Necrons

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Number one, necroons are not biological or organic, no Nids they can not eat. Well, Necron's starting to piss me off, especially with a seemingly missing gameplay. chip class="mw-headline" id="History">History As the C'tan and the Nekroons fought as a unit, the Ancients were overcome and vanquished in a bloodied cleansing of the galaxy in which entire complexes were engulfed by the reality-distorting forces of the star gods and infantry of undying Nekron Wars who succeeded infiltrating the Webway and attacking the Ancients at every nook and cranny of the galaxy.

Nekroons plunged into the most powerful forts of the Ancients, overcame their magic and technologies, and compelled the Ancients to sow lifeblood in order to combat the C'tan, and the Eldar and Orcs.

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The Necrons are a breed and a playful armies in a fictitious Warhammer 40,000 genre miniature war game..... They' an old breed of skeletal robot (inspired by the Terminator robot from the movies franchise) waking up from an aeon-long snooze struggling to recapture the universe from the younger breeds.

Necroons are similar to the Undeads in Warhammer Fantasy Battle, especially the Tomb of Khemri with their horde of sceletons. Nekroons are characterised by a powerful long-range fire power and an armour. As" live metal" robot, many Necron devices have the capability to assemble again after killing and fighting.

Moreover, the Gaussian guns supported by their forces have the capability to harm cars, making Necron forces a legal menace to hostile armaments. Necron's engines have maximal control over all troop types, but are also extremly sluggish in close combat. The Necron army often prefers to use overpowering firepower against close combat, although they have several squads that can.

Necron's breakable floor mounted trucks have mighty shielding that reinforces their armour but is wasted intrusion. Because the Necrons are soullessness, they have no psycars (although they have some "spellcaster-like" units), which makes them a little more susceptible to psychological attack. Sifty million years before the advent of the 41 st millennium, before the development of humanity, the Necrontyrs were a breed of great master builder, erudite craftsman and mighty ruler.

Necrontyr were compelled by the circumstances of their own worlds to make rapid progress in science, forcing them to discover astronautics and FTL voyages much earlier than most other lives in their time. The Necrontyrs did not take long to escape the boundaries of their sun system and began to colonise the star and finally build a gigantic galaxy-spanning realm.

The Necrontyr have been able to decipher many secrets of the known world. But, progressive as the Necrontyrs were, they were not a metaphysical civilisation. A proud nation already, the Necrontyrs became increasingly restless with the growth of their realm, and many battles were waged against those who wanted it.

Major inter-stellar civilian conflicts were fought across innumerable stellar networks as the fights between the necropolis nobility fought fierce and unmanageable domination over them. Necrontyrians' struggles became so intensive that the Triarchs, the alleged empire leaders headed by their silent king Szarekh, desperately sought ways to reunite their triarch.

Eventually, the Triarchs decided that no means of self-unification could be attained, and thought that only the use of an outside "threat" would achieve what the academic education could not achieve. For this purpose, the Necrontyr turned their greedy eye to a breed known as the Ancients, the only breed powerful enough to keep the Necrons together as a group.

Ancients were a breed that had grown even before the Necronties, but in much different ways. Wherever the Necrontyrs developped solely on the basis of scientific and technological developments and left behind spirit and mystic in the sinister records of their story, the ancients adopted both scientific and spiritual qualities. Using the ancient powers of nature and masterly focus, the ancients used warp to become a civilisation of mighty psychs with psychic powers far beyond any other sensitive species in the universe.

There is no idea why the ancients declined to act or even interfere with the growing Necrontyr imperium, but their constant rejection of sharing their wisdom, especially on the mysteries of Immortality, would ultimately evoke the hostility of the short-lived Necrontyr. For this purpose, all rebels were given the opportunity to participate in the booty of battle and to free themselves from their crime by re-entering the Reich.

It was a success, and for the first the Necrontyr were unified for the first ever in their inter-stellar story. This was a centuries-long battle, the whole planet and even asterisks, which Necrontyrs consumed with their domination of the sciences and technologies and the ancients with their domination of warp.

In spite of the power of their unpredictable navies, armed forces and unsurpassed technologies, the Necrontyr's failure was a matter of course, whose advantages were thwarted by the old webway, the criss-crossing web of focussed psychological tunneling designed by the ancients within the warp. The Necrontyrs would react with stunning power in Battle for War, but the Ancients would just hit without forewarning, achieve a crucial triumph and then disappear quickly and without a hint into their Webway-Portalen.

Or if they were driven into a corner beyond withdrawal, the powers of the ancients would unfetter the whole of their mental mastership and demand a high prize for hostile army before the Necrontyr could declaring a victor. The impending failure of the once great Reich was followed by another tidal wave ravaged by a secessionistic war that broke its already tenuous unit.

Desperately searching for any hopes, the Necrontyr searched for answers in the form of experimentally developed technology that crossed other worlds and levels. At that time the peculiar but immense mighty beings who called themselves C'tan, later known as the Star Gods, the Necrontyr in their destiny hikes, came nearer. A C' tan, a being later known as the deceiver, came before Szarekh, the chief of the now lost Necrontyr, promising to help them gain oneness, eternity and final triumph over the ancients by saying to the quiet king that the C'tan had also long ago been battled and beaten by the ancients and were now prepared for avenge.

The Necrontyr used their progressive technologies to build for them large solids that would allow the stars to live in the Necrontyr's world. King of Silence and his fellows zealously accepted an agreement and thereby condemned their species forever.

They would be made of an almost indestructable metal named Nekrodermis, developed using an advancing type of fast self-replicating, self-repairing Nano-tech. When Necrontyr opened porches that permitted the C'tan to access their new necrodermic corpses, the star gods carried out the first stage of their great treachery. The Necrontyr was told the mystery of biotransfer: the capacity to transmit a spirit from a carnal corpse to one made of the same substance as the new C' tan membrane, and the despairing Necrontyr diligently invested all his ressources in the construction of the huge Bioforge, which would allow them to do so in masses.

But even as the Necrontyrs altered their corpses, the C' tan's definitive purpose was unveiled as they entertained the racial spirits given to them with each transmission. Szarekh, the silent king who is now sitting in a robot himself, realized too soon that he had made a horrible error. The Necrontyrs were immortally united, as they had been pledged by the stars, but they had thereby completely perished.

The Necrontyr guides who had previously been voluntarily eaten, like the Triarchs, were permitted to keep their feelings and personality, but those who became no more than unemotional, thoughtless workers and soldiers for the new Necron breed, and the leader of the once proud Necrontyr, cheered and became desperate.

Together, the C'tan and the new Nekronen finally beat the ancients. With their new shapes, the C'tan were virtually invincible and able to distort the real world at their will; without mortal anxiety and empowered by machinery, the Necrons could now compensate for any lost civilian strength as their metallic armies invaded innumerable warfields.

Even the powerful webway, the last shelter of the ancients, was broken by the immortal necroons. But even these wild beings could only decelerate the flood of the coming Necroons, so that the ancients formed a species more similar to their picture, the first Eldar. Luckily, there was another incident that took place in favour of the ancients: the Necrown revolt against the star gods.

When the ancients approached the loss, the C'tan began to rejoice in their coming triumph, and that was when the Silent King used his order records over his nation to turn around and attack the C'Tan at the same time. Szarekh, while faking respect and gratefulness for many years, had clandestinely planned to bring down the traitorous beings on the other side and wait for the instant when they would be most fragile.

Then in a series of culminating struggles for the price of millions of converted life, the Necroons eventually destroyed their own god. Naturally, the C'tan could not really be "killed" in the conventional way, and so the silent King Szarekh ordered with the most progressive technology of his nation that all C'Tan should be smashed into hundred fragments and kept in multidimensional cells of the Tesseract vault as vengeance for what they had done to his population.

Although a success, the insurgency caused disastrous losses for the Necrons. As the Silent King recognized, the Necroons in their debilitated state would not be able to conquer the unified powers of the Eldars, the Orcs and the rest of the Ancients. When the Eldar-controlled counter-attacks grew violently, the Silent King and the Triarchs adopted a daring plot.

Nekroons retreated to their old home worlds, now known as Tombworlds, where the Silent King's race remained in silence and slumbered deeply in heavily strongholded underground vaults until the universe was ready for recultivation. Szarekh knew that, as with all cultures of meat and lifeblood, the ancients would soon become extinct, and the Eldar and their race could not last forever.

So, when the Eldar took over the tutelage of the guardians against the Necroons' resurrection from the last of the ancients, the Necroons decided to await innumerable thousands of years for the days on which they would be resurrected. Silent King Szarekh himself would take a boat and leave the universe at uncharted places.

Milions of years later, in the 41 st century, the Eldar have collapsed and long-forgotten Necron BEACKS start flashing again on-line (in some cases due to misuse by humans), old resuscitation logs have begun to move through literally a hundred tomb worlds, and the Necrons have at last begun to awoke. Many of the programmes that the Necron characters were supposed to keep running have foundered due to the long eras of erosion and have created rows of insanely devastating variations of the Necron series.

When the Necron Lords move to vigilance and the King of Silence returns to the galaxy, Necron troops break out of the sparse soil of their world into a universe that is again full of lives and now ready for harvest. The Necrontyr civilisation at the peak of their realm consisted of an association of mighty Autratic dictators.

Every necrontry was practically self-sufficient and independent, consisting of planet complexes, each governed by a Necrontyr LORD, with each planet complex having a main universe named Crownlands. One Phaeron was a Necrontyr superior who reigned over an empire that included tens or even hundred rulers and their respective system.

Every ruling family was able to build naval battleships and form two-digit million army, each of which had enough economical and strategic powers to be its own small realm. The triarchy, a board of two of the most mighty lords and a key character, the Mute King, ruled over all the PHHERON.

and the last of the quiet king was Szarekh. The system of government was finally transferred to the Necroons, as the landlords maintained enough self-confidence to govern their spiritless nation efficiently, and the Phaeron held records of all smaller nobles, and the King of Silence in turn supervised all other Phoerons.

Like in the Necrontyr era, the orders of the triarchy were carried out by a mighty squad of both crafty and relentlessly elitist rulers, all of whom were known as the Triarch Praetorians. They were still used to govern Necron superiors who evaded their authorities and frankly disregarded the triarchy, even if they could not avoid the outbreak of the First Wars of Secession.

In the Nekron system, all rulers undoubtedly followed their sovereigns, who fully abided by the will of the quiet king. Crown Worlds, though still so named by their Nekron population, became known by other species as Tomb Worlds; places where the Nekroons had withdrawn deeply inside to wait for the Eldar and their associates to stop patrolling the Gazebold.

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Game workshop. Necron Awakening: The Warhammer 40,000 "Necron Miniatures" published this months. Dwarf white (UK ed.). Game workshop. Turn One: New Releases - Necrons. Dwarf white (US) (US ed.). Game workshop.

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