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: 70
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Webspinner Shaman is armed with a Spider God Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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.
This unit has a ward of 5+.

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 is a spell that has a casting value of 4 and a range of 24". If successfully cast, pick 1 friendly SPIDERFANG unit wholly within range and visible to the caster. Until your next hero phase, that unit can run and still shoot and/or charge later in the turn. If the casting roll was 8 or more, pick up to D3 friendly SPIDERFANG units instead of 1.

KEYWORDS
DESTRUCTION, GLOOMSPITE GITZ, GROT, SPIDERFANG, HERO, WIZARD, WEBSPINNER SHAMAN

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

Army List
Warscrolls collated

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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.
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.

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

Leader, Behemoth
Leader
• Zarbag
None
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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

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