JudgementEternal Champions
Canuckmera

Canuckmera

Chimera

Attributes

MOVMELRNGMAGAGIRES
D2+X88841

Weapons

NameTypeCostReachGlanceSolidCrit
Beaver HeadMAG1AP4123
Goose HeadRNG1AP4235
Moose HeadMEL1AP1346
Health & Bounty
Monsters spawn at full health. See Bounty Innate Ability for more information about Monster Bounties.
Health: 12
Bounty: 1 Fate

Innate Abilities

Combat Manoeuvres

Click on an ability or combat manoeuvre to view the full description

Frequently Asked Questions

In order for friendly models to gain the benefit of Scroll of Power, do they need to stay within 2 hexes of the model that activated the Scroll or do they gain the benefit at the time of the use and then are able to move away and maintain the benefit?

The benefit is gained at the time of the use and then the friendly models can move away and maintain the benefit.

Can you get the Canuckmera unique bounty rewards multiple times?

No. In the case of unused Canuckmeera items, a warband cannot have duplicate Artefacts. In the case of Canuckmera items that have been used, each of these artefacts has the 'One Use Only' term which per pg. 97 of the core rulebook means that they can never be activated again by that player.

When monsters suffer a movement penalty, do they have a minimum movement of 1 or 0?

Minimum movement of one hex.

How do we handle unusual situations with monsters when they attack heroes?

During the Hunter move, if a monster with multiple weapons kills its target it will not use its remaining attacks to target another enemy. If a monster with multiple weapons has an enemy pushed/placed/end its activation within the monster's melee reach, it will only attack with its melee weapon. If a monster with multiple weapons engages an enemy in the Hunter phase and attacks, it will only ever use its melee weapon to attack that model.