Chaos Trolls

(Unit)
Type:

unit

Category:

Rare

Categories:

Faction: Warriors of Chaos, Rare, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')

LinkId:

3dfe-e365-8e44-d7b4

Hidden:

false

Options (1)

Profiles:

Unit Troop TypeUnit Size
Chaos Troll

Monstrous Infantry

1-9

Special Rule
Armour Bane:

If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule.

For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.

Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Regeneration:

Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a "Regeneration save" roll by rolling a D6 and comparing the result to its "Regeneration value", shown in brackets after the name of this special rule (shown here as "X+"). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.

Fear:

Models with this special rule cause Fear:

• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.

• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit.

A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does.

Stupidity:

Unless it is fleeing or engaged in combat, a unit with this special rule must test for Stupidity by making a Leadership test during the Start of Turn sub-phase of each of its turns. If this test is failed, the unit succumbs to Stupidity until its next Start of Turn sub-phase. A unit that has succumbed to Stupidity:

  • Cannot move (except to flee).
  • Cannot shoot or cast spells.
  • Cannot attempt a Wizardly dispel.
  • Must "Hold" if charged by an enemy.

A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious).

Flammable:

A model with this special rule cannot make a Regeneration save against a wound caused by a Flaming attack.

Motley Crew:

Units with this special rule may include models of the same type that are equipped differently to one another, and/or models of different types that fight together in a single unit. If necessary, the army list entry for such units will be accompanied by a brief explanation of the unit’s composition.

Different Weapons: The fighting rank of a Motley Crew may contain models that are armed with different weapons. In such cases, the controlling player must roll different batches of dice for the different models, making it clear to their opponent which model’s attacks they represent and where they are being directed. These attacks are made in the Initiative order of the individual models, as usual.

Different Armour: Models within a Motley Crew may have different armour values. In combat, use the armour value of the majority of the models in the fighting rank. Against enemy shooting, use the armour value of the majority of the models in the unit.

Casualty Removal: Against enemy shooting, casualty removal should be divided as equally as possible between the different models within the unit. In combat, casualties should be removed from among the majority of the models that make up the fighting rank. In either case, available models are brought forward from rear ranks to fill any gaps, as chosen by the controlling player.

Modifiers:

increment max pts(self) 1
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max(roster) 1
2000+ limit::points of any in roster (recursive)
repeat for every 1000 limit::points of any in roster (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
set max pts(self) 0
set max pts(self) 0
ancestor is 5. Battle March
set max(roster) 0
2000+ limit::points of any in roster (recursive)
set max(roster) 2
1999- limit::points of any in roster (recursive)
Used By (4)
Beastmen Brayherds(Catalogue)
Warriors of Chaos(Catalogue)

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