Gloomspite Gitz – Zarbag
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5"
5
6+
5
WARSCROLL

Zarbag

Zarbag the shaman has wandered the twisted halls of the Nightvault for as long as he can remember. His sniffer spite helps him root out the best magic fungi, and he can transform his facial features into a warped vision of horror almost at will.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Sickle
Cursed Sickle2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 25mm
Notes: Single, Unique. Zarbag and Zarbag’s Gitz must be taken as a set. Although taken as a set, each is a separate unit.

Zarbag is armed with a Cursed Sickle.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Bosses of the Skrap

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Sniffer Spite: Zarbag has captured and imprisoned a sniffer spite, which he has ‘persuaded’ to track down potent magic fungi.
At the start of your hero phase, roll a dice. On a 4+, this unit can attempt to cast 1 additional spell in that phase.

Jealous Hex: With a vindictive sneer, Zarbag utters a curse upon an enemy champion in order to bring them down a peg or two.
Jealous Hex is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy HERO within range and visible to the caster. Until the start of your next hero phase, ignore positive modifiers to hit rolls and wound rolls for attacks made by that HERO, and ignore positive modifiers to save rolls for attacks that target that HERO.

Face of Da Bad Moon: To Zarbag, ‘mooning the enemy’ has a very different - and terrifying - meaning...
Face of Da Bad Moon is a spell that has a casting value of 5 and a range of 9". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit must retreat. If it is impossible for the unit to retreat for any reason, it suffers D6 mortal wounds instead.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, KING’S GITZ, HERO, WIZARD, MADCAP SHAMAN, ZARBAG
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Army List
Warscrolls collated

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Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader, Behemoth
Leader
• Zarbag
None
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The MADCAP SHAMAN keyword is used in the following Gloomspite Gitz warscrolls:

Leader
• Zarbag
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
© Vyacheslav Maltsev 2013-2024