Gloomspite Gitz – Borgit’s Beastgrabbaz

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•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-MONSTER(+1 Rend)]
Borgit’s Stabba
Anti-BEAST (+1 Rend), Anti-MONSTER(+1 Rend)
54+4+1D3
Troggoth Fists [Anti-BEAST (+1 Rend), Anti-MONSTER(+1 Rend)]
Troggoth Fists
Anti-BEAST (+1 Rend), Anti-MONSTER(+1 Rend)
44+3+-2
Beastgrabba Weapons [Anti-BEAST (+1 Rend), Anti-MONSTER(+1 Rend)]
Beastgrabba Weapons
Anti-BEAST (+1 Rend), Anti-MONSTER(+1 Rend)
24+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 90
MODELBASE SIZE
Uglug32mm
Borgit, Rigg and Shamm28.5mm
Snagz, Dregg25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

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
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’).
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. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

Errata

Champion
Change the definition of Champion to:
‘Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)’

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

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

Beast
Faction Terrain

The GLOOMSPITE GITZ keyword is used in the following Gloomspite Gitz warscrolls:

Beast
Faction Terrain

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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.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’

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

Cavalry Hero
Infantry Hero
• Mollog
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.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.
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 2013-2026