Gloomspite Gitz – Webspinner Shaman on Arachnarok Spider

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GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
on Arachnarok Spider
10"
16
4+
5
The gargantuan terrors known as Arachnarok Spiders prowl underground labyrinths and the darkest recesses of forests, establishing web strewn lairs amidst ancient ruins or gnarled and crooked trees. Their chitinous limbs can punch through the hull of a Steam Tank, their fangs drip with potent venom, and their webbing is so strong that even an ogor would struggle to tear free of it. What makes the Arachnaroks truly unsettling, however, is the malign intellect within their eight eyes. The only grots that seem truly respected by the Arachnaroks are the Webspinner Shamans, high viziers of the Spider God. The arachnids favour the most mutated and lunatic of these rulers, for in imbibing copious amounts of venom, a crude kinship may develop between them. 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.
GLOOMSPITE GITZ WARSCROLL
Webspinner Shaman
on Arachnarok Spider
RANGED WEAPONS
RngAtkHitWndRndDmg
Spider-bows
Spider-bows18"104+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Chitinous Legs [Companion]
Chitinous Legs
Companion
84+2+11
Crooked Spears
Crooked Spears84+5+-1
Monstrous Spider Fangs [Crit (Mortal), Companion]
Monstrous Spider Fangs
Crit (Mortal), Companion
43+2+13
Spider God Staff [Crit (Mortal)]
Spider God Staff
Crit (Mortal)
34+5+-D3
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 160mm
Can be reinforced: No
Regiment Options: Any SPIDERFANG

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Chitinous Legs is 6.

Passive
WALL CRAWLER: The Spiderfang’s arachnid allies can skitter up and down vertical surfaces as if they were flat ground.

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

Passive
CATCHWEB SPIDERSHRINE: This ramshackle altar to the Spider God shimmers with malevolent arcane energy.

Effect: Add 1 to casting rolls for friendly SPIDERFANG WIZARDS while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
ENSNARING WEBBING: The Arachnarok singles out a target, temporarily immobilising it with looping strands of sticky webbing.

Declare: Pick an enemy INFANTRY HERO within 1" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1)
DESTRUCTION, GLOOMSPITE GITZ, ARACHNAROK, SPIDERFANG
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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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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

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 SPIDERFANG and WIZARD keywords are used in the following Gloomspite Gitz warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

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

© Vyacheslav Maltsev 2013-2025