TEXT: Greetings citizens, and welcome to The Emperor’s Most Beneficent
  Chapter Approved column. The foul canker of The Alien is always an
  affront to the Imperium but it is my unpleasant duty to release details of
  another alien threat this month – that of the race known as Necrons. The
  well-known deviant and heretic Rick Priestley (Inq. file crossref.
  21/20/21/7.5st. “Crimes against Sanity” Vol XXIV) has prepared a treatise
  on these highly dangerous raiders (ably assisted by Scribe Primus Gav
  Thorpe). All loyal commanders are advised to examine this information and
  be on the lookout for Necron depredations in all Segmentum. After this we
  have a summary of information on the corrupted Terminators of the thrice cursed Traitor
  Legions, from Agent Jervis Johnson. At no little cost to his own sanity, he has uncovered
  details of Chaos Terminators who have pledged themselves utterly to the dark gods, gaining
  foul blessings in exchange for their immortal souls. I have also released additional information
  in response to queries from commanders about certain of the common rules of engagement,
  in the form of questions and answers. 
  Introduced by Andy Chambers
  By Rick Priestley
  First Contact
  Comments on the Necron army list
  This info on Necrons is an early draught (with an eye towards a
  Codex later), and we could use some feedback on it and how it
  plays. What we want to do is put together a database to track
  the success (or lack of it) enjoyed by Necron forces. You can
  help out by reporting on the results of games involving Necrons.
  Just send a postcard in to Chapter Approved with the following
  information on it.
  What armies fought (ie. Necrons vs ?????).
  What points value the game was.
  What scenario you played.
  The names of you and your
  opponent.
  What the result was.
  Of course other comments on
  rules, points values, etc. are
  welcome, but please don’t send in
  ideas for new troop types and
  weapons – we’ve already got plenty!
  NECRONS
  
  ®
  As you might know, the new Warhammer 40,000
  book includes lists for all the major Warhammer
  40,000 armies but not a list for the Necrons. This
  is because at the time the book was written we
  didn’t want to include a Necron list as the Necron
  race was (and still is) under development.
  Anything we might have written would have been
  subject to rapid change so we decided to leave
  things to White Dwarf. None-the-less miniature
  designer Dave Andrews has found time in his
  action-packed schedule to fit in some cool new
  Necrons amongst all the Battlefleet Gothic
  spaceships, Chaos Space Marines and exciting
  new projects which we’ll be telling you about soon.
  The lists and new rules in this article enable you to
  field a force of Necrons using the new Warhammer
  40,000 game. It wasn’t too hard to put this article
  together because the ideas for the new
  Warhammer 40,000 game were already well
  established when the original Necron rules were
  written (in fact the Necron rules were originally
  designed to work with the new Warhammer 40,000
  and I had a devil of a job retro-designing them for
  the old version). In a sense they are the first new
  race to be developed for the latest version of the
  rules. That’s if you don’t count the Kroots (counting
  Kroots is a recognised medical condition round
  these parts).
  THE STORY SO FAR
  The story of the discovery of the Necrons and
  some insight into their long and disturbing history
  can be found in WD issues 217 and 218. To
  summarize briefly... ‘the Necrons are a biologically
  dead race that was wiped out in a galaxy wide
  catastrophe approximately 60 million years ago.
  Faced with extinction the Necrons constructed
  metal bodies as repositories for their hyper-
  advanced minds. To weather the impending
  galactic bio-meltdown the Necrons constructed
  huge stasis chambers to shelter inside. They have
  been there ever since, resting until a such time
  that the galaxy was safe for them to emerge.’
  The discovery of some of these stasis chambers
  has triggered the emergence of isolated groups of
  Necrons all over the galaxy. Quite what their
  purpose is remains something of a mystery.
  Necrons confine their activities to raiding and
  taking captives. They are known to perform grizzly
  biological experiments upon human prisoners.
  Some believe that the Necrons, possessed as they
  are of a vastly superior scientific knowledge, are
  attempting to rebuild their race in biological form.
  Others hypothesise that the Necrons are no longer
  possessed of rational minds. Some say that
  millions of years of stasis has degenerated the
  Necrons’ electronically encoded personalities so
  that only crude instincts and half-remembered
  purposes remain to drive their metallic bodies. 
  THIS LIST IS…
  The Necron army isn’t finished yet! The models
  currently available are just the start of what will
  eventually be a complete army to which we plan to
  add plastic models, vehicles and a range of troop
  types. We fully intend to make special pieces and
  everything you’d expect from an army. Right now
  we’re still trying out new ideas and dreaming up
  new troops and machines. Some of these are a bit
  too raw and bleeding to be wheeled into public
  view just yet. So, please take this list for what it
  is… a working copy of a list for a new Warhammer
  40,000 race which is still in development. 
  SPECIAL RULES
  White Dwarfs 217 and 218 included a variety of
  special rules for Necrons. Many of these were
  designed to make Necrons work in the old WH40K
  and are not needed in the new game. In other
  cases we’ve changed the way the Necrons work
  because we wanted to or because there seemed
  an overwhelming response from players to have
  them work a certain way. 
  1. NECRON WEAPONS
  Necrons have four different kinds of gauss
  weapons: the gauss gun carried by Necron
  Warriors, larger gauss blasters carried by Necron
  Necron raiders overwhelm an Imperial outpost.
  72
  
  Immortals and the heavy gauss cannon, mounted
  on Necron Destroyers. These were described
  pretty thoroughly in previous White Dwarfs, except
  for the blaster which is new. The fourth type of
  gauss weapon is the gauss grenade. Unlike most
  other weapons, gauss weapons have the ability to
  ‘flay’ chunks of metal from even the most heavily
  armoured vehicles, and this gives them a certain
  amount of penetrating power beyond what might
  be expected. To represent this a hit on a vehicle
  from a gauss weapon will always score a Glancing
  Hit on the score of a 6, even if the target’s armour
  value is greater than could normally be penetrated. 
  Necron Lords carry a staff of light – a mysterious,
  short ranged weapon with the profile shown below.
  Gauss grenades are used in assaults against
  vehicles. Any hit inflicted on the target by a unit
  equipped with gauss grenades will score a
  Glancing Hit on a D6 roll of a 6 regardless of the
  vehicle’s armour value. However, as with krak
  grenades and melta-bombs, only 1 attack can be
  made per model. No bonus attacks are added from
  additional weapons, charging, or anything else. 
  2. MORALE
  In the new 40K the loss of unit morale represents
  the way a unit falls back under fire, rather than
  turning on its heels and running off in a complete
  tizz as in the old game. Although Necrons are
  unlikely to panic or flee, they will retreat where
  circumstances make it sensible, logical, or
  advantageous to do so. For this reason Necrons
  take morale checks as described in the game
  rules. 
  A broken Necron squad that is assaulted regroups
  automatically – the Necrons reconsider their
  withdrawal in the light of the immediate danger.
  This also applies if an enemy advances after a
  Necron unit after breaking them in an assault – the
  broken Necrons regroup at the end of their fall
  back move, just like Space Marines. Note that
  Necrons can be destroyed in a crossfire, in which
  case the models are removed immediately. The
  Necrons 
  are 
  not 
  actually 
  destroyed 
  or
  surrendering, they use their internal teleporters to
  remove themselves from the battlefield before they
  can be seriously damaged.
  When it comes to regrouping, ignore the
  requirement for a unit to be at 50% of its starting
  strength. Necrons can always attempt to regroup
  although they must still pass a Leadership test to
  do so.
  3. 25% PHASE OUT
  Although Necrons are not affected by panic or
  disaffection, being for the most part mechanical,
  they can still recognise a hopeless situation. Once
  the number of functioning Necron models is down
  to 25% or less of the original size of the force, the
  remainder will automatically phase out using their
  internal teleporters. Any models which are out of
  action do not count towards the remaining force,
  and will automatically phase out together with the
  rest. This is the only way to drive away a Necron
  force – destroy at least 75% of them!
  4. SCARABS
  Scarabs now work in quite a different way
  compared to the earlier set of rules. They now
  come in units and they can fight in close combat.
  They also explode! As this makes them more
  conventional in most respects, they are covered by
  the army list entry. 
  5. WE’LL BE BACK!
  If a Necron Warrior, Immortal or character model
  should be ‘killed’ do not remove it from the tabletop
  but lay the model down instead. The model is ‘out
  of action’ but, being a Necron, gets a chance to
  make a comeback in its following turn. 
  At the start of the Necron player’s turn roll a dice on
  behalf of each ‘out of action’ Necron Warrior or
  Necron Immortal model that is within 6" of at least
  one other ‘living’ Necron model of the same type.
  Any Warrior or Immortal models which are ‘out of
  action’ but not within 6" of a functional Necron of
  the same type will automatically ‘phase out’ and
  are removed from the game. The Necron player
  can also roll a dice on behalf of any Necron Lords
  that are out of action, regardless of whether there
  are other Necrons nearby. Necron models hit by a
  weapon which inflicts instant death (ie: weapons
  with twice the Strength of the Necrons’ Toughness)
  are 
  totally 
  obliterated 
  and 
  are 
  removed
  straightaway – there is no chance of them self-
  repairing.
  SCORE   
  RESULT
  1-3
  Necron is beyond repair. Model
  phases out from the battlefield
  and disappears. Remove the
  model as a casualty. 
  4-6
  Necron rises to its feet ready to
  continue 
  fighting. 
  It 
  will
  immediately move to join the
  closest unit of the same type if it is
  a Warrior or Immortal. Move the
  model into coherency distance if it
  is not already within 2”. Once
  joined with a unit, the Necron
  moves and fights with it – any
  movement it may have already
  made is disregarded. 
  6. VICTORY POINTS
  See this month’s Chapter Approved ‘Questions
  and Answers’ section for rules on how to work out
  victory points for combined units.
  NECRON WEAPONS SUMMARY
  RANGED WEAPONS
  Weapon
  Range
  Str.
  Armour
  Notes
  Piercing
  Gauss Gun
  24"
  4
  5
  Rapid Fire 
  Gauss Blaster 
  24"
  5
  4
  Assault 2
  Gauss Cannon 
  36"
  6
  4
  Heavy 3
  Staff of Light
  12"
  5
  3
  Assault 3
  ®
  73
  
  It is unknown whether these powerful Necron Lords are the leaders of
  the Necron attacks or whether they exist for another more sinister
  purpose.
  Weapons: The Necron Lord carries a staff of light.
  Special rules: A Necron Lord is an independent character as covered by
  the rules in the Warhammer 40,000 rulebook.
  Necron Immortals are heavily armoured, extremely tough Necrons,
  who carry the terrifying gauss blaster weapon.
  Squad: The squad consists of between 5 and 10 Necron Immortals.
  Weapons: Necron Immortals are armed with gauss blasters.
  Options: The entire squad can have gauss grenades at a cost of +2 points
  per model.
  NECRON WARRIOR
  Points
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Necron Warrior
  18
  4
  4
  4
  4
  1
  2
  1
  10
  3+
  Necron Warriors are super tough robotic killing machines of unknown
  origin, armed with the deadly and equally mysterious gauss gun.
  Squad: A squad consists of between 5 and 10 Necron Warriors.
  Weapons: Necron Warriors are armed with gauss guns.
  Options: The entire squad can have gauss grenades at a cost of +2 points
  per model.
  Necron Immortal
  Necron Warrior
  NECRON IMMORTAL
  Points
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Necron Immortal
  28
  4
  4
  4
  5
  1
  2
  1
  10
  3+
  ®
  Necron Lord
  NECRON LORD
  Points
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Necron Lord
  85
  4
  4
  5
  5
  3
  4
  3
  10
  3+
  
  SCARAB
  Points
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Scarab
  6
  4
  0
  3
  3
  1
  2
  1
  10
  4+
  Necron raiding forces are accompanied by swarms of aerial attack
  vehicles or Destroyers.
  Squad: The squad consists of between 3 and 5 Necron Destroyers.
  Weapons: A Necron Destroyer is armed with a gauss cannon.
  Options: See ‘Heavy Gauss Cannon’ below.
  Special Rules
  Destroyers: Destroyers are equivalent to jetbikes and are covered by
  the Bike/Jetbike rules in the main rulebook. This means that they can
  mount heavy weapons and shoot as if stationary and, of course, they
  get the +1 Toughness bonus as shown on the profile. Check page 94
  of the rulebook for rules covering bikes.
  I’ll Be Back: If a Destroyer goes out of action it cannot make a self-repair and come back as a Destroyer.
  However, its rider can make a return as a Necron Warrior assuming it is within 6" of a Necron Warrior unit.
  When a Destroyer falls casualty place a prone Necron model over the spot and make the I’ll Be Back roll as
  normal.
  Necron raids include large numbers of small beetle-like robots, dubbed Scarabs by the
  Imperial Guard. These Scarabs latch themselves onto enemy machines before self
  destructing in spectacular explosions.
  Squad: The squad consists of 3 to 5 Scarabs.
  Scarabs: Scarabs move and fight in the same way as jetbikes, as covered by the rules for
  bikes and jetbikes in the main rulebook. They do not get a +1 Toughness bonus. Check page
  94 of the rulebook for rules covering jetbikes.
  Destruct: Instead of attacking in close combat a Scarab can self-destruct instead. This
  causes one automatic hit on each target in base contact at a Strength of 3 and armour
  piercing value of 2. Against vehicles this causes 3 + 2D6 penetration. The Scarab is destroyed
  as a result (and can’t save!). Work out damage on the target as normal.
  WEAPON OPTIONS
  Some of our playtesters felt that the Necrons’ lack of a heavier weapon put them at a disadvantage over
  well armoured forces such as Imperial Guard. In part this is because the Necrons are light raiders by
  nature, and in part because we’d like to do a heavier weapon variant later! Meanwhile, we’ve added this
  option to upgrade Necron Destroyers with heavy gauss cannons.
  Up to one Necron Destroyer per squad may upgrade its gauss cannon to a heavy gauss cannon at a cost
  of +10 pts.
  Weapon
  Range Strength
  AP
  Type
  Heavy Gauss Cannon    36"          9            3      Heavy 1*
  *As with other gauss weapons, a hit will always penetrate armoured vehicles on the roll of 6 even if the
  armour value is 16+(!). 
  NECRON DESTROYER
  Points
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Necron Destroyer
  50
  4
  4
  4
  (4)5
  1
  2
  1
  10
  3+
  Necron Destroyer with gauss cannon
  ®
  75
  
  NECRON
  FORCE 
  Note that the
  Necrons do not have
  any Heavy Support
  units at the moment,
  but we’ve included
  them on the Force
  Organisation chart in
  case we introduce
  some later or you
  wish to invent some
  suitably bizzare
  creations of your
  own. 
  NECRON ATTACK
  COMPULSORY
  1 HQ
  2 Troops
  OPTIONAL
  1 more HQ 
  4 more Troops 
  2 Heavy
  Support 
  3 Elites
  3 Fast Attack
  TROOPS
  TROOPS
  FAST ATTACK
  HEAVY
  SUPPORT
  ELITES
  HQ
  ENEMY FORCE 
  As you can see, the
  Necrons’ foes do not
  have access to many
  specialised units –
  the Necrons are
  often found on very
  isolated worlds by
  small scouting
  forces, and there
  have been no
  reports of them
  engaging in large
  scale battles with a
  numerous foe.
  FORCES
  Both players pick their forces from the Force
  Organisation charts given here, to an agreed
  points value.
  TERRAIN
  Set up the terrain in any mutually agreeably
  manner, taking into account any special
  features due to the mission being fought.
  TROOPS
  TROOPS
  FAST ATTACK
  HEAVY
  SUPPORT
  ELITES
  HQ
  COMPULSORY
  1 Troops
  OPTIONAL
  1 HQ 
  5 more Troops 
  2 Heavy
  Support 
  1 Elites
  2 Fast Attack
  NECRON SCENARIOS
  When fighting against Necrons, use the following Force Organisation charts and Mission Generator.
  These represent surprise attacks by Necrons, enemy forces stumbling on a Necron stasis chamber or
  ®
  76
  
  If you wish to play against a Necron army, but you haven’t pre-
  arranged to do this (you’ve gone to a club or whatever) you may
  find that your army is not allowed within the Force Organisation
  given above. If this is the case, any excess units in your army
  represent additional forces that are close by to lend a hand. For
  example, if you had three Heavy Support choices in your army,
  only one would be in your main force, the other two would be reinforcements. You may choose which of your
  excess units are the reinforcements, and these must be placed in reserve, even in missions which do not
  normally allow reserves. If the scenario normally uses reserves, these reinforcing units suffer a -1 modifier to
  their dice rolls when testing to see if they turn up, otherwise the reserve rules are used as written.
  In scenarios which do not normally use reserves, when your reinforcements arrive they may move on from any
  table edge within your deployment zone. In a Breakout (where you have no table edge in your deployment
  zone) your reinforcements will arrive from the centre of one of the long table edges – roll a dice for each unit
  when it arrives to see which edge it moves on from.
  The Necrons gather under the leadership of a sinister Necron Lord.
  ®
  “We had been readying ourselves to raid an isolated human
  settlement on the desert world of Naogeddon, when the
  soulless ones attacked. The strike came as swiftly as it did
  silently. Before any of us knew it, one hundred or more
  perfectly synchronised, silver nightmares had risen from the
  sand surrounding us. All we could do was defend ourselves
  as they advanced methodically upon us, tightening the circle
  and bringing their ancient guns to bear.
  I personal defeated enough to make them withdraw – they
  had however achieved their apparent goal. I was the only
  survivor of the ambush, the bodies of my fallen warriors were
  dragged away beneath the sand, a twisted parody of what I
  had intended for the human survivors of my own ill-fated
  attack.”
  Account of Lord Skarsila, Archon of the Kabal of the Black Claws.
  After choosing your armies roll a dice.
  1
  BREAKOUT*
  2
  NIGHT FIGHT
  3
  RESCUE
  4
  AMBUSH**
  5
  STRONGPOINT ASSAULT***
  6
  MEATGRINDER**
  * The Necrons are the defenders.
  ** The Necrons are always the attacker (even
  against Dark Eldar).
  *** Use Strategy Rating to determine attacker. As
  Necrons can be encountered at varying levels of
  dormancy, they have a Strategy Rating of D3,
  rolled for every battle.
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Old Rules/Codex and BRBs/Necrons Chapter Approved.pdf