WS 52
BS 56
S 37
T 35
Ag 52(10)
Int 48
Per 48
WP 30
Fel 32
Movement: 5/10/15/30 Wounds: 16
Skills: Acrobatics (Ag) +10, Awareness (Per) +20, Climb
(S), Command (Fel) +10, Concealment (Ag) +10, Dodge
(Ag) +20, Lore: Common (Eldar) (Int), Lore: Forbidden (The
Black Library, The Warp, Xenos) (Int), Medicae (Int), Pilot
(Warp Jump Generator) (Ag) +20, Search (Ag), Security (Ag)
+20, Silent Move (Ag), Speak Language (Eldar) (Int), Tactics
(Assault Doctrine) (Int) +10, Tactics (Recon and Stealth) (Int)
+10, Tracking (Int).
Talents: Ambidextrous, Catfall, Crack Shot, Deadeye Shot,
Foresight, Hard Target, Heightened Senses (Hearing, Sight),
Jaded, Nerves of Steel, Quick Draw, Rapid Reaction, Step
Aside, Swift Attack, Two-Weapon Wielder (Ballistic, Melee), Xenos Weapon Training (Ranged, Melee).
Traits: Auto-Stabilised, From Beyond, Surprise Assault††,
Touched by the Fates (1), Unnatural Agility (x2),
Withdraw†††.
††Surprise Assault: Particularly under the guidance of
their Exarch teacher, Warp Spiders are experts at ambush
and surprise attacks, commonly butchering their foes before
those enemies can properly react. When attacking Surprised
or unaware enemies, the Warp Spider Exarch and his squad
may count those enemies as Helpless.
†††Withdraw: Warp Spider Exarchs view the flow and
weave of battle with a clarity that mortal warriors cannot
comprehend, let alone emulate, and can spot the very moment
at which an assault should end. Upon his signal, the Exarch’s
squad vanishes without a trace. On any turn, the Exarch can
disengage from the battle entirely as a Full Action. Upon
doing this, the Exarch and every Warp Spider in his squad
(as well as any incapacitated, injured, or dead members—
their armour follows the Exarch’s signal so that they can be
recovered safely) immediately leave combat and reappear 50
metres away, out of sight of their enemies; for all intents and
purposes, the battle is over, though the Warp Spiders live to
fight another day.
††††Warp Jump Generator: Every Warp Spider carries a
compact Warp drive, allowing them to make brief controlled
journeys through the Warp. Though lasting only for fractions
of a second, these jumps permit a Warp Spider to cross
dozens of metres at a time with little trace of his passage but
the subtle rush of displaced air. However useful these jumps
are, though, they are not without peril; for an Eldar to linger
within the Immaterium for more than the briefest of moments
is to invite catastrophe.
The Warp Spider Exarch may move at double his normal
Movement rate using the Warp Jump Generator, ignoring
all intervening terrain and obstacles in the process. He may
optionally try to linger in the Warp for fractions of a second
longer to travel 2d10 metres farther, but should the Warp
Spider Exarch roll a result of double 1s for this additional
distance, he must pass a Hard (–20) Pilot (Warp Jump
Generator) Test or fail to return to reality. Should he pass
the Test, he can only take a Half Action on his next Turn as
he staggers back into the material univers