Gloomspite Gitz – Scuttletide
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Endless Spell WARSCROLL


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.

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 and a range of 6". Add 1 to casting rolls for this spell if the caster is a SPIDERFANG WIZARD. If successfully cast, set up this endless spell within range of a terrain feature and 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 6".

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 6 dice. For each 5+, that unit suffers 1 mortal wound. In addition, roll 6 dice for each unit that finishes a normal move 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.
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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.
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.
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.

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

Leader, Behemoth

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

Leader, Behemoth
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.

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

Leader, Behemoth
• Zarbag
© Vyacheslav Maltsev 2013-2022