Gloomspite Gitz – Grinkrak’s Looncourt

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GLOOMSPITE GITZ WARSCROLL
Grinkrak’s Looncourt
5"
2
6+
1
A denizen of the Gnarlwood, Grinkrak holds court around the ‘Great Stinkhorn’ – a particularly colossal mushroom. His latest scheme is to ‘knight’ his grot minions using his bossin’ stikk, filling them with a sort of bravery. The motley band of grots that make up the Looncourt have entirely bought into Grinkrak’s claims of knighthood, believing themselves to be holy guardians of the Stinkhorn. The madcap quests they embark on never end well for those in their way.
GLOOMSPITE GITZ WARSCROLL
Grinkrak’s Looncourt
RANGED WEAPONS
RngAtkHitWndRndDmg
Squigapult [Crit (Auto-wound)]
Squigapult
Crit (Auto-wound)
15"14+3+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Looncourt Weapons
Looncourt Weapons24+5+11
Moon-slicer
Moon-slicer54+4+1D3
BATTLE PROFILE

Unit Size: 7      Points: 100
MODELBASE SIZE
Skolko and Pronk, Grib32mm
Pokin' Snark, Snorbo da Spore, Pointy Burk, Moonface Naggz25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Looncourt Weapons. The models in this unit are:
  • Grinkrak the Great (champion, also armed with a Moon-slicer)
  • Skolko and Pronk (also armed with a Squigapult)
  • Grib, da Wonky Lance
  • Pokin’ Snark
  • Snorbo da Spore
  • Pointy Burk
  • Moonface Nagz

Deployment Phase
THE LOONCOURT’S QUEST: It only takes a word from Grinkrak to send these gitz out on some ill-advised quest.

Effect: Pick an objective or terrain feature within enemy territory to be the object of this unit’s quest.

Start of Any Turn
QUEST’S END: Loonknights that succeed in their quest become even more emboldened.

Declare: This unit can only use this ability if you control the object of this unit’s quest and this unit is contesting it.

Effect: For the rest of the battle, this unit has STRIKE-FIRST and WARD (4+).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

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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:

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.

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

• Mollog
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.
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 at the start of the phase, 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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
© Vyacheslav Maltsev 2013-2025