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elow the mile upon mile of departments of the Administratum, below the deep storage levels and the vastness of the dungeons of Earth. Its gates are adamantine. It is locked with enchantments 0) stasis. None can enter without the seal of the Lords of Terra. Of its fark and silent guardians I will not, dave not, speak. F: hiere is a vault deep beneath the Golden Throne of the Emperor, bi Within this deepest and most secure of vaults, which in ignorance of its true name I shall call the Forbidden Vault, lie secrets uncovered by mankind since the dawn of time. Secrets 50 terrifying, dangers so horrific, that they must be secured forever fest mere knowledge of their existence drive mortal minds to the brink of madness. Yet sometimes Explorators have recourse to visit the Forbidden Vault; a chance encounter on some alien world, a discovery, deep in space, a babbling report of things (ong forgotten. Once again the adamantine gates are opened, the stasis seals ave broken, and the silent guardians stand aside. Records are examined and cross-referenced. Ancient ciphers are activated, searches made, matches found, dossiers compiled and re- compiled until, at fast, something fike the truth takes form. or such at least is the tale that men tell, A tale of things I had never ected to see, to witness for myself the Seal of Terra flicker red in the globe-light, or glimpse swith my own eyes those terrible watchmen, oF ‘feel the waxy touch of ancient records made in Black ink upon human ‘skin. Who could have foreseen the discovery, time-after-time and throughout human history, of such evidence of unmistakable malice. Now I hold in my shaking Glands a revelation of such magnitude that all human endeavour seems vain and the flame of hope flickers in the wind of despair. nas sctibe carefully opens a leather bound tome. He turns the crackling pages, his ingers tracing a shaky path along the ancient register. He halts upon a name ej and with a long quill he carefully draws a line through it. in the margin the scribe adds a note that reads... Ques in a catacomb deep in the dungeons of the Administratum a hooded Bestroped by Raiders Quénown. The galaxy harbours its secrets. None know what races hide in the shadows pursuing’ secret purposes of their own. Worlds are destroyed in raids that are easily and | © innocently ascribed to Orks or Eldar, but, with worlds divided by the vastness of time | and space, who is there to find the truth? Spacecraft are destroyed by-silent unseen foes, or lost on the tides of the warp, and none can say which. Who'can measure the ‘enemies of humanity and who would willingly seek them out? Vielle: 2 Inquisitor Hoth: Viele: r Inquisitor Hot! Viele: Inquisitor Hoth such unth v» his flesh pele Morturer: 1 can) What purpose Lies behind this slaughter, executed, as it is, with euch cold intelligence, it burne the mind to contemplate. this is not the slaying of beasts that mist Kill to feed, yet it 1s bestial in ite unfettered savagery. what of the mitilation of the dead, whose organs lay displayed as if for examination? T cannot yet explain these things, and though I begin to guess, I fear my thoughts and am not ready to share that terror. Perchance I may be wrong and would not needlessly wear the shackle of heresy. ‘his much I can. say and it is terror enough for nov, The geplorators, mmbering one hundred and six, are accomted for three, Al! wore dead in the sanier described, naked, drawn, ing strange and calculating marks of examination. of the nothing was found. Nor was any trace of their blood discovered vat into which the aliens decanted that of, the ‘other bodies. te acan seceion vhichaurvived the attack ie fragmentary and mich degraded. tot of its content vas erased in the sane nay a0 S11 other oloctroaie and crystalline recorders, as veil aa itens of fecsinsest in the miplorstore comp rincloding “many. of thelr : weapons. the. attackere would. eppear to. possess. int of dloabling device which is capable of Fundoring our weaponry 4yefurctional an of obliterating such means fe iuve O€ making secord and observation, in thie vay 7 believe, they ave ‘itherto. escaped identification, and would aot pave’ bees Giscovered tow were Zt npt for chance ‘The scan shove the action of a few monants hutin it we sée clearly ‘the form of cur enemy, “a nechancié construction wrought by unknown hand in a form that is a mockery of mankind. Herein we see seven of ‘the creatures. advance upon the defenders. the defenders guns fire and three of the creatures ‘fall, struck by lasers and bolters. vet the Test cone on resolute in the face of fire. Ae the mechancids advance further, the defenders fire seems to slacken and at least one weapen can be geen to fail as ‘hearer casts it”upon the ground. The scan ends as the attacke close, yet there are two further details which are worthy of note. Of those three creatures strick by. cur fire one 1g blown in two, its torso cones to rest in the centre of frone 00.17 waere upon At appears to fade in frees 00.21 onwards, this is not a trick of the Light or result of the scan's poor quality, for it 4s faded to nothingnées by frane 00.54. vhether. removed in some unseen way or whether it simply dissolves to nothing is impossible to say. The other enemies fall, collapsing out of view. Here they renain for sone tine as if destroyed. Yet ina later frame one mechanoid stira again and rises to it feet rejoining the attack before the ‘scan end Your Senvant S yA ‘or centuries the Explorators of the Imperium have known Of the ancient civilisation of the Necrontyr — a race that became extinct. tens of millions of years ago. Littie remains now of what must once have been a technically Advanced empire that Spanned the galaxy. Any Surface structures that may ‘once have existed have long since disappeared from Necrontyr worlds. Their existence has been eroded by time. They and their works have crumbled to dust with the Passage of eons. Only deep under the sand have the Necrontyr's inexplicably strange tomb-temples partially Survived. No intact complex has ever been discovered. Those that have been explored and of which records exist, are all tuinous and empty. What their Purpose or content might have een, or if they were plundered and emptied by others in antiquity, is all impossible to say, Best analysis indicates that the Necrontyr vanished from the Galaxy more than sixty million Yeats ago, when the planet Earth Was litle more than prehistoric Jungle, and mankinds evolution lay ‘millions of years in the future, Like a thousand other dead iviisations and forgotten races the Necrontyr are of interest to few Outside the dusty offices of the Explorator Archaeos. Until now. Now, suddenly and unexpectedly, a chance encounter upon a fonely hermitage deep in the Aphis sector Has brought the Necrontyr to the altention of the powertul and great. Raiders marked with Necrontyr runes and indeci have been captured on a brief ipherable inscriptions of Necrontyr design yistial soan, itis a momentary visual record of the attack fa lnk in a chain of events that extends across the galaxy. It is a link to other falds, to other sites of destruction where raidey are wiped across an entire planet, "8 leave No trace and where records va hevebent designe te ae iifuie is known af the Nec! ;their warriors are called, These rules « ‘The Necron Warrior is mechanoid but human in gross shape and proportion. Its armoured shell is made of materials unlike anything known to man and equally resistant to impact and energy blasts. The - Necron’s internal mechanisms ate complex and, to Imperial technology at least, impenetrable. Within its atmoured breast the Necron carries a device ‘that transmits an energy pulse capable of disabling most mechanisms and electrical components. its exact nature. ig not understood, but a similar though more powerful device is employed to wipe clean the data storage of entire worlds. Necrons are capable of internal restructuring of a quite ‘complex kind, so that machines which are apparently destroyed can often repair themselves in a short time. A self-destruct mechanism is incorporated and Necrons which are too badly damaged to be repaired are destroyed, appearing to become transparent until they vanish completely. Special Rules Repair or “I'll be back!". if a Nocron takes a wound and fails its saving. throw then it falls to the ground as if destroyed, Do not remove the model but fay it down instead, The Necron takes fo partin the game whilst on the ground and cannot’be harmed — its body is just another piece of wreckage littering the battlefield. At the start of each Necron turn roll a dice: On a score of 6'the Necron is repaired. It rises to its, feel and can immediately move and fight as normal. Note that it may not be able to shoot ifit is isolated as described bolow. ‘On a score of 1 the Necron is beyond repair. and it fades away and vanisties. Remove the model permanently On a score of 2-5 the Necron remains on the.ground, Roll again at the start of the next'Necron turn leave beni nothing { ie a’greater and mére sinister seen. Their en” tigated and mysterioys typo, yy yr rage ids for 4 leiplayers to stage Necron rai ge of models. mM |ws{es[s |r [wit | a | cal sme) 414[4|4[5|1 [2] 1 | 10] 2+ 2" Unit Coherency. Necron units must normally stick. together in units with each model divided by 90 more: than 2° in the same way as other races. However, Necrons gan and do become separated during actions as they are knocked down and repaired. Neorons which, Fecoyer must endeavour fo join, up with a’Necron unit of the same type of with another individual model of the. same kind. If a Nocron is an its own, with no other Necrons within 2", it cannot shoot, although in other respects it fights as normal. Leadership/defeat, Necrons don't take Leadership tests — any test they would normally be required to take they automatically pass. A Leadership value of 10-has beer allotted as a convenience. Although leadership is unimportant to ‘Necrons, if:the. entire force is reduced to 25% or less of its original ‘umber at the start of any Necron turn then the whole ‘army will mysteriously fade and vanish in the sare way ‘as Nocron casualties — the Necrons are jddged to have been driven away and defeated! Necrons which have fallen down but not yet been removed can't be counted. ‘as part of the remaining force, so a Necron army can be defeated if enough models are knocked down even it they are not permanently destroyed. Disruptor Zone. Enemy technical devices, machines, ‘and constructions which employ electrical or magnetic energy are liable to be affected by the mysterious power of the Necrons. Any énemy model within 6° of a Necron suffers the following penalties. Ifa vehicle or dreadnought s within 6" of a Necron at the slart of its turn then it must roll a 4+ on a D6 to move that tur. If successful itssmovement is halved that tum, It unsuecessful it cannot move at all ‘Any weapon’ attempting to shoot suffers a -1 to hit penelty for each Neocron’ within 6°. This applies to all ‘weapons, including Tyranid weaponry which relies on. biological electro-magnetic fields and is considered comparable to othier weapons, Enémies in hand-to-hand coriibat against Necrons may not use the Strength of any hand-to-hand weapons they carry when resolving hits, they must use the Strength of the model itself Necron Warriors carry .a_weapon unlike. any. other. No examples of the device have ever recovered by the Imperium — its ion remains entirely speculative. it appears to work sme kind of Gauss-Teleporter princi basis which powers the Imperium's, crude t ‘This breaks down energy bonds within individual atom and reduces matter to codified energy forms which can be stored and replicated almost simultaneously. ea od es cid at co ca Tet strength Special Rules Metal Flayer. The Gauss-Flayer makes litte distinction ween flesh and solid material such as metal. It it tank it tends to strip away a small secti jamage caused depends upon wi bits: To represent this the weapon has pecial armour penetration rule. If you roll a 6 add a further D6 penetration s be 10+D6 Cd ci] {pile entry Ne.425.f ‘Necton raiding forces ‘are accompanied by Tumerous machine's ‘of which the most common are weird beetle-like devices, vealled Scarabs, The Scarab’s segmented and: armoured. body ooks" like a cross between a robotic ‘skull and an armoured insect. It souttles about the surface on its insecioid legs; but it can also untold its wings and take. to the air. No Scarabs have been recovered by the Imperium ~ their. teconsiruction here is based upon the garbled accounts of survivors and psypothetical analysis. M _{|ws! S| witta ens] 1 [ols |s]1j2|1 La | save 10 [2+ Role. Each individual Scarab moves independently — Scarabs don't form units and are therefore free to roam the battlefield making a nuisance of themselves. AAs Scarabs have very litle direct offensive capability, enemy, ‘troops do not have to shoot at them ifthey are closest target, NECRON WARRIORS 44 points per model Necron Warriors are supertough robot kiling machines of unknown origin, armed with the deadly and equally mysterious Necron Gauss-Fiayer, Their raids are. becoming more and more frequent and they are laying waste to ‘Outposts and colonies before disappearing without a trace, er carr) Neoron Bees gers t 2a 1 10 SQUAD: The squad consists of between 3 and 10 Necron Warriors. WEAPONS: Necron Warriors are armed with @ weapon of ‘unknown origin known as 2 Gauss-Flayer gun. |ARMOUR: Necron Warriors appear to be constructed entirely from a super hard hyper-alloy. A Necron Warsior thas a basio save of 2+ on 18. Move. Scarabs can either scuttle along the floor at up to B* (they do not charge or run) oF they can tly. at up to 16°. Flying Searabs can move over intervening obstacles as’you would ‘expect ~ but are assumed to land once their 16" move is _ compete | Repair. Scarabs repair in the Same way as described for Necron warriors, Leadership/defeat. No Leadership tast is taken. Scarabs are Not counted as part of the force for deterrhining when the raiders must disappear. Disruption “Zone, Scarabs disrupt “enemy shooting, movernent and hand-to-hand combat in the samme way as described for Necrons, In fact, this is their entire purpose, to move amongst the enemy disrupting weaponry, clustering round tanks of- dangerous individuals to make them ineffective. ‘Scarabs cn move onto vehicles and ‘clamp on’ like limpets! They then move together as the enemy moves. This is patticularly annoying! Metal Eater, if a Scarab settles upon a vehicle, or indeed any structufe which has an armour rating, then the armour ratiog is reduced by 3 whilst the Scarab remains in place. If several Scarabs fasten themselves onto a vehicle its armour value willbe reduced by 6, 9 or whatever depending on how many Scarabs there are. This penalty applies only whilst the Scarab ig in.place, the weakening effect does not last once the Scarab has moved away oF been destroyed. The penalty ‘applies equally to all the armoured sections of a vehicle. SCARABS . ‘The Necron Scarab is a small insect- like droid that can scuttle across the baitlefield at. remarkable. speed, of 2 30 points per model use its wings to propel itself over obstacles and terrain, Although it is unarmed, it almost always accompanies the Necron Warriors using ils close proximity to cause. Weapons and wargear to-fail and.jveaKen large targets, allowing the Necron Warriars to mave in for the Kil Bek WT NecronScarb 816 1 0 3 8 1 2 4 10 ‘ORGANISATION: You may include up to two Necron Scarabs for every 5 Necron Warriors in your force. Necron Scarabs do not form units and ‘operate independently’on.the batteficid The Necron Scarab) does not Have any ‘weaponry. ‘Aithough anlysmall, the Scarab's tough shell is impervious to almgst all weapons. ‘The Scarab has a basic save of 2+ on 1D6. WEAPONS: ARMOUR: imer. 40,000 wit eld a sizeable: army. However, a8 the Nécron” ‘force (Oooh, that sounds like there are more.to ysterious raids have been oseuring up and down the sector; mining installations, colonies and even. whole cities ave myslerious ceased communications. fivestigations Have revealed. deserted outposts, scrambled comm-systems and cniy tiny fragments of clues as to who may be commiting these atrocities. A fearsome. group of unknown appear 19 66 tansacking tis sector, no pattern can ba tigcerted rom their attacks end tis impossible to tel wnere they will sike ie ‘All Imperial fo ‘been put on fll alert and brieied with alt known deta fhe ai rade and fer weaccnry. nation special exporimental eqhigment has been dispatched to enable the captura of one or more of the raiders Imperial Player [The Imperial player has up to 500 points. of Imperial troops, lsrich may be spent on. any of the. folowing: Space Marine Hactical squads, Space Marine Scouts; Imperial Guard command feotons, Impail Guard equads, Imperial “Guard Chimeras, Sisters of Bate squads, Frateris Mila. Don't worry about ‘conforming t0 army list resitieions jor choosing army. commanders, Imperial Guard platoons and the ike AAs well a8 their standard wargear, all Imperial infantry models have been issued with an experimental Gauss~Jammer that ean prevent the Neoron Warriors from disinlogrting whon they are Sestroyed beyand repair. The rues forthe Jammers are included later inthe seenaria, Necron Player “The player with the Neccon Raiders bas 5 Necron Warriors and 2 Neoron Scarabs. Deployment Tha Neoron player deploys first end. may place his Necron ‘Warrior squad and Necron Scaratis anyihere on the tabi. “The Imperial forces may move on from any table edge in te fst turn. Me Imperial player goes frst, Objective ‘The Imperial player must capture at least one Neoron Warrior. ‘Any Neston Wtrios lefton the board atthe end ofthe game ara ‘captured. (see below for datalls of how to capture: Necron Wartors). “The Neoron player must destoy al Imperial forces. ‘The game ends whet ether all the Imaerial forces are dead or fleeing oF thers aro no Nac‘on warriors on the lable apart from those that have ben captured. Capturing Necron Warriors Al the Imperial infantry: have. been tesued with. exoerimental CGauss-Jammers, When placed on a Necron thése might actually prevent it from disappearing when it sufers irreparable damage. ‘The jammets may be used in one of two.ways, either by throwing be ay Pech Nétron Raids, bil'you sil 2 ‘strange and unbalan: ith ascenario.t've ii luded “ toinvent your own. them tke combat To throw a jammer, follow all the normal rules for throwing (grenades. i @ hits scored then roll a DB. On a ral of a4, § oF 6, the jammer has the Necron Warrior or Scarab. Place a ‘coin of marker nex to the Necron model fo remind you thatit has ‘jammer on it Jammers may also be attached in hand-toshand combat. if'a ‘model soores one of more its on a Neceon Wartior in hand hand combat, then he may forgo all his its in favour of attaching a jammer, Jammers are automaticaly tlached in this way and there ig no need to rol. Ita Necron mage! is knocked down then, Jammers may be attached automaticaly by any model in base- to-base contact. Note that it is possibie to attach more than one Jammer to ¢ ‘single Necron, in fact this is a highly recommended tactic a5 it increases the chance of capturing a Neoron. When a Necron tha as a jammer omit is removed from the table, roll one DB for each fammer on the Necron. any of the dice score @ 6, the jammer has worked and its captured, leave the model n place land jt takes no further pat in the game, Ary other result and the Necron wavrioc simply cisappeafs as normal. Other Armies 'Wyou de not have any Imperial ’sops then you can quit easly ‘use ‘oops trom other armies. Youll notes that | have only Included tne basic "tactical tyoe troops In the Imperial list, you ‘should bear this in mind when choosing say Eidar or Orks. Dor Use foo many heavy weapon specialist or assault troops as this will unbalanee the-seenario. Scenario Variant Tf you have lcoess to two Neeron boxod sets, use both; perhaps with two players taking half the Necron forces each. To take into numbers the Imperial player starts with 800 points a normal. However, et the beginning of any. of his tums, the Imperial player may bring on an overwhelming force to destray all the Negrons, The reinforcements. are not armed with jarsmers and so the idea ofthis variant is that the Imperial player must use hig inal foes to got as many jammers as possible. on the Necrons, and then use the reinforcements 10 rake the Necrons disappear ~ hopetuly leaving one of two captured Necrons behind. 1ades or by attaching them in hand-toand — oma ‘day we can but begin what must surely beng and e :du0Us task — to assess and deserbe the Sel ‘Dactaons,t9 confront them and uldiately 6 brig thera to J) bat We ean but ad guesses to our too scant knowledge, to reconstruct their weapoary, thei fighting methods, their strengths and vulnerabilities. All (his we must do, and FF sickslsowe perish witout ever eonising our ei Inquisitor Hoth i The Necron Lord is much like the Necron warrior in form. tis armoured shell is made of the same resistant materials, and like the more common warriors, its intemal mechanisms impenetrable to Imperial technology. The Necron Lord carries a remarkable weapon, the functioning of which is a matter of pure speculation. it appears to work by drawing energy from the sub- atomic structures around the Necron Lord, causing a drop in temperatures within two or three meters sufficient to kil humans. However, this is probably a side-effect of the weapon's function rather than its primary intent, for the energy drawn in this way is Teleased in an are of white lightning. The effect is horrendous — living targets literally explode from within, blasted apart by the discharge of their own physical matter. This weapon has been dubbed the Staff of Light Special Rules Note that unlike Necron Warriors, a Necron Lord does nat have to be within 2° of other Necrons to be able shoot Repair or “I'll be back!” if a Necron Lord loses its final wound and fails its saving throw then it falls to the ground as if destroyed. Do not remove the model but lay it down instead. The Necron Lord takes no part in the game whilst on the ground and cannot be harmed in any way ~ is body is just another piece of wreckage littering the battlefield, At the start of each Necron turn roll a dice: s |r ita 5 [5 4[3 | 10 On a score of 6 the Necran Lord is repaired. It rises to its feet and can immediately move and fight as normal On a score of 1 the Necron Lord is beyond repair and it fades away and vanishes. Remove the model permanently, On a score of 2-5 the Necron Lord remains on the ground. Roll again at the start of the next Necron tur: Leadership/Defeat. Necrons don't take leadership tests — any test they would normally be required to take they automatically pass. A Leadership value of 10 has been allotted as a convenience Although leadership is unimportant to Necrons, if the entire force is reduced to 25% or less of its original ‘number at the start of any Necron tum, then the whole ‘army will mysteriously fade and vanish in the same way ‘as Necron casualties ~ the Necrons are judged to have been driven away and defeated! Necrons which have fallen down but not yet been removed are not counted as part of the remaining force, so a Necron army can be defeated if enough models are knocked down even if they are not permanently destroyed. Disruptor Zone. Enemy technical devices, machines, and constructions which employ electrical or magnetic energy are liable to be affected by the mysterious power of the Necrons. Any enemy model within 6" of a Necron suffers the following penalties If a vehicle or dreadnought is within 6" of a Necron at the start of its turn then it must roll a 4+ on a D6 to move that turn. If successful its movement is halved that turn. If unsuccessful it cannot move at all ‘Any weapon attempting to shoot suffers a -1 to hit penalty for each Necron within 6". This apolies to all Weapons, including Tyranid weaponry which relies on biological electro-magnetic fields and is considered comparable to other weapons. Enemies in hand-to-hand combat against Necrons may not use the Sirength of any hand-to-hand weapons they carry when resolving hits, they must use the Strength of the model itself id Necron raiding forces are ac machin« 9 swarms of aerial attack vehi Des Destroyer and its rider appear to be integrated together in such a way that they f machine — although this is purely speculat Necron Destroyer have been closely obser the weapon carried by Necron Warriors. According to the data recovered by Imperial adepts this most lik uses some kind of Gauss principle - and has been named the Gauss-Cannon. Repair. If the Necron Destroyer is destroyed, the Necron rider repairs in the same way as described for, Necron Warriors. If it successfully repairs, the rider ‘emerges from the wreckage as a Neoron Warrior armed with a Gauss-Flayer. Leadership/Defeat. No Necrons take leadership tests the value of 10 allotted to leadership is provided on the off-chance that we will, at some future time, unthinkingly Invent some special rule that requires it. Disruptor Zone. Necron Destroyers disrupt enemy shooting, movement and hand-to-hand combat in the same way as described for Necrons. carry a weapon which the Imperial adepts hay dubbed the Gaus Cannon. Its effect the same as the smaller Gauss-Flayers ‘on Warriors are armed, and it is technology. The closest appears to b with which Ni rig po Tow fe Long Comer 12 e | al rules for skimmer type farhammer 40,000 rulebook. 1e Datafax printed in this article. As Necron Destroyers cost less than 100 poin operate in vehicle squadrons. See Dark Millennium more details Special Rules Metal Flayer. The Gauss-cannon makes iittle distinction between flesh and solid material such as al. If it strikes a tank it tends to strip a tion, and the amount of damage caused depends jon hits. To represent this the pon has a special armour penetration rule. If you roll a 6 for armour penetration on either dice then add a further D6 to the penetration score. This mysterious device can be employed at a distance to wreak destruction upon the Necron Lord's Eee ee Pe Sc ae ed foes. It can also be used in hand-to-hand fighting. In this instance it causes such a chill o form about it that flesh freezes and limbs snap and fall to the ground. Save ‘Armour Ce ea Close combat CHARACTERS NECRON LORD . 84 pts each ft is not _known whether these Necrons are simply the leaders of Necron raids or whether they serve some more sinister purpose. Known only as Necron Lords, each one carries a devastating Staff of Light, a weapon that is as ‘deadly in close combat as itis at longer ranges. co WS BSS T WoL A Ld Neconlord 4 94 4 5 5 9 4 3 10 WEAPONS: ‘Staff of Light ARMOUR: The Necron Lord appears to be constructed of the same hyper-alloy that the Necron Warriors are made of and has a basic 2+ save on 108. WARGEAR: The Necron Lord has no further wargear. STRATEGY: Necron Raiders strke without waming, appearing where once there was nothing, avoiding guards and warning eystems. A Necron player always deploys last and always gets the first turn. SQUADS NECRON WARRIORS 44 points per model Necron Warriors are super-tough robot killing machines of unknown origin, armed with the deadly and equally mysterious Gauss-Flayer gun, Their raids are becoming more and more frequent and they are laying waste to outposts and colonies before disappearing without a trace. Ca 444 500 1 10 io Necron 4 SQUAD: The squad consists of between 8 and 10 Necron Warriors, WEAPONS: Nocron Warriors are armed with a weapon of unknown origin known as a Gauss-Flayer gun. Necron Warriors appear to be constructed entirely from a super hard hyper-aloy. A Necron Warrior has a basic save of 2+ on 106 ARMOUR: SCARABS 30 points per niodel The Necron Scarab is 8 small insect like droid that can scuttle across the batlfield at remarkabla speed, or use ts wings to propel itself over obstacles and terrain. Although it is unarmed, it almost always accompanies the Necron warriors using its close proximity to cause weapons and wargear to fail and to weaken large targets allowing the Necron warriors to move in fo the kil. Ce) we 1 0 3 8 1 207 10 co Necron ORGANISATION: You may include up to two Necron Scarabs for every § Necron Warriors in your force. Necron Scarabs do not form units and operate independently on the battlefield The Necron Scarab does not have any ‘weaponry. Although only small, the Scarab’s tough shell is impervious to almost all weapons. ‘The Scarab has a basic save of 24-on 106. SUPPORT NECRON DESTROYER 75 points per model Necron Destroyers are a. commonly seen supporting large raids made by the mysterious raiding forces of the Necrons, Using an anti-gravity motive device of unknown origin, they hover above the ground, making dangerous attack runs, blasting with deadly Gauss-Cannons. WEAPONS: ARMOUR ‘Troop Type M WS BS ST W ‘Necron 448 45 4 CREW: WEAPONS: ARMOUR: (One Necron Warrior Gauss-Cannon ‘The Necron Wartlor is constructed of super hard alloy of unknown origin and gets a basic save of 24-on 1D8, NECRON RAIDER SELECTION 50% Upto al the points vlue ofthe amy may be chosen fom the Chareters sacton ofthe amy Is. 25% Atleast a quarter of your points must ie choeon from iha Squad s2cbon of ho sy Is (me # you War) 50% Up tal the pois valve ofthe amy may be chosen rm the supper section a the ary et Une Gara En islefo snap deli 1 sez zi-0 vou ous 6101 vous, fury vivd NOdvVaM sous0)A U0120N 30, Viva 3191H3A “uo Mou wos poeds m¢ samod uUeD- oe are) rng NECRON WARRIORS SCARABS scanaa NECRONS ‘THE COMPLETE NECRON LORD "consists oF: 4 NECRON LORD HERD 1 NECRON LORO STAFF NECRON LORD i NECRON LORD BODY NECRON LORD STAFF NECRON LORD HEAD NEcRON LORD or00401 errocaees ‘nnneceae NECRON DESTROYER NECRON DESTROYER SEAT [NECRON DESTROYER [NECRON DESTROYER PLATFORM ‘oro00501 NECRON DESTROYER 'NECRON TORSO a “THE COMPLETE NECRON ATTACK "Necnow DesraovEn SKNER CONSISTS OF mons PuATrOR 1 xNECRON DESTROYER Sear EnaeN + xNEoRON DESTROYER ‘CONTROL Pat NESRON TOMES 5 Necnon pesTRovER GAUSS CANON Designed by Dave Andrews: Not suitable for chidran undor 38 months due to small parts and essental pointed components. All modes supplied unpaired (© Copyright Games Workshop Lid, 1988 Al righ reserved. Sal ee Fell rumblings have been emanating from long forgotten tombs and communication has been lost with dozens of Imperial worlds. So it started, the insidious and relentless march of the Necron. One of the men responsible for unleashing this mechanical threat to the safety of mankind is Dave Andrews, who sculpted the Necron miniatures. Not content with scaring the living daylights out of WH40K players the world over, Dave (with the help of Owen Branham and Mark Jones) has even created a few pieces of unique scenery to go along with the Necron army. Ian Strickland investigates. covered with bones and instead of the normal trees you can CREATING TERRAIN make trees that are gnarled and withered, If you have an Imperial Guard army made up of Catachan Jungle Fighters, When you start out playing games like hy not put foliage on their bases, make tropical tees, giant Warhammer and Warhammer 40,000 you cacti and even a whole jungle tabletop to fight over? Just look begin by putting together all the card terrain in ay Adrian Wood's Gorkamorka terrain in WD 219 or Warwick the boxed game, buying flocked hills andtrees Kinrade's Tsaragrad cityscape in this issue for other great and just start playing games with your NeW examples of this approach. AS you can see, with a little army. As you immerse yourself into the imagination any kind of terrain is possible. background of a particular army, such as. a ren Chaos Beastman warband for example, you'll. Ace Citadel designer Dave Andrews, the man behind the look ‘want to make some terrain that fits in with the of the mysterious Necrons, decided that he wanted to make a kind of battlefields this army will fight on, For __batllefield for the near indestructible mechanoids that he had instance you can make i herdstone, hills been sculpting for the last few months. His creative juices ‘bubbling, Dave decided that, like the Necrons themselves, the terrain should extraordinary. After all if you're going to make some themed terrain, you want it to stand out on the battlefield! The original concept for the Necrons was that they would be akin to the Undead in Warhammer, the remnant of long dead civilisation risen from the grave once more to fight their enemies. After look the architecture and hieroglyphies of Ancient Egypt, Dave decided to use similar imagery on the miniatures and terrain Part of the excavation site built by Owen and Mark Note the newly discovered Necron skull, ae = With the character for the army and terrain established, help was enlisted in the form of Games Workshop model makers Owen Branham and Mark Jones. The two chaps undertook the practical work on a lot of the terrain, particularly the { (more about that later on). They also got into the spirit of things by the ideas a step further, making an abandoned Imperial excavation site, complete with huge digging machines, tents and power generators. This gave ated by the impression of the Necrons as a long lost, “dead” race bei the zealous fo nperium, However, the site of the dig has been mysteriously al Owen and Mark scratch-built most of this terrain from plasticard and various other odds and ends including assorted metal backpacks and pieces from the Warhammer 40,000 accessory sprue Above: The Necron monolith built by Dave Andrews. This was made from savation machines converted by Owen Branham. ticard, carefully covered in marble adel, Owen raided his bits box for effect vinyl shee Above and below: Imperial ¢ Using an old toy tractor as the basis for th Dave used the same exhaust heet on the Pyra to add to the machines, such as dozer blades and to give th sd them up to give the machines an old, weather-beaten look. Necrom constructions a common theme, pipes. He then pa As mentioned earlier, Dave enlisted the help of Owen Branham and Mark Jones from our model making department to set about bringing his ideas for th life, Most of the processes that the) actually very simple (as with most great looking terrain the make you think, “How did they do that?"). They used foamboard (two pieces of card with foam in the middle) cut into four triangles to make the pyramid, which was then stuck down to a large piece of hardboard to give the model a solid base. Dave wanted the actual pyramid itself to be quite simple ‘ded that such a ement, so Necron architecture 10 went thre vith hardly any surface detail, but ¢ turel uld need a strong contrasting he decided to carry the rune pattern featured on the Necr models on sin piece itself. This would also provide an appropriate link with the models and make the pyramid vunn bly > whilst Owen and Mark concentrated on the main structure of the pyramid, Dave mad the rune using various materials citeuit boards. He sof surround, that also nd t specially cast up in the Citadel fo plasticard and old t (like the gold ‘ ‘ o BA a D ak, ey At this point the actual walls of the pyramid were still bare foam board, and Dave wanted to achieve a shiny marble effect. As luck would have it, he spotted a number of vinyl sheets in his local DIY store that just happened to have a print effect on them! These were then carefully cut to shape sides of the pyramid. Dave often spies out interesting materials for modelling projects when out sl in DIY and hardware stores, and as most modellers will te amazing the amount of useful s such places! you it’s you can find in As for what's coming next for the Necrons, plans are afoot for more flying vehicles and larger mechanoid lifeforms who will fulfill a support role in the Necron forces, Dave has plans for the same theme, including with rows of monoliths and tombs. This idea was influenced by the terracotta army in China (the first Emperor of China, was buried with thousands of i pottery models of his soldiers, which have been excavated in China and are now a tourist attraction). He feels that this sort of imagery will conjure up images of ancient and terrifying forces being held in stasis for millennia, ready to be unleashed upon fan unsuspecti yet more Necron terrain following aah

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