Trolls

(Unit)
Type: upgrade
Category: Daemons and Warbands
Categories: Daemons and Warbands
EntryId: 922d-dd2a-b35a-e9e3
Hidden: false
Options (2)
Rules (1)
Stupidity
Stupid creatures must make a Break test at the start of each of their turns to overcome their stupidity. If you pass the test, the creatures behave normally; otherwise, the following rules apply until their next turn, when they can test once again:
If already in hand-to-hand combat, roll a D6 for each stupid creature in HtH; on a roll of 1-3, it rolls no attack dice and makes no parries. If not in HtH, roll D6 for each stupid unit. On a 1-3, move each stupid creature its normal move in a random direction (roll scatter die); any enemies encountered are automatically engaged in HtH (you must still roll to determine whether the stupid creatures will actually fight as above). On a 4-6, the creatures do nothing for the remainder of the turn. Creatures cannot shoot weapons or use psychic abilities while suffering from stupidity. While overcome by stupidity, they ignore all further psychology tests; Broken troops are not affected byStupidity until they have rallied.

Profiles:

Armour Saving ThrowSpecial
Trolls

4+

Save cannot be modified

Used By (1)
Codex - Chaos(Catalogue)