Immortal
A heavier infantry construct with better weapons.
Threat File — Immortal
TR 7 · NecronsSaves: Toughness +7
Senses: Sees normally in total darkness
War-Grade Chassis. The immortal reduces all damage from small-arms weapon attacks by 2, and it has Advantage on saves against being Suppressed or Pinned.
Veteran Engrams. Unlike lesser warriors, the immortal retains a soldier's cunning: it gains an additional +1 Defense while in cover, refuses bait, and gains +1 to hit any target below half Vitality.
Reanimation Protocols. When reduced to 0 Vitality, the immortal collapses instead of being destroyed. At the end of the following round, roll 1d6: on a 5-6 it reassembles with 20 Vitality. Destroying its wreckage (an action) prevents this.
Gauss Blaster. Ranged Attack: +6 to hit, range 60/180 ft., one target. Hit: 2d10 + 3 energy damage, and the target loses 1 Defense as armor is flayed away (until repaired).
Tesla Arc. Ranged Attack: +6 to hit, range 40/120 ft., one target. Hit: 2d8 + 3 energy damage, and on an attack roll of 18 or higher the bolt leaps to a second creature within 10 feet of the target for 1d8 energy damage.
Morale: Does not make Morale checks. It repositions with cold judgment and phases out only under command protocol.
Tactics: Immortals hold the ground warriors take. Anchor them on Fire Lanes with real cover and let their durability turn a firefight into a siege. They punish the party's heavy hitters specifically — an immortal remembers which enemy hurt it and answers in order of threat.
Loot / Evidence / Hooks: A gauss blaster power cell, still humming, is worth a small estate to a weapons collegium.
Enemy Dossier
GM ReferenceAn Immortal is what a Necron Warrior aspires to be if aspiration were still permitted: heavier plate, heavier gauss weaponry, and a mind that retains a soldier's cunning. The dynasty's line infantry for wars it intends to win quickly.
Use this enemy when Necron fire needs to start deleting cover, heavy armor, and confidence rather than merely stripping paint.
Very high line-infantry durability, punishing mid-range gauss or tesla fire, reanimation, retained tactical judgment, no morale.
War-Grade Chassis. Reduces incoming damage from small arms by a fixed amount; Suppression alone rarely moves it.
Veteran Engrams. Unlike warriors, Immortals use cover, focus fire on wounded targets, and refuse bait; run them smart.
Gauss Blaster. Heavy flaying beam; on a hit, degrades armor or cover in addition to damage.
Tesla Arc. Crackling attack that leaps to a second nearby target on a strong hit.
Morale: None; repositions with cold judgment and phases out only under command protocol.
Tactics: Immortals hold the ground warriors take. Anchor them on Fire Lanes with real cover and let their durability turn a firefight into a siege. They should punish the party's heavy hitters specifically — Immortals remember which enemy hurt them and answer in order of threat.
Full Stat Block Priority: High