None
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.
Mesmerising Staff |
| Mesmerising Staff | 1" | 1 | 4+ | 3+ | -1 | D3 |
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.
A Boggleye is a single model armed with a Mesmerising Staff.
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.
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 |
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.
Pokin’ Lance |
| Pokin’ Lance | 2" | 2 | 4+ | 4+ | -1 | 1 |
Fang-filled Gob |
| Fang-filled Gob | 1" | 2 | 4+ | 3+ | -1 | 1 |
Unit Size: 5 - 15 Points: 100
Battlefield Role: None
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.
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.
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 |
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.
Concealed Stikka |
| Concealed Stikka | 1" | 2 | 4+ | 4+ | -1 | 1 |
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.
A Brewgit is a single model armed with a concealed stikka.
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 |
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.
Boulder Club |
| Boulder Club | 2" | 3 | 3+ | 3+ | -2 | D6 |
Crushing Grip |
| Crushing Grip | 1" | 1 | |
Unit Size: 1 - 3 Points: 190
Battlefield Role: None
A unit of Dankhold Troggoths can have any number of models, each armed with a Boulder Club and Crushing Grip.
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 |
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.
Noxious Vomit |
| Noxious Vomit | 6" | 1 | 2+ | 3+ | -2 | D3 |
Spiked Club |
| Spiked Club | 2" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 - 12 Points: 150
Battlefield Role: None
A unit of Fellwater Troggoths has any number of models, each armed with a Spiked Club and Noxious Vomit.
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 |
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.
Ball and Chain |
| Ball and Chain | 1" | D6 | 4+ | 3+ | -2 | D3 |
Unit Size: 5 - 15 Points: 140
Battlefield Role: None
A unit of Loonsmasha Fanatics can have any number of models, each armed with a Ball and Chain.
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 |
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.
Massive Stone Maul |
| Massive Stone Maul | 2" | 2 | 3+ | 3+ | -2 | 3 |
Unit Size: 3 - 12
Points: 140
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general is a
Dankhold Troggboss
A unit of Rockgut Troggoths has any number of models, each armed with a Massive Stone Maul.
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 |
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.
Boingob’s Tusks and Fangs |
| Boingob’s Tusks and Fangs | 1" | 4 | 4+ | 3+ | -1 | D3 |
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.
A Scaremonger is a single model armed with Boingob’s Tusks and Fangs.
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 |
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!
Moon Staff and Jaggedy Knife |
| Moon Staff and Jaggedy Knife | 2" | 2 | 4+ | 3+ | -1 | D3 |
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.
A Shroomancer is a single model armed with a Moon Staff and Jaggedy Knife.
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.
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 |
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.
Loonfungus Sickle |
| Loonfungus Sickle | 1" | 1 | 4+ | 4+ | - | 1 |
Gnashers |
| Gnashers | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 6 - 18 Points: 70
Battlefield Role: None
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.
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 |
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.
Spider-bow |
| Spider-bow | 16" | 2 | 5+ | 5+ | - | 1 |
Crooked Spear |
| Crooked Spear | 2" | 1 | 5+ | 4+ | - | 1 |
Fangs |
| Fangs | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 - 30 Points: 100/540
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general is SPIDERFANG.
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.
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 |
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.
Scorpisquig Stikka |
| Scorpisquig Stikka | 2" | 1 | 4+ | 4+ | - | D3 |
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.
A Spiker is a single model armed with a Scorpisquig Stikka.
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 |
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.
Spore-ball and Chain |
| Spore-ball and Chain | 1" | D3 | 2+ | 4+ | -1 | D3 |
Unit Size: 5 - 15 Points: 120
Battlefield Role: None
A unit of Sporesplatta Fanatics can have any number of models, each armed with a Spore-ball and Chain.
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 |
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.
Fang-filled Gob |
| Fang-filled Gob | 1" | 2 | 4+ | 3+ | -1 | 1 |
Squig Prodder |
| Squig Prodder | 1" | 2 | 5+ | 5+ | - | 1 |
Unit Size: 6 - 24 Points: 70
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general is MOONCLAN.
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.
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 |
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.
Slitta |
| Slitta | 1" | 1 | 5+ | 5+ | - | 1 |
Fang-filled Gob |
| Fang-filled Gob | 1" | 2 | 4+ | 3+ | -1 | 1 |
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.
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.
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.
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 |
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.
Baleglyph Maul |
| Baleglyph Maul | 2" | 3 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | - | 1 |
Unit Size: 3 - 12 Points: 140
Battlefield Role: None
Notes: Battleline if general is a Fimirach Noble
A unit of Fimir Warriors has any number of models, each armed with a Baleglyph Maul and Club Tail.
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 |
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.
Grot Bow |
| Grot Bow | 18" | 1 | 4+ | 4+ | - | 1 |
Boss Loppa |
| Boss Loppa | 1" | 2 | 3+ | 4+ | -1 | 1 |
Stabbin’ Stikka |
| Stabbin’ Stikka | 2" | 1 | 4+ | 4+ | - | 1 |
Bow Stave |
| Bow Stave | 1" | 1 | 5+ | 5+ | - | 1 |
Snarlfang’s Jaws |
| Snarlfang’s Jaws | 1" | 2 | 3+ | 3+ | - | 2 |
Unit Size: 3 Points: 80
Battlefield Role: None
Notes: Unique
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.
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
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.
Spit-squigs |
| Spit-squigs | 30" | 6 | 4+ | 3+ | - | D3 |
Bashin’ Sticks |
| Bashin’ Sticks | 1" | 3 | 5+ | 5+ | - | 1 |
Cavernous Maw |
| Cavernous Maw | 2" | 3 | 3+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Artillery
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.
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
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.
Moonclan Bow |
| Moonclan Bow | 16" | 1 | 5+ | 5+ | - | 1 |
Slitta |
| Slitta | 1" | 1 | 5+ | 5+ | - | 1 |
Barbed Net |
| Barbed Net | 2" | 3 | 4+ | 5+ | - | 1 |
Unit Size: 20 - 60 Points: 120
Battlefield Role: Battleline
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.
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 |
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.
Stabba |
| Stabba | 1" | 1 | 4+ | 4+ | - | 1 |
Pokin’ Spear |
| Pokin’ Spear | 2" | 1 | 5+ | 4+ | - | 1 |
Barbed Net |
| Barbed Net | 2" | 3 | 4+ | 5+ | - | 1 |
Unit Size: 20 - 60 Points: 130/360
Battlefield Role: Battleline
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.
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
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.
Boulder Club |
| Boulder Club | 2" | 4 | 3+ | 3+ | -2 | D6 |
Crushing Grip |
| Crushing Grip | 1" | 1 | |
Unit Size: 1 Points: 250
Battlefield Role: Leader
A Dankhold Troggboss is a single model armed with a Boulder Club and Crushing Grip.
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.
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 |
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.
Moon-sickle |
| Moon-sickle | 1" | 3 | 4+ | 4+ | -1 | 1 |
Spore Squig’s Vicious Teeth |
| Spore Squig’s Vicious Teeth | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
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.
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.
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 |
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.
Moon-slicer |
| Moon-slicer | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 70
Battlefield Role: Leader
A Loonboss is a single model armed with a Moon-slicer.
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.
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 |
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.
Moon-cutta |
| Moon-cutta | 1" | 5 | 3+ | 4+ | - | 1 |
Moonclan Stabba |
| Moonclan Stabba | 2" | 5 | 4+ | 3+ | - | 1 |
Massive Fang-filled Gob |
| Massive Fang-filled Gob | 1" | 4 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
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.
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.
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 |
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.
Moon-prodder |
| Moon-prodder | 14" | D6 | 4+ | 3+ | -1 | 1 |
Moon-prodder |
| Moon-prodder | 2" | 4 | 4+ | 3+ | -1 | 1 |
Massive Fang-filled Gob |
| Massive Fang-filled Gob | 1" | 4 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
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.
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.
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 |
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.
Moon Staff |
| Moon Staff | 2" | 1 | 4+ | 4+ | -1 | D3 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
A Madcap Shaman is a single model armed with a Moon Staff.
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.
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 |
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…
Jabbertoad |
| Jabbertoad | 12" | 1 | 4+ | 4+ | - | 1 |
Puff-fungus Club |
| Puff-fungus Club | 1" | 2 | |
Unit Size: 1 Points: 170
Battlefield Role: Leader
Notes: Unique
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.
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.
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 |
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.
Envenomed Spear |
| Envenomed Spear | 2" | 4 | 4+ | 4+ | -1 | 1 |
Gigantic Fangs |
| Gigantic Fangs | 1" | 4 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
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.
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.
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 |
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.
Da Moon Onna Stikk |
| Da Moon Onna Stikk | 28" | 6 | 3+ | 3+ | -1 | 1 |
Da Moon Onna Stikk |
| Da Moon Onna Stikk | 2" | 4 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 220
Battlefield Role: Leader
Notes: Unique
Skragrott, the Loonking is a
named character that is a single model. He is armed with Da Moon Onna Stikk.
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.
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).
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 |
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.
Spider God Staff |
| Spider God Staff | 1" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
A Webspinner Shaman is a single model armed with a Spider God Staff.
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.
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 |
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.
Cursed Sickle |
| Cursed Sickle | 2" | 3 | 3+ | 3+ | -1 | 1 |
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.
Zarbag is a
named character that is a single model. He is armed with a Cursed Sickle.
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.
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 |
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.
Moonclan Bow |
| Moonclan Bow | 16" | 1 | 5+ | 5+ | - | 1 |
Massive Gob Full of Teeth |
| Massive Gob Full of Teeth | 1" | 2 | 4+ | 3+ | -1 | 1 |
Squig Prodder |
| Squig Prodder | 2" | 1 | 5+ | 4+ | - | 1 |
Slitta |
| Slitta | 1" | 1 | 5+ | 5+ | - | 1 |
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.
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.
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 |
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.
Baleglyph Maul |
| Baleglyph Maul | 2" | 5 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
A Fimirach Noble is a single model armed with a Baleglyph Maul and a Club Tail.
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.
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 |
The most ambitious Squig Herders will disappear into the depths of the realms to hunt down baby Mangler Squigs. Many of these herders are eaten in the process, but a brave and kunnin’ few will train their Mini-Manglers into huge and voracious warbeasts.
Squig Prodder |
| Squig Prodder | 1" | 3 | 4+ | 4+ | - | 1 |
Not-So-Huge Fang-filled Gobs |
| Not-So-Huge Fang-filled Gobs | 1" | 4 | 3+ | 3+ | -1 | 2 |
Tiny Balls and Chains |
| Tiny Balls and Chains | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1
Points: 240
Battlefield Role: Leader
Notes: Squigmonger,
Squigmancer,
Squigcap Shaman and Squig Herder with Mini-Mangler must be taken as a set for a total of 240 points. Although taken as a set, each is a separate unit.
A Squig Herder with Mini-Mangler is a single model armed with a Squig Prodder.
COMPANION: A Squig Herder with Mini-Mangler is accompanied by a Mini-Mangler that attacks with its Not-So-Huge Fang-filled Gobs and Tiny Balls and Chains. For rules purposes, it is treated in the same manner as a
mount.
Mini-ker-splat!: Mini-Manglers produce an impact that is definitely short of spectacular. At best, a foe might lose their balance and be sent tumbling to their death.
Add 1 to
hit rolls for attacks made with this model’s Tiny Balls and Chains if this model made a
charge move in the same turn.
Probably Best To Watch Out!: Mini-Manglers are not capable of much destruction even in their wildly bouncing death throes. Still, it is probably wise to keep your distance.
If this model is slain, before the model is removed from play, roll a dice for each unit within 1" of this model. On a 4+ that unit suffers 1
mortal wound.
Lead Da Herd!: This Squig Herder keeps any nearby squigs heading in the right direction.
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. Until the end of your turn, you can re-roll
run and
charge rolls for friendly
SQUIG HERD units while they are wholly within 12" of this unit.
KEYWORDS | DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, SQUIG HERDER WITH MINI-MANGLER |
Black-clad Squigcap 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.
Moon Staff |
| Moon Staff | 2" | 1 | 4+ | 4+ | -1 | D3 |
A Squigcap Shaman is a single model armed with a Moon Staff.
Squig-cap 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.
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, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, WIZARD, SQUIGCAP SHAMAN |
Squigmancers 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!
Moon Staff and Jaggedy Knife |
| Moon Staff and Jaggedy Knife | 2" | 2 | 4+ | 3+ | -1 | D3 |
A Squigmancer is a single model armed with a Moon Staff and Jaggedy Knife.
Hallucinogenic Fungus Brews: Squigapalooza 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: Squigapalooza shamans seek to put as many of their fellow squigs 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.
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 Squigmancer stamps upon the squig 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, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, WIZARD, SQUIGMANCER |
The Squigmonger 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.
Boingob’s Tusks and Fangs |
| Boingob’s Tusks and Fangs | 1" | 4 | 4+ | 3+ | -1 | D3 |
A Squigmonger is a single model armed with Boingob’s Tusks and Fangs.
Hallucinogenic Fungus Brews: Squigapalooza 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.
Bogeysquig: The Squigmonger generates palpable waves of fear that scare nearby squigs into fighting with renewed vigour.
In your
hero phase, you can make a Squigapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly
MOONCLAN SQUIG 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: Squigapalooza shamans seek to put as many of their fellow squigs 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, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, SQUIGMONGER |
Leader, Behemoth
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.
Moon-cutta |
| Moon-cutta | 1" | 5 | 3+ | 4+ | - | 1 |
Huge Fang-filled Gobs |
| Huge Fang-filled Gobs | 2" | 4 |  | 3+ | -1 | D6 |
Balls and Chains |
| Balls and Chains | 2" |  | 3+ | 3+ | -2 | D3 |
Grots’ Bashin’ Stikks |
| Grots’ Bashin’ Stikks | 1" | 4 | 4+ | 4+ | - | 1 |
0-2 | 3D6" | 3+ | 7 |
3-4 | 2D6" | 4+ | 6 |
5-7 | D6" | 5+ | 5 |
8-9 | 2D6" | 4+ | 6 |
10+ | 3D6" | 3+ | 7 |
Unit Size: 1 Points: 280
Battlefield Role: Leader, Behemoth
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.
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.
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 |
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’.
Spider-bows |
| Spider-bows | 16" | 8 | 5+ | 5+ | - | 1 |
Spider God Staff |
| Spider God Staff | 1" | 1 | 4+ | 3+ | -1 | D3 |
Chitinous Legs |
| Chitinous Legs | 3" |  | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 |  | 3+ | -1 | D3 |
Crooked Spears |
| Crooked Spears | 1" | 8 | 5+ | 4+ | - | 1 |
0-3 | 8" | 8 | 2+ |
4-6 | 7" | 7 | 3+ |
7-9 | 6" | 6 | 3+ |
10-12 | 5" | 5 | 4+ |
13+ | 4" | 4 | 4+ |
Unit Size: 1 Points: 280
Battlefield Role: Leader, Behemoth
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.
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.
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 |
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.
Copious Vomit |
| Copious Vomit | 10" |  | 3+ | 3+ | -2 | D3 |
Deadwood Staff |
| Deadwood Staff | 2" | 4 | 4+ |  | -1 | 3 |
Crushing Bulk |
| Crushing Bulk | 1" | D3 | 4+ | 3+ | - | D6 |
0-4 | 8" | 6 | 2+ |
5-8 | 7" | 5 | 3+ |
9-11 | 6" | 4 | 3+ |
12-13 | 5" | 3 | 4+ |
14+ | 4" | 2 | 5+ |
Unit Size: 1 Points: 380
Battlefield Role: Leader, Behemoth
A Troggoth Hag is a single model armed with Copious Vomit, a Deadwood Staff and Crushing Bulk.
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.
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
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.
’Eadbutt |
| ’Eadbutt | 1" | 1 | 4+ | 3+ | -3 |  |
Massive Club |
| Massive Club | 3" |  | 3+ | 3+ | -1 | 1 |
Mighty Kick |
| Mighty Kick | 2" | 1 | 3+ | 3+ | -2 | D3 |
0-2 | 8" | 3D6 | D6 |
3-4 | 6" | 2D6 | D6 |
5-7 | 5" | 2D6 | D3 |
8-9 | 4" | D6 | D3 |
10+ | 3" | D6 | 1 |
Unit Size: 1 Points: 160
Battlefield Role: Behemoth
An Aleguzzler Gargant is a single model armed with an ’Eadbutt, Massive Club and Mighty Kick.
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 |
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.
Flinger |
| Flinger | 36" | 1 | |
Spider-bows |
| Spider-bows | 16" | 8 | 5+ | 5+ | - | 1 |
Chitinous Legs |
| Chitinous Legs | 3" |  | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 |  | 3+ | -1 | D3 |
Crooked Spears |
| Crooked Spears | 1" | 8 | 5+ | 4+ | - | 1 |
0-3 | 8" | 8 | 2+ |
4-6 | 7" | 7 | 3+ |
7-9 | 6" | 6 | 3+ |
10-12 | 5" | 5 | 4+ |
13+ | 4" | 4 | 4+ |
Unit Size: 1 Points: 220
Battlefield Role: Behemoth
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.
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 |
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.
Spider-bows |
| Spider-bows | 16" | 10 | 5+ | 5+ | - | 1 |
Chitinous Legs |
| Chitinous Legs | 3" |  | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 |  | 3+ | -1 | D3 |
Crooked Spears |
| Crooked Spears | 1" | 10 | 5+ | 4+ | - | 1 |
0-3 | 8" | 8 | 2+ |
4-6 | 7" | 7 | 3+ |
7-9 | 6" | 6 | 3+ |
10-12 | 5" | 5 | 4+ |
13+ | 4" | 4 | 4+ |
Unit Size: 1 Points: 220
Battlefield Role: Behemoth
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.
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 |
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.
Huge Fang-filled Gobs |
| Huge Fang-filled Gobs | 2" | 4 |  | 3+ | -1 | D6 |
Balls and Chains |
| Balls and Chains | 2" |  | 3+ | 3+ | -2 | D3 |
Grots’ Bashin’ Stikks |
| Grots’ Bashin’ Stikks | 1" | 4 | 4+ | 4+ | - | 1 |
0-2 | 3D6" | 3+ | 7 |
3-4 | 2D6" | 4+ | 6 |
5-7 | D6" | 5+ | 5 |
8-9 | 2D6" | 4+ | 6 |
10+ | 3D6" | 3+ | 7 |
Unit Size: 1 Points: 240
Battlefield Role: Behemoth
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.
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 |
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.
Chitinous Legs |
| Chitinous Legs | 3" |  | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 |  | 3+ | -1 | D3 |
0-3 | 8" | 8 | 2+ |
4-6 | 7" | 7 | 3+ |
7-9 | 6" | 6 | 3+ |
10-12 | 5" | 5 | 4+ |
13+ | 4" | 4 | 4+ |
Unit Size: 1 Points: 200
Battlefield Role: Behemoth
A Skitterstrand Arachnarok is a single model armed with Chitinous Legs and Monstrous Fangs.
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 |
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.
Acidic Spittle |
| Acidic Spittle | 10" | 1 | 5+ |  | -1 | 1 |
Venomous Bite |
| Venomous Bite | 2" | 1 | 3+ | 3+ |  | 3 |
Clutching Claws |
| Clutching Claws | 1" | 6 | 4+ | 4+ | -1 | 1 |
0-1 | 10" | -2 | 2+ |
2-3 | 9" | -2 | 3+ |
4-5 | 8" | -1 | 4+ |
6-7 | 7" | -1 | 5+ |
8+ | 6" | - | 6+ |
Unit Size: 1 Points: 160
Battlefield Role: Behemoth
A Basilisk is a single model armed with Acidic Spittle, a Venomous Bite and Clutching Claws.
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 |
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.
Hurled Boulder |
| Hurled Boulder |  | 1 | 4+ | 2+ | -2 | D6 |
Gargantuan Club |
| Gargantuan Club | 3" |  | 3+ | 3+ | -1 | 2 |
Thunderous Stomp |
| Thunderous Stomp | 1" | 1 | 3+ | 3+ | -2 | D6 |
0-4 | 12" | 18" | 3D6 |
5-8 | 10" | 16" | 2D6 |
9-12 | 8" | 14" | 2D6 |
13-16 | 7" | 12" | D6 |
17+ | 6" | 10" | D3 |
Unit Size: 1 Points: 400
Battlefield Role: Behemoth
A Bonegrinder Gargant is a single model armed with a Gargantuan Club, Thunderous Stomp and Hurled Boulder.
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 |
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.
Puff Spores |
| Puff Spores | 8" | 1 | 5+ | 5+ | - | D3 |
Enormous Jaws |
| Enormous Jaws | 3" | 8 |  | 3+ | -2 | D3 |
Trampling Feet |
| Trampling Feet | 1" |  | 5+ | 3+ | -1 | 1 |
0-3 | 4D6" | 2+ | 10 |
4-7 | 3D6" | 3+ | 8 |
8-10 | 2D6" | 4+ | 6 |
11-13 | 2D6" | 5+ | 4 |
14+ | D6" | 6+ | 2 |
Unit Size: 1 Points: 300
Battlefield Role: Behemoth
A Colossal Squig is a single model armed with Enormous Jaws, Trampling Feet and Puff Spores.
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 |
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.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ |  | D6 |
Writhing Coils |
| Writhing Coils | 2" |  | 4+ | 4+ | -1 | 1 |
0-3 | 14" | -3 | 3D6 |
4-6 | 12" | -2 | 2D6 |
7-9 | 10" | -2 | D6 |
10-12 | 8" | -1 | D3 |
13+ | 6" | -1 | 1 |
Unit Size: 1 Points: 460
Battlefield Role: Behemoth
A Dread Maw is a single model armed with a Cavernous Maw, Writhing Coils and Slime Spray.
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 |
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.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" |  | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-3 | 10" | 3+ | 12 |
4-6 | 8" | 4+ | 10 |
7-9 | 7" | 4+ | 8 |
10-12 | 6" | 5+ | 6 |
13+ | 5" | 6+ | 4 |
Unit Size: 1 Points: 300
Battlefield Role: Behemoth
An Incarnate Elemental of Beasts is a single model armed with Savage Talons, Impaling Horns and Amber Breath.
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 |
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.
Fiery Bolts |
| Fiery Bolts | 18" |  | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 300
Battlefield Role: Behemoth
An Incarnate Elemental of Fire is a single model armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
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 |
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.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ |  | D6 |
Crushing Claws |
| Crushing Claws | 2" |  | 4+ | 3+ | -1 | 2 |
0-4 | 16" | -3 | 8 |
5-8 | 14" | -3 | 7 |
9-12 | 12" | -2 | 6 |
13-16 | 10" | -2 | 5 |
17+ | 8" | -1 | 4 |
Unit Size: 1 Points: 540
Battlefield Role: Behemoth
A Magma Dragon is a single model armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
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 |
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.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ |  | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 |  |
0-2 | 8" | -3 | 6 |
3-4 | 7" | -2 | D6 |
5-7 | 6" | -2 | D3 |
8-9 | 5" | -1 | 2 |
10+ | 4" | - | 1 |
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
A Merwyrm is a single model armed with Chill Breath, Hideous Jaws and a Powerful Tail.
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
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| Unit Size: - Points: 100 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 110 Battlefield Role: Warscroll Battalion
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. | |
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| 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. Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 110 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
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. | |
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| 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. Unit Size: - Points: 110 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
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. | |
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| 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. Unit Size: - Points: 90 Battlefield Role: Warscroll Battalion
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. | |
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| 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. Unit Size: - Points: 170 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Reality’s Skin-crawlers: The Skitterstrand Arachnaroks that fight alongside the Grimscuttle tribes are amongst the most cunning of their kind, constantly skittering through the skin of reality to catch their prey off guard.
In your movement phase, instead of making a normal move with a model from this battalion, you can say that it will tunnel through the web-strewn portals. If you do so, remove that model from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Through the Cracks They Creep: Whether outflanking the foe via the use of cunning trap-holes or emerging from the tunnels bored through reality by their allied Skitterstrands, Deff Grotz Spider Riders are adept at striking from unexpected directions.
At the start of the first battle round, after determining who has the first turn but before the first turn begins, you can pick up to D3 units from this battalion and remove them from the battlefield. If you do so, at the end of your first movement phase, set up those units again wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. | |
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| | A Grimscuttle Spider Cluster consists of the following units: | • | 2-4 GRIMSCUTTLE ARACHNAROK SPIDER units in any combination |
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Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Monstrous Titans: The Arachnaroks of Neferatia are possessed of a particularly dark temperament, and they revel in spearing hapless foes on their sharp, agile legs.
Add 1 to hit rolls for attacks made with melee weapons by units from this battalion. | |
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| Unit Size: - Points: 90 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
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. | |
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| Unit Size: - Points: 240 Battlefield Role: Warscroll Battalion Notes: This warscroll battalion cannot be used in a Pitched Battle without obtaining your opponent’s permission. These models must be taken as a set for a total of 240 points. Although taken as a set, each is a separate unit.
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| Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
One-track Minds: When the troggoths of this belligerent horde get going, they can prove incredibly difficult to stop.
Units from this battalion can retreat and still shoot and/or charge later in the same turn. | |
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Endless Spell
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| 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. Unit Size: 1 Points: 40 Battlefield Role: Endless Spell
A Malevolent Moon is a single model.
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.
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 |
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| 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. Unit Size: 1 Points: 90 Battlefield Role: Endless Spell
A Mork’s Mighty Mushroom is a single model.
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.
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 |
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| 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. Unit Size: 1 Points: 40 Battlefield Role: Endless Spell
Scrapskuttle’s Arachnacauldron is a single model.
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.
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 |
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| 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. Unit Size: 1 Points: 30 Battlefield Role: Endless Spell
A Scuttletide is a single model.
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.
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 |
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Scenery
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| 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. Unit Size: 1 Points: 0 Battlefield Role: Scenery
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.
A Bad Moon Loonshrine is a single terrain feature. It is an obstacle. If your general has the TROGGOTH keyword, any friendly BAD MOON LOONSHRINES replace their Moonclan Lairs ability with the Hidden Troggholes ability.
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.’
Hidden Troggholes: Under the gaze of their alpha beast, troggoth mobs emerge from the shadowy subterranean depths to smash apart the foe.
If your general has the TROGGOTH keyword, any friendly BAD MOON LOONSHRINES replace their Moonclan Lairs ability ability with: ‘At the end of each of your turns, you can pick 1 friendly FELLWATER TROGGOTH or ROCKGUT TROGGOTH 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.’
Endless Skitterswarms: The Loonshrines of the Spiderfang are often connected to web-strewn caverns, out of which emerge mob after mob of scuttling grot Spider Riders.
If your general has the SPIDERFANG keyword, any friendly BAD MOON LOONSHRINES replace their Moonclan Lairs ability ability with: ‘At the end of each of your turns, you can pick 1 friendly SPIDER RIDERS 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 |
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