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Structures · production structure

In-depth reference brief EN · source tracked

Resurrection Galleries

Necron structures that return a selected type of fallen unit without an additional unit cost.

What the official material establishes

Each field below is limited to the claims supported by the approved source set.

01Documented role
Returns a selected preferred unit type after that type falls in battle 1 source
02Return cost
Free 1 source

From verified context to a practical answer

Published 2026-08-11 · Updated 2026-08-11

01
Understand the entity

Context and role

Resurrection Galleries are Necron production structures that return losses of a selected unit type. After constructing one, the player chooses a preferred type; when a unit of that type falls, the Gallery can bring it back without an additional unit cost. This function supports the faction’s wider identity of resilience and recovery, alongside the Power Matrix and Tomb Citadel. The sources do not publish the building’s own construction cost, return delay, capacity, placement rule, durability, weapon, required technology or whether several Galleries can select the same type. Its documented value is replacement.

02
What is established

History and changes

The Necron preview introduces Resurrection Galleries as part of a design that balances exceptional resilience with a slower overall pace. The structure turns a chosen unit type into a renewable loss, reinforcing the sense that the faction can recover while expanding through the Power Matrix. The main game page repeats recovery through Galleries as a core Necron play principle. This is current design intent rather than an evolution log. No earlier behaviour, changed return rule, revised cost, removed restriction, patch history or comparison with a prior game’s implementation is documented.

03
Apply the knowledge

Practical use

The documented interaction is specific: construct a Resurrection Gallery, select the preferred unit type, and receive a replacement when a unit of that type falls. This makes the selection meaningful for force recovery, but the source does not identify a universally best type or say that the preference can be changed. It also gives no information about queues, return location, concurrent losses, rebuild behaviour or interaction with veterancy. High-level use should therefore explain the choice-and-return loop without inventing an optimal selection, economy calculation, placement pattern or repeated-production limit.

Sources used on this page

  1. Deep Silver — official game page (living page; read 2026-08-10) authority

    identity · factions · modes · mechanics · strategy

    Open source
  2. Deep Silver — Faction Deep Dive: Necrons (2026-07-29) authority

    factions · units · structures · commanders · mechanics · strategy

    Open source

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