Of Lords and their Legions (A Necron Overlord Quest)

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Megalomania is a matter of perspective
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Public History of The Necrons
…..…...PUBLIC HISTORY OF THE NECRONS.……..




The Time of the Tyr



The Tyr had existed as individual nations for hundreds of years. when a series of exploratory vessels, moving beyond their systems borders were intercepted by a vessel captained by an unknown vessel, captained by an individual known as Rak-Shul. An Old One he claimed, a race of ancient and supremely powerful beings who held dominion over the galaxy. Supposedly, he was the local ruler of this area of space and had detected their drive emissions. He expressed surprise that another race existed without one of his own as a progenitor. After further discussion and deliberation he labeled the Tyr the 'second born' and offered paradise if the they never again left their system except at his whim. Ponderously stating that their kind posed a threat to their 'Great Plan' and only with guidance could they be allowed to interfere. The Tyr, young and proud declined his terms and communication ceased. Though the ships were left unharmed as they turned back to report their findings.



Of course it was not long before a great plague soon descended upon the Tyr. Their already short lifespans were halved as cancerous lesions grew and multiplied. Quickly declared both incurable and named the 'Curse of Rak-Shul'. Every depth of mad science was plumbed to halt it's spread or weaken its effects as society veered toward total collapse. Eventually a desperate solution was found. Mass cloning bonded with mind transference, technologies long discarded for reasons of risk and unpredictability. Even this proved to be unreliable. Cloning produced thousands of bodies with only scarce few having even the hope of true viability and every mind transfer carried great risk of both failure and corruption. For the future of the Tyr however, and the merest chance of their races survival. It would have to do.



Great cloning tombs were created where billions of bodies were produced and recycled as bare thousands passed the rigorous tests.Only the elite, as they grew close to senescence were able to afford even the chance at a longer life. Bodies were created for them as they grew too old, too cancerous to function. They would attempt a conciusness transfer on a body built specifically for them, each time running the gauntlet of death through random chance and programming error. However even as millions died despite precautions, the techniques were refined and the proportion of successful clones increased. The Tyr dared to hope that eventually immortality could be within everyone's reach. Then the virus mutated. Ripping through the populace, decades of work was undone as the variables changed. Once again clones were restricted to the elite and scientists as knowledge preservation and stability were prioritised above all. Gradually as decades passed, the elite accumulated great wealth and knowledge, generations of lesser Tyr passed before their rulers would meet true death. As the populace grew accustomed to this, ever more often was the word 'lord' heard from those who served their superiors. Eventually, after centuries of battling the curse and staving off their civilizations end. The lords even renamed their race. From the Tyr meaning 'people' to the 'Necrontyr', the 'undying people', in rejection of the doom that Rak-Shul had deemed fit for them.




The Five Eras of the Necrontyr



The First Era



It is said that The Necrontyr thrice expended decades of effort to save their people. Each time a new mutation occurred to strike them down for their hubris. Ultimately, after nearly a century of failure. The Lord's of the Necrontyr, those lucky enough to survive in this world of the dead, decided that vengeance was all they had left. The Necrontyr prepared for war. Decades past and Necrontyr science expanded, they sent out phased scout ships and found hundreds of planets, hundreds of races all worshiping Rak-shul and his kin. Races blessed with the length of life and strength of body denied to the Necrontyr. They built their fleets and forged their armies, armed with newly invented gauss and tesla. In preparation for the fateful day they would find their foe for he could seemingly pass through light years in the blink of an eye. At last he was located. In the process of creating yet another race to love him, and despise the Necrontyr.



The Second Era


They struck at once, destroying him swiftly and suddenly and claimed his worlds'. As his people, without his control and guidance tore each other to pieces. The local Old Ones, seeing the growing catastrophe, gathered every dinghy, pleasure craft and merchantmen they possessed which mounted a weapon. They threw their hastily assembled armada at the Necrontyr battle fleets and watched as it was cast aside in fire and fury. Twice more this would happen as the Necrontyr fully claimed the Halo stars and sent cloaked colony ships far further afield. Eventually however, the Old Ones turned their minds fully to war. they created the Eldar and the Krork and levied them against the Necrontyr. Unfortunately for them by the end of the second era, they had lost their chance for an easy victory. The Necrontyr were strong and fortified, and the Crypteks meddled at will in sciences even the Old Ones barely understood. Still they could marshall the might of a galaxy against their foe.



The Third Era


The Necrontyr at first were sent floundering by the sudden appearance of the warrior races marshalled against them. Forced to rush several battle fleets from other fronts they managed to force a stalemate. Then ever so slowly they were Driven back. Counterattack and scorched earth were used but the gargantuan forces of the Old Ones pushed ever onward. Deathmark strikes and mindshackle subversion were utilised against generals and admirals but their world's still burned and died. Christaline Singularity cannons clashed with particle whips in the void, as Kork Stormtroopers fought grinding campaigns with Immortal Legions. The Old Ones pitted their psionic mastery against the technological ascendancy of the Necrontyr. Eventually after centuries of grueling conflict, the Old Ones thrust a strike at the throne world of the Necrontyr. In cataclysmic battle despite its mighty defences, mundane and otherwise they shattered it into 3 though it cost them a mighty toll. Necrontyr resistance was reduced to their other incredibly fortified core world's as central authority collapsed.



The Fourth Era



As the Old Ones and their progeny began to lay siege to the Necrontyr core worlds a lull came to the galaxy. However, as the first fortress worlds began to buckle, a harrowing message was sent out from the centre of their own empire. Necrontyr battle Fleets, dozens of them along the length of galactic east were burning the unprepared and unguarded rear of the Old Ones.



The colony ships sent out in the second era had borne fruit. Grand armadas emerged from hidden successor kingdoms. Lone Necrontyr realms in the heart of the Old Ones territory lashed out. The galaxy writhed as for the first time the Necrontyr had near parity in world's and numbers. They fought with hatred born of jealousy and vengeance as they struck down the same immortal Old Ones again and again. Alas for the Necrontyr their empire had broken down into dynasties, each one moving to carve for themselves the greatest region of space. For no king could be selected among them and the Throneworld had fallen. Their battle fleets though, even unco-ordinated, smashed world after world, fleet after fleet. The Old Ones growing desperate as their pristine, jewel like kingdoms shattered were forced to rely on ever more extreme methods. Creating warp beings dedicated to war and violating a dozen of their own laws to do it.



Eventually the throneworld, centuries after it was smote, reappeared having been rendered into an immense planet-ship in secret. The three Triarchs, the last remaining rulers of the throneworld. Having swiftly reclaimed dominion of the core worlds, held a grand conclave demanding the dynasties return to subservience.



They were refused



The wars of succession began



The Last Era




The galaxy burns. The Krork are rendered barbarians by a mind virus and they infect a thousand systems, the Eldar brace and fortify in the remains of their empire and the Old Ones lash out with ever more forbidden armies and sorceries. While to resist this was an ever more fractured Necrontyr, warring with themselves near as much as their enemies. Offering to fix all of this came the star gods. Great beings of energy who had fed off the stars themselves since the dawn of time. Granted form by Necrontyr science. They offered Instant dominion over the Necrontyr dynasties, immortality in the form of biotransferrance to living metal shells and the ability to actually slay the immortal Old Ones in the Aether, from their own as yet unbleached sanctum. Finally, the Ctan would personally aid the Necrontyr in their grand purpose, helping destroy forever the eternal enemy. In exchange for these grand boons, the Necrontyr would serve the star gods in perpetuity as their privileged retainers, ageless and eternal.



Their former hopes of victory tasting of ashes in their mouths, and in awe of the star gods power, the Triarch agreed to the pact. The last era of the Necrontyr ended. As the Ctan feasted upon their souls, cast aside in the foundries of biotransferrance. The age of the Necrons began.



The Age of the Necrons


Vast armies of immortal soulless machines strike out from the core worlds. Unburdened by maintaining their vast cloning cities and the infrastructure of sustaining the populace, The Necrons war machine was accelerated beyond any mortal capability. In place of the populace which had cost so much merely to keep alive, now stood army nearly twice the magnitude of what the core worlds could have ever fielded. They overran the successor kingdoms and added them to the Triarchs forces.



The Webway with the Dolmen Gates, arcane interfaces granted by the Ctan is breached and the Old Ones within forced to give battle. Vast Hordes of Eldritch horrors bathed in the power of the nearby immaterium war with the silent Necron legions. Concepts are given form by Old One warmasters and flung at the Necron lines. One by one, however, they are overwhelmed and one by one, they begin to fall. The Old Ones had always had a refuge deep within the aether, a place of peace where they could recover even from death itself and from which they drew their psionic might. The Necrons, in the heart of the webway. Where the walls of the immaterium grew thinnest, constructed great weapons to fire upon these comatose Old Ones. Where they could not protect themselves. Where at last, they could not hide.



The environment of this place, was a reflection of the galaxy. For Millions of years it was a still pond, groomed and kept by the Old Ones. As the war in heaven progressed, it grew...'choppy' and anguished. still a place of respite but also one to keep a wary eye. Alas when the Necrons began firing upon their comatose brethren, the Old Ones still alive did the only thing they could. They stirred the pond. With a great working they shattered the peace of the Aether and distorted it until those within were hidden from view. They Warp Writhed as the woking continued, creating titanic monsters whose mere presence caused reality to collapse nearby.



The Necrons would purge the rest of the Webway, kill every last Old One they could find. But those within the Aether would be lost to them. Hidden behind the unknowable whirls and tides of the Aether turned wild and hostile even to its former masters. Witnessing a few consumed by the tides of the immaterium and with their armies broken and exhausted by centuries of battle, the Necrons considered those Old Ones lost to the aether and withdrew.



Now the Ctan demanded their final price. Their bargain had been fulfilled. The Old Ones destroyed and their works lay in ruins. Now the Necrons would have to honor their debt. Warrior slaves for Eternity, they would be divided amongst the star gods to serve at their leisure. To feed their insatiable hunger for souls forevermore. To cull the worlds of the galaxy for their gods until the last of the stars winked out. The Necrons exhausted by their war could not resist, their fleets lay in ruins and the star gods had done nothing but grow in power. Feasting upon the souls of the fallen.



However Nichathyst, The grand arbiter, second lord of the Triarch, pointed out that the works of the Old Ones were not yet ground into dust. The Krork were scattered and lost but the Eldar, the Eldar still possessed a sizeable kingdom in the galactic northwest. Still guarded the last of the Old Ones with reverent fury. This would be the Necrons death pyre he announced. When the last Eldar fell they would fulfill their bargain. The Ctan, eyeing the glut of rich souls before them and sated by having so recently fed upon the last of the Old Ones, acceded to this mild delay.



The Necrons mass for their last conquest, at a star near the elder empire. The warfleet of the Triarchs with the first and second lords present, display the still potent might of the only race to conquer the galaxy. Their fleet outmasses some of the smaller planets in the system their numbers more than some entire civilisations ever mustered. every Ctan comes, eyeing each other and keeping distant from the likes of the Nightbringer or the Outsider, for they had taken a liking to consuming each other as much as mortals. They gather around the star to feast upon its energies before the conquest of the Eldar begins and Szarek , The Silent King, Third of the Triarch, plucks a star from the celestial orrery. In the sudden detonation of a sun pulled billions of years from the future, the Ctan as a race, and the pride of the Necron warfleet cease to exist.



Reality bends and breaks at this violation of its laws. The immaterium spills into the void for thousands of lightyears in every direction. Suns nearby shatter as the chronomantic wake of the fallen star interacts with their own timeline. Armies and fleets from a dozen eras are flung into the void. Planets appear and disappear seemingly at random in nearby sectors as reality strains to reassert itself. When all settles a vast swathe of the galaxy is considered uninhabitable and though the cost was great the Necrons were liberated.



But the Deicide and the resultant breach had done too much damage. The Necrons were under assault from all sides. Eldar raiders struck at their flanks, Krork warbands, individually pinpricks outnumbered the stars in the sky, and the Old Ones last working seemed to spill ever more monsters into the void each year. Even after these were taken into account, half a dozen lesser threats loomed. The Necrons for all their might had to withdraw.



The Necrons retreat to wait out the millennia. Repair what damage they can and anticipate the moment where they could reclaim the fallen glories. Szarekh as the last remaining of the Triarch goes on an exodus from the galaxy. Relinquishing the command protocols, he seeks redemption in the rest of the universe. He sets the last of the personal army of the triarchs, the praetorians on a mission. To preserve the last of the Necrons, and if nothing else to preserve their culture.


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Stasis Log - Showing Only Priority Rating - Extreme



Prediction engines estimate collapse of Eldar hegemony between the next 0.007 and 347 million years with a large grouping of possible ends around 56 million. following projected collapse a secondary power will likely seize hegemony before inevitable collapse into smaller states…. Recommended as an ideal time for the awakening.


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Krork infestation detected, technical sophistication rated as post industrial, threat rating low….deploying Canoptic countermeasures.


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Repairs completed, estimated permanent losses of 2.3%


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Warp event rating 3.9/12 Dailoths occurred within estimated distance of 3 marches, low level aeldritch entity manifestation expected….. Pylon activation unnecessary, Activating canoptic countermeasure


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Repairs Completed estimated permanent damages of 4.1%


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Krork infestation detected, technical sophistication rated as crude spaceflight, threat rating medium ...deploying Canoptic countermeasures. readying reserve legions for activation


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Reserve legions activated, Eldar intervention probability rated as low


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Repairs Completed estimated permanent damages of 12.3%, reserve legions returned to stasis


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Triarch visitation logged, repairs effected, estimated permanent restoration of 0.4% of maximum capabilities


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Native species logged as having achieved technical sophistication level of pre industrial


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Native Species logged as having achieved technical sophistication level of industrial


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Native Species logged as having achieved technical sophistication level of post industrial


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Native Species logged as having achieved technical sophistication level of crude spaceflight


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Native Species logged as having achieved technical sophistication level of primitive interstellar. rating threat level as low, readying canoptic countermeasures.


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Krork infestation detected, technical sophistication rated as crude spaceflight, threat rating medium ...deploying Canoptic countermeasures. readying reserve legions for activation


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Reserve legions activated, Eldar intervention probability rated as low


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Awakening armoured cohorts, Eldar intervention probability rated as moderate


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Repairs completed, estimated permanent damage as 13.7% returning reserve legions to stasis, returning armoured cohorts to stasis


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Foreign habitation detected, technical sophistication rated as lesser interstellar, threat rated as medium, readying reserve legion for activation


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Assault on stasis chambers detected, deploying canoptic countermeasures and reserve legion, estimated Eldar discovery as low


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Deploying armoured cohort, estimated Eldar intervention probability rated at moderate


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Repairs completed, estimated permanent damage as 13.7%


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Suspected Eldar fleet detected, estimated technical sophistication at moderate galactic, probability of Eldar or dependency ...high. Deploying fleet assets. Facilities E,K and NJ phase shifting.


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Stored energy exhausted, facilities E,K and NJ re-entering realspace


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Repairs completed, estimated permanent damage as 99.7%


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Krork infestation detected, technical sophistication rated as lesser interstellar, threat rating high, observance protocols in effect.


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Krork infestation progressed to technical sophistication of interstellar


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Krork infestation progressed to technical sophistication of borderline galactic, threat rating extreme, deploying mindshackle countermeasures. Chance of successful subversion...moderate


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Krork infestation regressed to technical sophistication of pre industrial, observation protocols ended


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Warp event rating 11.4/12 Dailoths occurred


Distance unestimateable. Submersion in aetheric currents possible, deploying pylons, pylon field strength estimated at 34%, likelihood of dimensional cascade...low. Probability of Eldar "end of days" scenario...high. Estimated time till collapse of local secondary power hegemony 10000 - 15000 years.


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Foreign habitation detected, technical sophistication rated as borderline galactic, threat rated as high, observance protocols in effect.


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Krork infestation purged by foreign habitats.


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Krork infestation detected, technical sophistication rated as post industrial, threat rating low, observance protocols in effect.


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Time since suspected collapse of Eldar empire, 11021 years. estimated state of New hegemony ...near collapse. Probability of success given available resources, low to moderate.




.….....BEGINNING AWAKENING PROTOCOLS…….​




The First Question O Lord of Necrons. where lies your domain


Starting location

In what region of the galaxy was your world

[ ] The Core Worlds,
the Heart of the Necron Empire. Through fire and blood were these territories claimed and no dynasty would willingly relinquish a world they held in this region. Thus each is a masterpiece of Necron technology vast foundries and deep tombs line the crust of these worlds, each a jewel in their dynasties crown.
  • Many ancient and noble dynasties founded their crown worlds here, once fully awakened you will be at the heart of Necron power, as secure from aliens as possible and surrounded by powerful rivals.
  • Purists, the core worlds follow tradition to the letter, considering themselves the height of civilisation.
  • In standard galactic geography this is in the halo stars fairly close to the eye of terror

[ ] The Successor Kingdoms.
The vast kingdoms founded in the second era in secret. They were the Ones to emerge from the shadows to strike deep into the enemy's rear. Their kingdoms, long established share many borders. However the grand awakening continues haphazardly and sporadically. There is plenty of opportunity to redraw ancient boundaries
  • Located primarily along the Galactic North and East,
  • The realms here are typically based around a core of developed Necrontyr world's, with territories composed hundreds of outpost world's focussed on resource extraction.
  • The 18 dynasties. The successor kingdoms hold sway here jockeying for power as they compete for available land and space

[ ] The Hidden Realms
Where the successor kingdoms saw little Old one presence and flourished, the hidden realms in the galactic centre and west faced them in strength. The realms that managed to survive here are fortresses, built to last the ages. Either hidden through phase technology or made grand citadels whom to approach is to face death. There are many bolt holes of the like made here and each that saw a measure of success, but no vast sprawling realms were created. Of course now in a region where primitives abound, there are opportunities everywhere

  • Isolationist. The Necron dynasties here knew themselves to be alone in the universe. Cut off from the rest of the empire they are self sufficient and standoffish to outsiders.
  • Fortified. These world's were each fortress' near unparallelled. Well garrisoned and with reserves at the ready in case of emergency.
  • Heartlands of the imperium. Your in Terra's backyard, the heart of an empire at war and on the constant lookout for anything suspicious

[ ] The Frontier.
Few Necrontyr colony ships made the vast voyage to the far south of the galaxy, the realms that did spawn had little help either. Though no Necrontyr realm could be called truly destitute, these perhaps came the closest, with the least proud Lord's or enigmatic crypteks journeying here. However when one is isolated from the metropole, one can get away with things that would normally be forbidden so long as it is kept from any undesired eyes.

  • Homesteads and settlers. These settlements were unsupported by the homeworlds and possessed few ships making the full journey. They are quite underdeveloped by Necrontyr standards
  • Distant. A full galaxy lies between you and the ancient centre of Necrontyr power, your as alone as you can be out here. For better and for worse.


[ ] The Triarchs
A direct subject to the imperial Triarch authorities, you have always stayed out of the petty squabbling of the dynastes. Supplied with the most high tech and capable of Necrontyr technologies you individual soldiers are unmatched in pure individual efficacy. However, Great portions of your hosts were taken to commit the deicide and you are left with whatever remains, and with no dynastic loyalties to support you

+ Your soldiers are per unit some of the most effective soldiers the galaxy can muster
+ Your loyalty to the Triarchs means that those who fear their return will be unlikely to bother you
+ Have access to some of the secrets of your masters
+ Triarch Praetorians have a higher opinion of you and you have access to official channels to ask for their assistance

- Your armies largely fell in the Deicide leaving you with a much smaller pool of soldiers
- Other Necrons are envious of your advanced technology and may seek to take it from you by force or otherwise
- Your nominal superiors are all either very dead or left the galaxy, leaving you without any promise of quick reinforcement.
- Your World was tied into the economy of a galactic realm, its output predetermined before colonization had even begun, your very good at your worlds specialty, not so much anything else.

[ ] The Eighteen
You are a subject of one of the 18 great dynasties of the Necrontyr. Those whose kingdoms vied for power in the 4th and 5th eras. Your armories were full and your legions well equipped. However in this era of awakening you find the dynasties look to each other for any sign of weakness to pounce upon, as ancient rivalries come to the fore. Furthermore you are a small piece on a large board and it is difficult to find places of acclaim when there are many more powerful and prestigious lords vying for any position of authority in the kingdom.

+ Your wealthy dynastic ties have supplied you with a vast store of legions and war-machines at your command
+ You have many allies in your dynasty able to support you both politically and militarily
+ Part of a vast realm that others would fear to act against

- Your a small cog in a large machine, unless you perform some notable deeds political advancement will be difficult
- As a member of a large realm your personal demesne was quite specialised meaning that acting independently will be quite difficult
- There a 17 factions of relatively equal strength to your masters who would take great joy in seeing your kingdom brought down a notch, enemies everywhere

[ ] A Local dynasty
You have sworn yourself to one of the hundreds of lesser dynasties of the Necrontyr who dot the stars. Not the most wealthy or prestigious of masters but ones who definitely appreciate your presence. You wield some measure of authority here as your world represents a sizable portion of the dynasties power and the Phaeron knows it. However their relatively meagre strength means that their armies were never the grandest or the most potent and if a truly formidable foe made itself your enemy, they may not be able to offer assistance

+ While not completely self sufficient your world had to supply most goods for itself as it was not part of a vast trading network. Getting your world up and running should not be overly difficult
+ Your dynasty is not one of the greatest, they claim ownership of a bare handful of tomb worlds. However one of those is yours, and you have a great amount of sway in deciding policy, especially if you can gain a competitive edge above your allies

- Your dynasty is not one of the greatest and cannot provide the protection others could. The crude powers of this day stand a credible threat to its might, let alone any of the grand dynasties. You must tread carefully.
- Your every move will be watched and noted by the phaeron, you represent a significant amount of his power and thus amount to a significant threat to them

[ ] Yourself
You have not sworn an oath of loyalty to any faction. You have no protection but also no obligations. furthermore, due to you own exile to remain viable your world had to be self sufficient.

+ Your world has never known the authority of a greater authority than your own dynasty. Its roots are strong and it has supported itself for centuries and millennia. Assuming the long sleep proceeded as planned reactivation should be as simple as reigniting the antimatter cores. Your world was set up such that it can run itself perpetually

- You are utterly alone in the universe, though dynasties great and small may court your allegiance. Unless your promise them something there is no safety net. Eldar raids, Krork attacks, barbarian infestations. They are up to you to deal with


Note that there is no real limitation for allegiance based on location. The successor kingdoms are where most of the power of the 18 lie but they can still project power elsewhere. Same goes for every other option. Of couse the Triachs centre of power was far from the frontier so that would nullify some of their advantages but it is still a fully valid option
 
Characters and Miscellaneous imformation
Levnekh, Overlord of the Yulenoth dynasty, Arch Heretic of the Lukaten Theocracy, Lord of the Living, The Farsighted, The Shadow upon the void


Martial - 15 A competent and creative commander fond of information warfare, though no great strategist
Diplomacy - 7 Abrupt and direct, You come across as brash and uncultured
Stewardship - 21 you manage your realm like clockwork, managing logistical matters and production flows like a master
Intrigue - 10 Your grasp of the cloak and dagger side of politics could be best described as untested
Learning - 21 Your Comprehension of ancient Necrontyr lore outshines that of near any other lord, and even some cryteks are unable to match you in knowledge of realities building blocks
Respect, 10 While still lord of merely one tomb you have achieved things some thought near impossible. few things draw the attention of the 18 to the hidden realms, you are one of them
Artifice 3 can with time and effort construct techno sorcerous artifacts on the level of battlefields

40k stat block (7th ed btw, its the last one I have a firm knowledge of)

WSBSSTWIALDSV
6555324102+

Equipment
Enhanced Wargear
The cybernetics, prediction algorithms, material composition and resilience of the Overlords body has been even further reinforced than is common among the Necron nobility.
(+1 WS +1 Attacks 2+ armour save)

??? better warscythe???
As the great slumber began to commence your request to the Triarchs finally came to fruition. A Warscythe, its edge pitch black, burns through any protection whatsoever, as if the touch of death were attached to the weapon. The Praetorians who delivered it were sworn to secrecy in regards to its origin.
+2 Strength AP 2, ignores invulnerable saves

Tesseract labyrinth
This small pyramidal object can fully contain the essence of a single individual in perpetuity, ideal for persistant enemies you still desire to live or particularly recalcitrant lords

Personally created artifacts

Gaze of the serpent
The artifact of power you crafted on completion of your artificer training. A bracelet upon your left arms shaped into the guise of a small serpent. It transforms everything caught by its gaze into base elements up to a distance of 18.57 meters (flamer template)

Glass Cannon
an artillery piece which fires upon a parabola arc. Wherever it lands the surrounding air (so long as it fits certain qualifiers of air) will be instantaneously transformed into clear diamond, trapping forever anything caught with the blast radius.

The Atomizing Field
Affixed to the top of your palace is a defensive artifact which renders all incoming solid munitions into harmless smoke even up to the scale of battleship ordinance, further increasing your palaces defensive capabilities

Deathly visage
  • The Necrons forms are not pleasant to look upon, resembling the bones of their Necrontyr forms. They strike fear into the heart of the living and their burning gazes gleam like witchlights from a million different cultures. Those who are touched by the warp know that these creatures should be dead and yet they move and speak like men. always, they bring with them the cloying sense of death and darkness.
  • 10 personal diplomacy when speaking with the living, - 20 with psyckers

Cryptek Lord
+3 artifice +6 Learning +2 stewerdship -1 intrigue (+10 diplomacy when talking with Crypteks)
  • You have over the course of decades developed your skills in techno sorcery, to the point that many true crypteks are impressed by your mastery of the art
  • +3 artifice +6 Leaning, +2 Stewardship, -1 intrigue


Transmogrifyer
  • Your personal discipline is of transmogrification. Of reconstituting base materials into others. On this at least you can be classed an expert
  • Specialty - transmogrification

Overlord
  • Master of the Yulenoth and have been for centuries, although mostly while in the grip of the Triarch and with only a single planet, this requires a certain amount of skill and gravitas regardless
  • +1 respect +1 Stewardship

Reshepian strategist
You have fought the Old ones numerous times on an even basis and found ways to beat them. Not by facing them head on, but misleading and distracting them. Isolating them from their support and powers, and striking them down like a bolt of lightning
+2 Intrigue +2 Martial +1 Learning - Hatred Orks

Son of the Yulenoth
The Scholar lords, an all but effective member of the cryptek conclaves, many second and third children of the dynasty have become crypteks of great power and prestige. Their vaults have always been filled with their bizarre experiments and strange artifacts. Of course this does mean that the pool of competent lords of the dynasty skilled in the traditional facets of lordship is.........significantly less than the norm
+3 learning, +1 Diplomacy, -1 martial, -1 Stewardship

Decisive
  • You have found that acting quickly and with boldness is better to keep your enemies off balance and cut through inefficiencies, though it is not conducive to deep study.
+1 Martial +1 stewardship -1 learning

Negotiator
between your negotiations with the Sirano Queens, your Son and forcing the surrender of an imperial governess, you have become somewhat formidable in bringing individuals across to your point of view
+2 diplomacy (+5 to one on one negotiations)

Independant, Isolated and Still Here!
The Yulenoth have prided themselves of dwelling in the heart of their enemies realms. In the fourth age when the Necrontyr struck back against the Old Ones the Yulenoth did as well. Yet unlike the other dynasties they did so with no support and no help. They bore the full attention of an enraged empire and held their ground. Your need to maximise every ounce of production you had and fight every enemy who approached has sharpened those skills to a razors edge, though your skills of the court have ...atrophied somewhat.
+2 Martial +2 Stewardship -2 Diplomacy -2 Intrigue +1 respect

Titles of Note
"Arch Heretic of the Lukaten Theocracy"
In the dying days of the fifth age, a splinter faction of the old ones had established a small empire to the immediate east of Yulenoth territories. Levnekh knowing who would bear their wrath if allowed to solidify their hold began an offensive despite being outnumbered 3 - 1. Via Chronometric manipulation and data manipulation, he constantly tricked portions of the theocracies fleets into unfavourable engagements. He gained his title as he trapped the flagship of his enemy in his own ships projected time vault. He boarded the vessel and transmuted the Old One "Lukaten" into a statue of pure platinum. A statue that still rests in the Yulenoth Vaults today
(+4 respect)

"Lord of the Living" The Sirano have bowed willingly to Levnekh, Overlord of the Yulenoth. Who has made plans seemingly set to last the ages. He who awoke to find himself bereft of his legions has found willing servants to heed his call, the first of Necrons to do so on such a scale. Many curious eyes turn to the Yulenoth, both envious and ...appraising. (+2 respect +1 Diplomacy)

"The Farsighted" The plans put in place for the vassalisation of the Sirano were fair and foresighted. Levnekh was wise enough to both extend trust and ensure oversight, Lords will look to his example when attempting to craft similar arrangements for other suitable civilizations. (+1 respect)

"Shadow upon the void". When he began his first conquests, Levnekh did so under a veil of silence. When the Imperial commanders first realized the nature of the threat already three full worlds had fallen to the Necrons. With less than a strangled gasp to mark their conquest. +1 martial, +1 Intrigue +1 respect.

Martial - 18 Has led numerous campaignes against the forces of the old ones and has seen great success as a highly aggressive leader
Diplomacy - 20 Has much of the charm and grace that his father lacks. Jornakh is widely liked by most anyone who meets him
Stewardship - 20 Was tutored extensively by his brilliant father in this area and has great insight into the inner workings of supply chains and logistics
Intrigue - 16 has outplayed many of the petty lordlings in the games of court to sharpen himself against those he will face once he inherits
Learning - 21 has outstripped his father in the lore and sciences of the Necron race. The depth of his knowledge lets him speak to Nevenoch nearly as an equal in her own field
Artifice 0
Respect 3 Overlord of an entire if minor species, heir to a small dynasty and a feared general. Jornakh commands near as much respect as the heirs to the eighteen.

Ambitious
-Jornakh knows that he is one of the most skilled Necrontyr of his generation. The fact that he may never get to test his extensive skills as leader of the Yulenoth fills him with no small amount of fear, though the knowledge of his own immortality does help to dull that edge
+2 to all stats

Master of the Sirano
-Jornakh by order of his father has been granted rulership of the Sirano. A reptilian race whose culture was forged to match that of their current overlords. He has wide ranging power and authority with his new species and lower lords within the Yulenoth for potential elevation in this new realm.
+1 respect

A relatively young cryptek sent to aid the Yulenoth after their last advisor had proved himself nearly less competent in his arts than the Overlord. Considered a prodigy by her contemporaries, her mastery over fear, despair and dread is only equaled by those of much higher rank. She does however see her attachment to such a minor dynasty as something of an insult.

Martial - ?
Diplomacy - ?
Stewerdship - ?
Intrigue - ?
Learning - 25 A breed apart, Nevenoch has come far in mastering her arts and creates wonders out of near nothing. Few indeed are those who can match her in this realm
Respect - 4

Artifice 4 can regularly create artifacts that can focus their wrath against ships or fleets.

Mad Spark of genius
Nevenoch is a prodigy rarely seen in the Necrontyr. Her creations and insight lending her much credence with her peers. Though her preening and knowledge does set herself apart from her peers
+9 learning +1 Stewardship +1 Martial -2 intrigue -2 diplomacy +2 artifice level +1 respect (+20% chance of improving skills when completing artifacts)

Cryptek
The second lowest rank of Crypteks proper, still even achieving this takes a great measure of skill, knowledge and experimentation beyond the reach of most mortals
+1 Learning +1 Artifice +1 respect
Specialisation Psychomancer
Psychomancer - a master of manipulating the psychology of her foes. Enemies run from them as their fears seem to come to life

Mistress of the Bane
Over twenty years Nevanoch was worked feverishly towards the creation of the Fellowships bane. A device so large and potent that it is beyond the reach of most dynasties or crypteks.
+3 Learning +2 Respect +1 Artifice

Magnum Opus
-Tower of Dread
A Jutting protrusion emerging from The Yulenoths great palace. Able to cast a sphere of dread kilometres across, near anywhere on the continent

Martial - ?
Diplomacy - ?
Stewardship - 19 Anukharthic was Imeert when the Necrontyr still drew breath. His skills have only sharpened over the decades as they were put fully to wartime production.
Intrigue - ?
Learning - ?
Respect 1

- Outspoken
Since his Awakening the once taciturn Anukharthic will now seeming speak until there is nothing possible left to say. There are worse flaws but this can be quite grating if he is given free leave to monolouge
-2 diplomacy

Martial - 12 A skilled warrior and given rudimentary battlefield training, Lasthule will outperform novices in strategic theaters but will be easily bested by its masters
Diplomacy - ?
Stewardship - ?
Intrigue - 19 As captain of the Lychguard , Lasthule knows many of the secrets ins and outs of the Necron courts and how its darker aspects operate in the shadows
Learning - ?
Respect 0

Upstart
- Lasthule is a Lychguard, the lowest class of Necron allowed to keep full senescence. This places him as the very lowest on the necron totem pole, the fact that he is now varguard to a dynasty has many heads shaking in court.
-1 respect

surreptitious assembler,
+2 intrigue
When constructing hidden bases gain +10 to the roll

Martial - ?
Diplomacy - 18 Aken has read much of the historical protocols the Necrotyr used to conduct diplomacy and has memorized them all. Coupled with his generally laconic nature and forthright manner this provides a surprisingly effective method of diplomacy
Stewardship - ?
Intrigue - ?
Learning - 15 Aken as a scientist was very effective at his profession. Long experience had sharpened his skills quite thoroughly though he was outshone by prodigy like nevenoch
Respect - 1

Xenophilic - Lord Aken since the awakening of the Yulenoth has spent much of his time garnering the respect and friendship of the many races you have now acquainted yourself yet. Making him surprisingly capable, for one who walks under the pallor of death in making friends with the living. (+2 diplomacy, + 10 to rolls when negotiating with aliens)

Martial = 22 Sovenkh is highly skilled in maneuver warfare freely exploiting the Necrons propensity towards teleportation. Able to identify and pick apart an enemies weaknesses at will and to his own great benefit.
Diplomacy - ?
Stewardship =16 was a skilled and able administrator under Anukharthic
Intrigue - ?
Learning - ?
Respect - 3

A proven Nemenessor
Sovenkh has fought numerous set piece battles against Krork tribes and fought thrice in the void, yet still remains undefeated. His place as Nemenessor of the Yulenoth has solidified in the eyes of the court, as has his skill as a military leader
+1 martial +1 Respect

Admiral, Sovenkh has participated in numerous space battles in command of a fleet +1 Martial +1 respect

Ork strategy (1) Sovenkh has shown his prowess against the debased remnants of the Krork repeatedly.
+5 when fighting Orks

"Faster than light" - Through the application of the inertialess drive Sovenkh was able to repeatedly outrun the signals of imperial vessels. +1 martial, slightly reduces risk of encountering debris through inertialess travel when Sovenkh is in command

Honestly im not sure anyone will really care with what ive done with the necrons backstory (which will largely stay unaltered in the Eldar histories of the Necrons) but i felt like stating this anyway.

As it is written the story of the Necrontyr makes no sense. Their lifespans were short and cruel (30 - 40 years) and were caused by their ancient star. Yet they still suffer from radiation poisoning as they spread out into the galaxy away from it, and while also being masters of technology who probably could alter their genetic code (dark age humans did similar things easily).

Despite having STL drives and a lifespan measured in decades their empire covers 'a large portion of the galaxy' while still being politically viable. This is despite the fact that generations would probably live and die before a message could be sent from one end to the other. So a galactic scale war to form a coherent Necrontyr polity is ludicrous because such a thing can't physically exist in the first place.

Also its impossible for Necrons to be scattered all across the galaxy when the old ones pushed them back to their homeworld and its surrounding space. Sure they could conquer the galaxy with Ctan assistance and Tech but their old tomb worlds should be dead and gone/number in the dozens at most. So the wars of succession as written had to go.

  • How well a Lord is considered to follow tradition and to have achieved accomplishments in areas considered worthy by the Necrontyr. Lord's typically look up to and acknowledge a more respectable peer for their deeds which will have been made known to all before them. This can help in attempting to gain access to restricted technology, beg favours or commit acts that would normally be seen as reprehensible and go without sanction based on your word alone. Of course utilizing respect to accomplish certain illicit activities may lower you in the eyes of your peers
(respect has no strict cap but roughly maps out to this)

1-2 (most lords)

3-8 (most overlords)

9 - 30 (Phaerons ie overlords of a sector or more)

roughly 40 - the first and second lords of the Triarch if they still lived or Imotekh if his path is unchanged

I haven't thought too deeply in regards to Szerakh but I imagine he lies somewhere between (-30 and 50)

  • Necron Quirks
The body of the Tyr even prior to meeting Rak-shul was never meant to last for hundreds or thousands of years. Nor its mind. However, the Necrons found the need to make it do so. Therefore it is extremely common for all Necron lords, due to errors in their programming or even simply advanced age to have acquired quirks that are impossible for them to fully work around, even if they know they are there.

-while all crypteks are scientists, not every scientist is a Cryptek. Cryptek are the masters of their craft the greatest scientific artificers of the Necrontyr. Other races look at Necron technology and call it witchcraft. Necrons look at crypteks and call it techno sorcery. As rare among Necron society as a magos is on a mechanics world. There are many ranks of Crypteks and they fall outside of the power struggles of the Lord's, but even the least can make the fundamental laws of reality twist to their whim. While the greatest...the greatest create the likes of the celestial orrery and the World Engine.

Typically they are organised by specialty having Councils and Associations that vary in scale and respectability. From informal alliances of three crypteks to the technomandrite guild whose charter went back 8000 years, had thousands of members and whose power rivaled that of the triarchs themselves

The Artifice score is the scale that a Cryptek is able to build at, while not a hard cap expect much greater risk of failure or catastrophic misfires if you go beyond that level. It is a scale of 1-7. Obviously devices at higher levels take longer to build and require far more resources
1 Personal Equipment
2 Vehicle Scale devices
3 Properly emplaced, this can affect entire battlefields
4 Starship mounts
5 Effects could reliably affect entire systems
6 Sector scale devices
7 Galactic scale devices and systems (Ie the Celestial Orrery)

  • Dolmen Gates and Inertialess Drives
  • The Necrons, masters of ancient science that they are. Are not bested by the Tau in being able to travel from place to place. They have two main forms of FTL travel, the first one to be invented was the inertialess drive and was a completely native design of the Necrontyr. Through the power of their artifice it reduces a ships mass to effectively 0 and allows near instant travel from one side of the galaxy to the other, barring acceleration and deceleration…. If you don't fear hitting space debris. With near no mass, running into objects the size of a grain of sand can bring a vessel to a dangerously sudden stop (no last jedi debates necessary). Therefore unless great effort has gone into clearing space lanes for rapid transit, the ships will be limited to 'short' sprints of great speed as they have to recharge their phase shifters
  • Dolmen Gates, a technology gifted by the Ctan in the grand bargain on the other hand allow far more rapid transit across the galaxy. utilizing the now dilapidated webway system of the Old Ones, extremely quick journeys across the length of the galaxy can be made so long as a Webway or dolmen gate is ready to receive you on the other side. Be wary though, Dolmen gates are considered intrusions by the denizens of the webway. Unless the passages are well fortified or passage through is extremely quick, expect counterattacks by its natural and unnatural inhabitants

Formation relative sizes

Squad 10 Soldiers
Century - 10 Squads (100 soldiers)
Phalanx - 5 centuries (500 soldiers)
Great phalanx - 4 phalanx (2000 soldiers)
Demi Cohort - 10 great phalanxes (20,000 soldiers)
Cohort - 5 demi cohorts (100,000 soldiers)
Legion - (1,000,000 soldiers)

Larger formations exist such as the Grand Legion or the Host but these are normally ad - hoc formations and are rarely permanent entries into a command structure


Light phalanx
  • Near entirely composed of warriors with individual immortals acting as command and control. Limited mechanization used for tactical mobility.

Medium phalanx.
  • Mostly warriors but with significant immortal contingents to stiffen the line. Significant mechanization via monoliths and other transports provide enhanced strategic and tactical mobility

Heavy phalanx
  • An echo of 4th era legions, these are entirely composed of immortals and have Lord's embedded with lychguard bodyguards. Highly mechanized, with fire support from nearly any form of Necron Construct. Near infinite strategic mobility as numerous monoliths offer near instant translocation across hundreds of kilometers.



Current as of ~2000 years ago
Purple = Old Sirano Holdings
Red = Known Imperial Worlds








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Imgur: The magic of the Internet

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Imgur: The magic of the Internet

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Imgur: The magic of the Internet

imgur.com

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Imgur: The magic of the Internet




Universal rules

All are equal under the Necrons.
The Lesser races are below the Necrons but are all equal to each other. Their rulers will be considered of a reasonably high Lordly rank beneath only that of the council and the Yulenoth royal family themselves. Military ranks will be similar, however conflicts of equivalent rank will end with the Necron seizing seniority.



Laws for the Sirano

- Soldiers of the legion . While the Sirano cannot match up to the Necrons in battle at the moment, the same may not necessarily be said of those they will fight. Allow them to join their legions to yours and face down your enemies together (trained and disciplined line infantry with The Siranos standard equipment in significant numbers)

- Limited Assistance. The Sirano and Necron scientific communities will remain largely separate, however when requested the Necrons will assist in areas where their vassals have found themselves stymied or blocked. The Sirano will pursue technology much as they have been, however if they have difficulties they will request assistance.

- A small boon. The Sirano are donated 10% of Yulenoth Production each year.

- A soft touch. Every half century The Yulenoth with put forth a new directive for their vassals



Laws of Conquest for the Sirano
- The Sirano may fight outside the Yulenoth's own wars, only if they are fighting for those worlds the Sirano once held themselves. Or if the natives themselves have yet to achieve interstellar travel
- The Sirano may lay claim to most worlds, however the most choice picks shall be claimed by the Yulenoth for strategic purposes. They of course, do have full rights to their old worlds (80% of conquered worlds are given to the Sirano however the Yulenoth have first pick of which 20% shall belong to them)
- The Sirano must seek permission before attempting colonization



Laws for the Humans

For the operation of a newly conquered world

- A Generational Gap. Those born today onwards may have the ability to properly rule this world in your name, those who have experienced rule under the imperium are forever tainted and shall be kept from office. A Governor will be chosen in twenty years time from the most promising members of the new generation. Until then the Necrons have pre-eminence.

- Strongly limit the church and its influence. Ensure a strict limit of number of churches and priests but do not stamp it out entirely

- Allow your language to slowly spread. You have no need for barbarians to speak your tongue, let them speak whatever language they desire so long as they serve well.

- The Yulenoth Shall pay no tribute to the Imperium

- Sivana is handed over to the Yulenoth Dynasty

- A cardinal of the imperial faith is placed on the Yulenoth ruling council, and the Adeptus ministerium may preach as they will throughout Yulenoth space

- Support and maintenance provided to Imperial fleets docking at Yulenoth worlds

- Yulenoth ships may come and go as they please throughout the entire Imperium

- The Sirane's Vassalage shall be shifted to the Yulenoth

- The Imperium may pay for the right to field your fleets

- The imperium may pay for the construction of lesser artifacts

- The Imperium may pay for the services of crypteks

- A vast cloning operation is put in place for the imperium to service them with genetically perfect clone soldiers
 
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First off I really liked the description of the war in heaven and as for my vote.

[X] The Hidden Realms

[X] Yourself

This just gives me the image of a hillbilly libertarian Necron, hiding out in the woods with a shotgun and distrustful of all authority … I want to play a whole game about this now.

More seriously it sounds like more fun to start with little and build our way up. All the while surrounded by enemies.

Quests that start at the top have a way of falling over for a variety of reasons and quests that start too low are just as bad. A fortified world with terra nearby but few outside resources sounds like a good combinations.
 
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Plan : Loyalist Necron Lord
Surrounded by the 18 great dynasties, we have remained loyal to our Triarchs. We will rebuild the Necron Empire, and reunite all the Kingdoms whether they like it or not.

[X] The Successor Kingdoms.
[X] The Triarchs


@Lonkas If we do end up voting for "The Triarchs" , will we be able to pick our world's speciality?
 
Ooh, this sounds promising.

[X] The Hidden Realms

A heavily fortified, self-sufficent Tomb World sounds like a great start, even if it's close to Terra.

[X] Yourself

And all by ourself so we can do as we please.
 
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With near no mass, running into objects the size of a grain of sand can annihilate large portions of your vessel for next to no damage to the interposing object (no last jedi debates necessary).
Technobabble protest, as a fan of the Lensmen series!
Inertialless drive should come to an instantaneous halt if they run into anything, because with no mass, their impact energy is zero, even one atom can stop the motion on impact, since they have no momentum at all. If you shot an inertialess 10km long ship with an inert pistol the ship would fly away.

This also means the propulsion costs exactly the same as the amount of matter between the two points of transit, every particle you collide with will halt you instantly, needing the matter to be deflected without any mass based interaction or annihilated.

With no mass, what would be catastrophic damage would be if it experienced forces from opposite directions at once, as the inertialess mass would provide zero resistance to movement, cannot be moved because of equal and opposite forces, and thus would deform in order to move out of the way of the two forces
 
  • Reasoning as to why I've changed the necrons background.
Honestly im not sure anyone will really care with what ive done with the necrons backstory (which will largely stay unaltered in the Eldar histories of the Necrons) but i felt like stating this anyway.

As it is written the story of the Necrontyr makes no sense. Their lifespans were short and cruel (30 - 40 years) and were caused by their ancient star. Yet they still suffer from radiation poisoning as they spread out into the galaxy away from it, and while also being masters of technology who probably could alter their genetic code (dark age humans did similar things easily).

Despite having STL drives and a lifespan measured in decades their empire covers 'a large portion of the galaxy' while still being politically viable. This is despite the fact that generations would probably live and die before a message could be sent from one end to the other. So a galactic scale war to form a coherent Necrontyr policy is ludicrous because such a thing can't physically exist in the first place.

Also its impossible for Necrons to be scattered all across the galaxy when the old ones pushed them back to their homeworld and its surrounding space. Sure they could conquer the galaxy with Ctan assistance and Tech but their old tomb worlds should be dead and gone/number in the dozens at most. So the wars of succession as written had to go.




Also some systems that will probably be relevant in the quest

  • Necron respect
  • - How well a Lord is considered to follow tradition and to have achieved accomplishments in areas considered worthy by the Necrontyr. Lord's typically look up to and acknowledge a more respectable peer for their deeds which will have been made known to all before them. This can help in attempting to gain access to restricted technology, beg favours or commit acts that would normally be seen as reprehensible and go without sanction based on your word alone. Of course utilizing respect to accomplish certain illicit activities may lower you in the eyes of your peers

  • Necron Quirks
The body of the Tyr even prior to meeting Rak-shul was never meant to last for hundreds or thousands of years. Nor its mind. However, the Necrons found the need to make it do so. Therefore it is extremely common for all Necron lords, due to errors in their programming or even simply advanced age to have acquired quirks that are impossible for them to fully work around, even if they know they are there.

  • Crypteks
-while all crypteks are scientists, not every scientist is a cryptek. Cryptek are the masters of their craft the greatest scientific artificers of the Necrontyr. Other races look at Necron technology and call it witchcraft. Necrons look at crypteks and call it techno sorcery. As rare among Necron society as a magos is on a mechanics world. There are many ranks of Crypteks and they fall outside of the power struggles of the Lord's, but even the least can make the fundamental laws of reality twist to their whim. While the greatest...the greatest create the likes of the celestial orrery and the World Engine.

Typically they are organised by speciality having Councils and Associations that vary in scale and respectability. From informal alliances of three crypteks to the technomandrite guild whose charter went back 8000 years, had thousands of members and whose power rivaled that of the triarchs themselves

  • Dolmen Gates and Inertialess Drives
  • The Necrons, masters of ancient science that they are. Are not bested by the Tau in being able to travel from place to place. They have two main forms of FTL travel, the first one to be invented was the inertialess drive and was a completely native design of the Necrontyr. It reduces the mass of a ship through technobabble to effectively 0 and allows near instant travel from one side of the galaxy to the other, barring acceleration and deceleration…. If you don't fear hitting space debris. With near no mass, running into objects the size of a grain of sand can annihilate large portions of your vessel for next to no damage to the interposing object (no last jedi debates necessary). Therefore unless great effort has gone into clearing space lanes for rapid transit a much more sedate 5000LY a year is recommended to avoid accidental vaporization
  • Dolmen Gates, a technology gifted by the Ctan in the grand bargain on the other hand allow far more rapid transit across the galaxy. utilizing the now dilapidated webway system of the Old Ones, extremely quick journeys across the length of the galaxy can be made so long as a Webway or dolmen gate is ready to receive you on the other side. Be wary though, Dolmen gates are considered intrusions by the denizens of the webway. Unless the passages are well fortified or passage through is extremely quick, expect counterattacks by its natural and unnatural inhabitants

you migth want to add pharos nodes as ftl

coming from the book ''the great work'' from belisarius cawl
the necrons created many space stations that served as portals towards other nodes
similar to stargates,the necron achieved this by using deformation of time and space allowing people to ''short cut'' between point A to B without getting ripped apart
 
[X] The Hidden Realms
[X] Yourself

become necron, become lord of the galaxy...yes...this sounds good.
 
@Chrestomanci
In the event that the Triarchs are voted for you would get to choose your specialty. Be warned though, most of the strongest Necron tech requires a fairly robust supply chain

@veekie
Edits made, by the time you guys are flying battlefleets around I will have a more thorough conceptual framework of how the inertialess drive works. But for now in fiction, it provides very fast locomotion between connected world's in controlled space but is relatively slow otherwise

@armentho
Given that there were only 8 Phaeros nodes, they were built using C'tan shards as energy sources and they utilise the warp as a transit medium. This is more an example of Triarch supertech rather than something useable by most dynasties

Also how do you quote people properly?
 
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