Gloomspite Gitz – Zarbag
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5"
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WARSCROLL

Zarbag

Zarbag the shaman has wandered the twisted halls of the Nightvault for as long as he can remember. His sniffer spite helps him root out the best magic fungi, and he can transform his facial features into a warped vision of horror almost at will.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Sickle
Cursed Sickle2"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 185
Battlefield Role: Leader
Base size: 25mm
Notes: Single, Unique. Zarbag and Zarbag’s Gitz must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Zarbag is a named character that is a single model. He is armed with a Cursed Sickle.

ABILITIES

Sniffer Spite: Zarbag has captured and imprisoned a sniffer spite, which he has ‘persuaded’ to track down potent magic fungi.
Once per battle, before you attempt to cast a spell with this model, you can roll a dice. On a 2+ add 2 to the casting roll.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Face Of Da Bad Moon spells.

Face of Da Bad Moon: To Zarbag, ‘mooning the enemy’ has a very different – and terrifying – meaning…
Face of Da Bad Moon has a casting value of 5. If successfully cast, pick 1 enemy unit within 3" of the caster that is visible to them. That unit must make a normal move, and must retreat. If it is impossible for the unit to make the move for any reason, it suffers D6 mortal wounds instead.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, HERO, WIZARD, MADCAP SHAMAN, ZARBAG
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 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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
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.
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 WIZARD keyword is used in the following Gloomspite Gitz warscrolls:

None
Leader
• Zarbag
Leader, Behemoth

The MADCAP SHAMAN keyword is used in the following Gloomspite Gitz warscrolls:

Leader
• Zarbag
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© Vyacheslav Maltsev 2013-2021