Reef Troll: Difference between revisions

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{{Magnet|name=Ship's Gun|cost=5|weapons={{Weapon|weapon=Ship's Gun|type=R| rng =12| rof =1 | aoe = 2 | pow =13/7| loc = Right Arm| abilities={{AbilitySingle|Arcing Fire}}}} }}
{{Magnet|name=Ship's Gun|cost=5|weapons={{Weapon|weapon=Ship's Gun|type=R| rng =12| rof =1 | aoe = 2 | pow =13/7| loc = Right Arm| abilities={{AbilitySingle|Arcing Fire}}}} }}
===Left Arm===
===Left Arm===
{{Magnet|name=Crab Net|cost=5|weapons={{Weapon|weapon=Crab Net|type = R | rng = 8 | rof =- | aoe = 2| pow = 14/10| loc = Left Arm| abilities={{AbilitySingle|Quake}}}}{{Weapon|weapon=Crab Crush|type = M | rng = 1 | rof =- | aoe = -| pow = 14| loc = Left Arm| abilities={{AbilitySingle|Chain Weapon}}{{AbilitySingle|Beat Back}}}}|spells=|
{{Magnet|name=Boarding Axe|cost=2|weapons={{Weapon|weapon=Boarding Axe|type=M|rng=1|rof=-| aoe=-|pow=12|loc=Left Arm|abilities={{AbilitySingle|Critical Amputation}} }} }}
|other=}}


{{Magnet|name=Shark Skull Gauntlet|cost=3|weapons={{Weapon|weapon=Shark Skull Gauntlet|type = M | rng = 1 | rof =- | aoe = -| pow =14| loc = Left Arm| abilities={{AbilitySingle|Throw Power Attack}}{{AbilitySingle|Buckler}}}}|spells=|
{{Magnet|name=Chain Shot Explosive|cost=4|weapons={{Weapon|weapon=Chain Shot Explosive|type=R|rng=8|rof=-|aoe=1|pow=12/6|loc=Left Arm|abilities={{AbilitySingle|Critical Knockdown}}{{AbilitySingle|Forced Reload|1}} }} }}
|other={{AbilitySingle|Gladiator}} }}
 
{{Magnet|name=Ship's Wheel|cost=3|weapons={{Weapon|weapon=Ship's Wheel|type=M|rng=1|rof=-| aoe=-|pow=12|loc=Left Arm|abilities={{AbilitySingle|Shield}} }} }}


{{Magnet|name=Squid Blaster|cost=6|weapons={{Weapon|weapon=Squid Blaster|type = R | rng = Sp 10 | rof =1 | aoe = -| pow =14| loc = Left Arm| abilities={{AbilitySingle|Pistol}}{{AbilitySingle|Damage Type:Corrosion}}{{AbilitySingle|Continuous Effect:Corrosion}}{{AbilitySingle|Critical Blind}}}}{{Weapon|weapon=Squid|type = M | rng = 2 | rof =- | aoe = -| pow =10| loc = Left Arm| abilities={{AbilitySingle|Drag}}}}|spells=|
|other=}}





Revision as of 18:59, 8 February 2024

Southern Kriels Brineblood Marauders Light Warbeast

Model stats and abilities

Model Statistics

Base size = 40mmSPDMATRATDEFARMFURYTHR
Health = 22
FA = 4
Cost = 6 to 11565121639
-
-

Model Advantages and Abilities

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

No errata for Dual Attack (Create)


Regeneration
This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.

No errata for Regeneration (Create)


Heads

GunnerPC: 1
Miscellaneous

Swift Hunter
When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2 inches.

No errata for Swift Hunter (Create)

Statistic Adjustment
  • RAT +1


MateyPC: 0
Miscellaneous

Shield Guard
When a friendly model is directly hit by a non-spray ranged attack while within 3 inches of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead.
  1. That model is automatically hit and suffers all damage and effects.
  2. A model can use Shield Guard only once per round.
  3. A model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
  4. Shield Guard can only be used once per attack.

    No errata for Shield Guard (Create)


SkipperPC: 1
Miscellaneous

Unyielding
This model gains +2 ARM against melee damage rolls.

No errata for Unyielding (Create)

Statistic Adjustment
  • MAT +1


Booze

Ale TankardPC: 1
Spells/Animi
Far Strike Cost RNG AOE POW DUR OFF
1 Self - - Turn No
The spellcaster's ranged weapons gain the Snipe Advantage. Far Strike lasts for one turn.
Snipe Advantage:
An attack with a weapon with the Snipe advantage gains +3 RNG.
No errata for Snipe Advantage (Create)
No errata for Far Strike (Create)


Grog CaskPC: 1
Spells/Animi
Elusive Cost RNG AOE POW DUR OFF
1 Self - - Rnd No
The spellcaster gains Dodge.
Dodge:
This model can advance up to two inches immediately after an enemy attack that missed it is resolved.
  Errata-Dodge (2023-7-17)
Question: So if a target model is missed by an AOE and dodges away, does it still take the blast damage roll if it is no longer in the range of the AOE weapon?
Answer: Yes.
Explanation: RNG doesn’t matter after the target has been checked to be within RNG.
Infernal Ruling: Dark Legacy - PP Community forum


  Errata-AOE Miss (2023-7-17)
Question: When an AOE misses, does it trigger "on miss" actions?
Answer: AOEs that miss will trigger “on miss” triggers.
Explanation: 
Infernal Ruling: Dark Legacy - PP Community forum
No errata for Elusive (Create)


Rum JugPC: 1
Spells/Animi
Lightning Strike Cost RNG AOE POW DUR OFF
1 Self - - Turn No
The spellcaster gains Sprint. Lightning Strike lasts for one turn.
Sprint:
At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.
No errata for Sprint (Create)
No errata for Lightning Strike (Create)


Right Arm

CutlassPC: 3
Granted Weapons
Cutlass
 RNG   ROF   AOE   POW   LOCATION 
1 - - 13 Right Arm

Brutal Charge
This model gains +2 to charge attack damage rolls with this weapon.

No errata for Brutal Charge (Create)


HarpoonPC: 4
Granted Weapons
Thrown Harpoon
 RNG   ROF   AOE   POW   LOCATION 
8 1 - 12 Right Arm

Skewer
When this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction.

No errata for Skewer (Create)

Harpoon
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 Right Arm


Ship's GunPC: 5
Granted Weapons
Ship's Gun
 RNG   ROF   AOE   POW   LOCATION 
12 1 2 13/7 Right Arm

Arcing Fire
When attacking with this weapon, this model can ignore intervening models.

No errata for Arcing Fire (Create)


Left Arm

Boarding AxePC: 2
Granted Weapons
Boarding Axe
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 Left Arm

Critical Amputation
Category:Critical Amputation

No errata for Critical Amputation (Create)



Chain Shot ExplosivePC: 4
Granted Weapons
Chain Shot Explosive
 RNG   ROF   AOE   POW   LOCATION 
8 - 1 12/6 Left Arm

Critical Knockdown
Category:Critical Knockdown

No errata for Critical Knockdown (Create)


Forced Reload
This model can be forced to make up to 1 additional ranged atacks with this weapon during its Combat Action. It can make one additional attack each time it is forced.

No errata for Forced Reload (Create)



Ship's WheelPC: 3
Granted Weapons
Ship's Wheel
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 Left Arm
Shield
Shield
This weapon is a shield that gives the model a cumulative +2 ARM bonus.

No errata for Shield (Create)



Warbeast Rules

Warbeast Rules

Warbeast Animus

  Errata-Animus (2023-07-11)
Question: Are Animi considered spells for all rules that affect spells (or that trigger when a spell is cast?
Answer: An Animus that is cast is a spell for other effects.
Explanation: 
Infernal Ruling: DarkLegacy Infernal - PP Community forum



Animus

Hardpoints

This model includes modular parts. These parts are usually magnetized, and may be selected during list building. It must contain a part in each slot. In other words, if it has a head, left arm, right arm, and back slot, it must include a head, left arm, right arm, and back piece in each of those slots. It may not include two items in a single slot.

Each part may grant special abilities, weapons, or in the case of warbeasts, animi. Some parts allow the model to cast certain spells that aren't animi. Carefully read the part descriptions.

Hardpoints that Modify Stats

When a customizable warjack/warbeast has a hardpoint option that changes a stat, e.g. +1 MAT or +1 ARM (not a Buckler), that should become its new stat. PP Community Link

Errata

No Errata specifically for this model.


Changes and Updates

Mk3 to Mk4

Lore

Trivia

Released in Primal Mk1 (2006)

Battle Reports

Videos