Hierotek Circle

Books

BookKindEditionVersionLast update
  Kill Team: Shadowvaults (Hierotek Circle)
  Kill Team: Shadowvaults (Hierotek Circle)Expansion21.3March 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q1 2024March 2024

FAQ

Expansion: Kill Team: Shadowvaults (Hierotek Circle)

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.
Archetype: Security / Recon

Hierotek Circle Kill Team

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.

Operatives

Other than DEATHMARK and IMMORTAL GUARDIAN operatives, your kill team can only include each operative above once.

Abilities

Below, you will find common abilities of the HIEROTEK CIRCLE kill team.

Living Metal

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).

Reanimation Protocols

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.

In the Ready Operatives step of each Turning Point, before resolving the Living Metal ability, roll one D6 for each of your Reanimation tokens. On a roll of 1, leave that Reanimation token in the killzone. On a 2+, operatives are successfully reanimated:
  • Set up the operative within of that Reanimation token was placed for (but not within Engagement Range of enemy operatives).
  • It has D3+3 wounds remaining.
  • It has the order of your choice.
  • Remove that Reanimation token.
In narrative play, operatives that are successfully reanimated are not treated as being incapacitated for the purposes of Casualty tests unless they are incapacitated again during that battle.

Strategic Ploys

If your faction is HIEROTEK CIRCLE, you can use the following Strategic Ploys during a game.

RELENTLESS ONSLAUGHT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HIEROTEK CIRCLE operative makes a shooting attack against a target within of it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. This Strategic Ploy has no effect on shooting attacks made using the Magnification Conduit ability (e.g. on Technomancer datacard).
INTRACTABLE MARCH1CP
Strategic Ploy
Until the end of the Turning Point, while a friendly DEATHMARK or IMMORTAL operative has an Engage order, add to its Movement characteristic.
UNDYING ANDROIDS1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly HIEROTEK CIRCLE operative that is not in Cover, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, you can retain one as a successful normal save without rolling it.
DIMENSIONAL CONCEALMENT1CP
Strategic Ploy
Until the end of the Turning Point, friendly DEATHMARK operatives can perform the following action:

DIMENSIONAL CONCEALMENT1AP

Change this operative’s order.

You can only use this Strategic Ploy once.

Tactical Ploys

If your faction is HIEROTEK CIRCLE, you can use the following Tactical Ploys during a game.

DIMENSIONAL TRANSLOCATION1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step, when you would set up operatives. Select one friendly DEATHMARK operative to be set up in a hyperspace dimension instead. In the Firefight phase of the first Turning Point, that operative is considered to be within the killzone for activation purposes and must be activated as normal. When it is, set it up with an order of your choice anywhere in the killzone that is more than from the enemy drop zone and enemy operatives. That operative is treated as having performed a Normal Move action (subtract action points accordingly), then continue its activation as normal. You can only use this Tactical Ploy once.
LEECH POWER1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CRYPTEK operative is activated. Select one other friendly HIEROTEK CIRCLE operative within 2 of that CRYPTEK operative. If that other friendly operative’s APL is not negatively modified (in total after applying all modifiers), subtract 1 from its APL and add 1 to that CRYPTEK operative’s APL.
CORTICAL SUBJUGATION1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CRYPTEK operative is selected as the target of a shooting attack. Select one other friendly HIEROTEK CIRCLE operative that is Visible to and within of that friendly CRYPTEK operative and is not within Engagement Range of an enemy operative. Resolve that shooting attack against that other friendly operative instead (it is treated as a valid target).

This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).
COMMENCE REANIMATION0CP
Tactical Ploy
Use this Tactical Ploy when a friendly HIEROTEK CIRCLE operative is incapacitated for the first time during the battle. That operative attempts reanimation.

Tac Ops

If your faction is HIEROTEK CIRCLE, you can use the Hierotek Circle Tac Ops listed below, as specified in the mission sequence.

UNYIELDING ANCIENTS
Hierotek Circle – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point.
  • At the end of the battle, if three or more friendly HIEROTEK CIRCLE operatives (excluding PLASMACYTE operatives) are within of the centre of the killzone and/or your opponent’s drop zone, you score 1VP.
  • If you achieved the first condition and one of those HIEROTEK CIRCLE operatives is a friendly CRYPTEK or APPRENTEK operative, you score 1VP.
UNEARTH ARTIFICE
Hierotek Circle – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Place one of your Artifice tokens anywhere in the killzone that is more than from your drop zone and not on a terrain feature (unless it has the Insignificant trait). That token is earthed.
  • At the end of any Turning Point before the fourth, if you control your unearthed Artifice token, you score 1VP.
  • At the end of the battle, if you control your unearthed Artifice token, you score 1VP.
Friendly operatives can perform the following mission action:

UNEARTH ARTIFICE2AP

An operative can perform this action while it controls your earthed Artifice token. That Artifice token is unearthed. An operative cannot perform this action while within Engagement Range of an enemy operative.
WORTHY OF STUDY
Hierotek Circle – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first or second Turning Point. Select two of your opponent’s operatives; your opponent then selects one of them to be worthy of study. If that enemy operative is incapacitated, before it is removed from the killzone, place one of your Study tokens as close as possible to the centre of its base.
  • At the end of any Turning Point, if friendly operatives control your Study token and a friendly CRYPTEK or APPRENTEK operative is within of at least one of those friendly operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.

Spec Ops Rules

Below, you will find a selection of rules for Spec Ops campaigns in which you have selected HIEROTEK CIRCLE as your Faction keyword.

Battle Honours

Each time a HIEROTEK CIRCLE operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Hierotek Circle Specialist table below. Alternatively, if the operative is a CRYPTEK, you can instead determine one from the Cryptek Specialist table below. You can either roll one D3 to randomly determine the Battle Honour from the appropriate table (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

CRYPTEK SPECIALIST
D3Battle Honour
1Controlling: Each time this operative performs the Command action (e.g. on Chronomancer datacard), you can select one friendly DEATHMARK or IMMORTAL operative anywhere within the killzone (instead of Visible to and within ).
2Ingenious: This operative gains the remaining Cryptek action from its datacard.
3Collector: In the Select Equipment step, you can equip this operative with one item of equipment for the battle without spending any equipment points.
HIEROTEK CIRCLE SPECIALIST
D3Battle Honour
1Enduring: If this operative was not reanimated during the Turning Point, it can regain up to D3 additional lost wounds as a result of the Living Metal ability. If it does so, it cannot regain any lost wounds as a result of the Canoptek Repair action (see Technomancer datacard) during the same Turning Point.
2Revenant: Each time you roll one D6 for a Reanimation token placed for this operative, add 1 to the result. Each time this operative is successfully reanimated, it has 3 wounds remaining (instead of D3).
3Unrelenting: You can ignore any or all modifiers to this operative’s APL and Movement characteristics and it is not affected by the Stun critical hit rule.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is HIEROTEK CIRCLE, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

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:

Resurrection Beam: Once per Turning Point, before you would roll one D6 for one of your Reanimation tokens, if that token is within of this operative, you can treat the result as a 6 without rolling it.

3. TECH-TENDRILS [3EP]

CRYPTEK operative only. The operative gains the following ability for the battle:

Tech-tendrils:

  • While an enemy operative is Visible to and within of this operative, subtract 1 from the Attacks characteristic of melee weapons that enemy operative is equipped with.
  • Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).

4. RAPID REANIMATRIX [1EP]

The operative gains the following ability for the battle:

Rapid Reanimatrix: After the battle, in the Update Dataslates step:

5. TEMPORIC ORB [3EP]

CRYPTEK operative only. The operative gains the following ability for the battle:

Temporic Orb: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice or add 1 to the result.

6. HUNTER SCARAB [3EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Hunter scarab
5
3+
1/1
Special Rules
!
Indirect, Limited, No Cover
MW1

Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is HIEROTEK CIRCLE, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

REPAIR SCARABS

These 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 CUBE

This 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 GATEWAY

The 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).


Requisitions

In a Spec Ops campaign, if your faction is HIEROTEK CIRCLE, you can use the following Requisitions in addition to those presented in other publications.

FAVOURABLE ACQUISITION1RP

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.

Purchase this Requisition when you add an item of rare equipment to your stash, or when you increase your asset capacity by one. Select one friendly CRYPTEK or APPRENTEK operative to earn 2XP.
AMEND PROTOCOL1RP

The Crypteks modify the codified behaviours of their semi-sentient Necron soldiery to better meet the requirements of the operation.

Purchase this Requisition before or after a game Select one DEATHMARK, IMMORTAL or PLASMACYTE operative on your dataslate that has not been upgraded with the Proficient Operative Requisition. You can remove any number of its Battle Honours and redetermine them. If you remove all of that operative’s Battle Honours, you can change its specialism before re-determining them.
ARCANE TREATMENT1RP

As masters of esoteric sciences and technologies, the Crypteks have means of repair far beyond that of almost all other Necrons.

Purchase this Requisition after a game. Remove one Battle Scar from a CRYPTEK operative on your dataslate.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is HIEROTEK CIRCLE, you can select one from those found below instead of selecting one from another source.

Excavate Nexus

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.

OPERATION 1: UNCOVER STRUCTURES

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.

OPERATION 2: REACTIVATE THE NEXUS

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.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Perform Ritual’ Spec Op.

Field Study

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.

OPERATION 1: COLLECT DATA

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.

OPERATION 2: ACTIVATE DIMENSIONAL TRANSLOCATION

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.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Recover Archeotech’ Spec Op.

Equipment

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:

PHASE OCULARS0AP

Select one enemy operative. Until the end of the Turning Point, each time this operative makes a shooting attack with a synaptic disintegrator against that enemy operative, at the end of the Roll Attack Dice step of that shooting attack, if you did not retain any critical hits, you can change one of your retained successful normal hits to a critical hit instead (resolving the MWx critical hit rule accordingly).

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:

Tesla Weave: Each time an enemy operative finishes a Charge action within Engagement Range of this operative, roll three D6. For each result of 5+, that enemy operative suffers 1 mortal wound.

ARCSHOCK PROJECTOR [1EP]

IMMORTAL operative equipped with a tesla carbine only. The operative gains the following ability for the battle:

Arcshock Projector: Each time this operative makes a shooting attack with a tesla carbine, for that shooting attack, for the purposes of the Splash X critical hit rule, inflict mortal wounds on the target and each other operative Visible to and within of it (instead of ).

PHASE SHIFTER+ [3EP]

CRYPTEK operative only. The operative gains the following ability for the battle:

Phase Shifter: This operative has a 4+ invulnerable save.

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:

Quantum Reanimytes: While a friendly HIEROTEK CIRCLE operative is within of this operative, each time that operative would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.


Datacards


Chronomancer

With their aeonstaves and entropic lances, Chronomancers can slow down or speed up weaponised time. Wily manipulators of temporal energies, they can wither their foes to ancient dust with but a word or a gesture.

Chronomancer

With their aeonstaves and entropic lances, Chronomancers can slow down or speed up weaponised time. Wily manipulators of temporal energies, they can wither their foes to ancient dust with but a word or a gesture.

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+. !StunBlast , Lethal 5+Stun
Entropic lance
Entropic lance
4
3+
5/3
AP1. !MW3AP1MW3
Aeonstave
Aeonstave
3
3+
3/3
Lethal 5+. !StunLethal 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.
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):
  • Add to that operative’s Movement characteristic.
  • Each time that operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
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.
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):
  • Add to that operative’s Movement characteristic.
  • Each time that operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
DATACARD-RELATED
UNYIELDING ANCIENTS , WORTHY OF STUDY , LEECH POWER , CORTICAL SUBJUGATION , RESURRECTION BEAM , TECH-TENDRILS , TEMPORIC ORB , FAVOURABLE ACQUISITION , ARCANE TREATMENT , Phase Shifter
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, CHRONOMANCER
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, CHRONOMANCER


Psychomancer

Psychomancers study the science of fear. They are expert manipulators, conjuring phantasms and temporary hard-light constructs that trigger primal survival instincts in their victims’ minds, or overload even the most advanced sensoria. No being is safe from the Psychomancer’s art.

Psychomancer

Psychomancers study the science of fear. They are expert manipulators, conjuring phantasms and temporary hard-light constructs that trigger primal survival instincts in their victims’ minds, or overload even the most advanced sensoria. No being is safe from the Psychomancer’s art.

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 1AP2, 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.
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.
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.
DATACARD-RELATED
UNYIELDING ANCIENTS , WORTHY OF STUDY , LEECH POWER , CORTICAL SUBJUGATION , RESURRECTION BEAM , TECH-TENDRILS , TEMPORIC ORB , FAVOURABLE ACQUISITION , ARCANE TREATMENT , Phase Shifter
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, PSYCHOMANCER
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, PSYCHOMANCER


Technomancer

Master manipulators of technology of all kinds, Technomancers are particularly skilled at repairing downed Necrons and Canoptek constructs, or enhancing their abilities.

Technomancer

Master manipulators of technology of all kinds, Technomancers are particularly skilled at repairing downed Necrons and Canoptek constructs, or enhancing their abilities.

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
AP1AP1-
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.
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.
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.
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.
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.
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.
DATACARD-RELATED
UNYIELDING ANCIENTS , WORTHY OF STUDY , LEECH POWER , CORTICAL SUBJUGATION , RESURRECTION BEAM , TECH-TENDRILS , TEMPORIC ORB , FAVOURABLE ACQUISITION , ARCANE TREATMENT , Phase Shifter
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, MEDIC, LEADER, CRYPTEK, TECHNOMANCER
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, MEDIC, LEADER, CRYPTEK, TECHNOMANCER


Plasmacyte Accelerator

It is the purpose of these Plasmacytes to enhance the mental processing capabilities of nearby Necrons and improve their operational efficiency.

Plasmacyte Accelerator

It is the purpose of these Plasmacytes to enhance the mental processing capabilities of nearby Necrons and improve their operational efficiency.

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:
  • While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
  • This operative cannot be equipped with equipment.
Accelerate (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of this operative. Add 1 to its APL.
ABILITIES
Living Metal
Scuttler:
  • While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
  • This operative cannot be equipped with equipment.
UNIQUE ACTIONS
Accelerate (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within of this operative. Add 1 to its APL.
DATACARD-RELATED
UNYIELDING ANCIENTS , AMEND PROTOCOL
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, PLASMACYTE, ACCELERATOR
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, PLASMACYTE, ACCELERATOR


Plasmacyte Reanimator

These Plasmacytes have been designed to ensure that nearby Necrons reanimate more quickly if they sustain serious damage, using their monomolecular proboscis to inject rapid-repair enabling fluids.

Plasmacyte Reanimator

These Plasmacytes have been designed to ensure that nearby Necrons reanimate more quickly if they sustain serious damage, using their monomolecular proboscis to inject rapid-repair enabling fluids.

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:
  • While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
  • This operative cannot be equipped with equipment.
-
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:
  • While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
  • This operative cannot be equipped with equipment.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNYIELDING ANCIENTS , AMEND PROTOCOL
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, MEDIC, PLASMACYTE, REANIMATOR
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, MEDIC, PLASMACYTE, REANIMATOR


Apprentek

More than mere assistants to their Cryptek masters and mistresses, Apprenteks are conduits for their power. They and their staffs serve as nodes and focusing lenses for the Crypteks’ abilities, who can even see through their eyes at will.

Apprentek

More than mere assistants to their Cryptek masters and mistresses, Apprenteks are conduits for their power. They and their staffs serve as nodes and focusing lenses for the Crypteks’ abilities, who can even see through their eyes at will.

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
AP1AP1-
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).
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.
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).
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.
DATACARD-RELATED
UNYIELDING ANCIENTS , WORTHY OF STUDY , RESURRECTION BEAM , FAVOURABLE ACQUISITION
HIEROTEK CIRCLE, NECRON, <DYNASTY>, APPRENTEK
HIEROTEK CIRCLE, NECRON, <DYNASTY>, APPRENTEK


Deathmark

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.

Deathmark

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. !MW1AP1, HeavyMW1
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal
-
ABILITIES
Living Metal
UNIQUE ACTIONS
-
DATACARD-RELATED
INTRACTABLE MARCH , DIMENSIONAL CONCEALMENT , DIMENSIONAL TRANSLOCATION , AMEND PROTOCOL , Phase Oculars
HIEROTEK CIRCLE, NECRON, <DYNASTY>, DEATHMARK
HIEROTEK CIRCLE, NECRON, <DYNASTY>, DEATHMARK


Immortal Despotek

Senior-level Immortals, a Despotek serves as both a mouthpiece and an enforcer for their Cryptek in Hierotek Circles, as well as a strategic conduit. In addition to this, they are superb warriors in their own right.

Immortal Despotek

Senior-level Immortals, a Despotek serves as both a mouthpiece and an enforcer for their Cryptek in Hierotek Circles, as well as a strategic conduit. In addition to this, they are superb warriors in their own right.

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
AP1AP1-
Tesla carbine
Tesla carbine
5
2+
3/3
!Splash 1-Splash 1
Bayonet
Bayonet
4
2+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal
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.
ABILITIES
Living Metal
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.
DATACARD-RELATED
INTRACTABLE MARCH , AMEND PROTOCOL , Hyperphase Blade , Arcshock Projector
HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, DESPOTEK
HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, DESPOTEK


Immortal Guardian

Immortal Guardians provide their masters with a powerful core of skilled soldiery. Retaining a level of individuality after biotransference, they can employ a number of strategies even without command, and their firepower makes them deadly in close or mid-range engagements.

Immortal Guardian

Immortal Guardians provide their masters with a powerful core of skilled soldiery. Retaining a level of individuality after biotransference, they can employ a number of strategies even without command, and their firepower makes them deadly in close or mid-range engagements.

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
AP1AP1-
Tesla carbine
Tesla carbine
5
3+
3/3
!Splash 1-Splash 1
Bayonet
Bayonet
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal
-
ABILITIES
Living Metal
UNIQUE ACTIONS
-
DATACARD-RELATED
INTRACTABLE MARCH , AMEND PROTOCOL , Hyperphase Blade , Arcshock Projector
HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, GUARDIAN
HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, GUARDIAN

The CRYPTEK keyword is used in the following Hierotek Circle datacards:

The PLASMACYTE keyword is used in the following Hierotek Circle datacards:

Living Metal

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).
Reanimation Protocols

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.

In the Ready Operatives step of each Turning Point, before resolving the Living Metal ability, roll one D6 for each of your Reanimation tokens. On a roll of 1, leave that Reanimation token in the killzone. On a 2+, operatives are successfully reanimated:
  • Set up the operative within of that Reanimation token was placed for (but not within Engagement Range of enemy operatives).
  • It has D3+3 wounds remaining.
  • It has the order of your choice.
  • Remove that Reanimation token.
In narrative play, operatives that are successfully reanimated are not treated as being incapacitated for the purposes of Casualty tests unless they are incapacitated again during that battle.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
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 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 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.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Markerlights

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.

MARKERLIGHT1AP

Select one enemy operative Visible to this operative. That enemy operative gains 1 Markerlight token. An operative cannot perform this action if it is within Engagement Range of an enemy operative. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action’s shooting attack can be selected for this action.

Operatives gain Markerlight tokens as specified by the Markerlight action above. In the Ready Operatives step of each Initiative phase, remove one Markerlight token that each operatives has.

Each time a friendly PATHFINDER operative makes a shooting attack, it gains a number of cumulative benefits for that shooting attack depending on how many Markerlight tokens the target operative has. Operatives gain no markerlight benefits for shooting attacks made with EMP and fusion grenades.

Markerlight TokensBenefit
1+In the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
2+For that shooting attack, the active operative’s ranged weapons gain the No Cover special rule.
3+For that shooting attack, improve the Ballistic Skill characteristic of ranged weapons the active operative is equipped with by 1.
4+In the Select Valid Target step of that shooting attack, the enemy operative is not Obscured.
5+In the Select Valid Target step of that shooting attack, the enemy operative is treated as if it has an Engage order unless it’s in Cover provided by Heavy terrain.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.

The IMMORTAL keyword is used in the following Hierotek Circle datacards:

Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
DIMENSIONAL TRANSLOCATION1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step, when you would set up operatives. Select one friendly DEATHMARK operative to be set up in a hyperspace dimension instead. In the Firefight phase of the first Turning Point, that operative is considered to be within the killzone for activation purposes and must be activated as normal. When it is, set it up with an order of your choice anywhere in the killzone that is more than from the enemy drop zone and enemy operatives. That operative is treated as having performed a Normal Move action (subtract action points accordingly), then continue its activation as normal. You can only use this Tactical Ploy once.
PROFICIENT OPERATIVE1RP

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.

Purchase this Requisition in the Update Dataslates step of a mission sequence, when a friendly operative gains the Grizzled or Revered rank. You can select one additional specialism for that operative from the specialisms specified on its datacard, and can determine the Battle Honours it gains from any of its specialisms. Each operative can only be upgraded with this Requisition once.
UNEARTH ARTIFICE
Hierotek Circle – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Place one of your Artifice tokens anywhere in the killzone that is more than from your drop zone and not on a terrain feature (unless it has the Insignificant trait). That token is earthed.
  • At the end of any Turning Point before the fourth, if you control your unearthed Artifice token, you score 1VP.
  • At the end of the battle, if you control your unearthed Artifice token, you score 1VP.
Friendly operatives can perform the following mission action:

UNEARTH ARTIFICE2AP

An operative can perform this action while it controls your earthed Artifice token. That Artifice token is unearthed. An operative cannot perform this action while within Engagement Range of an enemy operative.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
TRIANGULATE
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If two killzone edges are triangulated by friendly operatives, you score 1VP.
  • If three killzone edges are triangulated by friendly operatives, you score an additional 1VP.
Friendly operatives can perform the following mission action:

TRIANGULATE1AP

An operative can perform this action while within of a killzone edge that is not your own killzone edge and has not been triangulated by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by a friendly operative, that killzone edge has been triangulated by friendly operatives.
CENTRAL CONTROL
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if the total APL of friendly operatives within of the centre of the killzone is greater than that of enemy operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
PLANT BANNER
Security – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be carrying your Banner token. Reveal this Tac Op when that operative drops your Banner token. When you do, until the end of the battle, the Pick Up action can be performed by friendly operatives upon your Banner token.
  • At the end of the battle, if your Banner token is within of but not wholly within your opponent’s drop zone, you score 1VP.
  • At the end of the battle, if your Banner token is wholly within your opponent’s drop zone, you score 2VP.
Operatives can perform the following mission action:

DESTROY BANNER1AP

An operative can perform this action while within of the centre of an opponent’s Banner token. Remove that Banner token from the killzone. An operative cannot perform this action while within of enemy operatives.
WORTHY OF STUDY
Hierotek Circle – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first or second Turning Point. Select two of your opponent’s operatives; your opponent then selects one of them to be worthy of study. If that enemy operative is incapacitated, before it is removed from the killzone, place one of your Study tokens as close as possible to the centre of its base.
  • At the end of any Turning Point, if friendly operatives control your Study token and a friendly CRYPTEK or APPRENTEK operative is within of at least one of those friendly operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
RETRIEVAL
Recon – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent places your Retrieval token anywhere in the killzone that is not on a Vantage Point and not wholly within or within of their drop zone. The Pick Up action can be performed by friendly operatives upon your Retrieval token.
  • At the end of the battle, if a friendly operative controls your Retrieval token, you score 1VP.
  • At the end of the battle, if your Retrieval token is being carried by a friendly operative, you score 1VP.
MARK TARGET
Recon – Tac Op
You can reveal this Tac Op when a friendly operative performs a Shoot action.
  • When an enemy LEADER operative is selected as the target of a shooting attack for a Shoot action, and no other shooting attacks are made for that action, you can attempt to mark that operative instead. Complete the shooting sequence as normal, except that if any damage would be inflicted on that enemy operative, it does not lose any wounds and you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
UNYIELDING ANCIENTS
Hierotek Circle – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point.
  • At the end of the battle, if three or more friendly HIEROTEK CIRCLE operatives (excluding PLASMACYTE operatives) are within of the centre of the killzone and/or your opponent’s drop zone, you score 1VP.
  • If you achieved the first condition and one of those HIEROTEK CIRCLE operatives is a friendly CRYPTEK or APPRENTEK operative, you score 1VP.
WORTHY OF STUDY
Hierotek Circle – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first or second Turning Point. Select two of your opponent’s operatives; your opponent then selects one of them to be worthy of study. If that enemy operative is incapacitated, before it is removed from the killzone, place one of your Study tokens as close as possible to the centre of its base.
  • At the end of any Turning Point, if friendly operatives control your Study token and a friendly CRYPTEK or APPRENTEK operative is within of at least one of those friendly operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
LEECH POWER1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CRYPTEK operative is activated. Select one other friendly HIEROTEK CIRCLE operative within 2 of that CRYPTEK operative. If that other friendly operative’s APL is not negatively modified (in total after applying all modifiers), subtract 1 from its APL and add 1 to that CRYPTEK operative’s APL.
CORTICAL SUBJUGATION1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CRYPTEK operative is selected as the target of a shooting attack. Select one other friendly HIEROTEK CIRCLE operative that is Visible to and within of that friendly CRYPTEK operative and is not within Engagement Range of an enemy operative. Resolve that shooting attack against that other friendly operative instead (it is treated as a valid target).

This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).

2. RESURRECTION BEAM [2EP]

CRYPTEK or APPRENTEK operative only. The operative gains the following ability for the battle:

Resurrection Beam: Once per Turning Point, before you would roll one D6 for one of your Reanimation tokens, if that token is within of this operative, you can treat the result as a 6 without rolling it.

3. TECH-TENDRILS [3EP]

CRYPTEK operative only. The operative gains the following ability for the battle:

Tech-tendrils:
  • While an enemy operative is Visible to and within of this operative, subtract 1 from the Attacks characteristic of melee weapons that enemy operative is equipped with.
  • Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).

5. TEMPORIC ORB [3EP]

CRYPTEK operative only. The operative gains the following ability for the battle:

Temporic Orb: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice or add 1 to the result.
FAVOURABLE ACQUISITION1RP

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.

Purchase this Requisition when you add an item of rare equipment to your stash, or when you increase your asset capacity by one. Select one friendly CRYPTEK or APPRENTEK operative to earn 2XP.
ARCANE TREATMENT1RP

As masters of esoteric sciences and technologies, the Crypteks have means of repair far beyond that of almost all other Necrons.

Purchase this Requisition after a game. Remove one Battle Scar from a CRYPTEK operative on your dataslate.

PHASE SHIFTER+ [3EP]

CRYPTEK operative only. The operative gains the following ability for the battle:

Phase Shifter: This operative has a 4+ invulnerable save.

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:

Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).

The MEDIC keyword is used in the following Hierotek Circle datacards:

Equipment
You can only select each equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) once per battle. If a friendly operative already equipped with such equipment is selected for deployment (e.g. ASSAULT GRENADIER PATHFINDER operative), this counts as your selection.
AMEND PROTOCOL1RP

The Crypteks modify the codified behaviours of their semi-sentient Necron soldiery to better meet the requirements of the operation.

Purchase this Requisition before or after a game Select one DEATHMARK, IMMORTAL or PLASMACYTE operative on your dataslate that has not been upgraded with the Proficient Operative Requisition. You can remove any number of its Battle Honours and redetermine them. If you remove all of that operative’s Battle Honours, you can change its specialism before re-determining them.

The PLASMACYTE keyword is used in the following Hierotek Circle datacards:

Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
INTRACTABLE MARCH1CP
Strategic Ploy
Until the end of the Turning Point, while a friendly DEATHMARK or IMMORTAL operative has an Engage order, add to its Movement characteristic.
DIMENSIONAL CONCEALMENT1CP
Strategic Ploy
Until the end of the Turning Point, friendly DEATHMARK operatives can perform the following action:

DIMENSIONAL CONCEALMENT1AP

Change this operative’s order.

You can only use this Strategic Ploy once.

PHASE OCULARS [2EP]

DEATHMARK operative only. The operative can perform the following action during the battle:

PHASE OCULARS0AP

Select one enemy operative. Until the end of the Turning Point, each time this operative makes a shooting attack with a synaptic disintegrator against that enemy operative, at the end of the Roll Attack Dice step of that shooting attack, if you did not retain any critical hits, you can change one of your retained successful normal hits to a critical hit instead (resolving the MWx critical hit rule accordingly).
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.

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:

Arcshock Projector: Each time this operative makes a shooting attack with a tesla carbine, for that shooting attack, for the purposes of the Splash X critical hit rule, inflict mortal wounds on the target and each other operative Visible to and within of it (instead of ).

The IMMORTAL keyword is used in the following Hierotek Circle datacards:

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