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.
Fallen Necramechs can be found in the fields of the Cambion Drift during Fass. An Operator only needs to initiate Transference (default 5 ) 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, however they will not spawn until the player has been in the Cambion Drift mission for 5 to 10 minutes.
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.
During Vome, these Necramechs become active and fight enemies automatically. These active Necramechs cannot be boarded using Transference.
Players can craft their own Necramechs through the NecraloidSyndicate. 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 Platinum 20 each. Alternatively, pre-built Necramechs can be bought from the Market for 375 Platinum 375, which come with a free pre-installed Orokin Reactor and a Necramech slot.
Player-owned Necramechs have a customizable livery and can be equipped with various Necramech-exclusive Mods to enhance their abilities. A Necramech SummonGear is automatically given to the player upon acquiring 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). Acquiring IntrinsicsTactical 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.
Necramechs are capable of walking, jumping (default Space ), and slide dashing (default tap Shift + 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 Shift ) also consumes the Engine gauge.
The Necramech has two advanced maneuvers unique to it:
Slide: Necramechs can perform a slide (default tapping and hold Shift ) which propels it at high speed towards its current heading.
It can be steered by the directional keys (default A to turn left and D 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 Mouse 2 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 Ctrl ), 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 Vacuum-like effect that draws in pickups.
Necramechs are unable to interact with objects that require the Use key (default X ), 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.
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 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 knockdowns, staggers, 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.
Warframe abilities cannot directly affect a Necramech, however they can still make use of abilities such as Electric Shield and shoot through it for additional damage, or utilize cover abilities such as Snow Globe 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 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.
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:
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).
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.
While aiming directly at your Warframe while in a Necramech and using Transference, you will instantly transfer control to the Warframe, rather than going into Operator mode first. This can be useful for players not wanting to spoil the existence of Operators to newer players.
Any abilities will be deactivated upon leaving the mech for any reason, so keep that in mind.
While not affected by Warframe abilities, Necramechs are affected by non-Tenno Specter support functions or some enemies under Mind Control. 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.
Players get four Necramech inventory slots by default. Additional slots can be purchased through the Market for 20 Platinum 20 each.
Intrinsics apply bonuses to Necramechs, which can apply even outside of Empyrean missions:
Engineering Rank 9: Health and Shields increased by 25%.
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.
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.
Completing the Heart of Deimos quest will now reward you with the Voidrig Blueprint, Voidrig Weapon Blueprint, Voidrig Capsule Blueprint, Voidrig Engine Blueprint, and Voidrig Casing Blueprint in the post-quest Inbox.
As a follow up to our Necramech Drop Rate & Crafting Cost Changes from Update 30.9.0, we wanted to add another way to set up players for success as they continue their journey to The New War and other content that requires a Necramech to participate.
Necramechs have started to play a vital role within the System - from being part of the Railjack experience, to a great tool in our Open Worlds. While their firepower provides an advantage, the time and resource investment required to obtain one has shown to be a deterrent to newer players. As The New War approaches, we aim to alleviate that initial friction and provide an easier path of obtainment.
Enemy Necramechs now have a 50% chance to drop a Necramech part across the board, evenly distributed. The battle required to defeat an enemy Necramech is not easy nor quick. This increased chance of getting a Necramech part helps to reduce the time investment needed in order to gather the mandatory parts to build your first Necramech.
Additionally, we’ve halved most of the Mining/Fishing part costs for crafting the Voidrig as this is the ‘first’ Necramech players see in the Heart of Deimos quest, so we want to make acquiring it a little easier. Bonewidow has been left as is as a longer-term goal.
The changes are:
Adramal Alloy: From 120 to 60
Stellated Necrathene: From 16 to 8
Venerdo Alloy: From 40 to 20
Tempered Bapholite: From 100 to 50
Biotic Filter: From 2 to 1
Spinal Core Section: From 30 to 15
Marquise Veridos: From 20 to 10
Voidrig Weapon Pod:
Biotic Filter: From 6 to 3
Thaumic Distillate: From 80 to 40
Charc Electroplax: From 45 to 25
Fixed Ivara's Cloak Arrow turning your Necramech permanently invisible.
Added detailed Melee stats to your Necramech Upgrade screen. Now you can see the full scope of your Necramech’s Melee prowess when Modding it!
Fixed gaining Health each time you Transferred in and out of your Necramech instead of maintaining the Health/Shield values at the time of Transference.
Fixed Combat Discipline Mod healing applying to deployed Necramechs.
Fixed owned Forma count while polarizing Nechramechs also counting Aura and Umbra Formas, which are not usable on Necramechs. The count will now only show regular Forma.
Fixed Necramech’s Efficiency stat text appearing red instead of green when increasing it in the upgrade screen.
Fixed ornate Necramech (with a spoiler name that pays homage to a certain game series) missing its Helmet in the alcove in the Necraloid Syndicate room after the “One Last Ride” stage of the Heart of Deimos Quest.
Fixed Warframes spawning after Host migration with the Health values from whatever form they were in at the time of migration (Necramech, Operator, etc.).
Fixed Necramechs showing incorrect rank and Mastery in your profile.
Fixed inability to stop Necramech from sliding after hitting environment obstacles at a sharp angle.
Fixed the Fass distortion VFX lingering on screen if you Transfer to Operator or Necramech after walking over the goo in the Cambion Drift.
Fixed cases where Necramechs could not pick up Health Orbs.
Fixed deselecting a Necramech Ability with ‘Next/Previous’ bindings interrupting/turning off the Ability.
This could affect keyboard/mouse players who opt in to this style of ability selection, but would most commonly affect players using Controllers
Fixed Necramech Arsenal ordering Arch-Guns into 2 groups: weapons with Gravimag adapters, and those without. There's no need to move no-Gravimag weapons into their own subgroup here, because Gravimag Adapters are no longer required to equip a weapon to the Necramech.
Fixed Emblems being offset when equipped on the Bruntspar Necramech Skin.
Upon login of this Hotfix, accounts that owned either the Necramech Snake Skin and/or Voidrig Day of The Dead Skin will be given the corresponding Necramech Helmets. Players who purchase these Skins in the future will get the Helmet automatically.
Another fix for the Mission Progress screen appearing blank while in a Necramech.
Fixed previously summoned Client Necramech appearing to explode when re-summoning it.
Fixed chosen Energy color not applying to Necramech ground slams
Fixed Voidrig Snake Necramech Helmet Skin appearing as a filepath in the Necramech Arsenal.
Fixed an issue where Affinity collected in a Necramech wouldn't propagate to your Arch Gun if you Transferenced in from the Operator.
Fixed second Necramech death resulting in a functionality loss as the Operator until Operator respawns.
Fixed an issue where the player's inventory can end up with two instances of the Necramech's gun, which resulted in losing earned Affinity when Reviving as your Warframe.
Fixed Focus gained by the Necramech not being saved at End of Mission.
Arch-gun Weapon Inventory Slots Explanation and Fix
When we first introduced Necramechs to Warframe, they did not have a “head” component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe’s Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.
A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.
The fix: upon login, if you own more Arch-guns than Slots, your Inventory count is corrected in the backend. You will still receive the "Invalid Slots" error if you try to claim a Necramech or Arch-gun from the Foundry, however, when you sell excess Arch-guns or buy Slots from the Market, the problem fixes itself for real instead of just suppressing the error message.
Necramech HUD reticles will now always be white, same as other reticles, to ensure it's always as visible as possible.
Fixed Voidrig Day of the Dead Helmet Skin appearing as a filepath in the Necramech Arsenal.
Changed the height threshold for Necramechs to do the ‘hard landing’ behaviour to be much higher. This change was made because often you’d just hop on a flat floor and be stuck in the ‘hard landing’ behaviour animations which would disrupt flow.
Fixed a case where you’d be unable to use Abilities in your Necramech if you resummoned it and its last position was inside an Nullifier.
Fixed some erroneous ‘Up/Down’ actions visible for players in a Necramech.
Fixed an issue when using the same Arc-gun in Heavy Weapon slot and Necramech gun slot, where Affinity earned before first summoning your Necramech wouldn't apply to the Necramech's version of the Arc-gun.
Changed the default Necramech ramming and hovering controller bindings to crouch for ramming, and aim for hovering.
Player feedback provided insight that pressing and holding hover with the controller removed the ability to aim with the right stick. This issue made air combat difficult on controllers and restricted Necramech gameplay to be on the ground. Please let us know how this change feels!
This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.
Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
Raise Bonewidow’s shield to block incoming forward damage.
Sweep surrounding enemies into the line of fire with a force beam.
Summon a devastating exalted blade.
*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!
Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.
*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!
Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!
DEIMOS QUALITY OF LIFE CHANGES:
Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions. We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
GENERAL DEIMOS CHANGES:
Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
Added slightly tweaked Transference FX for both Warframe and Necramech.
Fixed the Necramech ability UI menu not appearing in the HUD when using a controller.
Fixed a crash that could occur when casting the Necramech’s Necraweb ability.
Fixed inability to launch Archwing after exiting out of a Necramech.
Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.
This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!
SNAKE VOIDRIG SKIN
Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.
*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!
Necramech Changes & Fixes
Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:
If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.
If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.
Reduced the Necramech’s Shocking Iron ability sound loop.
Fixed summoned Necramech’s not having their Modded values when summoned again after dying.
This was an issue before the cooldown changes.
Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.
This was an issue before the cooldown changes.
Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.
Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.
Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack.
Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum.
Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.
Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.
Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech.
Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.
Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.
This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.
We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright.
Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!
Fixed becoming stuck mid-Transference when attempting to exit your Necramech while going through Deck 12 in Orb Vallis.
Fixed ability to bypass the Plains of Eidolon and Cambion Drift perimeters with a Necramech. This also fixes the ability to summon a Necramech when out of bounds.
Fixed ability to ignore teleport volumes and walk along lake-beds with the Necramech by keeping constant forward momentum in the Plains of Eidolon.
Fixed the Host Necramech UI getting overlapped if a Client squadmate exits their Necramech.
Fixes towards blank ‘Mission Progress’ screen when viewed while in a Necramech.
Still some issues with going from Warframe > Operator > then to Necramech.
Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards.
Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant).
Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
Fixed a crash that would occur when in a Necramech when someone disconnects.
Fixed enemies not targeting the Operator after dying in a Necramech.
Fixed inability to shot for the entire hover duration when in a Necramech.