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== 9th Edition Crunch == With the reveal of 9th edition, Szarekh has his own model, and a butt-ton of rules to come with it. Seriously, this guy has around 15 abilities. His unit is composed of himself and two [[Triarchal Menhirs]]. Starting with the Menhirs- let's go! There are two Menhirs, and while they live, Szarekh is immune to damage and does not count as a Character for the Look Out, Sir rule. They have one weapon, a big, viridian beam of [[rape]]. The Annihilator Beam is a Heavy 1, R36", S''12'', AP-4, D6 weapon, and any tanky model hit by one is gonna feel the pain. Of course, it is possible to roll a 1 (the Menhirs have BS 2+, but they are not Core units- meaning abilities like My Will Be Done or Szarekh's Phaeron of the Stars will not affect them) and have the aforementioned rape-beam [[Fail|just not work]]. Assuming they do work, and they will most of the time, this is 6 damage per hit. Aside from this, they have 5 wounds each, they consistently move 8", they have 4++ AND 5+++ saves (NOTE: Where do you see a 5+++? This unit is a Dynastic Agent, so it doesn't get the Szarekhan code benefits), and as stated before, while they live, all incoming damage must be allocated to them. According to new GW fluff, the Menhirs are not piloted by the other Phaerons of the Triarch- those guys are actually standing on either side of the Silent King himself (they are standing on either side of the Dais of Dominion). Now for the big guy himself (or more accurately, his Dais. No Necron has 16 wounds, only vehicles would be that tanky. As it happens, the Dais is a vehicle.). He has a damage table, as is common for superheavies and Lords of War. The table only affects the Move characteristic, though. He starts with 8", which degrades to 6", then 4" as his wounds drop. He has three different weapons- the Sceptre of Eternal Glory (which can shoot and strike), the Staff of Stars (this is what an autopistol is to an Exitus Rifle- more shots, but they suck), a ranged and melee weapon, and finally, the Scythe of Dust, a melee-only weapon. But, now I think about it...imagine Szarekh just [[Awesome|slinging his scythe like a boomerang or glaive]]. But I digress. The Sceptre, when shooting, is an R24", Assault 3, S8, AP-3, D2 weapon. Nothing special there. The Staff is R24", Assault 9, S6, AP-2, D1. In melee, the Sceptre and Scythe really shine. The Sceptre is S+4, AP-4, D2, and will always use all of Szarekh's 6 attacks. Why? Because the Scythe and Staff have some special and very nasty abilities. The Scythe is S+3, AP-4, D3, but here's the thing- ''it makes 4 additional attacks, but it has a hard cap of 4 attacks per Fight phase''. Oh yes, I can smell the [[Cheese|feta and brie]] from across the fucking Tomb World. In much the same way (but literally all of its stats are worse compared to its cousins), the Staff of Stars can fight in melee too, but this really only helps against things like Guardsmen, Grots, Boyz, and some Lesser Daemons. It's Sx1 (S is equal to Szarekh's, hence S times 1), AP-2, D1, and will add three attacks like the Scythe does. '''Now time for the abilities'''. Szarekh's abilities, in a somewhat simplified manner, are as follows: *'''Noctilith Beacons''': Szarekh, in the enemy Psychic phase, can attempt a Deny the Witch test as if he were a psyker. *'''Obeisance Generators''': Enemy units within Engagement Range of Szarekh will always fight last. No exceptions. *'''Phaeron of the Stars''': Friendly Core units within 6" of Szarekh can reroll to hit when shooting. *'''Phaeron of the Blades''': Friendly Core units within 6" of Szarekh can reroll to wound when in melee. *'''Relentless March''': Friendly Core units within 6" of Szarekh can move 1" further than normal. *'''My Will Be Done''': The classic ability given to Nobles. Gives a Core unit within 6" of the caster +1 to hit. *'''Phaeron''': What would Szarekh be if he wasn't a Phaeron? Allows him to cast My Will Be Done twice per turn. *'''Voice of the Triarch''': Once per battle, Szarekh can swap the active command protocol out for another. Remember, ''one use only. Use with caution.'' *'''Triarchal Menhir''': While any menhirs live, Szarekh is immune to damage, does not count as a character for Look Out, Sir, and if Szarekh does fall, any Menhirs still (somehow) alive die with him. *'''The Silent King''': Szarekh, if selected to be in your army, must be your Warlord. If he is your Warlord, gain 3 CPs. (This rule does not apply to Unbound armies.) *'''Transtemporal Force Field''': Gives Szarekh and his Menhirs a 4++ save. *'''Preservative Auto-Torpor''': When Szarekh drops to 8 wounds, he drops his Staff and loses '''Phaeron of the Stars'''. When he hits 4 wounds, his aptly-named Scythe of Dust turns to dust, destroying it and his '''Phaeron of the Blades''' ability. *'''Vengeance of the Enchained''': When Szarekh falls, roll d6. On a 4+ he explodes, making everyone within 2d6" of the [[Asmodai|fallen]] King eat d6 mortal wounds. Jeez. That's a lot of abilities. Assuming Szarekh lives long enough to really start shooting, his foes are really gonna need to [[Anal_circumference|grab the nearest d100 and roll it]]. And all this for the cost of $120 to buy it, and 450 points to include it. And you get the three CPs. [https://www.youtube.com/watch?v=htDB8SuLrng And as of Dataslate Q3 2022 he is now CORE, so he can use his abilities on himself, yes, GeeDubs stated they did it on purpose. Szarekh has become arguably the best unit in 40k. ''Step!'']
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