Gloomspite Gitz – Scourge of Aqshy Fellwater Troggoths

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GLOOMSPITE GITZ WARSCROLL
Scourge of Aqshy Fellwater Troggoths
6"
5
5+
2
Not even the sulphur lakes of the Great Parch can mask the nostril-burning odour of a group of Fellwater Troggoths. Oozing slime and heaving up caustic vomit, they are truly loathsome creatures.
GLOOMSPITE GITZ WARSCROLL
Scourge of Aqshy Fellwater Troggoths
RANGED WEAPONS
RngAtkHitWndRndDmg
Noxious Vomit [Shoot in Combat]
Noxious Vomit
Shoot in Combat
6"D32+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Spiked Club
Spiked Club44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 50mm
Can be reinforced: Yes
Notes: his unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Once Per Turn (Army), Any Combat Phase
GUT-WRENCHING STENCH: Little smells worse than a Fellwater Troggoth, except maybe a riled-up, overheating Fellwater Troggoth slick with rancid sweat. To experience this unique odour up close is to see your stomach violently try to leave your body in protest.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. You can spend up to 3 rage dice. If you do:
  • Add X to the roll, where X is the number of rage dice spent.
  • If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
Then, on a 5+, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH
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 DESTRUCTION keyword is used in the following Gloomspite Gitz warscrolls:

The GLOOMSPITE GITZ keyword is used in the following Gloomspite Gitz warscrolls:

Army List
Warscrolls collated

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21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

• Mollog
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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 2013-2026