The Living Covenant
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The Living Covenant |
The ancient holy scripture called the Covenant of Menoth was revered by Menoth's worshippers. When the world went to heck, the Covenant would have been destroyed by fire if it had not been for the attendant carrying it on his back. His spirit and vitality restored the burnt pages while eternally tying his fate to becoming the reborn Living Covenant.
Basic Info
| Covenant2 | |||||||||||||||||||||||||||||||
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Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.
Abilities
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Eyeless Sight -
Gunfighter - Ancient Shroud - When a damage roll against this model exceeds its ARM, it suffers 1 damage instead of the of the total rolled.
- Hyper-Regeneration - Remove d3 damage points from this model at the start of each of its activations.
- Miracle Manifest - This model suffers 1 damage point each time it uses one of the following miracles. This damage is suffered before the miracle takes effect.
- Fate of Heathens - This model can use this miracle once per turn at any during its activation. This turn, this model's Divine Wrath becomes ROF 2 and gains +4 RNG.
- Sanctuary Gate - This model can use this miracle once per turn at the start of its activation. When this miracle is used, choose one other friendly Faction living warrior model within this model's command range. Immediately place that model completely within 2" of this model.
- Wards of Faith - This model can use this miracle once per turn at any time during its activation. For one round, friendly Faction warrior models within this model's command range gain Mage Static. (Mage Static - Enemy magic attacks targeting a model with Mage Static suffer -5 RNG. Models lose Mage Static while out of formation.)
- Spell Ward - This model cannot be targeted by spells.
Weapons
| Divine Wrath | ||||||||||||||
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| RNG | ROF | AOE | POW | |||||||||||
| 10 | 1 | - | 14 | |||||||||||
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Theme Forces
- Protectorate
- The Creator's Might. It gains Reposition [3] in this theme.
- The Faithful Masses
- Other Factions
- Infernal players can use this model/unit in the Hearts of Darkness theme, but only if Feora is leading the army.
Thoughts on The Living Covenant
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New model - This article is a Work In Progress Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences. (★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please. |
The Living Covenant in a nutshell
The Living Covenant is what happens when the attendant reads a forbidden passage from the Covenant in an attempt to save the book from being destroyed. To keep the book intact, his vitality and very soul was permanently fused with the pages, giving the relic a new sentience and purpose in the world. Strong miracles backed up by unleashing holy wrath on the enemies of Menoth is the Living Covenant's style.
Sanctuary Gate can be a powerful ability but also requires a lot of forethought and planning. It can only be used at the start of the Living Covenant's activation. It's a strong "get out of jail free" card, but you really have to plan out the turn before, during, and after you use it to get the most of its effect.
Combos & Synergies
- Casters that like to play forward will appreciate the teleport. Most of the Feoras, Kreosses, as well as Reznik1 all fit this description, heck even Severius2 can caste Creator's Wrath to become a menace in melee!
- Kreoss1 and Feora4 in particular will appreciate the gun as well, for pop n' drop or Road to War purposes, respectively.
- Durant2 can heal it after it uses its miracles.
Drawbacks & Downsides
- No backup melee weapon. Gunfighter is nice and all, but sometimes you get stuck in melee with someone that can't be targeted by ranged attacks.
- You can’t take Covenant1.
- Cannot be free and is expensive to boot.
- Sanctuary Gate can only be used at the beginning of this models activation, you need to have the book already in place, relative to where you want the teleported model to end up. This can create some order of activation headache.
Tricks & Tips
- Teleport a model out of melee so it can charge in again, go after another target or allow other models to soften up that model with shooting/magic before re-engaging.
Other
Trivia
Released 2021.10
- The community nickname is "the Sequel" because its the second rendition of a book.
Other Protectorate models
Rules Clarifications
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Rules Clarification : Eyeless Sight (Edit)
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Rules Clarification: : Gunfighter (Edit) |
General
Targeting
Attack Roll
Incorporeal Gunfighters
Gunfighter + an AOE weapon
Gunfighter + a spray weapon
Units of Gunfighters
Other interactions
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Rules Clarification : Ancient Shroud (Edit)
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Rules Clarification : Hyper-Regeneration - None yet. (Edit)
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Rules Clarification : Holy Reliquary and/or Miracle Manifest (Edit)
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Rules Clarification : Fate of Heathens - None yet. (Edit)
Rules Clarification : Sanctuary Gate - None yet. (Edit)
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Rules Clarification : Wards of Faith (Edit)
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Rules Clarification : Sacred Ward and/or Spell Ward (Edit)
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Rules Clarification: : Magical Damage (Edit) |
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
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Rules Clarification : Admonisher (Edit)
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