About
Unit Description
Mutations of the frozen north enable them to freeze their unfortunate victims with their foul, icy breath.
Historical Description
Ice Trolls originate further north than their counterparts from Troll Country. All Trolls have indiscriminate appetites and unthinking ferocity, and the northern variety are no different. With their great strength and regenerative abilities, the warlike Northmen find uses for Trolls in battle, despite them having rather limited intelligence. Most varieties are able to spew acidic stomach bile over their victims to inflict a nasty death, but the Ice Trolls’ proximity to the Chaos Wastes has caused this ability to mutate into something else altogether. With a single exhalation of their icy breath, they can instantly freeze their foes in their tracks, usually just before gobbling them up in a crunch of icy flesh and bones.
Abilities
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
Can Cause Fear
This unit frightens all enemy units, reducing their
leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Strengths & Weaknesses
Armour-Piercing
The damage of
armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Frostbite
The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed.
Poor Leadership
This unit suffers from poor
leadership and will easily rout. Keep its flanks secure and your
Lord or other encouraging units nearby.
Regeneration
Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that
flaming attacks will cause more damage to units with Regeneration.
Detailed Stats
Battle Entity Stats |
Unit Size |
Large |
Unit Type |
Giant |
Hit Points |
8 |
Walk Speed |
2.00 |
Run Speed |
5.40 |
Acceleration |
4.00 |
Deceleration |
4.00 |
Charge Speed |
7.80 |
Ch. Dist. to Commence Run |
40.00 |
Ch. Dist. to Adopt Pose |
35.00 |
Ch. Dist. to Pick Target |
35.00 |
Turn Speed |
80 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
Melee Infantry |
Unit Class |
Melee Infantry |
Move Action Points |
2100 |
Melee Attack |
38 |
Melee Defence |
32 |
Charge Bonus |
34 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
3 |
Morale |
40 |
Bonus Hit Points |
486 |
Unit Stats |
Unit Caste |
Monstrous Infantry |
Unit Weight |
Very Heavy |
Unit Group |
Monstrous Infantry |
Unit Group Parent |
Monsters & Beasts |
Recruitment Turns |
2 |
Recruitment Cost |
950 |
Upkeep Cost |
238 |
Unit Size |
16 |
Melee CP |
950 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Medium |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
39 |
Weapon AP Damage |
81 |
Building Damage |
100 |
Shield |
Missile Block Chance |
0 |