Leader, Behemoth
A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all but inviolate.
The Dread Mace |
| The Dread Mace | 3" | 6 | 3+ | 2+ | -3 | 4 |
Tuskbreaker |
| Tuskbreaker | 1" | 3 | 3+ | 2+ | -2 | D3 |
Hooves of Wrack and Ruin |
| Hooves of Wrack and Ruin | 1" | | 3+ | 2+ | -1 | 2 |
0-9 | 10" | 6 | 5+ | 30 |
10-12 | 9" | 5 | 4+ | 25 |
13-15 | 8" | 4 | 3+ | 20 |
16+ | 7" | 3 | 2+ | 18 |
Unit Size: 1 Points: 700
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique
Kragnos, the End of Empires, is armed with the Dread Mace, Tuskbreaker and Hooves of Wrack and Ruin.
Bellow of Rage: When wounded, Kragnos bellows at the top of his lungs, the sound waves bursting the eardrums of those nearby and rocking buildings at their foundations.
At the end of any phase, if any wounds were allocated to this unit in that phase, roll a dice for each other unit and each
defensible terrain feature within 6" of this unit. If the roll is equal to or greater than the Bellow of Rage value shown on this unit’s
damage table, that unit suffers D3
mortal wounds or that defensible terrain feature is
demolished.
The End of Empires: Where Kragnos rampages, the hordes of Destruction follow in his wake, bolstered by his presence and eager to share in the violence he metes out.
If a friendly
DESTRUCTION unit is wholly within 12" of this unit, you can
attempt a charge with that unit if it is within 18" of an enemy unit instead of 12". In addition, when making a
charge roll for a friendly
DESTRUCTION unit wholly within 12" of this unit, roll 3D6 instead of 2D6.
Avatar of Destruction: Kragnos is the embodiment of Ghur’s ferocious nature and no single strike can lay him low.
If the effect of a
spell or
ability would slay this model without any wounds or
mortal wounds being caused by the spell or ability, this model suffers D6 mortal wounds instead of being slain.
Mightiest Makes Rightiest: Known as the End of Empires, the Living Earthquake and the Lord of Wreck and Ruin, the warlike spirit of Kragnos is matched by none.
For the purposes of
contesting objectives, this unit counts as a number of models equal to the Mightiest Makes Rightiest value on its
damage table.
Rampaging Destruction: This galloping god pounds through the press of his foes, his hooves flattening armoured warriors left and right.
After this unit makes a
charge move, you can either roll a dice for each enemy unit within 1" of this unit or you can pick 1 enemy
MONSTER within 1" of this unit and roll 2D6.
If you roll a dice for each enemy unit within 1" of this unit, on a 2+, that enemy unit suffers D6
mortal wounds.
If you pick 1 enemy
MONSTER within 1" of this unit and roll 2D6, on a 7, nothing happens. On any other roll, that enemy
MONSTER suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 x 6 = 12).
The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
This unit has a
ward of 6+. In addition, each time this unit is affected by a
spell or the
abilities of an
endless spell, you can roll 3D6. If the roll is greater than the
casting value of that spell or the spell used to summon that endless spell, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
DESTRUCTION, DROGRUKH, HERO, MONSTER, TOTEM, KRAGNOS |
It takes a particularly deranged loon to lead the charge whilst clinging on to a pair of Mangler Squigs, but this Loonboss - along with some of his most bonkers cronies - is only too eager to do so, crushing all in his path while he’s at it.
Moon-cutta |
| Moon-cutta | 1" | 5 | 3+ | 3+ | -1 | 2 |
Huge Fang-filled Gobs |
| Huge Fang-filled Gobs | 2" | 4 | | 3+ | -1 | D6 |
Balls and Chains |
| Balls and Chains | 2" | | 3+ | 3+ | -2 | D3 |
Bashin’ Stikks |
| Bashin’ Stikks | 1" | 4 | 4+ | 4+ | - | 1 |
0-6 | D6+10" | 3+ | 7 |
7-9 | D6+7" | 4+ | 6 |
10-12 | D6+5" | 5+ | 5 |
13+ | D6+10" | 2+ | 8 |
Unit Size: 1 Points: 330
Battlefield Role: Leader, Behemoth
Base size: 80mm
Notes: Single
A Loonboss on Mangler Squigs is armed with a Moon-cutta.
MOUNT: This unit’s Mangler Squigs are armed with Huge Fang-filled Gobs and Balls and Chains.
CREW: This unit is accompanied by a grot crew armed with Bashin’ Stikks.
Ker-splat!: Mangler Squigs produce an impact that is nothing short of spectacular, sending severed body parts and splashes of gore skywards.
After this unit makes a
charge move, pick 1 enemy unit within 1" of this unit and roll a dice for each model in that unit, to a maximum of 10 dice. For each 4+, that unit suffers 1
mortal wound.
Watch Out!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes.
If this model is slain, before it is removed from play, roll a dice for each other unit within 3" of this model. On a 4+, that unit suffers D3
mortal wounds.
Bite Da Moon!: A Mangler Squig Loonboss can inspire other squig riders and their mounts to fight all the harder, crashing through the enemy so they can continue their pursuit of the Bad Moon.
Once per battle, at the start of the
combat phase, you can say that this unit will use this ability. If you do so, until the end of the phase, add 1 to
wound rolls for friendly
SQUIG units while they are wholly within 18" of this unit.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, MONSTER, HERO, LOONBOSS, MANGLER SQUIGS, LOONBOSS ON MANGLER SQUIGS |
Especially old and malevolent Arachnarok Spiders often bear a Webspinner Shaman and his mob of hangers-on into battle. The shaman draws power from his howdah’s catchweb spidershrine to boost his ability to weave spells and unravel those of the foe.
Spider-bows |
| Spider-bows | 16" | 10 | 4+ | 5+ | - | 1 |
Spider God Staff |
| Spider God Staff | 1" | 1 | 4+ | 3+ | -1 | D3 |
Chitinous Legs |
| Chitinous Legs | 2" | | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 | | 3+ | -1 | 3 |
Crooked Spears |
| Crooked Spears | 1" | 8 | 5+ | 4+ | - | 1 |
0-6 | 8 | 2+ |
7-9 | 7 | 3+ |
10-12 | 6 | 3+ |
13+ | 5 | 4+ |
Unit Size: 1 Points: 240
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single
A Webspinner Shaman on Arachnarok Spider is armed with a Spider God Staff.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Arachnarok Spider is armed with Chitinous Legs and Monstrous Fangs.
CREW: This unit has a Spiderfang grot crew armed with Spider-bows and Crooked Spears.
Catchweb Spidershrine: This ramshackle altar to the Spider God shimmers with malevolent arcane energy.
Add 1 to
casting rolls and
unbinding rolls for friendly
SPIDERFANG WIZARDS while they are wholly within 12" of any friendly units with this ability.
Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified
hit roll for an attack made with this unit’s Monstrous Fangs is 6, that attack causes 3
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Wall Crawler: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across
terrain features in the same manner as a unit that can
fly.
Venom of the Spider God: With a hiss, the shaman calls upon the Spider God for its wicked aid.
Venom of the Spider God is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly Spiderfang unit wholly within range and visible to the caster. Until the start of your next hero phase, add 1 to the number of mortal wounds caused by the ‘Spider Venom’ ability of that unit if the unmodified hit roll was 6. If the casting roll was 10 or more, pick up to D3 different friendly Spiderfang units instead of 1.
Designer’s Note: If a unit is affected by the Light of the Bad Moon, this spell does not affect unmodified hit rolls of 5; it only affects unmodified hit rolls of 6.
DESTRUCTION, GLOOMSPITE GITZ, GROT, HERO, ARACHNAROK, SPIDERFANG, MONSTER, WIZARD, WEBSPINNER SHAMAN ON ARACHNAROK SPIDER |
Trugg is the mightiest of all troggoths. A towering mass of strength and ill temper, he carries atop his back an arcane leystone of ancient design, which fuels his already formidable physical might with unpredictable bursts of elemental magic.
Ironshell Club |
| Ironshell Club | 3" | | 3+ | 3+ | -2 | D6 |
Mighty Antlers |
| Mighty Antlers | 3" | 2 | | 2+ | -2 | D3+3 |
0-6 | 4 | 4 | 2+ |
7-9 | 3 | 3 | 3+ |
10-12 | 2 | 2 | 4+ |
13+ | 1 | 1 | 5+ |
Unit Size: 1 Points: 320
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique
Trugg the Troggoth King is armed with an Ironshell Club and Mighty Antlers.
WARMASTER: If this unit is included in a Gloomspite Gitz army, it is treated as a
general even if it is not the model picked to be the army’s general.
Malfunctioning Leystone: The odd contraption on Trugg’s back is as much a mystery to him as it is to his enemies, yet through it he can unwittingly channel fearsomely powerful magic.
At the start of your
hero phase, if this unit is on the battlefield, you can say that it will clobber its Malfunctioning Leystone. If you do so, roll a number of dice equal to the Malfunctioning Leystone value shown on this unit’s
damage table. Each roll corresponds to one of the results below. You must pick 1 of the results you rolled and apply its effects. Results 2-6 last until this unit next clobbers its Malfunctioning Leystone.
1 | Glyph of Shyish: This unit suffers D3 mortal wounds. | 2 | Glyph of Ghur: Add 1 to the Attacks characteristic of this unit’s melee weapons. | 3 | Glyph of Aqshy: Improve the Rend characteristic of this unit’s melee weapons by 1. | 4 | Glyph of Hysh: Roll a dice each time this unit receives a command. On a 2+, you receive 1 command point. | 5 | Glyph of Ulgu: Only unmodified hit rolls of 6 for attacks made with missile weapons that target this unit score a hit. | 6 | Glyph of Chamon: This unit has a ward of 5+. |
|
Crushing Grip: The vice-like grasp of Trugg can squeeze the life out of all but the largest opponent.
At the end of the
combat phase, pick 1 enemy model within 1" of this unit and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, it is slain.
Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
At the start of the
hero phase, you can
heal up to D3 wounds allocated to this unit.
Imbued with Life: After centuries spent bathing in the focused healing energies of Ghyran, Trugg is almost impossible to kill, even by troggoth standards.
When you roll the dice that determines the number of wounds you can
heal with this unit’s
Regeneration ability, add 3 to the number of wounds you can heal.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, DANKHOLD, HERO, MONSTER, DANKHOLD TROGGBOSS, TRUGG, TRUGG’S TROGGHERD |
Unlike most of their race, Troggoth Hags are possessed of both arcane powers and a modicum of intelligence. They serve as leaders and envoys of the troggoth tribes, communicating in ways even the most dim-witted of their kin can understand.
Copious Vomit |
| Copious Vomit | 10" | | 3+ | 3+ | -2 | D3 |
Deadwood Staff |
| Deadwood Staff | 2" | 4 | 4+ | | -1 | 3 |
Crushing Bulk |
| Crushing Bulk | 1" | D3 | 4+ | 3+ | - | D6 |
0-8 | 8" | 6 | 2+ |
9-11 | 7" | 5 | 3+ |
12-13 | 6" | 4 | 3+ |
14+ | 5" | 3 | 4+ |
Unit Size: 1 Points: 405
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
A Troggoth Hag is armed with Copious Vomit, a Deadwood Staff and Crushing Bulk.
WIZARD: This model can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Hag Regeneration: All troggoths have an innate ability to regenerate even the most grievous of injuries, and in the case of the Troggoth Hag, this trait is augmented further by the arcane energies coursing through her hulking physique.
In your
hero phase, you can
heal up to D6 wounds allocated to this model.
Spell-spite: A Troggoth Hag carries with her sackfuls of strange fetishes and weird keepsakes, the most cursed of which are used to call down malignant hexes upon those that would dare wield hostile magic against her.
Each time this model successfully
unbinds a spell, you can roll a dice. On a 4+, the caster of that spell suffers D3
mortal wounds.
Terrible Stench: So foul is the dank swamp stench given off by Troggoth Hags that even the hardiest of warriors will retch uncontrollably in their presence.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Hag Curse: The cackling curses of the Troggoth Hag are insidious and vile, robbing her victims of strength and shackling them with ill fortune.
Hag Curse is a spell that has a
casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next
hero phase, subtract 1 from
hit rolls for attacks made by that unit and subtract 1 from
save rolls for attacks that target that unit.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, FELLWATER, MONSTER, HERO, WIZARD, TROGGOTH HAG, TRUGG’S TROGGHERD |
Leader
Dankhold Troggbosses are ancient creatures that sometimes wake from their subterranean slumbers and go on the rampage. Though potent forces of destruction in their own right, Troggbosses also inspire any Gloomspite Gitz fighting in their shadow.
Boulder Club |
| Boulder Club | 2" | 4 | 3+ | 3+ | -2 | D6 |
Unit Size: 1 Points: 210
Battlefield Role: Leader
Base size: 60mm
Notes: Single
A Dankhold Troggboss is armed with a Boulder Club.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Troggherd
Greater Regeneration: As they get to eat all the best shrooms, a Troggboss’s regenerative capacity is more pronounced than that of the average troggoth.
At the start of the
hero phase, you can
heal up to D6 wounds allocated to this unit.
Magical Resistance: The realmstone-infused mushrooms that Dankhold Troggoths consume make them naturally resistant to the effects of magic.
Each time this unit is affected by a
spell or the abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Squiggly-beast Followers: Dankhold Troggoths are accompanied by a horde of small, skittering cave-creatures that look to them for protection.
At the start of the
combat phase, roll 1 dice for each enemy unit within 3" of any friendly units with this ability. If the roll is equal to or greater than the number of models in that enemy unit, that enemy unit suffers 1
mortal wound.
Crushing Grip: The vice-like grasp of a Dankhold Troggoth can squeeze the life out of all but the largest opponent.
At the end of the
combat phase, pick 1 enemy model within 1" of this unit and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, it is slain.
Shepherd of Destruction: The Dankhold Troggboss bellows so loud that the beasts of their herd come dangerously close to actually focusing their brutish efforts.
When this unit issues the
All-out Attack command to a friendly
GLOOMSPITE GITZ TROGGOTH unit in the
combat phase, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by that unit.
Designer’s Note: This effect is in addition to the normal effect of All-out Attack.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, DANKHOLD, HERO, DANKHOLD TROGGBOSS, TRUGG’S TROGGHERD |
Gibbering priests of Gorkamorka and speakers of the will of the Bad Moon, Fungoid Cave-Shamans are as much mushroom as magic-wielder. Their cunning and spellcraft are infamous, and their Spore Squigs wreathe them in a fug of choking fungal foulness.
Moon-sickle |
| Moon-sickle | 2" | 3 | 3+ | 4+ | -1 | 2 |
Vicious Teeth |
| Vicious Teeth | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Fungoid Cave-Shaman is armed with a Moon-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.
COMPANION: This unit is accompanied by Spore Squig armed with Vicious Teeth.
Mouthpiece of Mork: The visionary Fungoid Cave-Shamans have a knack for coming up with kunnin’ plans.
If this unit is on the battlefield at the start of your
hero phase, roll a dice. On a 4+, you receive 1 extra
command point.
Deffcap Mushroom: These mushrooms enhance the eater’s magical capabilities.
If this unit is in a Gloomspite Gitz army, once per battle in your
hero phase, you can say this unit will eat a Deffcap Mushroom. If you do so, this unit can attempt to
cast 1 additional spell in that hero phase, and that spell can be any spell from the
Lore of the Moonclans.
Spore Squig: Spore Squigs exude thick green spores that hide their masters from sight.
This unit is not visible to enemy units that are more than 12" away.
Spore Maws: The Cave-Shaman causes the thick spores around him to coalesce into gnashing green mouths.
Spore Maws is a spell that has a
casting value of 7 and a range of 6". If successfully cast, each enemy unit within range suffers D6
mortal wounds (roll separately for each unit).
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, HERO, WIZARD, FUNGOID CAVE-SHAMAN |
A denizen of the Gnarlwood, Grinkrak holds court around the ‘Great Stinkhorn’ – a particularly colossal mushroom. His latest scheme is to ‘knight’ his grot minions using his bossin’ stikk, filling the greenskins with a sort of bravery.
Moon-slicer |
| Moon-slicer | 2" | 5 | 3+ | 3+ | -1 | D3 |
Unit Size: 1
Points: 220
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Grinkrak the Great and
Grinkrak’s Looncourt units must be taken as a set. Although taken as a set, each is a Grinkrak’s Looncourt separate unit.
Grinkrak the Great is armed with a Moon-slicer.
Dead Tricksy: Loonbosses are masters at using cunning and tricks in order to survive.
This unit has a
ward of 6+.
‘I Dub Thee…’: Grinkrak has fooled his followers into believing themselves actual knights, blessed by his bossin’ baton. In truth, he just needs some grots to do his bidding, and the accompanying pomp and ceremony ensures they give it their all.
At the start of the
combat phase, you can pick 1 other friendly
MOONCLAN unit within 3" of this unit to be dubbed. If you do so, until the end of that phase, if any models in that unit are slain, those models can fight before they are removed from play.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, KING’S GITZ, HERO, GRINKRAK |
A Loonboss never fights fair, ducking and weaving around his enemies and hurling mobs of cackling grots at them to wear them down, before finishing them off with a blade to the throat or between the shoulder blades.
Moon-slicer |
| Moon-slicer | 2" | 5 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Loonboss is armed with a Moon-slicer.
Dead Tricksy: Loonbosses are masters at using cunning and tricks in order to survive.
This unit has a
ward of 6+.
I’m Da Boss, Now Stab ’Em Good!: Loonbosses prefer to make their minions do all the fighting.
When this unit issues the
All-out Attack command to a friendly
MOONCLAN unit in the
combat phase, until the end of that phase, if the unmodified
wound roll for an attack made by that
MOONCLAN unit is 6, the attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Designer’s Note: This effect is in addition to the normal effect of All-out Attack.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, HERO, LOONBOSS |
Giant Cave Squigs are especially huge and ferocious beasts that make excellent steeds for the more daring grot Loonbosses. They hurtle into battle like rubbery meteors, all fangs, prodding spikes and shrieked war cries.
Moon-cutta |
| Moon-cutta | 1" | 5 | 3+ | 3+ | -1 | 2 |
Moonclan Stabba |
| Moonclan Stabba | 2" | 4 | 4+ | 3+ | -1 | 2 |
Massive Fang-filled Gob |
| Massive Fang-filled Gob | 1" | 4 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Loonboss on Giant Cave Squig is armed with 1 of the following weapon options: Moon-cutta; or Moonclan Stabba.
MOUNT: This unit’s Giant Cave Squig is armed with a Massive Fang-filled Gob.
Moonclan Stabba: With the enemy in sight, this Loonboss lowers their Moonclan Stabba and charges into the fray.
If this unit made a
charge move in the same turn, add 1 to the Damage characteristic of this unit’s Moonclan Stabba and improve the Rend characteristic of this unit’s Moonclan Stabba by 1.
Let’s Get Bouncin’!: As his Giant Cave Squig leaps and bounds towards the enemy lines, the Loonboss signals the command for Boingrot Bounderz to join the fight and get stabbin’!
In the
combat phase, after this unit has fought for the first time in that phase, you can pick 1 friendly
BOINGROT BOUNDERZ unit that has not yet fought in that phase, is within 3" of an enemy unit, and is wholly within 12" of this unit. That unit can fight immediately.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, HERO, LOONBOSS, LOONBOSS ON GIANT CAVE SQUIG |
Some particularly forceful and bullying Loonbosses are able to tame - in the loosest sense of the word - Giant Cave Squigs and bring them into battle as terrifying pets that are more than capable of biting a man in two.
Moon-prodder |
| Moon-prodder | 2" | 4 | 3+ | 3+ | -2 | 2 |
Massive Fang-filled Gob |
| Massive Fang-filled Gob | 1" | 4 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single
A Loonboss with Giant Cave Squig is armed with a Moon-prodder.
COMPANION: This unit is accompanied by a Giant Cave Squig armed with a Massive Fang-filled Gob.
Dead Tricksy: Loonbosses are masters at using cunning and tricks in order to survive.
This unit has a
ward of 6+.
Goin’ Somewhere?: This Loonboss will not tolerate ill-timed cowardice from his underlings, and will have his ravenous pet make an example of any grots who look ready to leg it.
At the start of the
battleshock phase, you can pick 1 other friendly
GLOOMSPITE GITZ GROT unit within 3" of this unit and say that the Loonboss will set his Cave Squig loose on them. If you do so, that unit suffers D3
mortal wounds, but for each mortal wound it suffers, add 3 to its Bravery characteristic until the end of the phase.
Gobbled Up: This especially bloated and gluttonous squig is known to devour enemies whole if it gets the chance.
At the end of the
combat phase, pick 1 enemy model within 1" of this unit and roll a dice. If the roll is equal or greater than that model’s Wounds characteristic, it is slain.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, HERO, LOONBOSS, LOONBOSS WITH GIANT CAVE SQUIG |
Black-clad Madcap Shamans caper into battle, chanting and jabbering madly. They stuff Madcap Mushrooms into their gobs, eyes crackling with power as they channel the Gloomspite into deadly magical attacks.
Moon Staff |
| Moon Staff | 2" | 1 | 4+ | 4+ | -1 | D3 |
Unit Size: 1 Points: 70
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Madcap Shaman is armed with a Moon Staff.
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.
Madcap Mushroom: This mushroom enhances the eater’s magical capabilities - as long as it does not turn out to be a deadly poisonous Madcap Toadstool...
Once per battle, in your
hero phase, you can say this unit will eat its Madcap Mushroom. If you do so, this unit can attempt to
cast 1 additional spell in that phase. If it does so and the
casting roll is a double, this unit suffers D3
mortal wounds after the effect of the spell has been resolved.
Night Shroud: The shaman throws a black-capped Nightshade Mushroom into the air, which bursts to form a cloud of pitch darkness.
Night Shroud is a spell that has a
casting value of 5 and a range of 12". If successfully cast, pick 1 friendly
GLOOMSPITE GITZ unit wholly within range and visible to the caster. Until the start of your next
hero phase, subtract 1 from
hit rolls for attacks made with missile weapons that target that unit.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, HERO, WIZARD, MADCAP SHAMAN |
Mollog the ancient Dankhold Troggoth really just wants to find somewhere dark and damp to go back to sleep, but people keep disturbing him and getting in his way. Suffice it to say, this never ends well for them...
Jabbertoad |
| Jabbertoad | 12" | 1 | 4+ | 4+ | - | D3 |
Puff-fungus Club |
| Puff-fungus Club | 2" | 3 | 3+ | 2+ | -2 | 3 |
Unit Size: 1
Points: 130
Battlefield Role: Leader
Notes: Single, Unique
Mollog is armed with a Jabbertoad and Puff-fungus Club.
COMPANIONS: Mollog is accompanied by a Bat Squig, Spiteshroom and Stalagsquig. Mollog and his companions are treated as a single model that uses the characteristics above. His companions must remain within 1" of him.
Before you
allocate a wound or
mortal wound to this unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to this unit, you can choose to remove 1 of its companions. If you do so, that wound or mortal wound is negated.
Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
At the start of the
hero phase, you can
heal up to D3 wounds allocated to this unit.
Spiteshroom: The incessant high- pitched shrieking and shrill, idiot ditties of this weird creature can distract even the most veteran warrior.
At the start of the
combat phase, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 5+, subtract 1 from
hit rolls for attacks made by that unit in that phase. This ability cannot be used if the Spiteshroom companion has been removed.
Bat Squig: Bat Squigs descend upon their victims in a flurry of gnashing jaws and spattering guano.
At the start of your
shooting phase, you can pick 1 enemy unit within 18" of this unit and roll a dice. On a 2+, that enemy unit suffers 1
mortal wound. This ability cannot be used if the Bat Squig companion has been removed.
Stalagsquig: Being coated in a solid rocky hide, the Stalagsquig is as likely to break an enemy’s blade as to be harmed itself.
If you choose to remove this companion, roll a dice. On a 5+, this companion is not removed, but the wound or
mortal wound is still negated. This roll is not a
ward roll.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, DANKHOLD, HERO, MOLLOG, TRUGG’S TROGGHERD |
Swaggering bullies whose twisted anatomies are part arachnid, Scuttlebosses charge into battle upon the backs of Gigantic Spiders, exhorting nearby skittermobs to follow their violent example and ride the foe into the ground.
Envenomed Spear |
| Envenomed Spear | 2" | 4 | 3+ | 3+ | -1 | 2 |
Gigantic Fangs |
| Gigantic Fangs | 1" | 4 | 4+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 60mm
Notes: Single
A Scuttleboss on Gigantic Spider is armed with an Envenomed Spear.
MOUNT: This unit’s Gigantic Spider is armed with Gigantic Fangs.
Spider Venom: Both the Scuttleboss’s spear and his mount’s fangs glisten with lethal venom.
If the unmodified
hit roll for an attack made by this unit is 6, that attack causes 2
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Wall Crawler: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across
terrain features in the same manner as a unit that can
fly.
‘Scuttle Away!’: Masters of feigned flight and other such sneaky tactics, the Scuttleboss orders his Spider Riders to flee to a more advantageous position.
Once per battle, at the end of the
combat phase, you can say this unit will order his warriors to scuttle away. If you do so, you can pick 1 friendly
SPIDER RIDERS unit wholly within 12" of this unit. This unit and the unit you picked can
retreat, one after the other in the order of your choice.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SPIDERFANG, HERO, SCUTTLEBOSS |
Skragrott is the self-styled Loonking, the master of all subterranean grots and herald of the Everdank. His sinister presence upon the field of battle ensures the Gloomspite Gitz fight with greater spite and cunning than ever.
Da Moon Onna Stikk |
| Da Moon Onna Stikk | 2" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 230
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single, Unique
Skragrott, the Loonking, is armed with Da Moon Onna Stikk.
WARMASTER: If this unit is included in a Gloomspite Gitz army, it is treated as a
general even if it is not the model picked to be the army’s general.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase. If this unit is part of a Gloomspite Gitz army, it knows all of the spells from the
Lore of the Moonclans in addition to the other spells it knows.
Babbling Wand: This jabbering wand, topped with the skull of the great prophet Kaloth, channels the voices of Skragrott’s imprisoned scryers through clacking teeth.
Once per turn, this unit can
issue a command without a
command point being spent.
Da Moon Onna Stikk: The Loonking’s staff brings the lurid glow of the Bad Moon with him wherever he goes.
If this unit is included in a Gloomspite Gitz army, friendly
GLOOMSPITE GITZ units are affected by the
Light of the Bad Moon while they are wholly within 12" of this unit.
Loonking’s Crown: Fungal roots burrow down from this crown into the wearer’s skull, imbuing them with heightened magical powers and unnatural resilience.
This unit has a
ward of 4+. In addition, add 1 to
casting and
unbinding rolls for this unit.
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.
Once per battle, before you roll a dice to determine if the
Bad Moon moves at the start of a battle round, if this unit is on the battlefield, you can say that Skragrott will reveal his prediction. If you do so, do not roll a dice. Instead, you can choose if the Bad Moon moves to the next location or stays in its current location.
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.
Fangz of da Bad Moon is a spell that has a
casting value of 3 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll a number of dice equal to the unmodified
casting roll. For each 3+, that unit suffers 1
mortal wound.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, KING’S GITZ, HERO, WIZARD, LOONBOSS, SKRAGROTT |
Squigbosses command their fungal herds through the offering of prized mushrooms and occasional jabbings from their Squig-krooks. Most are accompanied by loyal Gnasha-squigs, who gleefully chomp at anything who gets too close.
Squig-krook |
| Squig-krook | 2" | 3 | 3+ | 3+ | -1 | 2 |
Fang-filled Gob |
| Fang-filled Gob | 1" | 3 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Notes: Single
A Squigboss with Gnasha-squig is armed with a Squig-krook.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Squiggly Hangerz-on
COMPANION: This unit is accompanied by Gnasha-squig armed with a Fang-filled Gob.
Mycophile’s Pouch: Squigbosses possess a deep knowledge of all types of fungi, and bring the most potent kinds into battle to feed to their squigs.
In your
hero phase you can pick 1 friendly
SQUIG unit within 3" of this unit to be fed a batch of shrooms. If you do so, apply 1 of the following effects to that unit. Each effect lasts until the start of your next hero phase. The same unit cannot be fed a batch of shrooms more than once in the same phase.
Crimson Deffcap: Add 3" to that unit’s Move characteristic.
Yellow Lurka: If the unmodified
hit roll for an attack made by that unit with a Fang-filled Gob, Massive Fang-filled Gob or Huge Fang-filled Gobs is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Sproutin’ Moon: Add 1 to the Attacks characteristic of that unit’s Fang-filled Gob, Massive Fang-filled Gob or Huge Fang-filled Gobs.
Release Da Squigs: The Squigboss chucks a handful of Looncaps into the path of nearby squigs, sending the beasts into a frenzy as they race to snack on the tasty shrooms.
Once per battle, at the start of your
hero phase, you can say this unit will release da squigs. If you do so, each friendly
SQUIG HERD unit wholly within 12" of this unit that has not moved this phase can make a
normal move.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, HERO, SQUIGBOSS, SQUIGBOSS WITH GNASHA-SQUIG |
Veins thick with venom, Webspinner Shamans live in vivid waking visions through which they interpret the Spider God’s will. They are blessed by their arachnid deity, protected by its sinister touch and sorcerously empowered by its malevolent might.
Spider God Staff |
| Spider God Staff | 1" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 70
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Webspinner Shaman is armed with a Spider God Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Touched by the Spider God: The tiny Skullback Spiders that constantly bite the shaman fill him with the mystical protective energy of the Spider God.
This unit has a
ward of 5+.
Speed of the Spider God: With a shriek, the shaman calls upon the Spider God to imbue its worshippers with preternatural speed.
Speed of the Spider God is a spell that has a
casting value of 4 and a range of 24". If successfully cast, pick 1 friendly
SPIDERFANG unit wholly within range and visible to the caster. Until your next
hero phase, that unit can
run and still
shoot and/or
charge later in the turn. If the
casting roll was 8 or more, pick up to D3 friendly
SPIDERFANG units instead of 1.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SPIDERFANG, HERO, WIZARD, WEBSPINNER SHAMAN |
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.
Cursed Sickle |
| Cursed Sickle | 2" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1
Points: 180
Battlefield Role: Leader
Base size: 25mmNotes: 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.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, KING’S GITZ, HERO, WIZARD, MADCAP SHAMAN, ZARBAG |
The most ambitious Squig Herders will disappear into the depths of the realms to hunt down baby Mangler Squigs. Many of these herders are eaten in the process, but a brave and kunnin’ few will train their Mini-Manglers into huge and voracious warbeasts.
Squig Prodder |
| Squig Prodder | 1" | 3 | 4+ | 4+ | - | 1 |
Not-So-Huge Fang-filled Gobs |
| Not-So-Huge Fang-filled Gobs | 1" | 4 | 3+ | 3+ | -1 | 2 |
Tiny Balls and Chains |
| Tiny Balls and Chains | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1
Points: 240
Battlefield Role: Leader
Notes: Squigmonger,
Squigmancer,
Squigcap Shaman and Squig Herder with Mini-Mangler must be taken as a set for a total of 240 points. Although taken as a set, each is a separate unit.
This warscroll can be used in the following warscroll battalions:
•
Squigapalooza
A Squig Herder with Mini-Mangler is a single model armed with a Squig Prodder.
COMPANION: A Squig Herder with Mini-Mangler is accompanied by a Mini-Mangler that attacks with its Not-So-Huge Fang-filled Gobs and Tiny Balls and Chains. For rules purposes, it is treated in the same manner as a
mount.
Mini-ker-splat!: Mini-Manglers produce an impact that is definitely short of spectacular. At best, a foe might lose their balance and be sent tumbling to their death.
Add 1 to
hit rolls for attacks made with this model’s Tiny Balls and Chains if this model made a
charge move in the same turn.
Probably Best To Watch Out!: Mini-Manglers are not capable of much destruction even in their wildly bouncing death throes. Still, it is probably wise to keep your distance.
If this model is slain, before the model is removed from play, roll a dice for each unit within 1" of this model. On a 4+ that unit suffers 1
mortal wound.
Lead Da Herd!: This Squig Herder keeps any nearby squigs heading in the right direction.
You can use this
command ability at the start of your
movement phase. If you do so, pick 1 friendly model with this command ability. Until the end of your turn, you can re-roll
run and
charge rolls for friendly
SQUIG HERD units while they are wholly within 12" of this unit.
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, SQUIG HERDER WITH MINI-MANGLER |
Black-clad Squigcap Shamans caper into battle, chanting and jabbering madly. They stuff madcap mushrooms into their gobs, eyes crackling with power as they channel the Gloomspite into deadly magical attacks.
Moon Staff |
| Moon Staff | 2" | 1 | 4+ | 4+ | -1 | D3 |
A Squigcap Shaman is a single model armed with a Moon Staff.
Squig-cap Mushroom: This mushroom enhances the eater’s magical capabilities – as long as it is not a deadly poisonous madcap toadstool…
Once per battle, in your hero phase, you can attempt to cast one additional spell with this model. If you do so, and the casting roll is a double, this model suffers D3 mortal wounds after the effects of the spell (if any) have been resolved.
This model is a
WIZARD. It can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Night Shroud spells.
Night Shroud: The shaman throws a black-capped nightshade mushroom into the air, which bursts to form a cloud of pitch blackness.
Night Shroud has a
casting value of 5. If successfully cast, pick 1 friendly unit wholly within 12" of the caster that is visible to them. Until your next
hero phase, subtract 1 from
hit rolls for attacks made with
missile weapons that target that unit.
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, WIZARD, SQUIGCAP SHAMAN |
Squigmancers experience such vivid fungus-brew hallucinations that their magics spill out to animate the fungi around them and bring their visions to life. This can have deeply unpleasant effects for anyone stood too close!
Moon Staff and Jaggedy Knife |
| Moon Staff and Jaggedy Knife | 2" | 2 | 4+ | 3+ | -1 | D3 |
A Squigmancer is a single model armed with a Moon Staff and Jaggedy Knife.
Hallucinogenic Fungus Brews: Squigapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses the effects start to wear off.
In the first battle round, this unit has a
ward of 5+. In the second battle round, this unit has a ward of 6+.
Slippery Git: Squigapalooza shamans seek to put as many of their fellow squigs between themselves and incoming enemy fire as possible.
Subtract 1 from
hit rolls for attacks made with
missile weapons that target this model while it is within 3" of a friendly
MOONCLAN unit with 3 or more models.
This model is a
WIZARD. It can attempt to
cast one spell in your
hero phase and attempt to
unbind one spell in the enemy hero phase. It knows the
Fungoid Cloud spell.
Fungoid Cloud: The Squigmancer stamps upon the squig he rides, releasing a cloud of magical spores that engulfs the enemy.
Fungoid Cloud has a
casting value of 6. If successfully cast, pick 1 enemy unit within 8" of the caster that is visible to them. Until your next
hero phase, subtract 1 from
hit rolls for attacks made by that unit, and subtract 1 from
save rolls for attacks that target that unit.
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, WIZARD, SQUIGMANCER |
The Squigmonger capers and hoots from behind his terrifying Glareface mask. Riding upon the grot-borne skull of a Cave Squig representing the immolated godbeast Boingob, he puts the fear of the Moonclan bogeyman into the Gloomspite hordes.
Boingob’s Tusks and Fangs |
| Boingob’s Tusks and Fangs | 1" | 4 | 4+ | 3+ | -1 | D3 |
This warscroll can be used in the following warscroll battalions:
•
Squigapalooza
A Squigmonger is a single model armed with Boingob’s Tusks and Fangs.
Hallucinogenic Fungus Brews: Squigapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses the effects start to wear off.
In the first battle round, this unit has a
ward of 5+. In the second battle round, this unit has a ward of 6+.
Bogeysquig: The Squigmonger generates palpable waves of fear that scare nearby squigs into fighting with renewed vigour.
In your
hero phase, you can make a Squigapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly
MOONCLAN SQUIG unit wholly within 18" of this model that is visible to them. You can re-roll
charge rolls and
run rolls for that unit until your next hero phase.
Slippery Git: Squigapalooza shamans seek to put as many of their fellow squigs between themselves and incoming enemy fire as possible.
Subtract 1 from
hit rolls for attacks made with
missile weapons that target this model while it is within 3" of a friendly
MOONCLAN unit with 3 or more models.
DESTRUCTION, SQUIG, GLOOMSPITE GITZ, MOONCLAN, SQUIGAPALOOZA, SQUIGMONGER |
Moon-sickle and Basha |
| Moon-sickle and Basha | 1" | 5 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Notes: Single
A Rabble-Rowza is armed with a Moon-sickle and Basha.
Mushroom-stuffed Bat Squigs: Rabble-Rowzas are surrounded by flocks of rabid Bat Squigs, fed on a diet of volatile fungus and eager to dive-bomb enemies in explosive fashion.
Once per battle, in your
shooting phase, you can say that this unit will deploy its Bat Squigs. If you do so, pick 3 different enemy units within 12" of this unit. Each of those enemy units suffers D3
mortal wounds.
Squig-skull Armour: Encased in the massive skull of a squig, the Rabble-Rowza is able to hunker down and take shelter from attacks.
This unit has a
ward of 4+ while it is more than 6" from all enemy units.
Get Goin’, Ya Gitz!: With their shrieky voices and frothing zeal, Rabble-Rowzas can cajole, berate, browbeat and badger even the largest beasties into a frenzy - before making themselves scarce...
While any friendly units with this ability are on the battlefield, when you pick a friendly
MONSTER to move in the
movement phase, you can say that it is goaded until the end of the turn.
While a friendly
MONSTER is goaded, it can
run and still
charge later in the turn. However, a goaded unit must finish any kind of move, except
pile-in moves, closer to a unit with this ability than it was at the start of the move. In addition, each time a goaded unit finishes a move, each friendly unit with this ability within 3" of that unit suffers D6
mortal wounds (roll separately for each).
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, HERO, RABBLE-ROWZA |
Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin, the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.
Baleglyph Maul |
| Baleglyph Maul | 2" | 5 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Fimirach Noble is armed with a Baleglyph Maul and Club Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION keyword.
Baleglyph Maul: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified
wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This model has a
ward of 6+.
Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your
hero phase, you can
heal 1 wound allocated to this model.
Born to Lead: Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
In the
combat phase, after this model has fought in that phase for the first time, you can pick 1 friendly
FIMIR unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.
DESTRUCTION, FIMIR, HERO, FIMIRACH NOBLE |
Shaman Stick |
| Shaman Stick | 2" | 1 | 4+ | 4+ | -1 | D3 |
Slavering Jaws |
| Slavering Jaws | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Notes: Single
A Grot Shaman is armed with a Shaman Stick.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit can have a Giant Wolf
mount that is armed with Slavering Jaws. If this unit has a Giant Wolf mount, it has a Move characteristic of 12" instead of 5".
Kunnin’ (or just Lucky): This unit has a
ward of 5+.
Sneaky Stabbin’: Sneaky Stabbin’ is a spell that has a
casting value of 7 and a range of 16". If successfully cast, you can pick 1 friendly
GROT unit within range and visible to the caster. Add 1 to
wound rolls for that unit until your next
hero phase.
DESTRUCTION, GLOOMSPITE GITZ, GROT, HERO, WIZARD, GROT SHAMAN |
Battleline
Moonclan Shootas gather in sizeable skulkmobs that rain black-fletched arrows upon the enemy. They pincushion their victims with sheer weight of fire, before surrounding any survivors and stabbing them viciously to death.
Moonclan Bow |
| Moonclan Bow | 20" | 1 | 4+ | 5+ | - | 1 |
Slitta |
| Slitta | 1" | 1 | 5+ | 5+ | - | 1 |
Barbed Net |
| Barbed Net | 2" | 3 | 4+ | 5+ | - | 1 |
Unit Size: 20 Points: 120
Battlefield Role: Battleline
Base size: 25mm
Each model in a Moonclan Shootas unit is armed with a Moonclan Bow and Slitta. 3 in every 20 models in the unit can replace their weapon option with a Barbed Net.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Skulkmob Horde
CHAMPION: 1 model in this unit can be a Moonclan Boss. Add 1 to the Attacks characteristic of that model’s Moonclan Bow.
STANDARD BEARER: 1 in every 20 models in this unit can be a Bad Moon Icon Bearer. Add 1 to
save rolls for attacks made with missile weapons that target this unit if it includes any Bad Moon Icon Bearers.
MUSICIAN: 1 in every 20 models in this unit can be a Gong Basher. Add 1 to
run rolls for this unit if it includes any Gong Bashers.
Netters: Moonclan grots use throwing nets to capture Cave Squigs and entangle their foes.
Subtract 1 from
hit rolls for attacks made by enemy units while they are within 1" of any friendly units that include any models armed with a Barbed Net.
Loadsa Arrers: Large mobs of Shootas can unleash dark clouds of arrows at the foe. Some of them might even hit!
Add 1 to Attacks characteristic of this unit’s Moonclan Bows while it has 10 or more models.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, MOONCLAN SHOOTAS |
Moonclan Stabbas form ragged ranks that advance upon the foe with gongs clanging and banners waving. Eyes bulging with the madness of the Gloomspite, they pour over the enemy lines and stab wildly at everything in their path.
Stabba |
| Stabba | 1" | 1 | 4+ | 4+ | - | 1 |
Pokin’ Spear |
| Pokin’ Spear | 2" | 1 | 5+ | 4+ | - | 1 |
Barbed Net |
| Barbed Net | 2" | 3 | 4+ | 5+ | - | 1 |
Unit Size: 20 Points: 120
Battlefield Role: Battleline
Base size: 25mm
Each model in a Moonclan Stabbas unit is armed with one of the following weapon options: Stabba; or Pokin’ Spear. 3 in every 20 models in the unit can replace their weapon option with a Barbed Net.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Skulkmob Horde
CHAMPION: 1 model in this unit can be a Moonclan Boss. Add 1 to the Attacks characteristic of that model’s Stabba or Pokin’ Spear.
STANDARD BEARER: 1 in every 20 models in this unit can be a Bad Moon Icon Bearer. Add 1 to
save rolls for attacks made with missile weapons that target this unit if it includes any Bad Moon Icon Bearers.
MUSICIAN: 1 in every 20 models in this unit can be a Gong Basher. Add 1 to
run rolls for this unit if it includes any Gong Bashers.
Netters: Moonclan grots use throwing nets to capture Cave Squigs and entangle their foes.
Subtract 1 from
hit rolls for attacks made by enemy units while they are within 1" of any friendly units that include any models armed with a Barbed Net.
Anarchic Hordes: When a suitably large mob of Moonclan grots gets together, they are capable of wreaking havoc far beyond what their individual stature might suggest.
While this unit has 20 or more models, models in this unit can
contest an objective while they are within 9" of it instead of 6".
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, MOONCLAN STABBAS |
Squig Hoppers bounce madly into battle, wreaking havoc on anything they collide with. Each ill-tempered squig has a cackling grot clinging to its back, who flails wildly at nearby enemies as he tries vainly to steer his weird steed.
Slitta |
| Slitta | 1" | 1 | 4+ | 4+ | - | 1 |
Fang-filled Gob |
| Fang-filled Gob | 1" | 3 | 4+ | 3+ | -1 | 1 |
Unit Size: 10 Points: 190
Battlefield Role: Battleline
Base size: 32mm
Each model in a Squig Hoppers unit is armed with a Slitta.
MOUNT: This unit’s Cave Squigs are each armed with a Fang-filled Gob.
CHAMPION: 1 model in this unit can be a Squig Hopper Boss. Add 1 to the Attacks characteristic of that model’s Slitta.
Boing! Boing! Boing!: Squig Hoppers can cause considerable damage simply by bouncing on top of their foes as they make their way across the battlefield.
After this unit has made a
normal move,
run or
retreat, pick 1 enemy unit and roll a dice for each model in this unit that passed across a model in that unit. For each 4+, that unit suffers 1
mortal wound.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, SQUIG HOPPERS |
Grot Bow |
| Grot Bow | 16" | 1 | 5+ | 5+ | - | 1 |
Slasha |
| Slasha | 1" | 1 | 5+ | 4+ | - | 1 |
Jabbin’ Spear |
| Jabbin’ Spear | 2" | 1 | 5+ | 4+ | - | 1 |
Unit Size: 20 Points: 110
Battlefield Role: Battleline
Each model in a Grot Mob is armed with one of the following weapon options: Jabbin’ Spear and Grot Shield; or Grot Bow and Slasha. All models in the unit must be armed with the same weapon option.
SHIELD: If this unit is armed with Grot Shields, it has a Save characteristic of 5+ instead of 6+.
CHAMPION: 1 model in this unit can be a Grot Boss. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 10 models in this unit can be a Flag Waver. Add 1 to the Bravery characteristic of this unit if it includes any Flag Wavers.
MUSICIAN: 1 in every 10 models in this unit can be a Hornblower. Add 1 to
charge rolls for this unit if it includes any Hornblowers.
Unruly Mob: Add 1 to hit rolls for this unit if it has 10 or more models.
DESTRUCTION, GLOOMSPITE GITZ, GROT, GROT MOB |
None
Squig riders who have managed to survive more than a single, violently, short-lived battle, Boingrot Bounderz wear loon helms and skewer their enemies with wickedly pointed pokin’ lances.
Pokin’ Lance |
| Pokin’ Lance | 2" | 2 | 4+ | 3+ | -1 | 1 |
Fang-filled Gob |
| Fang-filled Gob | 1" | 3 | 4+ | 3+ | -1 | 1 |
Unit Size: 5 Points: 160
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is MOONCLAN
Each model in a Boingrot Bounderz unit is armed with a Pokin’ Lance.
MOUNT: This unit’s Cave Squigs are each armed with a Fang-filled Gob.
CHAMPION: 1 model in this unit can be a Bounder Boss. Add 1 to the Attacks characteristic of that model’s Pokin’ Lance.
Boing! Smash!: Mobs of Boingrot Bounderz smash into their enemies like toothy meteors.
After this unit makes a
charge move, pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit. For each 4+, that enemy unit suffers 1
mortal wound.
Lances of the Bounderz: The pokin’ lances carried by Boingrot Bounderz are especially dangerous on the charge.
If this unit made a
charge move in the same turn, add 1 to the Damage characteristic of this unit’s Pokin’ Lances and improve the Rend characteristic of this unit’s Pokin’ Lances by 1.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, BOINGROT BOUNDERZ |
Dankhold Troggoths sleep deep underground until the Gloomspite moves them to lumber up to the surface and wreak havoc. They swat and crush everything within reach, soak up spellcraft like sponges, and are nigh unkillable in battle.
Colossal Boulder Club |
| Colossal Boulder Club | 2" | 4 | 3+ | 2+ | -2 | D3+3 |
Unit Size: 1 Points: 180
Battlefield Role: None
Base size: 60mm
Each model in a Dankhold Troggoths unit is armed with a Colossal Boulder Club.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Troggherd
Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
At the start of the
hero phase, you can
heal up to D3 wounds allocated to this unit.
Magical Resistance: The realmstone-infused mushrooms that Dankhold Troggoths consume make them naturally resistant to the effects of magic.
Each time this unit is affected by a
spell or the abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Squiggly-beast Followers: Dankhold Troggoths are accompanied by a horde of small, skittering cave-creatures that look to them for protection.
At the start of the
combat phase, roll 1 dice for each enemy unit within 3" of any friendly units with this ability. If the roll is equal to or greater than the number of models in that enemy unit, that enemy unit suffers 1
mortal wound.
Crushing Grip: The vice-like grasp of a Dankhold Troggoth can squeeze the life out of all but the largest opponent.
At the end of the
combat phase, pick 1 enemy model within 1" of this unit and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, it is slain.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, DANKHOLD, DANKHOLD TROGGOTHS, TRUGG’S TROGGHERD |
These slime-slick beasties stink worse than a plague pit full of incontinent Nurglings. They throw up jetting streams of viciously corrosive vomit, softening their prey up - quite literally - before tearing into them with wicked talons and tusks.
Noxious Vomit |
| Noxious Vomit | 6" | 1 | 2+ | 3+ | -2 | D3 |
Spiked Club |
| Spiked Club | 2" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 170
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a DANKHOLD TROGGBOSS
Each model in a Fellwater Troggoths unit is armed with Noxious Vomit and a Spiked Club.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Troggherd
Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
At the start of the
hero phase, you can
heal up to D3 wounds allocated to this unit.
Terrible Stench: Fellwater Troggoths are slimy creatures that reek so foully of rotten fish that it makes their enemies gag.
Subtract 1 from
hit rolls for attacks made with melee weapons by enemy units while they are within 3" of any friendly units with this ability.
Noxious Vomit: The bilious digestive fluids chucked up by a Fellwater Troggoth can swiftly corrode even sigmarite plate.
If any wounds caused by this unit’s Noxious Vomit are allocated to an enemy unit and not negated, that enemy unit is drenched in vomit until the start of your next
hero phase. While a unit is drenched in vomit, subtract 1 from
save rolls for attacks that target that unit, and ignore positive
modifiers to save rolls for attacks that target that unit. A unit cannot be drenched in vomit more than once at the same time.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, FELLWATER TROGGOTHS, TRUGG’S TROGGHERD |
A Gobbapalooza is a motley gathering of petty shamans and other wise-grots, each employing a different set of superstitions, practices and volatile fungus brews that either bolster their fellow greenskins with all sorts of bizarre effects or cause mayhem amongst the ranks of the enemy.
Staff, Stikka or Jaggedy Blade |
| Staff, Stikka or Jaggedy Blade | 1" | 1 | 4+ | 4+ | -1 | D3 |
Unit Size: 5 Points: 180
Battlefield Role: None
Base size: 32mm
Notes: Single
The models in a Gobbapalooza are 1 Scaremonger, 1 Brewgit, 1 Spiker, 1 Boggleye and 1 Shroomancer. Each model in the unit is armed with a Staff, Stikka or Jaggedy Blade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Bosses of the Skrap
WIZARD: This unit’s Boggleye can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. In addition, this unit’s Shroomancer can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.
Each time you take a
spell lore enhancement, the spell that you pick for this unit is known by both the Boggleye and the Shroomancer. No other models in this unit can attempt to cast or unbind spells.
Hallucinogenic Fungus Brews: Gobbapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses, the effects start to wear off.
In the first battle round, this unit has a
ward of 4+. In the second battle round, this unit has a ward of 5+. In the third and subsequent battle rounds, this unit has a ward of 6+.
Gobbapalooza Know-wotz: From casting petty spells to brewing up strange potions or scaring the other grots with bizarre performances, the Gobbapalooza is always up to something.
Once per turn in your
hero phase, this unit can use its Gobbapalooza Know-wotz. If it does so, pick 1 of the following effects to apply. A unit cannot be affected by the same effect of this ability more than once at the same time.
Glareface Dance: You can only pick this effect while this unit has a Scaremonger. Pick 1 friendly
GLOOMSPITE GITZ unit wholly within 12" of this unit. Add 1 to
run rolls and
charge rolls for that unit until the start of your next hero phase.
Peddled Potion: You can only pick this effect while this unit has a Brewgit. Pick 1 friendly
GLOOMSPITE GITZ HERO wholly within 12" of this unit. Add 1 to
hit rolls and
wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase.
Nasty Poisons: You can only pick this effect while this unit has a Spiker. Pick 1 friendly
GLOOMSPITE GITZ unit wholly within 12" of this unit. Improve the Rend characteristic of that unit’s weapons by 1 until the start of your next hero phase.
Mesmerise: The Boggleye looks deep into the eyes of his victims, turning hapless enemies into slow-witted imbeciles.
Mesmerise is a spell that has a
casting value of 6 and a range of 12". Only this unit’s Boggleye knows this spell and can attempt to cast it. If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the start of your next
hero phase, that unit cannot
issue or receive commands.
Fungoid Cloud: The Shroomancer stamps upon his bloatstool steed while gabbering various magickin’ words, releasing a cloud of arcane spores that engulf and mask the battlefield.
Fungoid Cloud is a spell that has a
casting value of 6 and a range of 12". Only this unit’s Shroomancer knows this spell and can attempt to cast it. If successfully cast, until the start of your next
hero phase, subtract 1 from
hit rolls for attacks that target friendly
GLOOMSPITE GITZ units while they are wholly within range of this unit.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, WIZARD, GOBBAPALOOZA |
The motley band of greenskins that make up the Looncourt have entirely bought into Grinkrak’s claims of knighthood, believing themselves to be holy guardians of the Stinkhorn. The Madcap quests they embark on never end well for anyone in their way.
Squigapult |
| Squigapult | 16" | 1 | 4+ | 3+ | -1 | D3+2 |
Wonky Lance |
| Wonky Lance | 2" | 3 | 3+ | 3+ | - | D3 |
Squig Spear |
| Squig Spear | 2" | 3 | 4+ | 3+ | -1 | 1 |
Jaggedy Blade |
| Jaggedy Blade | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 6
Points: 230
Battlefield Role: None
|
Skolko and Pronk, Grib | 32mm |
Pokin' Snark, Snorbo da Spore, Pointy Burk, Moonface Naggz | 25mm |
Notes: Single, Unique.
Grinkrak the Great and Grinkrak’s Looncourt units must be taken as a set. Although taken as a set, each is a Grinkrak’s Looncourt separate unit.
The models in Grinkrak’s Looncourt are Grib, da Wonky Lance; Pokin’ Snark; Skolko and Pronk; Snorbo da Spore; Pointy Burk; and Moonface Naggz.
Grib is armed with a Wonky Lance. Pokin’ Snark is armed with a Squig Spear. Skolko and Pronk are armed with a Squigapult and Jaggedy Blade. Snorbo da Spore, Pointy Burk and Moonface Naggz are each armed with a Jaggedy Blade.
The Looncourt’s Quest: It only takes a word from Grinkrak to send these gitz out on some ill-advised errantry quest.
After this unit has been set up on the battlefield for the first time, you can pick 1
objective or 1
terrain feature in enemy territory to be the object of this unit’s quest. If you gain control of that objective or terrain feature while this unit is contesting it, this unit completes its quest. Once the quest is complete, for the rest of the battle, this unit has a
ward of 4+.
Grinkrak’s Toadies: According to the Looncourt, it is their noble duty to defend Grinkrak from all comers. That suits the bossgrot fine, if it means they catch the occasional sword or arrow for him.
Before you
allocate a wound or
mortal wound to a friendly
GRINKRAK, or instead of making a
ward roll for a wound or mortal wound that would be allocated to a friendly
GRINKRAK, if this unit is within 3" of that friendly
GRINKRAK, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that
GRINKRAK as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, KING’S GITZ, GRINKRAK’S LOONCOURT |
Armed with massive wrecking balls attached to lengths of chain, Loonsmasha Fanatics are driven loopy with fungus brew then unleashed upon the enemy in a whirling storm. Though they inevitably come to grief, they are sure to cause bloody carnage first.
Ball and Chain |
| Ball and Chain | 3" | D6 | 4+ | 3+ | -2 | D3 |
Unit Size: 5 Points: 110
Battlefield Role: None
Base size: 32mm
Each model in a Loonsmasha Fanatics unit is armed with a Ball and Chain.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Skulkmob Horde
Release the Fanatics!: Loonsmasha Fanatics lurk within mobs of their fellow grots until the enemy approaches close enough for them to be released.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up hidden as a
reserve unit. You can set up 1 unit hidden in this manner for each friendly
MOONCLAN GROT unit consisting of 5 or more models that is on the battlefield and that does not have the
SQUIG or
FANATIC keyword.
At the end of deployment, secretly pick 1 friendly unit that is on the battlefield for this unit to be hidden within and record this information on a piece of paper. The unit picked must be another friendly
MOONCLAN GROT unit consisting of 5 or more models that does not have the
SQUIG or
FANATIC keyword. This unit cannot be hidden within a unit that already has another unit hidden within it.
At the start of the
charge phase, you can release this unit. If you do so, set up this unit wholly within 3" of the unit in which it is hidden and more than 3" from all enemy units. If this unit was released in your charge phase, it can
attempt a charge in that phase.
If the unit in which this unit is hidden is destroyed before this unit is released, before the last model in that unit is removed from play, set up this unit wholly within 6" of that model, then remove that model as normal.
Whirling Death: To attack a grot Fanatic you must first dodge past their ball and chain.
The
strike-first effect applies to this unit.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, FANATIC, LOONSMASHA FANATICS |
Racing forth on fleet-pawed Snarlfang mounts come Rippa Narkbad and his ladz, whooping and hollering as they seek out fleeing prey to stick with spears and cruel, barbed arrows.
Grot Bow |
| Grot Bow | 16" | 2 | 4+ | 4+ | - | 1 |
Boss Loppa |
| Boss Loppa | 1" | 5 | 3+ | 3+ | -1 | 2 |
Stabbin’ Stikka |
| Stabbin’ Stikka | 2" | 2 | 4+ | 4+ | - | 1 |
Grot Bow |
| Grot Bow | 2" | 1 | 4+ | 4+ | - | 1 |
Slavering Jaws |
| Slavering Jaws | 2" | 2 | 3+ | 3+ | - | 2 |
Unit Size: 3 Points: 110
Battlefield Role: None
Base size: 25 × 50mm
Notes: Single, Unique
The models in Rippa’s Snarlfangs are Rippa, Stabbit and Mean-eye. Rippa is armed with a Boss Loppa. Stabbit is armed with a Stabbin’ Stikka. Mean-eye is armed with a Grot Bow.
MOUNT: This unit’s Snarlfangs are each armed with Slavering Jaws.
Ferocious Pounce: Snarlfangs strike with startling speed, falling upon their prey in a blur of claws and venomous jaws.
This unit is eligible to fight in the
combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it
piles in.
Vindictive Attackers: In spite of their constant bickering, Rippa and his ladz can at least all agree that there’s nothing more satisfying than attacking an already flagging enemy.
Add 1 to
hit rolls and
wound rolls for attacks made by this unit that target a unit that has 1 or more wounds allocated to it.
DESTRUCTION, GLOOMSPITE GITZ, GROT, GITMOB, RIPPA’S SNARLFANGS |
Rockgut Troggoths have stony hides that are proof against blade, bolt and magical blast alike. Their lumpen claws pass through stone as though it were water, allowing them to scoop up huge clubs and throwing boulders at will. Subtle they are not.
Throwin’ Boulders |
| Throwin’ Boulders | 9" | 1 | |
Massive Stone Maul |
| Massive Stone Maul | 2" | 2 | 3+ | 3+ | -2 | 3 |
Unit Size: 3 Points: 170
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a DANKHOLD TROGGBOSS
Each model in a Rockgut Troggoths unit is armed with Throwin’ Boulders and a Massive Stone Maul.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Troggherd
Regeneration: Troggoths are able to regrow injured flesh almost as quickly it is harmed.
At the start of the
hero phase, you can
heal up to D3 wounds allocated to this unit.
Stony Skin: Rockgut Troggoths have iron-hard skin and are naturally resistant to magic.
This unit has a
ward of 5+.
Throwin’ Boulders: Rockgut Troggoths often dig up boulders during battle and hurl them towards the enemy with varying degrees of accuracy.
Do not use the
attack sequence for an attack made with Throwin’ Boulders. Instead, pick 1 enemy unit within range and roll a dice. Add 1 to the roll if the target unit has 5 or more models. On a 4+, that enemy unit suffers 1
mortal wound.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, ROCKGUT TROGGOTHS, TRUGG’S TROGGHERD |
Snarlfang Riders prowl at the flanks of a Gloomspite horde. These opportunistic cavalry-grots gleefully hunt down the enemy, loosing volleys of barbed arrows before their ferocious Snarlfang mounts pounce upon the foe and tear them apart.
Grot Bow |
| Grot Bow | 16" | 1 | 4+ | 5+ | - | 1 |
Stabbin’ Stikka |
| Stabbin’ Stikka | 2" | 1 | 4+ | 5+ | - | 1 |
Slavering Jaws |
| Slavering Jaws | 2" | 2 | 3+ | 3+ | - | 2 |
Unit Size: 5 Points: 120
Battlefield Role: None
Base size: 60 x 35mm
Each model in a Snarlfang Riders unit is armed with a Grot Bow and Stabbin’ Stikka.
MOUNT: This unit’s Snarlfangs are each armed with Slavering Jaws.
CHAMPION: 1 model in this unit can be a Gitboss. Add 1 to the Attacks characteristic of that model’s Stabbin’ Stikka.
STANDARD BEARER: 1 in every 5 models in this unit can be a Gitflag Waver. Add 1 to the Bravery characteristic of this unit if it includes any Gitflag Wavers.
MUSICIAN: 1 in every 5 models in this unit can be a Horn Blaster. Add 1 to
charge rolls for this unit if it includes any Horn Blasters.
‘Can’t Catch Us!’: Snarlfang Riders encircle the enemy, keeping their distance and filling their targets with arrows before they finally close in for the kill.
When this unit receives the
Redeploy command, you can re-roll the dice that determines the distance it can move. In addition, immediately after this unit redeploys, it can shoot. This unit cannot receive the
Unleash Hell command in the same turn it has received the Redeploy command.
Ferocious Pounce: Snarlfangs strike with startling speed, falling upon their prey in a blur of claws and venomous jaws.
This unit is eligible to fight in the
combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it
piles in.
Smell Weakness: Once it has scented blood, a Snarlfang’s attacks become increasingly frenzied.
Add 1 to
hit rolls for attacks made with this unit’s Slavering Jaws that target a unit that has 1 or more wounds allocated to it.
DESTRUCTION, GLOOMSPITE GITZ, GROT, GITMOB, SNARLFANG RIDERS |
Dragged along by their eager Snufflesquigs, Sneaky Snufflers harvest Looncaps and other valuable magic fungi from the battlefield. They slash up anyone that gets in their way, and dole out mind-altering fungal treats to nearby grots for the fun of it.
Loonfungus Sickle |
| Loonfungus Sickle | 2" | 3 | 4+ | 4+ | -1 | 1 |
Gnashers |
| Gnashers | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 6 Points: 160
Battlefield Role: None
Base size: 32mm
Each model in a Sneaky Snufflers unit is armed with a Loonfungus Sickle.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Squiggly Hangerz-on
COMPANIONS: Each model in this unit is accompanied by a Snufflesquig armed with Gnashers.
Off Their ’Eads: These grots are known to occasionally snack on the various strains of fungi that their Snufflesquigs unearth. Before long they are oblivious to pain... and pretty much everything else to boot.
This unit has a
ward of 5+.
Looncap Mushrooms: Looncaps that sprout beneath the Bad Moon’s glare are harvested by Sneaky Snufflers, and have an intoxicating effect on any grots that ingest them. Sometimes a particularly potent fungus is found - and that’s when the real carnage starts...
At the start of your
movement phase, you can say that this unit is harvesting Looncap Mushrooms. If you do so, it cannot move in that movement phase, but you can make a harvesting roll by rolling a dice. Add 1 to the roll if this unit is affected by the
Light of the Bad Moon. On a 1-2, nothing happens. On a 3+, you can pick 1 friendly
GLOOMSPITE GITZ unit wholly within 12" of this unit. That unit has a
ward of 5+ until the start of your next
hero phase. In addition, if the harvesting roll was 6+, add 1 to the Attacks characteristic of that unit’s melee weapons until the start of your next hero phase.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, SNEAKY SNUFFLERS |
Skittermobs of Spider Riders stream across the battlefield, pouring through, over and around even the densest terrain or most formidable fortifications, They encircle their foes, pelting them with poisoned arrows and jabbing them with crooked spears.
Spider-bow |
| Spider-bow | 16" | 2 | 4+ | 5+ | - | 1 |
Crooked Spear |
| Crooked Spear | 2" | 1 | 5+ | 4+ | - | 1 |
Fangs |
| Fangs | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 90
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is SPIDERFANG
Each model in a unit of Spider Riders is armed with a Spider-bow and Crooked Spear.
MOUNT: This unit’s Giant Spiders are each armed with Fangs.
CHAMPION: 1 model in this unit can be a Spider Rider Boss. Add 1 to the Attacks characteristic of that model’s Crooked Spear.
STANDARD BEARER: 1 in every 5 models in this unit can be a Spider Totem Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Spider Totem Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Bone Drummer. Add 1 to
run rolls for this unit if it includes any Bone Drummers.
Spider Venom: A Giant Spiders fangs glisten with lethal venom.
If the unmodified
hit roll for an attack made with this unit’s Fangs is 6, that attack causes 1
mortal wound to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Wall Crawler: The Spiderfangs arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across
terrain features in the same manner as a unit that can
fly.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SPIDERFANG, SPIDER RIDERS |
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.
Spore-ball and Chain |
| Spore-ball and Chain | 3" | D3 | 2+ | 4+ | -1 | D3 |
Unit Size: 5 Points: 90
Battlefield Role: None
Base size: 32mm
Each model in a Sporesplatta Fanatics unit is armed with a Spore-ball and Chain.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Skulkmob Horde
A Prod in the Right Direction: As battle begins, grots like to give the Sporesplattas a helpful prod towards the enemy to make sure they and their toxic spore-clouds end up as far away as possible!
After deployment but before the first battle round begins, this unit can make a
normal move.
Puffshroom Frenzy: Puffshroom spores send the followers of the Bad Moon into a violent frenzy.
Add 1 to the Attacks characteristic of melee weapons used by other friendly
GLOOMSPITE GITZ units while they are wholly within 9" of any friendly units with this ability.
Spore Cloud: The spore-balls these Fanatics swing around create dense clouds that are nigh impossible to see through.
Visibility between 2 models is blocked if a straight line drawn between the closest points of the 2 models passes across a model in this unit or passes within 1" of this unit. This ability does not apply if either of the models the line is drawn between is a model in this unit, a model that can
fly, or a
MONSTER.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, FANATIC, SPORESPLATTA FANATICS |
Herds of Cave Squigs race into battle gnashing their huge fangs and sinking them into anything that comes near. Their tough little grot herders keep the squigs moving in the right direction, using pointy sticks and noisemakers to really rile them up.
Fang-filled Gob |
| Fang-filled Gob | 1" | 3 | 4+ | 3+ | -1 | 1 |
Squig Prodder |
| Squig Prodder | 1" | 2 | 5+ | 5+ | - | 1 |
Unit Size: 12 Points: 140
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is MOONCLAN
Each model in a Squig Herd unit is armed with a Fang-filled Gob.
SQUIG HERDERS: 1 in every 6 models in this unit must be a Squig Herder. Those models are each armed with a Squig Prodder instead of a Fang-filled Gob.
Herding Squigs: While they have a thankless and frankly dangerous job, Squig Herders do their best to keep their frenzied squigs together as a roughly single pack.
This unit cannot receive commands. However, at the start of your
hero phase, you can roll 1 dice for each Squig Herder in this unit. For each 2+, you can return D3 slain Cave Squigs to this unit. For each 1, 1 Squig Herder in this unit is slain.
Squigs Gone Wild: When a Cave Squig decides to flee, it snaps at anything that is foolish enough to get in its way.
Each time a Cave Squig in this unit flees as a result of a failed
battleshock test, before that model is removed from play, roll a dice. On a 3+, you can pick the closest enemy unit within 9" of that model. That unit suffers 1
mortal wound. If multiple units are tied to be the closest within 9" of it, you can pick which suffers the mortal wound.
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN, SQUIG HERD |
This dubious bunch of greenskin hooligans have followed Zarbag into countless dangerous and often ludicrous situations, and have demonstrated a talent for emerging more or less in one piece with heaps of glinting shinies to show for it.
Moonclan Bow |
| Moonclan Bow | 20" | 1 | 4+ | 4+ | - | 1 |
Squig Brand |
| Squig Brand | 2" | 2 | 3+ | 3+ | -1 | 2 |
Barbed Net |
| Barbed Net | 2" | 3 | 3+ | 4+ | - | 1 |
Slitta |
| Slitta | 1" | 2 | 4+ | 4+ | - | 1 |
Fang-filled Gob |
| Fang-filled Gob | 1" | 3 | 4+ | 3+ | -1 | 1 |
Unit Size: 8
Points: 180
Battlefield Role: None
Base size: 25mmNotes: Single, Unique.
Zarbag and Zarbag’s Gitz must be taken as a set. Although taken as a set, each is a separate unit.
The models in Zarbag’s Gitz are Drizgit da Squig Herder, Prog da Netter, Dibbz, Redkap, Stikkit, Gobbaluk and Bonekrakka.
Drizgit da Squig Herder is armed with a Squig Brand. Prog da Netter is armed with a Barbed Net. Dibbz, Redkap and Stikkit are each armed with a Moonclan Bow and Slitta. Gobbaluk and Bonekrakka are each armed with a Fang-filled Gob.
Netters: Moonclan grots use throwing nets to capture Cave Squigs and entangle their foes.
Subtract 1 from
hit rolls for attacks made by enemy units while they are within 1" of any friendly units that include any models armed with a Barbed Net.
Snirk Sourtongue: Drunk on fungus brew, when the deranged Snirk Sourtongue spots the enemy, the rest of Zarbag’s Gitzpush him away as quickly as possible, for he is impossible to stop once he starts whirling his ball and chain.
The first time this unit is set up on the battlefield, 1
LOONSMASHA FANATICS unit consisting of 1 model is added to your army and hidden within this unit as a
reserve unit.
‘Protect Da Boss!’: Zarbag’s Gitz try to protect their boss in battle, for if he gets hurt and survives, they know they’ll suffer for it!
Before you
allocate a wound or
mortal wound to a friendly
ZARBAG, or instead of making a
ward roll for a wound or mortal wound that would be allocated to a friendly
ZARBAG, if this unit is within 3" of that friendly
ZARBAG, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that
ZARBAG as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.
DESTRUCTION, GLOOMSPITE GITZ, GROT, MOONCLAN, KING’S GITZ, ZARBAG’S GITZ |
The Grotmas Gitz bound across the realms, spreading their dubious brand of holiday ‘cheer’ far and wide. With whoops of ‘On, Bounda!’ they spur their squiggly mount to hurtle into the fray, gifts streaking from the beast’s straining gob.
Bludgeoning Bag of Gifts |
| Bludgeoning Bag of Gifts | 2" | 3 | 4+ | 3+ | -1 | 1 |
Massive Gift-filled Gob |
| Massive Gift-filled Gob | 1" | 4 | 4+ | 3+ | -1 | D3 |
Unit Size: - Points: -
Battlefield Role: None
Base size: 40mm
The Grotmas Gitz are armed with a Bludgeoning Bag of Gifts.
MOUNT: This unit’s Giant Cave Squig is armed with a Massive Gift-filled Gob.
Bludgeoning Cheer: Nothing fills the Grotmas Gitz with festive cheer like squashing their foes beneath several hundred pounds of merrily jingling squig-flesh.
After this unit makes a
charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the unmodified
charge roll for that charge move. For each 4+, that enemy unit suffers 1
mortal wound.
Giftz for All!: With each bounce, an array of distracting and often extremely hazardous ‘gifts’ tumble out of the Grotmas Gitz’ clutches and onto unsuspecting enemies.
After this unit has made a
normal move,
run or
retreated, pick 1 enemy unit that this unit passed across and roll a dice. On a 4+, subtract 1 from the Damage characteristic of that unit’s melee weapons (to a minimum of 1) until the start of your next
hero phase.
‘Oh! Grotmas bellz, Skragrott smellz…’: Despite – or, likely, because of – the grottish cheer that radiates from these delinquents, other gitz find their presence remarkably irritating.
Subtract 1 from
hit rolls for attacks made by friendly
GLOOMSPITE GITZ units while they are wholly within 6" of this unit.
Add 1 to the Damage characteristic of melee weapons used by friendly
GLOOMSPITE GITZ units while they are wholly within 6" of this unit.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, HERO, GROTMAS GITZ |
From unnatural clouds of mist come the hulking reptilian brutes known as Fimir Warriors. Possessed of prodigious strength and tenacity, they charge to wherever the fighting is thickest in order to savage their startled foes.
Baleglyph Maul |
| Baleglyph Maul | 2" | 3 | 3+ | 3+ | -2 | 1 |
Club Tail |
| Club Tail | 1" | 1 | 4+ | 3+ | - | 1 |
Unit Size: 3 Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a FIMIRACH NOBLE
Each model in a Fimir Warriors unit is armed with a Baleglyph Maul and Club Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION keyword.
Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified
wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This unit has a
ward of 6+.
Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your
hero phase, you can
heal 1 wound allocated to this unit.
DESTRUCTION, FIMIR, FIMIR WARRIORS |
Wolf Bow |
| Wolf Bow | 16" | 2 | 5+ | 5+ | - | 1 |
Slavering Jaws |
| Slavering Jaws | 1" | 4 | 4+ | 4+ | - | 1 |
Slittas |
| Slittas | 1" | 3 | 5+ | 5+ | - | 1 |
Unit Size: 1 Points: 50
Battlefield Role: None
Each model in a Grot Wolf Chariots unit is armed with a Wolf Bow and Slittas.
MOUNT: This unit’s Giant Wolves are armed with Slavering Jaws.
Smashing Charge: After a model from this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 4+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.
DESTRUCTION, GLOOMSPITE GITZ, GROT, GROT WOLF CHARIOTS |
Wolf Bow |
| Wolf Bow | 16" | 2 | 5+ | 5+ | - | 1 |
Slitta |
| Slitta | 1" | 1 | 5+ | 5+ | - | 1 |
Pokin’ Spear |
| Pokin’ Spear | 2" | 1 | 4+ | 4+ | - | 1 |
Slavering Jaws |
| Slavering Jaws | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 100
Battlefield Role: None
Each model in a Grot Wolf Riders unit is armed with one of the following weapon options: Slitta and Wolf Bow; Pokin’ Spear; or Pokin’ Spear and Grot Shield. All models in the unit must be armed with the same weapon option.
SHIELD: If this unit is armed with Grot Shields, it has a Save characteristic of 4+ instead of 5+.
MOUNT: This unit’s Giant Wolves are each armed with Slavering Jaws.
CHAMPION: 1 model in this unit can be a Grot Wolf Rider Boss. Add 1 to the Attacks characteristic of that model’s melee weapon.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to
charge rolls for this unit if it includes any Hornblowers.
Pounce: This unit is eligible to fight in the
combat phase if it is within 6" of an enemy unit instead of 3", and models in this unit can move an extra 3" when they
pile in.
DESTRUCTION, GLOOMSPITE GITZ, GROT, GROT WOLF RIDERS |
Back Stabba |
| Back Stabba | 1" | 2 | 5+ | 5+ | -1 | 1 |
Unit Size: 3 Points: 50
Battlefield Role: None
Each model in a Nasty Skulkers unit is armed with vicious Back Stabbas.
Surprise!: When you select a
NASTY SKULKERS unit to be part of your army, you can pick 1 friendly
GROT MOB unit that is already part of your army to be the unit in which that
NASTY SKULKERS unit is hiding. Record this information on a piece of paper. Do not set up the
NASTY SKULKERS unit until it is revealed as described next. You can hide up to 1
NASTY SKULKERS unit in a
GROT MOB unit.
At the start of the combat phase, you can reveal 1 or more hidden
NASTY SKULKERS units. If you do so, set up each hidden
NASTY SKULKERS unit wholly within 5" of the unit it was hiding in and within 3" of any enemy units.
Right in da ’Urty Bitz!: If the unmodified
hit roll for an attack made with a Back Stabba is 6, the target suffers 1
mortal wound and the
attack sequence ends (do not make a
wound roll or
save roll).
DESTRUCTION, GLOOMSPITE GITZ, GROT, NASTY SKULKERS |
Explodin’ Spores |
| Explodin’ Spores | 6" | 4 | 5+ | 5+ | -1 | 1 |
Pokin’ Sticks |
| Pokin’ Sticks | 1" | 5 | 5+ | 6+ | - | 1 |
Ram Spikes |
| Ram Spikes | 1" | 2D6 | 5+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 70
Battlefield Role: None
Each model in a Snotling Pump Wagons unit is armed with Explodin’ Spores, Pokin’ Sticks and Ram Spikes.
Pump Harder, Ladz: If you roll a double when determing this unit’s Move characteristic in your
movement phase, this unit is pumped up until the end of your turn. You can re-roll
charge rolls for pumped-up units, and you can add 1 to
hit rolls for attacks made with Ram Spikes by pumped-up units.
DESTRUCTION, GLOOMSPITE GITZ, SNOTLING, WAR MACHINE, SNOTLING PUMP WAGONS |
Explodin’ Spores |
| Explodin’ Spores | 6" | 4 | 5+ | 6+ | -1 | 1 |
Pokin’ Sticks |
| Pokin’ Sticks | 1" | 5 | 5+ | 6+ | - | 1 |
Unit Size: 2 Points: 50
Battlefield Role: None
Each model in a Snotlings unit is armed with Pokin’ Sticks and Explodin’ Spores.
Enthusiastic Show-offs: You can add 1 to
hit rolls for attacks made by this unit if it is wholly within 12" of a friendly
ORRUK unit.
DESTRUCTION, GLOOMSPITE GITZ, SNOTLINGS |
Noxious Vomit |
| Noxious Vomit | 6" | 1 | 3+ | 3+ | -2 | D3 |
Troggoth Club |
| Troggoth Club | 2" | 3 | 4+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 175
Battlefield Role: None
Each model in a Sourbreath Troggoths unit is armed with Noxiou Vomit and a Troggoth Club.
Regeneration: In your
hero phase, you can roll a dice for this unit. If you do so, on a 4+,
heal up to D3 wounds allocated to this unit.
Too Dumb to Die: This unit has a ward of 5+.
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH, SOURBREATH, SOURBREATH TROGGOTHS, TRUGG’S TROGGHERD |
Behemoth
Aleguzzler Gargants that accompany Gloomspite hordes into battle are often combating raging hangovers from drinking too much crude fungus brew. They fight for more barrels of the same foul stuff, so that they can get inebriated all over again.
Massive Club |
| Massive Club | 2" | | 3+ | 3+ | -1 | 2 |
’Eadbutt |
| ’Eadbutt | 2" | 1 | 4+ | 3+ | -3 | |
Mighty Kick |
| Mighty Kick | 2" | 1 | 3+ | 3+ | -2 | D3 |
0-5 | 8" | 5 | 4 |
6-7 | 7" | 4 | 3 |
8-9 | 6" | 3 | 2 |
10+ | 5" | 2 | 1 |
Unit Size: 1 Points: 140
Battlefield Role: Behemoth
Base size: 90 x 52mm
Notes: Single
An Aleguzzler Gargant is armed with a Massive Club, ’Eadbutt and Mighty Kick.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Troggherd
Drunken Stagger: Often still inebriated, Aleguzzlers can lurch forwards with surprising speed -buttheir sozzled clumsiness makes them just as dangerous to their allies as their enemies.
You can attempt a charge with this unit if it is within 18" of the enemy instead of 12", In addition, roll 3D6 instead of 2D6 when making a charge roll for this unit. However, if a charge roll for this unit includes three dice that show the same number before modifiers are applied, this unit cannot make a charge move in that phase and the players must roll off. The winner must pick a point on the battlefield 3" from this unit. Each unit within 2" of that point suffers D3 mortal wounds.
Stuff’Em In Me Bag: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’...
After this unit
piles in, you can pick 1 enemy model within 3" of it and roll a dice. If the roll is at least double that model’s Wounds characteristic, it is slain.
Timber!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where - and on whom - their body will fall.
If this model is slain, before removing the model from the battlefield, the players must
roll off. The winner picks a point on the battlefield 3" from the slain model. Each unit within 2" of that point that is not a
GARGANT or a
MEGA-GARGANT suffers D3
mortal wounds. The slain model is then removed from the battlefield.
DESTRUCTION, GLOOMSPITE GITZ, GARGANT, MONSTER, ALEGUZZLER GARGANT |
Some Arachnarok Spiders bear howdahs upon their backs that have flinger catapults built into them. Operated by a cackling grot crew, these weapons lob tumbling masses of envenomed webbing that slam down to entangle and poison the enemy.
Flinger |
| Flinger | 36" | See below | 3+ | 3+ | - | 1 |
Spider-bows |
| Spider-bows | 16" | 10 | 4+ | 5+ | - | 1 |
Chitinous Legs |
| Chitinous Legs | 2" | | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 | | 3+ | -1 | 3 |
Crooked Spears |
| Crooked Spears | 1" | 8 | 5+ | 4+ | - | 1 |
0-6 | 8 | 2+ |
7-9 | 7 | 3+ |
10-12 | 6 | 3+ |
13+ | 5 | 4+ |
Unit Size: 1 Points: 230
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
An Arachnarok Spider with Flinger is armed with a Flinger, Chitinous Legs and Monstrous Fangs.
CREW: This unit is accompanied by a Spiderfang grot crew armed with Spider-bows and Crooked Spears.
Flinger: This crude catapult hurls a heavy hall of corded spider-silk at the enemy. Any victims not crushed by the missile when it lands are engulfed by the mass of sticky webbing as it explosively unfurls.
The Attacks characteristic of a Flinger is equal to the number of models in the target unit, to a maximum of 20. In addition, if any attacks made with this unit’s Flinger score a hit, after those attacks have been resolved, roll a dice. On a 2+, the target unit is entangled until the start of your next
hero phase. While a unit is entangled, halve its Move characteristic. A unit cannot be entangled more than once at the same time.
Spider Venom: An Arachnarok Spider monstrous fangs glisten with deadly toxic venom.
If the unmodified
hit roll for an attack made with this unit’s Monstrous Fangs is 6, that attack causes 3
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Wall Crawler: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across
terrain features in the same manner as a unit that can
fly.
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG, MONSTER, ARACHNAROK SPIDER WITH FLINGER |
Vast arachnid predators possessed of a malevolent sentience, Arachnarok Spiders stalk into battle carrying rickety howdahs full of shrieking Spiderfang grots, who worship the creatures as the progeny of their eight-legged god.
Spider-bows |
| Spider-bows | 16" | 10 | 4+ | 5+ | - | 1 |
Chitinous Legs |
| Chitinous Legs | 2" | | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 | | 3+ | -1 | 3 |
Crooked Spears |
| Crooked Spears | 1" | 10 | 5+ | 4+ | - | 1 |
0-6 | 8 | 2+ |
7-9 | 7 | 3+ |
10-12 | 6 | 3+ |
13+ | 5 | 4+ |
Unit Size: 1 Points: 200
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single. Battleline if general is SPIDERFANG
An Arachnarok Spider with Spiderfang Warparty is armed with Chitinous Legs and Monstrous Fangs.
CREW: This unit has a Spiderfang grot crew armed with Spider-bows and Crooked Spears.
‘For Da Spider God!’: The chance to ride to war atop their living deities fills Spiderfang grots with a zealous urge to claim new lands for the Spider God’s brood.
This unit counts as 10 models for the purposes of
contesting objectives.
Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified
hit roll for an attack made with this unit’s Monstrous Fangs is 6, that attack causes 3
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Wall Crawler: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across
terrain features in the same manner as a unit that can
fly.
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG, MONSTER, ARACHNAROK SPIDER WITH SPIDERFANG WARPARTY |
Possibly the most insane living weapons to be unleashed upon the Mortal Realms, Mangler Squigs crash, jump and roll across the battlefield leaving trails of torn and broken bodies in their wake.
Huge Fang-filled Gobs |
| Huge Fang-filled Gobs | 2" | 4 | | 3+ | -1 | D6 |
Balls and Chains |
| Balls and Chains | 2" | | 3+ | 3+ | -2 | D3 |
Bashin’ Stikks |
| Bashin’ Stikks | 1" | 4 | 4+ | 4+ | - | 1 |
0-6 | D6+10" | 3+ | 7 |
7-9 | D6+7" | 4+ | 6 |
10-12 | D6+5" | 5+ | 5 |
13+ | D6+10" | 2+ | 8 |
Unit Size: 1 Points: 250
Battlefield Role: Behemoth
Base size: 80mm
Notes: Single
Mangler Squigs are armed with Huge Fang-filled Gobs and Balls and Chains.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Squigalanche
CREW: This unit is accompanied by a grot crew armed with Bashin’ Stikks.
Ker-splat!: Mangler Squigs produce an impact that is nothing short of spectacular, sending severed body parts and splashes of gore skywards.
After this unit makes a
charge move, pick 1 enemy unit within 1" of this unit and roll a dice for each model in that unit, to a maximum of 10 dice. For each 4+, that unit suffers 1
mortal wound.
Watch Out!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes.
If this model is slain, before it is removed from play, roll a dice for each other unit within 3" of this model. On a 4+, that unit suffers D3
mortal wounds.
DESTRUCTION, GLOOMSPITE GITZ, GROT, SQUIG, MOONCLAN, MONSTER, MANGLER SQUIGS |
Creeping out from their web-wreathed Shyishan lairs, Skitterstrand Arachnaroks burst through temporary realmgates to snatch up their prey, biting off heads, injecting paralysing venom and dragging choice victims away into the darkness.
Chitinous Legs |
| Chitinous Legs | 2" | | 4+ | 3+ | -1 | 1 |
Monstrous Fangs |
| Monstrous Fangs | 1" | 4 | | 3+ | -1 | 3 |
0-6 | 8 | 2+ |
7-9 | 7 | 3+ |
10-12 | 6 | 3+ |
13+ | 5 | 4+ |
Unit Size: 1 Points: 170
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Skitterstrand Arachnarok is armed with Chitinous Legs and Monstrous Fangs.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Skitterstrand Nest
Ambush From Beyond: Skitterstrand Arachnaroks stalk their prey through the arcane paths that connect the realms.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a
reserve unit. At the end of your
movement phase, you can set up any friendly units that are in ambush on the battlefield more than 9" from all enemy units. In addition, at the end of the
combat phase, you can say that this unit will ambush again. If you do so, remove it from the battlefield. It is set up in ambush as a reserve unit once more.
Spider Venom: An Arachnarok Spider monstrous fangs glisten with deadly toxic venom.
If the unmodified
hit roll for an attack made with this unit’s Monstrous Fangs is 6, that attack causes 3
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Wall Crawler: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across
terrain features in the same manner as a unit that can
fly.
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG, MONSTER, SKITTERSTRAND ARACHNAROK |
The Bonegrinder Mega-Gargant’s coming is heralded by earth-shaking footsteps and a deafening roar of battle-lust. Each Bonegrinder thinks of itself as the next Behemat, and will stomp flat or batter to death anything foolish enough to stand in its way.
Hurled Boulder |
| Hurled Boulder | | 1 | 3+ | 2+ | -3 | 4 |
Gargantuan Club |
| Gargantuan Club | 3" | | 3+ | 3+ | -2 | 3 |
Thunderous Stomp |
| Thunderous Stomp | 1" | 1 | 3+ | 3+ | -2 | D6 |
0-18 | 11" | 18" | 7 |
19-24 | 10" | 15" | 5 |
25-30 | 9" | 12" | 4 |
31+ | 8" | 9" | 3 |
Unit Size: 1 Points: 535
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Bonegrinder Mega-Gargant is armed with a Gargantuan Club, Thunderous Stomp and Hurled Boulders.
Thunderous Stomp: A Bonegrinder Mega- Gargant’s massive, stomping feet are devastating against smaller opponents.
Add 1 to
hit rolls for attacks made with a Thunderous Stomp unless the target is a
MONSTER.
I’ll Bite Your Head Off!: A Bonegrinder Mega-Gargant’s cavernous mouth makes for an especially deadly weapon, should the brute fancy a light snack during a battle.
After this model
piles in, you can pick 1 enemy model that is within 3" of this model, and roll a dice. If the roll is greater than that enemy model’s Wounds characteristic, that enemy model is slain.
Longshanks: A Bonegrinder Mega-Gargant towers high above the battlefield, and although it moves ponderously, it can step over most obstacles.
When this model makes a
normal move,
run or
retreat, it can ignore other models and
terrain features when you trace the path of its move across the battlefield, but it cannot finish that move within 3" of an enemy unit.
Sons of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If this model is affected by an ability that slays the target without any wounds or
mortal wounds being allocated, then this model suffers D6 mortal wounds instead.
Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.
Timberrr!!!: A dying Bonegrinder Mega-Gargant is indiscriminating in their choice of where – and on whom – their body falls.
If this model is slain, before removing it from play, the players must
roll off. The winner must pick 1 point on the battlefield 5" from this model. Each unit within 3" of that point suffers D3
mortal wounds unless it is a
MEGA-GARGANT. This model is then removed from play.
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MEGA-GARGANT, MONSTER, BONEGRINDER |
With their large, fleshy mouths and boundless energy, Colossal Squigs unleash untold havoc in battle. These insatiable fungoid beasts messily devour swathes of foes in an instant, squashing everything in their path as they careen towards their next meal.
Puff Spores |
| Puff Spores | 8" | 1 | 5+ | 5+ | - | D3 |
Enormous Jaws |
| Enormous Jaws | 3" | 8 | | 3+ | -2 | D3 |
Trampling Feet |
| Trampling Feet | 1" | | 5+ | 3+ | -1 | 1 |
0-7 | 4D6" | 2+ | 10 |
8-10 | 3D6" | 3+ | 8 |
11-13 | 2D6" | 4+ | 6 |
14+ | 2D6" | 5+ | 4 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Colossal Squig is armed with Enormous Jaws, Trampling Feet and Puff Spores.
Crazed Charge: Driven mad with hunger, the Colossal Squig bounds head-first into anything that it considers edible, wildly gnashing its jaws in the hope of finding a tasty morsel.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a
charge move. On a 2+, that enemy unit suffers D3
mortal wounds.
Fungoid Squig Explosion: When these massive creatures meet their death, their body ripples with a build-up of fungal spore gas, and with an ear-splitting pop they burst into a mass of smaller Squigs.
If this model is slain, before removing this model from play, roll a dice for each enemy unit within 3" of it. On a 2+, that enemy unit suffers D3
mortal wounds. Then, you can add 1
SQUIG HERD unit of up to 5 models to your army. Set up the
SQUIG HERD unit wholly within 9" of this model and more than 3" from all enemy models. This model is then removed from play.
Puff Spores: When the Colossal Squig is threatened, its tiny fungal blisters begin to burst, spreading thick clouds of spores that blind and choke any who venture too close.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Swallowed Whole: A Colossal Squig’s enormous jaws can stretch wide enough to consume their enemy whole.
If the unmodified
hit roll for an attack made with this model’s Enormous Jaws is 6, that attack causes D3
mortal wounds to the target and the
attack sequence ends (do not make a wound or save roll).
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN, SQUIG, MONSTER, COLOSSAL SQUIG |
Basilisks are creatures so inimical to life that they poison the very ground they walk on. They are a living blight that can swiftly reduce an area to ruinous wasteland, destroying crops and slaughtering livestock with venom that suffuses both body and spirit.
Acidic Spittle |
| Acidic Spittle | 10" | 1 | 5+ | | -1 | 1 |
Venomous Bite |
| Venomous Bite | 2" | 1 | 3+ | 3+ | | 3 |
Clutching Claws |
| Clutching Claws | 1" | 6 | 4+ | 4+ | -1 | 1 |
0-3 | 10" | -2 | 2+ |
4-5 | 9" | -2 | 3+ |
6-7 | 8" | -1 | 4+ |
8+ | 7" | -1 | 5+ |
Unit Size: 1 Points: 175
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Basilisk is armed with Acidic Spittle, a Venomous Bite and Clutching Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION keyword.
Corrosive Miasma: The poisons that emanate from the Basilisk’s skin are so toxic that they leave anyone nearby choking on their own blood as they fall victim to their corrosive effects.
At the start of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers 1
mortal wound.
Malignant Gaze: The Basilisk focuses its malice upon its intended victim, its eyes radiating with evil as the enemy slowly melts into a pile of steaming flesh and blistering metal.
In your
hero phase, you can pick 1 enemy unit within 12" of this model and visible to it, and roll a dice. On a 1, nothing happens. On a 2-3, that unit suffers D3
mortal wounds. On a 4+, that unit suffers D3+1 mortal wounds.
DESTRUCTION, MONSTER, BASILISK |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Artillery
Armies of Moonclan grots use Squig Gobbas as living artillery. The enormous fungoid beasts are prodded and poked until they regurgitate smaller squigs they have devoured, sending them flying into the ranks of the enemy to explode in clouds of acidic spores.
Spit-squigs |
| Spit-squigs | 30" | 6 | 4+ | 3+ | - | D3 |
Bashin’ Sticks |
| Bashin’ Sticks | 1" | 3 | 5+ | 5+ | - | 1 |
Cavernous Maw |
| Cavernous Maw | 2" | 3 | 3+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 175
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single
A Squig Gobba is armed with Spit-squigs and a Cavernous Maw.
CREW: This model has a grot crew that attack with their Bashin’ Sticks.
Arcing Spit: Once gobbed forth, flailing Spitsquigs soar in an uncharacteristically graceful, saliva-trailing arc before messily splatting into their target.
When this model makes an attack with Spitsquigs, it can target an enemy unit that is not visible to it. In addition, add 1 to
hit rolls for attacks made with Spit-squigs if the target has more than 5 models.
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN, SQUIG, MONSTER, SQUIG GOBBA |
Divin’ Grot |
| Divin’ Grot | 30" | 1 | 3+ | 3+ | -1 | D3 |
Slittas |
| Slittas | 1" | 4 | 5+ | 5+ | - | 1 |
Unit Size: 1 Points: 135
Battlefield Role: Artillery
Notes: Single
A Doom Diver Catapult is armed with Divin’ Grots.
CREW: A Doom Diver Catapult has a crew of 4 Grots, who are armed with Slittas. The crew must remain within l" of the Doom Diver Catapult. For rules purposes, the Doom Diver Catapult and its crew are treated as a single model.
Grot-guided Missile: If the hit roll for an attack made with a Divin’ Grot is unsuccessful, roll a dice. On a 4+, you can pick a different enemy unit within 10" of the original target. That unit is hit by the attack instead (make a wound roll and save roll as normal).
DESTRUCTION, GLOOMSPITE GITZ, GROT, WAR MACHINE, DOOM DIVER CATAPULT |
Big Rock |
| Big Rock | 6-40" | 1 | 3+ | 3+ | -2 | 3 |
Slittas |
| Slittas | 1" | 4 | 5+ | 5+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Artillery
Notes: Single
A Grot Rock Lobber is armed with Big Rocks.
CREW: A Grot Rock Lobber has a crew of 3 Grots and 1 Orruk Bully, who are armed with Slittas. The crew must remain within l" of the Grot Rock Lobber. For rules purposes, the Grot Rock Lobber and its crew are treated as a single model.
Flatten the Lot of ’Em: Add 1 to hit rolls for attacks made with a Big Rock that target a unit with more than 5 models.
DESTRUCTION, GLOOMSPITE GITZ, ORRUK, GROT, WAR MACHINE, GROT ROCK LOBBER |
Chukkin’ Spear |
| Chukkin’ Spear | 36" | 3 | 4+ | 3+ | -2 | D3 |
Slittas |
| Slittas | 1" | 3 | 5+ | 5+ | - | 1 |
Unit Size: 1 Points: 135
Battlefield Role: Artillery
Notes: Single
A Grot Spear Chukka is armed with Chukkin’ Spears.
CREW: A Grot Spear Chukka has a crew of 3 Grots, who are armed with Slittas. The crew must remain within l" of the Grot Spear Chukka. For rules purposes, the Grot Spear Chukka and its crew are treated as a single model.
Get the One with the Big Hat: Add 1 to hit rolls for attacks made with a Chukkin’ Spear that target a HERO.
DESTRUCTION, GLOOMSPITE GITZ, GROT, WAR MACHINE, GROT SPEAR CHUKKA |
Faction Terrain Feature
| | |
| Where the Fangz of the Bad Moon fall, they smash down upon the landscape causing untold devastation. Then come the Gloomspite hordes, creeping from below to hew these loonstone outcroppings into grotesque shrinelairs that soon become encrusted with fungi and imbued with the sinister energies of their progenitor rock. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
SET UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If these restrictions mean you cannot set up this faction terrain feature, you can remove 1 terrain feature that is wholly or partially within your territory and attempt to set up this faction terrain feature again. If it is still impossible to set up this faction terrain feature, then it is not used. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.
IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).
Effigy of Da Bad Moon: Larger moonstone meteorites are hacked painstakingly into crude but surprisingly lifelike effigies of the Bad Moon, and they hold a sliver of its lunar power. GLOOMSPITE GITZ units are affected by the Light of the Bad Moon while they are wholly within 12" of this terrain feature.
Moonclan Lairs: The Gloomspite Gitz use Moonclan-dug tunnels to reach nearby Loonshrines. In battle, reinforcements emerge from these echoing subterranean passages.
At the end of each of your turns, you can pick 1 friendly GLOOMSPITE GITZ unit that has been destroyed. The unit picked cannot be a HERO, cannot be Unique, and must have a Wounds characteristic of 5 or less. After you pick a unit that has been destroyed, roll a dice. On a 4+, a replacement unit with half of the models from the unit that was destroyed (rounding up) is added to your army. Set up that unit wholly within 12" of a Bad Moon Loonshrine in your army and more than 3" from all enemy units. Each destroyed unit can only be replaced once, and replacement units cannot themselves be replaced. Replacement MOONCLAN STABBAS and MOONCLAN SHOOTAS can include up to half as many Netters as the destroyed unit (rounding up). | |
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Endless Spell
| | |
| The Malevolent Moon is conjured when a shaman raises high a carved loonstone simulacrum of the Bad Moon and jabbers the right words. The statue swells into a cackling, glowing abomination that sweeps across the battlefield wreaking havoc. Unit Size: - Points: 80 Battlefield Role: Endless Spell Base size: 50mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 12". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only GLOOMSPITE GITZ WIZARDS can attempt to summon this endless spell.
Malevolent Intentions: A Malevolent Moon crashes through its foes, biting and crushing them as it goes.
After this endless spell has moved, roll a dice for each unit within 3" of it. On a 2+, that unit suffers D3 mortal wounds. GLOOMSPITE GITZ units are not affected by this ability.
Lurid Light: To the maniacal grots of the Gloomspite Gitz, one cackling lunar entity streaking through the sky is much like another.
While this endless spell is controlled by a model in a Gloomspite Gitz army, GLOOMSPITE GITZ units in the same army are affected by the Light of the Bad Moon while they are wholly within 12" of this endless spell. | |
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| | |
| Mork’s Mighty Mushroom begins as a single spore plucked from between the caster’s filthy toes. By the time it is flung at the foe, it has swollen into a fully grown mushroom, and within moments it blooms into something huge and unutterably foul. Unit Size: - Points: 80 Battlefield Role: Endless Spell Base size: 60mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6D6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only GLOOMSPITE GITZ WIZARDS can attempt to summon this endless spell.
Mutating Spores: Grots know to steer clear of even the smallest Skullshrooms, as their spores have a terrifying and immediate effect upon those who come into contact with them. When Mork’s Mighty Mushroom erupts onto the battlefield, it belches inescapable clouds of these horrible motes that cause smaller Skullshrooms to violently burst forth from everything they touch - a process that has particularly messy results upon living things.
At the start of the shooting phase, roll a number of dice for each unit within 8" of this endless spell equal to the number of models in that unit that are within 8" of this endless spell. For each 5+, that unit suffers 1 mortal wound. | |
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| | |
| Scrapskuttle’s Arachnacauldron fumes with sorcerous energies, and a shaman who drinks of its foul fluids feels magical knowledge burn through their brain. Yet the cauldron squeals always with idiot hunger, and there is a price to be paid for the arcane power it bestows. Unit Size: - Points: 40 Battlefield Role: Endless Spell Base size: 75 x 42mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 1". If successfully cast, set up this endless spell within range and visible to the caster, and more than 1" from all other models, other endless spells and invocations. Only GLOOMSPITE GITZ WIZARD HEROES can attempt to summon this endless spell. A WIZARD in a garrison cannot attempt to summon this endless spell, and if this endless spell is summoned, the WIZARD that summoned it cannot join a garrison until this endless spell has been removed from play.
LINKED: This endless spell must remain within 1" of the model that summoned it. For rules purposes, this endless spell and the model that summoned it are treated as a single model that uses that model’s warscroll, with the addition of the abilities on this warscroll. If the model that summoned this endless spell is slain, then this endless spell is immediately removed from play. If this endless spell is dispelled and the model that summoned it has not been slain, remove this endless spell from play but leave the model that summoned it on the battlefield.
Blessings of the Cauldron: Scrapskuttle’s Arachnacauldron grants great arcane power to the one brave or mad enough to call upon its aid.
The model that summoned this endless spell can attempt to cast 1 additional spell while this endless spell is on the battlefield. In addition, if the model that summoned this endless spell is a MOONCLAN unit in a Gloomspite Gitz army, it knows all of the spells from the Lore of the Moonclans while this endless spell is on the battlefield.
Bloodslither Pact: Scrapskuttle’s Arachnacauldron only imparts its gifts when live victims are plunged screaming into the bubbling broth that sloshes around in its iron belly. If no enemies are nearby, then allies or even the caster will have to be sacrificed!
After this endless spell is set up and at the start of each of their hero phases, the commanding player must pick 1 unit within 3" of the model that summoned this endless spell. That unit suffers 1 mortal wound that cannot be negated. Designer’s Note: If there are no other units within 3", then the model that summoned this endless spell must be picked to suffer the mortal wound. | |
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| First comes a weird whispering, a rising scrape and skitter like a wind through dry leaves. Then the Scuttletide spills out onto the battlefield, sorcerous spiders by the thousand squeezing from cracks in the ground and surging from shadows and undergrowth to overrun and frenziedly bite everything in their path. Unit Size: - Points: 70 Battlefield Role: Endless Spell Base size: Use model
SUMMONING: This endless spell is summoned with a spell that has a casting value of 7. Add 1 to casting rolls for this spell if the caster is a SPIDERFANG WIZARD. If successfully cast, set up this endless spell within 8" of a terrain feature that is visible to the caster, and more than 1" from all models, other endless spells and invocations. Only GLOOMSPITE GITZ WIZARDS can attempt to summon this endless spell.
Scuttling Horde: A Scuttletide seethes across the battlefield, biting and poisoning anything that gets in its way or that approaches too closely.
After this endless spell has moved, the commanding player can pick 1 unit within 1" of this endless spell and roll 8 dice. For each 5+, that unit suffers 1 mortal wound. In addition, roll 8 dice for each unit that finishes a normal move, run, retreat or charge move within 6" of this endless spell. For each 5+, that unit suffers 1 mortal wound. SPIDERFANG units are not affected by this ability.
Endless Terrors: The sorcerous energies of the Scuttletide are bolstered by nearby Arachnaroks, drawing forth wave after wave of the crawling critters and making them near impossible to get rid of.
While this endless spell is wholly within 12" of any ARACHNAROK units, it can only be dispelled with a dispelling roll of 9+. | |
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Warscroll Battalion
| | |
| A Moonclan Skrap consists of every single Moonclan Grot that could be rousted, bullied or lured out of their lurklair and shoved hastily into some semblance of battle order. Any reluctance for the upcoming fight that this greenskin horde might possess is swiftly eclipsed as the Bad Moon rises and the Gloomspite seizes hold of them. |
• | 1-3 LOONBOSS units | • | 0-3 MOONCLAN WIZARD units | • | 0-1 Gobbapalooza units |
|
Spreading Loonacy: When Moonclan grots gather into a skrap, the energies of the Gloomspite surge through them like a tide and send them frothing mad.
Add the number of the current battle round to the Bravery characteristic of units in this battalion. | |
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| A Moonclan Skrap consists of every single Moonclan Grot that could be rousted, bullied or lured out of their lurklair and shoved hastily into some semblance of battle order. Any reluctance for the upcoming fight that this greenskin horde might possess is swiftly eclipsed as the Bad Moon rises and the Gloomspite seizes hold of them. Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
Spreading Loonacy: When Moonclan grots gather into a skrap, the energies of the Gloomspite surge through them like a tide and send them frothing mad.
Add the number of the current battle round to the Bravery characteristic of units in this battalion. | |
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| | |
| A Moonclan Skrap consists of every single Moonclan Grot that could be rousted, bullied or lured out of their lurklair and shoved hastily into some semblance of battle order. Any reluctance for the upcoming fight that this greenskin horde might possess is swiftly eclipsed as the Bad Moon rises and the Gloomspite seizes hold of them. Spreading Loonacy: When Moonclan grots gather into a skrap, the energies of the Gloomspite surge through them like a tide and send them frothing mad.
Add the number of the current battle round to the Bravery characteristic of units in this battalion. | |
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| Unit Size: - Points: 100 Battlefield Role: Warscroll Battalion
Hunting Broods: Stalktribes hunt their victims in closely coordinated packs, herding their prey into one another’s clutches to deliver the killing bite.
Add 1 to hit rolls for attacks made with melee weapons by units in this battalion that target an enemy unit that has been targeted by an attack made by another unit from this battalion in the same phase. | |
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| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Hunting Broods: Stalktribes hunt their victims in closely coordinated packs, herding their prey into one another’s clutches to deliver the killing bite.
Add 1 to hit rolls for attacks made with melee weapons by units in this battalion that target an enemy unit that has been targeted by an attack made by another unit from this battalion in the same phase. | |
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| Unit Size: - Points: 110 Battlefield Role: Warscroll Battalion
Hunting Broods: Stalktribes hunt their victims in closely coordinated packs, herding their prey into one another’s clutches to deliver the killing bite.
Add 1 to hit rolls for attacks made with melee weapons by units in this battalion that target an enemy unit that has been targeted by an attack made by another unit from this battalion in the same phase. | |
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| A Troggherd could be likened to a slow-moving avalanche, which starts with a lone Dankhold Troggboss setting off to points unknown and ends with a lumbering mass of violently stupid and single-minded monsters smashing their way through everything in their path. Unit Size: - Points: 170 Battlefield Role: Warscroll Battalion
Eat on the Move: Too dim to think about stopping for a snack but always hungry, troggoths snatch up screaming victims and stuff them into their maws even as they lumber across the battlefield.
Each time a unit in this battalion fights, after all of its attacks have been resolved, if any enemy models were slain by those attacks, you can heal up to D3 wounds allocated to that unit. | |
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| The grots of a Squigalanche range nomadically across the Mortal Realms in search of the Bad Moon. Some seek to catch up to it and sink their mounts’ fangs into its rocky hide, others to bound clean over it or stop it in its tracks just to prove they can. Whatever their goal, anything that gets between them and the Bad Moon is sure to suffer. Unit Size: - Points: 90 Battlefield Role: Warscroll Battalion
Over Da Moon: Squigalanches chase the Bad Moon, each rider intent on being the first to take a chunk out of it or to jump over it.
If a unit in this battalion is affected by the Light of the Bad Moon at the start of the combat phase, that unit is eligible to fight in that phase if it is within 6" of an enemy unit instead of 3" and can move an extra 3" when it piles in. | |
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| Unit Size: - Points: 240 Battlefield Role: Warscroll Battalion Notes: This warscroll battalion cannot be used in a Pitched Battle without obtaining your opponent’s permission. These models must be taken as a set for a total of 240 points. Although taken as a set, each is a separate unit.
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Regiment of Renown
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| Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Corpse-rippa Vulcha had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, taking with him a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms. Unit Size: - Points: 290 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Big Grikk’s Kruleshots. Although taken as a set, each is a separate unit.
Back-stabbin’ Big Shot: Big Grikk has a reputation among his lads as ‘a right sneaky ’un’ – a high accolade in Kruleboyz society.
The BEAST-SKEWER KILLBOW in this regiment of renown has the HERO keyword.
Toxin-laden Skewers: Big Grikk’s Kruleshots habitually smear highly toxic secretions over the tips of their jagged bolts.
If the unmodified hit roll for an attack made by a model in this regiment of renown is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll).
Skewer It Again!: There’s no need for him to point; Grikk simply uses his bolts to indicate which beastie he wants his boyz to bring down.
If any wounds and/or mortal wounds caused by a shooting attack made by this regiment of renown’s BEAST-SKEWER KILLBOW are allocated to an enemy MONSTER and not negated, you can pick any number of other models in this regiment of renown and say that they are focusing fire. If you do so, until the end of the phase, add 1 to the Attacks characteristic of missile weapons used by those models but all of their attacks must target that enemy MONSTER. | |
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