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Gloomspite GitzShroomancer
5"
4
6+
5
WARSCROLL

Shroomancer

Shroomancers experience such vivid fungus-brew hallucinations that their magics spill out to animate the fungi around them and bring their visions to life. This can have deeply unpleasant effects for anyone stood too close!
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Moon Staff and Jaggedy Knife2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: None
Notes: Brewgit, Spiker, Boggleye, Shroomancer and Scaremonger must be taken as a set for a total of 240 points. Although taken as a set, each is a separate unit.

DESCRIPTION

A Shroomancer is a single model armed with a Moon Staff and Jaggedy Knife.

ABILITIES

Hallucinogenic Fungus Brews: Gobbapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses the effects start to wear off.
In the first battle round, add 2 to save rolls for attacks that target this model. In the second battle round, add 1 to save rolls for attacks that target this model.

Slippery Git: Gobbapalooza shamans seek to put as many of their fellow grots between themselves and incoming enemy fire as possible.
Subtract 1 from hit rolls for attacks made with missile weapons that target this model while it is within 3" of a friendly MOONCLAN unit with 3 or more models.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase and attempt to unbind one spell in the enemy hero phase. It knows the Fungoid Cloud spell.

Fungoid Cloud: The Shroomancer stamps upon the bloatstool he rides, releasing a cloud of magical spores that engulfs the enemy.
Fungoid Cloud has a casting value of 6. If successfully cast, pick 1 enemy unit within 8" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit, and subtract 1 from save rolls for attacks that target that unit.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, GOBBAPALOOZA, WIZARD, SHROOMANCER
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.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The GOBBAPALOOZA keyword is used in following Gloomspite Gitz warscrolls:

None
• Brewgit
• Spiker

The GROT keyword is used in following Gloomspite Gitz warscrolls:

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

The WIZARD keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
• Zarbag
Leader, Behemoth
© Vyacheslav Maltsev 2013-2019