Gloomspite GitzWarscrolls
Contents

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5"
3
6+
5
WARSCROLL

Boggleye

Boggleyes stare deep into the souls of all those around them, chanting hypnotic mantras and revolving their pupils in an unlikely and hypnotic fashion. Their victims are swiftly reduced to slack-jawed puppets who obey the Boggleye’s every command.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mesmerising Staff
Mesmerising Staff1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None
Notes: Brewgit, Spiker, Boggleye, Shroomancer and Scaremonger must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.

DESCRIPTION

A Boggleye is a single model armed with a Mesmerising Staff.

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 Mesmerise spell.

Mesmerise: The Boggleye looks deep into the eyes of his victims. Friendly warriors are convinced to stand firm against whatever foe they face, while enemies are turned into slow-witted imbeciles.
Mesmerise has a casting value of 6. If successfully cast, pick 1 unit wholly within 12" of the caster that is visible to them. If that unit is a friendly unit, it does not take battleshock tests until your next hero phase. If that unit is an enemy unit, until your next hero phase that unit fights at the end of each combat phase, after the players have picked any other units to fight.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, GOBBAPALOOZA, WIZARD, BOGGLEYE


2D6"
2
4+
5
WARSCROLL

Boingrot Bounderz

Squig riders who have managed to survive more than a single, violently short-lived battle, Boingrot Bounderz wear loon helms and skewer their enemies with wickedly pointed pokin’ lances.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pokin’ Lance
Pokin’ Lance2"24+4+-11
Fang-filled Gob
Fang-filled Gob1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 15      Points: 100
Battlefield Role: None

DESCRIPTION

A unit of Boingrot Bounderz has any number of models, each armed with a Pokin’ Lance.

MOUNT: This unit’s Cave Squigs attack with their Fang-filled Gobs.

FLY: This unit can fly.

BOUNDER BOSS: The leader of this unit is a Bounder Boss. You can add 1 to hit rolls for attacks made with a Bounder Boss’ Pokin’ Lance.

ABILITIES

Boing! Smash!: Mobs of Boingrot Bounderz smash into their enemies like toothy meteors.
After this unit has made a charge move, pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound.

Lances of the Bounderz: The pokin’ lances carried by Boingrot Bounderz are especially dangerous on the charge.
Add 1 to wound rolls for attacks made with this unit’s Pokin’ Lances if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, BOINGROT BOUNDERZ


5"
3
6+
5
WARSCROLL

Brewgit

Spigots dripping, the Brewgit capers into battle with weird fungus potions bubbling in his loonshine still. He drives quick and bonkers bargains mid-battle, peddling his most potent might-enhancing brews to those grot heroes that can afford them.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Concealed Stikka
Concealed Stikka1"24+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None
Notes: Brewgit, Spiker, Boggleye, Shroomancer and Scaremonger must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.

DESCRIPTION

A Brewgit is a single model armed with a concealed stikka.

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.

Loonshine Potion: The Brewgit cranks one of the spigots on his loonshine still and siphons off a bottle full of magical potion to sell to the highest bidder.
In your hero phase, you can make a Gobbapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly MOONCLAN GROT HERO within 18" of this model that is visible to them. You can re-roll hit rolls for that HERO until your next hero phase.

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.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, GOBBAPALOOZA, BREWGIT


6"
10
4+
6
WARSCROLL

Dankhold Troggoths

Dankhold Troggoths sleep deep underground until the Gloomspite moves them to lumber up to the surface and wreak havoc. They swat and crush everything within reach, soak up spellcraft like sponges, and are nigh unkillable in battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boulder Club
Boulder Club2"33+3+-2D6
Crushing Grip
Crushing Grip1"1
See below
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 190
Battlefield Role: None

DESCRIPTION

A unit of Dankhold Troggoths can have any number of models, each armed with a Boulder Club and Crushing Grip.

ABILITIES

Crushing Grip: The vice-like grasp of a Dankhold Troggoth can squeeze the life out of all but the largest opponent.
Do not use the attack sequence for an attack made with a Crushing Grip. Instead, pick 1 enemy model that is in range of the attack and roll a dice. If the roll is equal to or greater than the Wounds characteristic of that model, it is slain.

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 a 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.

Squiggly-beast Followers: Dankhold Troggoths are accompanied by a horde of small skittering cave-creatures that look to them for protection.
At the start of the combat phase, roll 1 dice for each enemy unit within 3" of any friendly models with this ability. If the roll is equal to or greater than the number of models in that enemy unit, that enemy unit suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, TROGGOTH, GLOOMSPITE GITZ, DANKHOLD


6"
4
5+
5
WARSCROLL

Fellwater Troggoths

These slime-slick beasties stink worse than a plague pit full of incontinent Nurglings. They throw up jetting streams of viciously corrosive vomit, softening their prey up – quite literally – before tearing into them with wicked talons and tusks.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Vomit
Noxious Vomit6"12+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spiked Club
Spiked Club2"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 150
Battlefield Role: None

DESCRIPTION

A unit of Fellwater Troggoths has any number of models, each armed with a Spiked Club and Noxious Vomit.

ABILITIES

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.

Terrible Stench: Fellwater Troggoths are slimy creatures that reek so foully of rotten fish that it makes their enemies gag.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

KEYWORDS
DESTRUCTION, TROGGOTH, GLOOMSPITE GITZ, FELLWATER


2D6"
1
6+
10
WARSCROLL

Loonsmasha Fanatics

Armed with a massive ball and chain, Loonsmasha Fanatics are driven loopy with potent fungus brews then unleashed upon the enemy in a whirling storm. Though they inevitably come to grief in the end, Loonsmasha Fanatics cause bloody carnage first.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ball and Chain
Ball and Chain1"D64+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 5 - 15      Points: 140
Battlefield Role: None

DESCRIPTION

A unit of Loonsmasha Fanatics can have any number of models, each armed with a Ball and Chain.

ABILITIES

Release the Fanatics!: Loonsmasha Fanatics lurk within mobs of their fellow grots until the enemy approaches close enough for them to be released.
When you select this unit to be part of your army, you must pick 1 friendly unit of MOONCLAN GROTS that has at least 5 models and is already part of your army as the unit that this unit is with. Record this information on a piece of paper. Do not set up this unit until it is released as described below. A unit cannot be with more than 1 unit of Fanatics. At the start of a charge phase, you can release this unit. If you do so, set up this unit wholly within 3" of the unit it was with, and more than 3" from any enemy units. If this unit was released in your charge phase, it can attempt to make a charge move in that phase unless the unit it was with has any restrictions that would stop it from attempting to charge (if it ran, for example); if it was released in the enemy charge phase, it cannot attempt to make a charge move. This unit is destroyed if the unit it is with is destroyed before this unit is released.

Splat!: The life of a Fanatic is fraught with mishap, as the loonies are as apt to kill themselves as the enemy.
If the charge roll for this unit is a double, after the charge move (or after the charge fails), this unit suffers 1 mortal wound and each other unit within 1" of this unit suffers D3 mortal wounds.

Whirling Death: To attack a grot Fanatic you must first dodge past their ball and chain.
This unit fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. This unit cannot fight again in the combat phase unless an ability or spell allows it to fight more than once.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN, FANATIC, LOONSMASHA


6"
4
5+
5
WARSCROLL

Rockgut Troggoths

Rockgut Troggoths have stony hides that are proof against blade, bolt and magical blast alike. Their lumpen claws pass through stone as though it were water, allowing them to scoop up huge clubs and throwing boulders at will. Subtle they are not.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Stone Maul
Massive Stone Maul2"23+3+-23
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 140
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general is a Dankhold Troggboss

DESCRIPTION

A unit of Rockgut Troggoths has any number of models, each armed with a Massive Stone Maul.

ABILITIES

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.

Stony Skin: Rockgut Troggoths have iron-hard skin and are naturally resistant to magic.
Roll a dice each time you allocate a wound or mortal wound to this unit. On a 5+ that wound or mortal wound is negated.

Throwin’ Boulders: Rockgut Troggoths often dig up boulders during battle and hurl them towards the enemy with varying degrees of accuracy.
In your shooting phase, pick 1 enemy unit within 12" of this unit and visible to it, and roll a dice. If the roll is equal to or less than the number of models in this unit, that enemy unit suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, TROGGOTH, GLOOMSPITE GITZ, ROCKGUT


5"
4
5+
5
WARSCROLL

Scaremonger

The Scaremonger capers and hoots from behind his terrifying Glareface mask. Riding upon the grot-borne skull of a Cave Squig representing the immolated godbeast Boingob, he puts the fear of the Moonclan bogeyman into the Gloomspite hordes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boingob’s Tusks and Fangs
Boingob’s Tusks and Fangs1"44+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None
Notes: Brewgit, Spiker, Boggleye, Shroomancer and Scaremonger must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.

DESCRIPTION

A Scaremonger is a single model armed with Boingob’s Tusks and Fangs.

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.

Bogeyman: The Scaremonger generates palpable waves of fear that scare nearby grots into fighting with renewed vigour.
In your hero phase, you can make a Gobbapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly MOONCLAN GROT unit wholly within 18" of this model that is visible to them. You can re-roll charge rolls and run rolls for that unit until your next hero phase.

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.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, GOBBAPALOOZA, SCAREMONGER


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 WoundTo WndRendDamageDmg
Moon Staff and Jaggedy Knife
Moon Staff and Jaggedy Knife2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None
Notes: Brewgit, Spiker, Boggleye, Shroomancer and Scaremonger must be taken as a set for a total of 180 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


5"
2
6+
4
WARSCROLL

Sneaky Snufflers

Dragged along by their eager snufflesquigs, Sneaky Snufflers harvest looncaps and other valuable magic fungi from the battlefield. They slash up anyone that gets in their way, and dole out mind-altering fungal treats to nearby grots for the fun of it.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Loonfungus Sickle
Loonfungus Sickle1"14+4+-1
Gnashers
Gnashers1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 6 - 18      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Sneaky Snufflers has any number of models, each armed with a Loonfungus Sickle.

SNUFFLESQUIGS: Each Sneaky Snuffler is accompanied by a Snufflesquig that attacks with its Gnashers. For rules purposes, they are treated in the same manner as a mount.

ABILITIES

Looncap Mushrooms: Looncap mushrooms appear when the Bad Moon arrives. They are harvested by Sneaky Snufflers, and have an intoxicating effect on any mobs of Moonclan Grots that are nearby.
At the start of your movement phase, you can say that this unit is harvesting looncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a dice. If the roll is less than or equal to the number of models in this unit, pick 1 friendly MOONCLAN unit wholly within 12" of this unit. Add 1 to the Attacks characteristic of melee weapons used by that unit until your next movement phase. If you pick the same unit to be affected by this ability more than once in the same turn, it suffers 2D6 mortal wounds each time you pick it an additional time.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, SNEAKY SNUFFLERS


10"
2
5+
4
WARSCROLL

Spider Riders

Skittermobs of Spider Riders stream across the battlefield, pouring through, over and around even the densest terrain or most formidable fortifications. They encircle their foes, pelting them with poisoned arrows and jabbing with crooked spears.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider-bow
Spider-bow16"25+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crooked Spear
Crooked Spear2"15+4+-1
Fangs
Fangs1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 30      Points: 100/540
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general is SPIDERFANG.

DESCRIPTION

A unit of Spider Riders has any number of models, each armed with a Crooked Spear and Spider-bow.

MOUNT: This unit’s Giant Spiders attack with their Fangs.

SPIDER RIDER BOSS: The leader of this unit is a Spider Rider Boss. You can add 1 to hit rolls for attacks made with melee weapons by a Spider Rider Boss.

BONE DRUMMER: 1 in every 10 models in this unit can be a Bone Drummer. Add 2 to run rolls for a unit that includes any Bone Drummers.

SPIDER TOTEM BEARERS: 1 in every 10 models in this unit can be a Spider Totem Bearer. Add 2 to the Bravery characteristic of a unit that includes any Spider Totem Bearers.

ABILITIES

Spider Venom: A Giant Spider’s fangs glisten with lethal venom.
If the unmodified hit roll for an attack made by this model’s Giant Spider’s Fangs is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Wall Crawler: Giant Spiders can skitter up and down vertical surfaces as if they were flat ground.
When this model makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, SPIDERFANG, GROT, SPIDER RIDERS


5"
3
6+
5
WARSCROLL

Spiker

Spikers scuttle into battle with a basket of clinking poison-bottles lashed to their backs. They hand out liberal doses of horrible venoms to any who wish to tip their blades, saving the nastiest for the barbs of their scorpisquig stikkas.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scorpisquig Stikka
Scorpisquig Stikka2"14+4+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None
Notes: Brewgit, Spiker, Boggleye, Shroomancer and Scaremonger must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.

DESCRIPTION

A Spiker is a single model armed with a Scorpisquig Stikka.

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.

Poison Brewer: The Spiker grabs bottled poisons from his back-basket and makes a show of anointing nearby grots’ weapons with them, chanting mumbo-jumbo spells to render them ‘extra-nasty’.
In your hero phase, you can make a Gobbapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly MOONCLAN GROT unit wholly within 18" of this model that is visible to them. You can re-roll wound rolls of 1 for that unit until your next hero phase.

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.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, GOBBAPALOOZA, SPIKER


2D6"
1
6+
10
WARSCROLL

Sporesplatta Fanatics

Spinning madly, Sporesplatta Fanatics swing thwackwheezer puffshrooms attached to heavy metal chains. The spore clouds they generate veil the grot hordes from sight, and invigorate allies even as they choke and blind the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spore-ball and Chain
Spore-ball and Chain1"D32+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 5 - 15      Points: 120
Battlefield Role: None

DESCRIPTION

A unit of Sporesplatta Fanatics can have any number of models, each armed with a Spore-ball and Chain.

ABILITIES

Puffshroom Frenzy: A puffshroom spore cloud sends nearby Moonclan Grots into a frenzy.
At the start of your hero phase, friendly MOONCLAN GROTS units wholly within 12" of any friendly units with this ability become frenzied until your next hero phase. Add 1 to the Attacks characteristic of melee weapons used by frenzied units.

Spore Cloud: The spore-balls these Fanatics swing round their heads create dense clouds that shield nearby Moonclan Grots from sight.
Models are not visible to each other if an imaginary straight line 1mm wide drawn between the closest points of the two models crosses over this unit, or passes within 1" of this unit. This ability does not apply if either of the models the line is drawn between is a model from this unit, a model that can fly, or a MONSTER.

Splat!: The life of a Fanatic is fraught with mishap, as they are as apt to kill themselves as the enemy.
If the charge roll for this unit is a double, after the charge move (or after the charge fails), this unit suffers 1 mortal wound and each other unit within 1" of this unit suffers D3 mortal wounds.

Whirling Death: To attack a grot Fanatic you must first dodge past their ball and chain.
This unit fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. This unit cannot fight again in the combat phase unless an ability or spell allows it to fight more than once.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN, FANATIC, SPORESPLATTA


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


3D6"
2
6+
4
WARSCROLL

Squig Hoppers

Squig Hoppers bound madly into battle, wreaking havoc on anything they collide with. Each hurtling squig has a cackling grot clinging to its back, flailing wildly at nearby enemies as he tries vainly to steer his weird steed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slitta
Slitta1"15+5+-1
Fang-filled Gob
Fang-filled Gob1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 90
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general has a Giant Cave Squig or Mangler Squigs mount.

DESCRIPTION

A unit of Squig Hoppers has any number of models, each armed with a Slitta.

MOUNT: This unit’s Cave Squigs attack with their Fang-filled Gobs.

FLY: This unit can fly.

BOUNDER BOSS: The leader of this unit is a Bounder Boss. You can add 1 to hit rolls for attacks made with a Bounder Boss’ Pokin’ Lance.

SQUIG HOPPER BOSS: The leader of this unit is a Squig Hopper Boss. You can add 1 to hit rolls for attacks made with a Squig Hopper Boss’ Slitta.

ABILITIES

Boing! Boing! Boing!: Squig Hoppers can cause considerable damage simply by bouncing on top of their foes as they hurtle across the battlefield.
After this unit has made a normal move, pick 1 enemy unit and roll a dice for each model in this unit that passed across a model from that unit. For each 4+ that unit suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIG HOPPERS


5"
3
4+
7
WARSCROLL

Fimir Warriors

From unnatural clouds of mist come the hulking reptilian brutes known as Fimir Warriors. Possessed of prodigious strength and tenacity, they charge to wherever the fighting is thickest in order to savage their startled foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"33+3+-21
Club Tail
Club Tail1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 140
Battlefield Role: None
Notes: Battleline if general is a Fimirach Noble

DESCRIPTION

A unit of Fimir Warriors has any number of models, each armed with a Baleglyph Maul and Club Tail.

ABILITIES

Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified wound roll for an attack made with a Baleglyph Maul is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
Subtract 1 from hit rolls for attacks made with missile weapons that target this unit. In addition, roll a dice each time you allocate a mortal wound to this unit. On a 5+ that mortal wound is negated.

Unnatural Flesh: Fimir are wholly unnatural creatures whose very flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to a model from this unit.

KEYWORDS
DESTRUCTION, FIMIR, FIMIR WARRIORS


12"
2
5+
4
WARSCROLL

Rippa’s Snarlfangs

Racing forth on fleet-pawed Snarlfang mounts come Rippa Narkbad and his ladz, whooping and hollering as they seek out fleeing prey to stick with spears and cruel, barbed arrows.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grot Bow
Grot Bow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Loppa
Boss Loppa1"23+4+-11
Stabbin’ Stikka
Stabbin’ Stikka2"14+4+-1
Bow Stave
Bow Stave1"15+5+-1
Snarlfang’s Jaws
Snarlfang’s Jaws1"23+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 80
Battlefield Role: None
Notes: Unique

DESCRIPTION

Rippa’s Snarlfangs is a unit that has 3 models. Rippa is armed with a Boss Loppa; Stabbit is armed with a Stabbin’ Stikka; and Mean-eye is armed with a Grot Bow and a Bow Stave.

MOUNT: This unit’s Snarlfangs attack with their Jaws.

ABILITIES

Smell Weakness: Once the scent of blood is in their snout, a Snarlfang’s attacks become increasingly frenzied.
Add 1 to hit rolls for attacks made by this unit’s Snarlfang’s Jaws that target a unit with 1 or more wounds allocated to it.

Ferocious Pounce: Snarlfangs strike with startling speed, falling upon their prey in a blur of claws and ripping teeth.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, RIPPA’S SNARLFANGS


Artillery


4"
8
5+
4
WARSCROLL

Squig Gobba

Armies of Moonclan grots use Squig Gobbas as living artillery. The enormous fungoid beasts are prodded and poked until they regurgitate smaller squigs they have devoured, sending them flying into the ranks of the enemy to explode in clouds of acidic spores.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spit-squigs
Spit-squigs30"64+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bashin’ Sticks
Bashin’ Sticks1"35+5+-1
Cavernous Maw
Cavernous Maw2"33+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Artillery

DESCRIPTION

A Squig Gobba is a single model armed with Spitsquigs and a Cavernous Maw.

CREW: This model has a grot crew that attack with their Bashin’ Sticks. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Arcing Spit: Once gobbed forth, flailing Spit-squigs soar in an uncharacteristically graceful, saliva-trailing arc before messily splatting into their target.
Add 1 to hit rolls for attacks made with Spit-squigs if the target has 10 or more models.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN, MONSTER, SQUIG GOBBA


Battleline


5"
1
6+
4
WARSCROLL

Shootas

Moonclan Shootas gather in sizeable skulkmobs that rain black-fletched arrows upon the enemy. They pincushion their victims with sheer weight of fire, before surrounding any survivors and stabbing them viciously to death.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonclan Bow
Moonclan Bow16"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slitta
Slitta1"15+5+-1
Barbed Net
Barbed Net2"34+5+-1
PITCHED BATTLE PROFILE

Unit Size: 20 - 60      Points: 120
Battlefield Role: Battleline

DESCRIPTION

A unit of Shootas has any number of models, each armed with a Moonclan Bow and Slitta. Up to 3 in every 20 models can replace their Moonclan Bow and Slitta with a Barbed Net.

MOONCLAN BOSS: The leader of this unit is a Moonclan Boss. You can add 1 to hit rolls for attacks made with melee weapons by a Moonclan Boss.

GONG BASHER: 1 in every 20 models in this unit can be a Gong Basher. Add 2 to run rolls for a unit that includes any Gong Bashers.

STANDARD BEARERS: 1 in every 20 models in this unit can either be a Moonclan Flag Bearer or a Bad Moon Icon Bearer. Add 1 to the Bravery characteristic of a unit that includes any Moonclan Flag Bearers. Add 1 to save rolls for attacks made with missile weapons that target a unit that includes any Bad Moon Icon Bearers.

ABILITIES

Backstabbing Mob: It’s loads easier to stab your enemy in the back when they are surrounded by all yer mates.
Add 1 to wound rolls for attacks made with melee weapons by this unit while it has at least 15 models. Add 2 to the wound rolls made with melee weapons by this unit instead while it has at least 30 models.

Moonclan Bows: Large mobs of Shootas can unleash dark clouds of arrows at the foe.
Add 1 to hit rolls for attacks made with missile weapons by this unit while it has at least 15 models.

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.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, SHOOTAS


5"
1
6+
4
WARSCROLL

Stabbas

Moonclan Stabbas form ragged ranks that advance upon the foe with gongs clanging and banners waving. Eyes bulging with the madness of the Gloomspite, they pour over the enemy lines and stab wildly at everything in their path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stabba
Stabba1"14+4+-1
Pokin’ Spear
Pokin’ Spear2"15+4+-1
Barbed Net
Barbed Net2"34+5+-1
PITCHED BATTLE PROFILE

Unit Size: 20 - 60      Points: 130/360
Battlefield Role: Battleline

DESCRIPTION

A unit of Stabbas has any number of models. The unit is armed with one of the following weapon options: Pokin’ Spear and Moon Shield; or Stabba and Moon Shield. Up to 3 in every 20 models can replace the unit’s weapon option with a Barbed Net.

MOONCLAN BOSS: The leader of this unit is a Moonclan Boss. You can add 1 to hit rolls for attacks made with melee weapons by a Moonclan Boss.

GONG BASHER: 1 in every 20 models in this unit can be a Gong Basher. Add 2 to run rolls for a unit that includes any Gong Bashers.

STANDARD BEARERS: 1 in every 20 models in this unit can either be a Moonclan Flag Bearer or a Bad Moon Icon Bearer. Add 1 to the Bravery characteristic of a unit that includes any Moonclan Flag Bearers. Add 1 to save rolls for attacks made with missile weapons that target a unit that includes any Bad Moon Icon Bearers.

ABILITIES

Backstabbing Mob: It’s loads easier to stab your enemy in the back when they are surrounded by all yer mates.
Add 1 to wound rolls for attacks made with melee weapons by this unit while it has at least 15 models. Add 2 to the wound rolls made with melee weapons by this unit instead while it has at least 30 models.

Moon Shields: Large units of grots can use their shields to create a defensive wall to hide behind.
Add 1 to save rolls for attacks that target this unit while it has at least 10 models with Moon Shields.

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.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, STABBAS


Leader


6"
12
4+
7
WARSCROLL

Dankhold Troggboss

Dankhold Troggbosses are ancient creatures that sometimes wake from their subterranean slumbers and go on the rampage. Potent forces of destruction in their own right, Troggbosses also inspire any Gloomspite Gitz fighting in their shadow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boulder Club
Boulder Club2"43+3+-2D6
Crushing Grip
Crushing Grip1"1
See below
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader

DESCRIPTION

A Dankhold Troggboss is a single model armed with a Boulder Club and Crushing Grip.

ABILITIES

Crushing Grip: The vice-like grasp of a Dankhold Troggoth can squeeze the life out of all but the largest opponent.
Do not use the attack sequence for an attack made with a Crushing Grip. Instead, pick 1 enemy model that is in range of the attack and roll a dice. If the roll is equal to or greater than the Wounds characteristic of that model, it is slain.

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 model.

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 18" 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.

Squiggly-beast Followers: Dankhold Troggoths are accompanied by a horde of small skittering cave-creatures that look to them for protection.
At the start of the combat phase, roll 1 dice for each enemy unit within 3" of any friendly models with this ability. If the roll is equal to or greater than the number of models in that enemy unit, that enemy unit suffers 1 mortal wound.

COMMAND ABILITIES

Instinctive Leader: A Dankhold Troggboss is one of the few creatures that can bellow loudly enough to get other troggoths to ignore any distractions and concentrate on bashing their enemies. The mindless beasts obey him instinctively, and follow his lead without question.
Use this command ability at the start of the combat phase. If you do so, pick 1 friendly DANKHOLD TROGGOTH HERO with this command ability. Until the end of that phase, you can re-roll hit rolls of 1 for attacks made by friendly TROGGOTH units wholly within 18" of that model when they attack.

KEYWORDS
DESTRUCTION, TROGGOTH, GLOOMSPITE GITZ, DANKHOLD, HERO, TROGGBOSS


5"
4
6+
4
WARSCROLL

Fungoid Cave-Shaman

Gibbering priests of Gorkamorka and speakers of the will of the Bad Moon, Fungoid Cave-Shamans are as much mushroom as magic-wielder. Their cunning and spellcraft are infamous, and their spore squigs wreath them in a fug of choking fungal foulness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-sickle
Moon-sickle1"34+4+-11
Spore Squig’s Vicious Teeth
Spore Squig’s Vicious Teeth1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Fungoid Cave-Shaman is a single model armed with a Moon-sickle.

COMPANION: A Fungoid Cave-Shaman is accompanied by a Spore Squig that attacks with its Vicious Teeth. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Mouthpiece of Mork: The visionary Fungoid Cave-Shamans have a knack for coming up with cunnin’ plans.
If this model is on the battlefield at the start of your hero phase, roll a dice. On a 4+ you receive 1 extra command point.

Deffcap Mushroom: These mushrooms enhance the eater’s magical capabilities.
Once per battle, this model can attempt to cast 1 extra spell in your hero phase.

Spore Squig: Spore squigs exude thick green spores that hide their masters from sight.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+ the wound or mortal wound is negated.

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 Arcane Bolt, Mystic Shield and Spore Maws spells.

Spore Maws: The Cave-Shaman causes the thick spores around him to coalesce into gnashing green mouths.
Spore Maws has a casting value of 7. If successfully cast, each enemy unit within D6" of the caster suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, HERO, WIZARD, FUNGOID CAVE-SHAMAN


5"
5
5+
5
WARSCROLL

Loonboss

A Loonboss never fights fair, ducking and weaving around his enemies and hurling mobs of cackling grots at them to wear them down, before finishing them off with a blade to the throat or between the shoulder blades.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-slicer
Moon-slicer1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader

DESCRIPTION

A Loonboss is a single model armed with a Moon-slicer.

ABILITIES

Dead Tricksy: Loonbosses are masters at using cunning and tricks in order to survive.
Subtract 1 from hit rolls for attacks that target this model.

COMMAND ABILITIES

I’m Da Boss, Now Stab ’Em Good!: Loonbosses prefer to make their minions do all the fighting.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly MOONCLAN GROT unit wholly within 12" of a friendly model with this command ability, or wholly within 24" of a model with this command ability that is your general. If the unmodified wound roll for an attack made by that unit in that phase is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. The same unit cannot be picked to be affected by this command ability more than once per phase.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, HERO, LOONBOSS


2D6"
6
4+
6
WARSCROLL

Loonboss on Giant Cave Squig

Giant Cave Squigs are especially huge and ferocious beasts that make excellent steeds for the more daring grot Loonbosses. They hurtle into battle like rubbery meteors, all fangs, prodding spikes and shrieked war cries.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-cutta
Moon-cutta1"53+4+-1
Moonclan Stabba
Moonclan Stabba2"54+3+-1
Massive Fang-filled Gob
Massive Fang-filled Gob1"44+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Loonboss on Giant Cave Squig is a single model armed with a Moon-cutta or a Moonclan Stabba.

MOUNT: This model’s Giant Cave Squig attacks with its Massive Fang-filled Gob.

FLY: This model can fly.

ABILITIES

Redcap Mushrooms: A grot that eats a redcap mushroom turns into a crazed killer.
Once per battle, in your hero phase, you can say that this model is eating a redcap mushroom. If you do so, you can re-roll hit and wound rolls for this model’s Moon-cutta or Moonclan Stabba until your next hero phase.

COMMAND ABILITIES

Let’s Get Bouncing!: The Loonboss holds onto his squig as tightly as possible and prepares to leads his followers on a wild ride!
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly model with this command ability. All friendly SQUIG units wholly within 12" of that model at the start of that phase can move an extra 3" if they make a move in that phase. A unit cannot benefit from this command ability more than once per movement phase.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, HERO, LOONBOSS


5"
6
5+
5
WARSCROLL

Loonboss with Giant Cave Squig

Some particularly forceful and bullying Loonbosses are able to tame – in the loosest sense of the word – Giant Cave Squigs and bring them into battle as terrifying pets that are more than capable of biting a man in two.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-prodder
Moon-prodder14"D64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-prodder
Moon-prodder2"44+3+-11
Massive Fang-filled Gob
Massive Fang-filled Gob1"44+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Loonboss with Giant Cave Squig is a single model armed with a Moon-prodder.

COMPANION : A Loonboss with Giant Cave Squig is accompanied by a Giant Cave Squig that attacks with its Massive Fang-filled Gob. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Dead Tricksy: Loonbosses are masters at using cunning and tricks in order to survive.
Subtract 1 from hit rolls for attacks that target this model.

COMMAND ABILITIES

I’m Da Boss, Now Stab ’Em Good!: Loonbosses prefer to make their minions do all the fighting.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly MOONCLAN GROT unit wholly within 12" of a friendly model with this command ability, or wholly within 24" of a model with this command ability that is your general. If the unmodified wound roll for an attack made by that unit in that phase is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. The same unit cannot be picked to be affected by this command ability more than once per phase.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, HERO, LOONBOSS


5"
4
6+
4
WARSCROLL

Madcap Shaman

Black-clad Madcap Shamans caper into battle, chanting and jabbering madly. They stuff madcap mushrooms into their gobs, eyes crackling with power as they channel the Gloomspite into deadly magical attacks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon Staff
Moon Staff2"14+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Madcap Shaman is a single model armed with a Moon Staff.

ABILITIES

Madcap Mushroom: This mushroom enhances the eater’s magical capabilities – as long as it is not a deadly poisonous madcap toadstool…
Once per battle, in your hero phase, you can attempt to cast one additional spell with this model. If you do so, and the casting roll is a double, this model suffers D3 mortal wounds after the effects of the spell (if any) have been resolved.

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 Arcane Bolt, Mystic Shield and Night Shroud spells.

Night Shroud: The shaman throws a blackcapped nightshade mushroom into the air, which bursts to form a cloud of pitch blackness.
Night Shroud has a casting value of 5. If successfully cast, pick 1 friendly unit wholly within 12" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made with missile weapons that target that unit.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, HERO, WIZARD, MADCAP SHAMAN


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 WoundTo WndRendDamageDmg
Jabbertoad
Jabbertoad12"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Puff-fungus Club
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


8"
6
4+
6
WARSCROLL

Scuttleboss on Gigantic Spider

Swaggering bullies whose twisted anatomies are part arachnid, Scuttlebosses charge into battle upon the backs of Gigantic Spiders, exhorting nearby skittermobs to follow their violent example and ride the foe into the ground.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Envenomed Spear
Envenomed Spear2"44+4+-11
Gigantic Fangs
Gigantic Fangs1"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Scuttleboss on Gigantic Spider is a single model armed with an Envenomed Spear.

MOUNT: This model’s Gigantic Spider attacks with its Gigantic Fangs.

ABILITIES

Spider Venom: Both the Scuttleboss’ spear and his mount’s fangs glisten with lethal venom.
If the unmodified hit roll for an attack made by this model is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Wall Crawler: Gigantic Spiders can skitter up and down vertical surfaces as if they were flat ground.
When this model makes a move, it can pass across terrain features in the same manner as a model that can fly.

COMMAND ABILITIES

Ride ’Em All Down!: The boss levels his spear at the enemy, and calls on his minions to attack that foe with all the fury they possess.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly SPIDERFANG GROT unit wholly within 18" of a friendly model with this command ability. You can re-roll charge rolls for that unit in that charge phase. In addition, you can re-roll hit rolls for attacks made with that unit’s Crooked Spears in the following combat phase.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, SPIDERFANG, HERO, SCUTTLEBOSS


4"
6
5+
6
WARSCROLL

Skragrott, the Loonking

Skragrott is the self-styled Loonking, the master of all subterranean grots and herald of the Everdank. His sinister presence upon the field of battle ensures the Gloomspite Gitz fight with greater spite and cunning than ever.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Da Moon Onna Stikk
Da Moon Onna Stikk28"63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Da Moon Onna Stikk
Da Moon Onna Stikk2"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Skragrott, the Loonking is a named character that is a single model. He is armed with Da Moon Onna Stikk.

ABILITIES

Babbling Wand: This jabbering wand, topped with the skull of the great prophet Kaloth, channels the voices of Skragrott’s imprisoned scryers through clacking teeth.
If this model is your general and is on the battlefield at the start of your hero phase, roll a dice. On a 4+ you receive D3 extra command points.

Da Moon Onna Stikk: This magical weapon inflicts a horrible curse that slowly turns the victim’s flesh into fungus.
If any wounds inflicted by Da Moon Onna Stikk are allocated to an enemy model and not negated, that enemy model suffers 1 mortal wound at the end of each battle round (even if the wounds inflicted by Da Moon Onna Stikk are subsequently healed).

Loonking’s Crown: Fungal roots burrow down from this crown into the wearer’s skull, imbuing them with heightened magical powers and unnatural resilience.
Add 1 to casting and unbinding rolls for this model. In addition, roll a dice each time a wound or mortal wound is allocated to this model. On a 4+ that wound or mortal wound is negated.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Nikkit! Nikkit! spells.

Nikkit! Nikkit!: The shaman conjures a pair of great green hands, one of which binds an enemy in a vice-like grip, whilst the other rifles through their possessions in search of anything worth stealing.
Nikkit! Nikkit! has a casting value of 8. If successfully cast, pick 1 enemy model within 18" of the caster that is visible to them. The unit that model belongs to suffers D3 mortal wounds. In addition, if that model has an artefact of power and the casting roll was 10+, that model’s artefact of power can no longer be used (if it was used to enhance a weapon, that weapon reverts to its normal form).

COMMAND ABILITIES

The Loonking’s Entreaty: The captive seers and prophets of Skragrott’s asylum can sometimes predict when the Bad Moon will accelerate or slow in its erratic orbits of the Mortal Realms. Skragrott uses this information to convince his followers that the Bad Moon listens when he entreats it to halt or move to a specific location.
You can use this command ability once per battle if this model is your general and on the battlefield, before you roll the dice to determine how far the Bad Moon moves that battle round. If you do so, you can choose for the Bad Moon to either not move that battle round, or to make 1 move or 2 moves that battle round (do not roll the dice to determine how far it moves).

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, HERO, WIZARD, LOONBOSS, SKRAGROTT


5"
4
6+
5
WARSCROLL

Webspinner Shaman

Veins thick with venom, Webspinner Shamans live in vivid waking visions through which they interpret the Spider God’s will. They are blessed by their arachnid deity, protected by its sinister touch and sorcerously empowered by its malevolent might.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider God Staff
Spider God Staff1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Webspinner Shaman is a single model armed with a Spider God Staff.

ABILITIES

Touched by the Spider God: The tiny skullback spiders that constantly bite the shaman fill him with the mystical protective energy of the Spider God.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ that wound or mortal wound is negated.

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 Arcane Bolt, Mystic Shield and Speed of the Spider God spells.

Speed of the Spider God: With a shriek, the shaman calls upon the Spider God to imbue its worshippers with preternatural speed.
Speed of the Spider God has a casting value of 4. If successfully cast, pick 1 friendly SPIDERFANG unit wholly within 24" of the caster and visible to them. Until your next hero phase, that unit can run and still shoot later in the same turn. If the casting roll is 8 or more, pick up to D3 friendly SPIDERFANG units instead of 1.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, SPIDERFANG, HERO, WIZARD, WEBSPINNER SHAMAN


5"
5
6+
4
WARSCROLL

Zarbag

Zarbag the shaman has wandered the twisted halls of the Nightvault for as long as he can remember. His sniffer spite helps him root out the best magic fungi, and he can transform his facial features into a warped vision of horror almost at will.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Sickle
Cursed Sickle2"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      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 is a named character that is a single model. He is armed with a Cursed Sickle.

ABILITIES

Sniffer Spite: Zarbag has captured and imprisoned a sniffer spite, which he has ‘persuaded’ to track down potent magic fungi.
Once per battle, before you attempt to cast a spell with this model, you can roll a dice. On a 2+ add 2 to the casting roll.

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 Arcane Bolt, Mystic Shield and Face Of Da Bad Moon spells.

Face of Da Bad Moon: To Zarbag, ‘mooning the enemy’ has a very different – and terrifying – meaning…
Face of Da Bad Moon has a casting value of 5. If successfully cast, pick 1 enemy unit within 3" of the caster that is visible to them. That unit must make a normal move, and must retreat. If it is impossible for the unit to make the move for any reason, it suffers D6 mortal wounds instead.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, HERO, WIZARD, MADCAP SHAMAN, ZARBAG


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 WoundTo WndRendDamageDmg
Moonclan Bow
Moonclan Bow16"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Gob Full of Teeth
Massive Gob Full of Teeth1"24+3+-11
Squig Prodder
Squig Prodder2"15+4+-1
Slitta
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


5"
7
4+
9
WARSCROLL

Fimirach Noble

Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin, the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"53+3+-21
Club Tail
Club Tail1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Fimirach Noble is a single model armed with a Baleglyph Maul and a Club Tail.

ABILITIES

Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified wound roll for an attack made with a Baleglyph Maul is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
Subtract 1 from hit rolls for attacks made with missile weapons that target this model. In addition, roll a dice each time you allocate a mortal wound to this model. On a 5+ that mortal wound is negated.

Unnatural Flesh: Fimir are wholly unnatural creatures whose very flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to this model.

COMMAND ABILITIES

Born to Lead: Set upon their path from the moment they hatch, Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly model with this command ability. You can reroll charge rolls for friendly FIMIR units while they are wholly within 12" of that model in that charge phase.

KEYWORDS
DESTRUCTION, FIMIR, HERO, FIMIRACH NOBLE


Leader, Behemoth


12
4+
10
WARSCROLL

Loonboss on Mangler Squigs

It takes a particularly deranged loon to lead the charge clinging onto a pair of Mangler Squigs, but this Loonboss – along with some of his most bonkers cronies – is only too eager to go bounding into battle, crushing all in his path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-cutta
Moon-cutta1"53+4+-1
Huge Fang-filled Gobs
Huge Fang-filled Gobs2"43+-1D6
Balls and Chains
Balls and Chains2"3+3+-2D3
Grots’ Bashin’ Stikks
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: 280
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Loonboss on Mangler Squigs is a single model armed with a Moon-cutta.

MOUNT: This model’s Mangler Squigs attack with their Huge Fang-filled Gobs and Balls and Chains.

CREW: This model’s Mangler Squigs have 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.

Redcap Mushrooms: A grot that eats a redcap mushroom turns into a crazed killer.
Once per battle, in your hero phase, you can say that this model is eating a redcap mushroom. If you do so, until your next hero phase, you can re-roll hit and wound rolls for this model (but not for the model’s mount or crew).

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.

COMMAND ABILITIES

Bite Da Moon!: A Mangler Squig Loonboss can inspire other squig riders and their mounts to fight all the harder, crashing through the enemy so they can continue their pursuit of the Bad Moon.
You can use this command ability at the start of a combat phase. If you do so, pick 1 friendly model with this command ability. In that combat phase you can add 1 to wound rolls for friendly SQUIG units while they are wholly within 18" of that model.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, MONSTER, HERO, LOONBOSS, MANGLER SQUIG


14
4+
6
WARSCROLL

Webspinner Shaman on Arachnarok Spider

This especially old and malevolent Arachnarok Spider bears a Webspinner Shaman and his mob of hangers-on into battle. The shaman draws power from his howdah’s catchweb spidershrine to boost his own spellcraft and unmake his foes’.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider-bows
Spider-bows16"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider God Staff
Spider God Staff1"14+3+-1D3
Chitinous Legs
Chitinous Legs3"4+3+-11
Monstrous Fangs
Monstrous Fangs1"43+-1D3
Crooked Spears
Crooked Spears1"85+4+-1
DAMAGE
Wounds SufferedMoveChitinous LegsMonstrous Fangs
0-38"82+
4-67"73+
7-96"63+
10-125"54+
13+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Webspinner Shaman on Arachnarok Spider is a single model armed with a Spider God Staff.

MOUNT: This model’s Arachnarok Spider attacks with its Chitinous Legs and Monstrous Fangs.

CREW: This model has a Spiderfang Grot crew that attack with their Crooked Spears and Spider-bows. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Catchweb Spidershrine: This ramshackle altar to the Spider God shimmers with malevolent arcane energy.
Add 1 to casting and unbinding rolls for friendly SPIDERFANG WIZARDS while they are within 12" of any friendly models with this ability.

Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified hit roll for an attack made with this model’s Monstrous Fangs is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Prophet of the Spider God: Spiderfang tribes are often ruled over by the shaman that attends the Spidershrine on an Arachnarok Spider.
If this model is the general of your army, you can add 2 to the Bravery characteristic of friendly SPIDERFANG units wholly within 24" of this model.

Wall Crawler: Arachnarok Spiders can skitter up and down vertical surfaces as if they were flat ground.
When this model makes a move, it can pass across terrain features in the same manner as a model that can fly.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Venom of the Spider God spells.

Venom of the Spider God: With a hiss, the shaman calls upon the Spider God for its wicked aid.
Venom of the Spider God has a casting value of 6. If successfully cast, pick 1 friendly SPIDERFANG unit wholly within 16" of the caster and visible to them. Until your next hero phase, double the number of mortal wounds inflicted by that unit’s Spider Venom ability. If the casting roll is 10 or more, pick up to D3 different friendly SPIDERFANG units instead of 1.

KEYWORDS
DESTRUCTION, ARACHNAROK SPIDER, GLOOMSPITE GITZ, SPIDERFANG, MONSTER, HERO, WIZARD, WEBSPINNER SHAMAN


16
4+
7
WARSCROLL

Troggoth Hag

Unlike most of their race, Troggoth Hags are possessed of both arcane powers and a modicum of intelligence. They serve as leaders and envoys of the troggoth tribes, communicating in ways even the most dim-witted of their kin can understand.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Copious Vomit
Copious Vomit10"3+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deadwood Staff
Deadwood Staff2"44+-13
Crushing Bulk
Crushing Bulk1"D34+3+-D6
DAMAGE
Wounds SufferedMoveCopious VomitDeadwood Staff
0-48"62+
5-87"53+
9-116"43+
12-135"34+
14+4"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Troggoth Hag is a single model armed with Copious Vomit, a Deadwood Staff and Crushing Bulk.

ABILITIES

Hag Regeneration: All troggoths have an innate ability to regenerate even the most grievous of injuries, and in the case of the Troggoth Hag, this trait is augmented further by the arcane energies coursing through her hulking physique.
In your hero phase, you can heal up to D6 wounds allocated to this model.

Spell-spite: A Troggoth Hag carries with her sackfuls of strange fetishes and weird keepsakes, the most cursed of which are used to call down malignant hexes upon those that would dare wield hostile magic against her.
Each time this model successfully unbinds a spell, you can roll a dice; on a 4+ the WIZARD that cast that spell suffers D3 mortal wounds.

Terrible Stench: So foul is the dank swamp stench given off by Troggoth Hags that even the hardiest of warriors will retch uncontrollably in their presence.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

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 Arcane Bolt, Mystic Shield and Hag Curse spells.

Hag Curse: The cackling curses of the Troggoth Hag are insidious and vile, robbing her victims of strength and shackling them with ill fortune.
Hag Curse has a casting value of 7. If successfully cast, pick an enemy unit within 12" 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, GLOOMSPITE GITZ, TROGGOTH, FELLWATER, MONSTER, HERO, WIZARD, TROGGOTH HAG


Behemoth


12
5+
6
WARSCROLL

Aleguzzler Gargant

Aleguzzler Gargants that accompany Gloomspite hordes into battle are often combating raging hangovers from drinking too much crude fungus brew. They fight for more barrels of the same foul stuff, so that they can get inebriated all over again.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
’Eadbutt
’Eadbutt1"14+3+-3
Massive Club
Massive Club3"3+3+-11
Mighty Kick
Mighty Kick2"13+3+-2D3
DAMAGE
Wounds SufferedMoveMassive Club’Eadbutt
0-28"3D6D6
3-46"2D6D6
5-75"2D6D3
8-94"D6D3
10+3"D61
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Behemoth

DESCRIPTION

An Aleguzzler Gargant is a single model armed with an ’Eadbutt, Massive Club and Mighty Kick.

ABILITIES

Drunken Stagger: Often still inebriated, gargants can be just as much a hazard to their allies as their enemies.
If a charge roll for this model is a double, this model cannot make a charge move that phase. In addition, the players must roll off. The player who wins the roll-off picks a point on the battlefield 3" from this model. Each unit within 2" of that point suffers D3 mortal wounds.

Stuff ’Em In Me Bag: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘ for later’…
After this model piles in, you can pick 1 enemy model within 3" of this model and roll a dice. If the roll is equal to or greater than double that model’s Wounds characteristic, it is slain.

Timber!: A dying gargant is indiscriminating in their choice of where – and on whom – their body falls.
If this model is slain, before removing the model from the battlefield the players must roll off. The player who wins the roll-off picks a point on the battlefield 3" from this model. Each unit within 2" of that point suffers D3 mortal wounds. This model is then removed from the battlefield.

KEYWORDS
DESTRUCTION, GARGANT, GLOOMSPITE GITZ, ALEGUZZLER, MONSTER


14
4+
6
WARSCROLL

Arachnarok Spider with Flinger

Some Arachnarok Spiders bear howdahs upon their backs that have flinger catapults built into them. Operated by a cackling grot crew, these weapons lob tumbling masses of envenomed webbing that slam down to entangle and poison the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flinger
Flinger36"1
See below
Spider-bows
Spider-bows16"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chitinous Legs
Chitinous Legs3"4+3+-11
Monstrous Fangs
Monstrous Fangs1"43+-1D3
Crooked Spears
Crooked Spears1"85+4+-1
DAMAGE
Wounds SufferedMoveChitinous LegsMonstrous Fangs
0-38"82+
4-67"73+
7-96"63+
10-125"54+
13+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth

DESCRIPTION

An Arachnarok Spider with Flinger is a single model armed with a Flinger, Chitinous Legs and Monstrous Fangs.

CREW: This model has a Spiderfang Grot crew that attack with their Crooked Spears and Spider-bows. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Flinger: This crude catapult hurls a heavy ball of corded spider-webs at the enemy. Any victims not crushed by the missile when it lands are engulfed by the mass of sticky silk as it explosively unfurls.
Do not use the attack sequence for an attack made with a Flinger. Instead roll a dice. Add 1 to the dice roll if the target unit has at least 5 models. Add 2 to the dice roll instead if the target unit has at least 10 models. On a 6+ the target unit suffers D3 mortal wounds and is engulfed in sticky webs. A unit that is engulfed in sticky webs fights at the end of the next combat phase, after the players have picked any other units to fight.

Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified hit roll for an attack made with this model’s Monstrous Fangs is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Wall Crawler: Arachnarok Spiders can skitter up and down vertical surfaces as if they were flat ground.
When this model makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
DESTRUCTION, ARACHNAROK SPIDER, GLOOMSPITE GITZ, SPIDERFANG, MONSTER


14
4+
6
WARSCROLL

Arachnarok Spider with Spiderfang Warparty

Vast arachnid predators possessed of a malevolent sentience, Arachnarok Spiders stalk into battle with rickety shanty-howdahs full of grots swaying upon their bulbous abdomens.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider-bows
Spider-bows16"105+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chitinous Legs
Chitinous Legs3"4+3+-11
Monstrous Fangs
Monstrous Fangs1"43+-1D3
Crooked Spears
Crooked Spears1"105+4+-1
DAMAGE
Wounds SufferedMoveChitinous LegsMonstrous Fangs
0-38"82+
4-67"73+
7-96"63+
10-125"54+
13+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth

DESCRIPTION

An Arachnarok Spider with Spiderfang Warparty is a single model armed with Chitinous Legs and Monstrous Fangs.

CREW: This model has a Spiderfang Grot crew that attack with their Crooked Spears and Spider-bows. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified hit roll for an attack made with this model’s Monstrous Fangs is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Voracious Predator: Young Arachnarok Spiders are swift hunters despite their immense size, with an unquenchable hunger for living prey.
You can re-roll run and charge rolls for this model. In addition, roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+ that enemy unit suffers D3 mortal wounds.

Wall Crawler: Arachnarok Spiders can skitter up and down vertical surfaces as if they were flat ground.
When this model makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
DESTRUCTION, ARACHNAROK SPIDER, GLOOMSPITE GITZ, SPIDERFANG, MONSTER


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 WoundTo WndRendDamageDmg
Huge Fang-filled Gobs
Huge Fang-filled Gobs2"43+-1D6
Balls and Chains
Balls and Chains2"3+3+-2D3
Grots’ Bashin’ Stikks
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


14
4+
6
WARSCROLL

Skitterstrand Arachnarok

Creeping out from their web-wreathed Shyishan lairs, Skitterstrand Arachnarok Spiders burst through temporary Realmgates to snatch up their prey, biting off heads, injecting paralysing venom, and dragging choice victims away into the darkness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chitinous Legs
Chitinous Legs3"4+3+-11
Monstrous Fangs
Monstrous Fangs1"43+-1D3
DAMAGE
Wounds SufferedMoveChitinous LegsMonstrous Fangs
0-38"82+
4-67"73+
7-96"63+
10-125"54+
13+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Behemoth

DESCRIPTION

A Skitterstrand Arachnarok is a single model armed with Chitinous Legs and Monstrous Fangs.

ABILITIES

Ambush From Beyond: Skitterstrand Arachnaroks burst from temporary Realmgates to capture and drag off their screaming victims.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. At the end of your movement phase, you can set up one or more of the reserve units that are in ambush on the battlefield more than 9" from any enemy units. Any reserve units that are in ambush that are not set up on the battlefield before the start of the fourth battle round are slain.

Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified hit roll for an attack made with this model’s Monstrous Fangs is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Wall Crawler: Arachnarok Spiders can skitter up and down vertical surfaces as if they were flat ground.
When this model makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
DESTRUCTION, ARACHNAROK SPIDER, GLOOMSPITE GITZ, SPIDERFANG, SKITTERSTRAND, MONSTER


10
5+
5
WARSCROLL

Basilisk

Basilisks are creatures so inimical to life that they poison the very ground they walk on. They are a living blight that can swiftly reduce an area to ruinous wasteland, destroying crops and slaughtering livestock with venom that suffuses both body and spirit.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Acidic Spittle
Acidic Spittle10"15+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Venomous Bite
Venomous Bite2"13+3+3
Clutching Claws
Clutching Claws1"64+4+-11
DAMAGE
Wounds SufferedMoveVenomous BiteAcidic Spittle
0-110"-22+
2-39"-23+
4-58"-14+
6-77"-15+
8+6"-6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Behemoth

DESCRIPTION

A Basilisk is a single model armed with Acidic Spittle, a Venomous Bite and Clutching Claws.

ABILITIES

Corrosive Miasma: The poisons that emanate from the Basilisk’s skin are so toxic that they leave anyone nearby choking on their own blood as they fall victim to their corrosive effects.
At the start of the combat phase, roll 1 dice for each enemy unit within 3" of this model. On a 2+, that unit suffers 1 mortal wound.

Malignant Gaze: The Basilisk focuses its malice upon its intended victim, its eyes radiating with evil as the enemy slowly melts into a pile of steaming flesh and blistering metal.
In your hero phase, you can pick 1 enemy unit within 12" of this model that is visible to it, and roll a dice. On a 1, nothing happens. On a 2-3, that unit suffers D3 mortal wounds. On a 4+, that unit suffers D3+1 mortal wounds.

KEYWORDS
DESTRUCTION, MONSTER, BASILISK


20
4+
7
WARSCROLL

Bonegrinder Gargant

The Bonegrinder Gargant’s coming is heralded by earth-shaking footsteps as it stomps its way across the battlefield. Its sheer size, stupidity and propensity for drunken illtempered violence makes the others of its kind seem positively serene in comparison.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hurled Boulder
Hurled Boulder14+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Club
Gargantuan Club3"3+3+-12
Thunderous Stomp
Thunderous Stomp1"13+3+-2D6
DAMAGE
Wounds SufferedMoveHurled BoulderGargantuan Club
0-412"18"3D6
5-810"16"2D6
9-128"14"2D6
13-167"12"D6
17+6"10"D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 400
Battlefield Role: Behemoth

DESCRIPTION

A Bonegrinder Gargant is a single model armed with a Gargantuan Club, Thunderous Stomp and Hurled Boulder.

ABILITIES

I’ll Bite Your Head Off!: A Bonegrinder Gargant’s cavernous mouth makes for an especially deadly weapon, should it fancy a light snack during a battle.
At the start of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 4 or less and that is within 3" of this model, and roll a dice. On a 6, that model is slain.

Jump Up and Down: Bonegrinder Gargants love nothing more than to pound their enemies into paste by jumping up and down on their victims with their massive feet.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this model. If you do so, roll a dice. If the dice roll is equal to or less than the number of models in that unit, that unit suffers D6 mortal wounds.

Longshanks: Such is its vast size, a single step made by a Bonegrinder Gargant can cover an astonishing distance.
This model is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Timber!: Should a gargant fall, it will likely crush anything in its path.
If this model is slain, before removing the model from the battlefield the players must roll off. The player who wins the roll-off picks a point on the battlefield 3" from this model. Each unit within 2" of that point suffers D3 mortal wounds. This model is then removed from the battlefield.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GARGANT, ALEGUZZLER, MONSTER, BONEGRINDER GARGANT


16
5+
10
WARSCROLL

Colossal Squig

With their large, fleshy mouths and boundless energy, Colossal Squigs unleash untold havoc in battle. These insatiable fungoid beasts messily devour swathes of foes in an instant, squashing everything in their path as they careen towards their next meal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Puff Spores
Puff Spores8"15+5+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enormous Jaws
Enormous Jaws3"83+-2D3
Trampling Feet
Trampling Feet1"5+3+-11
DAMAGE
Wounds SufferedMoveEnormous JawsTrampling Feet
0-34D6"2+10
4-73D6"3+8
8-102D6"4+6
11-132D6"5+4
14+D6"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Behemoth

DESCRIPTION

A Colossal Squig is a single model armed with Enormous Jaws, Trampling Feet and Puff Spores.

ABILITIES

Crazed Charge: Driven mad with hunger, the Colossal Squig bounds head-first into anything that it considers edible, wildly gnashing its jaws in the hope of finding a tasty morsel.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 6, that unit suffers 1 mortal wound.

Fungoid Squig Explosion: When these massive creatures meet their death, their body ripples with a build-up of fungal spore gas, and with an ear-splitting pop they burst into a mass of smaller Squigs.
If this model is slain, before removing the model from the battlefield, roll a dice for each enemy unit within 3" of it. On a 2+, that unit suffers D3 mortal wounds. After allocating all of the mortal wounds to all of the units affected by this ability, you can add 1 Squig Herd unit of up to 5 models to your army. Set up the Squig Herd unit wholly within 9" of this model and more than 3" from any enemy models. This model is then removed from the battlefield.

Puff Spores: When the Colossal Squig is threatened, its tiny fungal blisters begin to burst, spreading thick clouds of spores that blind and choke any who venture too close.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Swallowed Whole: A Colossal Squig’s enormous jaws can stretch wide enough to consume their enemy whole.
If the unmodified hit roll for an attack made with this model’s Enormous Jaws is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN, MONSTER, COLOSSAL SQUIG


14
3+
6
WARSCROLL

Dread Maw

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
DAMAGE
Wounds SufferedMoveCavernous MawWrithing Coils
0-314"-33D6
4-612"-22D6
7-910"-2D6
10-128"-1D3
13+6"-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 460
Battlefield Role: Behemoth

DESCRIPTION

A Dread Maw is a single model armed with a Cavernous Maw, Writhing Coils and Slime Spray.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge on any part of a battlefield without hindrance, taking its prey by surprise.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model on the battlefield more than 9" from any enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
Roll a dice each time you allocate a mortal wound to this model. On a 4+ that mortal wound is negated.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
You can re-roll wound rolls of 1 for attacks made with this model’s Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
DESTRUCTION, MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts

Incarnate Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
DAMAGE
Wounds SufferedMoveSaveSavage Talons
0-310"3+12
4-68"4+10
7-97"4+8
10-126"5+6
13+5"6+4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Behemoth

DESCRIPTION

An Incarnate Elemental of Beasts is a single model armed with Savage Talons, Impaling Horns and Amber Breath.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing the model from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
In your hero phase, you can heal up to D3 wounds allocated to this model if the battle is taking place in Ghur, the Realm of Beasts. In addition, you can re-roll wound rolls of 1 for attacks made by this model if the battle is taking place in Ghur, the Realm of Beasts.

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model while it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
DESTRUCTION, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
DAMAGE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Behemoth

DESCRIPTION

An Incarnate Elemental of Fire is a single model armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
In your hero phase, you can heal up to D3 wounds allocated to this model if the battle is taking place in Aqshy, the Realm of Fire. In addition, you can re-roll wound rolls of 1 for attacks made by this model if the battle is taking place in Aqshy, the Realm of Fire.

KEYWORDS
DESTRUCTION, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-416"-38
5-814"-37
9-1212"-26
13-1610"-25
17+8"-14
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 540
Battlefield Role: Behemoth

DESCRIPTION

A Magma Dragon is a single model armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was inflicted by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DESTRUCTION, DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
DAMAGE
Wounds SufferedMoveHideous JawsPowerful Tail
0-28"-36
3-47"-2D6
5-76"-2D3
8-95"-12
10+4"-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth

DESCRIPTION

A Merwyrm is a single model armed with Chill Breath, Hideous Jaws and a Powerful Tail.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a preternatural talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, that attack has a Damage characteristic of D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
DESTRUCTION, MONSTER, MERWYRM


Warscroll Battalion


Warscroll Battalion

Arachnarok Spider Cluster

ORGANISATION
An Arachnarok Spider Cluster consists of the following units:
 • 2-4 Arachnarok Spiders with Flingers or Spiderfang Warparties in any combination
 • 0-1 Skitterstrand Arachnaroks
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Hunting Brood: When they stalk their victims as a closely coordinated pack, Arachnarok Spiders herd their prey into one another’s clutches and thus become even deadlier foes to face.
You can re-roll hit rolls of 1 for attacks made by a model from this battalion while it is within 6" of another model from the same battalion.


Warscroll Battalion

Gobbapalooza

ORGANISATION
A Gobbapalooza consists of the following units:
 • 1 Scaremonger
 • 1 Brewgit
 • 1 Spiker
 • 1 Boggleye
 • 1 Shroomancer
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

ABILITIES

Brew-fuelled Madness: When a Gobbapalooza gathers together, the grots strive to outdo one another to prove they have the most ‘know-wotz’ out of all the assembled wise-grots. With the psychotropic fungus brew flowing, the resultant displays of inebriated one-upmanship can prove disastrous for the foe.
Add 1 to casting and Gobbapalooza Know-wotz rolls for a model from this battalion while that model is within 8" of any other models from the same battalion.


Warscroll Battalion

Moonclan Skrap

A Moonclan Skrap consists of every single Moonclan Grot that could be rousted, bullied or lured out of their lurklair and shoved hastily into some semblance of battle order. Any reluctance for the upcoming fight that this greenskin horde might possess is swiftly eclipsed as the Bad Moon rises and the Gloomspite seizes hold of them.
ORGANISATION
A Moonclan Skrap consists of the following units and warscroll battalions:
 • 1-3 LOONBOSSES
 • 0-1 MOONCLAN WIZARD HERO
 • 0-1 Gobbapalooza
 • 1-3 units of Sneaky Snufflers
 • 0-2 Squig Herd units
 • 1+ Skulkmob Hordes
 • 0-3 Squig Rider Stampedes
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Spreading Loonacy: When Moonclan Grots gather into a Skrap, the energies of the Gloomspite surge through them like a tide and send them frothing mad.
Do not take battleshock tests for units from this battalion while they are affected by the light of the Bad Moon.


Warscroll Battalion

Skitterstrand Nest

ORGANISATION
A Skitterstrand Nest consists of the following units:
 • 2-3 Skitterstrand Arachnaroks
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

ABILITIES

Burst from the Beyond: When a Skitterstrand Nest hunts as one, they cram themselves through their web-spun Realmgates in a grotesque mass and burst forth on their prey with frenzied speed and hunger.
Add 1 to charge rolls for models from this battalion for each model from this battalion that was set up in the same turn.


Warscroll Battalion

Skulkmob Horde

ORGANISATION
A Skulkmob Horde consists of the following units:
 • 3+ units of Stabbas or Shootas in any combination
 • 3 units of Loonsmasha Fanatics or Sporesplatta Fanatics in any combination
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Endless Hordes: Moonclan Grots are emboldened in large numbers, and tides of reinforcements are more likely to flow into battle if the fight is already going in their favour.
Once per battle, when you use a Bad Moon Loonshrine’s Moonclan Lair ability to successfully replace a destroyed unit from this battalion, the replacement unit has all of the models from the destroyed unit instead of half the models.


Warscroll Battalion

Spider Rider Skitterswarm

ORGANISATION
A Spider Rider Skitterswarm consists of the following units:
 • 0-1 Scuttleboss on Gigantic Spider
 • 3+ units of Spider Riders
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Outriders of the Spider God: The mounts used by the skittermobs in a skitterswarm have been carefully selected and bred to be the fastest of their kind.
Add 2" to the Move characteristic of units from this battalion.


Warscroll Battalion

Spiderfang Stalktribe

A Spiderfang Stalktribe is led into battle by the capering Webspinner Shamans that interpret the Spider God’s will and rain its arachnid blessings down upon its scuttling worshippers. It is inevitably built around a towering brood of Arachnarok Spiders, which lead the gangle-legged charge out of the shadows.
ORGANISATION
A Spiderfang Stalktribe consists of the following units and warscroll battalions:
 • 1 Webspinner Shaman on Arachnarok Spider or 1 Webspinner Shaman
 • 0-2 Webspinner Shamans
 • 1-2 Arachnarok Spider Clusters
 • 1+ Spider Rider Skitterswarms
 • 0-1 Skitterstrand Nest
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

ABILITIES

Power of the Spider God: The shaman that leads a Spiderfang stalktribe can draw upon his god’s power to protect any of its followers that are nearby.
You can re-roll save rolls of 1 for attacks that target a unit from this battalion while the target unit is wholly within 24" of a SPIDERFANG WIZARD from the same battalion.


Warscroll Battalion

Squig Rider Stampede

ORGANISATION
A Squig Rider Stampede consists of the following units:
 • 2-3 units of Squig Hoppers or Boingrot Bounderz in any combination
 • 0-1 Mangler Squigs
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Madcap Momentum: When squigs and their riders gather into an onrushing stampede they generate greater momentum, rebounding off of one another and snapping at each other’s heels in a frantic, slobbering mass.
You can re-roll the roll that determines the Move characteristic of units from this battalion.


Warscroll Battalion

Squigalanche

The grots of a Squigalanche range nomadically across the Mortal Realms in search of the Bad Moon. Some seek to catch up to it and sink their mounts’ fangs into its rocky hide, others to bound clean over it or stop it in its tracks just to prove they can. Whatever their goal, anything that gets between them and the Bad Moon is sure to suffer.
ORGANISATION
A Squigalanche consists of the following units:
 • 1 Loonboss on Mangler Squigs or 1 Loonboss on Giant Cave Squig
 • 0-3 Loonbosses on Giant Cave Squigs
 • 1+ Squig Rider Stampedes
 • 1-3 Mangler Squigs
 • 0-2 Squig Herd units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 90
Battlefield Role: Warscroll Battalion

ABILITIES

Over Da Moon: Squigalanches chase the Bad Moon, each rider intent on being the first to take a chunk out of it or to jump over it.
If the light of the Bad Moon affects a unit from this battalion at the start of a combat phase, that unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and can move an extra 3" when it piles in.


Warscroll Battalion

Troggherd

A Troggherd could be likened to a slow-moving avalanche, which starts with a lone Dankhold Troggboss setting off to points unknown and ends with a lumbering mass of violently stupid and single-minded monsters smashing their way through everything in their path.
ORGANISATION
A Troggherd consists of the following units:
 • 1 Dankhold Troggboss
 • 3-9 units of Dankhold Troggoths, Fellwater Troggoths or Rockgut Troggoths in any combination
 • 0-2 Aleguzzler Gargants
PITCHED BATTLE PROFILE

Unit Size: -      Points: 170
Battlefield Role: Warscroll Battalion

ABILITIES

Eat on the Move: Too dim to think about stopping for a snack, but always hungry, troggoths snatch up screaming victims and stuff them into their maws even as they lumber across the battlefield.
If the unmodified wound roll for an attack made with a melee weapon used by a model from this battalion is 6, add 1 to the Damage characteristic for that attack.


Warscroll Battalion

Moon-Biter Squigalanche

ORGANISATION
A Moon-Biter Squigalanche consists of the following units:
 • 1 JAWS OF MORK Loonboss on Mangler Squigs or JAWS OF MORK Loonboss on Giant Cave Squig
 • 0-3 JAWS OF MORK Loonbosses on Giant Cave Squigs
 • 1+ Moon-Jumper Stampedes
 • 1-3 JAWS OF MORK Mangler Squigs
 • 0-2 JAWS OF MORK Squig Herd units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 90
Battlefield Role: Warscroll Battalion

ABILITIES

Overbounding Loonatics: The beady-eyed hooligans of a Moon-Biter Squigalanche lunge at the enemy as if they were the Bad Moon itself.
After armies have been set up but before the first battle round begins, up to D3 units from this battalion can move up to 6". If both players can move units after armies have been set up, the players must roll off, and the winner chooses who moves their units first.


Warscroll Battalion

Moon-Jumper Stampede

ORGANISATION
A Moon-Jumper Stampede consists of the following units:
 • 2-3 JAWS OF MORK Squig Hoppers units or JAWS OF MORK Boingrot Bounderz units in any combination
 • 0-1 JAWS OF MORK Mangler Squigs
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Crushing Gobs: The fertile soil of Yska produces not only bounder squigs of immense size, but also beasts with overwhelming power in their fang-lined jaws.
Add 1 to the Damage characteristic of Fang-filled Gob, Massive Fang-filled Gob and Huge Fang-filled Gobs weapons used by units from this battalion if they made a charge move in the same turn.


Endless Spell


Endless Spell

Malevolent Moon

The Malevolent Moon is conjured when a shaman raises high a carved loonstone simulacrum of the Bad Moon and jabbers the right words. The statue swells into a cackling, glowing abomination that sweeps across the battlefield wreaking havoc.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Malevolent Moon is a single model.

PREDATORY: A Malevolent Moon is a predatory endless spell. A Malevolent Moon can move up to 12" and can fly.

MAGIC

Summon Malevolent Moon: The shaman transforms his loonstone statue into a huge glowing terror and lets it loose.
Summon Malevolent Moon has a casting value of 6. Only GLOOMSPITE GITZ WIZARDS can attempt to cast this spell. If successfully cast, set up a Malevolent Moon model wholly within 12" of the caster.

ABILITIES

Swirling Doom: When a Malevolent Moon is summoned forth, it immediately hurtles across the battlefield leaving devastation in its wake.
When this model is set up, the player who set it up can immediately make a move with it.

Malevolent Intentions: A Malevolent Moon crashes through its foes, biting or crushing them as it goes.
After this model moves, roll a dice for each unit that has any models that this model passed across. On a 2+ that unit suffers D3 mortal wounds.

Moon of Ill Omen: A Malevolent Moon distorts magic, drawing lesser spells towards itself where they are swallowed up by its glowing mass.
Subtract 1 from casting rolls made for casters within 9" of this model. Subtract 2 from casting rolls instead for casters within 3" of this model. If the caster is a GLOOMSPITE GITZ WIZARD, then it is not affected by this ability.

KEYWORDS
ENDLESS SPELL, MALEVOLENT MOON


Endless Spell

Mork’s Mighty Mushroom

Mork’s Mighty Mushroom begins as a single spore plucked from between the caster’s filthy toes. By the time it is flung at the foe, it has swollen into a fully grown mushroom, and within moments it blooms into something huge and unutterably foul.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Endless Spell

DESCRIPTION

A Mork’s Mighty Mushroom is a single model.

MAGIC

Summon Mork’s Mighty Mushroom: The shaman takes a small mushroom and hurls it with all his might. When it lands, it sprouts impossibly quickly into a gigantic skullshroom, a fungus said to grow between Mork’s own toes.
Summon Mork’s Mighty Mushroom has a casting value of 6. Only GLOOMSPITE GITZ WIZARDS can attempt to cast this spell. If successfully cast, set up a Mork’s Mighty Mushroom model wholly within 6D6" of the caster.

ABILITIES

Mutating Spores: Grots know to steer clear of even the smallest skullshrooms, as their spores have a terrifying and immediate effect upon those who come into contact with them. When Mork’s Mighty Mushroom erupts onto the battlefield, it belches inescapable clouds of these horrible motes that cause smaller skullshrooms to violently burst forth from everything they touch – a process that has particularly messy results upon living things.
After this model is set up, and at the start of each battle round after it is set up, each unit within 8" of this model is enveloped by mutating spores. For each unit enveloped by mutating spores, roll a number of dice equal to the number of models from that unit that are within 8" of this model. For each 5+ that unit suffers 1 mortal wound.

KEYWORDS
ENDLESS SPELL, MORK’S MIGHTY MUSHROOOM


Endless Spell

Scrapskuttle’s Arachnacauldron

Scrapskuttle’s Arachnacauldron fumes with sorcerous energies, and a shaman who drinks of its foul fluids feels magical knowledge burn through their brain. Yet the cauldron squeals always with idiot hunger, and there is a price to be paid for the arcane power it bestows.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

Scrapskuttle’s Arachnacauldron is a single model.

MAGIC

Summon Scrapskuttle’s Arachnacauldron: The shaman whistles loudly, calling Scrapskuttle’s Arachnacauldron to his side.
Summon Scrapskuttle’s Arachnacauldron has a casting value of 5. Only GLOOMSPITE GITZ WIZARDS can attempt to cast this spell. If successfully cast, set up a Scrapskuttle’s Arachnacauldron model within 1" of the caster.

As long as the Scrapskuttle’s Arachnacauldron is not dispelled, the caster and the Scrapskuttle’s Arachnacauldron are treated as being a single model from the caster’s army that uses the caster’s warscroll as well as the Endless Spells rules. The Scrapskuttle’s Arachnacauldron must remain within 1" of the caster. If the caster is slain, then the Scrapskuttle’s Arachnacauldron is immediately dispelled and removed from play along with the caster.

ABILITIES

Blessings of the Cauldron: Scrapskuttle’s Arachnacauldron grants great arcane power to the one brave or mad enough to call upon its aid.
As long as Scrapskuttle’s Arachnacauldron is not dispelled, add 1 to casting and unbinding rolls for the caster, and the caster knows all of the spells from the Lore of the Moonclans.

Bloodslither Pact: Scrapskuttle’s Arachnacauldron only imparts its gifts when live victims are plunged screaming into the bubbling broth that sloshes around in its iron belly. If no enemies are nearby, then allies or even the caster will have to be sacrificed!
When the Scrapskuttle’s Arachnacauldron is set up, and at the start of each of the caster’s hero phases after it is set up, you must pick 1 unit within 3" of the caster. That unit suffers D3 mortal wounds. Note that this means that if there are no other units within 3" of the caster, then the caster will suffer the mortal wounds.

KEYWORDS
ENDLESS SPELL, SCRAPSKUTTLE’S ARACHNACAULDRON


Endless Spell

Scuttletide

First comes a weird whispering, a rising scrape and skitter like a wind through dry leaves. Then the Scuttletide spills out onto the battlefield, sorcerous spiders by the thousand squeezing from cracks in the ground and surging from shadows and undergrowth to overrun and frenziedly bite everything in their path.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 30
Battlefield Role: Endless Spell

DESCRIPTION

A Scuttletide is a single model.

PREDATORY: A Scuttletide is a predatory endless spell. A Scuttletide can move up to 6".

MAGIC

Summon Scuttletide: The shaman grasps a small jade amulet in which a skullback spider is imprisoned, and uses it to call forth a seething mass of the trapped creature’s kin.
Summon Scuttletide has a casting value of 7. Only GLOOMSPITE GITZ WIZARDS can attempt to cast this spell. Add 1 to casting rolls for this spell if the caster is a SPIDERFANG WIZARD. If successfully cast, set up a Scuttletide model wholly within 6" of a terrain feature.

ABILITIES

Scuttling Horde: A Scuttletide seethes across the battlefield, biting and poisoning anything that gets in its way or that approaches too closely.
After setting up or moving this model, you can pick 1 unit within 1" of this model and roll 6 dice. For each roll of 5+ that unit suffers 1 mortal wound.

In addition, roll 6 dice for each unit that finishes a normal move or a charge move within 6" of this model. For each roll of 5+ that unit suffers 1 mortal wound.

Spider-kin: A Scuttletide will not harm other spiders, and will allow them to pass by unhindered.
SPIDERFANG units are not affected by the Scuttling Horde ability. In addition, SPIDERFANG models can move across this model in the same manner as a model that can fly.

KEYWORDS
ENDLESS SPELL, SCUTTLETIDE


Scenery


Scenery

Bad Moon Loonshrine

Where the Fangz of the Bad Moon fall, they smash down upon the landscape causing untold devastation. Then come the Gloomspite hordes, creeping from below to hew these loonstone outcroppings into grotesque shrinelairs that soon become encrusted with fungi and imbued with the sinister energies of their progenitor rock.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 0
Battlefield Role: Scenery

SET UP

A Gloomspite Gitz army can include 1 BAD MOON LOONSHRINE terrain feature.

After territories have been chosen but before armies are set up, you can set up the BAD MOON LOONSHRINE wholly within your territory, more than 12" from enemy territory and more than 1" from any other terrain features.

If both players can set up a terrain feature before armies are set up, they must roll off, and the winner can choose the order in which the terrain features are set up.

DESCRIPTION

A Bad Moon Loonshrine is a single terrain feature. It is an obstacle.

Scenery Rules

Loonatic Courage: Larger loonstone meteorites are hacked painstakingly into crude but surprisingly lifelike effigies of the Bad Moon. Their boggle-eyed glare inspires fanatical courage in the Bad Moon’s myriad servants.
GLOOMSPITE GITZ units wholly within 12" of this terrain feature do not take battleshock tests.

Moonclan Lairs: Moonclan Grots dig tunnels to nearby Loonshrines. In battle, reinforcements emerge from these echoing subterranean passages.
At the end of each of your turns, you can pick 1 friendly STABBAS or SHOOTAS unit that has been destroyed. If you do so, roll a dice. On a 4+ a new replacement unit with half of the models from the unit that was destroyed (rounding fractions up) is added to your army. You must set up the replacement unit wholly within 12" of a friendly BAD MOON LOONSHRINE, and more than 3" from any enemy units. Each destroyed unit can only be replaced once – replacement units cannot themselves be replaced.

Swarms of Lair Lurkers: The greatest Squigalanches are constantly pursued by packs of slavering cavebeasts that pour from deep and dark places to join in with the carnage.
If your general has the SQUIG keyword, after you set up this terrain feature, you can replace its Moonclan Lairs ability with:

‘At the end of each of your turns, you can pick 1 friendly SQUIG HERD, SQUIG HOPPERS or BOINGROT BOUNDERZ unit that has been destroyed. If you do so, roll a dice. On a 4+, a new replacement unit with half of the models from the unit that was destroyed (rounding fractions up) is added to your army. You must set up the replacement unit wholly within 12" of a friendly BAD MOON LOONSHRINE and more than 3" from any enemy units. Each destroyed unit can only be replaced once – replacement units cannot themselves be replaced.’

KEYWORDS
SCENERY, GLOOMSPITE GITZ, BAD MOON LOONSHRINE
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.
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.

The GROT keyword is used in following Gloomspite Gitz warscrolls:

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

The GOBBAPALOOZA keyword is used in following Gloomspite Gitz warscrolls:

None
• Brewgit
• Spiker

The WIZARD keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
• Zarbag
Leader, Behemoth
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.
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.
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

The MOONCLAN, GROT and HERO keywords are used in following Gloomspite Gitz warscrolls:

Leader
• Zarbag
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.

The TROGGOTH keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
• Mollog
Leader, Behemoth

The DANKHOLD keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
• Mollog
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The FELLWATER keyword is used in following Gloomspite Gitz warscrolls:

None
Leader, Behemoth

The MOONCLAN and GROT keywords are used in following Gloomspite Gitz warscrolls:

None
• Brewgit
• Spiker
Battleline
• Shootas
• Stabbas
Leader
• Zarbag

The FANATIC keyword is used in following Gloomspite Gitz warscrolls:

None
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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.
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.

The SPIDERFANG keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The SPIDERFANG keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

The FIMIR keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The DANKHOLD, TROGGOTH and HERO keywords are used in following Gloomspite Gitz warscrolls:

Leader
• Mollog

The TROGGOTH keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
• Mollog
Leader, Behemoth
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The LOONBOSS keyword is used in following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth

The SQUIG keyword is used in following Gloomspite Gitz warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth

The MADCAP SHAMAN keyword is used in following Gloomspite Gitz warscrolls:

Leader
• Zarbag
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.

The SPIDERFANG and GROT keywords are used in following Gloomspite Gitz warscrolls:

None
Leader

The WEBSPINNER SHAMAN keyword is used in following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth

The FIMIR keyword is used in following Gloomspite Gitz warscrolls:

None
Leader

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

Leader, Behemoth
Behemoth

The SPIDERFANG and WIZARD keywords are used in following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth

The ARACHNAROK SPIDER keyword is used in following Gloomspite Gitz warscrolls:

Leader, Behemoth
Behemoth
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.

The GARGANT keyword is used in following Gloomspite Gitz warscrolls:

Behemoth

The ALEGUZZLER keyword is used in following Gloomspite Gitz warscrolls:

Behemoth

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

Leader, Behemoth
Behemoth
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The LOONBOSS keyword is used in following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth

The MOONCLAN, WIZARD and HERO keywords are used in following Gloomspite Gitz warscrolls:

Leader
• Zarbag
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6 etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers to the roll (if any) are applied. Rules that refer to the result of an ‘unmodified’ dice roll are referring to the result after any re-rolls but before any modifiers are applied.

The GLOOMSPITE GITZ and WIZARD keywords are used in following Gloomspite Gitz warscrolls:

None
Leader
• Zarbag
Leader, Behemoth

The ENDLESS SPELL keyword is used in following Gloomspite Gitz warscrolls:

Endless Spell
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

The BAD MOON LOONSHRINE keyword is used in following Gloomspite Gitz warscrolls:

Scenery
Obstacles
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to the target unit.

The STABBAS keyword is used in following Gloomspite Gitz warscrolls:

Battleline
• Stabbas

The SHOOTAS keyword is used in following Gloomspite Gitz warscrolls:

Battleline
• Shootas

The SQUIG HERD keyword is used in following Gloomspite Gitz warscrolls:

None

The SQUIG HOPPERS keyword is used in following Gloomspite Gitz warscrolls:

None

The BOINGROT BOUNDERZ keyword is used in following Gloomspite Gitz warscrolls:

None
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020