About
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.
Attributes
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.
Strider
This unit ignores speed and combat penalties caused by terrain and can move through trees.
Strengths & Weaknesses
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.
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.
Armoured
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 |
|
Equipment
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 |
Shield |
Missile Block Chance |
0 |