Hierotek Circle

Led by ambitious and devious Crypteks, Hierotek Circles employ Necron soldiery and unique Canoptek constructs to further the rise of their own dynasties. They achieve this by learning of their lords’ enemies and undermining the power of these rivals through artifice, sabotage, theft and murder.

Books

BookKindEditionVersionLast update
  Hierotek Circle
  Hierotek CircleFaction31.1November 2024
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 weapons specified for that operative.

Operatives


Other than DEATHMARK and GUARDIAN operatives, your kill team can only include each operative on this list once.

Marker/Token Guide

Timesplinter Token

Deathmarked Token

Nightmare Shroud Token

Reanimation Marker

Countertemporal Nanomine Marker

Chronometron Token

Reinforce Metal Token

Augment Weapon Token

Magnification Conduits Token

Multidimensional Vision Token

Madness Token

Despair Marker

Phase Shifter Token

Faction Rules

Reanimation Protocols

The body of a slain Necron becomes wreathed in an eerie glow. Severed limbs reattach and broken bodies reform in a shower of emerald sparks. Eye-lenses flicker once more and the Necron rises again to rejoin the fight.

The first time each friendly HIEROTEK CIRCLE operative is incapacitated, before it’s removed from the killzone, place one of your Reanimation markers within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. CHRONOMANCER operative’s Chronometron action, Poison tokens, APL stat changes, being implanted, etc.).

In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one D6: on a 1-2, leave that Reanimation marker in the killzone and repeat this process with a different one of your Reanimation markers (if any); on a 3+, an operative is REANIMATED.
You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don’t select any more for that turning point. Whenever an operative is REANIMATED:
  • Set up the operative that Reanimation marker was placed for (it’s no longer incapacitated). It must be placed within 3" of that Reanimation marker and not within control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead).
  • It has 1 wound remaining.
  • It has an order of your choice and is ready.
  • Remove that Reanimation marker.
As REANIMATED operatives are no longer incapacitated, for the purposes of the kill op, this means your opponent’s kill grade can go down during the battle (they lose VP accordingly). However, it won’t retroactively change any other VPs your opponent has scored, e.g. from tac ops.

Magnify

Necron Crypteks may impose their will over their thralls and underlings, projecting their consciousness into these lesser beings in order to enhance their combat ability and ensure the obliteration of the enemy.

Some HIEROTEK CIRCLE APPRENTEK and HIEROTEK CIRCLE CRYPTEK weapons in this team’s rules have the Magnify weapon rule below.

*Magnify: Whenever this operative is performing the Shoot action with this weapon, if another friendly HIEROTEK CIRCLE APPRENTEK or HIEROTEK CIRCLE CRYPTEK operative has an Engage order and is visible to this operative, you can use this rule. If you do, treat that operative as the active operative for the purposes of determining a valid target, cover and obscured. If you do, this weapon has the Ceaseless weapon rule until the end of that action.

Living Metal

The Necrons’ semi-sentient metal skin enables them to heal devastating damage in the midst of battle.

In the Ready step of each Strategy phase, after resolving all other rules in this step (e.g. Reanimation Protocols faction rule), each friendly HIEROTEK CIRCLE operative regains D3+1 lost wounds (roll separately for each).

Strategy Ploys

RELENTLESS ONSLAUGHT

Necrons are relentless and implacable, making up for their lack of accuracy with unthinking determination.

Whenever a friendly HIEROTEK CIRCLE operative is shooting an operative within 8" of it, that friendly operative’s ranged weapons have the Balanced weapon rule. Note that when you’re using the Magnify weapon rule, this operative must still be within 8" of the target to use this rule (not the other friendly operative from which you’re determining a valid target).
UNDYING ANDROIDS

The living metal forms of Necrons are resistant to the majority of weapons wielded by the galaxy’s primitive biological species.

Whenever an operative is shooting a friendly HIEROTEK CIRCLE operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.
METHODICAL ELIMINATION

Necrons often trade speed of movement for steadfast resilience and unrelenting firepower.

Friendly HIEROTEK CIRCLE operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly HIEROTEK CIRCLE operative is fighting during an activation in which it hasn’t moved more than its Move stat, or whenever it’s retaliating, its melee weapons have the Accurate 2 weapon rule instead.
COMMAND UNDERLINGS

Necron Crypteks and Apprenteks wield their underlings like puppets, directing their every movement and action in order to confound the enemy.

Select one of the following:
  • SUPPORT. Each other friendly HIEROTEK CIRCLE operative visible to and within 6" of a friendly CRYPTEK operative can immediately perform a free Dash action in an order of your choice.
  • SUPPORT. Each other friendly HIEROTEK CIRCLE operative (excluding CRYPTEK) visible to and within 3" of a friendly APPRENTEK operative can immediately perform a free Dash action in an order of your choice.

Firefight Ploys

CORTICAL CONTROL

Beings of umbral malice, Mandrakes may slip into shadow to evade the attentions of their confounded foes.

Use this firefight ploy when a friendly HIEROTEK CIRCLE APPRENTEK or HIEROTEK CIRCLE CRYPTEK operative performs a SUPPORT unique action. Until the end of that action, for the purposes of selecting another friendly operative, ignore the distance requirement (only visibility is a requirement).
REANIMATED FUNCTION

Mandrakes subsist on the agonies of their victims, gaining vigour with each torturous blow inflicted upon their prey.

Use this firefight ploy when determining control of a marker. Select one of your Reanimation markers. Until the start of the next turning point, whenever determining control of a marker, treat that Reanimation marker as a friendly HIEROTEK CIRCLE operative that has an APL stat of 1.
LIVING LIGHTNING

Walls and other obstructions are of no concern to Mandrakes, who fade in and out of the physical realm at their own whim.

Use this firefight ploy when a friendly HIEROTEK CIRCLE IMMORTAL operative is performing the Shoot action and you select a tesla carbine. Until the end of that action, that weapon doesn’t have the 2" from its Devastating weapon rule but has the Blast 2" weapon rule.
DIMENSIONAL AMBUSH

When suffused with shadow, a Mandrake moves with unnatural speed and grace, lashing out preemptively with its glimmersteel blade.

Use this firefight ploy during a friendly HIEROTEK CIRCLE DEATHMARK operative’s activation, if it has a Conceal order. During that activation, that operative can perform the Guard action regardless of the killzone and while it has a Conceal order (see close quarters rules, Kill Team Core Book), but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage

Faction Equipment

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

MAGNIFICATION CONDUITS

This device allows any Necron well-versed in arcane hypertechnology to peer through the occular lenses of a nearby thrall and channel ranged attacks through the body of their dominated underling.

Once per turning point, when a friendly HIEROTEK CIRCLE APPRENTEK or HIEROTEK CIRCLE CRYPTEK operative is performing the Shoot action, you can use this rule. If you do, select one other friendly HIEROTEK CIRCLE operative (excluding PLASMACYTE) that has an Engage order and is visible to that friendly operative. Until the end of that action, that other friendly operative can be treated as the active operative for the Magnify weapon rule.
PHASE SHIFTER

At a moment’s notice, a Cryptek can use this device to flit between dimensions to avoid incoming fire.

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

This device uses dimensional technology to hold considerably more than its size suggests, becoming a vault for all manner of resources, knowledge and artefacts recovered by the Hierotek Circle.

In the Ready step of each Strategy phase, when you gain CP, if a friendly CRYPTEK operative isn’t incapacitated, isn’t within control range of enemy operatives and hasn’t been REANIMATED this turning point, you can use this rule. If you do, roll one D6: on a 1, you cannot use this rule for the rest of the battle; on a 4+, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.
TESLA WEAVE

Upon the Cryptek’s command, an insubstantial web of tesla energy flickers from Necron to Canoptek construct, searing any enemy caught within its leaping arcs.

Once per turning point, when an enemy operative ends the Charge action with friendly HIEROTEK CIRCLE operatives within its control range, you can use this rule. If you do, inflict D3+1 damage on that enemy operative.

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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Aeonstave (ranged)
Aeonstave (ranged)
5
3+
3/3
Blast 2", Lethal 5+, Stun, Magnify*Blast 2", Lethal 5+, Stun, Magnify*
Entropic lance (ranged)
Entropic lance (ranged)
4
3+
5/3
Devastating 3, Piercing 1, Magnify*Devastating 3, Piercing 1, Magnify*
Aeonstave (melee)
Aeonstave (melee)
4
4+
3/4
Lethal 5+, ShockLethal 5+, Shock
Entropic lance (melee)
Entropic lance (melee)
4
4+
3/6
-

INTERSTITIAL COMMAND1AP

SUPPORT. Select one other friendly HIEROTEK CIRCLE operative (excluding APPRENTEK and CRYPTEK) visible to and within 6" of this operative, or within 6" of a friendly DESPOTEK operative that’s visible to this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action, perform an action it’s already performed during this turning point, or perform that action again during this turning point.

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

TIMESPLINTER1AP

SUPPORT. Select one expended friendly HIEROTEK CIRCLE operative visible to and within 6" of this operative. Remove it from the killzone and set it back up visible to and within 6" of this operative, measuring the horizontal distance only, in a location it can be placed. Each friendly operative can only be selected for this rule once per turning point.

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

COUNTERTEMPORAL NANOMINE1AP

Place your Countertemporal Nanomine marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever an enemy operative is within 4" of your Countertemporal Nanomine marker, subtract 2" from its Move stat. When this operative is next activated, is incapacitated or this action is performed again by a friendly operative (whichever comes first), remove that marker.

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

CHRONOMETRON1AP

SUPPORT. Select one friendly HIEROTEK CIRCLE operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until this operative is incapacitated or until this action is performed again by a friendly operative (whichever comes first), subtract 1 from the Atk stat of an operative’s weapons whenever it’s shooting against, fighting against or retaliating against that selected operative.

This operative cannot perform this action while within control range of an enemy operative.
HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, CHRONOMANCER
⌀40mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Abyssal lance (ranged)
Abyssal lance (ranged)
5
3+
2/2
Blast 2", 2" Devastating 1, Piercing 2, Magnify*Blast 2", 2" Devastating 1, Piercing 2, Magnify*
Abyssal lance (melee)
Abyssal lance (melee)
4
4+
4/4
Devastating 1Devastating 1

INTERSTITIAL COMMAND1AP

SUPPORT. Select one other friendly HIEROTEK CIRCLE operative (excluding APPRENTEK and CRYPTEK) visible to and within 6" of this operative, or within 6" of a friendly DESPOTEK operative that’s visible to this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action, perform an action it’s already performed during this turning point, or perform that action again during this turning point.

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

HARBINGER OF DESPAIR1AP

Place your Despair marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. When this operative is next activated, is incapacitated or this action is performed again by a friendly operative (whichever comes first), remove that marker.

Whenever an enemy operative is within 2" of your Despair marker, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of your Despair marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

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

NIGHTMARE SHROUD1AP

Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an enemy operative within 4" of this operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice and cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).

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

VISION OF MADNESS1AP

Select one enemy operative visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), that selected operative gains one of your Madness tokens.

Whenever your opponent would activate an enemy operative that has one of your Madness tokens, you can roll one D6: if the result is equal to or higher than that enemy operative’s APL, they cannot activate it during this activation. If that operative is successfully activated, or there are no other enemy operatives eligible to be activated, remove its Madness token.

This operative cannot perform this action while within control range of an enemy operative.
HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, PSYCHOMANCER
⌀40mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Staff of light (ranged)
Staff of light (ranged)
6
3+
3/4
Rending, Magnify*Rending, Magnify*
Staff of light (melee)
Staff of light (melee)
4
4+
3/5
RendingRending

INTERSTITIAL COMMAND1AP

SUPPORT. Select one other friendly HIEROTEK CIRCLE operative (excluding APPRENTEK and CRYPTEK) visible to and within 6" of this operative, or within 6" of a friendly DESPOTEK operative that’s visible to this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action, perform an action it’s already performed during this turning point, or perform that action again during this turning point.

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

CANOPTEK REPAIR1AP

SUPPORT. Select one friendly HIEROTEK CIRCLE operative visible to and within 6" of this operative to regain up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly operative has already performed this action during this turning point.

AUGMENT WEAPON1AP

SUPPORT. Select one friendly HIEROTEK CIRCLE operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), select two of the following weapon rules for one weapon from that selected operative’s datacard to have: Lethal 5+, Rending, Saturate, Severe.

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

REINFORCE METAL1AP

SUPPORT. Select one friendly HIEROTEK CIRCLE operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an attack dice inflicts damage of 3 or more on that operative, subtract 1 from that inflicted damage.

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


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.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
5
 
NAME
ATK
HIT
DMG
WR
Spark
Spark
4
4+
2/3
Range 4", Piercing 1Range 4", Piercing 1
Claws
Claws
3
5+
1/2
-
Scuttler:
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
  • This operative can perform the Fall Back action for 1 less AP.
  • This operative cannot use any weapons that aren’t on its datacard, or perform unique actions other than Accelerate.

ACCELERATE1AP

Select one friendly DEATHMARK or IMMORTAL operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
HIEROTEK CIRCLE, NECRON, PLASMACYTE, ACCELERATOR
⌀25mm


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 rapidrepair 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 rapidrepair enabling fluids.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
5
 
NAME
ATK
HIT
DMG
WR
Atomiser beam
Atomiser beam
4
4+
3/4
Range 6", Lethal 5+Range 6", Lethal 5+
Claws
Claws
3
5+
1/2
-
Scuttler:
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
  • This operative can perform the Fall Back action for 1 less AP.
  • This operative cannot use any weapons that aren’t on its datacard, or perform unique actions other than Reanimate.

REANIMATE1/2AP

Select one of your Reanimation markers visible to and within 6" of this operative. Roll one D6: on a 3+, a friendly operative is REANIMATED; if you spent 1 additional AP, a friendly operative is automatically REANIMATED (you don’t need to roll one D6). An operative that’s REANIMATED from this unique action is set up expended if it was already expended during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
HIEROTEK CIRCLE, NECRON, MEDIC, PLASMACYTE, REANIMATOR
⌀25mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Arcane conduit (ranged)
Arcane conduit (ranged)
4
3+
4/5
Piercing 1, Magnify*Piercing 1, Magnify*
Arcane conduit (melee)
Arcane conduit (melee)
3
4+
3/5
-
Apprentek Assistance: This operative has the same unique actions as your CRYPTEK operative selected for the battle, but can only perform one CRYPTEK unique action per turning point.
HIEROTEK CIRCLE, NECRON, APPRENTEK
⌀32mm


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.

APL
2
MOVE
5"
SAVE
3+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Synaptic disintegrator
Synaptic disintegrator
4
2+
4/3
Devastating 2, Heavy (Dash only), Piercing 1, SevereDevastating 2, Heavy (Dash only), Piercing 1, Severe
Fists
Fists
3
3+
3/4
-
Deathmarked: Whenever this operative ends the Shoot action, the target gains one of your Deathmarked tokens if it wasn’t incapacitated (the primary target, if relevant). Whenever a friendly HIEROTEK CIRCLE DEATHMARK operative is shooting an enemy operative that has one of your Deathmarked tokens, that friendly operative’s ranged weapons have the Seek weapon rule.

MULTI-DIMENSIONAL VISION1AP

Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
HIEROTEK CIRCLE, NECRON, DEATHMARK
⌀32mm


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.

APL
2
MOVE
5"
SAVE
3+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Gauss blaster
Gauss blaster
4
3+
4/5
Piercing 1Piercing 1
Tesla carbine
Tesla carbine
5
3+
3/3
2" Devastating 12" Devastating 1
Bayonet
Bayonet
4
3+
3/4
-
Steadfast: Whenever determining control of a marker, you can treat this operative’s APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.

INTERSTITIAL COMMAND1AP

SUPPORT. Select one other friendly HIEROTEK CIRCLE operative (excluding APPRENTEK and CRYPTEK) visible to and within 6" of this operative, or within 6" of a friendly DESPOTEK operative that’s visible to this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action, perform an action it’s already performed during this turning point, or perform that action again during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
HIEROTEK CIRCLE, NECRON, IMMORTAL, DESPOTEK
⌀32mm


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.

APL
2
MOVE
5"
SAVE
3+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Gauss blaster
Gauss blaster
4
3+
4/5
Piercing 1Piercing 1
Tesla carbine
Tesla carbine
5
3+
3/3
2" Devastating 12" Devastating 1
Bayonet
Bayonet
4
3+
3/4
-
Steadfast: Whenever determining control of a marker, you can treat this operative’s APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.
HIEROTEK CIRCLE, NECRON, IMMORTAL, GUARDIAN
⌀32mm
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

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

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

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

Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

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

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

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

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


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

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

CHRONOMETRON1AP

SUPPORT. Select one friendly HIEROTEK CIRCLE operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until this operative is incapacitated or until this action is performed again by a friendly operative (whichever comes first), subtract 1 from the Atk stat of an operative’s weapons whenever it’s shooting against, fighting against or retaliating against that selected operative.

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

Nurgle deals in warp-tainted poisons, toxins, viral plagues and sicknesses of the soul that defy both natural resilience and medical intervention.

Some weapons in this team’s rules have the Poison weapon rule.

*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly PLAGUE MARINE operatives) gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

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

Shoot1AP

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

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Engage: The operative can perform actions as normal and can counteract.

Charge1AP

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

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

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Balanced
You can re-roll one of your attack dice.
Magnify

Necron Crypteks may impose their will over their thralls and underlings, projecting their consciousness into these lesser beings in order to enhance their combat ability and ensure the obliteration of the enemy.

Some HIEROTEK CIRCLE APPRENTEK and HIEROTEK CIRCLE CRYPTEK weapons in this team’s rules have the Magnify weapon rule below.

*Magnify: Whenever this operative is performing the Shoot action with this weapon, if another friendly HIEROTEK CIRCLE APPRENTEK or HIEROTEK CIRCLE CRYPTEK operative has an Engage order and is visible to this operative, you can use this rule. If you do, treat that operative as the active operative for the purposes of determining a valid target, cover and obscured. If you do, this weapon has the Ceaseless weapon rule until the end of that action.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).

Dash1AP

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

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

The body of a slain Necron becomes wreathed in an eerie glow. Severed limbs reattach and broken bodies reform in a shower of emerald sparks. Eye-lenses flicker once more and the Necron rises again to rejoin the fight.

The first time each friendly HIEROTEK CIRCLE operative is incapacitated, before it’s removed from the killzone, place one of your Reanimation markers within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. CHRONOMANCER operative’s Chronometron action, Poison tokens, APL stat changes, being implanted, etc.).

In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one D6: on a 1-2, leave that Reanimation marker in the killzone and repeat this process with a different one of your Reanimation markers (if any); on a 3+, an operative is REANIMATED.
You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don’t select any more for that turning point. Whenever an operative is REANIMATED:
  • Set up the operative that Reanimation marker was placed for (it’s no longer incapacitated). It must be placed within 3" of that Reanimation marker and not within control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead).
  • It has 1 wound remaining.
  • It has an order of your choice and is ready.
  • Remove that Reanimation marker.
As REANIMATED operatives are no longer incapacitated, for the purposes of the kill op, this means your opponent’s kill grade can go down during the battle (they lose VP accordingly). However, it won’t retroactively change any other VPs your opponent has scored, e.g. from tac ops.

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

Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.

Fight1AP

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

An operative cannot perform this action unless an enemy operative is within its control range.

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

Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
*Magnify

The balefire hurled by the Mandrakes burns cold and fierce, fed by the tinder of their victim’s life force and animus. Conventional armour offers little protection against this insidious force.

*Magnify: Whenever this operative is performing the Shoot action with this weapon, if another friendly HIEROTEK CIRCLE APPRENTEK or HIEROTEK CIRCLE CRYPTEK operative has an Engage order and is visible to this operative, you can use this rule. If you do, treat that operative as the active operative for the purposes of determining a valid target, cover and obscured. If you do, this weapon has the Ceaseless weapon rule until the end of that action.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

The HIEROTEK CIRCLE keyword is used in the following Hierotek Circle datacards:

The NECRON 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:

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Saturate
The defender cannot retain cover saves.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

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

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

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

REANIMATE1/2AP

Select one of your Reanimation markers visible to and within 6" of this operative. Roll one D6: on a 3+, a friendly operative is REANIMATED; if you spent 1 additional AP, a friendly operative is automatically REANIMATED (you don’t need to roll one D6). An operative that’s REANIMATED from this unique action is set up expended if it was already expended during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

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

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