Krielstone Bearer & Stone Scribes

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Trollblood Logo.jpg Krielstone Bearer & Stone Scribes

Trollblood Trollkin Stone Scribe Unit

Sacred monuments of the trollkin, krielstones are carried into battle as reservoirs of spiritual energy. Only the strongest trollkin can bear the immensely heavy stones, which radiate an aura that protects nearby warriors. The accompanying stone scribes bear witness to the brave deeds of their kin and help capture the stone’s sacred power in their scrolls.

Basic Info

Main Unit

Krielstone Bearer & Stone Scribes
Missing Info
KrielstoneBearerAndStoneScribes.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT 5
RAT N/A
M.A. N/A
DEF 12
ARM 13
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 1
UNIT SIZE 4 / 6 +1CA
COST 6 / 9 +3CA
1.7 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Leader & Grunts
  • Leader only
    • Awaken the Stone (★ Action) - This model gains d3 fury points.
    • Fury Vault - (1) While this model is in a friendly Faction warlock's control range during the warlock's activation, the warlock can move fury points from itself to this model at any time. (2) If this model is in a friendly Faction warlock's control range, the warlock can leech fury points from it during your Control Phase. (3) This model can have up to 1 fury point on it for each model currently in this unit. When a model in this unit is destroyed or RFP'd, remove fury points from this model in excess of the number of models remaining in the unit. (4) If this model is destroyed and replaced by a Grunt in this unit, place its fury points on the new Leader.
    • Protective Aura [_] - This model can spend 1 fury point to use Protective Aura at any time during its activation. When it does, friendly Faction models gain +2 ARM while within {{{1}}} of this model +1" for each fury point on this model. Protective Aura lasts for one round.
    • Self-Sacrifice - If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed and this model removes 1 damage point.

Weapons

  • Leader
    • Unarmed - This model has no weapons.
  • Grunts
    • Hand Weapon - 1" reach, P+S 10 melee weapon

Stone Scribe Elder (CA #1)

Template:SOM

Stone Scribe Elder
Missing Info
Stone-scribe-elder.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT 5
RAT N/A
M.A. N/A
DEF 12
ARM 13
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 1
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Officer symbol.jpg Officer
  • Tough
  • Stone Warp - This model can use one of the following effects each turn at any time during its unit's activation:
    • Combat Warding - Continuous effects on friendly Faction models affected by this unit's Protective Aura expire. While affected by this unit's Protective Aura, a model is immune to continuous effects. Combat Warding lasts for one round.
    • Spirit Chaser - While within the area affected by this unit's Protective Aura, enemy models lose Incorporeal and Stealth. Spirit Chaser lasts for one round.
    • Stone Strength - While within the area affected by this unit's Protective Aura, friendly Faction models gain +1 STR. Stone Strength lasts for one round.

Weapons

  • Hand Weapon - 1" reach, P+S 10 melee weapon

Northkin Elder (CA #2)

Among the Northkin leadership are their revered elders, many of whom are also powerful mystics, either shamans or sorcerers who can lend the cold of the north to the power already contained in krielstones to strengthen their allies. The winds they summon can speed an army into the fray or lend bite to the winter magics of other mystics.

Northkin Elder
Missing Info
Northkin Elder.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 12
ARM 13
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 1
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • Officer - As above
  • Tough - As above
  • Stone Warp - As above
    • Stone Cold - While within the area affected by this unit’s Protective Aura, friendly Northkin warrior models gain +2 STR. Stone Cold lasts for one round.
    • Wild Winds - This unit and friendly Northkin models activating within the area affected by this unit's Protective Aura gain +1 SPD. Wild Winds lasts for one turn.
    • Winter Magic - When a friendly model makes a cold damage roll while within the area affected by this unit's Protective Aura, add +2 to the damage roll. Winter Magic lasts for one turn.
  • Tactics: Northkin - Models in this model's unit are Northkin models and gain Immunity:Cold.

Weapons

  • Unarmed - This model has no weapons.

Weapon Attachment

As with most Trollkin units, the Krielstone can take up to 3 Trollkin Sorcerers. The Sorcerer's info has been omitted for brevity.

Theme Forces

Thoughts on Krielstone Bearer & Stone Scribes

Krielstone Bearer & Stone Scribes in a nutshell

The Krielstone Bearer is the unit that makes the Trollbloods the Trollbloods. Every player owns one, complete with a Stone Scribe, and it sees play almost every game.

Thoughts on adding the CA

The Stone Scribe Elder is just good for any kind of force (both +1 STR and countering a lot of hard to counter stuff) while the Northkin is brutal in Storm of the North theme force when running a lot of infantry.

Tip lightbulb.png

Tip !
Remember, you can only take one CA per unit.

Combos & Synergies

  • Anything Trollblood with decent armour and multiple wounds. Which is everything except much of the infantry, and even they like it.

Drawbacks & Downsides

  • One of the attachments is a special order model.
  • The Protective Aura is tied to the "this model" that activated it. If you're forced to Field Promote the Leader model, then the Aura will be "turned off" until next time the unit activates and turns it back on.
    • Keep an eye out for stuff which gets around Self-Sacrifice because players will use it to "snipe" the Leader model. For instance, Electro Leap damage is "not considered to be from an attack".
  • It needs charging up.

Tricks & Tips

  • Keep it in the middle of your army.
  • A great counter to Stealth and Incorporeal.

Other

Trivia

  • Original unit was released in Primal Mk1 (2006)
  • The Elder CA was added in Hordes: Metamorphosis (2009)
  • The Northkin CA was added in the Northkin CID (2017.07)
  • Nicknames: The Stone.

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

RC symbol.png

Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Fury Vault      (Edit)

  • Adding Weapon Attachments to the unit will increase the maximum amount of fury that can be on the Krielstone. (Locked thread)
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Rules Clarification : Protective Aura      (Edit)

  • For the Stone Scribe, if you have to Field Promote the Stone then Protective Aura is lost. It is not transferred to the newly promoted Grunt.
  • Madrak3 doesn't have this issue, he's got bigger problems to worry about (namely, being dead).
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Rules Clarification : Self-Sacrifice and/or Roth's Mercy     (Edit)

  • The model that is destroyed is not destroyed by an enemy attack, instead it is destroyed by the Self-Sac ability. (Infernal Ruling)
    • This allows you to nullify many enemy abilities (such as Overtake and Blood Boon).
    • However, it will not nullify all abilities, some abilities don't care who destroyed what (such as Soul Taker or Body Snatcher).
  • An enemy ability that prevents healing (such as Entropic Force) does not prevent you triggering Self-Sacrifice ... it just prevents the part where you heal.
    • This means you could end up with 2 dead models and 0 healed models; an opponent is perfectly within his rights to let you declare self-sacrifice, remove a 2nd model via self-sacrifice, then refuse to let you heal the first one.
  • If multiple models are caught in the same attack (for instance, an AOE), then they can't self-sacrifice to each other (because they're all disabled at the same time).
    • However, if you have Self-Sacrifice & Tough they trigger at the same time. So you resolve tough first and if anyone in the AOE passes they become non-disabled. Since it's simultaneous, that model is now a valid target for self-sacrifice for the other guys in the AOE.


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)


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Rules Clarification : Stone Warp      (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)
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Rules Clarification : Combat Warding      (Edit)

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Rules Clarification : Spirit Chaser      (Edit)

  • Models can regain Incorporeal and/or Stealth while still in the area. It lacks the "and cannot regain them" wording.

Rules Clarification : Stone Strength - None yet. (Edit)
Rules Clarification : Stone Cold - None yet. (Edit)

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Rules Clarification : Wild Winds      (Edit)

  • Wild Winds will affect advances that occur at the end of the turn, too (ie it works with Hoof It). (Infernal Ruling)

Rules Clarification : Winter Magic - None yet. (Edit)


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Note to Editors

  • To edit the Scribe Elder (CA #1) tagged abilities, Click here
  • To edit the Northkin Elder (CA #2) tagged abilities, Click here