Gloomspite Gitz – Spider Riders
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
10"
2
5+
4
WARSCROLL

Spider Riders

Skittermobs of Spider Riders stream across the battlefield, pouring through, over and around even the densest terrain or most formidable fortifications, They encircle their foes, pelting them with poisoned arrows and jabbing them with crooked spears.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider-bow
Spider-bow16"24+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crooked Spear
Crooked Spear2"15+4+-1
Fangs
Fangs1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 90
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is SPIDERFANG

Each model in a unit of Spider Riders is armed with a Spider-bow and Crooked Spear.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Spider Rider Skitterswarm

MOUNT: This unit’s Giant Spiders are each armed with Fangs.

CHAMPION: 1 model in this unit can be a Spider Rider Boss. Add 1 to the Attacks characteristic of that model’s Crooked Spear.

STANDARD BEARER: 1 in every 5 models in this unit can be a Spider Totem Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Spider Totem Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Bone Drummer. Add 1 to run rolls for this unit if it includes any Bone Drummers.

Spider Venom: A Giant Spiders fangs glisten with lethal venom.
If the unmodified hit roll for an attack made with this unit’s Fangs is 6, that attack causes 1 mortal wound to the target and the attack sequence ends (do not make a wound roll or save roll).

Wall Crawler: The Spiderfangs arachnid allies can skitter up and down vertical surfaces as if they were flat ground.
When this unit makes a move, it can pass across terrain features in the same manner as a unit that can fly.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, SPIDERFANG, SPIDER RIDERS
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.

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

Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

Leader, Behemoth
Leader
None
Behemoth
© Vyacheslav Maltsev 2013-2024