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Gloomspite GitzSkitterstrand Arachnarok
14
4+
6
WARSCROLL

Skitterstrand Arachnarok

Creeping out from their web-wreathed Shyishan lairs, Skitterstrand Arachnarok Spiders burst through temporary Realmgates to snatch up their prey, biting off heads, injecting paralysing venom, and dragging choice victims away into the darkness.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Chitinous Legs3"4+3+-11
Monstrous Fangs1"43+-1D3
DAMAGE
Wounds SufferedMoveChitinous LegsMonstrous Fangs
0-38"82+
4-67"73+
7-96"63+
10-125"54+
13+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth

DESCRIPTION

A Skitterstrand Arachnarok is a single model armed with Chitinous Legs and Monstrous Fangs.

ABILITIES

Ambush From Beyond: Skitterstrand Arachnaroks burst from temporary Realmgates to capture and drag off their screaming victims.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. At the end of your movement phase, you can set up one or more of the reserve units that are in ambush on the battlefield more than 9" from any enemy units. Any reserve units that are in ambush that are not set up on the battlefield before the start of the fourth battle round are slain.

Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified hit roll for an attack made with this model’s Monstrous Fangs is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Wall Crawler: Arachnarok 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.

KEYWORDS
DESTRUCTION, ARACHNAROK SPIDER, GLOOMSPITE GITZ, SPIDERFANG, SKITTERSTRAND, MONSTER
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
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.

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

Leader, Behemoth
Behemoth

The SPIDERFANG keyword is used in following Gloomspite Gitz warscrolls:

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