Brewmaster Tador Berafrig

(Unit)
Type:

model

Category:

Characters

Categories:

Metal Armour, ⟨Hgt:1⟩, ⟨Character⟩, Characters

LinkId:

996d-3261-b39b-1ac0

Hidden:

false

Costs: 210 pts

Constraints:

max(roster): 1
Options (1)
Weapon:

Profiles:

Global AdvMarDisRsr
Brewmaster Tador Berafrig (Global)

3

4

9

Light Troops, Ambush (Battlefield Edge), Attached, Exclusive (Miners), Captain, Master Brewer

Defensive HPDefResArmAeg
Brewmaster Tador Berafrig (Defensive)

3

4

5

4

Shield, The Aleward Crew, Aegis (3+, against Flaming Attacks)

Offensive AttOffStrAPAgiTags
Tador Berafrig

3

4

4

1

2

Dwarf, Metal Armour

Devastating Charge (1 St, 1 AP), Hand-and-a-Half, Great Weapon

Size HeightTypeBaseRarity
Brewmaster Tador Berafrig (Size)

1

Dwarf, Metal Armour

20×20

Legendary

Rule
Light Troops:

A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility).
If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility.
Note: this rule has no effect on other Move Manoeuvres, including March Moves.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.

Ambush:

Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn 2 and onwards, roll a D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a 3+ will arrive on the Battlefield if possible.
During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives on the Battlefield, choose a point as specified by X. If no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.
Deploy each unit arriving on the Battlefield with at least three of its four corners within 6" from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Models placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.

A unit arriving on the Battlefield in Game Turn 6 loses Scoring. Deploying Ambushing units.In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than 6" away from the chosen point.

Attached:

This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.

Exclusive:

This rule limits which units an Attachable Model is allowed to join.
  • Attachable Models with Exclusive (X) can only join units containing X.
  • Non-Attachable Models with Exclusive (X) can only be joined by Attachable Models with X.
  • If a unit has multiple instances of Exclusive, all criteria must be fulfilled together. The specific criteria for X can be unit names, Model Rules, Properties, upgrades, etc.
If a model has both Exclusive and Attached, apply all requirements from both rules (remember that a model that cannot be Deployed is considered a casualty).

Captain:

A unit containing Captain gains the following additional rules:
  • If the unit has a Standard Bearer, it is considered to be within range of its Battle Standard Bearer’s* Beacon of Courage rule.
  • If the unit has a Musician, it is considered to be within range of its General’s* Commanding Presence rule. A unit can only contain a single Attachable Model with Captain.
*Provided such a model is on the Battlefield at all.

Master Brewer:

During each friendly Magic Phase, at any time before Casting Spells (Magic Phase, 5), the Master Brewer may select a single of the following Ales to affect his unit. Duration: One Turn.
  • Stout Ale: Fearless, Stubborn, and Unruly.
  • Bitter Ale: Fury, Hatred, and Unruly.
  • Red Ale: Lethal Strike, Unruly, and Zeal.

Shield:

A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1 Arm.
In addition, any Height 1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
Remember that since Shield (and parry) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour.

The Aleward Crew:

When Tador Berafrig is Deployed, all Rank-and-File models in that unit gains +1 Armour and Aegis (3+, against Flaming Attacks). Duration: Permanent.

Aegis:

Aegis is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.

Attack Attribute
Devastating Charge:

A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with Devastating Charge (+1 Str) gains +1 Str when Charging.

Hand-and-a-Half:

The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).

Melee Weapon
Great Weapon:

+2 Str, +2 AP, always Agi 0. Two-Handed

Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Modifiers:

remove category ⟨Hgt:1⟩
1+ selections of ⟨mount⟩ in Brewmaster Tador Berafrig (recursive)
Used By (1)
Dwarven Holds(Catalogue)

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