The Arachnid Army List

The Arachnid Army List

The greatest threat Mankind has ever faced has arrived.  The Arachnids threaten to overwhelm the entire galaxy and all that stands between them is the Mobile Infantry and Mighty Fleet.  From the first encounter on Pluto, the Arachnids have evolved and developed before the eyes of humanity, adapting themselves to fight their new enemy.  
Force Structure
An Arachnid army has no theoretical maximum size, and is not governed by a strict military structure in the way other races are.  The group intelligence or hive brain of the Arachnids allows them to integrate ever more swarms until their armies become immense juggernauts, bulldozing their way through any opposition.

An Arachnid force is divided into Command, Swarm and Tunnelling Assets.  

Command Assets


Brain Bug – 200 points
Physically weak, the brain bug in nonetheless a potent foe, directing entire Arachnid armies and aiding them with powerful psychic talents.

Type
Rep
Move
Close 
Combat
Armour
Cost
Max
Traits
Brain Bug
5
3”
1xD6
None
200 Pts
1


  • The Brain Bug follows the Obviously dead rule, but if not killed merely stop in place and shrieks.
  • Unlike other Bug species they take all reaction checks and will attempt to flee any encounter if it fails it's reaction checks.
Special Rules
Brain Suck: If a brain bug survives to the end of the game, the Arachnid player can see if any enemy models that have fallen in close combat are now prisoners.  Roll a D6 for every Obviously Dead result.  On a roll of 6, that casualty is a prisoner and will get his brain sucked.  The Arachnid player gains +10 Victory Points for every prisoner brain-sucked.  

Colony Mind: If a brain bug is recieves an out of the fight result, all Arachnid units are thrown into confusion.  Until the Arachnid player’s next activation, all bugs remain in place and shriek, those in close combat fall back 1" and shriek.

Swarm Assets


Arachnids of the same species are able to gather into huge formations that can overwhelm any enemy they approach. All bugs function as one group regardless of the distance between them.
  
Warrior Bug Unit – 120 points
The terrifying assault unit of the Arachnids and the primary fighting force for the Arachnid empire, each warrior bug is strong, fast and extremely difficult to stop.

Every Warrior Bug unit conists of Eight warrior bugs (120 Points Total).
With up to 7 extra warriors being added to the unit at +15 points each.

Type
Rep
Move
Close Combat
Armour
Cost

Max.
Traits
Warrior Bug
4
12”
3xD6
Protected
15 Pts
15
Tunnel/6”

  • Bugs follow the Obviously dead rule, but if not killed merely stop in place and shriek.
  • Bugs do not take any reactions checks apart from recieved fire checks and ignore Duck Back or run away results choosing to remain in place and shriek. 
  • Bugs are very visual creatures and will always proceed towards visable targets, intervening bugs do not block line of sight.
  • The following turn after a bug has disabled his victim he will spend a turn dismembering  its target.


Endless Tide - 300 points
If Warrior Bugs are defending their nest they call upon the lesser worker bugs to defend the hive.
Worker Bugs and Warrior Bugs are almost impossible to tell apart in battlefield conditions, a fact often exploited by the Arachnids.

Type
Rep
Move
Close Combat
Armour
Cost

Max.
Traits
Worker Bug
4
12”
3xD6
Protected
15 Pts
4 x enemy No.
Tunnel/6”

They are factionly weaker than the Warrior bugs with a Rep 4 for activation and can never be chosen in isolation, they have the advantage of generating additional bugs on the equal activation score if a bug hole is rolled for and generated.

Cliff Mites Unit – 25 points
Small and rugged these forward observers of the Arachnid army are often sent to prepare the way for new tunneling projects.

Every Cliff Mites unit consists of five mites (25 Points Total).
With up to 5 extra cliff mites may be added to the unit for +5 points each.

Type
Rep
Move
Close Combat
Armour
Cost

Max.
Traits
Cliff Mite
3
6”
2xD6
None
5 Pts
10
Tunnel/6”
  • Mites follow the Obviously dead rule, but if not killed merely stop in place and shriek.
  • Mites do not take any reactions checks apart from recieved fire checks and ignore Duck Back or run away results choosing to remain in place and shriek. 
  • Mites are very visual creatures and will always proceed towards visable targets, intervening Mites do not block line of sight.
  • The following turn after a Mite has disabled his victim he will spend a turn dismembering  its target.
Hopper Bug Unit – 150 points
A most deadly part of the Arachnids army both for their sheer speed and the leathal nature of their sudden attacks. They are identical Warrior bugs

Every Hopper Bug unit conists of three Hopper bugs (150 Points Total).
With up to 3 extra Hopper Bugs being added to the unit at +50 points each.

Type
Rep
Move
Close Combat
Armour
Cost

Max.
Traits
Hopper Bug
4
-
3xD6
Protected
50 Pts
6
Flier
  • Hoppers follow the Obviously dead rule,
  • Hoppers do not take any reactions checks apart from recieved fire checks and ignore Duck Back or run away results choosing to remain in place and shriek. 
  • Hoppers are very visual creatures and will always proceed towards visable targets, intervening bugs do not block line of sight.
  • Hoppers have unlimited movement for gaming purposes.
Once activated Hopper bugs will enter the table on a random table edge, consulting the Flyer Direction Table.  Hopper bugs will attempt to pass the Flyer Targeting table, where a success result will allow them to make an attack, failing which the ground forces will fire in an attempt to drive off the Hoppers.

Tanker Bug – 250 points 
Able to tunnel underground alongside swarms of warrior bugs, the tanker bug provides heavy support for an Arachnid force, large slow moving

Type
Rep
Move
Close Combat
Armour
Cost

Max.
Traits
Tanker Bug
4
6"
3xD6
Protected
250 Pts
1
Puker
  • Bugs follow the Obviously dead rule, but if not killed merely stop in place and shriek.
  • Bugs do not take any reactions checks apart from recieved fire checks and ignore Duck Back or run away results choosing to remain in place and shriek. 
  • Bugs are very visual creatures and will always proceed towards visable targets, intervening bugs do not block line of sight.
  • The following turn after a bug has disabled his victim he will spend a turn dismembering  its target.
Plasma Bug Unit – 300 points
Feared by Fleet and Mobile Infantry alike, the plasma bug is a massive creature that can blast armies and ships apart with equal ease.

Type
Rep
Move
Close Combat
Armour
Cost

Max.
Traits
Plasma Bug
5
4”
2xD6
Protected
300 Pts
1
Artillery

Unit:  1 Plasma Bug with plasma discharge.

Aireal Plasma Strike: Despite it's lumbering bulk, the plasma bug may still react against Air Units and may completing an Anti-Aircraft Check regardless if the range of the aircraft's flight path.

Plasma Strike: When targeting units on the ground, the plasma discharge must be used as an Artillery weapon rolling on the Medium Mortars Deviation Table.

Tunnelling Assets

Arachnid tunnel complexes routinely extend for kilometres around their nest sites, and reach below the ground to unknown depths. On a completely Arachnid-infested world, the entire planet’s crust is riddled with excavations. It is frightening to think that the millions of Arachnids seen on the surface seldom represent more than fraction of those below ground.  The Mobile Infantry and Fleet may rule the air, but the bugs dominate underground.
In order to use tunnelling tactics as an Arachnid player you have to purchase Tunnelling Markers and Tunnel Entrances as part of your forces.

Units that are tunnelling are held off table and can be represented by Tunnelling Markers and existing exit points from the underlying network are marked by Tunnel Entrances.
Bugs units held under ground my not be shot.


Bug Central – 300 points
The main entrance to a huge Arachnid colony, this mound can churn out bugs by the hundreds.  
Deployment:  Bug Central must be placed in the Arachnid player's deployment zone, before any other models are placed on the table.

Each Bug Central is capable of generating upto 2 Bug units in a single activation, Once the Bug hole breaks ground each group of Bugs leave the entrance they are allowed to move 6" before any reaction tests are taken.

Tunnel Entrance – 50 points
A bug hole, ready to spew warrior bugs into the enemies midst.
Deployment:  Bug holes can be placed any where on the board, before any other models are placed on the table or alternatively can be generated from a tunnel counter. (see later.)

A Bug hole is capable of generating upto 1 Bug unit in a single activation, Once the Bug hole breaks ground each group of Bugs leave the entrance they are allowed to move 6" before any reaction tests are taken.

Camouflaged Tunnel Entrance – 75 points
Once enemies learn how to destroy tunnel entrances, Arachnids quickly adapt to hide thembug hole, ready to spew warrior bugs into the enemies midst.
Deployment:  Camouflaged tunnel holes be placed anywhere on the board from an existing terrain feature, the Arachnid player should note down where these entrances are.

A camourflaged bug hole is capable of generating upto 1 Bug unit in a single activation, Once the Bug hole breaks ground each group of Bugs leave the entrance they are allowed to move 6" before any reaction tests are taken.

Arachnid Ambush – 25 points
While warriors tend to mass in swarms, Klendathu saw the use of single bugs roaming ahead of the main army, their task was to secrete themselves in terrain features and then pounce on troopers who venture to close.
Deployment:  A single ambushing bug can be placed anywhere on the board from an existing terrain feature, the Arachnid player should note down where these bugs are.
Ambushing bugs are allowed to move 6" before any reaction tests are taken.

Tunnel Marker – 25 points
Just a blip on the sensors, or a massed Arachnid invasion?
Deployment:  Tunnel Markers start in the Arachnid player's deployment zone, they move 6" per activation, Tunnelling Markers ignore everything that is on the surface, whether it is difficult terrain, impassable terrain or enemy models.  Tunnelling Markers do not cause Reactions.

Arachnid players must announce the turn when they are planning on breaking surface. The bug hole will appear on the following activation.

Collapsing Tunnels And Entrances.
Tunnel markers and entrances can be collapsed using the Tunnel Collapse Table.

Explosive devices fall into 4 classes that have the potential to damage tunnels, Large Bombs, Small Bombs, Placed Grenades and Tossed or fired Grenades.

Randon Tunnel Generation.
Should the players roll a Double Activation Score them dice for a possible bug hole or hidden tunnel entrance generated at a Rep 3 status level.
Should a bug hole be generated, roll a random dice dice against the most advanced MI unit towards the bug deployment zone, this will locate the direction of the bug hole.

After the direction of the hole is discovered roll 2D6. Count the lower score as "tens" and the higher score as the "ones". This will dictate the number of inches away from the unit.
Any one caught in the bug hole when it opens is "obviously dead"

The Arachnid player my use the new bug hole to bring on any of his reserves or if purchased the Endless tide unit is generated with Bugs generated from the Bug Pool Table.

Notes.


Attacking targets in Vehicles.
Bugs can attempt to attack vehicles, the target should take a being charged test. If the vehicle is moving the bug must first attempt to attach itself to the vehicle, rolling 2D6 against it's rep on the Vehicle Attack Table.

2 comments:

  1. For armour, what do None and Protected mean in terms of 5150/CR3 armour types?

    ReplyDelete
    Replies
    1. Protected gives you a saving throw in HtoH and they are harder to hit by one factor when fired at.
      Cheers
      Stu

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