Gloomspite Gitz – Loonboss on Mangler Squigs
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WARSCROLL

Loonboss on Mangler Squigs

It takes a particularly deranged loon to lead the charge clinging onto a pair of Mangler Squigs, but this Loonboss – along with some of his most bonkers cronies – is only too eager to go bounding into battle, crushing all in his path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-cutta
Moon-cutta1"53+4+-1
Huge Fang-filled Gobs
Huge Fang-filled Gobs2"43+-1D6
Balls and Chains
Balls and Chains2"3+3+-2D3
Grots’ Bashin’ Stikks
Grots’ Bashin’ Stikks1"44+4+-1
DAMAGE
Wounds SufferedMoveHuge Fang-filled GobsBalls and Chains
0-23D6"3+7
3-42D6"4+6
5-7D6"5+5
8-92D6"4+6
10+3D6"3+7
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 310
Battlefield Role: Leader, Behemoth
Base size: 80mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Squigalanche
 • Moon-biter Squigalanche

DESCRIPTION

A Loonboss on Mangler Squigs is a single model armed with a Moon-cutta.

MOUNT: This model’s Mangler Squigs attack with their Huge Fang-filled Gobs and Balls and Chains.

CREW: This model’s Mangler Squigs have a grot crew that attack with their Bashin’ Stikks. For rules purposes, the crew are treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Ker-splat!: Mangler Squigs produce an impact that is nothing short of spectacular, sending severed body parts and splashes of gore skywards.
Add 1 to hit rolls for attacks made with this model’s Balls and Chains if this model made a charge move in the same turn.

Redcap Mushrooms: A grot that eats a redcap mushroom turns into a crazed killer.
Once per battle, in your hero phase, you can say that this model is eating a redcap mushroom. If you do so, until your next hero phase, you can re-roll hit and wound rolls for this model (but not for the model’s mount or crew).

Watch Out!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes.
If this model is slain, before the model is removed from play roll a dice for each unit within 6" of this model. On a 4+ that unit suffers D3 mortal wounds.

COMMAND ABILITIES

Bite Da Moon!: A Mangler Squig Loonboss can inspire other squig riders and their mounts to fight all the harder, crashing through the enemy so they can continue their pursuit of the Bad Moon.
You can use this command ability at the start of a combat phase. If you do so, pick 1 friendly model with this command ability. In that combat phase you can add 1 to wound rolls for friendly SQUIG units while they are wholly within 18" of that model.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, MONSTER, HERO, LOONBOSS, MANGLER SQUIG
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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.
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.
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).
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).

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

None
Artillery
Leader
Leader, Behemoth
Behemoth

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

None
Artillery
Leader
Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth

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

Leader, Behemoth
Behemoth
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© Vyacheslav Maltsev 2013-2021