Alien Spiderling: Difference between revisions

From MENACE Official Wiki
No edit summary
 
Line 46: Line 46:
* [[Alien Mid Reinforcements]]
* [[Alien Mid Reinforcements]]


=== Changelog ===
== Changelog ==
*[[Patch v0.7.6+19301| SL Update #1]] - Increased [[Alien Spiderling|Spiderling]] HP from 13 to 15
*[[Patch v0.7.6+19301| SL Update #1]] - Increased [[Alien Spiderling|Spiderling]] HP from 13 to 15
*[[Patch v0.7.6+19301| SL Update #1]] - Increased loot drop chance for [[Alien Spiderling|Alien Spiderling]] loot from 25% to 30%
*[[Patch v0.7.6+19301| SL Update #1]] - Increased loot drop chance for [[Alien Spiderling|Alien Spiderling]] loot from 25% to 30%


[[Category: Alien Wildlife Units]]
[[Category: Alien Wildlife Units]]

Latest revision as of 19:15, 25 June 2026

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Click here to go back to the Alien Wildlife

Small white-green spiderlings dwelling underground. Highly territorial and aggressive towards any other species. - In game description

Spiderling Icon

Unit Stats

The weakest alien unit, often encountered in early-game skirmishes.

  • Attack Pattern: Up to 3 can jump at a single target
  • Post-Attack Behavior: Self-destruct after attacking
  • It also applies to your infantry's "Acid" debuff. The acid burns through armor, damaging it by 10% of its current durability each turn for 2 turns. Does not stack.
Unit Size HP per Soldier Armor Value Armor Durability AP Accuracy Discipline Vision Detection Concealment Dropped Trade Goods Army Points Campaign Progress Needed To Spawn Unit
5-9 13 20 25 120 70 70 9 0 2 Xenos Glands 60 0 Minimum, 100 Maximum

Unit Attack

Jump Attack

AP Cost Per Use Uses Min Range Max Range Ideal Range Damage Armor Penetration Armor Damage Accuracy Modifier Suppression Special Effect
40 Unlimited 1 1 1 10 20 50 0 4 Applies Acid to targeted unit

Tactical Note

  • Even basic weaponry like the C1A2 SPC carbine is effective
  • At 3–5 tile distance, expect to need ~2 volleys from a 7–8 man squad to neutralize a group
  • Prioritize them early to avoid chain damage from self-destruction


Army Lists

Changelog