The Necrons

 "The banshee's call shall wake the dead; when dark portents wax nigh

Heed them as the counsel of a Seer, or a father

The Yngir, who have slept since the birth of chaos

Shall crawl once more from their tombs, thirsting for warmth.

The war in heaven shall be as nothing to their vengence

For the sons of Asuryan, few in number, cannot stand against them.

And the Eye of Isha shall dim, closing for eternity

Such a gentle goddess cannot witness such atrocities as they shall wreak.

The souless ones shall be the harbingers of the dark fate

Then shall come the living dead, the progeny

Then the thirsting ones, the forever damned

And the galaxy shall run red as the blood of Eldanesh,

The Vaul-moon shall bring forth the Dragon

The Master of Death will drink deep from Isha's Eye

That Which Lies Outside will be drawn to the harvest

And the Jackal-God shall turn brother against brother.

The four shall take their place amongst the stars,

Their legions ascendant, unstoppable as the night

A deadly shroud shall fall across the spirit

And the galaxy shall mourn."

- The Awakening, Eldar inscription

Summary
Before they become the cold emotionless machines, the Necrons were known as the Necrontyr. Born to a planet with a harsh sun, they had extremely low life spans for which was one of the reason they become such a hateful race. After they were technologically advanced to explore the stars they had encountered the Old Ones, an ancient race that had mastered the Warp and uncovered the secret of immortality, though they refusal to share their secret. Because of the infighting and the first War of Succession, the ruling body of the Necrontyr, the Triarch, turned their attention to the Old Ones, and the War in Heaven began.

Even though the Necrontyr were more technologically advanced, they were no match for the Old Ones's mastery of Warp travel and were quickly defeated. It was then that the ancient race was approached by the star gods, the C'tan. They deceived the Necrontyr to undergo a ritual of biotrasference as, making them promises of power and immortality, and thus the Necrons were born. Stripped out of their souls and becoming emotionless machines, with the help of the C'tan they turned the tides on the Old Ones and victory was assured.

After the defeat of the Old Ones, the last of the Silent Kings, Szarekh, sought revenge and turned against their C'tan masters. Using the energies of the living universe they shattered the C'tan into countless pieces, trapping them into tesseract prisons. After the great war with both the Old Ones and the C'tan, the Necron decided to let the galaxy run its course and become a galactic wasteland and went into the great sleep.

Now 60 million years later, they begin to slowly awaken, fully intent on reclaiming their great lost empire.

Powers and Stats
Tier: Varies physically. At least 8-C with most basic weaponry, High 7-C with a Death Ray, High 6-A with a Doomsday Ark and an Æonic Orb. At least High 6-A, possibly 5-B with a World Engine. At least 4-C, up to 4-A, possibly higher with Super Weaponry. At least High 4-C with C'tan shards, at least 4-A, possibly far higher with transcendent C'tan shards. At least 1-B possibly High 1-B at their peak

Civilization Type: Interstellar Civilization currently, Galactic Civilization at their height of power (At their peak, the Necrons ruled over all of the galaxy, before their great slumber. Now 60 million years later, they are awakening across the stars and slowly regaining their lost empire)

Name: The Necrons, Necrontyr (Before biotransference)

Origin: Warhammer 40,000

Classification: Hyper-Advanced Alien Race

Kardashev Level: At least Type II currently (The Necrons use stars to power their various technologies). Likely Type V, possibly far higher at their peak (The Necrons in their height of power used the energies of the living universe to shatter the C'tan into pieces. As they are masters of higher dimensions, the Necrons potentially use higher dimensional energy to power their more mindbending technology)

Age: They were one of the very first intelligent races since the birth of the universe, and have been in war with the Old Ones for untold years, after which they went on to slumber for over 60 million

Population: A single Crownworld could house billions or even trillions of Necrons, of which there are thousands of

Territory: In the height of their power, the Necron race was spread across the whole galaxy, but since their slumber their influence of the galaxy has swain and they're working slowly towards rebuilding their great empire

Technology/Abilities: Superhuman Physical Characteristics, Enhanced Senses, Immortality (Types 1, 2 and 3), Regeneration (Mid-High), Self-Sustenance (1, 2 and 3), Inorganic Physiology (Type 2), Genius Intelligence (Necron Lords and Crypteks), Perception Manipulation (The Necrons have a built-in chronosence with which they can slow their perception of time or speed it up) and Analytical Prediction (The Necron's systems run various possiblities of outcomes to find an optimal strategy, predict trajectories, etc)
 * -|Inherent=

Resistance to: Soul Manipulation (Necrons lack a soul), Mind Manipulation, Hacking, Corruption (Types 1 and 2; Completely resistant to the Warp's corruption), Radiation Manipulation (Unphased by radiation that could turn any living thing into a slurry of broken-down cells), Heat Manipulation (Completely unfettered to the cold of space and extremely high heat), Life Manipulation, Death Manipulation, Disease Manipulation, Poison Manipulation, Organic Manipulation and Biological Manipulation

Spatial Manipulation (As masters of space and time, they can manipulate space to create impossible spaces, teleport and various other feats), Time Manipulation (Their mastery of time allows them to slow time for everyone but themselves, freeze others in time bubbles, temporally dislocate their weapons so they fire before they make the action of firing, trap enemies in time loops, etc), Time Travel (The greatest of chronomasters, are able to go back in their timeline and alter events or warn of future ones), Teleportation (Via Teleportation Matrices and multiple other technology), Portal Creation (Via Dolmen Gates and creating wormholes), Pocket Reality Manipulation (The Necrons are masters of pocket dimensions, able to create pocket realms and manipulating them freely), BFR (Can banish others in pocket realms with a Transdimensional Beamer), Precognition (With the Timesplinter Cloak and different Crypteks dedicated of scrying and reading the stars for future events), Higher-Dimensional Manipulation (As masters of hyper-geometry and higher dimensions, their architecture is made out of higher dimensional geometry, making 20 dimensional tesseract prisons for the C'tan, creating pan-dimensional energy weapons and even being able to shatter the true forms of the C'tan), Physics Manipulation (The Necrons built numerous physics defing technology, some of which could prevent the laws of reality itself), Quantum Manipulation (Can create quantum links between objects, create quantum singularities, etc), Mind Manipulation (The Necrons can control the minds of lesser beings with Mindshackle Scarabs. Can cause psychers to go mad and go into catatonic states via their anti-Warp technology), Madness Manipulation (Type 1 and 2; Doom Scythes cause victims collapse into catatonia, slump into slack-jawed vacuity and suffer hallucinations of their dead comrades returned to worm-eaten life. The Abyssal Staff can drive victims to tear at their flesh and gouge out their eyes, gibber uncontrollably, or open fire on their allies), Fear Manipulation (With Gaze of Flame, they strike fear in whoever they look at. The Nightmare Shroud causes intense dread in whoever it's used on), Reality Warping (With the Euclidean Mindphase they alter reality, as they shift geometry and perception around their targets. Capable of stellar engineering feats with the Breath of the Gods), Fire Manipulation, Electricity Manipulation, Earth Manipulation (The Harbingers of Transmogrification are dedicated of creating various technology of manipulating the earth), Plasma Manipulation, Darkness Manipulation (Shadowloom creates an aura of darkness making tracking difficult), Vibration Manipulation (The Seismic Crucible is capable of creating powerful shockwaves, causing small earthquakes), Heat Manipulation (They have weapons capable of producing solar flares), Weather Manipulation (The Cryptek Ethermancers are masters of manipulating the weather, like summoning storms with an Ether Crystal), Antimatter Manipulation (They use various antimatter weaponry, like with particle weapons), Soul Manipulation (They can destroy souls with the Voidreaper), Blood Manipulation (The Blood Scythe siphons a torrent of blood from an opponent), Gravity Manipulation (They can manipulate gravity to cause ships to crash, or utilize anti-gravity technology to hover/fly and create gravity distortions), Energy Manipulation and Absorption, Energy Projection, Matter Manipulation (Able to manipulate all kinds of matter, transforming it to energy and they're even capable of picking apart their living specimens neuron by neuron), Transmutation (The Harp of Dissonance is capable of transforming nearly any material into brittle porcelain. The Canoptek Scarabs turn matter into energy), Deconstruction (With weapons such as a Synaptic Disintegrator), Durability Negation (Even their most basic weaponry is capable of sub-atomic destruction. And weapons capable of vibrating across dimensional states), Black Hole Creation (Via a Singularity Generators they can create momentary black holes), Forcefield Creation (Via Dispersion Shield, Quantum Deflection and various other technologies), Intangibility (Via Phase Shifters), Power Nullification (They can completely nullify any effects from the Warp via Null Field Matrices and other technology), Existence Erasure (They can completely erase targets from existence with Entropic Strike, Tachyon Arrows and other technology), Lifedraining (The The Veil of Darkness as capable of stealing the life of all living beings nearby), Statistics Reduction (With Gaze of Flame they reduce the strength of their opponents), Flight, FTL (With Inertialess Drives), Spaceflight, Hacking and Technology Manipulation Superhuman Physical Characteristics, Immortality (Types 1 and 3), Reality Warping, Mind Control, Energy Manipulation, Lightning Manipulation, Spatial Manipulation, Time Manipulation, Gravity Manipulation, Telekinesis, Metal Manipulation, Fire Manipulation, Pocket Reality Manipulation, Invisibility, Probability Manipulation, Darkness Manipulation, Void Manipulation, Causality Manipulation, Matter Manipulation, Illusion Creation, Intangibility, Antimatter Manipulation, Life and Death Manipulation
 * -|Wargear/Technology=
 * -|C'tan=

Resistance to: Soul Manipulation

Attack Potency: Varies physically (Range from lowly Necron Warriors that rival Space Marines to Necron Lords and Overlords that can contend with people that have killed Daemon Princes)
 * -|Physically and with Basic Weaponry=

At least Building level with most basic weaponry (Necron's gauss canons can easily destroy Imperium tanks and completely eradicate Space Marine soldiers. Their tesla weapons can vaporize soldiers and vehicles alike)

Large Town level+ with a Death Ray (A squadron of Doom Scythes can melt down a Hive City in under an hour)

Multi-Continent level with a Doomsday Ark and an Æonic Orb (Both of these can penetrate a Titan's Void Shields) At least Multi-Continent level, possibly Planet level with a World Engine (The World Engine of Borsis wiped out the life out of multiple planets. It's stated that it has blow planets out sky and was going to do that to Mars and then Terra)
 * -|With Super Weaponry=

At least Star level, up to Multi-Solar System level, possibly higher (The Mephrit Dynasty is dedicated entirely to causing supernovas and treats destroying stars as a form of art. The Necrons have also build the Breath of the Gods, which could absorb multiple stars and nebulae from the past and future and use them as fuel. The Celestial Orrery is a miniature model of the galaxy itself, capable of snuffing out stars with a press of a button)

At least Large Star level with C'tan shards, at least Multi-Solar System level, possibly far higher with transcendent C'tan shards (Can deploy the power of various C'tan shards) At least Hyperverse level possibly High Hyperverse level at their peak (At the height of their power, the Necrons managed to turn on their C'tan masters and shatter them into multitudes of pieces)
 * -|C'tan Shards=
 * -|Height of their power=

Power Source: While mostly unknown, the Necrons use stars through Solar Harnesses, or hearts of dying stars, to power a lot of their technology and weapons. Their greatest known invention for fuel was the Breath of the Gods, that could siphon stars and celestial bodies from both the past and the future and use them as energy. At their peak it is said they somehow used the energy of the living universe to power their weapons in order to shatter their C'tan overlords.

Industrial Capacity: Incredibly High. While they can't make more Necrons, they are able to create new technology with easy. The never sleeping tomb spiders continuously produce scarabs and various other tech, the Ymga Monolith is capable of replicating any vehicle it touches it instantly.

Military Prowess:
 * -|Infantry=

Necron Lords and Overlords
As befitted their rank, the nobles of the Necron kingdoms emerged far better from biotransference than did the plebeian classes. Not only were their new bodies stronger and more durable, but the engrammic circuitry that housed each noble’s intellect and personality was far more extensive than that granted to lesser Necrontyr. Most Necrons emerge from the Great Sleep as dull-witted creatures, with little memory of the individual they once were. By contrast, unless they suffer damage during their dormancy, Necron Lords and Overlords retain all the drives, obsessions and nuances of personality that they once possessed.

Necron Warriors
Necron Warriors form the cold heart of a tomb world’s armies. They are implacable, emotionless and terrifying – the inexorable emissaries of death itself. Yet on closer inspection, faults become visible that act against the Warrior’s image of the reaper. Its reactions, though precise, are slow. Its limbs, though strong and sleek, are pitted and corroded, covered with an oily fluid seeping from aged joints. Its movements are jerky, and every so often it stumbles as synapses misfire. The Necron Warrior would almost be pitiable were it not for the merciless gleam flickering in its eyes and the pervasive sense that it is less a sentient creature than it is one of the walking dead.

Immortals
When the Necrons first conquered the galaxy, they did so through the unfaltering and implacable onslaught of legion upon legion of Immortals. These were the very elite of the Necrontyr armies, hardened veterans born anew in tireless metal bodies. For hundreds of years, the Immortals were a scourge upon all who stood between the Necrons and galactic domination. Now, the Immortal legions are but an echo of what they once were, for countless trillions were destroyed in the final days of the War in Heaven. Yet billions more survived, and now wait only to be awakened from their tombs and begin the reconquest of the galaxy.

Cryptekts
Crypteks are members of pan-galactic conclaves of technologists whose purpose is to study and maintain the eldritch devices of their race. They are masters of dimensional dissonance, singularity manipulation, atomic transmutation, elemental transmogrification and countless other reason-defying technologies. In many ways, a Cryptek’s powers mirror those employed by the psykers of other races, but with a crucial difference: instead of using a mutant mind to channel warp energies, the Cryptek employs arcane science to harness the universe’s fundamental forces.

Lychguard
In ancient times, Lychguard were the wardens of the nobility, said to be incorruptible and utterly dedicated to their charges. Then, such an assertion was as much propaganda as it was truth. Though the Lychguard doubtless possessed greater loyalty than the common run of soldiery, they were still but mortal and prone to all the temptations and weaknesses to which flesh is heir. Now, Lychguard are indeed that which legend made them. They are no longer capable of straying from their master’s edicts – careful engram manipulation during biotransference saw to that. Each is programmed with unswerving loyalty to a particular noble, or sometimes to a whole dynasty. This, combined with the fact that they have retained most of their personality intact, makes Lychguard the ideal emissaries and lieutenants in situations deemed too dangerous to risk the existence of a phaeron or his regal subordinates.

Deathmarks
For countless millennia, Deathmark squads have served the Necrons nobility as snipers and assassins. Even when they were beings of flesh and blood, Deathmarks had a reputation for cold-hearted precision and patience. Now, housed in tireless metal bodies, Deathmarks are more deadly than they ever were in the Time of Flesh.

Destroyers
Destroyers are deranged agents of annihilation whose sole reason for existence is centred around an unshakeable yearning to quench the flames of life. A Destroyer cares not for borders or allegiance, nor does he make any distinction between the innocent and the damned – all life is his enemy, and all living creatures are his prey.

Heavy Destoryers
Like their lighter brethren, Heavy Destoryers are a fusion of a Necron Immortal and a flying skimmer craft. As standard, these mount in on the enemy armour, fixing them with their baleful multi-lensed targeters before raking them with devastating heavy gauss cannon fire.

Destroyer Lords
Destroyer Lords are the most maniacal of their kind. This is chiefly because they retain far more intellect than baseline Destroyers, and can bring all of this fearsome intelligence to bear in their pursuit of galactic conquests. This efficiency is all the more murderous for the Destroyer Lord’s complete lack of empathy. Whilst few Necrons retain any instinctive comprehension of pity and mercy, the cleverest amongst them can at least still grasp such concepts intellectually. Not so Destroyer Lords – they have long ago discarded any ability to empathise with other creatures. If a Destroyer Lord takes prisoners, it is not out of honour or pity, but simple efficiency. There are a thousand ways in which captives can be used as lures for other fleshlings, and Destroyer Lords are conversant with every last one.

Triarch Praetorians
In the Necron dynasties, the Praetorians held the responsibility of maintaining the Triarch’s rule, to ensure that wars and politics alike were pursued according to ancient codes. As such, they acted outside the political structures, and held both the right and the means to enforce their will should a Lord, Overlord or even a phaeron’s behaviour contravene the edicts of old. However, the Triarch Praetorians also held a higher responsibility: to ensure that the Necron dynasties never fell, that their codes of law and order did not vanish into the darkness. In this, they failed. To all intents and purposes, the War in Heaven saw the destruction of the Necron dynasties. Though the Triarch Praetorians fought at the forefront of that cataclysm, their efforts were not enough. That shame hung heavy on the survivors and drove them to forsake hibernation. As the final sparks of the War in Heaven burnt out, the last Triarch Praetorians withdrew to the Necrontyr’s ancient seats of power on the northern rim, preserving what they could from the vengeance of the Aeldari.

Flayed Ones
Flayed Ones are carrion creatures, the victims of a terrible madness that took root during the last days of the War in Heaven. Their curse was the parting gift of one of the C’tan: Llandu’gor, the Flayer. It is said that when the Necrons turned upon the C’tan, the Flayer was not merely splintered as were his brothers, but utterly obliterated. Yet, in his dying moments, he called down a terrible curse upon his betrayers, tainting them with an echo of his fearsome hunger.

They can materialise at any time, lured from their bleak dimension by the scent of blood and carnage. Flayed Ones commonly attack with little regard for strategy, though they will occasionally have the presence of mind not to attack immediately, stalking their target until it is vulnerable. This is best done from downwind, as Flayed Ones are wreathed in a dense stench of rotting flesh.

Tomb Stalker
During their epochs-long dormancy, the god-masters of the Necrons left their sepulchres guarded by silent, tireless machines. Of these great engines, the most fearsome known to the unfortunate masses of mankind is the Tomb Stalker. The Tomb Stalker is an enormous mass of living-metal carapace teeming with fl ashing legs and possessed of a murderous will. Easily the size of a dozen men, this centipede-like construct makes use of arcane phase-generators, allowing it to stalk the tomb-worlds of its slumbering lords, burrowing through solid ground. It uses its powerful senses to trail its prey from miles away and can sense the frenzied rhythm of a panicked heartbeat through hundreds of metres of solid stone. The Stalker’s immense size combines with its natural capacity for regeneration to create a nearly indestructible creature. Even beyond the more common warriors of the Necron legions, these insectoid creatures continue to thrash and fight with deadly ferocity despite damage or dismemberment. The individual segments of the killing-machine seem drawn to one another and will reconstitute themselves to reform the whole should they come back into contact.

Canoptek Wraiths
While a tomb world fitfully slumbers, Canoptek Wraiths are its eyes and ears. They flit silently through the dusty halls, patrolling for intruders and inspecting systems for damage and decay. The Wraiths are primarily probe mechanoids, programmed to report back to their Canoptek Spyder controllers via interstitial interface, rather than to act under their own cognisance. When orders are received, the Wraith carries them out with unfaltering resolve. Be it commanded to strike against an intruder, or conduct repairs in the heart of a collapsing tomb, the Wraith will follow instructions to completion, or die trying to do so.

Canoptek Spyders
Unlike their Necron masters, Canoptek Spyders never sleep, but wile away the aeons servicing the structures of their tomb world. Even in their prime, these systems required constantly looped maintenance cycles lest they degraded beyond repair, and the withering centuries have only hastened this natural decay. It is a task both endless in scope and thankless in nature, but Canoptek Spyders are patient unto eternity.

Canoptek Scarabs
Canoptek Scarabs are constructs, designed to break down organic and non-organic matter into raw energy. This harvested energy can then be woven into fresh forms at the direction of the Scarabs’ controller. In the confines of a tomb, this invariably involves stripping down destroyed or damaged components which can then be reborn as replacement parts, or else as further Canoptek Spyders, Scarabs or Wraiths to oversee and manage the tomb’s functions. Almost anything can be replicated in this fashion, providing that the wellspring of energy is sufficient to the task at hand. Given time, a suitably large swarm of Scarabs can consume an entire hive city and all its inhabitants, thereafter using the purloined energies to create anything from a battlefleet to a fully functioning Necron tomb ready for habitation.

Canoptek Acanthrites
Resembling monstrous, artificial insects enfolded in shadowed wings of tenebrous force that propel them through the skies, Canoptek Acanthrites are often encountered in the vanguard of Necron assault spearheads and extermination campaigns. Their numbers vary from a mere handful to vast hosts of these abhorrent machine-locusts, capable of stripping a city down to rubble and slaughtering its inhabitants in a merciless tide of destruction.

Canoptek Tomb Sentinel
In the ages-old Necron panoplies of war, the Tomb Sentinel is a truly unusual innovation. It is one of the last war machines designed by the Cryptek artificer Toholk the Blinded and was given over to the Praetorians before the Great Sleep for dissemination to the other dynasties at the Silent King's command. Designed both as guardian and aggressor, the Canoptek Sentinel is a heavily modified variant of the insectile Tomb Stalker which forgoes that war engine's facility in close assault in order to mount a compact heat ray weapon able to render a battle tank into molten slag. Phasing phantom-like through the paltry defences and fortifications of lesser races, it can deploy its heat ray within the close confines of an enemy stronghold or even within a landed starship with devastating consequences.


 * -|Vehicles=

Catacomb Command Barge
Some Necron Overlords fight not on foot, but from the deck of a Catacomb Command Barge – an armoured, repulsor-driven skimmer. The Catacomb Command Barge is a swift and manoeuvrable craft – it has to be, for an Overlord must keep pace with the legions at all times if he is to dictate the flow of battle. More than this, the barge also functions as a giant carrier-wave generator that allows an Overlord to instantaneously issue commands to nearby troops.

Tomb Blade
The Tomb Blade was originally designed as a void-capable, single-pilot fighter during the final days of the War in Heaven. As Necrons’ robotic bodies are immune to the hazards of interplanetary space, traditional pressure-sealed and canopied craft were unnecessary from the very outset. Acting in flights that were dozens or even hundreds strong, Tomb Blades would swarm over enemy capital ships, overwhelming armour and weapon systems with waves of pinpoint gauss and tesla fire. So successfully did the craft perform in its primary environment that modified versions soon appeared in planetside battles. Over time this became the more commonplace of the two roles, one of the few occasions in which the hidebound traditions of the Necron military were adapted to exploit opportunity.

Tesseract Ark
The Tesseract Ark is one of the rarer Necron war machines encountered, for its manufacture is the purview of only the most adept of Crypteks. It is also one of the most powerful, containing at its heart a contained singularity torn from the core of a dying star. The Tesseract Ark can manipulate this singularity for a variety of battlefiled effects, not least of which is the creation of a gravitational distortion around it to protect the Tesseract Ark from harm. From within its Tesseract singularity chamber it can siphon and unleash storm winds of particle-energy, the stolen fire of suns, and shatter the earth and crumble bastions alike with tremors.

Annihilation Barges
Annihilation Barges are powerful antiinfantry support platforms. Each is armed with a linked pair of tesla destructors – enormous energy cannons that fire ferocious arcs of eldritch lightning. In their usual configuration, Annihilation Barges are set in fixed positions in the lowest and deepest sanctums of a Necron tomb. Should a group of intruders manage to circumvent the layers of traps, service robots and prowling Canoptek constructs, they will pass beneath the concealed emplacements in which the Annihilation Barges lie. An acrid discharge of emerald lightning later, and the interlopers are naught but dust upon the tomb’s stale breezes.

Ghost Arks
There have been Ghost Arks since the very earliest days of the Necrontyr. Then, they were simple wooden carriages pulled by toiling beasts of burden, commissioned by families of the dead to convey corpses from their homes to their place of interment. Thousands of years later, at the time of biotransference, the now-motorised Ghost Arks took on darker connotations. Guided by grim-faced soldiers, they prowled the streets of the great cities. No longer was their business with the dead, but with the living, for they were the means by which unwilling citizens were dragged to the great transformative machines.

Doomsday Cannon
All Overlords hold an absolute belief in victory through overwhelming firepower. Some of the dynasties’ bitterest enemies have claimed this is simply due to the Necrons’ android forms being somewhat less than dextrous, and hence ill suited to close-quarters combat. However, the truth of the matter is that, as flesh and as machine, the Necrons have always won their wars through the unrelenting application of superior technology. As such victories are invariably won at a distance, all Necron battle codices emphasise ranged superiority. Nowhere is this more evident than in the Doomsday Ark, amongst the most feared of all weapons in the Necron arsenal.

The doomsday cannon itself is a wonder of super-technology, easily eclipsing the primitive energy weapons of the Imperium. Even fired at low power the doomsday cannon is a fearsome weapon; when firing at full effect, its searing energy beams burn many times hotter than more conventional plasma weapons. Infantry caught in the doomsday cannon’s fury are obliterated instantly, and even heavily armoured vehicles are brought low by its highpowered beam. In the face of a doomsday cannon, nothing less than a Titan’s void shields offer anything more than a fool’s hope of protection.

Triarch Stalkers
Like an enormous mechanical spider, a Triarch Stalker picks its way over the battlefield, underslung weapon systems sending destructive energies left and right. Its slicing limbs and devastating weapons are controlled by a high-ranking Triarch Praetorian pilot that sits aloft, staring down with cool judgement upon those mortal weaklings that scurry before him. Though many a Necron noble makes use of antigravitic technology to better survey the field, it has long been tradition for these Triarch agents to ride multi-legged war constructs, and Necrons value tradition most highly. In practice, such adherence to ancient mores does not affect their efficacy on the field of battle. When a Triarch Stalker advances, it does so with a speed and surety that belies its jerking gait. Indeed, it can cover all manner of terrain with a deftness and precision seldom found in the walkers of less advanced races.

Monolith
Nothing is so emblematic of Necron implacability as the Monolith. Like all Necron constructs, it is composed of living metal – a complex semi-sentient alloy that ripples and flows to repair damage in a blink of an eye. Target matrices and motive units, power conduits and command nodes – all are capable of comprehensive and near-instantaneous self repair. When combined with the vehicle’s slab-sided armour plates, this makes the Monolith an incredibly daunting opponent for any enemy. Energy beams are absorbed and dispersed, whilst tank-busting missiles simply ricochet off the Monolith’s armoured hide, leaving behind minor damage that is swiftly repaired by the living metal’s arcane function.

Yet the Monolith’s most fearsome weapon is its eternity gate, a system so advanced it makes a particle whip seem primitive by comparison. Originally invented by the Nephrekh, this shimmering energy field is nothing less than a captive wormhole, bound into the very heart of the Monolith. With a simple mental command, the Monolith’s crew can transform the eternity gate into a portal of exile, and those that fail to resist its pull are sucked out of reality entirely, banished forever to a temporal prison from which there can be no escape. Alternatively, the Monolith’s crew can use the eternity gate as a form of dimensional corridor, pulling squads of Necrons from elsewhere on the battlefield, orbiting starships or even far-distant tomb worlds and deploying them to the Monolith’s location. So is the Monolith rightly known as a forerunner to disaster, for where a Monolith teleports onto a planet’s surface, an invading Necron army is rarely far behind…

Obelisks
Obelisks are guardian-class war machines, similar in design to Monoliths but wholly different in function and purpose. Seeded throughout a tomb world’s cities, their task is to lie in wait for the day when a lesser race chances its arm against a Necron world. Should that hour come, the Obelisks will rise as one from the sands to form a grid of floating bastions, all but impervious to enemy weaponry as they crush earthbound invaders with pulses of dense energy and pluck airborne targets from the skies with invisible waves that tear passing aircraft apart.

Obelisks are almost undetectable whilst dormant, a fact that has led to more than one distinctly unpleasant surprise for the invaders of a tomb world. They can be sustained for thousands, even millions, of years on the merest trickle of power, an energy emission far beneath the scryings of the younger races. Only when the Obelisks detect enemy craft in the skies above their tomb do they wake to full function. Manipulating the planet’s gravity, they rise gracefully into the air, their approach swift but silent and their hulls protected by internalised energy fields. Before even a single landing craft can touch the surface, the web of Obelisks is complete – a sentient atmospheric minefield whose operational matrix swiftly shifts to aggression protocols in reaction to approaching threats.

Night Scythes
The Night Scythe is the Necrons’ favoured tool of invasion, a variant of the Doom Scythe that foregoes some of the fighter’s heaviest weaponry in favour of a troop transport capacity. This is not to say that the Night Scythe is in any way defenceless – quite the opposite. With its turret mounted tesla destructor, and the nerveshredding shriek of its engines, the Night Scythe is still a formidable fighter craft in its own right.

Doom Scythes
Doom Scythes are often deployed to sap the resolve of the enemy before the battle proper begins, for their presence induces an almost irrational terror in living creatures. The Doom Scythe’s primary propulsion system is a scaled up and augmented version of the dimensional repulsor drive employed on Tomb Blades. On those smaller craft, the whine of the drive is piercing and discomforting. On a Doom Scythe, the scale and amplitude of the sound is many hundreds of times greater; it resonates deep within the primitive core of living brains, playing havoc with memory, perception and sanity. Victims collapse into catatonia, slump into slack-jawed vacuity and suffer hallucinations of their dead comrades returned to worm-eaten life. Little wonder is it then that entire armies of battle-tested veterans have been known to throw down their weapons and flee at a Doom Scythe’s onset, or else gouge out their own eyes in futile attempts to stem the images scratching at their senses. The distinctive crescent shape of this fighter craft has come to be associated with imminent catastrophe on a hundred different worlds, for the terror it induces lingers within the mind, carried to the grave by those who have experienced it.

Should the foe not yield the battle on the Doom Scythe’s first pass, its pilot will then unleash the full fury of his craft’s firepower. Tesla destructors explode into life, raking the battlefield with arcs of eldritch lightning, instantly incinerating any infantry not cowering in cover. Armoured targets can perhaps weather this sizzling storm, but they cannot hope to stand against the fury of the Doom Scythe’s main weapon – the aptly named and rightly feared death ray.

Night Shroud Bomber
Larger and more heavily constructed than the far more numerous Night Scythe and Doom Scythe war craft alongside which it operates, the Night Shroud is a dedicated bomber whose origins date back many millions of years to the lost battles of War in Heaven. It is a relic of these ancient and apocaliptic conflicts the Night Shroud was built to carry - the Death Spheres, self-enclosed containment vessels carrying a warhead of anti-matter able to wipe from existence anything it encounters. The true marvel of Necron science is not merely the caging of such destructive forces, but their precise control and safety of use, for should the Death Spheres be broken by hostile action, their energy harmlessly dissipates out of phase with reality.

Cairn-class Tombship
Tombships are the largest Necron ships currently known. Tombships are large and terrifyingly wellarmed craft, perfectly capable of defeating any Imperial battleship currently in service. Fortunately for the Necrons’ enemies, Tombships are by no means always present in a Necron raiding fleet, and so far have only been met on seven occasions. In each case the tombship was part of a large force, and so far no tombship has been met that was not escorted by at least three of the Scythe class harvest ships described later. All of the Tombships so far encountered have been of the same general pattern, at least as far as can be ascertained from the reports of the engaging Imperial ships. Whether there are different or larger classes of tombship so far remains a mystery, though one account of an engagement between an Ork fleet and the Necrons mentions a ship so big that it dwarfed an Ork space hulk. Whether this is true or simply typical Orkish exaggeration is unknown.

Scythe-class Harvest Ship
Harvest ships appear far more common than the tombships, and is part of nearly every Necron fleet. So far all of the harvest ships encountered appear to belong to the same class, the only difference being the inclusion of a sepulchre-like chamber on some of the ships (though this does not change their outward appearance, nor does it appear to function in the same manner as those observed on tombships). Although the harvest ships appear lightly built compared to the solid designs used by the Imperium, these looks are highly deceptive, and they have proved to be incredibly resilient and difficult to destroy. So far there are only three cases of Imperial ships being able to disable a harvest ship, and in all three cases it required the firepower of several capital ships to achieve the feat. The harvest ship’s resilient design combined with the sophisticated and devastatingly effective Necron weaponry they use makes them a match for all but the largest Imperial craft.

Shroud-class Light Cruiser
The Shroud class was first recorded in 992.M41 during an engagement with Battlefleet Pacificus. In the six years immediately after, vessels of this configuration were observed on three occasions and each time disengaged before Imperial vessels could bring them under fire. It was believed that either the class or the crew was being tested in some way. Any preparation ended in 998.M41 when five Shrouds launched a suicidal assault on the Adeptus Mechanicus’ Mars installation. Since the Mars gambit, Shrouds have been identified on six occasions acting as the long-range eyes and ears of the Necron fleet. They excel at their job because no Imperial ship with any chance of catching a Shroud could possibly defeat one if they actually caught it. They pose a grave threat to Imperial Navy installations. If they can penetrate the defences of Mars with such ease then there is no base which can be considered safe.

Jackal-class Raider
Necron fleets nearly always include number of smaller ships roughly equivalent to Imperial escort vessels. Although there have been two instances of such craft operating on their own, this seems to be the exception rather than the rule, and it appears that they are usually very closely controlled by the tombships or harvest ships in the fleet. The Jackal is the slightly larger of then the other types of escorts, and has been present in every Necron fleet so far engaged by Imperial forces.

Dirge-class Raider
The Dirge class raider is the smaller of the two escort sized Necron ships, and appears to be somewhat rarer. In 692.M41 an impenetrable layer of unidentified metal was found several hundred metres beneath the surface of Angelis, later to be revealed as some form of alien spacecraft when the vessel rose entirely out of the sand and departed without trace. In the light of later events, it would seem probable that the ‘Angelis Boat’ was in fact a Dirge class raider.


 * -|Technology/Weapons=

Necrodermis
The composite metals that comprise a Necron’s skeletal form are all but impervious to destruction, and ensure that only the most grievous wounds can lay these ancient creatures low.

Sempiternal Weave
Only the finest Cryptek artificers know the secret of crafting a Sempiternal Weave. These gossamer-thin plates are formed from phase-hardened amarathine and threads of adamantium. They are then layered over the bearer’s carapace of living metal, and when struck they stiffen and contract, turning aside energy blades, bolt shells and even the searing heat of a plasma burst.

Resurrection Orb
This glowing sphere focuses energy into the regeneration of circuits of surrounding Necrons, hastening their repair.

Phylactery
This inconspicuous charm is a powerful self-repair device, filled with tiny, spider-like creatures that swarm all over a wounded Necron Lord, re-knitting his body so that he may continue to fight.

The Orb of Eternity
The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy of such incredible power.

Nebuloscope
This arcane device allows the Tomb Blade’s pilot to track his prey through seven different dimensions, leaving them no place to hide.

The Nanoscarab Casket
Invented by the Cryptek scientist known as the Onyx Swarm, this unassuming vial of black crystal is filled with thousands of tiny writhing Canoptek automatons. Once released, the swarm of miniaturised constructs envelops the bearer’s necrodermis, repairing grievous wounds and flooding their body with synthetic stimuli.

Mindshackle Scarabs
Mindshackle Scarabs are one of the Necron' chief methods of controlling alien races. At the bearer's command, tiny scarabs bury into the victim's mind and bypass cerebral functions, turning the victim into little more than a puppet under the control of the scarabs' master.

Disruption Field
The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh. Even the most heavily armoured vehicle can be torn apart by Necrons with such powers.

Lightning Field
This formidable adaptation of tesla weapon technology is a defensive shield that surrounds the bearer with a web of emerald lightning. Any foe that attempts to draw close is engulfed in this living electricity, and swiftly transformed into a blackened, smoking skeleton.

Lightning Arc
Stored solar energy is released as a forest of living energy tendrils which envelop targets probing for weaknesses.

Dispersion Shield
The force barrier projected by a dispersion shield can be used to fend off close combat attacks or deflect incoming enemy fire.

Quantum Deflection
Necron quantum shielding is a true marvel of techno-arcana, phasing into existence only at the moment of impact.

Shield Vanes
Tomb Blades that are deployed directly into the midst of a world’s defences are often equipped with additional armour panels.

Null Field Matrix
To compensate with their inability to peer into the Warp, Necron Tomb Worlds are shielded from psychic disturbances by vast null field matrices. They emit energy that destabilises a psycher's connection to the Warp, rendering them unable to utulise their full power. Similarly, Daemons in the presence of null field matrices have a tendency to flicker in and out of existence, as if unable to maintain a solid foothold in reality

Shadow Ankh
Is a device in the form of an amulet embedded with the Anhk of the Triad. It contains a powerful null-field generator able to nullify the effects of Warp-spawned powers and sever the connection that Daemons and psykers have to the Immaterium.

Gloom Prism
The gloom prism’s energy field creates a zone shrouded from Warp-spawned powers.

Nexus Arrangement
The Nexus Arrangement is an ancient Necron artifact resembeling a Ressurection Orb in appearence. When activated it projects a null field blocking all Warp effects, those with even a modicum of psychic ability fall to their knees, lesser minds bursting with aneurisms and clots, those of stronger stuff suffering intense pain and temporary blindness. Those who peering into the Warp at this time, fall into sub-catatonic states, their minds wiped of all notable activity, collapsing at their posts. This ripple then continues to expand, engulfing nearby planets and moons. Within seconds it spreads across the entire solar system. Only when it has reached neighbouring solar systems, over four light years away, does its strength waver.

Solar Pulse
Many Necron weapons contain pulsing orbs within which is bound the awesome power of a solar flare.

Phase Shifter
The very fabric of the Necron Lord seems hazy and indistinct, as though he were not completely corporeal. Shots and blows pass through his mechanical body and even the most powerful weapons cannot harm him.

Shadowloom
This generator projects an aura of unnatural darkness about the Tomb Blade, making it difficult to track and target.

Entropic Strike
The disruption field emanating from this warrior’s weapon is so powerful that it entirely obliterates matter from existence.

Tachyon Arrow
The tachyon arrow is an intricate wrist-mounted energy caster. When activated, it transmutes a sliver of inert metal into an unstoppable thunderbolt capable of piercing the heart of a mountain, or instantly erasing a foe from existence.

Euclidean Mindphase
As attackers advance, reality shifts around them, perspective and geometry twists out of phase until can tell the difference between up and down.

Chronometron
The Necrons are the masters of time and space. The chronometron allows the Necrons to act out of phase with the normal time flow, advancing normally while their opponents move in slow motion.

Gaze of Flame
Flickering witch-fires blaze from the metal death mask of the Necron Lord or Cryptek, chilling the very heart of those who look upon it, stealing away their strength and crushing their courage.

Ether Crystal
An Ether Crystal can control the fundamental forces of nature, summoning storms from tranquillity and lightning from clear skies. In seconds, the chosen area is assaulted by gale-force winds from nowhere as black storm clouds gather to block out the sky.

Harp of Dissonance
Many an enemy has underestimated the power of this strange, alchemical weapon, most often fatally. An irregularly shaped metallic casket, a Harp of Dissonance is laced with numerous strings of different materials, each perfectly calibrated to a precise level of tension. A correctly played note, when amplified and focused through the arcane technology housed within the Harp, can burst the molecular bonds of nearly any material, transmuting it to brittle porcelain.

Seismic Crucible
A skilled geomancer with a Seismic Crucible may command the very earth beneath his feet and, more importantly, the feet of his enemies. With it a Harbinger of Transmogrification may precipitate a powerful, localised quake.

The Veil of Darkness
This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near them, enfolding them in a swirling darkness. As the darkness fades, the user and their comrades appear elsewhere on the battlefield, transported through a miracle of arcane science.

Nightmare Shroud
This heavy cloak of living-metal scales was forged by Ut-Hekneth the Unsleeping during his million-year madness. The cloak itself is virtually indestructible, each scale formed from quantum-folded layers of void-hardened adamantium bonded with a hyper-flexible energy weave. This is a by-product of its primary design however, which is to project the worst excesses of Ut-Hekneth’s madness, assailing nearby enemies with phantasms of dread as potent as any mortal danger.

Timesplinter Cloak
Fashioned by the chronomancers of the Nihilakh Dynasty, this relic grants the bearer the ability to alter their destiny. This glittering shroud is formed from slivers of crystallised time, and the bearer can expend the power of these shards to glimpse a matrix of potential futures. The knowledge granted by this foresight allows them to perform incredible feats in battle.

Sepulchure
Only utilised by the largest Necron vessel in a fleet The Sepulchre is used to attack enemy ships as a wave of palpable psychic force is generated from the Necron ship. The crew are paralysed by visions of horror, and if discipline is lost then the crazed crew are likely to do damage to their own ship as they rampage uncontrollably.

Transdimensional Beamer
Used as a convenient method of banishing unwanted debris, machinery and failed experiments from Tomb Worlds and battlefields into a pocket dimension, the transdimensional beamer can just as easily be used to banish foes.

Tesseract Labyrinth
A cube shaped artifact that is in fact a physical manifestation of a pocket-dimensional prison gateway. It was used, long ago, by the Necrons to imprison their C'tan overlords. It can be used to either summon powerful C'tan shards, or imprison foes.

Tesseract Vaults
Tesseract Vaults are mobile containment engines that crackle with killing power. They have more in common with the pyramidal buildings of a tomb complex than with conventional war machines. The creature held captive within this thrumming, floating marvel of techno-arcana is a C’tan Shard of surpassing potency.

Tesseract Vault serves as both prison and conduit for a Transcendent C’tan Shard. Its hull contains layers of hyper-advanced node matrices and a brace of Canoptek leeches, creatures designed to redirect a portion of the shard’s energies into the very cage that holds it captive. Thus, the more powerful the shard, the stronger are the chains that bind it. Hovering above the shard is a Canoptek sentinel, a many-armed construct possessed of incredible durability due to the impervium hyperalloys of its onstruction. The Canoptek sentinel is the only creature with molecular strength enough to survive such close proximity to a Transcendent C’tan; this gaoler-creature exists only to marshal the intense aura of power exuding from the vault’s captive, and keeps it subservient to its Necron masters.

Inertialess Drives
Inertialess Drives are a non-Newtonian, reactionless form of voidcraft propulsion that allows a vessel equipped with it to move through space without any form of inertia.

Eternity Gate
A Monolith’s eternity gate is a dimensional corridor between the battlefield and a tomb world, allowing legions of Necron warriors to cross vast distances and enter the fray with a single step.

Dolmen Gates
In the closing years of the War in Heaven, the tides began to shift when the Necrons finally gained access to the webway. The C’tan known as Nyadra’zatha, the Burning One, had long desired to carry his eldritch fires into that space beyond space, and so showed the Necrons how to breach its boundaries. Through a series of living stone portals known as the dolmen gates, the Necrons were finally able to turn the Old Ones’ greatest weapon against them, vastly accelerating the end of the War in Heaven.

Gauss Weaponry
Gauss weapons are the mainstay arms of the Necron legions, ranging from the rifle-sized gauss flayer through to the enormous heavy gauss cannon. No matter their scale, the function of these weapons is the same; they emit a molecular disassembling beam, capable of reducing flesh, armour and bone to their constituent atoms in a moment. Even the thick armour plating of an Astra Militarum tank is no proof against such horrendous firepower. The awful wounds caused by gauss weapons are greatly feared by the line infantry of the other races, and are almost impossible to treat using conventional methods.

Gauss Exterminator
Designed to track and engage targets at great range, the gauss exterminator is a powerful weapon capable of atomising enemy armour and aircraft in a blaze of baleful light long before they can reach the Necron's battlelines.

Gauss Pylon
The mysterious Necron defense turrets, called Pylons by those that first encountered them. Rising suddenly from the desert sands the Gauss Pylons opened fire without warning and with devastating effect. Tanks and armoured carriers burn as the cresent-shaped weapons tears through them, whilst resisting all returned fire.

The Gauss Pylon draws energy from the Necron power matrix before discharging it through hardwired weapon systems, including a version of the gauss flux arc also mounted on Monoliths. More fearsome is the Pylon's gauss annihilator - a tight-beam version of the particle whip, capable of engaging targets at very long ranges. Sophisticated guidance and target-lock systems allow the gauss annihilator to engage ground troops and incoming aircraft alike.

Sentry Pylon
Smaller than the Gauss Pylons, the Sentry Pylons fill the role of tactical artillery support and localised air defence units. They are entirely autonomous, self-sustaining and capable of limited weapons platform, while thier firepower, as with many observed Necron war machines, vastly exceeds any equivalent Imperial design of similar size.

The most common weapon system mounted by these pylons is the long range 'continuous beam' molecular disruption cannon. Alternative armament types include coherent thermatic ray and particle disintegration weapons.

Tesla Weaponry
Some of the most terrifying weapons deployed by the warriors of the Necron dynasties utilise tesla technology. Such armaments unleash bolts of living lightning that envelop their target, melting flesh and metal alike. Worse still for the victim, these bolts feed off the energy unleashed by this destruction, growing more and more furious with each volley.

The bulkiest tesla weapons – such as the much-feared tesla destructor carried by Night Scythes and Annihilation Barges – fire crackling arcs that not only immolate the target instantaneously, but create forks of searing energy that reach out to strike other victims.

Particle Weaponry
These weapons emit a stream of minuscule antimatter particles that detonate upon contact with their target. They are incredibly reliable, needing only enough energy to maintain the containment field that prevents the anti-matter from detonating within the weapon’s own firing mechanism.

Particle Whip
This is the preferred ranged weapon of the Necron Raiders. A particle beam is projected along a magnetic field across a short arc, the arc is sufficient to crack the particle beam like a whip. A single ear-splitting discharge from the particle whip is enough to debilitate tanks and reduce infantry to molecular vapour.

Staff of Light
The staff of light is both a weapon and a symbol of authority. Its haft is actually a disguised power generator rod, and the crest a finely tuned focussing device, allowing the wielder to unleash crackling bolts of energy at his foes.

Hyperphase Sword
The energy of a hyperphase sword vibrates across dimensional states, and can easily slice through armour and flesh to sever vital organs within.

Voidblade
The gleaming black edge of a voidblade flickers in and out of existence, causing the molecular bonds of any material it comes into contact with to instantaneously disintegrate.

Warscythe
Warscythes are energy-bladed battle staves, and have been the favoured weapons of Necron Lords and their bodyguards for many thousands of years. Heavy and cumbersome, in the hands of a lesser creature a warscythe would be of little threat, but when wielded by the tireless mechanical musculature of a Necron, it is a most formidable weapon.

Gauntlet of Fire
The gauntlet of fire takes the form of an armoured glove and vambrace, whose length crackles and flows with green flame. The gauntlet's mechanisms are controlled by a series of submechadermial filaments, allowing the wielder a level of control over the gauntlet as fine as over his own hand.

Eldritch Lance
This stave can emit a blast of furious energy whose passage makes even the air scream in agony.

Aeonstave
The sapphire head of an aeonstave contains a massive chronal charge that, when unleashed, can trap a foe in a bubble of slow-time.

Tremorstave
A large staff enclosing numerous gyro-engines, grav-flux generators, and other sophisticated devices, a Tremorstave is as deadly a weapon as it is unconventional. When a Cryptek drives the tip of his Tremorstave into the ground, a wave of energy is released, travelling in a straight line directly towards his intended target, splitting the very ground open and sending shards of stone and sprays of dirt blasting out with deadly velocity.

Synaptic Disintegrator
This rifle fires a compressed leptonic beam that destroys synaptic tissue. Beginning within the target’s brain and spreading in microseconds throughout their entire body, molecules unbond with one another, causing the luckless target to crumple limply to the ground like a puppet with its strings severed.

Rod of Night
A Rod of Night takes the form of a rod of black metal about one metre long, its inlaid with silver and gold hieroglyphs, and often topped with an emblem of the Necron dynasties. Much more than a status symbol, a Rod of Night is able to siphon energy from technological devices, pulling it through the air along invisible pathways and storing it to be expended at the desire of the Necron noble wielding the weapon.

Rod of Covenant
The rod of covenant is a tool of swift execution for those found wanting by the Triarch Praetorians. Within the head of each weapon is caged a roiling fragment of a dying star bound within a potent force field, capable of burning through a foe’s armour as if it were dry parchment. This energy can further be directed by the rod’s wielder in a searing blast which, while short ranged, can reduce even a Necron to a smouldering pool of fused metal – organic creatures simply explode into clouds of flaming ash.

The Solar Staff
Forged within the Heliaconvarium of Aryand, the Solar Staff burns with the light of truth and honour. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.

Voidreaper
Legend has it that on the day Aza’gorod the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Nekthyst Dynasty’s crownworld. Its blade is a sliver of the void; when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.

The Gauntlet of the Conflagrator
Crafted by the Cryptek Harri’apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a blazing split-second cloud of unstoppable fury.

The Abyssal Staff
To succumb to the swirling ebon mist called forth from an abyssal staff is to be swallowed by impenetrable madness. Legend has it that Sautekh Crypteks have embedded each of these artefacts with a tiny sliver from the necrodermis of the Deceiver, allowing the bearer to summon wisps of shadow imbued with the star god’s anarchic insanity. These emanations drive victims to tear at their flesh and gouge out their eyes, gibber uncontrollably, or open fire on their allies.

The Voltaic Staff
The Mephrit are masters of the art of aethermancy, and the greatest of their creations is the Voltaic Staff. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards his enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone-charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.

The Blood Scythe
It is said that Ultep the Divider fought ten thousand duels, and was never once defeated. He is amongst the greatest heroes of the Novokh, venerated to this day by the dynasty’s warrior cults. Only the untrammelled power of a rampaging C’tan finally scattered Ultep’s metal body to atoms, though his crimson war scythe survived his destruction. Forged from sanguiphagic starmetal alloys, a single cut from this blade can siphon a torrent of blood from an opponent.

Exile Cannon
These arcane ray projectors unleash a beam that can blast objects out of existence, casting them into other dimensional realms beyond the material universe.

Cutting Beam
The cutting beam mounted within the Acanthrite's thorax is a highly concentrated shaft of thermal energy, stone and flesh equally with the precision of a surgeon's scalpel blade.

Whip Coils
Some Canoptek Wraiths are equipped with writhing mechanical tendrils that whip around at high speeds, splitting flesh and flensing their prey in an eye-blink.

Fabricator Claw Array
This clicking, whirring proliferation of energy tools is primarily intended for maintenance and repair.

Heat Cannon
The heat cannon is a thermal energy weapon of extraordinary power and, although considerably shorter ranged than the gauss exterminator, it can reduce the most heavily armoured tanks into piles of molten slag and burn its way through the most heavily protected fortifications.

Heat Ray
The heat ray is a multipurpose fusion weapon whose focussed blasts can slice an enemy tank in half from end to end. Should the heat ray be turned upon enemy infantry, the operator can instead fire a dispersed beam, bathing his target in clouds of scorching plasma.

Focused Death Ray
The coruscating beams of force these weapons emit slice through the ranks of enemy soldiers and armoured battle-tanks with contemptous ease. Utilising an advanced focusing array, the Sentry Pylon is able to project the crackling death ray over far greater distances than previously encountered versions of the weapon, and with a destructive potential that is horrifyingly effective.

Tesseract Singularity Chamber
The Tesseract Ark is built around a shielded Tesseract containment device which holds in stasis within it a sliver of a dying star, its terribly destructive energies siphoned off by the power of Necron scientific mastery of a battelfield weapon.

Singularity Generators
A pair of weapon options for the Necron Seraptek Heavy Construct, comprising two singularity generators. These heavy weapons create miniature quantum singularities, drawing in nearby matter before collapsing in a catastrophic implosion that damages anything nearby.

Death Spheres
Unlike the conventional munitions of younger races, the death spheres carried by the Night Shroud and its larger brethren are force field contained vessels imprisoning the merest fragment of anti-matter. They are kept out of phase with the material universe until the sphere detonates, unleashing an annihilating energy blast.

Star Pulse Generator
The star pulse generates an omnidirectional pulse of energy, which does not effect other Necron ships. Holofields offer no defence against it.

Æonic Orb
In essence, the orb is a fragment of a star, contained within a necrodermis sheath, and stabilized the incredible power of Necron magnetic technology. This containment system, which gives the orb its primary power source, is mounted on a massive skimming platform that gives the orb its mobility.

Its weapons systems are both simple, and powerful. The Solar Flare is generated by an adjustment of the containment field, which focuses a concentrated plume of plasma generated by the stellar fragment into a high velocity bolt. So powerful is the containment Beam that the plasma suffers absolutely no loss of heat, or velocity. This allows the plasma to cut through virtually any material effortlessly.

The final weapon is similar in concept to the Solar Flare, but less energetic, and thus less powerful. A much weaker containment beam is used to guide a mass of plasma to a target, which results in the plasma loosing heat at an incredible rate. By the time it reaches its target, itís effects while powerful, do not begin to compare to the Solar Flare. The swift loss of heat also limits the effective range of the weapon significantly. On the other hand, the explosive force, and radiation is quite sufficient to create havoc amongst its victims.

Ymga Monolith
A kilometres-long obelisk of some dark stone, blank of feature or ornamentation, smooth on all visible sides. The immense obelisk seemingly draws in the light of the surrounding stars, as if it were not simply a structure but instead a hole in space and time. This ancient stone is a Necron phase node of immense potency, which inside a Warp storm it creates a perfect sphere of order untouched by the chaos. The full extent of its power is unknown, but it has also shown replicating properties. Whenever a Necron ship comes into contact with it it's not destroyed, but instead, replicated.

World Engine
The World Engine is a planet sized weaponized Tomb World. Armed with the deadly Gauss Projectors it's capable of wiping all life on a planet. The world killer managed to destroy multiple Imperial planets and was planning on destroying Mars and then Terra. Although it's not only dangerous offensively, but it's has incredible defense. With forcefields similar in nature to Titan's Void Shields, only greater, it managed to go completely unharmed by an assault from a whole Imperial fleet. Only by a Space Marine infiltration was it able to be put down.

Breath of the Gods
An ancient Necron device capable of reshaping the cosmos itself. The Breath of the Gods feeds its vast power demands by siphoning it from the future and the past, most likely from the hearts of dozens of stars simultaneously. It then uses that power to accomplish its incredible feats of stellar engineering. Although missusing it can cause space-time itself to start to collapse, creating a temporal black hole causing the universe, and all other timelines to snuff out.

Celestial Orrery
The Tomb World of Thanatos is a hollow planet, and hidden at its heart is one of the galaxy's greatest treasures - the Celesitial Orrery. Crafted by artisans of the Oruscar Dynasty long before the onset of the War in Heaven, this web of hologram and living metal is beyond price for its artistic value alone. The tiny pinpricks of glowing light suspended within the impossibly intricate matrix record the positions of every star in the galaxy. Snuff out one of these lights and its physical counterpart will go supernova long millennia before its destined time, bringing fiery oblivion to all nearby worlds. But the Celestial Orrery is not merely a representation of the galaxy, but a perfect reflection of it.

C’tan Shards are all that remain of the once mighty star gods. They are echoes of their former selves, splinters of energy that survived the Necrons’ betrayal and were enslaved in turn. Most now languish in unbreakable servitude to their former vassals, utterly incapable of acting without commission. Should a C’tan Shard rebel, or a fault develop in its control relays, then fail-safe mechanisms automatically activate, whisking the creature back to its tomb, there to languish for centuries until times are dire enough that its services must be called upon again. Even with these precautions, the Necrons are wary of employing C’tan Shards in battle. Though the chance of escape is remote, the possibility remains, so the day must be dark indeed before the tesseract labyrinths are opened and the C’tan unleashed upon the galaxy.
 * -|C'tan Shards=

The Nightbringer
The Nightbringer was once death incarnate, a sadistic god with the power to unmake the stars. It delighted in inflicting pain and suffering not only to feed, but simply because it could. Its gaze was death and its mighty scythe feasted on the annihilation of civilisations. In ages long past, the Nightbringer destroyed entire star systems on a whim, gorging itself on the agonies of countless billions of ended lives. Now, however, it is bound as little more than shards of its former majesty.

The Deceiver
The Deceiver’s greatest achievements are wrought from deception and lies. Subtle and charming, its web of half-truths and outrageous falsehoods have led planets to their doom and great leaders into slavery. Even when the Necrontyr were still clothed in flesh, the other C’tan learned to shun the influence of the Deceiver, for it was duplicity itself.

Transcendent C'tan
Transcendent C'tan are the most dangerous of their kind. Each is an aggregation of anywhere between a dozen and a hundred lesser shards, and its power far surpasses the sum of its parts. Those few that are chained to Necron service are not contained by tesseract labyrinths, but by energy shackles designed aeons ago by the legendary artificer Svarokh. Such devices are unstable, making the deployment of a Transcendent C'tan without a Tesseract Vault to restrain it something of a risk, only undertaken in times of direst need.

Notable Individuals:
 * -|The Triarch=

From the earliest days, the rulers of individual Necrontyr dynasties were themselves governed by the Triarch, a council of three phaerons. The head of the Triarch was known as the Silent King, for he addressed his subjects only through the other two phaerons who ruled alongside him. Nominally a hereditary position, the uncertain lifespans of the Necrontyr ensured that the title of Silent King nonetheless passed from one royal dynasty to another many times. The final days of the Necrontyr occurred in the reign of Szarekh, last of the Silent Kings.

All Necrons bear the mark of the Triarch, a brand upon their living-metal skin that binds them to their race. The Triarch were a triumvirate of phaerons that ruled the Necrons, and the one known as the Silent King was the greatest of the three. In the 41st Millennium, the absence of the Silent King and the long years of the Great Sleep have transformed the Ankh of the Triarch into a reminder of faded glory. Some nobles still see it as the foundation of the Necron Empire, while for others it is merely an echo of a long-dead age. However, the Ankh remains a ubiquitous symbol of the Necrons, and even those who have lost faith in its power still bear it on a cartouche adorning their torso. Each dynasty will vary the colours of the Ankh and cartouche to match those of their phaeron. However, despite these cosmetic alterations, the shape of the Ankh remains unchanged, each exacting curve and line perfectly reproduced upon the Necrons’ chests.

Each dynasty also possesses its own glyphs, which are variations on the Ankh that identify its soldiers as part of a particular phaeron’s armies. These symbols are sometimes worn alongside the Ankh of the Triarch, but are usually secondary in size and placement, mirroring the ancient relationship between the phaeron and the Triarch. Lesser soldiery are rarely granted the distinction of bearing these dynastic symbols on their bodies in full, as such ranks are generally considered unworthy of the honour – instead, elements of the dynastic glyph are used to identify individual phalanxes.

The Silent King
"‘The being known as Mephet’ran came to us, speaking honeyed platitudes and halftruths, and to my shame we heeded its words. We exchanged the soul of our race for the illusion of emancipation.

My revenge, when at last it came, earned me but a sliver of satisfaction. It pleases me to know that this avatar of disruption is now slaved to the cause of Necron dominance and galactic order. I only hope that this is as torturous a fate for the Deceiver as the weight of failure is for myself.’"

- Szarekh, Last of the Silent Kings

In c.744.M41, the Silent King enters the bounds of the galaxy once more. Having encountered the Tyranids in the intergalactic void, he realises that if these horrifying creatures are left unchecked they may consume every living thing in the galaxy before the Necrons can achieve their apotheosis. Returning from his self-imposed exile, the Silent King begins a pilgrimage across the galaxy, stirring tomb worlds yet to revive and speeding the recovery of those already awakened. Though he takes pains to conceal his true identity – working through Triarch Praetorians or unwitting Crypteks and Overlords – the Silent King’s influence is felt from one side of the galaxy to the other. Slowly, he pursues his great work from the shadows, hoping that it is not already too late to atone for his past failures.


 * -|Necron Dynasties=

The Sautekh Dynasty
The Implacable Tempest "The Sautekh Dynasty is known for two things above all others – the merciless efficiency with which they disassemble the armies of their foes, and the byzantine hierarchy that governs them. With every year the Sautekh absorb, annex or conquer new worlds and lesser dynasties, each fresh acquisition made a shining cog in their silvered machinery of destruction." 

Like a steel claw bursting from the heart of the galaxy, the Sautekh Dynasty emerged from the Great Sleep in a storm of death and destruction. Unified under the iron will of Imotekh the Stormlord, the Sautekh wield a power and purpose like no other dynasty. From their crownworld of Mandragora, the implacable legions of Imotekh spread out across the stars, bringing more and more worlds under the rule of their phaeron. Even other Necron dynasties bow down to the power of the Sautekh, joining the ranks of the Stormlord’s armies. Overlord Naszar of the Sekemtar, Celestium Emriit of the Horth and Overlord Szaron of the Arrynmarok have all pledged themselves to Imotekh’s cause, hungry for a piece of the domain he is carving from the stars.

Resplendent in burnished silver and cold emerald, the legions of the Sautekh have brought to heel scores of worlds across the Eastern Fringe. By the light of burning civilisations, Imotekh’s armies march relentlessly on, driven by the Stormlord’s dreams of conquest and reunification. It is Imotekh’s will that his people be forged anew, and that he rise to rule all Necrons. At first, the phaeron’s desire was born of necessity, as he awoke to find his tomb world wracked by infighting. Rather than pick sides, the Stormlord dispatched his rivals and seized power for himself. Now, as the influence of the Sautekh waxes, so too does that of Imotekh, and the former nemesor sees himself as the architect of the Necrons’ return to primacy.

As the most numerous of the arisen Necron dynasties, it is the Sautekh that have been encountered most frequently by other races. To the Imperium, the dynasty has become synonymous with the Necrons, and it is erroneously believed by many that they represent the alien race as a whole, with all other dynasties being mere offshoots of the Sautekh. The T’au see the dynasty as representatives of an emergent power, and seek as ever to form allegiances before resorting to all-out war. To the Aeldari, the Stormlord represents the greatest threat posed by the Necrons, for they know that should he realise his ambitions, the horrors of a bygone age will once more return to the galaxy. Imotekh himself understands that the enemies of the Sautekh are many and powerful – perhaps too many to defeat with force of arms alone. As such, the master strategist uses other weapons to bring the galaxy under his control. As he sweeps across the stars, a shadow of terror passes before him; the worlds he plans to conquer are wracked by violent storms and scorched by unnatural lightning. Armies that march out to meet the Stormlord disappear into his shadow, and so the legend of terror grows.

On their dark reputation alone have systems surrendered to the Sautekh, preferring a life as slaves of the Necrons to annihilation at the hands of their legions. So it is that the relentless expansion of the Sautekh continues, and Imotekh takes another step towards total domination.


 * Imotekh the Stormlord the proud Phaeron of the Sautekh Dynasty, is arguably the greatest Overlord currently active. With his iron will and impeccable intellect he leads his armies forward towards galactic conquest.


 * Nemesor Zahndrekh the seemingly mad Lord. One of the greatest generals under the Phaeron Imotekh's command. Even besides his apparent madness, thinking he's still flesh and bone and not metal and wires, he is a brilliant strategist, accompanied by his close companion and friend, Obyron.


 * Vargard Obyron the ever loyal servant to the mad general, Zahndrekh. Always by his side and his love unyielding, he has protected his Nemestor for untold millennia. He is even equipped with a specialized cloak with which he can instantly teleport to his master's side should the need arise.


 * Orikan the Diviner arguably the greatest chronomancer in the Necron ranks. His knowledge of the craft is unparalleled, and with his genius of foreseeing the future with impeccable accuracy he's earned the spot as Imotekh's advisor. Though his motives are unknown.

The Mephrit Dynasty
The Solar Reapers "The Mephrit Dynasty has a history of star-killing grandeur and a talent for annihilation through fire. Though much of their glory has been lost, they are still able to harness and deploy extremely powerful energies." 

Pitiless planet killers, the Mephrit were the solar executioners of the War in Heaven. Stars withered and died under the meticulous attention of their Crypteks, while their phaerons condemned entire systems to death through hyper-accelerated supernovae. Often, it would be the legions of the Mephrit that the Silent King summoned when a race or planet proved especially defiant, as the dynasty had proved its talent for extermination time and again. Many of the other phaerons considered the Mephrit’s methods excessive or distasteful by the ancient codes of warfare. Yet the dynasty’s victories spoke for themselves, and they swiftly rose in power and prominence. Unfortunately, the slow march of the aeons and the Great Sleep has left the Mephrit’s splendour faded and tattered. The world-rending weapons for which they were once famous are lost to the void or fallen into disrepair, while many of their coreworlds are no more. Perhaps most disastrous of all for the Mephrit was the loss of their phaeron, Khyrek the Eternal, who was obliterated along with the dynasty’s crownworld by Aeldari assassins. In the power vacuum left by their master’s demise, many of the Mephrit’s Overlords cling to the past, but there are those who look to future conquests. Among them, Zarathusa the Ineffable gazes upon the ruins of his system and covets the power he once wielded. Guiding his legions, he has set off on a crusade of reclamation. Soon, the galaxy will learn to fear the Mephrit as it did in days of old.

The Nephrekh Dynasty
The Bringers of Dawn "The Nephrekh are a dynasty consumed with showing their mastery over light itself. Their metal bodies can be converted to beams of pure energy, becoming one with the stars." 

The trinary suns of the Nephrekh crownworld glow golden upon the mantles of its legions. Rich in the solar wealth of scores of systems, the Nephrekh’s worlds cluster around a dense concentration of stars, their radiant brilliance filling the skies with a near-limitless supply of energy. From this golden chalice of flame the Nephrekh drink deep, channelling its forces into translocation beams so powerful they can lead their armies from one system to another at the speed of light.

Phaeron Sylphek, like so many others, emerged from his long hyperstasis within his crownworld with his personality degraded to the edge of madness. He has become consumed by an obsession with the stars themselves, announcing to his bemused court that he wished to drape himself in their molten glory. To placate their lord, the Crypteks of the Nephrekh crafted Sylphek a skin of living metagold that can turn to pure light through advanced hyperalchemical processes – the phaeron has since seen himself as a celestial deity given bodily form. The ‘golden form’ is a gift Sylphek has since shared with his trusted servants. The dynasty’s high-ranking Overlords can be temporarily transformed into living light, while even the lowliest Nephrekh warriors can activate traces of metagold within their metal bodies in order to shift and stutter across open ground at frightening speed. The secret to making this process permanent yet eludes the Nephrekh, but they have bent their formidable resources towards solving the conundrum.

The Nihilakh Dynasty
The Sentinels of Eternity "Regal and glorious in battle, the Nihilakh are fiercely territorial. Only at the close of the 41st Millennium have they turned their attention outwards, planning a new campaign of slow and relentless expansion." 

Woe to the army that trespasses upon the domains of the Nihilakh. In times of antiquity, the dynasty built vast treasure worlds filled with wealth plundered from a thousand civilisations. When the Nihilakh awoke from hibernation it was to find their once-mighty realm in ruins. Looking inwards, the dynasty gathered what strength they still possessed to their crownworld, Gheden. Now, they jealously guard the remaining wonders of their empire, shoring up their borders against all intrusion. The dynasty’s Crypteks have recently begun the construction of strange monolithic arrangements along the frontier of Nihilakh space, though what purpose these creations serve is as yet unclear.

It is said that the splendours of the Nihilakh treasure houses eclipse those of all other dynasties combined, and their armaments attest to this. Arrogant and proud, the dynasty’s Overlords ensure that none forget the great wealth of their people, nor the military strength that comes from it. They have their Crypteks work precious turquoise and jewels into the armour of the legions, and often carry prized relics into battle, borne upon their war engines as reminders of their ancient triumphs and glory.

Greatest among the dynasty’s treasures is the Yyth Seer – the preserved head of an alien prophet who was the last of its race. Using neurographic resonators to peer into the prophet’s mind, the Overlords have witnessed the future of their race. It has to be a future of unavoidable conflict, for the Nihilakh are gathering their legions for war.


 * Trazyn the Infinite the Archaeovist of the Solemnace Galleries, is a collector and preserver of histories. Even though he's officially part of the Nihilakh Dynasty, he operates mostly independently, seeking various artifacts to add to his collection.

The Novokh Dynasty
The Crimson Reapers "The Novokh Dynasty has been slow to awaken, but with every new and bloody war, its resurgence accelerates. Its warriors are invigorated by the act of bloodshed: for them, the mark of success is a deep and livid red." 

Initially, a Novokh phalanx will go to the front line with a slow and plodding gait. When the close-range killing begins, however, it harnesses the flickering memories of the ancient blood rituals it once performed. As the gore of the foe splashes across their carapaces and skulllike masks, they seem to come more and more alive until they are fighting with unnatural vigour and determination.

The Novokh Dynasty has found a rising star in the form of Overlord Galmakh, the Moon Killer. Galmakh gained considerable fame before the Great Sleep with his tactic of destroying moons, thereby disrupting the gravity of worlds that defied him. At the heart of Galmakh’s armies is the Crimson God, a C’tan Shard enslaved by the Novokh Dynasty millennia ago. The shard is commanded at all times by the redoubtable Overlord known as the Crimson King. An unwilling vassal, the C’tan drifts ominously across the battlefield, meting out destruction with its incredible powers, but never quite in the way that the Crimson King would wish for.

Recent wars have seen the Novokh Dynasty ranged against the anarchic might of the greenskins, whose ceaseless rampage across the stars poses a dire threat to the Novokh’s crownworld of Dhol VI. More than one Warboss has been utterly erased from existence by the Crimson God, leaving the Orks utterly baffled as they try to recall who it was they were following into battle mere moments ago.

The Thokt Dynast


The shifting void rifts of the Hyrakii Deeps hide the coreworlds of the Thokt Dynasty. These planets orbit the massive Meghoshta crownworld in a stately dance across the aeons, and smaller, heavily weaponised planetoids orbit them in turn. Wreathed in sparking blue energy, the crystalline continent-tombs of the Thokt Dynasty feed upon the radioactive power of the void rifts that surround them, the sky overhead thick with rippling darkness and flickering blue comets. As their armies emerge from their stasis-crypts to bring death to their foes, dull metal skulls reflect the cold sapphire stars far above.

Harnessing this potent radiation, the Thokt Crypteks have fashioned rad-receptors into the weaponry of their soldiers, a symptom of which is the shimmering azure light that emanates from their eyes, gauss flayers and even the cracks in their mechanical forms, debilitating and weakening those with bodies of flesh and blood. When the Thokt gather for war, the icy power of the Hyrakii void rifts becomes a truly baleful weapon.

The Charnovokh Dynast


Ravaged by the coming of the Tyranid hive fleets, the legions of Charnovokh cling defiantly to the edges of the Eastern Fringe. Their crypts have been overrun by the burrowing organisms of the Great Devourer, and many of their tomb worlds have been defiled by the Imperium, unwise settlers building high upon a foundation of slumbering dooms to come. Their dynasty is currently marshalling its remaining forces – only the strong have survived their misfortunes, however, and as Lords and Overlords put aside their petty differences, they are finding their mismatched legions are elite indeed.

In honour of their destroyed coreworlds, the Charnovokh bear the colours of Night Unending – jade energy signatures and dark-blue markings upon skull, shoulder and weapon. The higher a Necron’s rank within the dynasty, the more of these colours he wears. Phaeron Thoekh’s livingmetal body is entirely midnight blue, his regal form swathed by a shroud of captive shadow that can teleport him from harm’s way at the twitch of his finger.

The Nekthyst Dynast


The Nekthyst are a dynasty of dented grandeur and stubborn pride. Long ago their ruler, the great conqueror Phaeron Oblis the Enslaver, angered the Triarch by refusing to adhere to their decrees. Thus, when the Nekthyst’s crownworld of Moebius came under assault by a colossal Ork Waaagh!, the Triarch refused to rally to their subject’s aid. Though the Orks were repelled, Moebius was devastated in the ensuing battle, along with much of the Nekthyst’s once-glorious empire.

Ever since that day, the Nekthyst have shunned the concepts of honour and verity so prized by their kin, exchanging their traditional gold and purple heraldry for harsh, blackened copper carapaces that embody their jaded cynicism. They fight ruthlessly to preserve their shattered domain, using any and all methods – no matter how cruel or underhanded – to preserve their legacy. Though technically subjects of the greater empire, the Nekthyst are seen by the other Necron dynasties as little more than untrustworthy savages.

The Ogdobekh Dynast


Long ago the Ogdobekh came to an accord with the Crypteks who advised their ruling nobles. For millennia the two factions existed in a technological symbiosis, with the vast resources of the Ogdobekh coreworlds given over in exchange for the war machines and Canoptek constructs that allowed them to expand their realm ever further. Though they were at that point considered a minor power, their influence grew steadily with each passing decade. The phaeron of the Ogdobekh Dynasty, Anathrosis of the Black Star, was known for his paranoid streak – perhaps due to the rather superior behaviour of the Crypteks that formed a large part of his court. At all times he surrounded himself with an army of Canoptek constructs that could restore the glory of his legions should they be compromised. His tomb complexes were built with triple-layered backup systems, which proved to be of immense value over the course of the Great Sleep – when the dynasty awoke, the vehicles, constructs and warriors of the Ogdobekh emerged from their tombs all but intact. They have made impressive gains ever since.

Independant Necrons

 * Anrakyr the Traveller belonging to no Dynasty, Anrakyr travels the galaxy with a clear mission in mind, to unite all of the Necrons under a single banner, as in the days of old.


 * Illuminor Szeras though they rarely see eye to eye, Szeras accompanies Anrakyr in his travels, aiding him with his unparalleled genius. He was the one that created the machines which caused the biotransference to happen, and even now he continues to work on transcending this form with a greater one.

Weaknesses: Most of their soldiers are mindless warriors that without specific directions would just follow their basic directives, mostly consisting of tirelessly advancing and attacking everything in their sights. Their conscious counterparts, however, are mostly infected with a madness due to their millions of years slumber. The higher ranking individuals are mostly plagued with infighting and plots for trying usurp positions of power. Due to their 60 million year slumber, a lot of their numbers have been reduced via supernovas and other natural events.

Others
Notable Victories:

Notable Losses:

Inconclusive Matches: