Gloomspite GitzSquig Herd
5"
2
6+
3
WARSCROLL

Squig Herd

Herds of Cave Squigs scamper into battle gnashing their huge fangs and sinking them into anything that comes near. Their tough little grot herders keep the squigs moving in the right direction, using pointy sticks and noisemakers to really rile them up.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fang-filled Gob
Fang-filled Gob1"24+3+-11
Squig Prodder
Squig Prodder1"25+5+-1
PITCHED BATTLE PROFILE

Unit Size: 6 - 24      Points: 70
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general is MOONCLAN.

DESCRIPTION

A Squig Herd unit has any number of models, each armed with a Fang-filled Gob.

SQUIG HERDERS: 1 in every 6 models in this unit must be a Squig Herder model instead of a Cave Squig model. A Squig Herder is armed with a Squig Prodder instead of a Fang-filled Gob.

ABILITIES

Go Dat Way!: A Squig Herder keeps any nearby squigs heading in the right direction.
You can re-roll run and charge rolls for this unit while it includes any Squig Herders.

Squigs Go Wild: When a Cave Squig decides to flee it snaps at anything that is foolish enough to get in its way.
Roll a dice each time a Cave Squig model from this unit flees, before the model is removed from play. On a 4+ the nearest other unit within 6" of the fleeing model suffers 1 mortal wound. If two or more such units are equally close, you can pick which suffers the mortal wound.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIG HERD

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having 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 SQUIG keyword is used in following Gloomspite Gitz warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020