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Gloomspite GitzWebspinner Shaman
5"
4
6+
5
WARSCROLL

Webspinner Shaman

Veins thick with venom, Webspinner Shamans live in vivid waking visions through which they interpret the Spider God’s will. They are blessed by their arachnid deity, protected by its sinister touch and sorcerously empowered by its malevolent might.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Spider God Staff1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Webspinner Shaman is a single model armed with a Spider God Staff.

ABILITIES

Touched by the Spider God: The tiny skullback spiders that constantly bite the shaman fill him with the mystical protective energy of the Spider God.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ that wound or mortal wound is negated.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Speed of the Spider God spells.

Speed of the Spider God: With a shriek, the shaman calls upon the Spider God to imbue its worshippers with preternatural speed.
Speed of the Spider God has a casting value of 4. If successfully cast, pick 1 friendly SPIDERFANG unit wholly within 24" of the caster and visible to them. Until your next hero phase, that unit can run and still shoot later in the same turn. If the casting roll is 8 or more, pick up to D3 friendly SPIDERFANG units instead of 1.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, SPIDERFANG, HERO, WIZARD, WEBSPINNER SHAMAN
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.
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The SPIDERFANG keyword is used in following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth
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.

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

The WEBSPINNER SHAMAN keyword is used in following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth

The WIZARD keyword is used in following Gloomspite Gitz warscrolls:

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