Gloomspite Gitz – Scuttletide
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Endless Spell WARSCROLL

Scuttletide

First comes a weird whispering, a rising scrape and skitter like a wind through dry leaves. Then the Scuttletide spills out onto the battlefield, sorcerous spiders by the thousand squeezing from cracks in the ground and surging from shadows and undergrowth to overrun and frenziedly bite everything in their path.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 70
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7. Add 1 to casting rolls for this spell if the caster is a SPIDERFANG WIZARD. If successfully cast, set up this endless spell within 8" of a terrain feature that is visible to the caster, and more than 1" from all models, other endless spells and invocations. Only GLOOMSPITE GITZ WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8".

Scuttling Horde: A Scuttletide seethes across the battlefield, biting and poisoning anything that gets in its way or that approaches too closely.
After this endless spell has moved, the commanding player can pick 1 unit within 1" of this endless spell and roll 8 dice. For each 5+, that unit suffers 1 mortal wound. In addition, roll 8 dice for each unit that finishes a normal move, run, retreat or charge move within 6" of this endless spell. For each 5+, that unit suffers 1 mortal wound. SPIDERFANG units are not affected by this ability.

Endless Terrors: The sorcerous energies of the Scuttletide are bolstered by nearby Arachnaroks, drawing forth wave after wave of the crawling critters and making them near impossible to get rid of.
While this endless spell is wholly within 12" of any ARACHNAROK units, it can only be dispelled with a dispelling roll of 9+.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
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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.
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. Units cannot run if they are within 3" of an enemy unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

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

Leader, Behemoth
Leader
None
Behemoth

The SPIDERFANG and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Behemoth

The GLOOMSPITE GITZ and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Leader
• Zarbag
None
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
© Vyacheslav Maltsev 2013-2024