Gloomspite Gitz – Scuttletide

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GLOOMSPITE GITZ WARSCROLL
Scuttletide
8"
6
6+
7+
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. These are the eyes and ears of Webspinner Shamans, though their kinship with denizens of the deep forests will see them serve any grotty mage that ingests the right toxins first. These arcane creatures have a symbiotic relationship with grotkind, for the murky lairs favoured by the greenskins are perfectly moist, sprawling and dark, and dank magic coalesces naturally within them. In the bowels of the realms, Scuttletides will form and soak up ambient magic from subterranean ley lines and nexus points, leaving them swollen with magic force. The sorcerous energies of the Scuttletide are further bolstered by nearby Arachnaroks, causing wave after wave of the crawling critters to be drawn forth to overrun the foe.
GLOOMSPITE GITZ WARSCROLL
Scuttletide
MELEE WEAPONS
AtkHitWndRndDmg
Spider Bites [Crit (Mortal)]
Spider Bites
Crit (Mortal)
84+4+-1
Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

Effect: This MANIFESTATION can pass across terrain features as if it had Fly.

Passive
ENDLESS TERRORS: Bolstered by the presence of an Arachnarok, the arcanely blessed spiders of the Scuttletide will spill forth without cease, making them near impossible to get rid of.

Effect: This unit has WARD (4+) while it is wholly within 12" of any friendly ARACHNAROK units.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.

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

Endless Spell

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

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

Endless Spell

The ENDLESS SPELL keyword is used in the following Gloomspite Gitz warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2025