Character Creation Part 2
The air in the tomb crackled with energy, the ancient systems struggling to sustain the final defenses. Across the shattered chamber, Rahotamen the Seeker stood motionless, his warscythe embedded in the ruined form of the last sentinel. Green light still pulsed from the shattered husk of their foe, dimming as its systems failed.
Ptolomes recognized him, a dim memory of ages ago ringing with a barking, outraged voice. Outep, Guardian of Eternal Condemnation.
So much for that.
"It is done," the Lord rasped, his voice a metallic echo that reverberated through the vast hall.
The Cryptek, hunched and robed in flowing layers of shimmering necrodermis, stepped forward, his talon-like fingers twitching with anticipation. His optics gleamed with fervor, a piercing green that mirrored the glowing hieroglyphs etched into the walls. They had come so far—through the depths of space, across the ruins of forgotten worlds—to this moment.
"By your hand, the sentinel falls," Ptomolomes said, his tone reverent as he glanced at the Lord, optics clicking and sliding. "And by mine, the Mistress awakens."
Together, they approached the sarcophagus that had dominated the center of the chamber for countless eons. It was a towering structure, its surface inscribed with runes of warding and blasphemous warnings etched in High Necrontyr. A pool of shimmering liquid necrodermis spread beneath it, its surface unnaturally still.
The Cryptek knelt before the mechanism, his talons brushing reverently across the interface. The locks were impossibly complex, layers of overlapping mechanisms designed not to open but to endure for eternity. But the Cryptek was no mere servant. He was a chosen of Xorathis, her artificer, and he had spent millennia deciphering the mechanisms that now yielded to his touch, the very mechanics of Szrakh for him to crack.
As the final lock disengaged, the sarcophagus let out a low groan, an ancient sigh of release that echoed through the chamber. The necrodermis pool beneath began to stir, its surface rippling as though waking from a dream.
The Cryptek rose, his optics fixed on the skeletal form that emerged from the coffin, suspended above the pool by a multitude of tubes running with eldritch energies. She hung in stasis, a fragile, desiccated frame that bore little resemblance to the empress she had once been. Her body was stripped to its core—a lattice of dark, ancient metal, thin and brittle from millennia of suspension. And yet, even in this state, her presence bulged against his sensors like a black hole distorting the light. Her crimson optic, dormant, seemed to promise a radiance that would burn through the ages.
The Cryptek's voice quivered with reverence as he spoke. "Mistress Xorathis, the eternity of your imprisonment ends here. By our hands, you rise again. The galaxy that once betrayed you will tremble before your divinity."
The Necron Lord said nothing, but his posture stiffened, his warscythe held at a respectful angle as he gazed upon his long-lost ruler.
The locks hissed, releasing their final restraints. The necrodermis pool surged upward, tendrils of living metal curling and snaking through the air to meet the skeletal form. They wrapped around her, filling the gaps, and strengthening her fragile frame. The Cryptek watched in awe as the liquid climbed higher, flowing across her limbs, her torso, her face.
Her body began to reshape itself, growing taller and more imposing with every passing moment. Ornate armor of gleaming black and dark silver formed along her limbs and torso, etched with sigils of power that radiated menace and majesty. Her chestplate bore the symbol of her dynasty, the glyph an inverted ankh reforged anew. Crimson slits flickered to red life in the smooth expanse of her face, glowing with the light of galaxies consumed.
Then her gaze opened.
"Ptolomes…" The voice echoed as many overlapping echoes, the Cryptek registering it in a multitude of channels and frequencies. No emotion rippled through it, just as no movement touched the body.
Ptolomes fell to his knees, spindly legs scraping against the tomb's floor.
"Yes, Mistress," he breathed, an eternity of loyal searching giging way to a relief and joy that not even Bio-trasference could dampen.
The optic didn't move, yet Ptolomes felt attention shift from him, like Gaussian light searching for another target to illuminate.
"Rahotamen…"
The Necron Lord's knee met the floor with a heavy clang as he bowed, Warscythe held respectfully down and a fist to his chest.
"How long has it been?"
"Sixty million years, Darkened Light," the Cryptek said with reverence as the attention turned back to him. "The Great Sleep waxed long and deep."
"A long time," Xorathis commented after a moment, and a soft yawn echoed in Ptelomes' synaptic circuits. "What of Szarekh?"
Ptolomes hesitated. Not out of a desire to keep information from his one and only Lady, never, but from regret.
"The Silent King lives still," he said, anger for the jailer of his Lady fizzling through his circuit like a Tesla malfunction. "He acknowledged his mistakes and chose exile in the space without stars."
A pause, silence stale with ages.
"Pity."
In the depths of his mechanical mind, Ptolomes cursed those too narrow-minded to see the glory of his Mistress' vision.
"What of the Galaxy?" She asked, unbelievers being a topic too inconsequential to hold her attention. "Did the Plague abate? Does it bloom with life once again? What of the Aeldari children?"
Ptolomes was only too glad to leave that particular explanation to his more martial counterpart.
"Chaos and madness, my Lady," the Necron Lord's voice was grinding monoliths and crackling Gauss weaponry.
"Indeed?" A hint of amusement crept into the Mistress' voice. "Millions of years aren't enough to quell our passions then."
Ptolomes could only kneel before Her Ladyship's mercy for mortal life's manifold imperfections.
"Once my ascension is secured, I shall set it all to right. By ancient might and knowledge, what is broken shall be made whole."
Little could give Ptolomes joy as hearing that matter-of-fact tone, as one spoke of something already set into fate and unavoidable in coming. That not even the Long Sleep could dent his Mistress' unwavering dedication to her rightful destiny.
"You did well, my servants. Now, the Great Work awaits. Do tell me then, about the stones we stand upon and what scurry above and beneath."
What year is it?
- 030.M31: The Horus Heresy just ended. The vengeful forces of the Imperium swipe across the Galaxy, driving the Traitors before them. The Emperor may be bound to the Golden Throne, but His children lead the way to the Long War.
- 199.M36: Lord Goge Vandire takes control of the Imperium. He rules with a bloody fist and an increasingly unhinged mind, leading to a time of brutal strife and tyrannical repression. The Imperium flags, but it'll soon rise again.
- 0.900.M41: The Thirteen Black Crusade looms as Abaddon the Despoiler rises to his last and greatest gambit to take the Galaxy. The power of the Chaos Gods waxes strong. The Galaxy holds his breath for the closing storm.
Where are you?
Dead World
A barren, lifeless planet devoid of organic life, its surface scorched by ancient cataclysms or drained of all vitality.
Pros:
Hive World
A densely populated world covered in massive cities teeming with human life and industrial activity.
Pros:
A planet dedicated to the production of advanced technology for the Imperium of Man.
Pros:
A lush, untouched world teeming with natural beauty, sacred to the Eldar as a repository for their future rebirth.
Pros:
A planet dominated by an alien species, either primitive or advanced, with their own thriving civilization.
Pros:
A hostile planet teeming with dangerous flora, fauna, and extreme environmental hazards.
Pros:
A world under the control of a Space Marine chapter, used to recruit and train future Adeptus Astartes warriors.
Pros:
A nightmarish planet consumed by the Warp, where daemons roam freely and the laws of reality are twisted.
Pros:
A planet rich in minerals and ores, exploited heavily for its resources by the Imperium or other factions.
Pros:
Your Tomb World
Pristine Condition -6 Points
Your stasis crypts and infrastructure are untouched by time or degradation. Defensive grids hum with energy, automated factories churn out constructs and war machines, and your tomb's army stands at full readiness. Resources are plentiful, allowing you to expand your forces, repair any minor issues, and fortify your position against external threats. However, such perfection draws attention—both from opportunistic xenos and Imperial forces eager to eliminate a fully awakened Necron threat.
Slightly Damaged -4 Points
The passing of millennia has caused wear and tear on your tomb's infrastructure, but nothing catastrophic. Some defense grids flicker occasionally, a few production facilities require recalibration, and some units are slow to respond to commands. These issues can be resolved with modest effort, allowing you to return the Tomb World to its peak. You retain a functional army, albeit with some weakened units, and enough resources to maintain steady operations. This provides a balance between functionality and a sense of achievable progress.
Heavily Damaged -2 Points
Key systems are offline, and large sections of your Tomb World are uninhabitable or inaccessible. Defense turrets stand silent, power grids flicker erratically, and the once-proud legions of your army have rusted in their crypts. Some automated systems remain functional, providing a lifeline to begin reconstruction, but you'll need to focus your efforts on repair and resource gathering before you can consider expansion. The damage may have also unearthed long-buried relics, granting the possibility of ancient discoveries as you rebuild.
Ruined -0 Points
Entire sections of the Tomb World have collapsed, and your crypts barely function. Power cores are unstable, your once-grand armies are piles of inert metal, and essential systems are offline. What remains is a shadow of what the Tomb World once was. Yet within the ruins may lie ancient relics of unparalleled value, waiting to be unearthed. You must marshal all your cunning and resourcefulness to rise from the ashes of your domain, turning adversity into opportunity.
Malfunctioning +1 Points
The Great Sleep has left your Tomb World in a bizarre state of unpredictable malfunction. Constructs may activate without orders, power surges disrupt operations, and ancient protocols execute out of context. These glitches cause chaos, both within your ranks and among potential invaders who must contend with your unstable defenses. Stabilizing your systems will be a monumental task, but the unpredictability of your Tomb World may provide surprising tactical advantages.
Rogue Master Program +1 Points
The Master Program, designed to oversee the Tomb World during the Great Sleep, has gone rogue, asserting itself as the rightful ruler. Subordinate constructs respond to the AI's commands rather than yours, and it actively resists your attempts to reclaim control. While this makes your Tomb World's defenses formidable, it also creates internal strife and limits your ability to act freely. Overcoming the rogue program will require careful strategy, whether through brute force, cunning manipulation, or eventual negotiation.
Infested by Intruders +1 Points
Whether it is the Adeptus Mechanicus scavenging for Necron technology, xenos seeking treasure, or feral creatures nesting in the ruins, your Tomb World is infested by unwelcome guests. Entire sectors are occupied by these intruders, who pose an immediate threat to your dynasty's resurgence. While their presence is an obstacle, it also presents an opportunity to study their technology, enslave their forces, or use them as fodder for Necron experiments. Clearing them out will be your first challenge as you awaken to reclaim your domain.
Your Army (It show how many are awoken. More will be napping and will need awakening)
Scattered Remnants - 0 Points
The crypts of your Tomb World lie eerily silent, with only the faint hum of flickering power cores. The Necron Warriors that emerge from their stasis chambers are degraded, their carapaces tarnished, and their weapons unreliable. Many do not respond to commands at all, their forms inert and lifeless. The handful of functional units stagger into position, their movements halting and unnatural. Without elites or advanced constructs to bolster your forces, you must rely on cunning and defense, fortifying your position while working to restore your armies. Expansion will have to wait, as every engagement is a desperate struggle for survival.
Starting Units:
As the tomb awakens, the crypts release a steady trickle of Necron Warriors, their forms battered but serviceable. Resurrection protocols hum to life, patching up minor damage and restoring a semblance of order. A swarm of Canoptek Scarabs scuttle forth, ready to assist in repairs or sabotage enemy defenses. While you lack the raw power of elite units, your army is disciplined and functional enough to defend your Tomb World or conduct targeted strikes against weaker foes. You feel the pulse of potential within your forces—an ember that, with effort, can be fanned into a flame.
Starting Units:
From the depths of your tomb emerges a compact but highly efficient force. The Necron Warriors march in perfect unison, their weapons gleaming as if newly forged. Behind them, the imposing figures of Immortals or Destroyers provide a fearsome edge, their advanced weaponry and unyielding forms a testament to the precision of Necron engineering. Resurrection protocols are fully operational, ensuring your troops return to the fray when struck down. While your army is not vast, its quality allows for precision strikes and surgical victories. Expansion is a matter of tactics rather than raw numbers.
Starting Units:
As the tomb awakens, the corridors echo with the precise, metallic march of a fully operational cohort. Necron Warriors emerge from their crypts in disciplined ranks, their weapons primed for battle. Beside them stride Immortals, Destroyers, and even a few Deathmarks, their forms untouched by decay. Canoptek Scarabs scuttle across the battlefield, performing battlefield repairs and reconnaissance. This force is versatile and capable of both offense and defense, offering you the flexibility to pursue aggressive expansion or fortify your position. Your enemies will learn to fear the disciplined precision of your legions.
Starting Units:
The tomb's awakening is a spectacle of power as the crypts disgorge rank upon rank of Necron Warriors, their weapons primed and ready. Elite units emerge alongside them: Immortals with their gauss blasters, Destroyers hovering ominously above the battlefield, and Deathmarks fading in and out of view. Canoptek constructs, including Scarabs and Wraiths, patrol the tomb, ensuring all systems remain operational. Your army stands as a testament to the glory of the Necron Empire, ready to march forth and reclaim what was lost. Few can stand against the might of a reawakened legion.
Starting Units:
Your tomb awakens with an unstoppable wave of Necron might. The crypts release legions of Necron Warriors, their ranks seemingly endless, while elite units like Immortals, Destroyers, and Deathmarks march in unison. Canoptek constructs patrol the tomb and prepare for war, their whirring limbs maintaining the intricate systems of your domain. Towering over them is a colossal Monolith, the pinnacle of Necron engineering. With such a force at your command, you are poised to dominate the stars, though the galaxy will soon take notice of your power.
Starting Units:
The skies above your Tomb World are empty. Your fleet was destroyed or decommissioned during the Great Sleep.
Starting Fleet:
Small Escort Force -0 Points
A few light vessels remain operational, enough for limited defense or minor exploratory missions.
Starting Fleet:
Balanced Patrol Fleet -3 Points
A modest fleet with a mix of light and medium vessels capable of defending your Tomb World and launching small offensives.
Starting Fleet:
A well-maintained fleet of warships, including several escorts, frigates, and a capital ship, ready to project power across the stars.
Starting Fleet:
Fully Mobilized Armada -7 Points
A vast and awe-inspiring fleet, including numerous warships, elite vessels, and flagships capable of devastating entire systems.
Starting Fleet:
Bare Minimum -0 Points
You awaken with basic equipment, sufficient to fulfill your duties but lacking in power or prestige.
Starting Equipment:
You awaken with well-crafted and reliable equipment, giving you solid combat capabilities and a respectable presence.
Starting Equipment:
You awaken equipped with advanced Necron weaponry and armor, granting you formidable combat capabilities and an aura of authority.
Starting Equipment:
Your Sector
Choose at least 4.
[] Empty: You're in a desolate stretch of the Galaxy. Many of the surrounding planets and systems have been devastated by warfare and are little more than burned-out husks and atomic deserts. +0 Points
[] Orks Pirates: Bands of Greenskin raiders infest the surrounding space-lanes, preying on anything and anyone in reach of their Kroozerz. +1 Points
[] Orkoid Kingdom: A Warboss accrued enough power to build a scrap-kingdom for himself consisting of a few systems. This makeshift kingdom is mostly characterized by infighting, but you can never know when Orks will take to the stars. +2 Points
[] Orkoid Empire: The Wreckagedom of Warboss Facemasha is as appealing as the name suggests, but its Roks punch through space without rest, bringing Orks by the thousands to smash and crush with the power of a realm rivaling a sub-sector. +3 Points
[] Prey and Predator: Populated Xeno or Imperium planets in the surrounding systems are constantly harassed by Dark Eldars, the monstrous Xenos always on the lookout for new things to bleed. +1 Points
[] Strafing Runs: Eldar Corsairs target convoys and soft targets, proving themselves a constant nuisance. +1 Points
[] Hulk Haunt: Space Hulks drop in your sub-sector with clockwise regularity, bringing all kinds of dangers and opportunities in their rusted, echoing hulls. +1 Points
[] Walking the Path of War: Craftworld Biel-Tan's centuries-long orbit grazes your space lanes. The aggressive Eldar originating from this humongous ship don't make for friendly neighbors. +3 Points
[] Walking the Path of Secrets: Craftworld Iybraesil's centuries-long orbit grazes your space lanes. The Eldar from this matriarchal Craftworld always seek to regain ancient relics and weapons of their lost empire and often engage in stealth and infiltration. +2 Points
[] Exodited: Both savage and mistical, Exodites Eldar live on a handful of planets in a close system and will fiercely defend themselves from any aggressor. +1 Points
[] Heart of Man: Much territory close by is held by the tight fist of the Imperium. The authority of Lord-Governor Ikarus upon its domain is both absolute and solid. +2 Points
[] Split Heart: Much territory close by is held by the tight fist of the Imperium, but factionalism and heresy saw it descend into anarchy. +1 Points
[] Unbreakable Heart: Ultramar lies close by, the realm of the Ultramarines being a bastion of enduring resistance. +3 Points
[] Lost Heart: Humanity holds sway close by but his worlds are Feral, Feudal, heretical or lost to the greater Imperium in some capacity. +1 Points
If you took one or more of the four above, choose at least 3 from beneath. Choices signal a more than average presence of that world type in the sector.
- [] Forge Worlds.
- [] Agri-Worlds.
- [] Cardinal World and Shrine Worlds
- [] Fortress Worlds
- [] Mining Worlds
- [] Armoury Worlds
- [] Pleasure Worlds
- [] Knight Worlds
- [] Hive Worlds
[] Space Marine Chapter Home-World: A Chapter of the supersoldiers of the Imperium holds its main fortress-monastery on a planet in the sub-sector. +2 Points
If taken, choose one:
- [] Faithful
- [] Independent
- [] Heretic
[] Space Marine Chapter Recruitment: A Chapter of the supersoldiers of the Imperium holds a few systems as prime territory for recruitment.+1 Points
If taken, choose one:
- [] Faithful
- [] Independent
- [] Heretic
[] Warp Influence: A Warp Portal yawns open with an irregular but frightening rhythm, disgorging Chaos incursors and bands into your systems.+1 Points
[] Warp Power: A great Warp Portal yawns open with an irregular but frightening rhythm, disgorging Chaos fleets into your systems.+2 Points
[] Warp Ascendancy: The Eye of Terror is close, barely held back by Cadia's stalwart defense.+4 Points
[] From the Grave: Tombworlds stir in the Sub-Sectors, unleashing dynasties of old upon the galaxy. +1 Points
[] Great Resurgence: A powerful Necron Dynasty awoke, establishing a minor kingdom of undying machines. +2 Points
[] Remnants of old: Ruins of ancient empires litter many planets in the sub-sector, holding secrets both enticing and dangerous.+1 Points
[] Chaos Realm: Chaos established a heretical kingdom spanning a few systems. +1 Points
[] Chaos Empire: A powerful Chaos Lord rules a bloody realm poised to swallow a whole sub-sector. Can't be taken if Chaos Realm was selected. +2 Points
[] The Greater Good surges: The Tau's expansion brought them into the Sector. Many systems fell under their technological might and optimistic ideology. +1 Points
[] The Greater Good cometh: The Tau's expansion brought them into the Sector. A sub-sector fell under their technological might and optimistic ideology. Can't be taken if the Greater Good surges was selected. +2 Points
[] Leave us alone: An isolationist minor species holds a small dominate consisting of a few systems, having weathered everything the galaxy could throw at them with a mix of cunning and might. +1 Points
[] Tyranid Sliver: A minor Tendril-Fleet of the Tyranid ravages many systems. +1 Points
[] Hive-Mind Fury: A major Tendril-Fleet is poised to swallow a sub-sector. Can't be taken if Tyranid Sliver was selected. +3 Points
AC - And that's the whole character creation. Hoping you'll like it. If you want suggest a name for the sector, your dynasty or some other option you'll like to see added, especially the time period, do run it by me and we'll see. The Galaxy is vast. Juicy prize for the trouble I gave you guys will come in the next post.
VOTING WILL GO BY PLAN. 2 HOUR MORATORIUM BEFORE START.
Ptolomes recognized him, a dim memory of ages ago ringing with a barking, outraged voice. Outep, Guardian of Eternal Condemnation.
So much for that.
"It is done," the Lord rasped, his voice a metallic echo that reverberated through the vast hall.
The Cryptek, hunched and robed in flowing layers of shimmering necrodermis, stepped forward, his talon-like fingers twitching with anticipation. His optics gleamed with fervor, a piercing green that mirrored the glowing hieroglyphs etched into the walls. They had come so far—through the depths of space, across the ruins of forgotten worlds—to this moment.
"By your hand, the sentinel falls," Ptomolomes said, his tone reverent as he glanced at the Lord, optics clicking and sliding. "And by mine, the Mistress awakens."
Together, they approached the sarcophagus that had dominated the center of the chamber for countless eons. It was a towering structure, its surface inscribed with runes of warding and blasphemous warnings etched in High Necrontyr. A pool of shimmering liquid necrodermis spread beneath it, its surface unnaturally still.
The Cryptek knelt before the mechanism, his talons brushing reverently across the interface. The locks were impossibly complex, layers of overlapping mechanisms designed not to open but to endure for eternity. But the Cryptek was no mere servant. He was a chosen of Xorathis, her artificer, and he had spent millennia deciphering the mechanisms that now yielded to his touch, the very mechanics of Szrakh for him to crack.
As the final lock disengaged, the sarcophagus let out a low groan, an ancient sigh of release that echoed through the chamber. The necrodermis pool beneath began to stir, its surface rippling as though waking from a dream.
The Cryptek rose, his optics fixed on the skeletal form that emerged from the coffin, suspended above the pool by a multitude of tubes running with eldritch energies. She hung in stasis, a fragile, desiccated frame that bore little resemblance to the empress she had once been. Her body was stripped to its core—a lattice of dark, ancient metal, thin and brittle from millennia of suspension. And yet, even in this state, her presence bulged against his sensors like a black hole distorting the light. Her crimson optic, dormant, seemed to promise a radiance that would burn through the ages.
The Cryptek's voice quivered with reverence as he spoke. "Mistress Xorathis, the eternity of your imprisonment ends here. By our hands, you rise again. The galaxy that once betrayed you will tremble before your divinity."
The Necron Lord said nothing, but his posture stiffened, his warscythe held at a respectful angle as he gazed upon his long-lost ruler.
The locks hissed, releasing their final restraints. The necrodermis pool surged upward, tendrils of living metal curling and snaking through the air to meet the skeletal form. They wrapped around her, filling the gaps, and strengthening her fragile frame. The Cryptek watched in awe as the liquid climbed higher, flowing across her limbs, her torso, her face.
Her body began to reshape itself, growing taller and more imposing with every passing moment. Ornate armor of gleaming black and dark silver formed along her limbs and torso, etched with sigils of power that radiated menace and majesty. Her chestplate bore the symbol of her dynasty, the glyph an inverted ankh reforged anew. Crimson slits flickered to red life in the smooth expanse of her face, glowing with the light of galaxies consumed.
Then her gaze opened.
"Ptolomes…" The voice echoed as many overlapping echoes, the Cryptek registering it in a multitude of channels and frequencies. No emotion rippled through it, just as no movement touched the body.
Ptolomes fell to his knees, spindly legs scraping against the tomb's floor.
"Yes, Mistress," he breathed, an eternity of loyal searching giging way to a relief and joy that not even Bio-trasference could dampen.
The optic didn't move, yet Ptolomes felt attention shift from him, like Gaussian light searching for another target to illuminate.
"Rahotamen…"
The Necron Lord's knee met the floor with a heavy clang as he bowed, Warscythe held respectfully down and a fist to his chest.
"How long has it been?"
"Sixty million years, Darkened Light," the Cryptek said with reverence as the attention turned back to him. "The Great Sleep waxed long and deep."
"A long time," Xorathis commented after a moment, and a soft yawn echoed in Ptelomes' synaptic circuits. "What of Szarekh?"
Ptolomes hesitated. Not out of a desire to keep information from his one and only Lady, never, but from regret.
"The Silent King lives still," he said, anger for the jailer of his Lady fizzling through his circuit like a Tesla malfunction. "He acknowledged his mistakes and chose exile in the space without stars."
A pause, silence stale with ages.
"Pity."
In the depths of his mechanical mind, Ptolomes cursed those too narrow-minded to see the glory of his Mistress' vision.
"What of the Galaxy?" She asked, unbelievers being a topic too inconsequential to hold her attention. "Did the Plague abate? Does it bloom with life once again? What of the Aeldari children?"
Ptolomes was only too glad to leave that particular explanation to his more martial counterpart.
"Chaos and madness, my Lady," the Necron Lord's voice was grinding monoliths and crackling Gauss weaponry.
"Indeed?" A hint of amusement crept into the Mistress' voice. "Millions of years aren't enough to quell our passions then."
Ptolomes could only kneel before Her Ladyship's mercy for mortal life's manifold imperfections.
"Once my ascension is secured, I shall set it all to right. By ancient might and knowledge, what is broken shall be made whole."
Little could give Ptolomes joy as hearing that matter-of-fact tone, as one spoke of something already set into fate and unavoidable in coming. That not even the Long Sleep could dent his Mistress' unwavering dedication to her rightful destiny.
"You did well, my servants. Now, the Great Work awaits. Do tell me then, about the stones we stand upon and what scurry above and beneath."
What year is it?
- 030.M31: The Horus Heresy just ended. The vengeful forces of the Imperium swipe across the Galaxy, driving the Traitors before them. The Emperor may be bound to the Golden Throne, but His children lead the way to the Long War.
- 199.M36: Lord Goge Vandire takes control of the Imperium. He rules with a bloody fist and an increasingly unhinged mind, leading to a time of brutal strife and tyrannical repression. The Imperium flags, but it'll soon rise again.
- 0.900.M41: The Thirteen Black Crusade looms as Abaddon the Despoiler rises to his last and greatest gambit to take the Galaxy. The power of the Chaos Gods waxes strong. The Galaxy holds his breath for the closing storm.
Where are you?
Dead World
A barren, lifeless planet devoid of organic life, its surface scorched by ancient cataclysms or drained of all vitality.
Pros:
- Hidden and unlikely to attract attention.
- Easy to expand and build on without interference.
- Rich in ancient Necron resources and relics.
- Lacks organic resources or trade opportunities.
- Subterranean structures may be damaged by millennia of neglect.
- Few natural defenses against an invading force.
Hive World
A densely populated world covered in massive cities teeming with human life and industrial activity.
Pros:
- Endless supply of biomass and slaves for Necron experiments.
- Opportunity to infiltrate or manipulate the local Imperial population.
- High potential for espionage and resource harvesting.
- Highly visible and likely to attract the attention of the Imperium.
- Risk of resistance from planetary defense forces and Arbites.
- Difficult to maintain secrecy for your awakening dynasty.
A planet dedicated to the production of advanced technology for the Imperium of Man.
Pros:
- Access to vast quantities of raw materials and machinery.
- Opportunity to repurpose Adeptus Mechanicus facilities for Necron use.
- Abundance of servitors and machine components for experimentation.
- Constant presence of the Adeptus Mechanicus, who may discover your awakening.
- Strong resistance from Skitarii and Imperial Titans if discovered.
- Mechanicum knowledge may interfere with your technological operations.
A lush, untouched world teeming with natural beauty, sacred to the Eldar as a repository for their future rebirth.
Pros:
- Rich in psychic energy and unusual organic resources.
- Potential to harvest Eldar artifacts or manipulate the Webway.
- Strong defensive capabilities due to psychic resonance of the world.
- Constant risk of detection and retaliation by Eldar forces.
- Psychic energy of the world can interfere with Necron technology.
- May attract attention from Chaos forces due to psychic disturbances.
A planet dominated by an alien species, either primitive or advanced, with their own thriving civilization.
Pros:
- Access to unique xenos technologies and resources.
- Opportunity to enslave or eradicate the local population for labor.
- Diverse tactical possibilities depending on the nature of the xenos inhabitants.
- Risk of conflict with powerful xenos factions.
- Xenos biology may complicate resource harvesting and experiments.
- Potential for interstellar retaliation from the xenos' allies.
A hostile planet teeming with dangerous flora, fauna, and extreme environmental hazards.
Pros:
- Natural defenses against invaders due to the hostile environment.
- Access to unique materials and resilient biomass.
- Subterranean structures are less likely to have been disturbed.
- Difficulty in expansion due to environmental hazards.
- Constant threat to Necron forces and operations from native threats.
- Low potential for resource exploitation beyond survival-focused materials.
A world under the control of a Space Marine chapter, used to recruit and train future Adeptus Astartes warriors.
Pros:
- High-quality biomass for Necron experimentation.
- Opportunity to gather intelligence or technology from the Astartes.
- Strong local defensive capabilities can be subverted to serve your dynasty.
- Extreme risk of early detection and retaliation by Space Marines.
- Constant monitoring by the Imperium, making stealth difficult.
- Risk of direct conflict with a Space Marine chapter early in the game.
A nightmarish planet consumed by the Warp, where daemons roam freely and the laws of reality are twisted.
Pros:
- Unique opportunities to exploit Warp energy or manipulate daemons.
- Rare and potent resources tied to the Warp.
- Psychic energy can enhance Necron experiments if controlled properly.
- High risk of corruption or destabilization of your forces.
- Constant threat from daemonic incursions.
- Warp energy interferes with Necron systems and resurrection protocols.
A planet rich in minerals and ores, exploited heavily for its resources by the Imperium or other factions.
Pros:
- Abundant raw materials for rapid construction and repairs.
- Opportunity to repurpose mining infrastructure for Necron purposes.
- Low visibility compared to Forge or Hive Worlds.
- Risk of discovery by miners or the Imperium.
- Limited defensive capabilities against large-scale invasions.
- Lack of diversity in resources compared to other world types.
Your Tomb World
Pristine Condition -6 Points
Your stasis crypts and infrastructure are untouched by time or degradation. Defensive grids hum with energy, automated factories churn out constructs and war machines, and your tomb's army stands at full readiness. Resources are plentiful, allowing you to expand your forces, repair any minor issues, and fortify your position against external threats. However, such perfection draws attention—both from opportunistic xenos and Imperial forces eager to eliminate a fully awakened Necron threat.
Slightly Damaged -4 Points
The passing of millennia has caused wear and tear on your tomb's infrastructure, but nothing catastrophic. Some defense grids flicker occasionally, a few production facilities require recalibration, and some units are slow to respond to commands. These issues can be resolved with modest effort, allowing you to return the Tomb World to its peak. You retain a functional army, albeit with some weakened units, and enough resources to maintain steady operations. This provides a balance between functionality and a sense of achievable progress.
Heavily Damaged -2 Points
Key systems are offline, and large sections of your Tomb World are uninhabitable or inaccessible. Defense turrets stand silent, power grids flicker erratically, and the once-proud legions of your army have rusted in their crypts. Some automated systems remain functional, providing a lifeline to begin reconstruction, but you'll need to focus your efforts on repair and resource gathering before you can consider expansion. The damage may have also unearthed long-buried relics, granting the possibility of ancient discoveries as you rebuild.
Ruined -0 Points
Entire sections of the Tomb World have collapsed, and your crypts barely function. Power cores are unstable, your once-grand armies are piles of inert metal, and essential systems are offline. What remains is a shadow of what the Tomb World once was. Yet within the ruins may lie ancient relics of unparalleled value, waiting to be unearthed. You must marshal all your cunning and resourcefulness to rise from the ashes of your domain, turning adversity into opportunity.
Malfunctioning +1 Points
The Great Sleep has left your Tomb World in a bizarre state of unpredictable malfunction. Constructs may activate without orders, power surges disrupt operations, and ancient protocols execute out of context. These glitches cause chaos, both within your ranks and among potential invaders who must contend with your unstable defenses. Stabilizing your systems will be a monumental task, but the unpredictability of your Tomb World may provide surprising tactical advantages.
Rogue Master Program +1 Points
The Master Program, designed to oversee the Tomb World during the Great Sleep, has gone rogue, asserting itself as the rightful ruler. Subordinate constructs respond to the AI's commands rather than yours, and it actively resists your attempts to reclaim control. While this makes your Tomb World's defenses formidable, it also creates internal strife and limits your ability to act freely. Overcoming the rogue program will require careful strategy, whether through brute force, cunning manipulation, or eventual negotiation.
Infested by Intruders +1 Points
Whether it is the Adeptus Mechanicus scavenging for Necron technology, xenos seeking treasure, or feral creatures nesting in the ruins, your Tomb World is infested by unwelcome guests. Entire sectors are occupied by these intruders, who pose an immediate threat to your dynasty's resurgence. While their presence is an obstacle, it also presents an opportunity to study their technology, enslave their forces, or use them as fodder for Necron experiments. Clearing them out will be your first challenge as you awaken to reclaim your domain.
Your Army (It show how many are awoken. More will be napping and will need awakening)
Scattered Remnants - 0 Points
The crypts of your Tomb World lie eerily silent, with only the faint hum of flickering power cores. The Necron Warriors that emerge from their stasis chambers are degraded, their carapaces tarnished, and their weapons unreliable. Many do not respond to commands at all, their forms inert and lifeless. The handful of functional units stagger into position, their movements halting and unnatural. Without elites or advanced constructs to bolster your forces, you must rely on cunning and defense, fortifying your position while working to restore your armies. Expansion will have to wait, as every engagement is a desperate struggle for survival.
Starting Units:
- 5 units of Necron Warriors (damaged).
- No access to elites.
As the tomb awakens, the crypts release a steady trickle of Necron Warriors, their forms battered but serviceable. Resurrection protocols hum to life, patching up minor damage and restoring a semblance of order. A swarm of Canoptek Scarabs scuttle forth, ready to assist in repairs or sabotage enemy defenses. While you lack the raw power of elite units, your army is disciplined and functional enough to defend your Tomb World or conduct targeted strikes against weaker foes. You feel the pulse of potential within your forces—an ember that, with effort, can be fanned into a flame.
Starting Units:
- 10 units of Necron Warriors (functional but not pristine).
- 1 unit of Canoptek Scarabs.
- No elites initially, but opportunities to awaken them exist.
From the depths of your tomb emerges a compact but highly efficient force. The Necron Warriors march in perfect unison, their weapons gleaming as if newly forged. Behind them, the imposing figures of Immortals or Destroyers provide a fearsome edge, their advanced weaponry and unyielding forms a testament to the precision of Necron engineering. Resurrection protocols are fully operational, ensuring your troops return to the fray when struck down. While your army is not vast, its quality allows for precision strikes and surgical victories. Expansion is a matter of tactics rather than raw numbers.
Starting Units:
- 15 units of Necron Warriors (fully operational).
- 1 elite unit of Immortals, 1 elite unit of Destroyers.
- 1 unit of Canoptek Scarabs for battlefield utility.
As the tomb awakens, the corridors echo with the precise, metallic march of a fully operational cohort. Necron Warriors emerge from their crypts in disciplined ranks, their weapons primed for battle. Beside them stride Immortals, Destroyers, and even a few Deathmarks, their forms untouched by decay. Canoptek Scarabs scuttle across the battlefield, performing battlefield repairs and reconnaissance. This force is versatile and capable of both offense and defense, offering you the flexibility to pursue aggressive expansion or fortify your position. Your enemies will learn to fear the disciplined precision of your legions.
Starting Units:
- 20 units of Necron Warriors (pristine).
- 2 elite units of Immortals, 2 of Destroyers, 1 of Deathmarks.
- 1 unit of Canoptek Scarabs for battlefield utility.
The tomb's awakening is a spectacle of power as the crypts disgorge rank upon rank of Necron Warriors, their weapons primed and ready. Elite units emerge alongside them: Immortals with their gauss blasters, Destroyers hovering ominously above the battlefield, and Deathmarks fading in and out of view. Canoptek constructs, including Scarabs and Wraiths, patrol the tomb, ensuring all systems remain operational. Your army stands as a testament to the glory of the Necron Empire, ready to march forth and reclaim what was lost. Few can stand against the might of a reawakened legion.
Starting Units:
- 25 units of Necron Warriors (pristine).
- 3 elite units of Immortals, 3 of Destroyers, 2 Deathmarks, or 1 Triarch Praetorians (Reprogrammed).
- 2 Canoptek units (Scarabs and Wraiths).
Your tomb awakens with an unstoppable wave of Necron might. The crypts release legions of Necron Warriors, their ranks seemingly endless, while elite units like Immortals, Destroyers, and Deathmarks march in unison. Canoptek constructs patrol the tomb and prepare for war, their whirring limbs maintaining the intricate systems of your domain. Towering over them is a colossal Monolith, the pinnacle of Necron engineering. With such a force at your command, you are poised to dominate the stars, though the galaxy will soon take notice of your power.
Starting Units:
- 30 units of Necron Warriors (pristine).
- 5 elite units of Immortals, 5 Destroyers, 3 Deathmarks, and 2 Triarch Praetorians (Reprogrammed).
- 3 Canoptek units (Scarabs, Spyders, Wraiths).
- 1 Monolith.
The skies above your Tomb World are empty. Your fleet was destroyed or decommissioned during the Great Sleep.
Starting Fleet:
- None.
Small Escort Force -0 Points
A few light vessels remain operational, enough for limited defense or minor exploratory missions.
Starting Fleet:
- 2 small escort-class ships (Dirge Raiders).
Balanced Patrol Fleet -3 Points
A modest fleet with a mix of light and medium vessels capable of defending your Tomb World and launching small offensives.
Starting Fleet:
- 3 escort-class ships (Dirge Raiders).
- 1 medium ship (Jackal-class Frigate).
A well-maintained fleet of warships, including several escorts, frigates, and a capital ship, ready to project power across the stars.
Starting Fleet:
- 4 escort-class ships (Dirge Raiders).
- 3 medium ships (Jackal-class Frigates).
- 1 capital ship (Scythe-class Cruiser).
Fully Mobilized Armada -7 Points
A vast and awe-inspiring fleet, including numerous warships, elite vessels, and flagships capable of devastating entire systems.
Starting Fleet:
- 6 escort-class ships (Dirge Raiders).
- 4 medium ships (Jackal-class Frigates).
- 2 capital ships (2 Scythe-class Cruisers).
Bare Minimum -0 Points
You awaken with basic equipment, sufficient to fulfill your duties but lacking in power or prestige.
Starting Equipment:
- Basic weapon (Warscythe and Gauss Flayer).
- Standard Necron armor.
You awaken with well-crafted and reliable equipment, giving you solid combat capabilities and a respectable presence.
Starting Equipment:
- Well-crafted weapon (Staff of Light and Particle Caster).
- Reinforced Necron armor with minor enhancements.
You awaken equipped with advanced Necron weaponry and armor, granting you formidable combat capabilities and an aura of authority.
Starting Equipment:
- Advanced weapon (Voidblade and Gauss Annihilator).
- Superior Necron armor with built-in enhancements and shielding.
- Resurrection Orb.
Your Sector
Choose at least 4.
[] Empty: You're in a desolate stretch of the Galaxy. Many of the surrounding planets and systems have been devastated by warfare and are little more than burned-out husks and atomic deserts. +0 Points
[] Orks Pirates: Bands of Greenskin raiders infest the surrounding space-lanes, preying on anything and anyone in reach of their Kroozerz. +1 Points
[] Orkoid Kingdom: A Warboss accrued enough power to build a scrap-kingdom for himself consisting of a few systems. This makeshift kingdom is mostly characterized by infighting, but you can never know when Orks will take to the stars. +2 Points
[] Orkoid Empire: The Wreckagedom of Warboss Facemasha is as appealing as the name suggests, but its Roks punch through space without rest, bringing Orks by the thousands to smash and crush with the power of a realm rivaling a sub-sector. +3 Points
[] Prey and Predator: Populated Xeno or Imperium planets in the surrounding systems are constantly harassed by Dark Eldars, the monstrous Xenos always on the lookout for new things to bleed. +1 Points
[] Strafing Runs: Eldar Corsairs target convoys and soft targets, proving themselves a constant nuisance. +1 Points
[] Hulk Haunt: Space Hulks drop in your sub-sector with clockwise regularity, bringing all kinds of dangers and opportunities in their rusted, echoing hulls. +1 Points
[] Walking the Path of War: Craftworld Biel-Tan's centuries-long orbit grazes your space lanes. The aggressive Eldar originating from this humongous ship don't make for friendly neighbors. +3 Points
[] Walking the Path of Secrets: Craftworld Iybraesil's centuries-long orbit grazes your space lanes. The Eldar from this matriarchal Craftworld always seek to regain ancient relics and weapons of their lost empire and often engage in stealth and infiltration. +2 Points
[] Exodited: Both savage and mistical, Exodites Eldar live on a handful of planets in a close system and will fiercely defend themselves from any aggressor. +1 Points
[] Heart of Man: Much territory close by is held by the tight fist of the Imperium. The authority of Lord-Governor Ikarus upon its domain is both absolute and solid. +2 Points
[] Split Heart: Much territory close by is held by the tight fist of the Imperium, but factionalism and heresy saw it descend into anarchy. +1 Points
[] Unbreakable Heart: Ultramar lies close by, the realm of the Ultramarines being a bastion of enduring resistance. +3 Points
[] Lost Heart: Humanity holds sway close by but his worlds are Feral, Feudal, heretical or lost to the greater Imperium in some capacity. +1 Points
If you took one or more of the four above, choose at least 3 from beneath. Choices signal a more than average presence of that world type in the sector.
- [] Forge Worlds.
- [] Agri-Worlds.
- [] Cardinal World and Shrine Worlds
- [] Fortress Worlds
- [] Mining Worlds
- [] Armoury Worlds
- [] Pleasure Worlds
- [] Knight Worlds
- [] Hive Worlds
[] Space Marine Chapter Home-World: A Chapter of the supersoldiers of the Imperium holds its main fortress-monastery on a planet in the sub-sector. +2 Points
If taken, choose one:
- [] Faithful
- [] Independent
- [] Heretic
[] Space Marine Chapter Recruitment: A Chapter of the supersoldiers of the Imperium holds a few systems as prime territory for recruitment.+1 Points
If taken, choose one:
- [] Faithful
- [] Independent
- [] Heretic
[] Warp Influence: A Warp Portal yawns open with an irregular but frightening rhythm, disgorging Chaos incursors and bands into your systems.+1 Points
[] Warp Power: A great Warp Portal yawns open with an irregular but frightening rhythm, disgorging Chaos fleets into your systems.+2 Points
[] Warp Ascendancy: The Eye of Terror is close, barely held back by Cadia's stalwart defense.+4 Points
[] From the Grave: Tombworlds stir in the Sub-Sectors, unleashing dynasties of old upon the galaxy. +1 Points
[] Great Resurgence: A powerful Necron Dynasty awoke, establishing a minor kingdom of undying machines. +2 Points
[] Remnants of old: Ruins of ancient empires litter many planets in the sub-sector, holding secrets both enticing and dangerous.+1 Points
[] Chaos Realm: Chaos established a heretical kingdom spanning a few systems. +1 Points
[] Chaos Empire: A powerful Chaos Lord rules a bloody realm poised to swallow a whole sub-sector. Can't be taken if Chaos Realm was selected. +2 Points
[] The Greater Good surges: The Tau's expansion brought them into the Sector. Many systems fell under their technological might and optimistic ideology. +1 Points
[] The Greater Good cometh: The Tau's expansion brought them into the Sector. A sub-sector fell under their technological might and optimistic ideology. Can't be taken if the Greater Good surges was selected. +2 Points
[] Leave us alone: An isolationist minor species holds a small dominate consisting of a few systems, having weathered everything the galaxy could throw at them with a mix of cunning and might. +1 Points
[] Tyranid Sliver: A minor Tendril-Fleet of the Tyranid ravages many systems. +1 Points
[] Hive-Mind Fury: A major Tendril-Fleet is poised to swallow a sub-sector. Can't be taken if Tyranid Sliver was selected. +3 Points
AC - And that's the whole character creation. Hoping you'll like it. If you want suggest a name for the sector, your dynasty or some other option you'll like to see added, especially the time period, do run it by me and we'll see. The Galaxy is vast. Juicy prize for the trouble I gave you guys will come in the next post.
VOTING WILL GO BY PLAN. 2 HOUR MORATORIUM BEFORE START.
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