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

BookKindEditionVersionLast update
  Gloomspite Gitz
  Gloomspite GitzBattletome21.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  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 DestructionIndex31.0August 2021
  Squigapalooza
  SquigapaloozaWhite Dwarf2March 2020
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019

Designers’ Commentary

Battletome: Gloomspite Gitz

 Q: Could you provide an example of how the Bad Moon travels across the battlefield, just to make sure I am doing it right?
A:
Certainly. At the start of the battle, the Gloomspite Gitz player choose the top right-hand corner of the battlefield as the starting location of the Bad Moon. As it is on the edge of the battlefield, no models are affected by its light that round. At the start of the second battle round, if a 1 is rolled, the Bad Moon will stay on the edge of the battlefield and no models will be affected by its light that round. If a 2-5 is rolled, the Bad Moon will make 1 move, taking it to the at the centre of the top right-hand quarter of the battlefield, which will mean that models in the upper right-hand quarter of the battlefield will be affected by its light that round. If a 6 is rolled, the Bad Moon will make 2 moves, taking it to the at centre of the battlefield, and all of the models on the battlefield will be affected its light that round.

Fig. 1 – The Bad Moon starts at the location marked by the magenta dot.

Fig. 2 – On a roll of 2-5, the Bad Moon makes 1 move to the centre of the top right-hand quarter of the battlefield.

Fig. 3 – On a roll of 6, the Bad Moon makes 2 moves to the centre of the battlefield.
 Q: If two Gloomspite Gitz players are playing against one another, which one rolls the dice to determine if the Bad Moon moves? (This is important because Skragrott’s command ability can only be used when you roll the dice.)
A:
If there are two Gloomspite Gitz players, they roll off to determine who moves the Bad Moon (just as they do to see who sets it up).
 Q: When is a unit (as opposed to a model) affected by the light of the Bad Moon?
A:
A unit is affected by the light of the Bad Moon if all of the models in the unit are affected by the light of the Bad Moon.
 Q: The command traits, artefacts of power and spell lores in Gloomspite Gitz say that they can used by models with a certain keyword. For example, the spell lores can only be taken by a HERO, which means that the Gobbapalooza models that can cast spells can’t use them (as they don’t have the HERO keyword), while the Fungoid Cave-Shaman doesn’t have the MADCAP SHAMAN keyword and so cannot use any of the artefacts of power. Was this intentional?
A:
Yes it was; it allowed us to make sure that important abilities only affected specific types of unit.
 Q: If I return a destroyed unit of Stabbas or Shootas to play, are any Fanatics that were hiding in it also returned to play?
A:
No.
 Q: When I use a Bad Moon Loonshrine to replace a unit that included command models and models armed with Barbed Nets, are half of those models (rounded up) returned with the unit too?
A:
Yes. For example, if you replaced a unit of 30 models that included 1 Moonclan Boss, 1 Gong Basher, 1 Standard Bearer and 3 models armed with Barbed Nets, then the replacement unit would have 15 models that included 1 Moonclan Boss, 1 Gong Basher, 1 Standard Bearer and 2 models armed with Barbed Nets.
 Q: Several warscrolls don’t include the GROT keyword even though the unit includes Grots, while other warscrolls don’t include the SQUIG keyword, even though the unit has Squigs. For example, Squig Hoppers don’t have the GROT keyword, while Sneaky Snufflers don’t have the SQUIG keyword. Was this intentional?
A:
Yes it was; it allowed us to make sure that important abilities only affected specific types of unit.
 Q: Should the netter in Zarbag’s Gitz have the Barbed Net weapon profile?
A:
No, he fights with a Slitta, but counts as having a Barbed Net for the purposes of the Netters ability.
 Q: The Aleguzzler Gargant’s Timber! and Drunken Stagger abilities say you must pick a point 3" from this model. Can the point be within 3" of this model, or must it be exactly 3" from its base?
A:
It must be exactly 3" from its base.
 Q: Does the light of the Bad Moon have any effect on the Troggoth Hag’s Hag Regeneration ability?
A:
No.
 Q: Does a Loonboss with Giant Cave Squig count as having a Giant Cave Squig mount for the purposes of making Squig Hoppers into Battleline units?
A:
Yes.

Allies

DESTRUCTIONALLIES
Gloomspite GitzOrruk Warclans

Battle Traits

The Bad Moon

The Bad Moon hurtles around the realms in madcap orbits, showering them with shards of loonstone.

If any of the armies in a battle are Gloomspite Gitz armies, at the start of the first battle round, before determining who has the first turn, the player commanding the Gloomspite Gitz army must pick one corner of the battlefield as the starting location of the Bad Moon. If both players have Gloomspite Gitz armies, then they must roll off and the winner picks the starting location. The Bad Moon is located at the edge of the battlefield in that corner, and its direction of travel is shown by the arrow on the map below.

Starting from the second battle round, before determining who has the first turn, the player commanding the Gloomspite Gitz army must roll a dice. On a 1 the Bad Moon does not move. On a 2-5 it makes 1 move. On a 6 it makes 2 moves. Each move takes the Bad Moon from its current location along its direction of travel to the next location shown on the map (i.e. the next or or the opposite corner of the battlefield). When a move takes the Bad Moon to the opposite edge of the battlefield, it is removed and has no further effect on the battle.

The location of the Bad Moon determines which models are affected by its light. If the Bad Moon’s location is at the edge of the battlefield, its light does not affect any units. If the Bad Moon’s location is a , its light affects models wholly within the same quarter of the battlefield as its location. If the Bad Moon’s location is a , its light affects all models on the battlefield.


Light of the Bad Moon

The light of the Bad Moon empowers its worshippers and troubles all others with insane visions.

The light of the Bad Moon affects units in the following ways.

Fangz of the Bad Moon: If your army is a Gloomspite Gitz army, at the start of your hero phase you can pick 1 enemy unit and roll a dice. If the roll is equal to or less than the number of models in that unit affected by the light of the Bad Moon, that unit suffers D3 mortal wounds.

Bad Moon Magic: Add 1 to casting rolls for WIZARDS affected by the light of the Bad Moon if they have the GLOOMSPITE GITZ keyword, and subtract 1 from casting rolls for WIZARDS affected by the light of the Bad Moon that do not have the GLOOMSPITE GITZ keyword.

Loonatic Inspiration: If your general has the GLOOMSPITE GITZ keyword and is affected by the light of the Bad Moon at the start of your hero phase, you receive 1 extra command point.

Lunar Squigs: If all of the models in a friendly SQUIG unit are affected by the light of the Bad Moon at the start of your charge phase, that unit can attempt to charge even if it ran in the same turn.

Moonclan Fungus Brew: You can re-roll hit rolls of 1 for attacks made by MOONCLAN GROT models while they are affected by the light of the Bad Moon.

Spiderfang Venom: While a SPIDERFANG model is affected by the light of the Bad Moon, its Spider Venom ability causes mortal wounds on an unmodified hit roll of 5+ instead of 6.

Troggoth Renewal: If all of the models in a friendly TROGGOTH unit are affected by the light of the Bad Moon when it uses its Regeneration ability, you can re-roll the dice that determines if the ability heals any wounds, or you can double the number of wounds that are healed by the ability if the first roll is successful.


Command Traits

Blessings of the Bad Moon

LOONBOSS only.

D6COMMAND TRAIT
1

Cunning Plans

This Loonboss is infamous for his sneaky tricks and underhand tactics.

At the start of the first battle round, you receive 1 additional command point.

2

Fight Another Day

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

Each time this general attacks with its melee weapons, it can make a 2D6" move after all of its attacks have been resolved. If it does so, it must finish the move more than 3" from enemy units.

3

Sneaky Stabba

This Loonboss aims for his enemies’ weak spots with unerring accuracy.

You can re-roll wound rolls for attacks made with melee weapons by this general.

4

Tough ’n’ Leathery

Although scrawny, this Loonboss is incredibly difficult to kill.

Add 2 to this general’s Wounds characteristic.

5

Dead Shouty

When this Loonboss bellows commands at his minions, they leap to obey him.

Once per battle round, this general can use a command ability on their warscroll without a command point being spent.

6

The Clammy Hand

This Loonboss is obviously destined for great things, and can call upon vast grot 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.


Gifts of the Gloomspite

MOONCLAN WIZARD only.

D6COMMAND TRAIT
1

Low Cunning

This shaman is a devious little so-and-so who always has a sneaky plan or two.

At the start of the first battle round, you receive 1 additional command point.

2

Spiteful Git

This shaman is so vindictive that nobody should cross him lightly.

Roll a dice each time a wound or mortal wound is allocated to this model. On a 4+ the unit that inflicted the wound or mortal wound suffers 1 mortal wound. On a 6, it suffers D3 mortal wounds instead.

3

Great Shaman

This shaman is a gibbering conduit for raw Gloomspite energy.

This general knows 1 extra spell from the Lore of the Moonclans.

4

Dodgy Character

This slippery shaman is surprisingly difficult to hit.

Re-roll successful hit rolls for attacks that target this general.

5

Boss Shaman

This shaman issues commands with all the bullying authority of a Loonboss.

This general has the I’m Da Boss, Now Stab ’Em Good! command ability from the Loonboss warscroll.

6

Loon-touched

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

Add 2 to casting rolls for this general when they are affected by the light of the Bad Moon instead of 1.


Marks of the Spider God’s Favour

SCUTTLEBOSS only.

D6COMMAND TRAIT
1

Monstrous Mount

The venom of this Scuttleboss’ Gigantic Spider is especially deadly, even for its abominable kind.

Double the number of mortal wounds that are inflicted by this general’s Spider Venom ability.

2

Masterful Spider Rider

No rival can match this Scuttleboss’ command of his arachnid steed.

Add 4" to this general’s Move characteristic.

3

Ululating Battle Cry

Subtract 1 from the Bravery characteristic of enemy units while they are within 9" of this general.

Subtract 1 from the Bravery characteristic of enemy units while they are within 9" of this general.

4

Tough ’n’ Leathery

Although scrawny, this Scuttleboss is incredibly difficult to kill.

Add 2 to this general’s Wounds characteristic.

5

Dead Shouty

When this Scuttleboss bellows commands at his minions, they leap to obey him.

Once per battle round, this general can use a command ability on their warscroll without a command point being spent.

6

Creeping Assault

This Scuttleboss and his minions are skilled at using their mounts’ ability to climb to bypass enemy defences.

Enemy units do not receive the benefit of cover against attacks made by friendly SPIDERFANG units while the friendly unit is wholly within 12" of this general.


Fortuitous Troggboss Traits

DANKHOLD TROGGOTH HERO only.

D6COMMAND TRAIT
1

Tough as Rocks

This Troggboss is incredibly tough, even for a troggoth.

Add 2 to this general’s Wounds characteristic.

2

Alpha Trogg

This Troggboss gives off waves of instinctive – if dull-witted – authority.

Troggoth units affected by this general’s Reassuring Presence ability add 2 to their Bravery characteristic instead of 1.

3

Loonskin

This Troggboss’ regenerative powers are boosted by even the smallest amount of light from the Bad Moon.

This general counts as being affected by the light of the Bad Moon wherever it is located, until it is removed when it reaches the opposite edge of the battlefield.

4

Pulverising Grip

This Troggboss has a grip so powerful that it can crush boulders into dust.

When you use this general’s Crushing Grip ability, you can re-roll the dice that determines if the target is slain.

5

Mighty Blow

A solid blow from this Troggboss’ club can bring down fortress walls.

You can re-roll the dice that determines the Damage characteristic of this general’s Boulder Club.

6

Realmstone-studded Hide

This Troggboss has hammered chunks of realmstone into his own skin, which makes him highly resistant to magic.

When you use this general’s Magical Resistance ability, you can re-roll the dice that determines if the spell’s effects are ignored.



Artefacts of Power

Troglodytic Treasures

LOONBOSS only.

D6ARTEFACT OF POWER
1

Spiteful Prodder

This wicked blade channels the cruelty of nearby grots into arcing blasts of destructive – if barely controllable – energy.

At the start of your shooting phase, pick 1 enemy unit within 18" of the bearer and visible to them. Then roll 1 dice for each friendly GROT unit wholly within 12" of the bearer that has at least 5 models. For each 5+ that enemy unit suffers D3 mortal wounds.

2

Backstabber’s Blade

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

Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, the save roll for that attack automatically fails (do not roll the dice).

3

Loonstone Talisman

This talisman glows with warning light when danger threatens, and can soak up sorcerous energies like a sponge.

Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ that mortal wound is negated.

4

The Pipes of Doom

These weird old pipes resonate on an otherworldly level, and drive enemies mad with atavistic terror.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of the bearer.

5

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.

6

Leering Gitshield

The mocking face on this shield harangues the enemy, then rebounds their blows with spiteful laughter when they strike.

If the unmodified save roll for an attack made with a melee weapon that targets the bearer is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.


Foetid Fetishes

MADCAP SHAMAN only.

D3ARTEFACT OF POWER
1

Spiteshroom Familiar

The spores that billow from this tottering ambulatory fungus incapacitate nearby enemies.

Subtract 1 from hit rolls for attacks made by enemy models while they are within 3" of the bearer.

2

Moonface Mommet

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

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.

3

Staff of Sneaky Stealin’

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

Add 1 to casting and unbinding rolls for the bearer for each enemy WIZARD within 12" of the bearer. In addition, add 1 to casting and unbinding rolls for the bearer for each enemy HERO with an artefact of power within 12" of the bearer.


Venomous Valuables

SPIDERFANG HERO only.

D6ARTEFACT OF POWER
1

Totem of the Spider God

This crude totem draws the blessings of the Spider God.

While a friendly SPIDERFANG unit is wholly within 12" of the bearer, its Spider Venom ability causes mortal wounds on an unmodified hit roll of 5+ instead of 6.

2

Headdress of Many Eyes

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

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

3

The Black Fang

This blade is carved from the fang of a dreaded Skitterstrand Arachnarok.

Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). If the weapon already inflicts mortal wounds on a roll of 6, add D3 to the number of mortal wounds it inflicts instead.

4

Nibbla’s ’Itty Ring

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

Once per battle, at the start of a combat phase, you can pick 1 enemy unit within 3" of the bearer and roll a dice. On a 1 there is no effect. On a 2-5 that enemy unit suffers D3 mortal wounds. On a 6, that enemy unit suffer D6 mortal wounds.

5

Earskuttla

This arachnid familiar crawls into the ears of enemy wizards to chew on their brains.

Once per battle, at the start of a combat phase, you can pick 1 enemy WIZARD within 3", and roll a dice. On a 2+, that enemy WIZARD suffers D3 mortal wounds. In addition, for the rest of the battle, subtract 1 from casting and unbinding rolls for that WIZARD for each mortal wound that was inflicted.

6

Web-strung Cloak

This wispy cloak entraps the enemy in its sticky strands.

Enemy units cannot retreat if they are within 3" of the bearer.


Glinty Gubbinz that Troggoths Found

DANKHOLD TROGGOTH HERO only.

D3ARTEFACT OF POWER
1

Shiny Wotnot

This lovely shiny object reflects magical attacks.

Roll a dice each time a mortal wound caused by a spell is allocated to this model. On a 6+ the mortal wound is allocated to the caster of the spell instead of the bearer. ‘If the mortal wound was caused by an endless spell, on a 6+, that mortal wound is negated and that endless spell is dispelled (any other mortal wounds it could have caused are negated).

2

Glowy Howzit

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

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 4+ that wound is negated. On a 1, the bearer eats the Glowy Howzit and it cannot be used again for the rest of the battle.

3

Pet Gribbly

This vicious little critter has become the troggoth’s beloved pet, and guards him while he slumbers.

If an enemy unit attacks the bearer in the combat phase before the bearer has been selected to fight in that combat phase, then the enemy unit suffers D3 mortal wounds after all of its attacks have been resolved.



Spell Lores

Lore of the Moonclans

MOONCLAN WIZARD (including Unique units) only.

D6SPELL
1

Vindictive Glare

Green bolts of purest spite burst forth from the shaman’s eyes and streak towards the foe.

Vindictive Glare has a casting value of 5. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them. That unit suffers D3 mortal wounds.

2

Itchy Nuisance

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

Itchy Nuisance has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit fights at the end of the next combat phase, after the players have picked any other units to fight in that combat phase.

3

The Great Green Spite

The caster draws on the spiteful energy of nearby grots to fashion a huge green backstabbing phantasmagrot.

The Great Green Spite has a casting value of 7. If successfully cast, pick 1 friendly GLOOMSPITE GITZ unit wholly within 18" of the caster, and an enemy unit within 24" of the caster and visible to them. The enemy unit suffers 1 mortal wound if the friendly unit has fewer than 10 models, D3 mortal wounds if the friendly unit has 10 to 20 models, and D6 mortal wounds if it has more than 20 models.

4

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 has a casting value of 7. If successfully cast, pick 1 friendly GLOOMSPITE GITZ unit wholly within 24" of the caster, visible to them and more than 3" from any enemy units. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units. It may not move in the subsequent movement phase.

5

Squig Lure

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

Squig Lure has a casting value of 5. If successfully cast, pick up to D3 friendly SQUIG units wholly within 18" of the caster and visible to them. Those units can run and still charge later in the same turn.

6

Call da Moon

Straining and grimacing, the shaman wills the Bad Moon to rain shards of loonstone down onto the battlefield!

Call da Moon has a casting value of 8. If successfully cast, pick 1 enemy unit visible to the caster. That unit suffers D3 mortal wounds. If that unit is wholly affected by the light of the Bad Moon, you can re-roll the D3 that determines the number of mortal wounds.


Lore of the Spiderfangs

SPIDERFANG WIZARD (including Unique units) only.

D6SPELL
1

Deadly Webbing

The shaman gestures towards a nearby area of terrain, which is suddenly engulfed in glowing cobwebs.

Deadly Webbing has a casting value of 5. If successfully cast, pick 1 terrain feature within 24" of the caster that is visible to them. Until your next hero phase, that terrain feature has the Deadly and Sinister scenery rules in addition to any other scenery rules it already has (core rules, 28.1.3). SPIDERFANG units ignore the effects of this spell.

2

Venomous Spiderlings

With a snap of his fingers the shaman blankets the foe in a swarm of tiny venomous spiders.

Venomous Spiderlings has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them and roll a number of dice equal to the number of models in that unit. For each 6+ that unit suffers 1 mortal wound.

3

Scuttling Terrors

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

Scuttling Terrors has a casting value of 7. If successfully cast, pick 1 friendly SPIDERFANG unit wholly within 24" of the caster. That unit can run and still shoot and/or charge later in the same turn.

4

Sneaky Distraction

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

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

5

Curse of da Spider God

The shaman points a bony finger at a nearby enemy and curses them in the name of the Spider God.

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

6

Gift of da Spider God

The shaman uses the power of the Spider God to fill a nearby creature with scuttling vitality.

Gift of the Spider God has a casting value of 8. If successfully cast, pick 1 friendly SPIDERFANG MONSTER within 12" of the caster that is visible to them. You can heal D6 wounds allocated to that unit.



Jaws of Mork Allegiance Abilities

If your army is a Gloomspite Gitz army, you can give it the JAWS OF MORK keyword. All Gloomspite Gitz units in your army gain that keyword, and you can use the following allegiance abilities in addition to the allegiance abilities in Battletome: Gloomspite Gitz.

JAWS OF MORK armies only.

ABILITIES
Running Riot: The Jaws of Mork are all too eager to unleash themselves upon the enemy, for the sooner they begin their rampage, the sooner they can catch up to the Bad Moon and leap right over it.
You can re-roll the roll that determines the Move characteristic of friendly JAWS OF MORK SQUIG units.

COMMAND ABILITY
‘Get Some Loonshine Down ’Em!’: The strange fungal growths that sprout across the Yskian Veldt are used by the Jaws of Mork to work their mightiest war beasts into a terrible, heedless frenzy.
You can use this command ability at the start of any phase. If you do so, pick 1 friendly JAWS OF MORK MANGLER SQUIGS model. Until the end of that phase, use the top row on that model’s damage table, regardless of how many wounds it has suffered.

COMMAND TRAIT
A JAWS OF MORK general must have this command trait instead of those from Battletome: Gloomspite Gitz.

Envoy of the Overbounder: The presence of the Overbounder, or one of his favoured bosses, sees the manic and disorganised Jaws of Mork fight with something almost approaching focused courage. Almost.
You can re-roll failed battleshock tests for friendly JAWS OF MORK units wholly within 12" of this general.

ARTEFACT OF POWER
The first JAWS OF MORK HERO to receive an artefact of power must be given a Syari Screamersquig.

Syari Screamersquig: This rare breed of squig screams incessantly when exposed to light, startling even the most resolute warriors and leaving them vulnerable to a sneaky shivving.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of the bearer. If you do so, until your next hero phase, add 1 to hit rolls for attacks made with melee weapons by the bearer that target that HERO.

Glogg’s Megamob Allegiance Abilities

If your army is a Gloomspite Gitz army, you can give it the GLOGG’S MEGAMOB keyword. All Gloomspite Gitz units in your army gain that keyword, and you can use the following allegiance abilities in addition to the allegiance abilities in Battletome: Gloomspite Gitz.

GLOGG’S MEGAMOB armies only.

ABILITIES
Monstrous Regeneration: The arcane fungal diet of Glogg’s Megamob has boosted the regenerative powers of the troggoths to new heights.
Add 1 to the dice that determines if a friendly GLOGG’S MEGAMOB TROGGOTH unit heals any wounds when it uses its Regeneration ability.

COMMAND ABILITY
Oblivious to Sorcery: A meaningful grunt from one of Glogg’s Troggbosses can compel its followers to shrug off even the most potent magical assaults.
You can use this command ability in your hero phase. If you do so, pick 1 friendly GLOGG’S MEGAMOB FELLWATER TROGGOTH or GLOGG’S MEGAMOB ROCKGUT TROGGOTH unit wholly within 12" of a friendly GLOGG’S MEGAMOB DANKHOLD HERO. Until your next hero phase, each time that 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 that unit.

COMMAND TRAIT
A GLOGG’S MEGAMOB general must have the following command trait:

Shepherd of Idiotic Destruction: The many Dankholds of Glogg’s Megamob are capable of acting with something almost approaching cohesion when led by one of their brutish bosses.
If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

ARTEFACT OF POWER
The first GLOGG’S MEGAMOB TROGGOTH HERO to receive an artefact of power must be given the Aetherquartz-studded Hide.

Aetherquartz-studded Hide: On their travels, this troggoth has picked up many prisms of aetherquartz and stuck them into its tough flesh. Though it almost certainly has no idea why it did so, the power of the Hyshian realmstone nevertheless lends it surprising resilience.
Roll a dice each time you allocate a mortal wound to the bearer. On a 5+, that mortal wound is negated.

Grimscuttle Tribes Allegiance Abilities

If your army is a Gloomspite Gitz army, you can give it the GRIMSCUTTLE keyword. All Gloomspite Gitz units in your army gain that keyword, and you can use the following allegiance abilities in addition to the allegiance abilities in Battletome: Gloomspite Gitz.

GRIMSCUTTLE armies only.

ABILITIES
Deff Grotz of Shyish: The zealous grots of the Grimscuttle tribes boast of their connection to the Spider God, and they certainly seem to display a knack for channelling its uncanny powers.
Each time a friendly GRIMSCUTTLE SPIDERFANG unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on that unit.

Drawn to the Aetherglow: The Skitterstrands worshipped by the Grimscuttle tribes have developed a taste for magically charged prey, and they pursue these targets with particular hunger.
You can re-roll hit rolls for attacks made with melee weapons by friendly SKITTERSTRAND models if the target is a WIZARD or PRIEST.

COMMAND ABILITY
Masters of Feigned Flight: The Grimscuttle grots are the masters of feigned flight, falling back before returning to attack once more. The fact that such retreats often aren’t initially feigned helps a little.
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly GRIMSCUTTLE SPIDERFANG unit wholly within 12" of a friendly GRIMSCUTTLE SPIDERFANG HERO. Until your next hero phase, that unit can retreat and still charge later in the same turn.

COMMAND TRAIT
A GRIMSCUTTLE WEBSPINNER SHAMAN general must have the following command trait:

Prophet of da Spider God: So fervently does this shaman believe in the monstrous deity of the Deff Grotz that when he raises his squeaky voice in prayer, his followers really do seem to be blessed with the Spider God’s potent venoms.
Once per battle in the combat phase, you can say that this general will unleash their battle cry. If you do so, friendly GRIMSCUTTLE SPIDERFANG models are treated as being affected by the light of the Bad Moon until the end of that phase.

ARTEFACT OF POWER
The first GRIMSCUTTLE SPIDERFANG HERO to receive an artefact of power must be given the Shyishan Spider-sigils.

Shyishan Spider-sigils: The greatest Grimscuttle bosses daub themselves and their mounts with morbid symbols that strike fear into all those familiar with the scuttling horror of the Deff Grotz.
Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of the bearer. In addition, add 1 to the Bravery characteristic of friendly GRIMSCUTTLE SPIDERFANG units while they wholly within 12" of the bearer.

Battleplans

Battleplan

An Unfortunate Location

When the Bad Moon appears in the skies, it beckons forth the Gloomspite Gitz from the dank, hidden places that are usually their lairs. Emerging, blinking, into the Bad Moon’s light, they follow it wherever it leads them. The inhabitants of any settlement that lies beneath the path of the Bad Moon must defend its walls and do their best to turn aside the Gloomspite hordes. Should they fail, the worshippers of the Bad Moon will overrun the settlement, leaving nothing but burning and fungus-riddled ruins in their wake.

This battleplan recreates the desperate plight of the defenders of a settlement that finds itself under the light of the Bad Moon, with a Gloomspite horde gathering outside the gates…

SIEGE WARFARE
Use the Siege Warfare rules.

THE ARMIES
Each player picks an army as described in the core rules and the Siege Warfare rules. The Attacker must use a Gloomspite Gitz army. The Attacker cannot include a Bad Moon Loonshrine in their army. The Attacker’s opponent is the Defender.

Each army has a unique command ability, as follows.

ATTACKER’S COMMAND ABILITY
Burn It Down!: Gloomspite hordes rarely leave any buildings standing.
You can use this command ability in your hero phase. If you do so, you can pick 1 friendly GLOOMSPITE GITZ HERO, and then you can pick up to D6 terrain features that are within 12" of that HERO and within 3" of a friendly GLOOMSPITE GITZ unit with 5 or more models. For the rest of the battle, those terrain features have the Deadly scenery rule in addition to any scenery rules they already have.

DEFENDER’S COMMAND ABILITY
Make Haste, Make Haste!: The commanders of the defending army exhort newly arriving reinforcements to move as swiftly as possible.
You can use this command ability after setting up a hastily gathered reinforcement unit (see SET-UP and TO THE WALLS, below) that is wholly within 12" of a friendly HERO. If you do so, that unit can make a normal move.

SET-UP
The territories for both armies are shown on the map below. The players then set up scenery as described in The Stronghold section of the Siege Warfare rules.

The armies can now be set up. The Defender must set up their army first. The Defender’s army is split into two contingents: the beleaguered garrison and the hastily gathered reinforcements. There must be at least one hastily gathered reinforcement unit for each unit that is included in the beleaguered garrison (the army’s general must be included in the hastily gathered reinforcements).

At the start of the battle, the Defender can only set up units from their beleaguered garrison – hastily gathered reinforcements will arrive during the battle (see TO THE WALLS!, below). The Defender’s units must be set up anywhere wholly within their territory.

The Attacker sets up their army second. The Attacker’s units must be set up wholly within their territory. The Bad Moon’s starting location must be the bottom-left corner of the battlefield, as shown on the map.

TO THE WALLS!
The Gloomspite hordes have arrived with terrifying suddenness, and at first there are only a small number of defenders available to resist them. However, as the battle rages on, more and more reinforcements arrive to help hold back the invaders.
Starting from the second battle round, the Defender must roll a dice at the end of their movement phase for each of their hastily gathered reinforcement units. On a roll of 5 or 6, the unit arrives on the battlefield.

All of the models in a reinforcement unit that arrives must be set up within 6" of the table edge, wholly within the Defender’s territory and more than 9" from any enemy units. Set up the unit before rolling to see if the next reinforcement unit arrives.

GLORIOUS VICTORY
This battle is fought for control of an objective located in the corner of the Defender’s territory, as shown on the map.

The battle ends at the end of the fifth battle round. The player that controls the objective at the end of the battle wins a major victory. If neither player controls the objective at the end of the battle, the Defender wins a minor victory.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Gloomspite Gitz Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Webspinner Shaman on Arachnarok Spider2 units
Dankhold Troggboss2 units
Fungoid Cave-Shaman4 units
Madcap Shaman4 units
Loonboss4 units
Loonboss on Giant Cave Squig4 units
Loonboss on Mangler Squigs2 units
Loonboss with Giant Cave Squig4 units
Webspinner Shaman4 units
Scuttleboss on Gigantic Spider4 units
Zarbag*3 units
* You receive Zarbag’s Gitz in addition to Zarbag. Zarbag is the warband’s champion, and Zarbag’s Gitz is a followers unit.
TROGGOTH FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-21 Dankhold Troggoth
3-43 Fellwater Troggoths
5-63 Rockgut Troggoths
FANATICS FOLLOWERS TABLE
D6Followers
1-35 Loonsmasha Fanatics*
4-65 Sporesplatta Fanatics*
* Cannot be given followers rewards.
BIG STUFF FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-3Mangler Squigs
4-6Aleguzzler Gargant
ARACHNAROK FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-2Arachnarok Spider with Flinger
3-4Arachnarok Spider with Spiderfang Warparty
5-6Skitterstrand Arachnarok
GOBBAPALOOZA FOLLOWERS TABLE
D6Followers
1-6Pick three different models from the following list: Scaremonger, Brewgit, Spiker, Boggleye, Shroomancer.
RETINUE FOLLOWERS TABLE
D6Moonclan FollowersSquig FollowersSpiderfang Heroes
110 Sneaky Snufflers5 Boingrot Bounderz5 Spider Riders
2-315 Shootas5 Squig Hoppers5 Spider Riders
4-615 Stabbas10 Cave Squigs & 2 Squig Herders5 Spider Riders

Retinue, Gobbapalooza and Hero Followers Rewards Table

D6REWARD
1

Protection of the Bad Moon

These grots call on the Bad Moon to shield them from harm, and their manic prayers are answered!

Once per battle, at the start of your hero phase, you can say that this unit is calling upon the Bad Moon for protection. If you do so, you can re-roll save rolls for attacks that target this unit until your next hero phase.

2

Special Fungus Brew

These followers have secured a supply of special fungus brew that drives them into a fighting frenzy!

Once per battle, at the start of your hero phase, you can say that this unit will drink its special fungus brew. If you do so, add 1 to the Attacks characteristic of melee weapons used by this unit until your next hero phase.

3

Sneaky Gitz

These diminutive but cunning warriors are experts at sneaking up on an unwary foe.

Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up sneaking up on the enemy as a reserve unit. If you do so, at the end of your first movement phase you must set up this unit on the battlefield more than 9" from any enemy units.

4

Get ’Em Lads!

These warriors are full of the froth-jawed madness of the Gloomspite, and will do everything they can to drag down their foes.

Add 1" to the Range characteristic of melee weapons used by this unit.

5

Vengeful Schemers

These hate-filled backstabbers come up with evil schemes to help them prevail against their foes.

At the start of the first battle round, pick a warscroll. Add 1 to hit rolls for attacks made by this unit that target an enemy unit that uses that warscroll.

6

Bully Boyz

These grots have fought in and survived more than their fair share of fights, and have learned how to put their malice to best use shanking their enemies while staying clear of return blows.

Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.


Champion Rewards Table

2D6REWARD
2

Badly Beaten

Your champion ended up in a fight that he couldn’t win through cunning and trickery, and has been grievously wounded.

You lose 1 Glory Point. In addition, subtract 1 from your champion’s Wounds characteristic for the remainder of the campaign.

3

Razor-edged Blade

Your champion hones the edge of his favourite weapon so that it is wickedly sharp.

Pick 1 of your champion’s melee weapons and note it down on your warband roster as having a razor-edge. Improve the Rend characteristic of that weapon by 1.

4

Can’t Catch Me!

Your champion is incredibly swift-footed and almost impossible to catch.

Add 2" to your champion’s Move characteristic. Add a further 4" to the distance they can move when they retreat.

5

Sinewy Toughness

Although scrawny, your champion is incredibly hard to kill.

Add 1 to the Wounds characteristic of your champion.

6

Cowardly Git

Your champion is deathly afraid of being hurt, and is not above using his followers to shield himself from harm.

Roll a dice each time you allocate a wound or mortal wound to your champion while they are within 3" of a friendly unit. On a 4+, that wound or mortal wound is negated, but you must pick 1 friendly unit within 3" of your champion and that unit suffers 1 mortal wound.

7

Dirty Fighter

Your champion will use any trick they can think of to get the upper hand in a fight.

Add 1 to hit rolls for attacks made by your champion.

8

Nimble

Your champion is so swift that foes find them hard to hit.

Subtract 1 from hit rolls for attacks that target your champion.

9

Bad Moon Weapon

Your champion has a melee weapon crafted from a shard of loonstone, which glows with sickly yellow light.

Pick one of your champion’s melee weapons and note it down on your warband roster as being made from a Bad Moon fragment. Add 1 to that weapon’s Damage characteristic.

10

Morkish Cunning

Your champion is very canny, and almost always comes up with a battleplan that will help defeat the foe.

If your champion is on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

11

Loonstruck

Your champion has spent too long under the light of the Bad Moon and is now constantly under its influence.

Your champion is always treated as being affected by the light of the Bad Moon.

12

Savage Underhand Blow

Your champion has become practised at waiting for the perfect moment to deliver a brutal killing strike.

Once per battle, at the start of the combat phase, you can say your champion is attempting a savage underhand blow instead of fighting in that combat phase. If you do so, pick 1 enemy model within 1" of your champion and roll a dice. On a 4 or 5, the target model’s unit suffers D3 mortal wounds. On a 6, the target model is slain.


Troggoth, Arachnarok and Big Stuff Followers Rewards Table

D6REWARD
1

Living Avalanche

These brutes wield their great mass to terrifying effect, crashing into the foe with the unstoppable force of tumbling boulders.

You can re-roll wound rolls for attacks made by this unit if it made a charge move in the same turn.

2

Greedy Gobblers

Driven by an insatiable need to guzzle warm meat, these creatures attack with a hungry-eyed focus that is horrible to witness.

Add 1 to hit rolls for attacks made with melee weapons by this unit.

3

Hardy Breed

These thick-skinned monsters are amongst the most resilient of their foul kind.

Add 1 to the Wounds characteristic of this unit.

4

Terrifying

The blind ferocity of these massive warriors make them terrifying opponents.

Subtract 1 from the Bravery characteristic of enemy units within 3" of this unit.

5

Destruction Unleashed

These volatile beasts do not stop smashing their foes until they are reduced to unrecognisable pulp.

If the unmodified hit roll for an attack made with a melee weapon by a model from this unit is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

6

Loongrimm

The hides of these monsters glow with the absorbed light of the Bad Moon, its weird blessings always upon them.

Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.


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).
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.
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 MADCAP SHAMAN keyword is used in the following Gloomspite Gitz warscrolls:

Leader
• Zarbag

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

None
Artillery
Leader
Leader, Behemoth
Behemoth
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.
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.
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.
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 WIZARD keyword is used in the following Gloomspite Gitz warscrolls:

None
Leader
• Zarbag
Leader, Behemoth
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.

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

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

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

None
Leader
Leader, Behemoth
Behemoth

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

None
Leader
• Mollog
Leader, Behemoth
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 LOONBOSS keyword is used in the following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

None
Leader
• Zarbag
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.
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.
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 SCUTTLEBOSS keyword is used in the following Gloomspite Gitz warscrolls:

Leader
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.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.

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

Leader
• Mollog
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
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.
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 MADCAP SHAMAN keyword is used in the following Gloomspite Gitz warscrolls:

Leader
• Zarbag
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.
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.
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 SPIDERFANG and HERO keywords are used in the following Gloomspite Gitz warscrolls:

Leader
Leader, 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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
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.
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 DANKHOLD, TROGGOTH and HERO keywords are used in the following Gloomspite Gitz warscrolls:

Leader
• Mollog
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 SPIDERFANG and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 SPIDERFANG and MONSTER keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Behemoth
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.
1.5.4 Re-rolls
Some rules refer to re-rolls. To make a re-roll, roll the dice used for the roll again. You cannot re-roll a dice roll more than once. If a rule allows you to re-roll an xD6 roll, you must re-roll all of the dice used for the roll.

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

None
Artillery
Leader
Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

None
Leader
• Mollog
Leader, Behemoth
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 GLOGG’S MEGAMOB, FELLWATER and TROGGOTH keywords are used in the following Gloomspite Gitz warscrolls:

None
Leader, Behemoth

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

None

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

Leader
• Mollog

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

Leader
• Mollog
Leader, Behemoth
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).
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 GRIMSCUTTLE and SPIDERFANG keywords are used in the following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Behemoth

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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).
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.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021