Gloomspite Gitz – Webspinner Shaman
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5"
4
6+
5
WARSCROLL

Webspinner Shaman

Veins thick with venom, Webspinner Shamans live in vivid waking visions through which they interpret the Spider God’s will. They are blessed by their arachnid deity, protected by its sinister touch and sorcerously empowered by its malevolent might.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider God Staff
Spider God Staff1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 85
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Spiderfang Stalktribe
 • Grimscuttle Skitterswarm

DESCRIPTION

A Webspinner Shaman is a single model armed with a Spider God Staff.

ABILITIES

Touched by the Spider God: The tiny skullback spiders that constantly bite the shaman fill him with the mystical protective energy of the Spider God.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ that wound or mortal wound is negated.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Speed of the Spider God spells.

Speed of the Spider God: With a shriek, the shaman calls upon the Spider God to imbue its worshippers with preternatural speed.
Speed of the Spider God has a casting value of 4. If successfully cast, pick 1 friendly SPIDERFANG unit wholly within 24" of the caster and visible to them. Until your next hero phase, that unit can run and still shoot later in the same turn. If the casting roll is 8 or more, pick up to D3 friendly SPIDERFANG units instead of 1.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, SPIDERFANG, HERO, WIZARD, WEBSPINNER SHAMAN
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.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.

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

None
Leader
Leader, Behemoth
Behemoth
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.
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.

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

None
Leader
Leader, Behemoth
Behemoth

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

None
Leader
• Zarbag
Leader, Behemoth

The WEBSPINNER SHAMAN keyword is used in the following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth
Army List
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© Vyacheslav Maltsev 2013-2021