The Necrons are a group of Undead metal warriors, created from the Necrontyr and Human, races. They have lain dormant in their stasis-tombs for millions of years. They are ancient beyond reckoning, predating even the Eldar. At long last, however, they are beginning to awaken, for the galaxy is ripe for the greatest harvest since the demise of the Old Ones.1
The Necrons' story is one of ancient betrayal. Aeons ago, sixty million years before the 41st Millennium, the Necrontyr race reigned supreme over the Galaxy. However as their great empire grew ever wider and more diverse, the unity that had them strong was eroded and bitter rebellions known as the First Wars of Secession erupted as entire realms fought for independence. The Triarch - the ruling council of Necrontyr - realized that only the threat of an external enemy would bring unity once more and saw the Old Ones as the perfect subjects for the wrath of their race. Already jealous of the Old Ones seemingly eternal lifespans, the Necrontyr went to war with the Old Ones, the separatists realms abandoned their rebellion, and the War in Heaven began. The War in Heaven was one of the bloodiest wars in Galactic history, and it soon became apparently that the Necrontyr could never defeat the Old Ones and their mastery of the Immaterium despite their advanced technology. On the verge of total defeat, the unity of the Necrontyr began to fracture once more in the Second Wars of Secession. The Triarchs again desperately searched for a unifying force, and their prayers were answered by the ancient and godlike C'tan, who were drawn to the Necrontyr by the beacon of their raw hatred for the Old Ones. Seeking the aid of these all-powerful star gods, the Necrontyr sought the favor of the C'tan and constructed bodies of living metal to contain their essence. So it was that a C'tan known as the Deciever came before Szarekh the Silent King, lord of the Triarch. Telling the Silent King that his kind had also fought and been defeated by the Old Ones and were now looking for vengeance. Promising the not only victory in the War in Heaven but also the immortality every Necrontyr craved, the Silent King and Triarch eagerly agreed to an alliance, and so forever doomed their race. Beginning the great biotransferance, the weak flesh of the Necrontyr was replaced with immortal bodies of living metal. The C'tan drank off the torrent of cast-off life and energy and grew stronger as Szarekh, now in a machine body himself, realized he had made a terrible mistake. The Necrontyr may now be immortal and unified, but they had lost their souls in the process. Thus the soulless machines known as the Necrons were born. With the C'tan and Necrons fighting as one, the Old Ones were overwhelmed and defeated in a bloody purge across the Galaxy that saw whole systems devoured by the reality-warping powers of the Star Gods and legions of immortal Necron warriors, who managed to infiltrate the Webway and assail the Old Ones at every corner of the Galaxy. The Necrons burst into the Old Ones strongest fortresses, overcoming their magics and technology and forced the Old Ones to seed planets with life to help fight the C'tan, including the Eldar and ork. Ultimately the increasingly desperate Old Ones were themselves wiped out after mistakenly unleashing Warp-spawn perils4-p.7 such as the Enslavers. Throughout the final stages of the War in Heaven, Szarekh bided his time, waiting for the moment where the C'tan would be most vulnerable. With the Old Ones finally defeated, the Silent King struck and led a Necron revolt against the arrogant C'tan. The Necrons focused the unimaginable energies of the living universe into weapons too mighty for even the C'tan to endure. The C'tan, almost impossible to destroy entirely due to their very nature, were instead shattered into shard. Yet even with the defeat of both the Old Ones and C'tan, the Silent King saw that the time of the Necrons was - for the moment - over. The mantle of galactic domination would soon pass to the Eldar, who had fought alongside the Old Ones in the War in Heaven. The Necrons, weakened by the War in Heaven and the revolt aganst the C'tan, could not stand against them. Yet the Silent King knew that the time of the Eldar would pass, as did the time of all flesh. So it was that the Silent King ordered the remaining Necron cities to be transformed into great tomb complexes threaded with stasis-crypts. The Necrons were laid to rest, ordered to sleep for sixty million years and then reawaken, ready to rebuild all that was lost and restore the dynasties to their former glory. Yet the Silent King did not join his subjects. Destroying the command protocols by which he had controlled his people, the Silent King left the Galaxy, there to find whatever measure of solace or penance he could. For sixty million years the Necrons remained in their deathless slumber in their tombs in what became known as the Great Sleep. As time passed, many Tomb Worlds fell prey to malfunction or ill-fortune. Some were destroyed by marauding Eldar. These failures destroyed millions, if not billions of dormant Necrons. But when the Tomb Worlds did begin to rewaken, it was not simultaneously. Some awoke to see the Great Crusade, others during the Age of Apostasy. Most however awoke during the later years of M41, but even still billions of Necrons lay dormant. In 783.M41, the Eldar Farseer Eldrad Ulthran of Craftworld Ulthwé witnessed a vision where on the Dead World of Maedrex, an Imperial Explorator team would arrive and unwittingly awaken the Necrons on that planet. To prevent this, the Eldar struck quickly and destroyed the Imperial ships before descending onto the planet where they purged it of the Necron presence.3 Later came the first reported contact between the Necrons and the Imperium of Man came in 897.M41 during the raid on Sanctuary 101 which was garrisoned by the Adepta Sororitas. At the time, the invaders were identified as an unknown form of xenos species but later reported as being the first encounter with the awakening Necrons. Its also later reported that the invaders did not attack the colony but instead emerged from the ground itself.3
The Necrontyr are an ancient and long-extinct race of humanoids. The planet they originated on was barren and radiation-blasted, making it incredibly hostile to life. It was so hostile that plasma storms and atomic winds constantly scoured its surface. Life on the planet was harsh; lives were short and uncertain. Their bodies were ridden with radiation sickness and they lived a morbid life, constantly fearful of their coming death.1 The Necrontyr attempted to master science, unlike the Old Ones who used psychic power and links to the Immaterium to advance themselves. They learned after thousands of years that they could not control their destiny with science. Their bodies could not be changed to survive on the planet and not suffer from the radiation sickness and perpetual fear of death. Their cities were built in anticipation of their demise, and simply became vast tomb complexes with a few homes for the living, in a temporary form.1 Eventually they developed sufficient technology to move out to other planets. They did not have the abilities of the Old Ones to move between the stars in seconds, and had to use slow-moving stasis crypts and slow-burning torch ships to gradually grope out to other stars. They clad their ships in their living metal to withstand the rigors of space flight. After much time, they met the Old Ones. This meeting of a short-lived, dour race to a race of hopeful and nigh-immortal people set a fire of rage burning in the hearts of the Necrontyr. From this moment on, they turned their entire lives to destroying the Old Ones in spite of their superior lifestyles.1 When war was declared, the Necrontyr realized they would never be able to win. They were constantly outmaneuvered by the Old Ones mastery of the Webways. Eventually they were pushed back to merely an annoyance in the outer regions among the Halo Stars. The fury of the Necrontyr was cooled after many thousands of years of imprisonment, and their disgust of the Old Ones turned into an utter hatred of all life.1 As their star had haunted their own existence, the Necrontyr studied the stars in an attempt to understand more of how they worked and to try to find something they could unleash on the Old Ones. Eventually, they found something so ancient as to predate even the Old Ones. This sentience fed on the stars they orbited but had little conception of the universe around them other than satisfying their need for energy. This was the weapon they needed to fight the Old Ones. Their etheric form made them invincible to conventional weapons. They were named C'tan, or Star Gods.1 How the Necrontyr managed to communicate with these beings is unknown, but the Necrontyr knew these beings could not understand the material universe without a physical, material body. So they made bodies for these creatures out of their living metal, allowing these bodies to expand and change at the will of the being enclosed. Supposedly, "translucent streams of force" were seen as the first being moved across the incorporeal starlight bridge into the body forged for it.1 The first being to come across the starlight bridge was the Nightbringer. As the creature became more manifest and intelligent, the Necrontyr fell in awe of their discovery. Shortly after, the Necrontyr began to worship the C'tan as gods for their supreme powers. The C'tan turned the Necrontyr into slaves and enjoyed ruling over them with cruelty and distrust.1 Soon the Necrontyr were ready to begin the battle anew with the Old Ones. The C'tan then made a proposition to the Necrontyr that they could not refuse. The C'tan offered immortality for the race. Their cursed flesh would be discarded in favor of bodies like their gods, made of living metal. Their bodies would be consumed and their minds transferred into the new metal bodies with which they could continue the war with the Old Ones. Whether the Necrontyr knew the consequences of this is unknown, but their entire race was purged when transferred into the metal bodies. Their minds were dulled and they were drawn into eternal servitude. Only a few of the Necrontyr retained any form of independent thought, but it was much reduced. The Necrontyr were no more, and the Necrons were born.
The C'tan (Eldar Yngir) are said to be the oldest beings in existence. It is said that they were created at the very beginning of the universe, spawned from swirling gases and enormous amounts of energy, and as such are etheric creatures by nature1. In their natural form they are vast beings and spread themselves over the surface of a star, sucking at its energy to feed itself1. After a time, they learned to use diaphanous wings to travel to other stars to continue their consumption. The matter around them was so insignificant that it didn't even register on their voracious appetite1. After several million years, the race known as the Necrontyr discovered a being feeding from their very sun. The Necrontyr managed to communicate with this being, and eventually built the bodies they now inhabit. They are made of the same material as their ships, Necrodermis or living metal. They were named C'tan, which in native Necrontyr means "star gods," or "star vampires1." They were transferred, supposedly, across an 'incorporeal starlight bridge' into their new bodies, thousands of miles of energy creature compressed into tiny bodies. The C'tan made use of the Necrontyr's hatred of the Old Ones to wage war and collect bodies to consume, which they enjoyed far more than their old diet of star energy1. They also found a love of worship, or more accurately, of others worshipping them. They were revered by the Necrontyr as gods and forced them into complete slavery1. The C'tan eventually tricked or convinced the Necrontyr into leaving their bodies and entering shells of living metal, becoming the Necrons. In the war between the C'tan and their slaves the Necrons, against the Old Ones and the younger races, their red harvests slaughtered millions upon millions1. Gradually, they ran dry, and eventually, the C'tan consumed each other until only 4 remained1. Not long after that a plague of Enslavers emerged, which apart from finally destroying the Old Ones, also depleted the red harvests further. Thus the C'tan decided to enter stasis until life repopulated the galaxy and their harvests could begin again1. After millennia spent in their stasis tombs, the four remaining C'tan are:
The Night Bringer: The Nightbringer's earliest history is that of a pioneer and death bringer. Its love of pain and death is monumental, a living god of suffering and despair. When the Necrontyr first encouraged the C'tan to cross the Incorporeal Starlight Bridge into the material realm, the Nightbringer was the first to come1 and the first to enter a living metal body. It was found feeding on the very star that blasted the Necrontyr.1 Once it had become manifest, it soon learned that the life force of mortal lives tasted far superiour to its previous diet of star energy and with this revelation it consumed those who had brought it into the material universe. Only through pledges of loyalty could the Necrontyr convince it to stop destroying their race and concentrate in the vast expanses of the galaxy.1 This initial episode of mortal consumption led to more destruction on the behalf of the Nightbringer. At this time the Necrontyr had been waging battle against the race known as the Old Ones. They had brought the Star Gods into the mortal plane to help them in their war. The Nightbringer reveled in the war with the Old Ones as nothing but mortal souls could satisfy its hunger. In its desire to consume more souls the Nightbringer would lay waste to entire regions of space just to feed.1 It is said that gradually, the Nightbringer fell further and further from the original design the Necrontyr had brought it into the material world for, namely the destruction of the Old Ones. It began to destroy and feed at will, and it reached into the minds of almost every race and planted its image into their deepest fears.1 It is said that it nurtured entire races to fear it and it fed on that fear.1 Eventually, the Nightbringer began to feed on the other C'tan. How it was persuaded to consume other C'tan is a point of contention. One source states that it was the Deceiver that convinced it to consume the other C'tan1, but another document says that it was the Laughing God of the Harlequins.1 The Laughing God version is explained by the Eldar in The Death of Light (Harlequin Dance). It was then that the C'tan began to consume one another finding that the souls of there own kind were even sweeter than the "lesser" races. However, evidently no other C'tan could match the slaughter of the Nightbringer. Soon after they began to consume one another the Old Ones mounted a desperate counter-attack and by then only four C'tan remained. It was then that the Enslaver Plague occurred and the Old Ones were ultimately defeated and passed into legend. The plague forced the C'tan into their stasis tombs to await the regeneration of the younger races with souls to consume to repopulate the galaxy. The final great plan to separate the warp and the material realm was prevented and the Nightbringer's most potent weapon was banished to the Immaterium where it could not reach it, preventing it from gathering the necessary energy to survive its long entombment.1
The Deceiver: The Deceiver is, as its name implies, a tricky being to track down. It enjoys using trickery, deception and lies to get to its own ends1. The other C'tan quickly learned to distrust and shun the Deceiver2, and it's nature was shown particularly when the Deceiver tricked the Necrontyr into giving up their bodies in favour of metallic husks3. When the Necrontyr first encountered the Deceiver, they gave it the name Mephet'ran, the Messenger4 and hoped it would be able to bridge the gap between Necrontyr and C'tan. The Deceiver was the one to steer the Necrontyr towards a war with the Old Ones, by using its words to instil hatred of their power and ageless wisdom. Eventually this led to the transformation of the Necrontyr to the Necrons, which in turn led to the next major incident in the history of the C'tan. One of the three possibilities says that the Deceiver was the first to set C'tan on C'tan, convincing them that each other were the "best of all feasts"5, but despite this the Deceiver remained one of the physically weakest C'tan and only survived by avoiding the more violent C'tan, such as the Nightbringer and Void Dragon. The Eldar gave the Deceiver the name "the Jackal God"6 and recorded that it helped both sides equally. It then employed a number of guises to accomplish its goals. It was the last to descend to its stasis tomb and the first to leave, and has had millennia to gather support. It has destroyed, through its subtle methods, the Blackstone Fortresses, the only weapons capable of destroying the C'tan and placing the remainders far out of reach of the Eldar. It is said that it invoked the Gothic War simply to destroy or remove the Fortresses.
The Void Dragon: The earliest mentions of the Void Dragon relate it to technology in a way that would indicate it had an amazing affinity and ability to control it. In a transcript of a Vox-communication between one Inquisitor Horst and a Tech-priest Alagos, the Void Dragon is mentioned as the most powerful of all the Star Gods and that it had the ability to create almost invincible warriors. Also, it is mentioned that the warriors could channel lightning into their foes, perhaps related to a Necron Lord's lightning field, although the impression given in this text is that of a much more widespread usage, perhaps making the lightning field more standardized, much like the disruption field. The Necrons at the time, though much more powerful than the recently emerged ones, were stopped by a force of Eldar warriors known as the "Iron Knights", or simply "Knights", powered by the souls of departed Eldar.1 This is before the rise of Slaanesh, so the souls of the Eldar would not be consumed, although where they went is unstated. It appears now that the Eldar constructs were immune to the lightning bolts of the Necrons, indicating that perhaps these Necrons were not armed with the more familiar Gauss weaponry, perhaps a later modification made after these battles. It is possible that these Iron Knights are in some way related to the ancient Wraithguard, as they bear remarkable similarities to each other. They were also led by Wraith-Giants, possibly related to the Wraithlord, again with many similarities. It is said that many waves of Necrons were brought forth, but none could beat the Iron Knights, nigh-invincible as they were.1 In the interim time gained by the forging of the Iron Knights, the Eldar god of the Forge, Vaul, created the Talismans of Vaul, or Blackstone Fortresses as they are known to the Imperium. These too were powered by the souls of Eldar seers, and were used by Vaul to attack the Void Dragon. Here the legend provided by the Eldar ends, and there is little indication as to the outcome, other than the opinion of the Inquisitor, which was that the attack had failed.
The Outsider: The Outsider has even less written history than that of the Void Dragon. It takes part in one of the interpretations of the cause of the wars between the C'tan. It is said that the Laughing God of the Harlequins tricked the Outsider into consuming its own brother C'tan. It also implies that the Outsider, once tricked, was willing to consume other C'tan to attain ascension, however some of those it had consumed remained within, turning it insane. It also had a hellish presence, and it caused madness in all who came close and many killed themselves rather than having to face the Outsider. The Outsider shares some similarities with the Nightbringer, in that in it is said that to look upon it would cause terror, much like the Nightbringer's infusion of terror in the young races produced by the Old Ones. Also, another source gives a dance by the Harlequins of this precise moment when the Laughing God tricked the C'tan into consuming each other, except there the C'tan is most definitely the Nightbringer who was tricked.2 These similarities are not backed up specifically by any background information and is therefore unlikely that they are one and the same and there are sources that show many differences between the two.
Szarekh, also known as the Silent King, was the last ruler of the Triarch of the Necrontyr and later Necron race. At the time of his rule, the Necrontyr empire was already engaged in a vicious struggle against the Old Ones. In desperation, Szarekh agreed to form an alliance with the C'tan and transfer the Necrontyr into new bodies of living metal, becoming the Necrons. However while they now lived immortal lives and were finally able to emerge victorious in the War in Heaven, Szarekh realized that his people had become soulless pawns of the C'tan and before the war even ended was determined to exact vengeance against the star gods.1a Biding his time, Szarekh waited until the Old Ones were defeated before finally leading a Necron revolt against the C'tan, eventually defeating their former masters and shattering them into shards. However Szarekh saw that new races created by the Old Ones such as the Eldar were now becoming dominant, and the Necrons, exhausted by aeons of war, could not stand against them. He ordered that the Necrons withdraw into their Tomb Worlds and slumber in the Great Sleep, to reawaken sixty million years in the future and assert their dominance over the galaxy once more. The Silent King however did not join his people in slumber. He destroyed the command protocol that allowed him control over the Necron race and journeyed into the void of intergalactic space, where he may find not only solace but also penance for dooming the Necrontyr race.1bIn 744.M41, the Silent King ended his self-imposed exile and returned to the galaxy after encountering the Tyranids within the intergalactic void and realising the threat they pose. He has begun a journey across the galaxy with a band of his loyal Triarch Praetorians to reawaken Tomb Worlds that still slumber so they may unite against the Tyranids.1-p.24 In 995.M41, the Blood Angels Space Marine Chapter engaged a Necron army under the Silent King. In what became known as the Gehenna Campaign, when Tyranids appeared over Gehenna the Blood Angels and Necrons of the Silent King were forced to join forces to defeat their common foe.
The Triarch was the ruling council of the Necrontyr empire before their transformation into the Necrons. Frequently undermined by rebellions in the Wars of Secession, the Triarch repeatedly attempted to find ways to unify the Necrontyr race once more be it through a common enemy such as the Old Ones or the promises of immortality made by the C'tan. The Triarch itself consisted three Phaerons and the rulers of individual Necrontyr dynasties were themselves governed by the Triarch. The head of the Triarch was known as the Silent King, for he addressed his subjects only through the other two Phaerons. Nominally a hereditary position, the short lifespans of the Necrontyr ensured that the title of Silent King passed from one royal dynasty to another many times.1 The last Silent King of the Triarch was Szarekh. Agents and protectors of the Triarch were known as Triarch Praetorians.
In appearance, the Necrons are skeletal parodies of living beings with swirling green energies emanating from their mechanical limbs and baleful lifeless emerald eyes. All of their numbers possess sophisticated auto-repair systems throughout their exo-skeletal systems that can repair even the most crippling of damages. While this can keep them functioning constantly, should there be irreparable damage sustained, the Necron "phases out". Both their minds and their bodies are teleported to the nearest tomb complex where they either remain in storage until repairs are made or a new body is forged. This act does, however, come at a cost as each act of transferrence leads to a decay in the Necron's engrams. As such, those Necrons that have "died" and phased out hundreds of times suffer the most for they become little more than automatons who have lost the memory of the creature that they used to be in life. Necron society itself is hierarchical. The highest of the Necrons are the Phaerons, the ruler of entire dynasties which comprise many worlds. Beneath these are the Overlords, who rule clusters of Tomb Worlds within their Phaeron's domain. Beneath the Overlords are the Lords, each overseeing a Tomb World. Phaeron's and Overlords are served by a Royal Court of Necron Lords and Crypteks. The size of a Royal Court is not only prestigious, it is also an indication of that military power of the noble who rules it.4-pg.11 In combat, the Necrons are unyielding war machines that bring swift death to their prey. Armed with Gauss weaponry that strip an opponent's molecules one layer at a time, the Necrons have fearsome firepower. Also, the Necrons have a remarkable ability to repair themselves, a Special Rule known as "We'll Be Back!". This gives the Necrons incredible staying power in a battle, which makes them an enemy dreaded by all races. It is often said amongst commanders of more orthodox armies that the Necrons are an over-powerful force on the battle field, due to the fact even a basic warrior can tear through the strongest tanks in the game although Necron players dispute this rigorously. They also use a variety of deadly wargear, including some types which make the wearer immune to some assaults, and others that create deadly arcs of lightning. These are analysed within the Necron Armoury. The Necron fleet is a small but deadly force capable of destroying most ships very easily. They also don't make use of the same form of interstellar travel, the Warp, as other races do, making them difficult to intercept. Their fleets are analysed in the Necron Fleetforge. Also, on particularly rare occasions, a super heavy Necron device called a Necron Pylon is seen. It is feared for its extreme power and ability to appear anywhere on the battlefield.1
Necron Dynasties are former great houses of the Necrontyr. Now however they are entities of allegiance by every Necron. Allegiance to a dynasty was once purely a matter of family and tradition, but it is now entrenched through conquest and programming. Before the coming of the C'tan, there were many hundreds of Necrontyr dynasties. Through the Wars of Secession, the War in Heaven, and the rebellion against the C'tan, many of these dynasties were destroyed. It is impossible to say how many survived, though the number is likely in the hundreds. Since the Silent King destroyed the protocols of control over the Necron race, the Necron Dynasties now act independently from one another and pursue their own agendas. Each Dynasty is ruled over by a Necron Overlord while the most powerful Dynasties, ones which encompass an entire Sector, may be ruled over by Phaerons. Currently, the Sautekh Dynasty is the most powerful of the Necron race.
The Nexus Arrangement is a Necron Artefact. In many ways it resembles the Resurrection Orb as it too is an orb which seems to be containing the baleful green energy used by Necrons. The object was found by the Dark Apostle Jarulek and his First Acolyte Marduk. The object is revealed to be able to create a stasis field of sorts around an undetermined amount of space, presumably blanketing a planet in it's effects. This stasis field only repels Warp Travel to and around the area of projection, literally crippling the area from far-away aid and keeping the wielder of the artefact free of reprisal while they wreak havoc on the planet below.1 The workings of the device were once known to Darioq-Grendh’al, the demon possessed Magos. The information was place within the mind of an Explorator by the name of Daenae.2 The device was tested with success upon Palantyr V and later deployed again in the Word Bearers assault upon the Boros Gate sector. It was re captured there by the Undying One, a Necron lord, the device’s original owner. The workings of the device, however, appear inconsistent. It will prevent warp travel but allow the summoning of daemons when in its semi activated state. In its wholly activated state it is capable of preventing the binding of daemons and will in fact release them from even the most powerful enchantments. However the device still allows teleport transport which was used to deadly effect when the Word Bearers used the teleport array aboard the Infidus Diabolus to strike at the heart of a Necron horde and wrestle the device from the undying ones grasp. The device was late destroyed by a vortex grenade in the 34th hosts escape from the Boros Gate.3
Gauss Weaponry is used by the Necrons and are horrifying devices. They are magnetically based weapons that break down the target into its component molecules layer by layer and attract the molecules back to the gun at incredible speed. This creates a flaying effect and can vaporise the most heavily armored warrior or blast a hole in a Land Raider. This means that even the most basic Necron Warrior has a chance to blast a hole through the heaviest armor and completely vaporise the most skilled Space Marine.
The Necrontyr originally invented living metal for use in constructing their ships. It is a metallic substance that appears to grow and heal as if it were part of a living organism. It is most often associated with the skin of the C'tan as well as the bodies of the Necrons and their amazing regenerative abilities.2 The hull of all Necron vehicles, including the Necron Monolith and the Necron Pylon, is also made of this living metal, where its adaptive and regerative capabilities render powerful weapons such as Meltaguns, Multi-meltas and Power Fists almost obsolete
A Necrodermis is the false body used to contain the compressed essenced of a C'tan when it manifests, thus allowing it perceive the material world. Each Necrodermis is made of the living metal originally developed by the ancient and long dead Necrontyr for use in their starships. The shape of a Necrodermis can be modified at will by its C'tan inhabitant, leading to vast differences between the bodies of each Star God. This also allows the spontaneous formation of cutting and slashing weapons as required. If the Necrodermis is breached, the essence of the C'tan is released, accompanied by an explosion of some form, which can damage nearby units. This is but a minor setback for the C'tan however, as a new Necrodermis can be reforged and the C'tan can cross the incorporeal starlight bridge back to the material realm once again.
The Solar Harness was an enormous device of Necron design. These massive machines were constructed around a star and were capable of absorbing as well as converting solar energy. This allows the Necrons to intensify their construction processes and were typically done so around stars in forgotten star systems.
The Celestial Orrery is a device located at the heart of the Necron Crownworld of Thanatos and is considered one of the galaxy's greatest treasures. It was crafted by the artisans of the Oruscar Dynasty long before the War in Heaven and is beyond any price in artistic value alone. This machine consists of a web of holograms and Necrodermis with the various tiny floating glowing lights representing a star in the galaxy. Each of these are recorded in an intricate matrix record that contains the locations of every star in the cosmos. An act that snuffs out any of these lights leads to its physical counterpart undergoing a supernova millennia before its time that destroys all the nearby worlds that circle it. Thus, the Celestial Orrery is capable of immense destructive power but the act of destroying a star must be done with careful consideration as it would as it would upset the natural order of the cosmos that could create a critical chain reaction. Through further manipulation can any balance be rectified and returned to proper balance though this can take thousands of years of constant precise micromanagement. Despite this great power, the Royal Court of Thanatos see themselves as gardeners of creation who dispassionately use the Orrery in a precise but sparing manner. They believe in only pruning the galaxy to prevent it from becoming overgrown and wild. However, the power represented by the Celestial Orrery has led to the Oruscar Dynasty waging wars to protect the device from falling into the hands of other Necrons or aliens.
A Tesseract labyrinth are fist-sized cubes of necron design that are capable of imprisoning beings of pure energy. A simple pushbutton interface is used to engage the device's zero-point reactor that enables them to imprison targets within their chambers. During the War in Heaven, the Necrons turned against the C'tan in the closing stages of the conflict which saw the star-vampires shattered into C'tan Shards. These Shards in turn were bound in the confines of a tesseract labyrinth.2-p7 The Necrons are reluctant in the fielding of these shackled C'tan in battle and it is a dark day whenever they release them from their imprisonment in a tesseract labyrinth. The Grey Knights were contacted by the mysterious creator race of the labyrinths and provided a number of these cubes for their use. In this time, the Chapter had determined that they functioned perfectly on Daemons of the Warp though only lesser members of their kind had been successfully entrapped who are later imprisoned in the Sanctum Sanctorum. Only a single Greater Daemon has ever been trapped by these devices though it is hoped that it can be used as a means of achieving a lasting victory over the Daemonic threat. However, the Grey Knights had replaced the scientific methods used in their activation with arcane pentagrams, chants and sigils to awaken the labyrinths. Furthermore, relations with the cubes creators has deteriorated to the point of hostility which means only a few tesseract labyrinths remain in their possession as the Chapter's Techmarine's are unable to replicate the technology.
Dolmen Gates are living stone portals used by the Necron race that functioned by tapping into the Webway. They were constructed during the closing stages of the War in Heaven with their design orchestrated by the C'tan known as Nyadra'zatha. The Burning One had long desired to take his eldtrich fires into the Webway itself and is known to had taught the Necrons how to breach its walls. A series of such devices were constructed which allowed the Necrons to turn the Old Ones greatest weapon against them which greatly accelerated their defeat. Their nature means that they are both unstable and uncontrollable when compared to natural entry points into the Webway. In an unknown way, the Webway even detects breaches into itself by the Dolmen Gates and moves to seal off the infected spur until the danger posed by it passes. Thus, any Necron entry into the Webway must move to reach its destination quickly otherwise the network quickly moves to bring about their destruction. In the aeons passed since the War in Heaven, the Dolmen Gates became lost or abandoned during the Great Sleep or destroyed by the Eldar whilst the Webway itself has become a tangled, broken labyrinth. The remaining Dolmen Gates only grant access to only a small portion of the Webway with much of the network being sealed by the Eldar to prevent further contamination. Despite this being the case, the immeasurably length of the sundered Webway does allow the Necrons to outpace the modes of travel used by the younger races. As they are bereft of Psykers, the Necrons rely on this method of transportation as they are incapable of Warp travel. Thus, if they were denied the use of the Webway, the Necrons would be forced to make use of slow moving stasis-ships that would doom their civilization to isolation.
Mindshackle Scarabs are one of the Necron's chief methods of controlling alien races. At the bearer's command, tiny scarabs bury into the victim's mind and bypass cerebral functions, turning the victim into little more than a puppet under the control of the scarabs' master.
The Chronometron is a part of the Necron Armoury and is used by the Necron Lord. As the Necrons advanced their cold sciences, they became masters of time and space. The Chronometron allows them to act slightly outside of time, advancing at a normal rate as their opponents move more slowly. It gives them an almost ghostly image when it is activated.
Lori Delta Tove is a planet sized Necron machine which has the ability to teleport between the stars at will and cause strange happenings wherever it appears, such as memories changing, ancient scrolls rewriting themselves and even planets shifting in their orbit - these occurrences appear as if history is being rewritten. Lori Delta Tove was located by an Explorator fleet in 774.M41. Believing it to be somehow connected with the Warp, the Imperium dispatched three squads and a strike cruiser of Grey Knights under the command of Grand Master Mordrak. Upon making planetfall, the Grey Knights quickly realised the true nature of the planet as its Necron inhabitants awoke from their intrusion. Initially gaining the upper hand in the battle, the Grey Knights had to quickly revise their plan when mysterious equipment failures begin occurring. Following the instincts of Master Armourer Torvin they fought their way to a central control complex where they mined several critical systems with melta bombs, which they detonated moments after teleporting off the planet to safety. However, Lori Delta Tove simply vanished once more, whether it was destroyed or merely travelled to a new location is unknown.
The Pylons are monumental constructions of unknown origins on a number of planets near the Eye of Terror usually found near the Cadian Gate. They are one kilometre tall, half a kilometre under the earth and half a kilometre on each side. They have an intricate system on tunnels bored into them, which are impossible to map, as even the smallest servitor never returns from a journey within them. There tends to be a complex arrangement of them across a particular planet, such as those on Cadia. They are believed to be of Necron design, intended to influence the warp in their immediate area, this is thought to be the reason that there is a relative calm area of warp space, now called the Cadian Gate, which is the only safe thoroughfare in the area. Inquisitor Quixos attempted to construct his own in order to further his own Radical goals.
The legions of a tomb world appear to have no permanent organizational structure. Each battle, campaign and Harvest causes a specific response from the Tomb World's controlling program leading to an ever-changing chain of command.2 This is made possible by the Nodal Command system. A Nodal Command system allocates a hierarchy to all of the elements within it, and subsequently gives a greater operational, and decision-making, capacity to certain nodes before slaving lower ranking portions of the of the system to these nodes.2 In battle, Necron Lords form the nodes of this structure and are assigned a hierarchical value which may change over time. The Adeptus Mechanicus has been able to determine at least four levels present within the Nodal Command System: Bronze, Silver, Gold and Platinum (however no Platinum-level commander has ever been encountered, and there is no evidence to suggest that the C'tan are Platinum-level nodes, as they do not interact with the Nodal Command structure in any way.)2 As this hierarchy allows for simultaneous control of a large number of Necrons by a high ranking node, while still allowing independent reaction at the level of a Necron Warrior, it allows precise organization of the Necron force as a whole while also allowing detached groups to analyze, and react to, unforeseen situations independently.
Primary Awakeners Group
This group consists of the Tomb Spyders and Scarabs that are the first to be activated during the awakening of a Tomb World.
Raider Force Group
Consisting of a smaller number of Necron Warriors and Scarabs, a Raider Force has autonomy within the Nodal Command system (to the level allowed by its programming) and is designed to scout the area around the Tomb World to determine whether any other races are nearby. The destruction of a Raider Force either causes the Tomb World to begin the second phase of awakening, or the dispatch of a second Raider Force.2
Reserve Command Group [Silver-Level]
Upon its return, if it has been successful, a Raider Force will be subsumed into the command of a usually Silver-level Necron Lord. In a combat situation, the reserve command Necron Lord will take to the field of battle to act as both a Silver-level node and as a potential replacement for any higher-ranking Lords incapacitated as a result of combat.2
Necron Line Formations Group [Bronze-Level]
The main bulk of Necron armies are gathered into the Necron Line Formation level of Nodal Command. Led by up to four Bronze-level lords, the line formations are split into various fighting formations.2 The Lords of the Line Formations can pass information between themselves, acting a battlefield command circuit, while also uploading data to the Platinum command. If required, these Lords can also call upon the Reserve Command if physical support or data analysis is required.2 Line Formations are activated by Tomb Spyders, and are inserted and removed from the Nodal Command as required. Each Tomb World can have dozens of Line Formations at any one time.2
Bronze Network Group
All information from the Bronze-level line commanders is relayed through both the Platinum Command the Reserve Command to the Priority Command, to allow for the destruction of one of these elements to not compromise the Necron command structure.2
Priority Command Group [Gold-Level]
Formed from three Gold-level Necron Lords (for triple redundancy), the Priority Command is the highest level command structure that has previously been encountered on the battlefield.2 The Priority Command is responsible for strategic decision making, and possesses the ability to override communications and control orders from any Bronze or Silver level lords present.2 It also is able to commit the most potent units among the Necron forces, such as Pariahs, larger war machines, aerial forces and starships.2 If a Gold-level Lord is removed from the Priority Command in some fashion (most commonly combat incapacitation) one of the Line Commanders will be elevated to Gold-level status and will act as a replacement.2
Necron War Cells
A Resurrection War Cell is composed of a Harbinger of Awakening and between thirty and fifty Necron Immortals which act as a bodyguard for the Harbinger. The arrival of a Resurrection War Cell on a world spells nothing less than disaster, as it heralds the awakening of a previously-dormant Necron Tomb beneath the world's surface.1 Within hours of the War Cell's arrival on the planet, maintenance Scarabs and Tomb Spyders spring into ghastly life and carry out two primary functions. The first of these is to ensure the successful awakening of the slumbering tomb, and the second is to drive away any unwanted life-forms from the tomb site so the awakening can be conducted undisturbed.1
This specialized Necron Lord is accompanied by a formation known as Shroudweaver War Cell, composed of at least thirty Necron Warriors, at least fifteen Immortals, and up to three Monoliths (however a Shroudweaver War Cell does not necessarily have to contain even one). This force acts a raiding force, which strikes under the cover of darkness provided by the Herald and reaps a grim tally as they Harvest their foes.
This specialized Necron Lord is accompanied by a formation known as Stormcaller War Cell, composed of several Necron Wraiths that guard their master, exploiting the storm's properties to become even more ethereal than usual, providing a nigh invincible bodyguard for the Harbinger.1
A Monolith Phalanx is a formation of between 2 to 5 Monoliths that join a battle as a single group, teleporting into place after the initial engagement has begun.1 This particular formation, at certain places in the four-dimensional universe, can emit a frequency waveform with the effect of distorting space-time to create a powerful energy field known as a nodal grid, within which Necron units are all but impossible to destroy.1 If two Monoliths are part of the same Phalanx, and are within a certain distance of each other, a Nightshroud is projected between the two. Psychic powers cannot be targetted through a Nightshroud, and all shooting attacks (whether projectile or energy), save those from Gauss weaponry that pass through the Nightshroud have their strength reduced.1 If three or more Monoliths are projecting Nightshrouds between them, a Nodal Grid is formed with the Nightshrouds as the boundaries for the grid. No psykers within a Nodal Grid are capable of using psychic powers, and damaged units within the Nodal Grid are more likely to regenerate as a result of We'll Be Back!
A Doomsday Phalanx consists of at least three regular Necron Monoliths, with the Doomsday Monolith at its core. 1 A Doomsday Monolith is found at the centre of a Doomsday Phalanx, and is a heavily modified Necron Monolith protected by a unknown design of energy field. It is capable of focusing awesome destructive energies, and is more powerful than a regular Monolith.1 It otherwise functions in the same way as a regular Monolith, and is capable of using its portal to deploy Necron Warriors from reserve or from other parts of the battlefield.1
Necron Overlords are the highest and most powerful of the Necron race, ruling many Tomb Worlds. More powerful then even a Necron Lord, at his command are uncountable legions of Necron Warriors, terrifying war machines, and a vast array of devastating weaponry. Normally equipped with a Staff of Light, Necron Overlords are brilliant strategists, capable of calculating every possible outcome in the ensuing conflict and formulating strategies to ensure that everything goes to plan. Only the most unlikely situations can outfox him and only the most potent foes have any chance of beating him in combat. The most powerful Necron Overlords are those that rise to the rank of Phaeron, ruling over an entire Sector.
Phaeron is a rank of especially powerful Necron Overlords and thus are in effect the most powerful of the Necron race. Commanding an entire Necron Dynasty which includes vast empires of Tomb Worlds, a Necron Overlord who has risen to the rank of Phaeron rules over an entire Sector and has a court of lesser Overlords to do his bidding.1 Perhaps the most well known and accomplished Phaeron in M41 is Imotekh the Stormlord, who rules over the eighty Tomb Worlds of the Sautekh Dynasty.
The Necron Lord is a unit available to the forces of the Necrons as part of the Necron army list. They are thought to be the most sophisticated of the C'tan's servants and act as the leaders and energy centers for the Necron Warriors. Necron Lords direct battles, and oversee the functions of the Tomb World as part of the Nodal Command structure. Unlike other forms of Necron unit, Necron Lords do not require another unit of the same type to be nearby to attempt a We'll Be Back regeneration. Often seen wearing crumbling vestments and wielding ancient and arcane staffs, they are a chilling sight on the battlefield, filling their foes with dread. Though age mars and chips at their once-perfectly silvered forms, time has not diminished their malice. To further unnerve the enemy, they direct their forces to attack in eerie silence and have glittering arcs of energy surrounding the soulless fires that burn in their empty eye sockets. The basic armament for a Necron Lord is a Staff of Light, but this may be upgraded to a Warscythe. They are also permitted to take equipment from the Necron Armoury, such as the Resurrection Orb which allows nearby Necrons to regenerate even after being hit by a weapon that would normally not allow such regeneration to occur. In cases where increased mobility is desired, Necron Lords can be mounted on a Destroyer Body chassis, becoming Destroyer Lords. As part of the Nodal Command System, a Necron Lord is assigned control of a portion of a Necron force, and as such is to be considered the "leader" of that part of the force (although this is not strictly true, as other lords can be immediately promoted to fill the previous Lord's role if it is incapacitated in some way). Much of the advanced equipment available to the Necrons can only be equipped by a Necron Lord, and many of the Necrons more impressive war machines can be activated only with the consent of Gold-level Necron Lords.2 The power and variety of Necron wargear makes the Necron Lord a powerful command unit, but also make it a target for enemy forces. There are a number of different types of Necron Lord:
· Harbinger of Awakening is the title given to a Necron Lord at the head of a Resurrection War Cell.1 Necron Tombs seldom awaken spontaneously. Indeed, many would lie undisturbed forever if not for tectonic activity, the delving of the younger races, or the action of the Harbinger of Awakening and its Resurrection War Cell.1 Once a Harbinger of Awakening has awoken, it has but a single function: to travel the stars and awaken other dormant Tomb Worlds. Encoded in the Harbinger's artificial cortex is all the information required to make contact with a dormant tomb and begin its reactivation.
· The Harbinger of Night is a title given to the Necron Lord who leads a Shroudweaver War Cell. The Harbingers of Night have the ability to absorb all light in a certain radius. They darken the skies to create terror in the enemy ranks, with few having the fortitude to stand before them as their power over darkness awakens deep, primeval fears amongst the enemy. Covered by darkness and announced by terror, the Necron Harbinger begins its harvest, the skies only clearing with eventual victory.
· Harbinger of the Storm is the title given to a Necron Lord capable of summoning a tremendous storm that jams all communication signals over a very broad area, causing general disarray among enemy forces thus granting a large tactical advantage to the Necrons. A Harbinger is able to fully control the tempest it has summoned from thin air, not only preventing deep strike attacks into Necron lines, but also allowing the Lord to call down devastating lightning strikes that can reduce powerful machinery to mere pieces of junk and obliterate entire squadrons. The only way to quell this mighty tempest is to incapacitate the Harbinger at its centre.
The Destroyer Lord is a variation of the Necron Lord. Destroyer Lords are Necron Lords who suffered physical damage during the Great Sleep, have been repaired, and placed onto a Destroyer's body. Destroyer Lords are more machine-like than standard Necron Lords and are said to be the most maniacal of their kind, lacking any ability to emphasize with other creatures due to their cold, calculating nature. Even mighty Necron Overlords find Destroyer Lords somewhat disconcerting, believing they have too willingly embraced the machine and may turn on their own kind when the galaxy is rid of organic life. As a result, many are outcasts and pariahs in Necron society. In combat, it is said that the physical might of a Necron Lord equals the mightiest Overlords. Most favor warscythes and voidblades1. They are a chilling sight on the battlefield and fill many with dread and horror. Age mars and chips at their once-perfectly silvered forms. To further unnerve the enemy, they direct their forces to attack in eerie silence and have glittering arcs of energy surrounding the soulless fires that burn in their empty eye sockets.
Crypteks are Necron technological specialists whose purpose is to study the highly advanced and ancient technology of their race. Their main fields of study include dimensional dissonance, singularity manipulation, atomic transmutation, elemental transmogrification and countless other reason-defying technologies. They are masters of the scientific and technological and in many ways a Cryptek's powers mirror those employed by the psykers of other races such as the Imperium and Eldar. However they differ in that instead of using a mutant mind to channel Warp energies, the Cryptek employs arcane science to harness the universe's fundamental forces. Crypteks operate in pan-galactic conclaves, many of which specialize in a particular field of technology. Though they have no official rank in the political structure of a dynasty, they wield incredible influence and often serve in the courts of Necron Overlords and Necron Lords as close confidants.2b The powers of Crypteks are highly sought after by Necron Overlords, who will meet whatever demands are made by the Crypteks in exchange for their services.
Types of Crypteks
· Harbinger of Despair: Also known as psychomancers, they are masters of influencing the organic mind and psychological warfare. With their Abyssal Staves they can spread madness among enemy ranks. They are also capable of causing dread in their enemies and dematerialise and rematerialise their comrades.2a
· Harbinger of Destruction: Also known as plasmancers, they are masters of raw energy and can shoot devastating blasts of furious energy and a pulses of light that illuminate the entire battlefield from their Eldritch Lances in battle. Their gaze of flickering witch-fire falters the onset of even the bravest attacker.2a
· Harbinger of Eternity: Also known as chronomancers, they are masters of time and knowledge of the future flows through their every act. They can rarely be trusted as they always have an idea of how any event will unfold. They wield Aeonstaves with sapphire heads, capable of trapping a enemy in a bubble of slow-time, a Chronometron capable of changing time, and the ability to crystallize time around himself that block their enemies blows.2a
· Harbinger of Transmogrification: Practicing an art once known as alchemy, they specialize in the transmutation of matter from one form to another and to animate the inanimated. They use the Harp of Dissonance that can change Adamantium to brittle glass with a single booming bass note, the Seismic Crucible to induce seismic activity in rock, metal and air, and the Tremorstave causes quakes that knock enemies away.2a
· Harbinger of The Storm: Also known as ethermancers, they are capable of manipulating the weather against their foes. The Voltaic Staff which shoots lightning, and the Ether Crystal summons pressures wave and bolts of lightning to buffet their enemies. They are also capable of calling upon emerald Lighting Fields to protect their allies
Pariahs are part of the Necron army list, and are a mystery. They are a symbiosis of Necron technology and human evolution, representing the next stage of the C'tan's ideal for the galaxy. They look like beings of soulless perfection and radiate a sense of terror and menace to all around them. They can also blot out the psychic emanation of others, making them deadly to armies with high amounts of psychic troops, such as the Eldar. They are sometimes referred to as blacksouls, psychic nulls and the soulless and have no presence in the warp. On the other hand, they are deadly to non-psychic races as well, as they are armed to the teeth. A squad consists of between 4 and 10 Pariahs armed with a Warscythe and built-in Gauss Blaster, allowing them to kill from a range and then rip apart most armies in combat Fortunately for all life in the galaxy, humans that become Pariahs are still relatively rare, and as such are not likely to be encountered en-masse. They are generated by the 'Pariah Gene', a minute proportion of the population, perhaps one per planet per generation have this gene. They don't tend to live long as the feelings of hatred and distaste they generate means they have few friends and many enemies. They are often used, if they can be found, by the Inquisition and the Ordo Hereticus in the fight against the witch and psyker. Also, due to their soullessness, they are completely fearless. Some rumours abound that they are actually created from Culexus Assassins, and one piece of Eldar literature hints that, when humans had been mere ape-creatures, the 'Devoured Ones' (possibly the C'tan who were devoured during the great wars) had sown a terrible crop that they would then harvest. According to Dawn of War: Dark Crusade, their bodies still have some living organic parts, as is mentioned in the unit description and instruction manual(The newest breed of Necron, Pariahs are a revolting combination of flesh and metal), further weight is given to this theory because when they are hit, blood can be seen pouring from their wounds.
Deathmarks are Necron snipers and assassins. Even when they existed as the Necrontyr in flesh bodies, Deathmarks had a reputation of precision and patience. Like most Necrons their technology lies far beyond the realm of mortal comprehension and they can effectively slip in and out of dimensions at will. Their victims will assume that they have been ambushed, that the Deathmarks teleported onto the battlefield. The reality is that they were already there, waiting for just the right moment to lay their trap and catch their prey with their Synaptic Disintegrator rifles. Due to their nature as agents of assassination and ambush, The ancient codes dictate that Deathmarks cannot be deployed against nobility or other 'honourable' races. This matters little however, as Necrons consider most alien foes to be not worthy, lest they prove otherwise on the battlefield. Since almost no one has lived to tell the tale of a Deathmark attack however, this gives all save the more traditional nemesors free reign to deploy them against any alien they wish. When fighting, Deathmarks reside in a pocket dimension; a hyperspace between now and then, and can from here observe the battlefield, and even tap into enemy transmissions, only to materialize and strike when they deem the oppurtunity to be right, or from orders of their commander. When a target has appeared, they exit their dimension and place a mark in the shape of a green halo over the head of their target, which allows them to track it no matter where it runs, hence their name.
Lychguards are powerful Necron warriors of noble origin which serve as the elite bodyguards of Necron Overlords. Extremely loyal, it is said that Lychguards remain incorruptible and highly dedicated to their cause. While most Necrons wear a basic suit of living metal, the Lychguard wear huge suits of ancient armour, the likes of which are normally reserved for the nobility. Most Lychguard are equipped with heavy-bladed warscythes while some will carry Hyperphase Swords and Dispersion Shields. Regardless of their armament or duty, a Lychguard always takes favor to single, dismembering strikes and unlike lesser Necrons, takes pride in their bloody work.
Triarch Praetorians are the former bodyguards and agents of the Triarch, the ruling council of the Necrontyr. Now, they Necron rapid-assault infantry equipped with anti-gravitational packs. They hold a great responsibility - to ensure that the Necron dynasties never fall. Triarch Praetorians are the only type of Necrons to have remained awake during the long hibernation of the Necron race that took place after the War in Heaven. Equipped with the dreaded Rod of Covenant, they rarely join a battle immediately, rather specializing in hovering over the battlefield before hurling themselves into the heart of the enemy army. Triarch Praetorians carry the responsibility of ensuring that war and politics are conducted in accordance to the ancient codes. They were outside the political structure, and could force their will upon anyone if their behaviour went against the edicts of old, even a Phaeron. Whilst waiting for their brethren to awaken, many disguised themselves as gods upon more primitive worlds, preaching about the codes of the Necrontyr, shaping their cultures according to their own ideals. Despite many attempts by the Eldar of Craftworld Alaitoc to make the Praetorians fail in their mission, fragments of their lore and archotech still survive on many worlds. With their brethren awakening, they now work fervently to track down any tomb worlds they can find, and make sure that once again, the ancient codes will be upheld.
C'tan Shards are fragments of the C'tan and are entities of near-unlimited power that have the power to project energy blasts, control the minds of lesser beings, manipulate the flow of time and even banish their enemies to alternate realities. The only limitations to a Shard is its immense imagination and the faint memories of the being it used to be before it was severed countless years ago. None of the Shards recall the omnipotent being it used to be but each contains elements of the C'tan's personality along with their hubris. Thus, a Shard can be eccentric and unpredictable with them striking their foes in an unexpected yet surprisingly practical manner. From their fingertips they can project transdimensional thunderbolts or bombard enemies with rocks along with boulders, transform into singularity's to destabilize gravity or even simple fling their enemies backwards in time until they disintegrate. The shards of the C'tan have several reality-warping powers, trough each shard is severely limited in the powers they can use, among them are:3
· Entropic Touch - The C'tan shard's rotten grasp decays metal on contact.
· Gaze of Death - The C'tan shard drains the life from all in the vicinity, with eyes blazing with dark energies.
· Grand Illusion - By weaving a glamour of deception, the C'tan shard prevents the foe from seeing the true disposition of his allies.
· Lord of Fire - The C'tan shard is a being of living flame, capable of controlling the fires of the enemy.
· Moulder of Worlds - The C'tan shard showers his enemies with boulders of tortured rock.
· Pyreshards - The C'tan shard conjures specks of blazing black matter and directs them against his enemies.
· Sentient Singularity - The presence of the C'tan shard destabilises gravitational forces, and disrupts engines, teleport beams and warp jumps.
· Swarm of Spirit Dust - The C'tan shard is hidden from the gaze of his enemies, by a cloud of swirling darkness.
· Time's Arrow - The C'tan shard mutates the flow of causation and remoulds the temporal stream, to send his foe into the darkness from before time was time.
· Transdimensional Thunderbolt - From the outstretched palm of the C'tan shard, a bolt of crackling energy is projected.
· Writhing Worldscape - The presence of the C'tan shard revolts the natural world, the very ground writhing and shaking as the physical laws holding reality together are undone.
Flayed Ones are Necrons who have succumb to the Flayer Virus of the C'tan Llandu'gor, a process which drives them insane with hunger for blood and gore. They wear the skin and body parts of their opponents, spreading mass terror across enemy lines. Flayed Ones are loathed by other Necrons, fearing their virus. Due to this, any Necron infected will be exiled or destroyed, although some of them will always escape into another dimension to join their degenerate kind. They have no regard for strategy nor tactics, just appearing on battlefields, lured by the smell of blood and carnage, and will attack anything they get their eyes on. This being said, they are not dumb: Flayed Ones have been known to stalk prey and wait for long periods for an exposed weakness, giving them the perfect oppurtunity to attack. A nemesor won't rely on Flayed Ones, nor change his tactic, as they are far from predictable, and won't take orders. When a battle is over, the commander usually orders the destruction of the Flayed Ones, but just like before, some of them always escape back to their dimension, waiting to once again materialize onto the battlefield to slake their eternal thirst and hunger for blood and flesh. In the northeast corner of the galaxy exists an old Necron kingdom known as the Bone Kingdom of Drazak, which is a haunt for Flayed Ones; every Necron save it's ruler, Valgûl, the Fallen Lord, is a Flayed One. Whenever the kingdom suffers from "food shortage", Valgûl issues a time of bounty, sending his people out in search for more
Triarch Stalkers are enormous mechanical spiders utilized by the Necrons. Controlled by a high-ranking Triarch Praetorian, they are equipped with Quantum Shielding and armed with slicing limbs and devastating weaponry. It is most commonly employed as a dedicated tank-hunter vehicle, outflanking enemy vehicles then opening fire from the rear with their heat ray.
Necron Warriors are the basic troops choice for the Necrons. They come in large numbers, a squad is made up of between 10 and 20 Necron Warriors armed with Gauss Flayers. They may also be upgraded with Disruption Fields. They overwhelm enemies with firepower and numbers before retreating back to their Tomb complexes, awaiting the next call to battle. They were made from the majority of the Necrontyr people, whose souls were transferred into metallic bodies and then bound to the will of the C'tan. They take on a skeletal form and are a spine-chilling sight in battle, as shells and las-bursts bounce off their hardened exoskeletons. They are armed with the "basic" Necron weapon, though the weapons in the Necron armoury can hardly be described as basic. The technology they wield is known as the Gauss Flayer and is easily strong enough to flay the skin from most enemies. It even has a chance of destroying enemy vehicles, given sufficient luck. Warriors may also take Disruption Fields to aid them in combat with vehicles, although their strength alone is enough to overcome many enemies.
Immortals are shock troops of the Necrons. They are said to be the most favoured of the servants of Necron Overlords, and were some of the first to give up their bodies. They are metal giants, equalling a Space Marine in height, but wielding far more dangerous weaponry. Due to their age, their silver sleekness has been worn away, although this in no way reduces their terrifying appearance. Unlike Necron Warriors they are capable of speech, albeit in a flat and emotionless tone. This allows them to issue orders to their superiors and give them to standard Necron Warriors. They are effectively bigger versions of the Necron Warrior. A squad consists of between 5 and 10 and they are armed with Gauss Blasters or Tesla Carbines and may take Disruption Fields if they are forced into combat with a vehicle. Their stronger weapons and greater body strength allow them to move with their weapons and still have a greater firepower than Necron Warriors, even when advancing.
Wraiths are units from the Necron army list, and are serpentine killers. They are like their more common brothers the Flayed Ones, although they only attack in squads of three. They also have a tendency to phase in and out of existence, which gives them marked advantages. Wraiths have the ability to float, bringing death from above. They move like ghosts and attack with a terrifying fluidity. They have wide, hunched shoulders that support a leering skull of a face. Their arms are long and whip-like with scalpel blades for fingertips. Their ability to phase in and out of existence gives them a great defence against weapons, allowing them to disappear when a bolt or beam of energy comes their way, have it pass through the space they had occupied, and then phase back into reality to continue the killing. This ability, coupled with their ability to float, also helps them to overcome difficult terrain.
Necron Destroyers are part of the Necron army list. They are effectively Necron Immortals fused to a Destroyer Body. A squad consists of between 3 and 5 Necron Destroyers. They are feared immensely by all who encounter them due to the high rate of fire and high firepower of their weaponry. Their spines are far more pronounced, and it is from here that they draw the power needed for their weapons. The speed and ferocity of their attacks are undiminished by their age and they maintain a terrible effectiveness even today. They are used to outflank and destroy before moving on to destroy again. Destroyers are armed with a huge and devastating Gauss Cannon. They are sufficiently engineered with anti-grav technology, and can easily redeploy and begin firing again within a matter of seconds.
Scarabs are a small unit used by the Necrons. They are a silver colour, tarnished by millennia like the rest of the Necron army. They fly ahead of the main army in swarms so thick that they've been known to blot out the sun. They appear out of nowhere, deadly, but making no sound except for the rustle of carapace over carapace. A squad is made up of between 3 and 10 Scarabs with no weapons, but their claws are sufficiently sharp to slice through an enemy's armour. Because of their size they can find cover easily, but when in swarm they are vulnerable to massed ordnance. They may be armed with Disruption Fields for attacking heavily armoured targets.
Tomb Blades are Necron Jetbike attack craft. Originally a space fighter in the final days of the War in Heaven, the Necrons robotic bodies meant that traditional pressure-sealed and canocpied craft were unnecessary. So successful did the craft prove that modified versions soon appeared in planet side battles. The craft are capable of aerial maneuvers controlled by hyper-fractal equations that organic pilots could not preform without succumbing to blackouts and nausea. Tomb Blades often operate far ahead of the main army, striking at light defended positions with their twin-linked Tesla Carbines or Gauss Blasters.
The Tomb Stalker is a huge construct used by the Necron race.1 These large machines were previously an unseen form of construct used by the Necrons and shaped after huge unliving ancient beasts of prey. They are noted for being swift, tireless and relentless engines of destruction that had the single minded task of protecting the ancient sepulchres of Necron Lords. As such, they served a similar function as other constructs by guarding their masters sleep whilst being eternally vigilant as well as watchful for any signs of intruders that would dare interrupt their lords slumber. The arcane machinery within a Tomb Stalker allows it to detect the pulse of life through hundreds of meters of solid rock allowing it to track its prey with ease. This combined with a type of phase field allowed it to tunnel through solid matter as if they were swimming through water and thus allows them to strike at targets without warning. As such, there is often little left of their enemies beyond dust and blood which are left in the wake of a Tomb Stalker. A Tomb Stalker is armed with a devastating mixture of Gauss weaponry as well as razor-edged talons which gives a Necron army a powerful mixture of firepower and combat agility.1
Tomb Spyders are units available to the Necrons. A squad is made up of between 1 and 3 Tomb Spyders and armed with claws. They are arachnoid creatures in nature, artificially created to maintain the tombs that the C'tan resided in. They have many eyes, staring out from a black block, while its thick carapace protects it. It has flexible metal limbs to repair Necron technologies, although they are deadly sharp and also used in combat. Though they are strong, they are also slow and may be destroyed before they get a chance to fight back. They are armed with claws, but one may be armed with a Particle Projector, the equivalent of a Staff of Light. They hover just above the ground, but are nowhere near as manoeuvrable as Necron Destroyers. They also have a unique ability to spawn Scarabs each turn, although this prevents them from doing anything else.
Necron Heavy Destroyers are available to the Necrons in their army list. They are quite similar to Necron Destroyers in that they are effectivly a Necron Immortal welded to a Destroyer Body. The only difference is that the power generating spine is much more pronounced, providing the weapon with enormous power. A squadron is made up of between 1 and 3 Necron Heavy Destroyers. It also has a special targetting mechanism to enable it to hit the weakest point of any enemy they face. They are equally nimble as the Necron Destroyer and can redeploy and open fire in a matter of moments. They are armed with the deadly Heavy Gauss Cannon, which they make the most of by channeling huge amounts of power through it to produce a beam of fire powerful enough to penetrate the armour of a Land Raider twice over, although some say that this is not fully represented in the rules.
The Necron Monolith is a fearsome heavy support unit, and a key part of the immense arsenal of ancient technology used by the Necrons. A Monolith is monumental vehicle, constructed from the same living metal as all other Necron vehicles. It fulfills the roles of transport craft, armoured destroyer and Necron power icon, sowing terror and destruction as it ponderously moves across the battlefield. The large crystal at its centre pulses with a sickly green light when it uses its Power Matrix to activate either its ordnance weapon system (the Particle Whip) or the dark portal in its frontal section to transport other Necron units.3 The first wave of a Necron assault often consists of Monoliths being teleported to a planets surface to act as a bridgehead for invading forces, who deploy through the Monoliths' portals.3 Each Monolith is equipped with four Gauss Flux Arc Projectors, which allow it to damage every nearby unit with coruscating arcs of sickly green lightning. In addition to this Gauss Flux Arc, if the Monolith has not recently deployed its portal (see below) it can discharge the Matrix's energy in the form of a Particle Whip.3 In place of firing a Particle Whip, a Necron Monolith is capable of opening a Dark Portal allowing for the transport of Necron troops to the front line. This portal can also be used to relocate nearby Necron units, who disappear from their current location and reemerge through the portal.
A Doomsday Monolith is a super heavy device deployed by the Necrons as part of a Doomsday Phalanx, and is the Necron approximation of a super-heavy battle tank.1 A Doomsday Phalanx was first sighted during the Damnos Incident, and as there is no evidence to suggest that a Doomsday Monolith has been seen independent of such a Phalanx, it stands to reason that this was also the first time the Doomsday Monolith was encountered.1 A Doomsday Monolith possesses a power matrix nearly identical to that of a normal Monolith, with one difference. Instead of firing a Particle Whip, or translocating a Necron unit, the power matrix energy can be discharged in the form of a Gauss Obliterator: a stronger form of the Particle Whip which affects a larger area.1 A Doomsday Monolith is equipped with a Phase Shift Generator, which functions differently to the Phase Shift Generator on the Gauss Pylon. It affords the Doomsday Monolith additional protection, increasing its survivability; instead of increasing the survivability of other nearby Necrons.1 Instead of firing a particle whip, or teleporting a unit, nearby Monoliths can grant the energy from their Power Matrix to the Doomsday Monolith, which is capable of focussing this power to increase the intensity of its Gauss Obliterator.1
The Necron Pylon is a super heavy device used by the Necrons as a mobile weapons emplacement. Necron Pylons were first encountered on WDY-272, where they emerged from the sands of this uncharted world and opened fire without prior provocation. Their location was logged by the Imperium for subsequent aerial bombardment, but when the strike was made the Pylons seemed to have vanished without a trace.2 A Necron Pylon is a crescent shaped Necron "defense turret" constructed from the same living metal as the Necron Monolith. 2 Unlike traditional turrets, a Pylon's position is not fixed and Necron attacks are often supported by Pylons that are teleported to the surface of the besieged world. When used in a defensive manner, Pylons emerge from the ground to attack trespassers and subsequently vanish to escape retaliation. Pylons have a large range of fire thanks to their ability to rapidly traverse the firing element of their primary weapon system, making them a threat to both land-based targets and aircraft alike.2 In the campaign for Medusa IV the objective of the Necron force was to construct a series of pylons across the planet to protect against the encroaching warp storm, as most Necron and C'tan technology (such as Blanks) seems based on combating warp related technology and beings. A Necron Pylon has a Necron power matrix similar to that of a Monolith, from which the Pylon draws energy prior to discharging it in one of two forms: as a Particle Accelerator attack, or a Gauss Flux Arc.2 A Particle Accelerator acts as a larger version of the Monolith's Particle Whip, and is the result of the Pylon focussing the energy from the power matrix into a single bolt, which is fired towards the intended target, causing major damage within a limited blast area.2 The Gauss Flux Arc is more diffuse, coruscating discharge of a lower strength than that of the Particle Accelerator, and is thus capable of affecting multiple units at once (indeed, a Gauss Flux Arc affects every enemy unit in range).2 It has been also been suggested that a Pylon may be able to utilise energy via "other methods" but these abilities remain unknown at this time.2
There is little difference in appearance between a regular Pylon and a Gauss Pylon, with the main difference being a variation in armament between the two. In place of the regular Pylon's unnamed weapon; the Gauss Pylon is equipped with a formidable Gauss Annihilator, which is capable of firing a Focussed Beam (similar to the Particle Accelerator attack, however stronger) or projecting a Gauss Flux Arc. The Gauss Annihilator is also capable of rapid traverse, and when working in conjunction with the Gauss Pylon's impressive target lock and guidance systems, becomes a real threat to both aircraft and ground troops. 3 Gauss Pylons are deployed in a similar manner to regular Pylons, either teleported into position from above, or raised from below.3 Also installed in each Gauss Pylon is Phase Shift Generator. Through an unknown mechanism, a Phase Shift Generator allows nearby Necrons to occasionally shrug off fire that would usually render their armour useless as protection.3
Doomsday Arks are Necron grav-tanks used for heavy assaults. Similar in appearance to the Ghost Ark transport, it sacrifices troop carrying capacity in favor of a single devastating Doomsday Cannon. It is not a tank in the conventional sense, but rather is essentially just a self-propelled doomsday cannon. Making the weapons of the Imperium seem primitive, even fired at low power the doomsday cannon is ferociously destructive while at full power it eclipses conventional plasma weapons in power many times over and only a Titan could hope to withstand its firepower.
Necron Annihilation Barges are light anti-gravitational skimmers. Primarily used as anti-infantry vehicles, Annihilation Barges are armed with twin-linked Tesla Destructors - enormous energy cannons that fire devastating arcs of lightning. The tesla destructor is primarily an anti-personnel weapon, though it still effective against all but the heaviest armored vehicles. The Annihilation Barge is similar in design to the Catacomb Command Barge but foregoes carrying capacity in favor of heavy firepower.
Doom Scythes are supersonic fighter aircraft used by the Necrons. Unlike most of the forces employed by the Necrons, Doom Scythes can function in a highly independent manner and contain an advanced android brain as a pilot which is capable of simulating billions of possible strategies in the span of a few nanoseconds, making them formidable dogfighters.1 Doom Scythes are usually the first wave of a Necron invasion, used for sewing terror and confusion among enemy forces. Its propulstion system is a repulsor drive whose whine is capable of driving those who hear it insane and catatonic. Should the enemy not yield before this, they armed with twin-linked Tesla Destructors and the devastating Death ray.
Catacomb Command Barges are Necron anti-gravitational skimmers used by Necron Lords and Overlords as personal transports. Similar in apperance to the Annihilation Barge, the Catacomb Command Barge favors carrying capacity over firepower, though it is armed with a Tesla Cannon2. While embarked upon a Command Barge, a Necron Overlord is able to oversee the battle, ensuring that his troops are engaged with appropriate targets and that everything is going to plan. The Command Barge can also act as a combat vehicle if the Overlord so wishes, its pilots able to fly him into the midst of the action, where a Necron Lord can launch daring attacks on unsuspecting enemy units with his warscythe.
Ghost Arks are anti-gravitational vehicles which serve as the standard troop transport of the Necrons. Similar in design to the Doomsday Ark, it sacrifices heavy firepower in favor of the ability to carry up to ten Necron infantry, though it is armed with two Gauss Flayer arrays.2 In addition to their troop carrying capacity, Ghost Arks also act as mobile repair stations and can even fix Necron warriors too damaged to repair themselves. Thus only by destroying the Ghost Ark can a foe have any hope of victory.
Night Scythes are Necron variants of the Doom Scythe fighter, favoring troop transport capacity over heavy weaponry. Despite this, they are armed with twin-linked Tesla Destructors and are still formidable craft in their own right when compared to the fighters of lesser races. The favored tool of any Necron invasion, they are used as the first wave of a Necron attack and transport troops into battle with a captive wormhole linked to a distant Tomb World built into its hull. They are also used as scout ships and are capable of interplanetary travel.
Necron War Engines
The Æonic Orb is the rarest of the Necron weapon constructs, even during the war against the Ancients only a handful of these were used. Utilising the technological might of the living metal called Necrodermis this weapon is fuelled by a fragment of a star. It is rumored that the C'tan need to destroy an entire star in order to acquire the necessary components for the weapon's energy source. This essence is then encased in an orb-shaped containment field that sits on top of a skimmer platform, giving this weapon system frightening mobility. Which is most often used to give the Æonic Orb the most favorable firing positions to take out enemy titans. The firing mechanism of the weapon is as simple as it is effective, merely by changing the containment field the Orb is capable of unleashing devastating bolts of energy that can cut virtually any material uncontested. Fortunately after a shot of this solar flare weapon the Orb seems to require a significant amount of time to recharge.The Orb's secondary weapon, the solar burst, is simply put a more short range, less powerful version of the solar flare beam. This is compensated by the beam effecting a larger area due to the increased radiation effects and the greater accuracy. Upon destruction the Æonic Orb's containment field suffers a catastrophic failure, uncontrollably releasing the massive power held within. This results in a massive explosion, capable of levelling whatever army foolish enough to be to close. Both dealing with enemy forces that managed to bring down this weapon construct and securing it from falling into the hands of the lesser races.
Obelisks are highly mobile, skimmer weapon platforms present in larger Necron armies. Once a rare sight, the presence of this ominious war engine has been streadily growing as the size of raiding forces itself grow. The Obelisk is a flat square construct centered round a crystal that bears great resemblance to those mounted within the Monolith. This allows them to use the devastating Particle Whip in their primary role as Monolith escort. The obelisk can also intercept incoming fire directed at it's Monolith charge, converting it into energy which is then diverted into the Obelisk itself. On occasion small groups of Obelisks have been known to support infantry formations and even perform daring raids behind enemy lines.
Megaliths are enormous mobile fortresses used by the Necrons. Similar in appearance to the Monolith, Megalith's are far larger and can carry multiple Monoliths within its hull, releasing them like a swarm upon the battlefield. Beyond their awe-inspiring size and the ability to transport multiple Monoliths, the Megalith is equipped with an arsenal of devastating gauss and particle weaponry. A Megalith was encountered in the hands of Overlord Zahndrekh of the Sautekh Dynasty during the Necron Conquest of Uttu Prime. There, it annihilated 3 regiments of Catachan Jungle Fighters of the Imperial Guard and a force of Imperial Fist Space Marines.
Once called World Harvesters by the Eldar the Abattoir has been the destruction of many worlds and civilisations. During ancient times this small pyramid sized construct was used when slave races could not be transported to the temples of the C'tan to be sacrificed. Unlike most Necron units and vehicles the Abattoir does not have phasing capacities, it has to be brought to a world to be deployed on site. This is generally done by a rapidly deploying ship like the Scythe Class Harvester dropping off the Abattoir. Once on the surface it will walk around supported by tentacle like limbs that are deployed from its capacitor subpyramids. Like most Necron units the Abattoir makes heavy use of Gauss weaponry, its armaments are however of much greater strength. Not only flaying their victims where they stand, but also harvesting their pain and fear at the moment of death, creating a stored source of sustenance for the C'tan. Next to these weapons it makes heavy use of the massive swarms of Scarabs it carries inside that normally are used for maintenance purposes.
The Necron Fleet maintains a small variety of ships with an even smaller range of weapons, but even the smallest ship is armed with terrifying weapons. All Necron ships are made of living metal and as such are immune to natural phenomena such as solar flares and gas giants. It is also excellent at repairing the vessels. They use an Inertialess Drive, allowing them to move without entering the warp. The engines are very effective and alow the ships to move varying distances. The first major encounter between Imperial and Necron fleets was in the Yuctan System (Yuctan Incident), close to the eastern fringes. It was a small settlement but had a Navy Depot. The depot was being used by a small Imperial squadron consisting of the Dauntless Class Light Cruiser Farsight and 6 other smaller Escort ships. Squadron Farsight was refueling and rearming on Yuktan before heading back out on patrol. They recieved a distress message from a colony on the outlying planet of Merida. Only one Imperial vessel survived (Cobra Class Destroyer ON37452) and the Necrons didn't lose any ships. By the time a full fleet was assembled, the Necrons were gone. Since then, there have been 27 further encounters with Imperial ships, as well as some between Necrons and Eldar, Orks or Chaos. The only way to defeat them is with superior numbers. When fleets of equal numbers engage, the Necrons' superior craft give them an enormous advantage, and are almost always victorious over whatever foe was unfortunate enough to face them. Their encounters are spread across the galaxy with no apparent plan or objective, except taking every man, woman and child without trace.
The World Engine was a large space cargo carrying a whole Necrons Tomb World. It ravaged forth into the Imperium during year 826 M.41, cleansing all planets it passed of all life with its powerful weaponry, and, a direct counter-attack through space was all but impossible. Its shields blocked all projectiles, and it was impossible to teleport inside it. Reasons remain unknown, and all plans to teleport in Terminators were abandonded after losing two squads that flew off in space immediately. 1 It was only with the sacrifice of the Astral Knights Chapter that the World Engine could be hindered. They gathered together to perform a last bold plan to stop the threat or die in the attempt. They flew in a Battle Barge, and crashed it right into the World Engine. The shields could not stop them, and as the ship exploded on its surface the Astral Knights erected all their drop pods and landed inside the Tomb World. 1 After hours of continous battle against infinite swarms of Necron only five remained, the Chapter Master and his Honor Guard. As the last one of them drew his last breaths he had reached the power reactor and set it to overload, lowering the shields of the Tomb World. The Imperial Navy recieved the fallen champion's last message and issued their attack mercilessly, sending forth all possible missiles they could throw on it, and with the shields down, the Tomb World was destroyed at the Astral Knight's sacrifice.
Cairn Class Tomb Ships are the largest vessels in the Necron fleet. They are the most powerful and heavily armed of the Necron ships encountered and are easily strong enough to destroy an Imperial Battleship. Though they are powerful, they are also rare and have only been encountered seven times. They are always part of a fleet and have never been seen without three escorts of Scythe Class Harvest Ships. They are all of the same design, indicating a well-planned and tested ship, brought to the fruition of its design. Though there are no known variants to the Imperials, there is a rumour that a Necron ship that dwarfed an Ork Space Hulk may have engaged an Ork fleet, although this may be typical Orkish exaggeration.
Scythe Class Harvest Ships are part of the Necron fleets. They appear to be more common than the larger Cairn Class Tomb Ships and have so far been part of every encounter with Imperial ships. There are only two classes of Harvest ship, the primary difference being the addition of a Sepulchre. The ships appear lightly built compared to Imperial vessels, but this is misleading as they are particularly difficult to destroy with only three examples of the disabling of a Harvest ship, and each time requiring the firepower of several capital ships. They are, with their armament, the equal of all but the largest of the Imperial vessels.
Shroud'''-class Light Cruisers are part of the Necron fleets. They were first recorded in 992.M41 during a battle with Battlefleet Pacificus. In the following six years three more incidents ended with the Shroud-class Light Cruisers retreating from battle. It is believed that the ship class or crew were under evaluation. In 998.M41, five Shroud-class Light Cruisers assaulted the Adeptus Mechanicus facility on Mars. Several managed to land on the soil of Mars itself and although they were all destroyed in the end, their hulks were never found. Since the Mars incident, six additional encounters have seen the Shroud acting as the forward eyes and ears of the Necron fleet. They excel in this role because no ship that is capable of catching them has the firepower to engage it. Given that they can easily infiltrate the Adeptus Mechanicus with five light ships reinforces the fact that Necrons, and the Shroud-class Light Cruiser, are one of the most dangerous foes to the Imperium.
The Kopesh Class Light Cruiser is part of the experimental rules for the Necron fleets. They are very fast moving vehicles, like much of the lighter Necron fleet, although they are armed more as a reserve force fighting with the Scythe Class Harvest Ships, but more heavily armed than the Shroud Class Light Cruiser, although it is very effective when used in conjunction with the Shroud, taking more damage before allowing the Shrouds to get in closer. The only evidence of their existance was during a battle in the Agrippina Sector during Abaddon the Despoiler's Thirteenth Black Crusade.
Jackal Class Raiders are part of the Necron fleets. These are the equivalent to Imperial escort vessels, and have been seen at many battles. Only on two occasions have these ships been seen working on their own, but are usually found tailing the Cairn Class Tomb Ships and Scythe Class Harvest Ships as an escort. It is the larger of the two escorts (the second being the Dirge Class Raider) and has been encountered several times.
The Dirge Class Raider is part of the Necron fleets. It is the smallest vessel in the Necron fleet, and the smaller of the two known escort classes (the other being the Jackal Class Raider). It appears to be somewhat rarer, although this may be due to the relative scarcity of encounters with Necron fleets. They are believed to be the ships encountered before the Yuctan Incident and the first known Necron harvest. In 692.M41 a layer of impenetrable metal was encountered under the ground of Angelis which turned out to be a ship that rose out of the sands and left rapidly. It was likley that the Angelis Boat was the first Dirge Class Raider.