I've been working on these for a while now. Stats are clockwise starting with movement.
Troggoths
Rockgut Chieftain
6"/4+/7/6 Missile Weapons|Range|Attacks|To Hit.|To Wound|Rend|Damage
Noxious Vomit 6". 1. 3+. 3+. -2. D3
Rocklauncher 12". 2. 4+. 2+. -3.
D6
Massive Rock. 12". *. 4+. 2+. -1.
D6
Melee Weapons|Range|Attacks|To Hit.|To Wound|Rend|Damage
Rockpike 4". 1 3+. 3+. -2 3
Club or Axe 2". 3. 4+. 3+. -1. 2
Massive Rock. 2". 1. 4+. 2+. -2. D3
Rocklauncher. 2". 2. 4+. 3+. - 1
Rhinox's Sharp Horn. 2". 1". 4+. 3+. -1. D3
Description:
A Troggoth Chieftain is a single
model. Some Chieftains are
armed with a pair of Clubs or
Axes, where as other carry a
Massive Rock along with their
Club or Axe. A few Chieftains
choose to fight with a Rocklauncher,
a type of primitive crossbow
that can be use to clobber
enemies to death. Troggoth
Chieftains also spray the enemy
with Noxious Vomit.
Rhinox
Some Troggoth Chieftains ride to war on Rhinoxs. These Cheiftains can be armed with Rockpikes or Rocklaunchers, and gain the Rhinoxs Sharp Horn attack.
Abilities:
I'm the Smartest...Uhrgh.
Troggoth Chieftains are certain
(mostly) that they are smarter
than (almost) every other being.
In your hero phase, you may
pick an enemy model within 12".
Ask your opponent a question.
This can be anything you choose.
If your opponent cannot answer
or answers incorrectly, you may
add 1 to all hit roles made by
this model in the Combat
phase.
Regeneration:
Roll a dice for a Troggoth
Chieftain in your hero phase.
On a 4+, it heals D3 wounds.
Massive Rock: Once per Battle,
a Troggoth Chieftain can
throw its Massive Rock.
It makes 6 attacks, minus
the current turn number.
If a Troggoth Chieftain does
so, it may no longer make
Big Rock Melee attacks.
My Favourites:
After set up is complete,
you may pick a unit of
TROGGOTHs that is
within 12" of a Troggoth
Chieftain. That Unit may
use the Troggoth Chieftain's
Bravery for the duration
of the battle.
Command Ability:
Follow Me!:
When using this ability, pick
a unit within 12". That unit
may immediately move
2D6"
as if it was the movement
phase. It may not end its
move within 3" of any enemy
models. If the unit finishes its
move within 3" of the model
that used this ability, they may
add 1 to all hit rolls made in
the following combat phase.
If it can not finish its move
within 3" of the general, it
may not move.
Keywords |DESTRUCTION, TROGGOTH, HERO, TROGGOTH CHIEFTAIN|
Bigbrain
6"/4+/6/5 Missile Weapons|Range|Attacks|To Hit.|To Wound|Rend|Damage
Noxious Vomit 6". 1. 3+. 3+. -2. D3
Melee Weapons|Range|Attacks|To Hit.|To Wound|Rend|Damage
Rockstick 3".
D6. 3+. 4+. - 1
Description:
A Bigbrain is a single
model. They carry a
Extra Special Rock
to boost their
arcane powers and
manipulate their
followers, along with
a Rockstick to smash
their enemies.
Abilities:
Extra Special Rock:
A Bigbrain with an Extra Special
Rock can a 1 to all casting and
unbinding attempts. In addition,
if a TROGGOTH flees
within 7", role a dice. On a 4+,
it does not flee.
Regeneration:
Roll a dice for a Troggoth
Bigbrain in your hero phase.
On a 4+, it heals D3 wounds.
Smart Troggoth:
Other Troggoths are
intrigued by the Bigbrains
intelligence. All units that can
see this model in the
Battleshock phase can use
it's bravery instead of their own.
Magic:
A Bigbrain is a wizard.It may
attempt to cast 1 spell
in its own hero phase,
and attempt to unbind one
spell in each enemy hero
phase. It knows the Arcane
Bolt, Mystic Shield and
Stonechange spells.
Stonechange:
Stonechange has a casting
value of 10. If successfully cast,
pick a unit within 14".
If you picked a friendly unit,
that unit may add 1 to its save
rolls for the rest of the battle.
If you picked an enemy unit,
it suffers D3 Mortal Wounds
and halves its movement for
this phase.
Keywords |DESTRUCTION, TROGGOTH, HERO, WIZARD, BIGBRAIN|
Troggoth Warriors
6"/5+/5/4 Missile Weapons|Range|Attacks|To Hit.|To Wound|Rend|Damage
Noxious Vomit 6". 1. 3+. 3+. -2. D3
Big Rock. 12". *. 4+. 2+. -1.
D6
Melee Weapons. |Range|Attacks|To Hit.|To Wound|Rend|Damage
Club or Axe 2". 3. 4+. 3+. -1. 2
Big Rock. 2". 1. 5+. 2+. -1. D3
Sharp Stick. 5". 5. 4+. 4+. - 1
Description Hard Head:
A unit of Troggoth Warriors The leader of this unit is a
can have any number of Hard Head. Add 1
models. Some units are to all hit roles made by a
armed with Clubs or Axes, Hard Head.
while other wield a Sharp
Stick in each hand. Some
particularly brave (or stupid)
units carry Big Rocks, which
can be thrown at the enemy.
Troggoth Warriors also spray
Noxious Vomit at their foes.
Abilities:
Regeneration:
Roll a dice for each Troggoth
Warrior in your hero phase. On
a 4+, they heal D3 wounds.
Too Dumb to Die:
If a Troggoth Warrior is
slain, roll a dice. On a 5+,
that model is not slain and
returns to the battlefield
with 1 wound remaining.
Big Rock: Once per Battle,
a unit of Troggoth Warriors
can throw their Big Rocks.
They make 6 attacks, minus
the current turn number.
If they do so, they may no
longer make Big Rock
Melee attacks.
Keywords |DESTRUCTION, TROGGOTH, TROGGOTH WARRIORS|
Troggoth Longfingers
6"/5+/5/4
Missile Weapons|Range|Attacks|To Hit.|To Wound|Rend|Damage
Noxious Vomit 6". 1. 3+. 3+. -2. D3
Small Rocks 6".
D6 4+. 5+. - 1
Melee Weapons.|Range|Attacks|To Hit.|To Wound|Rend|Damage
Sharp Stick. 3". 5. 4+. 4+. - 1
Lockpicks 2". -----------See Below---------------
Description:
A unit of Longfingers has 2
or more models. They are
armed with Sharp Sticks
and carry pouches of Small
Rocks to pelt their enemies
with. Like all Troggoths, they
can spray Noxious Vomit at
their foes.
Master Thief: the leader of this
unit is a Master Thief. Master
Thieves are armed with Lockpicks,
along with their Sharp Sticks.
Abilities:
Regeneration:
Roll a dice for each Troggoth
Longfinger in your hero phase. On
a 4+, they heal D3 wounds.
Smoke-bombs:
Enemy units must subtract 1 from
all hit roles made against this unit
during the shooting phase.
Lockpicks
When attacking with a Lockpick,
pick a model within range and roll
a dice. On a 1, nothing happens,
but otherwise the target must
subtract 1 from all its hit roles in
this phase.
Thieves by Profession:
If this unit destroys an enemy unit
(excluding HEROs), it may choose
to replace its Sharp Sticks with one
of the destroyed units weapons
for the rest of the battle.
Keywords |DESTRUCTION, TROGGOTH, TROGGOTH LONGFINGERS|
Troggoth Destroyers
6"/5+/5/4
Missile Weapons|Range|Attacks|To Hit.|To Wound|Rend|Damage
Noxious Vomit 6". 1. 3+. 3+. -2. D3
Small Rocks 6". 2 4+. 5+. - 1
Melee Weapons. |Range|Attacks|To Hit.|To Wound|Rend|Damage
Flaming Stick 3". 2. 4+. 3+. - D3
Bone Club. 2". 1. 4+ 5+. - 1
Description:
A unit of Troggoth Destroyers
has 2 or more models. They
are armed with Flaming Sticks
to burn their enemies, along
with Bone Clubs to cause even
more mayhem. They carry a
variety of Small Rock to pelt
enemy units with, and also
spray Noxious Vomit at
their foes.
Abilities:
Regeneration:
Roll a dice for each Troggoth
Destroyer in your hero phase.
On a 4+, they heal D3 wounds.
Flaming Bundle:
Once per Battle, in
the assault phase, before
piling in to attack but after
charges have been made,
this unit may make a Flaming
Bundle attack. To do so,
select an enemy unit within
6". The target unit does not have
to be the same one that this unit
charged. Then, roll a D3 and add
1 to the roll for each Troggoth
Destroyer in this unit. Inflict that
many mortal wounds on the
target unit.
Fire!: Troggoth Destroyers'
Flaming Stick attacks inflict
D6 damage instead of D3 on
units with the SYLVANETH,
DAEMON or DEATH keywords.
Keywords |DESTRUCTION, TROGGOTH, TROGGOTH DESTROYERS|
I shall finish putting it in bold when I have time. Sorry.
Ember
Edit 1.0: Change the Follow Me! Command Ability, changed Stonechange, altered Flaming Bundle.
Points coming soon!