Gloomspite Gitz – Warscrolls


Cavalry Hero


GLOOMSPITE GITZ WARSCROLL
Loonboss
on Giant Cave Squig
D6+6"
6
5+
5
Loonbosses are the warlords of the Moonclan skraps. Clad in crude armour pilfered from the surface races, their faces protected by grinning helms intended to make them look like ‘proppa loons’, they cut imposing figures amongst their fellow grots. Loonbosses relish a fight, and weapons they wield are laden with so many spiteful enchantments that they can carve clean through steel plate. However, they never fight fair. Ducking and weaving around their enemies, they hurl mobs of cackling grots at them to wear them down before finishing them off with a slice to the throat or a blow between the shoulder blades. The best fights, after all, are the ones conducted from behind a green wall of underlings doing most of the dirty work. Many Loonbosses take squigs as mounts or pets and have their choice of prime specimens, among them the Giant Cave Squigs. Such bossgrots are often found at the head of a Squigalanche, and while it might be an exaggeration to say that they intentionally ‘lead’ their fellows anywhere, their force of personality is enough to draw squig-mounted greenskins to their side from miles around.
GLOOMSPITE GITZ WARSCROLL
Loonboss
on Giant Cave Squig
MELEE WEAPONS
AtkHitWndRndDmg
Moon-cutta or Loonboss Stabba [Charge (+1 Damage)]
Moon-cutta or Loonboss Stabba
Charge (+1 Damage)
54+4+12
Massive Fang-filled Gob [Companion]
Massive Fang-filled Gob
Companion
44+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Moonclan Agitator, Any MOONCLAN
Notes: This HERO can join an eligible regiment as a Moonclan Agitator.

Reaction: You declared a FIGHT ability for this unit
LET’S GET BOUNCIN’!: As their Giant Cave Squig leaps and bounds towards the enemy lines, the Loonboss signals the command for other squig-riders to join the fight and get stabbin’!

Effect: Pick a friendly non-HERO SQUIG CAVALRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, CAVALRY, FLY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Scuttleboss
on Gigantic Spider
10"
7
5+
2
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.
GLOOMSPITE GITZ WARSCROLL
Scuttleboss
on Gigantic Spider
MELEE WEAPONS
AtkHitWndRndDmg
Gigantic Fangs [Crit (Mortal), Companion]
Gigantic Fangs
Crit (Mortal), Companion
44+3+12
Envenomed Spear
Envenomed Spear54+4+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 60mm
Can be reinforced: No
Regiment Options: Any SPIDERFANG

Once Per Turn (Army), End of Any Turn
SCUTTLE AWAY!: Masters of feigned flight and other such sneaky tactics, the Scuttleboss orders his Spider Riders to flee to a more advantageous position.

Declare: If this unit is in combat, pick this unit and up to 1 friendly Spider Riders unit that is in combat and wholly within 12" of this unit to be the targets.

Effect: The targets can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on them.

Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This unit can pass across terrain features as if it had Fly.

KEYWORDS
HERO, CAVALRY
DESTRUCTION, GLOOMSPITE GITZ, SPIDERFANG

Infantry Hero


GLOOMSPITE GITZ WARSCROLL
Fungoid Cave-Shaman
5"
5
6+
2
Visionaries, instigators and soothsayers, Fungoid Cave-Shamans speak with an otherworldly authority concerning future events they claim to have witnessed in the dream-realm of the ‘Great Green’. Their screeched commands are considered as good a basis for a battle plan as any by most Gitz, especially given that these prophecies have a nasty habit of coming true. Fungoid Cave Shamans are the closest thing the grots have to strategists, able to plot wars that span continents or even multiple realms. They do this not through learning and guile but by consuming quantities of toxic fungi that would kill humans thrice over and then jabbering incessantly about the resulting visions they experience. Cave-Shamans fuel their magic with the Deffcap, a highly hallucinogenic mushroom that grows inside the shaman until it bursts out of their cranium. Cave-Shamans sporting such a fungus are capable of casting far more potent spells, for the mushroom appears to draw power from the Bad Moon itself. Any who seek an audience with a Cave-Shaman must tolerate the various squiggly beasts and other critters that nestle within their robes or writhe upon the grot’s gnarled flesh, such as the vicious Spore Squig, a common companion.
GLOOMSPITE GITZ WARSCROLL
Fungoid Cave-Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Moon-sickle
Moon-sickle34+4+12
Spore Squig’s Vicious Teeth [Companion]
Spore Squig’s Vicious Teeth
Companion
24+3+11
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Moonclan Agitator, Any Moonclan

Once Per Battle, Your Hero Phase
DEFFCAP MUSHROOM: The Fungoid Cave-Shamans claim that eating Deffcaps allows them to commune with those who have passed on to the ‘Great Green’. Though such is debatable, the mushroom’s effect on the shaman’s spellcasting abilities is beyond doubt.

Effect: Add 1 to this unit’s power level for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Loonboss
5"
5
4+
2
Loonbosses are the warlords of the Moonclan skraps. Clad in crude armour pilfered from the surface races, their faces protected by grinning helms intended to make them look like ‘proppa loons’, they cut imposing figures amongst their fellow grots. Loonbosses relish a fight, and weapons they wield are laden with so many spiteful enchantments that they can carve clean through steel plate. However, they never fight fair. Ducking and weaving around their enemies, they hurl mobs of cackling grots at them to wear them down before finishing them off with a slice to the throat or a blow between the shoulder blades. The best fights, after all, are the ones conducted from behind a green wall of underlings doing most of the dirty work. To become a Loonboss, a grot must climb the rungs of power by any means. Consequently, many become masters of unorthodox and opportunistic tactics, from feigning injury to pelting their enemies with exploding mushrooms that release flesh-eating spores. Loonbosses are infamously self possessed and eager to lavish themselves with grandiose titles such as Grand Under Emperor or Great Grotlord of the ’Umie-skinnas, but for all their preening, their cunning makes them as dangerous as any orruk boss.
GLOOMSPITE GITZ WARSCROLL
Loonboss
MELEE WEAPONS
AtkHitWndRndDmg
Moon-slicer
Moon-slicer54+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any MOONCLAN
Notes: This HERO can join an eligible regiment as a Moonclan Agitator.

Reaction: You declared a FIGHT ability for this unit
LET’S GET STABBIN’!: Loonbosses rarely get stuck in without a big group of ladz around them to act as a distraction.

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

Your Hero Phase
I’M DA BOSS: Loonbosses are terrible bullies and braggarts with a wicked talent for coercing other grots.

Declare: Pick a visible friendly Moonclan Stabbas unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, pick one of the following effects:

Get Back ’Ere!: If the target is not in combat, you can return D6 slain models to it.

Stab ’Em Good!: Add 1 to wound rolls for the target’s attacks until the start of your next turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Rabble-Rowza
5"
5
5+
2
Like all of Gorkamorka’s creatures, grots love a good scrap. The Rabble-Rowzas take it upon themselves to see this desire fulfilled. Their shrieking voices are not just enhanced but magically weaponised. Through a mixture of gleeful threats and cutting insults, the Rabble-Rowzas direct the wave of destructive madness that is a Gloomspite army onwards, ensuring that it crashes upon the enemy and tramples them to paste. Grots usually fight only when the odds are stacked in their favour. Troggoths are difficult to coax forth as well, preferring to sleep away the decades, and getting Mangler Squigs to go in one consistent direction is a life’s work for their handler. Rabble-Rowzas, however, have no trouble gathering the hordes. When one of these figures passes through a lurklair, clanging their weapons and bellowing at the top of their magically boosted lungs, even the most surly Troggboss may shrug off their lethargy and feel new-found gumption seize them. By the time a Rabble-Rowza emerges from the deepest depths, it is with a veritable parade of subterranean horrors in tow. This is usually enough to convince any nearby grots that a truly spectacular punch-up is imminent, and violent urges temporarily outmatch their natural cowardice.
GLOOMSPITE GITZ WARSCROLL
Rabble-Rowza
RANGED WEAPONS
RngAtkHitWndRndDmg
Bat Squigs [Crit (Auto-wound)]
Bat Squigs
Crit (Auto-wound)
12"34+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Moon-sickle and Basha
Moon-sickle and Basha54+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any MOONCLAN INFANTRY
Notes: This HERO can join an eligible regiment as a Moonclan Agitator.

Deployment Phase
SECRET TUNNELS: Rabble-Rowzas have a knack for locating hidden passages through the depths.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve in a secret tunnel. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
EMERGE FROM THE DEPTHS: The Rabble-Rowza emerges from a littleknown tunnel network beneath the battlefield, ready to stir up trouble.

Declare: Pick this unit if it is in a secret tunnel.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Your Movement Phase
NEH NEH NA-NEH NEH! CAN’T CATCH ME!: With an infuriating taunt, the Rabble-Rowza riles up a lumbering beast, sending it into a blood-mad frenzy. A cunning trick, as long as the Rabble-Rowza isn’t close enough to get caught!

Declare: Pick a visible friendly MONSTER or BEAST unit to be the target.

Effect: For the rest of the turn, the target can use CHARGE abilities even if it used a RUN ability in the same turn, but each time it uses a MOVE ability, it must end the move closer to this unit.

In addition, for the rest of the turn, the first time the target ends a move within this unit’s combat range, inflict D6 mortal damage on this unit.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Skragrott
the Loonking
5"
6
6+
2
Skragrott carved his way into history when he defeated the orruks of Ayadah at the head of hundreds of thousands of grots. He attributes his success to the Bad Moon, which he claims once spoke to him directly. Its jabbering came to him as he slept, filling his mind with tidings of its approach. When Skragrott awoke, a fungal crown was deeply rooted upon his brow, its tendrils touching his brain. This Badloon Bossfungus was seen as proof by all the Moonclans of his right to rule and a conduit through which he could channel their sinister god’s power. When the Loonking’s assault on Ayadah coincided with the rising of the Bad Moon just as he said it would, Skragrott’s infamy was assured. That said, Skragrott recognised that one successful prediction could be discredited. He bade his minions capture mages and prognosticators and drag them back to his fortress of Skrappa Spill. By sieving through their deranged prophecies, Skragrott can extract information that accurately points to the coming of the Bad Moon. Equipped with this knowledge, he leads his great horde into battle with swaggering confidence, empowering them with the lunar entity’s light. Once the fighting is well underway, he uses his magical might to call down loonstone meteors to crush packed groups of foes.
GLOOMSPITE GITZ WARSCROLL
Skragrott
the Loonking
MELEE WEAPONS
AtkHitWndRndDmg
Da Moon Onna Stikk
Da Moon Onna Stikk43+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any Moonclan Agitator, Any GLOOMSPITE GITZ

Once Per Battle, Reaction: You declared the ‘The Bad Moon’s Orbit’ ability
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.

Effect: You can choose whether the Bad Moon moves to the next location or stays in its current location instead of rolling the dice.

Your Hero Phase
7
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.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the unmodified casting roll. For each 3+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

Reaction: You declared the ‘Redeploy’ command for a friendly MOONCLAN unit wholly within 12" of this unit
BABBLING WAND: This jabbering wand, said to be topped with the skull of the great prophet Kaloth, channels the voices of Skragrott’s imprisoned scryers through clacking teeth.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (4+)
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Squigboss
with Gnasha-Squig
5"
4
6+
2
It’s a tough life herding squigs, and handlers who survive more than a week are treated as haggard veterans. Yet occasionally there are those who defy death at every opportunity, eventually becoming known as Squigbosses. Some grots claim these shuffling figures are utterly inured to pain, and this may be true – mostly due to having been bitten so often that only the sharpest agonies now register. Squigbosses have few mates amongst the Moonclans, who find anyone that even a squig refuses to eat highly suspect. Going to battle alongside their faithful Gnasha-squigs, whose company they vastly prefer to that of other grots, they drive the bouncing throngs forwards with jabs and blows from their squig‑krooks. Squigbosses possess a deep knowledge of rare fungi and its effects on their squiggly flock. They know just how much Crimson Deffcap will get the creatures bouncing at optimal speed, the blends of Yellow Lurka that grant their spittle toxic qualities, and the strains of Sproutin’ Moon that see rows of extra, swordlike fangs push up through their gums. By feeding the beasts fungal clusters produced from folds within their filthy robes, a Squigboss can inspire an unstoppable bestial onslaught.
GLOOMSPITE GITZ WARSCROLL
Squigboss
with Gnasha-Squig
MELEE WEAPONS
AtkHitWndRndDmg
Squig-krook
Squig-krook54+4+-2
Fang-filled Gob [Companion]
Fang-filled Gob
Companion
24+3+11
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Moonclan Agitator, Any MOONCLAN
Notes: This HERO can join an eligible regiment as a Moonclan Agitator.

Once Per Turn (Army), Your Hero Phase
FEEDIN’ TIME: Squigbosses possess a deep knowledge of all types of fungi and bring the most potent kinds into battle to feed to their squigs.

Declare: Pick a friendly SQUIG unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply for the rest of the turn:

Crimson Deffcap: Add 3" to the target’s Move characteristic.

Yellow Lurka: The target’s Fang-filled Gobs, Huge Fang-filled Gobs or Massive Fang-filled Gobs have Crit (Mortal).

KEYWORDS
HERO, INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
6"
4
6+
2
Webspinner Shamans are the high viziers of the Spider God. These wise-grots rule the stalktribes and their word is law – though this is not always for the best. Their zealous adulation of all things eight-legged, coupled with the arachnoid energies flowing through them and visions induced by bites from the creepy crawlies that infest their web cloaks, ensure that they are often utterly demented. Still, the mutative blessings granted unto these shamans – usually in the form of extra eyes or limbs – mark them as their god’s favoured. Should a Webspinner command his ladz to let spiders lay eggs in their ears or attempt to weave new cloaks from Arachnarok silk, it will be done with only a modicum of grumbling. Webspinner Shamans are driven by their fervent desire to please the Spider God. They believe that their deity wishes the Everdank to cover the lands, so that all of its arachnid children can spill forth and hunt forever amidst the twilight shadows. This belief, coupled with the constant need to appease the hungry Arachnaroks that dwell in their nests, makes Webspinner Shamans warlike leaders. Their spellcraft also reflects their faith; with ululating incantations, they can conjure sheets of webbing and summon tides of sorcerous spiders to swarm over foes.
GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Spider God Staff [Crit (Mortal)]
Spider God Staff
Crit (Mortal)
34+5+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: Any SPIDERFANG

Your Hero Phase
WEB SLINGSHOT: The Webspinner Shaman conjures a sheet of webbing that they then use to launch themselves across the battlefield.

Declare: Pick a friendly SPIDERFANG unit or terrain feature within 18" of this unit to be the target.

Effect: Roll a dice. On a 2+, remove this unit from the battlefield and set it up again wholly within 3" of the target and more than 9" from all enemy units.

Your Hero Phase
6
SPEED OF THE SPIDER GOD: With a shriek, the shaman calls upon the Spider God to imbue its worshippers with preternatural speed.

Declare: Pick a visible friendly SPIDERFANG unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target can use a RUN ability this turn and still use SHOOT and/or CHARGE abilities later in the turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ, SPIDERFANG


GLOOMSPITE GITZ WARSCROLL
Mollog
6"
8
4+
2
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…
GLOOMSPITE GITZ WARSCROLL
Mollog
RANGED WEAPONS
RngAtkHitWndRndDmg
Jabbertoad [Shoot in Combat]
Jabbertoad
Shoot in Combat
8"14+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Puff-fungus Club
Puff-fungus Club44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 210
MODELBASE SIZE
Mollog50mm
Minions25mm
Can be reinforced: No
Regiment Options: Any TROGGOTH

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Passive
MOLLOG’S MOB: A strange assortment of squiggly beasts accompany Mollog to battle.

Effect: This unit’s Bat Squig, Spiteshroom and Stalagsquig are tokens. After setting up this unit on the battlefield for the first time, place its tokens next to it.

Passive
BITEY DISTRACTIONS: The pesky beasts that flock to Mollog often prove to be an unwelcome distraction to the troggoth’s foes.

Effect: This unit has WARD (5+) while any of its tokens are on the battlefield.

Any Combat Phase
UNLEASH THE CRITTERS!: Each of the unusual creatures that remain close to Mollog can unleash nasty surprises of their own.

Effect: Pick 1 of the following effects:

Spore Cloud: Remove this unit’s Spiteshroom. For the rest of the turn, subtract 1 from hit rolls for attacks made by enemy units while they are in combat with this unit.

Bat Squig Attack!: Remove this unit’s Bat Squig. Pick an enemy unit in combat with this unit to be the target and roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Rock-hard Skin: Remove this unit’s Stalagsquig. Ignore all modifiers to save rolls for this unit (positive and negative) for the rest of the turn.

KEYWORDS
UNIQUE, HERO, INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Loonboss
with Giant Cave Squig
5"
6
5+
2
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.
GLOOMSPITE GITZ WARSCROLL
Loonboss
with Giant Cave Squig
MELEE WEAPONS
AtkHitWndRndDmg
Massive Fang-filled Gob [Companion]
Massive Fang-filled Gob
Companion
44+3+2D3
Moon-prodder
Moon-prodder54+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: Any MOONCLAN

Passive
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.

Effect: If a friendly MOONCLAN INFANTRY unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6. However, friendly MOONCLAN INFANTRY units cannot use RETREAT abilities while they are within 12" of this unit.

End of Any Turn
GOBBLED UP: This especially bloated and gluttonous squig is known to devour enemies whole if it gets the chance.

Declare: Pick an enemy unit within 1" of this unit to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Madcap Shaman
5"
4
6+
2
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.
GLOOMSPITE GITZ WARSCROLL
Madcap Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Moon Staff
Moon Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 80
Base size: 25mm
Can be reinforced: No
Regiment Options: Any MOONCLAN

Once Per Battle, Your 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…

Effect: For the rest of the turn:
  • Add 1 to this unit’s power level.
  • If 2 or more dice in a casting roll for this unit have the same value, inflict D3 mortal damage on this unit after the SPELL ability has been resolved.

KEYWORDS
HERO, WIZARD (1), INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN

Monster Hero


GLOOMSPITE GITZ WARSCROLL
Dankhold Troggboss
6"
12
4+
5
Troggbosses are the masters of the dankholds. They are one with the gloomy depths, their flesh covered in clusters of Puffshrooms and other potent fungi. Many are impossibly ancient, sustained by their pronounced regenerative abilities. It is rare indeed for a Troggboss to rouse itself from slumber and trudge up to the surface. This is fortunate, for to witness one on the rampage is a fearsome sight indeed. Nothing seems to trouble them as they lumber forwards, while each thunderous swing of their clubs can stave in the skull of a Draconith or shatter a shieldwall. In a Troggboss’s wake skitter Spiteshrooms and Stalagsquigs, Git-grabbers and Nightskulkers – all manner of denizens from the Deep and Dark come to savage their loathsome lord’s enemies. The most fearsome aspect of a Troggboss is the effect it has on its fellows. An aura of primal authority penetrates the layers of stupidity that cloud the troggoths’ minds and sees them lumber along in their boss’s wake. A meaningful grunt from a Troggboss can compel its mates to act with something dangerously close to focus, redoubling their destructive efforts at a choice moment.
GLOOMSPITE GITZ WARSCROLL
Dankhold Troggboss
MELEE WEAPONS
AtkHitWndRndDmg
Boulder Club
Boulder Club54+2+2D6
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 60mm
Can be reinforced: No
Regiment Options: Any TROGGOTH
Notes: This Hero can join Trugg’s regiment.

Once Per Turn (Army), Any Combat Phase
SHEPHERD OF DESTRUCTION: The Dankhold Troggboss bellows so loudly that the beasts of its herd come dangerously close to actually focusing their brutish efforts.

Effect: If this unit is in combat, roll a dice. On a 3+, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly TROGGOTH units while they are within this unit’s combat range.
KEYWORDSRAMPAGE

Start of Any Turn
GREATER REGENERATION: As it gets to eat all the best mushrooms, a Troggboss’s regenerative capacity is more pronounced than that of the average troggoth.

Effect: Heal (D6) this unit.

Reaction: Opponent declared a SPELL ability
MAGICAL RESISTANCE: The realmstone-infused mushrooms that Dankhold Troggoths consume make them naturally resistant to the effects of magic.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit.

KEYWORDS
HERO, MONSTER
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Kragnos
the End of Empires
10"
18
4+
15
One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that left the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later. Though he currently wages a protracted war in the Realm of Life, Kragnos can still be drawn to battle by the most ferocious fighting, his arrival announced by the smashing of enemy lines and the crushing of foes under his thunderous hooves. Already a natural disaster made manifest, Kragnos’s rampages are further augmented by his legendary armaments. The shield Tuskbreaker is said to have been cast aside by Gorkamorka himself, deity of the orruks and other brutish beings. The spells of enemy mages break instantly upon its surface, supposedly due to the residual divine essence that suffuses it. The Dread Mace, Kragnos’s massive studded club, is powerful enough to shatter walls of solid rock. Legends say that Kragnos retrieved the weapon’s head from an ancient geomantic nexus, and that it is infused with Ghur’s own destructive animus.
GLOOMSPITE GITZ WARSCROLL
Kragnos
the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
The Dread Mace
The Dread Mace63+2+34
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: Any GLOOMSPITE GITZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Dread Mace is 4 and this unit has a Control characteristic of 10.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:
  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, GLOOMSPITE GITZ


GLOOMSPITE GITZ WARSCROLL
Loonboss
on Mangler Squigs
D6+8"
14
5+
5
Loonbosses are the warlords of the Moonclan skraps. Clad in crude armour pilfered from the surface races, their faces protected by grinning helms intended to make them look like ‘proppa loons’, they cut imposing figures amongst their fellow grots. Loonbosses relish a fight, and weapons they wield are laden with so many spiteful enchantments that they can carve clean through steel plate. However, they never fight fair. Ducking and weaving around their enemies, they hurl mobs of cackling grots at them to wear them down before finishing them off with a slice to the throat or a blow between the shoulder blades. The best fights, after all, are the ones conducted from behind a green wall of underlings doing most of the dirty work. It takes a particularly deranged loon to lead the charge whilst clinging on to a pair of giant squigs, but some Loonbosses – along with their most bonkers cronies – are only too eager to do so. Mangler Squigs are living wrecking balls, and though only the most tenacious grots could hope to survive the ride, those who succeed revel in the spectacular violence they inflict as they crash into the melee, cackling in wicked glee as severed body parts, arcs of gore and screaming victims fly through the air all around them.
GLOOMSPITE GITZ WARSCROLL
Loonboss
on Mangler Squigs
MELEE WEAPONS
AtkHitWndRndDmg
Huge Fang-filled Gobs [Companion]
Huge Fang-filled Gobs
Companion
44+2+1D6
Balls and Chains [Companion]
Balls and Chains
Companion
44+4+-D3
Moon-cutta
Moon-cutta54+4+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Moonclan Agitator, Any MOONCLAN

Passive
SQUIG RAGE: As Mangler Squigs are wounded in battle, they become even more irate and violent.

Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Huge Fang-filled Gobs is 6.

Once Per Battle (Army), Any Combat Phase
BITE DA MOON!: With a manic shriek, the Loonboss drives nearby squigs into an even greater frenzy, goading them to crash through the enemy’s lines with all haste so that they can continue their pursuit of the Bad Moon.

Declare: Pick this unit and all friendly SQUIG units wholly within 12" of this unit to be the targets.

Effect: Add 1 to hit rolls for attacks made with the targets Fang-filled Gobs, Massive Fangfilled Gobs and Huge Fang-filled Gobs for the rest of the turn.

Passive
WATCH OUT!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes

Effect: If this unit is destroyed, before removing it from play, roll a dice for each enemy unit within this unit’s combat range. On a 4+, inflict D3 mortal damage on that unit.

Once Per Turn (Army), Any Charge Phase
KER-SPLAT!: Mangler Squigs produce an impact that is nothing short of spectacular, sending severed body parts and splashes of gore skywards.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a dice for each model in the target unit, to a maximum of 10. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Trugg
the Troggoth King
6"
16
4+
5
Ancient even by the standards of his long-lived kind, Trugg spent thousands of years slumbering below Ghyran before awakening prematurely with a massive headache. The most powerful of all troggkind, he can take a hit from a cannonball without flinching, and even the sharpest war-pick struggles to penetrate his hide. He wields a club big enough to cave in the hull of a Steam Tank, its head fashioned from the fossilised carapace of an ironshell snail. Deadlier even than Trugg’s terrifying strength is the arcane structure atop his back. When the Troggoth King stomps into battle, the runes on the leystone glow white-hot and arcane energies spill from its aperture. Depending upon which realm the leystone is attuned to, a different phenomenon will manifest. When the Ghyran sigil flares, Trugg’s powers of regeneration are sent into overdrive, allowing his wounded flesh to regrow in moments. When attuned to Aqshy, the Troggoth King is wreathed in flames to which he and his minions are impervious but that hungrily devour his foes. Trugg is too dimwitted to control the leystone’s powers beyond bashing it with his club, but his thick skull safeguards him from the worst effects of being in close proximity to such a potent source of magic.
GLOOMSPITE GITZ WARSCROLL
Trugg
the Troggoth King
MELEE WEAPONS
AtkHitWndRndDmg
Ironshell Club
Ironshell Club43+2+24
Mighty Antlers
Mighty Antlers24+2+2D3+3
BATTLE PROFILE

Unit Size: 1      Points: 380
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Dankhold Troggboss, Any GLOOMSPITE GITZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, when it uses the 'Malfunctioning Leystone' ability, roll 1 dice instead of 3.

Once Per Turn (Army), Any Combat Phase
CRUSHING GRIP: The vice-like grasp of Trugg can squeeze the life out of all but the largest opponent.

Declare: Pick an enemy unit within 1" of this unit to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

Start of Any Turn
GREATER REGENERATION: After centuries spent bathing in the focused healing energies of Ghyran, Trugg is almost impossible to kill, even by troggoth standards.

Effect: Heal (D6) this unit.

Your Hero Phase
MALFUNCTIONING LEYSTONE: Trugg can unwittingly channel powerful magic through the contraption on his back.

Effect: Roll 3 dice. You must pick 1 of those dice and apply the effect that corresponds to its value. Effects 2-6 persist until the start of your next turn.

1 - Glyph of Shyish: Inflict D3 mortal damage on this unit.

2 - Glyph of Ghur: Add 1 to the Attacks characteristic of melee weapons used by friendly TROGGOTH units while they are wholly within 12" of this unit.

3 - Glyph of Aqshy: Add 1 to the Rend characteristic of melee weapons used by friendly TROGGOTH units while they are wholly within 12" of this unit.

4 - Glyph of Hysh: This unit can use UNBIND abilities as if it had WIZARD (1).

5 - Glyph of Ulgu: Subtract 1 from hit rolls for shooting attacks that target friendly TROGGOTH units while they are wholly within 12" of this unit.

6 - Glyph of Chamon: This unit has WARD (5+).

KEYWORDS
UNIQUE, HERO, MONSTER
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
on Arachnarok Spider
10"
16
4+
5
The gargantuan terrors known as Arachnarok Spiders prowl underground labyrinths and the darkest recesses of forests, establishing web strewn lairs amidst ancient ruins or gnarled and crooked trees. Their chitinous limbs can punch through the hull of a Steam Tank, their fangs drip with potent venom, and their webbing is so strong that even an ogor would struggle to tear free of it. What makes the Arachnaroks truly unsettling, however, is the malign intellect within their eight eyes. The only grots that seem truly respected by the Arachnaroks are the Webspinner Shamans, high viziers of the Spider God. The arachnids favour the most mutated and lunatic of these rulers, for in imbibing copious amounts of venom, a crude kinship may develop between them. Webspinner Shamans are driven by their fervent desire to please the Spider God. They believe that their deity wishes the Everdank to cover the lands, so that all of its arachnid children can spill forth and hunt forever amidst the twilight shadows. This belief, coupled with the constant need to appease the hungry Arachnaroks that dwell in their nests, makes Webspinner Shamans warlike leaders.
GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
on Arachnarok Spider
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bows
Spider-bows18"104+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Chitinous Legs [Companion]
Chitinous Legs
Companion
84+2+11
Crooked Spears
Crooked Spears84+5+-1
Monstrous Spider Fangs [Crit (Mortal), Companion]
Monstrous Spider Fangs
Crit (Mortal), Companion
43+2+13
Spider God Staff [Crit (Mortal)]
Spider God Staff
Crit (Mortal)
34+5+-D3
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 160mm
Can be reinforced: No
Regiment Options: Any SPIDERFANG

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Chitinous Legs is 6.

Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This unit can pass across terrain features as if it had Fly.

Passive
CATCHWEB SPIDERSHRINE: This ramshackle altar to the Spider God shimmers with malevolent arcane energy.

Effect: Add 1 to casting rolls for friendly SPIDERFANG WIZARDS while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
ENSNARING WEBBING: The Arachnarok singles out a target, temporarily immobilising it with looping strands of sticky webbing.

Declare: Pick an enemy INFANTRY HERO within 1" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1)
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG

Beast


GLOOMSPITE GITZ WARSCROLL
Squig Herd
D6+3"
1
6+
1
It takes a special kind of grot to perform the near-suicidal job of squig herding. The creatures are easily agitated and liable to go berserk at the slightest provocation. The clamour of battle, jabbering of the grots and crashing of crude cymbals used by their armoured handlers to try to direct the orbicular beasts only serves to make them angrier and more unpredictable. Despite this, most Loonbosses consider the damage that Squig Herds can inflict to be worthwhile enough to factor them into their schemes. Just as importantly, the havoc they wreak is always hilarious – provided it doesn’t affect the bossgrots themselves, of course. The life of a Squig Herder once their horde goes on the march is measured in days – sometimes even minutes. Not only do their sharp Prodders antagonise their unpredictable charges, the grots are also a tempting snack for a hungry squig in the thick of battle. Such a sacrifice is often considered justifiable by the Herder’s mates, for the prospect of dinner can lure in other wild squigs. Due to the squigs’ incredible speed and bouncing prowess, as well as their strong fangs, even just one extra beast to herd is valued much more highly than another misguided minder to prod them forth.
GLOOMSPITE GITZ WARSCROLL
Squig Herd
MELEE WEAPONS
AtkHitWndRndDmg
Fang-filled Gob [Companion]
Fang-filled Gob
Companion
34+3+11
Squig Prodder
Squig Prodder25+5+-1
BATTLE PROFILE

Unit Size: 12      Points: 110
Base size: 25mm
Can be reinforced: Yes

Each model in this unit is armed with a Fang-filled Gob.
  • 1/6 models is a Squig Herder and is armed with a Squig Prodder instead of a Fang-filled Gob.

Passive
SQUIGS GONE WILD: Squigs don’t always know when they’re dead…

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Your Hero Phase
HERDING SQUIGS: While they have a thankless and frankly dangerous job, Squig Herders do their best to keep their frenzied squigs together as a rough pack.

Effect: Roll a 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.

KEYWORDS
BEAST
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN

Cavalry


GLOOMSPITE GITZ WARSCROLL
Boingrot Bounderz
D6+6"
2
5+
1
Should a squig rider actually survive a battle or two, it will immediately go to their head. Cladding themselves in crude armour complete with crescent-shaped helms, these swaggering show-offs form into elite mobs who refer to themselves as Boingrot Bounderz. Their relative experience in hanging onto their ornery steeds means that they are actually able to contribute somewhat to the battle, jabbing out with wonky lances while their squigs – no doubt doubly riled because of the extra weight they have to carry – crash into the enemy like fungal meteors. The lances of these wild-eyed warriors transform them into bouncing knightly parodies. In a crude echo of jousters and their ostentatious finery, these braggadocious elites craft their ornamentation from fancy pieces of scrap metal scavenged from their foes. They are at their most powerful on the charge, for their unhinged bravado is at its peak before the enemy has had a chance to hit back, and their lances, shoddy as they are, can inflict surprising damage at full tilt. Should a Boingrot Bounder slay a foe and survive the battle, their inflated confidence renders them so insufferable that they are likely to come to an ignoble end, shanked in some dingy nook by their jealous peers and left for the squigs.
GLOOMSPITE GITZ WARSCROLL
Boingrot Bounderz
MELEE WEAPONS
AtkHitWndRndDmg
Pokin’ Lance [Charge (+1 Damage)]
Pokin’ Lance
Charge (+1 Damage)
34+4+11
Fang-filled Gob [Companion]
Fang-filled Gob
Companion
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Any Charge Phase
BOING! SMASH!: Mobs of Boingrot Bounderz smash into their enemies like toothy meteors.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
CAVALRY, CHAMPION, FLY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Snarlfang Riders
12"
2
5+
1
Snarlfang Riders gravitate to the open plains. They do not fear Hysh’s light, unlike their Moonclan cousins. They covet above all the power of the sun, whose blazing eye they believe can kill with a look. Most other grots fear the sun’s immense power, spreading cautionary tales that personify it as the evil ‘Glareface Frazzlegit’ that burns with decimating light. Not so these wolf-riding grots, who will chase distant Hysh from horizon to horizon each day. To this end, they have forged an alliance of convenience with the Snarlfangs, a breed of especially large and cruel lupine whose saliva is toxic in the extreme. These wolves see Hysh as the one enemy they cannot stare down, for it sears their eyesight. Thus, the ancestors of these wolves pledged to help the grots in their quest gain power over the sun. When this deadly combination of grot and wolf catches the scent of prey, they strike with merciless glee. If the crude arrows of the grots – fired from the saddle even at high speed – do not make the kill, their crooked spears and the jaws of their mounts will when they pounce on a vulnerable foe and tear them to shreds.
GLOOMSPITE GITZ WARSCROLL
Snarlfang Riders
RANGED WEAPONS
RngAtkHitWndRndDmg
Grot Bow
Grot Bow15"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Stabbin’ Stikka
Stabbin’ Stikka24+5+-1
Snarlfang’s Slavering Jaws [Companion]
Snarlfang’s Slavering Jaws
Companion
24+3+-2
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 60 × 35mm
Can be reinforced: Yes

Once Per Turn (Army), Enemy Movement Phase
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.

Effect: If this unit is not in combat, this unit can move D6". It cannot end that move in combat.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
DESTRUCTION, GLOOMSPITE GITZ, GITMOB


GLOOMSPITE GITZ WARSCROLL
Spider Riders
10"
2
5+
2
Covered in painted glyphs, bright feathers and many-legged gribbly beasts, Spider Riders scuttle into battle with whoops of cruel glee. These cavalry-grots – the malicious heart of the stalktribes – are highly manoeuvrable, for the eight nimble limbs of their mounts allow them to clamber over ruins or even up the sheer cliff-faces. They fight as swift skirmishers, peppering the enemy with arrows before charging in to pick off isolated survivors with jagged blades and their mounts’ venom-coated fangs. Any not slain outright are paralysed by debilitating spider bites and dragged back to the Spiderfang’s nests, there to meet a terrible fate at the jaws of the grots’ demigods. The breed of spider ridden by these grots depends on where they make their lair, but all are dangerous. From the Blistermere Skullback to the Blue Cliffleaper, the Chamonite Ironweb to the sinister Dusk Creeper only seen in the deepest abysses of the Realm of Shadow, all possess wicked fangs and cruelty to match that of their greenskin allies. Many grots will raise their arachnid mount from infancy, as the bond between grot and spider goes a long way towards protecting the riders from being injected with venom and eaten themselves.
GLOOMSPITE GITZ WARSCROLL
Spider Riders
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bow
Spider-bow18"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Spider Fangs [Crit (Mortal), Companion]
Spider Fangs
Crit (Mortal), Companion
24+4+-1
Crooked Spear
Crooked Spear24+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This unit can pass across terrain features as if it had Fly.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
DESTRUCTION, GLOOMSPITE GITZ, SPIDERFANG


GLOOMSPITE GITZ WARSCROLL
Squig Hoppers
D6+8"
2
6+
1
No one knows which enterprising grot first tried to ride a squig, though the result can be readily guessed at. Still, this failure clearly did not prevent thousands of intrepid greenskins from following in this pioneer’s footsteps. Most are devoured, but a rare few can grab onto a squig’s back long enough to form an approximation of cavalry. Squig Hoppers are figures of awe to fellow grots, who cluster around them to hear their tales of derring-do. Though such stories are wildly exaggerated, should enough Squig Hoppers mass together, the anarchy and devastation they cause is awe-inspiring. They can reach speeds that are alarming to enemy and rider alike, usually resulting in cataclysmic collisions deep in enemy lines. Thanks to their rubbery flesh and strong legs, Cave Squigs are natural jumpers, but to properly bound through the air and carry a grot to war, they must be made much more springy. To facilitate this, shamans will feed them all manner of brews designed to bloat the creatures up with gastric gases. At this point, the squigs can bounce high enough to cross even an advancing line of ogors. Of course, a squig bulging with excess gas is likely to be even more surly than normal, which doesn’t improve the prospects of any grot riding the creature.
GLOOMSPITE GITZ WARSCROLL
Squig Hoppers
MELEE WEAPONS
AtkHitWndRndDmg
Slitta
Slitta24+5+-1
Fang-filled Gob [Companion]
Fang-filled Gob
Companion
34+3+11
BATTLE PROFILE

Unit Size: 10      Points: 170
Base size: 32mm
Can be reinforced: Yes

Any Movement Phase
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.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice for each model in this unit that passed across the target. For each 4+, inflict 1 mortal damage on the target.

KEYWORDS
CAVALRY, CHAMPION, FLY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Rippa’s Snarlfangs
12"
3
5+
1
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.
GLOOMSPITE GITZ WARSCROLL
Rippa’s Snarlfangs
MELEE WEAPONS
AtkHitWndRndDmg
Snarlfang’s Slavering Jaws
Snarlfang’s Slavering Jaws24+3+-2
Wolfgit Weapons [Charge (+1 Damage)]
Wolfgit Weapons
Charge (+1 Damage)
34+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 25 × 50mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Wolfgit Weapons and Snarlfang’s Slavering Jaws. The models in this unit are:
  • Rippa Narkbad (champion)
  • Stabbit
  • Mean-eye

Passive
MARKING YOUR TERRITORY: Rippa is out to make a name for himself, and what better way then grabbin’ a big pile of loot and keeping it.

Effect: Add 1 to the Rend characteristic of this unit’s Wolfgit Weapons while it contests an objective you control that is not contested by any other friendly units.

Once per Turn (Army), Your Shooting Phase
HAMSTRING: Mean-eye can find the soft spot in the toughest foes.

Declare: If this unit’s Mean-eye is on the battlefield and not in combat, pick a visible enemy unit within 15" of this unit to be the target.

Effect: Roll a dice. Add 1 to the roll if the target is damaged. On a 5+, inflict 1 mortal damage on the target.

KEYWORDS
UNIQUE, CAVALRY, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, GITMOB

Infantry


GLOOMSPITE GITZ WARSCROLL
Fellwater Troggoths
6"
5
5+
2
Few creatures are more vile than the Fellwater Troggoths. They make their lairs within turgid riverbanks, deep marshes and city sewers, quite content to linger amidst congealed muck until instinct compels them to head off in search of grosser pastures. Their hides ooze with noxious slime, and the scent they emit is enough to turn even a hardened Ironjaw’s guts. Of course, each one is also a powerhouse in its own right, its prodigious size and fearsome regenerative capabilities allowing it to take on several foes at once. These troggoths favour weapons such as big spiked clubs inset with stones or the bones of their prey. A Fellwater’s most distinctive quirk, however, is its ability to heave up a stream of highly caustic vomit against which even steel plate offers little protection. It is said that there is no environment too rank for a Fellwater, not even the malignant lairs of the Kruleboyz. This fact has not escaped grotkind, many of whom derive great entertainment from prodding packs of the beasts towards bog-orruk hideouts before standing back to watch the carnage, all while hoping that the troggoths do not decide they are hungry for grot-meat instead and turn around to waddle after them in a hungry furore.
GLOOMSPITE GITZ WARSCROLL
Fellwater Troggoths
RANGED WEAPONS
RngAtkHitWndRndDmg
Noxious Vomit [Shoot in Combat]
Noxious Vomit
Shoot in Combat
6"D32+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Spiked Club
Spiked Club44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 190
Base size: 50mm
Can be reinforced: Yes

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Passive
NOXIOUS VOMIT: The bilious digestive fluids chucked up by a Fellwater Troggoth can swiftly corrode even sigmarite plate.

Effect: If any damage points are allocated to an enemy unit by attacks made with this unit’s Noxious Vomit, that unit is drenched in vomit until the start of your next turn.

While a unit is drenched in vomit:
  • Subtract 1 from save rolls for that unit.
  • Ignore positive modifiers to save rolls for that unit.

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Gobbapalooza
5"
3
6+
2
Any bossgrot of sufficient power and renown is sure to have at least one Gobbapalooza roaming around their lurklair. This cackling gang of loon-priests and petty shamans employs various forms of trickery and lunatic magic to drive their fellow grots into a violent mania. One might expect the unpredictable antics of a Gobbapalooza to be nothing but a hindrance on the battlefield, yet many of these wise-grots are capable of contributing in their own distinctively destructive fashion. The Boggleyes hypnotise enemies with their moon-blessed gaze, reducing them to drooling puppets waiting to be shivved. Brewgits are alchemists whose mind-warping brews can render their allies all but immune to pain. Spikers are grots with all manner of arachnoid blessings, including a bewildering array of poisons. Scaremongers dress as Glareface Frazzlegit, their avatar of the hated light of Hysh, which spurs their mates forward with adrenalising, primal fear. Oddest of all are the Fungamancers, for these grots possess the ability to bring nearby mushrooms to animated life – accompanied by swarms of snapping fungi, they ride spore-belching Bloatstools into battle.
GLOOMSPITE GITZ WARSCROLL
Gobbapalooza
MELEE WEAPONS
AtkHitWndRndDmg
Staff, Stikka or Jaggedy Blade
Staff, Stikka or Jaggedy Blade14+4+1D3
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
HALLUCINOGENIC FUNGUS BREWS: Gobbapalooza shamans drink hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses, the effects start to wear off.

Effect: In the first battle round, this unit has WARD (4+). In the second battle round, this unit has WARD (5+). In the third and subsequent battle rounds, this unit has WARD (6+).

Your Hero Phase
GOBBAPALOOZA KNOW-WOTZ: From casting petty spells to scaring the other grots with bizarre performances, the Gobbapalooza is always up to something.

Effect: Roll a dice. On a 3+, pick 1 of the following effects:

Glareface Dance: Pick a friendly GLOOMSPITE GITZ unit within this unit’s combat range. Add 1 to run rolls and charge rolls for that unit until the start of your next turn.

Nasty Poisons: Pick a friendly GLOOMSPITE GITZ unit within this unit’s combat range. Add 1 to the Rend characteristic of that unit’s weapons until the start of your next turn.

Mesmerise: Pick a visible enemy unit within 12" of this unit. Until the start of your next turn, that unit cannot use commands.

KEYWORDS
WIZARD (1), INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Loonsmasha Fanatics
2D6"
1
6+
1
The idea behind a Fanatic is simple enough. First, a grot ‘volunteer’ is force-fed potions containing deadly Madcap Mushrooms. Though these fungi will almost certainly result in the grot’s untimely death, in the meantime, it vastly enhances their strength whilst subjecting them to wild hallucinations. The newly created Fanatic is then dosed with temporarily immobilising concoctions, so they may be carried into the fray without harming their peers, before being let loose, forcing enemies and allies alike to dive for cover. Gripping heavy chains ending in huge iron balls that would normally take several grots to lift, Loonsmasha Fanatics revolve with escalating swiftness, transforming into cyclones of death. The life of a Fanatic is measured in minutes at best, but what glorious minutes they are. In the brief time before they inevitably bash in their own skulls, crash into a wall, sail off a cliff cackling insanely or careen back into their screaming mates, they are – in their own fungus-addled minds, at least – gods of annihilation.
GLOOMSPITE GITZ WARSCROLL
Loonsmasha Fanatics
MELEE WEAPONS
AtkHitWndRndDmg
Ball and Chain
Ball and ChainD64+3+2D3
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Deployment Phase
HIDDEN LOONS: Gibbering and bound, Loonsmasha Fanatics are dragged or carried along by the general mass of grots until the time arrives to unrestrain them and pray to the Bad Moon that they head in the right direction.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve hidden among the mobs. It has now been deployed.
KEYWORDSDEPLOY

Passive
WHIRLING DEATH: One might as well try to catch a cannonball as to get the jump on a spinning Fanatic.

Effect: This unit has STRIKE-FIRST.

Any Movement Phase
RELEASE THE FANATICS!: As the enemy approaches, the Loonsmashas are unleashed.

Declare: Pick this unit if it is hidden among the mobs. Then, pick a friendly Moonclan Shootas or Moonclan Stabbas unit that has 10 or more models to be the target.

Effect: Set up this unit anywhere on the battlefield wholly within 6" of the target and more than 9" from all enemy units.

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Moonclan Shootas
5"
1
6+
1
To the sound of clanging gongs and high-pitched squealing, the Moonclan grots emerge to cause havoc. These stunted creatures, clad in dark and grimy robes, are the vindictive heart of grot armies. When the rabid mania of the Gloomspite seizes them, they attack in a vicious tide. A grot horde pitched to the heights of frenzy will happily spend hundreds of lives to overwhelm an enemy; after all, there are always more where they came from. Shootas wield crude shortbows and honour the Gloomspite tradition of targeting an enemy that can’t reach you. This is considered somewhat of a luxury amongst the mobs. However, only those capable of making or scavenging a bow can remain within the safety of the rearguard. Arguments often break out if one grot thinks they deserve to be shooting on the back lines more than another, and those with the crafting know-wotz have to ensure they don’t find a shiv in their back from an enterprising rival looking to start their archery career. However, bows provide little in the way of close combat protection, and should the enemy break through to the Shootas’ lines, these grots can do little but clobber them with their bows.
GLOOMSPITE GITZ WARSCROLL
Moonclan Shootas
RANGED WEAPONS
RngAtkHitWndRndDmg
Moonclan Bow
Moonclan Bow18"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Moonclan Bow
Moonclan Bow14+5+-1
BATTLE PROFILE

Unit Size: 20      Points: 150
Base size: 25mm
Can be reinforced: Yes

Any Combat Phase
NETTERS: Moonclan grots use throwing nets to capture Cave Squigs and entangle their foes.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/20), STANDARD BEARER (1/20)
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Moonclan Stabbas
5"
1
5+
1
To the sound of clanging gongs and high-pitched squealing, the Moonclan grots emerge to cause havoc. These stunted creatures, clad in dark and grimy robes, are the vindictive heart of grot armies. When the rabid mania of the Gloomspite seizes them, they attack in a vicious tide. A grot horde pitched to the heights of frenzy will happily spend hundreds of lives to overwhelm an enemy; after all, there are always more where they came from. The grots that make up the greater mass of the Moonclan mobs are known as Stabbas, and they are aptly named, for it is their job to repeatedly shank the foe with their crooked spears and rusty blades. Though usually cowardly creatures, grots will strike out madly should they think they have the advantage. Numbers are their greatest weapon, for they feel safer and stronger when surrounded by a press of their bickering kin. They also employ devious tricks to swing the odds in their favour, unafraid of fighting dirty and eschewing such hindrances as pride and honour. Weighted nets are a favourite, flung over enemies to leave them struggling and helpless while the grots jab them full of holes.
GLOOMSPITE GITZ WARSCROLL
Moonclan Stabbas
MELEE WEAPONS
AtkHitWndRndDmg
Stabba
Stabba24+5+-1
BATTLE PROFILE

Unit Size: 20      Points: 140
Base size: 25mm
Can be reinforced: Yes

Any Combat Phase
NETTERS: Moonclan grots use throwing nets to capture Cave Squigs and entangle their foes.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/20), STANDARD BEARER (1/20)
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Rockgut Troggoths
6"
5
4+
2
At first glance, Rockgut Troggoths look more like crude and ugly statues come to life than living beings. They emerge from the deep chasms – and prefer to remain there where possible, subsisting on a diet of rock until they have carved out entire cave networks because of their appetites. Like all troggoths, these behemoths can live for hundreds of years thanks to their natural ability to regenerate, and the strongest and eldest of their kind will boast the most sprawling cave systems within their territory. The Rockgut Troggoths’ fixation on eating stone, coupled with the adaptability of their race, has granted them two remarkable abilities. The first is a craggy exterior that is almost impervious to magical and mundane assault. Sleeping Rockguts have been mistaken for part of the landscape, until they wake up and start swinging their clubs. The second ability is a proficiency in manipulating rock that is nothing short of astounding, for in their lumpen hands the substance flows like water. There is no limit to the wonders of craft more enlightened races could achieve with this power. The Rockguts employ it for more direct purposes: scooping up chunks of earth to form massive boulders and hurling them at anything they take a disliking to.
GLOOMSPITE GITZ WARSCROLL
Rockgut Troggoths
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Boulders
Throwin’ Boulders10"15+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Stone Maul or Craggy Hands
Stone Maul or Craggy Hands24+2+23
BATTLE PROFILE

Unit Size: 3      Points: 190
Base size: 50mm
Can be reinforced: Yes

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

KEYWORDS
INFANTRY, WARD (5+)
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Sneaky Snufflers
5"
2
6+
1
The Bad Moon’s arrival is heralded by the flourishing of freakish fungal clusters, which the grots have learnt to harness in various bubbling broths and ill-advised rituals. Most prized are the Looncaps. These lurid growths range from the size of a filthy fingernail to a mighty oak and are considered an omen of the Bad Moon’s favour by the grots. It is the job of the Sneaky Snufflers to collect Looncaps and return them to the shamans, who use them as ingredients for magical potions or to inspire sudden manic rages. Sneaky Snufflers are aided by the weird cave-creatures known as Snufflesquigs, whose pronounced olfactory organs are highly attuned to different fungal strains. As battle rages, the grot handlers follow the beasts around, harvesting choice Looncaps with their trusty sickles. Sneaky Snufflers are not stingy in hurling bundles of Looncaps over to their mates, who upon eating the spongy morsels are overcome by a frothing battle-madness. The Snufflers watch what follows with wicked amusement, especially when it is discovered that certain instantly lethal mushrooms ‘accidentally’ made their way into the mix.
GLOOMSPITE GITZ WARSCROLL
Sneaky Snufflers
MELEE WEAPONS
AtkHitWndRndDmg
Loonfungus Sickle
Loonfungus Sickle34+4+-1
Snufflesquig’s Gnashers [Companion]
Snufflesquig’s Gnashers
Companion
24+4+-1
BATTLE PROFILE

Unit Size: 6      Points: 140
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), Your Hero Phase
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…

Declare: If this unit is not in combat, pick a visible friendly MOONCLAN unit wholly within 12" of it to be the target.

Effect: Roll a dice. Add 1 to the roll if this unit is under the light of the Bad Moon. On a 3+, the target has WARD (5+) until the start of your next turn. On a 6+, also add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.

KEYWORDS
INFANTRY, WARD (5+)
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Sporesplatta Fanatics
2D6"
1
6+
1
The idea behind a Fanatic is simple enough. First, a grot ‘volunteer’ is force-fed potions containing deadly Madcap Mushrooms. Though these fungi will almost certainly result in the grot’s untimely death, in the meantime, it vastly enhances their strength whilst subjecting them to wild hallucinations. The newly created Fanatic is then dosed with temporarily immobilising concoctions, so they may be carried into the fray without harming their peers, before being let loose, forcing enemies and allies alike to dive for cover. Some Fanatics eschew iron balls in favour of Thwackwheezer Puffshrooms. When agitated, this spongy fungus emits clouds of lung-clogging spores, and being spun around at high velocity causes them to release their toxic payloads in billowing clouds that linger and drift around the battlefield. Those who wield Thwackwheezers are known as Sporesplattas, and their fumes see the mania of any nearby Gitz deepen while foes violently cough up their dissolving lungs – at least until the surprisingly weighty Puffshroom clobbers them in the face with a wet thrrrp sound.
GLOOMSPITE GITZ WARSCROLL
Sporesplatta Fanatics
MELEE WEAPONS
AtkHitWndRndDmg
Spore-ball and Chain
Spore-ball and ChainD33+4+1D3
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 32mm
Can be reinforced: Yes

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

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

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

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

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Grinkrak’s Looncourt
5"
2
6+
1
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 them with a sort of bravery. The motley band of grots 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 those in their way.
GLOOMSPITE GITZ WARSCROLL
Grinkrak’s Looncourt
RANGED WEAPONS
RngAtkHitWndRndDmg
Squigapult [Crit (Auto-wound)]
Squigapult
Crit (Auto-wound)
15"14+3+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Looncourt Weapons
Looncourt Weapons24+5+11
Moon-slicer
Moon-slicer54+4+1D3
BATTLE PROFILE

Unit Size: 7      Points: 100
MODELBASE SIZE
Skolko and Pronk, Grib32mm
Pokin' Snark, Snorbo da Spore, Pointy Burk, Moonface Naggz25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Looncourt Weapons. The models in this unit are:
  • Grinkrak the Great (champion, also armed with a Moon-slicer)
  • Skolko and Pronk (also armed with a Squigapult)
  • Grib, da Wonky Lance
  • Pokin’ Snark
  • Snorbo da Spore
  • Pointy Burk
  • Moonface Nagz

Deployment Phase
THE LOONCOURT’S QUEST: It only takes a word from Grinkrak to send these gitz out on some ill-advised quest.

Effect: Pick an objective or terrain feature within enemy territory to be the object of this unit’s quest.

Start of Any Turn
QUEST’S END: Loonknights that succeed in their quest become even more emboldened.

Declare: This unit can only use this ability if you control the object of this unit’s quest and this unit is contesting it.

Effect: For the rest of the battle, this unit has STRIKE-FIRST and WARD (4+).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Zarbag’s Gitz
5"
2
6+
1
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 magical fungi, and he can transform his facial features into a warped vision of horror almost at will. Zarbag is accompanied by grottish hooligans who have followed him 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.
GLOOMSPITE GITZ WARSCROLL
Zarbag’s Gitz
RANGED WEAPONS
RngAtkHitWndRndDmg
Moonclan Bow
Moonclan Bow18"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Moonclan Bow
Moonclan Bow14+5+-1
Git Weapons
Git Weapons24+5+11
BATTLE PROFILE

Unit Size: 9      Points: 130
Base size: 25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Zarbag (champion, armed with Git Weapons)
  • Drizgit da Squig Herder (armed with Git Weapons)
  • Bonekrakka (armed with Git Weapons)
  • Gobbaluk (armed with Git Weapons)
  • Snirk Sourtongue (armed with Git Weapons)
  • Prog da Netter (armed with Git Weapons)
  • Stikkit (armed with a Moonclan Bow)
  • Redkap (armed with a Moonclan Bow)
  • Dibbz (armed with a Moonclan Bow)

Your Hero Phase
SNIFFER SPITE: Zarbag has captured and imprisoned a sniffer spite which he has ‘persuaded’ to track down potent magic fungi.

Effect: If this unit’s Zarbag is on the battlefield and within 3" of a terrain feature, roll a dice. On a 4+, add 1 to this unit’s power level for the rest of the turn.

Passive
ZARBAG: Leading the Gitz is a powerful shaman who can call upon the powers of the Bad Moon in battle.

Effect: While this unit’s Zarbag is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN

Monster


GLOOMSPITE GITZ WARSCROLL
Arachnarok Spider
with Flinger
10"
16
4+
5
The gargantuan terrors known as Arachnarok Spiders prowl underground labyrinths and the darkest recesses of forests, establishing web strewn lairs amidst ancient ruins or gnarled and crooked trees. Their chitinous limbs can punch through the hull of a Steam Tank, their fangs drip with potent venom, and their webbing is so strong that even an ogor would struggle to tear free of it. What makes the Arachnaroks truly unsettling, however, is the malign intellect within their eight eyes. Though they once fed indiscriminately upon the Spiderfang grots, and will still do so should the fancy strike them, most Arachnaroks are amused enough by the greenskins’ worship and satiated by their offered sacrifices to serve as warmounts. As they age, their malevolent patience deepens and their exoskeletons grow thicker. Given their cooler temperaments, they can be entrusted with more valuable gubbinz of the Spiderfang tribes. Most common of these are strange web-flinging contraptions that fire clusters of corrosive silk. Once stuck fast and encircled by the gooey ropes, foes are helpless to fight back as the acid within burns through their armour to melt their flesh. This is considered great entertainment by the grot riders operating the flinger from above.
GLOOMSPITE GITZ WARSCROLL
Arachnarok Spider
with Flinger
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bows
Spider-bows18"104+5+-1
Flinger [Crit (2 Hits)]
Flinger
Crit (2 Hits)
24"D34+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Chitinous Legs [Companion]
Chitinous Legs
Companion
84+2+11
Crooked Spears
Crooked Spears104+5+-1
Monstrous Spider Fangs [Crit (Mortal), Companion]
Monstrous Spider Fangs
Crit (Mortal), Companion
43+2+13
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 160mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Chitinous Legs is 6.

Passive
FLINGER: This crude catapult hurls a heavy ball 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.

Effect: If any attacks made with this unit’s Flinger score a hit, after the SHOOT ability has been resolved, roll a dice. On a 2+, the target unit is entangled until the start of your next turn. Halve the Move characteristic of a unit while it is entangled.

Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This unit can pass across terrain features as if it had Fly.

Once Per Turn (Army), Any Combat Phase
BEAST-BINDING WEBBING: As enemy beasts attempt to close the distance with an Arachnarok, they become tangled in its webbing.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s Companion weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG


GLOOMSPITE GITZ WARSCROLL
Arachnarok Spider
with Spiderfang Warparty
10"
16
4+
10
The gargantuan terrors known as Arachnarok Spiders prowl underground labyrinths and the darkest recesses of forests, establishing web strewn lairs amidst ancient ruins or gnarled and crooked trees. Their chitinous limbs can punch through the hull of a Steam Tank, their fangs drip with potent venom, and their webbing is so strong that even an ogor would struggle to tear free of it. What makes the Arachnaroks truly unsettling, however, is the malign intellect within their eight eyes. Though they once fed indiscriminately upon the Spiderfang grots, and will still do so should the fancy strike them, most Arachnaroks are amused enough by the greenskins’ worship and satiated by their offered sacrifices to serve as war-mounts. The youngest and most aggressive mega-spiders lead the charge, carrying howdahs filled with shrieking grot warriors. Arachnaroks care little for the sneaky plans and kunnin’ tricks of Spiderfang warleaders, instead prioritising their own desires. Given that to question these would be to go against the will of their gods, the grots must simply adapt on the fly. Usually, this involves raining hell down on the enemy wherever they may end up going with crude spears and envenomed arrows.
GLOOMSPITE GITZ WARSCROLL
Arachnarok Spider
with Spiderfang Warparty
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bows
Spider-bows18"104+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Chitinous Legs [Companion]
Chitinous Legs
Companion
84+2+11
Crooked Spears
Crooked Spears104+5+-1
Monstrous Spider Fangs [Crit (Mortal), Companion]
Monstrous Spider Fangs
Crit (Mortal), Companion
43+2+13
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 160mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Chitinous Legs is 6.

Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This unit can pass across terrain features as if it had Fly.

Once Per Turn (Army), Any Charge Phase
VORACIOUS PREDATOR: Young Arachnarok Spiders are swift hunters despite their immense size, with an unquenchable hunger for living prey.

Declare: Pick up to 3 enemy units within 1" of this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage equal to the roll on that target.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG


GLOOMSPITE GITZ WARSCROLL
Dankhold Troggoth
6"
10
4+
5
Deep beneath the earth lie the semi-mythical dankholds. These are caverns permeated by an elemental gloom whose bedrock harbours a hungry sentience. Here can be found beasts of terrifying reputation, stories of whom have reached the surface world: the Dankhold Troggoths. Even for their typically antisocial kind, these creatures are loners. They shun contact with other beings, seeking the comforting foulness of their lairs in which to sleep away the centuries. As they snooze, some strange quirk of biology sees them grow or shrink to fit their dankhold; some troggoths doze off within preposterously cramped caverns and awaken half their original size, or else they wake up from a nap after twenty years to find they have become several times larger than when they went to sleep. Should Dankhold Troggoths be drawn up to a battlefield by the Bad Moon, they are a force to be reckoned with. They are able to regenerate even the greatest wounds with a slow but steady inevitability, and their diet of fungi that grow around realmstone grants them natural resistance to sorcery. In turn, the beasts’ huge clubs and fiendishly strong hands can batter the life out of anything. Grots draw immense confidence from anything big, scary and on their side, and Dankhold Troggoths certainly fit the bill.
GLOOMSPITE GITZ WARSCROLL
Dankhold Troggoth
MELEE WEAPONS
AtkHitWndRndDmg
Colossal Boulder Club
Colossal Boulder Club44+2+2D3+3
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 60mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
WADE AND SMASH: The Dankhold Troggoth rampages through the enemy lines, swinging its enormous club back and forth and sending enemies flying in all directions.

Effect: If this unit is in combat, it can move 6" but must end that move in combat. Then, roll a D3 for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDSRAMPAGE

Start of Any Turn
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.

Effect: Heal (D3) this unit.

Reaction: Opponent declared a SPELL ability
MAGICAL RESISTANCE: The realmstone- infused mushrooms that Dankhold Troggoths consume make them naturally resistant to the effects of magic.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit.

KEYWORDS
MONSTER
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Mangler Squigs
D6+8"
14
5+
5
The most bossy and impressive grots are the ones that rise to the top of the pile, and it is for this reason that some seek out the biggest squigs to cause carnage with. For particularly brave and idiotic grots, there is always the prospect of lashing two huge Cave Squigs together to form the living wrecking balls known as Manglers. Pushing and pulling against one another constantly as their riders desperately try to point them in the right direction, these conjoined titans can lay waste to entire sections of a battleline – though whether it belongs to the enemy or their own forces hardly concerns the squigs. Fortress gates, gleaming phalanxes and monolithic engines of war have all been smashed asunder by the fury of Mangler Squigs or else chewed up beyond recognition by their outsize, drooling maws. Even in their death throes, Manglers enter a pea-brained frenzy, bouncing around in a last explosion of horrific brutality before finally rolling to a stop amidst the broken remains of their slayers. The chains that hold them together are also weapons in their own right, shredding through warriors unlucky enough to get tangled up in them.
GLOOMSPITE GITZ WARSCROLL
Mangler Squigs
MELEE WEAPONS
AtkHitWndRndDmg
Balls and Chains [Companion]
Balls and Chains
Companion
44+4+-D3
Bashin’ Stikks
Bashin’ Stikks44+5+-1
Huge Fang-filled Gobs [Companion]
Huge Fang-filled Gobs
Companion
44+2+1D6
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 80mm
Can be reinforced: No

Passive
SQUIG RAGE: As Mangler Squigs are wounded in battle, they become even more irate and violent.

Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Huge Fang-filled Gobs is 6.

Once Per Turn (Army), Any Charge Phase
GIANT BOING!: The Mangler Squigs use their momentum to spring up into the air, crashing into the enemy lines beyond.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 3D6" but must end that move in combat.
KEYWORDSRAMPAGE

Passive
WATCH OUT!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes.

Effect: If this unit is destroyed, before removing it from play, roll a dice for each enemy unit within this unit’s combat range. On a 4+, inflict D3 mortal damage on that unit.

KEYWORDS
MONSTER, FLY
DESTRUCTION, GLOOMSPITE GITZ, SQUIG, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Skitterstrand Arachnarok
10"
14
4+
5
The gargantuan terrors known as Arachnarok Spiders prowl underground labyrinths and the darkest recesses of forests, establishing web strewn lairs amidst ancient ruins or gnarled and crooked copses. Their chitinous limbs can punch through the hull of a Steam Tank, their fangs drip with potent venom, and their webbing is so strong that even an ogor would struggle to tear free of it. What makes the Arachnaroks truly unsettling, however, is the malign intellect within their eight eyes. There are various breeds of Arachnaroks, but none are more revered by the Spiderfang than the Skitterstrands. These creatures possess a form of sight that allows them to perceive the quivering strands of mortality. They crawl forth from an underworld known as the Evercrawl, skittering through web strewn tunnels in reality before emerging to pounce upon unsuspecting prey. Skitterstrands are drawn to battlefields, for the roiling emotions of combatants and frenzied rituals of the Spiderfang set the soul-webs quivering like nothing else. Even the most jaded warriors have had their minds snapped by the sight of a Skitterstrand’s eight limbs slowly unfolding from a rift in the aether behind their lines – before the beast sets about them with terrifying dexterity and speed.
GLOOMSPITE GITZ WARSCROLL
Skitterstrand Arachnarok
MELEE WEAPONS
AtkHitWndRndDmg
Monstrous Spider Fangs [Crit (Mortal), Companion]
Monstrous Spider Fangs
Crit (Mortal), Companion
43+2+13
Chitinous Legs [Companion]
Chitinous Legs
Companion
84+2+11
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 160mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Chitinous Legs is 6.

Deployment Phase
REALMWEB LURKER: Skitterstrand Arachnaroks stalk their prey through the arcane paths that connect the realms.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve skittering through tunnels in reality. It has now been deployed.
KEYWORDSDEPLOY

Any Movement Phase
AMBUSH FROM BEYOND: Legs first, then bulbous body, the Skitterstrand drags itself out of a tear in reality.

Declare: Pick this unit if it is skittering through tunnels in reality.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This unit can pass across terrain features as if it had Fly.

Once Per Turn (Army), Any Combat Phase
SCUTTLING TERROR: The Arachnarok uses its terrifying speed to its advantage, scuttling over and sinking its fangs into the enemy before they have a chance to react.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 2D6". It can pass through the combat ranges of enemy units and can pass through models in enemy INFANTRY units, but it must end that move in combat.

Then, pick an enemy INFANTRY unit that this unit passed across during that move. Inflict D3 mortal damage on that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG


GLOOMSPITE GITZ WARSCROLL
Aleguzzler Gargant
8"
12
5+
10
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.
GLOOMSPITE GITZ WARSCROLL
Aleguzzler Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Rocks
Throwin’ Rocks12"15+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Kick
Mighty Kick14+2+2D3
’Eadbutt
’Eadbutt14+2+24
Massive Club
Massive Club44+2+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 90 × 52mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
STUFF ’EM IN ME BAG: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’…

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll is at least double the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When this unit is destroyed, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of this unit. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than this unit.

KEYWORDS
MONSTER
DESTRUCTION, GLOOMSPITE GITZ

Faction Terrain


GLOOMSPITE GITZ WARSCROLL
Bad Moon Loonshrine
-
14
4+
0
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 salvage the fragments of their lunar deity. Whilst smaller hunks are spirited away for use as weapons, fanged helms or magical gubbinz, larger loonstone meteorites are hacked painstakingly into surprisingly lifelike effigies of the Bad Moon. These carved outcroppings are used as grotesque shrinelairs that soon become encrusted with fungi and imbued with the sinister energies of their progenitor rock. In battle, Loonshrines swell with the Bad Moon’s own light as if in response to the mayhem around them. This serves to further pitch the grots into a frenzy in a self-perpetuating cycle. They also serve as conduits through which reinforcements can arrive, as each shrine is set above a complex network of tunnels connecting them to surrounding lurklairs. Touched by such a lantern of the lunar deity’s power and surging forth in impossible numbers, a skrap fighting around a Loonshrine is particularly tenacious – and utterly unhinged.
GLOOMSPITE GITZ WARSCROLL
Bad Moon Loonshrine
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
EFFIGY OF DA BAD MOON: Larger loonstone meteorites are hacked painstakingly into crude but surprisingly lifelike effigies of the Bad Moon, and they hold a sliver of its lunar power.

Effect: Friendly GLOOMSPITE GITZ units are under the light of the Bad Moon while they are wholly within 12" of this terrain feature.

Once Per Turn (Army), End of Your Turn
1
MOONCLAN LAIRS: The Gloomspite Gitz use Moonclan-dug tunnels to reach nearby Loonshrines. In battle, reinforcements emerge from these echoing subterranean passages.

Declare: Pick a friendly non-HERO non-MONSTER non-WAR MACHINE GLOOMSPITE GITZ unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this terrain feature and more than 3" from all enemy units.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, GLOOMSPITE GITZ

Endless Spell


GLOOMSPITE GITZ WARSCROLL
Malevolent Moon
12"
6
6+
7+
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. What causes this effigy to animate is not truly understood, though most Gitz assume that a mote of the Bad Moon’s own consciousness kindles within it in order to watch the fun from the ground. This is further reinforced by the fell light it gives off once conjured, which imbues surrounding grots with the same strength and mania that their lunar deity imparts. Though made of loonstone, a Malevolent Moon’s face grins with an animated smile. Its expression oscillates between sinister smirks and wide, silent cackles as if truly enjoying the havoc of battle. It crashes through its foes without end, biting and crushing them as it goes. It does not appear to need any sustenance from those it chomps down upon; instead, it attempts to make the kills as messy as possible, appearing to take delight in the madcap slaughter and smothering its stone form in decorative viscera.
GLOOMSPITE GITZ WARSCROLL
Malevolent Moon
MELEE WEAPONS
AtkHitWndRndDmg
Lunarock Slam
Lunarock Slam14+3+-D3
Passive
LURID LIGHT: To the maniacal grots of the Gloomspite Gitz, one cackling lunar entity streaking through the sky is much like another.

Effect: Friendly GLOOMSPITE GITZ units are under the light of the Bad Moon while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ


GLOOMSPITE GITZ WARSCROLL
Mork’s Mighty Mushroom
-
6
6+
7+
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. When Mork’s Mighty Mushroom erupts onto the battlefield, it belches inescapable clouds of horrible motes that cause smaller Skullshrooms to violently burst forth from everything they touch – a process that has particularly messy results upon living things. Grots know to steer clear of even the smallest of these fungi, as simply brushing a finger against one can lead to a painful death. In order to cultivate the requisite spores between their toes, Gloomspite mages will carefully harvest Skullshrooms and mix them into potions and tonics. They will then dose themselves with such draughts once a day, remaining in the darkest depths of their lurklairs. After a few weeks of hard sweating, avoiding bodies of water and tramping around in the mud, a good reserve of fungal crust will build up in the divots of their feet, thus beginning the cycle anew.
GLOOMSPITE GITZ WARSCROLL
Mork’s Mighty Mushroom
Any Shooting Phase
MUTATING SPORES: The spores ejected by Mork’s Mighty Mushroom cause those they touch to burst in a profusion of gruesome fungal growths.

Declare: Pick up to 3 enemy units within 6" of this MANIFESTATION to be the targets.

Effect: For each target, roll a number of dice equal to the number of models in that unit that are within 6" of this MANIFESTATION. For each 5+, inflict 1 mortal damage on the target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ


GLOOMSPITE GITZ WARSCROLL
Scrapskuttle’s Arachnacauldron
6"
6
5+
7+
Scrapskuttle’s Arachnacauldron fumes constantly with sorcerous energies, and a shaman who drinks of its foul fluids feels magical knowledge burn through their brain. Yet this skittering, spider-legged cauldron squeals with obsessive hunger, and there is a price to be paid for the arcane power it bestows. Only when live victims are plunged screaming into the bubbling broth that sloshes around in its iron belly will it impart its gifts. Should one drink deeply from the cauldron without tribute, then the Arachnacauldron will drag the caster into its mouth, absorbing them into its slurried contents along with anyone else close at hand. So the story goes, Scrapskuttle was the eponymous grot shaman responsible for the creation of this entity. So lazy was the mage that he sought to make his cauldron self-sufficient, empowering it with the ability to grab ingredients by itself to keep the brew within bubbling along. However, after one kick too many from its master, the Arachnacauldron swallowed up Scrapskuttle himself. His exceptionally well-cooked remains still simmer within its mystical contents to this day, the shaman’s enchantment clearly having worked a little too well.
GLOOMSPITE GITZ WARSCROLL
Scrapskuttle’s Arachnacauldron
MELEE WEAPONS
AtkHitWndRndDmg
Spider Legs
Spider Legs24+3+-2
Your Hero Phase
BLESSINGS OF THE CAULDRON: Scrapskuttle’s Arachnacauldron grants great arcane power to the one brave or mad enough to call upon its aid.

Declare: Pick a friendly GLOOMSPITE GITZ WIZARD within 1" of this MANIFESTATION to be the target.

Effect: Add 1 to the target’s power level until the start of your next turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ


GLOOMSPITE GITZ WARSCROLL
Scuttletide
8"
6
6+
7+
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. These are the eyes and ears of Webspinner Shamans, though their kinship with denizens of the deep forests will see them serve any grotty mage that ingests the right toxins first. These arcane creatures have a symbiotic relationship with grotkind, for the murky lairs favoured by the greenskins are perfectly moist, sprawling and dark, and dank magic coalesces naturally within them. In the bowels of the realms, Scuttletides will form and soak up ambient magic from subterranean ley lines and nexus points, leaving them swollen with magic force. The sorcerous energies of the Scuttletide are further bolstered by nearby Arachnaroks, causing wave after wave of the crawling critters to be drawn forth to overrun the foe.
GLOOMSPITE GITZ WARSCROLL
Scuttletide
MELEE WEAPONS
AtkHitWndRndDmg
Spider Bites [Crit (Mortal)]
Spider Bites
Crit (Mortal)
84+4+-1
Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This MANIFESTATION can pass across terrain features as if it had Fly.

Passive
ENDLESS TERRORS: Bolstered by the presence of an Arachnarok, the arcanely blessed spiders of the Scuttletide will spill forth without cease, making them near impossible to get rid of.

Effect: This unit has WARD (4+) while it is wholly within 12" of any friendly ARACHNAROK units.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ

Regiment of Renown


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HAILTOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Big Grikk’s Kruleshots
Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Vulcha steed had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, accompanied by a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms.
REGIMENT OF RENOWN
Big Grikk’s Kruleshots
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

The Beast-skewer Killbow in this Regiment of Renown has the HERO keyword.


BATTLE PROFILE

Points: 340

Once Per Turn (Army), Your Shooting Phase
SKEWER IT AGAIN!: Rather than gesture in the traditional way, Grikk uses his bolts to indicate which beastie he wants his ladz to bring down.

Declare: Pick an enemy MONSTER that had any damage points allocated to it this phase by a shooting attack made by the Beast-skewer Killbow in this Regiment of Renown. Then, pick any number of Man-skewer Boltboyz units in this Regiment of Renown to focus fire.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the ranged weapons used by the units you picked to focus fire but all of their attacks must target the enemy MONSTER you picked.


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 420

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Enforcers of the Tithe
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides…
REGIMENT OF RENOWN
Enforcers of the Tithe

BATTLE PROFILE

Points: 510

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Such is Arkhan’s command of necromancy that even magic withers in his presence.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.

The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch warconstructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


REGIMENT OF RENOWN
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 460

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


REGIMENT OF RENOWN
Goroan Scions
The beasts known as ogroids were once the Goroans, a race of Destruction that fell to Chaos after orruks sacked their capital. But not every Goroan clan spat upon Gorkamorka; some stayed faithful, and they occasionally emerge to fight alongside their old kin. Their gifts of ‘flashy choppas’ is usually enough to banish any suspicion.
REGIMENT OF RENOWN
Goroan Scions
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 470

Once Per Turn (Army), Your Hero Phase
GOROAN FORGECRAFT: The Goroans were renowned for their skill at smithery, and even orruks will acknowledge their general killiness.

Declare: Pick a friendly DESTRUCTION HERO that is wholly within the combat range of a HERO in this Regiment of Renown to be the target.

Effect: On a 3+, add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn.

Your Hero Phase
7
BELLOW OF GORKAMORKA: Goroan shamans who maintain the old ways channel the sense-blasting roars of Gorkamorka through their magic.

Declare: Pick the Ogroid Thaumaturge in this Regiment of Renown to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST until the start of your next turn. In addition, while the target has the BURNING keyword, subtract 1 from hit rolls for the target until the start of your next turn.
KEYWORDSSPELL


REGIMENT OF RENOWN
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether…
REGIMENT OF RENOWN
Nurgle’s Gift
ORGANISATION

Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.


BATTLE PROFILE

Points: 180
Notes: Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Odo Godswallow
Beast-smashers are considered, even by other gargants, to be a touch mad. In truth, they are more susceptible to the energy of the Waaagh! than most of their kin. It stains their vision green and opens their souls to a rough elemental power, leading them to believe that they can hear Gorkamorka talking to them – or even that they are the god himself. Either way, their goal is the same: to slaughter great beasts, just as Gorkamorka once did. Odo Godswallow truly believes that he is Gorkamorka reborn. The energy of Kragnos’s return stirred him to a rampage, seeing him slaughter almost every monstrous beast along the Godswallow Delta. The shamanistic orruks that called the delta their home detected the touch of their god upon Odo and commanded their followers to mark his flesh with whirling green tattoos, the paint made from a mixture of beast blood, squig innards and crushed realmstone. The sacred warpaint seems to protect him just as it does the orruks. His legend has spread across Gallet; warclans travel for leagues to witness Da Living God in action, and Odo rarely fails to meet their barbarous expectations.
REGIMENT OF RENOWN
Odo Godswallow
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 420

Once Per Turn (Army), Any Combat Phase
MIGHTY WALLOPER: The great beasts of the Godswallow Delta are practically endangered species, for the crazed Odo spends almost every waking second relentlessly hunting them before grinding their bones and caving their skulls in brutal displays of violence.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 410

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 180

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Moonclan Agitator.

Infantry Hero
Cavalry Hero

The non-HERO SQUIG and CAVALRY keywords are used in the following Gloomspite Gitz warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell

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

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

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

Your Movement Phase
RUN: The unit rushes into position.

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

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

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

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

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

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

The non-HERO MOONCLAN and INFANTRY keywords are used in the following Gloomspite Gitz warscrolls:

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

Endless Spell
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Once Per Battle Round (Army), Start of Battle Round
THE BAD MOON’S ORBIT: The Bad Moon hurtles around the realms in madcap orbits, empowering its worshippers and troubling all others with insane visions.

Declare: You must use this ability at the start of the battle round.

If multiple players are commanding a Gloomspite Gitz army, then instead, at the start of the battle round, those players roll off and only the winner declares and uses this ability this battle round.

Effect: If it is the first battle round, pick a quarter of the battlefield to be the Bad Moon’s starting location.

If it is the second or subsequent battle round, roll a dice. On a 1-3, the Bad Moon stays at its current location. On a 4+, the Bad Moon moves.

The first time the Bad Moon moves, it moves to the centre of the battlefield. The second time it moves, it moves to the quarter diagonally opposite the quarter in which it started. The third time it moves, it moves off the battlefield and has no further effect on the battle.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

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

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

• Mollog
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

• Mollog
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

• Mollog
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The SPIDERFANG and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Gloomspite Gitz warscrolls:

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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.

The non-SQUIG MOONCLAN keyword is used in the following Gloomspite Gitz warscrolls:

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Passive
UNDER THE LIGHT OF THE BAD MOON: Grots are always vicious little monsters, but when their god’s light falls upon them, they become an order of magnitude more dangerous.

Effect: During the battle, an area of the battlefield will be the Bad Moon’s location (see ‘The Bad Moon’s Orbit’). The Bad Moon’s location will be either a quarter of the battlefield or the centre of the battlefield.

While the Bad Moon’s location is a quarter of the battlefield, all GLOOMSPITE GITZ units (friendly and enemy) wholly within that quarter are under the light of the Bad Moon. While the Bad Moon’s location is the centre of the battlefield, all GLOOMSPITE GITZ units (friendly and enemy) on the battlefield are under the light of the Bad Moon.

While a friendly GLOOMSPITE GITZ unit is under the light of the Bad Moon, the appropriate effect below applies to it:

Frothing Zealots: If the unit is a non-SQUIG MOONCLAN unit, add 3 to its control score.

Lunar Squigs: If the unit is a SQUIG unit, you can re-roll the random characteristic roll for its Move characteristic.

Moonlit Hide: If the unit is a TROGGOTH unit, add 1 to save rolls for it.

Spiderfang Venom: If the unit is a SPIDERFANG unit, its combat attacks score critical hits on unmodified hit rolls of 5+. This ability also affects Companion weapons.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

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

Endless Spell

The ENDLESS SPELL keyword is used in the following Gloomspite Gitz warscrolls:

Endless Spell

The GLOOMSPITE GITZ and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

The warscrolls using DESTRUCTION and HERO keywords can be found in the following Factions:

Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.

The DESTRUCTION and HERO keywords are used in the following warscrolls:

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