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“You're not supposed to be in here! You're going to ruin the surprise!”The following section contains spoilers.
The Necramechs are Entrati war machines encountered on the ruins of Cambion Drift, Deimos. They are cybernetic bipedal mecha 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 their Transference, and can deploy them in Landscapes.
Necramechs can be operated by an Operator (which requires completion of The War Within) via Transference, whether they are found inactive in the fields of the Cambion Drift during Fass or owned by the player. 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. 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 Mausolon as their default weapon.
- Spawn Locations in the Cambion Drift [view map]
Players can craft their own Necramechs through the Necraloid Syndicate. Players must be at least Mastery Rank 14 in order to purchase Zymos and Sepulcrum blueprints from Father for ranking up this Syndicate to purchase the necessary Necramech component blueprints. 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 20 each.
Player-owned Necramechs have customizable livery and can be equipped with various Necramech-exclusive Mods to enhance their abilities. A Necramech Summon Gear is automatically given to the player upon building their first Necramech, which allows players to summon the Necramech for use on any open-world Landscape (Cambion Drift, Plains of Eidolon, and Orb Vallis). The Necramech Summon Gear has a 2 minute and 30-second cooldown before it can be used again.
- Voidrig Necramech
- Unknown Necramech (to be released later)
Mobility and ControlEdit
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:
- Charge: Necramechs can perform a charge (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 charging is heavily reduced.
- Charging ragdolls and damages enemies in its path, and also breaks any destructible environmental objects like loot crates.
- Charging 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 charge (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 charge 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 (default hold
while airborne), making it 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 slows 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 makes 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, making them unable to pass through some smaller passages and doors. Likewise shooting and/or aiming while crouched will cancel out and force them to stand up for the action.
Necramechs are unable to interact with objects that require the Use key (default Ayatan Stars, and revive allies.), thus they are unable to hack consoles, carry objective items, grab pickups like
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.
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 Arch-gun that has a Gravimag installed, with regenerating ammo. They are also capable of engaging in melee combat using their arms and can perform aerial ground slams. Necramechs are able to fire their weapons and perform abilities that can be used in mid-air while hovering.
Necramechs are immune to knockdowns, staggers, and energy-draining 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.
Necramechs can replenish energy from Energy Orbs dropped from enemies, the environment, or from Warframe abilities like Protea's Dispensary or Trinity's Pool of Life augment, but cannot be energized directly by Warframe abilities (such as Trinity's Energy Vampire) or consumables like Energy Restores. Necramechs have no self-repair capability, and cannot pick up Health Orbs or use Health Restores to restore damage.
They can be repaired using:
- Vazarin's Protective Dash
- Trinity's Blessing (also applies damage reduction buff)
- Vizier Predasite's Iatric Mycelium
- Vome blue energy (during Fass cycle)
They do not benefit from:
- Venari's Heal stance or Hunter Recovery (however Venari and other companions will stay by the Necramech's side to fight)
- Any of Wisp's Reservoirs, Oberon's Renewal, Volt's Speed or Harrow's Covenant
- Physique, Energy Siphon, Brief Respite or Enemy Radar
- Vacuum/ Fetch or Animal Instinct
The Necramech features 12 mod slots unlike other vehicles (e.g. Archwings or K-Drives) and provides 6,000 Mastery Rank points at full rank. Note, however, that Necramechs do not appear on the profile screen for checking Mastery Rank progress. Orokin Reactors and Forma can be installed to enhance modding capabilities.
Player-built Necramechs can be equipped with the following Necramech exclusive mods:
- 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.