
Canuckmera
Attributes
MOV | MEL | RNG | MAG | AGI | RES |
---|---|---|---|---|---|
D2+X | 8 | 8 | 8 | 4 | 1 |
Weapons
Name | Type | Cost | Reach | Glance | Solid | Crit |
---|---|---|---|---|---|---|
Beaver Head | MAG | 1AP | 4 | 1 | 2 | 3 |
Goose Head | RNG | 1AP | 4 | 2 | 3 | 5 |
Moose Head | MEL | 1AP | 1 | 3 | 4 | 6 |
Innate Abilities
Combat Manoeuvres
Frequently Asked Questions
The benefit is gained at the time of the use and then the friendly models can move away and maintain the benefit.
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.
Minimum movement of one hex.
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.