Gloomspite Gitz – Squig Herder with Mini-Mangler
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Squig Herder with Mini-Mangler

The most ambitious Squig Herders will disappear into the depths of the realms to hunt down baby Mangler Squigs. Many of these herders are eaten in the process, but a brave and kunnin’ few will train their Mini-Manglers into huge and voracious warbeasts.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Squig Prodder
Squig Prodder1"34+4+-1
Not-So-Huge Fang-filled Gobs
Not-So-Huge Fang-filled Gobs1"43+3+-12
Tiny Balls and Chains
Tiny Balls and Chains1"33+3+-11

Unit Size: 1      Points: 240
Battlefield Role: Leader
Notes: Squigmonger, Squigmancer, Squigcap Shaman and Squig Herder with Mini-Mangler must be taken as a set for a total of 240 points. Although taken as a set, each is a separate unit.


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


A Squig Herder with Mini-Mangler is a single model armed with a Squig Prodder.

COMPANION: A Squig Herder with Mini-Mangler is accompanied by a Mini-Mangler that attacks with its Not-So-Huge Fang-filled Gobs and Tiny Balls and Chains. For rules purposes, it is treated in the same manner as a mount.


Mini-ker-splat!: Mini-Manglers produce an impact that is definitely short of spectacular. At best, a foe might lose their balance and be sent tumbling to their death.
Add 1 to hit rolls for attacks made with this model’s Tiny Balls and Chains if this model made a charge move in the same turn.

Probably Best To Watch Out!: Mini-Manglers are not capable of much destruction even in their wildly bouncing death throes. Still, it is probably wise to keep your distance.
If this model is slain, before the model is removed from play, roll a dice for each unit within 1" of this model. On a 4+ that unit suffers 1 mortal wound.


Lead Da Herd!: This Squig Herder keeps any nearby squigs heading in the right direction.
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly model with this command ability. Until the end of your turn, you can re-roll run and charge rolls for friendly SQUIG HERD units while they are wholly within 12" of this unit.

22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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.
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.
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).
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.

The SQUIG HERD keyword is used in the following Gloomspite Gitz warscrolls:


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

Leader, Behemoth

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

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© Vyacheslav Maltsev 2013-2021