Gloomspite Gitz – Squigboss with Gnasha-squig

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Squigboss with Gnasha-squig

Squigbosses command their fungal herds through the offering of prized mushrooms and occasional jabbings from their Squig-krooks. Most are accompanied by loyal Gnasha-squigs, who gleefully chomp at anything who gets too close.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fang-filled Gob
Fang-filled Gob1"34+3+-11

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Single

A Squigboss with Gnasha-squig is armed with a Squig-krook.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Squiggly Hangerz-on

COMPANION: This unit is accompanied by Gnasha-squig armed with a Fang-filled Gob.

Mycophile’s Pouch: Squigbosses possess a deep knowledge of all types of fungi, and bring the most potent kinds into battle to feed to their squigs.
In your hero phase you can pick 1 friendly SQUIG unit within 3" of this unit to be fed a batch of shrooms. If you do so, apply 1 of the following effects to that unit. Each effect lasts until the start of your next hero phase. The same unit cannot be fed a batch of shrooms more than once in the same phase.

Crimson Deffcap: Add 3" to that unit’s Move characteristic.

Yellow Lurka: If the unmodified hit roll for an attack made by that unit with a Fang-filled Gob, Massive Fang-filled Gob or Huge Fang-filled Gobs is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Sproutin’ Moon: Add 1 to the Attacks characteristic of that unit’s Fang-filled Gob, Massive Fang-filled Gob or Huge Fang-filled Gobs.

Release Da Squigs: The Squigboss chucks a handful of Looncaps into the path of nearby squigs, sending the beasts into a frenzy as they race to snack on the tasty shrooms.
Once per battle, at the start of your hero phase, you can say this unit will release da squigs. If you do so, each friendly SQUIG HERD unit wholly within 12" of this unit that has not moved this phase can make a normal move.


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

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.
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.
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. Units cannot make a normal move if they are within 3" of an enemy unit.

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

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

Army List
Warscrolls collated

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