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Long feared by all who dwell in the frozen northern regions, this fierce troll happily endures extreme cold that would slay most living things. At one with ice and snow, winter trolls expel great gusts of frozen air that rip foes apart. Even striking a winter troll’s flesh prompts a backlash of intense cold that paralyzes its opponents.
Basic Info
| Winter Troll |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
5 |
| STR |
9 |
| MAT |
5 |
| RAT |
5 |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
16 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
3 |
| THRS |
9 |
| HP |
22 |
| F. Field |
N/A |
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|
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
7 |
| N/A |
| N/A |
|
|
|
|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
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Immunity: Cold
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Pathfinder
- Regeneration [d3] - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
Weapons
- Ice Breath - 8" spray, POW 12 gun
- Claw (x2) - 0.5" reach, P+S 12 melee weapons
Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Winter Coat
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1
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SELF
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-
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-
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Round
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No
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The caster gains Immunity: Cold and Freezer. Winter Coat lasts for one round.
- Freezer - When an enemy model without Immunity: Cold ends its activation within 2" of a model with Freezer, the enemy model becomes stationary for one round.
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Theme Forces
Recent Changes
2021.10
Thoughts on Winter Troll
Winter Troll in a nutshell
The Winter Troll is a spray-warbeast with a very low RAT so it has to boost to hit anything smaller than a Colossal or Titan. And this also takes away many of the crits that would otherwise nicely freeze people. It is a Northkin model and benefits from the relevant buffs & it does have pathfinder so it can be made to work. It's just often easier to utilise one of the other 7 point faction beasts.
It's Animus is one of the more difficult to get any value from as it's not that hard to kill a Winter Troll & it won't stop an assassination attempt. Outside of Power of Dhunia you are unlikely to use it.
Combos & Synergies
- Captain Gunnbjorn and the Hunters Grim both give it a chance of hitting without boosting for each hit. Gunnbjorn also offers kill shot and gunfighter mywhich is very useful on a spray.
- The Hooch Hauler is it's relevant veteran leader.
- Stationary on multi-wound enemies, especially Leader models, that cannot shake the effect, can be effective.
- Mark Target from The Kriel Company theme improves its spray.
Drawbacks & Downsides
- It usually must boost to hit with its spray and usually wants the crit effect. It thus drinks focus. Whelps are needed.
Tricks & Tips
- Stationary is a great effect - so you want to boost if aiming at a heavy.
Other
Trivia
Other Trollblood models
Rules Clarifications
Rules Clarification : Cold - None yet. (Edit)
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Rules Clarification : Freeze (Edit)
- Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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See also the Warbeast page for a recap of the core warbeast rules.
- Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- Animi
- A single Animus can be on several models at the same time. (Infernal Ruling)
- Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
- An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
- Transferring Damage
- If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
- Frenzy (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
- A warbeast may not make an Assault shot as part of a Frenzy activation.
- If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Regeneration - None yet. (Edit)
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Rules Clarification : Winter Coat (Edit)
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Rules Clarification : Freezer (Edit)
- You can reapply Freezer turn after turn, because stationary models still have to activate.
- If the model that has Freezer doesn't move away or get killed, the next turn the stationary model is forced to activate, does nothing, ends its activation still within the Freezer effect, and will be made stationary again.
- Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) occurs during the activation. So those things happen before Freezer has a chance to trigger.
- For instance an enemy can advance next to the Freezer model, attack it, then Sprint away and not be affected by Freezer.
- Freezer won't affect models that end an out-of-activation move in the Freezer range (such as Countercharge and Vengeance).
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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