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  1. #11
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    Sounds like a job for ForgeWorld. They've done well with the Primarchs so far, and it would fit their more niche market. The only problem is that there are 11 more Imperial Armours till they get back to Necrons.

  2. #12
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    Either way, the necrons are a tall bunch, and to GW beating you to making LeSilent king, i guess it would come down to them even doing the 13th black crusade, when is the last time they actually moved the story along?

  3. #13
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    It was the 13th Black Crusade, which they then reverted from because some were found to be fixing the results.

    Of course, there is the rumor that in 2 years, 40K will be seeing an End Times/Age of Sigmar redeux of their own. We'll see how that fits in the salt mine.

    Still, it doesn't mean he couldn't be influential on other battlefields in the meantime.

    It would be interesting to see a Campaign or Imperial Armour which focuses on the Silent King facing off against a Tyranid Horde, even if it is just a small Imperial force to provide perspective.

    Of course, he'd have to make the Stormlord look like a clumsy oaf.

  4. #14
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    He could be in some other battles, like you said the nids, but were they not meant to be arriving the same time as the Black crusade for an all out s**t fest of a fight, im sure in the 300 years he has been back they could of found room for some influential battle, even if its just getting to a tomb world

  5. #15

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    What do you think of these stats?

    Szarekh, The Silent King
    Jump Infantry Character
    WS BS S T W I A LD SV
    5 5 5 5 3 4 3 10 2+/3++

    Warlord Trait:Ancient Memories Having been conscious for the whole time since the War In the Heavens, Szarekh retains the full measure of his tactical acumen and is able to transfer some measure of that knowledge to the necrons under his command. All friendly units with the Necron Faction and Reanimation Protocols in the army with Szarekh become initiative 4.
    Wargear: Phase Shifter, Phylactery, Staff of the Triarch, Mask of the Angel

    Staff of the Triarch containing a fragment of a dying star the Staff of the Triarch is a powerful melee and shooting weapon with the following profiles.
    Range S AP Type
    12" D - Assault 3
    - D - Melee, Two-handed
    Mask of the Angel - Modeled after the face of Sanguinius, the Mask of the Angel grants Szarekh a 3+ invulnerable save. In addition, all friendly units with the Necron Faction within 18" may automatically pass Leadership tests. Non-friendly units with the Blood Angels Faction within 18" of Szarekh and his unit gain the Rage special rule.
    Special Rules: Independent Character, It Will Not Die, Eternal Warrior, Reanimation Protocols, Bulky
    Right and Honorable Ruler Szarekh's honor in battle and hatred of the C'tan are legendary. Armies containing Szarekh can not take Deathmarks, Destroyers, Heavy Destroyers, Destroyer Lords, Flayed Ones, C'Tan Shards, Transcendent C'Tan, or Tesseract Vaults.
    Last edited by Wizzardx3; 08-07-2015 at 11:35 AM.

  6. #16
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    Quote Originally Posted by Wizzardx3 View Post
    What do you think of these stats?

    Szarekh, The Silent King
    Jump Infantry Character
    WS BS S T W I A LD SV
    5 5 5 5 3 4 3 10 2+/3++

    Warlord Trait:Ancient Memories Having been conscious for the whole time since the War In the Heavens, Szarekh retains the full measure of his tactical acumen and is able to transfer some measure of that knowledge to the necrons under his command. All friendly units with the Necron Faction and Reanimation Protocols in the army with Szarekh become initiative 4.
    Wargear: Phase Shifter, Phylactery, Staff of the Triarch, Mask of the Angel
    Initiative is still too high. 3 at the most, but should still be 2. Also, Wraiths at I7? Phase Shifter is redundant with the Mask's Invul Save.

    Quote Originally Posted by Wizzardx3 View Post
    Staff of the Triarch containing a fragment of a dying star the Staff of the Triarch is a powerful melee and shooting weapon with the following profiles.
    Range S AP Type
    12" D - Assault 3
    - D - Melee, Two-handed
    Str D is too much. Keep it 5, but have it Auto-Wound/Penetrate and ID on To-Wound of 6. Penetrating Hits cause D3 Hull Points lost.

    Quote Originally Posted by Wizzardx3 View Post
    Mask of the Angel - Modeled after the face of Sanguinius, the Mask of the Angel grants Szarekh a 3+ invulnerable save. In addition, all friendly units with the Necron Faction within 18" may automatically pass Leadership tests. Non-friendly units with the Blood Angels Faction within 18" of Szarekh and his unit gain the Rage special rule.
    Special Rules: Independent Character, It Will Not Die, Eternal Warrior, Reanimation Protocols, Bulky
    Interesting and workable. Drop IWND, and just keep it with the Phylactory.

    Quote Originally Posted by Wizzardx3 View Post
    Right and Honorable Ruler Szarekh's honor in battle and hatred of the C'tan are legendary. Armies containing Szarekh can not take Deathmarks, Destroyers, Heavy Destroyers, Destroyer Lords, Flayed Ones, C'Tan Shards, Transcendent C'Tan, or Tesseract Vaults.
    The Vault would have been his idea, or at least met with his approval. The pet C'tan I can see being forbidden alongside the Destroyers and Flayed Ones. Still, this stuff isn't really used any more and should be limited to a small, but nasty Formation.

    Another thought would be a Unique Command Barge, too. I'll see if I can work it up later.
    Last edited by Charistoph; 08-07-2015 at 04:24 PM.

  7. #17
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    Quote Originally Posted by Charistoph View Post
    It would be interesting to see a Campaign or Imperial Armour which focuses on the Silent King facing off against a Tyranid Horde, even if it is just a small Imperial force to provide perspective.
    I highly doubt he'll get an IA book - Fall of Orpheus is still the most recent of its kind (as in, new and story-driven), after all. I could see a campaign book, or even a supplement though... here's hoping!
    The bigger they are, the bigger the mess they make when they step on you. - Ahzek Ahriman, on Titans

  8. #18
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    Quote Originally Posted by Tyrendian View Post
    I highly doubt he'll get an IA book - Fall of Orpheus is still the most recent of its kind (as in, new and story-driven), after all. I could see a campaign book, or even a supplement though... here's hoping!
    So, you didn't see where I posted that they are about 11 Imperial Armours away from doing that...

    Of course, the only Campaign series IS a Necron/Tyranid one (with a side order of Blood Angels, but who cares about them), so who knows if/when they will ever look at Necrons again with it.

  9. #19

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    Quote Originally Posted by Charistoph View Post
    Initiative is still too high. 3 at the most, but should still be 2. Also, Wraiths at I7? Phase Shifter is redundant with the Mask's Invul Save.



    Str D is too much. Keep it 5, but have it Auto-Wound/Penetrate and ID on To-Wound of 6. Penetrating Hits cause D3 Hull Points lost.



    Interesting and workable. Drop IWND, and just keep it with the Phylactory.



    The Vault would have been his idea, or at least met with his approval. The pet C'tan I can see being forbidden alongside the Destroyers and Flayed Ones. Still, this stuff isn't really used any more and should be limited to a small, but nasty Formation.

    Another thought would be a Unique Command Barge, too. I'll see if I can work it up later.
    Necron's one big weakness is initiative. But as far as Wraiths getting Initiative 7... not happening. This ability would set the Initiative to 4... which happens after other modifications (including Whipcoils), but only if they have Reanimation Protocols. In other words, the best you can do is save the points on buying Whipcoils for them in the detachment. Setting Initiative at 3 would be ok, but I really don't see why these machines don't have predictive analytics...

    Strength D on a single model isn't bonkers. I do like ID/D3 Hullpoints on a 6, but I like the simplicity of just making it D.

    Phylactery with Eternal Warrior is good. I just copied IWND from the Stormlord. Good change.

    I also see your point about the Vault. It is a pure fluff choice.

    Szarekh, The Silent King
    Jump Infantry Character
    WS BS S T W I A LD SV
    5 5 5 5 3 4 3 10 2+/3++

    Warlord Trait:Ancient Memories Having been conscious for the whole time since the War In the Heavens, Szarekh retains the full measure of his tactical acumen and is able to transfer some measure of that knowledge to the necrons under his command. All friendly units with the Necron Faction and Reanimation Protocols in the army with Szarekh become initiative 4.
    Wargear: Resurrection Orb, Phylactery, Staff of the Triarch, Mask of the Angel

    Staff of the Triarch Containing a fragment of a dying star, the Staff of the Triarch is a powerful melee and shooting weapon with the following profiles.
    Range S AP Type
    12" D - Assault 1
    - D - Melee, Two-handed

    Mask of the Angel - Modeled after the face of Sanguinius, the Mask of the Angel grants Szarekh a 3+ invulnerable save. In addition, all friendly units with the Necron Faction within 18" may automatically pass Leadership tests. Non-friendly units with the Blood Angels Faction within 18" of Szarekh and his unit gain the Rage special rule.

    Special Rules: Independent Character, Eternal Warrior, Reanimation Protocols, Bulky

    Right and Honorable Ruler Szarekh's honor in battle and hatred of the C'tan are legendary. Armies containing Szarekh can not take Deathmarks, Destroyers, Heavy Destroyers, Destroyer Lords, Flayed Ones, C'Tan Shards or Transcendent C'Tan.

    The main question... how many points? Stormlord is just less than 200 and Zahndrekh is a bit over 150, but Sarakh is way more useful than either of those. He probably puts Mepheston to shame as well. I'm thinking 280 points maybe? It's still less than a WraithKnight.
    Last edited by Wizzardx3; 08-08-2015 at 09:30 PM.

  10. #20
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    Quote Originally Posted by Wizzardx3 View Post
    Necron's one big weakness is initiative. But as far as Wraiths getting Initiative 7... not happening. This ability would set the Initiative to 4... which happens after other modifications (including Whipcoils), but only if they have Reanimation Protocols. In other words, the best you can do is save the points on buying Whipcoils for them in the detachment. Setting Initiative at 3 would be ok, but I really don't see why these machines don't have predictive analytics...
    Because close combat is not a Necron thing. Wraiths are repair machines first, and combat deathblades second. Their culture is all about shooting things down and hate using close combat, so speed is not a priority for them.

    Quote Originally Posted by Wizzardx3 View Post
    Strength D on a single model isn't bonkers. I do like ID/D3 Hullpoints on a 6, but I like the simplicity of just making it D.
    How many Infantry models have access to full Str D? Sure, there are the Wraiths, but their version is severely nerfed.

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