Gloomspite Gitz – Borgit’s Beastgrabbaz

This warscroll does not meet the selection criteria (see Settings tab).
GLOOMSPITE GITZ WARSCROLL
Borgit’s Beastgrabbaz
5"
2
6+
1
Borgit Wolf-Killa fancies himself a hunter. His grottish mates eagerly employ lures and poisons, little realising that the grotboss in fact uses them as the real bait. Borgit’s trump card is Uglug the Troggoth, whom he dreams of growing to massive size – though the grots’ spiteful tendency to keep him in cramped spaces has the opposite effect.
GLOOMSPITE GITZ WARSCROLL
Borgit’s Beastgrabbaz
MELEE WEAPONS
AtkHitWndRndDmg
Borgit’s Stabba [Anti-BEAST (+1 Rend), Anti-</SPAN></SPAN>000015248MONSTER%(+1 Rend)%]
Borgit’s Stabba
Anti-BEAST (+1 Rend), Anti-</SPAN></SPAN>000015248MONSTER%(+1 Rend)%
5441D3
Troggoth Fists [Anti-BEAST (+1 Rend), Anti-</SPAN></SPAN>000015248MONSTER%(+1 Rend)%]
Troggoth Fists
Anti-BEAST (+1 Rend), Anti-</SPAN></SPAN>000015248MONSTER%(+1 Rend)%
44+32
Beastgrabba Weapons [Anti-BEAST (+1 Rend), Anti-</SPAN></SPAN>000015248MONSTER%(+1 Rend)%]
Beastgrabba Weapons
Anti-BEAST (+1 Rend), Anti-</SPAN></SPAN>000015248MONSTER%(+1 Rend)%
24+51
BATTLE PROFILE

Unit Size: 5      Points: 90
Can be reinforced: Yes

The models in this unit are:
  • Borgit Wolf-Killa (champion, armed with Borgit’s Stabba)
  • Uglug (armed with Troggoth Fists)
  • Rigg and Shamm (armed with Beastgrabba Weapons)
  • Snagz (armed with Beastgrabba Weapons)
  • Hobblin’ Dregg (armed with Beastgrabba Weapons)

Passive
UGLUG THE TROGGOTH: Despite his smaller size, Uglug still has the remarkable resilience of his larger cousins.

Effect: While this unit includes Uglug, ignore the first damage point allocated to it each phase.

Once Per Battle, Any Combat Phase
BORGIT’S MASTERPLAN: Cunning and unscrupulous in equal measure, Borgit uses his minions as bait, luring enemy beasties out into the open whereupon he and Uglug can deliver the killing blow.

Declare: This unit can only use this ability if any models in this unit have been slain.

Effect: For the rest of the turn:
  • This unit has STRIKE-FIRST.
  • Double the Attacks characteristic of this unit’s melee weapons.
  • This unit’s attacks must target an enemy MONSTER or BEAST.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.

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.
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.
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.
© Vyacheslav Maltsev 2013-2025