The Silent King's Dynasties
“Once We Ruled the Stars — We Shall Rule Them Again”
Before the Old Ones, before the Aeldari, before mankind ever gazed at the stars, the Necrontyr ruled a mighty empire — until, dying and desperate, they bartered their flesh for immortality in the Great Sleep, becoming the Necrons under the C'tan's cruel dominion. For sixty million years they slumbered in stasis tombs beneath dead worlds, their empire crumbling to dust above them. Now the tomb worlds awaken one by one, and the Necron dynasties rise in their gleaming legions of living metal, phase swords humming and gauss weaponry stripping enemies atom from atom. Overlords rally their scattered dynastic fleets, Royal Courts direct the reconquest, and the Silent King himself has returned to lead the reclamation of a galaxy that was, and shall again be, Necron.
Army Rule
If your Army Faction is NECRONS, at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols: - When a unit’s Reanimation Protocols activate, that unit heals D3 wounds.
7 available
Hypermotility Protocols
Command protocols and neural impulses flood the mechanical bodies of these android warriors, lending them greater speed of thought and movement. - Friendly IMMORTALS/NECRON WARRIORS units' ranged attacks have [ASSAULT]. - When a friendly IMMORTALS/NECRON WARRIORS unit is selected to make an advance move, that move does not prevent that unit from being eligible to start an action. This detachment has the DYNASTY tag and cannot be taken with another DYNASTY detachment.
Goaded into battle by overriding imperatives, these Warriors march relentlessly out to enact the will of their masters. NECRON WARRIORS unit only. This unit has Scouts 5".
Nobles are not above expending additional resources to improve the armaments of their more valuable soldiery. IMMORTALS unit only. This unit's ranged attacks have [RAPID FIRE 1].
Transdimensional Deployment
Transported to the battlefield via dimension-shifting technologies, Tomb Blades materialise in crackling fields of energy and strafe unprepared targets, often to devastating effect. - Friendly TOMB BLADES units have Deep Strike. - When a friendly TOMB BLADES unit is selected to shoot, if that unit made an ingress move this turn, that unit's ranged attacks have +1 to hit rolls.
Ancillary reclamators capture the molecular matter of these Tomb Blades even as it is blasted apart, drawing it in a swirling comet trail behind them and working it back into their physical forms. TOMB BLADES unit only. When this unit activates its Reanimation Protocols, +1 to the roll.
Like some echo of the Nekrosor's own murder-madness, a coldly efficient kill-frenzy grips these Lokhust Destroyers so that - even as they streak into battle - they lay down one ferocious volley of fire after another. DESTROYER CULT MOUNTED unit only. This unit's ranged attacks have [ASSAULT].
Empowered Engines
When a Necron ruler unleashes the mightiest war engines from amongst their armoury, they may charge their finest Crypteks to enhance them first. Friendly NECRONS TITANIC FLY units have +6" M. This detachment has the HYPERCRYPT tag and cannot be taken with another HYPERCRYPT detachment.
Subtle transplanar optics allow this war leader to peer through the energy veil of a Monolith's eternity gate and dissect the defences and weaknesses of the enemies beyond it. This ensures their emergence from the portal is as grandly bloody and spectacular as possible. NECRONS model only. When this unit is selected to shoot, if this unit was set up using a Monolith's Eternity Gate ability this turn, this unit's ranged attacks have: - [LETHAL HITS]. - Or: [SUSTAINED HITS 1].
Projecting a subtly tailored weave of spiritual entropy fields, antiphotons and infrasonic oppression waves, this war engine projects a sense of ominous dread and impending death like a shadow before it. OBELISK unit only. In your opponent's Battle-shock step, if an enemy unit within 8" of this unit is below starting strength, that enemy unit makes a battle-shock roll.
Relentless Onslaught
The Necrons possess countless terrifying engines of war. When mustered in great number, these instruments of annihilation sweep across the battlefield, seeking to reclaim lost realms and obliterate any foolish enough to trespass upon the territories of their ancient dynasty. Each time a Necrons model (excluding Monster models) from your army makes an attack that targets a unit within range of one or more objective markers, add 1 to the Hit roll. In addition, ranged weapons equipped by Necrons Vehicle and Necrons Mounted models (excluding Titanic models) from your army have the [ASSAULT] ability.
When this noble unleashes the might of their cosmic armoury, their followers are left in no doubt as to the importance of the battle at hand. If they do not strive to live up to the lethal effectiveness of the dynasty's war engines, their Overlord's wrath will be terrible. Overlord or Catacomb Command Barge model only. While a friendly Necrons unit (excluding Monster and Titanic units) is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Feeding vampirically on datastreams from the dynasty's war engines, this device enables its owner to track enemies through multiple dimensions, leaving them no hiding place. Necrons model only. Ranged weapons equipped by models in the bearer's unit have the [IGNORES COVER] ability.
This Necron noble is a master of rapid warfare, commanding armoured columns with great precision. Necrons model only. In your Command phase, select one friendly Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back.
When activated, this device wreathes dynastic craft in a time-dilation field that reduces the force of incoming blows and shots. Necrons model only. In your Command phase, select one friendly Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack.
Technosorcerous Augmentations
Whether building on one anothers' shared results or vying to produce the most ingenious adaptations, the Crypteks treat the battlefield as an opportunity to test their latest scientific and technological breakthroughs. ■ Ranged weapons equipped by Cryptek models from your army have the [ASSAULT] ability. ■ In your Shooting phase, each time a Cryptek unit from your army is selected to shoot, select one of the following abilities: [ANTI-INFANTRY 3+], [ANTI-MOUNTED 4+], [ASSAULT], [HEAVY], [IGNORES COVER]. Until the end of the phase, ranged weapons equipped by models in that unit have that ability.
This cloud-like familiar of fractal computational electrons possesses a cogitational intellect that, when fed raw data, produces inspired strategic guidance. Necrons model only. Each time you select the bearer's unit as the target of a Stratagem, roll one D6, adding 1 if it is within range of one or more objectives: on a 4+, you gain.
Energy lenses project in a web from a central node borne by the Cryptek, coalescing about Necron weapon systems and focusing their power still further. Cryptek model only. In your Shooting phase, each time the bearer's unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment rule, you can also select from the following abilities: [ANTI-MONSTER 5+], [ANTI-VEHICLE 5+].
Clinging to the bearer's hand like a glove woven from shadow, this strange device folds space-time with a single gesture, momentarily compressing the relative distance between Necron weapons and their targets. Necrons model only. Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer's unit.
Projected from the bearer's staff as a secondary energistic emission, these solid-state electroshackles bind and trammel their victims in crackling fetters. Cryptek model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks (excluding Titanic units); until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit's Move characteristic and subtract 2 from Charge rolls made for that unit.
Cold Fervour
The fury of the Destroyers and - by extension - of the cursed legion is not a wild or reckless thing. It is rather a ruthlessly methodical annihilation of the enemy, in which the Destroyers take the lead while ripples of their strange madness roll out to infect nearby Necrons and goad them, too, to greater efforts of tireless murder. ■ Add 2 to the Strength characteristic of weapons equipped by Destroyer Cult models from your army. ■ The first time each turn that a Destroyer Cult unit from your army makes attacks that destroy a unit or cause it to become Below Half-strength, after that unit has finished resolving its attacks, until the end of the turn, add 2 to the Strength characteristic of weapons equipped by friendly Necrons models (excluding Destroyer Cult, Monster and Titanic models).
Though it resembles a typical ankh, this chest piece fills its host with an insatiable need to exterminate the foe. Catacomb Command Barge or Overlord model only. The bearer has the Destroyer Cult keyword. Add 2" to the Move characteristic of models in the bearer's unit and add 2 to the Attacks characteristic of melee weapons equipped by the bearer.
Consumed by the Destroyer madness, this Cryptek's powerful intellect is turned entirely toward killing. Cryptek model only. The bearer has the Destroyer Cult keyword. Add 3" to the Move characteristic of the bearer.
The malevolent madness of Ammentar itself burns in the minds of this warrior and their comrades. Destroyer Cult model only. Each time a model in the bearer's unit makes an attack, add 1 to the Hit roll.
This band of living metal sinks into the bearer's brow and floods their neural cortex with a murderous urge. Destroyer Cult model only. In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6".
Cosmic Distortion
The quantum dissonance and molecular erosion caused by multiple C'tan shards in close proximity is enough to fray the very physical being of the foe at an atomic level. Necrons Monster units from your army have the following ability: Distortion Fields (Aura): While an enemy unit is within 6" of this unit, it is unravelling. While an enemy unit is unravelling, each time an attack targets that unit, improve the Armour Penetration characteristic of that attack by 1. At the start of each phase, for each Necrons Monster unit from your army, that unit can suffer 3 mortal wounds. If it does, until the end of the phase, the range of that unit's Distortion Fields Aura ability is increased to 9". Designer's Note: If your army contains more than one Transcendent C'tan unit, each of those units must take the Reletavistic Tether ability. RESTRICTIONS When mustering your army, each Necrons Monster unit from your army has the relevant Necrodermal Binding ability shown on the right, and you must increase the points cost of each of those units by the amount shown in the Munitorum Field Manual. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.
33 stratagems
Detachment · Command phase · Hand of the Dynasty
WHEN: Command phase. TARGET: One friendly IMMORTALS unit. EFFECT: Your unit has +1 OC until the end of the turn.
Detachment · Movement phase · Hand of the Dynasty
WHEN: End of your Movement phase. TARGET: One friendly IMMORTALS/NECRON WARRIORS unit. EFFECT: Select one objective your unit is controlling. That objective is secured.
Detachment · Shooting phase · Hand of the Dynasty
WHEN: Your opponent's Shooting phase, when an enemy unit that targeted a friendly IMMORTALS/NECRON WARRIORS unit has shot. TARGET: That IMMORTALS/NECRON WARRIORS unit. EFFECT: Your unit shoots using snap shooting, but while doing so your unit can only target that enemy unit.
Detachment · Movement phase · Skyshroud Spearhead
WHEN: Your Movement phase, when a friendly NECRONS MOUNTED unit is selected to make a fall-back move. TARGET: That NECRONS MOUNTED unit. EFFECT: That move does not prevent your unit from being eligible to shoot.
Detachment · Movement phase · Skyshroud Spearhead
WHEN: Your opponent's Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged NECRONS MOUNTED unit. TARGET: That NECRONS MOUNTED unit. EFFECT: Your unit can make a normal move of up to D3+3".
Detachment · Shooting phase · Skyshroud Spearhead
WHEN: Your opponent's Shooting phase, when an enemy unit targets a friendly NECRONS MOUNTED unit. TARGET: That NECRONS MOUNTED unit. EFFECT: Ranged attacks that target your unit with a S greater than your unit's T have -1 to wound rolls.
Detachment · Shooting phase · The Phaeron's Armoury
WHEN: Your opponent's Shooting phase or the Fight phase, when an enemy unit targets a friendly NECRONS TITANIC FLY unit. TARGET: That NECRONS TITANIC FLY unit. EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
Detachment · Shooting phase · The Phaeron's Armoury
WHEN: Start of your Shooting phase. TARGET: One friendly NECRONS TITANIC FLY unit. EFFECT: Select one visible enemy unit within 12" of your unit. That enemy unit has +3" detection range.
Detachment · Shooting phase · The Phaeron's Armoury
WHEN: Your Shooting phase, when a friendly OBELISK/TESSERACT VAULT unit is selected to shoot. TARGET: That OBELISK/TESSERACT VAULT unit. EFFECT: Your unit's Tesla Sphere weapons have +1 AP.
Battle Tactic · Shooting phase · Starshatter Arsenal
WHEN: Your Shooting phase or the Fight phase. TARGET: One Necrons unit (excluding Monster and Titanic units) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the Wound roll.
Battle Tactic · Shooting phase · Starshatter Arsenal
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
Strategic Ploy · Movement phase · Starshatter Arsenal
WHEN: Your Movement phase. TARGET: One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Strategic Ploy · Movement phase · Starshatter Arsenal
WHEN: Your Movement phase. TARGET: One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army. EFFECT: Until the end of the phase, models in your unit can move horizontally through models and terrain features.
Strategic Ploy · Fight phase · Starshatter Arsenal
WHEN: End of your Fight phase. TARGET: One Necrons unit (excluding Monster and Titanic units) from your army that is within range of one or more objective markers you control. EFFECT: Your unit's Reanimation Protocols activate.
Strategic Ploy · Shooting phase · Starshatter Arsenal
WHEN: Your opponent's Shooting phase, just after an enemy unit has shot. TARGET: One Necrons unit from your army (excluding Monster and Titanic units) that was the target of one or more of the attacking unit's attacks. EFFECT: Your unit can make a Normal move of up to D6".
Battle Tactic · Shooting phase · Cryptek Conclave
WHEN: Your Shooting phase or the Fight phase. TARGET: One Necrons unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack's Ballistic Skill or Weapon Skill characteristic; the Hit roll. If your unit has the Cryptek keyword, you can also ignore any or all modifiers to the Wound roll.
Wargear · Shooting phase · Cryptek Conclave
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Cryptek Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: If your unit has the Necron Warriors keyword, until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit has the Immortals keyword, until the end of the phase, models in your unit have a 4+ invulnerable save.
Wargear · Shooting phase · Cryptek Conclave
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has shot or fought. TARGET: One Cryptek model from your army that was destroyed by one of the attacking unit's attacks. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Until the end of the battle, each time a friendly Necrons model makes an attack that targets the attacking unit, you can re-roll the Hit roll.
Strategic Ploy · Shooting phase · Cryptek Conclave
WHEN: Start of your Shooting phase. TARGET: One Cryptek unit from your army. EFFECT: Select one friendly Necrons model (excluding Monsters and Vehicles ) within 12" of a Cryptek model in your unit. Until the end of the phase, that friendly Necrons model has the Cryptek keyword.
Battle Tactic · Shooting phase · Cryptek Conclave
WHEN: Your Shooting phase. TARGET: One Cryptek unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your unit is selected to shoot, when selecting an ability for the Techno-sorcerous Augmentations Detachment Rule, you can select one additional ability from those available.
Strategic Ploy · Command phase · Cryptek Conclave
WHEN: Your opponent's Command phase. TARGET: One Necrons unit from your army within range of one or more objective markers. EFFECT: Your unit's Reanimation Protocols activate. If it is a Cryptek unit, it reanimates an additional 1 wound.
Battle Tactic · Shooting phase · Cursed Legion
WHEN: Your Shooting phase or the Fight phase. TARGET: One Necrons unit (excluding Monsters and Vehicles ) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
Battle Tactic · Shooting phase · Cursed Legion
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Destroyer Cult unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Strategic Ploy · Shooting phase · Cursed Legion
WHEN: Your Shooting phase or the Fight phase, just after the first time a Destroyer Cult unit from your army destroys an enemy unit this turn. TARGET: One friendly Necrons unit (excluding Monsters and Vehicles ) within 9" of that Destroyer Cult unit. EFFECT: The friendly unit's Reanimation Protocols activate.
Strategic Ploy · Shooting phase · Cursed Legion
WHEN: Your Shooting phase or your Charge phase. TARGET: One Destroyer Cult unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. RESTRICTIONS: You can only use this Stratagem once per turn.
Battle Tactic · Charge phase · Cursed Legion
WHEN: Your Charge phase. TARGET: One Necrons unit (excluding Monsters and Vehicles ) from your army that has not declared a charge this phase. EFFECT: Until the end of the phase, each time your unit declares a charge, if one or more targets of that charge are within Engagement Range of one or more friendly units, add 2 to the Charge roll.
Strategic Ploy · Charge phase · Cursed Legion
WHEN: End of your opponent's Charge phase. TARGET: One Necrons unit (excluding Monsters and Vehicles ) from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.
Epic Deed · Any phase · Pantheon of Woe
WHEN: Any phase, just after a Necrons Monster model from your army is destroyed, before making its Deadly Demise roll. TARGET: That Necrons Monster model. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Until the end of the phase, your model's Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6.
Strategic Ploy · Command phase · Pantheon of Woe
WHEN: Command phase. TARGET: One Necrons Monster unit from your army. EFFECT: Select one unravelling enemy unit visible to your unit. That enemy unit must take a Battle-shock test. When doing so, subtract 1 from the result. If that test is failed, that enemy unit suffers D3+1 mortal wounds. RESTRICTIONS: You can only use this Stratagem once per battle round.
Epic Deed · Shooting phase · Pantheon of Woe
WHEN: Your Shooting phase or the Fight phase, just after a Necrons Monster unit from your army destroys an enemy unit. TARGET: One friendly Necrons unit (excluding Monsters ) within 6" of that Monster unit. EFFECT: If that enemy unit was unravelling at the start of the phase, your friendly unit's Reanimation Protocols activate. RESTRICTIONS: You can only use this Stratagem once per turn.
Battle Tactic · Shooting phase · Pantheon of Woe
WHEN: Your Shooting phase or the Fight phase. TARGET: One Necrons unit (excluding Monsters ) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target of that attack is unravelling, re-roll a Wound roll of 1 as well.
Battle Tactic · Fight phase · Pantheon of Woe
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Necrons unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if the attacking unit is unravelling: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
Strategic Ploy · Movement phase · Pantheon of Woe
WHEN: Your opponent's Movement phase, when an unravelling enemy unit is selected to Fall Back. TARGET: One Necrons unit from your army that is within Engagement Range of that enemy unit. EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
58 units
Rules digest
Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.
Read the official pack PDFEvery list in this force answers to Reanimation Protocols, so plan your turns around it rather than treating it as a bonus. There is no secondary doctrine to pick, which keeps the force predictable to learn and unforgiving to misplay. Exact wording lives in the official pack PDF; the summary here is ours.
You commit to one of 7 detachments (Hand of the Dynasty, Skyshroud Spearhead, The Phaeron's Armoury, Starshatter Arsenal, Cryptek Conclave, Cursed Legion, and more), and that choice locks in both your detachment rule and the 18 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.
There are 33 stratagems on offer, costing between 1 and 2 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.
The roster runs to 58 datasheets. The cheapest entry comes in at 40 points and the most expensive at 540, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.
Official faction pack v1.2
Our own plain-speech summary of what the current pack alters for this force — no rules text reproduced. The exact wording is authoritative only in the Games Workshop PDF. Legal for matched play from 26th August 2026.
Read the official pack PDFReanimation Protocols has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Annihilation Protocol — the detachment rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Insanity’s Ire has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Veil of Darkness has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Protocol of the Eternal Revenant's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Numbers change only: Reactive Subroutines's target section now reads 8" where it used to read 9".
Cynosure of Eradication's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Cosmic Precision's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Hyperphasing Detachment Rule, Battle Size Table has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Territorial Obsession's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Worthy Foes has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Heavy Construct, Tesseract Vault, Triarch Stalker - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Resurrection Orb Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack swaps out part of Psychomancer, Technomancer - Core Abilities Section; treat the old text as dead. See the official pack PDF for the exact wording.
Canoptek Reanimator, Nanoscarab Reanimation Beam Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Catacomb Command Barge is updated in this pack. See the official pack PDF for the exact wording.
Chronomancer, Timesplinter Mantle Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack amends Doom Scythe, Profile. See the official pack PDF for the exact wording.
Night Scythe is updated in this pack. See the official pack PDF for the exact wording.
Monolith, Eternity Gate Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Night Scythe is updated in this pack. See the official pack PDF for the exact wording.
Ophydian Destroyers, Tunnelling Horrors Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Plasmancer, Living Lightning Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
The Silent King is updated in this pack. See the official pack PDF for the exact wording.
Transcendent C'tan, Transdimensional Displacement Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Ruling on Systematic Vigour
Ruled yes in the official pack.
Ruling on Undying Legions
Ruled yes in the official pack.
Ruling on Canoptek Court
Ruled no in the official pack.
Ruling on Cosmic Precision
Ruled yes in the official pack.
Ruling on Cosmic Precision
Ruled yes in the official pack.
Ruling on Conquering Tyrant
Ruled yes in the official pack.
Ruling on Monolith’s Eternity Gate
Ruled no in the official pack.
Ruling on Monolith’s Eternity Gate
Ruled yes in the official pack.
Ruling on Canoptek Court Autodivinator
Ruled no in the official pack.
Ruling on Hypercrypt Legion Hyperphasing Detachment
Ruled no in the official pack.
Ruling on Canoptek Court Reactive Subroutines
Ruled yes in the official pack.
Ruling on a rules interaction in this army
Ruled no in the official pack.
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