Bradigus Thorle the Runecarver

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Circle Logo.jpg Bradigus Thorle the Runecarver

Circle Blackclad Warlock

Bradigus Thorle is a master of stone and elemental power. The very earth responds to his will, and he easily wields the titanic powers flowing beneath the surface of Caen. At his command massive rocks rise from the ground to obliterate men and beasts, and mighty wolds stride forth from the wilderness to crush the enemy between their stony fists.

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

As of 2019.09, PP has removed

Basic Info

Bradigus1
Missing Info
Bradigus Thorle the Runecarver.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR
MAT 6
RAT 6
M.A. N/A
DEF 14
ARM 16
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +27
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Earth Magic - When a construct warbeast in this model's battlegroup is forced to use its animus while in this model's control range, reduce the COST of the animus by 1.
  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
  • Steady - This model cannot become knocked down.
  • Stonebinder - Only construct warbeasts can be part of this model's battlegroup. This model cannot take control of wild living warbeasts.

Weapons

Stones Throw - 10" range, ROF d3, POW 13 ranged attack

  • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.
  • Damage Type: Magical

Stone Strike - 2" reach, P+S 13 melee attack

  • Beat Back
  • Damage Type: Magical

Spells

COST RNG AOE POW DUR OFF


Battering Ram

2 8 - 12 - Yes
An enemy model hit by Battering ram may be pushed 3" directly away from the spell's point of origin.
Mystic Wards

2 SELF Control - Round No
(1) Enemy animi and enemy upkeep spells on models in the spellcaster's battlegroup and control range immediately expire. (2) Enemy magic attacks that target a model in the spellcaster's battlegroup suffer -5 RNG. Mystic Wards lasts for one round.
Rift

3 8 4 13 - Yes
The AOE is rough terrain and remains in play for one round.
Synergy

2 SELF Control - Upkeep -
While in the spellcaster's control range, models in this model's battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster's control range. This cumulative bonus cannot exceed +3.

Feat: Tide of Earth

  1. Choose a table edge and a distance up to 5". Models in his battlegroup and control range are immediately pushed that distance towards that edge.
  2. Then, at the end of your turn, you repeat the entire thing but you're pushed away from that edge. Also, you can choose a different distance than the first push.

Theme Forces

  • Secret Masters. In this theme he gains Sacrificial Pawn [Minion Warrior] and can start the game with friendly upkeeps in play.
  • The Bones of Orboros. He can start the game with friendly upkeeps in play in this theme.
  • The Devourer's Host. Although he is technically allowed in this theme, the theme only allows non-character living warbeasts which is incompatible with his Stonebinder rule.
  • The Wild Hunt

Recent Changes

No changes since 2017.11

Thoughts on Bradigus1

Bradigus1 in a Nutshell

Bradigus is a wold caster, taking the sticks and stones and giving them the alpha strike and the ability to hit harder. And some protection from magic. He also looks absolutely awesome. A good all round warlock if you like the theme.

Feat thoughts

His feat gives Bradigus a very strong threat range—and then lets you get away from the enemy by retreating up to 5" if you've caved in the enemy front lines. If you handle this well it not only gives you the alpha strike but may get you back out of range of the enemy's melee retaliation, especially if you either leave rough terrain behind you via Rift or smite and battering ram the survivors back.

Spell thoughts

  • Synergy is Bradigus' bread and butter spell. Cast it, upkeep it, and it makes things work really well.
  • Mystic Wards after the update basically protects your battlegroup from debuffs and upkeeps, and makes Bradigus very hard to spell-assassinate. Cast it every turn if you think the enemy is going to be slinging spells at you—and not if you don't.
  • Rift is the main spell you Geomance. A 4" AoE that creates rough terrain causes headaches for enemies. Brad himself rarely casts it.
  • Battering Ram is again a spell normally geomanced. It's used to either set up charge lanes or on the feat turn to push enemy heavies out of range to charge right back.

Drawbacks & Downsides

  • He's a special order model.
  • He can only take constructs in his battle group.
  • Woldwraths can't be pushed by his feat.
  • Any Mk2 veterans will know a much scarier incarnation of Bradigus. He broke the game but people know how to take him out by now and he took a few subtle but important nerfs
  • He's on a large base with mediocre defensive stats. This means he gets shot unless you are careful.

Tricks & Tips

  • Bradigus can heal more than just construct Warbeasts. His repairs can also be used on a Celestial Fulcrum or any other multi-wound Circle construct such as a Sentry Stone or Shifting Stone.
  • You can use the feat sideways even if this is rare.
  • The alpha is good. An alpha without the enemy hitting back is better.

List Building Advice

Strategy

His main method of winning is the alpha strike beat down - using his feat to hit first, and then using Synergy to hit really hard. Sometimes he doesn't use the second part of the feat to withdraw because he sees a scenario victory on the cards.

Theme thoughts

    The Bones of Orboros    
Bradigus is almost never seen outside The Bones of Orboros theme force as he is a construct warbeast caster. Of course that theme includes just about everything he wants - which boils down to all the constructs (except the Woldwrath because his feat doesn't work on it) and support.

  • Megalith - Megalith is a character Woldwarden only available to Bradigus in this theme (or out-of-theme). Hits harder than a regular Woldwarden, hands out two DEF debuffs and a SPD debuff, and can Geomance. Probably not worth it with the cheaper wardens but certainly viiable.
  • Sentry Stone & Mannikins. Who are we kidding here? The Mannikins are just very very good.
  • Celestial Fulcrum - more fury management and ranged firepower is nice.

    Support models - Various themes    
(Sure, they're available in multiple themes, but who are we kidding? As long as they can be in Bones, that's all that really matters for Brad.)

  • Blackclad Stoneshaper is excellent. A 2 point STR buff is amazing.
  • Blackclad Wayfarer. Free charges and 2" more threat range are both very good.
  • Shifting Stones provide some much-needed fury management and also do interesting things to build on Bradigus' excellent mobility.

Battlegroup

  • Woldwarden - Synergy allows it to hit hard and efficiently, and it can Geomance Rift. More subtly a pair of WoldWardens can create a solid forest wall in front of Bradigus, allowing him to be completely concealed from enemy shooting - and the lowered fury cost helps.
  • Wold Wight - a cheap light that burns infantry and makes boosted attacks is very good. Better is Shield Guard; Bradigus is a big target.
  • Woldwatcher - advance deployment and remove from play is good. ARM 21 on a light warbeast is better.
  • Wold Guardian - the normal Wold hitter. Synergy rocks - and the ability to bulldoze for free is very interesting for enabling weird assassinations.
  • Woldwyrd - it's another construct and Mystic Wards is a nice spell. But does nothing for or with Bradigus' anti-magic tech, and Bradigus has shooters that work much better with him in the form of the Warden and even the Watcher.

Other

Trivia

Bradigus' Roleplaying figure.
  • Released in Hordes: Exigence (2014)
  • In MK2 Bradigus' theme force broke Hordes, to the point there were four Bradigus players in the top two tables in some tournaments (ie 100%). It got nerfed, and there was much gnashing of teeth and accusations that Privateer Press had "tricked" players into buying the models they needed to field that theme force.
  • He was in the IKRPG and had a miniature long before he appeared in Hordes Mk2 (but it looked awful)

Video Battle Reports

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lessers & Attachments Druid Wilder (Attached) - Una1 (Lesser)
Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Druid Wilder - Gallows Grove - Lord of the Feast - Reeve Hunter - Primal Archon - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una the Falconer - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2019.07

Rules Clarifications

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Rules Clarification : Feat: Tide of Earth

  • For the 2nd push, you have to recheck which warbeasts are in his CTRL range. It doesn't automatically apply to everyone it did the first time.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)


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Rules Clarification : Beat Back     (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unitor Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcastersor Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Pathfinder     (Edit)

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Rules Clarification : Earth Magic     (Edit)

  • Earth Magic can make an animus cost zero.
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Rules Clarification : Repair     (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
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Rules Clarification : Steady     (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Stonebinder - None yet. (Edit)


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Rules Clarification : Battering Ram     (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
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Rules Clarification : Mystic Wards     (Edit)

  • The -5 RNG buff continues to apply even if the warbeast moves out of Brad's CTRL area.

Rules Clarification : Rift - None yet. (Edit)

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Rules Clarification : Synergy     (Edit)

  • Synergy is not retroactive. Synergy must be cast (or upkept from the previous cast) before any attacks will start adding to the bonus. (Infernal Ruling)
  • You gain +1 bonus per model that hits. Not +1 per attack that hits.
  • The Synergy bonus affects other battlegroup models. The currently active model doesn't benefit from any bonus that it earns.
  • Frenzy attacks can contribute to the Synergy bonus.
  • It is possible to earn Synergy bonuses during the opponent's turn, if they're letting you get lots of free strikes.
  • If you have lots of out-of-activation attacks (such as the aforementioned free strikes), you may create a bookkeeping nightmare thanks to the "only get bonuses from other model's attacks" rule. Good luck!