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===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%">
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