Gloomspite Gitz – Zarbag’s Gitz

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Zarbag’s Gitz

This dubious bunch of greenskin hooligans have followed Zarbag into countless dangerous and often ludicrous situations, and have demonstrated a talent for emerging more or less in one piece with heaps of glinting shinies to show for it.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonclan Bow
Moonclan Bow20"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Squig Brand
Squig Brand2"23+3+-12
Barbed Net
Barbed Net2"33+4+-1
Fang-filled Gob
Fang-filled Gob1"34+3+-11

Unit Size: 8      Points: 180
Battlefield Role: None
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.

The models in Zarbag’s Gitz are Drizgit da Squig Herder, Prog da Netter, Dibbz, Redkap, Stikkit, Gobbaluk and Bonekrakka.

Drizgit da Squig Herder is armed with a Squig Brand. Prog da Netter is armed with a Barbed Net. Dibbz, Redkap and Stikkit are each armed with a Moonclan Bow and Slitta. Gobbaluk and Bonekrakka are each armed with a Fang-filled Gob.

Netters: Moonclan grots use throwing nets to capture Cave Squigs and entangle their foes.
Subtract 1 from hit rolls for attacks made by enemy units while they are within 1" of any friendly units that include any models armed with a Barbed Net.

Snirk Sourtongue: Drunk on fungus brew, when the deranged Snirk Sourtongue spots the enemy, the rest of Zarbag’s Gitzpush him away as quickly as possible, for he is impossible to stop once he starts whirling his ball and chain.
The first time this unit is set up on the battlefield, 1 LOONSMASHA FANATICS unit consisting of 1 model is added to your army and hidden within this unit as a reserve unit.

‘Protect Da Boss!’: Zarbag’s Gitz try to protect their boss in battle, for if he gets hurt and survives, they know they’ll suffer for it!
Before you allocate a wound or mortal wound to a friendly ZARBAG, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly ZARBAG, if this unit is within 3" of that friendly ZARBAG, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that ZARBAG as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.

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.

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

Army List
Warscrolls collated

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
© Vyacheslav Maltsev 2013-2024