Da Swamp Fings (River Trolls)
Nesting within the murkiest, smelliest swamps, the most fetid of River Trolls are always smelled before they are seen!As with all Troll varieties, the River Troll’s hunched appearances belies its powerful nature. Having physically adapted to their environment of bogs or untamed riverbanks, their skin often combines features seen in other trolls being warty, slimy, and scaly all at the same time. They are truly one of the foulest examples of the diversity amongst Trolls, partially submerging themselves in swamps or brackish ponds in order to sneak up on their prey and ambush them. The only chance their victims may have is that they absolutely reek of rotten fish, meaning their presence can sometimes be smelled before attacks take place. In times of war, they happily haul their smelly masses out of their waterholes to follow any Warbosses promising them a chance to gorge their bloated bellies on man-flesh – or any other sort of flesh for that matter.
Unit Name Da Swamp Fings (River Trolls) |
Main Unit Key wh2_dlc15_grn_mon_river_trolls_ror_0 |
Land Unit Key wh2_dlc15_grn_mon_river_trolls_ror_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Infantry |
Naval Unit Group Monstrous Infantry |
Soldiers 16 |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 1200 |
Recruitment Cost 1200 |
Upkeep Cost 250 |
Melee Attack 40 |
80 |
├ Melee Weapon wh_dlc15_club_river_troll_poison |
├ Melee Damage Base 30 |
├ Melee Damage Ap 50 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 24 |
50 |
├ Base Defence 50 |
├ Shield none |
└ Shield Defence 0 |
40 |
├ Armour wh2_main_body_40 |
├ Armour Defence 40 |
└ Shield Armour 0 |
494 |
├ Man Entity wh_main_monster_troll_blood |
├ Man Speed 54 |
├ Man Health 8 |
└ Bonus Hit Points 486 |
Leadership (Base Morale) 50 |
Abilities
- Overwhelming Odour
"If you thought them Hags smelt bad from a distance, just wait until you get up close…" - Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Slimy Shanks
River Trolls gain benefits when fighting in their natural watery habitat – and the wretched smell of river detritus that surrounds them weakens nearby enemies. - Causes Terror
This unit can fear themselves. - Regeneration
flaming attacks will cause more damage to units with Regeneration. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |