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===<span style="color:#CCCC00;">MISCELLANEOUS MOONCLAN</span>=== <div class="mw-collapsible-content"> <big>'''Other Units'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonsmasha%20Fanatics.pdf Loonsmasha Fanatics]:''' (140pt, min 5, max 15) Classic Fanatics. They hide inside any '''MOONCLAN GROT''' unit with 5+ models (so that's Stabbas, Shootas and oddly, Snufflers too) and can come out at the beginning of any charging phase, they always attack first in combat phase and if you roll a double when charging one of them dies and every unit within 1" from them suffers D3 mortal wounds. **Obviously, classic fanatics have classic fanatic playstyles. Laughably bad defense for a 28 point model (6 up save, one wound), but if a unit of 5-10 fanatics charges in and ''doesn't'' kill what they're aiming at, you've got cursed dice. These spinning idiots will pulverize just about anyone, but will die when the enemy coughs on them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Sporesplatta%20Fanatics.pdf Sporesplatta Fanatics]:''' (120pt, min 5, max 15) New variant of Fanatics, which are not hidden in other units but get some additional abilities, such as blocking the enemy's line of sight (except for Monsters and flying stuff) and giving an extra attack to every '''MOONCLAN GROT''' unit within 12". ** Note their buff lasts until the next hero phase. So even if your enemy shoots them off the board, your grots will still be buffed in that round's combat. Also remember that they don't have the '''GROT''' keyword and so don't benefit from their own attacks buff. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_rippas_snarlfangs_en.pdf Rippa's Snarlfangs]:''' (70pt, min 3, max 3) Gitmob cavalry from Beastgrave gets shoehorned into the Gitz. **Worst wounds per cost unit in the book. They're going to die 25% quicker than a min sized unit of Hoppers. **Shooting is worthless. Just about better than nothing. **Like all Underworlds stuff, unique. So, if you really want to take them, it'll only be the one. **Still here? Ok, it gets better... a bit. **Move 12, that's guaranteed (no roll), and double distance pile in. **Per point, average melee damage is on a par with Boingrot Bounderz (better against save - and 6, worse against save 5 or less) **So, long distance glass cannon objective stealers or threat neutralisers, to take instead of Hoppers if you want more punch, reliable movement and don't care about them instantly dieing. **A bit more useful now in 3rd edition. They're your cheapest unit if you need to fill out a core battalion, and are ALOT cheaper than Squighoppers now that you have take Hoppers in units of 10. They're a super fragile objective stealers. Also useful for baiting out Unleash Hells from enemy ranged units. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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