Trollkin Runeshapers

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Trollblood Logo.jpg Trollkin Runeshapers

Trollblood Unit

Runeshapers are among the most formidable trollkin sorcerers, having learned to manipulate stone by the power of their will. At a runeshaper’s call, rune-carved rocks rise in the air around them. Heavy stones fly at foes with deadly force while the earth itself trembles around them, bringing would-be attackers to their knees.

Basic Info

Trollkin Runeshapers
Missing Info
TrollkinRuneshapers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 6
MAT 6
RAT N/A
M.A. 7
DEF 12
ARM 15
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5 each
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
UNIT SIZE 3
COST 8
2.66 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • AD symbol.jpg Advance Deployment
  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Steady - This model cannot become knocked down.

Weapons

Spells

COST RNG AOE POW DUR OFF
Dig In

(★ Action) - - - (★) No
This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.
Rock Hammer

(★ Attack) 8 3 14 (★) Yes
On a critical hit, models hit become knocked down.
Trembler

(★ Action) - 4 - (★) No
Center a 4" AOE on this model. Other models within the AOE become knocked down.

Weapon Attachment

As with most Trollkin units, the Trollkin Runeshapers can take up to 3 Trollkin Sorcerers. The Sorcerer's info has been omitted for brevity.

Threat

  • Melee:
    • Walking: 6 inches
    • Charging: 9 inches
  • Magic Attack
    • Rock Hammer: 13 inches
    • Trembler: 6.2 inches

Theme Forces

Recent Changes

No changes since 2020.11

Thoughts on Trollkin Runeshapers

Trollkin Runeshapers in a nutshell

Runeshapers are an interesting three person ranged multi-wound support unit, first throwing rock hammers while going in and then trembling people over. The addition of battle wizard only partly changed how they play into infantry as they won’t crack armour, even when charging with a POW10 attack but should the first model kill its target Trembler can make sure the allies get battle wizard off slightly easier. Having advanced deployment helps them get where they need to go or enables them to dig in on the first turn.

They are the only offensive unit in Power of Dhunia (ignoring Partisans) so they will always have a place in terms of holding zones and contesting zones in a way that back line models like the Dhunian Knot wouldn’t. But that doesn’t mean that they are not easy to kill if misplaced. Armour 15 and 5 boxes can be killed by a pow 10 charge or pow 12 shot on average dice. So keep them under the Krielstone aura if possible.

Combos & Synergies

  • Janissa Stonetide brings Veteran Leader for them, bumping their MAT and magic attack rolls.
  • Krielstone - really helps with multi-wound infantry with +2 ARM. While the Northkin Elder doesn't offer any benefits to the Runeshapers, the Stone Scribe Elder increases their melee damage to 11, or prevents continuous damage, or in some corner cases drops enemy stealth.
  • Dhunian Knot - Prayer Circle and Puppet Master helps fish for critical knockdowns on the Rock Hammer.
  • Dhunian Archons can heal them every time something else in your list dies.
  • Hermit - Telemetry makes them more accurate, Master of Ruin more powerful
  • Grissel1 and Grim2 offer an accuracy/power buff.

Drawbacks & Downsides

  • A low natural threat range of 9 inches to trigger battle wizard. They will most likely be taking a charge, not giving it.
    • To play around this, stage multiple units in ranks, or behind another screening unit. The screening unit takes the charge, and the Runeshapers retaliate.
  • ARM 15 makes the Runeshapers susceptible to low power attacks (9-12). They melt to higher power attacks (14 and up). They are not as survivable as Trollkin Champions or Trollkin Warders, so they should not be expected to play the same way.

Tricks & Tips

  • Measure their placement carefully before casting Trembler. You don't want to catch your own guys. Note, the runeshapers themselves don't care about trembler. That's what steady does.
  • Runeshapers work best in multiples. One unit isn't particularly effective, or hard to get rid of. Five units are, especially with the right support.
  • Warbeasts with 2-inch threat and a Stone Scribe Chronicler push the runeshaper melee output to a medium level. Adding in a warlock with a damage buff or armor debuff brings the runeshapers to a respectable level and can catch people off guard.
  • The knock down effect can open line of sight for ranged assassinations, but planning for a ranged assassination win condition is better left to Kriel Company or Vengeance of Dhunia themes.

Other

Trivia

Released in Hordes: Metamorphosis (2009)

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

Light warbeasts

Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll

Heavy warbeasts

Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Dozer & Smigg - Earthborn Dire Troll - Mulg the Ancient - Rök

Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2021.10

Rules Clarifications

RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Battle Wizard      (Edit)

  • A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
RC symbol.png

Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)


RC symbol.png

Rules Clarification : Dig In and/or Foxhole Buddy     (Edit)

  • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
  • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
  • Being pushed counts as moving. (Locked thread)
  • If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
  • You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.

Rules Clarification : Rock Hammer - None yet. (Edit)

RC symbol.png

Rules Clarification : Trembler      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")