Alien Spiderling: Difference between revisions

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Created page with "{| class="gridBG" align="center" style="background-color: black; align=center; width: 90%; border: 1px solid white; color: white;" | class="hides hidem" style="font-size: 100%; text-align: center;" | 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.<br>{{#if: {{{1|}}} |''{{{1}}}'' |}} |} Click here to go back to the Alien Wildlife '' Small white-green spiderl..."
 
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== Unit Stats ==
== Unit Stats ==


'''Group Size''': 6 to 9
*'''Group Size''': 6 to 9
'''Action Points''': 100 AP per turn
*'''Action Points''': 100 AP per turn
'''Attack Pattern''': Up to 3 can jump at a single target
*'''Attack Pattern''': Up to 3 can jump at a single target
'''Post-Attack Behavior''': Self-destruct after attacking
*'''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.
*'''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.


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Revision as of 18:22, 14 February 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

  • Group Size: 6 to 9
  • Action Points: 100 AP per turn
  • 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 Movement Range Attack Range Armor Penetration Effectiveness vs Armor
6-9 13 20 ~5 tiles per turn Adjacent tiles only Low (cannot penetrate medium/heavy armor in 1 jump) Ineffective vs medium/heavy infantry

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