Gloomspite Gitz – Nasty Skulkers
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5"
1
6+
4
WARSCROLL

Nasty Skulkers

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Back Stabba
Back Stabba1"25+5+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 50
Battlefield Role: None

DESCRIPTION

Each model in a Nasty Skulkers unit is armed with vicious Back Stabbas.

ABILITIES

Surprise!: When you select a NASTY SKULKERS unit to be part of your army, you can pick 1 friendly GROT MOB unit that is already part of your army to be the unit in which that NASTY SKULKERS unit is hiding. Record this information on a piece of paper. Do not set up the NASTY SKULKERS unit until it is revealed as described next. You can hide up to 1 NASTY SKULKERS unit in a GROT MOB unit.

At the start of the combat phase, you can reveal 1 or more hidden NASTY SKULKERS units. If you do so, set up each hidden NASTY SKULKERS unit wholly within 5" of the unit it was hiding in and within 3" of any enemy units.

Right in da ’Urty Bitz!: If the unmodified hit roll for an attack made with a Back Stabba is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, NASTY SKULKERS

The NASTY SKULKERS keyword is used in the following Gloomspite Gitz warscrolls:

None

The GROT MOB keyword is used in the following Gloomspite Gitz warscrolls:

Battleline
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.
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.
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© Vyacheslav Maltsev 2013-2021