Gloomspite Gitz – Skragrott, the Loonking

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GLOOMSPITE GITZ WARSCROLL
Skragrott
the Loonking
5"
6
6+
2
Skragrott carved his way into history when he defeated the orruks of Ayadah at the head of hundreds of thousands of grots. He attributes his success to the Bad Moon, which he claims once spoke to him directly. Its jabbering came to him as he slept, filling his mind with tidings of its approach. When Skragrott awoke, a fungal crown was deeply rooted upon his brow, its tendrils touching his brain. This Badloon Bossfungus was seen as proof by all the Moonclans of his right to rule and a conduit through which he could channel their sinister god’s power. When the Loonking’s assault on Ayadah coincided with the rising of the Bad Moon just as he said it would, Skragrott’s infamy was assured. That said, Skragrott recognised that one successful prediction could be discredited. He bade his minions capture mages and prognosticators and drag them back to his fortress of Skrappa Spill. By sieving through their deranged prophecies, Skragrott can extract information that accurately points to the coming of the Bad Moon. Equipped with this knowledge, he leads his great horde into battle with swaggering confidence, empowering them with the lunar entity’s light. Once the fighting is well underway, he uses his magical might to call down loonstone meteors to crush packed groups of foes.
GLOOMSPITE GITZ WARSCROLL
Skragrott
the Loonking
MELEE WEAPONS
AtkHitWndRndDmg
Da Moon Onna Stikk
Da Moon Onna Stikk43+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any Moonclan Agitator, Any GLOOMSPITE GITZ

Once Per Battle, Reaction: You declared the ‘The Bad Moon’s Orbit’ ability
THE LOONKING’S ENTREATY: The captive seers and prophets of Skragrott’s asylum can sometimes predict when the Bad Moon will accelerate or slow in its erratic orbits of the Mortal Realms. Skragrott uses this information to convince his followers that the Bad Moon listens when he entreats it to halt or move to a specific location.

Effect: You can choose whether the Bad Moon moves to the next location or stays in its current location instead of rolling the dice.

Your Hero Phase
7
FANGZ OF DA BAD MOON: As Skragrott tells it, a single shrieked invocation from him – arms raised high into the air – can compel the Bad Moon to belch a rain of fiendishly accurate loonstone fangz over the enemy.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the unmodified casting roll. For each 3+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

Reaction: You declared the ‘Redeploy’ command for a friendly MOONCLAN unit wholly within 12" of this unit
BABBLING WAND: This jabbering wand, said to be topped with the skull of the great prophet Kaloth, channels the voices of Skragrott’s imprisoned scryers through clacking teeth.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (4+)
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
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.

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1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

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.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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

• Mollog
Once Per Battle Round (Army), Start of Battle Round
THE BAD MOON’S ORBIT: The Bad Moon hurtles around the realms in madcap orbits, empowering its worshippers and troubling all others with insane visions.

Declare: You must use this ability at the start of the battle round.

If multiple players are commanding a Gloomspite Gitz army, then instead, at the start of the battle round, those players roll off and only the winner declares and uses this ability this battle round.

Effect: If it is the first battle round, pick a quarter of the battlefield to be the Bad Moon’s starting location.

If it is the second or subsequent battle round, roll a dice. On a 1-3, the Bad Moon stays at its current location. On a 4+, the Bad Moon moves.

The first time the Bad Moon moves, it moves to the centre of the battlefield. The second time it moves, it moves to the quarter diagonally opposite the quarter in which it started. The third time it moves, it moves off the battlefield and has no further effect on the battle.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

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

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

Endless Spell
© Vyacheslav Maltsev 2013-2025