Jarl Skuld, Devil of the Thornwood

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Trollblood Trollkin Warlock

Jarl Skuld is an infamous bandit and highwayman who has become an unlikely guerilla leader among the desperate trollkin remaining in the Thornwood. A skilled gunfighter, Skuld uses a pair of customized, rune-scribed pistols to deadly effect. With lightning raids and devastating ambushes against Cryx, Khador, and other enemies of his people, Jarl Skuld has truly earned the moniker “Devil of the Thornwood.”

Basic Info[edit]

Jarl Skuld, Devil of the Thornwood
JarlSkuld
Base Size Medium
Warbeast Points High
SPD Average
STR Average
MAT Average
RAT High
DEF High
ARM Average
Fury Average

Weapons and Attacks[edit]

  • Rune Pistol x2 - High range pistols.
  • Axe - Small hand weapon.

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Gunfighter - This model can use its ranged weapons even while in melee, but can only target models it's in melee with. It can even make ranged attacks after charging.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • 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.
  • Dodge - When an enemy misses this model, this model gets a free short move that ignores free strikes. Dodge doesn't apply during your own movements.
  • Field Marshal (Swift Hunter) - Warbeasts/warjacks in this model's battlegroup gain Swift Hunter. (Swift Hunter - When you destroy a model with a basic ranged attack you are able to move a short distance immediately after.)
  • Swift Hunter - When you destroy a model with a basic ranged attack you are able to move a short distance immediately after.

Spells[edit]

  • Magic Bullet - After the next basic ranged attack of target friendly faction model hits, choose another model within 4" to hit with with an unboostable magic damage roll with the targeted model as the origin for this damage (this damage does not count as if from an attack).
  • Quicken - Cost 3, range 6 upkeep spell. Target friendly Faction model/unit gains +2 SPD and DEF against ranged and magic attack rolls.
  • Tactical Supremacy - Low cost upkeep spell which grants target friendly faction model/unit Reposition. (Reposition - At the end of an activation in which it did not run or fail a charge, this model can advance up to its stated value, then its activation ends.)
  • Weald Secrets - Upkeep spell Target friendly faction model/unit gains Pathfinder and Hunter. (Hunter - This model ignores cover and concealment when shooting.)

Feat: Rolling Fog[edit]

Places a random number of cloud effects completely within Jarl's CTRL for a round. These clouds do not block friendly faction LOS and friendly faction models can move through space occupied by other friendly faction models that are in these clouds. Enemy models in these clouds get an attack debuff.

Analysis of Jarl Skuld[edit]

Jarl Skuld in a nutshell[edit]

Jarl Skuld is a warlock who looks as if he's wandered over from the Circle Orboros to lead Trollblood armies. Tricksy and full of movement shenanigans, Jarl is an excellent change of pace for a troll player and would be utterly broken in Circle where he could stack his tricks with theirs - but in Trolls he mostly adds a splash of tricks to add flavour to an army.

Typical Army & Strategy[edit]

Strategy[edit]

His main win condition is to frustrate the enemy and win by hitting when they can't hit back.

Army[edit]

Jarl normally goes for a ranged army that can also work in melee.

Drawbacks & Downsides[edit]

  • His big weakness is that he has serious problems loading the Krielstone as he also has three upkeeps he wants to cast on turn 1.

Tricks & Tips[edit]

  • The enemy are there to be messed with. And to dance out of range of - measure their threat ranges when you play.

Other[edit]

Trivia[edit]

Placeholder.

Theme Forces this is a member of[edit]

Other Troolbloods models[edit]

Trollbloods - Faction models (Edit)
TrollbloodLogo.jpg

Warlocks etc.
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Madrak1 - Madrak2 - Madrak3 - Ragnor
Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle Ironstrike
Light warbeasts Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - 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 - Fire Eaters - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - 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 - Horgle Ironstrike - Horthol - Janissa Stonetide

Battle Engines War Wagon
Trollblood - Minion models (Edit)
Minion Trollblood.jpg
Warlocks etc.
Warlocks Bloody Barnabas - Calaban - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

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.
 
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


Alten Ashley - Brun & Lug - Dahlia & Skarath - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher
Trollblood - Theme Forces (Edit)
Band of Heroes - Power of Dhunia


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.