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.
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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 | ...................... | 160 points +weapons |
Support Type | M | WS | BS | S | I | A | Ld |
Spider Dreadnought | 8 | 6 | 6 | 6 | 6 | 3 | 9 |
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.
Top Mount
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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:
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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. |
ARMOR D6 LOCATION FRONT SIDE/REAR 1-3 Legs 16 16 4-5 Body 20 20 6 Head 20 20 |
D6 | Leg Damage Table | |
1-2 | Armor 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. | |
3-4 | Leg Damaged. Movement reduced by 1 inch. | |
5 | Leg Destroyed. Movement reduced by 2 inches. | |
6 | Leg 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. |
D6 | Body Damage Table | |
1 | The 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. | |
2 | The 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. | |
3 | The 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. | |
4 | One 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. | |
5 | The 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. | |
4 | The 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. |
D6 | Head Damage Table | |
1 | The dreadnought's head mounted weapons are damaged and can only be used if you first roll a 4+ on 1d6. | |
2 | The 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. | |
3 | The dreadnought's head mounted weapons are destroyed. | |
4 | The spirit Stone controlling the dreadnought is badly damaged. All the dreadnought's characteristics are halved for the rest of the game. | |
5 | The 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. | |
4 | The dreadnought's ammunition explodes. The dreadnought is destroyed and any models within 3" suffer D6 Strength 10 hits with a -3 save modifier. |
I have play-tested this variation and these are my assessments: