Gloomspite Gitz – Squig Hoppers
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3D6"
2
6+
4
WARSCROLL

Squig Hoppers

Squig Hoppers bound madly into battle, wreaking havoc on anything they collide with. Each hurtling squig has a cackling grot clinging to its back, flailing wildly at nearby enemies as he tries vainly to steer his weird steed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slitta
Slitta1"15+5+-1
Fang-filled Gob
Fang-filled Gob1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is a Loonboss on Giant Cave Squig or Loonboss on Mangler Squigs

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Squig Rider Stampede
 • Moon-jumper Stampede

DESCRIPTION

A unit of Squig Hoppers has any number of models, each armed with a Slitta.

MOUNT: This unit’s Cave Squigs attack with their Fang-filled Gobs.

FLY: This unit can fly.

BOUNDER BOSS: The leader of this unit is a Bounder Boss. You can add 1 to hit rolls for attacks made with a Bounder Boss’ Pokin’ Lance.

SQUIG HOPPER BOSS: The leader of this unit is a Squig Hopper Boss. You can add 1 to hit rolls for attacks made with a Squig Hopper Boss’ Slitta.

ABILITIES

Boing! Boing! Boing!: Squig Hoppers can cause considerable damage simply by bouncing on top of their foes as they hurtle across the battlefield.
After this unit has made a normal move, run or retreat, pick 1 enemy unit and roll a dice for each model in this unit that passed across a model from that unit. For each 4+, that unit suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIG HOPPERS
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
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.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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 SQUIG keyword is used in the following Gloomspite Gitz warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021