After some discussions with other players, I changed the stats and a lot of stuff was added as well.
Basically, the Spider Elves should have a high INI, ATT and STR, average DEF and low RES to resemble the spiders a bit more, as they are quick and strong, but easy to crush. Then the importance of the lower ranks and their sacrifice is even more stressed.
So, here are the redone and new cards.
Vârmishi (the name derrivates from „vermin“)
These are the lowest ranks, formed from slaves and young warriors who have not shown their worth yet. They are often sacrificed for cruel rituals or prtecting their superiors with their lifes.
Abilities: Toxic/0. Devotion/3 OR Martyr/3.
Archer: Bow/STR 4. Range 20-40-60.
Abilities: Toxic/0. Devotion/3 OR Martyr/3. Instinctive Firing.
Akari (the name comes from the classification for mites)
If a Vârmishi survives long enough, he becomes an Akari. He has shown his worth and can rely on the Vârmishi to save his life. They still guard their superiors with their life, but they are not sacrified any longer.
Abilities: Toxic/1. Fanaticism. Resolution/2.
Archer: Bow/STR 6. Range 20-40-60.
Abilities: Toxic/1. Harassment.
Special ability of Vârmishi and Akari:
They’d risk their life without hesitation to protect their superiors. If a Vârmishi or Akari is in base contact with an enemy who wounded a superior Akkyshan rank, roll a D6: On a 4+ the inferior suffers the wound and not the initial target.
This is similar to the Goblin Ströhm Bodyguard and was included in the AP cost.
Fherân (derivated from „feral“)
They mastered the control oft he many beasts in the army of Ashinan. Those beastmasters learned to melt their mind with the minds of the beasts to have a better control. The beasts can be used without the Fherân, but only together they unfold their true potential.
Abilities: Toxic/2. Consciousness. Ferocious.
Special Ability: When building an army, up to three beasts can be assigned to a Fherân. For 5 AP they can get the ability Consciosness. If the Fherân and a beast are within 20 cm, they can use the eyesight of the other miniature.
Atrâsh (derivated from Atrax robustus, the very poisonous australian funnel-web spider)
This is the first form of elite. Hardened in many battles there is less that can distress them. Their faith in Lilith and their loyality towards their leaders is solid as a rock. Brutality and Cruelty are valued and the revenge of their masters is made to theirs. They command the lower ranks.
Abilities: Toxic/3. Brutish Charge. Righteous.
Special Ability: An Atrâsh can give a command to one inferior in 20 cm around him. For this command he has to reduce his MOV for this round for 5 cm. When he has moved already, he can not use this ability. A Vârmishi or Akari can move again his MOV on the card. With this movement he can engage (not charge) an enemy. If he has to resolve from hand-to-hand combat, he gets Disengagement/5 for this.
Shîvenos (from Selenops, again an australian spider that is able to glide)
Those priestresses are favoured by their godess, as one can tell by the deformations of their bodies. To have a better overview of the battle, they developed wings like some spiders and direct the battle from above.
Abilities: Toxic/2. Leap. Thaumaturgy. Novice of Lilith/15. Warrior-Monk.
Additional Limb.
Special ability: The Shîvenos are able to perform a glide. To use this, they have to perform a leap during their movement phase and still have at least 5 cm left. Instead of landing after the leap, they can glide in the following round on altitude 1, but they must land at the end of their movement phase with at least 5 cm left. During the glide, the Shîvenos can perform miracles and get TF. Other flying enemies can attack the Shîvenos on altitude 1, but the Shîvenos itself can not attack other flying enemies. But she can engage an enemy on altitude 0 during the landing. This is not the dive attack.
Tarsâl (from the Tarsal claw on a tarantulas leg)
The fighting sorceresses from the Sisterhood oft he Widow command the battle regarding the orders from the Matriarchs. They have no scruple to kill the inferiors or sacrifice them for their own needs.
Abilities: Toxic/2. Leap. Vivacity. Initiate of Darkness/Black Magic. Warrior-Mage.
Black WidowThese creatures belong to the most horrible creatures that roam through the woods of Ashînan. No intruder is safe from them, as they are always hunting prey and strangers. Daikinee mothers only whisper about them to their children, but reality is much worse than any tale.
Abilities: Toxic/3. Assassin. Born Killer. Vivacity.
Parâsh (Sparassidae are Giant Hunting Spiders, the largest spiders in the world)
In theory, there should be no mistake during the creation oft he Black Widows, as both Black Magic and the blessing of Lilith guides the ceremnoy. But in some rare cases, a male specimen is formed. Andi t is even rarer, that those creatures are not immediately killed and turned to food, but survive with a lot of luck and skill. Those rare and scary creatures grow to enormous sizes and are calles Parâsh. Although they are abominations in the eye oft he Akkyshan, they would not hesitate to use them for their needs.
Abilities: Toxic/4. Enormous. Born Killer. Brutish Cahrge. Hard-boiled.
Note: This thing is really huge, that’s a large creature base like the ones from the Worg or Ophidians.
BarghestThe Spider Elves fighting dogs are a commanders first choice to hit a target quick and hard. The first Barghest came from an Akkyshan raid on Cadwallon. They stole some puppies from an Upper City nobleman, usually used to protect the estates. But with the blessings of Lilith, usual watchdogs became savage beasts.
Abilities:Toxic/1. War-fury. Brutish Charge.
Pandin (Pandinus ist he species of Giant Scorpions)
Inspired from the Daikinee’s strong bond with beetles for battle, the Akkyshan used their allies, the Alchemists of Dirz, and their knowledge to create these creatures from a scorpion and a spider. The Dirz used those gene sequenzes for their own experiments, and who knows what they have done in the meantime in their dark laboratories.
The strength and lust for fighting always troubles and injures the Fhêran, but they won’t go without the benefits of the Pandin.
Abilities: Toxic/4. Born Killer. Counterattack.
Shantim (derivated from Mantis)
Similar to the Pandin, the Shantim are results of magical and clerical experiments, but here the deadly speed of a snake was used. When the Ophidian Alliance was revealed, the priestesses had an idea. When those creatures ruled Aarklash for such a long time, there should be some use for the Godess in it. Some Ophidians found their compulsory way to the forest of Ashînan as the ancestors of the Shantim.
Abilities: Toxic/2. Survival Instinct. Rapidity.
Giant SpiderThe silent but yet powerful movements oft he Giant Spider often frightenes the enemy. How could something so big can move so quiet? This horror even increases, when the spider spits her sticky-toxic net to catch her prey.
Net/STR 5. Range 15-20-25.
Abilities: Toxic/4. Assassin. Leap. Born Killer. Ambidextrous.
Hunting SpiderThe little sister oft he Giant Spider serves as scout and weapon behind the enemy lines. They are capable of enormous damage and because of her versality, she is always the first choice of a Fhêran.
Abilities: Toxic/2. Scout. Brutish Charge. Ruthless.
Spider swarmThe forest of Ashînan is not only home t obig and ugly spiders, but to many little ones as well. But still, they fight fort he Akkyshan as well and overrun the enemies in hordes, injuring them with countless little, toxic bites.
Abilities: Toxci/0. Reinforcement.
Special ability: As long as a friendly Akkyshan character is on the battlefield, the Spider swarm hast he ability Reinforcement. As soon as the last Akkyshan character dies, the swarm loses this ability.
Further, a swarm can give at the end of ist movement phase an extra toxic dice to a friendly Akkyshan character in base-to-base contact. After this, a D6 is rolled. With a result from 1-3, this was the last dice this swarm could support. Every round, this condition goes up by one (1-4 in the second round, 1-5 in the third, ...).
Ambaly the Restless (Amblycera is a suborder of chewing lice)
She started, as everyone in the army of the spider, as Vârmishi, and she served her superiors well. Nevertheless, she stayed in the rank of Vârmishi forever. All the other fighters who started together with her are either dead or rose through the ranks. She shares this destiny with Tilia, and this formed a strong bond between those two women. But while Tilia got bitter about this situation, Ambaly sort of settled with it. She even begun to see her fellow Vârmishi not as disposable grunts.
Abilities: Toxic/2. Assassin. Fanaticism. Bloodbrother/Tilia the Bitter.
Artifact: Symbol of the Domestic
Cost: 10 AP
reserved to Ambaly
This scarf accompanied her from her very first day of battle and stayed with her ever since. For her and her fellow Vârmishi, it is a symbol of their servitude to their masters, but also a sign of hope and the promise that it could be better, one day. Even if this promise seems to be false for Ambaly.
This artifact gives Leadership/10 to Ambaly, but only Vârmishi (no matter if normal soldiers or archers) can profit from it, as she can't give orders to superior ranks. Furthermore, it gives COU +1 for Ambaly and Fanaticism to every Vârmishi in her area of Leadership.
Tilia the Bitter (Eriophyes tiliae is a mite that forms the lime nail gall or bugle gall.)
She suffers under the same cruel fate as Ambaly and stayed in the ranks of Vârmishi since ages. But contrare to Ambaly, she will not settle with this situation and tries very hard to finally step up in rank. Her endless futile attemps made her bitter and disillusioned her.
Abilities: Toxic/2. Assassin. Steadfast. Bloodbrother/Ambaly the Restless.
Artifact: Theshenar
Cost: 10 AP
reserved to Tilia
After her first attemps to climb up ranks, she got so upset, that she killed her instructor in cold blood. But since then, the spirit of Theshenar accompanies Tilia in the sword used in this murder. Tilia can use the power of her instructor.
This artifact gives Brutish Charge and Masterstrike/3 to Tilia.
Catâsh the Screecher (Delta Atracotoxin is the venom of the Sidney Funnel Web Spider Atrax robustus who already named this unit)
If there is one thing to say about Câtash, it is her voice. She can be heard everywhere, at least it seems so to her inferiors. With a loud, harsh voice she bellows orders and forms the army to the will of her masters.
Abilities: Toxic/3. Brutish charge. Righteous. Leadership/10. War-cry/7. Rallying cry.
Artifact: Horn of Neriene (Neriene radiata is the filmy dome spider)
Cost: 13 AP
reserved to Catâsh
Neriene was the name of a huge, old spider, who fought many battles alongside the Atrâsh warrior, and when she eventually died, Catâsh took the horn and used it to increase her voice even more.
The use of this artifact has to be announced when Catâsh is activated. It gives to max. 3 fighters in Catâsh's area of Leadership the ability Possessed for one round. Furthermore, those affected fighters are activated at the same time as Catâsh. They can not profit from the extra order ability of the Atrâsh in this round.
Karakûr the Ever-Hungry (Karakurt is a regional east european name for the european Black Widow)
From the day she left the cocoon and feasted on the flesh of some poor Alahan sacrifice, the hunger never left Karakûr. It was even goaded by the priestesses of Lilith for her evil purpose. Since that day, she proved herself worthy of the blessing of the goddess and leads the hordes of the Black Widows into battle and to the search for prey.
Abilities: Toxic/3. Assassin. Born Killer. Leadership/15.
Artifact: Sharatôn Venom Glands (Serotonin in spider venom causes huge pain)
Cost: 25 AP
reserved to Karakûr
To feed her neverending hunger and lust for flesh, Karakûr developed some special venom glands that allow her to hunt more effectively.
This artifact gives Implacable/3 to Karakûr. For every pursuit movement she makes with this, she gets a single toxic dice (one for the first pursuit movement, after killing the victim and another pursuit movement, she gets another dice). This does not accumulate. If she doesn't use the extra toxic dice in the first pursuit movement, she doesn't get another one for the second one.
Firia the Border Guard (Dolomedes fimbriatus is a hunting spider)
She roamed the borders of Ashinan since she was a little girl, and the secret ways of the forest are not strange to her. She spots every intruder and deals with them mostly on her own. Those who escaped her can't escape the Web of Ashinan and will eventually end as prey for the inner guards. Since she literally one with the forest, she developed a special toxic to blend in her environment.
Javelin/STR 6. Range 15-25-35.
Abilities: Toxic/2. Scout. Harassment. Wild/10.
Artifact: Camouflage Toxin
Cost: 10 (?? not sure about this yet)
reserved to Filia
When Firia is spotted and no longer hidden with her Scout ability, she can use this Toxin. When she is not in contact with an enemy fighter at the end of her activation, she can sacrifice one toxic dice. Then she is hidden again with the Scout ability.
Nysha the Claw (Dionycha is a group of spiders with the Tarsal claws that already named the Warrior-mages)
To survive the harsh conditions in the army of the spider, one has to be tough. Nysha is one of them. Although she is young, she seems to be very promising and will have a great career within the witches of the web. For now, she gives orders to the inferior Tarsals, but she is already looking up to the next rank and the new mysteries within there.
Abilities: Toxic/2. Leap. Survival Instinct. Fierce. Initiate of Darkness/Black Magic.
Pecosha the Elegant (Alopecosa is a genus from the Wolfspiders that are known for care of the brood)
She is a secret agent in Cadwallon, searching for secrets and any advantage for the Akkyshan that might come in handy. Her official face is that of an elegant, rich and eccentric lady, but very few know about the darkness that lingers behind the fine manners and clothes. Together with her child Amaur she waits and fulfill the orders from Ashinan.
Abilities: Toxic/3. Assassin. Hard-boiled. Infiltration/10. Alliance/Akkyshan.
Amaur the Mask-like (The children of the spider Amaurobius fenestralis eat their mother)
Together with her mother she serves the Akkyshan in Cadwallon, but the young whirlwind wants more, since she experienced the life in Cadwallon. She wants to be free from the orders of her mother and the superiors from far away, she wants to revel in her bloodlust and atrocities, but not in the command of some persons she has never seen at all. Maybe some day, she will be free. Maybe some day, she can be free, whispers the Ursurers to her.
Abilities: Toxic/2. Scout. Assassin. Fast Reflexes. Alliance/Akkyshan.
Special ability
I'm not quite sure about it, but I thought about something like this: When mother and daughter are fielded together, they can get a special ability for extra AP. This ability should represent their undercover assassin-life in Cadwallon. Before the deployment, the player draws a card from his opponent's deck, but no characters, just troups. Pecosha and Amaur are not fielded regularly, but put aside the field. From the first round on, the player can announce that they join the battle when the chosen card from his enemy is activated. The model is removed from the game with a deadly wound (if the card represents more than one fighter, the Cadwallon player has to chose one miniature) and Pecosha and Amaur are put in this place (or at least Amaur and Pecosha in max. 10 cm distance). They assassinated the fighter before the battle and dressed up like the fighter to bring chaos to the enemy.
Of course, Infiltration and Scout are not used with this ability.
Example: Before the deployment, the Cadwallon player draws a card from his opponent. This card are three Griffin Conscripts. Pecosha and Amaur are not deployed yet. In round three, the Cadwallon player decides that Pecosha and Amaur finally reveal themselves. One of the Conscripts is removed (Killed Outright), and Amaur fills his place. Since she is surrounded by other Cadwallon fighters, her mother can't be placed right beside her, but in a distance of 10 cm around her.
How much should this special "artifact/ability" cost?
Tapôna the Former (Histopona Torpida ist he mid-european Wood funnel-web spider)
Circle of Cibûsh (cibus is latin for food)
In the city of Daelith, the unholy Circle of Cibûsh was formed from the Priestesses of Lilith and the assassins of the spider sect. Its members take care that the storages of Ashînan are never empty. Thos who don’t become food for the brood are used for cruel experiments. So the most horrible creatures can be found in the ranks oft he circle, contradicting every natural life, only to meet the Circle’s strange ideal of beauty.
Tapôna is one of the oldest priestesses in the circle. Behind her beautiful face hides a terrible soul, striving for her ideal of life. The contacts wit ambassadors of Dirz or Mid-Nor made her think about their asthetic and philosophical ideas and how they might be integrated into her own, because all three of them are trying to create the perfect creature.
Abilities: Toxic/2. Leap. Illuminated. Target/+3. Thaumaturgy. Priestess of Lilith/15.
Lariniya the Collector (Larinia jeskovi is an eastern european orb-weaver)
Circle of CibûshThe experienced assassin looked for a new chance to break the boredom of killing and discovered the options that the Circle offered to her. She participated at the first expeditions and was thrilled by the possibilities, so she stayed with the Circle. She enjoys having the choice to either kill the enemy, catch them as food or torture them in cruel experiments.
Abilities: Toxic/3. Assassin. Fine Blade. Master Strike/3.
Artifact: Blade of Marabîsh (Amaurobidae are night spiders)
Cost: 28 AP
Reserved to Lariniya
Marabîsh is a Black Weapon and increases Lariniya’s ATT and STR by +2. This counts as printed on her card. During its activation, a friendly Akkyshan mage in 10 cm can spend two gems of darkness and Lariniya changes Assassin with Born Killer.
Illyion the Distorted (Opiliones is Daddy Longlegs)
Circle of CibûshIllyion was one oft he first victims oft he Circle who wasn’t turned to food, but used fort he experiments fort he higher honours of Lilith. The priestesses had some special treadments for the Daikinee, and when he eventually awoke in his new body, wholeheartedly distorted, he wasn’t the same anymore. Once a proud warrior, he now is merely a pet to his new masters.
Abilities: Toxic/2. Possessed. Additional Limb.
Ingâlash the Enraged (Araneas angulatus is the horned cross spider)
Circle of CibûshThe former Atrâsh was honoured for his duties with special attention by Lilith, and now he serves her as an improved being. But his mind was changed as well, so know he is in a rabid state of constant berserker rage. The Circle uses this for his very own needs.
Abilities: Toxic/2. War fury. Brutish charge.
Fleshhunter
Circle of CibûshThese special trained assassins do not mean to kill their prey, but to put them out of action, so that they can be food fort he new brood. They support the Circle and tenderize the prey during the battle.
Abilities: Toxic/2. Implacable/1. Feint.
Special Ablity: When a Fleshhunter inflicts a „Stunned“ on the Wound Table, the victim loses one fighting dice at the same moment.
Scydatha the Cursed (Scytodes thoracica is a spitting spider)
From the ranges of the Akari, there is an Elf with a well-known reputation. Although the Akari are proud to have one like her from their ranges, she is feared as much as she is admired, because she is cursed. She shares this curse with everyone that is long enough on her side. During a battle at the Ynkaro, she was hit by raw and uncontrolled magic of a dying Daikinee magician, and this magic formed a curse Scydatha carries with her since then and spreads it with her arrows.
Bow/STR 7. Range 20-40-60.
Abilities: Toxic/2. Harassment. Master Archer. Cursed.
Artifact: Mactan-Arrows (Latrodectus mactans ist he southern Black Widow, and murder in latin as well)
Cost: 15 AP
Reserved to Scydatha
The use of this artifact has to be announced before the shot. Instead of a toxic shot Scydatha uses a cursed shot and sacrifies one Toxic dice for this. If she hits, no wound roll is made. Instead, the victim gets Ephemeral/4. In the following round, this turnst o Ephemeral/5, in the following round to Ephemeral/6. After this, the curse for the victim is ended.
Pedisha the Beast-Mistress (Peucetia is a genus of lynx spiders)
Only the most intransigent, most severe and fastest reflexes can save a Fhêran from getting harmed or even killed by the creatures. The training is dreadful and less survive them unharmed. The Akkyshan have a very strict way to show the creatures that the elves command them and not vice versa. Pedisha not only survived this training, but she graduated as one of the best. It is very easy for her to tame the wild beasts, and of one is not acting like she wants it, the punishment is quick and hart.
Abilities: Toxic/2. Hard-boiled. Consciousness. Ferocious. Fast Reflexes.
Artifact: Blood of Obedience
Cost: ATT oft he creature
Reserved to Pedisha
During the building of the army, two creatures can be attached to Pedisha. They will be activated with her army card, even if Pedisha is already removed from the game. If she is killed, the creatures become uncontrollable beasts and attack the nearest enemy in their range. If this is not possible, they attack the nearest friendly fighter.
Some ideas for artifacts:
Swarm of SpidersA character can affect up to three enemy fighters in a 10cm radius. The Spiders either irritate the enemy (INI -1) or, if the enemy is in base contact to the character, can be woven in a net (no MOV for this round).
Maybe even both?
Bloody Idol of SpidersFor X extra AP, every model can get Assassin.
Wrath of the She-SpiderAll friendly fighters in 20cm radius get Bane/Males. (obviously not effective for Undeads or Constructs)