Tomb Spyder (Dark Crusade)

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dawn of War Vehicle
Tomb Spyder
Tomb spyder.jpg
Race Necrons
Version Dark Crusade v1.2
Build Info
Necron tomb spyder icon.jpg
Hotkey T
Build Cost Resource power.gif 250  Resource cap vehicle.gif 2
Build Time 60 s
Built From Dormant Monolith, Restored Monolith
Unit Size 1
Requires Greater Summoning Core
Limit 3
Unit Stats
Hitpoints 2700/0
Armour Vehicle Medium
Unit Mass 80
Move Speed 18
Sight Radius 30 (cannot detect)
Weapons
Ranged None
Melee 2x Tomb Spyder Claw



Contents

Tomb Spyder

The dedicated servants of the sleeping Necrons, these machines have been busy keeping the Necron tombs safe from the eyes of outsiders as well as making sure the Necron awake when ordered. Now above ground, they continue that servitude by reassembling fallen warriors. Note: When a Tomb Spyder is destroyed its wreckage remain where it fell, and when reconstructed that's where it spawns. However, destroyed Spyders are resurrected in the order they were built. So if 1 was built and destroyed in your headquarters, three more would have to be built to bring back that first one.

Tactics

When situated in the middle of melee combat, Tomb Spyders can be both quite destructive and disruptive, owing to their occasional omnidirectional special attacks which can knockdown all nearby infantry. A single area effect attack can break the morale of even a courageous Space Marine Squad. The Tomb Spyder is essentially the Necron walker. A very high damage close combat unit. It excels at destroying buildings though its low health for a walker makes it an easy target for anti-vehicle attacks. Tomb Spyders can perform fairly well against vehicles but are even more effective when creating scarab swarms (which quickly become large with a squad cap of 15 and a reinforce time of 4 seconds) which can easily overwhelm vehicles which are inept at dealing with multiple targets due to the lack of an area attack or a reliance on a powerful, slow firing weapon. However, relying on these tiny machines can quickly drain the Necron economy. Maintaining the reinforcement rate of just one squad requires an power income rate of 63.

After combat is over, Tomb Spyders can turn dead soldiers into fresh troops, allowing for an unrelenting steady assault. While it is harvesting, it cannot attack. It can hold its harvested bodies inside and create new troops out of them when needed. Note: The Tomb Spyder can only generate new harvested troops up until the current squad population cap +5. In other words, if the Necron player currently has a population cap of 16, he can use the Tomb Spyder to continuously harvest new troops until this reaches 21. Because the Tomb Spyders are an important unit for the Necron army it can not be possessed by an enemy Lord Destroyer. The best way to deal with Tomb Spyders is with ranged anti-vehicle units, taking advantage of their relatively slow movement speed.

Abilities

Harvest

Harvest
Necron harvest icon off.jpg Requires Nothing
Target Types None
Range 0
Area of effect 0 Cooldown time 0
Cost Variable
Effects The Tomb Spyder moves to the nearest gibs and start to

harvest it for bodies. The Tomb Spyder has room for 10 bodies and can use them to build the following squads:

Spawn Attack Scarabs (Dark Crusade)

Spawn Attack Scarabs Hotkey: S
Necron attack scarab icon.jpg Requires Nothing
Target Types Own unit
Range 0
Area of effect 0 Cooldown time 10 s
Cost Resource power.gif 125  Resource cap vehicle.gif 1
Effects The Tomb Spyder sacrifices 30% of its Health and creates a swarm of Attack Scarabs.

Death Explosion

Death Explosion
PassiveAbility icon.jpg Requires Nothing
Target Types Any
Range Self
Area of effect 10 Cooldown time None
Effects When the Tomb Spyder is destroyed, there is a 25% chance that any units within the area of effect will be

sent flying (30-45 force) and take 15 morale damage.

Buildable Units

Necron Warriors

Necron Warriors
Necron warrior icon.jpg Cost 3 Harvested bodies, Resource cap infantry.gif 3 Build Time 0 s
Squad Size 3/8 Limit None  
Requires Dormant Monolith or Restored Monolith

Flayed Ones

Flayed Ones
Necron flayed one icon.jpg Cost 4 Harvested bodies, Resource cap infantry.gif 3 Build Time 0 s
Squad Size 4/8 Limit None  
Requires Awakened Monolith

Immortals

Immortals
Necron immortal icon.jpg Cost 5 Harvested bodies, Resource cap infantry.gif 2 Build Time 0 s
Squad Size 3/5 Limit None  
Requires Awakened Monolith

Weapons

The Tomb Spyder has two Tomb Spyder Claws but it is listed here only once out of convenience.

Tomb Spyder Claw

Tomb Spyder Claw
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 127.1 105.9 84.7 116.5 63.5 31.8 158.8 139.8 84.7 NA 84.7 69.9 84.7 116.5 84.7 35 200 540 670 10

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 2 s
Area of Effect 0 Requires Nothing

Weapon Upgrades

If upgraded with the Particle Projector the Tomb Spyder loses a Tomb Spyder Claw.

Particle Projector

Particle Projector Hotkey: P
Upgrade particle projector.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 43.1 86.1 78.9 71.8 50.2 35.9 64.6 35.9 17.5 NA 28.7 21.5 17.5 50.2 17.5 5.3 15.0 185 225 25

Cost Resource power.gif 50  Range 40 Setup Time 0 s
Build Time 30 s Accuracy 70% Refire Rate 1 s
Area of Effect 0 Requires Nothing




The Dawn of War Player's Guide

The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well.
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