The reclusive Thrullg are hulking humanoids that feed on magical energy. They are drawn from the safety of their lairs by the unfettered use of magic in battles across Caen, and no spellcaster is safe in the vicinity of a living Thrullg. As if their magical appetites were not dangerous enough, these creatures' claws and tentacles can kill a man as easily as they drain arcane power.
- Claw (x2) - 1" reach, P+S 12 melee weapons
- Tentacles - 1" reach, P+S 13 melee weapon
- Damage Type: Magical - As above
- Arcane Interference - As above
- Minion - Will work as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, or Trollblood minion
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
- 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.
- Arcane Consumption - If an enemy model casts a spell while in this model's CMD range, the enemy caster immediately takes d3 damage and this caster heals d3 damage. If the enemy caster is destroyed from the damage their spell does not take effect.
- Prowl - While concealed this model has stealth.
- Spell Ward - This model cannot be targeted by spells.
2017.09 Blindwater CID
- Gained Prowl and Pathfinder
Thoughts on Thrullg
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.
Please feel free to update the article and remove this warning.
Thrullg in a nutshell
The Thrullg is a model you take when you know you want to get rid of upkeep spells. It's a mediocre brawler otherwise, but its primary role is to bring anti-upkeep tech.
Combos & Synergies
- In The Blindwater Congregation the Thrullg is available for free if you buy enough infantry. And even if the Thrullg doesn't normally justify its cost, free is a good cost for anything, and it has the joint most expensive base cost of any available model in the congregation (alongside the Totem Hunter)
Drawbacks & Downsides
- Doesn't justify its points other than through stopping upkeeps.
- For its cost it's amazingly vulnerable to simply getting shot; it's expensive and it's got an average DEF, average ARM, only a handful of damage boxes, and no anti-shooting tech at all. And it needs to get close to the enemy.
Tricks & Tips
- If against offensive upkeeps hit your own model in the back to dispel the upkeep.
Released in Forces of Hordes: Minions (2011)
Other Minion models
Rules Clarification : Magical Damage (Edit)
- 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)
- ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
- If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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 : Arcane Interference (Edit)
- If there is an upkeep on only a single model within a unit (such as Fire for Effect), then you need to hit that exact model to make it expire. It's not enough to just hit anyone in the unit (unlike most upkeep spells).
Rules Clarification : Disruption (Edit)
- If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
- Despite being unable to channel spells, a warjack can still be the target of spells just fine.
Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Arcane Consumption (Edit)
- A model can be affected by more than one Arcane Consumption at a time, and thus will take multiple damage rolls. (Infernal Ruling)
- The d3 for damage and heal are rolled separately.
Rules Clarification : Prowl (Edit)
- You can still benefit from Prowl even if the attacker "ignores concealment".
Because even though they ignore it that doesn't change the fact that you have it, and all you need to do is have it in order to get Prowl.
Rules Clarification : Stealth (Edit)
- "Automatically missing" is not the same as "cannot be hit by".
- For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
Rules Clarification : Sacred Ward and/or Spell Ward (Edit)
- Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.