Cogitator OnlineArchive LexicanumRecords // Threat File · Necron LordMachine-Spirit Wary
Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Necron Lord

A local noble-command node for machine infantry.

Threat File — Necron Lord

TR 11 · Necrons
NecronLeaderReanimationStat Block Priority: High
Necron LordTR 11Xenos, Machine · Leader
NecronLeaderReanimation
Defense 18 · Vitality 115 · Move 30 ft. · Initiative +2
STR +5AGI +2TGH +5INT +3WIL +5PRS +3

Saves: Toughness +9, Willpower +9

Senses: Sees normally in total darkness

// Traits

My Will Be Done. Once per round, on the lord's turn (no action required), one Necron unit within 30 feet immediately moves or attacks as the lord commands.

Reanimation Overseer. While the lord stands, Reanimation Protocol rolls made within 30 feet of it succeed on a 4-6 instead of a 5-6.

Resurrection Orb. Once per scene, the lord raises the orb: every collapsed Necron within 30 feet immediately makes a Reanimation Protocol roll.

// Actions

Warscythe. Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 rending damage. The attack ignores Defense bonuses from armor.

Sovereign Decree. The lord designates one enemy. Until the start of the lord's next turn, all Necron attacks against that target gain +1 to hit as every gauss weapon on the field concentrates on the estate's chief pest.

// Reactions

Dynastic Contempt. When the lord is hit by a melee attack, it may turn the blow with its warscythe, gaining +3 Defense against that attack. Once per round.

Morale: Does not make Morale checks. If destruction is imminent it phases to the tomb with its dignity intact and its grudge recorded.

Tactics: Keep the lord in the second rank, spending its rounds on commands and the orb, making every warrior the party drops stand back up. The party should conclude the lord is the real problem — then discover it duels acceptably well. Its phase-out escape should feel like an insult worth pursuing into the tomb.

Loot / Evidence / Hooks: A burned-out resurrection orb still holds enough necrodermis lore to fund a Mechanicus expedition — or damn one.

Enemy Dossier

GM Reference

A Necron Lord is a minor noble of the dynasty: arrogant, ancient, and armed with a warscythe and command protocols that make the machine-dead around it markedly harder to put down. It remembers being a king and treats the battlefield as an estate.

// Battlefield Use

Use this enemy to give a Necron force a command anchor — the figure whose presence makes reanimation feel rigged and whose death actually changes the math.

// Threat Profile

High durability, strong melee, reanimation amplification, command protocols, resurrection insurance, no morale.

// Signature Traits

My Will Be Done. Once per round, one Necron unit within 30 feet may immediately move or attack as the Lord commands.

Reanimation Overseer. Necrons within 30 feet reanimate on improved odds while the Lord stands.

Resurrection Orb. Once per scene, triggers immediate reanimation rolls for every collapsed Necron nearby.

// Signature Actions

Warscythe. Heavy melee strike that ignores armor-based Defense bonuses.

Sovereign Decree. Designates one enemy: all Necron fire concentrates on that target with +1 to hit until the Lord's next turn.

Morale: None; if destruction is imminent it phases to the tomb with its dignity intact and its grudge recorded.

Tactics: Keep the Lord in the second rank, spending its rounds on commands and the orb, making every warrior the party drops stand back up. The party should conclude that the Lord is the real problem — then discover it duels acceptably well. Its phase-out escape should feel like an insult worth pursuing into the tomb.

// Variants
Tomb-Warden Lord (defensive)Vanguard Lord (assault command)Orb-Bearer Lord (reanimation focus)Disgraced Lord (desperate, nothing to lose)

Full Stat Block Priority: High

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.