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* ''TabletopGame/VictoryInThePacific'': The ''Iowa'' class battleships are this in the game (the only BBs in the game as fast as all cruisers and most carriers are) just like they were in real life.

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* ''TabletopGame/VictoryInThePacific'': The ''Iowa'' class battleships are this in the game (the (they are the only BBs in the game as fast as all battleships that have a speed rating equal to that of most cruisers and most carriers are) aircraft carriers) just like they were in real life.
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* ''VictoryInThePacific'': The ''Iowa'' class battleships are this in the game (the only BBs in the game as fast as all cruisers and most carriers are) just like they were in real life.

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* ''VictoryInThePacific'': ''TabletopGame/VictoryInThePacific'': The ''Iowa'' class battleships are this in the game (the only BBs in the game as fast as all cruisers and most carriers are) just like they were in real life.
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* ''VictoryInThePacific'': The ''Iowa'' class battleships are this in the game (the only BBs in the game as fast as all cruisers and most carriers are) just like they were in real life.

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* Very common trope in RPG games as your characters near endgame. Their very high levels usually negate the flaws and when [[GlassCannon the cannon becomes anything but glass]] you're in for some serious ass kicking.
* ''TabletopGame/DungeonsAndDragons'':
** The Barbarian in Edition 3.5 has the highest hit points available, can wear up to medium armor, Rage to get bonuses on taking and giving damage, and use any weapon they please, which is usually a double handed sword, bludgeoning tool, or axe. They're also the fastest unmodified class, and at higher levels react so fast that they can't be flanked by a group of enemies and/or a backstabbing Rogue. In 4th edition they keep their high hit points, speed and hitting power, [[GlassCannon but their defense is so poor that they're going to need those hit points]].

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* Very common trope in RPG games as your characters near endgame. Their very high levels usually negate the flaws and when [[GlassCannon the cannon becomes anything but glass]] you're in for some serious ass kicking.
* ''TabletopGame/DungeonsAndDragons'':
\'\'TabletopGame/DungeonsAndDragons\'\':
** The Barbarian in Edition 3.5 has the highest hit points available, can wear up to medium armor, Rage to get bonuses on taking and giving damage, and use any weapon they please, which is usually a double handed sword, bludgeoning tool, or axe. They're They\'re also the fastest unmodified class, and at higher levels react so fast that they can't can\'t be flanked by a group of enemies and/or a backstabbing Rogue. In 4th edition they keep their high hit points, speed and hitting power, [[GlassCannon but their defense is so poor that they're they\'re going to need those hit points]].



** Monks were ''intended'' to be this and combine high movement speed with a flurry of attacks, but unfortunately the 3.5 Edition Monk is often considered to be quite lacking at high levels of optimization. The 4th Edition Monk does somewhat better as a relatively effective striker.
** The Fighter in ''TabletopGame/{{Pathfinder}}'' qualifies as a Lightning Bruiser thanks to their "Armor Training" ability, which allows them to increase the Max Dexterity Bonus of their armor (they get better at dodging stuff, even when they're covered in plates of steel), decrease the Armor Penalty (they get better at getting around weight issues armor has when preforming physical actions like swimming, jumping, climbing etc.) and most importantly, they can move at full tactical speed in armor. Relatively early, too (3rd level for Medium armor, 7th for Heavy armor). Essentially, a Fighter can sprint while wearing full plate armor before he's even halfway done with his class progression.
** ''Pathfinder'' Monks also qualify. Leveling up, they passively gain more speed, armor, and damage, until at max level an average Monk can move at 90 feet in less than 10 seconds and hit like a truck while still dodging most attacks coming their way.
** The [[GiantEnemyCrab Monstrous Crab]] has a massive 66 HP, [[TooDumbToFool immunity to mind-affecting spells]], and a [[InstantDeathRadius devastating attack]] in which it pinches, then grapples the opponent for an average of 29 damage. It can also keep pace with an unarmored barbarian, and outspeeds just about anything else in a land race, to say nothing of water. Oh, yeah, and it's CR 3. [[DemonicSpiders Have fun]].
** Though the Tarrasque is best-known for its NighInvulnerability and InstantDeathRadius, it's [[MightyGlacier pretty slow]]... but once per minute, it can Rush to boost its speed to 150 feet per round, three times faster than a horse. ''TabletopGame/{{Pathfinder}}'''s take added the [[InASingleBound Powerful Leaper]] ability, letting it manage surprisingly huge jumps even when not using Rush. When it is using Rush and jumping? Yikes.
* ''TabletopGame/{{Warhammer}}'':
** [[KnightInShiningArmor Bretonnian knights]] are the not only the fastest of the game's heavy cavalry, but also the hardest hitting, and [[ImmuneToBullets your fancy guns do jack against them]]. They can take almost anything head on, and the Grail Knights in particular are amongst the best troops in the game. Just don't expect that level of might from [[CannonFodder the peasant levy]].
** High Elf heavy cavalry, namely the Silver Helms and Dragon Princes, is lightning quick but still delivers tremendous blows. They're not as durable as Bretonnian knights, but have higher Initiative, giving them a better chance of killing their foe before getting hit in the first place.
** [[OurOgresAreHungrier Ogres]] on the charge have been described by their designer as "rolling a giant wrecking ball at the enemy." They can move 12" a turn, a unit can deal out 12 attacks in the first turn of combat, and each model has 3 wounds apiece. This is balanced out by a high points cost, low morale and dubious magical power.
** The [[LizardFolk Lizardmen]]'s mainline unit, Saurus Warriors (and the elite Temple Guard), start out as a MightyGlacier with high durability and terrible Initiative, but judicious application of Light magic by a friendly Slann can make things a lot more vicious. A unit of Temple Guard powered up with Birona's Timewarp can move as fast as cavalry and dish out three Strength 5 attacks apiece which always strike first, allowing them to survive being charged in the rear by a horde of foes.
* In ''TabletopGame/BloodBowl'', players with at least Strength 4 and Movement 6 generally fill this mold, especially if they also have a decent Agility. Most of them are balanced by being horribly expensive and limited in number. Vampires (Movement 6, Strength 4, Agility 4, Armour 8) are perhaps the most fastest bruisers of all, but [[WarmBloodBagsAreEverywhere suffer from Blood Lust]] that gives them a 1/6 chance of delaying whatever they're supposed to be doing in order to feed.
* ''TabletopGame/{{Warhammer 40000}}'':

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** Monks were ''intended'' \'\'intended\'\' to be this and combine high movement speed with a flurry of attacks, but unfortunately the 3.5 Edition Monk is often considered to be quite lacking at high levels of optimization. The 4th Edition Monk does somewhat better as a relatively effective striker.
** The Fighter in ''TabletopGame/{{Pathfinder}}'' \'\'TabletopGame/{{Pathfinder}}\'\' qualifies as a Lightning Bruiser thanks to their "Armor Training" \"Armor Training\" ability, which allows them to increase the Max Dexterity Bonus of their armor (they get better at dodging stuff, even when they're they\'re covered in plates of steel), decrease the Armor Penalty (they get better at getting around weight issues armor has when preforming physical actions like swimming, jumping, climbing etc.) and most importantly, they can move at full tactical speed in armor. Relatively early, too (3rd level for Medium armor, 7th for Heavy armor). Essentially, a Fighter can sprint while wearing full plate armor before he's he\'s even halfway done with his class progression.
** ''Pathfinder'' \'\'Pathfinder\'\' Monks also qualify. Leveling up, they passively gain more speed, armor, and damage, until at max level an average Monk can move at 90 feet in less than 10 seconds and hit like a truck while still dodging most attacks coming their way.
** The [[GiantEnemyCrab Monstrous Crab]] has a massive 66 HP, [[TooDumbToFool immunity to mind-affecting spells]], and a [[InstantDeathRadius devastating attack]] in which it pinches, then grapples the opponent for an average of 29 damage. It can also keep pace with an unarmored barbarian, and outspeeds just about anything else in a land race, to say nothing of water. Oh, yeah, and it's it\'s CR 3. [[DemonicSpiders Have fun]].
** Though the Tarrasque is best-known for its NighInvulnerability and InstantDeathRadius, it's it\'s [[MightyGlacier pretty slow]]... but once per minute, it can Rush to boost its speed to 150 feet per round, three times faster than a horse. ''TabletopGame/{{Pathfinder}}'''s \'\'TabletopGame/{{Pathfinder}}\'\'\'s take added the [[InASingleBound Powerful Leaper]] ability, letting it manage surprisingly huge jumps even when not using Rush. When it is using Rush and jumping? Yikes.
* ''TabletopGame/{{Warhammer}}'':
\'\'TabletopGame/{{Warhammer}}\'\':
** [[KnightInShiningArmor Bretonnian knights]] are the not only the fastest of the game's game\'s heavy cavalry, but also the hardest hitting, and [[ImmuneToBullets your fancy guns do jack against them]]. They can take almost anything head on, and the Grail Knights in particular are amongst the best troops in the game. Just don't don\'t expect that level of might from [[CannonFodder the peasant levy]].
** High Elf heavy cavalry, namely the Silver Helms and Dragon Princes, is lightning quick but still delivers tremendous blows. They're They\'re not as durable as Bretonnian knights, but have higher Initiative, giving them a better chance of killing their foe before getting hit in the first place.
** [[OurOgresAreHungrier Ogres]] on the charge have been described by their designer as "rolling \"rolling a giant wrecking ball at the enemy." \" They can move 12" 12\" a turn, a unit can deal out 12 attacks in the first turn of combat, and each model has 3 wounds apiece. This is balanced out by a high points cost, low morale and dubious magical power.
** The [[LizardFolk Lizardmen]]'s Lizardmen]]\'s mainline unit, Saurus Warriors (and the elite Temple Guard), start out as a MightyGlacier with high durability and terrible Initiative, but judicious application of Light magic by a friendly Slann can make things a lot more vicious. A unit of Temple Guard powered up with Birona's Birona\'s Timewarp can move as fast as cavalry and dish out three Strength 5 attacks apiece which always strike first, allowing them to survive being charged in the rear by a horde of foes.
* In ''TabletopGame/BloodBowl'', \'\'TabletopGame/BloodBowl\'\', players with at least Strength 4 and Movement 6 generally fill this mold, especially if they also have a decent Agility. Most of them are balanced by being horribly expensive and limited in number. Vampires (Movement 6, Strength 4, Agility 4, Armour 8) are perhaps the most fastest bruisers of all, but [[WarmBloodBagsAreEverywhere suffer from Blood Lust]] that gives them a 1/6 chance of delaying whatever they're they\'re supposed to be doing in order to feed.
* ''TabletopGame/{{Warhammer 40000}}'':\'\'TabletopGame/{{Warhammer 40000}}\'\':



** Space Marines are gene-boosted brutes encased in full suits of PoweredArmor, both of which enable them to be faster and more agile than "mortal" humans. Logan Grimnar of the Space Wolves stands out for an incident during the Battle of the Fang, when his chapter was under attack by the Inquisition and Grey Knights - the Great Wolf was sufficiently pissed to be sprinting in Terminator armor, which is normally so heavy that even Astartes find it cumbersome and slow.
** This is a trait of the [[SpaceElves Eldar]]'s heaviest vehicles. They won't have an Imperial super-heavy tank's endurance, but they'll be able to dish out just as much if not more firepower while moving at great speed. Eldar super-heavy [[HoverTank grav-tanks]] like the Scorpion or Cobra are fast skimmers just like their mainline tanks, sport cannons the length of train cars, and are protected by holo-fields that make them next to impossible to hit when on the move. Even their [[AMechByAnyOtherName Titans]] share these qualities, and the Revenant is not only fast and agile enough to sprint across the battlefield, it has jump-jets allowing it to make 36" leaps across the tabletop.
*** Outside of vehicles, Eldar look like they should be {{Fragile Speedster}}s due to their lithe builds, but their highly-efficient muscular systems make them just as strong as an average human, while their reflexes mean that we might as well be moving in slow motion. Eldar who fully develop their combat potential can be terrifying - in ''[[Literature/NightLords Void Stalker]]'', the protagonists initially believed they could hear rain falling, but it was getting gradually louder. Then [[OhCrap they realized]] the "rain" was the footfalls of Jain Zar, Phoenix Lord of the Howling Banshees, sprinting at full speed towards them.
** The Tau [=XV104=] "Riptide" Battlesuit is the race's first proper {{Mecha}}, with the best defenses of any of their ground units, enormous weapon systems capable of wiping out entire enemy squads, ''and'' a jet pack that allows it to run circles around enemy vehicles and walkers. It's even faster if it dumps charges from its [[PerilousPowerSource Nova Reactor]] into its boosters for that turn.
** Necron ground forces can cheat to pull this off and simply teleport [[MadeOfIron incredibly durable]] {{Skelebot}}s right into the enemy's faces, but in space they're a more legitimate example of this trope. Their ships are not only the toughest in the game, but also have inertialess drives that allow them to outrun and outmaneuver even [[FragileSpeedster Eldar fleets]]. In ''TabletopGame/BattlefleetGothic'' the Necron fleet's only weakness is a comparative lack of firepower, a drawback not seen in the rest of the background - in ''[[Literature/CiaphasCain Cain's Last Stand]]'' one Necron escort ship is able to ambush and wipe out an entire enemy fleet by itself, before they have time to react.
* ''TabletopGame/MagicTheGathering'': anything big with haste. Consider [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174968 Predator Dragon]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185727 Hellkite Charger]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175057 Karrthus, Tyrant of Jund]] for three draconic examples. (Admittedly, the "lightning" part only applies on the first turn you summon it, but the "bruiser" will remain indefinitely.)

to:

** Space Marines are gene-boosted brutes encased in full suits of PoweredArmor, both of which enable them to be faster and more agile than "mortal" \"mortal\" humans. Logan Grimnar of the Space Wolves stands out for an incident during the Battle of the Fang, when his chapter was under attack by the Inquisition and Grey Knights - the Great Wolf was sufficiently pissed to be sprinting in Terminator armor, which is normally so heavy that even Astartes find it cumbersome and slow.
** This is a trait of the [[SpaceElves Eldar]]'s Eldar]]\'s heaviest vehicles. They won't won\'t have an Imperial super-heavy tank's tank\'s endurance, but they'll they\'ll be able to dish out just as much if not more firepower while moving at great speed. Eldar super-heavy [[HoverTank grav-tanks]] like the Scorpion or Cobra are fast skimmers just like their mainline tanks, sport cannons the length of train cars, and are protected by holo-fields that make them next to impossible to hit when on the move. Even their [[AMechByAnyOtherName Titans]] share these qualities, and the Revenant is not only fast and agile enough to sprint across the battlefield, it has jump-jets allowing it to make 36" 36\" leaps across the tabletop.
*** Outside of vehicles, Eldar look like they should be {{Fragile Speedster}}s due to their lithe builds, but their highly-efficient muscular systems make them just as strong as an average human, while their reflexes mean that we might as well be moving in slow motion. Eldar who fully develop their combat potential can be terrifying - in ''[[Literature/NightLords \'\'[[Literature/NightLords Void Stalker]]'', Stalker]]\'\', the protagonists initially believed they could hear rain falling, but it was getting gradually louder. Then [[OhCrap they realized]] the "rain" \"rain\" was the footfalls of Jain Zar, Phoenix Lord of the Howling Banshees, sprinting at full speed towards them.
** The Tau [=XV104=] "Riptide" \"Riptide\" Battlesuit is the race's race\'s first proper {{Mecha}}, with the best defenses of any of their ground units, enormous weapon systems capable of wiping out entire enemy squads, ''and'' \'\'and\'\' a jet pack that allows it to run circles around enemy vehicles and walkers. It's It\'s even faster if it dumps charges from its [[PerilousPowerSource Nova Reactor]] into its boosters for that turn.
** Necron ground forces can cheat to pull this off and simply teleport [[MadeOfIron incredibly durable]] {{Skelebot}}s right into the enemy's enemy\'s faces, but in space they're they\'re a more legitimate example of this trope. Their ships are not only the toughest in the game, but also have inertialess drives that allow them to outrun and outmaneuver even [[FragileSpeedster Eldar fleets]]. In ''TabletopGame/BattlefleetGothic'' \'\'TabletopGame/BattlefleetGothic\'\' the Necron fleet's fleet\'s only weakness is a comparative lack of firepower, a drawback not seen in the rest of the background - in ''[[Literature/CiaphasCain Cain's \'\'[[Literature/CiaphasCain Cain\'s Last Stand]]'' Stand]]\'\' one Necron escort ship is able to ambush and wipe out an entire enemy fleet by itself, before they have time to react.
* ''TabletopGame/MagicTheGathering'': \'\'TabletopGame/MagicTheGathering\'\': anything big with haste. Consider [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174968 Predator Dragon]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185727 Hellkite Charger]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175057 Karrthus, Tyrant of Jund]] for three draconic examples. (Admittedly, the "lightning" \"lightning\" part only applies on the first turn you summon it, but the "bruiser" \"bruiser\" will remain indefinitely.)



** [[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=31825 Psychatog]] may be a meta-example: while it does not qualify for this trope by itself, its superb offensive and defensive capabilities let it assert aggressive pressure all by itself, which frees up space for more reactive cards to shut down an opposing deck before it can get rolling--and since it synergizes well with card draw and mill, it also fits well into decks designed to "go off" very quickly--and since it can consume an entire graveyard and hand to become a [[OneHitKill 20/21]] in late game, can function as the central combo piece on its own.
* ''TabletopGame/OldWorldOfDarkness'':
** [[TabletopGame/WerewolfTheApocalypse Werewolves]] were the eminent personification of this trope. All Werewolves (even the weaker Tribes and Auspices) became at least as strong as the strongest normal human ''ever'' when in their war-form. On top of this, the Werewolf super-stat "Rage" had the default effect of giving you ''more actions per round'' on a 1-action-per-point-of-Rage-spent basis.

to:

** [[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=31825 Psychatog]] may be a meta-example: while it does not qualify for this trope by itself, its superb offensive and defensive capabilities let it assert aggressive pressure all by itself, which frees up space for more reactive cards to shut down an opposing deck before it can get rolling--and since it synergizes well with card draw and mill, it also fits well into decks designed to "go off" \"go off\" very quickly--and since it can consume an entire graveyard and hand to become a [[OneHitKill 20/21]] in late game, can function as the central combo piece on its own.
* ''TabletopGame/OldWorldOfDarkness'':
\'\'TabletopGame/OldWorldOfDarkness\'\':
** [[TabletopGame/WerewolfTheApocalypse Werewolves]] were the eminent personification of this trope. All Werewolves (even the weaker Tribes and Auspices) became at least as strong as the strongest normal human ''ever'' \'\'ever\'\' when in their war-form. On top of this, the Werewolf super-stat "Rage" \"Rage\" had the default effect of giving you ''more \'\'more actions per round'' round\'\' on a 1-action-per-point-of-Rage-spent basis.



* Speedsters in the ''[[TabletopGame/{{Champions}} Hero System]]'' can approach this. Obviously they are built for speed, but a high Dex score and Skill Levels in dodging can make them very difficult to hit, and the rules for adding velocity to melee damage mean that a speedster can, if he doesn't mind having a poor chance to hit, land a punch on somebody while going fast enough to circumnavigate the globe in a ''single combat phase''.
* The nature of the ''TabletopGame/NewWorldOfDarkness'' character-building system dictates these -- damage is determined by Strength + skill, and speed is determined by Strength + Dexterity + 5. If you have high strength, you're quick and powerful.
* ''TabletopGame/{{Exalted}}'': since there's nothing whatsoever preventing you from buying, say, Melee, Athletics and Resistance (for Solars), Dexterity and Stamina (for Lunars), or Malfeas and Adorjan (for Infernals), these tend to emerge quite rapidly. A Malfean soak/damage build using Adorjani run-like-the-wind and hurricane flurry magic is something you do ''not'' want to meet in a dark alley - her ridiculously high Soak and Hardness mean all but the most brutal attacks will just bounce off, and she's likely able to outrun a Bugatti Veyron and rip off enormous rains of radioactive blows. Solars are just as unpleasant, albeit more focused on technical skill and proficiency than weird [[LovecraftianSuperpower Primordial power]].
** In 2e, there is one Lunar charm that allows them to chase down ''literally anyone'' so long as they are deliberately pursuing them. Give that to someone who can turn into a tyrannosaurus, and the results are typically very messy.
* Clan Omnimechs from the ''TabletopGame/BattleTech'' game. Faster, more armored, with more and meaner guns than the Inner Sphere counterparts.
** One assault class mech used by the Clans called the Gargoyle (called "Man O'War" by the Inner Sphere) fits this trope. It is considered speedy for an assault mech since most in its class [[MightyGlacier move like bricks]]; according to its listing in some ''[=BattleTech=]'' technical readouts, its speed surprises smaller mechs that expect to run away from it.
** Not really. While this was said about Clan mechs back when they were first introduced to the game, much of it turned out to be hype. They still can't break the limit of how much armor a mech is allowed to carry and they run the entire gauntlet as far as speed goes (and actually the fastest Inner Sphere mechs are faster than the fastest Clan mechs). The real advantage they have is that Clan weapons are lighter and (in the case of laser weapons) more powerful than Inner Sphere weapons, which allows them to get more bang for less mass, freeing up extra mass for a bigger engine or more armor. Assuming they actually take advantage of it (which they don't always).
* The Grav Tank in ''TabletopGame/{{GURPS}}: Ultra-Tech'' can break the sound barrier, become nearly invisible and carries a massively powerful plasma cannon. If it does get hit the armor is the equivalent of several inches of hardened steel. Those stats are for a ''light'' tank.
* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but super-slow, will have high-end strength and can bench 100 tons with ease and somehow have superhuman agility (often 23, sometimes less and sometimes more depending on the character) when you'd expect they'd be coming in at 5 or below. Meanwhile Martial Arts-type characters who should just be fairly strong humans but very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPC you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 Body and max human is 20, however no NPC has 20 Body. Almost everyone has just 10, with high-end bricks getting 14. The highest Body stat belongs to Grond who is an expy of the Incredible Hulk and he's coming in at 18. They do make up for this by being extremely difficult to stun and having enough physical and energy defense stats to soak up any real Body damage.

to:

* Speedsters in the ''[[TabletopGame/{{Champions}} \'\'[[TabletopGame/{{Champions}} Hero System]]'' System]]\'\' can approach this. Obviously they are built for speed, but a high Dex score and Skill Levels in dodging can make them very difficult to hit, and the rules for adding velocity to melee damage mean that a speedster can, if he doesn't doesn\'t mind having a poor chance to hit, land a punch on somebody while going fast enough to circumnavigate the globe in a ''single \'\'single combat phase''.
phase\'\'.
* The nature of the ''TabletopGame/NewWorldOfDarkness'' \'\'TabletopGame/NewWorldOfDarkness\'\' character-building system dictates these -- damage is determined by Strength + skill, and speed is determined by Strength + Dexterity + 5. If you have high strength, you're you\'re quick and powerful.
* ''TabletopGame/{{Exalted}}'': \'\'TabletopGame/{{Exalted}}\'\': since there's there\'s nothing whatsoever preventing you from buying, say, Melee, Athletics and Resistance (for Solars), Dexterity and Stamina (for Lunars), or Malfeas and Adorjan (for Infernals), these tend to emerge quite rapidly. A Malfean soak/damage build using Adorjani run-like-the-wind and hurricane flurry magic is something you do ''not'' \'\'not\'\' want to meet in a dark alley - her ridiculously high Soak and Hardness mean all but the most brutal attacks will just bounce off, and she's she\'s likely able to outrun a Bugatti Veyron and rip off enormous rains of radioactive blows. Solars are just as unpleasant, albeit more focused on technical skill and proficiency than weird [[LovecraftianSuperpower Primordial power]].
** In 2e, there is one Lunar charm that allows them to chase down ''literally anyone'' \'\'literally anyone\'\' so long as they are deliberately pursuing them. Give that to someone who can turn into a tyrannosaurus, and the results are typically very messy.
* Clan Omnimechs from the ''TabletopGame/BattleTech'' \'\'TabletopGame/BattleTech\'\' game. Faster, more armored, with more and meaner guns than the Inner Sphere counterparts.
** One assault class mech used by the Clans called the Gargoyle (called "Man O'War" \"Man O\'War\" by the Inner Sphere) fits this trope. It is considered speedy for an assault mech since most in its class [[MightyGlacier move like bricks]]; according to its listing in some ''[=BattleTech=]'' \'\'[=BattleTech=]\'\' technical readouts, its speed surprises smaller mechs that expect to run away from it.
** Not really. While this was said about Clan mechs back when they were first introduced to the game, much of it turned out to be hype. They still can't can\'t break the limit of how much armor a mech is allowed to carry and they run the entire gauntlet as far as speed goes (and actually the fastest Inner Sphere mechs are faster than the fastest Clan mechs). The real advantage they have is that Clan weapons are lighter and (in the case of laser weapons) more powerful than Inner Sphere weapons, which allows them to get more bang for less mass, freeing up extra mass for a bigger engine or more armor. Assuming they actually take advantage of it (which they don't don\'t always).
* The Grav Tank in ''TabletopGame/{{GURPS}}: Ultra-Tech'' \'\'TabletopGame/{{GURPS}}: Ultra-Tech\'\' can break the sound barrier, become nearly invisible and carries a massively powerful plasma cannon. If it does get hit the armor is the equivalent of several inches of hardened steel. Those stats are for a ''light'' \'\'light\'\' tank.
* In ''TabletopGame/{{Champions}}'', \'\'TabletopGame/{{Champions}}\'\', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's Here\'s the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but super-slow, will have high-end strength and can bench 100 tons with ease and somehow have superhuman agility (often 23, sometimes less and sometimes more depending on the character) when you'd you\'d expect they'd they\'d be coming in at 5 or below. Meanwhile Martial Arts-type characters who should just be fairly strong humans but very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPC you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 Body and max human is 20, however no NPC has 20 Body. Almost everyone has just 10, with high-end bricks getting 14. The highest Body stat belongs to Grond who is an expy of the Incredible Hulk and he's he\'s coming in at 18. They do make up for this by being extremely difficult to stun and having enough physical and energy defense stats to soak up any real Body damage.
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Added DiffLines:

** [[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=31825 Psychatog]] may be a meta-example: while it does not qualify for this trope by itself, its superb offensive and defensive capabilities let it assert aggressive pressure all by itself, which frees up space for more reactive cards to shut down an opposing deck before it can get rolling--and since it synergizes well with card draw and mill, it also fits well into decks designed to "go off" very quickly--and since it can consume an entire graveyard and hand to become a [[OneHitKill 20/21]] in late game, can function as the central combo piece on its own.

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Removed: 1062

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* ''TabletopGame/DungeonsAndDragons''
** The Barbarian in edition 3.5''. They have the highest hit points, can wear up to medium level armor, rage out, giving them bonuses on taking and giving damage, and use any weapon they please, which is usually a double handed sword, bludgeoning tool, or axe. To top it off, they're also the fastest unmodified class, and at higher levels, react so fast to multiple enemies that they don't get a bonus when flanking him. Including making sure that the rogue doesn't get his handy dandy backstab feature in said mob.
*** 3.5 Rangers start out as a FragileSpeedster, capable two-weapon melee characters or effective archers but they're still outpaced by dedicated archer and fighting classes. Slap Weapon Finesse on them, though, and you've suddenly got a rapier(or thinblade with Exotic Weapon Proficiency) and shortsword-packing Ranger who hits far more often(due to Dexterity being the Ranger's main ability for their class skills and other features) and frequently criticals if said weapons are Keened. They become GlassCannons when the reach the later Combat Styles, which grant them extra feats with the bow or two-weapon fighting that allow for extra attacks for free in the latter and incredible archery in the former. However, their Combat Styles limit them to wearing only light armor(which is confusing, as the Ranger comes with Medium Armor Proficiency by default despite this) in order to use those abilities. They cross into LightningBruiser territory when you can afford a Mithril Breastplate armor. With this, you now have a light armor(allowing you to retain your Combat Styles) that has the defense bonus of a Medium armor while granting a Dex Bonus comparable to light armors with a negligible Armor Check Penalty of -1. Combine this with some enchantments, an animated shield that is also mithril, and some nifty feats and you've got a dual-wielding badass with an AC on par with a Paladin's while still being a capable fighter and SkillMonkey.
** In 4e they still have high hit points (really only beaten out by the Warden, now), move fast, and strike VERY hard with their rages. However, their defense is middling to poor, so you're gonna need all those extra hit points.
** The Fighter in ''TabletopGame/{{Pathfinder}}'' qualifies as a Lightning Bruiser. The ability "Armor Training" allows them to increase the Max Dexterity Bonus of their armor (they get better at dodging stuff, even when they're covered in plates of steel), decrease the Armor Penalty (they get better at getting around weight issues armor has when preforming physical actions like swimming, jumping, climbing etc.) and most importantly, they can move at full tactical speed in armor. Relatively early, too (3rd level for Medium armor, 7th for Heavy armor). Essentially, a Fighter can sprint while wearing full plate armor before he's even halfway done with his class progression.
** ''TabletopGame/{{Pathfinder}}'' Monks also qualify. Leveling up, they passively gain more speed, armor, and damage. At max level, the average medium Monk can move at 90 feet in less than 10 seconds and hit like a truck while still dodging most attacks coming their way.
** The [[GiantEnemyCrab Monstrous Crab]] has a massive 66 HP and [[TooDumbToFool immunity to mind-affecting spells]], and a [[InstantDeathRadius devastating attack]] in which it pinches, then grapples the opponent for an average of 29 damage. It can also keep pace with an unarmored barbarian, and outspeeds just about anything else in a land race, to say nothing of water. Oh, yeah, and it's CR 3. [[DemonicSpiders Have fun]].

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* ''TabletopGame/DungeonsAndDragons''
''TabletopGame/DungeonsAndDragons'':
** The Barbarian in edition Edition 3.5''. They have 5 has the highest hit points, points available, can wear up to medium level armor, rage out, giving them Rage to get bonuses on taking and giving damage, and use any weapon they please, which is usually a double handed sword, bludgeoning tool, or axe. To top it off, they're They're also the fastest unmodified class, and at higher levels, levels react so fast to multiple enemies that they don't get can't be flanked by a bonus when flanking him. Including making sure group of enemies and/or a backstabbing Rogue. In 4th edition they keep their high hit points, speed and hitting power, [[GlassCannon but their defense is so poor that the rogue doesn't get his handy dandy backstab feature in said mob.
*** 3.5
they're going to need those hit points]].
**
Rangers in 3.5 start out as a FragileSpeedster, capable two-weapon melee characters or effective archers but they're that are still outpaced by dedicated archer and fighting classes. Slap classes, unless they take Weapon Finesse on them, though, and you've suddenly got a rapier(or thinblade with Exotic Weapon Proficiency) and shortsword-packing Ranger who hits far more often(due to use their high Dexterity being stat to hit often with rapiers, shortswords or the Ranger's main ability for their class skills like. At higher levels a Ranger can pick a combat style and other features) and frequently criticals if said weapons are Keened. They become GlassCannons when the reach the later Combat Styles, which grant them extra gain additional feats with for the bow or two-weapon fighting that allow for extra attacks for free in the latter and incredible archery in the former. However, their Combat Styles limit fighting, elevating them to wearing only light armor(which is confusing, as the Ranger comes with Medium Armor Proficiency by default despite this) in order to use those abilities. They cross into LightningBruiser territory when you can afford full GlassCannon status. But give one a Mithril {{Mithril}} Breastplate armor. With this, you now have a light armor(allowing you to retain your Combat Styles) that has they get all the defense bonus bonuses of a Medium medium armor while granting a Dex Bonus comparable to retaining their Dexterity bonus in light armors armor, and with a negligible Armor Check Penalty of -1. Combine this with some the right enchantments, an animated shield that is also mithril, accessories and some nifty feats and you've got a Ranger becomes a dual-wielding badass with an AC on par armor value usually associated with a Paladin's while still being a capable fighter Paladin, on top of [[UtilityPartyMember enough skills to contribute in other ways.]]
** Monks were ''intended'' to be this
and SkillMonkey.
** In 4e they still have
combine high hit points (really only beaten out by the Warden, now), move fast, and strike VERY hard movement speed with their rages. However, their defense a flurry of attacks, but unfortunately the 3.5 Edition Monk is middling often considered to poor, so you're gonna need all those extra hit points.
be quite lacking at high levels of optimization. The 4th Edition Monk does somewhat better as a relatively effective striker.
** The Fighter in ''TabletopGame/{{Pathfinder}}'' qualifies as a Lightning Bruiser. The ability Bruiser thanks to their "Armor Training" ability, which allows them to increase the Max Dexterity Bonus of their armor (they get better at dodging stuff, even when they're covered in plates of steel), decrease the Armor Penalty (they get better at getting around weight issues armor has when preforming physical actions like swimming, jumping, climbing etc.) and most importantly, they can move at full tactical speed in armor. Relatively early, too (3rd level for Medium armor, 7th for Heavy armor). Essentially, a Fighter can sprint while wearing full plate armor before he's even halfway done with his class progression.
** ''TabletopGame/{{Pathfinder}}'' ''Pathfinder'' Monks also qualify. Leveling up, they passively gain more speed, armor, and damage. At damage, until at max level, the level an average medium Monk can move at 90 feet in less than 10 seconds and hit like a truck while still dodging most attacks coming their way.
** The [[GiantEnemyCrab Monstrous Crab]] has a massive 66 HP and HP, [[TooDumbToFool immunity to mind-affecting spells]], and a [[InstantDeathRadius devastating attack]] in which it pinches, then grapples the opponent for an average of 29 damage. It can also keep pace with an unarmored barbarian, and outspeeds just about anything else in a land race, to say nothing of water. Oh, yeah, and it's CR 3. [[DemonicSpiders Have fun]].



** [[OurOgresAreHungrier Ogres]] on the charge have been described by their designer as "rolling a giant wrecking ball at the enemy." They can move 12" a turn, a unit can deal out 12 attacks in the first turn of combat, and each model has 3 wounds each. This is balanced out by a high points cost, low morale and dubious magical power.
** The [[LizardFolk Lizardmen]]'s mainline unit, Saurus Warriors (and the elite Temple Guard), start out as a MightyGlacier with high durability and terrible Initiative, but judicious application of Light magic by a friendly Slann can make things a lot more vicious. A unit of Temple Guard powered up with Birona's Timewarp can move as fast as cavalry and dish out three Strength 5 attacks apiece which always strike first. With these buffs they can survive being charged in the rear by a horde of foes.

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** High Elf heavy cavalry, namely the Silver Helms and Dragon Princes, is lightning quick but still delivers tremendous blows. They're not as durable as Bretonnian knights, but have higher Initiative, giving them a better chance of killing their foe before getting hit in the first place.
** [[OurOgresAreHungrier Ogres]] on the charge have been described by their designer as "rolling a giant wrecking ball at the enemy." They can move 12" a turn, a unit can deal out 12 attacks in the first turn of combat, and each model has 3 wounds each.apiece. This is balanced out by a high points cost, low morale and dubious magical power.
** The [[LizardFolk Lizardmen]]'s mainline unit, Saurus Warriors (and the elite Temple Guard), start out as a MightyGlacier with high durability and terrible Initiative, but judicious application of Light magic by a friendly Slann can make things a lot more vicious. A unit of Temple Guard powered up with Birona's Timewarp can move as fast as cavalry and dish out three Strength 5 attacks apiece which always strike first. With these buffs they can first, allowing them to survive being charged in the rear by a horde of foes.foes.
* In ''TabletopGame/BloodBowl'', players with at least Strength 4 and Movement 6 generally fill this mold, especially if they also have a decent Agility. Most of them are balanced by being horribly expensive and limited in number. Vampires (Movement 6, Strength 4, Agility 4, Armour 8) are perhaps the most fastest bruisers of all, but [[WarmBloodBagsAreEverywhere suffer from Blood Lust]] that gives them a 1/6 chance of delaying whatever they're supposed to be doing in order to feed.



** Space Marines are gene-boosted brutes encased in full suits of PoweredArmor, both of which enable them to be faster and more agile than "mortal" humans. Logan Grimnar of the Space Wolves stands out for an incident during the Battle of the Fang, when his chapter was under attack by the Inquisition and Grey Knights - the Great Wolf was sufficiently pissed to be sprinting in Terminator armor, which is normally so heavy that even Astartes are find it cumbersome and slow.

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** Space Marines are gene-boosted brutes encased in full suits of PoweredArmor, both of which enable them to be faster and more agile than "mortal" humans. Logan Grimnar of the Space Wolves stands out for an incident during the Battle of the Fang, when his chapter was under attack by the Inquisition and Grey Knights - the Great Wolf was sufficiently pissed to be sprinting in Terminator armor, which is normally so heavy that even Astartes are find it cumbersome and slow.



** The Tau [=XV104=] "Riptide" Battlesuit is the races' first proper {{Mecha}}, with the best defenses of any of their ground units, enormous weapon systems capable of wiping out entire enemy squads, ''and'' a jet pack that allows it to run circles around enemy vehicles and walkers. It's even faster if it dumps charges from its [[PerilousPowerSource Nova Reactor]] into its boosters for that turn.
** Necron ground forces can cheat to pull this off, and simply teleport [[MadeOfIron incredibly durable]] {{Skelebot}}s right into the enemy's faces, but in space they're a more legitimate example of this trope. Their ships are not only the toughest in the game, but also have inertialess drives that allow them to outrun and outmaneuver even [[FragileSpeedster Eldar fleets]]. In ''TabletopGame/BattlefleetGothic'' the Necron fleet's only weakness is a comparative lack of firepower, a drawback not seen in the rest of the background - in ''[[Literature/CiaphasCain Cain's Last Stand]]'' one Necron escort ship is able to ambush and wipe out an entire enemy fleet by itself, before they have time to react.

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** The Tau [=XV104=] "Riptide" Battlesuit is the races' race's first proper {{Mecha}}, with the best defenses of any of their ground units, enormous weapon systems capable of wiping out entire enemy squads, ''and'' a jet pack that allows it to run circles around enemy vehicles and walkers. It's even faster if it dumps charges from its [[PerilousPowerSource Nova Reactor]] into its boosters for that turn.
** Necron ground forces can cheat to pull this off, off and simply teleport [[MadeOfIron incredibly durable]] {{Skelebot}}s right into the enemy's faces, but in space they're a more legitimate example of this trope. Their ships are not only the toughest in the game, but also have inertialess drives that allow them to outrun and outmaneuver even [[FragileSpeedster Eldar fleets]]. In ''TabletopGame/BattlefleetGothic'' the Necron fleet's only weakness is a comparative lack of firepower, a drawback not seen in the rest of the background - in ''[[Literature/CiaphasCain Cain's Last Stand]]'' one Necron escort ship is able to ambush and wipe out an entire enemy fleet by itself, before they have time to react.



* High Elf heavy cavalry (Silver Helms and Dragon Princes) in ''TabletopGame/{{Warhammer}} Fantasy''. Lightning quick and can deliver tremendous blow - almost as efficient as the Bretonnian knights. Not as durable, though, but have better initiative in combat.



* Monks were intended to be this in ''TabletopGame/DungeonsAndDragons''. They were meant to have high movement speed and hit very often. Unfortunately, the 3.5 version is often considered to be quite lacking at high levels of optimization. The 4e version does somewhat better as a relatively effective striker.



* In ''TabletopGame/BloodBowl'', players with at least strength 4 and movement 6 generally fill this mold, especially if they also have a decent agility. Most of them are balanced by being horribly expensive and limited in number. Vampires (movement 6, strength 4, agility 4, armour 8) are perhaps the most lightning bruiser of them all, but [[WarmBloodBagsAreEverywhere suffer from Blood Lust]] that gives them a 1/6 chance of delaying whatever they're supposed to be doing in order to feed.

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* [[KnightInShiningArmor Bretonnian knights]] in the ''TabletopGame/{{Warhammer}} Fantasy''. Fastest of all heavy cavalry, also the hardest hitting, and [[ImmuneToBullets your fancy guns do jack against them]]. They can take almost anything head on, and especially the Grail Knights are amongst the best troops in the game. Just don't expect that level of might from [[CannonFodder the peasant levy]].
** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. And they have 3 wounds each. Offph. The designer of the Ogre army likened using it as "rolling a giant wrecking ball at the enemy army". They are balanced by high costs per unit, low morale and dubious magical power.
** Lizardmen Saurus Warriors and Temple Guard start out as a MightyGlacier with high durability and terrible initiative, but judicious application of Light magic by a friendly Slann can make things a lot more vicious. A unit of Temple Guard powered up with Birona's Timewarp can move as fast as cavalry and dish out three strength 5 attacks which always strike first ''each''. This is generally somewhere in the vicinity of a horrible nightmare for any close combat army, since a Temple Guard unit in these circumstances can be charged in the rear by a full-scale horde and win.
* Everyone in ''TabletopGame/{{Warhammer 40000}}'' who isn't a squishy little space elf or {{Puny Earthling|s}}. The Space Marines aren't lightning, but they are repeatedly and consistently noted to be faster and more agile than nine-feet transhumans in bulky PoweredArmor seem to have any right to be. Fear the Orks who discover red Celtic woad.
** In a game where the SpaceMarines are the JackOfAllStats, something really has to stand out to count as a LightningBruiser. Marine and Chaos independent characters such as [[FanNickname Failbadon]], certain Dreadnoughts, and various Monstrous Creatures with high initiatives might count.
** Abaddon is sort of a mixed bag since he has high initiative, but he moves slowly since he's in terminator armor.
** Logan Grimnar would like to digress. During the Inquisition and Grey Knights' assault on Fenris, he combines this trope with UnstoppableRage, being able to sprint in ''Terminator Armor''. Let that sink in for a moment: the guy is so thoroughly pissed that he is able to run in armor that is so heavy that even Astartes are only able to trudge slowly when wearing it.
** The Tau [=XV104=] is an enormous Crisis suit with five wounds, toughness 6, defences that are at minimum on par with a Terminator, vehicle-shredding close combat power from its monstrous creature status, some of the most [[{{BFG}} goofily huge]] guns in an army noted for its massive firearms, and yet is still able to fly with a lot more agility than anything the size of a small building, with nearly no ability to see below the horizon line, has any right to. Especially if it uses its nova charge to increase its booster speed for that turn.
** Everyone who isn't a squishy little space elf? Whoever wrote that has obviously never faced a Saim-Hann Eldar army list. Like most Eldar units, they're fast and pack a decent amount of firepower, but bike Guardians get a save from the bikes too. [[AirJousting Shining Spears]] are Aspect Warriors with bikes and special laser-shooting lances, making them killy against vehicles and they hit like freight-trains on the charge, too (after the momentum has been cancelled out though, they crumple). Eldar tanks like the Falcon and Fire Prism are deceptively bruiser-ish, boasting a nice array of heavy weapon choices, along with holo-fields, star engines and other little trinkets. A properly-built Eldar skimmer list both takes and dishes out big hits - at range, at least - and on a big table [[DifficultButAwesome with a player who knows what he's doing]], it's almost impossible to beat. The weakness of this army is that it is ''expensive'', both in points (so you won't be fielding many models) and [[CrackIsCheaper cash]].
*** Eldar are this compared to humans. Eldar are blindingly fast and seem to move with an almost inhuman grace, and to them, humans move in slow motion. Their civilians can keep up with Space Marines, and don't get started on their close combat specialists. And although their lithe frames and slender limnbs wouldn't suggest it, they're just as strong as we are thanks to a very efficient musculature system. The Phoenix Lord Jain Zar is this compared to other Eldar: in ''[[Literature/NightLords Void Stalker]]'', the protagonists initially believed they could hear rain falling, but it was getting gradually louder. They entered a state as close as an Astartes can get to an OhCrap when they realised that the "rain" was actually her ''footfall, running straight towards them''.
** The Necrons in ''TabletopGame/{{Warhammer 40000}}'' exhibit shades of this on the ground, if they go for a teleportation-heavy strategy, but their fleet is the utter embodiment of this trope in space-pound for pound, Necron ships are among the fastest and most maneuverable in the galaxy, rivaling and at times surpassing even the [[FragileSpeedster Eldar]] fleets. Pound for pound, Necron ships are also among the toughest nuts in the galaxy to crack. However, these advantages come at the price of lacking firepower and paying dearly for the damage the ships do take.
*** The lack of firepower is only for ''TabletopGame/BattlefleetGothic''. In the fluff, a small escort ship can take on a small fleet by itself, destroying it before it has a chance to react (specific incident from [[Literature/CiaphasCain Cain's Last Stand]]).


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* ''TabletopGame/{{Warhammer}}'':
** [[KnightInShiningArmor Bretonnian knights]] are the not only the fastest of the game's heavy cavalry, but also the hardest hitting, and [[ImmuneToBullets your fancy guns do jack against them]]. They can take almost anything head on, and the Grail Knights in particular are amongst the best troops in the game. Just don't expect that level of might from [[CannonFodder the peasant levy]].
** [[OurOgresAreHungrier Ogres]] on the charge have been described by their designer as "rolling a giant wrecking ball at the enemy." They can move 12" a turn, a unit can deal out 12 attacks in the first turn of combat, and each model has 3 wounds each. This is balanced out by a high points cost, low morale and dubious magical power.
** The [[LizardFolk Lizardmen]]'s mainline unit, Saurus Warriors (and the elite Temple Guard), start out as a MightyGlacier with high durability and terrible Initiative, but judicious application of Light magic by a friendly Slann can make things a lot more vicious. A unit of Temple Guard powered up with Birona's Timewarp can move as fast as cavalry and dish out three Strength 5 attacks apiece which always strike first. With these buffs they can survive being charged in the rear by a horde of foes.
* ''TabletopGame/{{Warhammer 40000}}'':
** Any model with high Strength, Toughness and Initiative stats can be seen as one of these, be they special characters, monstrous creatures or walker vehicles like Dreadnoughts.
** Space Marines are gene-boosted brutes encased in full suits of PoweredArmor, both of which enable them to be faster and more agile than "mortal" humans. Logan Grimnar of the Space Wolves stands out for an incident during the Battle of the Fang, when his chapter was under attack by the Inquisition and Grey Knights - the Great Wolf was sufficiently pissed to be sprinting in Terminator armor, which is normally so heavy that even Astartes are find it cumbersome and slow.
** This is a trait of the [[SpaceElves Eldar]]'s heaviest vehicles. They won't have an Imperial super-heavy tank's endurance, but they'll be able to dish out just as much if not more firepower while moving at great speed. Eldar super-heavy [[HoverTank grav-tanks]] like the Scorpion or Cobra are fast skimmers just like their mainline tanks, sport cannons the length of train cars, and are protected by holo-fields that make them next to impossible to hit when on the move. Even their [[AMechByAnyOtherName Titans]] share these qualities, and the Revenant is not only fast and agile enough to sprint across the battlefield, it has jump-jets allowing it to make 36" leaps across the tabletop.
*** Outside of vehicles, Eldar look like they should be {{Fragile Speedster}}s due to their lithe builds, but their highly-efficient muscular systems make them just as strong as an average human, while their reflexes mean that we might as well be moving in slow motion. Eldar who fully develop their combat potential can be terrifying - in ''[[Literature/NightLords Void Stalker]]'', the protagonists initially believed they could hear rain falling, but it was getting gradually louder. Then [[OhCrap they realized]] the "rain" was the footfalls of Jain Zar, Phoenix Lord of the Howling Banshees, sprinting at full speed towards them.
** The Tau [=XV104=] "Riptide" Battlesuit is the races' first proper {{Mecha}}, with the best defenses of any of their ground units, enormous weapon systems capable of wiping out entire enemy squads, ''and'' a jet pack that allows it to run circles around enemy vehicles and walkers. It's even faster if it dumps charges from its [[PerilousPowerSource Nova Reactor]] into its boosters for that turn.
** Necron ground forces can cheat to pull this off, and simply teleport [[MadeOfIron incredibly durable]] {{Skelebot}}s right into the enemy's faces, but in space they're a more legitimate example of this trope. Their ships are not only the toughest in the game, but also have inertialess drives that allow them to outrun and outmaneuver even [[FragileSpeedster Eldar fleets]]. In ''TabletopGame/BattlefleetGothic'' the Necron fleet's only weakness is a comparative lack of firepower, a drawback not seen in the rest of the background - in ''[[Literature/CiaphasCain Cain's Last Stand]]'' one Necron escort ship is able to ambush and wipe out an entire enemy fleet by itself, before they have time to react.
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*** 3.5 Rangers start out as a FragileSpeedster, capable two-weapon melee characters or effective archers but they're still outpaced by dedicated archer and fighting classes. Slap Weapon Finesse on them, though, and you've suddenly got a rapier(or thinblade with Exotic Weapon Proficiency) and shortsword-packing Ranger who hits far more often(due to Dexterity being the Ranger's main ability for their class skills and other features) and frequently criticals if said weapons are Keened. They become GlassCannons when the reach the later Combat Styles, which grant them extra feats with the bow or two-weapon fighting that allow for extra attacks for free in the latter and incredible archery in the former. However, their Combat Styles limit them to wearing only light armor(which is confusing, as the Ranger comes with Medium Armor Proficiency by default despite this) in order to use those abilities. They cross into LightningBruiser territory when you can afford a Mithril Breastplate armor. With this, you now have a light armor(allowing you to retain your Combat Styles) that has the defense bonus of a Medium armor while granting a Dex Bonus comparable to light armors with a negligible Armor Check Penalty of -1. Combine this with some enchantments, an animated shield that is also mithril, and some nifty feats and you've got a dual-wielding badass with an AC on par with a Paladin's while still being a capable fighter and skill monkey.

to:

*** 3.5 Rangers start out as a FragileSpeedster, capable two-weapon melee characters or effective archers but they're still outpaced by dedicated archer and fighting classes. Slap Weapon Finesse on them, though, and you've suddenly got a rapier(or thinblade with Exotic Weapon Proficiency) and shortsword-packing Ranger who hits far more often(due to Dexterity being the Ranger's main ability for their class skills and other features) and frequently criticals if said weapons are Keened. They become GlassCannons when the reach the later Combat Styles, which grant them extra feats with the bow or two-weapon fighting that allow for extra attacks for free in the latter and incredible archery in the former. However, their Combat Styles limit them to wearing only light armor(which is confusing, as the Ranger comes with Medium Armor Proficiency by default despite this) in order to use those abilities. They cross into LightningBruiser territory when you can afford a Mithril Breastplate armor. With this, you now have a light armor(allowing you to retain your Combat Styles) that has the defense bonus of a Medium armor while granting a Dex Bonus comparable to light armors with a negligible Armor Check Penalty of -1. Combine this with some enchantments, an animated shield that is also mithril, and some nifty feats and you've got a dual-wielding badass with an AC on par with a Paladin's while still being a capable fighter and skill monkey.SkillMonkey.
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* Bretonnian Knights in the ''TabletopGame/{{Warhammer}} Fantasy''. Fastest of all heavy cavalry - and also the hardest hitting. They can take almost anything head on, and especially the Grail Knights are amongst the best troops in the game. The Bretonnian army is balanced by the fact that their infantry is mostly [[CannonFodder crap]]
%% ** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. '''''Ouch'''''. Of course, this doesn't change the fact that their army still isn't exactly considered powerful due to high costs per unit, low morale and dubious magical power.

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* [[KnightInShiningArmor Bretonnian Knights knights]] in the ''TabletopGame/{{Warhammer}} Fantasy''. Fastest of all heavy cavalry - and cavalry, also the hardest hitting.hitting, and [[ImmuneToBullets your fancy guns do jack against them]]. They can take almost anything head on, and especially the Grail Knights are amongst the best troops in the game. The Bretonnian army is balanced by the fact Just don't expect that their infantry is mostly level of might from [[CannonFodder crap]]
%%
the peasant levy]].
** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. '''''Ouch'''''. Of course, this doesn't change And they have 3 wounds each. Offph. The designer of the fact that their Ogre army still isn't exactly considered powerful due to likened using it as "rolling a giant wrecking ball at the enemy army". They are balanced by high costs per unit, low morale and dubious magical power.
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* Clan Omnimechs from the TabletopGame/{{Battletech}} game. Faster, more armored, with more and meaner guns than the Inner Sphere counterparts.
** One assault class mech used by the Clans called the Gargoyle (called "Man O'War" by the Inner Sphere) fits this trope. It is considered speedy for an assault mech since most in its class [[MightyGlacier move like bricks]]; according to its listing in some BattleTech technical readouts, its speed surprises smaller mechs that expect to run away from it.

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* Clan Omnimechs from the TabletopGame/{{Battletech}} ''TabletopGame/BattleTech'' game. Faster, more armored, with more and meaner guns than the Inner Sphere counterparts.
** One assault class mech used by the Clans called the Gargoyle (called "Man O'War" by the Inner Sphere) fits this trope. It is considered speedy for an assault mech since most in its class [[MightyGlacier move like bricks]]; according to its listing in some BattleTech ''[=BattleTech=]'' technical readouts, its speed surprises smaller mechs that expect to run away from it.
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* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but slow, will have high-end strength and can bench 100 tons with each and somehow have superhuman agility (often 23). Meanwhile Martial Arts-type characters who should be fairly strong humans and very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPC you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 Body and max human is 20, however no NPC has 20 Body. Almost everyone has just 10, with high-end bricks getting 14. The highest Body stat belongs to Grond who is an expy of the Incredible Hulk and he's coming in at 18.

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* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but slow, super-slow, will have high-end strength and can bench 100 tons with each ease and somehow have superhuman agility (often 23). 23, sometimes less and sometimes more depending on the character) when you'd expect they'd be coming in at 5 or below. Meanwhile Martial Arts-type characters who should just be fairly strong humans and but very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPC you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 Body and max human is 20, however no NPC has 20 Body. Almost everyone has just 10, with high-end bricks getting 14. The highest Body stat belongs to Grond who is an expy of the Incredible Hulk and he's coming in at 18. They do make up for this by being extremely difficult to stun and having enough physical and energy defense stats to soak up any real Body damage.
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* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but slow, will have high-end strength and can bench 100 tons with each and somehow have superhuman agility (often 23). Meanwhile Martial Arts-type characters who should be fairly strong humans and very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPCs you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 Body and max human is 20, however no NPC has 20 Body. Almost everyone has just 10, with high-end bricks getting 14. The highest Body stat belongs to Grond who is an expy of the Incredible Hulk and he's coming in at 18.

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* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but slow, will have high-end strength and can bench 100 tons with each and somehow have superhuman agility (often 23). Meanwhile Martial Arts-type characters who should be fairly strong humans and very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPCs NPC you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 Body and max human is 20, however no NPC has 20 Body. Almost everyone has just 10, with high-end bricks getting 14. The highest Body stat belongs to Grond who is an expy of the Incredible Hulk and he's coming in at 18.
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* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but slow, will have high-end strength and can bench 100 tons with each and somehow have superhuman agility (often 23). Meanwhile Martial Arts-type characters who should be fairly strong humans and very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPCs you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 health

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* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but slow, will have high-end strength and can bench 100 tons with each and somehow have superhuman agility (often 23). Meanwhile Martial Arts-type characters who should be fairly strong humans and very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPCs you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 healthBody and max human is 20, however no NPC has 20 Body. Almost everyone has just 10, with high-end bricks getting 14. The highest Body stat belongs to Grond who is an expy of the Incredible Hulk and he's coming in at 18.
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* In ''TabletopGame/{{Champions}}'', for the early editions of Champions it was every listed NPC with superhuman strength in the damned game!!! Here's the reason - in Champions, a baseline human has maximum stats of 20 in anything but the makers of Champions often broke their own guidelines when it came to making their characters. Brick-type characters who should be strong but slow, will have high-end strength and can bench 100 tons with each and somehow have superhuman agility (often 23). Meanwhile Martial Arts-type characters who should be fairly strong humans and very quick, will have strength that can range from benching 1600 pounds to 4 tons and have the agility to match speedsters. Since the agility stat affects the speed statistic, many NPCs you fight will look like a squat brick who can lift 800 tons, juggle swords with their nipples while blind-folded and move at speeds that make the average human look like a turtle dipped in molasses. The biggest oddity is that every NPC is comparatively hit point poor. The average human has 10 health
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*** 3.5 Rangers start out as a FragileSpeedster, capable two-weapon melee characters or effective archers but they're still outpaced by dedicated archer and fighting classes. Slap Weapon Finesse on them, though, and you've suddenly got a rapier(or thinblade with Exotic Weapon Proficiency) and shortsword-packing Ranger who hits far more often(due to Dexterity being the Ranger's main ability for their class skills and other features) and frequently criticals if said weapons are Keened. They become GlassCannons when the reach the later Combat Styles, which grant them extra feats with the bow or two-weapon fighting that allow for extra attacks for free in the latter and incredible archery in the former. However, their Combat Styles limit them to wearing only light armor(which is confusing, as the Ranger comes with Medium Armor Proficiency by default despite this) in order to use those abilities. They cross into LightningBruiser territory when you can afford a Mithril Breastplate armor. With this, you now have a light armor(allowing you to retain your Combat Styles) that has the defense bonus of a Medium armor while granting a Dex Bonus comparable to light armors with a negligible Armor Check Penalty of -1. Combine this with some enchantments, an animated shield that is also mithril, and some nifty feats and you've got a dual-wielding badass with an AC on par with a Paladin's while still being a capable fighter and skill monkey.
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** One assault class mech used by the Clans called the Gargoyle (called "Man O'War" by the Inner Sphere) fits this trope. It is considered speedy for an assault mech since most in its class [[MightyGlacier move like bricks]]; according to its listing in some BattleTech technical readouts, its speed surprises smaller mechs that expect to run away from it.
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A Lightning Bruiser is three things: fast, strong, and tough. This entry describes two out of three. If the ogres are tough as well, please rewrite to specify.


** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. '''''Ouch'''''. Of course, this doesn't change the fact that their army still isn't exactly considered powerful due to high costs per unit, low morale and dubious magical power.

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%% ** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. '''''Ouch'''''. Of course, this doesn't change the fact that their army still isn't exactly considered powerful due to high costs per unit, low morale and dubious magical power.
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** In 2e, there is one Lunar charm that allows them to chase down ''literally anyone'' so long as they are deliberately pursuing them. Give that to someone who can turn into a tyrannosaurus, and the results are typically very messy.
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*** Eldar are this compared to humans. Eldar are blindingly fast and seem to move with an almost inhuman grace, and to them, humans move in slow motion. Their civilians can keep up with Space Marines, and don't get started on their close combat specialists. And although their lithe frames and slender limnbs wouldn't suggest it, they're just as strong as we are thanks to a very efficient musculature system. The Phoenix Lord Jain Zar is this compared to other Eldar: in ''[[Literature/NightLords Void Stalker]], the protagonists initially believed they could hear rain falling, but it was getting gradually louder. They entered a state as close as an Astartes can get to an OhCrap when they realised that the "rain" was actually her ''footfall, running straight towards them''.

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*** Eldar are this compared to humans. Eldar are blindingly fast and seem to move with an almost inhuman grace, and to them, humans move in slow motion. Their civilians can keep up with Space Marines, and don't get started on their close combat specialists. And although their lithe frames and slender limnbs wouldn't suggest it, they're just as strong as we are thanks to a very efficient musculature system. The Phoenix Lord Jain Zar is this compared to other Eldar: in ''[[Literature/NightLords Void Stalker]], Stalker]]'', the protagonists initially believed they could hear rain falling, but it was getting gradually louder. They entered a state as close as an Astartes can get to an OhCrap when they realised that the "rain" was actually her ''footfall, running straight towards them''.
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*** Eldar are this compared to humans. Eldar are blindingly fast and seem to move with an almost inhuman grace, and to them, humans move in slow motion. Their civilians can keep up with Space Marines, and don't get started on their close combat specialists. And although their lithe frames and slender limnbs wouldn't suggest it, they're just as strong as we are thanks to a very efficient musculature system. The Phoenix Lord Jain Zar is this compared to other Eldar: in ''[[Literature/NightLords Void Stalker]], the protagonists initially believed they could hear rain falling, but it was getting gradually louder. They entered a state as close as an Astartes can get to an OhCrap when they realised that the "rain" was actually her ''footfall, running straight towards them''.
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** ''TabletopGame/{{Pathfinder}}'' Monks also qualify. Leveling up, they passively gain more speed, armor, and damage. At max level, the average medium Monk can move at 90 feet in less than 10 seconds and hit like a truck while still dodging most attacks coming their way.
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** Though the Tarrasque is best-known for its NighInvulnerability and InstantDeathRadius, it's [[MightyGlacier pretty slow]]... but once per minute, it can Rush to boost its speed to 150 feet per round, three times faster than a horse. ''TabletopGame/{{Pathfinder}}'''s take added the [[InASingleBound Powerful Leaper]] ability, letting it manage surprisingly huge jumps even when not using Rush. When it is using Rush and jumping? Yikes.
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** The [[GiantEnemyCrab Monstrous Crab]] has a massive 66 HP and [[TooDumbToFool immunity to mind-affecting spells]], and a [[InstantDeathRadius devastating attack]] in which it pinches, then grapples the opponent for an average of 29 damage. It can also keep pace with an unarmored barbarian, and outspeeds just about anything else in a land race, to say nothing of water. Oh, yeah, and it's CR 3. [[DemonicSpiders Have fun]].

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** Everyone who isn't a squishy little space elf? Whoever wrote that has obviously never faced a Saim-Hann Eldar army list. Like most Eldar units, they're fast and pack a decent amount of firepower, but bike Guardians get a save from the bikes too. [[AirJousting Shining Spears]] are Aspect Warriors with bikes and special laser-shooting lances, making them killy against vehicles and they hit like freight-trains on the charge, too (after the momentum has been cancelled out though, they crumple). Eldar tanks like the Falcon and Fire Prism are deceptively bruiser-ish, boasting a nice array of heavy weapon choices, along with holo-fields, star engines and other little trinkets. A properly-built Eldar skimmer list both takes and dishes out big hits - at range, at least - and on a big table [[DifficultButAwesome with a player who knows what he's doing]], it's almost impossible to beat. The weakness of this army is that it is ''expensive'', both in points (so you won't be fielding many models) and [[CrackIsCheaper cash]].
** The Necrons in ''TabletopGame/{{Warhammer 40000}}'' exhibit shades of this on the ground, if they go for a teleportation-heavy strategy, but their fleet is the utter embodiment of this trope in space-pound for pound, Necron ships are among the fastest and most maneuverable in the galaxy, rivaling and at times surpassing even the [[FragileSpeedster Eldar]] fleets. Pound for pound, Necron ships are also among the toughest nuts in the galaxy to crack. However, these advantages come at the price of lacking firepower and paying dearly for the damage the ships do take.
*** The lack of firepower is only for ''TabletopGame/BattlefleetGothic''. In the fluff, a small escort ship can take on a small fleet by itself, destroying it before it has a chance to react (specific incident from [[Literature/CiaphasCain Cain's Last Stand]]).



* The Necrons in ''TabletopGame/{{Warhammer 40000}}'' exhibit shades of this on the ground, if they go for a teleportation-heavy strategy, but their fleet is the utter embodiment of this trope in space-pound for pound, Necron ships are among the fastest and most maneuverable in the galaxy, rivaling and at times surpassing even the [[FragileSpeedster Eldar]] fleets. Pound for pound, Necron ships are also among the toughest nuts in the galaxy to crack. However, these advantages come at the price of lacking firepower and paying dearly for the damage the ships do take.
** The lack of firepower is only for ''BattlefleetGothic''. In the fluff, a small escort ship can take on a small fleet by itself, destroying it before it has a chance to react (specific incident from [[CiaphasCain Cain's Last Stand]]).
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Zero-context example, and doesn\'t really fit; the Queen is arguably faster than other pieces, but there are no such concepts as \"Strength\" and \"Defense\" in chess: every attack is a One Hit Kill.


* The Queen in TabletopGame/{{Chess}}.
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** Logan Grimnar would like to digress. During the Inquisition and Grey Knights' assault on Fenris, he combines this trope with UnstoppableRage, being able to sprint in ''Terminator Armor''. Let that sink in for a moment: the guy is so thoroughly pissed that he is able to run in armor that is so heavy that even Astartes are only able to trudge slowly when wearing it.
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* In ''TabletopGame/BloodBowl'', players with strength 4 and movement 6 or higher generally fill this mold, especially if they also have a decent agility. Most of them are balanced by being horribly expensive and limited in number. Vampires (movement 6, strength 4, agility 4, armour 8) are perhaps the most lightning bruiser of them all, but [[WarmBloodBagsAreEverywhere suffer from Blood Lust]] that gives them a 1/6 chance of delaying whatever they're supposed to be doing in order to feed.

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* In ''TabletopGame/BloodBowl'', players with at least strength 4 and movement 6 or higher generally fill this mold, especially if they also have a decent agility. Most of them are balanced by being horribly expensive and limited in number. Vampires (movement 6, strength 4, agility 4, armour 8) are perhaps the most lightning bruiser of them all, but [[WarmBloodBagsAreEverywhere suffer from Blood Lust]] that gives them a 1/6 chance of delaying whatever they're supposed to be doing in order to feed.
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* In ''TabletopGame/BloodBowl'', players with strength 4 and movement 6 or higher generally fill this mold, especially if they also have a decent agility. Most of them are balanced by being horribly expensive and limited in number. Vampires (movement 6, strength 4, agility 4, armour 8) are perhaps the most lightning bruiser of them all, but [[WarmBloodBagsAreEverywhere suffer from Blood Lust]] that gives them a 1/6 chance of delaying whatever they're supposed to be doing in order to feed.
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added to Warhammer examples





** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. '''''Ouch'''''.

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** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. '''''Ouch'''''. Of course, this doesn't change the fact that their army still isn't exactly considered powerful due to high costs per unit, low morale and dubious magical power.
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* Very common trope in RPG games as your characters near endgame. Their very high levels usually negate the flaws and when [[GlassCannon the cannon becomes anything but glass]] you're in for some serious ass kicking.
* Bretonnian Knights in the ''TabletopGame/{{Warhammer}} Fantasy''. Fastest of all heavy cavalry - and also the hardest hitting. They can take almost anything head on, and especially the Grail Knights are amongst the best troops in the game. The Bretonnian army is balanced by the fact that their infantry is mostly [[CannonFodder crap]]
** Also Ogres, who can move 12 inches per turn and can get up to 12 attacks on the first turn of combat. '''''Ouch'''''.
** Lizardmen Saurus Warriors and Temple Guard start out as a MightyGlacier with high durability and terrible initiative, but judicious application of Light magic by a friendly Slann can make things a lot more vicious. A unit of Temple Guard powered up with Birona's Timewarp can move as fast as cavalry and dish out three strength 5 attacks which always strike first ''each''. This is generally somewhere in the vicinity of a horrible nightmare for any close combat army, since a Temple Guard unit in these circumstances can be charged in the rear by a full-scale horde and win.
* Everyone in ''TabletopGame/{{Warhammer 40000}}'' who isn't a squishy little space elf or {{Puny Earthling|s}}. The Space Marines aren't lightning, but they are repeatedly and consistently noted to be faster and more agile than nine-feet transhumans in bulky PoweredArmor seem to have any right to be. Fear the Orks who discover red Celtic woad.
** In a game where the SpaceMarines are the JackOfAllStats, something really has to stand out to count as a LightningBruiser. Marine and Chaos independent characters such as [[FanNickname Failbadon]], certain Dreadnoughts, and various Monstrous Creatures with high initiatives might count.
** Abaddon is sort of a mixed bag since he has high initiative, but he moves slowly since he's in terminator armor.
** The Tau [=XV104=] is an enormous Crisis suit with five wounds, toughness 6, defences that are at minimum on par with a Terminator, vehicle-shredding close combat power from its monstrous creature status, some of the most [[{{BFG}} goofily huge]] guns in an army noted for its massive firearms, and yet is still able to fly with a lot more agility than anything the size of a small building, with nearly no ability to see below the horizon line, has any right to. Especially if it uses its nova charge to increase its booster speed for that turn.
* ''TabletopGame/DungeonsAndDragons''
** The Barbarian in edition 3.5''. They have the highest hit points, can wear up to medium level armor, rage out, giving them bonuses on taking and giving damage, and use any weapon they please, which is usually a double handed sword, bludgeoning tool, or axe. To top it off, they're also the fastest unmodified class, and at higher levels, react so fast to multiple enemies that they don't get a bonus when flanking him. Including making sure that the rogue doesn't get his handy dandy backstab feature in said mob.
** In 4e they still have high hit points (really only beaten out by the Warden, now), move fast, and strike VERY hard with their rages. However, their defense is middling to poor, so you're gonna need all those extra hit points.
** The Fighter in ''TabletopGame/{{Pathfinder}}'' qualifies as a Lightning Bruiser. The ability "Armor Training" allows them to increase the Max Dexterity Bonus of their armor (they get better at dodging stuff, even when they're covered in plates of steel), decrease the Armor Penalty (they get better at getting around weight issues armor has when preforming physical actions like swimming, jumping, climbing etc.) and most importantly, they can move at full tactical speed in armor. Relatively early, too (3rd level for Medium armor, 7th for Heavy armor). Essentially, a Fighter can sprint while wearing full plate armor before he's even halfway done with his class progression.
* ''TabletopGame/MagicTheGathering'': anything big with haste. Consider [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174968 Predator Dragon]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185727 Hellkite Charger]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175057 Karrthus, Tyrant of Jund]] for three draconic examples. (Admittedly, the "lightning" part only applies on the first turn you summon it, but the "bruiser" will remain indefinitely.)
** Alternatively anything big with first strike might qualify, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193871 Akroma, Angel of Wrath]]. Who has haste too, so she fits by either metric.
* ''TabletopGame/OldWorldOfDarkness'':
** [[TabletopGame/WerewolfTheApocalypse Werewolves]] were the eminent personification of this trope. All Werewolves (even the weaker Tribes and Auspices) became at least as strong as the strongest normal human ''ever'' when in their war-form. On top of this, the Werewolf super-stat "Rage" had the default effect of giving you ''more actions per round'' on a 1-action-per-point-of-Rage-spent basis.
** TabletopGame/{{Vampire|TheMasquerade}}s also had the Brujah, whose Clan Disciplines included Celerity (going fast) and Potence (being super-strong).
* High Elf heavy cavalry (Silver Helms and Dragon Princes) in ''TabletopGame/{{Warhammer}} Fantasy''. Lightning quick and can deliver tremendous blow - almost as efficient as the Bretonnian knights. Not as durable, though, but have better initiative in combat.
* Speedsters in the ''[[TabletopGame/{{Champions}} Hero System]]'' can approach this. Obviously they are built for speed, but a high Dex score and Skill Levels in dodging can make them very difficult to hit, and the rules for adding velocity to melee damage mean that a speedster can, if he doesn't mind having a poor chance to hit, land a punch on somebody while going fast enough to circumnavigate the globe in a ''single combat phase''.
* Monks were intended to be this in ''TabletopGame/DungeonsAndDragons''. They were meant to have high movement speed and hit very often. Unfortunately, the 3.5 version is often considered to be quite lacking at high levels of optimization. The 4e version does somewhat better as a relatively effective striker.
* The nature of the ''TabletopGame/NewWorldOfDarkness'' character-building system dictates these -- damage is determined by Strength + skill, and speed is determined by Strength + Dexterity + 5. If you have high strength, you're quick and powerful.
* ''TabletopGame/{{Exalted}}'': since there's nothing whatsoever preventing you from buying, say, Melee, Athletics and Resistance (for Solars), Dexterity and Stamina (for Lunars), or Malfeas and Adorjan (for Infernals), these tend to emerge quite rapidly. A Malfean soak/damage build using Adorjani run-like-the-wind and hurricane flurry magic is something you do ''not'' want to meet in a dark alley - her ridiculously high Soak and Hardness mean all but the most brutal attacks will just bounce off, and she's likely able to outrun a Bugatti Veyron and rip off enormous rains of radioactive blows. Solars are just as unpleasant, albeit more focused on technical skill and proficiency than weird [[LovecraftianSuperpower Primordial power]].
* The Necrons in ''TabletopGame/{{Warhammer 40000}}'' exhibit shades of this on the ground, if they go for a teleportation-heavy strategy, but their fleet is the utter embodiment of this trope in space-pound for pound, Necron ships are among the fastest and most maneuverable in the galaxy, rivaling and at times surpassing even the [[FragileSpeedster Eldar]] fleets. Pound for pound, Necron ships are also among the toughest nuts in the galaxy to crack. However, these advantages come at the price of lacking firepower and paying dearly for the damage the ships do take.
** The lack of firepower is only for ''BattlefleetGothic''. In the fluff, a small escort ship can take on a small fleet by itself, destroying it before it has a chance to react (specific incident from [[CiaphasCain Cain's Last Stand]]).
* Clan Omnimechs from the TabletopGame/{{Battletech}} game. Faster, more armored, with more and meaner guns than the Inner Sphere counterparts.
** Not really. While this was said about Clan mechs back when they were first introduced to the game, much of it turned out to be hype. They still can't break the limit of how much armor a mech is allowed to carry and they run the entire gauntlet as far as speed goes (and actually the fastest Inner Sphere mechs are faster than the fastest Clan mechs). The real advantage they have is that Clan weapons are lighter and (in the case of laser weapons) more powerful than Inner Sphere weapons, which allows them to get more bang for less mass, freeing up extra mass for a bigger engine or more armor. Assuming they actually take advantage of it (which they don't always).
* The Grav Tank in ''TabletopGame/{{GURPS}}: Ultra-Tech'' can break the sound barrier, become nearly invisible and carries a massively powerful plasma cannon. If it does get hit the armor is the equivalent of several inches of hardened steel. Those stats are for a ''light'' tank.
* The Queen in TabletopGame/{{Chess}}.
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