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==Allegiance Abilities== Your choice of abilities are dependent on your type of Leader they are being given too, with a bucketload of choices for each. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Battle Traits=== <div class="mw-collapsible-content"> *'''The Bad Moon Rises''': At the beginning of the game, you choose one of the quarters of the board as the Bad Moon's starting point (if both players use Gloomspite Gitz, roll off to decide who places it). Starting from the second turn, it will start to move. To determinate whether it moves you roll a dice: on a 4+ it moves. Splitting the field in 4 equal sized quadrants, the Bad Moon moves in a straight line towards the opposite quarter of the field, stopping in the middle of the board and in the middle of the opposite quadrant. Once it moves from the last quarter, it's removed from the field and never comes back. So, its way more predictable now although it can last less than before. Your only way of controlling it is by having Skragrott as your general, letting you skip the dice roll and choosing whether it stays put or moves, and that's only once per battle. *'''Light of the Bad Moon''': Units under the Bad Moon's light (AKA: If it's in the middle of a quadrant, it covers only the units in that quadrant; If it's in the middle of the field, everyone.) ** {{AOSKeyword|moonclan|#9400D3}} units (''that's Stabbas, Squig Herds, Boingrot Bounders, Shootas... actually pretty much anything thats not a Troggoth or Spiderfang''), when issued the Rally command when in the light of the bad moon return models on a 4+ instead of 6+. ** {{AOSKeyword|spiderfang|#8B0000}} units's Spider Venom ability will activate on a 5+. ** {{AOSKeyword|squig|#FF0000}} units (''that's Loonboss on(but not with) giant cave, Loonboss on Mangler, Herds, Hoppers, Bounderz, Mangler, Colossal, Gobba'') can run and charge in the same turn. ** {{AOSKeyword|troggoth|#DDA0DD}} units (''includes Mollog and the Hag it seems as well''), add 1 to their save rolls when affected by the bad moon. ** Note that there are ''no'' overlaps between Grot, Squig, Spiderfang and Troggoth units. However Moonclan keyword can effect multiple different types of units. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Command Traits=== Your General, depending on its type, gets to choose one trait from the appropriate list. <div class="mw-collapsible-content"> <big>'''{{color|#CCCC00|Blessings Of The Bad Moon}}'''</big> ''{{AOSKeyword|Moonclan}} Only - Which is to say everything that isn't a Troggoth'' # '''Fight Another Day''' {{AOSKeyword|Loonboss}} Only: Each time this general attacks with its melee weapons, it can make a 2D6" move after all of its attacks have been resolved. If it does so, it must finish the move more than 3" from enemy units. (Put this on a Loonboss on Mangler Squigs and watch your opponent rage as you destroy his models while he’s unable to attack back.) # '''The Clammy Hand''' : If this general is within 12" of a Bad Moon Loonshrine at the end of your turn, you can use the Bad Moon Loonshrine's "Moonclan Lairs" scenery rule (AKA the one that resurrects Stabbas and Shootas) 2 times at the end of your turn. Congrats, you've just committed to the most defensive playstyle ever. Because the Loonshrine can only be placed fully in your territory and because you have to stay within 12' to even use your command ability. You have to have two whole grot units dead or you can try to "re-roll" the dice if you failed the first time. It isn't a bad command trait and if you combine it with the Skulkmob Horde it's very easy to return a big unit. # '''Loon-touched''' {{AOSKeyword|Moonclan Wizard}} Only: Get one more cast while under the Light of da Bad Moon, good yet uncomfortably situational # '''Supa-Nasty Venom''' {{AOSKeyword|Spiderfang Hero}} with mount Only: Double mortals with Spider Venoms ability. # '''Squig Whisperer''' {{AOSKeyword|Squig Hero}} with mount Only: Add +1 to hit and to wound for the mount's attacks, Mangler aquigs just became absolutely terryfying. <big>'''{{color|#DDA0DD|Fortuitous Trogboss Traits}}'''</big> ''{{AOSKeyword|Dankhold Troggoth Hero}} Only - Dankhold Troggboss (not Hag or Mollog) # '''Alpha Trogg''': Add 2 wounds to this guy and make him a {{AOSKeyword|Monster}}, which means he can use Monstrous Rampages now, which is sweet for an already dangerous model. # '''Loonskin''': General gets to choose one of the faction Endless Spells that isnt the Arachna-cauldron for free, he can also cast it himself during your hero phase. Hey its free points, Malevolent Moon is probably the big winner since it can synergize with every unit of the faction as well as being able to move to follow your units around. # '''Trogg Smash''': Once per battle, after the general has fought, you can roll a die for every enemy unit within 3", dealing d3 mortals on a 2+. Its... very meh, especially when compared to the other two options this one just seems lacklustre. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Artefacts Of Power=== One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list. <div class="mw-collapsible-content"> <big>'''{{color|#CCCC00|Troglodytic Treasures}}'''</big> ''{{AOSKeyword|Loonboss}} only - Loonboss, Loonboss on/with Cave Squig, or Loonboss on Mangler Squig'' # '''Spiteful Prodder:''' Skarsnik’s old relic from Gork himself. Or was it Mork? Anyway, used in your shooting phases; pick a unit within 18" from the bearer and roll a number of dice equal to how many '''GROT''' units of 5+ models are wholly within 12" from that unit. It suffers D3 mortal wounds for every 5+ roll. A super weird shooting attack, that is only good if you have MSU grots... meaning you've got a lot Sneaky Snufflerz near them, or you've got 1-2 big units of Stabbas. Either way you're never going to get good odds on the mortals, and the payoff of d3 mortals is good but unlikely. # '''Backstabber's Blade:''' Pick one of the bearer's weapons. If you roll a 6 to hit with that weapon, the save roll against it always fails. This would be weirdly good if you had better damage, but the damage on your weapons is d3 at best and you don't get enough attacks with them to make it a guaranteed thing every turn. Situational and kind of weak, if you're fighting heavily-armored Varanguard you should be relying on your Mangler Squigs for damage first. # '''Loonstone Talisman:''' 5+ save against mortal wounds. Quite good, especially against armies with a lot of magic, or Skaven Warp-Lightning Cannons. # '''The Pipes of Doom:''' -1 Bravery to every enemy unit within 12" from the bearer. Very meh, the enemy can just spend a command point to autopass battleshock if it matters that much, and you don't have leadership bomb potential to make this better. # '''The Clammy Cowl:''' -1 to hit rolls towards the bearer. Stacks with other to-hit penalties. Make your enemy pull his hair out when your Loonboss With Giant Cave Squig absolutely styles upon his hero who's hitting on 4's at best. # '''Leerin Gitshield:''' If you roll a 6 to save, opponent takes a mortal wound. This means that even if rend makes you unable to succeed an armor save, you should still roll it in case of a six for a "free" mortal wound. <big>'''{{color|#9400D3|Foetid Fetishes}}'''</big> ''{{AOSKeyword|Madcap Shaman}} only'' #'''Spiteshroom Familiar''': -1 to be hit by enemy models while they are within 3" of the bearer. Great! The problem is that even with a to-hit penalty they're still attacking a Madcap Shaman, who dies if the enemy thinks mean thoughts about them. Worth considering if you plan to keep your Shaman entrenched in Fellwater Troggoths or next to the nettas of a Grot mob. #'''Moonface Mommet:''' At the beginning of every combat phase, you pick a unit within 12" from the bearer, which gets -1 to save rolls. Really really good. This makes a Madcap Shaman an excellent support model for any fight. Thanks to the forgiving range on the attack (within 12", not fully within) this means no opponent wants to go NEAR this shammy unless they plan on killing him outright. #'''Staff of Sneaky Stealin':''' Bearer gets +1 to casting and unbinding for each enemy '''WIZARD''' or Artefact-bearing '''HERO''' within 12". Another weirdly good artefact, if the enemy has lots of close-range casters this little Shaman can easily be casting Vindictive Glare each turn at enemies to whittle them down. Just keep in mind that 12" is not a long distance, and you can very likely find yourself dead before the staff can even work. <big>'''{{color|#8B0000|Venomous Valuables}}'''</big> ''{{AOSKeyword|Spiderfang Hero}} only - Scuttleboss, Webspinner Shaman on Arachnarok Spider or Webspinner Shaman'' #'''Totem of the Spider God''': For every friendly unit wholly within 12" of the bearer, the Spider Venom ability triggers on 5+ instead of 6. Hands-down brilliant, but keep in mind that it doesn't stack with the light of the Bad Moon. Great on Arachnarok Shamans on an outflank, where they're unlikely to be under the Moon's light for long. #'''Headdress of Many Eyes:''': -1 to hit rolls against the bearer. Fucking disgusting when stacked with the spell that gives a 12" aura of to-hit penalties. Turn an Arachnarok into an unbeatable tank with this goofy bullshit. #'''The Black Fang''': Upgrade 1 melee weapon of the bearer to deal D3 mortal wounds on a unmodified roll of 6 to hit. If the weapon already deals mortal wounds on a 6 roll, add those D3 mortal wounds to the weapon's. Combine this with the Monstrous Mount command trait from the Skuttleboss for a clean 3-5 damage spider venom. Or just put it on a Webspinner Arachnarok to get a sweet D3+D3 Mortal Wounds on 6s. #'''Nibbla's Itty Ring''': Once per battle you can pick an enemy unit within 3" of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds, on a 6 it suffers D6 mortal wounds. This is fine, but there's other magic items to take first. #'''Earskuttle''': Once per battle, you can pick an enemy '''WIZARD''' within 3" of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds and gets a permanent -1 to casting and unbinding for each mortal wound suffered. Eh, against huge, undying wizards this is great, like Nagash or an Abhorrent Ghoul King on TGheist, but usually if you have a wizard that close, you can just kill them. #'''Web-string Cloak''': Ennemy units cannot retreat if they are within 3" of the bearer. How often are you fighting enemies that run away from a fight? As a tank item it's fine for holding targets in place, but the Headress of Many Eyes does that too and the enemy can't say "well, we can't flee, let's just kill them" and turn your hero into mincemeat. <big>'''{{color|#DDA0DD|Glinty Gubbins That Troggoths Found}}'''</big> ''{{AOSKeyword|Dankhold Troggoth Hero}} only - Dankhold Troggboss (not Hag or Mollog)'' #'''Shiny Wotnot''': Roll a dice for each mortal wound from a spell. On a 6+, the mortal wound is allocated to the caster instead. If the source is an endless spell, negate the mortal wound and dispel the endless spell. Holy shit this one's bad. A 6+ feel no pain that only works against specifically enemy spells or endless spells is not great, even with the chance to reflect, because no one's going to be targeting a Dankhold Troggboss with magic in the first place, with the 4+ magic resistance they already have. Even if you fail your magic resistance check do you really think a 6+ shrug is going to be a worthwhile investment over say, the Moonface Mommet or Clammy Cowl? #'''Glowy Howzit''': Saves from wounds or mortal wounds on a 4+ roll. If you roll a 1, you can't use it anymore for the rest of the battle. In theory, the strongest magic item around. Adding a 4+ feel no pain is always a huge deal to an already tanky model, but in practice you could roll a 1 on turn 2 and the magic item is gone forever. Still not a terrible item, but there's still more reliable artifacts you could get instead. #'''Pet Gribbly''': If an enemy unit attacks the bearer before he was selected to attack, it will suffer D3 mortal wounds after dealing all its attacks. This one's interesting. It encourages you to attack last in order to deal free mortals, or dissuade enemies from attacking your expensive hero. Either way it's a nice tool, but don't overestimate your defensiveness and give up a beneficial first attack and possibly die in exchange for d3 mortals. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Spell Lore=== Any Gloomspite Wizard Hero, depending on it's type, gets to choose one spell from the appropriate list. <div class="mw-collapsible-content"> <big>'''{{color|#9400D3|Lore Of The Moonclan}}'''</big> ''{{AOSKeyword|Moonclan Wizard}} only - Skragrott, Madcap Shaman, Fungoid or Zarbag'' #'''Vindictive Glare:''' CV 5. Deal D3 mortal wounds to a unit within 12". Literally a slightly better Arcane Bolt with a shorter range. There are so many spells the GSG have access to, you'll probably never actually use this one, but occasionally it's nice to have one more spell to use before you fall back on "guess I'm out of useful spells to cast this turn, I suppose I'll cast Arcane bolt." #'''Itchy Nuisance:''' CV 6. Pick an enemy unit within 18". It's forced to fight after everyone else in the next Combat Phase. Great for combined charges against strong enemies, or when you're fighting multiple important battles. #'''The Great Green Spite:''' CV 7. Pick a '''GLOOMSPITE GITZ''' unit wholly within 18" and an enemy unit within 24". If the Gitz are less than 10, the enemy unit suffers a mortal wound; if they're 10-20, the enemy unit suffers D3 mortal wounds; if they're more than 20, the enemy unit suffers D6 mortal wounds. Surprisingly easy to set up, as the ranges on both halves are quite generous. Great long-range sniping if you have a big ass block of Stabbas nearby, and 6 mortal wounds is a very, very scary proposition. #'''The Hand of Gork:''' CV 7. Pick a '''GLOOMSPITE GITZ''' unit wholly within 24" and at least 3" away from any enemy unit and warp it away, at least 9" from any enemy unit. The unit can't move in the next movement phase. This is the meme spell for teleporting a unit across the battlefield to get a chump charge on an unsuspecting unit. That being said, it's only a meme if you let it be, and having access to it, even if you don't use it all game, forces your opponent to think carefully about positioning or risk a fat block of troops placed right on their objective or threatening their backline. #'''Squig Lure:''' CV 5. Pick D3 '''SQUIG''' units visible to the caster and within 18" from him. They can run and charge in the same turn. The designers love when Squigs can run and charge in the same turn, and here's yet another way to do just that! Essentially double the benefit of the Loonboss on cave Squig ability, but limited to max 3 units, plus it can be denied. Useful if you only have one or two squiggys or you want to stack with the Loonboss. #'''Call da Moon:''' CV 8. Pick an enemy unit visible to the caster and deal D3 mortal wounds to it. If the unit is under the Bad Moon you can reroll for the amount of mortal wounds. This spell looks really fucking weak on first sight, being only d3 mortals on a difficult 8 to cast, but Skragrott loves it because of the INFINITE range and the ability to reroll the damage under the moon which Skragrott can control better than anyone else, and has better casting than any other grot. Pretty weak on every other caster. <big>'''{{color|#8B0000|Lore Of The Spiderfangs}}'''</big> ''{{AOSKeyword|Spiderfang Wizard }} only - Webspinner Shaman on Arachnarok Spider or Webspinner Shaman'' #'''Deadly Webbings:''' CV 5. Pick a terrain within 24". Non-'''SPIDERFANG''' units will consider it Deadly and Sinister until the next Hero Phase. Easy to cast, but terrain's generally not going to be in the perfect location for you, and it affects your non-spiderfang models if you're bringing any. #'''Venomous Spiderlings:''' CV 6. Pick an enemy unit within 12" and roll a dice for every model in it. It suffers a mortal wound for each 6 rolled. Hordes don't like this spell, elites just laugh it off. #'''Scuttling Terrors:''' CV 7. Pick a '''SPIDERFANG''' unit within 24". That unit can run and either shoot or charge in the same turn. Zip Zoom! #'''Sneaky Distraction:''' CV 7. All the enemy units within 12" from the caster get -1 to hit rolls until the next Hero Phase. Make yourself the most annoying thing ever by combining the Mask of Many Eyes artefact with this spell to be the tankiest monster ever. #'''Curse of da Spider God:''' CV 7. Pick an enemy unit within 24". Until the next Hero Phase, that unit's hit, wound and save rolls of 1 or 2 will always fail. Very, very situational, but against Slaves to Darkness or armies that get a lot of 2+ to hit or wound this is alright. #'''Gift of da Spider God:''' CV 8. Pick a '''SPIDERFANG MONSTER''' within 12" and heal D6 wounds from it. Looks tough to get off and it would be, if a Spiderfang Shaman on Arachnarok didn't already have a +1 to cast baked into his abilities. Combine this with the Moon's benefit and you're casting it on 6s, which is pretty palatable. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Endless Spells=== <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Malevolent_Moon.pdf Malevolent Moon]:''' (40pts, CV 6, predatory). Moves 12", flies, deals mortal wounds to units it flew over and gives -1 to casting rolls to not-{{AOSKeyword|GLOOMSPITE GITZ WIZARDS}} within 9" (-2 to those within 3" from it). Eats wizards for breakfast. A great long-range wizard sniper, use it to bully enemy wizards into trying to dispel it or take huge penalties to cast, as well as deal a couple nasty little mortal wounds along with it. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Morks_Mighty_Mushroom.pdf Mork's Mighty Mushroom]:''' (90pts, CV 6). Every unit within 8" from it must roll a dice for every model THAT IS WITHIN 8" OF THIS SPELL and suffer a number of mortal wounds equal to the number of 5+ rolled. Fantastic way to deny a huge part of the board, especially as it can't be moved once placed. Unfortunately, since this works best against hordes, it also denies those parts of the board to you. Use with caution. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scuttletide.pdf Scuttletide]:''' (30pts, CV 7, predatory). +1 to the casting rolls of this spell for {{AOSKeyword|SPIDERFANG WIZARDS}}. If any non-{{AOSKeyword|SPIDERFANG}} unit end within 6" from it after moving or charging or after the spell itself moves, it will suffer up to 6 mortal wounds on 5+ rolls. Slightly less suicidal form of area denial, and if your placement is right, you can triple-dip on mortal wound rolls. Great for a number of reasons: It's a wall, first and foremost, meaning that it's a great area denial tool. Second, there's no maximum range, meaning you can place it anywhere on the map as long as it's fully within 6" of terrain. And because of the wording on it's ability most enemies won't want to roll twelve to eighteen dice looking for 5-up mortal wounds. Lastly the high casting value is also a bit of a bonus, as it requires an 8 to dispel, which isn't an easy feat for most of the chump wizards the enemy will use to dispel your Endless Spells. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scrapskuttles_Arachnacauldron.pdf Scrapskuttle's Arachnacauldron]:''' (40pts, CV 5). It attaches to the caster, giving him +1 to cast and dispel rolls plus teaching him every Lore of the Moonclan spell, but at a price. At the beginning of every Hero phrase it deals D3 mortal wounds to a unit within 3" (including the caster itself of no one else is in the range). As this doesn't say ''friendly unit'' you can deal the D3 to enemies, use with combat wizards like the Hag or Arachnarok shaman for hilarity. ** Take note that these Endless Spells aren't bound to what Allegiance you are using, just to the keywords of the caster, so you can use the Cauldron as a way to get access to the spell lore even when you're playing {{AOSKeyword|Destruction}} Allegiance or have the Gitz as allies. But it's might not be worth bothering - two effect {{AOSKeyword|gloomspite gitz}} only, one effects only {{AOSKeyword|squig}} units, two are slighty better arcane bolts, but the remaining one (''Itchy Nuisance'') is awesome. Plus you need a way of mitigating the cauldron's mortals: Skragrott looses most his usefulness outside Gloomspite; the Hag is a large investment (and too expensive to ally both her and the spell), and our other wizards too squishy unless you can be sure to always keep them next to something else. </div></div>
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