

Arachnorax Drone
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d10, Intimidation d6, Notice d6, Stealth d8
Pace: 8″, Parry: 7, Toughness: 12 (2).
Wild Card? No (unless it’s a boss variant)
Special Abilities:
- Size: +6 (Large)
- Armor +2: Tough chitinous exoskeleton.
- Bite (Str+d8): Vicious mandibles designed to tear through flesh.
- Back Stingers (Str+d6, Reach 2, Poison): Two rear-mounted stingers whip forward or back in a stabbing arc.On a successful hit, target must make a Vigor roll (–2) or suffer Fatigue due to venom. If the target is already Fatigued, they must instead make a Vigor roll (–2) or be Incapacitated.
- Fear (-1): Horrific, alien appearance triggers primal fear.
- Fleet-Footed: +2 to running rolls.
- Wall Walker: Can scale walls and ceilings as if moving on flat ground.
- Trample (Str): Can trample smaller creatures (Size 2 or less) as an action.
- Darkvision (60′): Functions in total darkness.
Tactics: The Arachnorax prefers ambushes, dropping from above or bursting from hidden tunnels. It uses its stingers in tandem, trying to disable opponents while avoiding direct, prolonged combat unless cornered.
Boss Arachnorax (Wild Card)
Attributes: Agility d10, Smarts d6(A), Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d10, Fighting d12, Intimidation d8, Notice d8, Stealth d10, Survival d8
Pace: 8″, Parry: 8, Toughness: 15 (3)
Languages: Understands alien telepathic signals; communicates through pheromones or mental pulses.
Special Abilities:
- Size: +6 (Large)
- Armor +3: Reinforced alien exoskeleton resists most conventional weapons.
- Bite (Str+d10): Bone-crushing mandibles that can snap power armor.
- Dual Back Stingers (Str+d8, Reach 2, AP 4, Poison): Each round it can make two stinger attacks as a single action (no MAP between them). On a hit, the target must make a Vigor roll at –2 or suffer Fatigue. A second failure results in Incapacitation. If a target is Incapacitated by the venom, they risk death in 2d6 rounds without medical attention or antivenom. Bioplasma variant: In some versions, the stingers inject acidic plasma instead of venom (deal +1d6 damage, causes Wounds on Shaken with a raise).
- Fear (-2): Frightening and unnatural. All who see it must make a Fear check at –2.
- Wall Walker: Ignores vertical terrain penalties.
- Fleet-Footed: +2 to running rolls.
- Darkvision (60’): Can see in total darkness.
- Tremorsense (12”): Can detect motion and vibration through surfaces.
- Regeneration (Fast): Heals one Wound every 10 minutes unless killed.
- Command Drones: Minor arachnid drones obey it telepathically. Use swarm rules for support creatures.
- Hardy: Does not suffer a Wound from being Shaken twice.
- Alien Biology: –2 to Healing or Medicine rolls not using specialized xenobiological tools.
Tactics: Uses stealth and vertical terrain to ambush. Opens combat with Fear and stingers to debilitate. Backs off and regroups if badly wounded — it’s smart. Calls in drones if outnumbered. Focuses on medics and support characters first.
