Gloomspite Gitz
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In the dark corners of the Mortal Realms, a new power is stirring. Dripping tunnels and caverns echo to the clash of gongs, the thump of drums and the shrill war cries of massing grots. Armies of goblinoid warriors and lumbering monsters set out on the warpath, seeking to plunge the surface world into darkness for evermore.

This page contains all of the rules you need to field your Gloomspite Gitz miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Gloomspite Gitz
  Gloomspite GitzBattletome3July 2023
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book II: Reign of the Brute
  Dawnbringers Book II: Reign of the BruteExpansion3February 2024
  Games Workshop: Grotmas Gitz
  Games Workshop: Grotmas GitzWarscroll3November 2023
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Grand Alliance Destruction
  Warhammer Legends: Grand Alliance DestructionIndex3August 2021
  Squigapalooza
  SquigapaloozaWhite Dwarf2March 2020

Allies

DESTRUCTIONALLIES
Gloomspite GitzOrruk Warclans

ALLEGIANCE ABILITIES

This section describes the allegiance abilities available to a Gloomspite Gitz army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.


Battle Traits

Gittish Hordes

The tribes of the Gloomspite Gitz can be found lurking in all manner of unspeakably foul nooks and crannies across the realms. Some of these anarchic armies, however, have become especially infamous.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All GLOOMSPITE GITZ units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

The Bad Moon’s Orbit

The Bad Moon hurtles around the realms in Madcap orbits, empowering its worshippers and troubling all others with insane visions.

If any of the armies in a battle are Gloomspite Gitz armies, in the first battle round, after players have received their starting command points but before the start of the first turn, the player commanding the Gloomspite Gitz army picks 1 large quarter of the battlefield (core rules 28.2.8) as the Bad Moon’s starting location. If more than 1 player in the battle is commanding a Gloomspite Gitz army, then those players roll off and the winner picks which large quarter is the Bad Moon’s starting location.

During the battle, the Bad Moon will move and its location will change. The Bad Moon starts in a large quarter of the battlefield. The first time it moves, it moves to the centre of the battlefield. Then it moves to the large quarter diagonally opposite the large quarter in which it started. Finally, it moves off the battlefield.

At the start of the second and each subsequent battle round, before the priority roll, the player commanding the Gloomspite Gitz army rolls a dice. If more than 1 player in the battle is commanding a Gloomspite Gitz army, then those players roll off and the winner rolls the dice. On a 1-3, the Bad Moon does not move and instead stays at its current location. On a 4+, it moves to the next location. When the Bad Moon moves off the battlefield, it has no further effect on the battle.

The location of the Bad Moon determines which GLOOMSPITE GITZ units are affected by the Light of the Bad Moon. While the Bad Moon is located in a large quarter of the battlefield, all GLOOMSPITE GITZ units wholly within the same large quarter are affected. While it is located in the centre of the battlefield, all GLOOMSPITE GITZ units on the battlefield are affected.


Example: This map shows the different locations to which the Bad Moon can move if the south-western large quarter was picked as its starting location. The first time the Bad Moon moves, if a 1-3 is rolled, the Bad Moon stays in the south-western large quarter. If a 4+ is rolled, the Bad Moon moves to the centre of the battlefield (and so on).

Under the Light of the Bad Moon

Grots are always vicious little monsters, but when their god’s light falls upon them, they become an order of magnitude more dangerous.

The Light of the Bad Moon affects units in the following ways:

Frothing Zealots: If a friendly MOONCLAN unit receives the rally command while it is affected by the Light of the Bad Moon, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.

Lunar Squigs: While GLOOMSPITE GITZ SQUIG units are affected by the Light of the Bad Moon they can attempt a charge even if they ran in the same turn.

Moonlit Hide: Add 1 to save rolls for attacks that target GLOOMSPITE GITZ TROGGOTH units while they are affected by the Light of the Bad Moon.

Spiderfang Venom: While SPIDERFANG units are affected by the Light of the Bad Moon, their Spider Venom ability causes mortal wounds on an unmodified roll of 5+ instead of a 6.

Bosses of the Everdank

From wicked and spiteful Loonbosses to hulking Troggbosses, the leaders of the Gloomspite Gitz direct, bully and goad their hordes beneath the light of the Bad Moon.

When you carry out a heroic action with a GLOOMSPITE GITZ HERO, you can carry out one from the table below instead of any other heroic action you can carry out with that HERO.

GLOOMSPITE GITZ HEROIC ACTIONS
Beckon the Loonatic Hordes: Only a MOONCLAN HERO affected by the Light of the Bad Moon can carry out this heroic action. This HERO can immediately issue the Rally command up to 3 times without any command points being spent. Each unit that receives the command must be a different friendly MOONCLAN unit.
Wade and Smash: Only a DANKHOLD TROGGBOSS within 3" of any enemy units can carry out this heroic action. This DANKHOLD TROGGBOSS can make a 6" move but must finish the move within 3" of any enemy units. At the end of that move, roll a dice for each enemy unit within 1" of this DANKHOLD TROGGBOSS. On a 2+, that unit suffers D3 mortal wounds.

Beasts of the Loonlairs

From deep within the darkest subterranean lairs emerge strange and bizarre beasts, the terrifying Arachnarok Spiders and the maniacal Mangler Squigs among them.

When you carry out a monstrous rampage with a GLOOMSPITE GITZ MONSTER, you can carry out one from the table below instead of any other monstrous rampage you can carry out with that MONSTER.

GLOOMSPITE GITZ MONSTROUS RAMPAGES
Ensnaring Webbing: Only an ARACHNAROK unit can carry out this monstrous rampage. Pick 1 enemy HERO within 3" of this ARACHNAROK unit that is not a MONSTER and roll a dice. If the score equals or exceeds that HERO’s Wounds characteristic, that hero cannot fight in the following combat phase.
Giant Boing!: Only a MANGLER SQUIGS unit that has made a charge move this turn can carry out this monstrous rampage. This MANGLER SQUIGS unit can make a 3D6" move but it must finish that move within 3" of any enemy units.

Command Traits

Blessings of the Bad Moon

GROT HERO only.

The Clammy Hand

This bossgrot is obviously destined for great things, and can call upon vast troglodytic hordes.

If this general is within 12" of a Bad Moon Loonshrine in your army at the end of your turn, you can use the Bad Moon Loonshrine’s Moonclan Lair scenery rule 2 times at the end of that turn.

Loon-touched

This shaman’s magical prowess is boosted to a much greater extent than is normal by the Bad Moon’s light.

WIZARD only. This general can cast 1 additional spell in each of your hero phases while they are affected by the Light of the Bad Moon.

Fight Another Day

This warlord has mastered the ignoble art of striking then running away before the enemy can hit back.

LOONBOSS only. Each time this general fights, after all of their attacks have been resolved, they can make a 2D6" move. If they do so, they must finish the move more than 3" from all enemy units.

Supa-nasty Venom

The venom of this grot’s arachnid mount is especially deadly, even for its abominable kind.

SPIDERFANG HERO with mount only. Double the number of mortal wounds that are inflicted by this general’s Spider Venom ability.

Squig Whisperer

This boss is especially fond of their squiggly mount, treating them to choice shrooms and the odd hapless grot. In return, the beast appears to actually heed their master’s commands. When it feels like it.

SQUIG HERO with mount only. Add 1 to hit rolls and wound rolls for attacks made by this general’s mount.


Fortuitous Troggboss Traits

DANKHOLD TROGGBOSS only.

Alpha Trogg

This Troggboss is undeniably the biggest, toughest and surliest of its kind for leagues around.

Add 2 to this general’s Wounds characteristic. In addition, this general gains the MONSTER keyword.

Trogg Smash

With brutish strength, this troggoth brings down his weapon with a mighty slam, sending enemy fighters sprawling in all directions.

Once per battle, when this general fights, after all of their attacks have been resolved, you can say they will perform a Trogg Smash. If you do so, roll a dice for each enemy unit within 3" of this general. On a 2+, that unit suffers D3 mortal wounds.

Loonskin

No one knows why, but strange light emanates from this Troggoth’s craggy hide and grants them strange arcane powers.

If your general has this command trait, you can include 1 of the following endless spells in your army without spending any points to do so: Mork’s Mighty Mushroom, Scuttletide or Malevolent Moon. In addition, in your hero phase, this general can attempt to cast the spell that summons that endless spell in the same manner as a WIZARD.

Artefacts of Power

Troglodytic Treasures

MOONCLAN HERO only.

Leering Gitshield

The spiteful enchantments woven into this hideous shield ensure terrible misfortune falls on any who dare attack its bearer.

Unmodified hit rolls of 1 for attacks that target the bearer cause 1 mortal wound to the attacking unit after all of that unit’s attacks have been resolved. In addition, if the bearer is slain by an attack made by an enemy unit, subtract 1 from hit rolls for attacks made by that unit until the end of the battle.

Backstabber’s Blade

A slitta made from pure shadow and malice, this blade always finds its victim’s weak spots.

Once per battle, at the end of the combat phase, you can say the bearer will use the Backstabber’s Blade. If you do so, pick 1 enemy unit within 1" of the bearer and roll a dice. On a 2+, that unit suffers D6 mortal wounds that cannot be negated.

The Clammy Cowl

This enchanted hood wreathes its wearer in damp gloom, causing enemies to swing wildly at their blurred outline and weapons to slip in suddenly moistened palms.

Subtract 1 from hit rolls for attacks that target the bearer.

Loonstone Teefcaps

This boss has fitted his squig’s teeth with ‘chompas’ made from rock that they sneakily chipped from a loonshrine. As well as emitting a glow that is entrancing to grots, these fancy fang-guards ensure their owner can bite through even the toughest armour.

SQUIG HERO with mount or companion only. Improve the Rend characteristic of the bearer’s Fang-filled Gob, Massive Fang-filled Gob or Huge Fang-filled Gobs by 1.

Moonface Mommet

This creepy little doll can be used to call down misfortune on the foe.

WIZARD only. At the start of the combat phase, pick 1 enemy unit within 12" of the bearer. Subtract 1 from save rolls for attacks that target that unit until the end of the phase.

Staff of Sneaky Stealin’

This loonstone staff siphons away the enemy’s magic and channels it into its wielder’s spells instead.

WIZARD only. Add 1 to casting rolls for the bearer. Each time the bearer unbinds a spell, add 1 to casting rolls for the bearer for the rest of the battle.


Venomous Valuables

SPIDERFANG HERO only.

Headdress of Many Eyes

The wearer sees his enemy’s attacks before they are even made.

SCUTTLEBOSS only. Only unmodified hit rolls of 5 or 6 successfully score a hit for attacks that target the bearer.

Nibbla’s ’Itty Ring

This crude ring contains the enraged spirit of a trapped orruk Weirdnob.

WIZARD only. Once per battle, at the start of your hero phase, you can say the bearer will call upon the ring’s power. If you do so, roll a dice and add the result to casting rolls made by the bearer until the end of the phase.

Totem of the Spider God

This crude totem draws the blessings of the Spider God.

While other friendly SPIDERFANG units are wholly within 12" of the bearer, add 1 to the number of mortal wounds caused by the Spider Venom ability of those units if the unmodified hit roll was 6.

Designer’s Note: If a unit is affected by the Light of the Bad Moon, this artefact of power does not affect unmodified hit rolls of 5; it only affects unmodified hit rolls of 6.


Glinty Gubbinz that Troggoths Found

DANKHOLD TROGGBOSS only.

Glowy Howzit

A protective shield of energy radiates from this strange object. It also tastes surprisingly tangy...

The bearer has a ward of 4+. At the end of each phase, if the bearer was allocated any wounds in that phase that were not negated, roll a dice. On a 1, the bearer eats the Glowy Howzit and it cannot be used again for the rest of the battle.

Speaky-skull Fetish

Fashioned from the remains of wizards, soothsayers and even orruk shamans, these skulls whisper thoughts and ideas into the mind of the bearer.

At the start of your hero phase roll 3 dice. For each 6, you receive 1 extra command point. In addition, the bearer can issue the same command up to 2 times in the same phase (a command point is spent each time a command is issued by the bearer as normal).

Pet Gribbly

This vicious little critter has become the troggoth’s beloved pet, and guards him while he slumbers. If anything was to happen to it...

Add 1 to the bearer’s Wounds characteristic. In addition, each time a wound is allocated to the bearer and not negated, roll a dice. On a 1, the Pet Gribbly is squished. When the Pet Gribbly is squished, the bearer becomes enraged for the rest of the battle. Add 1 to hit rolls and wound rolls for attacks made by the bearer while they are enraged.

Spell Lores

Lore of the Moonclans

MOONCLAN WIZARD (including Unique units) only.

Itchy Nuisance

The shaman scratches his armpits and inflicts unhygienic discomfort and painful chafing upon the foe.

Itchy Nuisance is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. The strike-last effect applies to that unit until the end of the turn.

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! is a spell that has a casting value of 8 and a range of 12". If successfully cast, pick 1 enemy model within range and visible to the caster. That model’s unit suffers D3 mortal wounds. In addition, if that model bears an artefact of power and the unmodified 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).

Squig Lure

The shaman conjures a glowing ball of magical energy resembling the Bad Moon, which squigs cannot help but chase.

Squig Lure is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly SQUIG unit wholly within range and visible to the caster. Until your next hero phase, you can re-roll charge rolls for that unit.

The Hand of Gork

A ghostly hand picks up a mob of grots and plonks them back down where they are most needed.

The Hand of Gork is a spell that has a casting value of 7 and a range of 24". If successfully cast, pick 1 friendly GLOOMSPITE GITZ unit more than 3" from all enemy units and that is wholly within range and visible to the caster. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units. It cannot move in the following movement phase.


Lore of the Spiderfangs

SPIDERFANG WIZARD (including Unique units) only.

Scuttling Terrors

The shaman uses his magical powers to endow nearby spiders with preternatural speed.

Scuttling Terrors is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly SPIDERFANG unit wholly within range and visible to the caster. That unit can make a normal move.

Sneaky Distraction

The shaman’s unnaturally shrill cries and magical light-show hypnotically draw the attention of his foes.

Sneaky Distraction is a spell that has a casting value of 7 and a range of 12". If successfully cast, until your next hero phase, subtract 1 from hit rolls for attacks made by enemy units while they are within range of the caster.

Curse of da Spider God

The shaman points a bony finger at a nearby enemy and curses them, making them believe thousands of creepy-crawling spiders are racing across their flesh.

Curse of da Spider God is a spell that has a casting value of 7 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the start of your next hero phase, hit rolls for attacks made by that unit always fail on an unmodified roll of 1 or 2 instead of only a 1, and save rolls for attacks that target that unit always fail on an unmodified roll of 1 or 2 instead of only a 1.

Gittish Hordes

Da King’s Gitz

The Gloomspite hordes that march under the filth-encrusted banners of Da King’s Gitz are the most prolific and prominent in the Mortal Realms - and they know it. Possessed of a vindictive confidence thanks to their ties to the Loonking, these black-clad hordes and their allies have spread far across the cosmos, seeking out shards of the Bad Moon wherever they go and fashioning them into particularly showy loonshrines - to a grot, at least.

Lairs of the Loonking’s Ladz: The loonshrines carved by the King’s Gitz are the grandest of all, and seem to belch forth an endless tide of troglodytes when war calls.
If you command a KING’S GITZ army, you can re-roll the dice roll when using the Bad Moon Loonshrine’s Moonclan Lairs ability.

Badsnatchers

No grots are as sneaky as the Badsnatchers, which is really saying something. These pale-fleshed greenskins, rulers of the Hushed Hills of Ulgu, bolster their natural kunnin’ and tricksy nature with the potent moon-magics summoned by their many shamans. When a gaggle of gibbering Badsnatcher magic-flingers mob up to cause trouble, the resulting wave of grotty sorceries and clammy spells that ravages the battlefield is almost impossible to stop.

Harbingers of the Everdank: Hidden within their gloom-smothered lairs in Ulgu, the devious shamans of the Badsnatchers dabble endlessly in the art of grotty magics.
Each time a casting roll is made for a friendly BADSNATCHERS MOONCLAN WIZARD, if that WIZARD is wholly within 9" of any other friendly BADSNATCHERS MOONCLAN WIZARDS, you can re-roll 1 of the dice in that casting roll.

Jaws of Mork

The squigs of the Jaws of Mork have only one desire: to follow the Overbounder and leap clean over the Bad Moon. It is an aim shared by many of the grots that ride them; as for the rest, they’re too busy holding on for dear life to think about it. Either way, the fang-studded gobs of these squigs are devastating weapons, capable of chomping through flesh and bone with ease.

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 Attacks characteristic of Fang-filled Gobs, Massive Fang-filled Gobs and Huge Fang-filled Gobs used by friendly JAWS OF MORK SQUIG units if they made a charge move in the same turn.

Glogg’s Megamob

To their enemies, the troggoths of Glogg’s Megamob are a veritable natural disaster. When these brutish creatures set off on the warpath, they are almost impossible to stop. In large part this is due to the creatures’ strange diet, which leads them to consume realmstone-touched strains of fungi. In doing so, the troggoths strengthen their natural regenerative abilities, allowing them to regrow entire limbs even during the course of a battle.

Monstrous Regeneration: The arcane fungal diet of Glogg’s Megamob has boosted the regenerative powers of the troggoths to new heights.
Each time a friendly GLOGG’S MEGAMOB TROGGOTH unit fights, after all of its attacks have been resolved, the effect of its Regeneration or Greater Regeneration ability is triggered.

Grimscuttle

True fanatics of the Spider God, the Grimscuttle are raiders without peer. From their web-strewn lairs in deepest Shyish, these greenskins follow the Skitterstrands - bloated arachnid demigods that can sense the quivering threads of mortality through portals burrowed open in reality’s skin. With chittering glee, the Grimscuttle swarm over their enemies from unexpected angles, striking them down with a flurry of poisoned speartips and arrows before scuttling away from any retribution.

Through the Cracks they Creep: The Grimscuttle tribes follow their Skitterstrand patrons through web-strewn portals between realms, scuttling out of these temporary rifts to overrun the enemy.
During deployment, if any friendly GRIMSCUTTLE SKITTERSTRAND ARACHNAROKS have been set up in ambush as reserve units using the Ambush From Beyond ability, instead of setting up another friendly GRIMSCUTTLE SPIDERFANG unit, you can place that unit to one side and say that it will join a friendly GRIMSCUTTLE SKITTERSTRAND ARACHNAROK in ambush as a reserve unit. Up to 2 units can join each friendly GRIMSCUTTLE SKITTERSTRAND ARACHNAROK as a reserve unit.

When a friendly GRIMSCUTTLE SKITTERSTRAND ARACHNAROK is set up on the battlefield for the first time, set up all units that joined it wholly within 12" of it and more than 9" from all enemy units.

Trugg’s Troggherd

When you pick the Gloomspite Gitz faction for your army, you can say that it will be a Trugg’s Troggherd army of renown. If you do so, use the rules on these pages. Every unit in your army must have both the GLOOMSPITE GITZ keyword and the TROGGOTH keyword. All units in your army gain the TRUGG’S TROGGHERD keyword.

Battle Traits

The Bad Moon’s Orbit

The Bad Moon hurtles around the realms in madcap orbits, empowering its worshippers while plaguing everyone else with insane visions.

If any of the armies in a battle are Gloomspite Gitz armies, in the first battle round, after players have received their starting command points but before the start of the first turn, the player commanding the Gloomspite Gitz army picks 1 large quarter of the battlefield (core rules 28.2.8) as the Bad Moon’s starting location. If more than 1 player in the battle is commanding a Gloomspite Gitz army, then those players roll off and the winner picks which large quarter is the Bad Moon’s starting location.

During the battle, the Bad Moon will move and its location will change. The Bad Moon starts in a large quarter of the battlefield. The first time it moves, it moves to the centre of the battlefield. Then it moves to the large quarter diagonally opposite the large quarter in which it started. Finally, it moves off the battlefield. At the start of the second and each subsequent battle round, before the priority roll, the player commanding the Gloomspite Gitz army rolls a dice. If more than 1 player in the battle is commanding a Gloomspite Gitz army, then those players roll off and the winner rolls the dice. On a 1-3, the Bad Moon does not move and instead stays at its current location. On a 4+, it moves to the next location.

When the Bad Moon moves off the battlefield, it has no further effect on the battle. The location of the Bad Moon determines which GLOOMSPITE GITZ units are affected by the Light of the Bad Moon. While the Bad Moon is located in a large quarter of the battlefield, all GLOOMSPITE GITZ units wholly within the same large quarter are affected. While it is located in the centre of the battlefield, all GLOOMSPITE GITZ units on the battlefield are affected.

Example Bad Moon Locations


Moonlit Hide

Under the light of the Bad Moon, troggoth hide seems to become even tougher. Of course, the troggs themselves don’t really notice a difference, but this quirk is clearly bad news for their foes...

Add 1 to save rolls for attacks that target friendly TRUGG’S TROGGHERD units while they are affected by the Light of the Bad Moon.

Aura of Haywire Magic

Those who trudge beside the Troggoth King on his long march are imbued with the same mysterious powers their liege unwittingly channels.

At the start of your hero phase, if you use a friendly TRUGG’s Malfunctioning Leystone ability, the effect you pick applies to all other friendly TRUGG’S TROGGHERD units until the start of your next hero phase.

The King’s Wreckerz

Trugg’s presence draws troggoths of all kinds from the lands surrounding him, whereupon they join his slow but deadly rampage across the realms.

Friendly TRUGG’S TROGGHERD units that do not have the HERO keyword gain the Battleline battlefield role.

Command Traits

Traits of Trugg’s Troggs

TRUGG’S TROGGHERD general only (including Unique units).

Ceaseless Growth

The callused hide of this troggoth regenerates at such a fierce rate that they regularly shed flakes of old skin and other ‘crusty bits'. These are happily munched upon by the other members of their herd, which has seen them develop similarly powerful regenerative abilities.

When you roll the dice that determines the number of wounds you can heal with a friendly TRUGG’S TROGGHERD unit’s Regeneration or Greater Regeneration ability, add 1 to the number of wounds you can heal.

Prized Trogglet

This troggoth is accompanied by a puny creature that jabbers irately at nearby foes, pelting them with fungal puffballs and handfuls of foul-smelling mucus pulled from the nostrils of its master - a bombardment not so much deadly as distractingly disgusting.

Roll a dice each time an enemy model within 12" of this general issues a command. On a 5+, that command is not received (it still counts as having been used) and the command point that was spent to issue that command is lost.

Living Landmark

Despite their great size, when this troggoth lies down for a snooze, they are easy to mistake for just another part of the landscape - at least until they awaken in a killing rage.

During deployment, instead of setting up this general on the battlefield, you can place them to one side and say that they are set up in ambush as a reserve unit. At the end of your first movement phase, you can set them up on the battlefield, within 3" of a terrain feature and more than 9" from all enemy units.


Artefacts of Power

Dankhold Detritus

TRUGG’S TROGGHERD HERO only.

Thwackwheezer Club

This crude weapon is infested with sporeshroom fungi that explode on contact with the enemy, filling the air with choking, stinking motes.

Subtract 1 from hit rolls and wound rolls for attacks that target the bearer if they have been picked to fight in the same phase.

Crunchy Shinies

When eaten, these glimmering crystal shards allow a troggoth to move, with something approaching agility - a novel feeling for these naturally lumbering brutes.

The bearer has a Move characteristic of D6+5".

Loonstone Teef

This troggoth once jammed shards of loonstone into their gums to replace missing teeth. They have since been driven mad by a constant cackling that echoes around their skull, rendering them particularly irascible and dangerous.

The bearer gains the MONSTER keyword. If the bearer already has the MONSTER keyword, you can carry out 2 different monstrous rampages with it in the same phase instead of 1.


Grand Strategy

Vague Inclinations

Trugg’s Troggherd army only.
Leave Me Alone!: When the battle ends, you complete this grand strategy if a friendly TRUGG is on the battlefield and no enemy HEROES are on the battlefield.

Battle Tactics

Momentary Distractions

Trugg’s Troggherd army only.
Don’t Like Dat One!: Pick 1 enemy HERO. You complete this battle tactic if that HERO was destroyed during this turn by an attack made by a friendly TRUGG.
Feels Funny...: You complete this battle tactic if a friendly TRUGG’S TROGGHERD unit destroyed an enemy unit during this turn while it was affected by the Aura of Haywire Magic battle trait.
Wot’s Dat Glowy Fing?: Pick 1 objective you do not control. You complete this battle tactic if you control that objective at the end of this turn and 2 or more friendly TRUGG’S TROGGHERD units that are affected by the Light of the Bad Moon are contesting that objective.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Gloomspite Gitz army.

Shrooms and Fungus Brews

As your Gloomspite Gitz army fights Path to Glory battles, you will be able to collect a variety of bizarre mushrooms with which to concoct Fungus Brews that have a range of effects. Below, you will find a Shroom Collection roster. This is a page that you can add to your Path to Glory roster to keep track of your ever-growing Shroom Collection.

HARVESTING SHROOMS
During a Path to Glory battle, GLOOMSPITE GITZ units in your army can harvest shrooms. In each of your hero phases you can pick 1 friendly GLOOMSPITE GITZ unit that has not yet harvested shrooms during the battle to do so. When a unit harvests shrooms, roll on the table below to see what they find. Add 1 to the result if they are affected by the Light of the Bad Moon, and add 1 to the result if the unit is a WIZARD, GOBBAPALOOZA, or SNEAKY SNUFFLERS unit:

HARVESTING TABLE
D6Result
1-2Nothing
3-4Roll on the Common Shrooms table
5+Roll on the Rare Shrooms table

A roll of 3 or more will prompt you to roll again, either on the Common Shrooms table or the Rare Shrooms table:

COMMON SHROOMS TABLE
D6Result
12D6 Redcaps
2D6 Madcap Mushrooms
3D6 Blue Gorkshrooms
4D6 Green Morkshrooms
5D6 Looncaps
6D3 Bitterspurts
RARE SHROOMS TABLE
D6Result
1D3 Glowey Morkeyez
2D3 Stragglenekk Fungi
3D3 Stinkcranny Fungi
41 Grey Spattlethwapper
51 Deffcap Mushroom
61 Badloon Bossfungus
Each time a unit harvests shrooms, add the result to your Shroom Collection roster. There is no limit to the number of shrooms of each type you can have. If a unit finds nothing, it cannot be picked to harvest shrooms again in the same battle.

As harvesting shrooms has no effect on the battle, it can be done even when fighting a battle against an army that is not on a Path to Glory campaign.

Shroom Collection Roster

This is a page that you can add to your Path to Glory roster to keep track of your ever-growing Shroom Collection:


Concocting Fungus Brews

In step 7 of the aftermath sequence, you can concoct 1 Fungus Brew using shrooms from your Shroom Collection. To do so, you must first pick 1 GLOOMSPITE GITZ HERO to be in charge of the brewing. The HERO you pick cannot be Unique or have a Critical or Major Injury.

The aim whilst concocting a Fungus Brew is to maximise your concoction score while minimising your volatility score. The higher the concoction score, the more potent the effect of your Fungus Brew will be, but as the volatility score increases, the more likely your Fungus Brew is to end in spectacular disaster (much to the amusement of the other grots, no doubt)! Your concoction score and volatility score both start at 0.

It is recommended that you use a pencil and tally marks to keep a record of how many shrooms you have in your Shroom Collection, as this makes removing them to add to Fungus Brews a lot easier.


ADDING SHROOMS
When concocting a Fungus Brew, you add shrooms from your Shroom Collection one at a time. Each time you add a shroom, remove it from your Shroom Collection and make brewing roll by rolling a dice. Add your brewing roll to your concoction score, and each time you make a brewing roll of 1, increase your volatility score by 1 as well. You must add at least 1 shroom to your Fungus Brew, but there is no limit on how many shrooms you can add.

Some shrooms will allow you to roll more than 1 dice during the brewing roll. In these cases, each dice that is a 1 will increase your volatility score by 1. Other shrooms might reduce your concoction score. It is possible to have a concoction score of less than 0, but it is never a good sign!


Each type of shroom has a special rule that comes into effect when it is added to your Fungus Brew, as shown on the table below:

THE BREWING TABLE
Shroom TypeSpecial Rules
RedcapIf the brewing roll was 6, add 7 to your concoction score instead of 6.
Madcap MushroomIf the brewing roll was 6, add 8 to your concoction score instead of 6.
Blue GorkshroomRoll 2 dice instead of 1 when making a brewing roll for this shroom. If the roll is even, add the result to your concoction score as normal. If the roll is odd, subtract the result from your concoction score instead.
Green MorkshroomRoll 2 dice instead of 1 when making a brewing roll for this shroom. If the roll is odd, add the result to your concoction score as normal. If the roll is even, subtract the result from your concoction score instead.
LooncapIf the brewing roll was 6, also reduce your volatility score by 1 (to a minimum of 0).
BitterspurtRoll 2 dice instead of 1 when making a brewing roll for this shroom. For each dice that is a 1, add 2 to the volatility score instead of 1.
Glowey MorkeyeRoll 2 dice instead of 1 when making a brewing roll for this shroom. For each dice that is a 6, also reduce your volatility score by 1 (to a minimum of 0).
Stragglenekk FungusIf the brewing roll is 6, double your concoction score instead of adding 6. If the brewing roll is 1, double your volatility score instead of increasing it by 1.
Stinkcranny FungusRoll 3 dice instead of 1 when making a brewing roll for this shroom.
Grey SpattlethwapperInstead of making a brewing roll, roll a dice. On a 1, the Fungus Brew immediately fails. On a 2+, double your concoction score.
Deffcap MushroomRoll 5 dice instead of 1 when making a brewing roll for this shroom.
Badloon BossfungusRoll 6 dice instead of 1 when making a brewing roll for this shroom.

Finishing the Fungus Brew

Once you have finished adding shrooms to your Fungus Brew, you must determine if it was a success or failure. If the concoction score was less than 10, it automatically fails. Otherwise, make a brewing test by rolling a number of dice equal to the volatility score of your Fungus Brew and compare the result to the renown points of the HERO in charge of the brewing. If the result is equal to or less than the number of renown points that HERO has, the Fungus Brew is a success. If the result is more than the number of renown points that HERO has, the Fungus Brew fails.

Because the volatility score is tested against the renown points of one of your HEROES, as your HEROES grow in renown, you will be able to concoct Fungus Brews of greater potency.

SUCCESS
If a Fungus Brew succeeds, use the concoction score to determine the type of Fungus Brew you have created by consulting the Fungus Brew table below. Each type of Fungus Brew is listed as either an [Effect] or a [Potion]. If it is an effect, resolve it immediately. If it is a potion, you can add it to your roster beneath your Shroom Collection. You can have up to 6 Fungus Brew potions on your roster at any one time. If you gain a potion when you already have 6, you must discard either that potion or one of your existing potions.

USING POTIONS IN BATTLE
When picking your army to fight a battle against another Path to Glory army, you can give GLOOMSPITE GITZ HEROES in your army Fungus Brew potions from your roster. A HERO cannot be given more than 1 Fungus Brew potion, and once it is given to a HERO, it is removed from your roster. That HERO can drink that Fungus Brew potion during the battle as described on the Fungus Brew table. If they do not drink the Fungus Brew, it can be added back to your roster after the battle.

FUNGUS BREW TABLE
Concoction ScoreResult
10-20[Potion] Loonshine Fungus Brew: While you reckon the potion could do with a bit more bite, you have to admit that you feel somewhat luckier for having drunk it.
Once per battle in your hero phase, you can choose for the unit with this Fungus Brew to drink it. That unit has a ward of 6+ until the end of the turn.
21-25[Effect] Brain-buzzer Fungus Brew: A grot who drinks this potion seems to stand a little taller, their mind awash with schemes. At least, that’s what Grobba da Sneak told you - and why would Grobba lie?
Pick 1 unit on your order of battle. That unit gains D3 renown points. If that unit earns a new rank, resolve it immediately.
26-55[Potion] Yellow-eyed Fungus Brew: After one sip of this broth, you find yourself coming up with plots at a truly astounding rate. It makes your skull ache something fierce.
Once per battle in your hero phase, you can choose for the unit with this Fungus Brew to drink it. The next time that unit issues a command in that turn, no command point is spent.
56-70[Effect] Stodgy Soup: While this Fungus Brew has lost all of its magical properties, it is incredibly filling - and the taste isn’t half bad. After some consideration, you realise it could be used to feed your horde.
Pick a unit on your order of battle with a casualty score of 1 or more. Reduce that unit’s casualty score by D6.
71-100[Potion] Frenzy Fungus Brew: One sip of this broth sends a grot into a shrieking fit of battlerage and sees them tear at their mates in frothing fury. You wonder what would happen if you fed it to a squig...
Once per battle at the start of the combat phase, you can choose for the unit with this Fungus Brew to drink it. Until the end of that phase, add 1 to the Attacks characteristic of that unit’s melee weapons.
101-130[Potion] Hallucinogenic Fungus Brew: Only the loonatics of the Gobbapalooza can stomach brew this potent on a regular basis. Still, you might as well give it a try...
The unit with this Fungus Brew automatically drinks it at the start of the first hero phase. That unit has the Hallucinogenic Fungus Brew ability from the Gobbapalooza warscroll for the rest of the battle.
131-160[Potion] Moony Spew Fungus Brew: Some say that this concoction is made using the Bad Moon’s drool. You’re not sure you believe that. Still, let the spell-flingers try it first.
This Fungus Brew can only be given to a WIZARD HERO. The unit with this Fungus Brew automatically drinks it at the start of the first hero phase. For the rest of the battle, roll 3 dice instead of 2 when making casting rolls for that WIZARD. However, if any of the dice in a casting roll made for that HERO are a 1, the spell is miscast.
161+[Effect] Da Boss Broth: It’s taken countless instances of trial and error to brew this potion, which is currently bubbling and emitting a vivid green glow. Yet as you take a sip and feel a most ungrotlike conviction - a splinter of Gorkamorka’s own divine essence - flood your soul, you have to conclude that it was worth it...
Pick 1 HERO on your order of battle to drink this Fungus Brew and make a note on your order of battle. In battles fought against another Path to Glory army, each time you pick this HERO to carry out a heroic action, you can pick 2 different heroic actions to carry out instead of 1. At the end of each battle in which this unit is included in your army, roll a dice. On a 1, the effects of this Fungus Brew no longer apply.

Failure

If a Fungus Brew fails, roll on the failure table below. If the HERO in charge of the brewing is a WIZARD, you can re-roll the dice but must accept the second roll.

D6FAILURE TABLE
1Fizz! Pop! Boom!: The cauldron detonates in a colossal explosion, leaving nothing of the brewer except a green mush splattered across the cavern floor and walls.
The HERO in charge of the brewing is killed (see Injury Rolls).
2The Laughing Stock: Covered in soot and stains from the failed potion, the brewer’s reputation is equally tarnished as various wicked jokes and snide remarks dog their heels.
The HERO in charge of the brewing suffers a Critical Injury and loses D6 renown points. If this reduces their renown points to less than 15, their command trait is removed.
3-4Uh-oh...: The cauldron bursts beneath the alchemical strain, leaving the brewer with a few missing fingers and a terrible stench that lingers no matter how hard they scrub with a Sponge Squig.
The HERO in charge of the brewing suffers a Major Injury and loses D3 renown points. If this reduces their renown points to less than 15, their command trait is removed.
5Lucky Escape: Some sixth sense for danger compelled the brewer to place one of his minions in charge of the broth - a fortuitous decision, given how the slop later boiled over the side of the cauldron and smothered the hapless lackey in flesh-melting ooze.
No effect.
6A Learning Experience: ‘Right, let’s not go mixin’ them shrooms together next time...’
The HERO in charge of the brewing gains 2D6 renown points.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Picking Season

Something has the squigs more riled up than usual. There’s a pungent odour in the air, the smell of ripe spores and fresh mildew. No two ways about it: it’s mushroom season.
This quest cannot be completed. Instead, while embarked on this quest, you can pick 2 units each hero phase to harvest shrooms instead of 1.

QUEST

Fungus Finders

Deep in a subterranean cave, you encounter a blind and withered Brewgit. The wise-grot asks you to bring him a specific combination of rare shrooms. If you do so, he will pay you in precious glassware to store future potions in, as well as share some of his potent brews.
Roll 3 times on the Rare Shrooms table and make a note of the results in your quest log. These are the shrooms the Brewgit has tasked you to find. For each roll of 1-3, you need only find 1 of those types rather than D3.

You can complete this quest at the end of a Path to Glory battle if you have all of those shrooms in your Shroom Collection.

When you complete this quest, remove the shrooms you were tasked to find from your Shroom Collection. You gain 3D6 glory points and D3 Hallucinogenic Fungus Brew potions.

QUEST

Da Loonking’s Tribute

A messenger from the Loonking’s court has arrived, tasking you with retrieving a haul of loonstone that the Bad Moon will shower upon the land in a month’s time. Succeed, and you’ll be granted a fancy new lair. First, though, you’ll need to actually find the Bad Moon...
At the start of each hero phase, roll a dice. If the score is less than the number of friendly GLOOMSPITE GITZ HEROES affected by the light of the Bad Moon, you gain 1 quest point.

Once you have gained 10 or more quest points, you can fight Path to Glory battles using the ‘Fangz of Da Bad Moon’ battleplan. Once you have fought such a battle and won, you complete this quest. The rewards of completing this quest are listed in the ‘Fangz of Da Bad Moon’ battleplan.

QUEST

Raid da Stunties

Stunties are always hidin’ away shiny gubbinz or mukkin’ about in their flying boats. You and your ladz should go and do ’em over - it’s always a good time to duff up stunties, after all.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your opponent’s army had a DUARDIN general.

When you complete this quest, each unit in your army that was not destroyed earns 1 bonus renown point. In addition, you gain 2D6 glory points. After completing this quest, you must complete a different quest before this quest can be picked again.

Veteran Abilities

Each time a GLOOMSPITE GITZ unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

GLOOMSPITE GITZ VETERAN ABILITIES
Protection of the Bad Moon: These grots call on the Bad Moon to shield them from harm. On occasion, it even seems that their manic prayers are answered - or maybe it’s all just luck.
MOONCLAN unit only. This unit can use this veteran ability once per battle at the start of the shooting phase or combat phase if it is affected by the Light of the Bad Moon. This unit has a ward of 5+ until the end of that phase.
Green Fingerz: These grots are experts at finding the best shrooms and fungi, and often get distracted midbattle searching for them.
GROT unit only. This unit can use this veteran ability once per battle when it is picked to harvest shrooms. Add 3 to the result.
Sneaky Gitz: These diminutive but cunning warriors are experts at sneaking up on unwary foes.
This unit can use this veteran ability once per battle in your hero phase if it is more than 9" from all enemy units. This unit can make a normal move.
Growth Spurts: After eating a batch of glowy fungi, these troggoths can regrow even hacked-off limbs in a matter of moments.
TROGGOTH unit only. This unit can use this veteran ability once per battle in the hero phase instead of using its Regeneration ability. Heal all wounds allocated to this unit.
Frothing Nasties: Even for squigs, these creatures are particularly ill-tempered. As soon as they catch the scent of the enemy, nothing can stop them from bounding forward with murderous intent.
SQUIG unit only. This unit can use this veteran ability once per battle when it attempts a charge. After you make the charge roll, you can change one of the dice in that roll to a 6.
Creepy Crawlers: Any enemy foolish enough to take their eyes off these bloated arachnids for even a moment will soon find themselves overwhelmed by the scuttling horrors.
SPIDERFANG unit only. This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, this unit is eligible to fight in the combat phase if it is within 8" of an enemy unit instead of 3", and it can move an extra 5" when it piles in.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

GLOOMSPITE GITZ FACTION TERRITORIES (D66)
61 FUNGUS FIELD
This previously undiscovered cave lies close to your lair, and contains a bountiful harvest of glowy mushrooms ripe for the picking.
This territory cannot be controlled. Instead, if you roll this result when making an exploration roll, you can choose to harvest the fungi of this cave. If you do so, roll twice on the Common Shroom table and once on the Rare Shroom table.

62 LURKLAIR
This large cavern is filled with reeking mildew clusters, slimy stagnant water and viciously territorial fungal life. In other words, it’s a perfect place to establish a new lurklair filled with your minions.
In step 7 of the aftermath sequence, you can pick 1 MOONCLAN GROT unit and recuperate it without spending any glory points to do so.
[Upgrade 10GP] Fungus Huts: You can pick 2 such units instead of 1.

63 TROGGHOLE
A pack of troggoths has taken up residence in a cave below your lair. A surprising number of the brutes have managed to squeeze into this dank and clammy place, and some might even join your horde if you supply them with enough food.
This territory cannot be upgraded. Subtract 1 from the glory points cost to add, reinforce and recuperate GLOOMSPITE GITZ TROGGOTH units (to a minimum of 1). In addition, you can add the Troggherd warscroll battalion to your vault.

64 SQUIG PADDOCK
Fed on a diet of mutant fungal strains and incautious herders, the squigs bred in this cavern are even more vicious than their wild kin.
Each time you recuperate a SQUIG unit, that unit gains D3 renown points. If that unit earns a new rank, resolve it immediately.
[Upgrade 10GP] Squig Ranch: Each time you recuperate a SQUIG unit, it gains D6 renown points instead of D3.

65 SCUTTLE TUNNELS
These web-strewn caverns give Moonclanners the heebie jeebies. By contrast, Spiderfang grots can’t seem to get enough of them, and - provided they aren’t snacked upon by some eight-legged titan - can unveil all manner of secrets within.
This territory cannot be upgraded. In step 3 of the aftermath sequence, you can pick 1 SPIDERFANG unit on your order of battle that was not included in your army in that battle to be sent to this territory. If you do so, roll a dice. On a 4+, that unit gains D3 renown points and you can make 1 additional exploration roll in step 6 of that aftermath sequence. However, on a 1-3, that unit must either make an injury roll or have its casualty score increased by 1 (whichever is applicable).

66 BURIED DANKHOLD
This is just about the foulest, grimiest, most vile-smelling cave you’ve ever set foot in. You can’t believe your luck - surely, the shrooms that grow here must be the most potent of all!
In step 7 of the aftermath sequence, roll once on the Rare Shroom table and add the result to your Shroom Collection.
[Upgrade 15GP] Mushroom Nursery: Roll 3 times instead of once.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.


Battleplan

Fangz of da Bad Moon

For a month you have frantically followed the path of the Bad Moon across the night sky. While a few of your shamans have had their minds boggled beyond recovery, it has all been worth it, for tonight you are sure the moon will rain its deadly but valuable payload of loonstone. If you can claim enough of the stuff for Skragrott, he has promised a rich reward. Unfortunately, there’s a wandering bunch of surface gitz just waiting to spoil everything...

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Gloomspite Gitz army, has embarked on the ‘Da Loonking’s Tribute’ quest and has gained 10 or more quest points. Use the Path to Glory battlepack.

THE ARMIES
The player embarked on the ‘Da Loonking’s Tribute’ quest is the Gloomspite Gitz player and must use a Gloomspite Gitz army. Their opponent is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which edge of the battlefield is the northern edge.

After terrain features have been set up, starting with the player that won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The defender can set up a faction terrain feature.

DEPLOYMENT
The defender sets up their army first, wholly within their territory. Then the Gloomspite Gitz player does the same.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The Gloomspite Gitz player chooses which player takes the first turn in the first battle round.

DA BAD MOON
During this battle, the ‘Bad Moon’s Orbit’ battle trait is changed as follows:

The locations of the Bad Moon are points on the battlefield shown on the map. In the first and fifth battle rounds, the location is fixed. In the second, third and fourth battle rounds, there are 2 possible locations for the Bad Moon.

At the start of the second, third and fourth battle rounds, instead of rolling to determine how many moves the Bad Moon will make, the Gloomspite Gitz player rolls 1 dice to determine which location it will move to. The top locations correspond to a roll of 1-3, the bottom locations correspond to a roll of 4-6. If a player has an ability that lets them affect how the Bad Moon moves, it has no effect during this battle.

During this battle, GLOOMSPITE GITZ units are affected by the Light of the Bad Moon while they are wholly within 12" of the location of the Bad Moon.

FALLING FANGZ OF DA BAD MOON
At the start of each hero phase, the players roll-off. If the rolloff is tied, nothing happens. Otherwise, the player that wins the roll-off can set up 1 Loonstone Shard on the battlefield. To do so, the player picks a point on the battlefield within 6" of the Bad Moon’s location and sets up the Loonstone Shard.

Loonstone Shards must be set up more than 6" from all other Loonstone Shards. After a Loonstone Shard is set up, each unit within 6" of it suffers D6 mortal wounds. Loonstone Shards are treated as objectives.

GLORIOUS VICTORY
When the battle ends, the player who controls the most Loonstone Shards is the winner. If the winner controls at least 3 more Loonstone Shards than their opponent, they win a major victory. Otherwise they win a minor victory. If the number of Loonstone Shards that each player controls is tied, the battle is a draw.

PATH TO GLORY REWARDS
In step 1 of the aftermath sequence, each player earns D3 glory points for each Loonstone Shard they controlled at the end of the battle.

In addition, if the Gloomspite Gitz player wins the battle, they complete the ‘Da Loonking’s Tribute’ quest, and they can immediately pick 1 territory from the Gloomspite Gitz faction territories table and bring it under their control without spending any glory points to do so.

BONUS RENOWN
At the end of the battle, each unit that is contesting a Loonstone Shard earns 1 bonus renown point.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

LOONY PLANS
Gloomspite Gitz army only.

A Scheme for Every Occasion: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and all of the battle tactics you completed were from the ‘Nasty Tricks’ list.
Chasing the Moon: When the battle ends, you complete this grand strategy if the model picked to be your general has not been slain and they have been affected by the Light of the Bad Moon in at least 3 battle rounds.
Protect da Shrine!: When the battle ends, you complete this grand strategy there is a Bad Moon Loonshrine from your army on the battlefield, there are no enemy models within 12" of it and it was not affected by a successful Smash To Rubble monstrous rampage.
Superior Spell-flinger: When the battle ends, you complete this grand strategy if there are 2 or more friendly Gloomspite Gitz endless spells on the battlefield.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

NASTY TRICKS
Gloomspite Gitz army only.

Follow da Moon: You cannot pick this tactic in the first battle round. You complete this tactic if at the end of this turn every friendly GLOOMSPITE GITZ unit on the battlefield is affected by the Light of the Bad Moon and you control more objectives than your opponent.
Glory Grabbers: Pick 1 objective controlled by your opponent. You complete this tactic if at the end of this turn you control that objective and a friendly GLOOMSPITE GITZ unit that was added to your army as a replacement unit using the Bad Moon Loonshrine’s Moonclan Lairs ability is contesting it.
Venomous Assault: You complete this tactic if at least 8 mortal wounds were caused by the Spider Venom ability of friendly SPIDERFANG units during this turn and not negated.
Stab ’Em in the Dark: Pick 1 enemy unit on the battlefield. You complete this tactic if that unit was destroyed by an attack made by a friendly GLOOMSPITE GITZ unit during this turn while it was not affected by the Light of the Bad Moon.
Moonlight Raid: Pick 1 objective controlled by your opponent. You complete this tactic if at the end of this turn you control that objective and every friendly GLOOMSPITE GITZ unit that is contesting it is affected by the Light of the Bad Moon.
You Ain’t So Big: Pick 1 enemy MONSTER on the battlefield. You complete this tactic if that MONSTER was slain by an attack made by a friendly GLOOMSPITE GITZ TROGGOTH unit during this turn.

Core Battalions

You can include any of the following core battalions in a Gloomspite Gitz army if the battlepack you are using says that you can use core battalions.

TROGGHERD HEAVIES
UNIT ICONS
(Mandatory/Optional)
Troggboss:
DANKHOLD TROGGBOSS unit
Trogg Goons:
DANKHOLD TROGGOTHS unit

BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

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

11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader, Behemoth
Leader
• Mollog
None

The SPIDERFANG keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
None
Behemoth
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader, Behemoth
Leader
• Zarbag
None

The DANKHOLD TROGGBOSS keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Behemoth
Artillery

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth

The WIZARD keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Zarbag
None
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The LOONBOSS keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

The SQUIG and HERO keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
None
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Leader
• Zarbag
None
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

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

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

Leader, Behemoth
Leader
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

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

Leader
None

The JAWS OF MORK and SQUIG keywords are used in the following Gloomspite Gitz warscrolls:

The GLOGG’S MEGAMOB and TROGGOTH keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Mollog
None
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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

Leader, Behemoth
Leader
None
Behemoth

The TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Mollog
None

The TRUGG’S TROGGHERD keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Mollog
None
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The TRUGG’S TROGGHERD and HERO keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Mollog

The WIZARD and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Army List
Warscrolls collated

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