Gloomspite Gitz – Rippa’s Snarlfangs
12"
2
5+
4
WARSCROLL

Rippa’s Snarlfangs

Racing forth on fleet-pawed Snarlfang mounts come Rippa Narkbad and his ladz, whooping and hollering as they seek out fleeing prey to stick with spears and cruel, barbed arrows.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grot Bow
Grot Bow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Loppa
Boss Loppa1"23+4+-11
Stabbin’ Stikka
Stabbin’ Stikka2"14+4+-1
Bow Stave
Bow Stave1"15+5+-1
Snarlfang’s Jaws
Snarlfang’s Jaws1"23+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 80
Battlefield Role: None
Notes: Unique

DESCRIPTION

Rippa’s Snarlfangs is a unit that has 3 models. Rippa is armed with a Boss Loppa; Stabbit is armed with a Stabbin’ Stikka; and Mean-eye is armed with a Grot Bow and a Bow Stave.

MOUNT: This unit’s Snarlfangs attack with their Jaws.

ABILITIES

Smell Weakness: Once the scent of blood is in their snout, a Snarlfang’s attacks become increasingly frenzied.
Add 1 to hit rolls for attacks made by this unit’s Snarlfang’s Jaws that target a unit with 1 or more wounds allocated to it.

Ferocious Pounce: Snarlfangs strike with startling speed, falling upon their prey in a blur of claws and ripping teeth.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, RIPPA’S SNARLFANGS
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.

The GROT keyword is used in following Gloomspite Gitz warscrolls:

Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020