99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.
1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
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Prime This model is available in one Prime Army, Rhul Guard. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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Brun Cragback is a seasoned warrior who would rather kill a man than endure a lengthy conversation. As for Lug, there are few things more terrifying than a twelve-foot-tall armored bear rearing up on its hind legs to roar before charging. No enemy fazes Brun Cragback; whether it flies, slithers, or breathes fire, he will gladly shoot it, chop it down, or send Lug to crush it.
Basic Info
Mercenary - This model will work for Cygnar, or Khador.
Minion - This model will work for Circle, or Trollbloods.
Brun
Brun Cragback |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
5 |
STR |
6 |
MAT |
7 |
RAT |
5 |
M.A. |
N/A |
DEF |
13 |
ARM |
15 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
4 |
THRS |
N/A |
HP |
8 |
F. Field |
N/A |
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|
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
15 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
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Immunity: Cold
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Pathfinder
- Lesser Warlock - 1) This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Fury Manipulation, Healing, Spellcaster, and Transferring Damage. 2) This model must have at least one warbeast in its battlegroup at the start of the game.
- Flank [ Lug ] - When this model makes a melee attack against an enemy model in the melee range of Lug, this model gains +2 to attack rolls and gains an additional damage die.
- Limited Battlegroup - The only warbeast that can be in this model's battlegroup are Lug.
Weapons
- Blunderbuss - 8" range, POW 12 ranged attack
- Battle Axe - 1" reach, P+S 10 melee attack
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Frost Hammer
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2
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8" spray
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-
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12 (Cold)
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(★)
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Yes
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Frost Hammer causes cold damage. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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Stonehold
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2
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SELF
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B2B
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-
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Upkeep
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No
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Enemy models roll one less die on attack damage rolls against the spellcaster. The spellcaster and friendly Faction models B2B with it cannot become knocked down.
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Lug
Lug |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
5 |
STR |
12 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
12 |
ARM |
18 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
4 |
THRS |
9 |
HP |
27 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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- Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
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Immunity: Cold
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Pathfinder
- Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
- Companion [ Brun Cragback ] - This model is included in any army that includes Brun Cragback. If Cragback is destroyed or removed from play, remove this model from play. This model is part of Cragback's battlegroup.
- Hyper-Aggressive - When this model suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
- Return - Immediately after resolving a charge attack, this model can make a full advance toward Brun Cragback. This model cannot be targeted by free strikes during this movement.
Weapons
- Claw (x2) - 1" reach, POW 4, P+S 16 melee attacks
Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Bear Hands
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1
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SELF
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-
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-
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Turn
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No
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When the spellcaster hits an enemy model with a basic melee attack, it can choose to knock down the enemy or push it 3" directly away. Bear Hands lasts for one turn.
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Theme Forces
- Other Factions
- Infernal players can use this model in the Hearts of Darkness theme, but only if Crosse2 is leading the army.
- Furthermore, Mercenary/Minion models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to #Other Theme Forces, below.
Thoughts on Brun Cragback & Lug
Brun Cragback & Lug in a nutshell
The dwarf and his counter-charging bear are a great fun lesser warlock and beast combination and, unusually, one where the lesser warlock is not the weak link in the combination (a dice less on damage rolls against him really helps). Unfortunately Lug simply doesn't do the work to make the rather large points investment in him worth it against most lists. His low POW and short threat range do him in.
Combos & Synergies
- The best place to use Brun & Lug is in a minions army - or at least an army with either a Blackhide Wrastler or a Battle Boar. Throwing one of the damage buffing animi on Lug makes him accurate and able to do actual work. (And with Lug's MAT and counter-charge this isn't simply a case of buffs on mediocre models to make them good being less effective than buffs on good models to make them great).
- Freebooter. Yes, they both have Smash and Grab. But Lug also has Bear Hands to set models up for the Freebooter's Trash attack.
- Helga appreciates steady from being base-to-base with Brun far more than any other minions warlock
Drawbacks & Downsides
- Lug simply does not have the hitting power to break enemy heavies; in melee his paws only hit about as hard as Skarath's bite - and Skarath is a ranged warbeast.
Tricks & Tips
- Smash and Grab is awesome and Lug has the MAT to pull it off.
- You can do some fun pinball maneuvers with Lug by triggering Return during his activation. Get Brun to stand near an enemy [A], Lug charges model [B], swipes at him, then uses Return to get in melee with enemy [A] for his second initial and any bought attacks.
- You won't be able to trigger Chain Attack, though (unless you've an especially favorable model positioning, and can keep model [A] in your melee range even after the Return move).
Other
Trivia
Bafflingly, Lug only has four digits on each paw, instead of the becoming five that can be beheld on other bears (Bumbles, Borka's Bear, Battle Bears)
Released in Hordes: Metamorphosis (2009)
Other Theme Forces
Cygnar (Edit)
Khador (Edit)
Circle Orboros (Edit)
Trollbloods (Edit)
Other Faction models
Mercenary Index (Edit)
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Units, Solos, & Battle Engines
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Warcaster attachments
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Doctor Stygius -
Madelyn Corbeau -
Reinholdt -
Wyshnalyrr
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Lesser Warlocks
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Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
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Non-character Units
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Cephalyx Mind Bender -
Cephalyx Mind Slaver -
Cephalyx Overlords -
High Shields -
Artillery Corps -
Forge Guard -
Idrian Skirmishers -
Kayazy Assassins -
Kayazy Eliminators -
Legion of Lost Souls -
Ogrun Assault Corps -
OoI Resolutes -
OoI Vigilants -
Precursor Knights -
Press Gangers -
Sea Dog Pirates -
Deck Gun -
SH Cannon -
SH Halberdiers -
SH Cavalry -
SH Mortar -
SH Riflemen -
SH Volley Gun -
Tactical Arcanist Corps -
Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) -
Special WA: Morrowan Battle Priest (Morrow units)
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Character Units
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Alexia1 -
Asphyxious4 -
Croe's Cutthroats -
Cylena Raefyll & Nyss Hunters -
Blythe & Bull -
Boomhowler1 -
Herne & Jonne -
Lady Aiyana & Master Holt -
Lynus & Edrea -
MacHorne1 -
The Commodore Cannon -
The Devil's Shadow Mutineers
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Non-character Solos
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Cephalyx Agitator -
Death Archon -
Gobber Tinker -
Menite Archon -
Morrowan Archon -
Ogrun Bokur -
Powder Monkey -
SH Arcanist -
SH Ironhead -
SH Gunner -
Swamp Gobber River Raider
Thamarite Advocate -
Thamarite Archon -
Void Archon
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Character Solos
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Alexia2 -
Alexia3 -
Alten Ashley -
Anastasia Di Bray -
Balthazar Bamfist -
Black Bella1 -
Black Bella2 -
Bloody Bradigan -
Boomhowler2 -
Boomhowler3 -
Bosun Grogspar -
Brun Cragback & Lug -
Captain Crawtooth -
Colbie Sterling, Captain of the BRI -
Dahlia Hallyr & Skarath -
Dez1 -
Dez2 -
Dirty Meg -
Doc Killingsworth -
Doctor Stygius -
Eilish1 -
Eiryss1 -
Eiryss2 -
Eiryss4 -
First Mate Hawk -
Flubbin1 -
Flubbin2 & Dreyfus2 -
Flugwug the Filcher -
Crosse1 -
Glyn Cormier, Illuminated One -
Gorman1 -
Gorman2 -
Grand Master Gabriel Throne -
Gubbin1 -
Gubbin2 -
Gudrun1 -
Gudrun2 -
Harlan Versh, Illuminated One -
Harlowe Holdemhigh -
Hermit of Henge Hold -
Hutchuk, Ogrun Bounty Hunter -
J.A.I.M.s -
Kell Bailoch -
Lanyssa Ryssyl, Nyss Sorceress -
Lord Rockbottom -
MacHorne2 -
Major Harrison Gibbs -
Malvin2 -
Master Gunner Dougal MacNaile -
Orin Midwinter, Rogue Inquisitor -
Princess Delores Graciela -
Ragman -
Raluk Moorclaw, the Ironmonger -
Rhupert Carvolo, Piper of Ord -
Rorsh & Brine -
Rutger Shaw, Professional Adventurer -
Savio Montero Acosta -
Saxon Orrik -
Scythe -
Sergeant Nicolas Verendrye -
Stannis Brocker -
Taryn Di La Rovissi, Llaelese Gun Mage -
Thor Steinhammer -
Tubbin -
Underboss Vizkoya -
Viktor Pendrake -
Weird Wendell -
Widget1 -
Widget2 -
Wrong Eye & Snapjaw
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Battle Engines
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Hammerfall Siege Crawler -
Nemo4
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Independent Warjack
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Malvin1 & Mayhem1
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Theme Forces (Edit)
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Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
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This index was last updated: 2021.11
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Rules Clarifications
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Chain Attack Grab & Smash (Edit)
- Grab & Smash allows you to make a Power Attack during the same activation that you charged. (Locked thread)
- You may want to refresh yourself on the Rules Clarifications on Throws and Head-Butts.
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Rules Clarification : Chain Attack (Edit)
- Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
- Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
- If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial. For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
- [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
- [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
- [Tusks] - [Claw] - [Claw] - [Chain Attack]
- He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
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Rules Clarification : Cold - None yet. (Edit)
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Rules Clarification : Lesser Warlock and/or Draconic Consort (Edit)
- This model has a completely separate battlegroup to your main warlock.
- Your main warlock cannot force warbeasts under this model's control (and vice versa).
- Any spells/effects that apply to your main warlock's battlegroup (such as Warpath) do not apply to warbeasts under this model's control (and vice versa).
- This model is a solo, and is not a warlock
- It is affected by stuff which specifies "non-warlock models" (such as Seduction).
- It is not affected by stuff which specifies "warlock" (such as Black Arts).
- When this solo dies, any warbeasts they are controlling go wild exactly as if it was a warlock. (Infernal Ruling)
- See this article for the Wild warbeast rules and how to re-tame them.
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Rules Clarification : Flank (Edit)
- You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
- Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
- The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
- Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
- But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
- Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
- If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
- If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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Rules Clarification : Limited Battlegroup and/or Affinity (Edit)
- Aurora2, Nemo4, or Asphyxious4 version of this rule lets them take warjacks from multiple Factions, and states "Warjacks in its battlegroup are considered to be the same Faction as this model."
- If the controller dies, the warjack becomes inert and remains the same Faction as it was when it started the game, it does not revert to the Faction printed on its card. (Infernal Ruling)
- If the inert warjack is a Vector, and it is reactivated by another caster, it's MAT/RAT will change to match it's new controller.
- However if the inert Vector is reactivated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal dies later, the Vector will become autononmous but the MAT/RAT remains 0. (Infernal Ruling)
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Rules Clarification : Frost Hammer (Edit)
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Stonehold (Edit)
- "Attack damage rolls" means "damage rolls that result from an attack".
It doesn't give a buff vs attack rolls, and doesn't give a buff vs non-attack damage (such as continuous fire damage rolls).
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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See also the Warbeast page for a recap of the core warbeast rules.
- Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- Animi
- A single Animus can be on several models at the same time. (Infernal Ruling)
- Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
- An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
- 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)
- Frenzy (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
- A warbeast may not make an Assault shot as part of a Frenzy activation.
- If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Companion - None yet. (Edit)
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Rules Clarification: : Countercharge (Edit) (Click Expand to read)
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Timing
- If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
- If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
- The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
- If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
- Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.
Triggering Countercharge
- You can trigger Countercharge if you're engaging, but not engaged.
- You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
- Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
- What does trigger Countercharge
- Countercharge triggers off any advance, not just in-activation stuff.
- Standing still but changing facing is an advance.
- What doesn't trigger Countercharge
- Aiming, or forfeiting your movement, is not advancing.
- If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
- Being placed (such as Teleport) is not an advance.
- Involuntary movement (being slammed, thrown, or pushed) is not an advance.
- When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."
Attacks, Boosting, & Other Triggers
- You only get one attack when making a countercharge, regardless of how many initials you normally have.
- The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
- Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
- Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)
After the Countercharge
- The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)
Other interactions
- Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
- You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
- However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
- As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
- On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
- Countercharge plus Admonition
- If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
- Countercharge Inception
- If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
- Model [A] charges and triggers CC and Admo on [B]
- Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
- You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
- Assault vs Countercharge ( Edit )
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
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Rules Clarification : Hyper-Aggressive (Edit)
- Because you must move directly towards your attacker, you cannot change facing after completing your Hyper-Aggressive move.
- HA can be triggered more than once per turn.
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Rules Clarification : Return (Edit)
- This ability resolves after your charge attack, not after your Combat Action. Thus, if you have more than one initial attack (ie Lug) then you'll essentially lose your second initial attack.
- If your charge movement is less than 3", then your attack is not a "charge attack" and so you can't trigger return.
- You can trigger return with a Countercharge.
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Rules Clarification : Bear Hands (Edit)
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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)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Note to Editors
To edit Lug's tagged abilities, Click here
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