Gloomspite Gitz – Mangler Squigs

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GLOOMSPITE GITZ WARSCROLL
Mangler Squigs
D6+8"
14
5+
5
The most bossy and impressive grots are the ones that rise to the top of the pile, and it is for this reason that some seek out the biggest squigs to cause carnage with. For particularly brave and idiotic grots, there is always the prospect of lashing two huge Cave Squigs together to form the living wrecking balls known as Manglers. Pushing and pulling against one another constantly as their riders desperately try to point them in the right direction, these conjoined titans can lay waste to entire sections of a battleline – though whether it belongs to the enemy or their own forces hardly concerns the squigs. Fortress gates, gleaming phalanxes and monolithic engines of war have all been smashed asunder by the fury of Mangler Squigs or else chewed up beyond recognition by their outsize, drooling maws. Even in their death throes, Manglers enter a pea-brained frenzy, bouncing around in a last explosion of horrific brutality before finally rolling to a stop amidst the broken remains of their slayers. The chains that hold them together are also weapons in their own right, shredding through warriors unlucky enough to get tangled up in them.
GLOOMSPITE GITZ WARSCROLL
Mangler Squigs
MELEE WEAPONS
AtkHitWndRndDmg
Balls and Chains [Companion]
Balls and Chains
Companion
44+4+-D3
Bashin’ Stikks
Bashin’ Stikks44+5+-1
Huge Fang-filled Gobs [Companion]
Huge Fang-filled Gobs
Companion
44+2+1D6
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 80mm
Can be reinforced: No

Passive
SQUIG RAGE: As Mangler Squigs are wounded in battle, they become even more irate and violent.

Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Huge Fang-filled Gobs is 6.

Once Per Turn (Army), Any Charge Phase
GIANT BOING!: The Mangler Squigs use their momentum to spring up into the air, crashing into the enemy lines beyond.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 3D6" but must end that move in combat.
KEYWORDSRAMPAGE

Passive
WATCH OUT!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes.

Effect: If this unit is destroyed, before removing it from play, roll a dice for each enemy unit within this unit’s combat range. On a 4+, inflict D3 mortal damage on that unit.

KEYWORDS
MONSTER, 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’).
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.

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

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17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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
© Vyacheslav Maltsev 2013-2025