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Whenever a remote mountain village is found in ruins and with its taverns plundered, northerners speak fearfully of the dire troll called Rök. Although insatiable as any dire troll, over a century ago Rök developed a unique craving for beer and liquor of all sorts, and his raids of villages for their intoxicating spirits have since become legendary.
When he was sought out by Borka Kegslayer, Rök engaged the trollkin in an exhausting battle lasting several hours. After this, Kegslayer shared his own potent brew, convincing the ferocious troll they were kindred souls. When Borka left, Rök followed, knowing that greater fights and rivers of beer awaited them.
Basic Info
| Rök |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
5 |
| STR |
12 (★) |
| MAT |
7 (★) |
| RAT |
5 |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
18 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
5 |
| THRS |
7 |
| HP |
30 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
C |
| UNIT SIZE |
N/A |
| COST |
17 |
| N/A |
| N/A |
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| (★) His animus, Primal, can boost STR & MAT |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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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.
Abilities
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Assault
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Immunity: Cold
- Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Bond [ Borka ] - If this model begins the game in Borka's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Borka and in their control range, it gains Stumbling Drunk. (Stumbling Drunk - A model with Stumbling Drunk cannot become knocked down. If it is hit by an enemy attack at any time except while advancing, after that attack is resolved this model is pushed d3" in a direction decided by the deviation template, then you choose its facing.)
- 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.
- Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does, this model can remove d3 damage points.
Weapons
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| Frost Breath
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RNG
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ROF
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AOE
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POW
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SP 6
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1
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-
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14
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| Big Meaty Fist
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RNG
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POW
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P+S
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1
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4
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16
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| Battle Axe
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RNG
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POW
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P+S
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1
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6
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18
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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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| Primal
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2
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6
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Round
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No
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| Target friendly living Faction warbeast gains +1 STR and MAT for one round.
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Theme Forces
- When taken by anyone else
Recent Changes
No changes since 2021.10
Thoughts on Rök
Rök in a nutshell
- Angry at being in a nutshell, Rök begins to break everything.
Rök is fundamentally a worthy rival to the almost ubiquitous Dire Troll Mauler trading 1 fury and a chain attack for assault and a brutal axe; he hits hard - and brings a really useful melee damage/accuracy buff in Primal rather than simply a strength buff like Rage. Berserk is an amazing rule and really helps to keep fury use to a minimum while vs infantry swarms. Likewise an assault spray with crit freeze can really mess up some people’s day.
As a Northkin model Rök has some great combos already available to him
Combos & Synergies
- Doomshaper 2 grants Overtake to his battlegroup and Rök has Berserk, so you can pacman through infantry and snack on them for RFP. He can also upkeep Wild Agression on him for free.
- Borka Kegslayer and Borka, Vengeance of the Rimeshaws both make Rök incredibly hard to kill thanks to Stumbling Drunk.
- Troll Axer - hitting matters on a Thresher, and Primals helps with this.
- Jarl Skuld - As part of his battlegroup Rök gains Swift Hunter, so if he kills his charge target with his Assault Spray he can still Hunt swiftly into melee with something else so he won't fail his charge. Rök also brings a damage buff for Jarl's beasties which is good for a caster who doesn't have one himself.
- Gunnbjorn1 - Killing Shot is pretty nice with the spray as is Guided Fire.
- The Northkin Stone is quite potent on him. +1 SPD, or +2 on cold damage rolls, or +2 STR are all great for him.
Drawbacks & Downsides
- Berserk and Primal can both blow up in your face. (Primal's best used on lights where you are less worried by their frenzy).
- He isn’t any more durable than a standard Dire Troll without his bond.
Tricks & Tips
- Look for how to position your charge with his spray.
- If you trigger Snacking, you don't get to trigger Berserk. This is both an advantage and disadvantage:
- Advantage: You can Snack the last enemy in range (if it's living), and prevent yourself berserking into friendly models.
- Disadvantage: If you Snack the second-to-last enemy in range, you have to buy an extra attack to get the last enemy.
- In some respects, if you're really damaged and surrounded by enemies, it is better of thinking of Snacking and buying extra attacks as "I'm spending fury to get extra heals" rather than "I'm breaking my own Berserk chain and spending fury to restart it"
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: : Assault (Edit) (Click Expand to read)
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General
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
- Did you fail the charge? You will get the Assault shot anyway (not yet though).
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
- Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
- If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.
You can make an Assault shot even if you charged less than 3".
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Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
Units
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
Other
- Warbeasts
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Berserk (Edit)
- Berserk attacks will generate even more Berserk attacks. You keep going until you miss, something survives, or you run out of targets.
- Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
- "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
- You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
- Berserk doesn't trigger during a frenzy. (Infernal Ruling)
- Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
- But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
- Berserk has a weird niche interaction with Agathon's abilities, which you can read here.
- Attack-Generating Abilities (Edit)
- From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
- If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
- If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Rules Clarification : Bond (Edit)
- Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
- Bonds & Themes
- If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
- This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
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Rules Clarification : Stumbling Drunk (Edit)
- When using the deviation template, the "4" should point towards the origin of the damage. (Infernal Ruling)
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Regeneration - None yet. (Edit)
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Rules Clarification : Snacking (Edit)
- You can use Snacking to RFP your target even if you're at full health. (Locked thread)
- Snacking occurs at boxed, and thus:
- Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
- Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
- Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
- You can snack friendly models.
- You may choose where each individual point of healing goes.
- If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.
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Rules Clarification : Primal (Edit)
- Primal plus Rapport (Edit)
- If a warbeast has both Primal and Rapport cast on it, then you can either:
- Use the warbeast's MAT plus the bonus to MAT from Primal, or
- Use the current MAT of the warlock but it will miss out on the Primal bonus.
- (Infernal Ruling)
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