Gloomspite Gitz – Mollog
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Mollog the ancient Dankhold Troggoth really just wants to find somewhere dark and damp to go back to sleep, but people keep disturbing him and getting in his way. Suffice it to say, this never ends well for them...
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Puff-fungus Club
Puff-fungus Club2"33+2+-23

Unit Size: 1      Points: 130
Battlefield Role: Leader
Notes: Single, Unique

Mollog is armed with a Jabbertoad and Puff-fungus Club.

COMPANIONS: Mollog is accompanied by a Bat Squig, Spiteshroom and Stalagsquig. Mollog and his companions are treated as a single model that uses the characteristics above. His companions must remain within 1" of him.

Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, you can choose to remove 1 of its companions. If you do so, that wound or mortal wound is negated.

Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
At the start of the hero phase, you can heal up to D3 wounds allocated to this unit.

Spiteshroom: The incessant high- pitched shrieking and shrill, idiot ditties of this weird creature can distract even the most veteran warrior.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 5+, subtract 1 from hit rolls for attacks made by that unit in that phase. This ability cannot be used if the Spiteshroom companion has been removed.

Bat Squig: Bat Squigs descend upon their victims in a flurry of gnashing jaws and spattering guano.
At the start of your shooting phase, you can pick 1 enemy unit within 18" of this unit and roll a dice. On a 2+, that enemy unit suffers 1 mortal wound. This ability cannot be used if the Bat Squig companion has been removed.

Stalagsquig: Being coated in a solid rocky hide, the Stalagsquig is as likely to break an enemy’s blade as to be harmed itself.
If you choose to remove this companion, roll a dice. On a 5+, this companion is not removed, but the wound or mortal wound is still negated. This roll is not a ward 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.

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

Army List
Warscrolls collated

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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 TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
• Mollog

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

• Mollog
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
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.
© Vyacheslav Maltsev 2013-2023