Gloomspite Gitz

In the dark corners of the Mortal Realms, a new power is stirring. Dripping tunnels and caverns echo to the clash of gongs, the thump of drums and the shrill war cries of massing grots. Armies of goblinoid warriors and lumbering monsters set out on the warpath, seeking to plunge the surface world into darkness for evermore.

This page contains all of the rules you need to field your Gloomspite Gitz miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Gloomspite Gitz
  Gloomspite GitzBattletome4March 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Maggotkin of Nurgle
  Maggotkin of NurgleFaction Pack4January 2025
  Orruk Warclans
  Orruk WarclansBattletome4December 2024
  Armies of Renown
  Armies of RenownWarscroll4December 2024
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4December 2024
  Ossiarch Bonereapers
  Ossiarch BonereapersFaction Pack4December 2024
  Kharadron Overlords
  Kharadron OverlordsFaction Pack4December 2024
  Slaves to Darkness
  Slaves to DarknessBattletome4December 2024
  Regiments of Renown
  Regiments of RenownWarscroll4November 2024

Designers’ Commentary

Battletome: Gloomspite Gitz

Q:Does the ‘Bouncing Fury’ ability have any effect on Companion weapons?
A:
Yes, because this ability specifically names which weapons are affected.
Q:When using the Lunar Squigs effect of ‘Under the Light of the Bad Moon’ or the ‘The Moon and the Loon’ ability to use a value of 4 for the Move characteristic of a friendly SQUIG unit, does the 4 replace the entire Move characteristic of the unit with a 4, or just the dice roll?
A:
It replaces the dice roll. For example, if a unit of Squig Hoppers (with a Move characteristic of D6+8") were affected by one of these abilities, it could use a value of 4 instead of rolling the D6, resulting in a Move characteristic of 12" (4+8").

Faction Rules


Battle Traits

Gloomspite Gitz armies can use the following abilities:

Once Per Battle Round (Army), Start of Battle Round
THE FACES OF THE BAD MOON: The Bad Moon hurtles erratically around the realms in madcap orbits, empowering its worshippers and troubling all others with insane visions.

Declare: You must use this ability at the start of the battle round. If multiple players are commanding a Gloomspite Gitz army, then instead, at the start of the battle round, those players roll off and only the winner declares and uses this ability this battle round.

Effect: If it is the first battle round, pick the starting face of the Bad Moon (Grinnin’, Scowlin’, Sulkin’ or Cacklin’). If it is not the first battle round, the face of the Bad Moon moves to the next face in the sequence.

Passive
UNDER THE LIGHT OF THE BAD MOON: Grots are always vicious little monsters, but depending on the face of the moon, they can become an order of magnitude more dangerous.

Effect: During the battle, the effects below apply to friendly GLOOMSPITE GITZ units based on the current face of the Bad Moon:

Frothing Zealots: While the Bad Moon is Cacklin’ or Grinnin’, add 5 to the control scores of friendly non-SQUIG MOONCLAN units.

Spiderfang Venom: While the Bad Moon is Cacklin’ or Grinnin’, combat attacks made by friendly SPIDERFANG units score critical hits on unmodified hit rolls of 5+. This also affects Companion weapons.

Moonlit Hide: While the Bad Moon is Grinnin’ or Scowlin’, subtract 1 from the Rend characteristic of combat attacks that target friendly TROGGOTH units.

Lunar Squigs: While the Bad Moon is Scowlin’ or Sulkin’, instead of rolling the dice to determine the Move characteristic of a friendly SQUIG unit, you can use a value of 4.

Sneaky Snarlfangs: While the Bad Moon is Sulkin’ or Cacklin’, friendly GITMOB units can use CHARGE and SHOOT abilities even if they used a RETREAT ability in the same turn.


Battle Formations

You can pick 1 of the following battle formations for a Gloomspite Gitz army. Each battle formation grants a different ability you can use in the battle.

Gitmob Pack

Your Movement Phase
GIT AND RUN: Even as Gitmob grots flee, they won’t turn down a prime opportunity for a stabbing.

Declare: Pick a friendly GITMOB unit that is in combat to use this ability. Then, you can pick an enemy unit in combat with that GITMOB unit to be the target. The same enemy unit cannot be picked to be the target of this ability more than once per phase.

Effect: If you picked a target, roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, the unit using this ability can move a distance up to its Move characteristic. It can move through the combat ranges of enemy units but cannot end that move in combat.
KEYWORDSCORE, MOVE, RETREAT


Gloomspite Horde

Once Per Turn (Army), End of Your Turn
SPREADING LOONACY: When the worshippers of the Bad Moon gather, the energies of the Gloomspite surge through them like a tide, sending them frothing mad.

Declare: Pick up to 3 friendly non-SQUIG MOONCLAN or SPIDERFANG units in combat to be the targets.

Effect: For each target:
  • Make a pile-in move with the target.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Squigalanche

Passive
BOUNCING FURY: A veritable tide of vicious, impossibly hungry, fang-toothed monsters boing into enemy lines, biting, chewing and swallowing their victims whole.

Effect: Each time a friendly SQUIG unit charges, add 1 to the Attacks characteristic of its Fang-filled Gobs, Massive Fang-filled Gobs or Huge Fang-filled Gobs for the rest of the turn.


Troggherd

Passive
HERD HEALING: When troggoths gather in larger numbers, the sheer troggness of the herd serves as a catalyst for their regenerative abilities.

Effect: Each time a friendly TROGGOTH unit uses a FIGHT ability, after that ability has been resolved, Heal (D3) that unit.

Heroic Traits

Blessings of the Bad Moon

HERO only

Passive
THE CLAMMY HAND: This boss is obviously destined for great things and can call upon vast troglodytic hordes.

Effect: Each time a friendly GLOOMSPITE GITZ unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Passive
LOONTOUCHED: This warlord’s magical prowess is boosted by the Bad Moon’s light.

Effect: If this unit is not a WIZARD, it has WIZARD (1). Otherwise, add 1 to casting rolls for this unit.

Any Combat Phase
FIGHT ANOTHER DAY: This warlord has mastered the ignoble art of striking then running away before the enemy can hit back.

Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

Artefacts of Power

Troglodytic Treasures

HERO only

Passive
THE CLAMMY COWL: This enchanted hood wreathes its wearer in damp gloom, causing enemies to swing wildly at their blurred outline and weapons to slip in suddenly moistened palms.

Effect: Subtract 1 from hit rolls for attacks that target this unit.

Once Per Battle, End of Any Turn
BACKSTABBER’S BLADE: A slitta made from pure shadow and malice, this blade always finds its victim’s weak spots.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
LEERING GITSHIELD: The spiteful enchantments woven into this hideous shield ensure terrible misfortune falls on any who dare attack its bearer.

Effect: Each time an unmodified hit roll for an attack that targets this unit is 1, inflict 1 mortal damage on the attacking unit after the ATTACK ability has been resolved.

Spell Lore

Dank Manifestations

Your Hero Phase
6
SUMMON MORK’S MIGHTY MUSHROOM: The shaman takes a small mushroom and hurls it with all his might. When it lands, it sprouts impossibly quickly into a gigantic skullshroom, a fungus said to grow between Mork’s own toes.

Declare: If there is not a friendly Mork’s Mighty Mushroom on the battlefield, pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Mork’s Mighty Mushroom wholly within 12" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

Your Hero Phase
6
SUMMON SCUTTLETIDE: The shaman grasps a small jade amulet in which a skullback spider is imprisoned and uses it to call forth a seething mass of the trapped creature’s kin.

Declare: If there is not a friendly Scuttletide on the battlefield, pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Scuttletide wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON SCRAPSKUTTLE’S ARACHNACAULDRON: The shaman whistles loudly, calling the squealing, bubbling Scrapskuttle’s Arachnacauldron to their side.

Declare: If there is not a friendly Scrapskuttle’s Arachnacauldron on the battlefield, pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Scrapskuttle’s Arachnacauldron wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON MALEVOLENT MOON: The shaman transforms a loonstone statue into a huge glowing terror and lets it loose on the battlefield.

Declare: If there is not a friendly Malevolent Moon on the battlefield, pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Malevolent Moon wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL


Lore of the Clammy Dank

Your Hero Phase
6
BAD PORTENTS: The caster raises their staff and loudly proclaims that other mystics have incorrectly predicted the aspect of the Bad Moon; in fact, at this time, the face of the bad moon is…

Declare: Pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Roll a dice. On 1-2, nothing happens. On a 3-5, the face of the Bad Moon moves to the next face. On a 6, pick a new face of the Bad Moon for this battle round.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
SPORE MAWS: The caster causes the thick spores around them to coalesce into gnashing green mouths.

Declare: Pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, pick up to 3 visible enemy units within 12" of them to be the targets, then make a casting roll of 2D6.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSSPELL

Your Hero Phase
7
THE HAND OF GORK: A ghostly green hand carries a mob of gitz to where they are needed.

Declare: Pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, pick a visible friendly GLOOMSPITE GITZ unit wholly within 12" of them and not in combat to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 24" of the caster and more than 9" from all enemy units.
KEYWORDSSPELL

Army of Renown

Da King’s Gitz

When you pick the Gloomspite Gitz faction for your army, you can choose for it to be a Da King’s Gitz Army of Renown. If you do so, use the faction rules on these pages instead of the Gloomspite Gitz faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the KING’S GITZ keyword.

ROSTER OPTIONS

Battle Traits

Passive
THE MOON AND THE LOON: The Bad Moon’s gaze frequently falls upon the Loonking and his court.

Effect: While a friendly unit is wholly within 9" of a friendly Skragrott, a friendly Malevolent Moon or a friendly Bad Moon Loonshrine:

  • Add 5 to the control scores of friendly non-SQUIG MOONCLAN units.
  • Instead of rolling the dice to determine the Move characteristic of a friendly SQUIG unit, you can use a value of 4.

Passive
DA KING’S GUARDS: Skragrott keeps a personal retinue of troggoths to protect him and favoured members of his court.

Effect: While a friendly TROGGOTH unit is within the combat range of a friendly HERO:

  • That HERO has WARD (4+).
  • Each time you make a successful ward roll for that HERO, allocate 1 damage point to a friendly TROGGOTH unit within that HERO’s combat range after the damage sequence for that HERO has been resolved (ward rolls cannot be made for those damage points).

Once Per Battle, Deployment Phase
DA LOONKING’S COURT: The vast hoards of looted treasure held in the deepest, darkest caverns of the Loonking’s empire are legendary.

Declare: Pick up to D3 friendly non-UNIQUE KING’S GITZ HEROES that do not have an enhancement.

Effect: Give each HERO 1 enhancement from the ‘Da King’s Gitz’ Army of Renown rules.

Designer’s Note: These enhancements are given to the HEROES during the deployment phase, not during army composition.


Heroic Traits

HERO only

Once Per Battle (Army), End of Your Turn
DA KING’S ADJUTANT: This grot is tasked with cajoling as many of the Loonking’s followers into battle as possible.

Declare: You cannot use this ability and the Bad Moon Loonshrine’s ‘Moonclan Lairs’ ability in the same turn. If this unit is within 12" of a friendly Bad Moon Loonshrine, pick a friendly non-reinforced, non-HERO, non-MONSTER KING’S GITZ unit that has been destroyed to be the target.

Effect: Set up a replacement unit wholly within 12" of a friendly Bad Moon Loonshrine and more than 3" from all enemy units.

Your Movement Phase
GLAREJESTER: This grot thinks he’s the funniest in all of grotdom. Everyone else disagrees.

Declare: Pick a friendly INFANTRY unit within 3" of this unit and that is not in combat to be the target.

Effect: Roll a D3. Add the roll to the distance the target can move when using MOVE abilities this phase. If the target ends a move in this phase within 3" of this HERO, inflict an amount of mortal damage on this HERO equal to the roll.


Artefacts of Power

HERO only

Deployment Phase
MOONHONED SHIV: This grot is either the most or least trusted in Skragrott’s court, as the Loonking has gifted them a stabby thing that has been quenched in the light of the Bad Moon.

Effect: Pick 1 of this unit’s non-Companion melee weapons. Add 1 to the Attacks characteristic of that weapon for the rest of the battle. In addition, each time this unit uses a RETREAT ability, add 1 to the Attacks characteristic of that weapon for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

Passive
LOONSTONE MEDALLION: The medallion hanging around this grot’s neck grants them uncanny luck, which means they must be crucial to the Loonking’s plans. It probably won’t end well for them.

Effect: This unit has WARD (6+). While this unit is contesting an objective that is not being contested by any other friendly units, it has WARD (5+).

End of Any Turn
WOTNOT OF PRESTIGE: The bearer of this junk-like trinket doesn’t really know what it does. The Loonking assured them it holds great power, and they weren’t really in a position to refuse. Now the question is how to make it work…

Declare: Pick a point on the battlefield within 9" of this unit. Each visible enemy unit within 3" of that point is a target.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.


Spell Lore

Your Hero Phase
5
DA LOONKING’S COMMAND: With a puzzling gesture from the shaman, a greenish-yellow glow emanates from the best warriors of Da King’s Gitz, spurring them on to perform acts of even greater wickedness in Skragrott’s name.

Declare: Pick a friendly KING’S GITZ WIZARD to cast this spell, pick a visible friendly unit wholly within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Add 1 to the Attacks characteristic of melee weapons used by champions in the target unit.
  • If the target uses the ‘Rally’ command, you can make 1 additional rally roll of D6.
  • Add 1 to the target’s control score.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
5
RIGHT GITZ IN DA RIGHT PLACE: While fiddling with a squig-skin pouch, the wild-eyed shaman mutters gobbledegook interspersed with the name of a hated enemy.

Declare: Pick a friendly KING’S GITZ WIZARD to cast this spell, pick a visible friendly unit wholly within 18" of them to be the target, then make a casting roll of 2D6.

Effect: The target’s weapons have Anti-HERO (+1 Rend) until the start of your next turn.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
7
SUMMON MALEVOLENT MOON: The shaman transforms a loonstone statue into a huge glowing terror and lets it loose on the battlefield.

Declare: If there is not a friendly Malevolent Moon on the battlefield, pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Malevolent Moon wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

Droggz’s Gitmob

When you pick the Gloomspite Gitz faction for your army, you can choose for it to be a Droggz’s Gitmob Army of Renown. If you do so, use the faction rules below instead of the Gloomspite Gitz faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the DROGGZ’S GITMOB keyword.

ROSTER OPTIONS
  • Droggz da Sunchompa (must be included and must be your general)
  • Any GITMOB units
  • You cannot include Regiments of Renown

Battle Traits

Deployment Phase
GET AROUND ’EM: With a cackle, groups of Gitmob grots race off into the distance to surround and outflank the foe.

Declare: Pick a friendly DROGGZ’S GITMOB unit that has not been deployed.

Effect: Set up that unit in reserve outflanking the enemy. It has now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Any Combat Phase
GLOWERING LIGHT: Those who are suddenly bathed in Glareface Frazzlegit’s light are momentarily stunned by his fearsome gloweriness.

Declare: Pick an enemy unit in combat with a friendly DROGGZ’S GITMOB unit that has charged this turn to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn, the target cannot make a pile-in move when it is picked to use a FIGHT ability.

Your Movement Phase
SURPRISE, YA GITZ!: When the front lines are engaged, the Gitmob flanking forces launch their ambush.

Declare: Pick a friendly DROGGZ’S GITMOB unit that is outflanking the enemy.

Effect: Set up that unit on the battlefield wholly within 6" of a battlefield edge and more than 9" from all enemy units.

Once Per Turn (Army), Enemy Combat Phase
DIS FIGHT’S NOT FER ME: Gitmob grots are hard to pin down in combat, whether they are riding Snarlfangs or chariots - or just not up for a fight when the odds are against them.

Declare: Pick a friendly DROGGZ’S GITMOB unit that is in combat with any enemy units that charged this turn and is not in combat with any enemy units that did not charge this turn to be the target.

Effect: Roll a dice. On a 4+, the target can immediately use the ‘Retreat’ ability as if it were your movement phase.


Heroic Traits

Passive
STICK ’EM AND RUN: This grot might not be known for their bravery, but they're still alive - which is more than can be said for most of their rivals.

Effect: Each time this unit uses a RETREAT ability or the ‘Frazzlegit’s Flame Stream’ ability, before moving this unit, pick an enemy unit in combat with it and roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
PLUCKY GIT: This swaggering boss radiates confidence, shouting encouragements' to the ladz and taunting the foe with obscene gestures. Confidence is a fragile thing for a grot, however...

Effect: While this unit has no damage points, friendly DROGGZ’S GITMOB units have WARD (6+) while they are wholly within 9" of this unit.


Artefacts of Power

(HERO only)
Once Per Battle (Army), Your Shooting Phase
GLAREFACE’S GRIN: When this crescent-shaped shard of metal strikes the ground, it releases the concentrated Hyshian light trapped within it.

Declare: Pick a point on the battlefield within 9" of this unit. Each visible enemy unit within 3" of that point is a target.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.


Spell Lore

Your Hero Phase
5
FRAZZLEBLAST: With a wild gesticulation, the shaman imbues the Gitmobs' weapons with Frazzlegit's burning light.

Declare: Pick a friendly WIZARD to cast this spell, pick a visible friendly DROGGZ’S GITMOB unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, the target’s melee weapons have Crit (2 Hits).
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
6
SUMMON MORK’S MIGHTY MUSHROOM: The shaman takes a small mushroom and hurls it with all his might. When it lands, it sprouts impossibly quickly into a gigantic skullshroom, a fungus said to grow between Mork's own toes.

Declare: If there is not a friendly Mork’s Mighty Mushroom on the battlefield, pick a friendly GLOOMSPITE GITZ WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Mork’s Mighty Mushroom wholly within 12" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

Trugg’s Troggherd

When you pick the Gloomspite Gitz faction for your army, you can choose for it to be a Trugg’s Troggherd Army of Renown. If you do so, use the faction rules below instead of the Gloomspite Gitz faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the TRUGG’S TROGGHERD keyword.

ROSTER OPTIONS

Battle Traits

Passive
HERD HEALING: When troggoths gather in larger numbers, the sheer troggness of the herd serves as a catalyst for their regenerative abilities.

Effect: Each time a friendly TROGGOTH unit uses a FIGHT ability, after that ability has been resolved, Heal (D3) that unit.

Passive
AURA OF HAYWIRE MAGIC: Those who trudge beside the Troggoth King on his long march are imbued with the same mysterious powers their liege unwittingly channels.

Effect: The effects of a friendly Trugg’s ‘Malfunctioning Leystone’ ability affect friendly TRUGG’S TROGGHERD units anywhere on the battlefield instead of only those wholly within 12" of that friendly Trugg.

Passive
MOON-TOUGHENED HIDE: The light of the Bad Moon illuminates the troggoths’ craggy hides, its madcap magic rendering them even more resilient than usual.

Effect: In battle rounds 2 and 3, subtract 1 from the Rend characteristic of melee weapons used for attacks that target friendly TRUGG’S TROGGHERD units.

Once Per Battle (Army), Deployment Phase
LIVING LANDMARK: Despite their great size, when some troggoths lie down for a snooze, they are easy to mistake for just another part of the landscape…

Declare: Pick a friendly TRUGG’S TROGGHERD unit that has not been deployed.

Effect: Set up that unit in reserve as a living landmark. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
BROKEN SLUMBER: Disturbed by the approach of an enemy army, dozing troggoths – presumed till now to be part of the scenery – wake up in a blurry rage, fists and clubs swinging.

Declare: Pick a friendly TRUGG’S TROGGHERD unit that is a living landmark.

Effect: Set up that unit anywhere on the battlefield wholly within 3" of a terrain feature and more than 9" from all enemy units.


Heroic Traits

HERO only
Once Per Battle, Any Combat Phase
LOONSTONE TEEF: This troggoth once jammed shards of loonstone into their gums to replace missing teeth. They have since been driven mad by a constant cackling that echoes around their skull, rendering them particularly irascible and dangerous.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.


Artefacts of Power

HERO only
Once Per Battle, Any Movement Phase
CRUNCHY SHINIES: When eaten, these glimmering crystal shards allow a troggoth to move with something approaching agility – a novel feeling for these naturally lumbering brutes.

Effect: For the rest of the turn, add 3 to run rolls and charge rolls for this unit.

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

Passive
BOUNCING FURY: A veritable tide of vicious, impossibly hungry, fang-toothed monsters boing into enemy lines, biting, chewing and swallowing their victims whole.

Effect: Each time a friendly SQUIG unit charges, add 1 to the Attacks characteristic of its Fang-filled Gobs, Massive Fang-filled Gobs or Huge Fang-filled Gobs for the rest of the turn.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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

• Mollog
Passive
UNDER THE LIGHT OF THE BAD MOON: Grots are always vicious little monsters, but depending on the face of the moon, they can become an order of magnitude more dangerous.

Effect: During the battle, the effects below apply to friendly GLOOMSPITE GITZ units based on the current face of the Bad Moon:

Frothing Zealots: While the Bad Moon is Cacklin’ or Grinnin’, add 5 to the control scores of friendly non-SQUIG MOONCLAN units.

Spiderfang Venom: While the Bad Moon is Cacklin’ or Grinnin’, combat attacks made by friendly SPIDERFANG units score critical hits on unmodified hit rolls of 5+. This also affects Companion weapons.

Moonlit Hide: While the Bad Moon is Grinnin’ or Scowlin’, subtract 1 from the Rend characteristic of combat attacks that target friendly TROGGOTH units.

Lunar Squigs: While the Bad Moon is Scowlin’ or Sulkin’, instead of rolling the dice to determine the Move characteristic of a friendly SQUIG unit, you can use a value of 4.

Sneaky Snarlfangs: While the Bad Moon is Sulkin’ or Cacklin’, friendly GITMOB units can use CHARGE and SHOOT abilities even if they used a RETREAT ability in the same turn.
Passive
THE MOON AND THE LOON: The Bad Moon’s gaze frequently falls upon the Loonking and his court.

Effect: While a friendly unit is wholly within 9" of a friendly Skragrott, a friendly Malevolent Moon or a friendly Bad Moon Loonshrine:

  • Add 5 to the control scores of friendly non-SQUIG MOONCLAN units.
  • Instead of rolling the dice to determine the Move characteristic of a friendly SQUIG unit, you can use a value of 4.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
2.1 Battle Formations
Many factions contain one or more battle formations. Each battle formation grants unique benefits to your army. The faction rules for your faction will explain any battle formation options.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

The GLOOMSPITE GITZ and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

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

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Non-UNIQUE KING’S GITZ HEROES warscrolls:

Monster Hero
Infantry Hero
Cavalry Hero
The KING’S GITZ and HERO keywords is used in the following Gloomspite Gitz warscrolls:

Monster Hero
Infantry Hero
Cavalry Hero
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
The KING’S GITZ and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

Infantry Hero
Infantry
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
The DROGGZ’S GITMOB keyword is used in the following Gloomspite Gitz warscrolls:

Cavalry
Cavalry Hero
War Machine Hero
War Machine
The DROGGZ’S GITMOB and keywords is used in the following Gloomspite Gitz warscrolls:

Cavalry Hero
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
The TRUGG’S TROGGHERD keyword is used in the following Gloomspite Gitz warscrolls:

Monster Hero
Monster
Infantry
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
The TRUGG’S TROGGHERD and HERO keywords are used in the following Gloomspite Gitz warscrolls:

Monster Hero
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Army List
Warscrolls collated

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