Boomhowler, the Destroyer

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CID icon.jpg

Rules subject to change.
This model is unreleased.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a new model, and the information here is what was given on day 1 of the CID cycle

Mercenary Logo.jpg Minion Logo.jpg Trollblood Logo.jpg Boomhowler, the Destroyer

Mercenary, & Minion, & Trollblood Partisan, Trollkin Character Solo

This is the third version of Boomhowler, angry, and with an axe scavenged from a warjack

Basic Info

Boomhowler3
Missing Info
[[File:|center|280px]]
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR {{{str}}}
MAT 7
RAT N/A
M.A. N/A
DEF 12
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 12
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 8
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • Tough symbol.jpg Tough
  • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
  • Bloodthirst - When it charges a living model, this model gains +2" movement.
  • 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.
    • Dinner Time - Choose an enemy model/unit in this model's command range. This model and friendly Faction warbeast models activating in its command range gain +2" movement when charging the chosen model/unit. Dinner Time lasts for one turn. - Friendly faction beasts in command range gain bloodthirst
    • Hoof It - RNG CMD. Target friendly non-warlock non-warcaster living Faction model/unit. If the model/unit is in range, affected models that did not run or fail a charge this turn can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes.
    • Shout Down - Choose an enemy model/unit in this model's command range. This model and friendly Faction warrior models activating in its command range gain +2 to attack rolls against the chosen model/unit. Shout Down lasts for one turn. - Target a model/unit in command range. Friendly faction warriors in Boomhowler's command get +2 to damage rolls vs that target.

Weapons

  • Looted Executioner's Axe - 2" reach, POW 5, P+S 12 melee weapon
    • Critical Amputation - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
    • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
    • Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
    • Trash - Gain an additional die on damage rolls with this weapon against knocked down targets.

Theme Forces

  • Other Factions
    • Mercenary/Minion models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to #Other Theme Forces, below.

Thoughts on Boomhowler3

CID icon.jpg

Rules subject to change.
This model is unreleased.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a new model, and the information here is what was given on day 1 of the CID cycle

Boomhowler3 in a nutshell

Combos & Synergies

Drawbacks & Downsides

Tricks & Tips

Other

Trivia

Other Theme Forces

Crucible Guard (Edit)

Cryx (Edit)

Cygnar (Edit)

Khador (Edit)

Other Faction 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
Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ
Gatorman

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Boomhowler Partisan

  • There is a small typo in Boomhowler's Partisan. The intent is dor him to lose both Minion and Merxenary Faction tags when he is in a Trollblood army. (Infernal Ruling)


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Rules Clarification:  : Partisan      (Edit)
(Click Expand to read)

Which Faction am I?
  • Partisans are Mercenary (or Minion) models unless they're taken in their "Home" Faction. For example, a Mercenary model that is Partisan [Cygnar]:
    • When used in most armies it is "friendly Faction" only to other Mercenary models.
    • When used in a Cygnar army it is "friendly Faction" to Cygnar models ... and stops being "friendly Faction" to any other Mercenaries in that Cygnar army.
  • In a multi-caster game, Partisans count as the main army's Faction and not as a Mercenary models (if playing a Faction other than Mercaneries). (Infernal Ruling)

Attachments

  • If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
  • When taken in their Partisan Faction, they can't have a Ranking Officer attached.

Partisan warcasters

  • If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
  • Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
  • Partisan casters can be fielded in multiple-caster games. (Locked thread)
    See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)

Rules Clarification : Tough - None yet. (Edit)

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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)

Template:RC Immunity

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Rules Clarification:  : Countercharge      (Edit)
(Click Expand to read)

    Timing    
  • If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
  • If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
  • The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
  • If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
    • Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
      Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.

    Triggering Countercharge    

  • You can trigger Countercharge if you're engaging, but not engaged.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
  • Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)

    After the Countercharge    

  • The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Assault vs Countercharge ( Edit )
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).

Rules Clarification : Bloodthirst - None yet. (Edit)

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Rules Clarification : Thresher      (Edit)

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Trash - None yet. (Edit)

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Rules Clarification : Amputation      (Edit)

  • Amputation triggers after you've marked normal damage. So it goes: Roll damage ; mark damage ; fill in unmarked boxes/circles.(Infernal Ruling)
  • Amputation doesn't do anything if no boxes are filled in / the attack deals no damage. (Infernal Ruling)