Pyre Troll

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Trollblood Template:Light Warbeas]

The fearsome pyre trolls are able to belch gouts of combustible liquid that ignites in the air, sticks to flesh, and burns at hellish temperatures. After softening foes with blazing spittle, pyre trolls use their thick claws to tear apart their sizzling victims. Even their skin exudes heat, the air around them smoldering with ripples that warn of the inferno to come.

Basic Info[edit]

Pyre Troll
PyreTroll
SPD 5
STR 9
MAT 5
RAT 5
DEF 12
ARM 16
Fury/THR 3/9
HP 22
Cost 8
See also How to Read the statblock

Weapons[edit]

  • Spew Fire - 10" range, 3" AOE, POW 12 ranged attack
    • Damage Type: Fire - This weapon does fire damage.
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in Maintenance phase of owner's turn until the fire expires.
  • Claw (x2) - 0.5" reach, P+S 12 melee weapons.

Abilities[edit]

  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good.
  • Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
  • It Burns! - Models that hit this model in melee suffer Continuous Fire, unless they destroy or RFP this model with that attack.
  • Regeneration [d3] - This model may be forced to heal d3 damage boxes, once per activation. It can't run in the same activation.

Animus[edit]

Flaming Fists - Caster gains immunity to fire, a bonus to melee damage, and Continuous Fire on its melee weapons.

Recent Changes[edit]

2017.07 Northkin CID

Cost reduced to 8 (from 9)


Thoughts on Pyre Troll[edit]

Pyre Troll in a nutshell[edit]

He's a good, cheap beast with a very useful animus for increasing your melee damage. While not personally great in melee, he can power attack when necessary, which can prove to be useful in a pinch. His ranged attack, while infinitely inferior to that of the Dire Troll Bomber, is still great for clearing out infantry, especially since it causes Continuous Fire to everyone under the AOE.

Combos & Synergies[edit]

  • He's a great way of setting Northkin Fire Eaters on fire. Deploy a Whelp in the center with your Fire Eaters in B2B with it, and leave one tiny gap for the Pyre to see and shoot the Whelp.
  • Granting Immunity: Fire protects your warlock against some of the nastiest things in the game, like the Harbinger of Menoth's feat and every Legion beast's ranged attack (and Thagrosh2's) with exception of the Nephilim Bolt Thrower.

Drawbacks & Downsides[edit]

  • With a poor RAT you're going to need to boost to hit, or hope for a good scatter.
  • With 10" RNG it is likely that what it fails to destroy with its ranged attack will be able to charge it.
  • The Pyre Troll itself doesn't kill an amazing amount - infantry don't bunch up enough.

Tricks & Tips[edit]

  • Shield Wall infantry keep their ARM bonus for Continuous Fire damage rolls. The POW is still high enough to kill at least some of them during the maintenance phase.
  • Send him out in front and force the enemy to deal with him, attacks on him set the enemy on fire. Follow up in the next round after continuous fire effect damage. Try to set fire to the enemy caster, it's very distracting.


Other[edit]

Trivia[edit]

Release din Primal Mk1 (2006)

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
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L
L
B
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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

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

Requires a 2+ warlock game

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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]

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
  • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
  • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.


Rules Clarification:  : Warbeast      (Edit)
Warning: This is a long one.

See also the Warbeast page for a recap of the core warbeast rules.

Animi

  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and spell. (Infernal Ruling)

Frenzy

  • Step 4 of Frenzy was errata'd in 2016. Make sure you're using the latest version of the rules.
  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Confirmation)

Rules Clarification : It Burns!      (Edit)

  • Placeholder

Rules Clarification : Regeneration - None yet. (Edit)


Rules Clarification : Flaming Fists      (Edit)

  • Continuous fire is only applied to melee weapons, so it won't affect Power Attacks.

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.