Gloomspite Gitz – Gobbapalooza

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GLOOMSPITE GITZ WARSCROLL
Gobbapalooza
5"
3
6+
2
Any bossgrot of sufficient power and renown is sure to have at least one Gobbapalooza roaming around their lurklair. This cackling gang of loon-priests and petty shamans employs various forms of trickery and lunatic magic to drive their fellow grots into a violent mania. One might expect the unpredictable antics of a Gobbapalooza to be nothing but a hindrance on the battlefield, yet many of these wise-grots are capable of contributing in their own distinctively destructive fashion. The Boggleyes hypnotise enemies with their moon-blessed gaze, reducing them to drooling puppets waiting to be shivved. Brewgits are alchemists whose mind-warping brews can render their allies all but immune to pain. Spikers are grots with all manner of arachnoid blessings, including a bewildering array of poisons. Scaremongers dress as Glareface Frazzlegit, their avatar of the hated light of Hysh, which spurs their mates forward with adrenalising, primal fear. Oddest of all are the Fungamancers, for these grots possess the ability to bring nearby mushrooms to animated life – accompanied by swarms of snapping fungi, they ride spore-belching Bloatstools into battle.
GLOOMSPITE GITZ WARSCROLL
Gobbapalooza
MELEE WEAPONS
AtkHitWndRndDmg
Staff, Stikka or Jaggedy Blade
Staff, Stikka or Jaggedy Blade14+4+1D3
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
HALLUCINOGENIC FUNGUS BREWS: Gobbapalooza shamans drink hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses, the effects start to wear off.

Effect: In the first battle round, this unit has WARD (4+). In the second battle round, this unit has WARD (5+). In the third and subsequent battle rounds, this unit has WARD (6+).

Your Hero Phase
GOBBAPALOOZA KNOW-WOTZ: From casting petty spells to scaring the other grots with bizarre performances, the Gobbapalooza is always up to something.

Effect: Roll a dice. On a 3+, pick 1 of the following effects:

Glareface Dance: Pick a friendly GLOOMSPITE GITZ unit within this unit’s combat range. Add 1 to run rolls and charge rolls for that unit until the start of your next turn.

Nasty Poisons: Pick a friendly GLOOMSPITE GITZ unit within this unit’s combat range. Add 1 to the Rend characteristic of that unit’s weapons until the start of your next turn.

Mesmerise: Pick a visible enemy unit within 12" of this unit. Until the start of your next turn, that unit cannot use commands.

KEYWORDS
WIZARD (1), INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
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.

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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:

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).
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.

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

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.
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

© Vyacheslav Maltsev 2013-2025