These new Necron 40k rules buffs just turned “fine” into “problem.” Get the quick breakdown on what changed and why the meta can’t ignore it now.
Necrons went from “yeah, they’re fine” to “why is my army evaporating?” in record time. The latest 40k rules buffs did not gently nudge the faction forward. They flipped a switch.
That shift has players rewriting lists, rethinking matchups, and side-eyeing every silver model across the table.
This breakdown cuts straight to what actually changed, which buffs matter on the table, and why the current meta has no choice but to react. If you thought Necrons rules in 40k were a solved problem, the rules update just proved otherwise.
Necrons Shattering Stars, Gods, and the Meta
Early 2026 kicked the 40k meta square in the teeth. I spent an entire day cranking list reps and jamming practice games, and I somehow got five in. It felt like Christmas, except the presents are all made of living metal and bad decisions.
Get ready for Nekrosor Ammentar
Ammentar looks like he is about to rewrite how Necrons show up on the table. Think “big bad character” in the same neighborhood as Szeras, except he is built to prop up the army around him instead of just being a solo problem.
Let’s dig into what makes his datasheet so good!
What makes Ammentar special?
Stat-wise, he screams Szeras energy: T8, nine wounds, 4++, 3 OC, and a 5+++ FNP that is showing on the app but not on the preview datasheet. So yeah, still a “believe it when it is printed” situation. He drops to a 3+ save instead of a 2+, but then he turns around and picks up the kind of keywords that make opponents start measuring charge lanes like they are defusing a bomb.
He has Deep Strike and Fights First.
Necrons have been begging for a real Heroic Intervention-style “sure, come here and die” threat, and Ammentar is exactly that. Twelve melee attacks are not a joke. He is the kind of unit that makes even chunky Marines stop acting brave. And with stuff like Victrix Honour Guard dropping to three wounds, he is absolutely going to collect value when people try to get cute in combat.
He also gets Lone Operative near Destroyer Cult models, which is obnoxious in the best way. It gets even grosser when you pair him near a Hexmark, since that guy is naturally Lone Op too. Good luck shooting the important pieces without first dealing with the entire “nope” bubble.
The buff package
Ammentar is not just here to punch people. He buffs his crew, especially Destroyer Cult units, but it can splash wider too.
-
Destroyers pick up Sustained Hits 1 on their attacks.
-
Other friendly units can also benefit if they are targeting the closest enemy.
So he is encouraging that classic Necron play pattern: shove forward, bully the mid-board, and dare the opponent to step into the blender.
Also, his wargear matters
Do not sleep on the aura tech. His kit hands out a 5+++ against Mortals and Psychic. He is basically walking around with a mini Canoptek Spyder stapled to his back, and that kind of protection is exactly the sort of thing that flips matchups from “annoying” to “why is this allowed.”
Between the look and the rules, Ammentar screams “auto-include until proven otherwise.” Cool as hell, and actually useful. Dangerous combo.
C’tier for C’tan
C’tan have been pleading for help for ages, and they finally got the one thing they always needed: speed. The headline changes are big:
-
Wounds go from twelve to sixteen
-
Nightbringer and Void Dragon moves go from six to ten inches
-
Deceiver and Transcendent move to eight inches
-
Necrodermis shifts from halving damage to -1 Damage
That last one is a real nerf into big damage weapons, but it is not the death sentence some people will doom-post about. -1 Damage is still annoying, and sixteen wounds plus better movement means these star gods are getting to the part of the table that matters way more often.
Profile glow-ups that actually matter
Nightbringer largely stays doing Nightbringer things, but the others got upgrades that change what they threaten.
-
The Deceiver bumps to Damage 2 on ranged attacks and hits S10 in melee. That is a real breakpoint, and it makes him way nastier into characters and elite bodies.
-
The Void Dragon gets D3 on spear shots because, apparently, he found a few extra batteries in his coat pocket.
-
The Transcendent shifts shooting to Damage 2 (instead of D3) and gains a pip of Strength in melee to land at S10.
S10 is one of those magic numbers where your targets start feeling a lot less safe, and a lot more “why did I walk there?”






