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HomeHome / Total War: WARHAMMER II / Skullsmasherz Waaagh! (Mortal Empires) / Units / Arachnarok Spider
Arachnarok Spider Skullsmasherz Waaagh! (Mortal Empires)Skullsmasherz Waaagh! (Mortal Empires) Melee Infantry

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.

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.

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

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monster

Naval Unit Group

Monster

Soldiers

8

Caste

Monster

Category

War Beast

Class

Melee Infantry

Cost

1900

Recruitment Cost

1900

Upkeep Cost

475

Melee Attack

58

Weapon Strength (Weapon Damage)

380

├ Melee Weapon

wh_main_grn_arachnarok

├ Melee Damage Base

100

├ Melee Damage Ap

280

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

14

└ Bonus vs Infantry

0

Charge Bonus

40

Melee Defence

30

├ Base Defence

30

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh2_dlc15_bone_120

├ Armour Defence

120

└ Shield Armour

0

Health

9973

├ Man Entity

wh_main_grn_arachnarok_rider_360_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

9957

├ Mount

wh_main_grn_mnt_arachnarok_spider

├ Mount Entity

wh_main_monster_spider_arachnarok_blood

├ Mount Speed

57

└ Mount Health

8

Leadership (Base Morale)

55

Abilities

No Ability

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

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 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.
Requires Buildings
Arachnarok Spider Lv. 0 Sacred Spider Groundz
Sacred Spider Groundz
(wh_main_grn_forest_beasts_3)
Level 2