Gloomspite Gitz – Boingrot Bounderz

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GLOOMSPITE GITZ WARSCROLL
Boingrot Bounderz
D6+6"
2
5+
1
Should a squig rider actually survive a battle or two, it will immediately go to their head. Cladding themselves in crude armour complete with crescent-shaped helms, these swaggering show-offs form into elite mobs who refer to themselves as Boingrot Bounderz. Their relative experience in hanging onto their ornery steeds means that they are actually able to contribute somewhat to the battle, jabbing out with wonky lances while their squigs – no doubt doubly riled because of the extra weight they have to carry – crash into the enemy like fungal meteors. The lances of these wild-eyed warriors transform them into bouncing knightly parodies. In a crude echo of jousters and their ostentatious finery, these braggadocious elites craft their ornamentation from fancy pieces of scrap metal scavenged from their foes. They are at their most powerful on the charge, for their unhinged bravado is at its peak before the enemy has had a chance to hit back, and their lances, shoddy as they are, can inflict surprising damage at full tilt. Should a Boingrot Bounder slay a foe and survive the battle, their inflated confidence renders them so insufferable that they are likely to come to an ignoble end, shanked in some dingy nook by their jealous peers and left for the squigs.
GLOOMSPITE GITZ WARSCROLL
Boingrot Bounderz
MELEE WEAPONS
AtkHitWndRndDmg
Pokin’ Lance [Charge (+1 Damage)]
Pokin’ Lance
Charge (+1 Damage)
34+4+11
Fang-filled Gob [Companion]
Fang-filled Gob
Companion
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Any Charge Phase
BOING! SMASH!: Mobs of Boingrot Bounderz smash into their enemies like toothy meteors.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

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

KEYWORDS
CAVALRY, CHAMPION, FLY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

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

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

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.

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

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).
Universal Core Abilities - 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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2025