Gloomspite Gitz – Troggoth Hag
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WARSCROLL

Troggoth Hag

Unlike most of their race, Troggoth Hags are possessed of both arcane powers and a modicum of intelligence. They serve as leaders and envoys of the troggoth tribes, communicating in ways even the most dim-witted of their kin can understand.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Copious Vomit
Copious Vomit10"3+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deadwood Staff
Deadwood Staff2"44+-13
Crushing Bulk
Crushing Bulk1"D34+3+-D6
DAMAGE
Wounds SufferedMoveCopious VomitDeadwood Staff
0-88"62+
9-117"53+
12-136"43+
14+5"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 405
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Troggoth Hag is armed with Copious Vomit, a Deadwood Staff and Crushing Bulk.

WIZARD: This model can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

ABILITIES

Hag Regeneration: All troggoths have an innate ability to regenerate even the most grievous of injuries, and in the case of the Troggoth Hag, this trait is augmented further by the arcane energies coursing through her hulking physique.
In your hero phase, you can heal up to D6 wounds allocated to this model.

Spell-spite: A Troggoth Hag carries with her sackfuls of strange fetishes and weird keepsakes, the most cursed of which are used to call down malignant hexes upon those that would dare wield hostile magic against her.
Each time this model successfully unbinds a spell, you can roll a dice. On a 4+, the caster of that spell suffers D3 mortal wounds.

Terrible Stench: So foul is the dank swamp stench given off by Troggoth Hags that even the hardiest of warriors will retch uncontrollably in their presence.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Hag Curse: The cackling curses of the Troggoth Hag are insidious and vile, robbing her victims of strength and shackling them with ill fortune.
Hag Curse is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit and subtract 1 from save rolls for attacks that target that unit.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, FELLWATER, MONSTER, HERO, WIZARD, TROGGOTH HAG
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.
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.
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.
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.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

None
Leader
• Mollog
Leader, Behemoth

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

None
Leader, Behemoth

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

None
Leader
• Zarbag
Leader, Behemoth
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© Vyacheslav Maltsev 2013-2021