Canoptek Circle

Canoptek Circle kill teams comprise sinister alien constructs in thrall to their Cryptek master. The emotionless and unliving Canoptek constructs overcome obstacles to a Cryptek’s ambitions, whether rock and metal or the bodies of the living, while their master accesses nodes of power and data to charge the constructs’ ancient abilities further.

Books

BookKindEditionVersionLast update
  Canoptek Circle
  Canoptek CircleFaction3September ’25September 2025
Archetype: Security / Recon

Canoptek Circle Kill Team

Below you will find a list of the operatives that make up a CANOPTEK CIRCLE kill team, including, where relevant, any weapons specified for that operative.

Operatives


  • 1 CANOPTEK CIRCLE GEOMANCER operative
  • 2 CANOPTEK CIRCLE TOMB CRAWLER operatives with one of the following options (select separately for each):
    • Twin gauss reapers; claws
    • Transdimensional isolator; claws *
  • 1 CANOPTEK CIRCLE ACCELERATOR operative
  • 1 CANOPTEK CIRCLE REANIMATOR operative
  • 3 CANOPTEK CIRCLE WARRIOR operatives with one of the following options (select separately for each):
    • Gauss scalpel; claws & tail
    • Tesla caster; claws & tail
* Your kill team can only include up to one transdimensional isolator.

Marker/Token Guide

Obelisk Node marker

Matrix Manipulator token

Phase Shifter token

Molecular Breach token

Awakened Obelisk Node token

Reanimate token

Obelisk Node Matrix template

Faction Rules

Obelisk Node Matrix

Obelisk nodes are concentrations of Necron technology, hubs of energy and data streams. Whether raised up from their sites of ancient burial, formed from restructured local matter or phased into place from a pocket dimension, these angular nodes can empower a Cryptek and their servants. Impelled into positions where they can connect in a matrix of power, they aid the Cryptek’s ambitions whilst hampering their foes.

As a STRATEGIC GAMBIT in the first turning point, place your three OBELISK NODE markers wholly within your territory. As a STRATEGIC GAMBIT in each turning point after the first, you can move your OBELISK NODE markers up to 3" each.

Your OBELISK NODE markers control other markers within 1" of them that no enemy operatives contest (treat your OBELISK NODE markers as friendly operatives for this purpose). If more than one player would use their OBELISK NODE markers to control the same marker, no OBELISK NODE markers control it.

Whenever one of your OBELISK NODE markers is within 6" horizontally of another of your OBELISK NODE markers, those markers and the area between them create an OBELISK NODE MATRIX above and below (in other words, their height in the killzone is irrelevant). If all three of your OBELISK NODE markers fulfil this, it creates a larger combined OBELISK NODE MATRIX.

Whenever a friendly CANOPTEK CIRCLE operative is within your OBELISK NODE MATRIX:
  • Weapons on its datacard have the Accurate 2 weapon rule.
  • Add 1 to its APL stat.

Strategy Ploys

HYPERSHIELDING

Quantum energies radiate from the matrix, triggered by warding protocols. The haze consumes solid shot in bursts of viridian light and refracts energy blasts, while its wavering veil confounds targeters.

Whenever an operative is shooting a friendly CANOPTEK CIRCLE operative, if your OBELISK NODE MATRIX is intervening, or that friendly operative is within your OBELISK NODE MATRIX, you can re-roll any of your defence dice results of one result (e.g. results of 2).
CRYPTOGRAVITIC REPULSION

The universe’s fundamental forces have long been mastered by the Necrons. As their foes advance, thudding waves and twisting eddies of gravity amongst the obelisk nodes repel potential trespassers.

Once per action, the first time an enemy operative would move within your OBELISK NODE MATRIX, the distance is treated as an additional 1". Note this means if that enemy operative doesn’t have sufficient move distance (e.g. it’s at the end of its move), that operative cannot move within your OBELISK NODE MATRIX.
TRANSDYNAMIC AMPLIFICATION

Curving into arcane lenses that compress slivers of reality, the shimmering matrix magnifies the potency of the Necrons’ horrifying energistic technologies.

Whenever a friendly CANOPTEK CIRCLE operative is shooting, if your OBELISK NODE MATRIX is intervening, or the target is within your OBELISK NODE MATRIX, that friendly operative’s weapons have the Ceaseless weapon rule.
SOULDRAIN

A lifeless chill creeps into the hearts of those who would dare to breach the Necrons’ realm – an ener vating leeching of strength and vitality that leaves them easy prey.

Whenever an enemy operative is within your OBELISK NODE MATRIX, or whenever it’s fighting or retaliating against a friendly CANOPTEK CIRCLE operative that’s within your OBELISK NODE MATRIX, subtract 1 from both Dmg stats of that enemy operative’s melee weapons (to a minimum of 2) until the end of the activation/counteraction. Note this means if the enemy operative moves through your OBELISK NODE MATRIX, apply this change at the end of that move action until the end of the activation/counteraction.

Firefight Ploys

SHIELD FLARE

With a flash, snipers bullets are swallowed in microdimensions; blades pass through suddenly phased matter; slivers of time are erased and rewritten, the strike never connecting after all. The matrix’s energies deny the Necrons’ verminous foes of the smallest victory over their betters.

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly CANOPTEK CIRCLE operative. If your OBELISK NODE MATRIX is intervening, or that friendly operative is within your OBELISK NODE MATRIX, ignore that inflicted damage. Note your opponent determines intervening (i.e. where on their operative’s base to draw the targeting lines from).
NODAL RESPONSE

Eldritch pulses of artificial thought thrum through the obelisk nodes as they adjust the flow of energies and data in response to rapidly changing situations.

Use this firefight ploy during a friendly CANOPTEK CIRCLE operative’s activation, before or after it performs an action. You can either change one of the strategy ploys you used during this turning point (only pay additional CP if that ploy costs more), or use a strategy ploy now (pay its CP cost as normal).
ANIMATE OBELISK NODES

Heeding some hidden command, looming obelisk nodes surge into new positions of cosmic conjunction.

Use this firefight ploy when it’s your turn to activate or counteract. Move any number of your OBELISK NODE markers instead. They can move up to 6" combined, and distances are always rounded up to the nearest inch (so if you move a marker 1.5", it’s treated as moving it 2"). For example, you could move one marker 6", three markers 1" each, or any combination that doesn’t exceed 6" in total. You can also move them 0" (to effectively skip an activation). In any case, your opponent activates as normal afterwards.
SACRIFICIAL THRALL

Canoptek constructs are programmed to shield their master at all costs.

Use this firefight ploy when a friendly CANOPTEK CIRCLE GEOMANCER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly CANOPTEK CIRCLE CANOPTEK operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was. This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Faction Equipment

The following equipment options are available to CANOPTEK CIRCLE kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.

MATRIX MANIPULATOR

With a flick of their digits, a skilled Geomancer can use this enhanced geomantic manipulator as a surrogate obelisk node to extend the matrix.

Once per battle, during a friendly CANOPTEK CIRCLE operative’s activation or counteraction, you can use this rule. If you do, until the end of that activation/counteraction, a friendly CANOPTEK CIRCLE GEOMANCER operative is treated as your fourth OBELISK NODE marker.
NANOSCARAB CASKETS

These small devices appear to release wisps of spectral vapour. In truth, they are clouds of tiny repair constructs that seal rents in living metal.

Whenever a friendly CANOPTEK CIRCLE operative is activated, it regains up to D3 lost wounds.
AWAKENED OBELISK NODES

Seeded into place and activated long ago, these obelisk nodes have absorbed huge stores of local data, ready to gift their controller with a superior edge when the time is right.

After revealing this equipment option, roll one D3. You can use the Animate Obelisk Nodes firefight ploy for 0CP a number of times during the battle equal to the result.
PHASE SHIFTER

The bearer’s form flits between dimensions like a phantom, rendering it exceedingly difficult to land a telling blow upon them.

Once per turning point, when an operative is shooting a friendly CANOPTEK CIRCLE GEOMANCER operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Datacards


Geomancer

Possessing aeons of cryptogeometric knowledge and esoteric technology, Geomancers are Crypteks that manipulate physical strata in a deadly fashion. They channel reverberating energy through their tremorglaives to shatter enemy fortifications, rip through sealed hatches or shiver their foes apart at an atomic level. Using devices known as geomantic manipulators, these arcane scientists can also transmute matter into obelisk nodes, and through these locuses access hidden reserves of power and information.

Geomancer

Possessing aeons of cryptogeometric knowledge and esoteric technology, Geomancers are Crypteks that manipulate physical strata in a deadly fashion. They channel reverberating energy through their tremorglaives to shatter enemy fortifications, rip through sealed hatches or shiver their foes apart at an atomic level. Using devices known as geomantic manipulators, these arcane scientists can also transmute matter into obelisk nodes, and through these locuses access hidden reserves of power and information.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Tremorglaive (part matter)
Tremorglaive (part matter)
4
3+
4/5
Piercing 1, Piercing Crits 2Piercing 1, Piercing Crits 2
Tremorglaive (quake)
Tremorglaive (quake)
6
3+
1/3
Blast 2", Seek Light, StunBlast 2", Seek Light, Stun
Tremorglaive (sweep)
Tremorglaive (sweep)
4
4+
4/5
Severe, Shock, StunSevere, Shock, Stun
Obelisk Node Control: Whenever this operative would perform a mission action, if it requires this operative to control an objective marker, you can instead determine control from one of your OBELISK NODE markers. Whenever this operative would perform the Operate Hatch action, you can open or close a hatchway thats access point is within 1" of one of your OBELISK NODE markers instead. Note that you must still fulfil the Operate Hatch action’s conditions.

GEOMANTIC DISTURBANCE1AP

Select a point on a terrain feature; that point must be visible to and within 8" of this operative. Separately roll 2D6 for each operative within 2" of that point. If the result is higher than that operative’s remaining wounds, inflict damage on it equal to the difference.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

CANOPTEK CONTROL1AP

SUPPORT. Select one friendly CANOPTEK operative visible to and within 6" of this operative. Alternatively, you can select one friendly CANOPTEK CIRCLE CANOPTEK operative that’s visible to this operative and within your OBELISK NODE MATRIX (SUPPORT doesn’t apply to this selection). That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action.

This operative cannot perform this action while within control range of an enemy operative.

MOLECULAR BREACH1AP

SUPPORT. Select one friendly CANOPTEK CIRCLE operative visible to and within 6" of this operative. Alternatively, you can select one friendly CANOPTEK CIRCLE operative visible to this operative and within your OBELISK NODE MATRIX (SUPPORT doesn’t apply to this selection).

The next time the selected operative performs an action in which it moves, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance can be measured over and through Wall terrain and the operative can be set up on the other side). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

This operative cannot perform this action while within control range of an enemy operative.
CANOPTEK CIRCLE, NECRON, LEADER, CRYPTEK, GEOMANCER
⌀50mm


Canoptek Macrocyte Accelerator

Fitted with an accelerator mandible, these adapted constructs support their Cryptek’s other Canopteks and ensure they serve at peak efficiency. They tap into energy reserves throughout a tomb, either transferring the sudden jolt of phasic power or data to other constructs, or using it as a dangerous surge to fry cranial nerves.

Canoptek Macrocyte Accelerator

Fitted with an accelerator mandible, these adapted constructs support their Cryptek’s other Canopteks and ensure they serve at peak efficiency. They tap into energy reserves throughout a tomb, either transferring the sudden jolt of phasic power or data to other constructs, or using it as a dangerous surge to fry cranial nerves.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Spark
Spark
4
4+
2/3
Range 4", Piercing 1Range 4", Piercing 1
Claws & spark
Claws & spark
3
4+
3/4
Lethal 5+, StunLethal 5+, Stun

OVERCHARGE1AP

Select one other friendly CANOPTEK operative visible to and within 3" of this operative. Alternatively, if this operative is within your OBELISK NODE MATRIX, you can select one other friendly CANOPTEK CIRCLE CANOPTEK operative within your OBELISK NODE MATRIX. Until the end of that selected operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

CRANIAL OVERLOAD1AP

Select one enemy operative visible to and within 3" of this operative. Alternatively, if this operative is within your OBELISK NODE MATRIX, you can select one enemy operative within your OBELISK NODE MATRIX. Until the end of that enemy operative’s next activation, subtract 1 from its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
CANOPTEK CIRCLE, NECRON, CANOPTEK, MACROCYTE, ACCELERATOR
⌀28mm


Canoptek Macrocyte Reanimator

Macrocyte Reanimators are fitted with a compact nanoscarab projector. The beam they fire from it is a carrier wave delivering trillions of microscopic constructs that can repair ruptured Necron technology – whether a tomb’s passage or the living metal of its inhabitants. They unthinkingly do the same with living flesh, horrifically reforming it atom by atom.

Canoptek Macrocyte Reanimator

Macrocyte Reanimators are fitted with a compact nanoscarab projector. The beam they fire from it is a carrier wave delivering trillions of microscopic constructs that can repair ruptured Necron technology – whether a tomb’s passage or the living metal of its inhabitants. They unthinkingly do the same with living flesh, horrifically reforming it atom by atom.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Atomiser beam
Atomiser beam
4
4+
3/4
Range 6", Lethal 5+Range 6", Lethal 5+
Claws & tail
Claws & tail
4
4+
3/4
-
Reanimate: Once per turning point, when another friendly CANOPTEK CIRCLE operative would be incapacitated, if that operative is visible to and within 6" of this operative, or if this and that operative are within your OBELISK NODE MATRIX, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

NANOSCARAB BEAM1AP

Select one friendly CANOPTEK CIRCLE operative visible to and within 6" of this operative. Alternatively, if this operative is within your OBELISK NODE MATRIX, you can select one other friendly CANOPTEK CIRCLE operative within your OBELISK NODE MATRIX. The selected operative regains up to 3D3 lost wounds. It cannot be an operative that the Reanimate rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
CANOPTEK CIRCLE, NECRON, CANOPTEK, MACROCYTE, REANIMATOR
⌀28mm


Canoptek Macrocyte Warrior

Macrocyte Warriors use jointed claws and anti-grav technology to manoeuvre through dense and claustrophobic terrain with skittering lunges. Ultimately expendable, they are nonetheless highly lethal, attacking with stabs of knifelike living metal and violent energy bursts.

Canoptek Macrocyte Warrior

Macrocyte Warriors use jointed claws and anti-grav technology to manoeuvre through dense and claustrophobic terrain with skittering lunges. Ultimately expendable, they are nonetheless highly lethal, attacking with stabs of knifelike living metal and violent energy bursts.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Gauss scalpel
Gauss scalpel
4
4+
3/4
Piercing 1Piercing 1
Tesla caster (focused)
Tesla caster (focused)
5
4+
2/3
-
Tesla caster (living lightning)
Tesla caster (living lightning)
5
4+
2/3
Blast 2"Blast 2"
Claws & tail
Claws & tail
4
4+
3/4
-
Aggressive Defence: If this operative is incapacitated by an enemy operative within 2" of it, before this operative is removed from the killzone, roll one D3: on a 2+, inflict damage on that enemy operative equal to the result.
Expendable Construct: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
A Ceaseless Scuttling: As a STRATEGIC GAMBIT in each turning point after the first, if you have less than three nonincapacitated friendly CANOPTEK CIRCLE WARRIOR operatives, you can set up another one ready and with a Conceal order wholly within your drop zone (you can select its weapon options as normal).
CANOPTEK CIRCLE, NECRON, CANOPTEK, MACROCYTE, WARRIOR
⌀28mm


Canoptek Tomb Crawler

Tomb Crawlers are hulking Canoptek constructs that possess great strength, as capable of shifting tonnes of debris as crushing armoured intruders. Lurking in hidden alcoves for days to millennia, they can activate suddenly to ambush the foe with advanced weapons mounted on their hardened shells.

Canoptek Tomb Crawler

Tomb Crawlers are hulking Canoptek constructs that possess great strength, as capable of shifting tonnes of debris as crushing armoured intruders. Lurking in hidden alcoves for days to millennia, they can activate suddenly to ambush the foe with advanced weapons mounted on their hardened shells.

APL
2
MOVE
5"
SAVE
3+
WOUNDS
21
 
NAME
ATK
HIT
DMG
WR
Transdimensional isolator
Transdimensional isolator
5
4+
5/6
Dimensional Banishment*Dimensional Banishment*
Twin gauss reapers (focused)
Twin gauss reapers (focused)
5
4+
4/5
Piercing 1, SeverePiercing 1, Severe
Twin gauss reapers (sweeping)
Twin gauss reapers (sweeping)
4
4+
4/5
Piercing 1, Severe, Torrent 1"Piercing 1, Severe, Torrent 1"
Claws
Claws
4
4+
4/4
-
*Dimensional Banishment: After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn’t incapacitated, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated.
Weapon Sentinel: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).
Steadfast: Whenever determining control of a marker, you can treat this operative’s APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.
CANOPTEK CIRCLE, NECRON, CANOPTEK, TOMB CRAWLER
⌀50mm
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Obelisk Node Matrix

Obelisk nodes are concentrations of Necron technology, hubs of energy and data streams. Whether raised up from their sites of ancient burial, formed from restructured local matter or phased into place from a pocket dimension, these angular nodes can empower a Cryptek and their servants. Impelled into positions where they can connect in a matrix of power, they aid the Cryptek’s ambitions whilst hampering their foes.

As a STRATEGIC GAMBIT in the first turning point, place your three OBELISK NODE markers wholly within your territory. As a STRATEGIC GAMBIT in each turning point after the first, you can move your OBELISK NODE markers up to 3" each.

Your OBELISK NODE markers control other markers within 1" of them that no enemy operatives contest (treat your OBELISK NODE markers as friendly operatives for this purpose). If more than one player would use their OBELISK NODE markers to control the same marker, no OBELISK NODE markers control it.

Whenever one of your OBELISK NODE markers is within 6" horizontally of another of your OBELISK NODE markers, those markers and the area between them create an OBELISK NODE MATRIX above and below (in other words, their height in the killzone is irrelevant). If all three of your OBELISK NODE markers fulfil this, it creates a larger combined OBELISK NODE MATRIX.

Whenever a friendly CANOPTEK CIRCLE operative is within your OBELISK NODE MATRIX:
  • Weapons on its datacard have the Accurate 2 weapon rule.
  • Add 1 to its APL stat.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Engage: The operative can perform actions as normal and can counteract.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

The CANOPTEK CIRCLE and CANOPTEK keywords are used in the following Canoptek Circle datacards:

Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
ANIMATE OBELISK NODES

Heeding some hidden command, looming obelisk nodes surge into new positions of cosmic conjunction.

Use this firefight ploy when it’s your turn to activate or counteract. Move any number of your OBELISK NODE markers instead. They can move up to 6" combined, and distances are always rounded up to the nearest inch (so if you move a marker 1.5", it’s treated as moving it 2"). For example, you could move one marker 6", three markers 1" each, or any combination that doesn’t exceed 6" in total. You can also move them 0" (to effectively skip an activation). In any case, your opponent activates as normal afterwards.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t..
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.

The CANOPTEK keyword is used in the following Canoptek Circle datacards:

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

The CANOPTEK CIRCLE keyword is used in the following Canoptek Circle datacards:

The NECRON keyword is used in the following Canoptek Circle datacards:

Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

The CANOPTEK keyword is used in the following Canoptek Circle datacards:

The MACROCYTE keyword is used in the following Canoptek Circle datacards:

Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.

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