Gloomspite Gitz – Webspinner Shaman on Arachnarok Spider
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10"
16
4+
6
WARSCROLL

Webspinner Shaman on Arachnarok Spider

Especially old and malevolent Arachnarok Spiders often bear a Webspinner Shaman and his mob of hangers-on into battle. The shaman draws power from his howdah’s catchweb spidershrine to boost his ability to weave spells and unravel those of the foe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider-bows
Spider-bows16"104+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider God Staff
Spider God Staff1"14+3+-1D3
Chitinous Legs
Chitinous Legs2"4+3+-11
Monstrous Fangs
Monstrous Fangs1"43+-13
Crooked Spears
Crooked Spears1"85+4+-1
DAMAGE TABLE
Wounds SufferedChitinous LegsMonstrous Fangs
0-682+
7-973+
10-1263+
13+54+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single

A Webspinner Shaman on Arachnarok Spider is armed with a Spider God Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Arachnarok Spider Cluster

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

MOUNT: This unit’s Arachnarok Spider is armed with Chitinous Legs and Monstrous Fangs.

CREW: This unit has a Spiderfang grot crew armed with Spider-bows and Crooked Spears.

Catchweb Spidershrine: This ramshackle altar to the Spider God shimmers with malevolent arcane energy.
Add 1 to casting rolls and unbinding rolls for friendly SPIDERFANG WIZARDS while they are wholly within 12" of any friendly units with this ability.

Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified hit roll for an attack made with this unit’s Monstrous Fangs is 6, that attack causes 3 mortal wounds to the target and the attack sequence ends (do not make a wound roll or save roll).

Wall Crawler: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across terrain features in the same manner as a unit that can fly.

Venom of the Spider God: With a hiss, the shaman calls upon the Spider God for its wicked aid.
Venom of the Spider God is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly Spiderfang unit wholly within range and visible to the caster. Until the start of your next hero phase, add 1 to the number of mortal wounds caused by the ‘Spider Venom’ ability of that unit if the unmodified hit roll was 6. If the casting roll was 10 or more, pick up to D3 different friendly Spiderfang units instead of 1.

Designer’s Note: If a unit is affected by the Light of the Bad Moon, this spell does not affect unmodified hit rolls of 5; it only affects unmodified hit rolls of 6.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, HERO, ARACHNAROK, SPIDERFANG, MONSTER, WIZARD, WEBSPINNER SHAMAN ON ARACHNAROK SPIDER
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The DESTRUCTION keyword is used in the following Gloomspite Gitz warscrolls:

Army List
Warscrolls collated

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Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The WIZARD keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Zarbag
None
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The SPIDERFANG keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
None
Behemoth

The SPIDERFANG and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader

The ARACHNAROK keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2024