Gloomspite Gitz – Rabble-Rowza

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GLOOMSPITE GITZ WARSCROLL
Rabble-Rowza
5"
5
5+
2
Like all of Gorkamorka’s creatures, grots love a good scrap. The Rabble-Rowzas take it upon themselves to see this desire fulfilled. Their shrieking voices are not just enhanced but magically weaponised. Through a mixture of gleeful threats and cutting insults, the Rabble-Rowzas direct the wave of destructive madness that is a Gloomspite army onwards, ensuring that it crashes upon the enemy and tramples them to paste. Grots usually fight only when the odds are stacked in their favour. Troggoths are difficult to coax forth as well, preferring to sleep away the decades, and getting Mangler Squigs to go in one consistent direction is a life’s work for their handler. Rabble-Rowzas, however, have no trouble gathering the hordes. When one of these figures passes through a lurklair, clanging their weapons and bellowing at the top of their magically boosted lungs, even the most surly Troggboss may shrug off their lethargy and feel new-found gumption seize them. By the time a Rabble-Rowza emerges from the deepest depths, it is with a veritable parade of subterranean horrors in tow. This is usually enough to convince any nearby grots that a truly spectacular punch-up is imminent, and violent urges temporarily outmatch their natural cowardice.
GLOOMSPITE GITZ WARSCROLL
Rabble-Rowza
RANGED WEAPONS
RngAtkHitWndRndDmg
Bat Squigs [Crit (Auto-wound)]
Bat Squigs
Crit (Auto-wound)
12"34+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Moon-sickle and Basha
Moon-sickle and Basha54+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any MOONCLAN INFANTRY
Notes: This HERO can join an eligible regiment as a Moonclan Agitator.

Deployment Phase
SECRET TUNNELS: Rabble-Rowzas have a knack for locating hidden passages through the depths.

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

Effect: Set up this unit in reserve in a secret tunnel. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
EMERGE FROM THE DEPTHS: The Rabble-Rowza emerges from a littleknown tunnel network beneath the battlefield, ready to stir up trouble.

Declare: Pick this unit if it is in a secret tunnel.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Your Movement Phase
NEH NEH NA-NEH NEH! CAN’T CATCH ME!: With an infuriating taunt, the Rabble-Rowza riles up a lumbering beast, sending it into a blood-mad frenzy. A cunning trick, as long as the Rabble-Rowza isn’t close enough to get caught!

Declare: Pick a visible friendly MONSTER or BEAST unit to be the target.

Effect: For the rest of the turn, the target can use CHARGE abilities even if it used a RUN ability in the same turn, but each time it uses a MOVE ability, it must end the move closer to this unit.

In addition, for the rest of the turn, the first time the target ends a move within this unit’s combat range, inflict D6 mortal damage on this unit.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
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).

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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).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
© Vyacheslav Maltsev 2013-2025