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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Savage Coven-Points Cost of at least 300

Move....9"
T...........8
Sv.........2+/4++
W.........10
Ld.........5+
OC........3

Ranged Weapons
Bloodcurdling Scream
Range.....12"
A.............1d3+3
BS...........N/A
S.............8
AP...........-2
D.............2
Assault, Torrent

Brassy Gaze
Range.....18"
A.............1d3
BS...........2+
S.............12
AP...........-3
D.............3
Assault, Blast, Devastating Wounds

Melee Weapons
Beheading Blade
Range.....Melee
A.............8
WS..........2+
S.............10
AP...........-5
D.............3
Anti-Character 5+, Devastating Wounds, Precision

Blood-Draining Aura
Range.....Melee
A.............6
WS..........N/A
S.............6
AP...........-2
D.............2
Extra Attacks, Torrent

Abilities
Deep Strike, Feel No Pain 5+

Challenge Me!
Add 1 to any Feel No Pain rolls made for this model when the source of the attack or ability that caused the damage is more than 12" away. If the source is more than 24" away, add 2 instead,

Savagery
This model can Advance and Charge.
When an attack from this model destroys the last model of an enemy unit, add 1 to the Attacks Characteristic of this model's Beheading Blade.

Aura Of Bloodletting [Aura]
Whenever a unit within 6" of this model is slected to make a Fall Back move, they must make a Desperate Escape test.
If they are Battleshocked, subtract 2 from the Desperate Escape rolls.

Coven Abilities
At the start of the game, select one of the following abilities to be active for the duration of the game.
At the start of each Battle Round, select one of the following abilities to be active for the duration of the Battle Round. You cannot select the same ability chosen to be active for the game.

Whirlwind Of Death-Add 1 to the Attacks Characteristic of melee weapons equipped by this model for every 5 enemy models within 3" of it.
Swift Death-In the Reinforcements step of your Movement Phase, you may choose to remove this model from the table and immediately Deep Strike it.
To The Carnage [Aura]-Models in enemy units within 12" of this model worsen their Ballistic Skill by 1, to no worse than 6+, when targeting anything except the closest enemy unit. Enemy units within 6" of this model must declare a charge in the Charge phase, and must include this unit as a target of those charges.
Brutality [Aura]-Add 1 to the attacks characteristics of weapons of models in friendly Khorne Daemons units within 6".
Fury-Roll an additional die for charge rolls made by this model.

Unit Composition
1 Savage Coven Being, armed with Bloodcurdling Scream, Brassy Gaze, Beheading Blade, and Blood-Draining Aura.

Faction Keyword
Legiones Daemonica

Keywords
Infantry, Character, Epic Hero, Chaos, Daemon, Khorne, Savage Coven

This message was edited 1 time. Last update was at 2025/09/04 02:12:14


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





Some quick thoughts:

* The offense is probably fine. Obviously it's super killy, and you're basically auto-deleting most characters (and most units) in the game, but you're paying a bunch of points for it and doing most of your damage in melee.

* I feel like the defense of this guy is going to be super swingy and maybe a little feels. At a distance, he's ignored 50%-83% of incoming attacks outright and then ignoring 67% of whatever damage comes after that. Which I worry ends up feeling kind of non-interactive. But then up close, when he's only ignoring 33% of that damage, a couple of moderately lucky melta or lascannon shots could take him out. But also To the Carnage could potentially have a big impact on those low rate of fire weapons once you are up close.

I think I worry that having multiple "stages" of defensive rules like that risks making it feel like you're kind of just layering defenses as aroundabout way of telling your opponent they aren't allowed to hurt him, you know? Like, if it were just the variable FNP, it would feel sort of like a puzzle or a clear advantage to be countered through the tactic of getting in close. But then when you get in close, he's potentially punishing you for it by nerfing your offense and forcing you to charge him.

So there's this confusing mixed message of, oh, his defense is better at a distance so get in close, but if you get in close, his worse defense gets better, but not as good as it was.

* Whirlwind of Death could probably be simplified to +1 Attacks per enemy model within engagement range, just to stick to 10th edition conventions and avoid weird buffs for standing near enemies but not near enough to actually be attacking them.

* Swift Death + Fury feels like a problem because it raises the average result of your charge roll to 10.5 which is enough to reliably charge out of deepstrike even before a command point reroll. I always feel like Lhykis's 24" move + charge is pushing it, and this is roughly as good as that but with a way more lethal melee model.

Idk. Expensive models are always tricky because you have to make them good enough to justify their points, but stacking that much power into one place risks making them feel oppressive. Especially when they can potentially change up their abilities between games to adapt to whatever your opponent brings.

Between the 10.5" deepstrike and the FNP thing, this guy seems like he's extremely likely to hit your opponent's lines before they can kill him. And then once there, it's just a question of whether your opponent can kill it cost effectively before it puts too big a hole in the enemy line. It kind of reminds me of Magnus and Mortarion when they were OP.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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