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Arachnarok Spider Skull-takerz Waaagh!Skull-takerz Waaagh! Monsters & Beasts

Arachnarok Spider

With a team of Goblins upon its back, the Arachnarok's sheer enormity strikes fear into the hearts of all who face it.

The darkest forests of the world are the home to the Gigantic Spiders. These venomous creatures grow to an enormous size, sucking the life juices out of prey and leaving behind only skin-husks and bones. A full-grown Gigantic Spider is larger than a Troll, and its whole body is protected by chitinous armour plates. All Gigantic Spiders have a poisonous bite that is used to paralyse their prey. Only the most foolhardy would attempt to seek them out, and Forest Goblin Shamans, with their spectacular lack of common sense, fit well into that category. A gifted Shaman, touched by the Spider-god's blessings, will not be turned into a lifeless husk, but instead may be rewarded with a clutch of spiderlings. This foul brood - each spider already the size of a horse's head - can be reared and trained. When fully grown, these Gigantic Spiders are prized as revered mounts for a Goblin tribe's mightiest warriors.

Arachnarok Spider

Unit Name

Arachnarok Spider

Main Unit Key

wh_main_grn_mon_arachnarok_spider_0

Land Unit Key

wh_main_grn_mon_arachnarok_spider_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Gigantic Spider

Caste

Monster

Category

War Beast

Class

Melee Infantry

Custom Battle Cost

1900

Recruitment Cost

1900

Upkeep Cost

475

Number of Units

8

Hit Points

79720

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_sp1_arachnarok_wb_bow

├ Man Entity

wh_main_grn_arachnarok_rider_360_blood

├ Man Hit Points

8

├ Num Men

8

└ Bonus Hit Points

9957

Mass

100

└ Man Mass

100.0000

Armour

120

├ Armour

wh2_dlc15_bone_120

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

33

└ Man Speed

33

Melee Attack

58

Melee Defence

30

Weapon Strength

420

├ Melee Weapon

wh_main_grn_arachnarok

Base Weapon Damage

110

Armour-Piercing Weapon Damage

310

Bonus vs. Large

20

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Poison Attacks
    The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]poisonous attacks of this unit weaken the target's speed and damage.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.