Warriors (Arachnids)



Member Weapon Ra DM FE AP Notes Points
Warrior None 5" / 0" 0 0 0 35

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Assault Troops: +2 to all Close Assaults.
Disruptive Charge: When this unit charges into close combat it sends it's opponent into disarray. Because of this the opponent suffers a -2 penalty to fire effect on their free attack when receiving a charge from this unit. from this unit.
Fast: +2" base movement rate.
Hive mind (controller): This unit controls other members of a hive mind (see Hive Mind unit) but is also Fanatic and Relentless.
Huge: Huge units can be squads, Characters or Psionics and may be equipped with heavy weapons and fire them while moving, but suffer a -2 penalty to fire effect.

In close assault, a huge model rolls 4 kill rolls. If the opposing unit fails to destroy the huge model, it must fall back, even if it won the assault.

Furthermore, while being shot at by any weapons without an AP score, a huge model must receive at least two hits in the same volley of fire to be wounded.

Huge models do not receive any benefits of cover.
Ignore Pain: The model may continue to move and fight if wounded. Each activation make a Quality Test, is all dice pass it can continue to fight, otherwise it is removed as a casualty
Inflexible: The unit may not fire on a turn where it moved.
Obvious Target: Can always be chosen as a target, cannot hide.
Save: Squads with this trait roll 1d6 for every hit they suffer. On a result of 5+ the hit is negated.

NOTE: Power Armour Troopers can only make one save in close combat.
Shaky: This unit automatically fails one of their dice when testing morale. Only roll 2d6 for their morale test and add one failure to the result.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Slow Firing: Slow Firing units roll only 1d6 to determine Fire Effect if they moved this activation.
Swift: These units add +4” to their base movement rate.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Total Points: 35

Back to Top