Fell Caller Hero

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Trollblood Logo.jpg Fell Caller Hero

Trollblood Trollkin Solo

Mk4 icon.png
Prime
This model is available in one Prime Army, Storm of the North. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Few trollkin warlocks willingly take the field without one of these peerless warriors. Incarnations of their culture, Fell Callers serve as rallying points that bolster their fellows with powerful fell calls and lay their enemies low with paired swords. No trollkin can resist following when a Fell Caller drives deep into the enemy.

Basic Info

Fell Caller Hero
Missing Info
FellCallHero.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 7
MAT 6
RAT 6
M.A. N/A
DEF 12
ARM 15
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Tough symbol.jpg Tough
  • Fell Calls - This model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
    • March - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
    • Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that became knocked down this turn are not affected by Reveille.
    • War Cry - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 MAT. War Cry lasts for one turn.

Weapons

Sonic Blast
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 12
Sword (x2)
Sword icon.jpg  RNG   POW   P+S 
1 3 10

Theme Forces


Thoughts on Fell Caller Hero

Fell Caller Hero in a nutshell

Are you using more than one unit of melee infantry or cavalry? Do they have Pathfinder? If the answer to that second question is no you almost certainly want a Fell Caller Hero - and if you have one unit of melee infantry you probably want one. The Fell Caller hands out Pathfinder - or a melee to hit buff and is a decent although not outstanding combat solo. Because of the way Fell Calls work you shouldn’t be frightened of getting him into the action in the late game but his mediocre accuracy is an issue.

Combos & Synergies

  • Any melee troops - +2 to hit is excellent.
  • Any tough troops you don't expect to get double-tapped; standing up for free is great.
  • Any troops without Pathfinder.

Drawbacks & Downsides

  • Support bloat - that is, spending all your points on support solos like this can leave you with no real combat troops.
  • Most Northkin models already have pathfinder, multiple casters/ support models have ways to prevent knockdown and +2 Mat won’t matter before lines clash.
  • If you're running a gunline or a warbeast list without much melee combat infantry there's no point to running one.
  • Models cannot be affected by more than one Fell Call, so with Boomhowler3 and his CMD wide Fell Calls it can get very tricky trying to put the right buffs on the right unit.

Tricks & Tips

  • Remember it can spray - and it is a weapon master so does damage on the charge. Its combat skills aren't outstanding but they are decent enough to get work done. (You'd pay at least 3 and possibly 4 points for the combat potential of the Fell Caller without the Fell Calls)
  • the fell calls are any time abilities - but you have to complete an action fully before using them (you can’t declare a charge, move, fell call then attack) you also can’t fail a charge or run then fell call as your activation ends immediately after.

Other

Trivia

Death Metal Fell Caller; Minicrate Exclusive.

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

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 - Dozer & Smigg - Earthborn Dire Troll - Mulg the Ancient - Rök

Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2021.10

Rules Clarifications

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Fell Calls      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
RC symbol.png

Rules Clarification : March      (Edit)

Rules Clarification : Reveille - None yet. (Edit)
Rules Clarification : War Cry - None yet. (Edit)