OK so this is the Necron conversion Custom Force List for Vor: the Maelstrom. There is no fluff, no explanation of why the Necrons are in the Maelstrom. This is just straight game rules with no descriptive text. If you are interested in more information on Necrons, they had some articles in White Dwarf magazine a few years ago.
MP:12 CC:5 RC:6 POW:4 BOD:6 BRN:6 GUT:8 LIF:2 AR:5 S:M
Point Value: 97
Availability: 1 per force
Structure: Individual
Equipment: Staff of Light
Abilities:
Anti-life Ray: The Necron Lord projects this ray from his body [MPC:6 UPT:1 Range S: -/- M: -/- L: -/- POW:6 AM:-1 DAM:1 Mode: splash]
Regeneration: Necrons are notoriously difficult to kill, owing to numerous on-board self-repair systems. If a Necron model loses its last LIF point, place a marker at the point where the model was removed. Before initiative is rlled on the next turn, make a BRN test for the removed model. If the roll succeeds, the model re-enters the game with 1 LIF. If the roll fails, permanently remove the model from the game
MP:11 CC:4 RC:6 POW:4 BOD:6 BRN:5 GUT:8 LIF:2 AR:5 S:M
Point Value: 80
Availability: 1 per Warrior squad
Structure: 3-6
Equipment: Gauss Blaster
Options: Any Immortal may have Gauss Grenades (+20 PV).
Abilities:
Regeneration: Necrons are notoriously difficult to kill, owing to numerous on-board self-repair systems. If a Necron model loses its last LIF point, place a marker at the point where the model was removed. Before initiative is rlled on the next turn, make a BRN test for the removed model. If the roll succeeds, the model re-enters the game with 1 LIF. If the roll fails, permanently remove the model from the game
MP:11 CC:3 RC:6 POW:4 BOD:5 BRN:5 GUT:7 LIF:1 AR:5 S:M
Point Value: 61
Availability: Unlimited
Structure: 5-10
Equipment: Gauss Rifle
Options: Any Warrior may have Gauss Grenades (+20 PV).
Abilities:
Regeneration: Necrons are notoriously difficult to kill, owing to numerous on-board self-repair systems. If a Necron model loses its last LIF point, place a marker at the point where the model was removed. Before initiative is rlled on the next turn, make a BRN test for the removed model. If the roll succeeds, the model re-enters the game with 1 LIF. If the roll fails, permanently remove the model from the game
MP:8 CC:4 RC:0 POW:5 BOD:4 BRN:3 GUT:7 LIF:1 AR:5 S:S
Point Value: 11
Availability: Unlimited
Structure: 4-10
Equipment: None
Options: None
Ablities:
BOOM!: Whenever a Scarab unit is activated, the owner may detonate the self-destruct on any of the Scarabs. Any enemy model in base-to-base contact with a detonated Scarab may make a Dodge Test toavoid the blast (see p.87, VOR Rulebook.) If a model fails the Dodge Test, it takes a [POW:5, AM:-1] hit. The Scarab is destroyed and counts as a casualty when calculating Glory points. (Cheerfully ripped off from the Union Forcebook!)
MP:25 TC:1 RC:6 POW:6 BOD:5 LIF:2 AR:4(2)
Point Value: 107
Vehicle Type: Light Flyer
Availabilty: 1 per 500 points of Force
Weapons: Gauss Cannon
Options: The Destroyer may replace its Gauss Cannon with a Heavy Gauss Cannon (+31 PV).
MELEE WEAPONS
Staff of Light
[MPC:5 POW:POW AM:-2 DAM:2 Mode: none] pv:12
RANGED WEAPONS
Gauss Rifle
[MPC:5 UPT:2 Range S: 6/- M: 12/+1 L: 24/- POW:5 AM:-1 DAM:1 Mode: none] pv: 19
Gauss Grenade
[MPC:5 UPT:1 Range S: 6/+1 M: 12/- L: -/- POW:5 AM:-1 DAM:1 Mode: indirect, 2" blast] pv:20
HEAVY RANGED WEAPONS
Gauss Blaster
[MPC:6 UPT:1 Range S: 10/- M: 20/+1 L: 30/- POW:6 AM:-1 DAM:1 Mode: full auto] pv:22
Gauss Cannon
[MPC:7 UPT:1 Range S: 15/- M: 30/+1 L: 45/- POW:6 AM:-2 DAM:1 Mode: 2" blast] pv:32
Heavy Gauss Cannon
[MPC:8 UPT:1 Range S: 15/- M: 30/+1 L: 45/- POW:7 AM:-2 DAM:2 Mode: 2" blast] pv:63