Necramech

Necramechs are weapon platforms built by the that can be encountered on the ruins of the Cambion Drift, Deimos. They are heavily armored bipedal war machines built during The Old War as a predecessor to Warframes, though they were far less intelligent. The Tenno are capable of accessing these Old War relics using Transference, and can deploy them in Landscapes.
==Lore & History==
===The Old War===
Necramechs are heavily armored, archaic war platforms that were designed by Father to fight against the encroaching Sentient forces. Thanks to their Void-shielding, Necramechs were immune to the tech-disabling pulses of the Orphix, and became a solid defense against the invading Sentients.
One notable Necramech was the experimental Tombjockey; a squat mech with a low center of gravity, built for endurance. During a test drive into the Lux-Severin Hotzone, the Tombjockey came across a Sentient Ropalolyst, which proceeded to tear the Necramech to pieces.
However, due to the mechs' rudimentary behavior, the Orokin claimed that they weren't smart enough to face the ever-evolving Sentients, and chose to retire them early in favor of the more advanced Warframes.
===The Re-emergence of Deimos===
After the Heart began to fail, Deimos was forced to re-phase back into martian orbit. The moon has long since succumbed to the Infested Grey Strain, with the Entrati's remaining Necramechs regressing to their autonomous-kill precepts, causing them to indiscriminately attack what ever is in front of them.
Currently, these hostile Necramechs can be found defending the subterranean Isolation Vaults, located beneath the surface of the Cambion Drift.
Some friendly Necramechs, the exception, do roam the surface of the Cambion Drift.
===Albrecht's Laboratories===
Albrecht Entrati has employed smaller Necramech models to defend his labs, located deep within the underground of Deimos. However, these Necramechs have long since malfunctioned and no longer perceive The Indifference and The Murmur as an enemy.
==Acquisition==
Necramechs can be piloted by an Operator (which requires completion of The War Within) via Transference, whether they are found in the Cambion Drift or owned by the player. 
===Inactive/Temporary===
Fallen Necramechs can be found in the fields of the Cambion Drift during Fass or during Orphix missions. An Operator only needs to initiate Transference (default ) when near an operational inactive Necramech in order to board them. Necramech wreckage eligible for Transference can be identified by a blue aura emanating from them. Necramechs are capable of spawning in a few of the several pre-defined locations at a time, randomly selected upon the player entering the Drift.
These Necramechs will only have Rank 0 base stats with no mods, though they will have all of their abilities at max rank, and use an unmodded as their default weapon.
During Vome, these Necramechs become active and fight enemies automatically. These active Necramechs cannot be boarded using Transference.
=== Owned/Permanent ===
Players can craft their own Necramechs by buying their component blueprints through the Syndicate. Each Necramech requires their own Casing, Engine, Capsule, and Weapon Pod to be built from their damaged counterparts. Damaged Necramech components are bought from Father or obtained by defeating enemy Necramechs in Isolation Vault bounties.
VoidrigCasing.png|Necramech Casing
DamagedNecramechCasing.png|
VoidrigEngine.png|Necramech Engine
DamagedNecramechEngine.png|
VoidrigCapsule.png|Necramech Capsule
DamagedNecramechPod.png|
VoidrigWeaponPod.png|Necramech Weapon Pod
DamagedNecramechWeaponPod.png|
A built Necramech takes up one Necramech slot. Players start out with four Necramech slots by default and more can be purchased from the Market for each. Alternatively, pre-built Necramechs can be bought from the Market for , which come with a free pre-installed and a Necramech slot.
Acquiring a Necramech also requires an open Archwing Weapon slot as they come with a Archgun.
Player-owned Necramechs have a customizable livery and can be equipped with various Necramech-exclusive Mods to enhance their abilities. A Gear is automatically given to the player upon acquiring their first Necramech, which allows players to summon the Necramech for use on most open-world Landscape (Cambion Drift, Plains of Eidolon, and Orb Vallis) and Conjunction Survival game modes. Acquiring Tactical Intrinsic Rank 5 allows the Necramech to be summoned in the grounded portions of Empyrean missions. The Necramech Summon Gear has a 1 minute cooldown (45 seconds with Intrinsics Tactical Rank 8) before it can be used again if the Necramech is destroyed, and a 10-second cooldown if the Necramech is still active. In Conjunction Survival, the Necramech has a duration of 2 minutes before automatically self-destructing, and has a cooldown of 10 minutes (7 minutes and 30 seconds with Intrinsics Tactical Rank 8) upon first activation of the gear item.
==Models==
File:Voidrig.png|VoidrigA standard model, built for mid-to-far ranged combat.
File:Bonewidow.png|BonewidowA front-line Necramech model built for melee-focused combat.
==Mechanics==
===Mobility and Control===
Necramechs are capable of walking, jumping (default ), and slide dashing (default tap + any directional key). For more advanced maneuvers, the Necramechs have an Engine gauge denoting fuel, which is consumed when performing its unique movement techniques, and naturally replenishes if the Necramech is standing still or using standard movement (it will not replenish however during falling from heights). Sprinting (default holding ) also consumes the Engine gauge.
The Necramech has two advanced maneuvers unique to it:
*Slide: Necramechs can perform a slide (default tapping and hold ) which propels it at high speed towards its current heading.
**It can be steered by the directional keys (default to turn left and to turn right), though turning radius while sliding is significantly widened.
**Sliding ragdolls and damages enemies in its path, and also breaks any destructible environmental objects like loot crates.
**Sliding can be maintained for as long as the Necramech has Engine fuel, and will only stop if the gauge is depleted, the sprint key is pressed, or the Necramech performs another maneuver like jumping. At the end of the slide (either through intentional stop or running out of fuel) while on the ground a forced recovery stomping animation will play out, resulting in an unavoidable moment of unresponsiveness of about 2 seconds. Despite the forceful appearance this animation does not deal any additional damage.
**While the animation for the slide results in the Necramech lowering its height significantly, its actual collision model does not change and thus still unable to pass through "standard size" doorways.
*Hover: While in mid-air either from jumping or falling from heights, Necramechs can activate their flight thrusters while aiming (default hold while airborne), making them hover which drastically slows down their rate of descent.
**While hovering, the Necramech can move in any direction using the directional keys allowing it to fly across short distances. Necramechs also retain any forward momentum from ground movement when hovering, thus additional speed can be attained by sprinting then jumping into a hover. The flight thrusters only slow the Necramech's rate of descent, so it gradually loses altitude even if the thrusters are still active.
**Also crouching and sprinting can be used while hovering to speed up/slow down the directional movement.
**Hovering can be performed as long as the Necramech has Engine fuel, and the thrusters will shut off if the gauge is depleted, the jump key is released, or the mech's feet make contact with a passable surface.
Once the Fuel gauge has been depleted down to the last 5% remaining, a soft warning beeping sound will play until the Fuel recovery has kicked in.
Necramechs can crouch (default holding ), but only while stationary and cannot crawl; combining crouch with movement will result in a slower walk with the Necramech maintaining its standing height. Likewise shooting and/or aiming while crouched will cancel out and force them to stand up for the action.
Despite their tall height, Necramechs are capable of walking through small passageways and doors where they shouldn't fit through, causing their helmets to scrape against the ceiling.
Necramechs have an innate 6 meter -like effect that draws in pickups.
Necramechs are unable to interact with objects that require the Use key (default ), thus they are unable to hack consoles, carry objective items, grab pickups like Ayatan Stars, and revive allies.
Controlling the Necramech requires the Operator to Transference out of the Warframe. If Transference is used while the Warframe and Necramech are right next to each other or are aimed at from a distance, the player can swap between them without going into the Operator. If the Necramech is unpiloted, it becomes invulnerable to damage from all sources while any abilities will deactivate.
===Combat===
Necramechs come with 4 abilities unique to each chassis, and like Warframes require Energy to use. For their primary weapons, Necramechs can be armed with any Archgun even if it doesn't have a Gravimag installed, with regenerating ammo. They do not have an equippable melee weapon, instead using arm swipes (Pugil) and aerial ground slams, both of which can powerfully ragdoll enemies. Necramechs are able to fire their weapons and perform abilities that can be used in mid-air while hovering.
Necramechs are immune to , , and Status Effects and they cannot be affected by special enemy incapacitation abilities such as the Deimos Tendril Drone's latching attack. However, they are affected by the energy residue left by Vome and Fass as well as Energy and Leech Eximus' draining powers and they are slowed by Arctic Eximus' auras and Nox's sludges. They will also be slowed during grapple attack animations from enemies such as the Ancient Healer.
Warframe abilities cannot directly affect a Necramech, however they can still make use of abilities such as and shoot through it for additional damage, or utilize cover abilities such as to avoid enemy fire. They are affected by allied unit effects however, such as gaining bonus shields from Shield Ospreys and damage resistance from Ancient Healers, either in Specter form or spawned/turned friendly through Warframe abilities.
Necramechs do not enter bleedout and will explode once their health is depleted.
Necramechs can pick up Health and Energy Orbs dropped from enemies, the environment, or from Warframe abilities, but cannot be healed or energized directly by Warframe abilities or consumables.
They can be repaired using:
*
*Bonewidow's Meathook
*Health Orbs dropped by Warframe abilities: 's , 's , or 's augment
*'s 
*Vizier Predasite's 
*Ancient Healer Specter (~30 health pulses)
They can replenish energy reserves through:
*Energy Orbs dropped by Warframe abilities: 's augment, 's augment, or 's 
*'s 
**Necramechs are also affected by 's Ability Strength bonus
*Vome blue energy (during Fass cycle)
*Wisp pickups generated from 
They do not benefit from gear item consumables or Warframe abilities, such as:
*Team Bonus Consumables
*'s and , 's , , 's heal stance or (however Venari and other companions will stay by the Necramech's side to fight)
*'s , 's , 's , 's , 's , or 's 
*, , , , or 
*
*/ or 
===Ranking and Modding===
The Necramech features 12 mod slots unlike other vehicles (e.g. Archwings or K-Drives). To compensate, each polarization increases its rank by 2 up to a max of 40 after 5 Forma, increasing mod capacity to a total of 80 at rank 40 with an Orokin Reactor installed. Additional polarizations can be added when the Necramech reaches its new max rank at that polarization level. Each additional rank also gives Mastery Rank Experience, giving 8,000 points in total.
Their default melee Pugil cannot be modded.
Player-built Necramechs can be equipped with the following Necramech exclusive mods:
NecramechBlitzMod.png||link=Necramech Blitz
NecramechContinuityMod.png||link=Necramech Continuity
NecramechDriftMod.png||link=Necramech Drift
NecramechEfficiencyMod.png||link=Necramech Efficiency
NecramechFrictionMod.png||link=Necramech Friction
NecramechFlowMod.png||link=Necramech Flow
NecramechFuryMod.png||link=Necramech Fury
NecramechHydraulicsMod.png||link=Necramech Hydraulics
NecramechIntensifyMod.png||link=Necramech Intensify
NecramechPressurePointMod.png||link=Necramech Pressure Point
NecramechReachMod.png||link=Necramech Reach
NecramechRedirectionMod.png||link=Necramech Redirection
NecramechRefuelMod.png||link=Necramech Refuel
NecramechSeismicWaveMod.png||link=Necramech Seismic Wave
NecramechSlipstreamMod.png||link=Necramech Slipstream
NecramechSteelFiberMod.png||link=Necramech Steel Fiber
NecramechStreamlineMod.png||link=Necramech Streamline
NecramechStretchMod.png||link=Necramech Stretch
NecramechThrustersMod.png||link=Necramech Thrusters
NecramechVitalityMod.png||link=Necramech Vitality
NecramechDeflectionMod.png||link=Necramech Deflection
NecramechRebukeMod.png||link=Necramech Rebuke
NecramechRepairMod.png||link=Necramech Repair
NecramechEnemySenseMod.png||link=Necramech Enemy Sense
NecramechAugurMod.png||link=Necramech Augur
NecramechRageMod.png||link=Necramech Rage
NecramechAviatorMod.png||link=Necramech Aviator
==Customization==
Necramechs can have their appearances customized with various skins and helmets. Notably, if a player owns more than one model of Necramech, the helmets from those models can be used on other Necramech models as well (e.g. owning a Bonewidow will allow players to use the Bonewidow helmet on a Voidrig).
===Skins & Sigils===
File:NecramechBruntsparSkin.png|Necramech Bruntspar Skin Market
NecramechCryptanautHelmet.png|link=Cryptanaut Necramech Helmet|Cryptanaut Necramech HelmetOperation: Orphix Venom reward
SnakeSigil.png|link=Necraloid|Snake Necramech Sigil Necraloid - Necramech Embellishments
SnakeVoidrigSkin.png|link=Necraloid|Snake Necramech Skin Necraloid - Necramech Embellishments
VoidrigDayoftheDeadSkin.png|link=Voidrig|Voidrig Day of the Dead SkinNaberus Treat (100 s)
File:KarnolythNecramechSkin.png|Karnolyth Necramech SkinNidus Prime Access
ProtoNecramechSkin.png|Proto Necramech SkinNightwave S2 - Nora's Mix Volume 3 reward
==Notes==
*Visually, Fallen Necramechs can be identified from stock player versions by their duller and less vibrant colors, the lack of ornate painted patterns on their thighs, and the rougher pitted texture on their armor.
*Active abilities such as will be deactivated upon leaving the Necramech.
*While not affected by Warframe abilities, Necramechs are affected by non-Tenno Specter support functions or some enemies under . This includes all types of Shield Ospreys (giving bonus shields and shield recharge boosts), Ancient Healers (for heavy damage redirection towards the Healer itself), and Guardian type Eximus units (faster recharge speed for shields). 
**Similarly, they are adversely affected by some enemy abilities, such as Energy Leech Eximus draining the mech's energy reserves, slowed movement and fire rate from Arctic Eximus, and can be moved around by some special abilities that normally knock a Warframe down.
*Railjack Intrinsics apply bonuses to Necramechs, which can apply even outside of Empyrean missions:
**Tactical Rank 5: Allows Necramech Summon to be used in Empyrean missions.
**Piloting Rank 7: Movement speed increased by 10%.
**Gunnery Rank 5: Gun damage increased by 20%.
**Engineering Rank 9: Health and Shields increased by 25%.
==Bugs==
*Jumping and Meleeing can be "queued", causing you to jump or melee even if that wasn't your intention after doing another action. (For example you were doing a slide attack and pressed space, but moments later you decide against jumping, you will still jump regardless when the sprint ends).
*For clients, Mechs may spawn with missing pieces which may prevent the player from attacking or leaving their mech in any way, making death the only way to free yourself from mech control. If this bug happens the mech will be permanently broken for the rest of the mission.
*When summoning a Necramech it may not spawn and the player must wait for cooldown period to end before trying again.
*Voidrig’s necraweb canister won’t get thrown when pressing the button
*The necramech’s arm with the archgun will spasm out from time to time
==Trivia==
*The "Necra" in Necramech likely refers to "Necro", a Greek prefix meaning "death". This would line up with the Orokin's ability to cheat death by transferring themselves into new bodies, much like the player who transfers into their Necramech does not die when their vessel is destroyed, as well as the depiction of a human skull on the chassis.
**Uniquely, in the game files both Voidrig and Bonewidow are referred to as "NechroMech" and "ThanoMech" respectively. Bonewidow's "Thano-" likely refers to Thanatos, the personification of Death in Greek mythology.
*During TennoCon 2020, a Voidrig statue was depicted wielding a . However, Necramechs are currently not capable of wielding Archmelees (with the exception of Bonewidow's channeled from ).
*While in use necramechs occasionally "talk". Their talking is composited mostly of mechanical sounding noises from grunts to short bursts of static chatter.
==Gallery==
VoidrigFull.png|Voidrig
Necramech with transparent background 2.0.png
Necramech transparent background.png
Bonewidow Necramech front view transparent background.png|Bonewidow Necramech front view 
Bonewidow necramech back view transparent background.png|Bonewidow Necramech back view
Necramech.png
==Patch History==
es:Necramech
Category:Update 29
Category:Vehicle
Category:Entrati
Category:Necramechs
Category:Weapons