In the dark corners of the Mortal Realms, a new power is stirring. Dripping tunnels and caverns echo to the clash of gongs, the thump of drums and the shrill war cries of massing grots. Armies of goblinoid warriors and lumbering monsters set out on the warpath, seeking to plunge the surface world into darkness for evermore.
This page contains all of the rules you need to field your Gloomspite Gitz miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Gloomspite Gitz
| Q: | When using the Lunar Squigs effect of ‘Under the Light of the Bad Moon’ or the ‘The Moon and the Loon’ ability to use a value of 4 for the Move characteristic of a friendly SQUIG unit, does the 4 replace the entire Move characteristic of the unit with a 4, or just the dice roll? |
| A: | It replaces the dice roll. For example, if a unit of Squig Hoppers (with a Move characteristic of D6+8") were affected by one of these abilities, it could use a value of 4 instead of rolling the D6, resulting in a Move characteristic of 12" (4+8"). |
| Q: | Can the attacker choose to resolve their attacks one at a time for the Doom Diver Catapult? If so, how does the Rend reduction apply? |
| A: | Yes. As described in the rules for the attack sequence ( 17.0), attacks are resolved one at a time unless you choose to use fast dice rolling. Here’s an example attack sequence for the Doom Diver Catapult: 1. The Gloomspite Gitz player successfully hits and wounds for the first attack, then their opponent makes a save roll, subtracting the Rend (3) of the weapon from the roll. 2. The Gloomspite Gitz player fails the hit roll for the second attack, re-rolls it to be successful and successfully wounds. Then, their opponent makes a save roll subtracting the now-reduced Rend (2) from the roll. 3. The third attack fails to hit and fails again after the re-roll. The Rend is now reduced to 1. 4. The fourth attacks successfully hits and wounds. The opponent of the Gloomspite Gitz player subtracts the Rend (1) from their save roll. |
Gloomspite Gitz armies can use the following abilities:
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.
CREEPING GLOOM: The Gloomspite Gitz seek to plunge the realms into an eternal, clammy gloaming known as the Everdank. The icky fungal growths and obscuring spore clouds that follow them are very conducive to such conditions.
Declare: Pick a
terrain feature to be the target.
Effect: Until the start of your next turn, while friendly non-
MONSTER non-
WAR MACHINE GLOOMSPITE GITZ units are wholly within 3" of that terrain feature, they are not
visible to enemy units more than 9" away
UNDER THE LIGHT OF THE BAD MOON: Grots are always vicious little monsters, but depending on the face of the moon, they can become an order of magnitude more dangerous.
Effect: During the battle, the effects below apply to friendly
GLOOMSPITE GITZ units based on the current face of the Bad Moon:
Frothing Zealots: While the Bad Moon is
Cacklin’ or
Grinnin’, add 5 to the
control scores of friendly
non-SQUIG MOONCLAN units.
Spiderfang Venom: While the Bad Moon is
Cacklin’ or
Grinnin’,
combat attacks made by friendly
SPIDERFANG units score
critical hits on unmodified
hit rolls of 5+. This also affects
Companion weapons.
Moonlit Hide: While the Bad Moon is
Grinnin’ or
Scowlin’, subtract 1 from the Rend characteristic of combat attacks that target friendly
TROGGOTH units.
Lunar Squigs: While the Bad Moon is
Scowlin’ or
Sulkin’, instead of rolling the dice to determine the Move characteristic of a friendly
SQUIG unit, you can use a value of 4.
Sneaky Snarlfangs: While the Bad Moon is
Sulkin’ or
Cacklin’, friendly
GITMOB units can use
CHARGE and
SHOOT abilities even if they used a
RETREAT ability in the same turn.
You can pick 1 of the following battle formations for a Gloomspite Gitz army. Each battle formation grants a different ability you can use in the battle.
Gloomspite Horde
SPREADING LOONACY: When the worshippers of the Bad Moon gather, the energies of the Gloomspite surge through them like a tide, sending them frothing mad.
Declare: Pick up to 3 friendly
non-SQUIG MOONCLAN or
SPIDERFANG units in combat to be the targets.
Effect: For each target:
- Make a pile-in move with the target.
- Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
Troggherd
HERD HEALING: When troggoths gather in larger numbers, the sheer troggness of the herd serves as a catalyst for their regenerative abilities.
Effect: Each time a friendly
TROGGOTH unit uses a
FIGHT ability, after that ability has been resolved,
Heal (D3) that unit.
Squigalanche
BOUNCING FURY: A veritable tide of vicious, impossibly hungry, fang-toothed monsters boing into enemy lines, biting, chewing and swallowing their victims whole.
Effect: Each time a friendly
SQUIG unit charges, add 1 to the Attacks characteristic of its
Fang-filled Gobs,
Massive Fang-filled Gobs or Huge
Fang-filled Gobs for the rest of the turn.
Gitmob Pack
GIT AND RUN: Even as Gitmob grots flee, they won’t turn down a prime opportunity for a stabbing.
Declare: Pick a friendly
GITMOB unit that is in combat to use this ability. Then, you can pick an enemy unit in combat with that
GITMOB unit to be the target. The same enemy unit cannot be picked to be the target of this ability more than once per phase.
Effect: If you picked a target, roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll. Then, the unit using this ability can move a distance up to its Move characteristic. It can move through the
combat ranges of enemy units but cannot end that move in combat.
| KEYWORDS | CORE, MOVE, RETREAT |
Sunbiter Pack
EXTRA SNAPPY: The enterprising Gitmob grots of this tribe have equipped their Snarlfangs with sunmetal tooth-caps that absorb Hyshian magic as they pelt towards the foe, giving them a nasty bite indeed.
Declare: Pick up to 3 friendly
GITMOB units that
charged this turn to be the targets.
Effect: Add 1 to the Rend characteristic of
Companion weapons used by the targets for the rest of turn.
Gittish Tide
GROTS UPON GROTS: The lurking presence of the Moonclans and their constant, nerve-fraying cackling makes it difficult for the enemy to focus on their battle plans.
Declare: Pick a friendly
non-SQUIG MOONCLAN unit that is
contesting an objective to be the target.
Effect: For the rest of the turn, add 1 to the
control score of the target unit for each model in that unit that is not contesting any
objectives.
Blessings of the Bad Moon
HERO only
|
| THE CLAMMY HAND | 0 |
| LOONTOUCHED | 20 |
| FIGHT ANOTHER DAY | 0 |
THE CLAMMY HAND: This boss is obviously destined for great things and can call upon vast troglodytic hordes.
Effect: Each time a friendly
GLOOMSPITE GITZ unit wholly within 12" of this unit uses the ‘
Rally’ command, you can make 3 additional rally rolls of D6.
LOONTOUCHED: This warlord’s magical prowess is boosted by the Bad Moon’s light.
Effect: If this unit is not a
WIZARD, it has
WIZARD (1). Otherwise, add 1 to
casting rolls for this unit.
FIGHT ANOTHER DAY: This warlord has mastered the ignoble art of striking then running away before the enemy can hit back.
Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘
Retreat’ ability as if it were your movement phase without any
mortal damage being inflicted on it.
Troglodytic Treasures
HERO only
|
| THE CLAMMY COWL | 20 |
| BACKSTABBER’S BLADE | 0 |
| LEERING GITSHIELD | 0 |
THE CLAMMY COWL: This enchanted hood wreathes its wearer in damp gloom, causing enemies to swing wildly at their blurred outline and weapons to slip in suddenly moistened palms.
Effect: Subtract 1 from
hit rolls for attacks that target this unit.
BACKSTABBER’S BLADE: A slitta made from pure shadow and malice, this blade always finds its victim’s weak spots.
Declare: Pick an enemy
HERO in combat with this unit to be the target.
Effect: Roll a dice. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
LEERING GITSHIELD: The spiteful enchantments woven into this hideous shield ensure terrible misfortune falls on any who dare attack its bearer.
Effect: Each time an unmodified
hit roll for an attack that targets this unit is 1, inflict 1
mortal damage on the attacking unit after the
ATTACK ability has been resolved.
Lore of the Clammy Dank
BAD PORTENTS: The caster raises their staff and loudly proclaims that other mystics have incorrectly predicted the aspect of the Bad Moon; in fact, at this time, the face of the bad moon is…
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Roll a dice. On 1-2, nothing happens. On a 3-5,
the face of the Bad Moon moves to the next face. On a 6, pick a new face of the Bad Moon for this battle round.
SPORE MAWS: The caster causes the thick spores around them to coalesce into gnashing green mouths.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, pick up to 3
visible enemy units within 12" of them to be the targets, then make a
casting roll of 2D6.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
THE HAND OF GORK: A ghostly green hand carries a mob of gitz to where they are needed.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, pick a
visible friendly
GLOOMSPITE GITZ unit wholly within 12" of them and not in combat to be the target, then make a
casting roll of 2D6.
Effect: Remove the target from the battlefield and set it up again on the battlefield wholly within 24" of the caster and more than 9" from all enemy units.
Lore of Frazzlegit
BRIGHT FRIGHT: Sensing that the Gitz might be getting stuck in a bit beyond their depth, or maybe because they think a bit more battlefield anarchy might be in order, the caster summons a great scowling image of Glareface Frazzlegit to spook the horde into moving away from the foe.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, pick up to 3 friendly
visible GLOOMSPITE GITZ units wholly within 12" of them to be the targets, then make a
casting roll of 2D6.
Effect: Each target can immediately use a
RETREAT ability as if it was your movement phase. No
mortal damage is inflicted on the targets by those
RETREAT abilities.
GITSPEED: Rubbing a bit of scavenged sunmetal between his clammy palms and spitting a curse that causes his tongue to sizzle, the caster imbues nearby Gitz with a dose of sneaky swiftness.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, add 2" to the Move characteristic of friendly
non-TROGGOTH GLOOMSPITE GITZ units while they are wholly within 12" of this unit.
GAZE OF GLAREFACE: The caster redirects Frazzlegit’s fearsome glare at the enemy, forcing them to shield their eyes and stumble about blindly.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn:
- The target cannot use RUN abilities.
- Halve the Range characteristic of the target’s ranged weapons.
Lore of the Little Waaagh!
BRIGHT FRIGHT: The shaman covers the land in a bristly slime, the hairs of which cause unbearable itching.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, pick an
objective within 18" of this unit to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, subtract 1 from
wound rolls for attacks made by enemy units while they are
contesting the target objective.
GITSPEED: The wizard shines with the eerie light of the Bad Moon, drawing in troglodytic hordes.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: For the rest of the turn, if a friendly
Bad Moon Loonshrine uses the ‘Moonclan Lairs’ ability, you can
set up the
replacement unit wholly within 6" of this unit and more than 3" from all enemy units instead of wholly within 12" of that
Bad Moon Loonshrine.
GAZE OF GLAREFACE: Bubble-like fungal growths appear all over nearby gitz that, when popped, shoot them into the air with a wet ‘thwip’.
Declare: Pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, pick a
visible friendly
GLOOMSPITE GITZ unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, each time an ability inflicts damage points on the target, after the ability has been resolved, the target can move up to 3". It can move through the
combat ranges of enemy units but can only end that move
in combat with units it was in combat with at the start of that move. It does not have to end the move in combat.
Dank Manifestations
SUMMON MORK’S MIGHTY MUSHROOM: The shaman takes a small mushroom and hurls it with all his might. When it lands, it sprouts impossibly quickly into a gigantic skullshroom, a fungus said to grow between Mork’s own toes.
Declare: If there is not a friendly
Mork’s Mighty Mushroom on the battlefield, pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Mork’s Mighty Mushroom wholly within 12" of the caster and
visible to them.
SUMMON SCUTTLETIDE: The shaman grasps a small jade amulet in which a skullback spider is imprisoned and uses it to call forth a seething mass of the trapped creature’s kin.
Declare: If there is not a friendly
Scuttletide on the battlefield, pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Scuttletide wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
SUMMON SCRAPSKUTTLE’S ARACHNACAULDRON: The shaman whistles loudly, calling the squealing, bubbling Scrapskuttle’s Arachnacauldron to their side.
Declare: If there is not a friendly
Scrapskuttle’s Arachnacauldron on the battlefield, pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Scrapskuttle’s Arachnacauldron wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
SUMMON MALEVOLENT MOON: The shaman transforms a loonstone statue into a huge glowing terror and lets it loose on the battlefield.
Declare: If there is not a friendly
Malevolent Moon on the battlefield, pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Malevolent Moon wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
Special Knick-knacks are unique enhancements that can be given to non-HERO GLOOMSPITE GITZ units. A unit can only have 1 Special Knick-knack.
|
| FIZZCAP | 10 |
| SPOOFSHROOMS | 10 |
| GLITZY BITZ ROLLA | 10 |
FIZZCAP: Upon eating this fungus, the ingester’s brain fizzes and pops, and an arcane conjuration bursts out of their mouth, usually with fatal effect.
Effect: This unit can use a
SUMMON SPELL ability from the manifestation lore you picked during
army composition as if it had
WIZARD (1). Instead of making a
casting roll for that spell, the casting roll is 12 and cannot be modified. That spell cannot be
unbound. Then, if this unit is not
MOONCLAN, roll a dice. On a 1-4, 1 model in this unit is automatically slain.
SPOOFSHROOMS: These warriors carry a large number of these light, powdery fungi, which can be hurled on the ground for a quick, bouncy getaway.
Effect: Roll a dice. If this unit is
GITMOB, roll D3+3 instead. This unit can move a distance in inches up to the roll. It can move through the
combat ranges of enemy units but cannot end that move
in combat.
GLITZY BITZ ROLLA: The owner of this highly polished dice often rolls it to see if today is a ‘lucky’ day. Troggoths, being as dumb as a bag of hammers, are especially susceptible to the effects.
Effect: Spend 1
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7.
If this unit is a
non-TROGGOTH unit, add 1 to
wound rolls for its attacks for the rest of the turn.
If this unit is a
TROGGOTH, pick 1 of the following effects to apply for the rest of the turn:
- Set the Damage characteristic of this unit’s Colossal Boulder Club to 6.
- Set the Damage characteristic of this unit’s Throwin’ Boulders to 3.
- Set the Attacks characteristic of this unit’s Noxious Vomit to 3.
Army of Renown
When you pick the Gloomspite Gitz faction for your army, you can choose for it to be a Da King’s Gitz
Army of Renown. If you do so, use the faction rules on these pages instead of the
Gloomspite Gitz faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
KING’S GITZ keyword.
THE MOON AND THE LOON: The Bad Moon’s gaze frequently falls upon the Loonking and his court.
Effect: While a friendly unit is wholly within 9" of a friendly
Skragrott, a friendly
Malevolent Moon or a friendly
Bad Moon Loonshrine:
- Add 5 to the control scores of friendly non-SQUIG MOONCLAN units.
- Instead of rolling the dice to determine the Move characteristic of a friendly SQUIG unit, you can use a value of 4.
DA KING’S GUARDS: Skragrott keeps a personal retinue of troggoths to protect him and favoured members of his court.
Effect: While a friendly
TROGGOTH unit is within the
combat range of a friendly
HERO:
- That HERO has WARD (4+).
- Each time you make a successful ward roll for that HERO, allocate 1 damage point to a friendly TROGGOTH unit within that HERO’s combat range after the damage sequence for that HERO has been resolved (ward rolls cannot be made for those damage points).
DA LOONKING’S COURT: The vast hoards of looted treasure held in the deepest, darkest caverns of the Loonking’s empire are legendary.
Declare: Pick up to D3 friendly non-
UNIQUE KING’S GITZ HEROES that do not have an enhancement.
Effect: Give each
HERO 1
enhancement from the ‘Da King’s Gitz’ Army of Renown rules.
Designer’s Note: These enhancements are given to the
HEROES during
the deployment phase, not during
army composition.
HERO only
DA KING’S ADJUTANT: This grot is tasked with cajoling as many of the Loonking’s followers into battle as possible.
Declare: You cannot use this ability and the
Bad Moon Loonshrine’s ‘Moonclan Lairs’ ability in the same turn. If this unit is within 12" of a friendly
Bad Moon Loonshrine, pick a friendly non-
reinforced, non-
HERO, non-
MONSTER KING’S GITZ unit that has been destroyed to be the target.
Effect: Set up a
replacement unit wholly within 12" of a friendly
Bad Moon Loonshrine and more than 3" from all enemy units.
GLAREJESTER: This grot thinks he’s the funniest in all of grotdom. Everyone else disagrees.
Declare: Pick a friendly
INFANTRY unit within 3" of this unit and that is not in combat to be the target.
Effect: Roll a D3. Add the roll to the distance the target can move when using
MOVE abilities this phase. If the target ends a move in this phase within 3" of this
HERO, inflict an amount of
mortal damage on this
HERO equal to the roll.
HERO only
MOONHONED SHIV: This grot is either the most or least trusted in Skragrott’s court, as the Loonking has gifted them a stabby thing that has been quenched in the light of the Bad Moon.
Effect: Pick 1 of this unit’s non-
Companion melee weapons. Add 1 to the Attacks characteristic of that weapon for the rest of the battle. In addition, each time this unit uses a
RETREAT ability, add 1 to the Attacks characteristic of that weapon for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.
LOONSTONE MEDALLION: The medallion hanging around this grot’s neck grants them uncanny luck, which means they must be crucial to the Loonking’s plans. It probably won’t end well for them.
Effect: This unit has
WARD (6+). While this unit is
contesting an objective that is not being contested by any other friendly units, it has
WARD (5+).
WOTNOT OF PRESTIGE: The bearer of this junk-like trinket doesn’t really know what it does. The Loonking assured them it holds great power, and they weren’t really in a position to refuse. Now the question is how to make it work…
Declare: Pick a point on the battlefield within 9" of this unit. Each
visible enemy unit within 3" of that point is a target.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
DA LOONKING’S COMMAND: With a puzzling gesture from the shaman, a greenish-yellow glow emanates from the best warriors of Da King’s Gitz, spurring them on to perform acts of even greater wickedness in Skragrott’s name.
Declare: Pick a friendly
KING’S GITZ WIZARD to cast this spell, pick a
visible friendly unit wholly within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn:
- Add 1 to the Attacks characteristic of melee weapons used by champions in the target unit.
- If the target uses the ‘Rally’ command, you can make 1 additional rally roll of D6.
- Add 1 to the target’s control score.
RIGHT GITZ IN DA RIGHT PLACE: While fiddling with a squig-skin pouch, the wild-eyed shaman mutters gobbledegook interspersed with the name of a hated enemy.
Declare: Pick a friendly
KING’S GITZ WIZARD to cast this spell, pick a
visible friendly unit wholly within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: The target’s weapons have
Anti-HERO (+1 Rend) until the start of your next turn.
SUMMON MALEVOLENT MOON: The shaman transforms a loonstone statue into a huge glowing terror and lets it loose on the battlefield.
Declare: If there is not a friendly
Malevolent Moon on the battlefield, pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Malevolent Moon wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
Army of Renown
When you pick the Gloomspite Gitz faction for your army, you can choose for it to be a Droggz’s Gitmob
Army of Renown. If you do so, use the faction rules below instead of the
Gloomspite Gitz faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the
DROGGZ’S GITMOB keyword.
| | |
| ROSTER OPTIONS - Droggz da Sunchompa (must be included and must be your general)
- Any GITMOB units
- You cannot include Regiments of Renown
| |
| | |
GET AROUND ’EM: With a cackle, groups of Gitmob grots race off into the distance to surround and outflank the foe.
Declare: Pick a friendly
DROGGZ’S GITMOB unit that has not been deployed.
Effect: Set up that unit in reserve
outflanking the enemy. It has now been deployed.
GLOWERING LIGHT: Those who are suddenly bathed in Glareface Frazzlegit’s light are momentarily stunned by his fearsome gloweriness.
Declare: Pick an enemy unit in combat with a friendly
DROGGZ’S GITMOB unit that has charged this turn to be the target.
Effect: Roll a dice. On a 3+, for the rest of the turn, the target cannot make a
pile-in move when it is picked to use a
FIGHT ability.
SURPRISE, YA GITZ!: When the front lines are engaged, the Gitmob flanking forces launch their ambush.
Declare: Pick a friendly
DROGGZ’S GITMOB unit that is
outflanking the enemy.
Effect: Set up that unit on the battlefield wholly within 6" of a battlefield edge and more than 9" from all enemy units.
DIS FIGHT’S NOT FER ME: Gitmob grots are hard to pin down in combat, whether they are riding Snarlfangs or chariots - or just not up for a fight when the odds are against them.
Declare: Pick a friendly
DROGGZ’S GITMOB unit that is in combat with any enemy units that charged this turn and is not in combat with any enemy units that did not charge this turn to be the target.
Effect: Roll a dice. On a 4+, the target can immediately use the ‘
Retreat’ ability as if it were your movement phase.
STICK ’EM AND RUN: This grot might not be known for their bravery, but they're still alive - which is more than can be said for most of their rivals.
Effect: Each time this unit uses a
RETREAT ability or the ‘Frazzlegit’s Flame Stream’ ability, before moving this unit, pick an enemy unit in combat with it and roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
PLUCKY GIT: This swaggering boss radiates confidence, shouting encouragements' to the ladz and taunting the foe with obscene gestures. Confidence is a fragile thing for a grot, however...
Effect: While this unit has no damage points, friendly
DROGGZ’S GITMOB units have
WARD (6+) while they are wholly within 9" of this unit.
(
HERO only)
GLAREFACE’S GRIN: When this crescent-shaped shard of metal strikes the ground, it releases the concentrated Hyshian light trapped within it.
Declare: Pick a point on the battlefield within 9" of this unit. Each
visible enemy unit within 3" of that point is a target.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
FRAZZLEBLAST: With a wild gesticulation, the shaman imbues the Gitmobs' weapons with Frazzlegit's burning light.
Declare: Pick a friendly
WIZARD to cast this spell, pick a visible friendly
DROGGZ’S GITMOB unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, the target’s melee weapons have
Crit (2 Hits).
SUMMON MORK’S MIGHTY MUSHROOM: The shaman takes a small mushroom and hurls it with all his might. When it lands, it sprouts impossibly quickly into a gigantic skullshroom, a fungus said to grow between Mork's own toes.
Declare: If there is not a friendly
Mork’s Mighty Mushroom on the battlefield, pick a friendly
GLOOMSPITE GITZ WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Mork’s Mighty Mushroom wholly within 12" of the caster and
visible to them.
Army of Renown
When you pick the Gloomspite Gitz faction for your army, you can choose for it to be a Trugg’s Troggherd
Army of Renown. If you do so, use the faction rules below instead of the Gloomspite Gitz
faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
TRUGG’S TROGGHERD keyword.
HERD HEALING: When troggoths gather in larger numbers, the sheer troggness of the herd serves as a catalyst for their regenerative abilities.
Effect: Each time a friendly
TROGGOTH unit uses a
FIGHT ability, after that ability has been resolved,
Heal (D3) that unit.
AURA OF HAYWIRE MAGIC: Those who trudge beside the Troggoth King on his long march are imbued with the same mysterious powers their liege unwittingly channels.
Effect: The effects of a friendly
Trugg’s ‘Malfunctioning Leystone’ ability affect friendly
TRUGG’S TROGGHERD units anywhere on the battlefield instead of only those wholly within 12" of that friendly
Trugg.
MOON-TOUGHENED HIDE: The light of the Bad Moon illuminates the troggoths’ craggy hides, its madcap magic rendering them even more resilient than usual.
Effect: In battle rounds 2 and 3, subtract 1 from the Rend characteristic of melee weapons used for attacks that target friendly
TRUGG’S TROGGHERD units.
LIVING LANDMARK: Despite their great size, when some troggoths lie down for a snooze, they are easy to mistake for just another part of the landscape…
Declare: Pick a friendly
TRUGG’S TROGGHERD unit that has not been deployed.
Effect: Set up that unit in reserve as a
living landmark. It has now been deployed.
BROKEN SLUMBER: Disturbed by the approach of an enemy army, dozing troggoths – presumed till now to be part of the scenery – wake up in a blurry rage, fists and clubs swinging.
Declare: Pick a friendly
TRUGG’S TROGGHERD unit that is a
living landmark.
Effect: Set up that unit anywhere on the battlefield wholly within 3" of a
terrain feature and more than 9" from all enemy units.
HERO only
LOONSTONE TEEF: This troggoth once jammed shards of loonstone into their gums to replace missing teeth. They have since been driven mad by a constant cackling that echoes around their skull, rendering them particularly irascible and dangerous.
Effect: This unit can use 2
FIGHT abilities this phase. After the first is used, however, this unit has
STRIKE-LAST for the rest of the turn.
HERO only
CRUNCHY SHINIES: When eaten, these glimmering crystal shards allow a troggoth to move with something approaching agility – a novel feeling for these naturally lumbering brutes.
Effect: For the rest of the turn, add 3 to
run rolls and
charge rolls for this unit.
Here, you will find additional rules to use wit h a Gloomspite Gitz army while playing through a Path to Glory campaign. These rules are divided into two parts: the Anvil of Apotheosis and Paths for Gloomspite Gitz units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Gloomspite Gitz units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
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Step 1 - Grot or Trogg?
Pick 1 of the following bosses:
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| GrotYour hero gains the following regiment options:
| Regiment Options | | Any MOONCLAN, SQUIG, SPIDERFANG or GITMOB units |
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| TroggothYour hero gains the following regiment options:
| Regiment Options | | Any TROGGOTH units |
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Step 2 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be. Pick l of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Grot Boss | 10 | 100 | | Grot Mob Boss | 30 | 200 | | Grot Big Mob Boss | 50 | 320 |
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| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Troggoth Boss | 10 | 150 | | Troggoth Mob Boss | 30 | 250 | | Troggoth Big Mob Boss | 50 | 350 |
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Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has 1 of the following warscrolls:
| Boss Weapon |
| | Boss Weapon | 3 | 4+ | 4+ | 1 | 2 |
| HERO, INFANTRY |
| DESTRUCTION, GLOOMSPITE GITZ |
| Troggoth Club |
| | Troggoth Club | 4 | 4+ | 2+ | 1 | D3+1 |
GREATER REGENERATION: This troggoth's regenerative capacity is more pronounced than that of the average member of its kind.
Effect: Heal (D6) this unit.
| HERO, INFANTRY |
| DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH |
Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up lo I origin and up to l flaw for your hero. Each adds an ability to your hero's warscroll.
However, instead of costing destiny points, llaws give you extra destiny points to spend elsewhere.
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| OriginsSNEAKY GIT: This git has survived countless battles by hiding in undergrowth and in rocky outcrops until the perfect moment to strike.
Effect: If this unit is not a MONSTER, while it is wholly on a terrain feature, it is not visible to enemy units that are not in combat with it. lf this unit is a MONSTER, subtract 1 from hit rolls for attacks that target this unit while it is wholly on a terrain feature.
SEEN THAT BEFORE!: Call that a hit? You gotta try better than that!
Effect: Other than the Companion weapon ability, weapon abilities for attacks that target this unit have no effect.
THE BAD MOONBEAM: A single shaft of moonlight temporarily puts this git in direct contact with their god.
Effect: For the rest of the battle round, this unit is affected by all of the faces of the Bad Moon.
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| FlawsLAST TO THE FIGHT: This git prefers to let their underlings do their dirty work for them and will only engage in combat as a last resort.
Effect: This unit has STRIKE-LAST.
SHROOMIST: This git loves munching on weird fungi, but sometimes their effects are... debilitating.
Effect: Roll 2D6. If the total is equal to or lower than this unit’s Control characteristic, it cannot use MOVE abilities this phase.
GITTISHLY OVERCONFIDENT: This git knows that they are the best and they're not gonna let anyone else think otherwise.
Effect: In your charge phase, if this unit is not in combat and there is an enemy HERO within 12" of this unit, this unit must use the ' Charge' ability, and if the charge roll would allow it to finish within ½" of that enemy HERO, it must do so.
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Step 5 - Choose a Battle Mount
If your hero does
not have the
TROGGOTH keyword, you can pick up to 1 Battle Mount for them. If you choose not to have a battle mount for your non-
TROGGOTH hero, you can add 1 of the following keywords to their warscroll:
MOONCLAN,
SPIDERFANG or
GITMOB.
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| SNARLFANG: The large lupines known as Snarlfangs are extremely swift and just as spiteful as their riders. Like the grots, others of their kind usually fall into line behind the strongest and meanest specimens.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Snarlfang's Slavering Jaws Companion | 3 | 3+ | 3+ | - | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Snarlfang's Slavering Jaws Companion | | 3 | 3+ | 3+ | - | 2 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 6.
- Replace the INFANTRY keyword with the CAVALRY keyword.
- Add the GITMOB keyword.
GIANT CAVE SQUIG: Only the most deranged or shroom-addled grots willingly ride one of these massive squigs into battle.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Massive Fang-filled Gob Companion | 4 | 4+ | 3+ | 2 | D3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Massive Fang-filled Gob Companion | | 4 | 4+ | 3+ | 2 | D3 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to D6+6".
- Change the Health characteristic to 6.
- Replace the INFANTRY keyword with the CAVALRY keyword.
- Add the SQUIG, MOONCLAN and <KY>FLY</KY> keywords.
GIGANTIC SPIDER: In the darkest, dankest crevices, Gigantic Spiders lurk. Revered by the Spiderfang, they are captured to bear the bossiest grots into battle.Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Gigantic Fangs Crit (Mortal), Companion | 4 | 4+ | 4+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Gigantic Fangs Crit (Mortal), Companion | | 4 | 4+ | 4+ | 1 | 2 |
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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 <KY>FLY</KY>.
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic lo 10".
- Change the Health characteristic to 8.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the CAVALRY keyword.
- Add the SPIDERFANG keyword.
MANGLER SQUIGS: Straining at their chains, Mangler Squigs launch themselves across the battlefield completely out of their riders’ control.Add the following weapons and abilities to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Huge Fang-filled Gobs Companion | 4 | 4+ | 2+ | 1 | D6 | | Balls and Chains Companion | 4 | 4+ | 4+ | - | D3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Huge Fang-filled Gobs Companion | | 4 | 4+ | 2+ | 1 | D6 | Balls and Chains Companion | | 4 | 4+ | 4+ | - | D3 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to D6+8".
- Change the Health characteristic to 12.
- Change the Control characteristic to 5.
- Replace rhe INFANTRY keyword with the MONSTER keyword.
- Add the SQUIG, MOONCLAN and <KY>FLY</KY> keywords.
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.
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.
ARACHNAROK SPIDER: These huge arachnids are worshipped by the Spiderfang as avatars of their god.Add the following weapons and abilities to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Chitinous Legs Companion | 8 | 4+ | 2+ | 1 | 1 | | Monstrous Spider Fangs Crit (Mortal), Companion | 4 | 3+ | 2+ | 1 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Chitinous Legs Companion | | 8 | 4+ | 2+ | 1 | 1 | Monstrous Spider Fangs Crit (Mortal), Companion | | 4 | 3+ | 2+ | 1 | 3 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
- Add the ARACHNAROK and SPIDERFANG keywords.
BATTLE DAMAGED: The Spiderfang's arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Chitinous Legs is 6.
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 <KY>FLY</KY>.
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Step 6 - Pick Any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Unnervingly Fast -2DP | CAVALRY only. Add 'D3+' in front of your hero’s Move characteristic. | | Rock Flinger -3DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Rock Flinger Companion | 18" | 2 | 5+ | 2+ | 2 | D3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Rock Flinger Companion | | 18" | 2 | 5+ | 2+ | 2 | D3 |
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| | Colossal -3DP | Add 2 to your hero's Health characteristic. | | Extra Teeth -4DP | SQUIG only. Add 1 to the Attacks characteristic of your hero’s Massive Fang-filled Gob or Huge Fang-filled Gobs weapon. | | Vicious Until the End -4DP | Add the following ability to your hero's warscroll.
VICIOUS UNTIL THE END: This beast is filled with so much animosity that even a fatal wound will not stop it from lashing out one last. time against its enemies.
Effect: If this unit is destroyed, before removing it from play, pick an enemy unit in combat with it and roll a number of dice equal to this unit’s Health characteristic. For each 5+, inflict 1 mortal damage on that enemy unit.
| | Boinging Ker-splat! -5DP | SQUIG MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
BOINGING KER-SPLAT!: The unpredictable bouncing of these Mangler Squigs is a lethal hazard to everyone around them.
Declare: If this unit charged this phase, pick any number of enemy units within 1" of it to be the targets. Effect: Roll a dice and add the number of targets to the roll. If the result is less than 6, inflict 1 mortal damage on each target and repeat the sequence, but add another dice to the roll each time you do so.
| | Web-binding -5DP | ARACHNAROK only. Add the following ability to your hero’s warscroll:
WEBBED!: This enormous spider traps an enemy champion in sticky, tightly bound webbing, rendering them helpless.
Declare: Pick an enemy HERO within 1" of this unit to be the target. Effect: Roll 2D6. If the roll exceeds the target’s Move characteristic, until the start of your next turn, the target cannot pile in and cannot use RETREAT abilities.
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Step 7 - Pick Any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Boss Git -1DP | Add 1 to your hero's Control characteristic. | | Surprisingly Speedy -1DP | INFANTRY only. Add 1" to your hero’s Move characteristic. | | Incredibly Annoying -2DP | Add the following ability to your hero's warscroll:
INCREDIBLY ANNOYING: Even this warrior's presence is infuriating...
Effect: While your hero is contesting an objective, subtract 1 from the control scores of enemy units while they are in combat with your hero.
| | Dank and Vile -2DP | Your hero has WARD (6+). | | Slippery Git -3DP | Add the following ability to your hero's warscroll:
SLIPPERY GIT: This warrior slinks away to a safe distance just as the enemy strikes.
Effect: If this unit is in combat, roll a dice. On a 4+, this unit can immediately use the ’ Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.
| | Jaggedy Stabba -4DP | CAVALRY or MONSTER only. Your hero’s non-Companion melee weapon has Charge (+1 Damage). | | Squig-fang Stikka -4DP | INFANTRY only. Add the following ability to your hero’s warscroll:
SQUIG-FANG STIKKA: A charging enemy only sees Ifie squig-fang stikka when it is too late!
Declare: Pick each enemy unit that charged this turn and that is in combat with this unit to be the targets. Effect: Roll a dice for each target. On a 4+, inflict D3 mortal damage on that target
| | Cunning Git -5DP | Add the following ability to your hero's warscroll:
CUNNING GIT: This git craftily distracts their enemies' gaze and finds ample opportunities to plunge their blade into backs that are turned .
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 3+, ward rolls cannot be made for damage points inflicted on the target by this unit’s attacks this phase.
| | Ferocious Git -5DP | Add 1 to the Attacks characteristic of your hero’s Troggoth Club or add 2 to the Attacks characteristic of your hero’s Boss Weapon. | | Shroom Shaman -6DP | Non-PRIEST only. Your hero has WIZARD (1). | | Conduit of the Bad Moon -6DP | Non-WIZARD only. Your hero has PRIEST (1). | | Chucking Boulder -6DP | TROGGOTH only. Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another non-Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Chucking Boulder | 10" | 2 | 5+ | 2+ | 2 | 3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Chucking Boulder | | 10" | 2 | 5+ | 2+ | 2 | 3 |
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| Path of The Gitboss(GLOOMSPITE GITZ HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
TOUGH GIT: This cranky and calloused git is known to be a right tough 'un.
Effect: Add 1 to this unit's Health characteristic.
EXTRA STABBY: This git has looted the pointiest weapon they could find.
Effect: This unit’s melee weapons have Crit (2 Hits).
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FROTHING ENTHUSIASM: This git's fanatical fervour to get stabbing as quickly as possible is infectious.
Effect: If this unit charged this turn, add 2 to charge rolls for friendly units while they are wholly within 12" of this unit.
SCALE-SPLITTER: Beasts recoil in fear at this git's glowering stare.
Effect: This unit cannot be picked to be the target of RAMPAGE abilities used by enemy units.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ALMOST BLESSED BY THE BAD MOON: This git tells anyone that will listen that they've been blessed by the Bad Moon, and somehow they seem to emerge from every fight unscathed. Right up until the moment they don't.
Effect: This unit has WARD (3+). After the first failed ward roll made for it, however, it has WARD (6+) instead.
SADISTIK SCOUNDREL: This git loves to put the knife into a wounded enemy - and then gives it a good twist just to make sure.
Declare: Pick each enemy unit in combat with this unit that had any damage points allocated to it this turn 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.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
THE ANGRIEST GIT AROUND: This git's temperament is extremely volatile, and no other git wants to be seen to be running away while the boss is doing 'boss stuff'.
Effect: Add 3 to the control scores of all friendly units while this unit is contesting an objective.
SNEAKY SIDESTEPPER: This git is so crafty that their enemies' attacks often seem to strike thin air.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 3+, pick 1 of the target’s weapons and subtract 3 from its Attacks characteristic for the rest of the turn.
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| Path of The Dank Hordes(non-HERO GLOOMSPITE GITZ unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FUNGUS BREW: These warriors have perfected a fungus brew that protects them from sentient magical manifestations.
Effect: Roll a dice. On a 4+, that ability has no effect on this unit.
NOTORIOUS AND VICIOUS: The backstabbing intimidation tactics of these warriors are infamous among their fellow gitz.
Effect: Subtract 2 from the control scores of enemy units while they are contesting the same objective as this unit.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FUNGAL FREAKS: Before battle, these warriors apply cave moulds to their bodies that give off obscuring spore clouds.
Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.
DEVIOUS SURVIVORS: If the fight isn't in the favour of these warriors, they instinctively know when they should get out of trouble.
Effect: No mortal damage is inflicted on this unit by RETREAT abilities.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
LOON CREW: These warriors have survived at least one battle and are now filled with the belief that the Bad Moon has blessed them with invincibility.
Effect: This unit has WARD (6+). If this unit already has WARD (6+), it has WARD (5+) instead.
HIT 'EM BACK: These extremely vindictive gitz make sure that insults never go unanswered.
Effect: Each time the unmodified save roll for a combat attack that targets this unit is 6, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
STAB 'EM AGAIN AND AGAIN: These vicious gitz are relentless as they plunge knives into flesh and club their enemies into the ground.
Effect: Add 1 to the Attacks characteristic of this unit’s non- Companion melee weapons.
NASTY PRESS GANG: These gitz go to great lengths to get others to 'join da ranks'. It's hard to say no when the boss's goons are looming over you...
Effect: Roll a D3. On a 2+, return a number of slain models to this unit equal to the roll.
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Gitmobs are always on the hunt, whether it is for prey, territory or Frazzlegit himself. When claiming new lands for their pack, a Snarlboss will ride out ahead alongside a hand-picked scouting party known as Snarlpack Huntaz. These are often grots who have survived more than two or three battles with only a few chunks bitten off, or else riders who have yet not tried to shove a blade into their Snarlboss’s back. They strike out at high speed in a chaotic flurry of fangs, claws and spears, ready to savage all who dare oppose them.
Accompanying their Snarlboss are the grot’s loyal Wolfgit Retinue, most ferocious of their pack’s riders and adept at protecting their leader with sun-charged spear and bow. Following behind come the giant wolves of the Snarlpack Cavalry, each bearing two bickering grots with great lances pointed forward on the thrust. These riders hit hard and fast, able to square up to larger foes that lone grot riders would struggle to manage. A savvy Snarlboss will also protect his rear and flanks with a few Sunsteala Wheelas, perfect for hitting fast and precisely – and for retreating just as quickly, should things go awry.
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| This Spearhead army consists of the following units:
General Units - 2 Wolfgit Retinue
- 3 Snarlpack Cavalry
- 3 Snarlpack Cavalry
- 1 Sunsteala Wheela
- 1 Sunsteala Wheela
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FAST AS FRAZZLEGIT: The Gitmob packs are always on the move, a speeding melange of howling Snarlfangs and cackling grots.
Effect: Friendly units can use
CHARGE abilities even if they used a
RETREAT ability in the same turn. In addition, no
mortal damage is inflicted on friendly units by
RETREAT abilities.
Pick 1 of the following regiment abilities.
FLANKIN' FORCE: The Snarlboss has sent some of his warriors to sneakily outflank the enemy.
Effect: Pick up to 2 friendly units. Remove them from the battlefield and set them up again anywhere on the battlefield more than 6" from all enemy units.
FRAZZLEBOOM: When a Sunsteala Wheela is destroyed, the metal shards hammered into it become unstable, burning nearby enemies as the Hyshian energies trapped within them are released.
Effect: Each time a friendly
WAR MACHINE is destroyed, before removing it from play, pick an enemy unit within 3" of that
WAR MACHINE and roll a D3. On a 2+, inflict an amount of
mortal damage on that unit equal to the roll.
Give your general 1 of the following enhancements.
KUNNIN' AS A SNARLFANG: This general knows the perfect time for the ladz to stab their enemies in the middle of a fight.
Effect: For the rest of the turn, add 1 to the Rend characteristic of melee weapons used by friendly units while they are wholly within 12" of the bearer.
SUNSTEALA SHARD: This grot holds aloft a sliver of metal that absorbs ambient light, surrounding them in a patch of darkness that is perfect for the Gitmob to hide in.
Effect: For the rest of the turn, friendly units cannot be targeted by
shooting attacks while they are wholly within 6" of this unit, unless the attacking unit is
in combat with the target unit.
GLARE OF FRAZZLEGIT: With a yell, the Snarlboss releases the Hyshian light captured within his jaggedy blade.
Declare: Pick an enemy unit
in combat with your general to be the target.
Effect: Subtract 1 from
hit rolls for attacks made by the target for the rest of the turn.
DEVIOUS BACKSTABBA: This grot has a scary number of shivs secreted about their body, and they are always ready to stab anyone who they think is too bossy.
Declare: Pick an enemy
HERO 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.
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| 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. | |
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| Boss Loppa |
| | Boss Loppa | 5 | 4+ | 4+ | 1 | 2 |
| Snarlfang’s Slavering Jaws [Companion] |
| | Snarlfang’s Slavering Jaws Companion | 2 | 4+ | 3+ | - | 2 |
GREAT SNARLIN' HOWL: The howls of this boss’s Snarlfang Alpha drive its pack into a frenzy.
Declare: Pick this unit and another friendly unit within this unit’s
combat range to be the targets.
Effect: Roll a dice. On a 3+, add 1 to the Rend characteristic and the Attacks characteristic of the targets’
Companion melee weapons for the rest of the turn.
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| 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. | |
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| Grot Bow |
| | Grot Bow | 15" | 2 | 4+ | 5+ | - | 1 |
| Wheela Slicers and Stabbin’ Stikka |
| | Wheela Slicers and Stabbin’ Stikka | | 4 | 4+ | 4+ | - | 1 |
| Snarlfangs’ Slavering Jaws [Companion] |
| | Snarlfangs’ Slavering Jaws Companion | | 4 | 4+ | 3+ | - | 2 |
CAREENING DESTRUCTION: Lurching uncontrollably 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.
Designer’s Note: This unit can use this ability even if it is in combat. | | |
| 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. | |
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| Pointy Skewas [Charge (+1 Damage)] |
| | Pointy Skewas Charge (+1 Damage) | 4 | 4+ | 5+ | - | 1 |
| Giant Snarlfang’s Jaws [Companion] |
| | Giant Snarlfang’s Jaws Companion | 3 | 4+ | 3+ | - | 2 |
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: This unit has
STRIKE-FIRST if it
charged in the same turn.
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| 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. | |
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| Grot Bow |
| | Grot Bow | 15" | 2 | 4+ | 5+ | - | 1 |
| Stabbin’ Stikka |
| | Stabbin’ Stikka | | 2 | 4+ | 5+ | - | 1 |
| Snarlfang’s Slavering Jaws [Companion] |
| | Snarlfang’s Slavering Jaws Companion | | 2 | 4+ | 3+ | - | 2 |
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.
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+).
When the Bad Moon careens through the sky and the realms are bathed in its loonlight, once-craven grots pour from tunnels and caves to overrun the Mortal Realms. Empowered by their lunar deity, these Madmobs overwhelm the enemy with sheer numbers. Waves of greenskins tear down foes with shivs, spears and squigs. At their rear swaggers their Loonboss, screaming orders and threats with wild abandon. Whilst their underlings do the dying, these moon-helmeted bullies circle about, waiting for a chance to pierce an enemy’s lung or slash open a throat with their crooked glaive.
At the fore come the Squig Hoppers, sailing over the battlefield with great bounces – and crushing anyone unfortunate enough to be under them when they land. While their rabid squig mounts wreak havoc behind enemy lines with their fang-filled gobs, the reeling foe faces the assault of Rockgut Troggoths wielding menhir-capped mauls. These stone-skinned creatures are so tough that it is near impossible to inflict any meaningful injuries upon them. Emboldened by these lumbering linebreakers, grot Stabbas bring up the rearguard, overwhelming any survivors with their seemingly endless numbers. Hurled nets ensnare targets and bring them to the ground, allowing the cackling grots to plunge rusty shivs into their victims’ flesh.
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| This Spearhead army consists of the following units:
General Units - 10 Moonclan Stabbas
- 10 Moonclan Stabbas
- 5 Squig Hoppers
- 5 Squig Hoppers
- 3 Rockgut Troggoths
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| | |
One of your units of
Squig Hoppers is not
set up during
the deployment phase. Instead, from the third battle round onwards, they can use the Squigalanche ability.
SQUIGALANCHE: A curious, arrhythmic pounding and cackles of wicked glee in the distance signal the approach of a mob of manic Squig Hoppers!
Effect: Set up this unit wholly within your territory, wholly within 3" of a battlefield edge and more than 6" from all enemy units.
UNDER THE LIGHT OF THE BAD MOON: Grots are always vicious little monsters, but when their god’s light falls upon them, they become an order of magnitude more dangerous.
Declare: Pick a territory (either friendly territory or enemy territory) to be
under the Light of the Bad Moon. If both players can use this ability, the players
roll off and the winner picks a territory to be under the Light of the Bad Moon.
The territory picked remains under the Light of the Bad Moon in the first and second battle rounds. In the third and fourth battle rounds, the other territory is under the Light of the Bad Moon.
Effect: While a friendly unit is wholly within the territory that is under the Light of the Bad Moon, the appropriate effect below applies to it:
Frothing Zealots: If the unit is a
Moonclan Stabbas unit, add 3 to its
control score.
Lunar Squigs: If the unit is a
Squig Hoppers unit, no
mortal damage is inflicted on it when it uses Retreat abilities.
Moonlit Hide: If the unit is a
Rockgut Troggoths unit, add 1 to
save rolls for it.
Pick 1 of the following regiment abilities.
THE LUNATIC HORDES: From out of caves and darkened lairs, a stream of ravening grots pours forth into the lurid light of the Bad Moon.
Declare: Pick a friendly
Moonclan Stabbas unit to use this ability.
Effect: You can return up to D3
slain models to that unit.
THE HAND OF GORK: A bizarre ritual worked before the battle calls down a ghostly green hand that can carry a mob to where they are most needed.
Declare: Pick a friendly unit that is not
in combat to use this ability.
Effect: Remove that unit from the battlefield and
set it up again more than 9" from all enemy units.
Give your general 1 of the following enhancements.
FIGHT ANOTHER DAY: Your general has mastered the ignoble art of striking then running away before the enemy can hit back.
Declare: Pick your general to use this ability if they used a
FIGHT ability this turn.
Effect: Your general can make a 2D6" move but cannot end that move
in combat.
HALLUCINOGENIC FUNGUS BREW: Stolen from the shamans of the Gobbapalooza, this potent brew makes the imbiber almost impervious to pain. However, as the battle progresses, the effects start to wear off.
Effect: Your general has
WARD (4+) in the first battle round,
WARD (5+) in the second battle round, and
WARD (6+) in the third and fourth battle rounds.
THE CLAMMY COWL: This enchanted hood wreathes its wearer in damp gloom, causing enemies to swing wildly at their blurred outline and weapons to slip in suddenly moistened palms.
Effect: Subtract 1 from
hit rolls for attacks that target your general.
NIGHTSHADE MUSHROOM: This black-capped fungus bursts into a cloud of pitch darkness when tossed into the air.
Declare: Pick a friendly unit within your general’s
combat range.
Effect: That unit cannot be targeted by
shooting attacks in the next shooting phase.
| | |
| A Loonboss never fights fair, ducking and weaving around his enemies and hurling endless mobs of grots at them to wear them down, before finishing them off with a blade to the throat or between the shoulder blades. Some will don moon-shaped helms in homage to their deity, the Bad Moon, in the hopes that it will shine upon their battles and allow them to spread more madness and mayhem. Though they will lay about themselves with impressive commitment if pressed, Loonbosses prefer to lord it over their diminutive minions, urging them into the fray with ear-splitting shrieks of outrage should the grot assault falter. | |
| | |
| Moon-slicer |
| | Moon-slicer | 5 | 4+ | 4+ | 1 | D3 |
I'M DA BOSS: Loonbosses prefer to make their minions do all the fighting.
Declare: Pick a friendly
Moonclan Stabbas unit wholly within 12" of this unit to be the target.
Effect: Pick 1:
Beckon the Loonatic Hordes: If the target unit is not
in combat, you can return D6
slain models to it.
Stab ’Em Good!: Add 1 to
hit rolls for attacks made by the target unit until the start of your next turn.
| HERO, INFANTRY, WARD (6+) |
| | |
| Squig Hoppers bounce madly into battle, wreaking havoc on anything they collide with. Each ill-tempered squig has a cackling grot clinging to its back, who flails wildly at nearby enemies as he tries vainly to steer his weird steed. Only the most madcap of grots will attempt to enter the Squig Hoppers’ bounding ranks, for each fang-filled mount is nigh uncontrollable – its rider must simply cling to its bumpy body and hope not to be bucked off amidst the mayhem. | |
| | |
| Slitta |
| | Slitta | 2 | 4+ | 5+ | - | 1 |
| Squig’s Fang-filled Gob [Companion] |
| | Squig’s Fang-filled Gob Companion | 3 | 4+ | 3+ | 1 | 1 |
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 any models in this unit passed across this phase to be the target, then roll a dice for each model in this unit that did so.
Effect: For each 4+, inflict 1
mortal damage on the target.
| | |
| Moonclan Stabbas form ragged ranks that advance upon the foe with gongs clanging and banners waving. Eyes filled with the madness of the Gloomspite, they pour over the enemy lines and stab wildly at everything in their path. Alone, a single grot can do little to an armoured foe, but when the Bad Moon shines and they surge forth in a never-ending horde, they can drag down warriors many times their size. | |
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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 2+, subtract 1 from
hit rolls for attacks made by the target unit this phase.
| | |
| Rockgut Troggoths have stony hides that are proof against blade, bolt and magical blast alike. Their lumpen claws and rangy limbs have a steely strength, allowing them to wield huge but primitive clubs and hurl nearby boulders. Their leathery flesh can also regenerate with ease, rendering each beast almost impossible to kill. | |
| | |
| Throwin’ Boulders |
| | Throwin’ Boulders | 10" | 1 | 5+ | 2+ | 2 | D3 |
| Massive Stone Maul |
| | Massive Stone Maul | | 2 | 4+ | 2+ | 2 | 3 |
REGENERATION: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
Effect: Heal (D3) this unit.