Gloomspite Gitz – Snarlfang Riders

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Snarlfang Riders

Snarlfang Riders prowl at the flanks of a Gloomspite horde. These opportunistic cavalry-grots gleefully hunt down the enemy, loosing volleys of barbed arrows before their ferocious Snarlfang mounts pounce upon the foe and tear them apart.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grot Bow
Grot Bow16"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stabbin’ Stikka
Stabbin’ Stikka2"14+5+-1
Slavering Jaws
Slavering Jaws2"23+3+-2

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 60 x 35mm

Each model in a Snarlfang Riders unit is armed with a Grot Bow and Stabbin’ Stikka.

MOUNT: This unit’s Snarlfangs are each armed with Slavering Jaws.

CHAMPION: 1 model in this unit can be a Gitboss. Add 1 to the Attacks characteristic of that model’s Stabbin’ Stikka.

STANDARD BEARER: 1 in every 5 models in this unit can be a Gitflag Waver. Add 1 to the Bravery characteristic of this unit if it includes any Gitflag Wavers.

MUSICIAN: 1 in every 5 models in this unit can be a Horn Blaster. Add 1 to charge rolls for this unit if it includes any Horn Blasters.

‘Can’t Catch Us!’: Snarlfang Riders encircle the enemy, keeping their distance and filling their targets with arrows before they finally close in for the kill.
When this unit receives the Redeploy command, you can re-roll the dice that determines the distance it can move. In addition, immediately after this unit redeploys, it can shoot. This unit cannot receive the Unleash Hell command in the same turn it has received the Redeploy command.

Ferocious Pounce: Snarlfangs strike with startling speed, falling upon their prey in a blur of claws and venomous jaws.
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.

Smell Weakness: Once it has scented blood, a Snarlfang’s attacks become increasingly frenzied.
Add 1 to hit rolls for attacks made with this unit’s Slavering Jaws that target a unit that has 1 or more wounds allocated to it.

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.

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

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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.
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
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.

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

© Vyacheslav Maltsev 2013-2024