I've been wanting to play a monstrous host army using good old Throgg, but options are sorely limited if you stick to whats in the book. For example; the lack of a wizard of any sort is a severe blow to the lists viability. Of course, one could simply take a chaos sorcerer legally right from the book, but it just doesn't feel right. Why would a chaos sorcerer be running around with a bunch of trolls? I then thought about getting permission from my gaming group to run a balefiend fimir in my list. Better, but still doesn't quite fit in. so instead I decided to come up with some troll characters to complement Throgg. So far just some casters:
Troll Shaman 125 points
M 6
Ws 3
Bs 1
S 5
T 4
W 3
I 1
A 3
Ld 4
Magic:
A troll shaman is a level one wizard and knows spells from the lore of trolls
Special Rules: Mutant Regeneration, Fear, Stupidity, Troll Vomit
Options: May upgrade to a level 2 wizard for 35 points
Troll Great Shaman 250 points
M 6
Ws 3
Bs 1
S 5
T 4
W 4
I 1
A 3
Ld 5
Magic:
A troll shaman is a level three wizard and knows spells from the lore of trolls
Special Rules: Mutant Regeneration, Fear, Stupidity, Troll Vomit
Options: May upgrade to a level 4 wizard for 35 points
So then i was stumped as to what lore the trolls could take. Fire? Hell no. trolls no like fire. Beasts? eh. maybe. still kinda off. So I decided to come up with the Lore of Trolls.
Lore of Trolls
Projectile Vomit (Signature Spell) Cast on 10+
The name says it all really.
Magic Missile with a range of 12" and causes D6 strength 5 hits
with no armor saves allowed. Can be increased to 18" range and 2d6
strength 5 hits with no armor saves allowed, if so the casting value is
increased to 20+
1.Unholy Stench Cast on 6+
The shaman summons a wind that picks up and carries the trolls' ungodly
stink towards the enemy. The coughing and hacking fit that ensues leaves the
Target temporarily debilitated.
Hex spell. Pick one enemy unit within 18 inches. If cast successfully, the target
unit must pass a toughness test or it is unable to move or shoot until the start of
the caster's next magic phase.If somehow the target unit is engaged in close
combat it may attack and defend as normal. Though the target unit may not
pursue or overrun until the spell wears off.The range of the spell may increased
to 24 inches but the casting value increases to 9+.
2. Intimidating Bellow Cast on 8+
The Shaman lets loose an awful scream that keeps the underlings mindful of their
purpose and of the consequences of failure.
Augment spell. Pick one friendly unit within 24 inches. If cast successfully, that unit
will automatically pass all leadership tests until the start of the caster's next magic
phase. The caster may choose to target all friendly units within 12 inches, if so the
casting value increases to 16+.
3. Vigor of the Gods Cast on 10+
The Shaman Bestows the favor of the chaos gods onto his followers, giving them the
ability to shrug off all but the most grievous of wounds.
Augment Spell. Pick one friendly unit within 12 inches, if cast successfully, that unit gains Regeneration (6+)
until the start of the caster's next magic phase. If the target unit already has the Regeneration
special rule, it is increased by +1. (for example a model that regenerates wounds on a 4+ would
now regenerate on a 3+) The shaman may also imbue the target unit with enough power to
regenerate wounds caused by flaming attacks, if so, the casting value is increased to 15+.
4. Chaotic Communion Cast on 12+
The shaman steps partially into the realm of chaos to beg council from his gods' emissaries.
Augment Spell. If successfully cast, The shaman gains the Ethereal special rule until the start
of his next magic phase but is unable to otherwise act. He cannot move, shoot, or attack in any
way. If the caster is forced to move for any reason, the caster is removed as slain. (example; the
caster or his unit loose combat and fails their break test) Also If the caster takes a wound while
in his ethereal state, roll a D6 on a roll Of 1-3 he looses concentration and is sucked wholly into
the realm of chaos. In which case, remove the model from play and it counts as slain.
5. Tremendous Trepidation Cast on 13+
The shaman imbues the very air with with the power of evil magic. A thick layer of fear permeates the landscape.
Hex spell. Pick one enemy unit within 24 inches. If successfully cast, the target will take all fear
or terror tests at -2 until the start of the caster's next magic phase. The shaman may choose to target
all enemy units within 12 inches. if so the casting value is increased to 26.
6. Dead Troll Whacking Cast on 13+
The Shaman conjures up the spirits of its fallen minions to whack his foes.
Direct Damage. Pick one enemy unit within 24 inches of the caster. If successfully cast, the spell inflicts
3d6 WS3 S5 close combat attacks on the target unit.
Now I only spent about 2 or 3 hours working on all this, so some numbers may be off here or there. Some things may be over or under powered. That's why I would really appreciate any feedback the community could give.
I haven't decided whether or not the Troll Shamans should be able to take magic items or not. If they are, by the rules they can't take magic armor and i don't think they should be able to take magic weapons. In my mind I'm thinking that I will make a short list of "troll only" magic items. Some shiny baubles that contain some power, potent or otherwise. But we shall have to see if this little project gets that far.
I was also thinking of perhaps some troll combat heroes but that would be a little tricky since they'd have to be substantially less powerful than Throgg to make much sense, but still decent enough to warrant taking.
Making a good balanced chaos monstrous host army is the goal and any feedback is great!


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