Trollkin Sorcerer
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Trollkin Sorcerer |
Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page. Note that the rest of this page is about the model's Mark III rules. |
The sorcerers of the trollkin are not timid lore masters but determined and lethal combatants. Typically born with the white skin and red eyes of albinos, making them easily recognized as trollkin sorcerers at birth, they often command powers associated with elements prevalent in the region of their birth. Thus, many originating from the north command the cold winds of winter as a powerful weapon that can be used to attack or defend.
Contents
Basic Info
Trollkin Sorcerer | |||||||||||||||||||||||||||||||||
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- Attachment [ Trollkin ] - This model can be added to a medium-based Trollkin unit.
- Attachment Deployment - If this model is attached to a unit with Advance Deployment, it gains Advance Deployment. If it is attached to a unit with Ambush, it gains Ambush.
Abilities
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Tough
- Combat Caster - When this model's unit receives the Press Forward order, before its Normal Movement, this model can make one Magical Ability special action or special attack. This model can then run or charge normally.
- Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
Weapons
- Rune Axe - 1" reach, P+S 10 melee weapon
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Disbinding
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(★ Action) | - | Unit | - | - | No | |
Enemy upkeep spells and animi on this model and its unit immediately expire. | |||||||
Razor Wind
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(★ Attack) | 10 | - | 12 | - | Yes | |
This spell has zero special effects. | |||||||
Rituals of Power
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(★ Action) | - | Unit | - | Round | No | |
While this model is in formation, the weapons of models in its unit gain Damage Type: Magical. Rituals of Power lasts for one round. |
Theme Forces
Since it can be attached to any unit, it can be in every theme (as of 2019.07):
- Band of Heroes. In this theme he gains "Optional Take Down".
- Kriel Company. In this theme he can ignore friendly warrior models for LOS.
- Power of Dhunia
- Storm of the North. In this theme he becomes a Northkin model and gains Immunity: Cold.
Thoughts on Trollkin Sorcerer
Trollkin Sorcerer in a nutshell
The Sorcerer(s) is a utility weapon attachment that works really decently well with a number units and is superfluous on others.
It clears the unit of upkeeps with Disbinding, grants magic weapons to his entire unit so they can smite incorporeal models like the feared Wraith Engine or annoying Gremlin Swarm, additionaly it serves as a simple extra body in units that rely on their body count.
The sorcerer also gains any benefits granted by Tactics or Granted unit leaders or Fell Calls.
Weapon Attachment
You can't attach a Sorcerer to the following units:
- Any of the Pygmy units.
- Northkin Bear Handler & Battle Bears (the Bears are large-based)
- Northkin Fire Eaters (one of the Grunts is a Pyg)
- Trollkin Long Riders (large-based)
- Any of the weapon crew units (the guns are large-based)
- Any of the warlock units (1) because every warlock unit, at the time of writing (2019.07), has a small-based Pygmy and 2) their rules are written in a way that disallows attachments)
- Dannon Blythe & Bull - Dannon is small based.
Combos & Synergies
- Because of the wording on Granted and Tactics the Sorcerer is best taken with units already running a CA
- With the Fennblades and CA he gets Reposition, Cleave and benefits from no quarter and vengeance.
- With Skaldi he becomes Northkin, gains immunity cold, Practiced Maneuvers and overtake.
- With Kriel Warriors he gets Rise and Reposition
- Trollkin Champions are probably the unit that can make use of one or more sorcerers. First an foremost they can spread damage around with Sanguine Bond, and the sorcerer(s) add his ARM and boxes to the pool of the unit. Secondly they have a CA that grants them several minor effects. Finally, giving POW 12 weapon masters with 2 initails per model that can recieve Kriel Stone buffs magical weapons lets them deal with Wraith Engines superbly.
- If attached to Fell Caller units such as the Sons of Bragg or Boomhowler's the Sorcerer will benefit from the Fell Calls, which can be cute on the Sons as magical weapon masters and sprays can deal with more dodgy and/or harder Incorporeal models.
- The sorcerer can cast razor wind before running to engage. This can be a useful way to set up gang for Trollkin Scouts or position for defensive line on champions.
- Attaching a sorcerer to a Krielstone lets it store an extra fury. Paying 9 pts to get 3" extra on the aura isn't exactly worthwhile, but if you need to shave 1 point off a list that contains a max stone+elder, dropping down to min stone+elder+sorcerer only loses 1" of aura.
Drawbacks & Downsides
- He can only disbind on your turn, so if the opponent can just put a debuffon your unit and wreck it in one turn (e.g. Parasite), he doesn't help.
- Even with Combat Caster, you can't use Disbind before issuing/receiving an order. So he can't get rid of Rebuke until it's already hampered the unit.
- If your meta doesn't see much Grymkin, Cryx or Protectorate, you might not need magic weapons all that much.
Tricks & Tips
- Remember you can attach 3 sorcerers to a unit (if you care to shell out the points, and the cash). There are some cheeky things that that enables, like extra durability on Champions or extra aura range on the Krielstone.
Other
Trivia
Released in Hordes: Gargantuans (2013)
Other Trollblood models
Rules Clarifications
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Rules Clarification : Trollkin Attachment
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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)
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Rules Clarification : Attachment (Edit)
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Rules Clarification : Attachment Deployment - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Combat Caster (Edit) |
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Rules Clarification : Magic Ability (Edit)
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Rules Clarification : Disbinding - None yet. (Edit)
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Rules Clarification : Razor Wind (Edit)
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Rules Clarification : Rituals of Power (Edit)
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