Gloomspite Gitz – Loonsmasha Fanatics

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GLOOMSPITE GITZ WARSCROLL
Loonsmasha Fanatics
2D6"
1
6+
1
The idea behind a Fanatic is simple enough. First, a grot ‘volunteer’ is force-fed potions containing deadly Madcap Mushrooms. Though these fungi will almost certainly result in the grot’s untimely death, in the meantime, it vastly enhances their strength whilst subjecting them to wild hallucinations. The newly created Fanatic is then dosed with temporarily immobilising concoctions, so they may be carried into the fray without harming their peers, before being let loose, forcing enemies and allies alike to dive for cover. Gripping heavy chains ending in huge iron balls that would normally take several grots to lift, Loonsmasha Fanatics revolve with escalating swiftness, transforming into cyclones of death. The life of a Fanatic is measured in minutes at best, but what glorious minutes they are. In the brief time before they inevitably bash in their own skulls, crash into a wall, sail off a cliff cackling insanely or careen back into their screaming mates, they are – in their own fungus-addled minds, at least – gods of annihilation.
GLOOMSPITE GITZ WARSCROLL
Loonsmasha Fanatics
MELEE WEAPONS
AtkHitWndRndDmg
Ball and Chain
Ball and ChainD64+3+2D3
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Deployment Phase
HIDDEN LOONS: Gibbering and bound, Loonsmasha Fanatics are dragged or carried along by the general mass of grots until the time arrives to unrestrain them and pray to the Bad Moon that they head in the right direction.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve hidden among the mobs. It has now been deployed.
KEYWORDSDEPLOY

Passive
WHIRLING DEATH: One might as well try to catch a cannonball as to get the jump on a spinning Fanatic.

Effect: This unit has STRIKE-FIRST.

Any Movement Phase
RELEASE THE FANATICS!: As the enemy approaches, the Loonsmashas are unleashed.

Declare: Pick this unit if it is hidden among the mobs. Then, pick a friendly Moonclan Shootas or Moonclan Stabbas unit that has 10 or more models to be the target.

Effect: Set up this unit anywhere on the battlefield wholly within 6" of the target and more than 9" from all enemy units.

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN

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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.
© Vyacheslav Maltsev 2013-2025