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Gloomspite GitzZarbag’s Gitz
5"
1
6+
4
WARSCROLL

Zarbag’s Gitz

This dubious bunch of greenskin hooligans have followed Zarbag into countless dangerous and often ludicrous situations, and have demonstrated a talent for emerging more-or-less in one piece with heaps of glinting shinies to show for it.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Moonclan Bow16"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Massive Gob Full of Teeth1"24+3+-11
Squig Prodder2"15+4+-1
Slitta1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 7      Points: 160
Battlefield Role: Leader
Notes: Unique. Zarbag and Zarbag’s Gitz must be taken as a set for a total of 160 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Zarbag’s Gitz is a unit that has 7 models. The Squig Herder is armed with a Squig Prodder, the 2 Cave Squigs are each armed with a Massive Gob Full of Teeth, the Netter is armed with a Slitta and carries a Barbed Net, and the 3 Moonclan Shootas are each armed with a Moonclan Bow and Slitta.

LOONSMASHA FANATIC: A Loonsmasha Fanatic unit consisting of 1 model lurks with Zarbag’s Gitz.

ABILITIES

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.

Netters: Moonclan Grots use throwing nets to capture Cave Squigs and entangle their foes.
Subtract 1 from hit rolls for attacks made by enemy models while they are within 2" of any friendly models with a Barbed Net.

Tough as Old Boots: Cave Squigs and their herders are notoriously difficult to kill.
Squig Herder and Cave Squig models in this unit have a Wounds characteristic of 2.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, ZARBAG’S GITZ
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.
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.

The GROT keyword is used in following Gloomspite Gitz warscrolls:

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

© Vyacheslav Maltsev 2013-2019