Brun Cragback & Lug

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Mercenary Logo.jpg Minion Logo.jpg Brun Cragback

Mercenary, & Minion, Rhulic Character Solo - (Lesser Warlock)
Lug
Companion Heavy Warbeast

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

Brun

Brun Cragback
Missing Info
Brun-cragback-and-lugPNG.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR
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
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 16
N/A
N/A
FA C
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

  • Cold Imm symbol.jpg Immunity: Cold
  • Pathfinder symbol.jpg Pathfinder
  • Lesser Warlock - This model is not a warlock (it's a solo) but has the following warlock special rules: Battlegroup Commander, Fury Manipulation, Healing, Spellcaster, and Transferring Damage. This model must have at least one warbeast in its battlegroup at the start of the game.
  • Flank [Lug] - This model gains +2 to melee attack rolls and an additional die on melee damage rolls vs enemy models in the melee range of Lug.
  • 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" reaxh, P+S 10 melee attack

Spells

COST RNG AOE POW DUR OFF


Frost Hammer

2 8" spray - 12 (Cold) (★) Yes
Frost Hammer causes cold damage and has Critical Stationary.
Stonehold

2 SELF B2B - Upkeep -
Enemy models roll one less die on attack damage rolls vs Brun. Also Brun and friendly Faction models B2B with him are immune to knockdown.

Lug

Lug
Missing Info
Lord Tyrant Hexeris.jpg
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
WJP {{{wjp}}}
WBP {{{wbp}}}
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

  • 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 to read the long version.
  • Cold Imm symbol.jpg Immunity: Cold
  • Pathfinder symbol.jpg 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 only comes with Brun Cragback, is part of their battlegroup, and if Brun Cragback dies this model is RFP'd.
  • 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 towards its warcaster/warlock. This model cannot be targeted by free strikes during this movement.

Weapons

  • Claw (x2) - 1" reach, POW 4, P+S 16 melee attacks

Animus

COST RNG AOE POW DUR OFF


Bear Hands

1 SELF - - Turn -
When the caster 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.

Theme Forces

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

Released in Hordes: Metamorphosis (2009)

Other Theme Forces

Cygnar (Edit)

Khador (Edit)

Circle Orboros (Edit)

Trollbloods (Edit)

Other Faction models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman

Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Dhunian Archon Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Gobber Tinker - Gremlin Swarm - Gudrun the Wanderer - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2019.12
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw -

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

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)

Character Units

Alexia1 - 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

Solos

Cephalyx Agitator - 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

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - 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 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2019.09

Rules Clarifications

RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • 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.
  • 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.
    • 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)
    • Unresolved: 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.

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Pathfinder     (Edit)

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Rules Clarification : Lesser Warlockand/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)
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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 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)

Rules Clarification : Limited Battlegroup and/or Affinity - None yet. (Edit)

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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)

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

  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like 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. (Refer latest errata)
  • 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)

Rules Clarification : Companion - None yet. (Edit)

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

Triggering Countercharge
  • You can trigger Countercharge if you're engaging, but not engaged.
  • 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.
    • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
    • 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."

What can your opponent do?

  • Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
  • They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).

Attacks & Boosting

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • You can't spend fury/focus to boost it, or buy additional attacks afterwards. Because you're only allowed to do spend fury/focus during your own activation.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.

After the Countercharge

  • You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. (Locked thread)

Unit with countercharge

  • This applies to Zaadesh2 with Scarab Packs
  • Each model in the unit has its own individual countercharge. They don't have to all countercharge at the same time, and only the specific model within 6" of the trigger will be able to countercharge.
  • If a model is out of formation, it won't be able to countercharge (since it is unable to move out of his normal movement).
  • If a model starts in formation but the countercharge movement takes it out of formation, it won't be able to make the charge attack (but will engage).
  • If several models in the same unit want to countercharge the same model, you fully resolve the counter charge of the first, including the attack, before starting the counter charge of the other(s).
  • If the unit commander countercharges such that the other models become out of formation, they immediately lose the ability to trigger countercharge (because out-of-formation models can't move).

Other interactions

  • Since Countercharge isn't an actual activation, you can't trigger in-activation stuff like Sprint or Quick Work.
    • Exception: Very rarely you can trigger Countercharge during your own activation. For instance your opponent triggers Admonition to try and move away.
  • Countercharge within your own activation ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model somehow triggers their own move. For instance, you move towards a model with 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.)
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, 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 vs Slipstream ( Edit )
    • Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
    • This can let the Slipstream model place something to block the Countercharge model.
  • Assault vs Countercharge ( Edit )
    • With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
    • So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
      • If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
      • But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
  • 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)

  • 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)
  • 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.

  • Wrench symbol.png

    Note to Editors
    To edit Lug's tagged abilities, Click here