Beast: Spider Thing

Large frightening spiders (and their babies!) lurk in the underhive and sometimes are openly aggressive. A Spider Thing is represented by any suitably scary spider model and has the following profile.

A Spider Thing is treated as a fighter; it gets a Ready marker when it is set up on the battlefield. Spider Things take a turn in priority order as if they were played by an additional player and always have the lowest priority. On each of their activations a Spider Thing will take a Fight (Basic) action against the least durable fighter they are Engaged with; randomly determine if this cannot be easily decided.

If a Spider Thing is not already Engaged when activated, they will manuever and position as necessary towards the closest group of two or more enemy fighters (within a few inches of each other), in an attempt to hit as many enemy fighters as possible with the Web Spinner Template.

If it is not possible to hit at least two enemy fighters this round, a Spider Thing will take a Charge (Double) action and attempt to become Engaged with the nearest non-Spider Thing fighter on the battlefield; randomly determine which fighter they go after in case of a tie.

Spider Things are killed if put Out of Action. A fighter who puts a Spider Thing Out of Action gains 2 XP; a fighter who puts a Baby Spider Thing Out of Action gains 1 XP.

Spider Thing

Cyberarachnid
-45
M
WS
BS
 S 
 T 
W
I
A
8"
4+
6+
2
3
4
2+
2
Ld
Cl
Wil
Int
8+
6+
6+
8+
Save
6+U
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter can use gear, open doors, operate devices, or use ladders. This fighter can climb. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-3: the fighter is deactivated (Out Cold); they will be available for their next battle.
  • 4-5: the fighter is badly damaged and requires repair (Grievous Injury); they go into Recovery.
  • 6: the fighter is wrecked beyond repair (Killed); if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Additionally, when this fighter moves across a barricade, it does not cost 2'' of their move.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Low-crawler: This fighter treats both the Crawl (Double) action and the Crawl Through (Double) action as Simple rather than Double. Additionally, this fighter may make a free Stand Up action after making a Crawl or Crawl Through action if they are not Seriously Injured. Finally, there is a -1 penalty to Detect this fighter while they are Prone.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Venomous Bite: One unarmed attack made by this fighter per close combat exchange they participate in may gain +1 to hit and the Toxin and Virulent traits before rolling to hit.
Web Spinner
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Webbing
T
0
-
Integrated Machine Interface
When this fighter makes an Intelligence check to interact with any technological device (such as a terminal, electronic lock, or a scenario specific device), they may roll an extra D6 and then pick one of the dice to discard.

Baby Spider Thing

Cyberarachnid
-5
M
WS
BS
 S 
 T 
W
I
A
6"
4+
6+
3
3
1
2+
2
Ld
Cl
Wil
Int
8+
7+
7+
8+
Save
6+U
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter can use gear, open doors, operate devices, or use ladders. This fighter can climb. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-3: the fighter is deactivated (Out Cold); they will be available for their next battle.
  • 4-5: the fighter is badly damaged and requires repair (Grievous Injury); they go into Recovery.
  • 6: the fighter is wrecked beyond repair (Killed); if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Additionally, when this fighter moves across a barricade, it does not cost 2'' of their move.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Low-crawler: This fighter treats both the Crawl (Double) action and the Crawl Through (Double) action as Simple rather than Double. Additionally, this fighter may make a free Stand Up action after making a Crawl or Crawl Through action if they are not Seriously Injured. Finally, there is a -1 penalty to Detect this fighter while they are Prone.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 penalty to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, there is a -1 penalty to Detect this fighter.
Venomous Bite: One unarmed attack made by this fighter per close combat exchange they participate in may gain +1 to hit and the Toxin and Virulent traits before rolling to hit.
Web Spinner
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Webbing
T
0
-
Integrated Machine Interface
When this fighter makes an Intelligence check to interact with any technological device (such as a terminal, electronic lock, or a scenario specific device), they may roll an extra D6 and then pick one of the dice to discard.