Gloomspite Gitz – Rabble-Rowza
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5"
5
4+
5
WARSCROLL

Rabble-Rowza

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moon-sickle and Basha
Moon-sickle and Basha1"53+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Single

A Rabble-Rowza is armed with a Moon-sickle and Basha.

Mushroom-stuffed Bat Squigs: Rabble-Rowzas are surrounded by flocks of rabid Bat Squigs, fed on a diet of volatile fungus and eager to dive-bomb enemies in explosive fashion.
Once per battle, in your shooting phase, you can say that this unit will deploy its Bat Squigs. If you do so, pick 3 different enemy units within 12" of this unit. Each of those enemy units suffers D3 mortal wounds.

Squig-skull Armour: Encased in the massive skull of a squig, the Rabble-Rowza is able to hunker down and take shelter from attacks.
This unit has a ward of 4+ while it is more than 6" from all enemy units.

Get Goin’, Ya Gitz!: With their shrieky voices and frothing zeal, Rabble-Rowzas can cajole, berate, browbeat and badger even the largest beasties into a frenzy - before making themselves scarce...
While any friendly units with this ability are on the battlefield, when you pick a friendly MONSTER to move in the movement phase, you can say that it is goaded until the end of the turn.

While a friendly MONSTER is goaded, it can run and still charge later in the turn. However, a goaded unit must finish any kind of move, except pile-in moves, closer to a unit with this ability than it was at the start of the move. In addition, each time a goaded unit finishes a move, each friendly unit with this ability within 3" of that unit suffers D6 mortal wounds (roll separately for each).

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, HERO, RABBLE-ROWZA
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Army List
Warscrolls collated

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12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024