Imotekh the Stormlord: Difference between revisions
(Added quote) |
1d4chan>Devalius |
||
Line 18: | Line 18: | ||
Recently Imotekh realized that fear is just as potent a weapon as his troop's vaporizing rifles. To this end he will let terrorized enemy troops escape capture, letting them run back to their buddies and spread panic and fear, while also infecting them with Bloodswarm nanoscarabs so that any flayed ones nearby can hone in, pop out of the ground and rip them to pieces. And as if that wasn't scary enough, this mofo carries his own personal Lightning Storm into battle. Yup. Through some powerful Necron technology or sheer badassery, Imotekh can summon a dramatic lightning storm in battle. Now as if fighting genocidal self-repairing robots with lasers while your buddies are rambling about how scary they are as more come to tear you to pieces wasn't bad enough, you also have to worry about getting struck by fucking lightning. | Recently Imotekh realized that fear is just as potent a weapon as his troop's vaporizing rifles. To this end he will let terrorized enemy troops escape capture, letting them run back to their buddies and spread panic and fear, while also infecting them with Bloodswarm nanoscarabs so that any flayed ones nearby can hone in, pop out of the ground and rip them to pieces. And as if that wasn't scary enough, this mofo carries his own personal Lightning Storm into battle. Yup. Through some powerful Necron technology or sheer badassery, Imotekh can summon a dramatic lightning storm in battle. Now as if fighting genocidal self-repairing robots with lasers while your buddies are rambling about how scary they are as more come to tear you to pieces wasn't bad enough, you also have to worry about getting struck by fucking lightning. | ||
==On the Tabletop | ==On the Tabletop== | ||
[[File:Imotekh Model.jpg|300px|thumb|right|The boss takes to the field.]] | [[File:Imotekh Model.jpg|300px|thumb|right|The boss takes to the field.]] | ||
On the table Imotekh is a force to be reckoned with, however his strengths lie in his special rules rather then being a power house himself. He can make flayed ones re-roll the deviation dice only, and with his warlord trait he can add or substract 1 to all your seize the initiative and reserve rolls(Croissant buffet). That being said he is still a powerful character. His stats are in line with that of a regular Overlord, but he packs some nice wargear. His shooting is a flamer and an enhanced staff of light(S6 AP2 assault 3, a real TEQ-hunter), however his lightning storm makes up for this. Once during his shooting phase each enemy unit has a 1 in 3 chance of getting struck by d6 str6 lightning bolts(put him in the same unit as a destructor so he can re-roll for max trolling). With a 2+4++ save, toughness 5 IWND and ever-living Imotekh has good staying power. While he can take hits in assaults they are not truly his strength. Despite this, should he kill an enemy character in close combat he does have a special rule that reduces their leadership further. | |||
===7th Edition=== | |||
On the table Imotekh is a force to be reckoned with, however his strengths lie in his special rules rather then being a power house himself. He can make flayed ones re-roll the deviation dice only, and with his warlord trait he can add or substract 1 to all your seize the initiative and reserve rolls(Croissant buffet). That being said he is still a powerful character. His stats are in line with that of a regular Overlord, but he packs some nice wargear. His shooting is a flamer and an enhanced staff of light(S6 AP2 assault 3, a real TEQ-hunter), however his lightning storm makes up for this. Once during his shooting phase each enemy unit has a 1 in 3 chance of getting struck by d6 str6 lightning bolts(put him in the same unit as a destructor so he can re-roll for max trolling). With a 2+4++ save, toughness 5 IWND and ever-living Imotekh has good staying power. While he can take hits in assaults they are not truly his strength. Despite this, should he kill an enemy character in close combat he does have a special rule that reduces their leadership further. | |||
===8th Edition=== | |||
{| class=wikitable | |||
! || pts || M || WS || BS || S || T || W || A || Ld || Sv | |||
|- | |||
| '''Imotekh the Stormlord''' || 140 || 5" || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 2+ | |||
|} | |||
Like last edition, Imotekh is more focused around making the most of his special rules instead of singlehandedly massacring hordes of enemies. With a point drop all the way down from the 200 he started with in 8th edition to 140, the true challenge in working Imotekh into an army nowadays is that [[Fail|he's still made of]] [[Finecast|fucking finecast]]. Aside from that, he's practically a must-have for Sautekh Necron lists. | |||
His equipment is a bit better than your standard Overlord, trading the option to take a Resurrection Orb to cast Dnd Fireballs that automatically hit, and getting what's basically an upgraded Staff of Light with some more range and -AP. | |||
Now onto the ''real'' good stuff. First, having Imotekh as your Warlord in a Battle-Forged Army activates his Grand Strategist ability, giving you one extra command point (and you'd better know Imotekh likes his command points). Every time you spend a Command Point, Imotekh has a chance of performing a Jimmy Neutron brain blast, getting it back on a 5+ roll. Because of this, Imotekh can potentially take even just one or two command points in smaller lists and turn them into three, four, or more with some good rolls. In larger games, give him a Battalion or Brigade and [[Rape|watch him go.]] | |||
Another plus Imotekh has over a standard Overlord is the ability Phaeron of the Sautekh Dynasty, letting him cast not one, but two My Will Be Done abilities in a single turn (meaning you can either cast it on two Infantry units, or one Infantry unit plus Imotekh himself so the old man can keep up). When charging into battle alongside his Warriors or Immortals, Imotekh also has some abilities to tank that extra damage he'll inevitably receive, getting a 4+ invulnerable save and 1D3 wound regeneration from Living Metal (a big potential increase compared to the usual +1 wound the standard Necron peasantry gets). Imotekh also gives Flayed Ones some use, as they can re-roll hit rolls of 1 when within 12" of him thanks to Bloodswarm Nanoscarabs, giving the wretched things some actual use (though it seems reasonable that Flayed Ones really should be Infantry instead of Elites). | |||
Of course, Imotekh is called the Stormlord for a reason. Once per battle, he can invoke the spirit of Emperor Palpatine upon some poor enemy (non-character) unit within 48". On a 2+ D6 roll, [[Rape|that unit suffers a number of Mortal Wounds equal to whatever number you roll. As if that weren't bad enough for the enemy, you then roll a D6 for every other unit within 6" of the first target, and getting a 6 causes the unit rolled for to take 1D3 mortal wounds.]] Of course, you could always roll a 1 and have this awesome ability just [[Fail|decide to not work.]] | |||
{{Necrons-Characters}} | {{Necrons-Characters}} |
Revision as of 13:02, 15 January 2020
This article is a stub. You can help 1d4chan by expanding it |
>
"Order. Unity. Obedience. We taught the galaxy these things long ago, and we will do so again."
Imotekh the Stormlord is the Phaeron of the Sautekh Dynasty and the obligatory "costs more than a Land Raider" character for the Necrons (until 7th Edition rolled in and made his points cheaper). Fluffwise, Imotekh was the greatest general of the Sautekh Dynasty pre-biotransference and is, today, a commander rivaled only by Creed. His plans are, in fact, so clever and hyper-logical (this is the actual word Matt Ward uses) that the enemy must abandon all logic to fight them.
Imotekh's rise to power began when the Sautekh Dynasty's Phaeron was found to have perished in the great sleep, and the resident Necron Lords decided they'd turn the Tomb World into Game of Thrones in SPAAAAACE, trying to pick a new one. This infighting went for sometime until Imotekh was raised by a Lord hoping to use him to win the war. After hearing about what was going on Imotekh killed the lord who rez'd him, raised his own army and proceeded to bitch and dick slap the rest of the Lords back into line and crowned himself Regent. As Regent Imotekh commands the full might and resources of eighty Tomb Worlds. Since then Imotekhs devoted all his time and effort into GETTING. SHIT. DONE.
If this sounds familiar to you, good, you're paying attention.
He led a small and greatly outmatched force of Necrons defending an awakening Tomb World from the Eldar. Turned the tables on them and killed every last one of them, except for their leader Eldorath Starbane (basically an Eldar version of M'kar), who he let go crying back to his craftworld after he took his hand. He also conquered an Imperial world whilst fighting against the Black Templars. During which he met Marshall Helbrecht, whom he beat up, behanded, told off, and threw from a building.
Which brings us to the first of Imotekh's two big flaws: pride. While he could easily obliterate an enemy without ever having to put a metal foot on the field, Imotekh has decided that he needs to beat them in close combat for no other reason than to prove how superior he is. This wouldn't be so bad if he actually killed them. Rather he humiliates them (usually by taking their hand) as a lesson and lets them survive so that they can come back as a challenge. How his logic can completely avoid potential Thunder hammers to the face is beyond us; then again he has a Phase Shifter, and can potentially self-repair after a hit from a Demolisher cannon due to being a Necron (In fact that's kinda how he beat Helbrecht; he just took all the hits and repaired himself until Helbrecht got tired). It should be noted that Matt Ward has stated that Imotekh isn't a close combat killing machine but THINKS he is, this is backed by the fact he has no melee weapons and has phantom pain from a busted knee which happened when he was still flesh and blood (since his new knee works fine and, like the rest of him, can go incorporeal and self-repair after being hit by an anti-tank weapon).
Imotekh's other big flaw is that his impossibly brilliant plans can all be foiled by a single Ork. While he tries to account for everything, Orks are too random and illogical to plan ahead for, and always ruin his plans. To this end he desires to see every single Ork in the galaxy vaporized. Exactly why he can't account for orks is a little unclear; nobody else in the galaxy seems to have much problem with figuring them out: they want to smash stuff up. Then again, it’s actually possible that the Old Ones designed them specifically with Imotekh in mind, since he was presumably leading the Necrontyr/Necron forces against them in the War in Heaven. Thankfully Imotekh's replacement as Sautekh dynasty Nemesor has no such problems, and happily mops up greenskins that piss his Regent off, in no small part because he's not much saner himself.
Recently Imotekh realized that fear is just as potent a weapon as his troop's vaporizing rifles. To this end he will let terrorized enemy troops escape capture, letting them run back to their buddies and spread panic and fear, while also infecting them with Bloodswarm nanoscarabs so that any flayed ones nearby can hone in, pop out of the ground and rip them to pieces. And as if that wasn't scary enough, this mofo carries his own personal Lightning Storm into battle. Yup. Through some powerful Necron technology or sheer badassery, Imotekh can summon a dramatic lightning storm in battle. Now as if fighting genocidal self-repairing robots with lasers while your buddies are rambling about how scary they are as more come to tear you to pieces wasn't bad enough, you also have to worry about getting struck by fucking lightning.
On the Tabletop
7th Edition
On the table Imotekh is a force to be reckoned with, however his strengths lie in his special rules rather then being a power house himself. He can make flayed ones re-roll the deviation dice only, and with his warlord trait he can add or substract 1 to all your seize the initiative and reserve rolls(Croissant buffet). That being said he is still a powerful character. His stats are in line with that of a regular Overlord, but he packs some nice wargear. His shooting is a flamer and an enhanced staff of light(S6 AP2 assault 3, a real TEQ-hunter), however his lightning storm makes up for this. Once during his shooting phase each enemy unit has a 1 in 3 chance of getting struck by d6 str6 lightning bolts(put him in the same unit as a destructor so he can re-roll for max trolling). With a 2+4++ save, toughness 5 IWND and ever-living Imotekh has good staying power. While he can take hits in assaults they are not truly his strength. Despite this, should he kill an enemy character in close combat he does have a special rule that reduces their leadership further.
8th Edition
pts | M | WS | BS | S | T | W | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|---|
Imotekh the Stormlord | 140 | 5" | 2+ | 2+ | 5 | 5 | 6 | 3 | 10 | 2+ |
Like last edition, Imotekh is more focused around making the most of his special rules instead of singlehandedly massacring hordes of enemies. With a point drop all the way down from the 200 he started with in 8th edition to 140, the true challenge in working Imotekh into an army nowadays is that he's still made of fucking finecast. Aside from that, he's practically a must-have for Sautekh Necron lists.
His equipment is a bit better than your standard Overlord, trading the option to take a Resurrection Orb to cast Dnd Fireballs that automatically hit, and getting what's basically an upgraded Staff of Light with some more range and -AP.
Now onto the real good stuff. First, having Imotekh as your Warlord in a Battle-Forged Army activates his Grand Strategist ability, giving you one extra command point (and you'd better know Imotekh likes his command points). Every time you spend a Command Point, Imotekh has a chance of performing a Jimmy Neutron brain blast, getting it back on a 5+ roll. Because of this, Imotekh can potentially take even just one or two command points in smaller lists and turn them into three, four, or more with some good rolls. In larger games, give him a Battalion or Brigade and watch him go.
Another plus Imotekh has over a standard Overlord is the ability Phaeron of the Sautekh Dynasty, letting him cast not one, but two My Will Be Done abilities in a single turn (meaning you can either cast it on two Infantry units, or one Infantry unit plus Imotekh himself so the old man can keep up). When charging into battle alongside his Warriors or Immortals, Imotekh also has some abilities to tank that extra damage he'll inevitably receive, getting a 4+ invulnerable save and 1D3 wound regeneration from Living Metal (a big potential increase compared to the usual +1 wound the standard Necron peasantry gets). Imotekh also gives Flayed Ones some use, as they can re-roll hit rolls of 1 when within 12" of him thanks to Bloodswarm Nanoscarabs, giving the wretched things some actual use (though it seems reasonable that Flayed Ones really should be Infantry instead of Elites).
Of course, Imotekh is called the Stormlord for a reason. Once per battle, he can invoke the spirit of Emperor Palpatine upon some poor enemy (non-character) unit within 48". On a 2+ D6 roll, that unit suffers a number of Mortal Wounds equal to whatever number you roll. As if that weren't bad enough for the enemy, you then roll a D6 for every other unit within 6" of the first target, and getting a 6 causes the unit rolled for to take 1D3 mortal wounds. Of course, you could always roll a 1 and have this awesome ability just decide to not work.