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Gloomspite Gitz - The Bad Moon

Source: White Dwarf #485 (out of print)

On this page are optional rules for Gloomspite Gitz warbands. These are excellent options for narrative and open play, bringing the manic horror of the Bad Moon to your games of Warcry.

Chasing The Bad Moon

Before setup, if a player is using a Gloomspite Gitz warband, then that player can choose to chase the Bad Moon. If they do so, after deployment, they must determine the face of the Bad Moon, and those rules apply until the end of that battle.

Faces Of The Bad Moon

Some moonmad grots claim that as the Bad Moon barrels through the heavens, it presents different ‘faces’ to onlookers. They name and attribute properties to each of these. While they may seem farcical, they have pronounced effects on the battlefield.

At the start of the first battle round, the player of the Gloomspite Gitz warband rolls a dice and consults the table below to determine which face of the Bad Moon is visible. While a face is visible, there is a corresponding rule that applies to that battle.

Too Many Gitz, Too Many Faces

If there are multiple players using Gloomspite Gitz warbands, then those players roll off. The winner of the roll-off rolls on the Faces of the Bad Moon table, and that face of the Bad Moon is visible in the first battle round. Then the player to their left rolls on the Faces of the Bad Moon table, and that face is visible in the second battle round and so on, until each Gloomspite Gitz player has rolled on the table. The face rolled by the last player to roll remains visible for the rest of the battle once the appropriate battle round is reached.

D6Faces Of The Bad Moon
1Grinnin’: The light of the Bad Moon waxes strong, and the Gloomspite becomes feverish in its intensity.
Each time a fighter uses the ‘Onslaught’ ability, roll a dice. On a 4+, that ability can be used without using any ability dice. Add 1 to the roll if the fighter being rolled for has the Gloomspite Gitz (Gloomspite Gitz) faction runemark.
2Howlin’: The Bad Moon appears to tilt back, and a shrill, echoing howl reverberates across the battlefield. Each time a fighter uses the ‘Rush’ ability, roll a dice.
On a 4+, that ability can be used without using any ability dice. Add 1 to the roll if the fighter being rolled for has the Gloomspite Gitz (Gloomspite Gitz) faction runemark.
3Glowin’: The lambent glow of the Bad Moon increases in intensity, driving all caught in its rays mad with kunnin’ ambition and rampant paranoia.
Fighters with the Gloomspite Gitz (Gloomspite Gitz) faction runemark cannot use abilities whilst they are within 3" of another visible friendly fighter.
4Glowerin’: The Bad Moon glowers at one individual in particular, and the sickly moonlit circle surrounding them leaves no doubt as to the target of its ire.
After the initiative phase of each battle round, the player that does not have the initiative picks 1 enemy fighter. Subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by that fighter until the end of the battle round. Subtract 2 instead if that fighter has the Gloomspite Gitz (Gloomspite Gitz) faction runemark.
5Spittin’: Chunks of loonstone are spat out of the Bad Moon, and these tiny meteors are quite capable of punching through skulls and armour with terrifying ease.
After the initiative phase of each battle round, the player that does not have the initiative picks up to D3 enemy fighters. Allocate D3 damage points to each of those fighters.
6Lurkin’: The Bad Moon hides its face behind clouds, mountains and the occasional tree. The resulting dim light is perfect for launching lightning ambushes and worse.
In the reserve phase of each battle round, starting with the player who has the initiative, players alternate rolling a dice for each reserve fighter in their warband. On a 5+, the fighter being rolled for arrives immediately. Add 1 to the roll if the fighter being rolled for has the Gloomspite Gitz (Gloomspite Gitz) faction runemark.