Gloomspite Gitz – Squigmonger
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The Squigmonger capers and hoots from behind his terrifying Glareface mask. Riding upon the grot-borne skull of a Cave Squig representing the immolated godbeast Boingob, he puts the fear of the Moonclan bogeyman into the Gloomspite hordes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boingob’s Tusks and Fangs
Boingob’s Tusks and Fangs1"44+3+-1D3

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 Squigmonger is a single model armed with Boingob’s Tusks and Fangs.

FLY: This unit can fly.


Hallucinogenic Fungus Brews: Squigapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses the effects start to wear off.
In the first battle round, this unit has a ward of 5+. In the second battle round, this unit has a ward of 6+.

Bogeysquig: The Squigmonger generates palpable waves of fear that scare nearby squigs into fighting with renewed vigour.
In your hero phase, you can make a Squigapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly MOONCLAN SQUIG unit wholly within 18" of this model that is visible to them. You can re-roll charge rolls and run rolls for that unit until your next hero phase.

Slippery Git: Squigapalooza shamans seek to put as many of their fellow squigs between themselves and incoming enemy fire as possible.
Subtract 1 from hit rolls for attacks made with missile weapons that target this model while it is within 3" of a friendly MOONCLAN unit with 3 or more models.

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.
8.3 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.
Army List
Warscrolls collated
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
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.

The SQUIG 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. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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


The MOONCLAN and SQUIG keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022