Giant River Troll Hag

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 2ed3-4424-0d3c-d5fc
Hidden: false
Costs: 235 pts
Options (2)
Rules (10)
Slimy Shanks
Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.
Swamp Breath
This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.
Troll Hag Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Water Wise
Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
Stomp
The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Strider (River)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Profiles:

Model MWSBSSTWIALDType
Giant River Troll Hag

5

3

1

6

5

6

1

6

Monster

Whoppers Table
01-02

Smother: The target suffers D3 Wounds which Ignores Armour saves. This has no effect on Animated Constructs. In addition, the target may not make any attacks until the Troll Hag is either slain or rolls a different result on its special attack table.

03-04

Mother: The target takes a single S 6 hit with Multiple Wounds (D3). If the target survives the attack, it may not attack until the start of your next turn.

05-06

Mither: Neither the Troll Hag nor the target actually fight if they have not already done so this round. The Troll Hag automatically wins the combat by 2 points or more. This result has no effect against Animated Constructs.

The target has its WS reduced to 1 until the end of the next turn. This has no effect on Animated Constructs.

Pick up and... Table
1

Stuff into Net: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Troll Hag should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Toss Back: The victim suffers D3 S 6 Hits which Ignores Armour saves, and D6 S 3 hits are inflicted on the unit (save as normal).

3

Send Packing: The Troll Hag will attempt to throw the victim into the nearest water feature (such as a river, marsh or swamp) within 12". The victim is automatically removed as a casualty unless they have Aquatic in which case the model lands unharmed in the water. If no water feature is in range, treat this as a Throw Back into Combat result instead.

4

Squish: The model is removed as a casualty.

5

Gobble: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Troll Hag had rolled the Stuff into Net result, and then choose another victim. Roll again on this table to see what the Troll Hag does with it.

Tiddlers Table
1

Suck out its Marrow: The unit suffers D6 S 5 hits. For every wound the target loses, the Troll Hag gains one, up to its starting number.

02-03

Pick up and…: The Troll Hag grabs a single Character in base contact from the target unit (Troll Hag's choice). The Troll Hag grabs the model and the player rolls a D6 on the Pick up and… Table to see what happens next.

04-05

Crush with Stump: All models in base contact, friend or foe, suffer a S 6 hit.

6

Grind its Bones: The Troll Hag may target a single model in base contact. This model suffers a single S 6 hit with Multiple Wounds (D3).