Gloomspite Gitz – Arachnarok Spider with Spiderfang Warparty
This warscroll does not meet the selection criteria (see Settings tab).
14
4+
6
WARSCROLL

Arachnarok Spider with Spiderfang Warparty

Vast arachnid predators possessed of a malevolent sentience, Arachnarok Spiders stalk into battle with rickety shanty-howdahs full of grots swaying upon their bulbous abdomens.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider-bows
Spider-bows16"105+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chitinous Legs
Chitinous Legs3"4+3+-11
Monstrous Fangs
Monstrous Fangs1"43+-1D3
Crooked Spears
Crooked Spears1"105+4+-1
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: 225
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Arachnarok Spider Cluster

DESCRIPTION

An Arachnarok Spider with Spiderfang Warparty is a single model armed with Chitinous Legs and Monstrous Fangs.

CREW: This model has a Spiderfang Grot crew that attack with their Crooked Spears and Spider-bows. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

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).

Voracious Predator: Young Arachnarok Spiders are swift hunters despite their immense size, with an unquenchable hunger for living prey.
You can re-roll run and charge rolls for this model. In addition, roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+ that enemy unit suffers D3 mortal wounds.

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, MONSTER
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

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

Leader, Behemoth
Behemoth

The SPIDERFANG keyword is used in the following Gloomspite Gitz warscrolls:

None
Leader
Leader, Behemoth
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021