Dhunian Knot

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Dhunian Knot

Trollblood Trollkin Unit

The Dhunian knot is an old tradition of trollkin shamans banding together to combine their mystical power. In battle, they call upon Dhunia to heal wounds and manipulate the threads of fate. They can bring a dire troll back from the edge of a rampage or even magically compel others’ beasts to rise up against their masters. Even hopeless battles may prove favorable under the guidance of a knot.

Basic Info[edit]

Dhunian Knot
DhunianKnot
SPD 6
MAT 5
M.A. 6
DEF 13
ARM 13
CMD 6
Cost 6
2 each
See also How to Read the statblock

Weapons[edit]

Abilities[edit]

  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Magic Ability [ 6 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Heal [d3] (★ Action) - Remove d3 damage from a living Faction model in B2B.
    • Puppet Master (★ Action) OR (★ Attack) - Puppet Master is a RNG 10 spell. When it targets an enemy model/unit, it is a magic attack. You can have one affected model reroll one attack or damage roll, then it expires. Puppet Master lasts for one round.
  • Wild Communion - You can reroll one or more dice after a nearby warbeast's threshold check.


Thoughts on Dhunian Knot[edit]

Dhunian Knot in a nutshell[edit]

The Dhunian Knot is a support unit providing frenzy management (although not actually Fury management outside of Power of Dhunia) and rerolls to help you hit harder. As models go they are support that don't actually do work themselves. One reroll is worth effectively +2 to hit.

Combos & Synergies[edit]

Drawbacks & Downsides[edit]

  • They don't actually do work themselves.
  • The more you have that doesn't kill the more work everything else has to do.
  • They might prevent frenzies but they don't get rid of any Fury for you. So they don't solve the root problem.

Tricks & Tips[edit]

  • Activate them near the start of your turn, so you don't forget to put Puppet Master on your important pieces.
  • Put Puppet Master on something with a critical effect, to give you better odds.
  • Puppet Master can be put on hostile models, to force reroll of successful rolls. Rarely useful, but can make your caster much safer.

Other[edit]

Trivia[edit]

Released in Hordes: Devastation (2015)

Theme Forces[edit]

Other Trollblood models[edit]

TrollbloodLogo.jpg

(Edit)

Battlegroups
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor
T
R
O
L
L
B
L
O
O
D
S
Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
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 - Earthborn Dire Troll
Dozer & Smigg - Mulg the Ancient - Rök
Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Scattergunners - Thumper Crew - Champions - Fennblades - Highwaymen - Long Riders - Runeshapers - Scouts - Sluggers - Warders
Special WA: Trollkin Sorcerer
Sons of Bragg
Solos Fell Caller Hero - Fennblade Kithkar - Northkin Shaman - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner
Braylen Wanderheart - Horgle1 - Horthol - Janissa Stonetide - Valka Curseborn
Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North
Minion Trollblood.jpg

(Edit)

Minion Battlegroups
Warlocks Bloody Barnabas - Calaban - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

T
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Other Controllers Lesser Warlocks: Brun & Lug - Dahlia & Skarath - Rorsh & Brine - Wrongeye & Snapjaw


'Jack Marshals: Raluk Moorclaw

Warjacks & Warbeasts The minion battlegroup members you can include in a Trollblood army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what minions it can control.
 
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Swamp Shamblers - Gatorman Posse - Gobber Bellows


Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea -

Solos Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scouts - Feralgeist - Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Thrullg - Totem Hunter


Agata, Queen of Carnage - Alten Ashley - Brun & Lug - Dahlia & Skarath - Eilish Garrity - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher


Rules Clarifications[edit]

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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.")

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • 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)

Rules Clarification : Heal and/or First Aid - None yet. (Edit)

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Rules Clarification : Puppet Master      (Edit)

  • Puppet Master can be put on a model in a unit, and it will be applied to the whole unit. However, as soon as any model in the unit chooses to use it then it expires on the entire unit (so really it only affects one model).
  • Puppet Master can be used on "secondary" damage rolls such as Electro Leap, Magic Bullet, etc.
  • It can't be used on "stay in play" damage effects like a Scather's AOE.
  • If you cast Puppet Master on the same model/unit multiple times (eg Dhunian Knot) it doesn't stack, at all. (Infernal Ruling)
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Rules Clarification : Wild Communion      (Edit)

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