Gloomspite Gitz – Gobbapalooza
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5"
3
6+
5
WARSCROLL

Gobbapalooza

A Gobbapalooza is a motley gathering of petty shamans and other wise-grots, each employing a different set of superstitions, practices and volatile fungus brews that either bolster their fellow greenskins with all sorts of bizarre effects or cause mayhem amongst the ranks of the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff, Stikka or Jaggedy Blade
Staff, Stikka or Jaggedy Blade1"14+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 180
Battlefield Role: None
Base size: 32mm
Notes: Single

The models in a Gobbapalooza are 1 Scaremonger, 1 Brewgit, 1 Spiker, 1 Boggleye and 1 Shroomancer. Each model in the unit is armed with a Staff, Stikka or Jaggedy Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Bosses of the Skrap

WIZARD: This unit’s Boggleye can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. In addition, this unit’s Shroomancer can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Each time you take a spell lore enhancement, the spell that you pick for this unit is known by both the Boggleye and the Shroomancer. No other models in this unit can attempt to cast or unbind spells.

Hallucinogenic Fungus Brews: Gobbapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses, the effects start to wear off.
In the first battle round, this unit has a ward of 4+. In the second battle round, this unit has a ward of 5+. In the third and subsequent battle rounds, this unit has a ward of 6+.

Gobbapalooza Know-wotz: From casting petty spells to brewing up strange potions or scaring the other grots with bizarre performances, the Gobbapalooza is always up to something.
Once per turn in your hero phase, this unit can use its Gobbapalooza Know-wotz. If it does so, pick 1 of the following effects to apply. A unit cannot be affected by the same effect of this ability more than once at the same time.

Glareface Dance: You can only pick this effect while this unit has a Scaremonger. Pick 1 friendly GLOOMSPITE GITZ unit wholly within 12" of this unit. Add 1 to run rolls and charge rolls for that unit until the start of your next hero phase.

Peddled Potion: You can only pick this effect while this unit has a Brewgit. Pick 1 friendly GLOOMSPITE GITZ HERO wholly within 12" of this unit. Add 1 to hit rolls and wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase.

Nasty Poisons: You can only pick this effect while this unit has a Spiker. Pick 1 friendly GLOOMSPITE GITZ unit wholly within 12" of this unit. Improve the Rend characteristic of that unit’s weapons by 1 until the start of your next hero phase.

Mesmerise: The Boggleye looks deep into the eyes of his victims, turning hapless enemies into slow-witted imbeciles.
Mesmerise is a spell that has a casting value of 6 and a range of 12". Only this unit’s Boggleye knows this spell and can attempt to cast it. If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the start of your next hero phase, that unit cannot issue or receive commands.

Fungoid Cloud: The Shroomancer stamps upon his bloatstool steed while gabbering various magickin’ words, releasing a cloud of arcane spores that engulf and mask the battlefield.
Fungoid Cloud is a spell that has a casting value of 6 and a range of 12". Only this unit’s Shroomancer knows this spell and can attempt to cast it. If successfully cast, until the start of your next hero phase, subtract 1 from hit rolls for attacks that target friendly GLOOMSPITE GITZ units while they are wholly within range of this unit.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, WIZARD, GOBBAPALOOZA
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Army List
Warscrolls collated

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11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader, Behemoth
Leader
• Zarbag
None
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2024