Gloomspite Gitz – Grotmas Gitz
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D6+7"
8
4+
6
WARSCROLL

Grotmas Gitz*

The Grotmas Gitz bound across the realms, spreading their dubious brand of holiday ‘cheer’ far and wide. With whoops of ‘On, Bounda!’ they spur their squiggly mount to hurtle into the fray, gifts streaking from the beast’s straining gob.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bludgeoning Bag of Gifts
Bludgeoning Bag of Gifts2"34+3+-11
Massive Gift-filled Gob
Massive Gift-filled Gob1"44+3+-1D3
* 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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: -
Battlefield Role: None
Base size: 40mm

The Grotmas Gitz are armed with a Bludgeoning Bag of Gifts.

MOUNT: This unit’s Giant Cave Squig is armed with a Massive Gift-filled Gob.

FLY: This unit can fly.

Bludgeoning Cheer: Nothing fills the Grotmas Gitz with festive cheer like squashing their foes beneath several hundred pounds of merrily jingling squig-flesh.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the unmodified charge roll for that charge move. For each 4+, that enemy unit suffers 1 mortal wound.

Giftz for All!: With each bounce, an array of distracting and often extremely hazardous ‘gifts’ tumble out of the Grotmas Gitz’ clutches and onto unsuspecting enemies.
After this unit has made a normal move, run or retreated, pick 1 enemy unit that this unit passed across and roll a dice. On a 4+, subtract 1 from the Damage characteristic of that unit’s melee weapons (to a minimum of 1) until the start of your next hero phase.

‘Oh! Grotmas bellz, Skragrott smellz…’: Despite – or, likely, because of – the grottish cheer that radiates from these delinquents, other gitz find their presence remarkably irritating.
Subtract 1 from hit rolls for attacks made by friendly GLOOMSPITE GITZ units while they are wholly within 6" of this unit.

Add 1 to the Damage characteristic of melee weapons used by friendly GLOOMSPITE GITZ units while they are wholly within 6" of this unit.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, HERO, GROTMAS GITZ
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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

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

The SQUIG 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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024