Tanker Bug (250)
All but unstoppable, the Tanker Bug can smash armoured vehicles or defensive positions apart with equal ease.
Tanker Bug w/Caustic Flame
Options: None
Size 4 Move 5" Close Combat 3xD6+D10 Target 7+ Armour 3+ Kill 12+
Heavy
Caustic Flame Range: 12" Damage: D10
Tough: The tanker bug will ignore the first five failed Armour rolls. An attack roll that rolls its Kill score will not automatically destroy it - instead, it will count as two failed Armour rolls.
Caustic Flame: This weapon will roll D6 Damage Dice every time it is used. It may only be fired once per turn and only to the forward facing.
Lumbering: The tanker bug may never make reactions and may never benefit from Cover. It is immune to Suppression and will ignore all terrain 1" high or less for the purposes of movement.
Tunnelling: This unit may start the game underground, tunnelling in secret towards enemy positions. Write down the exact location where you intend the unit to surface before any models are deployed. At the beginning of every Arachnid turn after the first, roll a dice. On a 5 or more, the unit will surface at this point, and may take a single action immediately. You may add a cumulative +1 bonus to this roll for every turn after the second in which you roll.
Warrior Bug Swarm (150)
Able to swarm in hordes of thousands, there are few alien creatures more terrifying than the Arachnid Warrior Bug.
10 x Warrior Bugs
Up to 10 extra warrior bugs may be added for +15 points each. Workers may be mixed into the swarm at the cost of -5 points for every warrior bug present; the Target score for each warrior bug will drop to 4+.
Size 2 Move 6" Close Combat 2xD6+1 or D10 Target 5+ Armour 4+ Kill 8+
Swarm
No Ranged Weapons
Swarm: Any warrior bug may be nominated as unit leader at the start of every action. This warrior bug may act as unit leader for any warrior bugs, including those not part of its original unit.
Horde: Warrior bug units may join to form a horde at the start of a turn, acting as [a] single unit, up to a maximum of 20 warrior bugs among all swarms. Each unit must have at least one warrior bug within 1" of a warrior bug from another unit, rather than having every warrior bug within 6" of the unit leader. The horde will take actions, move and trigger reactions as if it were a single unit. Only a single swarm can use the Tunnelling special rule - a horde cannot.
Claws and Jaws: Each warrior bug may choose to roll either 2xD6+1 or D10 in close combat. Either way it will reduce Armour rolls by -1.
Reckless: Warrior bugs are immune to Suppression. However it is possible for sheer weight of firepower to force them backwards. If a warrior bug succeeds in an Armour roll, move it directly away from its attacker by 2". It may only do this once per turn, and if it cannot move 2" away (because of impassable terrain or a table edge) then another Armour roll must immediately be made.
Unstoppable: If an enemy model completes an action within 6" of at least one model in the swarm, this unit may choose a Charge action as a reaction, rather than Move or Shoot. However, it must Charge the enemy unit that triggered the reaction.
Tunnelling: This unit may start the game underground, tunnelling in secret towards enemy positions. Write down the exact location where you intend the unit to surface before any models are deployed. At the beginning of every Arachnid turn after the first, roll a dice. On a 5 or more, the unit will surface at this point, and may take a single action immediately. You may add a cumulative +1 bonus to this roll for every turn after the second in which you roll.