Tomb Spyders

Source: Codex: Necrons, p. 20; Chapter Approved – Codex: Necrons Q&A (v2.0), p. 7

Heavy Support

Tomb Spyders

Pts/Model WS BS S T W I A Ld Sv
Tomb Spyder 55 2 2 6 6 2 2 3 10 3+

Number: You may include 1-3 Tomb Spyders as a single Heavy Support choice. Tomb Spyders are deployed as a single unit but do not have to be placed together and operate as independent units during the game.

Weapons: Claws.

Options: One claw may be replaced with a particle projector equivalent to a Staff of Light. This will reduce the Spyder's number of Attacks by one.

Special Rules

Hover: Tomb Spyders move by gravitic propulsion but far more ponderously than airborne Necrons like Destroyers. They move and assault in the same manner as normal models on foot, even though they hover low above the ground.

Monstrous Creature: A Tomb Spyder is a monstrous creature. Its attacks ignore Armour saves and it rolls 2D6 for Armour Penetration against vehicles.

Fearless: Tomb Spyders are assumed to pass all Morale tests, even if failure is normally automatic, and they cannot be pinned.

Artificier [sic?]: Each Necron turn, a Tomb Spyder that is not in close combat can expend energy to create a Scarab swarm. The swarm is placed in contact with the Spyder at the start of the Assault phase. Roll D6 for each swarm produced. On a 1, the Spyder takes a wound as it is drained by the energy expenditure. Each swarm produced will form a unit with the Tomb Spyder that created it and must retain coherency with it for the remainder of the game.

Errata — Chapter Approved: Codex: Necrons Q&A (v2.0): This happens at the start of the Assault phase. Only a single swarm may be produced per turn — the wording does not permit cranking out several in a turn as long as you avoid rolling 1s.