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An ancient and wizened satyr grown grey and stooped by the weight of almost three centuries, Brennos the Elderhorn commands primordial magic, harnessing the eldritch natural forces of raw elemental power. For decades Brennos has been Morvahna’s most reliable sentinel. Though his youthful vigor is a fading memory, he continues to leave the bodies of those who oppose his mistress twisted and broken on the battlefield.
Basic Info
| Brennos the Elderhorn |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
5 |
| STR |
11 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
7 |
| DEF |
12 |
| ARM |
18 |
| CMD |
8 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
4 |
| THRS |
10 |
| HP |
28 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
C |
| UNIT SIZE |
N/A |
| COST |
14 |
| 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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Pathfinder
- Bond [ Morvahna ] - If this model begins the game in Morvahna'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 Morvahna and in their control range, Morvahna can channel through Brennos.
- Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
- Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
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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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| Rite of Spring
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(★ Action)
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Command
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-
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No
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| Remove d3 damage points from each friendly living Faction model currently in this model's command range.
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| Purifying Prayer
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(★ Action)
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Command
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-
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-
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No
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| Animi and continuous effects on models/units in this model's command range immediately expire.
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| Ravaging Winds
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(★ Attack)
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10
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4
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14
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Round
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Yes
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| The AOE remains in play for one round. Models cannot make ranged attacks while within the AOE.
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Weapons
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| Horns
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RNG
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POW
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P+S
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1
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4
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15
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- Critical Pitch - On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.
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| Oaken Staff
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RNG
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POW
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P+S
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2
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6
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17
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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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| Arcane Protections
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2 (Animus)
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SELF
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(★)
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-
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Round
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No
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| While within 10" of the spellcaster, enemy models cannot channel spells. Arcane Protections lasts for one round.
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Theme Forces
- When taken by anyone else
Recent Changes
2021.10 Mega Update
Thoughts on Brennos
Brennos in a nutshell
Brennos' stats are deceptive because, uniquely for a heavy warbeast, his main weapon is filed under his magic ability. With a medium-range, medium AoE, high POW, and high accuracy, Ravaging Winds is a comparable spell to the main gun of many ranged heavy warbeasts, and Brennos should be treated as the Circle rival to the Titan Cannoneer or Ravagore rather than a strictly support heavy. Brennos, at 14 points, is also a relatively cheap heavy with melee offense about on a par with the Pureblood Warpwolf - but can use its "gun" from melee to wreck the enemy backlines even if it doesn't charge or can't line up the shot in a straight line.
He does also bring a bevy of great support options, including healing and shutting down channeling. He can also help protect against armies that use a lot of continuous effects, such as Cryx or Menoth.
Combos & Synergies
The Wild Hunt or Secret Masters Combos
Anyone can take him in these themes, which opens up a few more combos:
- Grayle the Farstrider - Ravaging Winds and Wind Blast can make shooting you without entering your threat ranges very difficult. Of course, he doesn't show up much in The Wild Hunt.
- Woldwrath - it’s all about the animus
Drawbacks & Downsides
- Low overall damage output
- The range of Brennos' "gun" is nowhere near that of its rivals in the same category.
- Rites of Spring and Purifying Prayer are very situational
Tricks & Tips
- Ravaging Winds is great for denial against Colossals and Gargantuans who rely on their ranged attacks. With their large base size they can struggle to move completely out of the AOE, especially if they are jammed.
- Brennos cannot buy additional melee attacks if he uses his Combat Action to cast a spell. However he can use his Combat Action to make melee attacks, trigger Battle Wizard and get a free spell, then make additional melee attacks.
Other
Trivia
Released in Hordes: Exigence (2014)
Other Circle models
Rules Clarifications
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Rules Clarification : Pitch (Edit)
- If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
- Throw ( Edit )
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- 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.
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Blessed and/or Creator's Wrath (Edit)
- Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
- You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
- Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
- (Infernal Ruling)
- If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
- This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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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 : Battle Wizard (Edit)
- A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
- Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
- This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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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).
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Rules Clarification : Channeler and/or Arc Node (Edit)
General
- It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)
Channeling in melee
- A channeler that is engaged by an enemy model can not channel.
- A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)
Channeler - LOS
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).
Caster - Attack roll
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).
Stealth - It affects both LOS and the attack roll
- Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
- If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
- If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
- If both channeler and caster ignore Stealth, it works as you'd expect.
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Stealth Examples [Show/Hide]
- Caster has Eyeless Sight, channeler does not.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model does not count as an intervening model, as per the normal Stealth rules.
- Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model doesn't block LOS
- Attack roll - Doesn't auto-miss
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- Caster hasn't got Eyeless Sight, channeler does.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
- Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model blocks LOS, so you can't target the rear model.
- Attack roll - N/A
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Rules Clarification : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Purifying Prayer (Edit)
- This ability affects models/units. So if any model from a unit is within command range, then animi/continuous effects expire off every model in the unit. (Infernal Ruling)
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Rules Clarification : Ravaging Winds - None yet. (Edit)
Rules Clarification : Rite of Spring - None yet. (Edit)
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Rules Clarification : Arcane Protections (Edit)
- This animus not only stops models being channeled through, it also stops enemy warcasters/warlocks that are within 10" channeling through arc nodes at all. Even if the arc node is outside 10". (Infernal Ruling)
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