Book | Kind | Edition | Version | Last update |
Kill Team: Shadowvaults (Hierotek Circle) | ||||
Kill Team: Shadowvaults (Hierotek Circle) | Expansion | 2 | 1.5 | August 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Q: | If a friendly CRYPTEK operative selected for deployment is not in the killzone (e.g. it has been incapacitated), can an APPRENTEK operative still perform the Apprentek Assistance action to perform one of that CRYPTEK operative’s Cryptek actions? |
A: | Yes. |
Q: | When using the Magnification Conduit ability, if you are using the other friendly operative as the active operative for Line of Sight and it’s on a Vantage Point, does the shooting attack gain the benefit of that Vantage Point? |
A: | Yes. |
Q: | When a friendly HIEROTEK CIRCLE operative is successfully reanimated, does it still have the rules, modifiers and/or additional tokens from before it was incapacitated? For example, invulnerable save from the Timesplinter unique action (CHRONOMANCER), APL modifiers, Markerlight tokens (PATHFINDER), etc. |
A: | Yes. |
Q: | Are the effects of a CHRONOMANCER’s Countertemporal Nanomine action a modifier to an operative’s Movement characteristic? |
A: | No. It affects the distance they can move, but it does not affect their Movement characteristic. |
Q: | For the purposes of the Magnification Conduit ability and determining Line of Sight, can I treat the other friendly operative as the active operative even if it’s within Engagement Range of an enemy operative? |
A: | Yes. |
Q: | After the Q1 2024 Balance Dataslate, how do I determine the Cryptek Actions available to the TECHNOMANCER operative and an APPRENTEK operative selected alongside a TECHNOMANCER? |
A: | When a TECHNOMANCER operative is added to your roster or dataslate, it already has the Rites of Reanimation ability. It then gains the Canoptek Repair and Nanoscarab Repair Swarm Cryptek Actions. APPRENTEK operatives can perform those two Cryptek Actions, but cannot use the Rites of Reanimation ability as it’s no longer a Cryptek Action. |
Q: | Can you please clarify the timing of Reanimation Protocols and Living Metal after the Q2 2024 Balance Dataslate? |
A: | After the Q2 2024 Balance Dataslate, Living Metal would resolve for friendly operatives, then you roll for each Reanimation token after. |
Below you will find a list of the operatives that make up a HIEROTEK CIRCLE kill team, including, where relevant, any wargear those operatives must be equipped with.
Below, you will find common abilities of the HIEROTEK CIRCLE kill team.
The Necrons’ semi-sentient metal skin lets them heal mid-battle. Glowing grooves cut in the living armour are mended as the skin reforms, and enemy shots that have driven deep into the Necrons’ skin are pushed out, leaving not a scratch.
In the Ready Operatives step of each Initiative phase, this operative regains up to 2 lost wounds (or up to 1 lost wound if it is a PLASMACYTE operative).Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach, sundered torsos and smashed skulls mend amidst emerald sparks and the Necron rises again. Those too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
Certain rules can allow friendly HIEROTEK CIRCLE operatives to attempt reanimation (e.g. Reanimation Beam). The first time each friendly HIEROTEK CIRCLE operative is incapacitated, if it attempts reanimation, before removing that operative from the killzone, place one of your Reanimation tokens underneath the operative as close as possible to the centre of its base and leave its order token next to it. Note that the second time each friendly HIEROTEK CIRCLE operative is incapacitated, it cannot attempt reanimation.If your faction is HIEROTEK CIRCLE, you can use the following Strategic Ploys during a game.
If your faction is HIEROTEK CIRCLE, you can use the following Tactical Ploys during a game.
If your faction is HIEROTEK CIRCLE, you can use the Hierotek Circle Tac Ops listed below, as specified in the mission sequence.
Below, you will find a selection of rules for Spec Ops campaigns in which you have selected HIEROTEK CIRCLE as your Faction keyword.
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1. PLASMA CRYSTAL [2EP] Select one ranged weapon the operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If the weapon already has the MWx critical hit rule, increase the x by 1 (e.g. MW1 becomes MW2). |
2. RESURRECTION BEAM [2EP] CRYPTEK or APPRENTEK operative only. The operative gains the following ability for the battle: |
3. TECH-TENDRILS [3EP] CRYPTEK operative only. The operative gains the following ability for the battle:
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4. RAPID REANIMATRIX [1EP] The operative gains the following ability for the battle:
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5. TEMPORIC ORB [3EP] CRYPTEK operative only. The operative gains the following ability for the battle: |
6. HUNTER SCARAB [3EP] The operative is equipped with the following ranged weapon for the battle:
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REPAIR SCARABSThese small Canoptek creatures crawl all over the Necrons' base of operations, identifying the most minute of damage to repair or imperfections to resolve. They do the same with this kill team, ensuring any damage they have sustained is completely removed. Once after each battle, before rolling a Recovery test for a friendly HIEROTEK CIRCLE operative, if that operative was Rested, you can automatically pass that Recovery test. |
TESSERACT CUBEThis device uses dimensional technology to hold considerably more than its size suggests, becoming a vault for all manner of resources and artefacts the Hierotek Circle recovers. Each time you complete a Spec Ops operation or expedition stage (e.g. Gallowdark expedition, Kill Team: Into the Dark), if you won a game during that operation or expedition stage, you gain 1 Requisition point. |
DIMENSIONAL GATEWAYThe gateway is an interdimensional oubliette for the operatives to conduct their operations covertly. With it they can deploy swiftly and secretly without using vehicles or aircraft, almost completely undetected. In the Set Up Operatives step, you can use the Dimensional Translocation Tactical Ploy without spending any Command points, and can select any friendly HIEROTEK CIRCLE operative for that Tactical Ploy (instead of just a DEATHMARK operative). |
Securing ancient relics and technology will further the research and goals of the Cryptek, and keep them one step ahead of their rivals and enemies.
The Crypteks modify the codified behaviours of their semi-sentient Necron soldiery to better meet the requirements of the operation.
As masters of esoteric sciences and technologies, the Crypteks have means of repair far beyond that of almost all other Necrons.
The Cryptek of a Hierotek Circle seeks to excavate a long-dormant nexus, made up of ruined structures scattered in the area. A place of mystery, it surely holds much untapped potential and knowledge.
Myriad ancient ruins can be found throughout the area. In order to understand the nexus’ full extent and capabilities, the Hierotek Circle must secure and restore each of them.
Complete five games in which you scored victory points from the ‘Unearth Artifice’, ‘Triangulate’ and/or ‘Central Control’ Tac Op.With the edifices of the ancients restored, the nexus can be reactivated, and its secrets revealed.
Complete a game in which you scored victory points from the ‘Plant Banner’ Tac Op.Their Cryptek’s curiosities have led the Hierotek Circle into the field to study something of great importance and interest to their allies. Information must be gathered, samples collected and all must be transported to safety.
Experimentation, calculation and assessment all yield useful data for a Cryptek, leading to intriguing new discoveries that help to further their aims.
Complete five games in which you scored victory points from the ‘Worthy of Study’, ‘Retrieval’ and/or ‘Mark Target’ Tac Op.With the data gathered, the Hierotek Circle must activate a dimensional translocation point to return the results of their studies to their dynasty.
Complete a game in which you scored victory points from the ‘Triangulate’ Tac Op.HIEROTEK CIRCLE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.
PHASE OCULARS [2EP]
DEATHMARK operative only. The operative can perform the following action during the battle:HYPERPHASE BLADE [2EP]
IMMORTAL operative only. Select one bayonet the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.TESLA WEAVE [2EP]
The operative gains the following ability for the battle:ARCSHOCK PROJECTOR [1EP]
IMMORTAL operative equipped with a tesla carbine only. The operative gains the following ability for the battle:PHASE SHIFTER+ [3EP]
CRYPTEK operative only. The operative gains the following ability for the battle:DEVOURER NANOSCARABS [3EP]
The operative is equipped with the following ranged weapon for the battle.Name | A | BS/WS | D | |||
Devourer nanoscarabs | 4 | 3+ | 3/4 | |||
Special Rules | ! | |||||
Rng , Indirect, Lethal 5+, Limited | - |
QUANTUM REANIMYTES+ [3EP]
The operative gains the following ability for the battle:M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 13 | 40mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Aeonstave | |||||||||
Aeonstave | 5 | 3+ | 3/3 | Blast , Lethal 5+. !Stun | Blast , Lethal 5+ | Stun | |||
Entropic lance | |||||||||
Entropic lance | 4 | 3+ | 5/3 | AP1. !MW3 | AP1 | MW3 | |||
Aeonstave | |||||||||
Aeonstave | 3 | 3+ | 3/3 | Lethal 5+. !Stun | Lethal 5+ | Stun | |||
Entropic lance | |||||||||
Entropic lance | 3 | 3+ | 3/6 | - | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). Cryptek Actions: Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gains two Cryptek actions - select them from those below. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained. Make a note of the Cryptek actions this operative has gained on your roster or dataslate.
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Command (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of either this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
CRYPTEK ACTIONS See Cryptek Actions ability opposite.Timesplinter (1AP): Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative has an invulnerable save equal to its unmodified Save characteristic. Countertemporal Nanomine (1AP): Cryptek action. Place one of your Countertemporal Nanomine tokens within of this operative. Each time an enemy operative performs an action in which it moves, if it would move within of that token, subtract from the distance it can move during that action (to a minimum of 2). Note that Dash actions would therefore be unaffected. At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token. Chronometron (1AP): Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first):
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ABILITIES |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). Cryptek Actions: Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gains two Cryptek actions - select them from those below. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained. Make a note of the Cryptek actions this operative has gained on your roster or dataslate.
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UNIQUE ACTIONS |
Command (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of either this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
CRYPTEK ACTIONS See Cryptek Actions ability opposite.Timesplinter (1AP): Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative has an invulnerable save equal to its unmodified Save characteristic. Countertemporal Nanomine (1AP): Cryptek action. Place one of your Countertemporal Nanomine tokens within of this operative. Each time an enemy operative performs an action in which it moves, if it would move within of that token, subtract from the distance it can move during that action (to a minimum of 2). Note that Dash actions would therefore be unaffected. At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token. Chronometron (1AP): Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within of this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first):
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HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, CHRONOMANCER
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M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 13 | 40mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Abyssal lance | |||||||||
Abyssal lance | 5 | 3+ | 2/2 | AP2, Blast . !Splash 1 | AP2, Blast | Splash 1 | |||
Abyssal lance | |||||||||
Abyssal lance | 3 | 3+ | 2/3 | !Reap 3 | - | Reap 3 |
ABILITIES | UNIQUE ACTIONS |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). Cryptek Actions: Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gains two Cryptek actions - select them from those below. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained. Make a note of the Cryptek actions this operative has gained on your roster or dataslate.
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Command (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of either this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
CRYPTEK ACTIONS See Cryptek Actions ability opposite.Conjure Trauma (1AP): Cryptek action. Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative is treated as being injured, regardless of any rules that say it cannot be injured. In addition, roll one D6. If the result is higher than that enemy operative’s APL, subtract 1 from that enemy operative’s APL. Nightmare Shroud (1AP): Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), each time an enemy operative within of this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice and cannot retain attack dice as critical hits (they must be retained as normal hits instead). Harbinger of Despair (1AP): Cryptek action. Select a point in the killzone Visible to this operative (treat that point as an intended target) that a token can be placed flat upon, e.g. the floor of the killzone or a Vantage Point. Place one of your Despair tokens on that point. Each time an enemy operative would perform a mission action or the Pick Up action while within of that token, one additional action point must be subtracted for that enemy operative to perform that action. In addition, when determining control of an objective marker that token is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier. At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token. |
ABILITIES |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). Cryptek Actions: Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gains two Cryptek actions - select them from those below. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained. Make a note of the Cryptek actions this operative has gained on your roster or dataslate.
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UNIQUE ACTIONS |
Command (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of either this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
CRYPTEK ACTIONS See Cryptek Actions ability opposite.Conjure Trauma (1AP): Cryptek action. Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), that operative is treated as being injured, regardless of any rules that say it cannot be injured. In addition, roll one D6. If the result is higher than that enemy operative’s APL, subtract 1 from that enemy operative’s APL. Nightmare Shroud (1AP): Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), each time an enemy operative within of this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice and cannot retain attack dice as critical hits (they must be retained as normal hits instead). Harbinger of Despair (1AP): Cryptek action. Select a point in the killzone Visible to this operative (treat that point as an intended target) that a token can be placed flat upon, e.g. the floor of the killzone or a Vantage Point. Place one of your Despair tokens on that point. Each time an enemy operative would perform a mission action or the Pick Up action while within of that token, one additional action point must be subtracted for that enemy operative to perform that action. In addition, when determining control of an objective marker that token is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier. At the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), remove that token. |
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, PSYCHOMANCER
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M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 13 | 50mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Staff of light | |||||||||
Staff of light | 6 | 3+ | 3/4 | AP1 | AP1 | - | |||
Staff of light | |||||||||
Staff of light | 3 | 3+ | 3/5 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). Cryptek Actions: Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gains two Cryptek actions - select them from those below. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained. Make a note of the Cryptek actions this operative has gained on your roster or dataslate. Rites of Reanimation: Once in this Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is Visible to and within of this operative, this operative can use this ability. If it does so, that friendly HIEROTEK CIRCLE operative attempts reanimation.
THE BALANCE DATASLATE: Rites of Reanimation action becomes an ability (in other words, it no longer requires the operative to perform an action), but subtract 1 from the TECHNOMANCER operative’s APL if you use that ability. |
Command (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of either this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
CRYPTEK ACTIONS See Cryptek Actions ability opposite.Canoptek Repair (1AP): Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds, or D3 lost wounds if it was successfully reanimated during this Turning Point. Nanoscarab Repair Swarm (1AP): Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), friendly HIEROTEK CIRCLE operatives cannot be injured. In addition, in the Ready Operatives step of the next Turning Point, friendly HIEROTEK CIRCLE operatives regain up to 1 additional lost wound as a result of the Living Metal ability and are reanimated with 1 additional wound remaining. |
ABILITIES |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly APPRENTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly APPRENTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). Cryptek Actions: Cryptek actions are unique actions this operative can perform. When this operative is added to your roster or dataslate, it gains two Cryptek actions - select them from those below. This operative cannot gain the same Cryptek action more than once, and cannot perform a Cryptek action it has not gained. Make a note of the Cryptek actions this operative has gained on your roster or dataslate. Rites of Reanimation: Once in this Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is Visible to and within of this operative, this operative can use this ability. If it does so, that friendly HIEROTEK CIRCLE operative attempts reanimation.
THE BALANCE DATASLATE: Rites of Reanimation action becomes an ability (in other words, it no longer requires the operative to perform an action), but subtract 1 from the TECHNOMANCER operative’s APL if you use that ability. |
UNIQUE ACTIONS |
Command (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of either this operative or a friendly IMMORTAL DESPOTEK operative. That selected friendly operative can immediately perform a free Fight, Overwatch, 1AP Pick Up or 1AP mission action. This operative cannot perform this action while within Engagement Range of an enemy operative.
CRYPTEK ACTIONS See Cryptek Actions ability opposite.Canoptek Repair (1AP): Cryptek action. Select one friendly HIEROTEK CIRCLE operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds, or D3 lost wounds if it was successfully reanimated during this Turning Point. Nanoscarab Repair Swarm (1AP): Cryptek action. Until the start of this operative’s next activation, if it’s incapacitated, or if another friendly operative performs this action (whichever comes first), friendly HIEROTEK CIRCLE operatives cannot be injured. In addition, in the Ready Operatives step of the next Turning Point, friendly HIEROTEK CIRCLE operatives regain up to 1 additional lost wound as a result of the Living Metal ability and are reanimated with 1 additional wound remaining. |
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, MEDIC, LEADER, CRYPTEK, TECHNOMANCER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 2 | 5+ | 5 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Spark | |||||||||
Spark | 4 | 4+ | 2/3 | Rng | Rng | - | |||
Claws | |||||||||
Claws | 3 | 5+ | 1/2 | - | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal Scuttler:
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Accelerate (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of this operative. Add 1 to its APL.
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ABILITIES |
Living Metal Scuttler:
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UNIQUE ACTIONS |
Accelerate (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of this operative. Add 1 to its APL.
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HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, PLASMACYTE, ACCELERATOR
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 2 | 5+ | 5 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Spark | |||||||||
Spark | 4 | 4+ | 2/3 | Rng | Rng | - | |||
Claws | |||||||||
Claws | 3 | 5+ | 1/2 | - | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal Reanimation Beam: Once per Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is within of this operative, this operative can use this ability. If it does so that friendly HIEROTEK CIRCLE operative attempts reanimation. Scuttler:
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ABILITIES |
Living Metal Reanimation Beam: Once per Turning Point, when another friendly HIEROTEK CIRCLE operative would be incapacitated for the first time during the battle, if it is within of this operative, this operative can use this ability. If it does so that friendly HIEROTEK CIRCLE operative attempts reanimation. Scuttler:
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UNIQUE ACTIONS |
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HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, MEDIC, PLASMACYTE, REANIMATOR
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M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 12 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Arcane conduit | |||||||||
Arcane conduit | 4 | 3+ | 3/4 | AP1 | AP1 | - | |||
Arcane conduit | |||||||||
Arcane conduit | 3 | 3+ | 3/5 | - | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly CRYPTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly CRYPTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
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Apprentek Assistance (1AP): Perform a free Cryptek action with this operative that a friendly CRYPTEK operative from your kill team has gained, but has not performed during this Turning Point (see your selected CRYPTEK operative’s datacard). That Cryptek action cannot be performed by friendly operatives again during this Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Living Metal Magnification Conduit: Each time this operative makes a shooting attack, if a friendly CRYPTEK operative has an Engage order and is Visible to this operative, in the Select Valid Target step of that shooting attack, you can treat that friendly CRYPTEK operative as the active operative for the purposes of determining Line of Sight. If you do so, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
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UNIQUE ACTIONS |
Apprentek Assistance (1AP): Perform a free Cryptek action with this operative that a friendly CRYPTEK operative from your kill team has gained, but has not performed during this Turning Point (see your selected CRYPTEK operative’s datacard). That Cryptek action cannot be performed by friendly operatives again during this Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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HIEROTEK CIRCLE, NECRON, <DYNASTY>, APPRENTEK
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No target can evade the Deathmarks. Watching from dimensional oubliettes, these expert snipers track enemy movements, communications and even teleport signatures before striking. They do so in a blaze of synaptic disintegrator fire that shreds not only their victims’ bodies, but also their very minds.
No target can evade the Deathmarks. Watching from dimensional oubliettes, these expert snipers track enemy movements, communications and even teleport signatures before striking. They do so in a blaze of synaptic disintegrator fire that shreds not only their victims’ bodies, but also their very minds. |
M | APL | GA | DF | SV | W | Base |
2 | 2 | 1 | 3 | 3+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Synaptic disintegrator | |||||||||
Synaptic disintegrator | 4 | 2+ | 4/4 | AP1, Heavy. !MW1 | AP1, Heavy | MW1 | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal
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-
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ABILITIES |
Living Metal
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UNIQUE ACTIONS |
-
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HIEROTEK CIRCLE, NECRON, <DYNASTY>, DEATHMARK
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 3+ | 12 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Gauss blaster | |||||||||
Gauss blaster | 4 | 2+ | 4/5 | AP1 | AP1 | - | |||
Tesla carbine | |||||||||
Tesla carbine | 5 | 2+ | 3/3 | !Splash 1 | - | Splash 1 | |||
Bayonet | |||||||||
Bayonet | 4 | 2+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal
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Demand (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of this operative. Once during this Turning Point, when the selected friendly operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
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ABILITIES |
Living Metal
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UNIQUE ACTIONS |
Demand (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of this operative. Once during this Turning Point, when the selected friendly operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.
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HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, DESPOTEK
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 3+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Gauss blaster | |||||||||
Gauss blaster | 4 | 3+ | 4/5 | AP1 | AP1 | - | |||
Tesla carbine | |||||||||
Tesla carbine | 5 | 3+ | 3/3 | !Splash 1 | - | Splash 1 | |||
Bayonet | |||||||||
Bayonet | 4 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Living Metal
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-
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ABILITIES |
Living Metal
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UNIQUE ACTIONS |
-
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HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, GUARDIAN
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The CRYPTEK keyword is used in the following Hierotek Circle datacards:
The PLASMACYTE keyword is used in the following Hierotek Circle datacards:
The Necrons’ semi-sentient metal skin lets them heal mid-battle. Glowing grooves cut in the living armour are mended as the skin reforms, and enemy shots that have driven deep into the Necrons’ skin are pushed out, leaving not a scratch.
In the Ready Operatives step of each Initiative phase, this operative regains up to 2 lost wounds (or up to 1 lost wound if it is a PLASMACYTE operative).Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach, sundered torsos and smashed skulls mend amidst emerald sparks and the Necron rises again. Those too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
Certain rules can allow friendly HIEROTEK CIRCLE operatives to attempt reanimation (e.g. Reanimation Beam). The first time each friendly HIEROTEK CIRCLE operative is incapacitated, if it attempts reanimation, before removing that operative from the killzone, place one of your Reanimation tokens underneath the operative as close as possible to the centre of its base and leave its order token next to it. Note that the second time each friendly HIEROTEK CIRCLE operative is incapacitated, it cannot attempt reanimation.A markerlight is a device that projects a beam onto a target. Once an enemy has been ‘painted’ by such a beam, a torrent of targeting data is fed into the cadre tactical network, relaying ranges, triangulating optimum firing trajectories and superimposing aiming vectors to other T’au warriors, allowing them to engage the target with unerring accuracy.
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The IMMORTAL keyword is used in the following Hierotek Circle datacards:
By sheer luck, divine beneficence, manipulation of fate or pre-programmed plan, some kill team operatives survive mission after mission. Some have faced so many different threats they have gained new capabilities through alien manners of biological adaptation. Others have learned new skills along the way, only making them more likely to survive.
2. RESURRECTION BEAM [2EP]
CRYPTEK or APPRENTEK operative only. The operative gains the following ability for the battle:3. TECH-TENDRILS [3EP]
CRYPTEK operative only. The operative gains the following ability for the battle:5. TEMPORIC ORB [3EP]
CRYPTEK operative only. The operative gains the following ability for the battle:Securing ancient relics and technology will further the research and goals of the Cryptek, and keep them one step ahead of their rivals and enemies.
As masters of esoteric sciences and technologies, the Crypteks have means of repair far beyond that of almost all other Necrons.
PHASE SHIFTER+ [3EP]
CRYPTEK operative only. The operative gains the following ability for the battle:The HIEROTEK CIRCLE keyword is used in the following Hierotek Circle datacards:
The NECRON keyword is used in the following Hierotek Circle datacards:
The <DYNASTY> keyword is used in the following Hierotek Circle datacards:
The FLY keyword is used in the following Hierotek Circle datacards:
The LEADER keyword is used in the following Hierotek Circle datacards:
The CRYPTEK keyword is used in the following Hierotek Circle datacards:
The MEDIC keyword is used in the following Hierotek Circle datacards:
The Crypteks modify the codified behaviours of their semi-sentient Necron soldiery to better meet the requirements of the operation.
The PLASMACYTE keyword is used in the following Hierotek Circle datacards:
PHASE OCULARS [2EP]
DEATHMARK operative only. The operative can perform the following action during the battle:HYPERPHASE BLADE [2EP]
IMMORTAL operative only. Select one bayonet the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.ARCSHOCK PROJECTOR [1EP]
IMMORTAL operative equipped with a tesla carbine only. The operative gains the following ability for the battle:The IMMORTAL keyword is used in the following Hierotek Circle datacards: