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==={{W40Kkeyword|Coven of Twelve}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> These fine gentleman pride themselves on being the best of the best. Constantly circle jerking/attempting to murder each other, the twelve (eleven, since Urien never actually shows up) are in an endless game of one upmanship to make the fanciest toys out of their living captives.<br> The extra ap from their obsession doesn't hurt, but it doesn't help enough to take these guys typically. Sure you can shoot into combat and maybe kill some of your own guys which is fun and may be how you want to play a game, but very situational. The warlord trait is less good than just taking the -1 damage custom obsession and the relic is mostly useful against characters in melee, which isn't usually where you want your haemonculus to be. <br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Butchers of Flesh:''' All melee weapons have one better ap. (0 ap becomes -1) Does not apply to relics. Helps compensate for the generally poor ap of coven melee weapons and turns agonisers into poisoned power swords. '''Warlord Trait''' *'''Scarlet Epicurean''': Reduce incoming damage by 1, down to a minimum of 1. Usually better than Master Regenesist in melee, but if you're trying to survive sniper rifles, remember that it won't reduce incoming mortal wounds at all, unlike Master Regenesist (if you live long enough to roll to recuperate). '''Relics ''' *'''Flensing blade''': Replaces Haemonculus Tools. -2 AP, d3 D. Adds +1 to wound against non-vehicles and always deals 3 D against characters. '''Stratagems''' *'''Administer Punishment (1 CP)''': Select a Coven of Twelve unit during the Shooting phase. It can shoot at enemies that are within 1" of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This Stratagem can't be issued to a unit which is itself within 1" of an enemy unit. **Unlike the Valhallans' "Fire on My Command!" Order that this is based off of, auto-hitting weapons '''are''' affected by this. For each hit from such a weapon, roll a d6; on a 4+ it hits normally, but on a 1-3 it hits one of your units. This makes it much more risky to use than its IG counterpart, which can just use Flamers to avoid the possibility of self-inflicted damage. On the other hand, Liquifier Guns and Spirit Syphons aren't exactly that dangerous to Coven units, so its probably less of a risk than simply the loss of about half the shots. **Could be very useful for a Talos equipped with Haywire Blasters or Heat Lances depending on how their Codex pans out. Wracks Tarpit something big, and the Talos blasts it apart. **Very useful for trapping a character and having a Talos blast it apart with Heat Lances. '''Tactical Objectives''' '''Tactics''' </div></div>
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