Gloomspite Gitz – Squig Herder with Mini-Mangler
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5"
6
5+
4
WARSCROLL

Squig Herder with Mini-Mangler

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Squig Prodder
Squig Prodder1"34+4+-1
Not-So-Huge Fang-filled Gobs
Not-So-Huge Fang-filled Gobs1"43+3+-12
Tiny Balls and Chains
Tiny Balls and Chains1"33+3+-11
PITCHED BATTLE PROFILE

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.

BATTALIONS

This warscroll can be used in following warscroll battalions:
 • Squigapalooza

DESCRIPTION

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.

ABILITIES

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.

COMMAND ABILITIES

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
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

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

None

The SQUIG keyword is used in following Gloomspite Gitz warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth

The SQUIGAPALOOZA keyword is used in following Gloomspite Gitz warscrolls:

Leader
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021