Gloomspite Gitz – Sporesplatta Fanatics

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GLOOMSPITE GITZ WARSCROLL
Sporesplatta Fanatics
2D6"
1
6+
1
Sporesplatta Fanatics careen towards the foe swinging Thwackwheezer Puffshrooms. The billowing clouds of spores spewed out by these fungi veil the grot hordes from sight, invigorating the followers of the Bad Moon whilst choking and blinding the foe.
GLOOMSPITE GITZ WARSCROLL
Sporesplatta Fanatics
MELEE WEAPONS
AtkHitWndRndDmg
Spore-ball and Chain
Spore-ball and ChainD33+4+1D3
BATTLE PROFILE

Unit Size: 5      Points: 90
Base size: 32mm
Can be reinforced: Yes

Deployment Phase
A PROD IN THE RIGHT DIRECTION: As battle begins, grots like to give the Sporesplattas a helpful prod towards the enemy.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
PUFFSHROOM FRENZY: Puffshroom spore-clouds send the followers of the Bad Moon into a violent frenzy while choking and blinding enemies caught within them.

Effect: Add 1 to the Attacks characteristic of melee weapons used by other friendly MOONCLAN units while they are wholly within 12" of this unit.

Subtract 1 from the Attacks characteristic of melee weapons used by enemy units while they are in combat with this unit.

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN
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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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 - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2025