Bradigus Thorle the Runecarver

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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.

Basic Info[edit]

Bradigus1
Bradigus Thorle the Runecarver.jpg
SPD 5
MAT 6
RAT 6
DEF 14
ARM 16
CMD 8
FURY 6
HP 17
WBP +27
See also How to Read the statblock

Weapons[edit]

Stones Throw - 10" range, ROF d3, POW 13 gun

  • 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 towards it.
  • Damage Type: Magical - This weapon can damage incorporeal models.

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

  • Beat Back - As above
  • Magical Weapon - As above

Abilities[edit]

  • 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 Brad's battlegroup is forced to use its animus, reduce the COST by 1.
  • Repair [d3+3] (★ Action) - This model can remove d3+3 damage points from a friendly Faction construct model in B2B.
  • Steady - This model can't be knocked down.
  • Stonebinder - Only construct warbeasts can be part of Brad's battlegroup, and he can't take control of wild living ones.

Feat: Tide of Earth[edit]

Choose a table edge and a distance up to 5". Models in his battlegroup and CTRL range are immediately pushed that distance towards that edge. 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.

Spells[edit]

An enemy model hit by Battering ram may be pushed 3" directly away from the spell's point of origin.
1) Enemy animi and upkeep spells on models in Brad's battlegroup and CTRL area immediately expire. 2) For one round, enemy magic attacks that target a model in Brad's battlegroup suffer -5 RNG.
  • Rift - Cost 3, 8" range, 4" AOE, POW 13
The AOE stays in play for one round as rough terrain.
  • Synergy - Cost 2, Range SELF, Upkeep
While in the caster's CTRL range, their battlegroup gain a +1 cumulative bonus on melee attack & damage rolls, up to a limit of 3, for each other battlegroup model that hit an enemy in melee this turn while in the caster's CTRL range.

Recent Changes[edit]

2017.11 Errata

Mystic Wards became something much more useful. It used to make stuff expire on a single model, and prevent enemy models casting/etc while they stood near that model. So they'd just walk away before casting.
Both his weapons are now magical.
He gained +2" range on his gun.


Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Thoughts on Bradigus Thorle the Runecarver[edit]

Bradigus Thorle the Runecarver in a nutshell[edit]

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.

Maximising his Feat & Spells[edit]

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.

  • 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.

Theme thoughts[edit]

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 constructs (other than the Woldwrath because his feat doesn't work on it) and support.

Common Army Selection[edit]

His favourite warbeasts are:

  • 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.
  • Megalith - Megalith is a character Woldwarden. Hits harder, hands out two DEF debuffs and a SPD debuff, and can Geomance. Probably not worth it with the cheaper wardens but certainly viiable.
  • 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.

Support:

Drawbacks & Downsides[edit]

  • 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[edit]

  • 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.

Other[edit]

Trivia[edit]

Bradigus' Roleplaying figure.
  • Released in Hordes: Exigence (2014)
  • In MK2 Bradigus' theme force broke Hordes to the point there were four Bardigus 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)

Theme Forces[edit]


Other Circle models[edit]

CircleLogo.jpg

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Battlegroups
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
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Warlock attachments Druid Wilder (Attached)
Warbeast Controllers Una1 (Lesser)
Light Warbeasts Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Warbeasts Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Character Heavy Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuan Storm Raptor - Woldwrath
 
Units, Solos, & Battle Engines
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 - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Character Units Death Wolves
Solos Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Gallows Grove - Reeve Hunter - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Character Solos Lord of the Feast - Wolf Lord Morraig
Battle Engines Celestial Fulcrum
 
Theme Forces
Call of the Wild - Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minion circle.jpg

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Minion Battlegroups
Warlocks Bloody Barnabas - Calaban - Dr. Arkadius - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

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Lesser Warlocks Brun Cragback & Lug - Dahlia Hallyr & Skarath - Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion warbeasts you can include in a Circle Orboros army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
 
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Gatorman Bokor & Bog Trog Swamp Shamblers - Gatorman Posse - Swamp Gobber Bellows Crew
Character Units Cylena Raefyll & Nyss Hunters - Lynus Wesselbaum & Edrea Lloryrr
Solos Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scout - Feralgeist - Gatorman Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Swamp Gobber Chef - Swamp Gobber River Raider - Thrullg - Totem Hunter
Character Solos Agata, Queen of Carnage - Alten Ashley - Eilish Garrity - Gudrun the Wanderer - Hutchuk, Ogrun Bounty Hunter - Lanyssa Ryssyl, Nyss Sorceress - Maximus - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher - Sacral Vault

Rules Clarifications[edit]

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 (Edit)
    • 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)


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)
  • 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.

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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.")


Rules Clarification:  : Warlock      (Edit)
Warning: This is a long one.

 
  • General
    • 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.
    • 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).
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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).

Rules Clarification : Unit of Warcasters or 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.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Earth Magic      (Edit)

  • Earth Magic can make an animus cost zero.

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.

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)


Rules Clarification : Battering Ram      (Edit)

  • Push (Edit)
    • 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)

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)

Rules Clarification : Synergy      (Edit)

  • Synergy is not retroactive. Synergy must be either upkept or cast before anything will trigger the cumulative 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 bonuses that it earns.
  • 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're going to have a bookkeeping nightmare thanks to the "only get bonuses from other model's attacks" rule. Good luck!