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Gloomspite GitzSpider Riders
10"
2
5+
4
WARSCROLL

Spider Riders

Skittermobs of Spider Riders stream across the battlefield, pouring through, over and around even the densest terrain or most formidable fortifications. They encircle their foes, pelting them with poisoned arrows and jabbing with crooked spears.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Spider-bow16"25+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Crooked Spear2"15+4+-1
Fangs1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 30      Points: 100/540
Battlefield Role: None
Notes: Battleline in Gloomspite Gitz army if general is SPIDERFANG.

DESCRIPTION

A unit of Spider Riders has any number of models, each armed with a Crooked Spear and Spider-bow.

MOUNT: This unit’s Giant Spiders attack with their Fangs.

SPIDER RIDER BOSS: The leader of this unit is a Spider Rider Boss. You can add 1 to hit rolls for attacks made with melee weapons by a Spider Rider Boss.

BONE DRUMMER: 1 in every 10 models in this unit can be a Bone Drummer. Add 2 to run rolls for a unit that includes any Bone Drummers.

SPIDER TOTEM BEARERS: 1 in every 10 models in this unit can be a Spider Totem Bearer. Add 2 to the Bravery characteristic of a unit that includes any Spider Totem Bearers.

ABILITIES

Spider Venom: A Giant Spider’s fangs glisten with lethal venom.
If the unmodified hit roll for an attack made by this model’s Giant Spider’s Fangs 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: Giant 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, GLOOMSPITE GITZ, SPIDERFANG, GROT, SPIDER RIDERS

The SPIDERFANG keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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 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