Gloomspite Gitz – Colossal Squig
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WARSCROLL

Colossal Squig*

With their large, fleshy mouths and boundless energy, Colossal Squigs unleash untold havoc in battle. These insatiable fungoid beasts messily devour swathes of foes in an instant, squashing everything in their path as they careen towards their next meal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Puff Spores
Puff Spores8"15+5+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enormous Jaws
Enormous Jaws3"83+-2D3
Trampling Feet
Trampling Feet1"5+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveEnormous JawsTrampling Feet
0-74D6"2+10
8-103D6"3+8
11-132D6"4+6
14+2D6"5+4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Colossal Squig is armed with Enormous Jaws, Trampling Feet and Puff Spores.

ABILITIES

Crazed Charge: Driven mad with hunger, the Colossal Squig bounds head-first into anything that it considers edible, wildly gnashing its jaws in the hope of finding a tasty morsel.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+, that enemy unit suffers D3 mortal wounds.

Fungoid Squig Explosion: When these massive creatures meet their death, their body ripples with a build-up of fungal spore gas, and with an ear-splitting pop they burst into a mass of smaller Squigs.
If this model is slain, before removing this model from play, roll a dice for each enemy unit within 3" of it. On a 2+, that enemy unit suffers D3 mortal wounds. Then, you can add 1 SQUIG HERD unit of up to 5 models to your army. Set up the SQUIG HERD unit wholly within 9" of this model and more than 3" from all enemy models. This model is then removed from play.

Puff Spores: When the Colossal Squig is threatened, its tiny fungal blisters begin to burst, spreading thick clouds of spores that blind and choke any who venture too close.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Swallowed Whole: A Colossal Squig’s enormous jaws can stretch wide enough to consume their enemy whole.
If the unmodified hit roll for an attack made with this model’s Enormous Jaws is 6, that attack causes D3 mortal wounds to the target and the attack sequence ends (do not make a wound or save roll).

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

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

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

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

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

Army List
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11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
© Vyacheslav Maltsev 2013-2024