Gloomspite Gitz – Skragrott, the Loonking

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Skragrott, the Loonking

Skragrott is the self-styled Loonking, the master of all subterranean grots and herald of the Everdank. His sinister presence upon the field of battle ensures the Gloomspite Gitz fight with greater spite and cunning than ever.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Da Moon Onna Stikk
Da Moon Onna Stikk2"33+3+-1D3

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single, Unique

Skragrott, the Loonking, is armed with Da Moon Onna Stikk.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Bosses of the Skrap
 • Skulkmob Horde

WARMASTER: If this unit is included in a Gloomspite Gitz army, it is treated as a general even if it is not the model picked to be the army’s general.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. If this unit is part of a Gloomspite Gitz army, it knows all of the spells from the Lore of the Moonclans in addition to the other spells it knows.

Babbling Wand: This jabbering wand, topped with the skull of the great prophet Kaloth, channels the voices of Skragrott’s imprisoned scryers through clacking teeth.
Once per turn, this unit can issue a command without a command point being spent.

Da Moon Onna Stikk: The Loonking’s staff brings the lurid glow of the Bad Moon with him wherever he goes.
If this unit is included in a Gloomspite Gitz army, friendly GLOOMSPITE GITZ units are affected by the Light of the Bad Moon while they are wholly within 12" of this unit.

Loonking’s Crown: Fungal roots burrow down from this crown into the wearer’s skull, imbuing them with heightened magical powers and unnatural resilience.
This unit has a ward of 4+. In addition, add 1 to casting and unbinding rolls for this unit.

The Loonking’s Entreaty: The captive seers and prophets of Skragrott’s asylum can sometimes predict when the Bad Moon will accelerate or slow in its erratic orbits of the Mortal Realms. Skragrott uses this information to convince his followers that the Bad Moon listens when he entreats it to halt or move to a specific location.
Once per battle, before you roll a dice to determine if the Bad Moon moves at the start of a battle round, if this unit is on the battlefield, you can say that Skragrott will reveal his prediction. If you do so, do not roll a dice. Instead, you can choose if the Bad Moon moves to the next location or stays in its current location.

Fangz of da Bad Moon: As Skragrott tells it, a single shrieked invocation from him - arms raised high into the air - can compel the Bad Moon to belch a rain of fiendishly accurate loonstone fangz over the enemy.
Fangz of da Bad Moon is a spell that has a casting value of 3 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll a number of dice equal to the unmodified casting roll. For each 3+, that unit suffers 1 mortal wound.

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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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader, Behemoth
• Zarbag

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

Leader, Behemoth
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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).
© Vyacheslav Maltsev 2013-2024