Technomancer-Type
A repair and resurrection specialist.
Threat File — Technomancer-Type
TR 10 · NecronsSaves: Willpower +8
Proficiencies: Tech +9
Senses: Sees normally in total darkness
Canoptek Cloud. Attendant constructs orbit the technomancer. At the start of each of its turns it distributes 10 points of repair, restoring Vitality to one or more Necron units within 30 feet.
Rites of Reanimation. While the technomancer operates, Reanimation Protocol rolls made within 30 feet of it succeed on a 3-6 instead of a 5-6. Every corpse it touches is a casualty report revoked.
Reanimator Beam. The technomancer targets one collapsed Necron within 60 feet: it immediately stands with 20 Vitality restored.
Staff Discharge. Self-defense between repairs. Ranged Attack: +6 to hit, range 40/120 ft., one target. Hit: 2d8 + 2 energy damage.
Emergency Reconstruction. Once per scene, the technomancer restores one heavily damaged elite Necron (Lychguard, Immortal, or Destroyer) within 30 feet to its full Vitality.
Salvage Reflex. When a Necron within 30 feet collapses, the technomancer's attendants immediately drag the wreckage 10 feet toward it, out of easy reach of destruction.
Morale: Does not make Morale checks. It repositions to wherever the repair mathematics are most favorable and phases out when the asset ledger says so.
Tactics: Make the technomancer visible and the consequence obvious: the party watches their work undone in real time until they deal with it. Keep it mobile behind the line with a bodyguard, and make reaching it cost a push through gauss fire. Its death is the inflection point of the whole fight — design accordingly.
Loot / Evidence / Hooks: Its reanimator rig and canoptek attendants are the closest thing to a machine that unmakes death the Imperium has ever burned someone for studying.
Enemy Dossier
GM ReferenceA Technomancer-Type is the dynasty's field-surgeon of machines, drifting behind the line with canoptek attendants and a reanimator that drags the fallen dead back into formation. Every corpse it touches is a casualty report revoked.
Use this enemy when the party's kills need to stop counting — the visible reason the Necron line will not stay down.
Moderate durability, weak personal offense, powerful reanimation and repair economy, canoptek synergy, must-kill support target.
Canoptek Cloud. Attendant constructs orbit it, granting a repair pool it spends to restore Vitality to Necron units each round.
Rites of Reanimation. Collapsed Necrons within 30 feet reanimate on significantly improved odds while the Technomancer operates.
Reanimator Beam. Targets a collapsed Necron: it immediately stands with restored Vitality.
Staff Discharge. Modest energy attack; self-defense between repairs.
Emergency Reconstruction. Once per scene, restores a heavily damaged elite (Lychguard, Immortal, Destroyer) to near-full function.
Morale: None; it repositions to wherever the repair mathematics are most favorable and phases out when the asset ledger says so.
Tactics: Make the Technomancer visible and the consequence obvious: the party watches their work undone in real time until they deal with it. Keep it mobile behind the line with a bodyguard, and make reaching it cost a push through gauss fire. Its death is the inflection point of the whole fight — design accordingly.
Full Stat Block Priority: High