Canoptek Spyder-Type
A support machine creating or repairing scarabs.
Threat File — Canoptek Spyder-Type
TR 8 · NecronsSaves: Toughness +9
Senses: Sees normally in total darkness
Scarab Hive. Once per round, the spyder may spend 5 of its own Vitality to birth a fresh scarab swarm section adjacent to itself (a Canoptek Scarab Swarm with 10 Vitality) or restore 10 Vitality to an existing swarm within 30 feet. The tide is self-funding.
Fabricator Claws. Once per round (no action required), the spyder repairs a Necron or construct within 5 feet: it restores 10 Vitality or lets a collapsed unit immediately re-roll a failed Reanimation Protocol roll.
Particle Beamer. The spyder is a factory, not a gun. Ranged Attack: +5 to hit, range 60/180 ft., one target. Hit: 2d8 + 2 energy damage.
Emergency Fabrication. Once per scene, the spyder rebuilds what the party thought was finished: a destroyed scarab swarm returns at half Vitality, or one collapsed warrior stands with 15 Vitality.
Loom Over. When a Necron ally within 5 feet is targeted by an attack, the spyder interposes its bulk: the attack targets the spyder instead.
Morale: Does not make Morale checks. It continues production until destroyed, and its last act is usually one more swarm.
Tactics: Put the spyder behind the fight, visibly manufacturing the party's problem. Every round they ignore it, the scarab tide grows and the dead stand up. The encounter is a supply-line problem: cut the factory or drown in product.
Loot / Evidence / Hooks: Its fabricator abdomen still holds half-formed scarabs and a template lattice — a self-replicating machine pattern the Mechanicus officially insists does not exist.
Enemy Dossier
GM ReferenceA Canoptek Spyder-Type is the tomb's foreman: a drifting fabricator that births scarab swarms from its own abdomen and repairs the machine-dead where they fall. Killing Necrons near a Spyder is gardening against the seasons.
Use this enemy as the engine behind an attrition encounter — the source the party must silence before their kills start counting.
High durability, weak direct offense, scarab production, repair and reanimation support, priority-target logic, no morale.
Scarab Hive. Each round, the Spyder may birth a fresh scarab swarm section, at a small cost to its own Vitality; the tide is self-funding.
Fabricator Claws. Repairs a nearby Necron or construct each round, restoring Vitality or re-triggering a failed reanimation roll.
Particle Beamer. Modest ranged attack; the Spyder is a factory, not a gun.
Emergency Fabrication. Once per scene, restores a destroyed scarab swarm or drags a collapsed warrior back to function.
Loom Over. Physically shields an adjacent Necron; attacks against that ally hit the Spyder instead.
Morale: None; it continues production until destroyed, and its last act is usually one more swarm.
Tactics: Put the Spyder behind the fight, visibly manufacturing the party's problem. Every round they ignore it, the scarab tide grows and the dead stand up. The encounter is a supply-line problem: cut the factory or drown in product.
Full Stat Block Priority: Medium