Gloomspite Gitz – Scaremonger
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WARSCROLL

Scaremonger

The Scaremonger capers and hoots from behind his terrifying Glareface mask. Riding upon the grot-borne skull of a Cave Squig representing the immolated godbeast Boingob, he puts the fear of the Moonclan bogeyman into the Gloomspite hordes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boingob’s Tusks and Fangs
Boingob’s Tusks and Fangs1"44+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: None
Base size: 32mm
Notes: Single. Boggleye, Brewgit, Scaremonger, Shroomancer and Spiker must be taken as a set. Although taken as a set, each is a separate unit.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Gobbapalooza

DESCRIPTION

A Scaremonger is a single model armed with Boingob’s Tusks and Fangs.

ABILITIES

Hallucinogenic Fungus Brews: Gobbapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses the effects start to wear off.
In the first battle round, this unit has a ward of 5+. In the second battle round, this unit has a ward of 6+.

Bogeyman: The Scaremonger generates palpable waves of fear that scare nearby grots into fighting with renewed vigour.
In your hero phase, you can make a Gobbapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly MOONCLAN GROT unit wholly within 18" of this model that is visible to them. You can re-roll charge rolls and run rolls for that unit until your next hero phase.

Slippery Git: Gobbapalooza shamans seek to put as many of their fellow grots between themselves and incoming enemy fire as possible.
Subtract 1 from hit rolls for attacks made with missile weapons that target this model while it is within 3" of a friendly MOONCLAN unit with 3 or more models.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, GOBBAPALOOZA, SCAREMONGER
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.
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. Units cannot run if they are within 3" of an enemy unit.
Army List
Warscrolls collated

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13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.

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

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.

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

None
• Brewgit
• Spiker
© Vyacheslav Maltsev 2013-2023