Zevanna Agha, The Fate Keeper (Khador)

From Battle College
Jump to: navigation, search

Khador Battle Engine Warcaster

Add fluff blurb here

Basic Info[edit]

Old Witch2
Old Witch3.jpg
SPD 6
MAT 5
RAT 6
DEF 12
ARM 19
FOCUS 7
HP 20
WJP +27
See also How to Read the statblock

Weapons[edit]

  • Carrion Crows - 12" range, (★) AOE, gun that does no damage.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Black Wings - On a hit place a 4" AOE. Living and undead models in the AOE suffer Blind for one round. Also, the AOE stays in play for one round as a hazardous cloud that deals 1 point of magical damage to enemy living & undead models that walk around in it. The Old Witch isn't affected by Black Wings. (Blind - A model hit by this attack is Blind for one round. While blinded it suffers -4 MAT & DEF; can't make ranged or magic attacks; can't run, charge, slam, or trample; and must forfeit either movement or action when it activates. Blind can be shaken.)
  • Stomp (x2) - 2" reach, P+S 15 melee weapons.

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Battle Engine - All Battle Engines share the same special rules. Most notably being huge, having two fields of fire, and being immune to knock down, stationary, etc.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Dual Attack - This model can make both melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Repairable - This model can be repaired as if it were a construct.
  • Arcane Machinery - Once per turn at any time during her activation, Old Witch can choose to use one of the following effects. They last for one turn.
    • Arcane Calibrations - Reduce the COST of spells that Zevanna casts this activation by 1.
    • Divinator - While in the Old Witch's control range, models in its battlegroup gain Future Sight. (Future Sight - This model can boost attack and damage rolls after rolling.)
    • Power Magnifier - Zevanna can spend a focus point at any time during her activation to give a friendly Faction warjack in her battlegroup and CTRL range two focus points.
    • Range Amplifier - When this model casts a spell and is the point of origin of the spell, it gains +5" RNG.
    • Vexing Alignment - Zevanna's CTRL range is increased by 4" for one round.

Spells[edit]

Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
Target model/unit suffers -2 ARM and cannot make free strikes. Also, models can move through Shadow-ed models.
When target battlegroup large-based or smaller warjack is disabled by an enemy attack (except when advancing), it is placed completely within 3" of its current location instead and each system heals 1 point, then Reconstruct expires.
  • Scourge - Cost 4, 8" range, 3" AOE, POW 13
Models hit by Scourge are knocked down.
1) While in the caster's CTRL range, enemy models suffer -5 RNG on their ranged attacks. 2) When an enemy's ranged AOE deviates from a point in the caster's CTRL range, after determining the distance you get to choose the direction. 3) Windstorm lasts for one round.

Feat: Hour of Reckoning[edit]

The Old Witch gains the benefit of all 5 of her Arcane Machinery effects this activation.

Thoughts on of Zevanna Agha[edit]

Zevanna Agha, The Fate Keeper in a nutshell[edit]

The new Old Witch focuses on denying large sections of the board from the enemy using windstorm and her gun to deliver her army.

Spot the Difference[edit]

Given that Old Witch2 and 3 use the same model and 95% of the same rules, it can be hard to spot the 5% difference. But not once you have this handy graph! (TM)(R)(C)

Old Witch2      Old Witch3
Khador Warcaster Grymkin Warlock
Has the Reconstruct spell (Heals a disabled warjack) Has the Respawn spell (Heals a disabled warbeast)
Has Power Magnifier (Gives warjacks extra focus) Has Hellhole (Returns Grymkin troops to play)
Has the Old School rule

Thoughts on her feat & spells[edit]

Feat thoughts[edit]

Gaining all the effects will greatly simplify decisions on feat turn, even if it is not particularly inventive. Due to having both reduced cost of spells and the ability to fully fuel a jack for 1 focus the Old Witch will have a large amount of virtual focus to play with on feat turn. The trick is to balance her spell casting and Jack support without overly exposing the Witch herself.

Her feat will allow her to cast her short RNG high cost offensive spells and shoot her Carrion Crows to further debuff the enemy before sending in a heavy which will now have no issue hitting its target at -4 DEF and -2 ARM.

Spell thoughts[edit]

  • Boundless Charge: +2" and pathfinder on the charge makes slow Khador Jacks less slow. Pathfinder is relatively uncommon on Khadoer heavies (excluding the Kodiak, and Grolar) making it well worth it in certain match ups. Of special note is that the Old Witch can have this spell cost 1 FOC using her Arcane Calibration ability and it "saves" the 1 FOC that charging a Jack normally costs.
  • Reconstruct Beware grievous wounds and remove from play effects which bypass this from triggering.
  • Windstorm Windstorm along with Vexing Alignment gives you army some cover against RNG 14 and less shooting, and allows models up to 4" in front of her the same luxury. Be careful to avoid jamming the Old Witch however as she often likes to go first during your turn, and her huge base is difficult to maneuver if you have high value models huddled at her base to avoid shooting.

Typical Strategy & Army[edit]

Strategy[edit]

The Old witch does ranged assassination well along with delivering melee troops into gun-lines using Windstorm and vexing alignment. Her perfect match up would see her facing an enemy gun-line that she can cover her army against and soften up with her own ranged models. Once she advances far enough to deliver her melee troops she most often feats for the increased focus efficiency it provides and sends in her jacks and melee infantry.

Army[edit]

When selecting models for the old witch think about how you will use Windstorm; will you cover your own shooting models from your enemy and try and attrition from range or will you cover your melee troops from your opponent until they can get off their charges? Balancing the two types of play is important to how your list will function on the table.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • She is a Huge Base and has very low defense for a caster; Windstorm will shorten enemy ranged threat ranges, but she is a sitting duck if she can't cast Windstorm or your opponent can get close enough.
  • Her RAT and MAT is very low meaning getting hits with her will rely on Future Sight and her Crow Guns Blind effect.

Tricks and Tips[edit]

  • The same can be said for Reinholdt "reloading" her crows...
  • Despite the Repairable and Battle Engine rules, she's still a living model, and thus affected by rules and abilities which interact with such models (Life drinker, Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.).

Other[edit]

Trivia[edit]

Originally released in the Grymkin CID 2017.03

Theme Forces[edit]

Themes for generic casters (Edit)

Other faction models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
K
H
A
D
O
R
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
 
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg

(Edit)

Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

K
H
A
D
O
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr


Rules Clarifications[edit]

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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Black Wings      (Edit)

  • The original attack can inflict Blind on friendly models.
  • In a full mirror match (Old Witch vs Old Witch), they can't Blind or hurt each other with Black Wings.

Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Battle Engine      (Edit)

  • Do not confuse the Colossals & Gargantuans rules with the Battle Engine rules just because they're both huge based.
  • Of all the things that can't happen to a Colossal/Gargantuan (such as gaining Stealth, being placed, etc), about 90% of them can happen to a Battle Engine.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Dual Attack      (Edit)

  • There is no penalty for shooting an enemy you are in melee with, however if you miss it must still be re-rolled vs a new random target.
    • If the new random target is a friendly it will get the DEF bonus, since you can't be in melee with friendlies.
  • You can target a model they are not in melee with with a ranged attack. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

Rules Clarification : Repairable - None yet. (Edit)

Rules Clarification : Arcane Machinery      (Edit)

Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Arcane Calibrations      (Edit)

  • When combined with other abilities that change COST (such as Lamentation) use normal maths: double/halve irst, then add/subtract. (Infernal Ruling)

Rules Clarification : Divinator      (Edit)

  • Old Witch gains Future Sight too.

Rules Clarification : Future Sight and/or Reliquary     (Edit)

  • Misc
    • If you are under an effect that causes you to lose dice (such as Star Crossed), then you have to choose whether to use Future Sight before removing those dice. (Infernal Ruling)
  • Rerolls
    • If you use Future Sight before deciding to reroll, then you must keep the boost. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost]
    • If you haven't used Future Sight before deciding to reroll, then you still have the option to use it after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")

Rules Clarification : Power Magnifier      (Edit)

Rules Clarification : Range Amplifier - None yet. (Edit)
Rules Clarification : Vexing Alignment - None yet. (Edit)


Rules Clarification : Boundless Charge      (Edit)

Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata. This is a reversal of an earlier ruling.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Reconstruct and/or Respawn     (Edit)

  • Note it heals 1 box of each system/aspect. Not 1 off each damage column/spiral.
  • Colossals/Gargatuans won't benefit from the place, but they will benefit from the heal.

Rules Clarification : Scourge - None yet. (Edit)

Rules Clarification : Windstorm      (Edit)

  • With deviations, your opponent rolls for distance.