Imotekh the Stormlord
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Imotekh the Stormlord is the Phaeron of the Sautekh Dynasty and the obligatory "costs more than a Land Raider" character for the Necrons. 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 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 off 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 then 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 repaired it until Helbrecht got tried).
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 last Ork in the galaxy vaporized.
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 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 table Imotekh is a force to be reckoned with, however his strengths line in his special rules rather then being a power house himself. Before the game even starts three of his effects immediately kick in. First, a random infantry unit in the enemy force is marked with Bloodswarm scarabs, which act as a teleporter homers for any deep striking Flayed Ones. Second, unless there are Orks in the enemy force, he lets you seize on a 4+, however if there are any you can't seize at all. Third, Night-Fighting is automatically on which can be great against some armies but some ignore it, this is also how Imotekhs Lightning Strikes take effect so long as you rolled higher than your turn number!
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 limited to a flamer (which also works as a re-rollable combat weapon) and a one shot line that goes out 2d6, however his lightning storm makes up for this. During his shooting phase each enemy unit has a 1 in 6 chance of getting struck by d6 str8 ap5 lightning bolts(put him in the same unit as a destructor sohe can re-roll for max trolling). With a 2+3++ save, toughness 5 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 is close combat he does have a special rule that reduces their leadership further.