Gloomspite Gitz – Snarlboss

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GLOOMSPITE GITZ WARSCROLL
Snarlboss
12"
5
5+
2
Snarlbosses are the leaders of the Gitmobs. They prove their right to lead by somehow convincing an Alpha Snarlfang to carry them into battle – usually by demonstrating that they are much sneakier and meaner than their prospective mount. Doing so also means that the other Snarlfangs of their pack will follow their lead as they run rings around the enemy, filling them full of arrows before dashing in to finish the job when the smell of weakness is in the air.
GLOOMSPITE GITZ WARSCROLL
Snarlboss
MELEE WEAPONS
AtkHitWndRndDmg
Boss Loppa
Boss Loppa54+4+12
Snarlfang’s Slavering Jaws [Companion]
Snarlfang’s Slavering Jaws
Companion
24+3+-2
BATTLE PROFILE

Unit Size: 1      Points: 130
Can be reinforced: No
Regiment Options: Any GITMOB
Notes: This HERO can join an eligible regiment as a Top Dog.

Passive
BOSS SNARLFANG: Like their riders, Snarlfangs follow the lead of the strongest and meanest of their number. When their Alpha scents prey, the grots can do little to restrain their loping chase.

Effect: Add 2 to charge rolls for friendly GITMOB CAVALRY units while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
VICIOUS SNARLS AND GREAT HOWLS: The lupine language of the Snarlfang Alpha drives their pack into a frenzy.

Declare: If this unit charged this turn, pick this unit and up to 2 friendly GITMOB CAVALRY units within this unit’s combat range to be the targets.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the targets’ Companion melee weapons.

KEYWORDS
HERO, CAVALRY
DESTRUCTION, GLOOMSPITE GITZ, GITMOB
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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’).
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.
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.
Army List
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Those HEROES can join an eligible regiment as a Top Dog.

Cavalry Hero
War Machine Hero
14.3 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 GITMOB and CAVALRY keywords are used in the following Gloomspite Gitz warscrolls:

© Vyacheslav Maltsev 2013-2025