Gloomspite Gitz – Fungoid Cave-Shaman
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5"
5
6+
5
WARSCROLL

Fungoid Cave-Shaman

Gibbering priests of Gorkamorka and speakers of the will of the Bad Moon, Fungoid Cave-Shamans are as much mushroom as magic-wielder. Their cunning and spellcraft are infamous, and their Spore Squigs wreathe them in a fug of choking fungal foulness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-sickle
Moon-sickle2"33+4+-12
Vicious Teeth
Vicious Teeth1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Bosses of the Skrap

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

COMPANION: This unit is accompanied by Spore Squig armed with Vicious Teeth.

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

Deffcap Mushroom: These mushrooms enhance the eater’s magical capabilities.
If this unit is in a Gloomspite Gitz army, once per battle in your hero phase, you can say this unit will eat a Deffcap Mushroom. If you do so, this unit can attempt to cast 1 additional spell in that hero phase, and that spell can be any spell from the Lore of the Moonclans.

Spore Squig: Spore Squigs exude thick green spores that hide their masters from sight.
This unit is not visible to enemy units that are more than 12" away.

Spore Maws: The Cave-Shaman causes the thick spores around him to coalesce into gnashing green mouths.
Spore Maws is a spell that has a casting value of 7 and a range of 6". If successfully cast, each enemy unit within range suffers D6 mortal wounds (roll separately for each unit).

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, HERO, WIZARD, FUNGOID CAVE-SHAMAN
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 DESTRUCTION keyword is used in the following Gloomspite Gitz warscrolls:

Army List
Warscrolls collated

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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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader, Behemoth
Leader
• Zarbag
None
© Vyacheslav Maltsev 2013-2024