Of Lords and their Legions (A Necron Overlord Quest)

Voting is open
Chargen 2 Dynasty, Palace and Retinue
First off, just want to say thanks to everyone taking part. Was not really sure there would be any real interest in a Necron quest, but off we go

Where are you
The Hidden Realms (10)

and whom do you serve
Yourself (12)

Your dynasty has weathered the ages. Through civil unrest, Old One trickery, rival dynasties and biotransferrance itself, it has survived. The years have marked it however, the challenges defining its character and showing its strengths and its flaws. What is your dynasty known for.

Pick 1
[ ] Masterful generalship and famous tacticians
[ ] Championing and conferring with the enigmatic crypteks
[ ] …. Association with the deathmark cults
[ ] Masterful organizers and administrators
[ ] Cunning statecraft and sly negotiators



What was the nature of your palace. The centre of your power, the place you fortified above all and where you slept away the aeons

Pick 2

[ ] An experimental laboratory
A great laboratory resides within the walls of your palace. Massive data banks and prediction engines line the walls as necrontyr scientists conduct their craft. Attempting to strip ever more secrets from the material world. A research vault within the palace would hold many devices of great power and would make a suitable abode for a cryptek if one should join your court. The other lords would look slightly oddly at your choice but it is not so rare or unthinkable as to be an actual cause of concern, more…. a curiosity.
  • Research is more easily conducted with a fully fledged staff
  • Depending on specialty (rolled for at game start) state of the art knowledge and experiments will be provided
  • Small troop deployment
  • Suitable habitat for a cryptek


[ ] Garrison
  • Your palace is fortified beyond the basic necessities to be a fortress worthy of the name. Multi layered pylon defences guard against the warp and those who draw their power from it. Meanwhile against physical threats, a large garrison stands at the ready to hold against any possible army that could threaten the phaeron. Tesla batteries and doomsday cannons render approaching difficult to impossible. While grand anti space batteries and phasing technology ensure that even orbital superiority is no guarantee of victory against the planets last holdout.
  • Fortified HQ very resistant to conventional and most unconventional assaults
  • Large infantry garrison
  • Small armored phalanx attached.
  • Some air support

[ ] Shipyard/docking facilities
  • Great docking bays stretch down into the dirt, with vast hangers attached. This facility is built to act as the personal anchorage of the Phaerons flagship and is built to maintain such a vessel. While not enormous its construction facilities have the capability of creating smaller in system craft at a pinch and its orbital batteries allow for limited defence against skyward foes
  • The facilities to construct within system vessels of sub frigate class, may maintain and service vessels up to battleship scale, though it is limited in total births
  • Small troop deployment
  • sizeable air complement
  • Additional anti orbit batteries

[ ] Administration
  • The space to help govern and maintain the resources and management of the planet. The vast array of lower nobility needed to perform such a task and they are well suited to it. Vast cogitator banks store the logistical and economical data that ensures that all tasks are completed apace. Furthermore its tachyon arrays ensures that communication can be kept with the wider Necron polities
  • Small troop deployment
  • Interstellar communications array
  • Basic warp defences
  • Army of civil servants to run your planet

[ ] Canoptic Factory
  • This lord has turned a part of his personal palace into an industrial factory. While most Lords would look upon this with horror, the factory does provide some advantages. Vast arrays of canoptic scarabs and spiders ensures that repairs taken in the midst of battle can be easily repaired and the great forges mean that arms and armour could be manufactured even if the rest of the Tomb fell but the palace. Furthermore the spiders and scarabs could be turned upon the enemies at a pinch as a final reserve.
  • Tiny troop deployment
  • Vast factory complex at the whim of the Necron overlord
  • -2 respect (you have a factory in your luxurious estate)



Who Slept the great Sleep away by your side, those who you believe either could serve you best upon awakening or those you could not let out of your sight.

Pick 2

[ ] Cryptek
  • A lower ranked cryptek focussed on his personal specialisation. Extremely skilled, ambitious and experienced. Also conveniently fully barred by tradition from any 'real' power. A finer adviser was never found. Though a more stable one may be desired. Of course they have their own goals and desires but for the moment these align and as long as you stay interesting to him and provide suitable tasks to complete it should stay that way.
  • Personal specialisation will be randomly determined



[ ] Your Inner Court
  • A small band of trusted lords from your years as an overlord. Those who are of the higher nobility with the will and right to hold great office. They provide a nexus of skilled councilors, supporters and lieutenants. All with the authority and training to lead expeditions. Be wary of an over mighty Vassal however as they may become… ambitious

[ ] Triarch lance
  • A detachment of 25 Triarch Praetorians stand by your side. Sworn to serve the last command of their master they chose to enter the long sleep with you, to act as shepherds for your dynasty when you awaken. Their condescension rankles at your pride but you cannot deny their effectiveness. The elite of the elite, upgraded beyond mortal ken. Their bodies impervious to all but the most potent of blows and their loyalty to their mission is unquestionable. The one true burden is that their ultimate loyalty lies to another, their devotion to Necron tradition is absolute and they are ever watchful to ensure yours is the same

[ ] Black Immortals
  • Your Lord as part of his personal retinue has a full century worth of Black Immortals upgraded at great cost to their frames maximum potential. Their expertly crafted forms are programmed to complete complicated and in depth formations to bewilder their enemies. Should subtlety fail them their sheer resilience and firepower will see their foes reduced to less than ash
  • (these in theory are a space marine equivalent, though with less personal initiative)
  • (Costs 1 respect) (spent favours to outfit them)
  • (they have no motivation but to serve you)

[ ] A deathmark (on retainer)
  • Can go anywhere at any time, can see everything around them and can come and go at will...if only they were not utterly despised by the Necron nobility. If only you had any idea of what they did when out of your sight. If only anyone knew anything about these bizarre cultists.
  • (Costs 1 respect)
  • (Costs 1 respect for nearly every job)
  • May ask for….favours
 
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Plan : Cryptek

What is your dynasty known for. Pick 1
[X] Championing and conferring with the enigmatic crypteks

What was the nature of your palace. The centre of your power, the place you fortified above all and where you slept away the aeons. Pick 2
[X] An experimental laboratory
[X] Shipyard/docking facilities

Who Slept the great Sleep away by your side
[X] Cryptek
 
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Plan: Pee pee, poo poo

[X] Masterful generalship and famous tacticians
Martial

[X] Shipyard/docking facilities
[X] Garrison
A fortress

[X] Your Inner Court
Bunch of hero units
[X] A deathmark (on retainer)
Personal assassin
 
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[X]Plan: Lord Cryptek
-[X] Championing and conferring with the enigmatic crypteks
-[X] An experimental laboratory
-[X] Administration
-[X] Cryptek
-[X] Black Immortals

I figure this will give us our greatest advantage in the pursuit of SCIENCE!
Admins will make sure the other facilities will be built up, our lab because SCIENCE! and to make anything we need to start... if slightly more painfully than if we had an actual factory.

Immortals will make sure we don't die to quickly
 
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[X]Plan: Lord Cryptek
-[X] Championing and conferring with the enigmatic crypteks
-[X] An experimental laboratory
-[X] Administration
-[X] Cryptek
-[X] Black Immortals
 
[X]Plan: Lord Cryptek

This plan looks good.

We're good at working with the Cryptek's, who use the really wild Necron tech. An actual Cryptek and labs for him to work in, Admin to run our planet well and contact others as needed, and Black Immortals for elite, utterly loyal personal guard.
 
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Inserted tally
Adhoc vote count started by Chrestomanci on Dec 12, 2019 at 1:18 AM, finished with 18 posts and 15 votes.
 
Chargen 3/3 Training, motivation, foes and equipment
Training and skill set
Breakpoints 5/15/35/65/85/95

The Necrontyr grow swiftly, the Tyr form should have lasted until the age of 40, 50 if the individual was lucky. The curse of Rak-Shul brought this down to 25 or less. Therefore only lords were given the privilege of a proper education, and they only truly contributed once they had already died and been reborn the first time. But that first life is a transformative period that lays the foundation of the Necrontyr to come. What did you learn in your first life

[ ] Scientist
As a lord you could never have been inducted into the crypteks arts, nor would you truly want to. But in your youth you ran through the battery of tests to determine specialisation and had training in your area of expertise. Although not a lifelong path it did have some benefits. The arts and sciences are not mysterious to you as they are other lords. You comprehend at least the basics of their arts and their common attempts to confound other lords are swiftly dismissed by your learned mind.
(-1 respect)

[ ] General
the Necrontyr were ever a race either preparing for or prosecuting a war. you were taught the arts of marshaling troops and plotting campaigns. You were counselled on how to lead and inspire, and guided in how and where to place ships in the void. You know how long an immortal battle line will take to deploy, the range of particle batteries where the are most effective and the thrill of close quarters combat.

[ ] Steward
The vast realms of the Necrontyr needed lords to maximize their potential in fighting the war effort. Trained and taught in the management of vast farming estates or factory complexes, you were taught to master efficient production flows and labor outputs. How even an additional 1 percent of efficiency could save billions of Necrontyr lives

[ ] Councillor
The Tyr had diplomats far in the past. To bring peace between nations and organise deals. In space they never found the opportunity to use those skills. Until the rise of the successor kingdoms. Rediscovering the arts of flattery and persuasion, and mastering the arts of the backroom deal and the bombastic speech. Finally you ensured utter perfection in the Necrontyr rituals of rank, challenge and submission

[ ] Shadowmaster.
Though the fleets earned the glory and the realms gained predominance, none would ever speak of the achievements of the shadowfleets. The phased vessels who dived into the heart of the Necrontyrs enemies and brought forth knowledge of assembling armies and armadas of their foes, of the birth of the Krork and a thousand other campaigns. You know of the hidden blade and the whispered word. The deathmark brotherhood and the assassin wraith. Of the mindshackle scarabs and the phase shifters. The world that the Lord's know of and need, but keep hidden from their hearts.
-2 respect



Motivation
As the silent king released the command protocols and thus his hold over the Necron race, he issued one last command. "Restore the Dynasties, rebuild what had been lost" this is an ironclad command that cannot be disobeyed...however it can be misinterpreted. How do you interpret the Silent Kings final orders.

Pick 1

[ ] Restore Necron lordship over the galaxy

[ ] Restore to the Necrons the form of the Necrontyr

[ ] Restore them to their rightful place (under your command)

[ ] all of the above

[ ] to restore and expand your dynasty would be enough, others may rise or fall according to their want and ability

[ ] Write in (just make it fit the words 'restore the dynasties')


The Necrons have many enemies, but they, especially toward the end of the war in heaven were scattered and disunited much like the Necrontyr themselves. Frequently lords would for decades only fight a single of the Old Ones numerous progeny, whom did you do battle with most often

[ ] The Old Ones themselves
Fighting an Old Ones was always a difficult proposition. Though few, they would normally come with an army of their slave races or an armada at their beck and call. Furthermore their utter dominance of the psychic realm granted them the power to smite battleships from the sky and rip through armies. To do battle with an old one means to either strike with swift and overwhelming force from an unexpected angle or to slowly lure them to an area of your choosing preferably within a pylon field to overwhelm and annihilate them.

[ ] The Eldar
To fight an Eldar warhost is to fight a sandstorm. An army composed of extremely skilled and extremely potent fighters, each a master of their craft. Appearing exactly where it was predicted they could cause the most harm and escape quickly. Any traditional army would die of a thousand cuts perhaps before they even began to march against their enemy. The Necrontyr were not normal. There were multiple schools of thought on how to fight the Eldar, most focused on the reduction of vulnerabilities. Drill your army to perfection and have every possible weakness covered by overlapping field of fire, extremely redundant systems, phasic defences denying any easy killing blow, decisions made and forces hidden within a pylons field to deny any aether based prediction. Or make any potential gain cost too much to take. Sacrifice anything they may desire, anyone is expendable. Attempt to capture a commander. Rig him with antimatter explosives to blow under any possible capture scenario. Do they desire plans and intelligence. When Eldar are around create such convoluted coding systems and be so vague in your wording that any captured documents or drives are effectively worthless. Do they seek territory, poison it, make it barren. The Eldar were the closest the old ones ever let one of their progeny come to physical perfection and they paid for that with low fertility. For every loss they bore the Necrontyr could bear 100. Eldar forces would sometimes leave Necrontyr systems untouched as they foresaw unacceptable losses even if victory was attained.

[ ] The Krork
The numberless horde, the brutish savants. Where one of their twin creators had forged the perfect warrior body, strong, resilient, biologically immortal and near impossible to remove from a planet's ecosystem, the other had considered their minds. The krork had naturally occuring technical savants among their number capable of constructing complicated technical machinery in the most primitive of environments. furthermore The greatest strength and greatest weakness of the Krork was their aether based Gestalt consciousness, their War Field. The more Krork there were in a host the more power they had over the base elements of reality. Small bands would let supposedly unworkable machinery function perfectly. While Full war parties could teleport the entire force at will and empower particular members to the psionic might of even the Old Ones. To fight the Krork was a matter of constant disruption and surgical strikes. A full War party was nearly impossible to stop. Therefore separate them, kill their leaders and pull forces away from the main group. Present many targets so as to force them apart. Ensure you never fight against the Krork in full for altogether you shall be crushed.

[ ] Daemons
Immortal and unending, agelessly intelligent and younger than children. Daemons are a paradoxical enemy to fight. Seemingly inexhaustible and of infinite variations. However almost always are they chained to their orders, their origin and their maker. for in truth they are more a weapon than a foe. Destroy any of these three pillars and they will be sent screeching back to the Aether. Divine their orders and if they are acceptable, allow it to be completed. Many a fortress was captured unexpectedly easily by Daemons who disappeared immediately and thus the fortress was easily reclaimed. Portal sites and Sorcerers while normally well fortified and protected could be targeted to destroy their entrance point. Fortify behind inviolable walls while elite forces attempt to destroy either of these two sources and victory will be yours.

[ ] Necrontyr
The Soldiers ethos of the Necrontyr is nearly impossible to shake. We have spent millennia in unending conflict. Our morale is unshakable and our strategies and tactics refined through aeons of unending battle. Furthermore our unimaginable technology means that taken as a whole, the weapons and defenses of our armies are unparalleled across the galaxy. They can stand and hold against any opposition and in strait battle rely on being the winner. The ancient codes of battle forbid assassination and other dishonorable tactics so traditional legion warfare will decide matters,. The grinding legions will compete in counterattack and charge, flanking maneuver and teleport strike however, the ultimate decider of who wins battles between two Necrotyr forces is whose commander dies first. Our soldiers though experienced and elite cannot comprehend the deep facets of our battle plans and are not equipped to command a million men simultaneously. Inevitable if the commander falls a Necrontyr army will complete its assigned directions and then hold their position waiting for new orders. Sometimes there will be lesser lords who take personal initiative but this is nearly always the last lagging breaths of a crippled beast. In this way Necrontyr on Necrontyr battles mirror the ancient personal duels of their ancestors and in the eyes of the lords this is as it should be. Where true tactical mastery decides the victor and nothing else

Equipment.
While you owned many powerful items within your vaults, you only kept two items within the bounds of your palace, within easy reach on a day to day basis.

Pick 2


[ ] Ceremonial form
Despite their bodies being made as tools for war, the Necrons can express themselves in less imposing and... deathly ways. Don't misunderstand, your form is still properly Necrontyr while this form is worn, tail and all. You can now however at least emote while still being properly regal. The Holograms and touch emulators do perfect the illusion and are a nice touch.


[ ] Tesseract labyrinth
A handheld pyramidal structure, the labyrinths were a failed imprisonment device intended for the old ones. It holds in perpetuity any being who cannot (as painfully learned) fully transpose themselves into the warp. While not suited for its intended purpose, it is perfect either to hold either very valuable prisoners or to hold as a ...warning for particularly recalcitrant lords

[ ] Phase shifter
A personal defense and cloaking device, the phase shifter allows one to momentarily phase out of the physical dimension in order to avoid incoming dangers, however also rendering you unable to interact with the world around yourself for a moment.
-lasts 10 minutes

[ ] Improved wargear
While the standard warscythe and living metal body of a Lord has proven itself adequate for survival in the last decades of the War In Heaven. A conversation with a cryptek, here a bribe to a praetorian legate there and arrangements were made to get a higher grade of artifice for facing the old ones and their spawn

  • 1 respect (favors)

[ ] Nevermore gate
The old ones and the Eldar were persistent in their psionic attacks against the Necrontyr command structure. Once even a shadow of understanding in regards to the warp was achieved it was easy for the Crypteks to come up with some rudimentary defenses. Alas such artifice did not come cheap. It does however banish the warp and its effects in a manner very disquieting to those who still possess their souls
  • Strong defense against psionic assault with follow up attacks from the same individual being even more difficult
  • - 2 respect (favours)

[ ] Death Sphere
A miniaturized and extremely potent antimatter bomb modified for maximum blast radius and empowered through even more exotic matter. You lords sometimes wonder if perhaps the phase locked vaults keyed in to only your digital cyber-metrics. Guarded by rotating shifts of randomly selected lychguard and with the device itself only operable only through an extremely randomized combination. are secure enough for it to be kept in such close proximity to you (and thus them)
-1 respect


[ ] Mindshackle scarabs
A small repository of tiny nanites able to alter the thought processes of artificial and mortal creatures alike. To be known to personally possess such devices causes great suspicion in those around you, no matter all the relatively benign (you assure them) uses you can put them to.
-3 respect

[ ] Nonstandard form
The Necrontyr form is ancient and is only remembered by those who bear its image now. However, it does have certain limitations which one can easily be rid of when the process is simply a matter of adding or removing elements like any tool. However other lords will look at you aghast at your casual desecration
Add modifications to you body examples being a repulsor platform or flensing talons
-3 respect
-Write in changes you desire and i will judge if it is suitable. Don't go beyond roughly space marine size though

Also you can be assured that your lord will suffer from a quirk or two of some kind. Im still debating as to weather i want to show you the possibilities, but it should be known that it will probably not at first be immediately visible to the quest or the Overlord themselves.

I think this will be the last bit of character generation, i may have to call for one or two more votes if i find an aspect lacking and difficult to write
 
[X] Plan Galactic Dominance
-[X] General

We've got a Cryptek for science, and administrators for admining, let's be skilled at fighting, since we're gonna have to do a lot of fighting because this is 40K.

-[X] Restore Necron lordship over the galaxy

I'm feeling like going big and aiming for taking over the galaxy :D

-[X] The Krork

I'm thinking that having lots of experience fighting the Krork will be the most beneficial, since they're the most common enemy in the galaxy right now, and the lessons will help us against other enemies that vastly outnumber us.

-[X] Phase shifter

Really like the ability to become intangible to avoid attacks.

-[X] Improved wargear

And better personal gear suits the General concept I'm going for.
 
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[X] Plan Independent Science
-[X] Scientist
-[X] to restore and expand your dynasty would be enough, others may rise or fall according to their want and ability
-[X] The Old Ones themselves
-[X] Improved wargear
-[X] Tesseract labyrinth
 
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