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Gloomspite GitzScuttleboss on Gigantic Spider
8"
6
4+
6
WARSCROLL

Scuttleboss on Gigantic Spider

Swaggering bullies whose twisted anatomies are part arachnid, Scuttlebosses charge into battle upon the backs of Gigantic Spiders, exhorting nearby skittermobs to follow their violent example and ride the foe into the ground.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Envenomed Spear2"44+4+-11
Gigantic Fangs1"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Scuttleboss on Gigantic Spider is a single model armed with an Envenomed Spear.

MOUNT: This model’s Gigantic Spider attacks with its Gigantic Fangs.

ABILITIES

Spider Venom: Both the Scuttleboss’ spear and his mount’s fangs glisten with lethal venom.
If the unmodified hit roll for an attack made by this model is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Wall Crawler: Gigantic Spiders can skitter up and down vertical surfaces as if they were flat ground.
When this model makes a move, it can pass across terrain features in the same manner as a model that can fly.

COMMAND ABILITIES

Ride ’Em All Down!: The boss levels his spear at the enemy, and calls on his minions to attack that foe with all the fury they possess.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly SPIDERFANG GROT unit wholly within 18" of a friendly model with this command ability. You can re-roll charge rolls for that unit in that charge phase. In addition, you can re-roll hit rolls for attacks made with that unit’s Crooked Spears in the following combat phase.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, SPIDERFANG, HERO, SCUTTLEBOSS
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.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

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

None
Leader

The GROT keyword is used in following Gloomspite Gitz warscrolls:

The SPIDERFANG keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2019