Gloomspite Gitz – Webspinner Shaman

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GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
6"
4
6+
2
Webspinner Shamans are the high viziers of the Spider God. These wise-grots rule the stalktribes and their word is law – though this is not always for the best. Their zealous adulation of all things eight-legged, coupled with the arachnoid energies flowing through them and visions induced by bites from the creepy crawlies that infest their web cloaks, ensure that they are often utterly demented. Still, the mutative blessings granted unto these shamans – usually in the form of extra eyes or limbs – mark them as their god’s favoured. Should a Webspinner command his ladz to let spiders lay eggs in their ears or attempt to weave new cloaks from Arachnarok silk, it will be done with only a modicum of grumbling. Webspinner Shamans are driven by their fervent desire to please the Spider God. They believe that their deity wishes the Everdank to cover the lands, so that all of its arachnid children can spill forth and hunt forever amidst the twilight shadows. This belief, coupled with the constant need to appease the hungry Arachnaroks that dwell in their nests, makes Webspinner Shamans warlike leaders. Their spellcraft also reflects their faith; with ululating incantations, they can conjure sheets of webbing and summon tides of sorcerous spiders to swarm over foes.
GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Spider God Staff [Crit (Mortal)]
Spider God Staff
Crit (Mortal)
34+5+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 25mm
Can be reinforced: No
Regiment Options: Any SPIDERFANG

Your Hero Phase
WEB SLINGSHOT: The Webspinner Shaman conjures a sheet of webbing that they then use to launch themselves across the battlefield.

Declare: Pick a friendly SPIDERFANG unit or terrain feature within 18" of this unit to be the target.

Effect: Roll a dice. On a 2+, remove this unit from the battlefield and set it up again wholly within 3" of the target and more than 9" from all enemy units.

Your Hero Phase
6
SPEED OF THE SPIDER GOD: With a shriek, the shaman calls upon the Spider God to imbue its worshippers with preternatural speed.

Declare: Pick a visible friendly SPIDERFANG unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: The target can use a RUN ability this turn and still use SHOOT and/or CHARGE abilities later in the turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DESTRUCTION, GLOOMSPITE GITZ, SPIDERFANG
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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1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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

Endless Spell
© Vyacheslav Maltsev 2013-2025