RulesPal
Chat
Rulebook
Warhammer Underworlds: Nightvault – Zarbag's Gitz thumbnail

Warhammer Underworlds: Nightvault – Zarbag's Gitz

Expansion for Warhammer Underworlds: Shadespire

Warhammer Underworlds: Nightvault – Zarbag's Gitz Rulebook

Table of Contents

Table of Contents

  • Fighters
  • Warband Abilities
    • Inspire
    • Too Bouncy!
    • Squig Herder
    • Scurry
    • Spiteful Volley
    • Spinnin'
    • Overconfidence
  • Fighter Cards
    • Zarbag
    • Drizgit
    • Snirk
    • Prog
    • Bonekrakka
    • Gobbaluk
    • Redkap
    • Stikkit
    • Dibbz

Fighters

  1. Zarbag
  2. Drizgit da Squig Herder
  3. Snirk Sourtongue
  4. Prog da Netter
  5. Bonekrakka
  6. Gobbaluk
  7. Redkap
  8. Stikkit
  9. Dibbz

Zarbag is the warband's leader (identified by the crown symbol on his fighter card).

Warband Abilities

The warband sheet lists the following abilities. Icons printed in the abilities are written out as words below.

Inspire

Immediately after your total Glory points are greater than the number of friendly fighters on the battlefield, Inspire each friendly fighter.

Too Bouncy!

Friendly fighters with the Flying runemark cannot Delve or hold treasure tokens.

Squig Herder

Reaction. Immediately after deploying a friendly Drizgit, you must place a friendly Gobbaluk and Bonekrakka each in an empty hex that is not a starting hex and has no feature tokens in it adjacent to that fighter.

Scurry

Grots have well-honed survival instincts, and know a moving target is harder to hit.

Reaction. Use this immediately after a friendly fighter Moves, if a different friendly fighter with no Move or Charge tokens was adjacent to the fighter that Moved before it started that Move. That friendly fighter can Move. You can only use this ability once per turn.

Spiteful Volley

Dibbz, Stikkit and Redkapp love nothing more than pin-cushioning prey with their arrows.

Reaction. Use this immediately after a friendly fighter's successful Attack made with a weapon with Volley. Pick a different friendly fighter within 3 hexes of that fighter whose ranged weapon has Volley. That fighter can immediately Attack with that weapon. You can only use this ability once per turn.

The sheet prints "Redkapp" in this ability and in the introduction. The fighter's card name is Redkap; the spelling is transcribed as printed.

Spinnin'

Snirk Sourtongue isn't long for the world. Neither is anyone who gets in his way.

Reaction. You must use this immediately after a fighter is pushed, is placed in or enters a hex adjacent to a friendly Snirk. Inflict 1 damage on that fighter.

Overconfidence

When he truly gets going, Snirk is liable to end up hurting someone. Himself included.

Snirk cannot be given Guard tokens.

Fighter Cards

Note on icons: the printed fighter cards carry symbols rather than words, so the values below are written out using the mapping in the base Shadespire rulebook. Move is the blue hexagon. Defence is the green badge; the glyph inside it gives the Defence symbol (a hook, or a shield for Drizgit) and the number gives the Defence dice. Wounds is the red roundel. Bounty is the orange coin. Each Attack action line reads, left to right, Range (the hexagon ring), Dice (number and symbol) and Damage (the burst star). The crossed-swords icon marks a melee Attack and the bow icon marks a ranged Attack. The Dice symbols are written as printed: crossed-blades (an X in a box) and hammer (a single hammer on a white square). The base rulebook names the attack symbols "blade" and "crossed-blades"; the single-hammer face is written here as "hammer", as on the Farstriders warband sheet, and is not reconciled further. Keyword icons are written as words: Flying (the bat-wing runemark), Volley (the curled-arrow icon on the bottom right of a ranged Attack line), and Reaction (the bolt-in-a-hex icon printed beside the warband abilities above). The leader is identified by the crown icon. One keyword glyph on an Inspired card that could not be identified is marked as such.

Each fighter has a front card and an Inspired card (the gold card), which replaces the front card when the fighter becomes Inspired.

Zarbag

Leader (crown icon).

Front card: Move 3, Defence 2 (hook), Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2.
  • Attack 2 (ranged): Range 3, Dice 3 (hammer), Damage 1.

Inspired card: Move 3, Defence 2 (hook), Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2.
  • Attack 2 (ranged): Range 3, Dice 4 (hammer), Damage 1.

Drizgit

Front card: Move 3, Defence 1 (shield), Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2.

Inspired card: Move 3, Defence 1 (shield), Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2.

Snirk

Front card: Move 3, Defence 2 (hook), Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 3.

Inspired card: Move 3, Defence 3 (hook), Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 3.

Prog

Front card: Move 3, Defence 1 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (hammer), Damage 1.

Inspired card: Move 3, Defence 2 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (hammer), Damage 1, with a keyword glyph (not identified here).

Bonekrakka

Flying (runemark icon).

Front card: Move 3, Defence 1 (hook), Wounds 2, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2.

Inspired card: Move 3, Defence 2 (hook), Wounds 2, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2.

Gobbaluk

Flying (runemark icon).

Front card: Move 3, Defence 1 (hook), Wounds 2, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2.

Inspired card: Move 3, Defence 2 (hook), Wounds 2, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2.

Redkap

Front card: Move 3, Defence 1 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (crossed-blades), Damage 1, with Volley.

Inspired card: Move 3, Defence 2 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 3 (crossed-blades), Damage 1, with Volley.

Stikkit

Front card: Move 3, Defence 1 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (crossed-blades), Damage 1, with Volley.

Inspired card: Move 3, Defence 2 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 3 (crossed-blades), Damage 1, with Volley.

Dibbz

Front card: Move 3, Defence 1 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (crossed-blades), Damage 1, with Volley.

Inspired card: Move 3, Defence 2 (hook), Wounds 2, Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 3 (crossed-blades), Damage 1, with Volley.