Gloomspite Gitz – Loonsmasha Fanatics

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GLOOMSPITE GITZ WARSCROLL
Loonsmasha Fanatics
2D6"
1
6+
1
Armed with massive wrecking balls attached to lengths of chain, Loonsmasha Fanatics are driven loopy with fungus brew then unleashed upon the enemy in a whirling storm. Though they inevitably come to a violent demise, they are sure to cause blood carnage first.
GLOOMSPITE GITZ WARSCROLL
Loonsmasha Fanatics
MELEE WEAPONS
AtkHitWndRndDmg
Ball and Chain
Ball and ChainD64+3+2D3
BATTLE PROFILE

Unit Size: 5      Points: 110
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

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.

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.

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
Army List
Warscrolls collated

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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 after any non-FIGHT combat phase abilities have been used, 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