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Eldar Spider Dreadnought Variation

History

Spider Dreadnoughts are rare and ancient eldar spirit-vehicles that were made by some craftworlds who hold in high esteem the small "warp spiders" inhabiting the wraithbone of their craftworlds. Given there drastically different configuration they are also to take on very different roles on the battlefield.

Like other eldar dreadnoughts they are controlled by the spirit of an eldar warrior stored in a spirit stone on the dreadnought.

Spider dreadnoughts are lower to the ground, very agile, but somewhat more fragile than their upright counterparts.



Description

I created this variation on the Eldar dreadnought to make use of a the Arachnid Mechanoid miniature put out by Grenadier in their Future Warriors line. The scale is right and with minor modifications it looks quite eldar-ish. When I finally get it painted I'll get a picture of it. I have play tested this. See the Tactical Analysis below

Spider Dreadnought

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160 points +weapons


Support TypeMWSBSSIALd
Spider Dreadnought8666639


Weapons:Two head-mounted flamers or shurkin catapults with a 90 degree arc of fire.
These weapons are NOT linked and may fire at separate targets.
Options:Head-mounted weapons may be upgraded to death spinners for 20 points.
Head-mounted weapons may be replaced with a set of mandibles for use in close combat and siege work for no additional cost. This set of mandibles has the same profile as an imperial chain fist. ( Strength =10, Wounds =d4, Armor Penetration =10+d6+d4+d20)
A spider dreadnought may add one of the following additional weapon mounts:
Rear Mount
A rear-facing weapons mount with a 90 degree arc of fire may be added for 5 points. Any of the following weapons can be mounted at the stated prices.
  • Shurkin Catapult....5 points
    
    
  • Flamer..............9 points
  • Death Spinner......10 points
  • Webber.............10 points

Top Mount
A heavy weapons mount with a 180 degree arc of fire may be added to the top of the dreadnought for 20 points. Any of the following weapons can be mounted at the stated prices.

  • Distortion Cannon.....25 points
    
    
  • Las Cannon............30 points
  • Missile Launcher.......30 points
    (with Krak and Frag grenades)
  • Heavy Plasma Gun......30 points
  • Scatter Laser.........30 points
A dreadnought which has NO heavy weapon mount can choose to mount a warp jump generator for 40 points. This warp jump generator acts exactly like a Warp Spider Aspect Warrior's jump generator except it has a safe range of 12". Movements over 12" will require a test to see if the dreadnought is lost in the warp.
Use the following table:
  • Range     Destroyed on a score of
    
     12"             No effect
    
    12-16"              6
    
    16-20"            5 or 6
    
    
Special:Spider dreadnoughts movement ability is based on its multiple legs.
Spider dreadnoughts legs end with claws that allow the dreadnought to cross terrain with relative ease. Spider dreadnoughts incur no penalties for movement over any type of terrain. They can even scale shear cliffs and sides of buildings.
The datafax for the spider dreadnought details what happens as a spider dreadnought's legs are damaged or destroyed.




Damage Tables



                                         ARMOR

   D6       LOCATION             FRONT         SIDE/REAR   

  1-3         Legs                16              16   

  4-5         Body                20              20   

   6          Head                20              20   




D6Leg Damage Table
1-2Armor plating on the leg holds, but the force of the blow spins the dreadnought around so that it is now facing in a random direction d3 inches away in a random direction.
3-4Leg Damaged. Movement reduced by 1 inch.
5Leg Destroyed. Movement reduced by 2 inches.
6Leg Destroyed. Movement reduced by 2 inches. Feedback on the dreadnoughts power systems damages internal systems. Re-roll a location and roll for damage on that location.




D6Body Damage Table
1The dreadnought's rear mounted weapon is damaged and can only be used if you first roll a 4+ on 1d6. If no rear weapon is mounted the dreadnought is knocked down and may not move its next movement as it stands up.
2The dreadnought's heavy weapon is damaged and can only be used if you first roll a 4+ on 1d6. If no heavy weapon is mounted the dreadnought is knocked down and may not move its next movement as it stands up.
3The dreadnought's Warp Jump Generator is damaged and can only be used if you first roll a 4+ on 1d6. If the dreadnought is not equipped with a Warp Jump Generator the dreadnought is flipped over by a large blast and must spend its next movement and firing phase turning over.
4One random body-mounted weapon is destroyed. If the dreadnought is not equipped with any body mounted weapons, the Warp Jump Generator is destroyed. If the dreadnought is not equipped with a Warp Jump Generator, the dreadnought is flipped over by a large blast and must spend its next movement and firing phase turning over. Re-roll a location and roll for damage on that location.
5The cooling pipes for the dreadnought's engine are destroyed and the engine starts to overheat. Roll a D6 at the beginning of each player's turn: the machine explodes on a roll of a 1 or 2. Any models within 3" suffer D6 Strength 10 hits with a -3 saving throw modifier.
4The dreadnought's Warp Jump Generator suffers catastrophic failure. The dreadnought Warps D6" in a random direction, colliding with anything moved into, and then is sucked into the warp. The sudden uncontrolled opening in the warp will pull any models within D6" in on a roll of 4+ on a D6. If no Warp Jump Generator is installed, the dreadnought's engine and ammunition explodes. Any models within 3" suffer D6 Strength 10 hits with a -3 saving throw modifier.




D6Head Damage Table
1The dreadnought's head mounted weapons are damaged and can only be used if you first roll a 4+ on 1d6.
2The dreadnought's controls are damaged making it difficult to control. The dreadnought may only move or shoot if you first roll a 4+ on a d6.
3The dreadnought's head mounted weapons are destroyed.
4The spirit Stone controlling the dreadnought is badly damaged. All the dreadnought's characteristics are halved for the rest of the game.
5The Spirit Stone controlling the dreadnought is destroyed. The dreadnought staggers D3" in a random direction, colliding with anything moved into, and then collapses to the ground. The sudden release of psychic energy will inflict D3 wounds with no save allowed on any eldar psyker within D6" of the dreadnought as it collapses.
4The dreadnought's ammunition explodes. The dreadnought is destroyed and any models within 3" suffer D6 Strength 10 hits with a -3 save modifier.




Tactical Analysis

I have play-tested this variation and these are my assessments:


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