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Necron Character Guide (6!22!17)

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Necron Character Guide

The Lost Dynasty


Table of Contents
Chapter 1: The Soulless Host 3 Chapter 4: Creating Necron Explorers 23
The Royal Courts 3 Long Forgotten Memories 24
Necron Lords and Overlords 4 Reawakened Necron Career Path 25
Crypteks 5 New Skills 30
C'tan Shards 6 New Talents and Traits 31
The Undying Legions 7 Chapter 5: Necron Armory 32
Necron Warriors 7 Ranged Weapons 33
Necron Immortals 8 Melee Weapons 35
Deathmarks 9 Necron Gear 37
Lychguard 10 Armory Tables 38
The Guardians of the Tombs 11 Chapter 6: Necron Vehicles 39
Canoptek Spyders 11 Annihilation Barge 39
Canoptek Wraiths 12 Catacomb Command Barge 40
Canoptek Scarab 13 Doomsday Ark 42
The Heralds of Oblivion 14 Ghost Ark 43
Destroyers 14 Chapter 7: Necron Starships 44
Destroyer Lords 15 Necron Vessel Special Rules 47
Flayed Ones 16 Creating Necron Starships 48
Chapter 2: Secrets of Aeons Past 17 Necron Starship Hulls 50
Secession and Hate 17 Chapter 8: Alternate Career Ranks 53
The Awakening of Lost Gods 17 Cryptek 55
The Price of Immortality 18 Cryptek Disciplines 57
The War in Heaven 18 Deathmark 60
The Great Betrayal 19 Harvestmaster 62
The Sleep of Aeons 19 Lychguard 63
The Great Awakening 20 Necrontyr Merchant 65
Chapter 3: Necrons in the Koronus Expanse 21 New Elite Avance Packages 66
Chapter 9: Ascendant Necron Characters 68
Necron Expanded Career Path 69
New Talents 71
A Note from the Author 75

2
Chapter 1: The Soulless Host
Source Disclaimer: All lore in this section is taken directly from The noble in command of a tomb worlds army is
the Deathwatch RPG, primarily The Outer Reach. known as a nemesor. Nemesors are often those nobles
who prefer martial conquest to political intrigue,
... though this is not always the case. At a nemesors
The silent battle cry of a Necron Warrior disposal are the wisdom of aeons and technology the
likes of which has not been seen on the battlefield in
In the relatively short time since the first tombs of 60 million years. Add to this legion upon legion of
the Necrons began to stir, the war host of the Necrons troops hard-wired for allegiance, and this is a force
in the galaxy has grown to immense proportions. The that few can stand against. If the generals and lords
grand army of the Necron Host consists of mighty militant of the Imperium knew of the threat just
warriors and terrifying battle engines. Soldiers and beginning to stir, they would surely turn all available
vehicles alike are armed and fortified with the arcane forces to stopping it. As it now stands, the Imperium
sciences of the Crypteks and made fearless by the may be blind to the peril until it is too latewhich is
soul-stripping process of the biotransference. This surely as the Soulless Host intended.
section provides information the legions of the
Necron Host.

The Royal Courts

It seems the galaxy has forgotten us, old friend.


Ready my command barge; an example must be made
of these interlopers.
Lord Iohketh, the Vindicator of Gralehk, to Vargard
Cahlehsti prior to the razing of Hive Ascalon

The strict hierarchy of the Necrontyr has been


preserved in the courts of the deathless Necrons. The
transition from flesh to machine has, in fact, resulted
in an even more rigid hierarchy, one in which each
Necrons role is enforced not only by tradition, but by
their very nature. The lower tiers of the Necron
civilisation have no aspirations to improve their
station in life, or any aspirations at all, for that matter
bio-transference made sure of that. This is far from
the case, however, for the Necron nobility. Necron
Lords and Overlords are the rulers of tomb worlds,
and even clusters of star systems. Necron Overlords
are surpassed only by the dynastys Phaeron in power
and authority, while even the weakest Necron Lord
commands hundreds or thousands of troops. Many
Necron royals constantly seek to improve their
station. All Necron Lords and Overlords have royal
courts made up of lesser nobles owing them fealty,
Crypteks in their service, and, in some cases, trusted
bodyguards. These courts are commonly hotbeds of
intrigue that would astound even the most
conspiratorial of Imperial nobles. These royal
courts often accompany their liege into battle,
as well.

3
Necron Lords and Overlords greatest weakness for many Necron rulers. The
When the process of bio-transference forever process of bio-transference and the long aeons have
transformed the Necrontyr into the cold, calculating eroded the sanity of many Necron Lords and
Necrons, the most durable, powerful, and Overlords, whether by the sheer impossibility of a
sophisticated bodies were reserved for the nobility. At living mind preserved for eternity in an artificial brain,
least as tall as an armoured Space Marine and broader or due to simple mechanical faults. Despite the best
than a Necron Warrior, the skeletal frames of Necron efforts of the tomb guardians, the awakening from
Lords and Overlords possess the strength to crush stasis is rarely flawless, save for the most fortunate of
plasteel in their bare hands, and can easily resist tomb worlds. Even a minor glitch in the process can
damage that would even fell lesser Necrons. result in drastic changes to the personality of a Necron
In battle, Necron nobles tend to favour weapons royal, or even its very perception of reality. In some
that speak to their status: staves, mighty warscythes, cases, this serves to exaggerate the personality quirks
and even heavy, ornate gauntlets that crackle with a Lord possessed in life, while others result in bizarre,
green flame. Almost without exception, Necron Lords aberrant behaviour, or even severe delusions. Perhaps
and Overlords are skilled warriors and commanders, one of the more extreme cases of this madness can be
completely capable of making split-second tactical found in the so-called Destroyer Lords.
decisions even as they cut their way through the While Necron Lords and Overlords generally fight
enemys ranks. In fact, the advanced technological at the forefront of large armies of conquest, they are
minds of the Necron nobles are capable of evaluating just as likely to take a personal hand in more delicate
possible outcomes and computing the most operations. After all, few of their servants possess the
advantageous tactical decision with a speed and intellect, let alone the initiative, to lead such missions,
accuracy that even the most accomplished autosavant which could range from sabotaging a rivals own
could not hope to match. This powerful synthetic efforts, to infecting a nosy Inquisitor with
mind is at once both a great strength and, perhaps, the Mindshackle Scarabs.

4
Crypteks as a kind of tail. Crypteks are typically adorned with
Crypteks are the undisputed masters of Necron headdresses or tabards of segmented metal marking
technology, technology that is completely unknown out their status.
and incomprehensible to the younger races. While all Almost all Crypteks specialise in a particular
Crypteks share a broad base of knowledge in order to branch of technosorcery. Since Canoptek Spyders and
ensure proper functioning of the Necrons war Scarabs are more than capable of repairing or even
machines and weaponry, each specialises in a producing nearly any of the basic technology utilised
particular branch of techno-arcana. This secret by the Necrons, Crypteks have their entire, unending
knowledge includes an array of miraculous weaponry lives to pursue their particular obsessions. For reasons
jealously guarded by the Crypteks, kept even from the of tradition and practicality, all but the most
hands of the mightiest Phaerons. demented of Crypteks hold to a single speciality,
Crypteks share the same skeletal appearance as all devoting their life to perfection of their chosen art. A
Necrons, but are marked out by several distinct Cryptek who dabbles in multiple disciplines is seen as
features. A single eye gazes out from a Crypteks dangerous by his peers and untrustworthy by the Necron
emotionless face, while its spine extends past its legs nobility he serves.

5
C'tan Shards available to the Necrons. If the Lost Dynasty deploys
After the War in Heaven, the Necrons turned on the even a single Ctan Shard, Exterminatus may represent
godlike beings that had made bio-transference possible. the Koronus Expanse's only hope for dealing with such a
Even with the element of surprise and the most threat.
sophisticated weaponry the galaxy has ever seen, the Even in their enforced servitude, Ctan Shards are
Necrons could not hope to destroy the Ctan. The Ctan apocalyptically powerful. This near-limitless power
were shattered, however, and the Necrons bound these manifests in a variety of ways, perhaps based on the
fragments in extra-dimensional prisons. Since that time, original, unbroken Ctans preferences and tastes, or
the Ctan Shards have been bound to the will of the perhaps due to some unknowable, intrinsic property of
Necrons. Even a shackled fragment of a Ctan holds each Ctan. Whatever the case, no two Ctan Shards are
unimaginable power, with abilities that defy physics alike, and even shards of the same Ctan may exhibit
and belief. Only called upon in the direst of different abilities.
circumstances, the Ctan Shards perhaps represent the
ultimate weapon

6
The Undying Legions

Look around you. These worlds are not ours. We are reliable sightings have been made of a Necron Warrior
but squatters, living out our brief, insipid lives equipped with any other weapon. While an Imperial
amongst the graves of the gods. Are you so blind that Guard commander may expect such uniformity and
you see not their works? The dead ruled once, and lack of specialised weaponry to be a weakness, this is
will again. far from the case for the Necrons. Gauss flayers utilise
Paxius Kleinert, the Wandering Prophet of Orlos. theoretically impossible science to strip their target
Burned as a heretic 999.M33 apart on a molecular level. These potent weapons can
Though the Necron Host is only beginning to stir, strip the adamantium from a battle tanks hull as
its presence has already been felt in isolated incidents surely as they strip the flesh from a man. Even power
across the Jericho Reach. Those Imperial Guard who armour and the enhanced constitution of a Space
have faced the Necron menace in battle have little or Marine provide limited defence.
no inkling of just what they faced, but the survivors While the Necron nobility retained their
will never forget the advancing ranks of implacable personalities and intellects intact, Necron Warriors did
metal skeletons. Even to the Deathwatch, the isolated not come through bio-transference so fortunate.
encounters with these xenos are largely a mystery. Warriors possess but a dim spark of life, relying in
Most likely, the greatest store of knowledge of the battle on instinctual reactions and programmed attack
Necrons is possessed by the Dead Cabal. Holding patterns rather than any self-direction or intellect. In
such information, and putting the pieces together, fact, Warriors deprived of leadership will simply
however, are very different matters. continue carrying out the last order received, or even
In battle, the inexorable advance of rank upon cease all activity other than firing on any enemies who
rank of steel skeletons makes for a chilling sight. The happen too close. Likewise, Necron Warriors display
Necron legions know no emotion, no fear, no pain, not an inkling of personality. The billions of
and obey the orders of their Lords without question. Necrontyr citizens who were transformed into
The living metal bodies of all true Necrons are Warriors, at one time each an individual with hopes,
capable of astonishing feats of self-repair, able to re- fears, and ideas, now form ranks of faceless,
ssemble themselves and continue fi ghting even after emotionless automatons. If any shred of their former
being dismembered. Yet, Necrons have been known selves remains, it is trapped behind walls of encoded
on occasion to fall back after suffering heavy losses. subservience.
Whether this is due to some instinct of self
preservation left from their previous lives, or simple
logical expediency, none can say.

Necron Warriors
The rank and file of the soullest host are the
Necron Warriors. Silent as the grave, Necron Warriors
move with slow, erratic, yet exacting movements.
Despite this sluggishness, Warriors are capable of
great accuracy at range and devastating blows up
close. Like all Necrons, a Warriors living metal body
is incredibly durable, capable of absorbing truly
horrendous amounts of fire with hardly a scratch to
show for it. When enough punishment is heaped on a
Warrior to actually damage it, advanced self-repair
protocols undo all but the most severe damage
in moments. These seemingly indestructible
machines carry weapons the Mechanicus has
dubbed gauss flayers. To date, no

7
Necron Immortals cost the mission, and it was only through noble
In life, Immortals were the professional soldiery sacrifice that the Immortals were defeated.
of the Necrontyr empire. In death, they surpass the Immortals are similar in appearance to Warriors,
Warriors in nearly every way. Possessed of even more but with larger, broader bodies, and spines that jut
resilient frames, Necron Immortals prove almost grotesquely upward from their backs. These living
impervious to small arms. Their training and metal bodies are stronger and more heavily armoured
experience in combat survived the process of bio- than those of Necron Warriors, and even feature
transference undiminished, and Immortals seem to superior self-repair protocols. Yet, Immortals also
have retained a brighter spark of intellect than their possess faster refl exes, and their movements are not
less favoured brethrenalthough only in regard to so ungainly as Warriors. When combined with their
the practice of war. Outside of combat, Immortals potent skill in combat, this makes for a foe that can
display about as much personality as a monotask pose a grave threat to even a Deathwatch Kill-team.
servitor. Immortals are typically armed with gauss Unlike Necron Warriors, Immortals are capable of
blasters, weapons even deadlier than the gauss flayers independently reacting to shifts in battle, adapting
used by Warriors. In one recent incident, however, the their tactics accordingly. This means Immortals are
Imperium encountered Immortals armed with an much better suited to countering the unconventional
entirely different sort of weapon, one that emits tactics often employed by Explorers. It even seems
crackling electrical blasts hot enough to melt that Immortals are capable of issuing orders to
ceramite, and capable of arcing between multiple Warriors, allowing a combined force to present a
targets. These weapons caught the team entirely off- potent threat even when deprived of proper leadership.
guard, as a single glancing hit on one could prove Still, Immortals must rely on ancient tactics and
lethal to another. This unexpected development nearly stratagems, and are little capable of true innovation.

8
Deathmarks sniper could hope to match. As if these were not
While Necron nobility often scheme against each enough, Deathmarks are granted some of the most
other, and occasionally even come to blows, ancient sophisticated and closely guarded of the Necrons
codes of honour forbid the employment of assassins hyperdimensional technology. This allows these
against fellow Necrons. This provision does not peerless hunters to almost effortlessly leap back and
extend to those enemies the Necrons consider forth from a pocket dimension outfitted with all
dishonourable, however, and since no other race manner of advanced surveillance and detection
could hope to grasp the intricacies of Necron war equipment. Deathmarks are able to lie in wait
etiquette, most nemesors see fully fi tto unleash the completely undetected by their foes, while monitoring
Deathmarks against their alien foes. communications, movement, and even the vital
In appearance, Deathmarks are more akin to signsof their intended targets. Thus, Deathmarks time
Immortals in the craftsmanship of their mechanical their attack perfectly to catch the enemy off-guard,
bodies. They are distinguished by a single, large eye making for easy prey.
and the arcane orbs projecting from their spines. Perhaps the only weakness of the Deathmarks is a
These orbs flare with an unnatural light as a decided lack of close combat ability. While more than
Deathmark utilises its occult powers. In keeping with strong enough to rip a mans jaw off with a skeletal
their role, Deathmarks display a propensity for stealth hand, a Deathmark poses little threat to an equipped,
that is all but unique amongst the Necron ranks. veteran explorer up close. Deathmarks skills and
Moving as they do with the eerie silence that is the tools, however, ensure that they are seldom caught in a
hallmark of the Necron legions, Deathmarks can be melee fight. On those rare occasions that they are,
surprisingly stealthy for their slow, deliberate there are fewer more effective escape methods than
movements. retreating into another dimension.
Peerless snipers and assassins, Deathmarks utilise
many strange and unique technologies to annihilate
the enemies of the soulless host. Named for the
emerald light with which they indicate their chosen
targets, these indefatigable hunters can perceive and
track a victim so-marked through any sort of terrain
and, it is said, through the barriers between
dimensions. The technology behind this signal further
augments the Deathmarks deadly skills, ensuring that
a marked target rarely survives for long. Even without
this nigh-supernatural ability, Deathmarks would
make for deadly opponents. Each is an expert
marksman, armed with a cruel synaptic disintegrator.
Those killed by a Deathmarks first shot are the
fortunate ones, for a hit from a synaptic disintegrator
that is less than fatal almost invariably leaves the
victim an echo of his former self. Deathmarks possess
the same skills in hunting and tracking they did in
life, bolstered by their machine nature. Deathmarks
have no need to eat, drink, or sleep, and can lie in
wait as long as necessary for the opportunity to strike.
Their mechanical ligatures can hold a rifle perfectly
still and they draw no breath which might disturb
their aim. As such, Deathmarks are capable of
accurate, long range fire at a rate no human

9
Lychguards their enemies until ready to strike a fatal blow.
The Lychguards are the elite protectors and Without a doubt, Lychguards present one of the
emissaries of the Necron nobility. In order to serve as greatest Necron threats an Explorer might face. Even
a bulwark against those who would harm their charge, the mighty weapons of the Adeptus Astartes are hard-
Lychguards were gifted with the highest quality of pressed to damage the living metal frame of a
living metal bodies, equal in resilience and power to Lychguard, while a Lychguards weaponry and
those inhabited by the Lords and Overlords they abilities can fell even a Space Marine in a single blow.
protect. In addition to serving as wardens, Lychguards Perhaps what makes Lychguards even more dangerous
often act as messengers and envoys for their masters. is a capacity for independent thought not seen among
In order to better serve in this capacity, the the ranks of the dynastic armies. Like all Necrons,
personality and intellect of the Lychguards was Lychguards have an unerring recollection of the most
preserved through the process of bio-transference to a effective combat tactics ever devised. Unlike lesser
much greater extent than the rank and file. As with Necrons, however, Lychguards are perfectly capable
other Necrons, Lychguards fulfill the same roles in of deviating from these tactics and stratagems when
undeath as they did in life, and, as with other necessary, adapting more quickly and effectively to
Necrons, the capability for disobedience has been new situations. Explorers combating Lychguards must
removed. The Necron Lords and Overlords of the 41st contend with a foe that is more than a match for nearly
millennium need never worry about a treacherous any Space Marine in single combat, and can form an
knife in the back from a supposedly loyal guardian, effective response to even the most unexpected route
making the Lychguards the last defence against the of attack.
machinations of rival nobles.
Owing to their powerful frames, Lychguards are
taller and broader than Necron Warriors, with broad
shoulder blades and a pronounced spine that extends
above their heads. Reflecting their status and,
perhaps, their individual preferences, Lychguards are
often adorned with decorative headgear and
segmented metal tabards. Lychguards are typically
armed with warscythes, massive polearms with blades
sheathed in a highly advanced and devastating power
field. Backed up by the formidable strength of a
Lychguard, a warscythe can split even an armoured
warrior of the Adeptus Astartes nearly in two. The
Necron Host possesses a more limited number of
dispersion shields with which the most powerful
Lords and Overlords might equip their Lychguard
servants. Almost invariably paired with a hyperphase
sword, a dispersion shield produces a powerful force
field capable of even redirecting projectiles and
energy blasts back upon those who would attack the
Lychguards charge.
Lychguards have a well earned reputation among
the Necron royal courts as consummate warriors, and
seek always to meet these expectations. In keeping
with the logical efficiency that drives many Necron
activities, Lychguards make it a point to slay
their enemies in a single, powerful blow. To
this end, Lychguards often allow their nigh
indestructible form to weather the blows of

10
The Guardians of the Tombs

Look at these glyphs! Ive never seen anything like maintenance, but are more than capable of dealing
thisitll be worth a fortune! Wait, do you hear that? with intruders, and coordinating the actions of their
I think theres water behind this panel subservient robots in defence of the tomb.
Mebnos Jillick, Archaeovator and Legitimate Canoptek Spyders are huge metal constructs, their
Trader immense weight effortlessly propelled by
As hardy as the Necrons are, and as sophisticated sophisticated grav engines. Their bodies are large and
their technology, even they could not hope to survive rounded in order to accommodate the internal systems
the ravages of 60 million years without some manner that construct Canoptek Scarabs as needed. This,
of caretaker. Before entering the Great Sleep, combined with their multiple limbs and compound
thorough precautions were taken to ensure that the visual sensors, give an arachnoid aspect that enhances
slumbering Necrons were protected from their the fearful appearance of these monstrous robots. The
enemies and from the ravages of time. Veritable fabricator claws that allow Canoptek Spyders to effect
armies of guardians patrol the Necron tombs, both repairs on nearly any of the tombs systems also make
defending against intrusion and ensuring that the for frighteningly destructive weapons, and they
countless machineries and subsystems of the crypt are sometimes sport additional weaponry. When the
kept in working order. Canoptek Spyders conduct the Necrons do rise from their crypts, Canoptek Spyders
actions of Canoptek Wraiths and Canoptek Scarabs, often accompany them in battle, both for their combat
and in turn are subservient to the tombs master abilities and their capability for repairing damage that
program. These various robots and systems are is beyond even the abilities of their Necron masters
designed to work together in perfect harmony, advanced systems.
coordinating efforts so that no enemy penetrates the
tombs defences and no system fails in its function.
The annals of the Imperium's history are filled
with strange encounters with unknown xenoforms and
catalogues of ancient ruins. In the darkest corners of
Administratum Datavaults, mouldering tomes and
dust- covered dataslates hold records of strange
machines of alien origin that lurk within the bowels
of dead worlds and in catacombs sealed since time
immemorial.

Canoptek Spyders
It is possible, even likely, that there have been
many more expeditions into the Necron tombs
scattered across the Koronus Expanse than even the
Inquisition realises. Brash explorers, colonists, and
even the Deathwatch might enter a Necron tomb, or
merely stray too close, and be forced to fight for their
lives without ever seeing an actual Necron. While the
Necrons of the Koronus Expanse have only recently
begun to stir, their servants have been active down
through the aeons, guarding their slumbering masters
and maintaining the complex stasis machines that
house them. After the tombs primary
computer, Canoptek Spyders are the chief
coordinators of the tombs guardians.
Canoptek Spyders are designed for

11
Canoptek Wraiths dimensional destabilisation matrix allows a Canoptek
Many an intruder into a Necron tomb has lost his Wraith to selectively phase parts of itself, whether that
life to a Canoptek Wraith before ever realising the be momentarily phasing its body to avoid a strike, or
ancient crypt is not so empty at all. Canoptek Wraiths even phasing its vicious claws in order to bypass
prowl the corridors of the Necron's slumbering tombs, armour and rip into the flesh of enemies. The
gliding silently through the cyclopean corridors, awakened nobility are fully aware that the deadly
guarding against intrusion and ensuring the safety of capabilities of the Canoptek Wraiths can be put to
its slumbering occupants. Large monsters with effective use in offence as well as defence, and some
segmented, tail-like bodies bristling with bladed of the more imaginative nobles see the potential held
limbs and lashing tendrils, these robot servants of the by an assassin for which even the most heavily
Necrons lack the sophisticated repair protocols of fortified bunker offers no hindrance.
their masters, but possess incredible strength and It is likely that many tales of haunted ruins and
resilience. Whats more, they seem to actually display cursed tombs across the Koronus Expanse owe their
more cunning than the lower ranks of the Necron genesis to the Canoptek Wraiths. Canoptek Wraiths
legions. What makes a Canoptek Wraith such a are perfectly suited for stealth; their snake-like bodies
fearful combatant, however, is the advanced phase and sophisticated gravmotors contribute to this, but
shifter housed within its durable frame. This again the phase shifter is key.

12
Canoptek Scarab upon the Necrons enemies.
Canoptek Scarabs patrol the Necron tombs in Individually, Canoptek Scarabs pose little threat.
great swarms, seeking both systems in need of repair Given enough time, an unmolested Scarab could
and intruders in need of termination. Scarabs possess inflict great damage, but its rate of consumption is
terrifying ability to consume nearly any material, relatively slow, affording ample time for it to be
living or dead, natural or artificial, and convert this destroyed. Scarabs machine nature gives them a
material to energy for storage and later use. Even degree of resistance to damage, but they lack the real
more impressively, Canoptek Scarabs can use such armour or the self-repair protocols employed by the
stored energy to fabricate nearly any device known to Necrons. Nevertheless, Scarabs are almost never
Necron science. Scarabs display no sign of encountered alone, and the presence of a single
intelligence, yet highly sophisticated auto-routines Canoptek Scarab signals that dozens, if not hundreds
and construct-patterns allow them to build weapons more are close. In large swarms, Canoptek Scarabs
and vehicles of immense power in a surprisingly brief can pose a significant threat to an unsupported group
time. Scarabs resemble metal insects, somewhat of Explorers. For a Rogue Trader, the Scarabs
larger than an armoured Space Marines fist, with a themselves may not be a serious threat so much as an
single, glowing eye and multiple clawed appendages. obstacle, but every round of ammunition fired against
Scarabs are equipped with versatile anti-grav engines, a Scarab swarm is one less round available for when
allowing them to move rapidly and unhindered. The their deathless masters are encountered. In addition to
slight humming sound produced by this antigrav overwhelming their opponents, Canoptek Scarabs
motor is amplified a thousandfold in large Scarab have a nasty habit of eating weapons, even as they
swarms, producing a deafening, droning buzz like a slice through the swarm.
plague of locusts, which can have a terrifying effect

13
The Heralds of Oblivion

Copy that, were unsealing the hatch now. Slippery Destroyers


in here; step careful and get those lamp packs on, The Necrons have no qualms about killing. It often
men ... Uh, Captain? I think weve located the rest of seems that they view the younger races, particularly
her crew. Holy Throne of Earth, I think Im going to humanity, as little more than vermin to be
be sick! exterminated once they become a nuisance. However,
Provost-sergeant Xavier Horst of the Shieldmaiden, Necrons usually kill only in order to accomplish some
while investigating the derelict Prayer of Julios goal, and while Lords and Lychguards may appreciate
testing their skill in battle against a worthy foe, the
In 813.M41, the Rogue Trader vessel Prayer of vast ranks of Warriors kill only as commanded, and
Julios was found drifting derelict in the vicinity of derive no pleasure from it (or anything else, for that
Sagacity. The attackers were long gone, but their matter). There is a glaring exception to this rule: the
handiwork was evident. The crew of the Prayer of Destroyers. Necrons consumed by a kind of madness,
Julios had been butchered. Only after many days of Destroyers are obsessed with the eradication of all life
sifting through the mutilated remains was it in the galaxy. This one overriding desire drives their
determined that a portion of the crew was missing. every action. They fight not to gain territory, not for
Since none of the ships salvation pods or shuttles had the honour of the respective Dynasties, nor even to
been launched, it could only be presumed that they protect their tombs. Destroyers fight only to
had been taken captive. Whether they were alive or extinguish life, and they do so wherever it is found.
dead was impossible to say, though it certainly To accomplish this hideous goal, Destroyers
seemed unlikely that whatever had visited this horror regularly perform modifications to their bodies that
and destruction on the rest of the crew would be normal Necrons would consider self-mutilation. This
capable of restraint. The hideous massacre was at first commonly includes the replacement of legs with grav-
presumed to have been perpetrated by the Disciples of platforms and the permanent mounting of heavy
the Dark Gods, likely the Stigmartus, as the extent of weaponry in place of arms. These changes are
the mutilation could be attributed to no other forces frequently complemented by advanced targeting
known to operate in the vicinity. Yet, as the systems mounted on their skulls, and even
Inquisition investigated the matter further they found modifications to their synthetic brains, trading any
none of the symbolism or evidence of ritual usually functions or knowledge that cannot be applied to the
associated with such attacks. Nor had the ships work of death for additional targeting parameters and
cargo, or the ship itself, for that matter, been taken. attack patterns.
With no evidence of ritual or piracy, it seemed that The madness of the Destroyers is not limited to
the motivation for the attack was simply the deaths of any single dynasty or world, and as with all others, the
the more than 23,000 crew. This alone may have been Koronus Expanse has its share of Destroyers. The
enough to pique the interest of the Imperial madness can only take root in those Necrons capable
authorities, but further mystery was added by the of some degree of independent thought and action,
unidentifi able nature of the attackers weaponry and such as Immortals, Lychguards, and Deathmarks. As
the inconsistency of the attack. While many of the such, Destroyers are deadly and hardy combatants
crew had been reduced to little more than brittle even before their augmentations. After their
skeletons, seemingly by some manner of energy transformation, Destroyers typically forsake their
weapon, others had been brutally slashed and torn previous armaments in favour of the terribly
apart. Whereas many corridors were flooded with destructive gauss cannons or the even more powerful
blood, others were bare but for a fine layer of ash. heavy gauss cannons. In battle, Destroyers are as
The Imperiums investigation into the matter is chillingly efficient as all other Necrons, as their
ongoing, though some members have already drawn a mission to end all life is not based in emotion, but
connection to numerous disparate massacres some terrible logic. Destroyers systematically
throughout the history of the Koronus destroy their enemies, seeking not a rout or any
Expanse. other victory save complete eradication.

14
As throughout the Necron empire, Destroyers In battle, Destroyer Lords are truly dangerous
within the Koronus Expanse are feared and shunned enemies. The modifications to their forms leave them
by their fellows, forming their own courts under the even more resistant to damage than other Necron
rule of Lords or even Overlords affl icted by the royals. The grav-platform with which Destroyer Lords
Destroyer madness. These courts exist outside of are fitted grants manoeuvrability far greater than their
Necron society, pursuing their agenda of slaughter more traditional brethren, while their power, skill, and
regardless of the wishes and interests of the less determination to slaughter the living ensure few can
homicidal nobility. For this reason, the rulers of many hope to stand against them in battle. Even the mighty
tomb worlds see fit to launch raids or otherwise Deathwatch may be outmatched when they finally
provide targets for the Destroyers, in order that they track down the cause of these Destroyer Incidents. A
might indulge their obsession without jeopardising charging Destroyer Lord can skewer even an Adeptus
the security of the tomb world. Astartes in tactical dreadnought armour on his
Warscythe; lesser foes are as little more than wheat for
Destroyer Lords the harvest.
Even the Necron nobility are not safe from the Destroyer Lords rule over courts of Destroyers just
madness of the Destroyers. When a Lord or Overlord as more stable nobles rule over their courts. These
of the Necron host succumbs, a great threat to all life courts, these Destroyer Cults of the Red Harvest, are
in the Koronus Expanse is born. Ironically, the only concerned not with politicking, or territory, or honour,
reason the Imperium is not aware of the extent of this or even power. They are concerned only with enacting
threat is precisely because these Destroyer Lords are their dread prophecy, with ensuring that the life which
so aptly named. No one has borne witness to the was denied them is denied the rest of the galaxy.
atrocities committed by these steel harbingers of Unlike other Necrons, Destroyer Lords and their
apocalypse and lived, and so even the Inquisition can
only guess at the threat stirring on barren worlds
scattered across the Expanse. While many Lords and
Overlords are afflicted by eccentricities, the
insanity that consumes the mind of a Destroyer Lord
is something else entirely. Like other Destroyers,
Destroyer Lords modify their bodies and minds, so
that they might be better suited to their overarching
purpose, to cleanse the stars of all life. While this
most often includes the attachment of a suspensor
platform in place of legs, Destroyer Lords tend to
forgo the ranged weaponry favoured by other
Destroyers in favour of melee weapons. The
warscythe is a particular favourite, as a Destroyer
Lord hovering above the heads of his enemies can
take full advantage of the reach afforded by these
massive weapons. Curiously, Destroyer Lords forgo
the decorative finery commonly worn by Necron
royalty. Whether this is representative of their single-
minded obsession, an intentional statement, or a
simple matter of practicality, none can say, for the
Destroyer Lords are avoided by their former peers as
much as the other Destroyers, and are not keen to
engage in conversation (except to learn the
location of potential targets).

15
followers have no desire for a return to the Time of Through unknown means, Flayed Ones are able to
Flesh; their transformation has shown them the somehow sense when their Necron brethren are in
weakness of the living and the hollowness of combat, appearing to slaughter the enemy and take the
immortality. When the Destroyers are through with their grisly trophies from which they derive their name.
bloody harvest, many Necron Lords fear that they will Other Necrons do not welcome the presence of Flayed
turn their aggression on their Necron brethren. To this Ones, both for the risk of their passing on the Flayer
end, some far-thinking nobles of the Lost Dynasty are Curse to others, and because they operate completely
already crafting contingency plans to ensure a outside the chain of command. Even were a nemesor
continuing bounty to occupy the Destroyer Cults. brash enough to issue orders to a pack of Flayed Ones,
they would only be ignored. As Destroyers are engaged
Flayed Ones in battle more often than any other Necrons, Flayed
Some Necrons are stricken with a curse even more Ones naturally tend to congregate around them.
heinous than the madness of Destroyers. The nature of Destroyers, themselves shunned and avoided by their
this curse is little understood, even by the wisest of fellow Necrons, are much more likely to tolerate the
Crypteks, but its results are unmistakeable. A victim of presence of Flayed Ones than are traditional Necron
the Flayer Curse first loses its sanity. In the case of forces. In the eyes of the Destroyers, the devolved
Necron Warriors, this may go unnoticed until far into Flayed Ones are accomplishing the same goal, and
the process, as a single malfunctioning Warrior amongst unlike a traditional Nemesor, Destroyer Lords have no
thousands is easily overlooked. This madness first objectives in battle which might be compromised by the
manifests as a drive to kill that can cause a Necron to frenzied slaughter of the Flayed Ones.
ignore commands to cease fire or hold a position. While
this urge to kill is held in common with the Destroyers,
the ultimate goal is quite different. Destroyers exist for
the act of killing itself, exterminating life is both the
means and the end. Flayed Ones kill in order to sate an
unnatural hunger for flesh and blood; they kill so that
they might feast. Of course, Necrons are incapable of
consuming food or drink of any kind, and so this hunger
can never be satisfied. Yet the Flayed Ones have
devolved far beyond reason or logic, and as they cut
down their prey they stop to smear meat across their
unmoving jaws, as blood drips down their steel necks
and dribbles through stained ribs to pool at their feet.
This disease of the mind is accompanied by equally
grotesque physical changes, as the living metal of the
Necron reconfigures to better serve its new purpose.
The fingers of a Flayed One morph into wicked, knife-
like claws, while their legs often grow an additional
joint, allowing for greater speed and in some cases
quadrupedal movement. Yet the final transformation
that would allow a Flayed One to quench its thirst never
comes, giving credence to the legend that the Flayer
Curse was bestowed by one of the ancient Ctan in its
death throes. Most bizarrely, Flayed Ones develop an
ability to travel between dimensions. Many Crypteks
believe the Flayed Ones inhabit an alternate reality all
their own, inaccessible to other Necrons, in which they
make their charnel palaces and heap the corpses
dragged from battle.

16
Chapter 2: Secrets of Aeons Lost
Source Disclaimer: All lore in this section is taken directly from In a matter of scant centuries, the Necrontyr
the Deathwatch RPG, primarily The Outer Reach. empire was reduced to a shadow of its former might.
The Old Ones were masters of the Webway and could
Billions of years before the birth of mankind on draw forth powers the Necrontyr could not hope to
Holy Terra, a bitter, accursed species known as the defend against. Soon, the armies of the dynasties were
Necrontyr clawed its way to sapience beneath the all but defeated, their masters at bay as they clung to
hateful light of their home worlds baleful, flensing those few worlds still remaining. With the Necrontyr
star. Driven by necessity, the Necrontyr escaped their all but defeated, the Old Ones had no need to sully
crucible-prison and struck out for the stars, hopeful of their hands with the killing blow, for at that moment
carving an empire in which they could realise their the dynasties turned upon one another in a second War
species potential free from the lethal energies of their of Secession. Resentful of the doom the Triarch had
birth star. Yet, the Necrontyr would not find peace in brought upon them, the dynasties rebelled against the
their nascent empire, for their highly stratified society Silent King and some might even have sued for peace
was soon riven with internecine strife. Each dynasty had they been afforded the opportunity. Even as the
of the Necrontyr sought to claim its own destiny and fate of the entire species appeared sealed, salvation
soon the great houses were engaged in all out war. came, and from an unexpected quarter.
Had circumstances remained as they were for but
a generation more, it is possible that the Necrontyr The Awakening of Lost Gods
would have wiped themselves out, as so many species The exact circumstances of the Necrontyrs first
had before them and shall do in the future. Instead, as contact with the godlike beings known as the Ctan
the Necrontyrs young and fractious empire sprawled are unlikely to ever be known. Perhaps they had
outwards through the stars, it inevitably encountered always been there, suckling on the baleful energies of
far older powers, beings that have dwelled in the the Necrontyrs own sun, or maybe they were
galaxy for long aeons. summoned into being from some abyssal outer
Collectively, these beings were the Old Ones, and darkness by the hate and bitterness the Silent Kings
they were absolute masters of forms of energy the short-lived people held for the immortal Old Ones.
Necrontyr could not even conceive of, yet alone Whatever the truth, the oldest of the dynasties fell
wield. The Old Ones had long ago conquered the under the unknowable creatures power and in order to
secrets of immortality, yet they refused to share the fully engage with them, wrought magnificent vessels
gift of eternal life with the Necrontyr, who yet bore into which they could invest their immaterial forms
the curse of the bitter star they had been born under. and walk amongst mortals for the first time in aeons.
That these forms resembled the half-remembered gods
Secession and Hate of the Necrontyrs pre-history might have been
As the Necrontyr empire spread still farther across coincidence, but it might just as well have been a
the galaxy, its dynasties each pursuing its own forewarning of the true nature of the Ctan.
independence from the Triarchthe ruling council of Clad in its godlike, awe inspiring form, one of the
the empire headed by the Silent King, Szarekhthe Ctan known to its kin as the Deceivercame
entire species came to stand upon the very precipice before the court of the Silent King. It spoke of a war
of civil war. In an effort to unite his people under his fought long before the birth of the Necrontyr, in which
rule, the Silent King formulated a plan that would the Ctan had been vanquished by the Old Ones and
change everything forever and have consequences cast to the furthest reaches of reality. Now, the
that would echo through history for countless millions Deceiver claimed, the Ctan were ready to return and
of years. In a typically bitter act of jealousy and reap a harvest of grim vengeance upon the Old Ones
resentment, the Silent King used the Old Ones and all their progeny. The Necrontyr could share in
refusal to share the secret of immortality as a pretext their victory, the Deceiver promised, and be granted
for war, forcibly uniting the entire Necrontyr species the immortality the Old Ones had so resolutely,
beneath the rule of the Triarch against their and perhaps presciently, denied them.
common foe. War erupted across the stars, yet
while the Silent King succeeded in uniting his
hateful people, it was a war the
Necrontyr could not win. Not on their
own.

17
Overcome by a dark vision of unity and glory, the soldiers of the Old Ones slaughtered by the billion as
Silent King committed his people to the Ctans the storm of the Ctans wrath swept the galaxy. At the
scheme, ignoring the words of the only dissenter. It last, after an epoch of slaughter, the Ctan broke into
was the Silent Kings court astrologer who foretold the Webway. The vengeful star gods glutted
that unity and glory would indeed be attained, but themselves upon the souls of the Old Ones servants
only at the cost of the very soul of the Necrontyr and, probably unknowingly, but ultimately
species. disastrously, they unleashed such Warpspawned perils
upon the galaxy that the Old Ones were at last
The Price of Immortality overwhelmed and utterly defeated.
The immortality the Ctan promised would be
delivered unto the Necrontyr by way of the arcane
and terrible process of bio-transference. Vast bio-
foundries were constructed, and into these the Silent
Kings peoples marched according to the terms of the
pact he had made with the Ctan. What blasphemous
procedures the Necrontyr were subjected to within the
raging bio-furnaces cannot be known, but certainly,
each was stripped of flesh and of soul, his body
replaced by a shell of living metal animated by what
remained of his guttering self. Above each furnace
swooped and dove the ethereal true-forms of the
Ctan as they glutted themselves on the spiritual
detritus of an entire species. It was only when the
Silent King himself emerged from the bio-
transference process and looked upon what had
become of his people that he saw the awful truth of
the pact he had made. Though immortality and nigh
godlike strength and vigour were his, it had come at
the cost of his soul, the effluvial remains of which had
already been sucked down the gullet of a circling
Ctan.
Nevertheless, the Necrontyr species was united as
never before. The process imbued in every one of the
Silent Kings subjects the command protocols with
which he would rule over them with an iron hand.
The entire species was his to command, and so it fell
upon the Necrons to honour their side of their terrible
bargain. Renewed by their devouring of the souls of
an entire species, the Ctan were unstoppable, and
with the legions of the Necrons marching in their
wake, the Old Ones were doomed.

The War in Heaven


The Ctan unleashed such powers upon the galaxy
as had not been witnessed since creation. Planets were
blasted to ashes upon the cosmic winds and
stars were extinguished with but a word.
Black holes were punched through the fabric
of reality and the foot

18
The Great Betrayal maintain these vast structures and to defend them
All through the long War in Heaven, the Silent against the intrusions of the lesser species. It is not
King had nurtured his hatred of the Ctan, even as he known exactly when the first tomb world initiated its
had led his armies against their foes. Knowing the revivification protocols, and it is quite possible that
Necrons could never defeat the Old Ones on their some did so in error well before the ordained time.
own he had done all that the Ctan had bid. Yet, with Only now, as more and more tomb worlds awaken, is
the war finally won, the Silent King enacted a a pattern becoming visible to those whose mission it is
betrayal long prepared for. Knowing it was no more to stand watch upon the trackless reaches of the
possible to destroy a Ctan than to reverse the act of galaxy and beyond. Piecing together scattered
creation itself, the Silent King shattered each into accounts of skull-faced reaper-machines rising from
countless shards, which he imprisoned in a tesseract the dust of dead worlds the length and breadth of the
labyrinth for all time. Thus fettered and enslaved, the galaxy, the xenos-savants of the Holy Ordos are faced
Ctan were sundered into fragments, each a with a stark realisation. What at first appeared to be
formidable power yet ignorant of the glorious being it unrelated alien raids serving no overall purpose were,
once truly was. In ages to come, the Necrons would in fact, the heralds of a disaster of galactic
be forced to free these beings, for a time at least and proportions.
only under the strictest of fail-safes, but for now, the Having slept so still and for so long, it is not
War in Heaven was at an end and other forces were in possible for a tomb world to awaken quickly into a
the ascendant. fully alert state. While dormant, each is controlled by
a master program that oversees its essential
The Sleep of Aeons maintenance and defence, mobilising what resources it
Looking upon the galaxy-wide ruin the war had judges appropriate to any given situation or threat. As
brought into being and seeing that the greatest of the the long awaited time of awakening nears, as best can
Old Ones servantsthe Eldarstood ready to be judged by the master program, more of its systems
inherit much of their masters lost glory, the Silent are brought online and more of the interred revived.
King ordered the Great Sleep. While he himself Often, it is the lower order of Necrons, the Warriors
departed for the black gulfs beyond the galaxy in and Immortals, that are awakened in the initial phases.
search of a means of reversing the act of bio- These nearly mindless automatons following their
transference and restoring the Necrons souls, those lifeless protocols are brought online first, so that the
that remained turned their cities into vast stasis tombs way might be prepared for the more senior members
in which they would slumber away the aeons until the of the dynasty. As each tier in the dynasty hierarchy is
time was right for their return. The Silent King knew revived, each more intelligent and bearing more
that one day the Eldar would decline. Then, he swore, individuality than the last, the whole process gradually
the Necrons would rise again and reclaim their begins to appear more like the workings of an ancient
rightful dominion over the galaxy. civilisation and less like that of some great machine.
At the allotted time, an Overlord is awakened, and
The Great Awakening upon his full revival the master program cedes power
Having slumbered in dusty stasis crypts scattered to its creators. From that point onward, a truly ancient
across the galaxy, the Necrons have been slowly mind leads the tomb world, and what happens next
awakening, one tomb world at a time, for several depends entirely upon his character and ambition.
millennia. The process is far from stable, however, for Some Overlords are cunning and patient, seeking
the legions have lain immobile and undreaming for to muster every resource at their disposal before
sixty million years. It is a staggering feat of science launching the legions into the void to fulfi l the
that any tomb worlds have survived at all, and many destiny of the Necron empire. Others are bellicose and
have fallen prey to corruption in their arcane systems, impatient, launching a string of attacks before those
planetary upheaval, and the actions of other settled in the region discover the tomb worlds
species, most of them in ignorance but a few awakening. While most are likely to assault
very deliberate indeed. Throughout the long nearby worlds occupied by sapient races, some
aeons of slumber, the tomb worlds' have been known to offer such worlds an
systems have worked tirelessly to ultimatumserve the Necrons, or die.

19
The process of awakening presents a massive place in the domains of the dynasty that created it.
danger to a tomb world. If anything other than While many dynasties have never awakened and, due
miniscule numbers of Necrons are revivified at once, to a variety of disasters never will, many are slowly
a staggering amount of energy is unleashed, which piecing together their former domains. One world at a
can be detected within light years and inevitably leads time, empires that vanished aeons ago are being
to investigation by ignorant and curious mortal rebuilt and long dormant hierarchies are reasserting
species. Thus, should a tomb world awaken to find themselves once more. At the center of each of these
itself lying near (or even beneath!) the territory of a risen empires is a crown world, the glorious capital
younger species, the massive energy spike might and seat of the Phaeron of an entire dynasty. Below it
draw such attention that it is overwhelmed before its are numerous lesser tomb worlds and other holdings,
warriors are able to respond. though rarely are these anywhere near as extensive as
Having been awakened and control turned over to they were in their full glory.
an Overlord, the tomb world must in time take its

20
Necrons in the Koronus Expanse
Source Disclaimer: Lore in this sections is pure fan-written. Perhaps as a result of this, perhaps a contingency
Feel free to use it or come up with your own story regarding the older than time itself, a phenomenon not seen
Necrons in the Expanse.
anywhere else in the galaxy began to take place. As
even the lowliest Necron Warrior began to awake,
The Necron Host has been awakening all over the they began to realize something: That they once more
galaxy, and that holds true for the Koronus Expanse had the capacity for realization. Perhaps a
as well as any place in the galaxy. Here, unlike no degradation of the ancient command protocols in their
other place in the galaxy, something strange has long dead brains. Perhaps a conclusion of the eldritch
occurred. While scattered Necron sightings have machinery which was keeping them in stasis
been reported, there has been no uncovering of any attempting to find a qualified Dynastic Ruler. Perhaps
major Dynasty in the region. Both Privateer and the fledgling remnants of a destroyed Phaeron's
Inquisition inquiries have yielded the same answer, programming, transmitted with the hopes of finding a
there are Necrons in the Expanse, but nobody can say new body. Perhaps the close proximity of the
what the Dynasty has planned. Expanse to many Warp Storms lead to warp infection
seeping into their bodies. In Truth, none can say for
A Dynasty Destroyed certain. What can be said is that wandering the
The truth behind why the Necrons in the Expanse Koronus Expanse are an army of Necrons with the
are scattered and hidden is far less sinister than the capacity to think, learn and adapt.
Imperium believes. Through some means unknown,
a catastrophic failure has taken place amongst what A Life Long Forgotten
was the only Dynasty to be put to sleep in the Many Necrons who reawaken with this gift do not
Koronus Expanse region. view it as such. Many aeons ago they were utilized in
The various tomb worlds have, somehow, become a catastrophically violent and galaxy spanning
disconnected and independent, no longer relying on conflict, and all against their own will. Many have
the ancient protocols that drive them. The royalty, if known to shut down, and by virtue of choice maintain
there are even any left, have failed to awaken to lead the demeanor of the Necron Warrior.
and direct their troops. Directionless Necron Viewing this as a logical conclusion of their
Warriors wander about their tombs, waiting for predicament, several Necrons have taken up the
direction that never comes, only Canoptek Defenders mantle of the missing Nobility of their Dynasty, and
to keep them company. Many Tomb Worlds in the have begun to pick up the pieces and attempt to
Expanse are little more than repositories of deadly discern what they can about their mission in the
killing machines, reacting to only the base stimulii, Expanse.
and responding the only way they know how. Some abandon their goals completely, and take up
Stranger still is the method in which some of a life of wandering, seeking out a new motivation with
these Tomb Worlds enacted emergency protocols. a consciousness that for too long has been deadened
With the loss of connection between them, the default by the will of an age long past.
commands lead to the next most qualified Necron
being in charge. For those worlds without any Remaining Protocols
Nobility, a problem arose: there was no-one to fit the The driving protocols that kept Necron Society
bill. In these instances, the machinery keeping the functioning are in varying states throughout the
Necrons in stasis began to suffer degredation as more various tomb worlds. The various protocols
and more procesing power was diverted into mentioned in the preceding chapters may or may not
attempting to resolve the conflict within existing still be active on your particular Necron Explorer.
command protocols. Eventually, entire tombs fell Discuss what protocols are still active with your GM
into disarray, having repurposed maintenance to or players to ensure that that everyone is
attempting to fix a connection that operating with the same knowledge.
realistically, should have been working fine.

21
The Lost Dynasty
Source Disclaimer: Lore in this section is purely fan-written. years and much journeying through the warp. With
Feel free to use or discount it as you see fit. this you can keep anyone interested in exploring Tomb
Worlds contented with an almost endless amount of
The name of the Lost Dynasty once entombed uncovering lost secrets, no matter what they may be
across the Expanse has long been forgotten and lost to looking for.
many due to the corruption of data. What can be Alternatively, Necron Characters can join in the
recovered from the various databanks varies, and is byzatine and dangerous world of the Necron Nobility.
questionably reliable at best, but with no other leads, A labyrinthine process of honors and protocol, it
those seeking to reunite their fellows make do with proves words can truly be as deadly as any warscythe.
what they can find. Finally, it's always a good idea to sit down and
The Lost Dynasy has become the standard talk with whoever wants to play a Necron and figure
moniker for the Necrons in the Expanse, even adopted out what exactly they want from their character. By
by the Necrons themselves. Perhaps due to the shame discussing motivations, goals, and desires, the role of
of having their once great Dynasty destroyed, perhaps the Necrons may just fall into place.
because they have forgotten themselves. None can
say for certain. Reawakened Necron Roleplaying Tips
No known completely undamaged Tomb Worlds As mentioned above, the motivations for Necrons
exist within the charted regions of the Koronus varies from character to character. Some might wish
Expanse. Milennia of raiders and skullduggery on the to take on the mantle of a Noble and begin attempting
edges of the galaxy has led to them being more to reclaim their lost dynasties and tomb worlds.
kinetically abused than anywhere else in the galaxy. Some might be in shock from the experience of
Orcish and Eldar presence alone was responsible for having cognition returned to them, and simply go with
much of the damage long before the Imperium of the last known orders that were received from their
Man reached this far out. Dynasty when it was still in one piece.
Still more may being wandering and exploring the
Necron Tomb Worlds in the Koronus Expanse galaxy with their new gift of a nigh-indestructible
The actual location of Necron Tomb Worlds in the immortal body and a mind free to enjoy it.
Expanse is unknown, but where there are some, there If you aren't partial to any of the examples above,
are always more. While the Imperium is somewhat try figuring out who your Necron was back with they
familiar with their presence in the Expanse, but has were still but a Necrontyr, before going through Bio-
been unable to narrow down the regions of greatest Transferrence. Once you determine that, it may be
concentration. easier to figure out other motivations.
For Game Masters, what this means is that These are just some basic guidelines that are here
virtually any planet in the Koronus Expanse could be to help get the process started. There are literally an
a Tomb World. There are no specifically defined infinite number of possibilities for your Necron
ones, and by utilizing the system generator in Stars of Explorer could wind up developing, and there's really
Inequity new systems can easily be designed to add one one surefire way to do that.
them in. Alternatively, existing worlds detailed in the Talk with your GM about possible motivations
Rogue Trader Core Rulebook and other supplements and if your Necron Character will be a good fit for the
and adventures can always be modified to add in group, and try to figure out a motivation that will
Necron Characters. mesh well with them.
Using Tomb Worlds as Adventure Hooks
Depending on what the Explorer's motivation is,
they may want to come to Tomb Worlds for different
reasons. One truth that holds true to all Tomb Worlds
within the Expanse is that there is no such
thing as complete data at any one alone.
Finding a complete piece of data from the
scattered databanks would take many

22
Chapter 4: Creating Reawakened Necron Explorers
Source Disclaimer: This section has references to official and 1. When building a Necron Explorer, a player first
fan made lore. Remember to talk with your GM about the selects one of the Long Forgotten Memories. These
particulars of Necrons in your game. They may use things from
this guide or a completely different source entire.
memories represent remnants of the life that the
Necron once had as a Necrontyr, before Bio-
Reawakened Necron Explorers can be incredibly Transferrence, and grant them additional abilities.
difficult characters to roleplay, and as such are
recommended for only advanced players. 2. The player then generates the characteristics that
Due to the fact that the coding that once limited define their Explorer's personal attributes utilizing the
the lower echelons of Necrons has fallen away for base statistic values presented here and one of the
some reason, the reason why a Necron Explorer has methods detailed in the Rogue Trader Core Rulebook.
gained sentience is an intriguing mystery with many
possible explanations. As mentioned above, it could 3. Finally, the player gains the skills, talents, traits,
be that it was due to simple logic processors in the and gear listed and spends the 500 starting XP that all
Tomb World thought that they were the best qualified characters get, a process which is described on page
to be released, and needed their full faculties. It could 30 of the Rogue Trader Core Rulebook.
be an erosion of the command protocols over time. It
could be that the Phaeron's command protocols were
transmitted in a fragmented way upon their death, and
this is the result. It could be that the close proximity
of the Expanse to warp storms led to this
development somehow. It could be something else
entirely not discussed in this guide! Finding a reason
why may be incredibly important for your character
or not at all, but it does help with the next section.
The motivations and justifications behind why the
Necron Explorer has decided to embark upon the stars
is an important consideration. Are they just going to
explore the galaxy with their new found sentience?
Are they attempting to rebuild the Lost Dynasty,
viewing themselves as the replacement Phaeron? Are
they simply following one last command as best they
are able? Are they following some other drive
entirely? These are important concerns, and
discussing this motivation with your GM can help
both of you flesh out the role the Lost Dynasty will
play in your campaign.

Creating Reawakened Necron Explorers


The rules included in this supplement allow the
players to create their own Necron Explorers and
replace the usual rules for character creation in the
Rogue Trader Core Rulebook. A player can create a
Reawakened Necron Explorer using the following
Instructions.

23
Long Forgotten Memories
The Necrons of the Lost Dynasty have begun Professional Entertainer
remembering their lives from before they were simply Once gracing some form of public entertainment,
metal, when they were the Necrontyr. This the Explorer chooses two of the following skills:
awakening grants each individual Necron abilities Barter, Blather, Disguise or Perform (Any) skill as
based on who they once were coming back to the trained skills.
forefront of their mind. Skills gained through Long
Forgotten Memories become Trained +10 at rank 3, Truth Seeker
Trained +20 at Rank 5. Skills not selected may be Investigative skills utilized in days long past have
purchased at a cost of 200 XP for the base skill, +10 returned to the Explorer's memory. Choose two of the
at rank 3, and +20 at rank 5. following skills: Awareness, Inquiry, Scrutiny, or
Search as trained skills.
Ancient Artisan
Formerly skilled with the production of various Street Performer
goods, the Explorer gains two Trade or Lore skills of Able to astound those passing by with daring feats
their choice as trained skills. of skill in ages past, the Explorer chooses two of the
Archaic Armorer following skills: Acrobatics, Climb, Contortionist,
Once a master of technology, the Explorer Dodge or Swim as trained skills.
remembers the fundamentals of how it functions,
Choose two of the following skills: Common Lore Vehicular Expert
(Tech), Forbidden Lore (Archeotech), Tech-Use, and Master of those things that transport individuals
Trade (Any) skills as trained skills. from one place to the next, the Explorer chooses two
of the following skills as trained skills: Drive (Any)
Charismatic Merchant (x2), Pilot (Any) and one Navigate (Any).
Trusted with the trade and commerce of the
Necrontyr in ages past, the Explorer gains two of the Versatile Hunter
following skills as trained skills: Barter, Commerce, Once able to track down any manner of beast,
Evaluate, or Scrutiny. whether for sheer pleasure or survival, the Explorer
chooses two of the following skills as trained skills:
Con Artist Scholastic Lore (Beasts), Shadowing, Survival, or
No stranger to the more ignoble art of taking coin Tracking.
from those who are unsuspecting. Choose two of the
following skills: Blather, Gamble, Security, Sleight of Well Adapted
Hand skills as trained skills. Versatile but highly specialized, the Necron
Immaterial Researcher chooses any two skills not already mentioned in this
Before the War in Heaven, the explorer delved section, which they gain as trained skills. It is
into the mysterious entity that is the Warp. Choose important to come up with a past to justify these
two of the following skills: Forbidden Lore skills, and this Long Forgotten Memory is subject to
(Daemonology), Forbidden Lore (Psykers), Forbidden GM discretion. The two additional skills that may be
Lore (Warp) and Psyniscience skills as trained skills. purchased over progression are also subject to GM
discretion.

24
Reawakened Necron Career Path
Reawakened Necron Characteristics
As with human characters, Reawakened Necrons
also have characteristics that their players generate at
character creation. Unlike human Explorers,
Reawakened necrons have different base values for
their Characteristics, see the table below.

Starting Wounds: Strong and resilient, Reawakened


Necrons roll 1d5+2 and add twice their unmodified
starting toughness bonus to determine their wounds.
Unnatural Toughness does not count for this purpose.

Starting Fate Points: Reawakened Necrons begin


play with 1 Fate Point due to a tumultuous history
with the immaterium.

Reawakened Necrons begin play with the following


Skills, Talents, Traits, and Gear.
Skills: Awareness, Command, Common Lore
(Necron), Logic, Speak Language (Low Gothic), Corruption Points: Being made entirely of living
Speak Language (Necrontyr), Tech Use metal, Reawakened Necrons do not gain corruption
Talents: Chem Geld, Exotic Weapon Training points.
(Gauss), Melee Weapon Training (Primitive), Melee
Weapon Training (Universal), Living Metal 2 Ambulatory Metal:
Traits: Non-Imperial, Speak Not Unto the Alien, Necrons are healed not with the Medicae skill,
Unnatural Toughness (x2) but with the Tech-Use skill. This otherwise
Gear: Gauss Flayer, Integrated Vox Caster, Data- functions as normal, but those not familiar with
Slate, Necron Raiment (Counts as clothing) Necron systems suffer a -20 penalty on the roll
due to their strange nature. On death, Necrons phase
Unacclimatized Sentience out to locations unknown. Normally they would
Largely unfamiliar with their restored minds, reconvene at a preset point, but there no longer exists
Reawakened Necrons are still incredibly vulnerable to any force regulating it as such. This functionally
the horrors are the galaxy. This causes their protocols means permanent death as the default phase-out
to degrade even further over time, and can result in location is the nearest sun, causing the Necron to
strange and erratic behavior. be atomized. (Fate may be burned as normal to
Insanity Points: Reawakened Necrons gain Insanity prevent this and survive per normal parameters,
Points as normal, and gain disorders as and at the GM's discretion may allow the
normal. These disorders should push them Explorer to be returned to their ship if it has a
further and futher towards the Destroyer, Dolmen Gate Generator or equivalent.
Destroyer Lord, or Flayed Ones
mentioned earlier in this guide.
25
26
27
28
29
New Skills
Common Lore Speak Language
(Advanced, Investigation) (Advanced)
Intelligence Intelligence
Skill Group: Necron Skill Groups: Necrontyr
The Common Lore Skill allows the Explorer to Speak Language is used to communicate with
recall general information, procedures, divisions, others using the same language. The Imperium has
traditions, famed individuals, and superstitions of a nearly as many languages as it has star systems, but
particular world, group, organization, or race. The for all this variety, most people can speak or
following additional Skill Group has been added to understand a variation of Low Gothic. In most
those available. The manner in which this skill situations, Skill Tests are unnecessary so long as those
functions remains unchanged. involved all speak a common tongue. However,
New Skill: Common Lore (Necron) communication with those using obscure dialects or
Knowledge of the various types of Necron, their cryptic, complex concepts will require a Test at an
traditional weapons, and traditional purpose in the appropriate Difficulty.
Dynasty. Also comes with an understanding of New Skill: Speak Language (Necrontyr)
Necron social protocols. This skill represents proficiency with the
Necrontyr Language spoken by the Necrons. Odd
Forbidden Lore sounding to those who speak Gothic, it follows similar
(Advanced, Investigation) grammatic principles. This language can be mimicked
Intelligence by the masses of Humanity fairly well, perhaps due to
Skill Group: War in Heaven the original biology of the Necrontyr.
Forbidden Lore skills represent knowledge
usually hidden, veiled, or proscribed by an
organisation or society. Mere possession of this
knowledge may cause difficulties for those not
associated with the group in question. The manner in
which this skill functions remains unchanged.
New Skill: Forbidden Lore (War in Heaven)
This skill represents knowledge of the true origins
of the Necron race. The sordid details of how they
were transformed into the Living Metal they now
wear, as well as an understanding of the society of the
Necrontyr they were before.

Navigation
(Advanced, Exploration)
Intelligence, Skill Group: Webway
The Explorer uses the Navigation Skill to plot a
course between two points. The following additional
Skill Group has been added to those available. The
manner in which this Skill functions is unchanged.
Webway: This Skill permits an Explorer to determine
the safest and quickest route to a location using the
myriad passages and pathways between worlds
known as the webway. As many routes through the
webway are blocked, sealed or simply closely
guarded secrets, and because the webway itself does
not connect to every world, there may be
many destinations that simply cannot be
reached in a single trip, if at all.

30
New Talents and Traits
New Talents Speak Not Unto the Alien
Nobility Protocols This character is a member of an alien
Requirements: Must be taken at Character Creation species,viewed with a mixture of fear and loathing by
The Necron is gifted with the command protocols those of other species, and so is essentially different in
for leadership, whether they were inherent to them or form and thought that any kind of social interaction is
placed within them by some other means. The a significant challenge.
Necron may now purchase Fellowship Advances at a This creature counts all Fellowship-based tests as
cost of Simple: 100, Intermediate: 250, Trained: 500, being two steps more difficult when dealing with
and Expert: 750. If using the Ascendant Rules (see creatures of a species other than its own. Additionally,
Chapter 9) the new advances may be purchased for those of other species treat their Fellowship-based
Heroic: 1000 and Master: 1500. tests as being two steps more difficult when dealing
with him. These penalties do not apply when dealing
New Traits with individuals who have come to trust the xenos
Living Metal X player character, for whatever reason (although the
Requirements: Necron final arbitrator of this is the GM). Finally, the presence
This trait provides the all the benefits of the of any xenos aboard a human vessel is unsettling for
Machine Trait described in the Rogue Trader Core the crew, and as rumours spread, discontent over the
Rulebook. The amount of armor granted is indicated alien in their midst becomes noticeable. The continued
by the number that follows the trait. (Ex: Living presence of one or more xenos player characters
Metal 2 grants Machine Trait 2). Living metal is aboard a ship reduces its Morale by 2.
unable to respond properly if ensconced within Resurrection Protocols
armour, so if the Necron decides to wear armour they Requirements: Regeneration (7), Living Metal 10
use the Armour Bonus of what they are wearing At the end of every Turn where the Necron has
instead of their Living Metal bonus. been killed, roll a Hard (20) Toughness Test. This
test benefi ts from any rules that grant a bonus to
Non-Imperial Regeneration Tests, such as a Resurrection Orb. If the
This Character was not raised amongst humans, Test is passed, the Necron immediately rises to its feet
and knows little about the culture and history of the with a number of Wounds remaining equal to the
Imperium. The laws, traditions, religion and value of its Regeneration Trait. A Necron that fails the
superstitions of Mankind are unfamiliar and alien to test simply rolls again the following Turn with a -10
Characters with this trait. The character suffers a -10 penalty, cumulative for previous rounds failed and
penalty on all Common Lore, Forbidden Lore and times resurrected. If this test is failed by three or more
Scholastic Lore tests relating to the Imperium of Man. degrees, the Necrons self- repair protocols have been
overcome by damage and it teleports away in a blaze
of green light. Fate may be burned as normal to
prevent death.

31
Chapter 5: Necron Armory
Source Disclaimer: All equipment in this section is taken from Proven
the Deathwatch RPG, primarily The Outer Reach. Weapons with the Proven Quality always inflict
significant injuries and treat any die roll for Damage
New Weapon Qualities lower than the value in parenthesis as if it were that
Many weapons presented here have new Qualities number instead. For instance, a Proven (3) weapon
not included in the Rogue Trader Core Rulebook. treats any die roll of 1 or 2 as 3 for the purposes of
Rules for these new Qualities are included below. calculating Damage.
Concussive Tesla
The weapon causes a barrage of sound and force Tesla weapons are another example of the
upon impact. When you strike an opponent with a Necrons remarkable weapon technology. These
Concussive weapon, they must make a Toughness weapons fire crackling bolts of electricity that some
Test at a Difficulty of 10 per degree of success by witnesses claim move as if with minds of their own.
which the attack succeeded or be Stunned for 1 These bolts of lightning are incredibly hot, enough to
Round. Auditory protection confers a +10 bonus to char the flesh from a mans bones in moments. In
this Test, but does not negate the kinetic energy of the some cases, these energetic projectiles have even been
blast. Additionally, any target taking Damage greater observed to crack ceramite and plasteel. What is truly
than his Strength Bonus from a Concussive weapon is astounding about these weapons, however, is the
automatically knocked down. manner in which the arcs of electricity leap from their
initial target to others nearby. In some cases, the
Felling lightning makes this leap multiple times, such that a
Designed to puncture and to mangle, Felling single direct hit from a Tesla weapon might
weapons are capable of toppling even the mightiest incapacitate an entire squad. When a weapon with the
foes. If the weapon hits, it ignores a number of levels Tesla Quality rolls a 9 or 10 for Damage, or kills or
of Unnatural Toughness possessed by the target equal otherwise incapacitates a target, lightning arcs to an
to the number in parenthesis. For instance, a Felling additional, randomly determined target within 5m of
(1) weapon ignores the benefits of Unnatural the first, scoring an additional hit against that target.
Toughness (x2) and would reduce the benefits of This extra hit has the potential to score further extra
Unnatural Toughness (x3) by one multiplier. hits in the same manner. No attack roll is needed for
these additional hits, which are applied to the targets
Gauss Body location.
Gauss weapons use a form of electromagnetic
projection completely unknown to humanity to strip
away the constituent molecules of a target. In the case
of more powerful gauss weapons, this process occurs
so rapidly and completely that the emerald beam of
energy may appear to punch through its target, though
it may be more accurate to think of it as digging its
way through. Whether the particles that previously
made up a gauss weapons target are discarded or
somehow stored for later use is unknown. A weapon
with the Gauss Quality generates Righteous Fury on a
roll of a 9 or 10. A weapon with the Gauss Trait is
always capable of inflicting Righteous Fury, even in
the hands of an NPC that would not normally benefit
from the rule. In the hands of an NPC that normally
benefi ts from Righteous Fury, it is
automatically triggered successfully, without
an additional roll.

32
Necron Weapons

Necron weaponry is amazingly advanced Gauss Blaster


technology of which the Imperium of Man and other A type of Gauss Weapon employed by the
Xenos Races has little to no understanding. Necrons. They are used by the Necron Immortals, the
Gauss Weapons are magnetically based weapons tougher versions of the Necron Warriors, and have
that break down the target into its component several advantages over their smaller relative, the
molecules layer by layer and attract the molecules Gauss Flayer. The Gauss Blaster does more damage
back to the gun at incredible speed. This creates a and can rip through better armour with the same
flaying effect and can vaporise the most heavily range, but also has a faster rate of fire. This makes it a
armored warrior or blast a hole armored vehicles. devastating weapon when used en-masse.
Tesla Weapons utilize arcs of living lightning that
crackle from foe to foe after hitting their target,
charring flesh and melting armour.
Melee Weapons wielded by necrons have a
myraid of eldritch enhancements, including the ability
to selectively phase through reality, negating armor
entire. Some have the ability to function either at Gauss Cannon
ranged or in melee to varying degrees. A heavy type of Gauss Weapon used by the
Necrons, and in particular the Necron Destroyers. It is
Ranged Weapons a larger version of the Gauss Blaster and has four
barrels, providing it with an even higher rate of fire
Abyssal Staff and because of its mounting on a heavier base, it has
As dark as onyx and decorated with symbols greater power over a greater distance.
designed to prey on the subconscious fears of mortals,
an Abyssal Staff blasts the sanity of a
Psychomancers foes. When used, an Abyssal Staff
emits a gout of shadow out to the weapons range,
and is otherwise treated as a weapon with the Flame
Quality except that it cannot set targets on fi re. Any
characters caught in the cloud of darkness suffer
1d10+3 Willpower Damage and 1d5 Insanity Points,
both reduced by the targets WP Bonus to a minimum Gauss Cannon (Heavy)
of 1. A Necron weapon used primarily by Necron
Heavy Destroyers. It is a larger version of the Gauss
Eldritch Lance Cannon, although it only has one barrel and so a slow
This long stave is laced with arcane circuitry, its rate of fire. Though it has the greatest power and
flared tip studded with focusing crystals. An Eldritch range, its reduced rate of fire makes it less effective
Lance emits a beam of annihilating energy, compared against vast armies, but more effective against certain
to which the Staff of Light seems but a toy. For those heavily armoured targets.
rare cases when the Crypteks enemies survive long
enough to engage him in close combat, the Eldritch
Lance can be wielded in a manner akin to a spear. An
Eldritch Lance functions as both a melee and a ranged
weapon with the profiles listed on page 38.

33
Gauss Flayer
A type of Gauss weapon used by Necron Synaptic Disintegrator
Warriors. It is the basic weapon of the Necron army, An advanced sniper weapon utilized only by
but has the potential, due to its gauss nature, to be Necron Deathmark assassins as their favored weapon
able to destroy even the most heavily armoured to deliver death from afar. These cruel long-barreled
vehicles and break down enemies at a molecular rifles fire compressed leptonic beams which destroy
level. Gauss Flayers may be used in range as well as synaptic tissue, and are capable of sustaining a rate of
melee, see profiles on page 38. fire at long range -- even when the wielder is on the
move -- that few other sniper weapons can match.
Those killed by the first shot from a Synaptic
Disintegrator are the fortunate ones, for a hit from the
weapon that is less than fatal almost invariably leaves
the victim an echo of his former self; his neural tissue
utterly destroyed and his mind torn apart. Psykers
who take damage from a Synaptic Disintegrator suffer
Harp of Dissonance a 30 to all Focus Power Tests for one round. Any
Many an enemy has underestimated the power of target that takes Damage to the Head location from a
this strange, alchemical weapon, most often fatally. Synaptic Disintegrator must pass a Hard (20)
An irregularly shaped metallic casket, a Harp of Toughness Test or suffer 1d10 Intelligence Damage
Dissonance is laced with numerous strings of and be Stunned for one Round.
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. A character or vehicle struck by an attack
from a Harp of Dissonance loses 1d10 AP from the Tesla Carbine
Location hit, applied before Damage is resolved, and Tesla Carbines are the smallest of variety of
loses the benefits of environmentally sealed armour. weapons used by the Necrons that utilize arcs of living
lightning that crackle from foe to foe after hitting their
Staff of Light target, charring flesh and melting armor. Usually
An exception among Necron technology, the staff utilized by Necron Immortals, Tesla bolts feed off the
does not use Gauss Weaponry principles, instead it energy released by destruction, and the lightning
absorbs energy from thin air to release in the form of becomes more furious with every fresh arc.
powerful lightning bolts. A secondary effect of the
energy is a steep decrease in the temperature around
the wielder, the cold freezes the limbs of the
opponents, mechanical or not, who shatters when hit
by the staff. May be utilized in Melee as well as
ranged, see profiles on page 38.

34
Voltaic Staff Gauntlet of Fire
Energy continuously crackles along the length of A Necron weapon that takes the form of an
this heavy staff, arcing between exposed storage armoured glove and vambrace, whose length crackles
crystals. An ideal weapon for the Cryptek who wishes and flows with virdian flame. The gauntlets
to demonstrate the superiority of Necron technology, mechanisms are controlled by a series of sub-
the impossibly high voltages emitted by the staff are mechadermal filaments, allowing the wielder a level
enough to fry even the most sophisticated Imperial of control over the gauntlet as fine as that over his
technology. A Voltaic Staff can be used in melee or at own hand. A Gauntlet of Fire is capable of firing a
range with the profi les listed on page 38. Necrons great column of green flame, with similar effects to an
are immune to this weapon's Haywire effect. Imperial Flamer, or can be used in close combat for
fiery attacks that are more likely to hit and harm the
Melee Weapons foe, as well as set them alight for a time. Gauntlets of
Fire may be utilized in melee or at range with the
Aeonstave profiles listed on page 38. Melee attacks made with a
The crystalline head of an Aeonstave generates a Gauntlet of Fire can set enemies on fire. Damage
kind of low-level stasis field with each blow, suffered in subsequent rounds for being on fire is
encapsulating the Crypteks enemy in a bubble of treated as possessing the Felling (1) Quality.
slow-time. A character struck by an Aeonstave,
whether or not any Damage is suffered, has his Hyperphase Sword
Weapon Skill, Ballistic Skill, Agility (and A Necron melee weapon whose energy blade
movement), and Perception reduced by half for 1d5-3 vibrates across dimensional states and can easily slice
Rounds. In addition, the character loses one Half through armour and flesh to sever the vital organs
Action each Round he is affected. Weapon Skill and within.
Ballistic Skill Tests made to attack a target under the
effects of an Aeonstave receive a +10 bonus. This
effect is not cumulative with multiple hits.

Dispersion Shield
A form of defensive shield utilised by Necron
Lychguards, who pair it with a Hyperphase Sword for
a different armament from their usual two-handed Rod of the Covenant
Warscythe. The phased energy force barriers A short range projectile and melee weapon used
projected by Dispersion Shields can be used to fend by higher level Necrons, most commonly Triarch
off close combat attacks with ease, including blows Praetorians. A blast from a Rod of Covenant can
from weapons such as Power Fists and Power reduce even another Necron to a smoldering pool of
Weapons that would otherwise smite a lesser foe. metal, while organic creatures simply explode into
Dispersion Shields are also capable of deflecting clouds of flaming ash. It also generates an energy
incoming enemy fire using the advanced force field, enabling it to be used as a power weapon. May
generators built into the device. If there are any be used in both melee and ranged, see the weapon
nearby enemy units, Lychguards will often aim the profiles on page 38.
shield so as to deflect this firepower into them
instead, an action which can cause grievous
casualties. The Dispersion Shield generates a Force
Field with a Protection Rating of 65 and an Overload
Roll of 01-05. When a Dispersion Shield successfully
stops a Ranged Attack, the Lychguard may spend a
reaction to immediately redirect the shot at an enemy
within 25m with a Hard (20) Ballistic Skill Test.
The shield may be repaired as normal if it
overloads.

35
Voidblade Blade, whose edge is out of phase with the normal
A form of Necron melee weapon whose gleaming space-time continuum and thus can slip effortlessly
black edge flickers in and out of existence, causing through even the heaviest forms of armour. The
molecular bonds to disintegrate in any foe unfortunate entropic power field that also flickers about a
enough to be struck. A Voidblade is capable of Warscythe blade can disrupt almost any material
piercing any form of infantry armour if used correctly, known to man, leaving the victims underlying
and its strike has a similar effect to the entropic bite structure -- be it organic or inorganic -- vulnerable to
of a Canoptek Scarab upon infantry and vehicle the weapons cleaving impact.
armour. However, a Warscythe is incredibly heavy and
cumbersome. In the hands of a lesser creature, it
would be of little threat; but when wielded by the
tireless mechanical musculature of a Necron, it is a
most formidable weapon that greatly augments the
strength of the user. When combined with a Necron's
prodigious strength, there is very little such a blade
Warscythe cannot penetrate.
An energy-bladed battle stave commonly found in
the armouries of Necron royals. The Warscythe has
served as a traditional weapon of the Necron nobility
and their elite bodyguards for many thousands of
Terran years. A Warscythe is made from the same
living metal as that which makes up all Necron bodies
and vehicles, Necrodermis, and is fitted with a Phase

36
Necron Gear
This section details assorted Necron Gear and increases its Unnatural Toughness Trait by one step
Equipment that can be purchased as normal. and automatically passes Toughness Tests for
Acquistion statistics are listed on page 38. Regeneration.

Anti-Gravity Pack Resurrection Orb


This arcane device emits localized gravitational This mysterious Necron artifact takes the form of
distortions that allow the wearer to move with an a glowing, green sphere of unknown material. It
almost preturnatural speed. This functions the same focuses energy into the living metal bodies of nearby
way a Jump Pack does in the Rogue Trader Core Necrons, enhancing their self-repair functions. All
Rulebook, but can be utilized for twice as long before Necrons within 50m of a Resurrection Orb (including
needing to cool down. the bearer) re-roll all failed Toughness Tests.

Phase Shifter Tomb Blade


The Necron is equipped with a Force Field with a Tomb Blades are sleek, crescent-shaped attack
Protection Rating of 45 that never Overloads. craft crewed by a single Necron. With anti-gravity
Additionally, if the Necron Overlord scores three or engines, Tomb Blades are beyond maneuverable,
more Degrees of Success when rolling to hit with a defying gravity and inertia as mere suggestions to
melee attack, the attack cannot be Parried and their movement. Tomb Blades grant their rider the
Damage from the attack is not reduced by the targets Flyer (12) trait, and require Pilot (Skimmer) to
Armour. operate. One Heavy Weapon or Two Basic weapons
may be mounted on the frame, and if they are two of
Phylactery the same weapon they may be twin-linked, otherwise
This small cylinder, normally worn by only the the pilot chooses which one to use each round.
highest members of the Necron nobility, contains a
swarm of sophisticated nanoscarabs. The bearer of a Other Gear and Tools
phylactery may use it with a successful Challenging A Necron may, at GM discretion, purchase or create
(+0) Tech-Use Test as a full round action, releasing Necron Equivalents to any Imperium Gear and Tools.
the nanoscarabs to swarm over its body, knitting tears They will retain the same statistics and bonuses as
in the living metal and bolstering the Necrons own their Imperial equivalents, and gain an acquisition
self-repair abilities. For a number of rounds equal to rarity of Extremely Rare to Near Unique, also GM
one plus the degrees of success on the test, the Necron discretion.

37
Necron Armory Tables

38
Chapter 6: Necron Vehicles
Source Disclaimer: Vehicle statistics are taken from the An Annihilation Barge is crescent-shaped in
Deathwatch RPG, primarily The Outer Reach. appearance, with its payload mounted atop and keel. It
is difficult to imagine a vehicle more unlike those of
Have faith and fear not, men, this bastion is almost the Imperium. In many ways, an Annihilation Barge
completely impregnable. Reinforcements will be here bears even less resemblance to an Imperial battle tank
long before the xenos scum breach the outer walls. Eh? than the vehicles of the Tau. Like the Necrons
What do you mean, the astropaths tower is gone? themselves, it is skeletal, a mere frame supporting its
Last words of Lieutenant Falvus Bathius, acting
weapons. While an Annihilation Barge does appear to
commander of Outpost Station Telum
lack armour, this is not quite true. The bulk of its
armour plating simply exists only at the moment of
Thus far, the Lost Dynasty has made only limited
impact, leaving the vehicle light and manoeuvrable.
use of vehicles. If their plans come to fruition,
As with all Necron vehicles, an Annihilation Barge is
however, the Expanse will surely face the full
constructed of living metal, not so dissimilar to that
onslaught of the Necron war machines and tremble.
forming the bodies of the Necrons themselves. This
Even at this stage, the Necrons of the Lost Dynasty
leaves the seemingly fragile vehicle surprisingly
will do whatever it takes to protect their interests and
resilient to damage. Even more impressively, a living
the secrecy of their tomb worlds. If the most logical
metal vehicle can regenerate its hull and even its more
method is via the destruction of an enemy though
delicate systems, metal plating knitting back together
excessive firepower, before they can pass on
as circuits reconnect and weapons are brought back
information, then that is the course to be taken. A
online. Many a foe has celebrated prematurely after
condensed version of the vehicle rules can be found in
landing a solid hit on an Annihilation Barge, only for
Into the Storm and other Rogue Trader Supplements.
it to exemplify its name after a few moments of self-
Weapon statistics only listed here may only be used
repair.
on vehicles due to their increased power drain.
While the Necrons enemies may be dismayed to
encounter an Annihilation Barge on the field of battle,
Annihilation Barge
it would hardly be of great surprise. Yet the Lost
Not so much a tank as a mobile weapons
Dynasty has found additional use for these vehicles, as
platform, the Annihilation Barge is so-named for the
stationary defence weapons. With its grav engine
extreme destructive potential of its deadly primary
disengaged, an Annihilation Barge might be placed in
armament, twin tesla destructors. In battle,
an alcove above one of the many cyclopean doorways
Annihilation Barges lack the speed commonly
in the depths of a tomb, concealed from intruders until
associated with anti-grav vehicles, their ponderous
they are perfectly within its sights. Any collateral
movement more akin to the progress of Imperial
damage from the discharge of heavy weapons within
tanks. Mobility, however, is not the purpose of an
the tomb structure can be repaired in short order by
Annihilation Barge, and the aptly named vehicle
the Canoptek Spyders and Wraiths, and is well worth
excels in its intended role. Like all tesla weapons, the
the annihilation of potential tomb robbers.
tesla destructor fires arcs of crackling lightning,
Type: Skimmer Size: Enormous
incinerating fl esh and melting armour. The
Tactical Speed: 12m Cruising Speed: 65kph
discharges of a tesla destructor, however, burn even
Manoeuvrability: +20 Structural Integrity: 30
hotter and brighter. Even heavily armoured Astartes
Armour: Front 28, Side 28, Rear 28
vehicles are vulnerable to a tesla destructor. These
Crew: Two Operators Carrying: None
devastating bolts leap forth from the barrel of a tesla
Rarity: Unique
destructor with shocking rapidity, a rate of fire that is
Weapons: Twin-Linked Tesla Destructor (Facing:
multiplied as each coruscation arcs from target to
Front/Sides, 100M, S/3/6, 3d10+5 E, Pen 2, Clip -,
target. One of these weapons would be deadly
Rld -, Shocking, Tesla, Twin Linked)
enough, but a matched pair backed up by a
Gauss Cannon (see p38) or Tesla Cannon
tesla cannon or gauss cannon means an
(Facing: Front/Sides, 90m, S/3/-, 2d10+5,
Annihilation Barge is capable of eradicating
Pen 2, Clip-, Rld-, Shocking, Tesla.)
entire formations of enemy infantry in
moments, bolts of electricity
incinerating target after target.

39
Special Rules can undo the effects of Critical Damage, such as
Skimmer: This vehicle hovers over the battlefield, restoring weapons, extinguishing flames, etc.
allowing it to ignore terrain that might otherwise Destroyed levels of critical hits still eliminate the
hamper movement. If it ever becomes completely vehicle, which phases out and counts as destroyed.
immobilised due to damage, count the vehicle as
destroyed instead as it crashes into the ground. Catacomb Command Barge
Open-topped: Enemies may target the crew and Similar in basic appearance to the Annihilation
passengers of the vehicle by using a Called Shot Barge, the Catacomb Command Barge serves a very
Attack Action. For every Semi or Full Auto Attack different purpose. While Annihilation Barges bring
that hits this vehicle, each third hit hits an exposed ruination upon the living from a distance, Catacomb
part of the operators instead. Command Barges close on the foe as quickly in
Quantum Shielding: A vehicle with Quantum possible, so that they may be struck down by sword
Shielding is protected by additional armour plating and scythe. These vehicles serve solely as conveyors
that exists out of phase with the rest of the vehicle, for Necron nobility, particularly those with a
until the moment the vehicle is hit. The vehicle propensity for melee combat. Catacomb Command
benefits from an additional 10 points of Armour on all Barges are far swifter than Annihilation Barges or
facings until it has suffered a Critical Hit (including a Arks, so that the barges master might be conducted to
Critical Hit caused by Righteous Fury) at which point wherever he is most needed, and to ensure that no foes
the Quantum Shielding ceases to function. While the escape their fate.
Quantum Shielding is active, any crew or passengers It is a near-universal truth that nobility take every
benefit from cover providing 10 AP, which does not opportunity to showcase their status, and the Necrons
deteriorate. are no exception. Catacomb Command Barges are first
Living Metal: When a Living Metal vehicle suffers a and foremost a way to show how (literally) far above
Critical Hit, halve the results, rounding up. This does their servants and enemies a Necron Lord or Overlord
affect rolls on the Critical Hit chart generated by is. In more practical terms, it allows a Necron royal to
Righteous Fury. In addition, the vehicle removes one swiftly engage his foes in close combat, as many
point of Critical Damage each Round (the vehicle Lords prefer. A Lord can even fight effectively from
does not suffer the corresponding result on the his seat atop the Command Barge, lashing out at foes
Critical Hit Chart for the new Damage value). This as it sails overhead. With the momentum of a
Catacomb Command Barge moving at speed behind
the swing of his warscythe, an Overlord can even
remove a Space Marines head from his shoulders as
he passes.
For those Lords who prefer to keep their skeletal
hands clean, a Command Barge can hover above the
battlefield, allowing them to survey the combat and
issue orders while avoiding the swirl of melee and all
but the most dedicated of ranged attackers. To this
end, Catacomb Command Barges are equipped with
sophisticated subfrequency broadcasting equipment,
omnivoxes, and hyperspace transmitters. These allow
the Lord or Overlord, who is directly linked to his
Barge, to issue orders to any Necron forces in the
vicinity and in orbit, regardless of conditions or
interference that would render Imperial vox-operators
deaf and mute. These systems do not require the
Necron Lord to actually speak his orders, though
many tend to shout above the din of battle,
regardless. Whether this is out of vanity, nostalgia
for the time of flesh, or a damaged synthapse,
depends on the individual Lord.

40
While Catacomb Command Barges are typically Round (the vehicle does not suffer the corresponding
employed in large-scale engagements, they might also result on the Critical Hit Chart for the new Damage
be utilised whenever a Necron noble requires speed value). This can undo the effects of Critical Damage,
and manoeuvrability to accomplish his goals. The such as restoring weapons, extinguishing flames, etc.
transmitters can be useful for a Lord who wishes to Destroyed levels of critical hits still eliminate the
conduct a more delicate operation from a safe vehicle, which phases out and counts as destroyed.
distance. For a Lord taking a more personal Chariot of Ire: The passenger of a Catacomb
involvement, the Barges speed ensures that no Command Barge may make Melee Attack Actions
fleeing witnesses escape with their lives. against targets adjacent to the vehicle (likely including
Type: Skimmer Size: Enormous the modifier for higher ground). As long as a character
Tactical Speed: 25m Cruising Speed: 245kph is a passenger aboard the Catacomb Command Barge,
Manoeuvrability: +25 Structural Integrity: 30 he is treated as possessing the Berserk Charge Talent
Armour: Front 28, Side 28, Rear 28 and Brutal Charge Trait. In addition, when a
Crew: Two Operators Carrying: One Hulking Catacomb Command Barge takes a Movement Action,
Rarity: Unique the embarked character may sacrifice his next Turn in
Weapons: Gauss Cannon (Facing: Front/Sides, order to make a Charge Attack Action against any
100m, 1d10+12 E, Pen 5, S/4/6, Clip-, Rld-, Gauss) number of targets as the vehicle passes within 1m, or
or Tesla Cannon (Facing: Front/Sides, 90m, S/3/-, 3m if armed with a warscythe.
2d10+5, Pen 2, Clip-, Rld-, Shocking, Tesla.) Symbiotic Repair: As a Full Round Action, an
embarked Necron may voluntarily suffer any amount
Special Rules of Damage (but not Critical Damage) in order to
Skimmer: This vehicle hovers over the battlefield, remove half that amount of Damage (including
allowing it to ignore terrain that might otherwise Critical Damage) from the vehicle.
hamper movement. If it ever becomes completely
immobilised due to damage, count the vehicle as
destroyed instead as it crashes into the ground.
Open-topped: Enemies may target the crew and
passengers of the vehicle by using a Called Shot
Attack Action. For every Semi or Full Auto Attack
that hits this vehicle, each third hit hits an exposed
part of the operators instead.
Quantum Shielding: A vehicle with Quantum
Shielding is protected by additional armour plating
that exists out of phase with the rest of the vehicle,
until the moment the vehicle is hit. The vehicle
benefits from an additional 10 points of Armour on all
facings until it has suffered a Critical Hit (including a
Critical Hit caused by Righteous Fury) at which point
the Quantum Shielding ceases to function. While the
Quantum Shielding is active, any crew or passengers
benefit from cover providing 10 AP, which does not
deteriorate.
Living Metal: When a Living Metal vehicle suffers a
Critical Hit, halve the results, rounding up. This does
affect rolls on the Critical Hit chart generated by
Righteous Fury. In addition, the vehicle
removes one point of Critical Damage each

41
Doomsday Ark Special Rules
The Doomsday Ark shares a basic appearance with the Skimmer: This vehicle hovers over the battlefield,
Ghost Ark, but whereas the latters primary purpose is to allowing it to ignore terrain that might otherwise hamper
transport and effect repairs for the Necron soldiery, the movement. If it ever becomes completely immobilised due
Doomsday Ark exists only to bring ruination on the to damage, count the vehicle as destroyed instead as it
Necrons enemies. Not so much a tank as a massive, crashes into the ground.
mobile platform, the Doomsday Ark is no more or less Open-topped: Enemies may target the crew and
than a carriage for a Doomsday Cannon, perhaps the most passengers of the vehicle by using a Called Shot Attack
powerful weapon in the Necrons formidable arsenal. Action. For every Semi or Full Auto Attack that hits this
Powerful enough to bring down a Munitorum-standard vehicle, each third hit hits an exposed part of the operators
M.39 scutum prefab bunker in a single bombardment, a instead.
Doomsday Ark, when encountered, must be dealt with Quantum Shielding: A vehicle with Quantum Shielding
before it can move into firing position. is protected by additional armour plating that exists out of
As overwhelming as the Doomsday Cannon is, those phase with the rest of the vehicle, until the moment the
who face a Doomsday Ark may find small relief in the vehicle is hit. The vehicle benefits from an additional 10
fact that its weapon draws on the same power reserves as points of Armour on all facings until it has suffered a
the repulsor engines of the vehicle. As a result, a Critical Hit (including a Critical Hit caused by Righteous
Doomsday Cannon is somewhat less effective when fired Fury) at which point the Quantum Shielding ceases to
during or immediately following any significant function. While the Quantum Shielding is active, any crew
movement of the craft. Then again, even a lowpower blast or passengers benefit from cover providing 10 AP, which
from a Doomsday Cannon rivals the most hallowed of does not deteriorate.
Adeptus Astartes plasma cannons for destructive potential. Living Metal: When a Living Metal vehicle suffers a
While those experienced in combating heavy vehicles Critical Hit, halve the results, rounding up. This does
may think to attack from the rear, typically the most affect rolls on the Critical Hit chart generated by
vulnerable approach for Imperial and xenos vehicles, this Righteous Fury. In addition, the vehicle removes one point
tactic is only of minor effectiveness against a Doomsday of Critical Damage each Round (the vehicle does not
Ark. Due to its living metal hull and extra-dimensional suffer the corresponding result on the Critical Hit Chart for
armour, a Doomsday Ark is in fact no more vulnerable to the new Damage value). This can undo the effects of
damage from the rear than from any other direction. While Critical Damage, such as restoring weapons, extinguishing
it is true that the rear is the one facing of a Doomsday Ark flames, etc. Destroyed levels of critical hits still eliminate
not brandishing weaponry, a mere few degrees of pivoting the vehicle, which phases out and counts as destroyed.
by the vehicles pilot brings a broadside of linked gauss
flayers to bear, ending all but the most determined assault.
Further, all Nemesors realise the potential of a Doomsday
Cannon to turn the tide of battle, meaning that the weapon
is almost invariably defended by Necron Warriors or
worse.

Type: Skimmer Size: Enormous


Tactical Speed: 8m Cruising Speed: 50kph
Manoeuvrability: +250 Structural Integrity: 35
Armour: Front 30, Side 30, Rear 30
Crew: One Operator Carrying: None
Rarity: Unique
Weapons: Doomsday Cannon (Stationary) (Facing:
Front, 300m, S/-/-, 6d10+8 E, Pen 12, Clip-, Rld-, Blast
(8), Concussive)
Doomsday Cannon (Moving) (Facing: Front, 150m,
S/-/-, 3d10+7 E, Pen 5, Clip-, Rld-, Blast (5))
Two Gauss Flayer Arrays (Facing: Sides, 100m, S/4/8,
1d10+8 E, Pen 5, Clip-, Rld-, Gauss, Storm)
*A Doomsday Ark that is performing a Movement
Action during the Turn it fires uses the Moving
profile; otherwise it uses the Stationary profile.

42
Ghost Ark Necron is aboard a Ghost Ark, it gains a +20 bonus to the
More so even than other Necron vehicles, Ghost Arks Toughness Test for purposes of the Regeneration Trait.
bear a resemblance to their architects both in skeletal Skimmer: This vehicle hovers over the battlefield,
appearance and in their slow, inevitable progress. Looking allowing it to ignore terrain that might otherwise hamper
somewhat like a fleshless rib cage pointing skyward, a movement. If it ever becomes completely immobilised due
Ghost Ark lacks the overwhelming firepower sported by to damage, count the vehicle as destroyed instead as it
many Necron vehicles; however, the rows of linked Gauss crashes into the ground.
Flayers along each flank are more than capable of Open-topped: Enemies may target the crew and
defending against most attackers. As with many Necron passengers of the vehicle by using a Called Shot Attack
vehicles, a Ghost Arks delicate appearance belies its Action. For every Semi or Full Auto Attack that hits this
robust manufacture, constructed as it is of living metal vehicle, each third hit hits an exposed part of the operators
and protected by layers of Quantum Shielding. Ominously instead.
trawling the battlefield in the wake of a Necron advance, Quantum Shielding: A vehicle with Quantum Shielding
Ghost Arks provide yet further insurance that the legions is protected by additional armour plating that exists out of
continue their fight until the foe is utterly overwhelmed. phase with the rest of the vehicle, until the moment the
While these sinister vehicles can serve as ordinary troop vehicle is hit. The vehicle benefits from an additional 10
carriers, the true potential of the Ghost Arks only becomes points of Armour on all facings until it has suffered a
apparent once the battle is in full tilt. As it glides Critical Hit (including a Critical Hit caused by Righteous
ponderously across the battlefi eld, a Ghost Ark stops for Fury) at which point the Quantum Shielding ceases to
each downed Necron, a veritable tide of minuscule repair function. While the Quantum Shielding is active, any crew
Scarabs swarming over the dismembered soldier and or passengers benefit from cover providing 10 AP, which
carrying its components aboard the Ghost Ark. As the does not deteriorate.
Ghost Ark continues its mission of dark mercy, so the Living Metal: When a Living Metal vehicle suffers a
scarabs continue their work, rebuilding all but the most Critical Hit, halve the results, rounding up. This does
thoroughly demolished Necrons in short order. Once its affect rolls on the Critical Hit chart generated by
contingent of passengers is full, the Ghost Ark travels to Righteous Fury. In addition, the vehicle removes one point
wherever reinforcements are most needed to disgorge its of Critical Damage each Round (the vehicle does not
payload, much to the dismay of the Necrons foes. suffer the corresponding result on the Critical Hit Chart for
While Ghost Arks seldom pose a direct threat, they the new Damage value). This can undo the effects of
often prove to be one of the greatest weapons in the Critical Damage, such as restoring weapons, extinguishing
Necron arsenal. Even when a foe begins to thin the ranks flames, etc. Destroyed levels of critical hits still eliminate
of the Necrons, a Ghost Ark has the potential to undo all the vehicle, which phases out and counts as destroyed.
of their hard-won progress. For this reason, those few
members of the Expanse who have previously
encountered these high-tech hearses tend to make them a
priority target, even focusing fire on them before turning
weapons on the advancing Necron infantry.

Type: Skimmer Size: Enormous


Tactical Speed: 10m Cruising Speed: 55kph
Manoeuvrability: +20 Structural Integrity: 30
Armour: Front 28, Side 28, Rear 28
Crew: One Operator Carrying: Ten Necrons
Rarity: Unique
Weapons: Two Gauss Flayer Arrays (Facing: Sides, S/4/8,
1d10+8, Pen 5, Clip-, Rld-, Gauss, Storm)

Special Rules
Repair Barge: Ghost Arks are host to swarms of
constructor scarabs that recover and rebuild fallen
Necrons. As a Full Round Action Action, the Ghost Arks
driver can direct the Constructor Scarabs to gather
any number of dead Necrons within 10m. These
Necrons become passengers on the Ghost Ark and
are returned to 0 Wounds. As long as a

43
Chapter 7: Necron Starships
Source Disclaimer: Lore and information in this section is them from many of the practical problems and
derived from Battlefleet Gothic: Armada and dangers of Warp travel. All Necron starships are well-
warhammer40k.wikia.com and wh40k.lexicanum.com
armored in necrodermis, equipped with self-repair
systems and utilize some sort of advanced stealth
Closing on unidentified spatial anomaly EXK99- technology which makes them difficult to detect for
0002. Distance 10,000 9,000 8,000 Wait enemy targeting systems, granting Necron vessels
thats odd augers are starting to detect energy surprising staying power. Although still devastating,
fluctuations -subject gasps- by the Emperor thats Necron naval weaponry does not seem to match the
impossible, these readings are off the scale! ABORT, raw power of some Imperial designs. However, the
get us out of here n Necrons weaponry is known to bypass many
- Final message, research craft Gods Eye conventional defense systems, such as void shields
and even Eldar holofields, and strike with an unearthly
While Necron forces are usually land-based, accuracy.
Necron space vessels are not unheard of, and they are In every battle so far the Necrons could only be
quite possibly much more common than people defeated by superior numbers, and engaging Necrons
realize, and simply not seen. This is supported by the on even terms proved to be suicidal. Fortunately, all of
Necrons' terrifying ability to appear anywhere using the Necron fleets encountered so far were small task
their phase technology. There are more than two forces that usually disengaged and phased out like
dozen records of Necron contacts in space in Imperial their land-based counterparts, rather than putting up a
archives, and accounts of other intelligent races like full fight. But their frequency seems to be increasing
the Orks, Eldar and Tau battling Necron fleets also and the possibility of a massive Necron attack is
exist. Necron technology is beyond anything the dreaded by the Imperium as well as other sentient
galaxy has ever seen, surpassing even that of the races. Even as a raiding force, they are a serious threat
highly advanced Eldar. Their voidships are stunningly because they are fully capable of outmaneuvering
fast and agile, equipped with propulsion systems most other fleets (probably with the exception of the
which are capable of traveling interstellar distances Eldar and their dark kin) to pick fights on an even
without entering the Warp. This is achieved, as far as footing. This often leads to catastrophic losses for
is known, by somehow making their ships unbound enemy fleets and forces them to somehow stall with
by inertia or mass, allowing them to accelerate almost an utterly inferior fighting force for overwhelming
instantly and infinitely, which explains why Necron reinforcements to arrive, at which point the Necrons
voidships are often seen to be visibly decelerating simply disengage and phase away.
upon reaching the site of battle. This also protects

44
For centuries the Explorators of the Imperium Whenever such incidents were investigated nothing
have known of the ancient civilisation of the could be found of the perpetuators, and no useful
Necrontyr a race that became extinct tens of evidence could be collected pointing to their nature or
millions of years ago. Little remains now of what origin.
must once have been a technically advanced empire All this changed in the year 666.M40, when the
that spanned the galaxy. Any surface structures that first recorded incident of a Necron harvest took place
may once have existed have long since disappeared in the Yuctan system close to the Eastern Fringes.
from Necrontyr worlds. Their existence has been Although sparsely inhabited, the system included an
eroded by time. They and their works have crumbled Imperial Naval depot. At the time of the attack the
to dust with the passage of eons. depot was being used by small Imperial squadron
Only deep under the sand have the Necrontyrs consisting of the Dauntless class light cruiser Farsight
inexplicably strange tomb-temples partially survived. and half a dozen escort craft. Squadron Farsight was
No intact complex has ever been discovered. Those undertaking a long range patrol, and was visiting
that have been explored and of which records exist, Yuctan to refuel and re-arm, when it received distress
are all ruinous and empty. What their purpose or messages from an Imperial colony on the outlying
content might have been, or if they were plundered planet of Merida. The squadron moved to intercept
and emptied by others in antiquity, is all impossible to and took part in the first recorded encounter between
say. Best analysis indicates that the Necrontyr Imperial battlecraft and a Necron fleet. Only one of
vanished from the galaxy more than sixty million the Imperial craft survived to tell the tale (the Cobra
years ago, when the planet Earth was little more than class destroyer ON37452). The Necrons suffered no
prehistoric jungle, and Mankinds evolution lay losses. By the time a full Imperial fleet could be
millions of years in the future. despatched to the Yuctan system the Necrons had
Like a thousand other dead civilisations and disappeared. And of the human colonists in the system
forgotten races the Necrontyr are of interest to few there was not a single trace
outside the dusty offices of the Explorator Archaeos. Since then there have been a further 27 recorded
Until now. encounters between Imperial Navy ship and Necron
Now, suddenly and unexpectedly, a chance raiding fleets. There are also anecdotal accounts of
encounter has brought the Necrontyr to the attention space battles between the Necrons and Eldar, Ork and
of the powerful and great. Raiders marked with even Chaos space fleets. All evidence points to the
Necrontyr runes and indecipherable inscriptions of Necrons being old beyond the memory of anything
Necrontyr design have been captured on a brief visual living and their technology, although idiosyncratic, is
scan. It is a momentary visual record of the attack, yet superior to that of any other race, including the Eldar.
it is a link in a chain of events that extends across the In every encounter so far the Necrons have only been
galaxy. It is a link to other raids, to other sites of defeated by superior numbers of enemy ships, and
destruction where raiders leave no trace and where wherever the numbers have been even the Necrons
records are wiped across an entire planet. have prevailed. Fortunately for the Imperium all of the
Necron fleets encountered so far have been small in
The Harvester Fleets size, and what should happen if the Necrons should
Until very recently almost all contact with the ever attack in force remains to be seen.
Necrons had been limited to battles fought on planets Even more worryingly, the encounters that have
against small forces of Necron troops. From time to taken place with the Necrons have occurred all over
time reports were made of strange space craft the galaxy, without any discernible pattern as to when
encountered on the edge of newly discovered or where the Necrons will strike next. What is more,
systems, which appeared derelict at first but when the frequency of such encounters seems to be
approached became active. More often than not all increasing, though how or why this should be
that remained of the Imperial craft which encountered happening is unknown. All that is known for sure is
these strange ships was the scattered wreckage of its that the objective of these raids appears to be the
remains, and the only clues to the nature of the seizure of Imperial citizens but for to what
enemy were garbled distress messages speaking of hideous use the captured men, women and
alien ships using weapons of quite terrifying children are put remains terrifyingly unknown.
destructiveness. They simply disappear and are never seen
again.

45
Necron Starships are a terrible thing to encounter Dirge Class Raiders and Jackal Class Raiders are the
in the Void. Able to move tantalizingly fast compared Escort Craft of the Necron Fleet. The Jackal is the
to many Xenos races, they are cabable of extreme slightly larger of the two types of Necron Escort
amounts of destruction. vessels.
All known Necron vessels possess an unknown Shroud Class Light Cruisers excel at the task of
form of drive technology that allows the ship to fleet reconaissance and are often deployed as the
undertake interstellar travel without the need to enter advance scouts for a Necron assault force.
the Warp, relying upon the use of Dolmen Gates to Scythe Class Cruisers, also called Harvest Ships, are
serve as portals into the Webway, which allows them more common in Necron fleets than the larger and
to cross the vastness of space without resorting to the more powerful Cairn-class Tomb Ships and more akin
use of the Warp since the undying Necrons possess no to a Cruiser in its combat role. The vessels are so
psykers. named because they have been present when the
Necron Voidships are composed entirely out of Necrons "harvest" the population of various inhabited
Necrodermis, a unique living metal which comprises worlds as part of their ongoing research into what they
the undying mechanical bodies of every Necron have termed "apotheosis", the return of their
warrior, vehicle and starship. The materials consciousness to organic bodies.
regenerative properties and hardy nature means that Cairn Class Tombships are gigantic vessels that
Tomb Ships are immune to the detrimental effects stretch more than 15 kilometres across at the beam,
posed by celestial phenomena such as solar flares, Tomb Ships are heavily-armed with potent Necron
radiation, gas clouds and nebulae, and are also able to ship-based weaponry
repair their armour at a rapid pace during an Necron Attack Craft: Necrons utilize Doom Scythes
engagement. However, standard Necron combat as Fighter craft most often. For bombing, they switch
protocol dictates that a clean disengagement is to the Night Shroud. For delivering troops for
preferable to a fight to the end, and Tomb Ships will boarding actions, as well as for landing on planets,
do this by "fading out," where the vessel in question they prefer the Night Scythe, less armored, but
dematerialises into an unknown extradimensional capable of delivering a multitude of warriors.
space; taking it out of the battle. Mechanically these function as Imperial Equivalents,
Like the Imperial Fleet, Necrons have a variety of and provide the same bonuses and penalties.
vessels at their disposal to traverse the galaxy. A brief
synopsis of these and their traditional lies below.

46
Necron Starship Special Rules
Lore Disclaimer: All special rules are made by comparing Traversing the Webway
BFG:A stats to existing Imperial and Xenos ships (Ork, Eldar, Necrons do not usually travel by way of the Warp,
Kroot, Dark Eldar) and using them as a baseline of power.
but by that of the Webway, a series of interconnected
gates located throughout the immaterium. The
Necron Starship Special Rules Webway is a comparatively safer method of traversing
All Necron ships are subject to the following the void, and lessens the chance of incursions while en
special rules: route.
Necrodermic Interface: Necron vessels are piloted To travel through the Webway, utilize the same
with an incredibly close connection forged with the method detailed in the Rogue Trader Core Rulebook
Living Metal that composes the ship. Necron vessels for traversing the warp, but utilize the Navigate
may re-roll any piloting tests for Manoeuvre actions. (Webway) skill instead. Should the initial location or
Accellerated Communications: Necron vessels are entry into the Webway check fail, the rest of the
able to transfer data and communications to those process continues utilizing the standard rolls and
onboard them with incredible speed and accuracy. modifiers presented in the Rogue Trader Core
Necron vessels gain a +10 to Command for all Rulebook as the ship passes through a breached
Boarding and Hit and Run actions undertaken, and section of Webway, and is subjected to standard rolls
inflict one additional point of Crew Population and on the Perils of the Warp table.
Morale damage due to the more precise nature of their Should the initial checks be successful, the process
strikes. continues as detailed, but apply a +20 bonus to all
Necrodermic Maintenance: Equipped with rolls made on the Perils of the Warp table due to the
incredible repair and revival systems, Necron vessels Webway's relatively safer nature. If utilizing the Perils
can repair catastrophic damage suffered by those of the Warp chart presented in The Navis Primer, this
onboard. Necron vessels reduce any Crew Population would become a -20 (Whichever is most beneficial to
losses by 1 (to a minimum of 1). Explorers).
Ship Status Protocols: Necron crew members are Modifiers from components or high skill checks
able to benefit from constant updates regarding ship add together with this bonus, reflecting the relatively
status reports and needs to keep it functioning safer nature of the Webway.
optimally, which eases the minds of those on board
with sentience. Necron vessels reduce any Morale Conventional Warp Travel:
Damage by 2 (to a minimum of 1). Necron Dolmen gate Generators may also utilize
Reactive Necrodermis: Necron vessels are capable traditional Warp Travel similar to the Imperium of
of recovering from incredible amounts of damage and Man. In these instances, utilize the standard method of
adapting to the needs of a variety of combat Traversing the Warp presented in the Rogue Trader
situations. All Tech-Use tests made aboard Necron Core Rulebook, utilizing either Navigation (Warp) in
vessels receive a +10 bonus, and all critical results the case of conventional Warp travel or Navigation
applied to Necron Vessels are halved. (Webway) in the case of entering a breached Webway
Reactionless Drives: A far cry from the traditional (GM Discretion).
Imperial drives, Necron Vessels utilize the more
advanced Reactionless Drives. These produce a much
higher signature, and as such Necron vessels suffer a
-20 penalty to any attempts to Run Silently.
Phase Generators: Only partially functional out in
this section of the galaxy, Phase Generators grant a
+10 bonus to any attempts to Disengage from combat.
Phase Generators will unfortunately activate as
normal when Necron Vessels would normally be
destroyed, but are unable to return to a safe location.
Necron Vessels are destroyed under the same
condition as Imperial vessels.

47
Creating Necron Starships
Necron Starships are constructed in much the same Reactive Metal Hull
way as Imperial Starships, with some differences to Reactive Metal Hulls are able to adapt to incoming
the rules. Begin by selecting a hull from the Necron munitions and harden to prevent breaching. Utilize
Hull Types. After this is done, proceed with selecting Imperial Void Shield statistics located in the Rogue
Essential Components, checking below to make sure Trader Core Rulebook and other supplements with the
what parts and effects are available. same statistics, benefits, and restrictions.

Essential Components: Necron Bridge:


Essential Components are required for a starship Necron bridges function much the same as
to function. A ship must have one (no more) Imperial ones, and and as such provide the same
Component from each of the following categories, bonuses. Utilize Imperial Bridge Components with the
lest the ship lose some vital function. Without a life same statistics, benefits, and restrictions presented in
sustainer, for instance, the vessel is nothing more than the Rogue Trader Core Rulebook and other
a cold and empty tomb, while a ship would be blind supplements.
and deaf without an auger array.
Necron Recharge Stations:
Reactionless Drive Generator: Necron Recharge Stations provide places
An incredibly efficient power supply and means throughout the ships for the Soulless Host to recharge
of propulsion, this component provides an incredible themselves or various important technologies. Necron
amount of power for it's relative size. Utilize Recharge Stations function with the same statistics,
Imperial Plasma Drive Statistics located in the Rogue benefits and restrictions as Life Sustainers in the
Trader Core Rulebook and other supplements with the Rogue Trader Core Rulebook and other supplements.
same statistics, benefits, and restrictions, but produce These may also include traditional Life Support
an additional 10 points of power. Systems, such as in Scythe Class Harvest Ships.

Dolmen Gate Generator: Necron Stasis Chambers:


This myterious component allows Necron Vessels Requiring places to store their less intelligent kin,
to traverse the immaterium. Utilize Imperial Warp Necron ships utilize Necron Stasis chambers for this
Drive Statistics located in the Rogue Trader Core task. Necron Stasis Chambers have the same statistics,
Rulebook and other supplements with the same benefits, and restrictions in the Rogue Trader Core
statistics, benefits, and restictions, but note that any Rulebook and other supplements.
bonuses that apply to Navigation (Warp) also apply to
Navigation (Webway) Necron Sensor Array:
The starships eyes, allowing it to see space far
Gauss Deflection Field beyond the range of normal eyesight. Necron Sensor
Sheathing Necron Vessels in a protective covering Arrays function with the same benefits, statistics, and
of Gauss energy to prevent anything from breaching restrictions as Auger Arrays in the Rogue Trader Core
their Necrodermis, this component provides Rulebook and other supplements.
protection to Necron ships as they traverse the
Immaterium. Utilize Imperial Gellar Field Statistics Essential Component Notes:
in the Rogue Trader Core Rulebook with the same While mechanically the same, the appearence of
statistics, benefits and restrictions. This protection these various ship components is wildly divergent
extends to the Webway. from those of the Imperium of Man. Components may
not be given to Imperial vessels unless already the
rules already exist in a Xenotech ship section.
Those not proficient with Living Metal suffer a
-20 to all tests when attempting to work with
the technology. (Necrons are considered to be
proficient)

48
Supplemental Components Star Pulse Generator
There exist several supplemental components that A Star Pulse Generator is a Necron starship
can be added to Necron ships during their weapon system only found mounted on Cairn-class
construction, primarily weapons. Rules regarding Tomb Ships and Scythe-class Harvest Ships. A Star
how to represent Necron Starship weapons are Pulse Generator sends out a massive pulse of energy
detailed below. when activated. Whilst other Necron ships are
shielded from this attack, enemy vessels within the
Sepulchre field of forces radius are usually severely damaged, if
The Sepulchre is a weapon used by the Necrons not destroyed outright, by the immense energies
that is normally outfitted on the largest of their released from this weapon. This component utilizes
vessels. When activated, it generates a wave of the damage statistics of Imperial Lance weapons, but
palpable psychic force towards any enemy starship. with several changes. This component takes up one
The crew of the afflicted vessel begin to suffer from port and one starboard slot and requires double the
visions of horror that leads them to rampaging out of amount of space and power as any base lance weapon
control. If allowed to continue, the crew can damage located in the Rogue Trader Core Rulebook and other
their own ship unless its captain manages to restore supplements, and can only be used once every 1d5+1
discipline and order. Utilize the statistics for rounds. Attacks with this weapon hit every viable
Broadband Hymn Casters located in the Into the target within range except other Necron vessels, and
Storm Supplement with the same benefits and ignore Eldar Holo-Fields.
restrictions.
Gauss Particle Whip
Lightning Arc This is the preferred ranged weapon of the Necron
A Lightning Arc is a Necron starship weapon Raiders. A particle beam is projected along a magnetic
system that is mounted on all known classes of field across a short (at source) arc, the arc is sufficient
Necron warship. Commonly mounted in batteries, to crack the particle beam like a whip. When a target
Lightning Arcs use stored solar energy and, when is hit the beam is energized focusing power similar to
activated, release it as a forest of living energy the lightning arc batteries, but on a much smaller
tendrils which envelop targets and probe for target area. Statistically these are identical to Imperial
weaknesses. Lightning Arcs act as the main weapon Lance weapons located in the Rogue Trader Core
batteries for Necron ships, but are different from the Rulebook and other supplements, and ignore Eldar
equivalents used by the other starfaring species of the Holo-Fields.
galaxy in that the arcs they fire are able to split up and
guide themselves to their own targets, providing a Portal
mass-strike ability like no other known ship-based Portals are more precise than conventional
weapon. A Lightning Arc battery is usually able to teleporters and are able to flood enemy ships with a
cover all angles of approach except for the rear. For relentless host of Necron Warriors and swarms of
statistics, utilize Imperial Macrobattery Components Scarabs. For statistics utilize the Teleportarium
located in the Rogue Trader Core Rulebook and other statistics in the Rogue Trader Core Rulebook.
supplements. Lightning Arcs are able to allocate up
to two strength to any direction beyond their initial Torpedoes and Landing Bays
facing in Combat. This means that a Lightning Arc For these utilize the statistics for the Imperial
with Strength 6 could fire one macrobattery shot with versions of these weapons located in Battlefleet
strength 6 to one side, or three shots with strength 2 Koronus and other supplements.
to either side, fore, or aft. Shots are resolved utilizing
standard macrobattery rules. Other Supplemental Components
Necron Vessels may purchase Necron Equivalents
of any Imperial Supplemental Component,
provided there would logically be one (GM
Discretion).

49
Necron Starship Hulls
Cairn Class Tombship
Hull: Grand Cruiser (Equivalent) Dimensions: 5 km long, 5 km abeam
Mass:40 Megatonnes Crew: GM Discretion
Accel: 2.2 Gravities Max Sustainable
Tombships are the largest Necron ships yet encountered by the Imperium. 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. Wheter this is true or simply
typical Orkish exaggeration remains to be seen.

Speed: 5 Manoeuvre: +5
Detection: +10 Hull Integrity: 90
Armor: 21 Turret Rating: 4
Space: 90 Ship Points: 70
Weapon Capacity: Port 2, Starboard 2, Prow 1, Dorsal 1

Scythe Class Harvest Ship


Hull: Cruiser (Equivalent) Dimensions: 5 km long, .8 km abeam
Mass:28 Megatonnes Crew: GM Discretion
Accel: 2.5 Gravities Max Sustainable
Harvest ships appear far more common than the tombships, and have been part of every Necron fleet so far
encountered. 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). Wheter this is universally true is
unknown, though it may well be the case considering the uniform appearance and design of the Necron warriors that
have been encountered so far. 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 ships resilient design combined with the sophisticated
and devastatingly effective Necron weaponry they use makes them a match for all but the largest Imperial craft.

50
Speed: 5 Manoeuvre: +10
Detection: +10 Hull Integrity: 70
Armor: 20 Turret Rating: 2
Space: 75 Ship Points: 60
Weapon Capacity: Port 1, Starboard 1, Prow 1, Dorsal 1

Shroud Class Light Cruiser


Hull: Light Cruiser (Equivalent) Dimensions: 4.5 km long, 1.8 km abeam
Mass: 20 Megatonnes Crew: GM Discretion
Accel: 4.3 Gravities Max Sustainable
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.

Speed: 7 Manoeuvre: +15


Detection: +20 Hull Integrity: 60
Armor: 19 Turret Rating: 1
Space: 60 Ship Points: 55
Weapon Capacity: Port 1, Starboard 1, Prow 1

51
Jackal Class Raider
Hull: Raider (Equivalent) Dimensions: 2km long, .5km abeam
Mass: 4.5 Megatonnes Crew: GM Discretion
Accel: 5.9 Gravities Max Sustainable
Necron fleets have so far always included numbers 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 the two types of escort so far encountered, and has been present in every Necron fleet so
far engaged by Imperial forces.

Speed: 10 Manoeuvre: +25


Detection: +20 Hull Integrity: 30
Armor: 16 Turret Rating: 1
Space: 35 Ship Points: 30
Weapon Capacity: Prow 1, Dorsal 1

Dirge Class Raider


Hull: Raider (Equivalent) Dimensions: km long, km abeam
Mass: Megatonnes Crew: GM Discretion
Accel: Gravities Max Sustainable
The Dirge class raider is the smaller of the two escort sized Necron ships, and appears to be somewhat rarer. Whether
this is universally the case or simply a matter of chance is unknown. Dirge class raiders, although never formally
identified at the time, are now believed to account for many of the vessels occasionally sighted by Imperial Explorators
even before the Yuctan incident and the first known Necron harvest. 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.

Speed: 10 Manoeuvre: +30


Detection: +10 Hull Integrity: 30
Armor: 15 Turret Rating: 1
Space: 35 Ship Points: 30
Weapon Capacity: Prow 1, Dorsal 1

52
Chapter 8: Alternate Career Ranks
Alternate Career Ranks represent diversions and Lastly, each Alternate Career Rank has a set of Ranks
differing branches to a characters basic Career Path. at which it can be selected. Typically, this is a
These might be the result of exposure to new cultures minimum Rank within a Career Path that the Alternate
or agencies in the Expanse, hidden secrets a character Career Rank can replace (such as Rank 3 or higher).
chooses to reveal to his fellow Explorers, or the result If an Explorer meets all the above requirements for
of specialised training or equipment a character has an Alternate Career Rank, he can select it in place of
gained in his travels. Note that these Alternate Career one of his normal Career Paths Ranks when he earns
Ranks do not fundamentally change a characters enough xp to access that Rank. The Explorer replaces
nature; if a character is following the Arch-militant the Rank he would have taken with the Alternate
Career Path, then his path stays focused on martial Career Rank. The Explorer exchanges the Alternate
abilities and conflict. Rather, they signify a Career Ranks Advance Table for the usual Rank he
characters experiences moving along a side path, would be able to make purchases from as part of his
learning new abilities and gaining new experiences Career. At this point, the Explorer has access to the
along the way. new Advances and may spend xp to purchase these
Alternate Career Ranks can let a player Talents, Traits, and Skills. Some of the Alternate
differentiate and personalise his character, especially Career Ranks also have special Traits or other abilities
in situations where several players have chosen the that the Explorer gains immediately upon selecting the
same Career. Based on the new directions a player Alternate Career Rank. Once the Explorer has earned
wishes his Explorer to follow, he might find his enough xp points to reach the next Rank in his Career,
character evolving in ways the player had not initially he returns to the next Rank in his original Career Path.
anticipated when creating him. While any new Alternate Career Rank is filled
Alternate Career Ranks also allow a character to with new opportunities, there are some drawbacks to
become even more firmly rooted into the settings of diverging off of the standard path. This new focus
Rogue Trader, the Calixis Sector and the Koronus might deny an Explorer access to other Skills and
Expanse. Each of these paths offer Explorers new and Talents, or force the Explorer to pay more experience
exciting ways to interact with the rest of their for them. A player could even find his characters
surroundings. maximum ability with certain Skills reaching its upper
limit earlier than he had planned. This is a potential
Taking an Alternate Career Rank price for taking a more generalised character in a more
Alternate Career Ranks might look very appealing, specific and specialised direction.
and not just because they represent something that As all of this can complicate the normal character
diverges from the standard Career Path. With access progression system, Alternate Career Ranks are
to new powers, Skills, and Talents, a character can recommended for more experienced players. Keep in
stand out from others and, ideally, better aid his mind also that regardless of how many new options an
fellow Explorers. However, some Alternate Career Explorer gains, an Explorers Rank is still governed
Ranks can complicate the campaign at large, and by the total amount of xp he has earned over the
players should always ask for the GMs permission course of his development.
before having their Explorers take on Alternate Career
Ranks. Elite Advances from Missed Career Ranks
Each Alternate Career Rank has several Choosing an Alternate Career Rank means a character
Prerequisites that an Explorer must meet before has diverged from the generalised regular path of his
selecting it. Many of these Prerequisites are Talents, career for a more specialised one. While this means
Skills, or Characteristic thresholds, and an Explorer access to new and often unique abilities during his
must fulfil all of the listed Prerequisites for an tenure, it can often mean missing out on the
Alternate Career Rank before selecting it. opportunities afforded in the regular development of
In addition, some Alternate Career Ranks are only his character. The Explorer can purchase these
available to Explorers from certain Careers. missed Skills and Talents
Other Alternate Career Ranks have various
restrictions in this regard.

53
with the GMs approval as Elite Advances in the Career Progression
missed Rank at a cost set by the Game Master. A Advancing to a characters next Rank is done
recommended base cost for these Advances is twice normally once the character has accumulated and
the original cost (so a 200 xp Skill would cost 400 xp, spent enough xp. The character might find in later
while a 500 xp Talent would cost an impressive 1,000 Ranks that the digression he took for his Alternate
xp). The GM can modify this amount up or down as Career Rank has left him bereft of certain Skills, ones
he sees fit, keeping in mind that Alternate Career needed as Prerequisites for some of the Advances the
Ranks present opportunities to characters they character might wish to have. To acquire them the
normally would not have, and there should be a trade- player must obtain them as Elite Advances.
off for this opportunity. Alternately, the player might find developing the new
Advances his character gained in his Alternate Career
Rank is a way to further individualise a character and
make up for the missed opportunities of the path not
taken.

54
Alternate Rank: Cryptek
Lore Disclaimer: Cryptek lore below is taken from the countless systems functioning at peak efficiency, it is not
Deathwatch RPG, primarily The Outer Reach. unknown for a slighted Cryptek to bring the maintenance
cycle to a screaming halt should his supposed "betters"
A Cryptek is one of the technologists and engineers of require a reminder of the power he and his kind wield.
the Necron race, and they are responsible for studying and Even the proudest Necron Overlord will muster an apology
maintaining the technology of the Necron dynasties. A when his soldiers and weapons seize up on the eve of
Cryptek's powers mirror that of the psykers found battle.
amongst the other intelligent species of the galaxy. On occasion, a Necron Overlord will go so far as to
However, while psykers channel the energies of the Warp recruit a particularly trusted and knowledgeable Cryptek to
to accomplish their seemingly supernatural feats, a serve in his Royal Court. To entice a Cryptek to serve it is
Cryptek uses his highly advanced knowledge of science common for an Overlord to grant him the first pickings of
and technology to manipulate the universe's fundamental precious alloys, power cores and focus crystals in
forces and produce many of the same seemingly magical exchange for his services in a campaign. This can prove
effects. What a Cryptek often accomplishes with his politically dangerous for the Overlord, as this essentially
technology is nothing short of magical to the eyes of the elevates the Cryptek to the same rank as the Necron Lords
lesser intelligent races. With his knowledge of arcane already serving within his dynasty, and so inevitably
sciences, a Cryptek can transmute a foe into liquid fosters resentment amongst his regal subordinates.
adamantium, turn him into a speck of dwarf star matter, Nonetheless, having the Cryptek's wealth of knowledge
set the air ablaze, call down eldritch bolts of lightning and and expertise close at hand is normally viewed as more
other equally impressive feats of technological arcana. than adequate compensation for the political risk.
Cypteks are members of a pan-galactic conclave of Ultimately, the only thing that holds the ambitions of a
Necron technologists whose purpose is to study and Cryptek in check is another of his kind. Should a retained
maintain the eldritch devices of their ancient race. They Cryptek rise too far above his station, a Necron Overlord
are masters of dimensional dissonance, singularity will attempt to replace him by luring a different, and more
manipulation, atomic transmutation, elemental tractable, Cryptek away form the service of a rival. This
transmogrification and countless other reason-defying process can also have complications, for whilst no Cryptek
technologies. In many ways, a Cryptek's powers mirror will knowingly supplant another of the same conclave, a
those employed by the pyskers of other intelligent races, rival from another conclave will not hesitate to do so. This
but instead of using their innate psychic abilities by usually results in plots and counterplots which can lead to
channeling Warp energies, the Cryptek employs arcane rivalry, or even outright conflict, between different
science to harness the universe's fundamental forces. Crypteks and their respective conclaves.
Every Cryptek conclave specialises in a particular field of
techno-sorcery in one of a hundred thousand disciplines.
These conclaves were originally founded to share
information and expertise amongst Necron settlements
from one end of the galaxy to the other, but have since
become fragmented and isolated. In the long millennia
since the Necrons' biotransference, Crypteks have become
just as stagnant and fragmented as every other aspect of
Necron society. In the present era of the late 41st
Millennium, the surviving Cryptek Conclaves are
maintained out of force of habit more than for any
practical purpose.
Though Crypteks have no official rank in the political
structure of a Necron dynasty, they wield immense
influence. A Cryptek's power springs from the army of
Canoptek Spyders, Wraiths and Scarabs under his control,
but is mainly acquired from the ignorance of the
disinterested Necrontyr nobility, who have no interest in
the working of the technology they employ. As Tomb
Worlds need perpetual maintenance to maintain their

55
Cryptek Requirements and Progression

New Talent: Cryptek Ability


Gain one of the Cryptek Abilities listed under the
Cryptek Discipline chosen upon entering this
Alternate Rank, detailed on the following pages. You
may only ever have and purchase abilities from one
Cryptek Discipline.

New Talent: Living Metal Metamorphosis


Choose one of the following talent for which you
meet all prerequisites but Mechanicus Implants. You
gain the benefits of that talent: Ferric Lure, Ferric
Summons, Lumien Blast, Lumien Shock, Maglev
Grace, Maglev Transcendence

56
Cryptek Disciplines
Source disclaimer: All abilties here are taken from the Necrons within 10m are teleported to any location
Deathwatch RPG, primarily The Outer Reach. within 300m. The Cryptek attempting to use the Veil
of Darkness makes an Challenging (+0) Tech-Use
The Crypteks have developed countless Test. On a failure, the teleported Necrons arrive
disciplines of technosorcery, down through the aeons. 1d10m per Degree of Failure away from the intended
Further, each individual Cryptek makes its own destination in a random direction.
unique advancements in its chosen expertise. As such,
it is unlikely for two Crypteks to ever wield quite the Harbinger of Destruction Discipline
same abilities and weapons. Five such disciplines are Plasmancers are more direct in the application of
detailed below. Once a discipline is selected, they their art than other Crypteks, forgoing the myriad
may then purchase the abilities described underneath arcane techniques in favour of sheer release of
as per the Cryptek Alternate Rank. It should be noted destructive energy. This it not to say that Plasmancers
that while certain abilities have weapons listed as a are any less cunning than their fellowsto
part of them, they are not required to utilize the underestimate one is a fatal mistake.
ability, just the method by which they are normally
utilized. This only functions in Cryptek hands. (Ex: Ability: Gaze of Flame
Tremorstave Shockwave can be performed without a Some Plasmancers choose to implant hidden
Tremorstave, explained by the Cryptek applying the weaponry within their own bodies. Many Necrons
modifications to any weapon they might wield.) find this practice unsavoury, at best. Few, however,
would question a Harbinger of Destruction to his face,
Harbinger of Despair Discipline particularly when that face may conceal all manner of
Psychomancers are masters of mind-affecting terrifying weaponry. When in battle, the eyes of a
technologies, including high-frequency waves, neuron Cryptek who has granted himself the Gaze of Flame
bombardments, and other, more esoteric sciences. burn with an unnatural, ghostly fire. The Cryptek
With the correct application of their sciences, these makes a Challenging (+0) Tech-Use Test as a full
Crypteks can manipulate a beings mind to such a round action. For a number of rounds equal to one
degree as to rival the most powerful telepaths of the plus the degrees of success, the Cryptek gains Fear 2,
Imperium. and each round that a character spends engaged in
Melee with the Cryptek he must pass a Challenging
Ability: Nightmare Shroud (+0) Agility Test or catch fire. The emerald flames
When this small, black cask is opened, the worst function as Fire in the Rogue Trader Core Rulebook,
terrors of a thousand aeons are unleashed on the except that damage counts as having the Felling (1)
Crypteks foes. A Harbinger of Despair may use its Quality.
Nightmare Shroud as a Half Action and requires a
Challenging (+0) Tech-Use Test, causing all Ability: Solar Pulse
characters within 50m, except those with the Machine Often incorporated into an Eldritch Lance, the
Trait, to be affected as if confronted by a creature Solar Pulse unleashes a sizeable portion of the Lances
with Fear (4). Characters suffer the full effects of Fear energy, not as a coherent beam, but as a flash of light
each time the Nightmare Shroud is used, though the bright as a solar flare. As a Full-Round Action
Nightmare Shroud may only be used once every requiring a successful Challenging (+0) Tech-Use
1d5+1 rounds. test, the Cryptek can ignite the Solar Pulse, forcing all
non-Necron characters within 1km to pass a Very
Ability: Veil of Darkness Hard (-30) Toughness Test or be Blinded for 1d10+5
With a simple wave of its skeletal hand, the Rounds and Stunned for 1d5 Rounds. This flash is
Cryptek can summon a billowing sheet of almost bright enough to overload Auto-senses, though they
tangible shadow, enveloping it and nearby allies do grant a +20 bonus to the Test to resist. Typically, a
before disappearing along with the enshrouded Solar Pulse is only used once per combat safely, or
Necrons. Using a Veil of Darkness requires a Full may be used twice which drains the Eldritch Lance
Action. The Cryptek and any number of completely and leaves the Cryptek weaponless.

57
Harbinger of Eternity Discipline Harbinger of the Storm Discipline
Perhaps the most baffling of Cryptek disciplines, Ethermancers are masters of the elements,
Chronomancers exhibit control over the flow of time controlling the very sky above their enemies heads.
itself. Temporal anomalies are not unknown to the Many a primitive civilization has bowed down in
Imperium; time dilation is a common effect of Warp worship at the merest display of an Ethermancers
travel, and some powerful psykers are able to localise power.
the time-disrupting power of the Warp. These
Crypteks, though, are able to directly and Ability: Ether Crystal
purposefully influence the flow of time with no An Ether Crystal can control the fundamental
recourse to the unnatural power of the Warp, but by forces of nature, summoning storms from tranquility
sheer dint of scientific mastery. and lightning from clear skies. In seconds, the chosen
area is assaulted by gale-force winds from nowhere as
Ability: Chronometron black storm clouds gather to block out the sky.
The bearer of this arcane device exists slightly Summoning the storm requires a Challenging (+0)
outside the flow of time, allowing him to glimpse Tech-Use Test as a full round action, and lasts for a
possible futures and modify his recent actions 1d5 rounds or until ended. Sustaining the storm
accordingly. A Cryptek utilising a Chronometron requires a Full Action each Round. The storm inflicts
appears blurred, its movements sudden and a 20 penalty on all ranged and melee attacks, and a
spasmodic like a primitive pict-reel or degraded 30 on Perception-based Tests, and forces characters to
hololith. The Cryptek makes a Challenging (+0) move as if in a treacherous environment with a
Tech-Use Test as Full-Round Action. For a number corresponding test difficulty Of Ordinary (+10) as
of rounds equal to one plus the degrees of success, all detailed in the Rogue Trader Core Rulebook. The
attacks against the chronomancer are made at 10. In Ethermancer using the Crystal sits in the eye of the
addition, the Crypteks attacks gain +10 to hit, and it storm, unaffected by the surrounding chaos.
can reroll one test each Turn. Finally, the Cryptek Each Round the storm is sustained, on a successful
adds its Intelligence Bonus to its Initiative roll. Willpower Test, the Cryptek may choose a target, plus
an additional target for each Degree of Success, to be
Ability: Timesplinter Cloak struck by a bolt of overcharged lightning. Unless the
The most accomplished of chronomancers can target successfully Dodges, it is struck for 3d10
weave together disparate strands of time, forming an Energy Damage Pen 0 with the Shocking and Haywire
unassailable shield against any attack that does not Qualities.
originate from the time stream corresponding to the
precise moment of impact. To manifest the cloatk, a Ability: Lightning Field
Cryptek must succeed on a Challenging (+0) Tech- A Cryptek equipped with a Lightning Field is
Use Test as a Full Round Action, which forms the surrounded by crackling, incandescent electricity that
cloak for a number of rounds equal to one plus the arcs across his body and any nearby Necrons. To
degrees of success on the test. A Timesplinter Cloak manifest the field, a Challenging (+0) Tech-Use Test is
is a Field with a Protection Rating of 70 and an required as a Full Round Action. The field lasts for a
Overload Roll of 01. In addition, whenever a number of rounds equal to 1 plus the degrees of
Timesplinter Cloak successfully stops a Melee Attack, success on the test. The Lightning Field is treated as a
the attacker must make an Agility Test or be disarmed Force Field in most respects, but works differently
as his weapon is caught in another time stream and against melee and ranged attacks. Against melee
thrown slightly forward or backward in time. If the attacks, it is treated as a Field with a Rating of 75 and
test results in two or more Degrees of Failure, the an Overload Roll of 01-05, except that a successful
weapon cannot be retrieved for 1d5 Rounds, as it is roll, rather than stopping an attack, infl icts 2d10+7
thrown several moments into the future and Energy Damage with the Shocking Quality
hence does not exist during the interim. If against the attackers Body Location. Against
overloaded, the cloak may be manifested ranged attacks, the Lightning Field functions
again in 1d5+1 rounds.

58
as a Field with a Rating of 45 and an Overload Roll of Test with a range of 12.5m. The fissure created by the
01-05, plus makes a spectacular light show when Tremorstave is approximately one metre wide; all
struck. All friendly Necrons within 5 metres also characters standing within two metres of the fissure
benefit from the Lightning Field. who fail to Dodge are hit by the invisible energy wave
for 2d10 Impact Damage with the Concussive Quality,
Harbinger of Transmogrification Discipline Pen equal to Int Bonus. When the wave reaches its
Complementing the ethermancers control of the target point within 50 metres of the Cryptek, it
sky, these Crypteks wield the very earth as a weapon explodes with fantastic force, inflicting 4d10 Impact
against their foes. The most accomplished of these Damage with the Concussive Quality and a Pen equal
geomancers can remake the very landscape with but a to Int Bonus, to all characters with 5 metres and
gesture, leaving none to doubt the Necrons mastery leaving an impressive crater. The effects of a
of the physical universe. Tremorstave may vary based on the terrain, at the
GMs discretion. This ability may be used every 1d5
Ability: Seismic Crucible rounds.
A skilled geomancer with a Seismic Crucible may
command the very earth beneath his feet and, more
importantly, the feet of his enemies. As a Half Action
Attack, the Harbinger of Transmogrification may
precipitate a powerful, localised quake. The chosen
epicentre must be within 50m of the Cryptek, though
not necessarily in line of sight. The Cryptek chooses a
radius of 5 to 15 metres for the quake, within which
all creatures (except those flying or hovering) must
immediately pass a Very Hard (30) Agility Test or
be knocked prone. In addition, affected characters
must pass a Challenging (+0) Toughness Test,
increased to Hard (20) for characters who failed the
Agility Test, or be Stunned for one Round. The
tremors continue for 1d5 Rounds, during which the
affected area is a treacherous environment as detailed
in the Rogue Trader Core Rulebook.

Ability: Tremorstave Shockwave


Normally 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. The form the fissure, the
Cryptek must succeed on a Challenging (+0) Tech-
Use Test, modified as though it were a Ballistic Skill

59
Alternate Rank: Deathmark
Source Disclaimer: Deathmark lore is taken from the When fighting, Deathmarks reside in a pocket
Deathwatch RPG, primarily The Outer Reach. dimension; a hyperspace between now and then, and
can from here observe the battlefield, and even tap
Even when they existed as the Necrontyr in flesh into enemy transmissions, only to materialize and
bodies, Deathmarks had a reputation for precision and strike when they deem the opportunity to be right, or
patience. Like most Necrons, their technology lies far from orders of their commander. When a target has
beyond the realm of mortal comprehension and they appeared, they exit their dimension and place a mark
can effectively slip in and out of dimensions at will. in the shape of a green halo over the head of their
Their victims will assume that they have been target, which allows them to track it no matter where
ambushed, and that the Deathmarks teleported onto it runs - hence their name.
the battlefield. The reality is that they were already When technological superiority fails, Deathmarks
there, waiting for just the right moment to lay their are able to fall back on considerable tracking,
trap and catch their prey with their Synaptic shadowing, and stealth skills to take out targets. Able
Disintegrator rifles. to survive independently far longer than any Imperial
Due to their nature as agents of assassination and sniper, Deathmarks are incredibly resourceful, and can
ambush, the ancient codes dictate that Deathmarks act independently of forces should the need arise.
cannot be deployed against nobility or other While many Necrons focus on the melee martial
"honourable" races. This matters little however, as aspect of battle, Deathmarks have, like the Warriors
Necrons consider most alien foes to be not worthy, before them, truly embraced the art of ranged
unless they prove otherwise on the battlefield. Since weaponry. Able to coax out even more range and
almost no one has lived to tell the tale of a Deathmark precision from their weapons, few can stand against
attack however, this gives all save the more their incredible range.
traditional Nemesors free reign to deploy them
against any alien they wish.

60
Deathmark Requirements and Progression

New Talent: Dimensional Oubliette New Talent: Marked for Death


As a Half Action with a successful Challenging With a gesture of its skeletal hand, a Deathmark
(+0) Tech-Use Test, a Deathmark can open a portal to can cast its namesake upon a chosen target. This
a pocket dimension, which appears within 10m. It can requires a Full Round Action and a successful
be closed with a Free Action. Any creature can pass Challenging (+0) Ballistic Skill Test (with
through an open portal, but the dimension beyond is appropriate modifiers for aiming, range, etc), and
not intended to support life, and creatures that enter affects one target within 100m, who may attempt a
are subject to the effects of suffocation and vacuum as Hard (20) Dodge Test to avoid the mark.
well as a 30 penalty to all tests relying on sensory Deathmarks suffer no penalties to hit a marked target
perception of their surroundings. This talent may also due to range, darkness, fog, or even complete
be used to travel a number of kilometers equal to the concealment such as a solid wall (though cover
Deathmark's Willpower Bonus, but may only be used provides AP as usual). In addition, the time required to
in this fashion a number of times per day equal to half Aim is halved, rounding down. Therefore, a Half
the Deathmark's Willpower Bonus. Action taken to Aim provides a +20 bonus To Hit,
while a Free Action taken to Aim provides a +10
bonus. A Deathmark can only have one marked target
at a time, and a mark lasts for a number of rounds
equal to their Ballistic Skill Bonus.

61
Alternate Rank: Harvestmaster
Source Disclaimer: This rank is a purely non-canonical fluff, Harvestmaster is suited to the challenge.
and revolves around vehicle specialists. This would grant the Needing to be able to adapt to the chaos of battle
ability to become a master of the Hive Fleets, a Triarch
Praetorian, or Tomb Blade pilot.
and be able to run the myriad of systems that these
vehicles require, Harvestmasters had a large portion of
The Lost Dynasty, while spread thin, still has a their previous minds left intact. Freed from normal
respectable stockpile of vehicles, aircraft, and restrictions, many of the Reawakened Necrons of the
starships. When they need be brought to bear against Lost Dynasty have seen the benefit of having these
the enemies of the Dynasty, responsibility turns to the powerful war machines on their side, and have begun
Necron Harvestmaster. learning the art of their use.
Masters of all that move the Necron War Their final, and arguably most important,
Machine, Harvestmasters have access to command responsibility, falls in the navigation through the
protocols that teach them a variety of vital skills Dolmen Gates. The Dolmen Gates, opening up into
without which any Dynasty could not function. the Webway, are not an easy realm to traverse, and the
Whether it be the mobilization of the various barges eddies, currents, and damaged sections that lie within
to assault massive hosts of enemies, the reclimation could tear even a Necron fleet to tiny pieces.
of fallen Necrons with an Ark, Engaging in hit and Harvestmasters utilize their enhanced understanding
run maneuvers with Necron Fighters, or traversing the of this method of travel to safely guide their fellows
stars with Voidships of Living Metal, the through the dangerous paths.

62
Harvestmaster Requirements and Progression

New Talent: Living Metal Interface


Due to the impossibly close
connection that can be made with Living
Metal, operated vehicles can be
maniuplated as though they are a second
skin. The Explorer gains +10 to any
Drive and Pilot tests with Necron
Vehicles.

63
Alternate Rank: Lychguard

The Lychguards are the elite protectors and


emissaries of the Necron nobility. In order to serve as
a bulwark against those who would harm their charge,
Lychguards were gifted with the highest quality of
living metal bodies, equal in resilience and power to
those inhabited by the Lords and Overlords they
protect.

New Talents

Indomitable Bulwark
The Necron has become incredibly skilled at
using a shield as cover. When wielding a shield that
adds armor to one arm and body, they instead add this
bonus to all locations. When wielding a Hyperphase
Shield the Lychguard adds 2 Armor to all locations.

Devastating Riposte
Prerequisites: Counter Attack
The Lychguard has become a master of
defending and striking back after creating an opening.
They may now parry with their shield and attack with
a weapon wielded in their other hand.

64
Alternate Rank: Necrontyr Merchant
Source Disclaimer: This class is competely non-canonical fluff,
and is meant to represent those Necrons who have developed a
canny ability to trade, either amongst their people or others.

Those who traverse the Expanse inevitably come


across a need to replenish their supplies, repair their
ships, and supply stimulation to their crews lest they
become restless. While lessened due to their
mechanical nature, Necrons must still repair their
ships and dock from time to time.
There are those who, amongst the soullest host,
were once traders of incredible skill and ability, who
helped manage the complex trading network of the
Necrontyr. Some have been able to recall these skills,
while others have learned it as a matter of necessity.
Whatever the reason why the have taken up the
positions managing the supply lines of the Necrons,
they are a highly valued commodity amongst any
would-be phaeron.
Some Necrontyr Merchants have even taken to
amassing their own fortunes by opening trade with
other species, though there hasn't been any word of
Necron technology spreading through the Imperium
as of yet.

65
New Elite Advance Packages
Elite Advances allow an Explorer to gain some Restored Protocols
ability not normally allowed to their career path. For Restriction: This Elite Advance may only be
more information on the particulars of Elite purchased by Reawakened Necron Explorers.
Advances, see page 39 of the Rogue Trader Core Cost: 16,500 XP
Rulebook. Benefits: This Elite Advance represents a Necron
Elite Advance Packages take this concept one step whose frame remains largely undamaged. A Necron
further and provide new and unique abilities in a with this trait gains the following Talent/Traits:
single package deal. For further information on Elite
Living Metal 10
Advance Packages see page 102 of Into the Storm.
Regeneration 7

From Beyond
Purchasing an Elite Advance Package
Size (Hulking)
To purchase an Elite Advance simply spend the
Unnatural Strength (x2)
Experience Cost of the package listed, provided you
Resurrection Protocols
meet all the requirements and the GM has allowed for Special: This Elite Advance allows a Necron
it's purchase. Upon purchasing a package, you gain Character to gain all of the special talents and traits
all the benefits that package confers and may that Necrons are known for. This Elite Advance can
purchase additional skills granted by the package (if allow a Necron Character to begin play with these
applicable). For more information see page 102-103 traits, provided that the rest of the Explorers begin
of the Into the Storm Supplement. play at the beginning of Rank 6 (21,000 XP). The
Reawakened Necron begins play with the starting
talents listed at the beginning of their Career Path and
those listed as part of this Elite Advance.

66
Destroyer Lord
The Necron has seen the flawed weakness
present in organic life and has begun to embrace its
destruction in order to make way for the return of the
Necrontyr Empire. This may optionally be used as a
codified way to represent the gaining of insanity but
is not required.
Prerequisites: Necron, 50+ Insanity or GM
Discretion, 1,000XP or GM Discretion
Benefits: Gain Fear (1), Hoverer (6) and the Might of
the Necrontyr Talent
New Talent - Might of the Necrontyr: The Destroyer
Lord may use Intimidate as though it were the
Command Skill and uses Strength instead of
Fellowship for all Interaction Skills with other
Necrons, signifying their ability to force Command
Protocols into other Necrons
Special: This advance may not be taken at the same
time as the Flayed One Elite Advance

Flayed One
The Necron now has a penchant for covering
itself in the skin of its enemies and closing to rip them
to shreds in melee combat. This may optionally be
used as a codified way to represent the gaining of
insanity but is not required.
Prerequisites: Necron, 50+ Insanity or GM
Discretion, 1,000XP or GM Discretion
Benefits: Gain Fear (3), Brutal Charge, Berserk
Charge, and Frenzy
Special: This advance may not be taken at the same
time as the Destroyer Lord Elite Advance, a character
may have one or the other barring GM Discretion.

67
Chapter 9: Ascendant Necron Characters
This section of the guide is meant to provide These Expanded Ranks function identically to
additional ranks for the Rogue Trader system, the ranks described in the Rogue Trader Core
bringing it's Experience Totals up to equal those Rulebook, and function in exactly the same manner.
presented in the Dark Heresy: Ascension Rules Upgrades are purchased from the given rank or a
Supplement and the Deathwatch Core Rulebook. This previous one until the requisite amount of experience
supplement provides three new Ranks for each Career has been spent to reach the next rank. Also provided
Path presented in the Rogue Trader Core Rulebook. are two Additional Characteristic Advances. These
These ranks follow the normal rules for Rank Additional Characteristic Advances each provide an
progression as detailed in the Rogue Trader Core additional +5 to attributes, and are purchased in the
Rulebook. They may also be replaced by Alternate same fashion as regular characteristics as detailed in
Ranks as detailed in Into the Storm and other Rogue the Rogue Trader Core Rulebook. These new ranks
Trader Supplements. may, at the player's option, be swapped out for
There are also several new talents and abilities alternate ranks provided in Into the Storm and other
available as characters progress into this level of Rogue Trader Supplements, following the standard
expertise and ability, which are all detailed in the rules for Alternate Ranks.
New Talents section. These talents are all based off Remember to check the New Talents section
existing talents present in other lines, and inherent for clarification of any talents that are not presented in
abilities presented at the end of the Career Paths the Rogue Trader Core Rulebook, and apply the
section of the Rogue Trader Core Rulebook. The benefits described to the character.
intent is to provide special abilities to every character Below you'll find expanded career paths for
at this power level, but not to cause power levels to the ones presented earlier in the guide, placed at the
become too divergent. The three new Expanded end of the guide in case Legends of the Expanse
Ranks utilize the following experience levels: mechanics are not being used. I hope you enjoy the
expanded character creation rules now in the Necron
Rank 9: 35,000-39,999 Character Guide!
Rank 10: 40,000-44,999
Rank 11: 45,000-49,999

68
Reawakened Necron Expanded Career Path

69
70
New Talents
Armour Monger Death Dealer
Prerequisites: Intelligence 35, Tech-Use, Trade Prerequisites: Weapon Skill 45, Ballistic Skill 45
(Armourer) The Explorer can place his hits where they
The finest armours and most powerful shields inflict maximum harm, such as gaps or joints in
are all products of the followers of the machine god, armour. When the characters attack in that combat
based on the fabled and ancient designs of mans type inflicts Critical damage, he adds his unmodified
glorious past. With years of training, the Explorer can Perception bonus to the damage result.
learn to enhance these protections, or use them in
their optimum fashion. The Explorer increases the Deflect Shot
Armour Points of any armour he wears by 2 on all Prerequisites: Agility 50
locations it would normally cover as long as he has at The characters weapons move with such
least an hour each day to bless and prepare the speed that they can deflect thrown weapons and shots
armour. This bonus applies only to armour worn by fired from primitive weapons. When the character is
the Explorer or the Necron's Living Metal Armour armed with a readied melee weapon, they add their
Bonus. Weapon Skill Bonus to their Armour Points on all
locations (even unarmoured locations) when
Blade Dancer calculating Damage from hits from ranged weapons
Prerequisites: Weapon Skill 40, Two Weapon Wielder with the Primitive Special Quality or Thrown
(Melee) weapons. This bonus armor does not apply to Blast
The character has mastered the difficult ability weapons.
to wield a blade or other melee weapon in either hand,
making expert simultaneous attacks as they weave a Deny the Witch
deadly pattern of steel. When armed with two single- Prerequisites: Willpower 35
handed melee weapons with the Balanced Quality, the The Explorer draws on his faith and mental
character reduces the penalties for Two-Weapon fortitude to act as his shield against those tainted by
Fighting by 10 (so 20 would drop to 10). If taken the Warp. The character may use his Willpower
with the Ambidextrous Talent, this drops the penalty characteristic when making an Evasion Reaction
to +0. against ranged or melee attacks against him made with
psychic powers. When successfully evading an attack
Cold Hearted with an area of effect, the character does not move but
Prerequisites: None instead is simply unaffected by the psychic power.
Either chemical and surgical treatments or
sheer will has rendered the character immune to most Eye of Vengeance
mundane temptations. Seduction attempts against him Prerequisites: Ballistic Skill 50
automatically fail and Charm Tests increase their The character can focus their intent on where it
Difficulty by one level. Taking this Talent causes one is likely to do most damage to their enemy and then
Insanity Point. If the Explorer possesses the Chem strike them down with a single shot. Before making a
Geld talent, they instead gain the benefits of the ranged Standard Attack Action, the character may
difficulty increase to any skill with the Interaction spend a Fate Point. If he does so, his attack deals +X
descriptor, not just charm. Damage and gains +X Pen, where X equals the
number of Degrees of Success scored on the attack
Common Lore Mastery
Prerequisitres: Common Lore (Any) +20 (x3) Forbidden Lore Mastery
The Explorer has experienced much of the Prerequisites: Forbidden Lore (Any) +20 (x3)
universe and is now able to recall countless facts The Explorer's knowlege of things mysterious
about it. The Explorer now treats all Common Lore and arcane is respected by their peers and they have
skills as though they are at a level of Trained (+20). made cross-discipline connections concerning them.
The Explorer now treats all Forbidden Lore skills as
though they are Trained (+20). roll.

71
New Talents
Hammer Blow Miraculous Survival
Prerequisites: Crushing Blow Prerequisites: n/a
The character strikes a single blow with such The Explorer is not merely protected by their
focus and force that it breaks armour and pulps flesh faith in the Emperor, it is clear to all that He has plans
as it strikes. When the character uses an All Out for them and they will not die until He ordains it.
Attack manoeuvre to make a single melee attack, they When the Explorer burns a Fate Point to avoid death,
may add half their Strength Bonus to the weapons they stands up (or climbs their way out of the rubble,
Armour Penetration. The attack also counts as having etc.) at the beginning of their next action completely
the Concussive Special Quality to represent the unharmed in any way. They have full wounds, no
shocking force of the blows impact. fatigue and are cured of any critical effects that they
had sustained, even if the damage was incurred before
Killing Strike the event that would have caused their death.
Prerequisites: Weapon Skill 50
Necrodermic Adaptation
Certain Explorers are amongst the deadliest
Prerequisite: Necron, Living Metal 10
warriors in the galaxy, and they have learned how
best to place their blows for maximum effect. When The Necron has learned how to utilize their
taking the All-Out Attack action, an Explorer may Necrodermic protection in addition to worn
spend a Fate Point (before rolling the dice) to make protection. The Necron may now add the armor
his melee attacks for that round impossible to parry or granted by the Living Metal trait to one half (round
dodge. down) the Armor Value of any armor worn for the
purpose of determining total armor value.
Mastery Necrodermic Mastery
Prerequisites: Any Skill +20 Prerequisite: Necron, Living Metal 12, Necrodermic
The character has become a consummate Adaptation
master of a single Skill and can perform feats with it The Necron has learned to treat worn armor as
that would baffle lesser men. The character may a second skin. The Necron now adds the full Armor
spend a Fate Point to automatically pass a Skill Test Value of any worn Armor to the armor granted by the
with his chosen Skill (which must be at +20), Living Metal trait for the purposes of determining
provided the final modifier to his Skill Test is 0 or total armor value.
better. In addition to simply passing the Test, the
character will pass it by a number of Degrees of Never Die
Success equal to it's associated Characteristic Bonus. Prerequisites: Toughness 50, Willpower 50
This Talent may be taken more than once, each time The characters will or devotion to the
for a different Skill. Emperor can sustain him when his mortal body fails
him. The character can spend one Fate Point to ignore
Meditative Frenzy the effects of injury, Fatigue, and Stunning for a single
Prerequisites: Frenzy, Battle Rage, Willpower 45 combat. This Talent does not prevent the Damage, but
So practiced is the character in the art of fury allows the character to temporarily ignore its effects
and destruction that is has become a natural state for for the duration of the combat. Death still affects him
them. The character no longer suffers a -20 to normally.
Ballistic Skills and Willpower Tests. So focused is
Peerless Marksmanship
their fury that they are able to act more freely under
Prerequisites: Deadeye Shot, Marksman,
it's influence, and as such are no longer required to
Sharpshooter, Ballistic Skill 40, Perception 40
move closer to their target or utilize the All-Out
The character has perfected the art of leading
Attack action.
and adjusting for atmospheric conditions so frequently
that it has become second nature. So great is the
character's skill with firearms that they may now
utilize the Called Shot special action as a half action.

72
New Talents
Scholastic Lore Mastery Storm of Iron
Prerequisites: Scholastic Lore (Any) +20 (x3) Prerequisites: Ballistic Skill 45
The Explorer has spent an incredible amount When facing massed enemies on the
of time studying the various scholastic pursuits of the battlefield, the character lays down a storm of
galaxy. The Explorer now treats all Scholastic Lore firepower that even the most foolhardy cannot push
skills as though they are Trained (+20). through. When the character deals Damage to a target
with a semi-auto burst or a full-auto burst, the
Sidearm character may allocate his extra hits to any other target
Prerequisites: Weapon Skill 40, Ballistic Skill 40, Two within five metres, instead of the usual two metres.
Weapon Wielder (Ballistic, Melee)
Many Rogue Traders among the stars of the Street Fighting
Koronus Expanse favour fighting with both blade and Prerequisites: Weapon Skill 30
pistol. When armed with a pistol in one hand and The character is adept in close and dirty
melee weapon in the other (both of which the fighting, favouring small weapons or even his bare
character could normally use single-handed), the hands to take down his foes. When armed with a knife
character reduces the penalty for Two-Weapon (powered, chain or otherwise), similar small weapon,
Fighting by 10 (so 20 would drop to 10). If taken or simply armed with his bare hands, he adds half his
with the Ambidextrous Talent, this drops the penalty Weapon Skill Bonus to any Critical Damage he
to 0. inflicts.

Speed Reading Strength of the Ancients


Prerequisites: Literacy, Total Recall Prerequisite: Necrodermic Mastery, Living Metal 12
Through years of practice the character has The Necron's frame has restored so many
developed the ability read text at an astonishing rate. additional protocols that it has become almost
The character may make a Challenging (+0) Literacy unsurpassed it its ability to meet foes head on. The
Test to read text at the rate of 20 pages per minute, Necron gains the Auto Stabilised, Brutal Charge, and
plus an additional 5 pages per minute per degree of Sturdy Traits.
success. The character automatically passes any Total
Recall Tests required of him to recall the information Target Selection
within the book. Prerequisites: Ballistic Skill 50
The characters dread gaze marks out his
Stalwart Defense chosen victim and not even the riotous confusion of
Prerequisites: Weapon Skill 50, Fearless close combat interferes. The character may shoot into
The Explorer stands immovable and melee with no penalty. If he aims beforehand, he can
indomitable, as if he were made of rock and iron avoid any chance of hitting friendly targets.
against which foes break like water against a cliff.
The Explorer may spend a Fate Point as a Full Action Thunder Charge
to adopt a Stalwart Defense. While adopting this Prerequisites: Strength 50
condition, the Explorer may not move and may not The Explorer charges into combat using his
Dodge. He may make a Parry reaction against all armoured body as an additional weapon. Driven by his
successful strikes against him, and all Damage he armour and the Explorers enhanced muscle, the
suffers is reduced by 2. Furthermore, the characters impact of such a charge is like being struck by a
enemies gain no benefits for outnumbering the thunderbolt. When the Explorer makes a Charge
Explorer in close combat. These effects last until the Action, first make an unarmed attack against every
Explorer chooses to end his Stalwart Defense or until opponent he is charging. This represents slamming
he is rendered incapable of fighting. into the enemy with the characters armoured bulk.
This attack automatically also has the potential to
knock the opponent down in the same way as if the
Explorer had used the Knock Down Action. Once
this attack has been resolved, the Explorer may
make his normal Charge Attack as normal.

73
New Talents

Unpowered Weapon Mastery Whirlwind of Death


Prerequisites: Melee Weapon Training (Universal) Prerequisites: Weapon Skill 40
The Explorer has learned the art of deflecting When facing massed opponents in combat, the
power weapons on the field of battle in such a fashion character becomes a whirlwind of death, moving,
as to preserve non powered ones meeting them by hacking, gutting, and beheading with ceaseless fury.
swatting them aside and catching hilt and haft instead When attacking more than one foe in close combat,
of the power field directly. Explorers with this talent the character may make one melee attack for each foe
ignore the chance that power weapons have to destroy he is facing, up to a maximum equal to his Weapon
non-powered weapons when parrying or being Skill Bonus. Each additional attack beyond the first
parried. counts as a Free Action, but cannot be combined with
any other Talents or abilities which would grant extra
Warp Lock attacks or hits (i.e. Lightning Attack, Furious Charge,
Prerequisites: Willpower 50, Psy Rating, Strong etc.). The character may choose in which order he
Minded attacks his opponents.
The character has learned to swiftly cut
himself off from the Warp to protect himself from
harm. Once per game session, the character may
ignore a Psychic Phenomenon result he has rolled
(including a result that would indicate rolling on the
Perils of the Warp Table) completely negating its
effects. Such rapid dislocation from the Warp,
through, is stressful and traumatic to the characters
mind and they will suffer 1d5 Energy Damage to the
Head location (not reduced by Armour or Toughness)
as a result, and may not make any Focus Power Tests
or sustain other Psychic Powers until the beginning of
his next Turn.

Weapon Tech
Prerequisites: Tech-Use +10, Intelligence 40
The character has developed an extensive
understanding of advanced technological weapons
and their functions, opening them up and learning
what makes them tick, hum, or click. Once per
combat, the character can enhance his weapon,
increasing its firepower and deadliness. For one
Round per combat encounter, a weapon personally
wielded by the character from the Las, Melta, Plasma,
Power, or Exotic category increases its Damage and
Penetration by an amount equal to his Intelligence
Bonus.

74
A Note from the Author
Well here it is, the final of the original three Xenos Character Guides planned, the Necron Character
Guide, as of 6-22-17 (US Date Notation). This guide was an incredibly fun one to make, even though it did, in
many ways, require even more balancing than the other two. Reconverting Necrons from Deathwatch
backwards into Rogue Trader required some flexibility and rules adjudication, and a fair bit of re-scaling.
Hopefully the result reflects the abilities of the Necrons without making them incredibly overpowered.
A huge thanks to the various artists who made the images present in this guide. As always, if any
would like a credit for their work, email me at the address below and I'll add in your name and a link to the
source file.
A huge thanks goes out once again to LibreOffice, the freeware Office software that has led to the
creation of these guides. Still highly recommend it for those who need to create quality PDFs on a budget.
A final thanks goes to Fantasy Flight Games for continuing the Warhammer 40,000 Roleplaying Game,
as well as those on the forums who have helped by giving me feedback about the various guides, in particular
aleandro01! It's been a huge help!
As always, if there are any typos that are found or any balance issues, or you just have something has
driven you to contact me, email me at LodgeBlackman99@gmail.com or check the website at
http://lodgeblackmangames.jigsy.com and leave feedback there. If there's any further questions about where I
got the lore here from or what is and isn't fan fluff, just drop me a line and I'd be happy to clarify.

75

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