Greetings, Adventurers!

With Soda Pop Miniatures having released proofs of the upcoming monsters for Super Dungeon: Arcade, and Super Dungeon: Legends, as well as a plethora of bosses, and other fearsome foes, I felt it appropriate to discuss another set of minions! All rulings discussed in this article pertain to the updated rules, and include information about the Mighty Monster Chart, but could of course be modified to play according to your personal favorite rule set.

The Spiders spawn from the Spider Nest spawn point in the SD: Arcade to be released as part of their latest Kickstarter.

Shadow Spinner:   The Shadow Spinner has normal stats for a minion. 2B STR with range two (2), ZERO ARMOR!, 1B WILL, and 3B DEX with a range four (4) attack option. The greatest thing of note among their stats, is the 3B DEX. That is a sturdy die roll, depending on how well-equipped your heroes are.

Alas! As with all great minions in the Super Dungeon, these cute, little, deadly bastards have Mob! That means with all three (3) of the Shadow Spinners, and all three (3) Crawlers, you can easily achieve the +3B attack to your melee rolls. Not quite as impressive as being able to roll +3B when using ranged attacks, but a possible 5B from all three (3) spinners and possible 6B from all three (3) Crawlers below, could prove to be quite devastating in the long run. If only they lived longer…. Being able to spawn 2-6 skull points of monsters based on the Mighty Monster Chart in this method of play can help replenish your spiders rather quickly, since all of the minions are worth one (1) Skull Point.

Home brew side note – In an effort to offset the low action points of the spiders, you could give them each 2 Action Points, and only spawn two (2) of each spider, rather than the three of each that are noted on the Spawn Point. The chances of having a +2-3B Mob attack are pretty high, considering their eight (8) movement points, and could lead to higher chances of dealing damage to your heroes, thus providing a more challenging battle against such diminutive foes. You also have the added benefit of dealing more wounds in a turn with less monsters, thus resulting in more careful planning by the heroes to avoid death.  *See MATH at the bottom of the review for more information*

Now, as for the Spinner’s Abilities and Unique Actions –

The Shadow Spinner is immune to Poison, and has Surefoot, which allows them to not be hindered by rough terrain. As discussed above, they are also outfitted with Mob. This combination makes them pretty resilient, and with a movement of eight (8) they can get just about anywhere on the map effectively, and wreak havoc with increased melee attacks.

For those who wish to make the game a little more difficult, you can utilize the Shadow Spinner’s Shadow Web Action. It costs one (1) Action Point and allows the spider to place a crystal token in a target square, with a range of four (4). Friendly models adjacent to the newly placed token gain Stealth, which REDUCES the range of the heroes targeting those models by three (3), to a minimum of one (1) square. It also allows for any adjacent model to spend two (2) movement points to remove said Shadow Web.

This seems nice, as it forces ranged heroes to move closer to attack the spiders and their allies, and even means that a hero model has to get next to the token to remove the effect. If positioned properly, I could see this being a burden to the “wannabe hero” party, and the spiders using their eight (8) move to press an offensive advantage.

Crawler: The Crawler models have similar stats to the Shadow Spinner – STR 3B (melee range 1), they actually have ONE ARMOR (WOW!!!), WILL 1B, and DEX 3B but without a ranged attack like the Spinner. The only true benefit is that extra 1B to STR, which allows them a max of 6B with Mob. Otherwise, they are the exact same creature, with a different style of Unique Action in Spider Web.

Spider Web is a support action with a range of four (4) that allows the Crawler to place a crystal token in a target square. Squares adjacent to the token are difficult terrain, and any adjacent model may spend two (2) movement points to remove the token. The Spinner caused Stealth, and I can see how the two actions can benefit one another.

The Consul player could use Spider Web to make it quite difficult to actually get to the Stealth token that Spinners generate, in order to remove it. It is also worth noting again, that spiders have Surefoot, and are able to travel to their targets quickly with their great movement points to get a quick and easy surround on the hero party. I am having a hard time imagining a Glimmerdusk Ranger surrounded by three (3) or more spiders all rolling 5B or 6B attacks, getting out alive.

OVERALL – These spiders seem good in theory. I could see a large party tearing right through them, unfortunately, with their low Armor stats. Now, she is not part of this segment, as I am again only focusing on minions, but it is worth noting that their Elite, Spider Speaker, has some really nasty tricks up her sleeve to make the spiders extremely annoying quickly. However, focusing solely on ranking them as standalone minions, I would say that due to their numbers, low Skull Point cost (thus, high recursion rate), and the fact that with Mob, they all have a remarkably high chance of dealing damage, that the spiders will get a solid rank of B, but when paired with their Elites, and other thematic elements, could easily be elevated to B+ or A, in the hands of an effective Consul player, or an inexperienced hero party.

MATH — A Shadow Spinner Rolling 5B for a STR attack has an average damage output of 3.333 and the average ARM of heroes is 2.206 (but this includes heroes of all rankings) So, for the sake of saying that only “good” heroes will be chosen, the average ARM is 3.021, which is a difference of .312. By increasing the Action Points of four (4) monsters to two (2), you get eight (8) total attacks, instead of only six (6). However, a Crawler rolling 6B for STR with Mob, has an average damage output of 4, against the 3.021 ARM. This results in a difference of .979, which is almost an entire point of damage per attack. So, half of your attacks would have a 30% average chance of success, and the other half would have a 98% chance of success ON AVERAGE. These percentages would be the same at three of each spider, but you would have two less attacks. It is your choice, but this is the “reasoning.”


Thank you for reading this week’s Monster Review! Please feel free to leave your comments and thoughts on this post, and let me know how YOU would use these cute little buggers!

Stay tuned, as I will keep bringing in-depth analysis to the world of SDE, and their creatures, good or bad! See you next week – Until then, don’t forget to Join the Party, and Get the Loot!



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