Gloomspite Gitz – Webspinner Shaman on Arachnarok Spider
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WARSCROLL

Webspinner Shaman on Arachnarok Spider

This especially old and malevolent Arachnarok Spider bears a Webspinner Shaman and his mob of hangers-on into battle. The shaman draws power from his howdah’s catchweb spidershrine to boost his own spellcraft and unmake his foes’.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider-bows
Spider-bows16"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spider God Staff
Spider God Staff1"14+3+-1D3
Chitinous Legs
Chitinous Legs3"4+3+-11
Monstrous Fangs
Monstrous Fangs1"43+-1D3
Crooked Spears
Crooked Spears1"85+4+-1
DAMAGE
Wounds SufferedMoveChitinous LegsMonstrous Fangs
0-38"82+
4-67"73+
7-96"63+
10-125"54+
13+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 295
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

MOUNT: This model’s Arachnarok Spider attacks with its Chitinous Legs and Monstrous Fangs.

CREW: This model has a Spiderfang Grot crew that attack with their Crooked Spears and Spider-bows. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Catchweb Spidershrine: This ramshackle altar to the Spider God shimmers with malevolent arcane energy.
Add 1 to casting and unbinding rolls for friendly SPIDERFANG WIZARDS while they are within 12" of any friendly models with this ability.

Spider Venom: An Arachnarok Spider’s monstrous fangs glisten with deadly toxic venom.
If the unmodified hit roll for an attack made with this model’s Monstrous Fangs is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Prophet of the Spider God: Spiderfang tribes are often ruled over by the shaman that attends the Spidershrine on an Arachnarok Spider.
If this model is the general of your army, you can add 2 to the Bravery characteristic of friendly SPIDERFANG units wholly within 24" of this model.

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

MAGIC

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

Venom of the Spider God: With a hiss, the shaman calls upon the Spider God for its wicked aid.
Venom of the Spider God has a casting value of 6. If successfully cast, pick 1 friendly SPIDERFANG unit wholly within 16" of the caster and visible to them. Until your next hero phase, double the number of mortal wounds inflicted by that unit’s Spider Venom ability. If the casting roll is 10 or more, pick up to D3 different friendly SPIDERFANG units instead of 1.

KEYWORDS
DESTRUCTION, ARACHNAROK SPIDER, GLOOMSPITE GITZ, SPIDERFANG, MONSTER, HERO, WIZARD, WEBSPINNER SHAMAN
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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 and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

Leader
Leader, Behemoth
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.
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.

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

None
Leader
Leader, Behemoth
Behemoth
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.
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.
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 ARACHNAROK SPIDER keyword is used in the following Gloomspite Gitz warscrolls:

Leader, Behemoth
Behemoth

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
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© Vyacheslav Maltsev 2013-2021