About the Ice Trolls (WD#287-US)
Ice Trolls in 6th edition
Karak Norn Wargaming club has the honor to present an obscure piece of 6th edition rules that have been hidding in a regional issue of a magazine since 2003: the Ice Trolls (WD#287-US).
They are normal trolls for 55 pts with two characteristics:
- Flammable: it receives double wounds from fire attacks
- Ice Weapons: When they charge, every 6 causes an additional S3 hit, but if the unit takes fire damage the weapons become mundane.
Thanks to @HumidNut for his contribution in Reddit.
How about Fire Trolls?
In the same issue (WD#287-US, p.25) it suggest the rules of the Fire Trolls, that would be as follows:
- Troll profile from Orcs & Goblins army book (50 pts)
- Instead of Ice Weapons, "Obsidian Weapons", that would become mundane if the unit takes Cold damage.
- Instead of "Flammable", take "Vulnerability to Cold".
The Fire attacks are the classic counter of the Trolls, because it disables the Regeneration rule. Sources of Fire includes Dragons and Salamanders, Magic items or spells from the Lore of Fire or Tzeentch flames and some specific War Machines (basically Flame Throwers).
Now, "Cold damage" is very limited:
- Kislev and the Lore of Ice: The Frost Mages of Kislev and their ruler, Tzarina Katarin, are the primary wielders of ice magic:
- The Lore of Ice: This magic path allows mages to transmute the winds of magic into lethal ice storms. Spells include Shardstorm (unleashes a torrent of diamond-hard icicles), Midwinter's Kiss (a breath weapon of purest cold that turns the enemy into brittle statues of ice), and Freezing Blast (permanently freezes water-based terrain, damaging those inside).
- Fearfrost: The legendary sword wielded by Tzarina Katarin, the Ice Queen. The blade is infused with Ice Magic and an intense cold that can kill with a single scratch, granting her the Killing Blow ability.
- The Crystal Cloak: Also worn by the Ice Queen, this is a swirling mist of dancing ice crystals that wards off attacks and confounds enemies.
- Ogre Kingdoms
- Yhetees: These beasts from the peaks of the Mountains of Mourn have a magical Aura of Frost that freezes the blood of their foes, making it difficult for enemies to strike them.
- Ice Weapons: Yhetees wield crude clubs fashioned from heavy branches that have been transformed into ice-encrusted weapons by the creatures' freezing breath.
- Dark Elves
- Chillwind: A Dark Magic missile spell used by Dark Elf Sorceresses that blasts the enemy with freezing winds.
- Chill Blade: A magic weapon etched with a terrible spell of coldness. When it wounds an enemy, the cold seeps into the victim, freezing their soul and temporarily paralyzing them from attacking.
- Shield of Ghrond: A magic shield shaped into the leering face of an Ice Daemon, imbued with the power of the north wind to rob attacks of their strength.
- The Empire (Cult of Ulric / Middenland) Followers of Ulric, the God of Winter and Wolves, have access to several cold-themed magical artefacts:
- Winter’s Bite: A magical axe that was embedded in the Ulricsberg for an entire winter to absorb the raw essence of Ulric’s power.
- Blitzbeil: The traditional axe of Ar-Ulric, which strikes with the power of thunder and possesses a mere presence that "chills enemies to the bone, numbing their limbs and slowing their movements".
- Ice Dagger: Rather than a weapon, this is a talisman and icon of Ulric representing the "savagery of the piercing winter chill" which enhances a Priest's prayers.
- Fang of the Winter Wolf: A tooth taken from a massive Drakwald wolf that instills Priests with supreme confidence and guarantees their prayers are cast with Irresistible Force.
- Environmental Hazards: When playing scenarios set in "The Frozen Lands" (such as Kislev or the northern Empire during the deep winter), the battlefield itself can cause cold damage:
- Winter Storms: If the "Raging Winter Weather" rule is in play, sudden Snow Squalls or a Hail of Ice can hurl great shards of ice downward from the skies, inflicting localized damage on units.
- Thin Ice: Units attempting to cross frozen rivers risk falling through the ice into the freezing depths, which requires an Initiative test to survive.
However, they could be used with the permission of the opponent... but who would allow such monstruosity?