



There are three layers in all, starting with the ship control room. In Mechanicus, the Necron’s regeneration and awakening becomes the focus of the entire campaign, as you race to stop the cavernous network of tombs under Silva Tenebris awakening and zapping the galaxy to death. In the tabletop game, they regenerate on a 3+, which is bollocks and completely broken and no, I’m not rage quitting, I have to be home for dinner and its nothing to do with your stupid broken Necrons. What they find is the Necrons, shiny skellies with neon green gauss weapons who don’t like to stay dead. Sensing an opportunity to find an advantage in their unending holy space Brexit, they send a team of Tech Priests to investigate. The game begins as the Adeptus Mechanicus - spidery, technology worshipping cyborg priests - pick up a strange signal emanating from the planet Silva Tenebris. Unfortunately, the undead robot phalanxes that stalk its cavernous underground tombs put up so little fight that I rarely needed to dig below the surface, ultimately leaving its wealth of tactical options underutilised and gathering dust. Bulwark Studios’ Mechanicus is one of the most polished and atmospheric titles to use the name in years, starting with a base coat borrowed from tactics genre titans before it, and gluing on an entire sprues worth of fresh ideas. As Games Workshop rent out their license to anyone who can spell ‘ork’ correctly, their slightly fashy gothic future setting occasionally turns out a real treat of a match up.
