Gloomspite Gitz – Mork’s Mighty Mushroom

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GLOOMSPITE GITZ WARSCROLL
Mork’s Mighty Mushroom
-
6
6+
7+
Mork’s Mighty Mushroom begins as a single spore plucked from between the caster’s filthy toes. By the time it is flung at the foe, it has swollen into a fully grown mushroom, and within moments it blooms into something huge and unutterably foul.
GLOOMSPITE GITZ WARSCROLL
Mork’s Mighty Mushroom
Any Shooting Phase
MUTATING SPORES: The spores ejected by Mork’s Mighty Mushroom cause those they touch to burst in a profusion of gruesome fungal growths.

Declare: Pick up to 3 enemy units within 6" of this MANIFESTATION to be the targets.

Effect: For each target, roll a number of dice equal to the number of models in that unit that are within 6" of this MANIFESTATION. For each 5+, inflict 1 mortal damage on the target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ
Army List
Warscrolls collated

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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).
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
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

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

Endless Spell

The ENDLESS SPELL keyword is used in the following Gloomspite Gitz warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2025