Necrons Β· detachment

Hand of the Dynasty: The New 1-DP Necrons Infantry Detachment (11th Edition)

How to play Hand of the Dynasty β€” the new 1-DP 'Silver Tide' detachment that lets Warriors and Immortals advance, shoot and still hold objectives.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

Hand of the Dynasty is one of three brand-new Necrons detachments in the Warhammer 40,000 11th edition Faction Pack (June 2026). At just 1 Detachment Point it's a compact infantry package β€” a natural support to bolt onto a larger 2-DP core, giving your Warriors and Immortals the mobility Necron footslogging troops have always lacked.

This is SprueSentry strategy commentary, not official rules. The rules below are confirmed from the current Faction Pack; enhancement points come from the Warhammer 40,000 app, so confirm those before a game.

What the Hypermotility Protocols detachment rule does

The detachment rule gives your Immortals and Necron Warriors two things: their ranged weapons gain Assault (so they can shoot after Advancing), and Advancing doesn't stop the unit starting an action that turn. Together that turns the slow Necron 'Silver Tide' into a mobile objective machine β€” it can rush up the board, still shoot, and still perform actions or hold points. It has the DYNASTY tag, so it can't be combined with another DYNASTY detachment (notably Awakened Dynasty).

Stratagems and when to use them

  • Dominance Protocols (Command) β€” an Immortals unit gains +1 Objective Control for the turn. Use it to swing a contested objective you'd otherwise tie.
  • Will of the Conqueror (end of Movement) β€” secure one objective the target unit controls so it stays yours after you move off. Bank a point before pushing the tide forward.
  • Nanosaturation (opponent's Shooting phase) β€” after an enemy shoots your Warriors or Immortals, that unit snap-fires back at the attacker. Free reactive damage that punishes anyone shooting your line.

Enhancements worth taking

  • Enlivened Sentinels (Necron Warriors) β€” the unit gains Scouts 5", letting a Warriors block redeploy before turn one for early board control and objective pressure.
  • Tools of Dominion (Immortals) β€” the unit's ranged attacks gain Rapid Fire 1, roughly doubling shots at half range for a premium firepower brick.

(Points live in the Warhammer 40,000 app; confirm there.)

Key units

  • Necron Warriors β€” the cheap battleline body count the detachment is built around; Assault plus advance-and-act lets them swarm and hold objectives, and Enlivened Sentinels gives a block Scouts 5".
  • Immortals β€” the durable firepower core that every stratagem and enhancement keys off (Dominance Protocols, Tools of Dominion); they advance and still shoot at full effect.
  • A leader character (Overlord, Necron Lord or Technomancer) β€” lead the block for extra durability and reanimation as it advances (confirm your exact leader options).

When to take Hand of the Dynasty

At 1 DP this is a support package, not a whole army. Bolt it onto a larger 2-DP core when you want a mobile, objective-grabbing infantry element β€” it gives your battleline the speed to reach and hold the midfield that Necron infantry historically lacked. It's at its best in objective- and action-heavy missions where advancing, shooting and securing points every turn matters more than raw punch. Remember the DYNASTY tag rules out pairing it with Awakened Dynasty.

Sample gameplan: deploy a wide screen of Warriors and Immortals, ideally with Enlivened Sentinels on a Warriors block to Scout 5" before turn one. Advance aggressively onto midfield objectives β€” Assault weapons keep you shooting β€” then use Will of the Conqueror to bank an objective and Dominance Protocols to win a contested one. Punish enemy shooting with Nanosaturation, and let Reanimation Protocols keep the tide topped up as it grinds forward.

Common questions

How much does Hand of the Dynasty cost in Detachment Points?

1 DP, making it one of the cheapest Necron detachments β€” designed as a support package to bolt onto a larger 2-DP core at a 2,000-point (3 DP) game rather than as a standalone army.

What is the Hand of the Dynasty detachment rule?

Hypermotility Protocols: your Immortals and Necron Warriors get Assault on their ranged weapons (so they shoot after Advancing) and can still start an action after Advancing β€” turning the slow Necron infantry tide into a fast objective-grabbing force.

Can I combine Hand of the Dynasty with Awakened Dynasty?

No. Hand of the Dynasty carries the DYNASTY Unique Tag, and two detachments can't share a tag, so it can't be paired with Awakened Dynasty. Pair it with a non-DYNASTY 2-DP core instead.

What units are best in Hand of the Dynasty?

Necron Warriors and Immortals β€” the detachment's rule, stratagems and enhancements all key off those two units. A Warriors block with Enlivened Sentinels (Scouts 5") and an Immortals brick with Tools of Dominion (Rapid Fire 1) are the core.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.