Gloomspite Gitz – Scourge of Aqshy Sunsteala Wheelas

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GLOOMSPITE GITZ WARSCROLL
Scourge of Aqshy Sunsteala Wheelas
12"
6
4+
2
Combining lightweight wicker frames with razorsharp blades, the Sunsteala Wheelas can run down the foe and slice their tendons before being quickly flung out of combat. Their main challenge in the Realm of Fire is stopping the chariot catching alight.
GLOOMSPITE GITZ WARSCROLL
Scourge of Aqshy Sunsteala Wheelas
RANGED WEAPONS
RngAtkHitWndRndDmg
Grot Bow
Grot Bow15"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Wheela Slicers and Stabbin’ Stikka
Wheela Slicers and Stabbin’ Stikka44+4+-1
Snarlfangs’ Frothing Jaws [Companion]
Snarlfangs’ Frothing Jaws
Companion
64+3+-2
BATTLE PROFILE

Unit Size: 2      Points: 170
Base size: 105 × 70mm
Can be reinforced: Yes
Notes: his unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Any Combat Phase
SLICE AND SOAR: As the Sunsteala Wheelas come hurtling into the melee, their scythe-like blades can slice through limbs and puncture armour. Such is their speed that it only takes a small patch of uneven terrain to see the chariots rocketed skywards – something the daredevil drivers often intentionally seek out.

Declare: This unit can only use this ability if it charged this turn. Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. If there are 2 models in this unit, add 1 to each roll. If there are 3 or more models in this unit, add 2 to each roll. For each 6+, inflict 1 mortal damage on the target.

Then, you can spend 1 rage dice. If you do:
  • Roll 2D6. This unit can move a distance in inches up to the value of the roll. It can move through the combat ranges of enemy units but cannot end that move in combat.
  • If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
KEYWORDSCORE, ATTACK, FIGHT

KEYWORDS
WAR MACHINE, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, GITMOB
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (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 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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1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

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

The WAR MACHINE keyword is used in the following Gloomspite Gitz warscrolls:

© Vyacheslav Maltsev 2013-2026