Cygnar Character Heavy Warjack
With its advanced armament and heavily armored hull, Major Beth Maddox’s personal warjack Brickhouse is a veritable wall of steel. While capable of enduring sustained assaults and holding vital battlefield positions, the warjack is just as eager to wade into enemy ranks to crush opposing warjacks with blows from its devastating power maul. No matter the situation, this bulwark of Cygnaran engineering is a welcome sight to its allies.
Basic Info
Brickhouse
|
|
SPD
|
4
|
STR |
12
|
MAT |
8
|
RAT |
5
|
DEF |
11
|
ARM |
19
|
HP |
30
|
Cost |
18
Template:SBE
|
Weapons and Attacks
- Power Maul - 2" reach, P+S 18 melee weapon.
- Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.
- Magno Fist - 1" reach, P+S 15 melee weapon.
Special Abilities
- Immunity: Electricity
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
- Construct
- Force Hold - Enemy models beginning an advance within 2" of this model cannot advance except to change facing. This model loses Force Hold while its Magno Fist weapon system is crippled.
- Carapace - This model gains +4 ARM against ranged attack damage rolls.
- Bond [ [[Maddox]] ] - If this model begins the game in Maddox's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Maddox and in their control range, Retaliatory Strike.. (Retaliatory Strike - If this model is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved this model can immediately make one basic melee attack against that model. This model can make only one Retaliatory Strike per turn.)
Thoughts on Brickhouse
Template:Recent Release
Brickhouse in a nutshell
With the threat range and hitting power of an Ironclad Brickhouse brings two things to the table:
- A carapace that makes it not worth bothering trying to shoot Brickhouse
- The Force Lock that can shut down enemy movement
Combos & Synergies
Drawbacks & Downsides
- The carapace is not as good as it looks - with Brickhouse being so slow it might keep Brickhouse safe but it normally means that the enemy will shoot something else instead.
- It's often possible to unjam the force lock with another model beating up Brickhouse and either wrecking Brickhouse's arm or wrecking Brickhouse entirely.
- With the amount Brickhouse costs it should be able to kill rather than simply force-lock a heavy.
Tricks & Tips
- Stop Brickhouse 1.5" away from an enemy with only 1" melee weapons and they are utterly impotent.
- With Retaliatory Strike and Critical Smite under Maddox, he can potentially knockdown a charging opponent, meaning they will only get one attack. It's not very likely, but awesome when it does go off.
Other
Trivia
Theme Forces
- He may currently only be included in a theme force as part of Maddox's battlegroup.
Other faction models
Rules Clarifications
|
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.
|
|
Rules Clarification : Smite (Edit)
- This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
- Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
- You can trigger Critical Smite on a free strike.
- If you Smite on a charge, then the slam damage will be boosted.
- Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
- See also the clarifications on being slammed
|
|
Rules Clarification : Warjack (Edit)
- The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
- Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
- A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
- Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)
Inert warjacks
- 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.
|
Rules Clarification : Construct - None yet. (Edit)
|
Rules Clarification : Electricity (Edit)
- When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
- If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
- Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
|
|
Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos (Edit)
- Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
- Models may still be placed, so abilities like Apparition will still work.
- The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
- Shadow Bind only
- If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.
|
Rules Clarification : Carapace - None yet. (Edit)
|
Rules Clarification : Bond (Edit)
- Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
- Bonds & Themes
- If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
- This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
|
|
Rules Clarification : Retaliatory Strike (Edit)
- "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
- You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)
|