The Covenant of Menoth

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Protectorate Logo.jpg The Covenant of Menoth

Protectorate Character Solo

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

The Covenant of Menoth is a call to war. For two millennia it lay hidden and was studied in secret only by select priests. As the Crusade’s flames spread, however, its passages echoed through Immoren once again, strengthening the Lawbringer’s loyal warriors and striking down the arcane tricks of His enemies. It is a devastating weapon of the True Faith.

Basic Info

Covenant1
Missing Info
TheCovenantofMenoth.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 5
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 10
ARM 12
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Ancient Shroud - When a damage roll against this model exceeds its ARM, it suffers 1 damage instead of the of the total rolled.
  • Magic Ability [ - ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Man-Sized - This model is treated as a small-based model and occupies the space from the bottom of its base to a height of 1.75".
  • Spell Ward - This model cannot be targeted by spells.

Weapons

  • Unarmed - This model has no weapons.

Spells

COST RNG AOE POW DUR OFF
Flames of Wrath

(★ Action) - Command - Round No
Choose a friendly Faction model/unit. For one round, while affected models are in this model's command range, enemy models directly hit by their melee or ranged attacks suffer the Fire continuous effect.
Lawgiver's Creed

(★ Action) - Command - Round No
For one round, enemy models cannot cast spells while in this model's command range.
Power of Faith

(★ Action) - (★) - Round No
For one round, friendly Faction models cannot become knocked down or stationary while within 5" of this model.

Theme Forces


Thoughts on The Covenant of Menoth

The Covenant of Menoth in a nutshell

A reasonably costed solo that provides buffs, blocks line of sight and charge lanes well, and is hard to kill.

Combos & Synergies

  • Good at blocking line of sight to small based models. Combine it with a Devout and a small based caster has a nice pocket to sit behind with no knock down or no spells, and a shield guard. This can be a decent way to move up the field except against lists with lots of guns or good AOEs.
  • While not the powerhouse combo it was in MKII, combining with Rhupert Carvolo for tough and no knock down is still decent for most infantry.
  • While the other two modes are generally better, Flames of Wrath can still be decent on something like Exemplar Errants crossbows or Idrian Skirmishers guns.
    • This can be especially powerful with fire based caster such as Feora2 and Malekus. Malkeus can also give the unit Ashen Veil, for extra defense, making the package quite synergistic.

Drawbacks & Downsides

  • Flames of Wrath only works on direct hits, so no blast damage fire.
  • Beware of enemy models with rules such as Deadly Shot that caused a fixed amount of damage instead of a damage roll. This gets around Ancient Shroud and means the investment to kill it can be much lower.

Tricks & Tips

  • When taken in The Creator's Might, the covenant's no spells (Lawgiver's Creed) can be a serious issue for your opponents, simply because a CMD of 10 and being able to move 5" + 3" reposition gives it a potential 18" range from start of activation to get their caster into no spells range. This forces your opponent to spend 5 attacks (typically) getting rid of it or move back out of its range, which is particularly effective against Warlocks, since they need to be close enough to force their warbeasts.
  • Against an "all jacks" or "all beasts" theme it can be very efficient, because typically these themes won't have much infantry, and multiple beast/jack attacks will need to be devoted to killing it. The difference between a jack/beast activating and killing a 12 point jack vs a 4 point solo can make a real difference in attrition.


Other

Trivia

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.
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Rules Clarification : Ancient Shroud      (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Flames of Wrath      (Edit)

  • There is no range limit when you choose the friendly model/unit.
  • The model/unit you choose doesn't need to be in LOS (refer to "LOS & Targeting" in the core rulebook).
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

Rules Clarification : Lawgiver's Creed - None yet. (Edit)
Rules Clarification : Power of Faith - None yet. (Edit)

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Rules Clarification : Man-Sized      (Edit)

  • Despite being mounted on a large base, the model counts as a small-base for any and every rule. (Infernal Ruling)
    • This includes Ranking Officers being able to join them. (Infernal Ruling)
    • This includes being able to take them as a Requistion Option (if you have a Man-Sized solo in a theme that allows free solos). (Locked Thread)
    • This includes abilities that only work vs small-based models (such as Consume, Trampling over them, etc). Those work just fine vs Man-Sized models.
  • When drawing LOS it blocks LOS across the full width of its base (some players think you should swap it for a small proxy base when trying to draw LOS past the edge of its base ... don't do that).
  • Since it only counts as a small-based model, it only blocks LOS to other small-based models. You can see medium and larger bases through it just fine.
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Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.