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TROLL

WS

STORM

OF

WAR - HOUSERULES

(Revised from Old World Bestiary)

TROLL, RIVER
Main Profile 36% A 3 WS 15% W 29 BS S

FOR

SECOND EDITION WFRP

Main Profile 37% A 3 15% W 30 BS

(Revised from Old World Bestiary)

Secondary Profile SB 5

51%

48% TB 4

10% M 6

Ag

18% Mag 0

Int

17% IP 0

WP

10% FP 0

Fel

Secondary Profile SB 5

51%

44% TB 4

12% M 6

Ag

18% Mag 0

Int

17% IP 0

WP

10% FP 0

Fel

Skills: Intimidate, Perception, Scale Sheer Surface or Swim, Speak Language (Goblin Tongue) Traits: Frightening, Natural Weapons Talents: Fearless, Night Vision, Specialist Weapon Group (Two-handed)

Skills: Intimidate, Perception, Scale Sheer Surface, Speak Language (Goblin Tongue), Swim Traits: Frightening, Natural Weapons, Strider (Rivers, Marshes, Swamps) Talents: Fearless, Night Vision, Specialist Weapon Group (Two-handed)

Special Rules:

Stomp: As a Full Action, a Troll may make a Single Stomp attack. This automatically hits and deals a Damage 5 hit with the Impact, Slow and Unstoppable qualities.

Regeneration (1d10): A Troll heals 1d10 Wounds at the start of their turn. Wounds caused by Fire cannot be healed in this way. Regeneration ceases to function if the Troll dies.

Special Rules:

Vomit: A Troll can vomit on a melee opponent as a Full Action, spraying corrosive and ill-smelling digestive juices whose foulness defies description. This attack hits automatically and deals a Damage 5 hit which ignores all Armour Points and has the Unstoppable quality, for obvious reasons.

Stoopid: Trolls are quite stupid and often forget what they are doing. Whenever a Troll encounters something to distract it (such as a fresh corpse or ripe smell), it must make an Intelligence Test or stop what it was doing to investigate. When in combat, it is less likely to be distracted, and the test becomes Easy (+20%).

Stomp: As a Full Action, a Troll may make a Single Stomp attack. This automatically hits and deals a Damage 5 hit with the Impact, Slow and Unstoppable qualities.

Slimy: River Trolls are covered in a layer of slime with an especially unpleasant stench. All Melee Attacks have a -10% penalty to hit a River Troll.

Regeneration (1d10): A River Troll heals 1d10 Wounds at the start of their turn. Wounds caused by Fire cannot be healed in this way. Regeneration ceases to function if the River Troll dies.

Combat:

Armour (none): -

AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) Slaughter Margin: Hard (+20%)

Weapons: Massive Club (Greatweapon, 1d10+5, Impact, Slow), Claw/Fangs (Natural Weapon, 1d10+5)

Vomit: A Troll can vomit on a melee opponent as a Full Action, spraying corrosive and ill-smelling digestive juices whose foulness defies description. This attack hits automatically and deals a Damage 5 hit which ignores all Armour Points and has the Unstoppable quality, for obvious reasons.

Stoopid: Trolls are quite stupid and often forget what they are doing. Whenever a Troll encounters something to distract it (such as a fresh corpse or ripe smell), it must make an Intelligence Test or stop what it was doing to investigate. When in combat, it is less likely to be distracted, and the test becomes Easy (+20%).

Combat:

Armour (none): -

AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) Slaughter Margin: Hard (+20%)

Weapons: Massive Club (Greatweapon, 1d10+5, Impact, Slow), Claw/Fangs (Natural Weapon, 1d10+5)

- CHAPTER FIVE: GIANT RACES - TROLLS -

TROLL, STONE
Main Profile 38% A 3 WS 15% W 32 BS S

STORM

OF

WAR - HOUSERULES

FOR

SECOND EDITION WFRP

(Revised from Old World Bestiary)

Secondary Profile SB 5

51%

49% TB 4

10% M 6

Ag

18% Mag 0

Int

15% IP 0

WP

10% FP 0

Fel

Skills: Intimidate, Perception, Scale Sheer Surface +20%, Speak Language (Goblin Tongue)

Special Rules:

Traits: Frightening, Magic Resistance (20), Natural Armour (4), Natural Weapons

Talents: Fearless, Night Vision, Specialist Weapon Group (Two-handed)

Stoopid: Trolls are quite stupid and often forget what they are doing. Whenever a Stone Troll encounters something to distract it (such as a fresh corpse or ripe smell), it must make an Intelligence Test or stop what it was doing to investigate. When in combat, it is less likely to be distracted, and the test becomes Easy (+20%).

Stomp: As a Full Action, a Stone Troll may make a Single Stomp attack. This automatically hits and deals a Damage 5 hit with the Impact, Slow and Unstoppable qualities.

Regeneration (1d10): A Stone Troll heals 1d10 Wounds at the start of their turn. Wounds caused by Fire cannot be healed in this way. Regeneration ceases to function if the Stone Troll dies.

Vomit: A Troll can vomit on a melee opponent as a Full Action, spraying corrosive and ill-smelling digestive juices whose foulness defies description. This attack hits automatically and deals a Damage 5 hit which ignores all Armour Points and has the Unstoppable quality, for obvious reasons.

Combat:

AP: Head 4 (8), Arms 4 (8), Body 4 (8), Legs 4 (8) Slaughter Margin: Hard (+20%)

Armour (none): Rack-hard skin

Weapons: Massive Club (Greatweapon, 1d10+5, Impact, Slow), Claw/Fangs (Natural Weapon, 1d10+5)

- CHAPTER FOUR: GIANT RACES - TROLLS -

STORM

OF

WAR - HOUSERULES

FOR

SECOND EDITION WFRP

Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, artifacts, illustrations and images from the Warhammer world are either , and/or Copyright Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games.

- CHAPTER FIVE: GIANT RACES - TROLLS -

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