Gloomspite Gitz – Rippa’s Snarlfangs
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12"
2
5+
4
WARSCROLL

Rippa’s Snarlfangs

Racing forth on fleet-pawed Snarlfang mounts come Rippa Narkbad and his ladz, whooping and hollering as they seek out fleeing prey to stick with spears and cruel, barbed arrows.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grot Bow
Grot Bow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boss Loppa
Boss Loppa1"23+4+-11
Stabbin’ Stikka
Stabbin’ Stikka2"14+4+-1
Bow Stave
Bow Stave1"15+5+-1
Snarlfang’s Jaws
Snarlfang’s Jaws1"23+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 70
Battlefield Role: None
Notes: Single, Unique

DESCRIPTION

Rippa’s Snarlfangs is a unit that has 3 models. Rippa is armed with a Boss Loppa; Stabbit is armed with a Stabbin’ Stikka; and Mean-eye is armed with a Grot Bow and a Bow Stave.

MOUNT: This unit’s Snarlfangs attack with their Jaws.

ABILITIES

Smell Weakness: Once the scent of blood is in their snout, a Snarlfang’s attacks become increasingly frenzied.
Add 1 to hit rolls for attacks made by this unit’s Snarlfang’s Jaws that target a unit with 1 or more wounds allocated to it.

Ferocious Pounce: Snarlfangs strike with startling speed, falling upon their prey in a blur of claws and ripping teeth.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, RIPPA’S SNARLFANGS
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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