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====The Grimscuttle Tribes==== A spiderfang centric subfaction from White Dwarf 459. *'''Abilities''': Spiderfang units from this sub-faction will benefit from two abilities, both geared towards fighting magic-heavy armies. This is exceptionally good, as almost every army has access to wizards, with some among them being dependent on them. Really only Kharadron Overlords and Blades of Khorne won't really care about your abilities (as if any self-respecting Dawi would ordain the thought). **'''Deff Grotz of Shyish''': Whenever a Spiderfang Grimscuttle unit is affected by a spell or endless spell, you can choose to ignore its effects on a 5+. Situational, but not bad. **'''Drawn to the Aetherglow''': Skitterstrand units (read, the naked giant spiders only) can re-roll failed hit rolls against priests and wizards. This will let them fish for mortal wounds more effectively, and generally speaking help them absolutely devour unit they're gonna fight *'''CA - Masters of Feigned Flight''': At the start of the movement phase, chose a Grimscuttle Spiderfang unit wholly within 12" of the hero, and that unit can fall back and charge in the same turn. ** The "wholly within" part is somewhat disappointing, but otherwise fine. *'''CT - Prophet of da Spider God''': If your general is a Webspinner Shaman, they *must* have this command trait. Don't worry though, it's super good. Once per battle in the combat phase, you can chose to make every single Grimscuttle Spiderfang unit to be counted as being beneath the Bad Moon for that phase. Woah... **Despite being the only command trait a Webspinner Shaman can take, this is downright dirty. If you had bad luck and the Moon flew away too early in the game, you'll still guarantee a fight's worth of mortal wounds popping off on 5s. Alternatively, if the Bad Moon hasn't caught up to your army, or you deepstriking arachnaroks need that extra support, you can activate this early, although that's not the best idea. *'''Artefact - Shyishan Spider-sigils'''" Subtract 1 from the Braver characteristic of enemies within 6" of the wielder, while friendly Grimscuttle Spiderfang get +1 to bravery while wholly within 12". **In a beat-down brawl on the line of engagement, where your giant spiders are ripping apart enemies, this a handy-dandy little additive to make sure more enemies run away. Again, effected by the "wholly within" rule, and a large line of spider riders engaged in melee will rarely be within that 12". ** On the other hand, giving this to a Shaman on an Arachnarok gives you a bubble of +3 Bravery for one or two Spider Rider units. **Special note, this artefact has a little stipulation as part of its rules: it MUST be the first one taken by a Grimscuttle Spiderfang Hero, meaning that you're forced to take a battalion if you want others. So if you want the Headdress of Many Eyes or the Totem of the Spider God, be prepared to pay a premium in points for them. *Plus you get three battalions and an optional replacement rule for the Loonshrine warscroll (Spider Riders ''instead of'' Grots). Your general needs to be a Spiderfang in order for the Loonshrine rule change, and with the above, it'll 100% be the Webspinner Shaman on Arachnarok. Or, if you're saving on points, you'll take the shaman on foot instead.
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