Runeshapers are among the most formidable trollkin sorcerers, having learned to manipulate stone by the power of their will. At a runeshaper’s call, rune-carved rocks rise in the air around them. Heavy stones fly at foes with deadly force while the earth itself trembles around them, bringing would-be attackers to their knees.
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Rules subject to change. This is an existing model/theme, but it is being updated.
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 existing model/theme, and the information here is the rules it had before the CID cycle.
If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.
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Basic Info
Trollkin Runeshapers |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
5 |
STR |
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MAT |
6 |
RAT |
N/A |
M.A. |
7 |
DEF |
12 |
ARM |
15 |
CMD |
6 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 each |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
3 |
UNIT SIZE |
3 |
COST |
8 |
2.66 each |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Pathfinder
- Tough
- Magic Ability [ 7 ] - 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.
- Steady - This model cannot become knocked down.
Weapons
- Hand Weapon - 1" reach, P+S 10 melee attack
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Dig In
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(★ Action)
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-
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-
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-
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(★)
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No
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This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.
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Rock Hammer
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(★ Attack)
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8
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3
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14
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(★)
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Yes
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On a critical hit, models hit become knocked down.
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Trembler
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(★ Action)
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-
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4
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-
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(★)
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No
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Center a 4" AOE on this model. Other models within the AOE become knocked down.
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Weapon Attachment
As with most Trollkin units, the Trollkin Runeshapers can take up to 3 Trollkin Sorcerers. The Sorcerer's info has been omitted for brevity.
Theme Forces
Recent Changes
2020.09 Vengeance of Dhunia CID (not finalised yet)
Thoughts on Trollkin Runeshapers
Template:Recent Change
Trollkin Runeshapers in a nutshell
Runeshapers are an interesting three person ranged multi-wound support unit, first throwing rock hammers while going in and then trembling people over.
Combos & Synergies
- Janissa Stonetide gives them a melee game. Charge them in (possibly boosted by a Fell Caller Hero) and have them also cast spells.
- Krielstone - really helps with multi-wound infantry with +2 ARM. Incidentally the Shapers don't really benefit from either UA, so you can save 3 points.
- Dhunian Archons can heal them every time something else in your list dies.
- Hermit - Telemitry makes them more accurate, Master of Ruin more powerful
- Grissel1 - Calamity makes them more powerful AND more accurate.
Drawbacks & Downsides
- Dig In is normally a trap. You just don't get far enough up the board.
- Expensive for what they do - rock hammer tries to do everything and is mediocre at it, and there are only three of them for the price of six Trollkin Highwaymen so they need to use their utility.
Tricks & Tips
- Measure their placement carefully before casting Trembler. You don't want to catch your own guys.
- They come best in multiples. One unit isn't particularly effective or hard to get rid of. 5 units are, especially with he right support.
Other
Trivia
Released in Hordes: Metamorphosis (2009)
Other Trollblood models
Rules Clarifications
Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Dig In and/or Foxhole Buddy (Edit)
- Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
- Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
- Being pushed counts as moving. (Locked thread)
- If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
- You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.
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Rules Clarification : Rock Hammer - None yet. (Edit)
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Rules Clarification : Trembler (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.
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Rules Clarification : Steady (Edit)
- If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
- Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
- A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
- Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will 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.")
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