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Pygmy Troll Characters

    Bogs 
Characters in Trollbloods Characters
"THE ENEMY IS HERE! LET'S GET 'EM!"

Among the few Pygs to ever serve aboard a Mercarian vessel, Mr. Bogs proved to be as capable a boatswain as any Gobber in the League's employ. His ambition, however, was always to join the Mercarian Marines, a role which his diminutive size ensured he was never in contention for. Though unable to control the recoil of his massive rifle, which is capable of propelling him backward at great velocity, the exhilaration of discharging the weapon on the hunt has infected his spirit, making him feel ten feet tall. Mr. Bogs now serves as the armada's Chief Quartermaster.

Bogs has a single version, Mr. Bogs


  • Blown Across the Room: Invoked, not only does Bogs' Deck Sweeper have "Thunderbolt," knocking enemies it hits backwards, it also blows him across the room due to its enormous recoil and his tiny weight.
  • David Versus Goliath: Inevitable, given Bogs is a Pyg and thus about 4 feet tall, but he also has the "Monster Hunter" special rule, ensuring he deals guaranteed damage to enemy Warbeasts with every hit.
  • Glass Cannon: He packs enormous firepower comparable to Collosals and Gargantuans under the right circumstances...and he also has average defense and basically no armor. Pretty much a mean look coming his way will kill him.
  • Herd-Hitting Attack: His Deck Sweeper is a "Spray" type weapon, hitting everything between him and the target up to 10" away.
  • Improbable Aiming Skills: He has the "Clear!" special rule, preventing him from hitting any allies with his shots. That's right, he's somehow able to ensure that random sprays of shot from his blunderbuss don't hit any of his allies.
  • Mister Big: While not quite the commander of Foulblood's Armada, Mr. Bogs is still a high-ranking officer and powerful figure despite his small stature. The fact that he carries a BFG that's even larger than he is helps.
  • No-Sell: His "Iron Sentinel" special rule renders him immune to knockdown as long as he's in base-to-base contact with an allied Warbeast.
  • Required Secondary Powers:
    • Notably Averted with his use of the Deck Sweeper, whose recoil is so severe it launches him backwards with every shot.
    • Played straight however with his combination of "Iron Sentinel" and "Clear!" Iron Sentinel encourages him to be in base-to-base contact with an allied Warbeast to improve his defense and armor, but his Deck Sweeper has a high chance of accidentally hitting the allied Warbeast he's standing next to, triggering his "Monster Hunter" special rule and dealing severe damage to his allies. To prevent this, he has "Clear!" which makes any of his attacks on allies automatically miss.
  • Shout-Out: He closely resembles Marty, being a pirate who is smaller than his fellow pirates but compensates with enthusiasm and a BFG so large it launches him across the room with every shot.
  • Status Buff: While in base-to-base contact with an allied Warbeasts he gains +2 defense and armor thanks to his "Iron Sentinel" special rule.
    Brug 
https://static.tvtropes.org/pmwiki/pub/images/general_brugg_enhanced.jpg
"bloody wee thieving gits stole me ride!"

After having his personal pyg tank stolen by the thieving duo of Ledfoot & Tredz, the self-titled General "Thunderstone" Brug persuaded enough of his brethren to form a small army (is that a height joke?) and go get his property back! What Brug lacks in size and martial prowess, he makes up for with legitimate tactical genius and guile. With enough willing soldiers at his command, there aren't many tasks Brug can't accomplish. As for the few that are beyond his means, well...he'll just bury them in ordinance.

Brug is a Guest Fighter from Riot Quest. He has only a single version, General "Thunderstone" Brug.


  • Cigar Chomper: One he also uses as a convenient tool for pointing out directions.
  • Crippling Overspecialization: Due to his lack of a dedicated melee weapon, he's extremely vulnerable to any spells or abilities that prevent ranged attacks.
  • Frontline General: Despite being a Pyg, he has no qualms going to the front even after Ledfoot and Tredz stole his tank.
  • The Gunslinger: Brug has "Gunfighter." When combined with his grenades this paints him as somewhere between The Woo and a Vaporizer, relying on high explosives in melee to offset his stature.
  • Hand Cannon: His "Heavy Pistol" is one, as it matches the stats of all the other Hand Cannons in the game.
  • Hero Stole My Bike: Ledfoot and Tredz stole his personal Pyg tank, forcing him to hoof it into battle on foot.
  • Mister Big: As a Pygmy troll he stands about 3 feet tall. He's also known as General Brug for a reason.
  • Mook Commander: Unsurprisingly, he has "Tactician: Pyg" as well as "Veteran Leader: Pyg," making him a powerful addition to any army that is abundant with Pygmy Trolls.
  • The Napoleon: While generally not too angry, he's a Pygmy Troll, making him short by the standards of most other races on Immoren, but is also a General who excels at cunning and battle strategies.
  • No-Sell: While using his "Dig In" action, he's immune to blast damage.
  • Not the Intended Use: Brug is designed to be a Mook Commander for Pyg models. However, his "Battle Plan: Target Acquired" does not specify that it can only target Pygmy Trolls. This means it can be applied to units that have ranged attacks but lack ranged weapons, and they still benefit from "Deadly Precision." This allows him to give a surprisingly massive Status Buff to a Warlock, allowing them to sling an offensive spell or Status Ailment while ignoring "Stealth" and cloud effects!
  • Speed Shoes: Brug's "Battle Plan: Marching Orders," gives every allied warrior starting their turn within 5" of him +1 movement.
  • Status Buff:
    • Thanks to "Veteran Leader," Brug gives all allied Pygs within 10" of him +1 accuracy.
    • His "Battle Plan: Target Acquired" gives a friendly warrior unit +2 base power on their ranged weapons and Eyeless Sight, allowing them to ignore clouds, concealment, and stealth for shooting.
  • Straight for the Commander: He's extremely vulnerable to this due to his hilariously low stats. What fans call "Victim Stats", i.e. stats that are so low that any attempt to kill a model with them will likely succeed, are generally higher than what Brug actually has!
  • Take Cover!: Invoked with his "Battle Plan: Get Down!" It causes all Pyg members of a unit within 5" of him to gain the "Dig In" rule, becoming immune to blast damage and gaining cover while no longer blocking line of sight. Brug himself also has this ability.
  • Throw Down the Bomblet: In addition to his Hand Cannon he carries grenades as a weapon option.
  • We Have Reserves: Brug can accomplish almost anything...as long as he has enough soldiers under his command.
    Ledfoot & Tredz 
https://static.tvtropes.org/pmwiki/pub/images/0875582025235.JPG
"time to show these fools how dangerous a pyg can be!"

What General Ledfoot and his trusty tank pilot Tredz lack in stature, they make up for in firepower. Christened “Madtrak” in honor of their late chieftain, the weapon of mass destruction at Ledfoot’s command is guaranteed to cause opposing crews to make tracks!

Ledfoot and Tredz are Guest Fighters from Riot Quest. They have only a single version.


  • Actually Four Mooks: Ledfoot and Tredz are two characters occupying a single large base.
  • Anachronism Stew: Ledfoot and Tredz pilot a pyg tank, whose design combines elements of the FT-17 (built 1917) and more modern tanks. The FT-17 ran on a gasoline internal combustion engine, which the Iron Kingdoms explicitly lack (hence why Warjacks all run off steam instead.) Even more confusingly, Pyg tanks only exist in the post-apocalyptic setting of Riot Quest, meaning that the Pygs somehow leapfrogged the tech level of the Iron Kingdoms with less industrial support.
  • Death from Above: The Snub Nosed Cannon has "Arcing Fire," allowing it to ignore intervening cover when shooting at enemies as the pair rain shells on their victims.
  • The Dividual: Ledfoot and Tredz are treated by the lore and the game as a single person for all intents and purposes.
  • Elite Mook: Ledfoot and Tredz are largely identical to the base Pyg Tank, just with +1 accuracy in melee and range, as well as the special abilities "Ride Along," "Veteran Leader," and "Knockdown" on their tank treads.
  • Foreshadowing: Ledfoot and Tredz command a gasoline-powered tank they stole from General Brug in the What If? timeline of Riot Quest. With the release of the Kithguard sub-faction, Gunnbjorn now commands a gasoline-powered tank as the General leading the armies of the Southern Kriels.
  • Hat of Authority: Ledfoot is the one sticking out of the turret hatch, wearing the quite fetching top hat.
  • Hero Stole My Bike: Ledfoot and Tredz stole their tank from General Brug. They've refused to give it back since.
  • Injured Vulnerability: Enemies who are knocked down take boosted damage from the Snub Nosed Cannon.
  • Knockback
    • The tank has "Bulldoze," allowing the pair to push enemies up to 2" away from themselves.
    • Using the tank in melee inflicts guaranteed knockdown.
  • Lightning Bruiser: Despite being absolutely tiny by the standards of a real life tank, Ledfoot and Tredz are absolute terrors on the battlefield. They have speed 6 innately, plus "Reposition: 3," meaning they can move 9" per turn and still shoot. Their gun has base power 14 with "Trash," giving free boosted damage against knocked down foes. They also have armor comparable to a Cygnar Heavy Warjack.
  • Mook Commander: Ledfoot has "Veteran Leader: Pyg Tank," giving all allied Pyg Tanks within 8" of him +1 accuracy.
  • Named After Somebody Famous: Ledfoot and Tredz call their tank "Madtrak" in honor of Madrak Ironhide, who's dead in the Riot Quest timeline.
  • No-Sell: The tank they pilot is stable enough that the duo have the "Steady" rule, allowing them immunity from knockdown.
  • Obvious Rule Patch: "Ride Along" only affects small and medium-based models so that Ledfoot and Tredz can't use it on their fellow Pyg Tanks, who are all large-based.
  • Outside Ride: Thanks to their "Ride Along" rule, Ledfoot and Tredz can give any small or medium-based ally who was nearby when they started their movement a free ride to their next location.
  • Punny Name: Ledfoot is the commander who urges the tank to go faster, Tredz is the driver, the one who controls the tank's treads.
  • Ramming Always Works:
    • Thanks to their tank, the duo have "Bulldoze."
    • The tank treads are explicitly a melee weapon, and they have "Knockdown" as a rule built in.
  • Short-Range Long-Range Weapon: The duo have the special rule "Point Blank," letting them happily blast their Snub Nosed Cannon at enemies even in melee range.
    Rattles 
https://static.tvtropes.org/pmwiki/pub/images/1000184260.jpg
"Leave me to my tunnels!"

Though a diminutive pygmy troll with a humble rank of private, Rattles has become amongst the most renowned of the Tunnel Rats, and manages to have a loud voice whenever he chooses to give his opinion—perhaps mostly because he so rarely does. An introverted misanthrope, Rattles is a pyg who prefers to keep his own council. Sometimes remaining underground for weeks at a time in near total isolation, he has been known to swing his pick first and ask questions later when surprised in his network.

Private Rattles has a single version


  • Aluminum Christmas Trees: The large candle he wears strapped to his helmet is actually how miners used to see in the dark before the advent of compact electric lighting.
  • Bunny-Ears Lawyer: Rattles has been bounced around several units due to his abrasive and antisocial demeanor. He vastly prefers occupying the tunnels he digs, and rarely ventures aboveground unless it's absolutely necessary. As a consequence of these eccentricities he's also once of the most knowledgeable and skilled Tunnel Rats in the Kithguard, making him invaluable to Hulder Craghorn.
  • Dynamic Entry: In addition to his tunneling abilities he also has "Ambush," allowing him to begin the game off the board and arrive mid-game from the enemy's flank.
  • Fast Tunneling: His specialty, to the point that he has four abilities all built around this:
    • "Collapse Tunnel" lets him remove exits from the Tunnel Network
    • "Make a Hole!" lets him add an exit into play within 3" of himself
    • "Redirect" lets him move a nearby exit to anywhere within 3" of itself
    • He also has the Trencher skill "Dig In," letting him rapidly entrench to become resistant to blast damage.
  • Tunnel King: Even among Tunnel Rats, a whole trained group of Pygs devoted to this trope, Rattles is the king. He has more tunneling focused skills than them, and his melee weapon hits harder.
  • Weapons of Their Trade: He fights using a pickaxe, the same pickaxe he uses to dig his tunnels.

Trollkin Characters

    Dannon Blythe and Bull 
https://static.tvtropes.org/pmwiki/pub/images/ikrcover_enhanced.jpg
Dannon Blythe (left) and Bull (right). Front:Ossrum Dhurg.

Wartime opportunities are not only for professional soldiers. Professional bounty hunters also find ample reason to haunt the front lines of the Immorese wars. Regular military and mercenary camps alike are havens for fugitives attempting to elude the law. Notorious war criminals sometimes sell their services as soldiers of fortune, either hiding their true identities or capitalizing on them. Deserters also account for small, but steady, sums of reward money. Such fugitives are the livelihood of professional bounty hunters like Dannon Blythe and her trollkin companion, Bull.

The pair has worked together for years, sometimes scouring the capitals of the Iron Kingdoms for their fugitive quarry and other times taking to the road. The recent fighting has been a boon for the trade, allowing motivated freelancers to supplement agents of the law who have seen their resources dwindle. The job is simple: bring ’em in, dead or alive.

Dannon and Bull have only a single version, Dannon Blythe & Bull


  • Action Girl: Despite her smaller stature and considerably lower strength than her Trollkin companion, Blythe manages to be largely just as deadly thankes to her "Granted: Prey" ability and "Take Down."
  • BFG: Bull carries one for both intimidation and elimination of bounties if necessary.
  • BFS: Blythe carries a sword, but Bull carries a Great Sword. It also deals 38% more base damage than Blythe's sword.
  • Bounty Hunter: Blythe and Bull operate as this for their "day job." It's actually why they weren't added to Warmachine for so long after debuting in The Iron Kingdoms RPG books. For a while Privateer Press felt it didn't make sense for Bounty Hunters to operate as part of organized militaries. As the forces of Mercenaries grew to the point that Mercenaries could be a faction on their own, however, this changed, and Blythe and Bull were ported over to Warmachine.
  • Deader than Dead: The duo both have "Take Down," meaning enemies they kill in melee can't make Tough rolls, and are removed from play rather than killed, so they can't be resurrected.
  • Depending on the Artist:
    • Bull's Weird Beard varies from somewhere between "gravel permastubble" and "beard of rocks" between his various depictions in the IKRPG books and Forces of Warmachine: Mercenaries.
    • His head spines also vary in color between blue, gray, and red depending on the source, with his official model being depicted with blue spines, his appearance in Forces of Warmachine: Mercenaries having dark grey spines, and his appearance on the cover of The Iron Kingdoms: Requiem book in 2020 having red spines.
  • Early-Bird Cameo: Blythe and Bull first appeared two years after the release of 1st edition Warmachine, in the 2005 release of The Iron Kingdoms RPG. They wouldn't be officially ported over to Warmachine until 2010's Forces of Warmachine: Mercenaries.
  • Gameplay and Story Integration: Blythe and Bull are primarily Bounty Hunters who only operate alongside official military forces when the pay is right, and even then largely happen to be going after a VIP the army wants killed. On the tabletop, this is their exact role, they operate as a sort of The Dividual solo who wants to just do their own thing separate from the rest of the army. They're even one of the few units with "Prey" in the game that can cost effectively put it on a solo, as they're so cheap that an opponent panicking at their VIP solo being marked with "Prey" and keeping it out of the fight for the whole game can actually be worth the points!
  • Goggles Do Nothing: Which is probably why Bull keeps them securely strapped to his forehead rather than over his eyes.
  • The Gunslinger: Despite Bull being the model carrying a visible firearm, Blythe is actually the one with "Gunfighter," allowing her to use her pistol in melee just as easily as her sword.
  • Huge Guy, Tiny Girl: Enforced, Blythe is a regular human woman while Bull is a Trollkin. Naturally she's 5 foot and change while he's 7 feet tall.
  • Hunting the Most Dangerous Game: Blythe gives the duo the "Prey" special rule, which gives them a Status Buff against an enemy of their choice. Given that almost every model in the game is human or near-human sapience it's pretty much a given any use of "Prey" will be this trope in some fashion.
  • Knockback: Victims of Bull's Demolisher rifle are knocked down and pushed 1" away from him thanks to its "Batter" rule.
  • Mascot Mook: Blythe and Bull have been the face of the Iron Kingdoms RPG since its inception, with both the 2005 and 2020 IKRPG releases featuring them on the cover.
  • Monster and the Maiden: Played with in that Blythe is just as capable a bounty hunter and no less lethal than Bull, subverting some of the usual Non-Action Guy expectations of the maiden for this trope. Blythe and Bull are still a human woman and a Trollkin though.
  • More Dakka: Bull's Demolisher rifle has a rate of fire of "d3," the same rate of fire used by miniguns in game.
  • The Musketeer: Bull's BFG is too large for him to use in one hand, so he swaps between it and his Great Sword as necessary.
  • Obvious Rule Patch: Bull has the "Trollkin" special rule to mark him as a Trollkin model even though he's not in a Trollkin unit. This is a necessity due to how Warmachine's keywording system works, without it Bull would be exempt from any abilities which target Trollkin despite being a Trollbloods faction unit.
  • Only One Name: His name is Bull. Just Bull.
  • Platonic Life-Partners: Blythe and Bull have been inseparable since they first teamed up as bounty hunters. Warmachine functionally treats them as one character for the most part as a result.
  • Private Military Contractors: Any military work that Blythe and Bull do is a result of this. They operate as mercenaries for hire to engage specific targets.
  • Red Oni, Blue Oni: Zig-Zagged. Bull is the source of the threat of overwhelming violence, while Blythe is the one physically wrangling their captures, but Bull is the blue one and Blythe is the redhead.
  • Spam Attack: Bull is strong and fast enough that he has "Rapid Strike," allowing him to attack twice with his sword per melee round.
  • Sword and Gun: Blythe fights using both her longsword and her pistol in melee and at range thanks to her "Gunfighter" special rule.
  • Weapon Across the Shoulder: Privateer Press love depicting Blythe and Bull both in this pose. In all their appearances in books they're drawn doing this pose, and Blythe herself even still does it in her official model!
  • Weapon for Intimidation: Bounties pay better when taken alive, so the duo rely on Bull's BFG mostly for this trope, discouraging bounties from trying to flee or fight when it's pointed in their faces.
  • Weird Beard: Bull has the stoney beard common to Trollkin.
    Skaldi Bonehammer 
https://static.tvtropes.org/pmwiki/pub/images/20250306_102233.jpg
"Through keg or through Hammer I shall never know defeat!"

A sometimes ally, sometimes rival, and frequent drinking companion of Borka Kegslayer, Skaldi Bonehammer has eanred a name for himself in the company of some of the greatest trollkin warrios of the age. His hunger for glory and vengeance upon those who would harm his people is already well known among the kriels. The number of skulls crushed by his great hammer is uncountable, and his very presence inspires his battle brothers.

When Kegslayer vowed to follow Madrak Ironhide south, Bonhammer initially balked, claiming there were glories enough to be won in the north. In time, however, stories and inscriptions of the great southern battles reached the Scarsfell. At first Bonhammer dismissed these tales as exaggeration, but he was soon forced to acknowledge the truth of the ever-growing war Borka had predicted. In order to prove himself Kegslayer's equal once more, Bonehammer took his warband from the Scarsfell to hte embattled souther kriels in order to seek out their greatest warriors and lead them to battle for the sheer joy of strife.

Bonehammer has a single version, Skaldi Bonehammer, Trollkin Champion.


  • Blade Spam: He has the "Rapid Strike" special rule, letting him make two attacks per turn with his hammer instead of one.
  • Blatant Lies: He claims to have never known defeat. Borka beats him in their competitions regularly.
  • Boisterous Bruiser: As expected of a companion of Borka Kegslayer, he's loud, he loves challenges, he loves a fight, and he loves to brag about his accomplishments.
  • Drinking Contest: One of his favorite ways to challenging Borka. Naturally the Kegslayer tends to win these competitions.
  • Elite Mook: He's effectively an officer model for Trollkin Champion units. He has basically the same stats just with a higher command and hp.
  • Master Swordsman: He has "Weapon Master" on his hammer, letting him even reliably threaten Heavy Warjacks with it.
  • Mook Commander: In the lore, he leads any champions who wish to fight alongside the United Kriels. In-game he is a commanding officer model for Trollkin Champions.
  • No-Sell: As a northkin, he has "Immunity: Cold." His "Tactics: Northkin" rule also grants "Immunity: Cold" to the rest of his unit.
  • The Rival: To Borka Kegslayer. Borka's successes in the south were what drove Skaldi to join the United Kriels.
  • Status Buff:
    • His "Granted: Practices Maneuvers" ability lets his unit ignore each other for line of sight and move through each other if necessary.
    • His "Tactics: Northkin" makes his Champion unit "Northkin" and grants them "Immunity: Cold"
    • His "Tactics: Overtake" grants his unit a free 1" move every time they kill at least one enemy in melee.
  • Weapon-Based Characterization: His weapon of choice is not an axe as is typical for Trollkins and Northkin, but instead a giant hammer. This illustrates that he is not a savage barbarian but rather a Boisterous Bruiser who relies on his raw strength.
    Greygore Boomhowler 
https://static.tvtropes.org/pmwiki/pub/images/boomhowler.jpg
"Could you all stay still for a moment because I! AM! TALKING!"

The legendary trollkin fell caller Bragg was quite virile and supposedly irresistible in his day, spreading progeny bestowed with his peculiar talents across Immoren. These special folk, known as “fell callers,” command a power of voice that staggers the imagination. One of the more notable examples is Greygore Boomhowler, a crass axe-for-hire with a great command of the Gift of Bragg. Those who have heard his vocal prowess are generally divided on whether the experience was positive or negative, but without exception they recount it with strong emotion.

Led by the legendary Trollkin fell caller Greygore Boomhowler, this mercenary company can match lead and steel with any regiment of soldiers in the Iron Kingdoms. The brutal combination of Greygore’s devastatingly ear-splitting cries and the natural resilience and tenacity of his Trollkin mercenaries has frequently proven invaluable to military commanders across the land.

Once the leader of the infamous mercenary band, Boomholwer & Co., Greygore Boomhowler struck out as a solo act—no, like he actually struck out—until he found an instrument that truly spoke to him: a chain gun!

No trollkin has adapted better to the post-apocalyptic world than Greygore Boomhowler. In fact, he'd tell you he prefers things this way - the wasteland belongs to the meanest and the strongest. Most who know him would say he's made a mighty successful career out of being both. Since the beginning, Boomhowler has run his own scavenger crew. He prefers those who share his lack of scruples, so there's no quibbling over irritating issues like morals or ethics.

Greygore Boomhowler is a veteran trollkin mercenary of countless wars. A fellcaller like his sister, Admiral Thorga Boomhowler of the Brineblood Marauders, Greygore is skilled at using his powerful voice as a weapon. As the world has grown stranger and more dangerous, Greygore has had to travel farther afield seeking work, extending his ample ring of contacts across the whole of western Immoren and beyond

Boomhowler has four versions, Greygore Boomhowler & Co. (Boomhowler1), Boomhowler, Solo Artist (Boomhowler2), Boomhowler, the Destroyer (Boomhowler3), and Greygore Boomhowler (Boomhowler4)


  • An Arm and a Leg: Boomhowler3 gains "Critical: Amputation" thanks to using the same axe as Destroyer Heavy Warjacks.
  • Anti-Magic:
    • His "Fell Call: Cacophany" prevents every enemy model within 8" of him from casting or channeling spells.
    • Boomhowler4 has fully weaponized his Fell Calls as his ranged attack. His "Attack Type: Brain Damage" prevents a model damaged by it from casting spells for a turn.
  • Arbitrary Weapon Range: Boomhowler's fourth version has "Attack Type: Snipe" on his Sonic Scream, allowing him to improve its range by 3" at will.
  • "Avoid This Area" Effect: Boomhowler's second form sports a Chain Gun that lets him place a wall template that damages enemies who enter it.
  • BFG: Boomhowler gets one in his second for, a Trencher Chain Gun that he carries by hand.
  • BFS: Boomhowler2 carries the axe from a Destroyer Heavy Warjack.
  • Captain Morgan Pose: Boomhowler's fourth version is sculpted this way, as can be seen in his page image.
  • Chained by Fashion: He keeps his axes bound to himself with a thick chain, which he wraps around his forearm. Interestingly, he never has the ability to use them as a Blade on a Rope.
  • Chainsaw-Grip BFG: Boomhowler2 carries one that he recovered from a dead Trencher Chain Gun crew. His Trollkin strength allows him to carry it by hand even though it normally takes a crew to operate.
  • Counter-Attack: Boomhowler gains "Countercharge" on his third form, allowing him a free automatic charge whenever an enemy finishes their turn within 6" of him.
  • Crippling Overspecialization: Despite his status as a mercenary, Boomhowler's Fell Calls limit his utility outside of the Trollbloods due to the requirement that they target a friendly faction model. No matter what army he's in, he's always a Trollbloods faction model, so to get use out of his Fell Calls he needs other Trollbloods, either as mercenaries or by being part of a Trollbloods army proper, to call to.
  • Cycle of Hurting: Boomhowler3 is a walking one. His looted Axe has "Thresher", letting it hit every model within 2" of himself. Every model he hits, even if they don't get damaged, gets knocked down. Thanks to his "Thrasher" special rule, he can then make a second "Thresher" attack, now against knocked down targets. Thanks to his "Trash" special rule, he gets free boosted damage against knocked down targets, aka all the models he hit the first time with Thresher.
  • Death of a Thousand Cuts: Boomhowler's Chain Gun in his second form suffers from this. Its damage-per-bullet is 17% lower than his blunderbuss, leaving it struggling to kill Heavy Army outside of this trope.
  • Deflector Shields: Boomhowler's 4th edition version has one active at all times thanks to the growing power of his Fell Calls. It grants him the "Force Varrier" special rule, giving him +2 defense against ranged attacks and Resistance: Blast Damage.
  • Determinator: Boomhowler's fourth version has become so tough he has Tough and "Inhuman Resolve" at the same time! Inhuman Resolve also guarantees that when he would die, he doesn't, rather than "Tough" giving him a flat 33% chance to not die.
  • Dog Pile of Doom: Boomhowler1 can order his squad to perform a Combined Melee Attack, dogpiling onto a single target for increased accuracy and damage at the cost of quantity of attacks.
  • Dual Wielding:
    • Boomhowler1 carries a blunderbuss and great axe
    • Boomhowler4 carries a battle axe and a parrying dagger.
  • Early-Bird Cameo: Boomhowler1 and his squad are one of the first Trollkin units ever released, predating the Trollbloods faction release by three years.
  • Hand Cannon: Boomhowler1 and his squad carry Blunderbusses which they wield one handed and which share the stats of other Hand Cannons in the game.
  • Herd-Hitting Attack: Boomhowler3 gains "Thresher" on his looted axe, allowing him to hit every enemy within 2" of himself.
  • Heroic Second Wind: Invoked, Boomhowler4 has "Inhuman Resolve," healing him 1hp every time an allied warrior dies within 10" of him, as their sacrifice inspires him to stand again and keep fighting through any injuries.
  • Injured Vulnerability: Boomhowler's looted Executioner Axe gets free boosted damage against enemies who have been knocked down. Did we mention his axe knocks people down automatically?
  • Knockback:
    • Boomhowler2 has "Critical: Knockdown" on his chain gun, laying enemies out on a critical hit.
    • His Chain Gun also has "Beat Back" by default, letting him push enemies 1" away on hit from the impact.
    • Boomhowler3 has "Knockdown" on his looted axe thanks to its sheer size.
    • Boomhowler4 has "Critical: Knockdown" on his Fell Blast ranged attacks, knocking enemies down on a critical hit.
  • Man of Kryptonite: Boomhowler1 and 2 having the ability to shut down Arc Nodes at will makes him this to Cryx in particular as well as any Warcaster who relies on their Arc Nodes to channel spells.
  • Marked to Die:
    • Boomhowler3 can use his "Fell Call: Dinner Time" in this manner, as it marks an enemy and then gives Boomhowler and every allied Troll Warbeast within 9" of him +2" movement towards the marked enemy.
    • His "Fell Call: Shout Down" also does this trope, giving every ally targeting the chosen enemy +2 accuracy.
  • Meaningful Name: Boomhowler is a Fell Caller, a Trollkin who specializes in using their powerful voice to cast spells and drown out foes.
  • More Dakka: Boomhowler2 trades his Hand Cannon for a chain gun which fires 2-to-4 shots per turn
  • The Musketeer: Due to the increased size of his BFG compared to his blunderbuss, Boomhowler2 now switches between using his gun or his Great Axe as necessary rather than Dual Wielding them.
  • Mutually Exclusive Power-Ups: Boomhowler in all his forms can only use one Fell Call (or Attack Type, in the case of his fourth version) per turn, limiting him to one of three possible effects.
  • No-Sell:
    • Boomhowler1 can render his squad immune to losing Tough when they get knocked down with his "Fell Call: Call of Defiance". This renders them impossible to kill without failing a "Tough" roll.
    • Boomhowler3 has gained "Immunity: Cold" from his time in the frozen wastes of what was once Khador.
    • His "Fell Call: Reveille" causes all knocked down Trollbloods within 8" of him to stand up.
  • One-Handed Zweihänder: Boomhowler1 carries a blunderbuss in one hand and a Great Axe in the other thanks to his Trollkin strength.
  • Pinned Down: Boomhowler2 can do this with his "Covering Fire" action, laying a wall template that damages enemies who enter it.
  • Private Military Contractors: Boomhowler in all his forms is one, acting as a gun/sword for hire to whomever will pay. He's still willing to show up if the United Kriels call for his aid however.
  • Quantity vs. Quality:
    • Boomhowler2 and 3 are this compared to Boomhowler1. Boomhowler's first version is less overwhelmingly powerful but comes with a squad of Red Shirts to help back him up. His second and third versions have greater individual power at the cost of being a single model.
    • Boomhowler2 himself trades on the "Quantity" side of this trope compared to the blunderbuss his first version used. Rather than a single power 12 attack, he opts for 2-to-4 semi-randomized power 10 attacks per turn.
  • Read the Fine Print:
    • Boomhowler3 no longer needs line of sight to those he wants to buff with his "Dinner Time" and "Shout Down" Fell Calls, as the abilities say "choose", not "target."
    • As a (* Action), Thresher attacks can't be used when Boomhowler uses "Countercharge."
    • "Shout Down" applies to all attack rolls, ranged or melee. This allows Boomhowler3 to hide behind a wall, Shout Down an enemy, and then have the rest of the enemy mow them down.
  • Rummage Sale Reject: Boomhowler's third form has survived the post apocalypse so long he's been forced to scavenge his equipment from whatever he can find. As a result he's replaced his great axe and chain gun with the axe from a Destroyer heavy warjack, his left shoulder pad is taken from a Winter Guardsman, while his right shoulder pad is a repurposed head from an Ironclad heavy warjack.
  • Sonic Scream: As a Fell Caller this is always Boomhowler's specialty. His fourth version has turned it from a spell casting tool into an outright weapon.
  • Spam Attack: Part of what makes Boomhowler's third form so deadly, he can use "Thresher" twice per turn!
  • Speed Shoes:
    • Boomhowler2 has a new Fell Call, "Special Orders", which grants a nearby unit "Reposition: 3," allowing them to Run-and-Gun effectively.
    • Boomhowler3 has an entirely new list of Fell Calls, most of which are this trope. His "Fell Call: Dinner Time" grants himself and Troll Warbeasts activating within 9" of him +2 movement towards a target.
    • His "Fell Call: Hoof It" gives one unit within 9" of himself a free full move at the end of the turn.
    • His "Bloodthirst" ability gives him +2 movement when charging a living model.
  • Status Buff:
    • Boomhowler1's "Fell Call: Reveille" causes all knocked down allies within 8" to stand back up.
    • Boomhowler3's "Fell Call: Shout Down" gives +2 to all accuracy rolls targeting an enemy unit within 9" of him.
    • Boomhowler4 can give his Deflector Shields to an ally with his "Shout It Out" ability.
    • His "Attack Type: Empowered Attack" gives his Sonic Scream +2 damage
    • His Battle Axe has "Brutal Charge," giving it +2 damage on charged attacks.
  • Stronger with Age: Boomhowler certainly has become so. His first version is marginally superior to the Red Shirts he has in his squad. By the time of his fourth version, not only does he still have the same "Tough" rule every Trollblood has, he also has gained "Inhuman Resolve," meaning he's guaranteed to not die from the first attack that would kill him, giving him a chance to heal and stand back up. Oh, and if he does so? Inhuman Resolve resets, protecting him again!
  • Sword and Gun: Boomhowler1 and his squad all carry blunderbuss Hand Cannons alongside their Great Axes.
  • Trope Codifier: Due to being the first Trollkin unit ever released, Boomhowler1 and his squad set the tone for what Trollkin units would be, what weapons they would use, what tactics they preferred, etc for the faction's eventual release.
  • Wound That Will Not Heal: Boomhowler4's dagger has "Critical: Grevious Wounds," inflicting this trope on a critical hit.
    The Sons of Bragg 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20250306_100913_firefox.jpg
♫ Chì mi gun dàil an t-àite san d'rugadh mi ♫
♫ Cuirear orm fàilte sa chànain a thuigeas mi ♫
♫ Gheibh mi ann aoidh agus gràdh nuair a ruigeam ♫
♫ Nach reicinn air tunnachan òir ♫

The Sons of Bragg swagger across western Immoren like living legends, each mighty with both sword and voice. The Sons are heard long before their arrival, booming mighty chants that resound off trees and mountains. Wrathar leads the chorus of his brothers Tor and Rhudd. Their voices join in perfect harmony to belt out powerful chants that sustain them despite impossibly grievous wounds. On their own each brother is formidable, but together they are an army of three.

The three brothers that form the Sons of Bragg have only a single version.


  • BFS: The brothers favor them, with Wrather using the largest single sword, and Rhudd using the most large swords.
  • Glass Cannon: Weapon Master and five attacks on the charge mean this trio can absolutely shred even a Colossal on their own under ideal circumstances. They also have a pathetic defense 13 and armor 15, with just 8hp apiece that makes them very easy to kill. Of particular note is that basically any enemy charging them will kill at least one of the brothers, significantly hindering their output.
  • Herd-Hitting Attack: Tor's offensive Fell Call is a "Spray" type weapon, allowing it to hit multiple foes in a line.
  • Master Swordsman: All three brothers have "Weapon Master" on their swords, giving them free boosted damage in melee. This makes the unit deceptively lethal as a melee assault force.
  • Musical Assassin: The brothers form a trio of Fell Callers who empower those around them with their song and slay foes with the power of their voices (and swords)
  • Mutually Exclusive Power-Ups:
    • They can only cast one of their "Fell Concert" abilities per turn, meaning the use of one prevents the other two
    • They can't benefit from two different "Fell Call" abilities at the same time, meaning if they've used a "Fell Concert" on themselves, they can't receive one from another unit.
  • Nerf: 4th edition removed offensive templates for all Area of Effect weapons. While this ended up improving blast weapons, for "Spray" type weapons like Tor's Sonic Blast, they went from hitting all enemies in a triangular Area of Effect to hitting all enemies in a straight line.
  • No-Sell:
    • Their "Fell Concert: Call to Action" causes all of them to stand back up. Because of how the "Tough" ability Trollkin natively have works, this also heals them from their wounds and removes their Injured Vulnerability.
    • Their "Fell Concert: Call of Defiance" prevents them from losing "Tough" while knocked down, eliminating their Injured Vulnerability entirely as long as it's active.
  • Phlegmings: Tor (right) and Wrathar (center) are depicted with this trope in their official art and their page image.
  • Poor Man's Substitute: The Sons of Bragg are 3 models for 8 points who offer two attacks per model with "Weapon Master." This makes them virtually identical to a minimum-sized unit of Trollkin Champions who have 3 models for 10 points with two attacks per model and "Weapon Master." The Sons of Bragg lose 1 armor, but gain 3hp and their "Fell Concert" abilities, and come in two points cheaper. This makes them slightly easier to fit into a list that's strapped for points allotment at the cost of being slightly easier to kill.
  • Read the Fine Print: "Call of Fervor" doesn't specify "melee" attacks, meaning it also applies to Tor's Super-Scream.
  • Run-and-Gun: Tor has the "Assault" special rule, letting him fire his Sonic Blast as the unit charges into melee, potentially softening them up as the brothers impact.
  • It Runs in the Family: Tor, Wrathar, and Rhudd are not literal sons of the legendary Trollkin Bragg, but they are his descendants. All three are also brothers, and have inherited Bragg's abilities as a Fell Caller.
  • Sibling Team: Tor, Wrather, and Rhudd are all brothers and battle together as a cohesive unit.
  • Status Buff: Their "Fell Concert: Call of Fervor" grants the brothers +2 damage for the turn.
  • Super-Scream: As Fell Callers the brothers all have this trope, but Tor specifically uses his as both a weapon and a spell casting implement.
    Valka Curseborn 
https://static.tvtropes.org/pmwiki/pub/images/pip_71116_0_enhanced_enhanced.png
"We Northkin have never known peace. The end of days is nothing new to us."

Few warchiefs command so black a reputation as the acrimonious Valka Curseborn. Noted for a foul temper, he has become bitter and ruthless with the passing of the years. At each battle’s end, he looks around himself with bloodied axes, taking in the carnage he has unleashed, disgruntled that he still draws breath. He seeks a hero’s death but is too stubborn to die easily. The foe worthy to claim his life has yet to stand before him.

Valka has a single version, Valka Curseborn, Chieftain of the North.


  • Asskicking Leads to Leadership: He's a Chieftain of the Northkin Kriels and is also a One-Man Army.
  • Counter-Attack:
    • He has the "Countercharge" special rule, which allows him to automatically charge any enemy who ends their turn within 6" of him for free.
    • He also has "Retaliatory Strike," giving him a free melee attack any time an enemy hits him in melee.
  • Crippling Overspecialization: As deadly as he is, he only has melee attacks, meaning if the enemy can keep him at range he's impotent. While "Feign Death" and "Rise" make it difficult to shoot him to death, and "Righteous Vengeance" and "Countercharge" help extend his threat range to get him into melee more easily, he doesn't actually have any counters to enemies that can throw, push, slam, or place him, meaning enemies that have a strong Knockback game can keep him at arm's length and out of danger long enough to take him out.
  • Deader than Dead: He has "Take Down," preventing enemies he kills in melee from making a "Tough" roll and Removing them from Play instead of killing them.
  • Gameplay and Story Integration: As a Chieftain of the Northern Kriels he has to have proven himself able to defend his fellows from all manner of threats. On the tabletop he's a One-Man Army and has the "Righteous Vengeance" rule, reflecting that if he can't protect his people he'll damn sure avenge them!
  • Horny Vikings: Northkin draw heavily from the Viking aesthetic, and Valka wears a helmet with a pair of wing-like horns on it.
  • Master Swordsman: Both his axes have "Weapon Master," giving him free boosted damage with them.
  • National Weapon: Valka's weapons are a pair of axes engraved with viking-style runes to match his Northkin design.
  • No One Could Survive That!: Even for a Trollkin he's noted to have survived things people fully expected to kill him. This is represented in-game by his "Feign Death" ability, which prevents enemies from targeting him for a Coup de Grâce while he's knocked down. Since surviving a roll for the ability "Tough" knocks a unit down automatically, and units lose "Tough" while knocked down, this makes it nigh impossible to finish him off without him failing a "Tough" roll outright.
  • No-Sell:
    • As a Northkin he has "Immunity: Cold"
    • He has "Rise," meaning he stands up for free when knocked down without any of the usual penalties. Since surviving a "Tough" roll knocks him down automatically, and he has "Feign Death" to prevent enemies from shooting him while he's down, he's basically invulnerable until he fails a "Tough" roll.
    • He has "Unyielding," giving him Heavy Warjack grade armor in melee.
    • He also has "Pathfinder," allowing him to ignore rough terrain like forests or shallow water.
  • Pelts of the Barbarian: As a Northkin Chieftain he goes everywhere clad in the pelts of animals and foes he's killed, both to shield himself from the cold and to display his fighting prowess.
  • Roaring Rampage of Revenge: He has "Righteous Vengeance," giving him a free 3" move and attack if any of his allies were killed the previous turn.
  • Touch the Intangible: Thanks to the runic engravings on his axes, they have "Damage Type: Magical," allowing them to hit ghosts and incorporeal models.
  • Weird Beard: Even for a northkin, his beard is unusual. Instead of ice or rocks, his beard is crystals.
    Rhud Felleye 
https://static.tvtropes.org/pmwiki/pub/images/1000184280.jpg
"Six weeks out of contact would get you court martialed in the Iron Kingdoms. For Felleye it gets you a goldmine of intel."

A native of the Fenn Marsh, Rhud Felleye was a born hunter with an unerring eye, who traded the cold swamps of southern Cygnar for the jungle heat of Alchiere. A deeply religious soul devoted to the goddess Dhunia and possessed of a great love of nature, Felleye's kind and thoughtful personality surprises those more familiar with his grisly trade than they are his personality.

Rhud has a single version, Corporal Felleye


  • Army Scout: Rhud's skill with bushcraft sees him often operating for long periods away from the main force, either hunting a target or scouting enemy threats to report back to his commanders.
  • Concealment Equals Cover: He has "Prowl" as a native ability, giving him "Stealth" and rendering him immune to ranged attacks from beyond 5" whenever he has concealment in terrain or smoke clouds.
  • Counter-Attack: His "Hide on Bush" special rule gives him a free 3" move whenever an enemy ends their movement within 6" of him while he's concealed in terrain. This gives him a chance to either surprise them, or to reposition before they can reach his sniping position.
  • Devious Daggers: He uses a Hunting Knife as his melee weapon rather than the bayonets of the rest of the Kithguard, and he's an expert in concealment and moving silently.
  • Friendly Sniper: Despite his serious-looking face and his murderous skill, Rhud is noted to be a thoughtful and friendly individual when off the clock. He's also deeply spiritual, and sees his skills as a blessing from Dhunia herself.
  • Full-Body Disguise: He wears a Ghillie suit, a full-body covering layered with local folliage to conceal his movement and his body from the enemy and make it easier for him to hide in the bushes.
  • Improbable Aiming Skills: Rhud's such a good sniper that he has "Weapon Master" on his rifle, giving him free bonus damage on every shot he takes with it.
  • Mildly Military: While nominally a Corporal, Rhud's position is closer to a proto-special forces soldier, as he tends to identify his own missions and go off on his own to attack targets rather than the usual duties expected of a Corporal.
  • Religious Bruiser: Rhud sees his skills with bushcraft as a blessing from Mother Nature herself, Dhunia, and is sure to pay respects to and devoutly worship the All Mother as thanks.
  • Stealth Expert: Rhud is so good he gives every allied Kithguard warrior within 10" of him the "Prowl" special rule too, able to help them blend better into terrain just by his proximity.
  • Wound That Will Not Heal: On top of "Weapon Master," Rhud's rifle is so deadly in his hands it has "Grievous Wounds," inflicting this trope and ignoring Tough on his enemies with every shot.
  • True Sight: Invoked as one of his explicit abilities. It lets him ignore concealment and Stealth when making his shots, making it exceedingly difficult to hide from him.
    Logan Grindstone 
https://static.tvtropes.org/pmwiki/pub/images/smartselect_20260507_120735_warmachine_app.jpg
"For all the evil Cygnar perpetrated against our people, our time in the Trenchers proved valuable to protecting them now."

Captain Grindstone is a hard-bitten former trollkin Trencher who had long devoted his life to the military before joining the Kithguard. A tactical savant, Grindstone was a highly decorated officer before he retired to pursue a lucrative mercenary career in Ord. After running afoul of the Ordic Crown, which viewed his freelance mercenary enterprises as sheer banditry, Grindstone fled south and caught the last ship bound for Alchiere. He has since become one of the Kithguard's most effective and well-regarded battlefield commanders, despite lacking a Warlock's talent to control Warbeasts.

Logan has a single version, Captain Grindstone


  • Badass Normal: His lore notes that Logan is almost on par with any of the leaders of the Southern Kriels, with only his lack of a Warlock spark preventing him from being their true equals.
  • Cigar Chomper: As part of his Sergeant Rock tendencies, Logan is depicted smoking a large stogie at all times.
  • Drill Sergeant Nasty: After joining the Southern Kriels in Alchiere, Grindstone was inducted into the Kithguard as a drill sergeant to train the new recruits and help mold the United Kriels' disparate warbands into an organized fighting force of soldiers.
  • Guns Akimbo: He goes into battle wielding a pair of infantry carbines the way other people would wield pistols.
  • The Gunslinger: As a testament to his skill he has "Pistol" on his carbines, allowing him to use them as pistols in melee and blast enemies at any range.
  • I Call It "Vera": His carbines are named "Annie" and "Later"
  • Luck Manipulation Mechanic: Grindstone's third battle plan ability, "Combat Coordination," allows one of his warriors to reroll a single accuracy or damage roll.
  • Mook Commander: His role, despite being a Captain, in the Kithguard. With the Cryx invasion, he has taken to leading the Kith kin into battle, often from the front lines as necessary. Unsurprisingly, in Warmachine he also fills this role, offering a barrage of Status Buffs to improve nearby warriors.
  • Private Military Contractors: After he left the Cygnaran Trenchers, he became a mercenary in Ord. Unfortunately for him he ended up on the wrong side of the popularity contest with Ord's King and was forced to flee to Alchiere.
  • Speed Shoes:
    • His "Battle Plan: Press the Advantage" gives one nearby unit the "Swift Hunter" special rule, letting them make a free 2" move when they kill an enemy with a ranged attack
    • He also has "Swift Hunter" naturally himself, giving him a surprising amount of bonus speed thanks to his Guns Akimbo
  • Taking the Bullet: His "Battle Plan: At All Costs" gives one allied unit "Shield Guard," letting them jump in the way of incoming ranged damage, sacrificing themselves so more valuable units can remain in fighting condition.
    Horthol 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20250305_162654_firefox.jpg
"There is no shame in giving up power to one more worthy. To do so can allow you to soar to greater heights never dreamt of."

Among the gathered Kriels who wage war for survival many great names have come and gone, but fate holds a special place for those linked to Madrak Ironhide. Horthol is one of these champions. Once a proud chieftain in his own right, he has given up the leadership of his own Kriel to serve the one trollkin he believes is destined to reshape the world. Horthol has proven loyal above all else, standing at Madrak's side even when others betrayed him.

Those who ride with Horthol find it hard to believe he has not always lived and slept in the saddle like the others of this tradition originating on Khador's southern plains. Instead Horthol's shared past with Madrak Ironhide took place in the northern Thornwood, where he was raised to hunt amid the dense knotted trees. His kriel was one of the first to fall to the depravations of Cryxian horrors that plundered the forest in the wake of human wars. What few of Horthol's kin survived those dark days owe their lives to Madrak Ironhide, who nearly killed himself in a desperate attack to drive the walking dead away. When Horthol saw Madrak fighting so ardently for strangers, he knew a true chief stood before him, one who made his own claim to that title hollow. As the kriels gathered to listen to Madrak's plea for unity, Horthol was the first to step forward and offer his hammer in service.

Horthol has a single version, Horthol, Long Rider Hero.


  • Armored Collar of Durability: Horthol wears a Neck Only version, with a large bevor that only covers the front of his throat, to indicate that he's exceptionally durable in his mounted form but merely of average durability dismounted.
  • Boring, but Practical: Ultimately Horthol is simply a Stone Wall Long Rider. He doesn't really do anything beyond that.
  • Cavalry Officer: Horthol is the Trollkin equivalent, being a cavalry trollkin and former Chieftain who now leads squads of Long Riders into battle.
  • Crippling Overspecialization: Horthol's only offensive options are all melee based, which becomes a real problem for him once his mount is dead and he's forced to try and close into melee on foot.
  • Determinator: Horthol is a "Dragoon" model, meaning when he "dies" in his horse form, he then gets returned to play as his "on foot" form. Unusually for a Dragoon, Horthol himself loses basically all of his special rules while doing so, meaning he's essentially the Badass Normal version of a Dragoon compared to most examples in the game.
  • Gracefully Demoted: Horthol was once Chieftain of his own Kriel. He gladly abdicated to Madrak as the Chieftain of the United Kriels when Madrak risked his own life defending Horthol's kriel from Cryx.
  • Hollywood Tactics: Horthol's armor sports a characteristic example of Hollywood protection common to many depictions of "Fantasy armor." Specifically, rather than thigh armor he has a very large, armored skirt that extends down to his knees. This is a result of hollywood not being able to make mass-production thigh armor in the traditional medieval style due to the complexity of human hip range of motion. To get around it they just made enormous, armored skirts, which give the illusion of protecting the thigh but are far more restrictive on mobility and which would be impractically heavy. In his page image, that large half cylinder covering his leg is his skirt. For further reference compare, Hollywood, where it's not attached to the thigh at all, versus reality, where it was, to prevent a Groin Attack.
  • Humongous-Headed Hammer: As expected of a trollkin, Horthol carries a hammer the size of a human torso with one hand. He uses it to devastating effect both mounted and on foot.
  • Injured Vulnerability: Horthol is an extreme example of a Dragoon, as when he is "killed" and replaced with his on-foot version, he loses 83% of his special rules, leaving him considerably slower, less damaging in melee, and with considerably lower armor.
  • Instant Expert: Trollkin Longriders are the Trollkin version of the Monguls, they're born, raised, and live in the saddle at all times. Horthol is not, having been raised hunting in the dense Thornwood, and yet he rides like he has been one of them his entire life.
  • Knockback:
    • Horthol on his bison has "Bull Rush," letting him make slam attacks that launch the enemy away
    • His hammer has "Critical: Smite", knocking enemies up to 6" away on a critical hit.
    • Horthol's bison is so massive it has "Critical: Knockdown" on its melee attacks, knocking enemies on their ass on a critical hit.
  • Lightning Bruiser: As a long rider he sports armor on par with a heavy warjack, speed of cavalry, and hits like a trollkin in melee.
  • Luckily, My Shield Will Protect Me: Unusually the large shield he carries isn't actually reflected in his stats. Or rather, if it is included in his stats, he always benefits from it rather than the usual expectation of only protecting him from the front.
  • Mook Commander: Horthol has "Elite Cadre: Long Rider," giving every allied Long Rider in the army his "Line Breaker" ability.
  • Ramming Alwaysworks: Horthol while mounted has the "Bull Rush" special rule, allowing him to perform a slam power attack with his mount.
  • Sleeves Are for Wimps: He wears a cuirass without any bicep armor or clothing of any kind.
  • Speed Shoes: While riding his bison, Horthol has "Reposition: 3", giving him a free passive movement of 10" per turn while still being able to attack.
  • Status Buff: Horthol has "Line Breaker," and his "Elite Cadre" ability gives "Line Breaker" to every Long Rider in the army. This gives them free boosted damage on impact attacks their mounts make when charging into melee.
  • Stone Wall: He has armor 18 on his mount, and thanks to being a Dragoon he has more health than two Long Riders despite costing the same as them. As devastating as his power 15 hammer is in melee, he only gets one attack with it per turn, so his durability is his major selling point.
    Lochabash Brothers 
https://static.tvtropes.org/pmwiki/pub/images/smartselect_20260507_115403_warmachine_app.jpg
"Foulblood may be the undisputed leader of his armada, but it's those Lochabash Brothers who keep the other captains in line."

Raised dirt poor along the clay shore of the dockside slums of Clockers Cove, the brothers Durgul, Konor, and Makabur grew up mean and hard. They entered service to the Mercarian League as marines at a tender age, and they became renown for the brutal efficiency in which they executed their orders. But the brothers learned something more important discipline: In their view of the vast majority of their superiors, trollkin lives were not equal to those of humans. Over time, the brothers came to distrust their commanders, who would throw them in harm's way without a second thought. Miserable, they despaired of ever breaking free until finally meeting a like-minded compatriot in Foulblood, who they have loyally served as his enforcers and lieutenants for six long years since.

Durgul, Konor, and Makabur form a unique Character Unit in the Brineblood Marauders sub-faction, they have a single version.


  • Bayonet Ya: The brothers fight using large knives strapped to the front of their rifles. Thanks to their Trollkin strength these bayonets hit as hard as Light Warjacks!
  • Because You Were Nice to Me: The boys signed up for the Mercarian League at a young age due to growing up in poverty, only to suffer from Fantastic Racism at the hands of their human officers. They joined up with Foulblood when he assaulted their ship and invited them aboard.
  • Charles Atlas Superpower: Solely through their training as pirates and sailors, the Lochabash Brothers have gained the "Amphibious" special rule, letting them move through water as fast as they can move on solid ground.
  • The Dividual: Though they have unique names, it's not specified in the lore or their rules which brother is Durgul, Konor, or Makabur.
  • Drowning Their Sorrows: While living on the "right" side of the law, the brothers took to dealing with the awful things they were asked to do and the Fantastic Racism they faced by constantly drinking in their off hours.
  • Fantastic Racism: While under the command of human officers, the brothers were treated as Cannon Fodder, or ordered to deliver punishments to their fellow Trollkin for slights that human crew were given comparative slaps on the wrist for.
  • More Dakka: They have "Snap Fire," allowing them to double their rate of fire each turn if their first shot kills an enemy.
  • The Power of Family: Despite not using shields or wearing any armor, their sheer determination as a family has given the trio the "Unbreakable Wall" special rule. It acts similar to "Shield Wall," giving them +3 armor when in base-to-base with one another, except the ability is cumulative, allowing them to rival a Khadoran Warjack when in formation, solely from their brotherly grit.
  • Run-and-Gun: They're sculpted in this pose, because they have "Assault," allowing them to make ranged shots as they charge into melee.
  • Sibling Team:Triplets born and raised together their entire lives, the Lochabash Brothers now act as Foulblood's lieutenants, keeping the other "captains" of his "armada" in line.
  • Sleeves Are for Wimps: One of the brothers wears his original mercarian sailor's jacket, but with the sleeves torn off to show off his muscles.
  • Status Buff: They have "Brutal Charge" on their bayonets, giving them +2 melee damage on their charge attacks and letting them hit comparable to some Heavy Warjacks!
  • Status Effects: As part of their family power, the brothers have "Set Defense," inflicting -2 accuracy on enemies trying to inflict charge melee attacks or slams on them.
  • Undying Loyalty: To Foulblood, who they view as having saved them from the oppressive heel of humanity. Now, they ensure the rest of his "armada" remains just as loyal, through violence if necessary.
    The Scrappers 
https://static.tvtropes.org/pmwiki/pub/images/smartselect_20260507_121446_warmachine_app.jpg
"The Scrappers have proven so mad that they thrive in the very conditions most would succumb to madness: underground, in the pitch blackness, fighting for their lives in melee."

One of the most experienced and longstanding units within the ranks of the Kithguard, Dutch, Dhyllan, and Annar make up the Scrappers, a trio of grizzled and battle hardened trollkin warriors and saboteurs that specialize in taking out hard targets on the battlefield. Since the days of the militia they have trained and fought together, first as a hunting party that tracked down jungle predators to their lairs and eliminated them, and then upon the formation of the Kithguard, as soldiers. So well regarded are they that when the Kithguard's rigid structure was formed by General Gunnbjorn, special dispensation was made to not only keep the Scrappers together as a team, but for them to operate together as irregulars

Dutch, Dhyllan, and Annar form a unique Character Unit, the Scrappers. They have a single version.


  • Action Girl: One of the Scrappers (presumably Annar but this is unconfirmed) is a woman, and she has all the same stats as her companion (the Trollkin who isn't Dyhllan) and is just as deadly in every way.
  • Back Stab: Despite the removal of Back Stabs in 4th edition Warmachine, the Scrappers have "Sneak Attack" to give them a fascimile of it. Though they don't need to worry about coming at the enemy from behind, instead they get +2 accuracy and damage on enemies within 5" whenever they use their "Ambush" or "Tunnel Ambush" special rules that turn.
  • Blade Spam: While Annar and Dutch carry only a single pickaxe each, they can match Dyhllan's melee output thanks to their "Cleave" special rule, which doubles their melee attacks per turn as long as they kill an enemy with their first swing.
  • Combat Pragmatism: The Scrappers specialize in tunnel fighting, meaning they're masters of killing people in the pitch blackness
  • Dual Wielding: Dyhllan prefers to carry a pair of pickaxes, only putting them away to throw his grenades.
  • Dynamic Entry: The Scrappers are a special forces unit of Trollkin who specialize in ambushes and tunnel fighting. They have "Tunnel Ambush," "Ambush," and "Extended Ambush," letting them blitz their way out of tunnels, or flank enemies mid-game from the side of the table to catch them unawares for a surprise attack.
  • The Dividual: Played with. Annar and Dutch have the same special rules and equipment, making it technically impossible to determine which is which. "Dutch" is a typically male name, so presumably the more male-presenting member of the duo is Dutch and the more feminine is Annar, but the lore never clarifies this. Only Dhyllan is easily identified, due to his choice to wield a pair of pickaxes rather than one.
  • Forest Ranger: They range ahead of the Kithguard to set up tunnel networks and scout or eliminate enemy positions. To aid them, they carry pickaxes, and have the "Pathfinder" special rule in Warmachine so they can move through forests unhindered.
  • Gameplay and Story Segregation: Though the lore mentions the Scrappers are storied tunnelers and tunnel fighters, they have zero Fast Tunneling abilities in Warmachine.
  • Injured Vulnerability: They have "Trash" on their pickaxes, giving each member of the Scrappers free boosted damage against enemies who are knocked down.
  • Knockback: To help them trigger "Trash" they have Concussion Bombs that have "Quake," knocking down the target of their attacks.
  • Run-and-Gun: Though they lack conventional firearms, the Scrappers have "Assault" so they can throw their Concussion Bombs as they're charging into melee.
  • Shout-Out: Their Concussion Bombs have "Pistol," allowing the Scrappers to hit people with them as melee weapons. A sober person would throw it...
  • Speed Shoes: Despite their Concussion Bombs being primarily intended to knock enemies down, they do still have quite a punch. To capitalize on that, the Scrappers have "Swift Hunter," giving them a free 2" move when they kill enemies with their bombs.
  • Stealth Expert: Zig-Zagged in Warmachine proper. In the lore, the Scrappers are an elite special forces unit that ranges far ahead of the main Kithguard and stealthy sets up Tunnel Networks and ambushes for enemy convoys to disrupt supply lines and command and control elements. In Warmachine they lack "Dig In," "Stealth," "Prowl," or other abilities that would allow them to set up tunnels or remain concealed from prying eyes, but do have an abundance of special rules that allow them to use the tunnels or otherwise ambush enemies, as well as a selection of special rules to ensure they can wipe out whole squads of enemy models before they can react, keeping their presence concealed indirectly.
  • Throw Down the Bomblet: Their sole ranged attacks are Concussion Bombs, which one of the two non-Dyhllan members of the squad (presumably Dutch but this is unconfirmed) is even modelled mid-throw for.
  • Weapons of Their Trade: The Scrappers wield pickaxes as their melee weapons to help them defend themselves easily while digging in tunnels underground.
    Janissa Stonetide 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20250305_220814_firefox.jpg
Caen itself speaks to those with the patience to listen.

Janissa Stonetide heard the call of stone before she could even speak. Her earliest memory is of the lullaby she heard sung in the wordless, rolling cadences of the living rock beneath her home. By the time she had come of age, she had already been initiated into the deepest secrets of the runeshapers of the Gnarls. By her twentieth year, it was she whom the elders petitioned for aid in manipulating the most complex runes.

As implacable as the stone she commands, runeshaper Janissa Stonetide batters the enemies of the trollbloods by turning the very earth they tread upon against them. At her command, walls of stone spring up to block an enemy advance, the ground rumbles and shifts beneath a foe’s feet, and boulders crash down from the heavens to crush the life from those who stand against the United Kriels.

Janissa has a single version, Janissa Stonetide.


  • Action Girl: She's surprisingly powerful in melee, especially compared to most Runeshapers. She's also a woman.
  • The Archmage: Despite her youth, she has "Veteran Leader: Runeshaper." She's so naturally gifted that even elder Runeshapers are inferior to her abilities.
  • Armor-Piercing Attack: Her Earthsplitter has the choice to make one of these, halving the base armor value of the enemy. Unusually she has to actually declare she's using Armor Piercing, rather than not.
  • Child Prodigy: Janissa has been able to passively do what Runebearers and Runeshapers spend years learning to do actively.
  • Dishing Out Dirt: Her communion with nature is expressed through a variety of rock and stone themed magical abilities.
  • Druid: Her powers effectively make her one. There were fears that her powers were so In Harmony with Nature that she might be drawing on The Devourer Wurm rather than Dhunia.
  • Earthquake Machine: She has the magical versions with her spells "Rock Hammer" and "Tectonic Shift."
  • Geo Effects: She can use her spell "Raise Earth" to produce one, increasing the defense of all models in the affected area against ranged attacks and granting them Arcing Fire.
  • Knockback:
    • Her spell "Rock Hammer" deals damage and knocks enemies down on a critical hit
    • Her spell "Tectonic Shift" pushes all enemies within 3" of her 3" away from her.
  • I Call It "Vera": Her axe is named "Earthsplitter."
  • Lantern Jaw of Justice: The rare female version. Janissa's chin is so large it's actually larger than the entire rest of her head combined. It's a symbol not only over her ability to commune with the stones but also her deep moral convictions.
  • No-Sell: Fittingly for a woman who can hear the voice of the earth as easily as she can hear a bird's song, Janissa has both "Steady" and "Pathfinder", making her immune to knockdown and rough terrain.
  • Religious Bruiser: Janissa has been a deeply spiritual person her entire life due to her innate ability to communicate with the stones of the world. The troubles besetting the Trollkin have spurred her from a mere religious nomad to a full on defender of the Trollbloods.
  • Spiky Hair: Puns aside, she's sculpted the quills that Trollkin naturally grow from their scalps into this trope, having them bend and fade off to one side in the style of hair.
  • Squishy Wizard: Her ability to speak with the stones has given her considerable magical abilities, but she still runs around predominantly armored in fabric with only a metal corset to protect her.
  • Touch the Intangible: Her magical abilities extend to her pickaxe, which has "Damage Type: Magical," allowing it to hit ghosts and incorporeal models.
  • Weapon-Based Characterization: She can commune with stones to hear the words of Mother Nature herself. Naturally her weapon of choice is a pickaxe, a tool for breaking apart stones so she can get better access to them to hear what they say.
  • You Can't Go Home Again: She returned home after years abroad to find her home in ruins, overrun by refugees fleeing Cryx and Khador's wars with Cygnar and destroyed by constant raids.
    Hargor Stormjaw 
https://static.tvtropes.org/pmwiki/pub/images/1000184276.png
"I can enjoy the gout of flame from a cannon as much as the next sailor, but a man who carries his swords into battle ablaze has a few screws loose."

Among the fiercest warriors in the whole of the Brineblood fleet, Hargor Stormjaw first met Thorga Boomhowler in the midst of battle. The Brineblood admiral had run down the Cygnaran vessel Stormjaw served upon and moved to claim her prize. As the two crossed swords, an Orgoth black ship on the horizon moved on both ships, and the two crews joined together to repel the inhuman invaders. With heavy losses sustained on both sides, Boomhowler agreed to free the Cygnaran ship without further conflict, but she offered Stormjaw the right to remain and join her crew. Impressed by both her skill in battle and true honor, he agreed and rose to become the first mate of her ship, The Baying Wolf


  • Aluminum Christmas Trees: Stormjaw's iconic swords are surprisingly realistic, though the flames would be hard to see in daylight.
  • Charles Atlas Superpower: Stormjaw's lifetime at sea has trained him how to move through water completely unhindered despite his size, granting him the "Amphibious" special rule. Another unusual feature of his skill in the water is that his Flaming Swords don't go out either, though how he manages that isn't explained.
  • Counter-Attack: His "Riposte" special rule allows him to make a free attack any enemy who misses him in melee.
  • Dual Wielding: He carries a pair of flaming scimitars that are fed from gas lines to a fuel tank on his back.
  • Herd-Hitting Attack: His swords can be modulated to shoot flames as a "Spray" type attack, hitting all enemies in a line up to 6" away.
  • Fire-Breathing Weapon: His swords aren't merely aflame, they can also project flame as a ranged attack.
  • Flaming Sword: Stormjaw's swords are specially made with channels that allow some kind of flammable fuel to be pumped through them from a reservoir on his back.
  • Implacable Man: Fittingly for a man with a pair of bladed flamethrowers, Hargor has "Unstoppable," letting him freely pass through enemies' melee ranges without penalty. No one wants to get in the way of the First Mate and his firey retribution!
  • Man on Fire: Enemies hit by Hargor's blades in melee or at range suffer "Continuous: Fire," slowly burning to death until they can put themselves out.
  • Master Swordsman: Hargor is a skilled duelist, a fact which is what encouraged Boomhowler to offer him a spot on her crew and which allowed him to rise to first officer. Unsurprisingly he has "Weapon Master," giving him free boosted damage on his swords, as well as "Riposte" and "Unstoppable," because he's so deadly in melee and boarding combat.
  • Mook Commander: Far from being a Glory Hound, Hargor is also a capable officer. He has "Veteran Leader," empowering allied Marauder Crews within 10" of him and improving their accuracy by +1.
  • No Range Like Point-Blank Range: Thanks to his flamethrowers being in his swords, Hargor can still fire them in melee as ranged attacks, potentially killing those in direct combat as well as their reinforcements behind.
  • No-Sell: His "Relentless Charge" special rule allows him to ignore all terrain penalties when charging into melee
  • Speed Shoes:
    • "Relentless Charge" doubles his speed through rough terrain while he's charging into melee
    • "Sprint" lets him double his speed for a turn if he kills an enemy in melee.
  • Status Effects: His swords have "Flare" on them, stripping Stealth and inflicting -2 defense on them for a turn. Because this comes from the "flaming" part of his swords, both his melee and his ranged attacks inflict it!
  • Worthy Opponent: The feeling was mutual between himself and Thorga Boomhowler when the due battled while he was still employed as a Cygnaran sailor. This is what led to him joining her crew and eventually becoming her second in command.
    Frag Thornbane 
https://static.tvtropes.org/pmwiki/pub/images/1000184264.jpg
"Handle that like eggs, boys. We won't know what's important till the Pygs get their hands on it."

A former chieftain known for possessing a pyg's exuberance for any new weapon, mechanikal device, or shiny gadget, Thornbane naturally gravitated toward the work of the Steelbacks. While a menace to the enemy on the battlefield, he is even more a danger to himself and others in the workshop. He was only granted his command of a Steelback platoon on the condition that he would leave the tools and repairs to the skilled mechaniks. Contrary to the opinions of those who view his blunders secondhand, Thornbane is no fool. He knows he is no engineer; instead he has focused his efforts on securing enemy weapons and equipment intact. This allows the Steelbacks he commands to reverse engineer the fighting machines of the enemy to better defend the Southern Kriels.

Frag has a single version, Lieutenant Frag Thornbane


  • Armored Collar of Durability: As the wearer of Steelback Power Armor, Thornbane naturally has Heavy Warjack-grade armor and the armored collar to prove it.
  • Dual Wielding: Exaggerated, because he only has the two hands, Frag carries a pair of enormous "knives" the size of shortswords in his hands, and has a second pair of miniguns mounted to his back.
  • The Engineer: Subverted, while Steelbacks generally make their own armor, Frag has generally been better at the "leading" and "blowing shit up" parts of their job than the manufacturing and mechanical side.
  • Gatling Good: Zigzagged. Frag mounts a pair of rotary, multi-barreled cannons to the back of his suit, but their default rate of fire is semi-automatic. To ramp them up to standard examples of this trope he has to use his "Attack Type: Volume Fire."
  • Implacable Man: Fittingly for something the size of a Heavy Warjack, Frag has "Unstoppable." His sheer mass and the enhanced durability and strength from his Power Armor makes it impossible for enemies to prevent him from leaving their melee range.
  • Improbable Aiming Skills: Despite using a pair of Shoulder Cannon miniguns, Frag has "Attack Type: Black Penny", allowing him to precisely aim single shots at targets in the middle of a swirling melee without penalty.
  • Master Swordsman: Frag uses Shoulder Cannons because he needs his hands free to carve enemies up. Notably, he prefers using his knives whenever possible due to allowing him to take enemy weapons and equipment intact so they can be reverse engineered by the Pygs and Steelbacks at depots and base camps.
  • Mook Commander: He's one of the higher ranked Steelbacks, leading frontline squads into battle. His "Veteran Leader" special rule gives allied Steelbacks within 10" of him +1 accuracy on all their attacks to reflect his superior leadership.
  • More Dakka: When he needs to let loose, Thornbane can use "Attack Type: Volume Fire," spraying a hail of bullets that get +1 accuracy and damage against 40mm targets and +2 accuracy and damage against larger targets. This is to represent their larger size making it easier for him to land several rounds simultaneously on target.
  • Power Armor: He's a Steelback Lieutenant, and wears steam-powered armor that enhances his strength and allows him to carry Heavy Warjack-grade armor with no loss of speed.
  • Shoulder Cannon: His miniguns are mounted to the back of his armor and point over his shoulders, keeping his hands free for melee combat without compromising his ability to engage threats at range.
  • Status Buff:
    • His "Carapace" special rule gives him +4 armor against ranged attacks
    • His "Attack Type: Black Penny" lets him ignore the "target in melee" penalty for shooting
  • Tyop on the Cover: Since the release of the Kithguard into the Warmachine 4th edition app, for months Frag's ranged attack weapons (which are highlighted and get their own category and title header on his character page, making it extremely obvious what they say) are misspelled as "Thronbane's Arsenal"
  • Yank Into Melee: His "Attack Type: Skewer" lets him drag the victim of his ranged attacks into his melee range for a Coup de Grâce. This seems to imply that his miniguns can somehow change ammunition types on the fly to turn into a Harpoon Gun as necessary, though how they do this isn't represented on his model or referenced in his lore.
    Braylen Wanderheart 
https://static.tvtropes.org/pmwiki/pub/images/braylen_wanderheart_enhanced.webp
"If that's how you wanna do things, sonny, then alright. Slap leather."

Braylen Wanderheart was a bandit leader who ambushed merchant caravans moving between Cygnar and Llael and the loot was shared with nearby wilderness kriels, who in turn sheltered her gang. Attempts by outsiders to capture her resulted in them being attacked and outnumbered by armed trollkin. Legends of her exploits spread quickly throughout the forest as she moved from kriel to kriel, and young trollkin seeking what they perceived as a thrilling and lawless life followed. Her fate changed when she met Calandra Truthsayer who convinced her to put her talents to aid the beleaguered kriels. With the United Kriels facing better-equipped foes the kriels were desperate for munitions and supplies. Remembering the many kriels that had defended her when she was in need and thinking of their ultimate fate if she abandoned them, Braylen joined their cause.

Braylen Wanderheart now travel the forests of western Immoren, plundering military convoys and outposts amid the crackle of pistol fire. From these targets they secure much-needed weapons and supplies for the fighting forces of the United Kriels, and anything they cannot use is bartered. Embattled kriels across the wilds owe their lives to the efforts of Wanderheart and her cohort, for without the goods she procures they would surely be whittled away by the many enemies they face.

Braylen has a single version, Braylen Wanderheart, Trollkin Outlaw


  • Alpha Strike: Braylen in 4th edition can forgo making two individual attacks to make a "Both Barrels" special ranged attack. It sacrifices quantity of attacks for a 33% base damage buff, and it can still benefit from her "Luck" special rule.
  • Back Stab: She has it as a special ability, giving her an added die on accuracy and damage against the enemy when she comes at them from behind.
  • Badass Bandolier: She wears a pair as gun belts, loaded with spare cartridges. They help reinforce her Cowgirl aesthetic and cement her as a deadly gunslinger in her own right.
  • Badasses Wear Bandanas: Justified in her case, she uses it to hide her identity while operating as a Highwayman. The fact that it's long enough to blow artfully in the wind behind her is just an added bonus.
  • Badass Normal: She's not a Gun Mage, she's not a Warlock or a Warcaster. She's just really, really good with her pistols.
  • Balance Buff: Braylen became 33% more expensive in 4th edition, in exchange for gaining "Dodge," "Ambush," 17% more accuracy on her pistols, and the "Both Barrels" special attack. She lost Back Stab in the process, though gained the ability to give Trollkin Highwaymen "Dodge" instead.
  • Chaotic Neutral: Her in-universe alignment. Braylen lives happily outside the law, not even bothering with a code of her own because she knows that rules cannot account for every possibility or situation. She takes what she needs, and she gives when she feels like it.
  • Concealment Equals Cover: Literally, thanks to "Prowl." Whenever Braylen has concealment, she gains "Stealth," causing all enemy attacks from greater than 5" away to miss her.
  • Cowboy: She's one of the most blatant examples of any character in any of the factions in the game.
  • Crippling Overspecialization: Because she lacks a melee weapon entirely and her pistols are mundane, she's vulnerable to foes who can cast "Countermeasures" or "Passage." This makes the Protectorate of Menoth a bit of a Kryptonite Factor for her, due to every Protectorate army including the Choir of Menoth who can apply "Passage" to up to six models per turn.
  • Dodge the Bullet: After her 4th edition overhaul, Braylen gained the "Dodge" special rule, reflecting her ability to do this.
  • Fluffy Fashion Feathers: A variant, Braylen wears a feather in her cowboy hat, marking her as more than a mere gun for hire or bandit.
  • Forest Ranger: Of the ambusher variety. Thanks to "Pathfinder," "Prowl," and "Run and Gun," she can strike from forests as caravans move along narrow roads, staying constantly on the move and never giving the enemy a chance to get a bead on her. 4th edition exaggerated this by also giving her "Dodge" and "Ambush," allowing her to literally dodge enemy fire and ambush them when they least expect it.
  • Guns Akimbo: Braylen wields a pair of pistols as her only weapons.
  • The Gunslinger: As if her page image didn't give it away, she walks around in a leather duster, cowboy hat, and dual wields six-shooters. Her preferred tactics are the Quick Draw, though she also has a side helping of the Trick Shot.
  • Hand Cannon: Both her six shooters qualify, having the stats of the other Hand Cannons in the game despite lacking the title.
  • Improbable Aiming Skills: Justified, Braylen has the "Luck" special rule on her heavy pistols.
  • Irony: The Cowboy, an archetype from a genre about taming and civilizing the wilderness, works for a Hordes faction, an army style that is about using untamed wilderness and wild creatures to battle civilization.
  • Just Like Robin Hood: She has been ambushing caravans between Cygnar and Llael to share with her people, stealing from the wealthy Iron Kingdoms to feed her impoverished fellows. This is reflected in game with her "Leadership: Trollkin Highwaymen" ability, which grants her Back Stab ability to all Trollkin Highwaymen within 9" of her.
  • Luck Manipulation Mechanic: Braylen has "Luck" on her pistols, allowing her to reroll missed accuracy rolls. Technically speaking this makes her more accurate than Allister Caine.
  • More Dakka: In the Iron Kingdoms RPG, Braylen's "Lucky Shot" ability doesn't just give her Advantage on the attack, it allows her to attack three times in a turn!
  • Read the Fine Print: Braylen's Back Stab rule applies to all attack and damage rolls, not just melee ones.
  • Run-and-Gun: Invoked, she has it as an explicit ability, letting her double her movement speed for free whenever she kills an enemy with her pistols.
  • The Sneaky Guy: She has "Pathfinder", "Run and Gun", and "Prowl", meaning she excels at striking from forests and terrain and staying constantly on the move so the enemy can never get a bead on her.
  • Speed Shoes: In the Iron Kingdoms RPG she can use her "Disengage Dodge" action to make a free 5 foot movement out of melee if the enemy misses her with an attack.

Dire Troll Characters

    Chomper 
https://static.tvtropes.org/pmwiki/pub/images/go6fgktt.jpg
"Get in there Chomper, you're leading the first wave!"
— Tarja Grimtusk

Captain Tarja Grimtusk's constant companion, Chomper is smaller dire troll than some, but no less aggressive or violent for it- in fact, if anything,. Chomper might well be one of the most savage Dire Trolls that most would ever dream of encountering. Once turned loose upon the enemy, Chomper is a terrible sight to behold, as he blasts and saws his way through their ranks, tirelessly wading through gore and shattered bodies, stopping only to stuff his maw full of flesh, bone, and viscera. There are few more sobering sights than a Dire Troll appearing amongst your ranks, and many enemies have simply conceded defeat and fled before Chomper can even get started.


  • Action Initiative:Chomper's animus gives the spellcaster "Bushwack," allowing them to circumvent the usual turn order and make their attacks before moving rather than after.
  • Blade Below the Shoulder: Due to Tarja's plans involving Chomper having to crawl through tunnels designed for beings half his size, she saw fit to equip him with a more integrated weapon system rather than expecting him to drag around a conventional melee weapon. Strapped to his left arm is a large chainsaw that he uses in conjunction with his punches to splatter enemies.
  • Blade Spam: Thanks to being a Chainsaw, Chomper's chain fist has "Critical: Shred," allowing him to make a free bonus attack every time he gets a critical hit with it, potentially infinitely.
  • Chainsaw Good: His left arm mounts a chainsaw strapped to his forearm via ropes to help secure it against snagging on anything as he squeezes through the Kithguard's Tunnel Network.
  • Compact Infiltrator: Despite being a fifteen-foot-tall Dire Troll, Chomper's unique bond with Tarja has allowed her to train him to use the Tunnel Network her forces dig, allowing him to rapidly appear vast distances away without warning.
  • Dynamic Entry: He has both "Ambush" and "Tunnel Ambush," allowing him to uniquely use the Tunnel Network for rapid movement and surprise attacks, or begin the game off the board and enter from the enemy's flank at an unexpected time.
  • Hyperactive Metabolism: As expected of a Dire Troll, Chomper has "Snacking," allowing him to heal by devouring the corpses of his foes.
  • Lightning Bruiser: He has the speed of a Cygnaran Heavy Warjack, the defense of a Menite Heavy Warjack, and, thanks to his shield, the armor of a Spriggan. While above-average at best on paper, being the only Dire Troll who natively has the "Tunnel Ambush" special rule allows him to effectively teleport around the field, suddenly appearing a foot or more away from where he was last seen to blast enemies with his gun shield.
  • Luckily, My Shield Will Protect Me: Chomper carries a gun shield fashioned from scrap parts recovered by the Kithguard and custom pieces machined by the Steelbacks. It gives him armor superior to most Khadoran Warjacks, and offers a ranged attack to boot!
  • Meaningful Appearance: Chomper's helmet and armor arrangement mirror those of the Doom Reavers used by Khador. Though he's not fully The Berserker and isn't bound to any Orgoth artifacts, he's noted to be unusually aggressive and violent even for a Dire Troll, and he has the "Homicidal Maniac" special rule to prove it.
  • Natural Weapon: When he gets frustrated enough, Chomper is known for living up to his nickname and using his enormous teeth to rip the enemy apart. Though not his strongest attack, his "Bite" move gives him an impressive four attacks per turn for free before he has to start accumulating FURY.
  • No Range Like Point-Blank Range: Chomper's not what you would call "restrained" with his weapons, and thanks to "Pistol" on his Gun Shield he will happily fire its enormous smoothbore cannon at point blank range into his enemies.
  • Pint-Sized Powerhouse: He's noted to be unusually small for a Dire Troll, almost regular Troll sized, but makes up for it with four attacks per turn, and an unbridled and unparalleled rage that borders on those of the most vicious Dire Troll Maulers.
  • Regenerating Health: Due to his Dire Troll physiology, Chomper has "Regeneration," giving him 1 to 3hp per turn for free.
  • Required Secondary Powers: Chomper uses a "Chain Fist" specifically because anything else would get snagged as his enormous body moved through the Trollbloods' Tunnel Network. Apparently all the spikes coming out of his body are not a concern for that...
  • Speed Shoes: His animus gives the spellcaster "Pathfinder," doubling their speed through rough terrain.
  • Shout-Out: His melee weapon of choice is the Chain Fist, a powerful left arm with a chainsaw strapped to it to improve its armor cutting potential. While they use a mechanical equivalent, this is verbatim a weapon used by Space Marine Terminators, including the position and purpose of the chainsaw.
  • Swiss-Army Weapon: His Shield Cannon is both a Shield and a Cannon, which has the benefit of improving his armor to be superior to most Heavy Warjacks while also giving him a powerful ranged attack.
  • Tough Spikes and Studs: Chomper's a particularly nasty Dire Troll, and to showcase it instead of the rocky or crystaline growths that other Dire Trolls have, his flesh is covered in large, talon-like spikes.
  • Weird Beard: Like his fellow Mistborn Dire Trolls, Chomper has chitinous spikes growing from his chin.
  • Wrestler in All of Us: Because the actual chainsaw is strapped to his forearm, Chomper can still use his left hand as an Open Fist to grapple and throw enemies around.
    Chum 
https://static.tvtropes.org/pmwiki/pub/images/1000184257.jpg

Rank and foul tempered even for a Deepborn Dire Troll, Chum is native to the warm waters around Alchiere, where he developed a taste for the acrid flesh of the sharks that prowl those seas. He first bonded with Foulblood when he was caught and entangled in a Trollkin fishing net. In his desperate attempts to free himself, his primitive mind reached out to the latent Trollkin Warlock, who dove into the waters to free the Dire Troll from his distress. Always seeking fresh drinking companions, Foulblood plied Chum with his first taste of rum upon freeing him, and the Dire Troll has loyally followed him ever since. Foulblood has regretted that act of charity almost daily. Chum bears a perpetual and incurable stench, an odious brume of rotting fish carcass and violent halitosis that those aboard the Siren regard as more deadly than the Dire Troll's teeth or claws. But despite Foulblood's repeated attempts to maroon the Dire Troll at sea, Chum always returns, for better or worse.


  • Amphibian Assault: Exaggerated. While the Trollblood physiology and its ability to adapt to what it consumes has converted the Deepborn and Reef trolls into creatures capable of surviving on both land and water, Chum has morphed so substantially that he resembles a Land Shark. Naturally, he has the "Amphibious" special rule, allowing him to move unrestricted through water. He's also grown a small shark's tail to help him swim more easily!
  • Amphibian at Large: As a Dire Troll, Chum is easily fifteen feet tall and constantly suffering from a Horror Hunger that drives him to kill and eat anything he can get his hands on.
  • Armor-Piercing Attack: Because of the length of chain he swings, his Mine Flail has "Chain Weapon," ignoring the armor bonus provided by shields and bucklers.
  • Because You Were Nice to Me: Much to Foulblood's chagrin, the same moment that made him realize his Warlock abilities is the one where he inadvertently saddled himself with Chum forever. When he felt Chum's fearful and agitated mind touch his, Foulblood dove into the waters to free the shark-like troll from the nets entangling him. When coupled with his first taste of the sugary alcohol Rum, Chum has crossed entire bodies of water to follow Foulblood, no matter how much the Commadore tries to strand him at sea.
  • Drunken Boxing: Chum's enormous regenerative powers prevent him from ever becoming properly inebriated, though his love of Fouldblood's sugary Rum has seen him chase the Commadore across the oceans of Immoren. Despite this, he has "Stumbling Drunk," rendering him immune to knockdown and causing him to move up to 3" at random every time the enemy hits him, making him deceptively evasive
  • Epic Flail: A particularly suicidal example, Chum swings sea mines around as an improvised flail via the chains they were tethered to the sea floor with. These mines are also still live, and will explode on impact with enemies.
  • The Friend Nobody Likes: While Chum is undeniably a powerful ally, his stench is so toxic it's actively harmful to organisms around him. Unsurprisingly, the Foulblood armada prefer staying as far away from him as they can, but his devotion to Foulblood means he always comes back no matter how much they try and leave him behind.
  • Hyperactive Metabolism: He has the same "Snacking" rule that is ubiquitous to Dire Trolls, allowing him to rapidly heal by devouring enemies in melee.
  • Grapple Move: While the Deep Viper he's carrying may at first resemble a handgun the same way most Deepborn Trolls can use squids, it's actually a supplemental melee weapon. Chum can use its "Man Catcher" special rule to clamp down on a regular warrior, holding them in place so they can't flee while he eats them or beats them to death with his flails.
  • Improvised Weapon: Chum fights using sea mines he ripped off the ocean floor and a Deepwater Viper he happened to snag on his way to the surface. Worryingly, these prove to be more than enough in his hands.
  • Land Shark: In keeping with his Shout-Out design, Chum has so eagerly and gluttonously consumed sharks in the oceans of Caen that he has begun to mutate into one, growing a shark's tail and having his head deform into the shape of a shark's. He's even lost the Weird Beard common to Dire Trolls, as his body has begun replacing the rocky growths with enormous, bladed scales.
  • Meaningful Name:
    • At first his name seems Punny as a reference to how he's a Deepborn Dire Troll, but it's actually a reference to how he and Foulblood first met. Chumming is a nautical practice of dropping raw and generally rotting meat into the ocean to lure in carnivorous predator fish of any preferred size (with the type of meat varying depending on the intended type of fish.) As the fish gather, this makes it easier for trawling nets to then drive over and scoop up large quantities of product fish. Chum himself was first encountered caught in one such trawling net, which is how Foulblood both realized his Warlock abilities and met the Dire Troll.
    • His name is also a reference to how positively awful he smells, due to his hygiene and diet resulting in a fetid concoction of rotting fish constantly emanating from his guts and stinking up his skin. As fans of the film Jaws will not doubt know, chum is absolutely disgusting in its stench
    Brody: "I can go slow ahead, why don't you come down here and chum some a' this shit?"
  • More Teeth than the Osmond Family: His mutations have given him a shark's characteristic rows of teeth, with the added bonus of making his bites even more powerful than other Dire Trolls.
  • One-Hit Kill: His mutated shark head has given Chum the "Critical: Consume" special rule, allowing him to instantly kill any 30mm model without Plot Armor on a critical hit.
  • Required Secondary Powers: Chum's Sea Mine Flail has "Warhead," causing it to detonate on impact with enemies. The rules for "Warhead" specifically only applies to enemy models, meaning both Chum and any of his nearby allies are unaffected by the blast, while all enemies within 2" of the original target are.
  • Regenerating Health:
    • Though heavily mutated (or perhaps because of the same biology that mutated him) Chum has the typical Dire Troll regenerating health, allowing him to regain up to 3hp per turn at random.
    • His Animus gives the spellcaster "Rapid Healing," causing them to instantly regenerate up to 3hp every time the enemy damages them with an attack.
  • Shout-Out:
    • His design closely resembles Ripster, though with some additions to make him look more like he's come from the sea rather than a large city. For example, rather than Magic Pants he wears a loincloth made of a fishing net, and he has barnicles, starfish, and other sea life growing on him.
    • His weapon of choice is a Sea Mine used as a land-based melee weapon
  • Speed Shoes:
    • "Stumbling Drunk" gives him a free 1-to-3 inch move at random whenever the enemy hits him with an attack, making him deceptively agile and difficult to catch in melee.
    • He also has "Reposition:2," letting him move a bonus 2" for free at the end of any turn where he doesn't run or fail an attempt to charge into melee.
  • Status Effects:
    • Enemy Living Warbeasts within 5" of Chum suffer -1 FURY and Threshold.
    • Enemy warriors caught by his Deep Viper can't move and have -2 Defense for a turn.
  • Threatening Shark: Chum is a heavily mutated Dire Troll that has become a walking shark, and is also the only named Dire Troll capable of a One-Hit Kill on enemies regardless of their armor or health.
  • Weaponized Animal: Like his fellow Deepborn Dire Trolls, Chum wields ocean creatures as weapons. Specifically, he has a Deepwater Viper that he carries as a melee weapon in his left hand.
  • Weaponized Stench: Chum's infamous brume is so noxious it actually harms those around him.
  • Wound That Will Not Heal: Even against those lucky or tough enough to survive his One-Hit Kill, Chum's bite inflicts "Grievous Wounds," preventing the target from healing and disabling Tough.
    Dozer & Smigg 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20250306_163342_firefox.jpg
"Whatever Dozer doesn't trample, Smigg blows up. Have you ever seen a more perfect pair in your life?"

Adapting quickly to the unconventional tactics of the United Kriels, Captain Gunnbjorn has come to rely heavily on the antics of the duo of dire troll and pyg known affectionately as "Dozer and Smigg". Plowing across the battlefield, Dozer generates an avalanche of destruction, while Smigg, precariously clinging to the dire troll's back, unleashed explosive salvos of bombard fire. Each resounding blast of the tremendous cannon elicits a chorus of ecstatic roars from the dire trolls that fight alongside them. Dozer pays them no mind, as the constant fire renders him stone deaf within the first few moments of battle. He relies on mental direction from Gunnbjorn, or kicks and nudges from Smigg to turn to face the next most pressing foe, eager to see them blasted apart. In the time it takes Smigg to ready the next shot, Dozer will sometimes take the opportunity to charge and tear apart the nearest enemy with his tremendously huge claws.

The cannon he bears was salvaged in the aftermath of an assault on a Khadoran supply train. After seizing much needed supplies, Gunnbjorn's forces also carted off a massive bombard taken from a wrecked Destroyer Warjack. Having witnessed firsthand the power and utility of the Khadoran bombard, the Warlock took the opportunity to refit the weapon for the largest dire troll in his retinue. Dozer easily bore the crushing weight of the weapon, its mount, and it magazines, but adjusting to the noise and concussive force took some time.

Early attempts to operate the weapon in the field met with mixed results. At first each thunderous blast sent Dozer into a dangerous frenzy, swatting at his own back as he plowed headlong into the enemy. Over time he became more accustomed to the gun's earsplitting report, but not before he had maimed and consumed half a dozen hapless pyg gunners. Only the enthusiastic Smigg managed to hold on, and keep from being devoured during Dozer's tirades. Since that time, a friendship has grown between them, and Dozer is now quite protective of the pyg that joins him in battle.


  • Actually Four Mooks: Dozer and Smigg are two models on a single base, with Smigg riding on Dozer's back.
  • Ax-Crazy: Smigg is actually the unstable one. While Dozer recognizes that Gunnbjorn knows best and is generally under control, Gunnbjorn notes that were he to send Smigg to guard the Last Stand, Smigg would be more likely to kill refugees than the enemy.
  • BFG: Even compared to his fellow Dire Troll Blitzers, Dozer mounts a massive gun on his back.
  • Big Guy, Little Guy: Dozer is the big guy, acting as a rampaging engine of destruction. Smigg is the little guy, operating the bombard on Dozer's back to blast enemies Dozer can't reach or tear apart with his bare hands.
  • Conditioned to Accept Horror: A variant. The bombard he carries is so powerful (and mounted precariously close to Dozer's own head) that firing it would drive him into a panicking frenzy. It took a considerable amount of time to train him not to do so when the gun fired. The addition of a helmet to protect his head from powder burns also probably helped.
  • Death from Above: The bombard retains its "Arcing Fire" rule from its original donor, allowing Smigg to rain shells on enemies behind cover like a Destroyer Heavy Warjack.
  • Hyperactive Metabolism: Justified, as Dire Trolls have ludicrously fast metabolisms to fuel their enormous regenerative powers. This helps explain how Dozer's "Snacking" rule works; the massive intake of calories from eating somebody gives his body fuel to heal.
  • Improbable Aiming Skills: Dozer's animus gives one ally's blast damage this, improving their accuracy by +2 and allowing the player to re-roll the deviation on their aim.
  • Jack of All Stats: Dozer and Smigg offer good ranged damage, devastating melee power, reasonable durability, and are still of average speed for a Heavy Warbeast or Warjack.
  • Master of All: Under Gunnbjorn Dozer and Smigg become this. On top of their Jack of All Stats abilities, Gunnbjorn gives them free boosted damage on the bombard. Gunnbjorn1 gives them boosted accuracy as well with his "Guided Fire" spell, and a free bonus shot from his "Field Marshal: Kill Shot." Gunnbjorn2 meanwhile gives them ''three'' ranged attacks per turn, on top of boosted ranged damage and Dozer still being able to tear enemies apart in melee.
  • Regenerating Health: Like all Dire Trolls, he has "Regeneration" as a passive ability.
  • Shell-Shock Silence: Enforced on Dozer the second his Bombard fires. He relies on physical input from Smigg and his Psychic Link with Gunnbjorn to direct him around the battlefield, as he can't hear a damn thing after the bombard starts unloading on the enemy.
  • Status Buff: Under Gunnbjorn's command, Dozer gains free boosted damage on his bombard.
  • Stuff Blowing Up: The Bombard the duo use has "High Explosive", making it an Exaggerated version of this trope. Instead of the usual power 7 blast damage, it has power 10 blast damage.
  • Uncatty Resemblance: Dozer wears many of the same garments as Gunnbjorn, giving them a remarkably similar appearance. In contrast to the regular Blitzers, Dozer wears a helmet that mirror's Gunnbjorn's hat, and he wears a cuirass and wrapped gauntlets like Gunnbjorn.
  • Wrestler in All of Us: Dozer's hands are free to tear enemies apart, and his power 15 claws are devastating. Thanks to being Open Fists, he can throw, grapple, suplex, or just outright tear enemies limb from limb.
    Great Old One 
https://static.tvtropes.org/pmwiki/pub/images/upscalemedia_transformed_enhanced_1.png
"Hear me, my child, come forth! Come forth and FEAST!

The Great Old One was a legend of the black depths even before the first Trollkin settled in Alchiere, but it is whispered among the Brinebloods that its emergence from the sea was in answer to a call by Captain Shadowtongue himself. Barely even identifiable as a dire troll, this horror of the deep seas has prowled both these lands and their waters for centuries. Possessing a murky intelligence uncommon amongst even the longest-lived dire trolls, the Great Old One has long been feared for its sudden appearances and brutal raids targeting coastal communities across the subcontinent.

At Brackish Lake, it was only discovered after it had utterly devoured the Brineblood Marauders' food stores before driving itself into a near stupor on the strong drink. Though it escaped following some brutality, it returned and waited from a distance for a tight of powerful rum. Its appearances have since become more regular around the deep sale lake where it lords over the Deepborns as the alpha predator among them.

The Great Old One is a 4th edition Character Warbeast and is not bonded to anyone. It has two versions, a "Campaign" version that is an Obvious Beta and the "official" version which has higher stats and cost.


  • An Arm and a Leg: The Great Old One's larger claw has "Critical: Amputation," crippling a foe's systems on a critical hit.
  • "Avoid This Area" Effect: The Campaign variant of the Great Old One can swap its head out, giving it a different Animus that allows it to generate a 5" radius Area of Effect of shallow water, hindering enemy movement.
  • Breath Weapon: The beast fires its "Ink Jet" gun out of the maw hidden behind its tentacles.
  • Combat Tentacles: Despite lacking offensive tentacles it fits many of the same tactics. It has a pair of melee weapons for ripping and throwing the enemy around, and has an ink jet ranged attack.
  • Cthulhumanoid: Despite its crab features, it walks on two legs and has a Cthulhu face.
  • Cthu-Lookalike: It comes from the darkest depths of the ocean and has a face covered in tentacles, and it's literally called "The Great Old One". Yea pretty safe to say it qualifies.
  • Department of Redundancy Department: A result of the Campaign variant being an Obvious Beta. The model comes with the "Gladiator" special rule by default. It also can gain the "Gladiator" special rule by taking the shark jaw gauntlet melee weapon. Gladiator does not stack with itself, meaning the shark jaw gauntlet's higher cost is for an ability that does nothing.
  • Fashionable Asymmetry: Like real life crabs, the Great Old One has one larger claw and one smaller one.
  • Giant Enemy Crab: It sports a crab shell and a pair of crab claws as its weapons. As a Character Heavy Warbeast it's among the largest models in the game, too.
  • A Handful for an Eye: Its "Ink Jet" ranged attack has "Critical: Blind," blinding and debilitating the enemy on a critical hit.
  • Hollywood Acid: The Great Old One's Ink Jet attack inflicts "Damage Type: Corrosion" and "Continuous: Corrosion" on the enemy.
  • Horn Attack: The Campaign variant can swap its larger right claw for a Narwal Spear Gauntlet that gives it "Sustained Attack," allowing it to hit the same enemy over and over for free.
  • Hyperactive Metabolism: The Great Old One is a Dire Troll, which means it gets "Snacking" and heals up to 3hp every time it kills and eats someone in melee.
  • I Am a Humanitarian: As the "alpha" among even the Deepborn Dire Trolls, not even other trolls are off the menu for the Great Old One. Mercifully so far it seems to have mostly preyed on humans and sea life, but woe betide those who are nearby when it gets really hungry...
  • Luckily, My Shield Will Protect Me:
    • The Great Old One's armored shell offers it tremendous armor improvements as well as the "Carapace" and "Immovable Object" special rules
    • The Campaign variant can swap its right arm for a Narwhal Spear Gauntlet that comes with the "Buckler" special rule. Notably this means that chain weapons can ignore this armor improvement while they can't ignore the Armored Shell
    • The Campaign variant can do the same with its left arm, replacing the claw with a "Shark Skull Gauntlet" with the same "Buckler" special rule.
  • No-Sell:
    • With a base armor equal to most Khadoran Heavy Warjacks, the Great Old One having "Carapace" bumps it up to a staggering twenty four armor against ranged attacks.
    • It also has "Immovable Object," rendering it immune to knockdown, place, pushes, slams, and throws.
    • Unsurprisingly for something that rose out of the darkest parts of the ocean, the Great Old One has "Amphibious," letting it ignore shallow water while moving.
  • Reduced Mana Cost: The Campaign variant can swap its armored shell, and the "Carapace" and "Immovable Object" special rules, for a "Minnow fin", which grants it the ability to run or charge for free.
  • Skeletons in the Coat Closet: The Campaign variant can replace its claws with a pair of examples of this trope. Its right arm wears the skull of a narwhal and uses the horn as a weapon, while its left arm wears the jaws of a skull to improve punching power.
  • Status Buff: The Great Old One has "Gladiator" as a special rule, granting it +2 damage and +2 collateral damage on power attacks.
  • Status Effects:
    • On a critical hit the Great Old One's "Ink Jet" attack inflicts -4 melee accuracy and defense and prevents the victim from running, charging, slaming, trampling, and forces them to choose between moving or attacking, but not both, on their next turn.
    • Its animus inflicts -2 defense and prevents enemies from advancing while they're in base-to-base contact with whoever casts the animus.
    • The Campaign variant can replace its standard gun and animus with the "Deep Dweller" head, which gives it the ability to generate an Area of Effect of shallow water around itself.
  • Wowing Cthulhu: The quality of the Brineblood Marauders' alcohol has allowed the group to at least lure and somewhat-command the creature.
  • Wrestler in All of Us: Both of the Great Old One's claws count as Open Fists, allowing it to dismember, throw, grapple, and suplex enemies.
    Klangor 
https://static.tvtropes.org/pmwiki/pub/images/smartselect_20260507_120619_warmachine_app.jpg
"I have made some progress in training Klangor. I got him to throw the munitions rather than trying to hit people with them, for a start.
—Hulder Craghorn

Unlike the other Mistborn Dire Trolls, Klangor refuses to allow a weapon platform to be strapped to his back, lashing out violently the moment the first strap is wrapped around his torso; perhaps for the best, given his tendency to consume Pygmy trolls that stray too close without a second thought. The Dire Troll's appearance and physiology echo his resistance to modernization Klangor is absent of the light-reactive scales and quills of his kin, and instead possessed by hard and rocky flesh, from which protrude sharp spikes. Nonetheless, Klangor has found a home in the fighting force of Sergeant Craghorn, where his raw destructive strength adds much needed muscle to the Warlock's swift moving and skilled vanguard.


  • Ammunition Backpack: Unlike his fellow Mistborn Dire Trolls, Klangor refused to ever allow a weapon system to be mounted on his shoulders. Instead, after much trial and error, Craghorn has at least gotten him to tolerate a backpack stocked with artillery shells that he can draw and throw as a ranged attack.
  • Area of Effect: His massive artillery shells have AOE 3, hitting not just the original target but also the 3 closest models within 3" of them, with a blast expected of a Heavy Warbeast.
  • Attack Backfire: Klangor's animus, "Spiny Growth," causes enemies who hit the spellcaster in melee to suffer up to 3 damage at random.
  • Blade Spam: He has the "Cleave" special rule, giving him a 50% increase in the number of free attacks he gets if one of his first two attacks kills an enemy.
  • Death from Above: Due to throwing his artillery shells like footballs, Klangor has "Arcing Fire" on his ranged attacks, allowing him to rain shells on enemies behind cover.
  • Dumb Muscle: In contrast to Chomper, Klangor is noted to be particularly dumb for a Dire Troll, though he makes up for it with raw strength. This is actually represented in his stats, which give him a lower accuracy across the board than Chomper, due to his reduced mental faculties.
  • Hyperactive Metabolism: He has "Snacking," letting him eat his enemies' corpses to regain a small amount of hitpoints with each body.
  • Mighty Glacier: A particularly terrifying example, as he's (by default) got the stats of a Cygnaran Heavy Warjack, except he has the armor of a Khadoran Warjack. Meaning he's faster and more agile than the definitive Mighty Glacier faction in the game, while being just as durable. And then he can bump up his durability even further with his "Spiny Growth" animus.
  • More Dakka: Thanks to his "Forced Reload" special reload, Klangor can double his rate of fire for a turn at the cost of 1 FURY. Which mean he can single-handedly hurl two AOE 3 Power 15 artillery shells per turn, enough to potentially wipe two entire squads of infantry off the map by himself!
  • Natural Weapon: Like Chomper, Klangor is not above using his huge tusks and maw to devour his enemies, or just bite them to pieces.
  • No-Sell: His "Relentless Charge" special rule lets him ignore rough terrain while he's charging into melee.
  • Regenerating Health: His Dire Troll constitution gives him "Regeneration," letting him regain 1 to 3 hitpoints automatically each turn. This can stack with his "Snacking" special rule, potentially healing him as fast as the enemy can hurt him!
  • The Spiny: He has the "Spiny Growth" animus common to creatures like Bull Snappers and Carniveans, which causes the spellcaster to grow razor sharp spikes that damage enemies and improve their armor.
  • Status Buff:
    • His "Brutal Charge" special rule gives him +2 damage on all melee charge attacks with his machete.
    • His animus gives the spellcaster +2 armor, bumping Klangor himself up to Clamjack levels!
  • Throw Down the Bomblet: Unlike his fellow Mistborn Dire Trolls Klangor absolutely refuses to carry a gun emplacement. Instead, Craghorn has trained him to carry a backpack full of artillery shells, which he then throws at enemies.
  • Tough Spikes and Studs:
    • Klangor is noted to be the largest and most savage of the Mistborn Dire Trolls at the cost of being Dumb Muscle by comparison. He unsurprisingly has the most spikes of any Mistborn Dire Troll, with them covering almost every inch of his back, head, arms, and face.
    • Exaggerated further with his personalized armor, which features numerous steel spikes welded and shaped to each plate.
  • Weird Beard: Exaggerated, as part of his Tough Spikes and Studs appearance, Klangor not only has spikes growing from his chin, they grow from basically everywhere a primate might grow hair, including his chin, eyebrows, and up the sides of his face!
    Mulg the Ancient 
https://static.tvtropes.org/pmwiki/pub/images/20250306_215436.jpg
"He is as timeless and immovable as the mountain, a living monument to the strength of our blood."

Thanks to their regenerative capabilities, Dire Trolls can live for centuries, becoming increasingly dangerous and tenacious. As reputedly the most ancient and ferocious dire troll ever to walk Caen, Mulg embodies that reputation. Indeed, he is old enough to have seen the Orgoth with his own eyes. He has wandered the wilds of the southern mountains like a craggy troll king, accepting the homage of all other trolls who cross his path. Even highly aggressive young dire trolls will meekly back away when Mulg's heavy tread approaches their domain, laying fresh-killed deer or wild boar in his path to assuage his endless hunger.

Mulg has experienced only limited interactions with trollkin before he first descended from his mountain, centuries ago, to demand tribute. Envious of their sigils of power, he ordered runes to be carved into the stony flesh of his back, depicting his many great deeds and ancient history. Mulg can focus his inhuman rage into these runes to stifle the power of enemy beasts before him.

It was Hoarluk Doomshaper who recognized the common threads in the folk tales of scattered Cygnaran kriels. In legends, Mulg was described as a tremendous troll, a "Walking piece of the mountain." Doomshaper became obsessed with him, amd made finding Mulg a personal quest he pursued fruitlessly for years. Finally, in 603AR, his relentless effort bore fruit. A number of trolls gathered near Mulg when Doomshaper presented himself. The small and stooped trollkin startled those present by invoking the traditional dire troll greeting ceremony: He put on a display of aggression and invited Mult to punch him in the chest. Mulg consented, smashing Doomshaper's torso, shattering his upper body and launching him across the clearing. Hoarluk lay still, until he could master the power to mend his battered flesh and stand. Though he coughed blood with every breath, he still spoke words of respect to the great troll. No creature had ever survived such a blow, and the ancient was so impressed, he named the shaman "Krol". In a primal ceremony, they shared their blood, and since that time a special bond has existed between Mulg and Krol, whom Mulg considers a brother.


  • Anti-Magic: Mulg, entirely uniquely, can spend his FURY to use his "Arcane Vortex" ability. This allows him to cancel enemy spells targeting himself and those nearby, but also allows him to regulate his FURY and prevent himself from frenzying.
  • Big Eater: Mulg's age has exaggerated this trope in him, driving him to eternal hunger that seeks constant meals. His age and size meant that other dire trolls would offer him sacrifices of meals they'd killed rather than risk his ire or becoming a meal themselves.
  • Carry a Big Stick: Mulg's primary melee weapon is his Rune Club, a huge stone club etched by Runeshapers to allow him to harness his natural powers.
  • Cast from Hit Points: Mulg's Animus allows the caster to turn themselves into an Arc Node, at the cost of up to 3 damage afterwards.
  • Home-Run Hitter: Mulg's Rune Club has "Critical: Smite," allowing him to knock enemies 6" away with it on a critical hit.
  • I Am a Humanitarian: Mulg's hunger forces him to not be picky when it comes to nutrient intakes. Even other Dire Trolls and Trolls are on the menu if he gets desperate enough.
  • Living Legend: Mulg is one, being the oldest Dire Troll on record. Before Doomshaper sought him out and brought him to the frontlines, many doubted he existed, even within the Trollkin!
  • Mana Meter: Every Warbeast has one in the form of their "FURY" and "Threshold" stats, which govern how much they can be forced to generate FURY for their Warlock, and how likely it is that excess FURY will cause them to frenzy. While under the command of Doomshaper, Mulg gets an increase to his FURY stat, allowing Doomshaper to push him harder and longer.
  • Megaton Punch: He delivered one to Doomshaper as part of the old Trollkin's request for a traditional Dire Troll greeting. Doomshaper's survival is what bonded the two.
  • Monster-Shaped Mountain: Mulg's age has resulted in the rocky protrusions of his flesh growing to enormous size. He appears to be a walking mountain at this point, and helps cement him as a "miniature Troll King."
  • Nerf: An indirect one. With the changes from 3rd edition, theme forces were rebalanced to make them nigh mandatory for gameplay, offering huge benefits at the cost of restricted model selection. Mulg was nerfed by being relegated to the worst Theme Force in the Trollbloods faction, with only Doomshaper allowing him to be taken in any actually useful theme forces.
  • No-Sell: Mulg has "Relentless Charge," letting him ignore rough terrain while charging into melee.
  • One-Man Army: Mulg's age has rendered him one of the most durable and strongest Warbeasts in the game. Thanks to his Open Fist he's even got something of a ranged attack, able to throw enemies once he gets into melee.
  • Pint-Sized Powerhouse: Mulg is effectively a miniature Troll King. He even wields the "Big Meaty Fist" melee weapon they all have. His smaller stature (being roughly half the size of a Troll King) means he suffers slightly reduced stats compared to a "full" Troll King, but he's still so powerful he deals automatic damage to Cygnar Heavy Warjacks with his bare hand!
  • Regenerating Health: As a Dire Troll Mulg naturally has this, granting him up to 3hp for free every turn.
  • Stronger with Age: Trolls in general, including dire trolls, tend to embody this trope, being theoretically immortal as long as they can continue to sustain themselves nutritionally. Mulg meanwhile is the oldest dire troll on record.
  • Touch the Intangible: Mulg's Rune Club has "Damage Type: Magical" thanks to the rune etched in it, giving him the ability to beat ghosts to death with it.
  • Uniqueness Value: Mulg is the only Warbeast in the entire game who can spend his own FURY rather than accruing it the way Warbeasts usually do. This makes him deceptively powerful, as he effectively has the means to help regulate his own FURY and prevent himself from going into a frenzy!
  • Weird Beard: Mulg's age has resulted in the usual Trollbloods rocky protrusions developing all over his body. On his chin, this gives him a beard made of sharp, craggy rocks.
  • Willing Channeler: Mulg's animus turns the caster into one, letting their Warlock channel spells through them.
  • Wrestler in All of Us: Mulg's "Big Meaty Fist" counts as an Open Fist unsurprisingly. This allows him to grapple, throw, and manhandle enemy Warbeasts and Warjacks.
    Ol' Scuttlebutt 
https://static.tvtropes.org/pmwiki/pub/images/smartselect_20260608_104855_warmachine_app.jpg
"To the Abyssal Kings, Scuttlebutt is Guhkril, or 'elusive food'. Many times they have tried to devour him, but have thus far been unsuccessful. Perhaps as a result of this long term enmity, Scuttlebutt takes no greater pleasure than snatching a meal from the jaws of the Gargantuan creatures."

Scuttlebutt is a unique strain of Troll that adapted to the sandy seafloor off Alchiere's coastal shelf. For unknown centuries it has made its home in the warm waters around the subcontinent, swimming up from the lightless abyss to gorge itself on thick carpets of invertebrates like crabs, mollusks, and isopods that feed on biological debris caught in the fine sand. It's possible the creature's unique anatomy is due to this diet, as all Trolls become best adapted to the world around them through a process of feeding, or it might just be that the unique environmental pressures and physical needs of living in the deep ocean led to a process of carcinization. All that is known for certain is that Scuttlebutt occupies some niche of the ocean between the vast Abyssal and Sea Kings, and the Deepborn Dire Trolls, but exactly where that niche lies is as muddled as inky seawater.


  • Arm Cannon: Scuttlebutt's preference for stealing food literally from the mouths of Abyssal Trolls led to his left arm being torn off by one such predator. While his regeneration grew it back, for some unknown reason it was incredibly small compared to his other claw. Firequill helped seal his alliance with Ol' Scuttlebutt, in part, by giving him a triple-barreled cannon to conceal his diminutive appendage inside of.
  • Boss in Mook Clothing: Though a Super Heavy Warbeast on an 80mm base, Ol' Scuttlebutt is closer to a full Gargantuan Fortress King in a smaller form factor. Interestingly, because he lacks the 120mm base and "Gargantuan Warbeast" special rule, this gives Ol' Scuttlebutt some advantages example and disadvantages example compared to his fellow Fortress Kings.
  • David Versus Goliath: While still enormous compared to humans, Ol'Scuttlebutt's preferred tactic is to steal food from Abyssal Kings! In Warmachinethat means his 80mm base is generally going up against 120mm based Kaiju and winning!
  • Dramatic Spotlight: Subverted with Ol' Scuttlebutt's Searchlight. Thanks to being a Spray it can highlight multiple targets at once, marking them all for death for his allies.
  • Eaten Alive: Like all Dire Trolls, Ol' Scuttlebutt can devour his enemies to fuel himself. He has the "Snacking" special rule in Warmachine to do just that.
  • Escape Between the Legs: His animus allows allied models to pass under his legs via the "Standing Tall" special rule it gives him.
  • Giant Enemy Crab: Similar to Abyssal Kings, Ol' Scuttlebutt's diet has so thoroughly mutated him that he no longer resembles a traditional Dire Troll. In addition to being twice as large as most Dire Trolls, Ol' Scuttlebutt has four crab-like legs and a pair of crab claws, as well as a snail-like crapace on his back.
  • Grapple Move: Ol' Scuttlebutt's Shipwrecker claw inflicts the "Vice Slamp" Status Effect, trapping the enemy in his grip, preventing them from loving, and penalizing their ability to avoid hlsubsewuent attacks.
  • Hyperactive Metabolism: When Ol' Scuttlebutt eats an enemy in Warmachine he immediately heals up to 3hp at random.
  • I Call It "Vera": Due to the reputation that first drew Firequill's attention, Ol' Scuttlebutt's right claw has been named "Shipwrecker"
  • Impossibly Graceful Giant: Thanks to not actually being a Gargantuan Warbeast, Ol' Scuttlebutt has a number of Speed Shoes special rules despite being the size of a building!
  • Lighthouse Point: Playing into the horror elements of this trope, Ol' Scuttlebutt has a Lighthouse built into his back, whose searchlight inflicts the "Beacon" Status Effect on anyone it sees, effectively marking them for death.
  • More Dakka: His Arm Cannon can fire up to three shots per turn, though the gravity fed reload means getting all three shots off requires some extra effort on the part of both Ol' Scuttlebutt and his crew.
  • No Range Like Point-Blank Range:
  • No-Sell:
    • With "Carapace" Ol' Scuttlebutt has Armor 24 against ranged attacks, the single highest armor value in the game!
    • His crab legs give him "Steady," rendering him immune to knockdown.
  • Power Pincers: While he has several on his model, Ol' Scuttlebutt's right arm is his signature "Shipwrecker" claw, with enough power to rip throught most armor the enemy can bring to bear automatically.
  • Reduced Mana Cost: Ol' Scuttlebutt's allied Warbeasts can charge enemies he hits with his Lighthouse Beacon for free.
  • Regenerating Health: Due to his Dire Troll constitution, Ol' Scuttlebutt regenerates 3hp automatically each turn.
  • Speed Shoes:
    • His crab legs grant Ol' Scuttlebutt "Side Step," letting him make a free 2" move every time he hits an enemy in melee.
    • His Lighthouse' "Beacon" special rule gives allies +2 speed.when charging into melee with an enemy he's marked
    • His animus grants the caster "Swift Hunter," letting them make a free 2" move when they kill an enemy with a ranged attack. Combined with his native Side Step, this can theoretically allow Ol' Scuttlebutt to move a bonus fourteen inches per turn!
  • Stock Ness Monster: Prior to his discovery Ol' Scuttlebutt was considered to be an urban legend about the Sea Monster that lived in the Brackish Lake.
  • Tanks, but No Tanks: Mechanically, Ol' Scuttlebutt's arsenal fills a role very similar to General Gunnbjorn's tank, despite Ol' Scuttlebutt being a Giant Enemy Crab and a Dire Troll.
  • Take Cover!: His "Roadblock" special rule allows allies to use him as cover.
  • Trademark Favorite Food: Firequill was able to discover and recruit Ol' Scuttlebutt by realizing he'd been attacking ships loaded with a distinctive type of salted eel sold primarily in a single city. He used this knowledge to chum the Brackish Lake and lure Ol' Scuttlebutt into a net.
  • Turtle Island: He's a gigantic sea creature with a small lighthouse and a crew of Pyg Trolls mounted to his back.
  • What a Drag: His "Hold on Lads!" special rule lets Ol' Scuttlebutt drag an ally with him as he moves.
  • Wrestler in All of Us: Shipwrecker counts as an Open Fist, allowing Ol' Scuttlebutt to both grapple and throw enemies with it.
    Rök 
https://static.tvtropes.org/pmwiki/pub/images/rok_enhanced.jpg
"The frozen wastes of the north are home to many terrifying legends, but it was no myth that inflicted this mayhem."

For more than a century, the inhabitants of the frozen northern mountains have whispered of a beast of singular ferocity. When a remote village is found in ruins, its inhabitants missing and their taverns plundered, northerners speak fearfully of the dire troll called Rök. Like all dire trolls, Rök was motivated by his nearly insatiable hunger, and with each creature consumed his size and rancor alike increased. He hunted increasingly more dangerous prey, moving from giant ulk to satyrs, and even other dire trolls. He typically spurned humans as a paltry repast, although he would consume them to take the edge off his hunger if feeling particularly ravenous. He was in such a state the day he came upon a caravan transporting kegs of the dark beer preferred in northern Khador. In his great hunger he did not stop after consuming the guards, the merchants, and their carthorses, but went on to empty the large kegs containing their wares. Rök felt sated in a way he never had from a simple meal, stronger and ready to fight. He rampaged over the mountain and sought villages where he might find the kegs containing the intoxicating liquid he now craved. He terrorized villages across the north for days before finally falling into slumber deep within a cave. Over the following years, Rök's thirst grew as great as his hunger, and his raids of villages for their beer and spirits became legendary among both the Khadoran communities and the trollkin kriels of the north.

When Borka Kegslayer learned the secret of commanding the great dire trolls from the Shaman of the Gnarls, Rök was the beast he sought out. The two fought for hours, trading blow for blow. When both slumped to the ground, Borka drank deeply from his supply of potent brew, and tossed Rök a keg of his own, and then another. The huge troll eventually followed Borka down the mountain, knowing that greater fights and rivers of beer waited wherever the Kegslayer went.


  • The Alcoholic: An unusual example. While Rök's Dire Troll metabolism makes it nigh impossible for him to actually get drunk, alcohol, specifically high-proof-basically-liquid-bread alcohol, is the only thing that can reliably satiate his Horror Hunger.
  • The Berserker: Rök has the "Berserk" penalty, forcing him to make added melee attacks any time he kills an enemy in melee.
  • Beard of Barbarism: Dire Trolls are sapient, human level sapient in fact, but they have a different value system that's fueled by the Horror Hunger they all share. Rök's icey white mane is thus an example of this trope.
  • Breath Weapon: Rök's ranged attack is "Frost Breath." Naturally it inflicts Damage Type: Cold.
  • Brutish Character, Brutish Weapon: Rök is practically a walking natural disaster, and fittingly he carries an axe as his personal weapon.
  • Drunken Boxing: Like the Trollkin he's bonded to, Rök can gain "Stumbling Drunk" when he drinks from Borka's kegs. In game this is represented by gaining the special rule whenever Borka is his commander. His insane metabolism actually prevents Rök from becoming outright drunk, meaning the special ability is a closer representation of this trope.
  • Gameplay and Story Segregation: Oddly despite being noted to be a One-Man Army in the lore, Rök struggles to deal with multiple foes at the same time on the tabletop. If he had the "Thresher" special rule on his axe this wouldn't be an issue, so its absence is likely for balance reasons. Instead he has "Berserk" and the ability to control when it triggers, as seen under Read the Fine Print below.
  • Harmless Freezing: Rök's "Frost Breath" has "Critical: Freeze." On a critical hit it renders foes who aren't immune to the cold stationary, but deals no added damage.
  • Horror Hunger: Like all Dire Trolls, Rök experienced a constant, agonizing hunger. His discovering of dark ale is what began to quench it, and Borka's constant supply of kegs is what bonded the two together.
  • Hulk Out: Based on the name, Rök's Animus is likely an example of this. It's called "Primal," and it gives a friendly warbeast +1 melee damage and accuracy for a turn.
  • Hyperactive Metabolism: Like all Dire Trolls, Rök has "Regeneration," letting him gain up to 3hp every turn for free.
  • I Am a Humanitarian: Rök explicitly eats human beings in his back story, and he has "Snacking," allowing him to heal up to 3hp every time he kills an enemy in melee, devouring their corpse.
  • An Ice Person: As a Northkin Dire Troll, Rök is the embodiment of Grim Up North. He is immune to the cold and has an ice Breath Weapon to freeze prey with.
  • I'll Tell You When I've Had Enough!: Given that alcohol is the only thing that quiets his Horror Hunger, cutting Rök off before he's had his fill is generally recognized as a suicidally bad idea.
  • Meaningful Appearance: Rök's love of a constant supply of dark alcohol has given him a noticeable beer gut compared to other Dire Trolls.
  • No-Sell:
    • As a Northkin Dire Troll, Rök shares "Immunity: Cold."
    • Under Borka's command he gains "Stumbling Drunk," rendering him immune to knockdown.
  • Read the Fine Print: Rök is a rare example of a model with the "Berserk" penalty special rule that also has a rule that balances it. Because "Snacking" removes a model from play, it doesn't count as "Destroyed" for the purposes of triggering "Berserk." This allows Rök to actually control triggering "Berserk," and allows him to basically use it as fuel for free attacks.
  • Trope Codifier: Rök so embodies the concept of a Northkin Dire Troll that Privateer Press just re-used his character art for the Iron Kingdoms: Requiem RPG book entry on them.
  • Wrestler in All of Us: Rök keeps his right hand free as an Open Fist to throw and grapple foes.

Trollbloods Partisan Characters

    Bumbles 
https://static.tvtropes.org/pmwiki/pub/images/bumbles_enhanced_enhanced.webp

There once was a bear named Bumbles. He loved to play, frolic, and tumble. He’d find new friends and protect their rear ends, without a single grumble. Bumbles friends were the best. They armored his head, hands, and chest. When it was time to “play,” Bumbles would slay, to appease his friends’ request. When all their food was gone, Bumbles stopped following along. He wandered through snow, finding new friends to know, and with them he’d belong. Yes, there once was bear named Bumbles. He loved to play, frolic, and….

Bumbles is a Guest Fighter from Riot Quest. He has a single version.


  • Armored Collar of Durability: Bumbles sports the bear version of a bevor on his armor, to indicate that he has armor on par with a Light Warjack and gains Heavy Warjack grade armor in melee.
  • Bears Are Bad News: He may look cute and fluffy but he's one of the deadliest solo models in the game. He's what fans call a "Super Solo," a solo model that is a One-Man Army by itself.
  • Blade Below the Shoulder: Part of what makes him so deadly is his pair of Armored Claws.
  • Counter-Attack: He has "Countercharge," letting him get a free charge when an enemy ends their movement within 6" of him.
  • Crippling Overspecialization: He sadly only has melee weapons, leaving him vulnerable to gunfire.
  • Cycle of Hurting: The recommended use of Bumbles. While his two "Weapon Master" melee attacks are brutal, if the victim survives he should use "Pitch" to Fastball Special his target closer to the rest of the Trollbloods army, allowing the to finish it off.
  • Expy: He's the Iron Kingdoms equivalent of an Armored Bear.
  • Handy Mouth: Not only is Bumbles allowed to use his mouth as a bite attack, his bite has the "Pitch" special rule, letting him perform a Fastball Special with it!
  • Implacable Man: He's an armored polar bear, unsurprisingly he has "Overtake" and "Unyielding," making him nigh unstoppable in melee.
  • Knockback: Bumbles can use the "Pitch" special rule to throw an enemy in melee up to 6" away from himself.
  • Lightning Bruiser: Bumbles has speed 7, "Advanced Deployment," and "Ambush," allowing him to show up from unexpected angles and then charge at the opponent with lightning speed. Once in melee, he sports heavy warjack grade armor and three melee attacks per turn, with two of them being "Weapon Master" attacks that can threaten other heavy armor.
  • Master Swordsman: Bumbles adapted to his new Armored Claws very quickly, using them as a natural extension of his own claws. He has "Weapon Master" on his claws as a result, giving him free boosted damage in melee and allowing him to reliably threaten even Heavy Warjacks with them.
  • No One Could Survive That!: Despite not being a Trollblood, Bumbles has "Tough" just like them.
  • No-Sell: Bumbles has "Immunity: Cold" due to being a polar bear. Strangely he suffers no weaknesses to fire, nor any inconveniences moving around in the tropics and deserts of the southern kriels...
  • One-Man Army: Despite his Crippling Overspecialization, Bumbles is extremely deadly once he lands in melee.
  • Polar Bears and Penguins: He's a Polar Bear who is also a Trollbloods Partisan unit (meaning he's treated as a member of the faction as far as the rules are concerned). This is excused due to the existence of Northkin, who are the Grim Up North sub faction of the Trollbloods, making Bumbles a Polar Bear is a logical step from that.
  • Speed Shoes: Every time Bumbles gets a kill in melee, he gets a free 1" move.
  • Wolverine Claws: His armored claws are a pair of gauntlets mounted to his paws in this fashion.
    Mawga'Bawza 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20250306_095912_firefox.jpg
E hōʻiliʻili i nā ʻōpuʻu liʻiliʻi. Hoʻopuni ka ʻino iā mākou a pono mākou e malu.

A great bullcroak sorceress, the Mawga'Bawza, watches over her brood as they take to battle. Astride her great galaportoise mount Da'wan, she summons purifying flames to scorch hostile forces and works instinctive magic to goad the warriors and warbeasts of the Fire Tongues in battle. She is the ninety-fourth Mawga'Bawza in the current incarnation of an ancient ancestral line of powerful bullcroak sorceress god-queens dating back beyond the waking memory of her people. It is the role of the Mawga'Bawza to unify the Fire Tongue people and to stand with them in the hour of their greatest need.

Mawga'Bawza has a unique connection to the sorceress-queens of the Fire Tongue who have come before her. They are her counselors, and in turn, she shares the wisdom of the ancients. In battle, ancestral spirits circle Mawga'Bawza to protect her from harm and to ward the souls of the Fire Tongues near her. From them, she has learned the deeper secrets of her arcane talents, and she goes through her days in blissful rapture as she is serenaded by the chorus of their songs.

Mawga'Bawza has only a single version.


  • Action Bomb: Her Fetish Staff has "Admonisher," turning any enemy it hits into this. When she hits one enemy, even if they don't take damage they explode in a magic bomb that hits up to 3 nearby enemies.
  • All Asians Wear Conical Straw Hats: The Bullcroaks are heavily inspired by Pacific Islander cultures, and Mawga'Bawza wears a variant. Though it lacks the "point," it still fulfills many of the same criteria and design elements, including having various talismans hung around the brim.
  • Ancestor Veneration: A variation. As a Fire Tongue shaman, she leads the Fire Tongues in their ritual dances. In so doing, she wears a Te mask, which is believed to house the gestalt of every soul to wear it. She speaks with these souls for their wisdom, to then share with the tribe.
  • The Archmage: Having 93 other archmages in your head teaching you will do that. On the table, Mawga'Bawza is a powerful spellcaster and support unit.
  • Everyone Calls Him "Barkeep": Her true name is never spoken, only her title as Mawga'Bawza.
  • Eye-Obscuring Hat: Her variation on the Standard Asian Conical Hat is a large tiered round hat which hides her eyes. This is part of the Fire Tongue Shaman role, as they typically are used as stand-ins for the Bullcroak creator figure, Frawb. They're expected to wear masks hiding their faces for this purpose, and her hat helps her do so when she isn't wearing a Te mask.
  • The Flame of Life: Part of her duties as a Fire Tongue Shaman involve tending their version of this. Each village has a Fire Guardian statue which houses an immortal flame tended by the Shamans. Her job is critical to the Fire Tongue religion, as the Fire Guardians are said to have been lit by Frawb himself, and burned endlessly since then. She also is responsible for overseeing the movement of these Fire Guardians to defend the Fire Tongue Tribes, as she has to ensure the fire doesn't die even as the giant statues are transported through war zones.
  • Flaming Sword: Her Fetish Staff has "Continuous: Fire," burning anyone she hits.
  • Horse of a Different Color: She's a cavalry model who rides a turtle.
  • Kill It with Fire: Her spell "Cleansing Fire" deals Damage Type: Fire and inflicts Man on Fire on a critical hit.
  • Legacy Character: The current playable version is the 94th Mawga'Bawza.
  • Magic Staff: Her only weapon is her Fetish Staff.
  • Mama Bear: She is extremely protective of the Fire Tongues, who she views as her children.
  • More Dakka: Her "Ancillary Attack" applies to both melee and ranged attacks, allowing her to double the rate of fire on her allied Warbeasts' guns.
  • No One Could Survive That!: Despite not being a trollkin she has "Tough," giving her a 33% chance to ignore lethal damage.
  • Power Nullifier: She prevents enemy models from gaining soul tokens of any allies that die within 6" of her.
  • Spam Attack: Her spell "Ancillary Attack" allows her to give one Warbeast a free bonus attack
  • Speed Shoes: Her spell "Enliven" gives one of her allied Warbeasts a free full movement the next time it suffers damage from an enemy attack.
  • Speedy Snail: She rides a turtle which is somehow as fast as Bumbles, a polar bear, thanks to "Reposition: 2" and "Speed 5." That combination of stats allows her to move nearly twice as fast per turn as a Khadoran Heavy Warjack.
  • Touch the Intangible: As a master shaman, her Fetish Staff has "Damage Type: Magic," allowing her to hit ghosts and incorporeal models.
    Sully 
https://static.tvtropes.org/pmwiki/pub/images/1000184255.jpg
"Load him up and light the match!"

A pelican that used to follow the Siren in the days when it was known as the Duke, Sully is amongst the strangest members of the Foulblood Armada. Possessing an unnaturally keen intelligence and loyalty seldom heard of in a bird, Sully was trained by Mr. Bogs in the art of fishing with explosives. Though Bogs initially only armed Sully with blasting powder-packed bombs as a means of amusing himself while at sea, the bird took well to his training, developing into a kind of ad hoc dive bomber.

Sully has a single verision


  • Action Bomb: In the event he's killed, the bombs still in his pouch detonate. His "Firey Blast" special rule deals a Damage Type: Fire attack to all models within 2" of him. Notably this blast is so powerful it ignores his "Flying High" rule, meaning even though he's in the air the blast is strong enough to damage people on the ground below him!
  • Airborne Mook: Sully has "Flying High" and Flight to represent that he doesn't ever actually land during battle, instead remaining in the air and raining explosives down on those below him in dive bombing runs. He even has "Pistol" on his bomb attacks to represent that he's still flying and dropping them even if enemies attempt to close into melee with him.
  • Area of Effect:
    • Sully's sole attack has AOE 2, meaning it hits the original target and the 2 closest models within 2" of them.
    • In the event he's killed, Sully's "Fiery Blast" triggers and he deals a power 14 attack to every model within 2" of himself.
  • Bombardier Mook: Mr. Bogs has trained Sully well enough that he can carry lit bombs and drop them on targets with deadly precision, before they accidentally go off in his mouth of course.
  • Bottomless Magazines: Justified, Sully is sculpted with at least 20 bombs in his Pelican Package Pouch, and even under the maximum number of buffs he could theoretically receive he can only drop 18 bombs per game!
  • Death from Above: In order to actually attack he has to drop his bombs. Their "Sky Dropped" special rule allows them to ignore cover, but renders models with Flight immune to their effects due to them detonating from their fuses after they hit the ground.
  • Goddamned Bats: Invoked, Sully has the "Annoyance" special rule, inflicting -1 accuracy on all living enemies who try and get into melee with him, because he's a six-foot-tall Pelican with a ten-foot-wingspan which, even if not exactly deadly up close is going to be quite an annoyance flapping in someone's face and pecking them with his beak.
  • Pelican Package Pouch: It's where he carries a bunch of standard Cartoon Bombs, which he judiciously rains on the heads of enemies before their fuses expire.
  • Shout-Out:
  • Speed Shoes: In addition to being a Fragile Speedster natively, Sully has "Reposition: 5," allowing him to move a foot per turn and still drop his bombs on enemies.
  • Throw Down the Bomblet: His sole attack is to drop one of the many lit bombs in his pouch.
  • Viewer Species Confusion: Sully's lore mentions that he's a Pelican, and he's modelled with a Pelican Package Pouch full of bombs, but his rules call him an Albatross so that they can get in the Shout-Out.
  • Weaponized Animal: Sully was originally the Siren's good luck charm, but Bogs has trained the bird to carry lit explosives and drop them onto the heads of enemies.

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