Alien Spiderling: Difference between revisions

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{| class="wikitable"
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! Unit Size !! HP per Soldier !! Armor Value !! Armor Durability !! AP !! Accuracy !! Discipline !! Vision !! Detection  !!Concealment  !!Dropped Trade Goods  
! 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
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|-
| 5-9||13|| 20 || 25 || 120 || 70|| 70|| 9 ||0 || 2 || [[Black_Market#Trading_Commodities|Xenos Glands]]
| 5-9||13|| 20 || 25 || 120 || 70|| 70|| 9 ||0 || 2 || [[Black_Market#Trading_Commodities|Xenos Glands]]||60 ||0 Minimum, 100 Maximum
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* At 3–5 tile distance, expect to need '''~2 volleys''' from a '''7–8 man squad''' to neutralize a group
* 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
* Prioritize them early to avoid chain damage from self-destruction
== Army Lists ==
* [[Alien Early]]
* [[Alien Early Reinforcements]]
* [[Alien Mid]]
* [[Alien Mid Reinforcements]]
== 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 loot drop chance for [[Alien Spiderling|Alien Spiderling]] loot from 25% to 30%
[[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