Gloomspite Gitz – Snarlboss on War-Wheela

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GLOOMSPITE GITZ WARSCROLL
Snarlboss
on War-Wheela
12"
9
4+
2
The Snarlbosses of the biggest Gitmobs prefer being carried on an ostentatious War-Wheela to riding on wolfback, allowing them to concentrate on bashing the heads of the enemy rather than steering. Though all Gitmob chariots are capable of inflicting horrendous damage on the charge, those of the Snarlbosses do so in style, their paths of destruction marked by scorchmarks left by the flames that jet from the jars fitted to the back of their ride.
GLOOMSPITE GITZ WARSCROLL
Snarlboss
on War-Wheela
MELEE WEAPONS
AtkHitWndRndDmg
Chain Basha [Crit (Auto-wound)]
Chain Basha
Crit (Auto-wound)
54+3+12
Wheela Slicers
Wheela Slicers34+4+-1
Snarlfangs’ Frothing Jaws [Companion]
Snarlfangs’ Frothing Jaws
Companion
64+3+-2
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any GITMOB
Notes: This HERO can join an eligible regiment as a Top Dog.

Reaction: You declared a FIGHT ability for this unit
KEEPIN’ UP WIV DA BOSS: Sunsteala Wheela grots closely follow their boss into battle - after all, if he has an 'accident', they are in with a good chance of taking over as the new boss!

Effect: Pick a friendly Sunsteala Wheelas unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

Once Per Battle (Army), Any Hero Phase
DA GLARE OF FRAZZLEGIT: At a yell from the Snarlboss, the Wheela crews release the Hyshian light absorbed by the metal in their chariots.

Effect: For the rest of the turn:
  • Subtract 1 from hit rolls for attacks made by enemy units while they are in combat with any friendly Sunsteala Wheelas.
  • Add 6" to the Move characteristic of this unit and friendly Sunsteala Wheelas.

Your Movement Phase
FRAZZLEGIT’S FLAME STREAM: The rear of the Snarlboss’s ride is fitted with jars filled with loondust mixed with Hyshian energies. When uncorked and ignited by a torch-wielding snotling, they produce jetting flames that give the chariot a boost of speed and scorch enemies as it ploughs their ranks.

Effect: This unit can move a distance up to its Move characteristic. It can pass through other models and the combat ranges of enemy units, but it cannot end that move in combat. Then, pick up to 1 enemy INFANTRY unit that this unit passed across during that move to be the target. Inflict D6 mortal damage on the target.

Designer’s Note: This unit can use this ability even if it is in combat.
KEYWORDSCORE, MOVE

KEYWORDS
HERO, WAR MACHINE
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
Warscrolls collated

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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).
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Those HEROES can join an eligible regiment as a Top Dog.

Cavalry Hero
War Machine Hero
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

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

© Vyacheslav Maltsev 2013-2025