Gloomspite Gitz – Loonboss

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GLOOMSPITE GITZ WARSCROLL
Loonboss
5"
5
4+
2
Loonbosses are the warlords of the Moonclan skraps. They relish a fight, and the weapons they wield are laden with so many spiteful enchantments that they can carve clean through steel plate. However, Loonbosses never fight fair. Ducking and weaving around their enemies, they hurl mobs of cackling grots at them to wear them down before finishing them off with a slice to the throat or a blow between the shoulder blades.
GLOOMSPITE GITZ WARSCROLL
Loonboss
MELEE WEAPONS
AtkHitWndRndDmg
Moon-slicer
Moon-slicer54+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any MOONCLAN, 0-1 Doom Diver Catapult
Notes: This HERO can join an eligible regiment as a Moonclan Agitator.

Reaction: You declared a FIGHT ability for this unit
LET’S GET STABBIN’!: Loonbosses rarely get stuck in without a big group of ladz around them to act as a distraction.

Effect: Pick a friendly non-HERO MOONCLAN INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

Your Hero Phase
I’M DA BOSS: Loonbosses are terrible bullies and braggarts with a wicked talent for coercing other grots.

Declare: Pick a visible friendly Moonclan Stabbas unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects:

Get Back ’Ere!: If the target is not in combat, you can return D6 slain models to it.

Stab ’Em Good!: Add 1 to wound rolls for the target’s attacks until the start of your next turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Moonclan Agitator.

Infantry Hero
Cavalry Hero
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.
Army List
Warscrolls collated

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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.
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.

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

Endless Spell

The non-HERO MOONCLAN and INFANTRY keywords are used in the following Gloomspite Gitz warscrolls:

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
© Vyacheslav Maltsev 2013-2025