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:|
Show History | ||||
| Book | Kind | Edition | Last update | |
Gloomspite Gitz | ||||
Gloomspite Gitz | Battletome | 4 | March 2025 | |
Legends Warscrolls | ||||
Legends Warscrolls | Warscroll | 4 | October 2026 | |
Armies of Renown | ||||
Armies of Renown | Warscroll | 4 | October 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | October 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | October 2026 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | October 2026 | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 4 | September 2026 | |
Ogor Mawtribes | ||||
Ogor Mawtribes | Battletome | 4 | July 2026 | |
Scourge of Aqshy - Gloomspite Gitz | ||||
Scourge of Aqshy - Gloomspite Gitz | Expansion | 4 | July 2026 | |
Spearhead: Gloomspite Gitz - Bad Moon Madmob | ||||
Spearhead: Gloomspite Gitz - Bad Moon Madmob | Expansion | 4 | April 2026 | |
Spearhead: Gloomspite Gitz - Snarlpack Huntaz | ||||
Spearhead: Gloomspite Gitz - Snarlpack Huntaz | Expansion | 4 | April 2026 | |
Scourge of Ghyran - Gloomspite Gitz | ||||
Scourge of Ghyran - Gloomspite Gitz | Expansion | 4 | February 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Ossiarch Bonereapers | ||||
Ossiarch Bonereapers | Battletome | 4 | February 2026 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 4 | July 2025 | |
Kharadron Overlords | ||||
Kharadron Overlords | Battletome | 4 | July 2025 | |
Orruk Warclans | ||||
Orruk Warclans | Battletome | 4 | December 2024 | |
| 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. |
| 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"). |
Gloomspite Gitz armies can use the following abilities:
Once Per Battle Round (Army), Start of Battle Round |
Once Per Turn (Army), Your Hero Phase |
Passive |

| 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"). |
Once Per Turn (Army), Your Hero Phase |
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.
| Name | Points |
| Gloomspite Horde | 0 |
| Troggherd | 0 |
| Squigalanche | 0 |
| Gitmob Pack | 0 |
| Sunbiter Pack | 0 |
| Gittish Tide | 0 |
Once Per Turn (Army), End of Your Turn |
Passive |
Passive |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Sunbiter Pack Once Per Turn (Army), Any Combat Phase |
Gittish Tide Once Per Turn (Army), End of Any Turn |
Passive |
Passive |
Any Combat Phase |
Passive |
Once Per Battle, End of Any Turn |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Lore of Frazzlegit Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Lore of the Little Waaagh! Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SUMMON, SPELL |
Special Knick-KnacksSpecial Knick-knacks are unique enhancements that can be given to non-HERO GLOOMSPITE GITZ units. A unit can only have 1 Special Knick-knack.
Once Per Battle, Any Hero Phase |
End of Any Turn |
| KEYWORDS | MOVE |
Start of Any Turn |
By far the most successful Loonboss to have lived is Skragrott. This cunning wizard bears a fungal crown whose roots burrow into his brain, and a rare, crescent-shaped Bossfungus caps his staff – a clear sign of the Bad Moon’s favour. Though his followers are many, his closest allies are the skraps known as the King’s Gitz. These loyal Moonclanners enabled Skragrott to conquer Skrappa Spill, his personal gloomy paradise in the Realm of Metal. Emboldened by the centuries of success enjoyed by their master, they are considerably less cowardly than their peers and much more willing to throw themselves into the thick of battle. However, not even they are above the temptation of personal gain – in fact, they are amongst the most ambitious due to the power they wield as the biggest bullies around. The leaders of these skraps are constantly changing because of their habitual backstabbing.
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.ROSTER OPTIONS
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Passive |
Passive |
Once Per Battle, Deployment Phase |
| 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"). |
Once Per Battle (Army), End of Your Turn |
Your Movement Phase |
Deployment Phase |
Passive |
End of Any Turn |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 5 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
| 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"). |
The Snarlfang-riding grots of the Gitmobs do not fear the light of day. Rather, they covet the power that so obviously rivals the Bad Moon’s own. Upon defeating their enemies, they scavenge the equipment of the fallen, accruing metal that they can use to rob Hysh of its power. From their mountain dens, they ride each day, chasing the light and capturing it in scrap blessed by their shamans for this purpose.
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
| ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Any Combat Phase |
Your Movement Phase |
Once Per Turn (Army), Enemy Combat Phase |
Passive |
Passive |
Once Per Battle (Army), Your Shooting Phase |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Trugg’s TroggherdWhen Trugg stomps into battle, he does so at the head of a lumbering mass of troggoths, from river-dwelling Fellwaters to mighty Dankholds. Drawn from their foetid lairs by the imposing aura of the Troggoth King, these lumpen brutes pulverise anything in their path, never questioning their monarch’s apparently random course.
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.ROSTER OPTIONS
| ||
Passive |
Passive |
Passive |
Once Per Battle (Army), Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |
Once Per Battle, Any Combat Phase |
Once Per Battle, Any Movement Phase |
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.
Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| 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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5" 4 5+ 2 | ||
6" 8 4+ 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Troggoth Club | |||||||
| Troggoth Club | 4 | 4+ | 2+ | 1 | D3+1 | ||
Start of Any Turn |
KEYWORDS | HERO, INFANTRY |
| DESTRUCTION, GLOOMSPITE GITZ, TROGGOTH |
Flaws
LAST 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.
SHROOMIST: This git loves munching on weird fungi, but sometimes their effects are... debilitating.
GITTISHLY OVERCONFIDENT: This git knows that they are the best and they're not gonna let anyone else think otherwise. | ||||||||||||||
Battle Mount -5DP 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. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
Battle Mount -8DP GIANT CAVE SQUIG: Only the most deranged or shroom-addled grots willingly ride one of these massive squigs into battle. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
Battle Mount -10DP GIGANTIC SPIDER: In the darkest, dankest crevices, Gigantic Spiders lurk. Revered by the Spiderfang, they are captured to bear the bossiest grots into battle. In addition, make the following changes to your hero’s warscroll:Add the following weapon and ability to your hero’s warscroll:
WALL CRAWLER: The Spiderfang's arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
Battle Mount -20DP MANGLER SQUIGS: Straining at their chains, Mangler Squigs launch themselves across the battlefield completely out of their riders’ control. In addition, make the following changes to your hero’s warscroll:Add the following weapons and abilities to your hero’s warscroll:
SQUIG RAGE: As Mangler Squigs are wounded in battle, they become even more irate and violent.
WATCH OUT!: Mangler Squigs are capable of great destruction even in their wildly bouncing death throes. Battle Mount -20DP ARACHNAROK SPIDER: These huge arachnids are worshipped by the Spiderfang as avatars of their god. In addition, make the following changes to your hero’s warscroll:Add the following weapons and abilities to your hero’s warscroll:
BATTLE DAMAGED: The Spiderfang's arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
WALL CRAWLER: The Spiderfang's arachnid allies can skitter up and down vertical surfaces as if they were flat ground. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
EXTRA STABBY: This git has looted the pointiest weapon they could find.
FROTHING ENTHUSIASM: This git's fanatical fervour to get stabbing as quickly as possible is infectious.
SCALE-SPLITTER: Beasts recoil in fear at this git's glowering stare.
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.
SADISTIK SCOUNDREL: This git loves to put the knife into a wounded enemy - and then gives it a good twist just to make sure. Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
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'.
SNEAKY SIDESTEPPER: This git is so crafty that their enemies' attacks often seem to strike thin air. 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. | ||||||||||||||||||||||||||||||||||
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.
NOTORIOUS AND VICIOUS: The backstabbing intimidation tactics of these warriors are infamous among their fellow gitz.
FUNGAL FREAKS: Before battle, these warriors apply cave moulds to their bodies that give off obscuring spore clouds.
DEVIOUS SURVIVORS: If the fight isn't in the favour of these warriors, they instinctively know when they should get out of trouble.
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.
HIT 'EM BACK: These extremely vindictive gitz make sure that insults never go unanswered.
STAB 'EM AGAIN AND AGAIN: These vicious gitz are relentless as they plunge knives into flesh and club their enemies into the ground.
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... | ||||||||||||||||||||||||||||||||||
Snarlpack Huntaz Passive |
| This Spearhead army consists of the following units: General
Units
| ||
Passive |
Once Per Battle, Deployment Phase |
Passive |
Once Per Battle, Any Combat Phase |
Once Per Battle, Enemy Movement Phase |
Once Per Battle, Any Combat Phase |
End of Any Turn |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Boss Loppa | |||||||
| Boss Loppa | 5 | 4+ | 4+ | 1 | 2 | ||
| Snarlfang’s Slavering Jaws [Companion] | |||||||
| Snarlfang’s Slavering Jaws Companion | 2 | 4+ | 3+ | - | 2 | ||
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, CAVALRY |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Grot Bow | ||||||||
| Grot Bow | 15" | 2 | 4+ | 5+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| 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 | |||
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
KEYWORDS | WAR MACHINE |
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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| 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 | ||
Passive |
KEYWORDS | CAVALRY |
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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Grot Bow | ||||||||
| Grot Bow | 15" | 2 | 4+ | 5+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Stabbin’ Stikka | ||||||||
| Stabbin’ Stikka | 2 | 4+ | 5+ | - | 1 | |||
| Snarlfang’s Slavering Jaws [Companion] | ||||||||
| Snarlfang’s Slavering Jaws Companion | 2 | 4+ | 3+ | - | 2 | |||
Passive |
KEYWORDS | CAVALRY |
Bad Moon Madmob Your Movement Phase |
| This Spearhead army consists of the following units: General
Units
| ||
Your Movement Phase |
Once Per Battle, Start of the First Battle Round |
Your Hero Phase |
Once Per Battle, (Army) Your Movement Phase |
| KEYWORDS | CORE |
End of Any Turn |
Passive |
Passive |
Once Per Battle, Enemy Movement Phase |
5" 5 4+ 2 6+ 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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Moon-slicer | |||||||
| Moon-slicer | 5 | 4+ | 4+ | 1 | D3 | ||
Your Hero Phase |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
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 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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Slitta | |||||||
| Slitta | 2 | 4+ | 5+ | - | 1 | ||
| Squig’s Fang-filled Gob [Companion] | |||||||
| Squig’s Fang-filled Gob Companion | 3 | 4+ | 3+ | 1 | 1 | ||
Any Movement Phase |
KEYWORDS | CAVALRY, FLY |
5" 1 5+ 1 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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Stabba | |||||||
| Stabba | 2 | 4+ | 5+ | - | 1 | ||
Any Combat Phase |
KEYWORDS | INFANTRY |
6" 5 4+ 2 5+ 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. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Throwin’ Boulders | ||||||||
| Throwin’ Boulders | 10" | 1 | 5+ | 2+ | 2 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Massive Stone Maul | ||||||||
| Massive Stone Maul | 2 | 4+ | 2+ | 2 | 3 | |||
Start of Any Turn |
KEYWORDS | INFANTRY, WARD (5+) |
| 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. | ||
The non-SQUIG MOONCLAN keyword is used in the following Gloomspite Gitz warscrolls:
The SPIDERFANG keyword is used in the following Gloomspite Gitz warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| ||
| 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Enemy Shooting Phase | 1 |
| KEYWORDS | SHOOT, ATTACK |
The TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:
The SQUIG keyword is used in the following Gloomspite Gitz warscrolls:
The GITMOB keyword is used in the following Gloomspite Gitz warscrolls:
Passive |
Passive |
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability? |
| A: | No. |
The HELSMITHS OF HASHUT keyword is used in the following Helsmiths of Hashut warscrolls:
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| Keep track of the number of damage points in the damage pools of target units. Placing dice next to those units is a handy way of doing this. | ||
| Q: | If an ability allows a unit to score critical hits on unmodified rolls of 5+, but that unit needs a 6 to hit (e.g. as a result of subtracting 1 from hit rolls), would unmodified hit rolls of 5 hit the target? If so, would they still trigger any critical hit effects? |
| A: | Although the hits would count as critical hits, the attacks would not score a successful hit. As the attack sequence ends if an attack fails, effects such as Crit (2 Hits) or Crit (Auto-wound) would have no effect. However, effects that are resolved immediately, such as Crit (Mortal), would still be triggered by those critical hits. |
| Q: | If a unit is affected by two different abilities (such as the Ashen Elder’s ‘Stoked Fanaticism’ and the Taar’s Grand Forgehost spell ‘Reinforce Daemonsteel’) that would let it ignore the first damage in a phase, will it ignore the first and second damage points in that phase? If a unit takes damage in a phase before being affected by an ability that would let it ignore the first damage in a phase (e.g. by killing models that brought it wholly within such an effect), will it ignore the next damage point it would take that phase? |
| A: | No and no. It will only ever ignore the first damage point that was dealt to that unit in that phase. |
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Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
The HERO keyword is used in the following Gloomspite Gitz warscrolls:
Any Hero Phase | 1 |
The WIZARD keyword is used in the following Gloomspite Gitz warscrolls:
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| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The GLOOMSPITE GITZ and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:
The non-TROGGOTH GLOOMSPITE GITZ keyword is used in the following Gloomspite Gitz warscrolls:
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
| Q: | If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? |
| A: | No. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? |
| A: | No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? |
| A: | No. A replacement unit is treated as a new unit with a new unit size. |
The GLOOMSPITE GITZ keyword is used in the following Gloomspite Gitz warscrolls:
| Q: | If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement? |
| A: | No. Enhancements added to your army during a battle do not cost any points. |
The non-HERO GLOOMSPITE GITZ keyword is used in the following Gloomspite Gitz warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The MOONCLAN keyword is used in the following Gloomspite Gitz warscrolls:
The non-HERO TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:
The INFANTRY keyword is used in the following Gloomspite Gitz warscrolls:
Passive |
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
| 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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
The HERO keyword is used in the following Gloomspite Gitz warscrolls:
The INFANTRY keyword is used in the following Gloomspite Gitz warscrolls:
The DESTRUCTION keyword is used in the following Gloomspite Gitz warscrolls:
The GLOOMSPITE GITZ keyword is used in the following Gloomspite Gitz warscrolls:
The TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:
Once Per Battle Round (Army), Start of Battle Round |
Passive |
| Q: | If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify? |
| A: | If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both. |
The GLOOMSPITE GITZ and HERO keywords are used in the following Gloomspite Gitz warscrolls:
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| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |
| 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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |