|This page is up to date for version 6.009|
|Extremely effective at damaging the engines of enemy ships.|
|Ship Cap||Ammo Type||Armor Type||Immunities||Damage Bonuses|
|96 per Mark||Shell||Light||6 Light, 6 Swarmer, 6 Ultra-Light, 6 Close-Combat|
|Mark||Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|I||4,080||10,000||5 sec||102,000||300||72||100||816 dmg/sec||78,336 dmg/sec||Engine Damage 60|
|II||8,160||10,000||5 sec||204,000||600||72||100||1,632 dmg/sec||156,672 dmg/sec||Engine Damage 120|
|III||12,200||10,000||5 sec||308,000||900||72||100||2,440 dmg/sec||234,240 dmg/sec||Engine Damage 180|
|IV||16,200||10,000||5 sec||410,000||1,200||72||100||3,240 dmg/sec||311,040 dmg/sec||Engine Damage 240|
|V||20,400||10,000||5 sec||510,000||1,500||72||100||4,080 dmg/sec||391,680 dmg/sec||Engine Damage 300|
|Mark||Knowledge||Metal Cost||Crystal Cost||Total Cost||Energy Cost||Build Time||Cap Metal Cost||Cap Crystal Cost||Cap Total Cost||Cap Energy Cost||Ship Cap Build Time|
Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027)
How to use in your fleet
Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1.
Spider Bots are capable of first-strike against many ship-types and stop them from making any more progress into your territory. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets, especially in combination with the teleporting attack of Military Command Stations. With a cap of Spider-I plus Spider-IIs and a reload of 5 seconds, a player can theoretically completely disable early waves within a minute (a different targeting algorithm is in place, although this assertion should be tested). A volley or two should also disable the engines of an average starship or guardian. As engine health does not rise with mark-level, a full complement of Spider Bots will just as easily stop that core Raid-Engine wave as a mark-I wave.
NB: The ship-type distributions being random, engine damage actually decreases in utility with the addition of Neinzul and Spire expansions. A v5.029 non-comprehensive engine health list is included here:
- Inf (immune) - Raid Starships, melee ships, teleporting ships, Snipers, Neinzul ships, and all Neinzul Enclave Starships.
- 600,000 - Spire Destroyer.
- 300,000 - Bomber Starships, Riot Control Starships-III (10,000*Mark), Spire Frigate
- 100,000 - Many Starships, most Guardians, Spire fleet-ships, AI-Neinzul Hybrids
- 3,000 - Plasma Siege Starships
- 2000 - Zenith Electric Bombers
- 1000 - Sentinel Frigates
- 800 - Etherjets, Zenith Chameleons
- 200 - Fighters, Bombers, Tachyon Microfighters, Space Tanks, Space Planes
- 150 - Armor Ships
- 100 - Other fleet-ships, Zenith Auto Bombs(!), Decloakers
- 50 - Raptors
How to counter when in the AI fleet
Enemy Spider Bots are generally annoying, being pernicious enough to disable a small bunch of your fleet across every planet. Aside from emphasising ship-types which are resistant or immune, best practice is to send in a squad of Engineer-IIIs on FRD (engine damage can be repaired just like health damage).
Ironically, their own engines can be readily disabled by your own ships.