Arachnarok Spider

ID: wh_main_grn_mon_arachnarok_spider_0


Arachnarok Spider
Gigantic Spider
8 1900 475
Poison Attacks
Armour 120
Leadership 55
Speed 33
Melee Attack 58
Melee Defence 30
Weapon Strength 380
Charge Bonus 40
Ammunition 200


Unit Description

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

Historical Description

Of the many spiders that infest the wild woods, the colossal Arachnarok Spider is the largest by far. Bigger than an Empire townhouse, the nigh-unstoppable predators dwell in the depths of the forest where the light of the sun never penetrates. Such is the immensity of the gargantuan, eight-legged monstrosities that they commonly stalk and entrap whole Beastmen herds as well as larger prey such as Giants or Cygors. They have even been known to ensnare entire populations of villages foolish enough to be built near their darksome forest abodes, encircling such hamlets within webs thicker than an Orc’s arms. Worshipped by some Forest Goblins, Greenskin Shamans originally learnt that Arachnarok Spiders could be hypnotised by using mystical trances to quell their ravenous depredations, then with enough bribes of fresh blood they could be called out to battle. Over time, many of them grew tolerant of the Forest Goblins, even allowing them to scurry about on their hulking bodies like young broodlings, building great stick-howdahs used as battlements from which to shoot their enemies.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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.


This unit ignores speed and combat penalties caused by terrain and can move through trees.

Strengths & Weaknesses


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.


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.


Armoured units can block damage from any source apart from Armour-Piercing damage.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 90
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 58
Melee Defence 30
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 55
Bonus Hit Points 9957
Unit Stats
Unit Caste Monster
Unit Weight Very Heavy
Unit Group Gigantic Spider
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 1900
Upkeep Cost 475
Unit Size 8
Melee CP 1900
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large 14
Bonus vs Infantry
Weapon Damage 100
Weapon AP Damage 280
Building Damage 600
Armour Value 120
Missile Block Chance 0