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Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins
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==Spiderfang== ===Heroes=== *'''Goblin Big Boss on Gigantic Spider:''' A bit more mobile and better protected than any other Gobbo boss with a re-rollable 4+ and the ability to move over terrain. His weapons are almost identical except for the part where a hit roll of 6 with the spider fangs makes a mortal wound. His Command Ability is vital to making Spiderfangs deadlier as those within 8" now deal mortal wounds with their spiders on a hit roll of 5+. *'''Arachnarok Spider:''' There's three varieties to this monstrosity, but all three versions get to use its fangs (Which can deal d3 Mortal Wounds on a 6+ hit roll) its multitudinous legs for stomping. The stock version only gets this, which makes it...just a giant monster that can be boosted by the addition of a Boss. **One version gives it Gobbos with spears and bows as well as a flinger, a rather nice catapult with d3 damage. **The other version still has spears and bows, but it now adds a Goblin Shaman who can cast two spells, with his unique spell giving a Spiderfang unit within 8" double damage if he triggers his venom. Stack this with the Boss' Command ability and that lucky pack just might be the biggest threat. Just make sure you remember to guard your setup. ===Troops=== *'''Forest Goblin Spider Riders:''' These guys lay between foot gobbos and Wolf Riders in terms of effectiveness: Not quite as mobile in the same way a wolf can, but a bit more survivable thanks to having shields (So a 5+ unit gets a 5+ save) as well as bows and spears and can ignore terrain and deal a Mortal Wound with spider hit rolls of 6...the spiders get 2 attacks each. **'''Bone Drummer:''' They add +2 to Run. **'''Icon Bearer:''' Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. 'Cuz they'z cowardly.
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