Jump to content

Faction Development Concept: Troggoths


HiddenElephant
 Share

Recommended Posts

This is an idea that I had almost spontaneously, but have been working on over the past week or so off-and-on.  It's taking a disparate, but previously-established, faction and bolstering it by a considerable margin to a full-fledged force, with its own strengths and weaknesses.  I'm a bit more bark than I am bite, but I would love to see the Troggoths fleshed out similarly to this.  This faction plays around with keywords, but it's not smart enough to do too much else.  It gives the Troggoths a bunch of new models, and replaces the old ones.  Fellwater Troggoths would keep their models, though I am concerned that there isn't actually enough variation in the Fellwater Box to let you make what I've described below.

Troggoth Faction Focus:  Changing and gaining keywords mid-battle to gain buffs and effects.  Wizards can remove keywords on enemy models to deprive them of anything of that bonus.  Big, tough models that keep on healing.

Faction Aesthetic:  The simplest of the simplest, Troggoths go to war dressed only in their loincloths and wielding their clubs.  Many of them are just carrying large branches or big rocks because they are too dumb to wield better weapons. Their heroes, the Troggreats, fare little better; it’s not that they are stupid (they are, but not nearly as much as regular Troggoths), it’s that they just don’t care.

Faction Agenda:  Simple: Destroy.  The Troggreats, smarter Troggoths, typically will look to better their standing, claiming wide swaths of territory, collection baubles, or do mercenary work for money, but they don’t have any greater goal in mind.  They live simply, moment to moment, and can easily be caught up in Orruk Waaaghs and other hordes of Destruction.

    To those Troggoths who know what a god is, they see Gorkamorka as the Great Not-Dying, an incredibly primordial aspect of eternal permanence who can survive anything.  Those that worship Gorkamorka in this aspect hold themselves above the cunning Grots or the brutal Orruks, and believe that Gorkamorka himself created them personally as ‘Da Best’.

Troggreats:  Troggreats are smarter Troggoths who typically become this through one of two ways:  Eating enough of other races, or being formed that way naturally. As Troggoths are highly mutagenic and their body changes according to what they eat, a Troggoth who can manage to eat enough sapient beings changes to be smarter.  They quickly figure this out, and many seek to eat more and more sapient beings to become smarter and smarter. Those who do not get slain by the heroes of other races often figure out that gathering an army of Troggoths to assist their goal would be for the best.

    However, Troggoths can be formed in their origins as moderately-intelligent individuals.  These Troggreats do not need to eat sapient beings to gain their intelligence, but many are born with strange mutations, like more limbs or multiple heads.  Innately curious, many take on strange paths in life, becoming odd, rare examples of the Troggoth kind.

Pros

  • Big, Tough, Elite Units, all the time.
  • Army-wide Healing.
  • Copious ranged attacks.
  • Ability to play with keywords for advantages.

Cons:

  • Low Model Count.
  • Dumb as a sack of rocks, incidentally - No deep-strike, no fancy magic tricks, no non-keyword buffing, and their only debuffing power, while quite good, only targets a unit’s Keywords.
  • Very Short Ranged - 6 inches at best - means that you are slogging your way to front lines.  Good luck.
  • You’re grouping your heroes close to your units for the benefits; you don’t have a back line.

Allegiance Abilities:

  •     Mutagenic Monsters:  Allows you to change and add keywords on to your Troggoth Units, 1 base plus 1 for every hero in the army.  Does not affect their abilities, but this will affect bonuses you can get due to command abilities. There is a list of Keywords you can give your troggoth units, and it is based per unit.  Keywords are: Sourbreath, Rockgut, Fellwater, and Direbark.
  •     Ever-Healing:  A ‘Summoning’ system that gives you Regenesis Points based off of damage that your Troggoth models do plus a bonus per round.  With these Regenesis Points, you can bring back previously-killed models and even units! This even works with your hero models, though those are obviously more expensive.  You cannot ‘summon’ anything that wasn’t in your army to begin with.
  •     Ascended Troggoth:  If you have a Troggreat as your general, then they gain one of the keywords taken from ‘Mutagenic Monsters’.  All non-hero units with that keyword become Battleline for your army.

Units:

  1. Kit A:  Great King Truple:  Unique Troggreat Melee Hero:  Big King Truple is a three-headed, three-armed  Troggreat equipped with his own massive (and poorly-maintained) greatsword, unique among Troggoths, and another sword in his third arm.  He’s not too prideful to vomit, either. Heals 2d3 during the hero phase. His greatsword is magical and meant to kill the unkillable; if it hits at least once, after to-wound and saves, it deals 1 mortal wound.  As he is three-headed, and therefore thrice as smart, if he is ever charged, he attacks before his chargers, he always gets the ‘Look Out, Sir!’ bonus, and if you spend a command point with him as your general, on a roll of 6, it is refunded.  His innate command ability selects 1 unit of Troggoths to pile-in and attack during the hero phase.
  2. Kit A:  Troggoth King:  Troggreat Melee Hero:  A three-armed Troggreat wielding a Big Club and a Regular Club.  He can also vomit on his enemies. Heals d3+1 during the hero phase.  He gets a bonus depending on what Troggoth Type keyword he has; Sourbrath is +1 to hit in melee, Rockgut is +1 to wound in melee, Fellwater is +1 to hit in shooting, and Dreadbark is +1 to wound in shooting. His innate command ability makes target Troggoth unit heal d3.
  3. Kit B:  Troggoth Shaman:  Troggreat Magic Hero:  A two-headed Troggreat wielding a long staff who can vomit on enemies.  Heals d3 during the Hero phase. As a wizard, he can cast and unbind 1 spell a turn, and knows Arcane Bolt, Mystic Shield, and his innate spell.  His special ability is that, if he slays an enemy Wizard, then for the rest of the game, he gains +1 to cast and dispel, and this is cumulative. His innate spell targets an enemy unit, selects one keyword for that unit, and removes it for a turn; that unit cannot gain any benefits from having that keyword.
  4. Kit C :  Troggreat Wanderer:  Troggreat Melee Hero:  An unmutated Troggreat wielding a fancy club and who can vomit.  Can regenerate d3 in Hero phase. He likes the taste of heroes, and can reroll failed wound rolls against them.  When he slays one, he instantly heals d3 wounds. Hero-killing Hero.
  5. Kit D : Ranktooth Menace:  Sourbreath Troggreat Melee Hero:  A Troggreat who’s better at clubbing than his dumber cousins, and vomits as standard.  Can regenerate d3 in Hero phase. All Troggoths near to him gain a Bravery Bonus and (Keyword: Sourbreath) close to him gain +1 to hit in combat.
  6. Kit D : Stonehead Crusher:  Rockgut Troggreat Melee Hero:  A Troggreat who’s better at clubbing than his dumber cousins, and vomits as standard.  Can regenerate d3 in Hero phase. Resists magic better, and (Keyword: Rockgut) close to him gain a bravery bonus and gain +1 to-wound in combat.
  7. Kit E:  Siltbottom Mangler:  Fellwater Troggreat Melee Hero:  A Troggreat who’s better at clubbing than his dumber cousins, and vomits as standard.  Can regenerate d3 in Hero phase. Enemy units within 3 inches of him suffer -1 to hit in the combat phase.  (Keyword: Fellwater) close by gain a bravery bonus and +1 to-hit on their ranged attacks.
  8. Kit F:  Dreadvine Strangler:  Direbark Troggreat Melee Hero:  A Troggreat who’s better at clubbing than his dumber cousins, and vomits as standard.  Can regenerate d3 in Hero phase. Can reroll failed save rolls versus ranged attacks plus the Direwood Troggoth special ability.  (Keyword: Direwood) gain a bravery bonus while close to them and can reroll 1 die on a failed Charge roll.
  9. Kit D : Sourbreath Troggoths:  Sourbreath Melee Unit, Troggoth Battleline:  Just as they were. Big dumb things that are common enough to be your battleline.
  10. Kit D :  Rockgut Troggoths:  Rockgut Melee Unit: Just as they were.  Snub those wizards!
  11. Kit F:  Fellwater Troggoths:  Fellwater Melee Unit: Just as they were.  Ain’t you a stinker?
  12. Kit F:  Direbark Troggoths:  Direbark Melee Unit: They’re like every other Troggoth Unit.  Big, tough, smashy, with a vomit attack. They are covered with shade, and ranged attacks targeting them get -1 to hit.
  13. Kit G:  Great Troggoth:  Behemoth Monster:  A titanic, ancient Troggoth that has not manage to become a Troggreat, or perhaps it’s a Troggreat unable to keep up a diet of sapient beings, or perhaps it’s just a Troggoth that ate a lot of big monsters.  Either way, this big gangly monster attacks with its claws and bite and can vomit upon the enemy in a special manner. Its vomit picks a point a certain distance away (based on damage) and every enemy unit within 3 inches of that point takes d3 Mortal Wounds on a roll of 3+.  It also regenerates 2d3 during the Hero phase. Furthermore, it is Ancient And Adaptable. It gets a bonus depending on what it was hit by last: Take damage from a spell, and spells have a chance to wash off of it. Take damage from a ranged attack, and it gets +1 inch to the range of its melee attacks.  Take damage from a melee attack, and it can reroll saves of 1. Its damage profile tracks Speed, Number of Claw Attacks, and Vomit Range.

Notes:

  • Rockgut and Sourbreath Troggoths are given new models in a dual-kit with each other.  Fellwater Troggoths do not get a new kit.
  • The Troggoth-Type Heroes (Ranktooth, Stonehead, Siltbottom, and Dreadvine) come from the Troggoth-Type Kits, using a particular headsculpt and new details.  This is akin to the Crypt Haunter / Crypt Flayer kits.
  • Direwood Troggoths are new types of Troggoths found deep in forests; they are a new kit and another keyword.
  • 7 Kits:  A through G, 6 of which are completely new.

Primordial Origins:  A faction-flavoring ability, like that of Stormhosts, Temples, Greatfrays, etc.  Give you access to unique abilities, but you must take them and whatever they bring along.

  • Blood of the Great Troghemoth:  This force comes from the body of the Great Troghemoth,  presumably the first Troggoth of them all, really, really big, and so dumb he crushed kingdoms without realizing they were there.  All your heros gain +1 to their wound characteristic. Your General must use this origin’s command trait. It is: Descendent of the Great Troghemoth:  This model heals d3 wounds in the hero phase in addition to any other wounds healed, but it gains the Monster keyword.
  • Kingslayers:  This force sprouted from a great lineage of Troggoth Kings who led great hordes to slay might kings, picking up many discarded relics on the way.  Your general gains 1 extra Special Bauble, regardless of whether or not they are a named character. However, you must use this origin’s Special Bauble as one of your Special Baubles.  It is: Totem of Crowns: Reroll failed Battleshock tests for units within 6 inches of this hero.
  • Greenskinz-Kin:  This force is part of a large Troggoth movement that worships Gorkamorka fervently.  Allies with ‘Orruk’ and ‘Grot’ keywords can benefit from Muagenic Monsters, and therefore Keyword Bonuses.  If you have a wizard, they must choose this origin’s unique Primordial Lore spell. It is: Gift of the Great Not-Dying, which chooses any Destruction unit and heals them for d3+1.
  • Skull-Carriers:  This force worships the ‘Great Not-Dying’ reverently, and will even drag dead Troggoth bodies with them instead of eating them because of their belief.  You may select 1 Troggoth Hero or Minimum-size Non-hero unit (no behemoths!) that are not part of your force and put them to the side. They do not count as points you’ve spent for your army, but you may select them to be targets of the Ever-Healing ability.  One hero in your army must take this unique Special Bauble: Gilded Troggoth Skull: When your hero would be slain by an attack, after that attack is finished, the hero is not slain and regains d3 wounds.

Command Traits:  Your General gains one of these if they’re a hero.

  1. Slayer of Slayers:  Reroll wound rolls of 1 versus Heros
  2. Monster-Eater:  Reroll wound rolls of 1 versus Monsters
  3. Beast of Nature:  This hero may ignore the effects of terrain that this hero is close to.
  4. Fearsome Face:  Enemy units within 3 inches of this suffer -2 bravery
  5. Long-Legs:  Gains +2 Movement
  6. Lightning-Quick:  This hero’s weapons gain +1 attack each.

Special Baubles:  One hero of yours, plus one for every battalion you’ve got, can choose one of these to use.

  1. The Buried Sword:  A magical sword, still buried in this troggoth’s body.  Anyone who pulls it out will become king of an ancient kingdom - but the troggoth’s still using it.  One troggoth unit within 3 inches of this hero automatically passes their battleshock test during the battleshock phase.
  2. Crystal Eyes:  A number of shiny glass balls that just so happen to tell of the future.  Attacks targeting this hero must reroll every 6 on the To-Hit.
  3. Gul’bach’s Arms:  Arms from the legendary many-armed troggoth Gul’bach.  They still reach out to crush and mangle. During your combat phase, after this model has attacked with every weapon, roll a die for every enemy unit within 3 inches; on a 3+ that unit suffers d3 mortal wounds.
  4. Noxious Bag:  You don’t want to know what’s in here.  Once per game, this hero can eat this bag (euuurgh....) and changes their Noxious Vomit ranged attack:  It doubles the range, adds +1 to Hit and to Wound, and adds -1 to the rend.
  5. Fragment of the Great Bridge:  A fragment taken from one of the largest bridges in the Mortal Realms.  Reroll all successful To-Hit rolls on Shooting attacks targeting this Hero.
  6. The Iron Teeth:  Your troggoth hero has replaced his teeth with iron and likes showing them to everybody.  This gives him an addition attack, 1 attack, 4+ To-Hit, 4+ To-Wound, -1 Rend, 2 Damage.

Primordial Lore:  Each of your wizards may take 1 spell from this list to use in addition to their innate spells.

  1. Freakish Mutation:  Target nearby friendly Troggoth Unit, and add 1 to 1 of that unit’s attacks for the rest of the turn.
  2. Blessing of the Great Not-Dying:  All Troggoth units fully within 12 inches of the caster regain 1 wound.
  3. Acid Spray:  Draw a line 6 inches away from the caster; every enemy unit that it passes over takes d3 Mortal Wounds on a 4+.
  4. Troggish Transformation:  Target enemy unit. They heal d3 wounds, gain the Troggoth keyword until the end of your Hero phase, and you get to have them pile-in and attack one of their friendly units now.
  5. Breath of Gorkamorka:  Target all enemy units within 3 inches of a point designated by this spell; target units each suffer a mortal wound, d3 mortal wounds on a roll of 4+.
  6. Troggoth Brains:  Target enemy unit loses all keywords it has, and cannot gain benefits from having them.

Battalions:  For all your force-building goodness.

  • Bridge Toll:  1 Ranktooth Menace + 2-4 units of Sourbreath Troggoths:  Gain d3 Regenesis points at the start of the game, for use later with the ‘Ever-Healing’ Faction Ability.
  • Crag Dwellers:  1 Stonehead Crusher + 2-4 units of Rockgut Troggoths:  If units part of this battalion take wounds or mortal wounds as the result of a spell, they ignore those wounds on a 4+.
  • River Raiders:  1 Siltbottom Mangele + 2-4 units of Fellwater Troggoths:  Units part of this battalion may make a Shooting attack even if they have run, charged, or retreated.
  • Deep Forest Rumors:  1 Dreadvine Strangler + 2-4 units Direbark Troggoths:  Units part of this battalion cannot be the targets of spells, shooting attacks, or be charged on the first turn.
  • The Great Troggoth Horde:  1 Troggoth King + 1 Troggoth Shaman + 1-3 ‘Bridge Toll’ + 0-2 ‘Crag Dwellers’ + 0-2 ‘River Raiders’ + 0-2 ‘Deep Forest Rumors’ + 0-1 Great Troggoths:  Gain d6 Regenesis points at the start of the game, for use later with the ‘Ever-Healing’ Faction Ability.
  • Mercenary Work:  1 Troggreat Wander +2-4 units of Sourbreath Troggoths:  Sourbreath Troggoths part of this battalion lose (Keyword: Sourbreath), but all battalion units gain (Keyword:  Trogs of War). This battalion may be included in any Destruction Force as allies, regardless of Ally restrictions.
Edited by HiddenElephant
  • Like 4
Link to comment
Share on other sites

  • 2 months later...

I've made a version 2!  What's new?  Well... I took out anything special the Sourbreaths had, as they are just super-vanilla Troggoths.  But I gave the faction Troggoths with Wings!  It's just one of those things that had to happen.

Here is Troggoths Faction Concept 2.0.

Troggoth Faction Focus:  Changing and gaining keywords mid-battle to gain buffs and effects.  Wizards can remove keywords on enemy models to deprive them of anything of that bonus.  Big, tough models that keep on healing.

Faction Aesthetic:  The simplest of the simplest, Troggoths go to war dressed only in their loincloths and wielding their clubs.  Many of them are just carrying large branches or big rocks because they are too dumb to wield better weapons. Their heroes, the Troggreats, fare little better; it’s not that they are stupid (they are, but not nearly as much as regular Troggoths), it’s that they just don’t care.

Faction Agenda:  Simple: Destroy.  The Troggreats, smarter Troggoths, typically will look to better their standing, claiming wide swaths of territory, collection baubles, or do mercenary work for money, but they don’t have any greater goal in mind.  They live simply, moment to moment, and can easily be caught up in Orruk Waaaghs and other hordes of Destruction.

    To those Troggoths who know what a god is, they see Gorkamorka as the Great Never-Dead, an incredibly primordial aspect of eternal permanence who can survive anything.  Those that worship Gorkamorka in this aspect hold themselves above the cunning Grots or the aggressive Orruks, and believe that Gorkamorka himself created them personally as ‘Da Best’.

Redefined Origin:  Troggoths are part of the Greenskinz race now, and are related to Grots, Squigs, and Orruks.  Given that they look like overgrown mixes of Squigs and Grots and have less intelligence than either of them, it’s not hard to see.  Troggoths are incredibly mutagenic, easily confused with the influence of Chaos, and their appearance is initially based on where they spawn from, but can change depending on where they move and what they eat.  They never stop growing throughout their lives, and can approach truly monstrous sizes. Sometimes, this increases their cranial capacity, and a smart Troggoth can develop magical talents frighteningly easily.

Troggreats:  Troggreats are smarter Troggoths who typically become this through one of two ways:  Eating enough of other races, or being formed that way naturally. As Troggoths are highly mutagenic and their body changes according to what they eat, a Troggoth who can manage to eat enough sapient beings changes to be smarter.  They quickly figure this out, and many seek to eat more and more sapient beings to become smarter and smarter. Those who do not get slain by the heroes of other races often figure out that gathering an army of Troggoths to assist their goal would be for the best.

    However, Troggoths can be formed in their origins as moderately-intelligent individuals.  These Troggreats do not need to eat sapient beings to gain their intelligence, but many are born with strange mutations, like more limbs or multiple heads.  Innately curious, many take on strange paths in life, becoming odd, rare examples of the Troggoth kind.

Pros

  • Big, Tough, Elite Units, all the time.
  • Army-wide Healing.
  • Copious ranged attacks.
  • Ability to play with keywords for advantages.

Cons:

  • Low Model Count.
  • Dumb as a sack of rocks, incidentally - No deep-strike, no fancy magic tricks, no non-keyword buffing, and their only debuffing power, while quite good, only targets a unit’s Keywords.
  • Very Short Ranged - 6 inches at best - means that you are slogging your way to front lines.  Good luck.
  • You’re grouping your heroes close to your units for the benefits; you don’t have a back line.

Allegiance Abilities:

  •     Mutagenic Monsters:  Allows you to change and add keywords on to your Troggoth Units, 1 base plus 1 for every hero in the army.  Does not affect their abilities, but this will affect bonuses you can get due to command abilities. There is a list of Keywords you can give your troggoth units, and it is based per unit.  Keywords are: Ripclaw, Rockgut, Fellwater, and Direbark.
  •     Ever-Healing:  A ‘Summoning’ system that gives you Regenesis Points based off of damage that your Troggoth models do plus a bonus per round.  With these Regenesis Points, you can bring back previously-killed models and even units! This even works with your hero models, though those are obviously more expensive.  You cannot ‘summon’ anything that wasn’t in your army to begin with.
  •     Ascended Troggoth:  If you have a Troggreat as your general, then they gain one of the keywords taken from ‘Mutagenic Monsters’.  All non-hero units with that keyword become Battleline for your army.

Units:

  1. Kit A:  Great King Truple:  Unique Troggreat Melee Hero:  Big King Truple is a three-headed  Troggreat equipped with his own massive (and poorly-maintained) greatsword, unique among Troggoths.  He’s not too prideful to vomit, either. Heals 2d3 during the hero phase. His greatsword is magical and meant to kill the unkillable; if it hits at least once, after to-wound and saves, it deals 1 mortal wound.  As he is three-headed, and therefore thrice as smart, if he is ever charged, he attacks before his chargers, he always gets the ‘Look Out, Sir!’ bonus, and if you spend a command point with him as your general, on a roll of 6, it is refunded.  His innate command ability selects 1 unit of Troggoths to pile-in and attack during the hero phase.
  2. Kit A:  Troggoth King:  Troggreat Melee Hero:  A Troggreat wielding a Big Club.  He can also vomit on his enemies. Heals d3+1 during the hero phase.  He gets a bonus depending on what Troggoth Type keyword he has; Ripclaw is +1 to hit in melee, Rockgut is +1 to wound in melee, Fellwater is +1 to hit in shooting, and Dreadbark is +1 to wound in shooting. His innate command ability makes target Troggoth unit heal d3.
  3. Kit B:  Troggoth Shaman:  Troggreat Magic Hero:  A two-headed Troggreat wielding a long staff who can vomit on enemies twice.  Heals d3 during the Hero phase. As a wizard, he can cast and unbind 1 spell a turn, and knows Arcane Bolt, Mystic Shield, and his innate spell.  His special ability is that, if he slays an enemy Wizard, then for the rest of the game, he gains +1 to cast and dispel, and this is cumulative (He eats their brains!).  His innate spell targets an enemy unit, selects one keyword for that unit, and removes it until your next Hero Phase; that unit cannot gain any benefits from having that keyword.
  4. Kit D :  Troggreat Wanderer:  Troggreat Melee Hero:  An unmutated Troggreat wielding a fancy club and who can vomit.  Can regenerate d3 in Hero phase. He likes the taste of heroes, and can reroll failed wound rolls against them.  When he slays one, he instantly heals d3 wounds. Hero-killing Hero.
  5. Kit E:  Stonehead Crusher:  Rockgut Troggreat Melee Hero:  A Troggreat who’s better at clubbing than his dumber cousins, and vomits as standard.  Can regenerate d3 wounds in Hero phase. Resists magic better, and (Keyword: Rockgut) close to him gain a bravery bonus and gain +1 to-wound in combat.
  6. Kit F:  Siltbottom Mangler:  Fellwater Troggreat Melee Hero:  A Troggreat who’s better at clubbing than his dumber cousins, and vomits as standard.  Can regenerate d3 wounds in Hero phase. Enemy units within 3 inches of him suffer -1 to hit in the combat phase.  (Keyword: Fellwater) close by gain a bravery bonus and +1 to-hit on their ranged attacks.
  7. Kit G:  Dreadvine Strangler:  Direbark Troggreat Melee Hero:  A Troggreat who’s better at clubbing than his dumber cousins, and vomits as standard.  Can regenerate d3 wounds in Hero phase. Can reroll failed save rolls versus ranged attacks plus the Direwood Troggoth special ability.  (Keyword: Direwood) gain a bravery bonus while close to them and can reroll 1 die on a failed Charge roll.
  8. Kit I:  Darkwing Slasher:  Ripwing Troggreat Melee Hero:  A Troggreat who’s better at talon attacks than his dumber cousins, and vomits as standard.  Can regenerate d3 wounds in the Hero Phase. In addition to flying, adds 2 to his charge rolls.  Friendly (Keyword: Ripclaw) units near him gain a bravery bonus and also gain 2 to their charge rolls.
  9. Kit C ;  Sourbreath Troggoths:  Melee Unit, Destruction Battleline:  Just as they were. Big dumb things that are common enough to be your battleline.  They are also the cheapest option and default option; they have no directly related Troggreat option.
  10. Kit E:  Rockgut Troggoths:  Rockgut Melee Unit: Just as they were.  Snub those wizards!
  11. Kit F:  Fellwater Troggoths:  Fellwater Melee Unit, Troggoth Battleline:  Just as they were. Ain’t you a stinker?
  12. Kit G:  Direbark Troggoths:  Direbark Melee Unit, Troggoth Battleline:  They’re like every other Troggoth Unit. Big, tough, smashy, with a vomit attack.  They are covered with shade, and ranged attacks targeting them get -1 to hit.
  13. Kit H:  Ripwing Troggoths:  Ripwing Melee Unit, Troggoth Battleline:  Troggoths… with wings instead of arms! They attack with talons on their feet in melee and copious vomit as a ranged attack.  Their fancy troggoth shtick is that they can fly and are slightly faster because of it.
  14. Kit I:  Great Troggoth:  Behemoth Monster:  A titanic, ancient Troggoth that has not manage to become a Troggreat, or perhaps it’s a Troggreat unable to keep up a diet of sapient beings, or perhaps it’s just a Troggoth that ate a lot of big monsters.  Either way, this big gangly monster attacks with its claws and bite and can vomit upon the enemy in a special manner. Its vomit picks a point a certain distance away (based on damage taken) and every enemy unit within 3 inches of that point takes d3 Mortal Wounds on a roll of 2+.  It also regenerates 2d3 during the Hero phase. Furthermore, it is Ancient And Adaptable. Every Hero Phase, you choose a new ability of it to have: Reroll 1s on To-Hits, Gain +2 inches of reach to all attacks, Can run and charge in the same turn, or The Vomit Attack does 3 mortal wounds when it hits instead of d3.  Damage tracks along movement, number of Claw attacks, and range of Vomit.

Notes:

  • The only old kit in this is the Fellwater Troggoth kit.  All others are new, resulting in 12 new kits.  This does mean that both the Sourbreath and Rockgut Troggoth get new models.
  • Each of the basic Troggoth boxes can also build 1 Troggreat of that kind, save for the Sourbreath Troggoth.  They are so basic, they don’t have any. However, they are most likely to spawn in the non-specialized Troggreats (the King, Shaman, and Wanderer).

Primordial Origins:  A faction-flavoring ability, like that of Stormhosts, Temples, Greatfrays, etc.  Give you access to unique abilities, but you must take them.

  • Blood of the Great Troghemoth:  This force comes from the body of the Great Troghemoth,  presumably the first Troggoth of them all, really, really big, and so dumb he crushed kingdoms without realizing they were there.  All your heros gain +1 to their wound characteristic. Your General must use this origin’s command trait. It is: Descendent of the Great Troghemoth:  This model heals d3 wounds in the hero phase in addition to any other wounds healed, but it gains the Monster keyword.
  • Kingslayers:  This force sprouted from a great lineage of Troggoth Kings who led great hordes to slay might kings, picking up many discarded relics on the way.  Your general gains 1 extra Special Bauble, regardless of whether or not they are a named character. However, you must use this origin’s Special Bauble as one of your Special Baubles.  It is: Totem of Crowns: Reroll failed Battleshock tests for units within 6 inches of this hero.
  • Greenskinz-Kin:  This force is part of a large Troggoth movement that worships Gorkamorka feverantly.  Allies with ‘Orruk’ and ‘Grot’ keywords can benefit from Mutagenic Monsters, and therefore Keyword Bonuses.  If you have a wizard, they must choose this origin’s unique Primordial Lore spell. It is: Blessing of the Great Never-Dead, which chooses any Destruction unit and heals them for d3+1; this can bring back formerly dead models!
  • Skull-Carriers:  This force worships the ‘Great Never-Dead’ in unique ways, and will even drag dead Troggoth bodies with them instead of eating them because of their belief.  You may select 1 Troggoth Hero or Minimum-size Non-hero unit (no behemoths!) that are not part of your force and put them to the side. They do not count as points you’ve spent for your army, but you may select them to be targets of the Ever-Healing ability.  One hero in your army must take this unique Special Bauble: Gilded Troggoth Skull: When your hero would be slain by an attack, after that attack is finished, the hero is not slain and regains d3 wounds.

Command Traits:  Your General gains one of these if they’re a hero.

  1. Slayer of Slayers:  Reroll wound rolls of 1 versus Heros
  2. Monster-Eater:  Reroll wound rolls of 1 versus Monsters
  3. Beast of Nature:  This hero may ignore the effects of terrain that this hero is close to.
  4. Fearsome Face:  Enemy units within 3 inches of this suffer -2 bravery
  5. Long-Legs:  Gains +2 Movement
  6. Lightning-Quick:  This hero’s weapons gain +1 attack each.

Special Baubles:  One hero of yours, plus one for every battalion you’ve got, can choose one of these to use.

  1. The Buried Sword:  A magical sword, still buried in this troggoth’s body.  Anyone who pulls it out will become king of an ancient kingdom - but the troggoth’s still using it.  A troggoth unit within 3 inches of this hero automatically passes their battleshock test during the battleshock phase.
  2. Crystal Eyes:  A number of shiny glass balls that just so happen to tell of the future.  Attacks targeting this hero must reroll every 6 on the To-Hit.
  3. Gul’bach’s Arms:  Arms from the legendary many-armed troggoth Gul’bach.  They still reach out to crush and mangle. During your combat phase, after this model has attacked with every weapon, roll a die for every enemy unit within 3 inches; on a 3+ that unit suffers a mortal wound.
  4. Noxious Bag:  You don’t want to know what’s in here.  Once per game, this hero can eat this bag (euuurgh....) and changes their Noxious Vomit ranged attack:  It doubles the range, adds +1 to Hit and to Wound, and adds -1 to the rend.
  5. Fragment of the Great Bridge:  A fragment taken from one of the largest bridges in the Mortal Realms.  Reroll all successful To-Hit rolls on Shooting attacks targeting this Hero.
  6. The Iron Teeth:  Your troggoth hero has replaced his teeth with iron and likes showing them to everybody.  This gives him an addition attack, 1 attack, 4+ To-Hit, 4+ To-Wound, -1 Rend, 2 Damage.

Primordial Lore:  Each of your wizards may take 1 spell from this list to use in addition to their innate spells.

  1. Freakish Mutation:  Target nearby friendly Troggoth Unit, and add 1 to 1 of that unit’s attacks for the rest of the turn.
  2. Blessing of the Great Never-Dead:  Select a Troggoth unit within this spell’s range; they do not take casualties until the end of the Combat Phase.
  3. Acid Spray:  Draw a line 6 inches away from the caster; every enemy unit that it passes over takes d3 Mortal Wounds on a 4+.
  4. Troggish Transformation:  Target enemy unit. They heal d3 wounds, gain the Troggoth keyword until the end of your Hero phase, and you get to have them pile-in and attack one of their friendly units now.
  5. Breath of Gorkamorka:  Target all enemy units within 3 inches of a point designated by this spell; target units each suffer a mortal wound, d3 mortal wounds on a roll of 4+.
  6. Troggoth Brains:  Target enemy unit loses all keywords it has, and cannot gain benefits from having them.

Battalions:  For all your force-building goodness.

  • Crag Dwellers:  1 Stonehead Crusher + 2-4 units of Rockgut Troggoths:  If units part of this battalion take wounds or mortal wounds as the result of a spell, they ignore those wounds on a 4+.
  • River Raiders:  1 Siltbottom Mangele + 2-4 units of Fellwater Troggoths:  Units part of this battalion may make a Shooting attack even if they have run, charged, or retreated.
  • Deep Forest Rumors:  1 Dreadvine Strangler + 2-4 units of Direbark Troggoths:  Units part of this battalion cannot be the targets of spells, shooting attacks, or be charged on the first turn.
  • Death From Above:  1 Darkwing Slasher + 2-4 units of Ripwing Troggoths:  Units that are part of this battalion can, once per game, run and charge in the same turn.
  • The Great Troggoth Horde:  1 Troggoth King + 1 Troggoth Shaman + 2-6 of:’Crag Dwellers’, ‘River Raiders’, ‘Deep Forest Rumors’, and ‘Death From Above’,’ + 0-1 Great Troggoths:  Gain d6 Regenesis points at the start of the game, for use later with the ‘Ever-Healing’ Faction Ability.
  • Mercenary Work:  1 Troggreat Wanderer +2-4 units of Sourbreath Troggoths:  All battalion units gain (Keyword: Trogs of War). This battalion may be included in any Destruction Force as allies, regardless of Ally restrictions and they do not count towards your cap on Ally Points.
Edited by HiddenElephant
  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...