Gloomspite Gitz – Loonboss on Giant Cave Squig

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GLOOMSPITE GITZ WARSCROLL
Loonboss
on Giant Cave Squig
D6+6"
6
5+
5
Loonbosses are the warlords of the Moonclan skraps. Clad in crude armour pilfered from the surface races, their faces protected by grinning helms intended to make them look like ‘proppa loons’, they cut imposing figures amongst their fellow grots. Loonbosses relish a fight, and weapons they wield are laden with so many spiteful enchantments that they can carve clean through steel plate. However, they 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. The best fights, after all, are the ones conducted from behind a green wall of underlings doing most of the dirty work. Many Loonbosses take squigs as mounts or pets and have their choice of prime specimens, among them the Giant Cave Squigs. Such bossgrots are often found at the head of a Squigalanche, and while it might be an exaggeration to say that they intentionally ‘lead’ their fellows anywhere, their force of personality is enough to draw squig-mounted greenskins to their side from miles around.
GLOOMSPITE GITZ WARSCROLL
Loonboss
on Giant Cave Squig
MELEE WEAPONS
AtkHitWndRndDmg
Moon-cutta or Loonboss Stabba [Charge (+1 Damage)]
Moon-cutta or Loonboss Stabba
Charge (+1 Damage)
54+4+12
Massive Fang-filled Gob [Companion]
Massive Fang-filled Gob
Companion
44+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Moonclan Agitator, Any MOONCLAN
Notes: This HERO can join an eligible regiment as a Moonclan Agitator.

Reaction: You declared a FIGHT ability for this unit
LET’S GET BOUNCIN’!: As their Giant Cave Squig leaps and bounds towards the enemy lines, the Loonboss signals the command for other squig-riders to join the fight and get stabbin’!

Effect: Pick a friendly non-HERO SQUIG CAVALRY 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. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, CAVALRY, FLY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
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).

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

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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

The non-HERO SQUIG and CAVALRY keywords are used in the following Gloomspite Gitz warscrolls:

© Vyacheslav Maltsev 2013-2025