Not sure how to take it - it seems resilient but can't heal and its abilities are asking for it to be attacked by the enemies. It seems like a throwaway piece: debuff one model and take a charge, then teleport away when your systems get broken. He doesn't look like he'll be doing much once that system is out though.
He also doesn't do too much for Bump IMO - doesn't hit hard enough for a heavy. Arguably does more for DM giving them more debuffs, a ranged weapon, and easier access to sacrifice to heal him.
Clockatrice 10 FONT Grymkin Heavy Warbeast CLOCKATRICE SPD6 STR10 MAT6 RAT6 DEF12 ARM18 CMD- FUR3 THR- FA: U Point Cost: 14 Base Size: Large Damage: 27 (Mind 9, Body 9, Spirit 9) Animus Cost RNG AOE POW DUR OFF Time Lock 2 Self - - RND No Enemy models activating within 5˝ of the spellcaster suffer –2 SPD that activation. Time Lock lasts for one round. CLOCKATRICE Assault Construct Eyeless Sight Flight Regeneration [d3] - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. Time Stutter - When one or more of this model’s aspects are crippled by an enemy attack, immediately after the attack is resolved place this model anywhere completely within 3˝ of its current location. WEAPONS [CLOCKATRICE] Death Gaze [1x] (None) gun icon RNG: SP 8 ROF: 1 AOE: - POW: 12 Damage Type: Magical Paralysis - A living model hit by this weapon has its base DEF reduced to 5 and cannot run, charge, or make slam or trample power attacks. Paralysis lasts for one round. Bite [1x] (None) sword icon RNG: 1 POW: 5 P+S: 15 Claw [2x] (None) sword icon RNG: 1 POW: 3 P+S: 13 Open Fist
Clockatrice SPD 6 STR 10 MAT 6 RAT 6 DEF 12 ARM 18 FURY 3 THR - FA:U Point Cost: 14 Large Base 27 boxes (9 per aspect)
Animus: Cost RNG AOE POW DUR OFF time lock 2 self - - RND No
enemy models activating within 5" of the spellcaster suffer -2 SPD that activation. Time Lock lasts for 1 round.
Assault Construct Eyeless Sight Flight Regeneration[d3] Time Stutter - when one or more of this model's aspects are crippled by an enemy attack, immediately after the attack is resolved place this model anywhere completely within 3" of its current location
I can see this with Child in Bump, as Child really doesn't have a way to fix MAT (unlike Dreamer). Plus, slapping Abuse and Wailing on this beastie, then running it 16" to shut down spells/channeling/orders AND debuff SPD is an amusing thought.
In DM, it's...interesting? It's a heavy (kinda...POW 15/13 is lacking) that can help the infantry hit, but only if it itself hits with the spray AND the target survives. So useful to help Dread Rots bring down Legion heavies, pointless for Hollowmen in a shootoff with Trenchers.
As my final thought, it is what I really wanted for Grymkin: a ranged heavy. Maybe with this, Frightmares, and Hollowmen a Grymkin gunline is actually possible. Probably not, but maybe...
I'm not a Grymkin player and don't know very much about the faction at all, but I like the visual design of the model. I think it deserves some crazy time-manipulation abilities; I like "Time Stutter", but "Time Lock" seems hard to get value out of to me? I guess the idea is that you charge in at a dangerous model, Time Lock so that model can't reach anything BUT the Clockatrice, and then when it tries to kill the Clockatrice it Time Stutters away? Seems a bit pricey for a stalling tactic? Against warbeasts I guess you can combine the Time Lock with Death Gaze so the only thing they can do is shuffle 2 or 3 inches forwards; unless they are a SPD 5 model with a 2" weapon they can't reach you melee. Seems like the best use case to me? Hmm, not really sold on Time Lock.
Looking at that P+S 15: I guess you have to be a bit careful about putting too much melee output on a model with Flight, but still P+S 15 seems a bit low for a 14 point model that doesn't do anything if it isn't close to the enemy? I'm not sure how easy it is for Grymkin to buff that to the point of being useful? It might make a decent assassin though: Flight, Assault shot to drop target DEF to the point of being trivial to hit (even when engaged), then three more decent POW (against casters/locks) initials and at least one more bought attack to burn through transfers. Sounds alright to me.
It actually seems really great to me as a control piece, even at 14 points. It's output is not all that bad with buffs available. It has tons of abilities and like others have said Wailing on it will make it really annoying. Then when it does take damage it Teleports away and laughs.
I guess the only downside to it is that Regeneration costs a focus, so after it does the bait and switch you have to hope your Spirit doesn't get knocked out because your Warlock can't heal it. Maybe Hyper Regeneration? (the one that triggers at the start of activation) That would still feel pretty time-warpy.
I unfortunately haven’t had a chance to play test the clockatrice yet, but on paper I think the only thing that would help is either a drop in the animus cost to 1 or an increase to 4 fury. I’ll definitely be reposting once I’ve play tested it though.
Not that impressed with the animus. 2 fury for a 5" speed rebuff. It forces the opponent to take out the clockotrice, which I guess is the point of it. But running some troops near it will prevent the time stutter pretty easily. I would suggest an additional effect, perhaps a -2 to mat/rat whilst in the zone Or a drop it to -1spd/mat/rat if that's to powerful
"Clockatrice Cost 13. Change the text of Time Stutter to: Time Stutter - When one or more of this model’s aspects are crippled by an enemy attack at any time except while it is advancing, immediately after the attack is resolved place this model anywhere completely within 3˝ of its current location. Cut Bite attack. Add POW 4 Tail attack with Chain Weapon. Change the Cost of the Time Lock animus to 1.
We've lowered the cost of the Clockatrice and the cost of its animus based on battle report feedback. The animus going down to Cost 1 on a Fury 3 beast is a substantial improvement, and will be closely watched. Time Stutter picked up a "While advancing" clause to stop nonsense. Finally we changed the loadout of the warbeast's melee weapons slightly, replacing the bite with a slightly lower POW tail attack, but adding Chain Weapon to provide some unique utility to this Grymkin model."
Well, animus going down in cost is nice, the drop to 13 pts is nice, the replacing of the Bite with a tail at -1 POW, but chain weapon, is interesting.
I've played 3 games with it now. Its still not wowing me. The animus has been worth it one time for one round. Increasing the melee range makes the gun, 1 " shorter range basically and the gun is the good part. In 3 games with 4 cockatrice, i lost my spirit first half the time, which just sucks. Its still a big pass for me.