Characters / Warhammer 40000 Necrons

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Death has arrived. We have come for you.

When the end comes it will be not at the hand of any mortal being of this or any other realm: death will come at the hands of the ancients, those who determined our fate aeons before we stood erect upon the holy ground of Terra and gazed up into the starry night.
Inquisitor Hoth

In Warhammer 40,000, the Necrons are an ancient race of robotic aliens, once a galactic superpower and now slowly becoming a threat again.

In the galaxy's distant past, before humanity, before the Eldar, there was a race known as the Necrontyr that clung to life on a bleak world under a hostile sun. Their bodies wracked with sickness, their lifespans shortened by radiation and plasma storms, they developed advanced technology to try and compensate, but to no avail. The Necrontyr eventually encountered the Old Ones, an enlightened and long-lived species, and pleaded with them to share the technology to increase their lifespans - but, again, to no avail. In a fit of jealousy, the Necrontyr declared war. They soon realized they had no hope of success, until they discovered powerful energy beings lurking within their star. A bargain was struck: the Necrontyr would provide these C'tan with bodies made of the living metal the Necrontyr used for their spacecraft, and in return, the C'tan would grant the Necrontyr immortality. Unfortunately, the C'tan used the same living metal to seal the Necrontyr's minds inside skeletal constructs, turning the race into undying slaves that would help the C'tan harvest all life from the galaxy.

Thus the Necrons were born and the C'tan and Necrons had their terrible revenge on the Old Ones. The moment victory was theirs however, the Necrons turned on their C'tan masters in retribution for their soulless imprisonment, shattering the Star Gods into mere fragments of their former power. However, with everything that was spent fighting the Old Ones and the C'tan, the Necrons had no choice but to enter a deep sleep until such a time where they could rebuild their forces and the dynasties of the Necrontyr could rule the galaxy one more. For millions of years the Necrons have slumbered, waiting out their old enemies... and now they are waking up into a galaxy teeming with new life forms. They do not like what they see.

The Necrons strike from tomb worlds scattered across the galaxy, each containing complexes of countless inert Necron warriors. Once they awaken, or are disturbed by foolish trespassers, they set about harvesting and cleansing their surroundings of all life, down to the bacteria if necessary. Their grasp of technology surpasses even the Eldar, and the Necrons are able to teleport seemingly at will. Their weapons are hideously effective, using Gauss technology that strips a target's molecules apart one layer at a time and lightning-like Tesla energy which leaps from target to target as if it were alive, while the living metal that forms their bodies can regenerate from just about any injury.

The Necrons are a frightening force on the tabletop. Their basic Warrior units are comparable to Space Marine Scouts but with better shooting skill and weapons, their elite units include actual gods (or, at least, their remnants), their heavy weaponry can core a Land Raider, and every non-vehicle unit has a chance to stand back up from attacks that ought to kill them. The only good news for the Necrons' opponents is that their units are relatively slow and cumbersome in close combat, and cost enough points to prevent them being easily run as a horde army.

The Necrons were first introduced in a series of White Dwarf articles towards the end of 2nd Edition, and made an appearance in the spin-off game Gorkamorka, receiving their first codex during the 3rd Edition of Warhammer 40,000. The 5th Edition Codex: Necrons, released in 2011, revamped the Necrons, giving them more character and downplaying the importance of the C’tan. Their 8th Edition rules are included in the Index: Xenos 1 book released in June 2017.


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    General Necron tropes 

  • Affably Evil: The White Dwarf Battle Report of the Fifth Edition Codex has retconned the Necrons (the Lords, at any rate) as cultured and gentlemanly beings who are prone to holding civil, if not downright jovial, conversations of articulate vocabulary, full of dry wit and sophisticated humor. Trazyn the Infinite is more or less Doctor Doom as a space robot.
  • Ancient Egypt: In terms of comparison to Warhammer armies, Necrons are quite similar to the Tomb Kings, taking a lot of their inspiration from Ancient Egypt IN SPACE! Changes in lore brought by the 5th Edition Codex bring them thematically even more in line with Ancient Egypt: Phaerons lead sector-wide "dynasties", subordinate Overlords and Lords scheme and plot against each other (and their ruler!), and many Tomb Worlds pursue their own agendas. All this amid the general goal of rebuilding the sundered Necrontyr Empire.
  • And I Must Scream: Happened to the entire race after the C'tan tricked them. They got better...mostly. One possible fluff explanation for the previous editions' Necrons differences from the current ones is that the earliest Necrons to awaken either went into stasis before the other ones rebelled or else their brains are just so messed up that they're permanently stuck following their original programming, unable to do anything but carry out orders given to them by masters who've been dead for millions of years...
  • Anti-Armor: Necron weaponry's matter-stripping effects have a couple of direct translations in their tabletop rules:
    • Gauss weapons will always wound on a To Wound roll of 6, and will inflict a glancing hit on vehicles on a roll of 6, regardless of the Armor Value, which strips off a hull point. When a vehicle loses all its hull points, it's Wrecked.
    • In older editions, the Entropic Strike rule either completely removed a model's Armor Save for the rest of the game or reduced a vehicle's Armor Value by 1 on all facings for each unsaved wound caused by a model with that rule. If this happened enough times to reduce a vehicle's AV to 0 on any facing, the vehicle was Wrecked. The 7th edition codex changed Entropic Strike to have the same effect as Gauss weapons on vehicles.
  • Anti-Magic: The Necrons have special technology which can dampen the effects of the Warp. The Necron Pylons on the Imperial world of Cadia keep the Warp Storms at bay, even though it's practically in the Eye of Terror. Presumably the C'tan gave them this technology or had a hand in its creation to aid their battles against the Witch Species being created by the Old Ones.
  • Arch-Enemy: The Necrons would more or less count all living things as such, but there are two in particular:
    • The Eldar, as they view the Necrons' current state of soulless "life" as an abomination. Craftworld Alaitoc is particularly determined to wipe out the Necrons, and actively attacks Tomb Worlds and other places where Necrons pop up. In the backstory of the War in Heaven, the Eldar were created specifically to counter the Necron advance, which can serve as a justification.
    • The Tyranids, as their end "goal" of scouring the galaxy of all life runs completely counter to the Necrons' desires for the galaxy, from scouring it of all life themselves to eventually finding biological lifeforms that can be subjected to biotransference.
  • As Long as There is Evil: The Warp is anathema to the Necrons, but they realize that if they wipe out all other intelligent life, it won't be a problem any more. More immediately, they have several technologies (such as Pylons) that can dampen its influence in an area. An alternate portrayal of their plans is a grand version of the Pylon technology which will effectively sever the bonds between the two dimensions. This will, however, have the side effect of tearing out the souls of every living creature in existence and leaving their bodies as technically-alive gibbering zombies.
  • Attack Reflector: During the 5th Edition of the game, the Dispersion Shields used by the Lychguard had a chance of reflecting enemy shots back at the firer after a successful save.
  • Awesome Personnel Carrier: The Ghost Ark. It not only has two banks of Gauss flayers that can fire at separate targets, all of its passengers can fire their weapons since it's open-topped, bringing massive amounts of firepower from one vehicle. Also, its Repair Barge rule lets it reanimate up to 3 Warriors in a unit per turn.
  • Broad Strokes: The 5th edition codex only directly Retcons the old fluff in adding the rebellion against the C'tan. It specifically mentions rogue Tomb Worlds that operate like the old characterizations, and the section on the new C'tan units mentions that several of the full-power C'tan the old codex and fluff represented are unaccounted for.
  • Came Back Wrong:
    • Each time a Necron "dies" and is repaired/regenerated, its life essence is damaged in the process. The basic Warriors who have regenerated hundreds of times are mindless constructs, but Necron Lords who manage to stave off death retain their personalities... though the ones that have died a few times tend to suffer from delusions of grandeur and other madness.
    • The aptly named Destroyers (and their Heavy and Lord Variants) and Flayed Ones have each resulted in a version of this that revolts even other Necrons. Destroyers seek to obliterate all of creation, which even the Overlords find excessive as every other Necron still desires to have their flesh and blood bodies back (which is kinda hard to do when everything is dead). Flayed Ones, on the other hand, have been infected with a virus that causes them to devolve into brutal cannibals...despite the fact that they have no digestive system (or even a functional throat) to speak of, rendering them coated in gore and reeking of death while being highly unpredictable and infectious to other Necrons.
  • Characterization Marches On: Their new fluff gives them more personality, but remains controversial.
  • Clarke's Third Law: As machines with program-emulations of their former living selves, Necrons can't access the Warp and so can't use the Psychic Powers of other races. However, their ultra-advanced science lets them achieve through technology what many other races must do through sorcery. Their psyker equivalents, the Crypteks, specialise in various schools of ultra-tech that vary from controlling raw plasma to manipulating time to attacking peoples' minds.
  • Cold Sniper: A Deathmark's patience and determination are unmatched by any living counterpart. They are dispatched to assassinate enemy leaders and priority targets.
  • Continuity Drift: The Necrons' ability to phase-out and rebuild themselves safely elsewhere has been steadily nerfed. When they were first introduced, it was impossible to permanently kill a single Necron warrior before they could phase-out. In Dawn of War: Dark Crusade, the Necrons of Kronus get trapped in a cave-in and are unable to phase-out. In the 5th Edition codex, it's mentioned that a Necron's self-destruct failsafe uses the same green flash as a phase-out, in order to confound their enemies. As of The World Engine the Necrons on Borsis are dropping dead left and right, as the Enemy Civil War is messing with their systems.
  • Culture Chop Suey: Originally conceived as Egyptian mummies in space, their fluff has expanded to include influences from other pyramid-building cultures such as Mesopotamia, Pre-Columbian South America and, judging by Trazyn the Infinite's (who has a weirdly Polish-sounding name) love of cheesy knick-knacks and games of chance, Las Vegas.
  • Creepy Monotone: Necron Lords, on the rare occasions they decide to speak.
  • Deflector Shields: Their vehicles use "Quantum Shielding," which greatly increases the staying power of their vehicles. In-game, Quantum Shielding allows a vehicle with the rule to ignore damage if a D6 roll is lower than the amount of damage incurred.
  • Dem Bones: Thematically the Necrons share much in common with the Undead, only, y'know, robots.
  • Determinator: In one sense, the Necrons are determined to either harvest or purge all life in the galaxy, and will wade through firefights to do so without flinching. In another sense, the standard Necron form is a walking Homage to the Terminator.
  • Disintegrator Ray: Gauss weaponry, more or less, as it vaporizes the target by stripping away its molecules.
  • Dug Too Deep: As noted below, investigating a seemingly-dormant Necron tomb is almost always a death sentence for the expedition.
  • Dying Race: Since the Necrons can't reproduce and they are far from invincible (though they are insanely difficult to permanently destroy), their extinction is all but certain.
  • Enemy Mine: With the Imperium of Man, as there have been a few instances where they have put aside their enmity to deal with a major threat such as the forces of Chaos or the Tyranids.
  • Even Evil Has Standards: The 5th Edition Necron codex establishes that:
    • Even other Necrons are a bit creeped out by the Flayed Ones' behavior and the nihilistic worldview of the Destroyers.
    • The Deathmarks (Necron sniper-assassins) are supposed to be deployed only against dishonorable and cowardly opponents, and their use is completely forbidden against other Necrons. However, against non-Necrons, most Overlords operate on a policy of "not honorable until proven otherwise," and as the codex points out, an honorable corpse is still a corpse.
  • Evil Overlord: Necron Overlords rule over many planets, and are only subservient to the Phaerons.
  • Expy: The entire race is one of a certain Austrian-American Governor's most famous role, right down to his Catch-Phrase being the original name of their signature ability.
  • The Face: Sautekh dynasty Necrons are the most familiar to the Imperium.
  • Faceless Goons: Played with. The bulk of Necron Warriors, due to having been killed and reanimated many times over, are essentially devoid of anything resembling a mind or personality, and thus have little to no individual identity.
    Imotekh the Stormlord: What care I that my legions are faceless? Identity matters only to those who have the ability to think: My Immortals and Lychguard, perhaps; Lords and Crypteks, certainly. For the remainder of my vassals? Well, suffice to say that the concept of glory is wasted on the inglorious.
  • Foreshadowing:
    • A battle report on the December 2010 issue of White Dwarf featured a generic Necron Lord named Imotekh the Storm Lord. And in the 5th Edition Codex next year...
    • In the more general sense, Sanctuary 101. The first recorded contact with the Necrons by the Imperium was an Adeptus Sororitas convent that was slaughtered by the Necrons. It's still a Berserk Button for many Sisters.
    • Before that there were a number of others, most notably the Blood Angels teaming up with Necrons to fight Tyranids.
  • Foil: With the Eldar. On the whole, Eldar move quickly but are rather squishy, while Necrons are slow-moving but beefy. The Eldar are a Witch Species with considerable psychic power and manipulate the secrets of the Warp, while the Necrons have no pyskers due to having no souls, and make use of Anti-Magic technology. They were both created by an ancient precursor race, but the Eldar were created to safeguard, while the Necrons were made to destroy. The list just keeps going.
  • From Bad to Worse: The Necrons with tabletop rules are garrisons and raiders for the most part. The Fifth Edition Space Marine and Grey Knights codexes mention battles with Necron weapons originally mistaken for planets which were only defeated with the loss of entire Chapters. According to the new Necron codex, what has awakened so far is just a taste of their power; depending on how many survived there may be more Necron tomb worlds than worlds in the Imperium. It gets even worse when you learn that a lot of events that were assumed to be galactic phenomena were actually caused by Necron technology being misused. While most of it is lost, there are still weapons that Overlords use to casually destroy entire solar systems on a whim. Also, Black Library books like Gods of Mars imply that their dominance over the physical plane was so complete that a device, called the Breath of the Gods by the Mechanicum, is capable of destroying time itself.
  • Generic Doomsday Villain: This was a problem often invoked prior to the 5th edition codex—it's really hard to come up with a cool background story when everyone is just a mindless killbot. Now, it's established that Necron Lords retain more of their original organic personality than their servants (though some of them Came Out of Stasis Wrong), and that each Necron Lord has a specific function in their Tomb Complexes to fulfill (even if that function no longer applies, such as gathering raw materials for a manufacturing center that no longer exists). This gives Necron players a lot more hooks for theming their army around the quirks of their Lord and carrying out a particular area of responsibility. However, it is a controversial move — other players actually liked the lack of characterisation, arguing that it provided a mysterious motif for the Necrons which is now lost because they have more set-in-stone personalities and motives, and that even these are only half-formed.
  • Giant Spider:
    • Canoptek Spyders, floating spider-like robots that perform repairs and spawn Canoptek Scarabs.
    • Wraiths appear to be part spider, part snake, part robot, and part of your worst nightmares.
  • Glass Cannon:
    • Necron tanks are only tough due to their shields; without them they're almost as fragile as Dark Eldar tanks, with the exception of the Monolith.
    • Prior to their removal from canon, the Pariah was this due to lacking the ability to resurrect themselves and 1 wound for their high cost. However, each Pariah packed a Warscythe, which at the time could ignore all types of saves (including Invulnerable Saves), making them deadly if they ever got close enough. Their Spiritual Successor, the Lychguard, does slightly better due to having what is essentially a Storm Shield while retaining the ability to resurrect.
  • Glowing Eyes of Doom: The Necrons' eyes emit the eerie glow of the energy that animates them, which is usually depicted as a sickly green. This is typically reflected in the models' paint schemes, especially that of the Sautekh Dynasty.
  • God Guise: Praetorians actively pretend to be gods to spread Necron influence among primitive races.
  • Godzilla Threshold: The use of Tesseract Vaults is the most desperate of tactics, as there's significant potential for the Transcendant C'tan bound inside to escape and wreak havoc on its captors.
  • Green-Eyed Monster: The Necrons' Fatal Flaw. First they hated the Old Gods because of their long lives, then they hated the C'tan for being so superior, and now they hate anything that lives because they are alive. Also, their sickly green Glowing Eyes of Doom makes them a literal example.
  • Healing Factor: The rule that lets Necrons get back up from mortal blows used to be called "We'll Be Back." Now, it's "Reanimation Protocols."
  • Higher-Tech Species: Necron technology is far more advanced than anything else in the 40K universe, to Clarke's Third Law levels. Widespread teleportation, vehicles with inertialess drives, Gauss and Tesla energy weapons, potentially planet-sized stasis-tombs, the Warp-supressing Pylons, their robotic bodies and the biotransference process itself...the list goes on and on.
  • Homage: It's clear someone watched The Terminator before coming up with the Necrons, but a particular unit inverts one of the movie's scenes. Instead of a metal form bursting out of flesh, Necrons known as Flayed Ones actually harvest enemy units' skin and drape the bloody strips of flesh on their metal bodies, as an extra intimidation factor. Some even wear bones and partial skeletons along with the flensed skin.
  • Immortality Immorality: The Necrons achieved immortality at the cost of their free will, their flesh and their sanity.
  • Immortal Procreation Clause: Since they achieved immortality at the cost of their original fleshy bodies, they can't reproduce anymore either.
  • Implacable Man:
    • Necrons narrowly beat out Space Marines, Orks, and Imperial Guard commanders as 40K's embodiment of this trope. The race, as a whole is this. Unless you manage to destroy a Necron's personality matrix — which is the toughest part of its body — its Virtual Ghost will just be broadcasted back to its Tomb World, where a new body can be made on the cheap, and with Reanimation Protocols, can be sent directly back into the same combat where it was defeated. Even without those, the only other way to permanently defeat a Necron is to attack the Tomb World directly...and even then, it's implied the vast majority of Necrons are just broadcasted to other Tomb Worlds.
    • In 4th Edition, it's stated that the entire Necron's body is teleported back to the tomb world for repairs, and it's outright stated that Necrons are the only faction to have literally suffered 0 casualties in all conflicts as this teleporting shenanigans (called Phasing Out) was a fail safe to deny the enemy the ability to study their technology.
  • Intangible Man:
    • Wraiths are special Necron units resembling flying bugs with extended, serpentine spinal columns, that are able to "phase out" from the physical world in order to avoid incoming fire or glide through terrain.
    • The Phase Shifter used by Imotekh and Orikan uses a form of inter-dimensional shifting to cause enemy blows and firepower to pass through them without damaging him.
  • Large Ham: Some of the Necron Lords.
  • Lightning Bruiser:
    • Necron fast attack units, and especially their fleets. Considering the amount of things that can deep strike, teleportation shenanigans and their superfast jets, Necrons might just be the fastest slow faction in 40K.
    • Necron vehicles. Apart from Flyers, almost all Necron tanks have an effective AV 13 facing the enemynote  and are all of the skimmer class. They still pack the same kind of weaponry on normal Necrons, which is extremely devastating against the right targets.
    • Overlords in Command Barges, especially during the 5th edition codex transferring into 7th edition; due to a quirk in the rules, if the Overlord came back, the entire chariot came back with him. He also had a nigh-impenetrable 2+/3++ armor/invulnerable save and came back on a 4+, essentially making him unkillable barring a stroke of bad luck. He also could wield the Warscythe, which could be used in drive by beheadings instead of normal combat proper. Most of the nerfs that happened were directly in response to this little cross-editions booboo, and the Barge-lord is still considered one of the top melee monsters in the codex.
  • Lightning Gun: Tesla cannons and Staffs of Light function as these. Hand Waved, mainly in that the Necrons are so advanced they can tell the laws of physics to shut up and go sit in a corner.
  • Master Swordsman: Lychguard take so much pride in their skill with the scythe and sword that they lose morale if they fail to kill a target with the first strike.
  • Mind Control: Mindshackle Scarabs take over a Necron's foe's mind and are typically used to force him to attack himself and his comrades. In-game, in the 5th edition codex, when they were used, the target had to make a Leadership test using an extra die, and attack himself or his unit D3 times if he failed.
  • The Monolith: A weaponized variant that resembles an Egyptian pyramid, hits like a truck and has the power to teleport more Necrons onto the field.
  • Nanomachines: Micro-scarabs, which are part of the Necrons' self-repair systems.
  • The Necrocracy: The Necrons are a futuristic version of the trope. They're an updated version of the Tomb Kings from Warhammer, an entire race of the spirits of long-dead aliens encased in metal skeletons by their divine overlords. They inhabit the dead Tomb Worlds in the galaxy, and have a carefully structured imperial hierarchy, with regular soldiers at the bottom, Phaerons and (Over)Lords in the middle, and the godlike star beings the C'tan at the top.
  • Normal Fish in a Tiny Pond: The Sautekh went from the third most powerful Necron dynasty to the most well known because many of their tomb worlds were untouched during The Great Sleep.
  • Nothing Is Scarier: Used extensively in the 4th Edition Codex and sparingly in the 5th, the Necron army is infamous for its lack of war-cries, screams, taunts, or pretty much any sound besides their guns. They simply march forward lock-step in eerie silence, firing their weapons in volleys until the enemy is wiped out. Done away with for the most part recently, as the basic Necron Warriors now scream when they Phase Out.
  • Omnicidal Maniac: It's somewhat unclear whether or not the Necrons' goal is to harvest life in the galaxy, or just kill everything. The Fifth Edition codex pretty much retconned out the harvesting part, except for Trazyn the Infinite, and introduced variations so that it depends on the Tomb World. Most would rather find a way to get their souls back, the easiest being find a lifeform and transfer their minds to it. Destroyers are the exception, as they hate everything, and want to kill anything!
  • Order Versus Chaos: Their first codex portrayed Necrons as essentially the "anti-Chaos" faction: slaves to gods that were born of the Materium, devoid of any emotions, disciplined and methodical as only immortal robots could be, feeding on bio-energy instead of souls, and homogenous to the point that there was no such thing as individuality. The Necrons were also, as is standard for this trope, portrayed as the bitterest enemies of Chaos (partly because Warp energy was the only power that could actually destroy a C'tan), even plotting to seal away the two dimensions altogether (which would have ripped the souls out of all life everywhere in the universe). This theme was abandoned with the 5th edition codex, which confronted the fact that these very traits that emphasized them as the Order to oppose Chaos made them... well, bland and extremely difficult to characterise meaningfully. However, they retain a lot of the quirks that made them an Order army and opposite to Chaos, if only because Matt Ward could only get away with so much.
  • Praetorian Guard: The aptly named Praetorians were the bodyguards and heralds of the Triarch before the Necrons entered their slumber and with the return of the Silent King they have taken up this role once again. The Lychguard fill the same role for the lesser Necron nobility.
  • Proud Warrior Race Guys: Follow a very strict code of honor...too bad the question of which non-Necrons it applies to is usually left to the Overlord in charge.
  • Pyrrhic Victory: The Necrons defeated both the Old Ones and the C'Tan but this cost them the resources they needed to fight the resurging Eldar and Orks, so they went into cryostasis hoping they would just outlive their enemies. Their impossibly powerful technology and nigh-immortality doesn't hide the fact that they are fighting a losing war for their own existence.
  • Restraining Bolt: Before bio-transference, the Necrontyr had a highly stratified hierarchical society where Blind Obedience and Undying Loyalty were the height of virtue, and to question or defy those above one's station was an unthinkable transgression. The bio-transference formalized this with command protocols, replacing loyalty with compulsion and thought-restriction. Contemporary Necrons are literally incapable of defying the orders of those from a higher court, even if those above them Came Back Wrong and the orders are nonsense. This does not stop Necrons on the same strata from plotting, scheming, and trying to outmaneuver one another though, whether through politics or on the battlefield.
  • Revision: Early Necrons were depicted as entirely mechanistic in manner, devoid of personality, desire, or individual differences, acting only in accordance with some unknowable ancient programming that drove them to scour life, utterly ruthless and incapable of communication or reason. Later Editions added different personalities and customization for higher level Necrons, even adding abilities to communicate and pursue goals beyond simple functional ones. This was justified by saying that Necron tomb worlds wake up in stages, with more primitive and simple forces awakening and beginning their duties earlier, while the more advanced Necrons take additional time to bring fully back online. Hence, the earlier Necron encounters were by forces from tomb worlds that were still in the early stages of their reactivation.
  • Robot War: Usually brutally short ones, too.
  • Sealed Evil in a Can:
    • Necron tomb worlds. The Adeptus Mechanicus has a notoriously poor record with uncovering them, becoming enamored of all the shiny technology, waking the Necrons up, and dying horribly. In the new Codex the awakened Necrons are trying to reawaken the rest of the Tomb Worlds. Although many have been lost to attack or celestial phenomena, there are still believed to be millions lying dormant. Since Necrons can inhabit any world, not just those capable of supporting life, and the number of uninhabitable worlds vastly outnumber the inhabitable ones, it's possible the Necrons outnumber even the Orks.
    • Tesseract Vaults, enormous flying machines which are prisons for Transcendent C'tan shards, channeling their power into devastating weaponry. The C'tan shard is constantly tearing away at the Vault trying to break out, but the Canoptek Leeches mounted on the Vault's walls repair the damage.
  • Shock and Awe: As the page states, the aptly named Tesla weapons, which fire a kind of living lightning that bounces around and hits nearby targets after the initial strike. This is reflected in-game by any To Hit rolls of 6 counting as three hits instead of one.
  • Sickly Green Glow: Gauss-based technology and whatever "embalming" techniques went into making the Necrons are described as emitting a "corpse-light." Necron paint schemes typically give them bright green eyes and occasionally green in the grooves in their torsos, along with lots of green orbs and (hemi)spherical decorations, representing this eerie glow.
  • Sinister Scythe: Many elite Necron units are armed with Warscythes, one of the most powerful close combat weapons in the game.
  • Single-Stroke Battle: Lychguard pride themselves on this killing their foe with a Clean Cut, even going as far as to stand still in the middle of a melee waiting for the perfect strike. Thanks to being Made of Iron (even among a race that's Made of Iron) it's rarely a problem.
  • Skele Bot 9000: The Necrons are Robotic Skeletons.
  • The Slow Walk: The Necrons have been waiting millions of years. They don't need to rush.
  • Stripped to the Bone: Gauss weapons do this and more by stripping off the target's matter one molecular "layer" at a time.
  • Sufficiently Advanced Alien: Other races have psykers, who use the Warp to alter reality to their liking. Necrons, having no truck with the Warp, instead have Crypteks, who achieve the same (or even more elaborate) effects using technology.
  • The Swarm: Canoptek Scarabs, tiny robot beetles that swarm over enemies and take them apart at the molecular level.
  • That's No Moon!: In the fluff, some of their larger constructs have been mistaken for planets. One of them actually was a planet with engines strapped on.
  • This Is Gonna Suck: The attitudes of the Tomb Worlds that woke up 10,000 years too early...right in the middle of the Great Crusade. The exception was Trazyn the Infinite, who was overjoyed at being able to record such a major event.
  • Tragic Dream: It's doubtful the Necrons will be made flesh again. Destroyers have embraced their cybernetic nature and now hate all flesh and blood creatures. Flayed Ones were driven mad by the need to be organic again and now hunt for flesh and gore.
  • The Undead: A robotic variant, and one not all of them are too happy about.
  • Turned Against Their Masters: The Necrons are an extreme example as they overthrew veritable gods.
  • Unwilling Roboticisation: Not all of the Necrontyr were on board with the whole "give up your body" thing. They weren't given a choice.
  • Vestigial Empire: And they aren't happy about it. At all.
  • Villain: Exit, Stage Left!: Prior to the 5th edition codex, this was a unique feature and Achilles' Heel of the Necrons. When their original numbers are reduced to 25%, the rest of the army will vanish, including corpses. Now, this simply happens to Necrons who fail their Reanimation Protocol rolls, representing their destroyed bodies being teleported away for repairs but not returning to battle.
  • Villain Respect: Some of the Necron Overlords have come to grudgingly recognize a few of the Imperials as worthy warriors, up to the point they may form temporary alliances whenever a larger threat such as a Tyranid or daemonic invasion may put their tomb worlds at risk.
  • We Can Rebuild Him: Originally a function of the Tomb Spyders and the backstory of their Pariahs pre-5th edition.

    Specific Necron types 
A number of Necrons have specialized into noticeably abnormal types for various reasons.

Flayed Ones

http://static.tvtropes.org/pmwiki/pub/images/rsz_flayedones.png

To those who have turned their faces away. To those who are faithless and wretched in their jealousies. To those who have denied us. To those who have denied me. I will wreak vengeance. I will wrench your souls and break your bones. I will cast hunger through your accursed existence. Down the eons, you will not forget. I will grant you this gift from love turned aside and make you like me, break you in my image as you have broken me. I shall cast the fear of myself into you and all of your kind. I am Llandu’gor. I am the hunger. I am the flayer, and from this moment, you shall be too.
— The Curse of Llandu'gor the Flayer

Flayed Ones are Necrons who have succumbed to a mental breakdown that causes them to try to relive their flesh-and-blood existence by wearing the skins of their victims. Shunned by other Necrons, they blip in and out of a pocket dimension to carry out their carnage.

  • Blade Below the Shoulder: A Flayed One's fingers and hands can mutate to the point that they are entirely replaced by blades or shear-like cutting tools, as the model kit depicts.
  • Body Horror: Side effects of the Flayer Curse include twisted, malformed limbs, spiky protrusions on their spines and armor plates, and facial distortions.
  • Creepy Souvenir: Along with the skins of their victims, Flayed Ones often wear their skulls, and even fasten large body parts such as entire torsos to theirs.
  • The Curse: The Flayer Curse, given by the C'tan called Llandu'gor the Flayer to the Necrons that destroyed him.
  • Horror Hunger: One of the symptoms of being afflicted as a Flayed One is the desire to consume the flesh of the living, with the stricken Necron warrior stopping to flense the bodies of their foes and try to force the meat down their gullet... which no longer exists. This results in a Flayed One covering itself in a splattering of gore that they never clean.
  • Mind Virus: The Flayer Curse corrupts a Necron's personality matrix, turning its desire to reclaim an organic body into something much more horrific. It's also contagious, and uncorrupted Necrons will either avoid getting near Flayed Ones or kill them outright when they appear.
  • Pocket Dimension: Flayed Ones live in a subspace dimension when not hunting or in battle.
  • Primal Stance: Flayed Ones tend to walk and stand in this manner, a grim reminder of their mental corruption.
  • This Is Your Brain on Evil: The Flayer Curse's symptoms include an insatiable hunger for flesh and the obsessive compulsion to collect and horde bloody scraps of skin and bone. They can't actually eat flesh, being as they are robots... so they wear it instead.
  • Was Once a Man: Played with. The novel Fall of Damnos depicts the Flayed Ones' signature tactic as an obsessive drive to reclaim the sensation of having a flesh-and-blood body.
  • Wolverine Claws: Flayed Ones, as they succumb to their curse, have their fingers grow and taper out, eventually turning into a set of scalpel-sharp claws to better rip and tear the flesh of the living.

Destroyers

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I acknowledge no master, save for the almighty spectre of death. In its name, I will reap all signs of life from this galaxy, leaving nothing but a barren monument to timeless inevitability.
Executioner Ezandrakh

Destroyers are Necrons who are consumed with hatred for organic life and wish nothing more than to lay waste to the galaxy to see it end. To that end, they modify their bodies into flying gun batteries to bring destruction to the mortals that so disgust them.

  • Arm Cannon: Destroyers and Heavy Destroyers will usually replace one of their arms with a gauss cannon or heavy gauss cannon, respectively. The Destroyer Lord, however, keeps both arms and wields a Staff of Light.
  • Hover Mecha: Destroyers are a smaller example of this, as their feet fuse together and eventually form into an anti-gravity platform. Their obsessive need to become avatars of destruction causes them to disdain things so inefficient as legs when they have the technology to enable much more efficient locomotion with which to deliver death.
  • Omnicidal Maniac: Destroyers embody the Necrons' desire to cleanse the galaxy of organic life, to an extreme that most other Necrons find unnerving.
  • Straw Nihilist: Destroyers, as of the fifth edition Necron codex. After centuries of living in metal shells, they have lost any concern for the glory of battle or their own bodily integrity.

    General C'tan tropes 
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The shards of the Deceiver and the Nightbringer.

  • Broke Your Arm Punching Out Cthulhu:
    • In the current fluff, the Necrons defeated the C'tan but were forced to go into hibernation as a consequence.
    • In-game, if you destroy a C'tan shard, it will explode and potentially kill anything near it.
  • Dark Is Evil: The Nightbringer has this name because death is associated with darkness in his case.
  • The Dreaded: The Mad God known as The Outsider.
  • Eldritch Abomination: The Void Dragon. We've never seen what he looks like.
  • Emotion Eater: Mainly gibbering terror. Their big favorite, though, is "Life Force", the bio-electricity of most living beings. Of course, to a being that used to suck the nuclear reactions from the hearts of stars, one human being (or whatever) isn't even an appetiser...
  • Expy: Of the Chaos Gods of Order, particularly in their opposition to the actual Chaos Gods, and at least partially based on the Elder Ones from H.P. Lovecraft's Cthulhu Mythos.
  • Fatal Flaw: Gluttony. After feeding on the souls of the lesser beings, some C'tan started eating each other.
  • Greater-Scope Villain: Prior to 5th Edition the C'tan were competing with the Chaos Gods for this. These days, they are only at a small fraction of their former power, but their presence is still felt despite their reduced roles and power. There are Deceiver shards known to be loose around the Galaxy and it has been confirmed by supplementary novels that a shard of the Void Dragon lays dormant in Mars.
  • Grim Reaper: The Nightbringer is obsessed with causing dread and death. In his heyday, he traumatized intelligent life so badly that conceptions of death as a scythe-wielding reaper are the result of racial memory along with all things' fear of death...except the Orks.
  • Jerkass Gods: The C'tan callously manipulated and enslaved the Necrontyr, and then forced them to become the Necrons.
  • Light Is Not Good: The Deceiver has a bright, prominently golden appearance.
  • Mad God: The Outsider induces insanity in anything near it.
  • Playing with Fire: Nyadra'zatha, the Burning One, who showed the Necrons how to access the Eldar's Webway because he wanted to burn it.
  • Reality Warper: To C’tan, reality is merely another weapon to turn upon their foes. C'tan Shards are able to summon forth storms of annihilating negative matter, shatter the very bones of a planet itself or even cast their enemies out of existence with but a thought.
  • Red Oni, Blue Oni: The personalities of the two playable C'tan are opposites. The Deceiver loves to screw with other beings in several different ways; the Nightbringer just wants to kill lots and lots of people. The Deceiver has screwed the Nightbringer over several times, first convincing it to eat other C'tan so that it would have less competition, and then telling the Old Ones where its tomb world was at the end of the War in Heaven.
  • Sealed Evil in a Can:
    • Of particular note is the C'tan known as the Void Dragon, a master of machinery and technology. It is heavily implied that the "Machine God" the Adeptus Mechanicus has been worshiping for millennia is actually the Void Dragon, entombed deep within the labyrinths of Mars. Sort of. The Emperor massively Out-Gambitted him and more or less ensured the actual Cult Of The Dragon will always be a tiny minority.
    • The least-known C'tan, the Outsider, is currently imprisoned within a Dyson Sphere. The experience, combined with the fact that the other C'tan it consumed are still awake inside of it, has driven it completely insane.
  • Sinister Scythe: The Nightbringer has one, and this imagery is burned into the psyches of many lesser races as the personification of death.
  • Sufficiently Advanced Alien: The C'tan are the oldest beings in the 40K universe, and were immensely powerful at their peak, but not having physical bodies meant that their ability to influence things was limited.
  • Touch of Death: Nothing a C'tan knocks down is getting back up again.
  • The Trickster:
    • The Deceiver's hobbies include playing Xanatos Speed Chess and competing with the Eldar and Tzeentch for the title of "most Manipulative Bastard in 40K."
    • A few things being attributed to more than one in the fluff help. For instance, the Laughing God is credited with the Outsider's cannibalism (and resulting madness), while the Deceiver pulled the exact same trick on the Nightbringer. Then again, the Deceiver and the Laughing God could be the same being.
  • Villain Decay: Courtesy of the retconned lore. Originally, C'tan were some of the most ferocious things any army could face. They were star gods in living metal bodies in lore; they were nigh-unstoppable death machines on the tabletop. These days, both in lore and on the table, C'tan are less threatening than your average greater daemon, particularly because Matt Ward pretty much undid all their accomplishments. Oldcron fans were pissed. In fact, it got so bad that GW issued a characteristic Shrug of God stating that despite the unavoidable loss of badasse, the C'tan were merely set back by the Necrons' rebellion and there are a lot of C'tan Shards and even whole C'tan who remain unaccounted for, allowing those who actually like them to assume that there are C'tan who regained control of their Necron jailers or went on a Roaring Rampage of Revenge after breaking free.

    Famed among the Ancients 
Some particularly famous and powerful Necron Lords have reawakened.

Szarekh the Silent King

Through technology we thought to defeat the natural order. But the onset of eternity cannot be denied forever: the universe will see us humbled for our presumption. Yet its methods of attack are limited. We long ago removed our bodies from mortality's grasp and bartered away our souls for technological baubles and the trappings of power. Our minds, then, are all that remains for us to lose, and it is here that the next stroke against us will fall. Though our individual afflictions may take different forms, sooner or later we will all be lost to madness.

The last of the Necrontyr Overlords to be appointed to the mantle of Silent King. It was Szarekh who struck the deal with the C'tan to become the Necrons, and it was Szarekh who ordered the C'tan destroyed. Seeing as the Necron empire was now limping and in shambles, Szarekh's final order was for all Necrons to enter hibernation, to reclaim the galaxy once they've repaired and replenished. Now he roams the galaxy, searching for a species that will be compatible for biotransference. One such race he came across was the Tyranids... you can imagine what he thought of them.

  • The Atoner: Szarekh himself did not enter hibernation, believing he had far too much work to do to redeem himself.
  • Chrome Champion: In the "Word of the Silent King" short story, Szarekh is portrayed as this. Rather than looking like a metal skeleton, the Silent King looked like a living metal man with a golden mask.
  • Cannot Tell a Lie: His speaker claims that since Szarekh does not talk, he can't lie. Of course, he also says Szarekh was a friend of Sanguinius despite being outside the Galaxy at the time.
  • The Exile: Szarekh made the deal with the C'tan that turned the Necrontyr into the Necrons, then led the revolt against them when they defeated the Old Ones. Blaming himself for what happened to the Necrontyr, he ordered the Necrons to go into stasis and gave the individual dynasties independence to seek out a means to restore themselves to organic life. After this, he left the Milky Way, vowing to never return... and then ran back when he discovered the Tyranids in the intergalactic void, telling the Tomb Worlds to wake—if the Tyranids strip the galaxy of all life, then the Necrons won't have any organic bodies to take over.
  • Fire-Forged Friends: He is apparently "loathe to turn upon an ally", as seen when he and the Blood Angels pull an Enemy Mine against the Tyranids, and don't immediately go back to killing each other.
  • The Ghost: Games Workshop does not provide art or rules for Szarekh, only background stories.
  • King in the Mountain: Inverted.
  • Reasonable Authority Figure: The Silent King wants the Necrons to fight the Tyranids because their campaign to devour all life in the galaxy will deprive the Necrons of any hope of transferring themselves into fleshy bodies if it succeeds. What's more, he want the Necrons to take the brunt of the effort upon themselves, so that the organic species would not feed the Tyranids with their failed attempts.
  • Time Abyss: While the vast majority of the Necrons spent the time between the War in Heaven and the 41st millennium in hibernation, Szarekh was conscious and awake for the full sixty million years.
  • The Slow Path: He stayed waking and lucid for the full sixty million years between the Necrons' rebellion and the present day, while the rest of his race slumbered.

Imotekh the Stormlord, Phaeron of the Sautekh Dynasty

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Order. Unity. Obedience. We taught the galaxy these things long ago, and we will do so again.

When this Nemesor awoke upon the Tomb World of Mandragora, he did so into anarchy; the Phaeron had perished during the Great Sleep, and the surviving nobles were engaged in brutal internecine warfare for the throne. Outraged, Imotekh marshaled loyal forces, destroyed the chief antagonists, and seized power for himself, brutally executing any who dared to challenge his rule. Since that day, he has claimed authority over four score Tomb Worlds, and five times as many alien-held planets, a budding space empire that has been noted by the Ultramarines on Macragge, the Eldar Craftworld of Iyaden, and even the Tau Empire. Should two or more of these threats attack at once, even Imotekh's famed genius may be tested.

  • An Arm and a Leg: Imotekh's preferred way of marking those he defeats is by severing a limb, usually the right hand. High Marshal Helbrecht of the Black Templars and Farseer Eldorath Starbane of Alaitoc have been subject to this particular mutilation by him.
  • Arch-Enemy: ...of High Marshal Helbrecht of the Black Templars, after Imotekh defeated and humiliated Helbrecht at the Battle of Schrödinger VII.
  • Four-Star Badass: Imotekh rules an empire that outstrips those of many other factions in terms of size, and is a fearsome opponent on the battlefield. In-game, the 7th edition codex made Imotekh a Lord of War, but he was changed back to an HQ for the 8th edition rules.
  • Kill It with Fire: Wields a Necron artifact known as a Gauntlet of Fire, which is essentially a Power Fist variant that can spray flames at enemies within range.
  • Pride: Imotekh's biggest weakness is an intense arrogant need to display his superiority to enemy commanders. Among other things, if they do not perish in battle, he almost inevitably lets them go so they can reflect on how he beat them — admittedly, usually with a severed limb or other mutilation to remember him by.
  • Shock and Awe: Imotekh is known as "the Stormlord" because of his ability to manipulate the weather, creating dense stormcover that periodically rains down lightning upon his enemies. In-game, Imotekh has a once-per-game attack that potentially hits a unit within 48" of him with 2-6 mortal wounds, with a 1-in-6 chance to hit each unit within 6" of the original target with D3 mortal wounds.
  • Who Would Be Stupid Enough?: He's one of the most brilliant strategic minds in the galaxy, capable of outwitting everyone from humans to Tyranids to even the notoriously scheming Eldar. The only foe who gives him trouble is the Orks, who are always so psychotically stupid and reckless that he can't actually plan against their shenanigans.

Illuminor Szeras

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The Necrontyr scientist who created the biotransference procedure after the C'tans provided the knowledge, Szeras believes that the biotransference was but a step on the path to the ultimate form of evolution, an Energy Being of god-like power. To this end, he performs horrific experiments to unlock the secrets of life, feeling that he would be a poor god indeed without such knowledge at his fingertips. He allies himself with other Necrons only to ensure a steady supply of living specimens, trading on his ability to augment almost every facet of Necron cybernetics.

  • Alas, Poor Yorick: Averted; Szeras' model is studying the severed head of an Eldar, but in the fluff there'd be no emotion other than cold scientific curiosity in that scene.
  • And I Must Scream: Szeras' lab machinery keeps his subjects alive and awake as they're being vivisected.
  • Cyber Cyclops: Like other Crypteks, Szeras only has one eye.
  • Evilutionary Biologist: He loves to dissect biological specimens in order to find inspiration for upgrades to Necron technology and physical function, as well as to seek out the secrets to becoming a being of pure energy, free of all ties to the physical form.
  • Glowing Eyes of Doom: Well, eye in Szeras' case. In-game, the 7th edition rules gave him the Gaze of Flame, a defensive weapon which gave his eye a ghastly green glow and had a damaging effect on enemy morale which even affected Tyranids and daemons.
  • Loves the Sound of Screaming: Averted; he finds it annoying that the things he operates on (without any form of sedative) make a lot of noise, so he just turns off his hearing and continues working.
  • Multi-Armed and Dangerous: Szeras has two small manipulator arms mounted on his chest.
  • Spider People: Szeras is the mechanical equivalent, sporting four spider-like legs. His manipulator arms take this one step further by giving him the appearance of having pedipalps as well as regular arms.
  • What Measure Is a Non-Human?: Szeras' only concern in regard to organic lifeforms is what he can glean from taking them apart; he is completely indifferent to the suffering they endure in his care, although the screaming does get on his nerves.

Orikan the Diviner

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Time is a weapon like any other. If nothing else, I can simply wait for my foes to rot!

Most famous of all the Crypteks of the Chronomancy school, Orikan's deepest secret is that he has the ability to travel back down his own timestream, allowing him to "correct" flaws in his visions.

  • Cassandra Truth: Orikan foresaw just how badly biotransference would turn out for the Necrontyr, but the ruling Triach at that time ignored his warnings.
  • Cyber Cyclops: Like other Crypteks, Orikan only has one eye; his has no weaponized function, unlike Szeras' had prior to the 8th edition rules.
  • Evil Is Petty: Orikan could be an incredibly dangerous foe, but his sole concern is protecting his reputation as an impeccable diviner. As a consequence, he only acts to ensure that his predictions come true, and doesn't care about anything else.
  • Gone Horribly Wrong: When Orikan uses his time-travel ability, there is often unintended fallout. For example, when he prevented the salvation of the Imperial Navy dockyards of Helios VI by the Silver Skulls 4th Company, he caused no less than five Space Marine Chapters (including the surviving Silver Skulls) to fall upon the Lazar system and destroy the Tomb World that had commissioned him to predict whether or not the dockyards would survive Waaagh! Skullkrak.
  • Hidden in Plain Sight: He might be a disguised C'tan or C'tan shard. Consider his distaste for Necron nobility and how his "empowered" stats are the same as a shard's.
  • Jerkass: Orikan has little respect for authority and treats Necron nobles with quiet sneering contempt.
  • Just One Second Out of Sync: Orikan wields the Staff of Tomorrow, which is a fraction of a second ahead of normal spacetime and which allows Orikan to strike his enemies before they've even thought to move.
  • Karma Houdini: He uses his foresight and time-travel abilities to prevent any negative consequences for him personally, even when other Necron Overlords try to punish him for his insolence.
  • Prophetic Fallacy: See above.
  • Super Mode: Orikan has a special rule, "The Stars are Right", that gives him a major stat boost in-game.
  • Time Master: The most skilled of them all amongst the Crypteks of his school.
  • Year Inside, Hour Outside: Orikan's Temporal Snare induces this, trapping its target in a bubble of slow-time.

Trazyn the Infinite, Archeovist of the Solemnace Galleries

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Dear Lady, let me express my fulsome appreciation for your most generous gift. It is so very rare to discover another of my own kind that appreciates my work, therefore to find understanding amongst a member of another race is nothing short of a revelation. I realise that you briefly trod my galleries, but the fact that you spotted in so short a time that my Acabrius War collection was lacking three regiments of Catachan warriors reveals that you truly have a collector's eye for detail. And to send five regiments! [...] so please allow me to repay your gift with one of my own. Accompanying this message is the Hyperstone Maze, one of a series of Tesseract Labyrinths constructed at the height of the Charnovokh Dynasty. It is a trinket really, only of interest to scholars such as you and I, but I trust you will find it amusing — assuming you have the wit to escape its clutches, of course.
— Hyperscroll message from Trazyn the Infinite, addressed to Inquisitor Valeria, c. 805.M41

A self-professed preserver of histories, artefacts and events, Trazyn exists only to preserve and expand upon his collection.

Trazyn plays an important role in the events in the Fall of Cadia supplement, assisting Imperial forces against Abaddon's onslaught against Cadia.

  • Ace Custom: His Boom Stick, the Empathic Obliterator, which is rumored to be based on scavenged Old Ones tech. If it kills his target, it can inflict a Total Party Kill on the target's allies, too.
  • Actually a Doombot: He's very fond of body-doubles. There's some question as to whether the Body Surf example below is meant to represent him swiping his subordinates' bodies or just him cleverly using disguises to mislead attackers.
  • Adventurer Archaeologist: Evil Overlord version, but Trazyn was and always will be a treasure hunter first, ruler of an interstellar kingdom second.
  • Affably Evil: If his message to Inquisitor Valeria is anything to go by. Fall of Cadia reveals that he legitimately saw Valeria as someone of like mind, and was saddened when she was apparently killed by another inquisitor.
  • And I Must Scream: In one short story, he captures a Deathwatch kill team and the Orks they were fighting and adds them to his collection, stasis-locked and posed in the midst of combat while alive and fully aware.
  • Body Backup Drive: Why they call him "the Infinite." He has many of his Mooks fitted with a device that allows him to transfer his consciousness into their bodies... and transfer right back out if they get destroyed.
  • Cloudcuckoolander: His interest in finding artifacts and putting them into a museum is essentially his only concern. He even thanked an Inquisitor for her generous "gift" of 5 regiments of live Catachans. This gets lampshaded in the fluff of one of his abilities — in the same way as troops he can take hold of mission objectives, but what he's actually doing is simply searching for yet another artifact. Any strategic advantage due to that is declared as sheer coincidence.
  • Collector of the Strange: He takes sentient beings and converts them into hard-light holograms to populate his dioramas of notable prehistoric events. This is one of the least weird aspects of his collection, which also includes, in addition to the aforementioned "items", a stuffed Enslaver, the wraithbone choir of Altansar, a Space Marine Primarchnote , and the preserved head of Sebastian Thor, one of the greatest saints in the Ecclesiarchy's canon (assuming it's the real one; three different Ecclesiarchy shrines all claim to have Thor's head as well). In one White Dwarf issue, he even told Capt. Sicarius of the Ultramarines, to his face, that he was considering swiping Guilliman's corpse off Macragge, as he was "an old friend". The end of Fall of Cadia strongly implies that he's also done this to the renowned general Ursakar Creed, saving his life in the process.
  • The Friend Nobody Likes: He is banned from a great number of Necron Tomb Worlds due to his habit of swiping anything that isn't nailed down.
  • Herd-Hitting Attack: Trazyn excels at wiping out hordes, thanks to his Empathic Obliterator: if he kills a character with it, each unit from the same faction (friend or foe) within 6" takes D3 mortal wounds. There's a reason his Fan Nickname is Trollzyn the Tarpit Breaker.
  • It Amused Me:
    • He's motivated entirely by stocking his collection with strange and incredible things. Fanon has him as the biggest Troll of the 41st Millenium.
    • This is also his main reason for aiding the Imperium in their defense of Cadia. He thought playing the role of hero sounded fun.
  • Just the First Citizen: Though technically only an Overlord, Trazyn controls so much territory and so many subordinates that he's pretty much a full-on Phaeron himself.
  • Mind Control: Trazyn never leaves the tomb without a set of Mindshackle Scarabs, although this isn't reflected in the 8th edition rules.
  • Nightmare Fetishist: Some of the stuff he likes to collect, and some of the things he does to what he collects, is genuinely horrifying.
  • Party in My Pocket: Trayzn brought a number of Tesseract Labyrinths to Cadia and used them to unleash Imperial forces he'd had in storage for some time.
  • Time Abyss: While he probably wasn't awake for the full sixty million years that Szarekh was, he was up and about for at least ten millennia, if his claims to have known the loyalist Primarchs and his knowledge of Vulkan's lost artifacts are true.
  • Small Name, Big Ego: Trazyn greatly overestimates his skill in certain areas. For example, his "masterfully deceiving" pseudonyms are all simply plucked from ancient Necrontyr mythology and literature, though he might be justified in assuming his opponents aren't going to be familiar with them.

Nemesor Zahndrekh and Vargard Obyron

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See, Obyron, the separatists come – attempting to outflank me just as they did at the Fourth Battle of Vyndakh. How they calculate that daubing themselves green and roaring like savages will produce a different outcome, I cannot fathom; but it is of no account. Ready my legions – another glorious victory shall soon be ours.
Nemesor Zahndrekh to Vargard Obyron, prior to the crushing defeat of WAAAGH! Bludtoof

Nemesor Zahndrekh was one of the Necrontyr's greatest generals in life, but has succumbed to madness upon reanimation; he doesn't realize that he is no longer a flesh and blood being, and effectively cannot realize that he is no longer fighting the inter-dynastic wars of his youth. His loyal Vargard, Obyron, is not so damaged, but has given up on trying to convince his insane master of the reality.

  • Bunny-Ears Lawyer: Despite his robo-Alzheimer's, Zahndrekh is still a skilled ruler and an amazing general.
  • Cool Old Guy: Zahndrekh is this in killer alien space robot form. A Necron who suffered some mental damage, and now believes he is still a Necrontyr, as such he is quite friendly to most people he meets and believes in honorable fighting tactics and conduct.
  • Cloudcuckoolander: Zahndrekh's prisoners are taken into his ship, shown the glories of the Necrontyr Empire, feasted at meals the old fellow can't quite eat anymore, and generally treated quite civilly.
  • Cloudcuckoolander's Minder: All of Zahndrekh's prisoners are eventually dealt with by Obyron, who drops them off somewhere or just kills them and makes it look like an accident.
  • Deadly Decadent Court: Completely averted. Zahndrekh is honorable and doesn't hold with political factions and in-fighting, and Obyron helps keep his master's court that way by disassembling any nobles who try to overthrow him.
  • Expy:
    • Zahndrekh and Obyron are basically 40K's version of Don Quixote and Sancho Panza given a suitably macabre twist.
    • The two are also Necron Expys of Ursarker E Creed and Colour Sergeant Kell, with Creed and Zahndrekh both being brilliant tacticians, while Kell and Obyron serve as their undyingly loyal aides. The latter two even have similar abilities for which to protect the former two.
  • Insane Equals Violent: Inverted. Zahndrekh's insanity actually makes him less violent than almost everyone else in the setting.
  • Make It Look Like an Accident: Zahndrekh still feels compelled by long-discarded articles of war to take prisoners, so it falls to his adjutant and bodyguard Obyron to ensure that the prisoners were "killed while trying to escape" once enough time has passed.
  • Master Swordsman: Obyron, though his Weapon of Choice is the Warscythe.
  • Man Behind the Man: Subverted. Though many would expect this, even other Necrons, Obyron is quite content to be Zahndrekh's aide and simply "smooths things out" for the deranged ruler. He also makes sure that no one else gets to either.
  • Stone Wall: Zahndrekh is mediocre on the offense, but between his excellent saves and special rules he can tank hits until the robo-cows come home. Also, any enemy he's pinned down in melee is at risk of having Obyron teleport in and cut them in half.
  • Undying Loyalty: Though they are now both metal skeletons and his master is completely out of his gourd, Obyron still loyally serves Zahndrekh with all his might. He can even teleport directly to his lord's side if the old fellow's engaged.
    Only the deathless can truly comprehend the burden of unfailing loyalty.

Anrakyr the Traveller

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I am not capricious, nor am I given to cruel acts for their own sakes. It is simply a fact that you and your kind have trespassed, and thus invited extermination. Curse you for putting me to this inconvenience.
Anrakyr the Traveller to the Tau Ethereal Aun’taniel prior to the Harvest of Ka’mais

Arising from the Great Sleep with his mind intact, Anrakyr has chosen to embrace a great purpose; the reunification of the Necron dynasties. To this end, he has abdicated the throne of Pyrrhia and roams the galaxy, seeking out the Tomb Worlds and doing what he can to reawaken them. He does not do so entirely for free, however; he expects those he restores to give him a tithe of warriors and weaponry to support his goal, and he has no qualms about taking this tithe if it is not freely offered.

  • Base-Breaking Character: In-Universe, there are almost as many Necrons who see him as the worst kind of masterless brigand as there are those who consider him the highest avatar of nobility. It's noted that this corresponds directly with whether their world reinforced his armies willingly or not.
  • Blade on a Stick: He wields a Warscythe, a traditional weapon of Necron nobility.
  • Dirty Business: If the quote above is any indication, this is his attitude regarding cleansing Tomb Worlds of non-Necron life. However, there are times that he does get seriously pissed about it, especially if the "invaders" have damaged or destroyed the buried tomb complex.
  • Honor Before Reason: He has badly reduced his forces in several pointless wars against the current inhabitants of worlds where the Necron tombs were long ago destroyed.
  • I Did What I Had to Do: Anrakyr justifies seizing warriors and weapons from Tomb Worlds unwilling to part with them in this manner, as he needs them to bolster his own constantly-worn down armies so that his overall mission can succeed.
  • Technopath: He can take control of enemy vehicles and turn them against their side. In-game, this translates to a chance to take control of a weapon on a vehicle within 12" of him.
  • Teeth-Clenched Teamwork: Begrudgingly aided the Blood Angels when Hive Fleet Leviathan attacked them because a Necron Core World was in the way.
  • Walking the Earth: Anrakyr travels from Tomb World to Tomb World, helping out whatever Necron forces are there and making every attempt to erase what might be inhabiting those worlds other than Necrons.


We are born for a darker purpose than that of mere existence. There will come a time when stygian night never ends, where dead stars will spread before us like islands that slumber on the ocean, and when the beings that hid like shadows will feed on us forever.


http://tvtropes.org/pmwiki/pmwiki.php/Characters/Warhammer40000Necrons