Gloomspite Gitz – Shootas
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5"
1
6+
4
WARSCROLL

Shootas

Moonclan Shootas gather in sizeable skulkmobs that rain black-fletched arrows upon the enemy. They pincushion their victims with sheer weight of fire, before surrounding any survivors and stabbing them viciously to death.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonclan Bow
Moonclan Bow16"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slitta
Slitta1"15+5+-1
Barbed Net
Barbed Net2"34+5+-1
PITCHED BATTLE PROFILE

Unit Size: 20      Points: 140
Battlefield Role: Battleline
Base size: 25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Skulkmob Horde

DESCRIPTION

A unit of Shootas has any number of models, each armed with a Moonclan Bow and Slitta. Up to 3 in every 20 models can replace their Moonclan Bow and Slitta with a Barbed Net.

MOONCLAN BOSS: The leader of this unit is a Moonclan Boss. You can add 1 to hit rolls for attacks made with melee weapons by a Moonclan Boss.

GONG BASHER: 1 in every 20 models in this unit can be a Gong Basher. Add 2 to run rolls for a unit that includes any Gong Bashers.

STANDARD BEARERS: 1 in every 20 models in this unit can either be a Moonclan Flag Bearer or a Bad Moon Icon Bearer. Add 1 to the Bravery characteristic of a unit that includes any Moonclan Flag Bearers. Add 1 to save rolls for attacks made with missile weapons that target a unit that includes any Bad Moon Icon Bearers.

ABILITIES

Backstabbing Mob: It’s loads easier to stab your enemy in the back when they are surrounded by all yer mates.
Add 1 to wound rolls for attacks made with melee weapons by this unit while it has at least 10 models.

Moonclan Bows: Large mobs of Shootas can unleash dark clouds of arrows at the foe.
Add 1 to hit rolls for attacks made with missile weapons by this unit while it has at least 15 models.

Netters: Moonclan Grots use throwing nets to capture Cave Squigs and entangle their foes.
Subtract 1 from hit rolls for attacks made by enemy models while they are within 2" of any friendly models with a Barbed Net.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, SHOOTAS
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat 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 target does not have to be visible).
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.
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.
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).
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.
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.
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© Vyacheslav Maltsev 2013-2021