the Mighty’s minions will sacrifice themselves to save their master.
Each time a wound or mortal wound is allocated to this model and not negated, you can choose to remove 1 minion. If you do so, the wound or mortal wound is negated.

KEYWORDS
DESTRUCTION, TROGGOTH, GLOOMSPITE GITZ, DANKHOLD, HERO, MOLLOG
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
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 DANKHOLD keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
• Mollog

The TROGGOTH keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
• Mollog
© Vyacheslav Maltsev 2013-2019