Gloomspite Gitz – Warscrolls


Cavalry Hero


GLOOMSPITE GITZ WARSCROLL
Droggz Da Sunchompa
12"
7
4+
2
Most feared and famed leader of the Gitmobs, Droggz da Sunchompa speeds into the battle upon his wily mount, Jaggedsnarl. Wreathed by an eye-searing corona of stolen Hyshian light, Droggz is nigh impossible to target as he smashes into his foes, his meteoric war-pick cracking skulls left and right.
GLOOMSPITE GITZ WARSCROLL
Droggz Da Sunchompa
MELEE WEAPONS
AtkHitWndRndDmg
Da Metal Toof [Crit (Mortal)]
Da Metal Toof
Crit (Mortal)
53+4+12
Jaggedsnarl’s Jaws [Companion]
Jaggedsnarl’s Jaws
Companion
43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Top Dog, 0-1 MOONCLAN, 0-1 TROGGOTH, Any GITMOB

Passive
DA FRAZZLEFANGZ: Glareface Frazzlegit’s reflected gaze angrily beams out from Droggz’s flashy back-banner, blinding nearby enemies so he can crack their skulls while they can’t see.

Effect: While an enemy unit is within 6" of this unit:
  • Subtract 1 from hit rolls for that enemy unit’s attacks.
  • That enemy unit cannot use the ‘All-out Attack’ command.

Once Per Turn (Army), Reaction: You declared a FIGHT ability for a unit wholly within 9" of this unit
TIME TA SCARPER: Droggz knows exactly when to get his gitz out of a sticky situation so that they can come back for ‘anuvver go’ once the odds are in their favour again.

Effect: Roll a dice. On a 4+, the unit using that FIGHT ability can move 2D6" after that FIGHT ability has been resolved. It can move through the combat ranges of any enemy units but cannot end that move in combat.

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit
RIP ’EM TA BITS: Whether inspired by the Grand Snarlboss’s cruel example or just worried what will happen if they don’t follow suit, the Gitmobs join Droggz in tearing into the foe.

Effect: Pick a friendly GITMOB 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.

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


GLOOMSPITE GITZ WARSCROLL
Loonboss
on Giant Cave Squig
D6+6"
6
5+
5
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 gitz 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 MOONCLAN 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.

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


GLOOMSPITE GITZ WARSCROLL
Snarlboss
12"
5
5+
2
Snarlbosses are the leaders of the Gitmobs. They prove their right to lead by somehow convincing an Alpha Snarlfang to carry them into battle – usually by demonstrating that they are much sneakier and meaner than their prospective mount. Doing so also means that the other Snarlfangs of their pack will follow their lead as they run rings around the enemy, filling them full of arrows before dashing in to finish the job when the smell of weakness is in the air.
GLOOMSPITE GITZ WARSCROLL
Snarlboss
MELEE WEAPONS
AtkHitWndRndDmg
Boss Loppa
Boss Loppa54+4+12
Snarlfang’s Slavering Jaws [Companion]
Snarlfang’s Slavering Jaws
Companion
24+3+-2
BATTLE PROFILE

Unit Size: 1      Points: 130
Can be reinforced: No
Regiment Options: Any GITMOB
Notes: This HERO can join an eligible regiment as a Top Dog.

Passive
BOSS SNARLFANG: Like their riders, Snarlfangs follow the lead of the strongest and meanest of their number. When their Alpha scents prey, the grots can do little to restrain their loping chase.

Effect: Add 2 to charge rolls for friendly GITMOB CAVALRY units while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
VICIOUS SNARLS AND GREAT HOWLS: The lupine language of the Snarlfang Alpha drives their pack into a frenzy.

Declare: If this unit charged this turn, pick this unit and up to 2 friendly GITMOB CAVALRY units within this unit’s combat range to be the targets.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the targets’ Companion melee weapons.

KEYWORDS
HERO, CAVALRY
DESTRUCTION, GLOOMSPITE GITZ, GITMOB


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
Envenomed Spear
Envenomed Spear54+4+12
Gigantic Fangs [Crit (Mortal), Companion]
Gigantic Fangs
Crit (Mortal), Companion
44+3+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
Cave-Shamans fuel their magic with the Deffcap, a highly hallucinogenic mushroom that grows inside the shaman until it bursts out of their cranium. As the willing host of such a fungus, they are capable of casting far more potent spells, for the mushroom appears to draw power from the Bad Moon itself.
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. They relish a fight, and the weapons they wield are laden with so many spiteful enchantments that they can carve clean through steel plate. However, Loonbosses 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.
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, 0-1 Doom Diver Catapult
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 1 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.
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 little-known 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 as he slept. When Skragrott awoke, a fungal crown was deeply rooted upon his brow, and a stave capped with a Badloon Bossfungus lay at his side. This 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.
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 GLOOMSPITE GITZ, 0-1 Moonclan Agitator, 0-1 Top Dog

Once Per Battle (Army), Reaction: You declared the ‘The Faces of the Bad Moon’ 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: The face of the Bad Moon stays in its current position this battle round instead of moving to the next face in the sequence.

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: Each time a friendly MOONCLAN unit wholly within 12" of this unit uses the ‘Redeploy’ command, no command points are spent.

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


GLOOMSPITE GITZ WARSCROLL
Squigboss
with Gnasha-Squig
5"
4
6+
2
Squigbosses command their fungal herds through the offering of prized mushrooms and occasional jabbings from their squig-krooks. Most are accompanied by loyal Gnasha-squigs, who gleefully chomp at anything that gets too close.
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
Veins thick with venom, Webspinner Shamans live in vivid waking visions through which they interpret the Spider God’s will. They are blessed by their arachnid deity, protected and sorcerously empowered by its sinister touch.
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
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

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.

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


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

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.

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.

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


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

Monster Hero


GLOOMSPITE GITZ WARSCROLL
Dankhold Troggboss
6"
12
4+
5
Dankhold Troggbosses are ancient creatures that sometimes wake from their subterranean slumbers and go on the rampage. Though potent forces of destruction in their own right, Troggbosses also inspire any lesser troggoths fighting in their shadow.
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.

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.

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: Roll a dice. On a 4+, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly TROGGOTH units while they are wholly within 12" of this unit.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Kragnos
the End of Empires
10"
18
4+
15
A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. Already a natural disaster made manifest, his rampages are further augmented by his legendary armaments. The shield Tuskbreaker is said to have been cast aside by Gorkamorka himself; 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 he 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, 0-1 Top Dog, 0-1 Moonclan Agitator

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.

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.

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).

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


GLOOMSPITE GITZ WARSCROLL
Loonboss
on Mangler Squigs
D6+8"
14
5+
5
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
Moon-cutta
Moon-cutta54+4+12
Huge Fang-filled Gobs [Companion]
Huge Fang-filled Gobs
Companion
44+2+1D6
Balls and Chains [Companion]
Balls and Chains
Companion
44+4+-D3
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 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

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 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 chomp 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 Fang-filled Gobs and Huge Fang-filled Gobs for the rest of the turn.

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


GLOOMSPITE GITZ WARSCROLL
Trugg
the Troggoth King
6"
16
4+
5
Trugg is the mightiest of all troggoths. A towering mass of strength and ill temper, he carries atop his back an arcane leystone of ancient design, which fuels his already formidable physical might with unpredictable bursts of elemental magic.
GLOOMSPITE GITZ WARSCROLL
Trugg
the Troggoth King
MELEE WEAPONS
AtkHitWndRndDmg
Ironshell Club
Ironshell Club43+2+34
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.

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+).

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.

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

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


GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
on Arachnarok Spider
10"
16
4+
5
Especially old and malevolent Arachnarok Spiders often bear a Webspinner Shaman and their mob of hangers-on into battle. The shaman draws power from their howdah’s catchweb spidershrine to boost their ability to weave spells.
GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
on Arachnarok Spider
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bows
Spider-bows18"104+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Spider God Staff [Crit (Mortal)]
Spider God Staff
Crit (Mortal)
34+5+-D3
Crooked Spears
Crooked Spears84+5+-1
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: 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

War Machine Hero


GLOOMSPITE GITZ WARSCROLL
Frazzlegit Shaman
on War-Wheela
12"
9
4+
2
The Frazzlegit Shamans of the Gitmobs are an enigma both on the battlefield and off, babbling inscrutable incantations over pieces of scavenged metal and infusing them with solar magic. When carried into battle on a thundering War-Wheela, they cast wild spells from their high perch, wielding the power of Glareface Frazzlegit to fuel fiery conjurations. Their conveyance is a deadly weapon in its own right, scything down enemies with the wickedly sharp ‘slicers’ fitted to its undercarriage and crushing them under its iron- banded wheels.
GLOOMSPITE GITZ WARSCROLL
Frazzlegit Shaman
on War-Wheela
MELEE WEAPONS
AtkHitWndRndDmg
Wheela Slicers
Wheela Slicers34+4+-1
Snarlfang’s Frothing Jaws [Companion]
Snarlfang’s Frothing Jaws
Companion
64+3+-2
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any GITMOB

Passive
GIMME ALL DA LIGHT: As a Frazzlegit Shaman absorbs the ambient light around them, the surrounding area becomes dark and dank – perfect for the Gitmobs to hide in.

Effect: Friendly GITMOB units that are not Frazzlegit Shamans on War-Wheelas cannot be targeted by shooting attacks while they are wholly within 6" of this unit.

Once Per Turn (Army), Your Shooting Phase
FRAZZLEMIST: Snaking plumes of sparking, crackling smoke issue forth from the shaman’s staff, spiralling across the battlefield in search of lungs to scorch and eyes to burn.

Declare: Pick up to 3 visible enemy units within 9" of this unit to be the targets.

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

KEYWORDS
HERO, WAR MACHINE, WIZARD (1)
DESTRUCTION, GLOOMSPITE GITZ, GITMOB


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

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

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

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

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

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

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

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

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

KEYWORDS
HERO, WAR MACHINE
DESTRUCTION, GLOOMSPITE GITZ, GITMOB

Beast


GLOOMSPITE GITZ WARSCROLL
Squig Herd
D6+3"
1
6+
1
Herds of Cave Squigs race into battle gnashing their huge fangs and sinking them into anything that comes near. Their tough little grot herders keep the squigs moving in the right direction, using pointy sticks and noisemakers to really rile them up.
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.

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.

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.

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.
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 dice for each model in this unit. For each 4+, inflict 1 mortal damage on the target.

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


GLOOMSPITE GITZ WARSCROLL
Snarlfang Riders
12"
2
5+
1
The riders of the Gitmobs move in packs, some crashing into the enemy lines with blinding momentum while others pick off choice targets on the flanks with arrows fired on the move. Their great manoeuvrability makes these grots and their Snarlfang allies nigh impossible to pin down.
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: 120
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
Snarlpack Cavalry
12"
3
4+
1
Giant Snarlfangs are, as the name suggests, particularly large and impressive specimens of their kind. So big are they that a pair of grots can ride a single such beast into battle, each rider guarding one of their mount’s flanks with jabs from their ‘skewas’, freeing up the Snarlfang to tear into enemies directly in front at its leisure.
GLOOMSPITE GITZ WARSCROLL
Snarlpack Cavalry
MELEE WEAPONS
AtkHitWndRndDmg
Pointy Skewas [Charge (+1 Damage)]
Pointy Skewas
Charge (+1 Damage)
44+5+-1
Giant Snarlfang’s Jaws [Companion]
Giant Snarlfang’s Jaws
Companion
34+3+-2
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 75 × 42mm
Can be reinforced: Yes

Passive
MARKIN’ TERRITORY: Giant Snarlfangs are extremely territorial and will ferociously attack trespassers on land marked with their scent.

Effect: If this unit charged this turn, add 5 to its control score for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
FRAZZLEBURNED SCRAP: After the boss, Snarlpack Cavalry often get first dibs on loot, and they have an eye for the scrap and wotsits with the best light-absorbing properties. In battle, they have learned how to unleash these energies from their weapons at just the right moment, dazzling the enemy as their charge hits home.

Effect: If this unit charged this turn, it has has STRIKE-FIRST for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, GITMOB


GLOOMSPITE GITZ WARSCROLL
Spider Riders
10"
2
5+
2
Skittermobs of Spider Riders stream across the battlefield, pouring through, over and around even the densest terrain or most formidable fortifications. They encircle their foes, pelting them with poisoned arrows and jabbing them with crooked spears.
GLOOMSPITE GITZ WARSCROLL
Spider Riders
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bow
Spider-bow18"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Crooked Spear
Crooked Spear24+5+-1
Spider Fangs [Crit (Mortal), Companion]
Spider Fangs
Crit (Mortal), Companion
24+4+-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
Squig Hoppers bounce madly into battle, wreaking havoc on anything they collide with. Each ill-tempered squig has a cackling grot clinging to its back, who flails wildly at nearby enemies as they try vainly to steer their weird steed.
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
Wolfgit Retinue
12"
2
5+
1
Those lucky grots of a Snarlboss’s retinue are often hand-picked from the least cowardly of the pack. They ride close to their leader and fend off attackers with stikkas and bows. These canny and adaptable fighters are a cut above the rest of their wolf-riding kin, and they possess an excellent sense for danger. Unfortunately for Wolfgit Retinues, they are often seen by their Snarlboss as potential rivals. Should they get too big for their boots, the boss is close enough to dispose of them at the drop of his fancy hat.
GLOOMSPITE GITZ WARSCROLL
Wolfgit Retinue
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: 2      Points: 70
Base size: 60 × 35mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Snarlboss in your army. This unit cannot be reinforced.

1 model is armed with a Grot Bow and Snarlfang’s Slavering Jaws, and 1 model is armed with a Stabbin’ Stikka and Snarlfang’s Slavering Jaws.

Passive
I GOT DIS, BOSS: Wolfgitz look out for their Snarlboss in battle, if only because it makes knifin’ him later easier once he’s let his guard down.

Effect: While a friendly Snarlboss is within this unit’s combat range, both this unit and that Snarlboss have WARD (5+).

KEYWORDS
CAVALRY
DESTRUCTION, GLOOMSPITE GITZ, GITMOB


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
Wolfgit Weapons [Charge (+1 Damage)]
Wolfgit Weapons
Charge (+1 Damage)
34+5+-1
Snarlfang’s Slavering Jaws
Snarlfang’s Slavering Jaws24+3+-2
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
These slime-slick beasties stink worse than a plague pit full of incontinent Nurglings. They throw up jetting streams of viciously corrosive vomit, softening their prey up – quite literally – before tearing into them with wicked talons and tusks.
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: 180
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 is a motley gathering of wise-grots, each employing a different set of superstitions, practices and volatile fungus brews that either bolster their fellow gitz with all sorts of bizarre effects or cause mayhem amongst the ranks of the enemy.
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+).

Once Per Turn (Army), 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
Armed with massive wrecking balls attached to lengths of chain, Loonsmasha Fanatics are driven loopy with fungus brew then unleashed upon the enemy in a whirling storm. Though they inevitably come to a violent demise, they are sure to cause blood carnage first.
GLOOMSPITE GITZ WARSCROLL
Loonsmasha Fanatics
MELEE WEAPONS
AtkHitWndRndDmg
Ball and Chain
Ball and ChainD64+3+2D3
BATTLE PROFILE

Unit Size: 5      Points: 110
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

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.

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.

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


GLOOMSPITE GITZ WARSCROLL
Moonclan Shootas
5"
1
6+
1
Moonclan Shootas gather in sizeable skulkmobs that rain black-fletched arrows upon the enemy. They pincushion their victims with sheer weight of fire, before surrounding any survivors and stabbing them viciously to death with spare arrows or clobbering them repeatedly with their knobbly 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: 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
Moonclan Stabbas
5"
1
5+
1
Moonclan Stabbas form ragged ranks that advance upon the foe with gongs clanging and banners waving. Eyes bulging with the madness of the Gloomspite, they pour over the enemy lines and stab wildly at everything in their path.
GLOOMSPITE GITZ WARSCROLL
Moonclan Stabbas
MELEE WEAPONS
AtkHitWndRndDmg
Stabba
Stabba24+5+-1
BATTLE PROFILE

Unit Size: 20      Points: 130
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
Rockgut Troggoths have stony hides that are proof against blade, bolt and magical blast alike. Their lumpen claws pass through stone as though it were water, allowing them to scoop up huge clubs and throwing boulders at will. Subtle they are not.
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
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. They are aided by Snufflesquigs, whose pronounced olfactory organs are highly attuned to different fungi. As battle rages, these grots harvest choice Looncaps with their trusty sickles, hurling bundles of the frenzy-inducing mushrooms over to their mates.
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: 110
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 friendly MOONCLAN unit wholly within 12" of it and visible to it to be the target.

Effect: Roll a dice. Add 1 to the roll if the face of the Bad Moon is Cacklin’ this turn. 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
Sporesplatta Fanatics careen towards the foe swinging Thwackwheezer Puffshrooms. The billowing clouds of spores spewed out by these fungi veil the grot hordes from sight, invigorating the followers of the Bad Moon whilst choking and blinding the foe.
GLOOMSPITE GITZ WARSCROLL
Sporesplatta Fanatics
MELEE WEAPONS
AtkHitWndRndDmg
Spore-ball and Chain
Spore-ball and ChainD33+4+1D3
BATTLE PROFILE

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

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

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

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

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

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

KEYWORDS
INFANTRY
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN


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
Moon-slicer
Moon-slicer54+4+1D3
Looncourt Weapons
Looncourt Weapons24+5+11
BATTLE PROFILE

Unit Size: 7      Points: 100
MODELBASE SIZE
Grinkrak the Great, 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
Git Weapons
Git Weapons24+5+11
Moonclan Bow
Moonclan Bow14+5+-1
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)

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).

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.

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

Monster


GLOOMSPITE GITZ WARSCROLL
Arachnarok Spider
with Flinger
10"
16
4+
5
Some Arachnarok Spiders bear howdahs upon their backs that have flinger catapults built into them. Operated by a cackling grot crew, these weapons lob tumbling masses of envenomed webbing that slam down to entangle and poison the enemy.
GLOOMSPITE GITZ WARSCROLL
Arachnarok Spider
with Flinger
RANGED WEAPONS
RngAtkHitWndRndDmg
Flinger [Crit (2 Hits)]
Flinger
Crit (2 Hits)
24"D34+3+-1
Spider-bows
Spider-bows18"104+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Crooked Spears
Crooked Spears105+4+-1
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: 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
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
FLINGER: This crude catapult hurls a heavy ball of corded spider-silk at the enemy, engulfing victims in a mass of sticky webbing.

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+, halve the Move characteristic of the target unit until the start of your next turn.

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
Vast arachnid predators possessed of a malevolent sentience, Arachnarok Spiders stalk into battle carrying rickety howdahs full of shrieking Spiderfang grots, who worship the creatures as the progeny of their eight-legged god.
GLOOMSPITE GITZ WARSCROLL
Arachnarok Spider
with Spiderfang Warparty
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bows
Spider-bows18"104+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Crooked Spears
Crooked Spears105+4+-1
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: 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 on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG


GLOOMSPITE GITZ WARSCROLL
Dankhold Troggoth
6"
10
4+
5
Dankhold Troggoths sleep deep underground until the Gloomspite moves them to lumber up to the surface and wreak havoc. They swat and crush everything within reach, soak up spellcraft like sponges and are nigh unkillable in battle.
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

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.

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: This unit 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

KEYWORDS
MONSTER
DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH


GLOOMSPITE GITZ WARSCROLL
Mangler Squigs
D6+8"
14
5+
5
Some particularly brave and idiotic grots undertake the insane task 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.
GLOOMSPITE GITZ WARSCROLL
Mangler Squigs
MELEE WEAPONS
AtkHitWndRndDmg
Bashin’ Stikks
Bashin’ Stikks44+5+-1
Huge Fang-filled Gobs [Companion]
Huge Fang-filled Gobs
Companion
44+2+1D6
Balls and Chains [Companion]
Balls and Chains
Companion
44+4+-D3
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.

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
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

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


GLOOMSPITE GITZ WARSCROLL
Skitterstrand Arachnarok
10"
13
4+
5
Creeping out from their web-wreathed Shyishan lairs, Skitterstrand Arachnaroks burst through temporary realmgates to snatch up their prey, biting off heads, injecting paralysing venom and dragging choice victims away into the darkness.
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
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.

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.

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
Massive Club
Massive Club44+2+12
’Eadbutt
’Eadbutt14+2+24
Mighty Kick
Mighty Kick14+2+2D3
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

War Machine


GLOOMSPITE GITZ WARSCROLL
Doom Diver Catapult
5"
12
4+
2
Only the grots could don bomb-strapped hats, launch themselves into battle via catapult and still expect to have a chance of surviving the ordeal. Of course, this is rarely the case, but the carnage they cause upon ‘landing’ is so fantastic that there are always more who prefer taking the risk to displeasing the boss.
GLOOMSPITE GITZ WARSCROLL
Doom Diver Catapult
RANGED WEAPONS
RngAtkHitWndRndDmg
Doom Diver
Doom Diver24"44+3+33
MELEE WEAPONS
AtkHitWndRndDmg
Catapult Crew Tools
Catapult Crew Tools25+6+-1
Slicers and Krag‑smasha’s Paws [Companion]
Slicers and Krag‑smasha’s Paws
Companion
64+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 170 × 105mm
Can be reinforced: No

Once Per Turn (Army), Any Shooting Phase
SHODDY WING-LIKE GIZMOS: With a bit of frantic flapping and ‘leanin’ into da wind’, Doom Divers can attempt to correct their trajectory mid-flight, though doing so slows their momentum somewhat.

Effect: You can re-roll hit rolls for this unit’s shooting attacks this turn, but for each hit roll that is re-rolled, subtract 1 from the Rend characteristic of this unit’s Doom Diver for the rest of the turn.

KEYWORDS
WAR MACHINE
DESTRUCTION, GLOOMSPITE GITZ, GITMOB


GLOOMSPITE GITZ WARSCROLL
Sunsteala Wheelas
12"
6
4+
2
The Sunsteala Wheelas favoured by the Gitmobs are built with lightweight wicker frames, allowing them to close down on the foe quickly and hit hard before deftly weaving out of combat. Their drivers favour stikkas and bows, weapons perfect for sneaky strikes from a reasonably safe distance.
GLOOMSPITE GITZ WARSCROLL
Sunsteala Wheelas
RANGED WEAPONS
RngAtkHitWndRndDmg
Grot Bow
Grot Bow15"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Wheela Slicers and Stabbin’ Stikka
Wheela Slicers and Stabbin’ Stikka44+4+-1
Snarlfangs’ Frothing Jaws [Companion]
Snarlfangs’ Frothing Jaws
Companion
64+3+-2
BATTLE PROFILE

Unit Size: 2      Points: 130
Base size: 105 × 70mm
Can be reinforced: Yes

Once Per Turn (Army), Your Movement Phase
CAREENING DESTRUCTION: Hurtling across the battlefield at death-defying speed, Sunsteala Wheelas careen straight through their enemies leaving behind trails of devastation.

Effect: This unit can move a distance up to its Move characteristic. It can pass through other models and the combat ranges of enemy units, but it cannot end that move in combat. Then, pick up to 1 enemy INFANTRY unit that this unit passed across during that move to be the target. Inflict D3 mortal damage on the target. Add 1 to the amount of mortal damage inflicted for each model in this unit

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

KEYWORDS
WAR MACHINE, CHAMPION
DESTRUCTION, GLOOMSPITE GITZ, GITMOB

Faction Terrain


GLOOMSPITE GITZ WARSCROLL
Bad Moon Loonshrine
-
14
4+
-
Where the Fangz of the Bad Moon fall, they smash down upon the landscape causing untold devastation. Then come the Gloomspite hordes, creeping from below to hew these loonstone outcroppings into grotesque shrinelairs that soon become encrusted with fungi and imbued with the sinister energies of their progenitor rock.
GLOOMSPITE GITZ WARSCROLL
Bad Moon Loonshrine
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2): Cover, Impassable

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.
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: While friendly GLOOMSPITE GITZ units are wholly within 12" of this MANIFESTATION they are affected by all four faces of the Bad Moon (Grinnin’, Scowlin’, Sulkin’ and Cacklin’).

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.
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 with sorcerous energies, and a shaman who drinks of its foul fluids feels magical knowledge burn through their brain. Yet the cauldron squeals always with idiot hunger, and there is a price to be paid for the arcane power it bestows
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.
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 HALITOSIS: 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

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: 450

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
Da Hurtlin’ Hogz
No one can now say whether Zog or Goz kicked off their stampeding race. The former claims to have been the boss, with Goz challenging him for primacy. The truth is anyone’s guess. The two charge and brawl across hill, valley and realmgate, driving their Maw-gruntas on. Any onlookers who tried to keep up have long since fallen behind, but sometimes da Hurtlin’ Hogz will crash through a battlefield. The cries of trampled enemies and barbarous whoops of nominal allies are ignored. Only pulling ahead matters.
REGIMENT OF RENOWN
Da Hurtlin’ Hogz
INCLUSION

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

BATTLE PROFILE

Points: 420

Once Per Battle, Your Charge Phase
GRUNTA WAAAGH!: Just before the stampede crashes headlong into the enemy lines, the Tuskboss bellows a mighty ‘Waaagh!’, encouraging their steeds to cause as much carnage as possible with their impact.

Declare: You can use this ability if this Regiment of Renown’s Tuskboss on Maw-grunta is on the battlefield.

Effect: For the rest of the phase, each time a friendly unit in this Regiment of Renown finishes a charge move, roll a D3 for each enemy unit within 1" of that unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll. If that enemy unit is INFANTRY, add 1 to the mortal damage inflicted (if any).

Once Per Turn (Army), Any Combat Phase
PULLIN’ AHEAD: In their race across the realms, Zog and Goz will blithely pile on the speed and go crashing straight through enemy lines.

Declare: Pick a friendly unit in this Regiment of Renown that charged this turn and has not used any RAMPAGE abilities this turn to be the target.

Effect: The target can move D6". It must end that move in combat. Then, add 1 to the target’s momentum points. After this ability has been resolved, the target cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
Da Kountin’ Krew
When Swampboss Skumdrekk – wily overseer of the Murkvast Menagerie – needs to make an example of some git, he rustles up his Kountin’ Krew. These hobgrots have earned a nasty reputation chasing down those who renege on their debts to da boss, pelting them with explosive, shrapnel-laden grenades. Of course, Skumdrekk and his boyz aren’t above taking on opportunistic mercenary work from those who can afford it. After all, the chaos of battle gives them a fine chance to sneak up on the target they’re pursuing.
REGIMENT OF RENOWN
Da Kountin’ Krew
INCLUSION

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

BATTLE PROFILE

Points: 360

Passive
BOMBZ AWAY, LADZ!: Da Kountin’ Krew need only a single thumping drumbeat to start hurling their grenades.

Effect: Friendly units in this Regiment of Renown can use RUN abilities and still use SHOOT abilities later in the turn while they are wholly within 12" of this Regiment of Renown’s Swampboss Skumdrekk.

Once Per Turn (Army), Enemy Hero Phase
SNATCH ’EM UP!: Skumdrekk and his hobgrot toadies are constantly on the lookout for new victims and beasts to snatch up.

Declare: Pick an enemy unit in combat with this Regiment of Renown’s Swampboss Skumdrekk 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.


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: 490

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: 430

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: 140

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
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).
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.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

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

Cavalry Hero
War Machine Hero

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

• Mollog
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

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

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

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.

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

• Mollog
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Those HEROES can join an eligible regiment as a Moonclan Agitator.

Infantry Hero
Cavalry Hero

The non-HERO MOONCLAN and CAVALRY keywords are 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:

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 GITMOB and CAVALRY keywords are used in the following Gloomspite Gitz warscrolls:

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.
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.
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.
Once Per Battle Round (Army), Start of Battle Round
THE FACES OF THE BAD MOON: The Bad Moon hurtles erratically 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 the starting face of the Bad Moon (Grinnin’, Scowlin’, Sulkin’ or Cacklin’). If it is not the first battle round, the face of the Bad Moon moves to the next face in the sequence.
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:

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).
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.
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.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.

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

• Mollog
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.

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 after any non-FIGHT combat phase abilities have been used, 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:

The WAR MACHINE 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.
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:

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:

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.
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.
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.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

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:

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

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.

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:

Army List

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