Hierotek Circle

ReconSecurity
KILL GRADE [8]
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What to Know

Meet the Hierotek Circle: a 9-op Necron kill team led by Crypteks. They're tough with 3+ saves, 10-14 wounds, and Living Metal healing D3+1 per turn. Their unique Reanimation Protocols can bring operatives back from the dead, making them resilient. Playstyle is versatile: Crypteks and Apprenteks use Magnify for powerful shooting, while Immortals and Deathmarks provide ranged firepower. They're not fast (Move 5-6) but control the board with support actions and ploys like Undying Androids for defense. Favor shooting over melee, with accurate options and strategic flexibility to outlast opponents. Get ready to command an undying legion!

Core Abilities

Unusual Shooting
Deathmark: Deathmarked: ranged weapons gain Seek vs enemies with Deathmarked tokenDeathmark: Multi-Dimensional Vision: ignore obscuring when shootingMagnify: treat friendly operative as active for cover and obscured, gains Ceaseless
Unusual Melee
Super Conceal
Out of Order Movement
Reanimation Protocols: operative set up when reanimated in Ready step.Strategic Ploy: Command Underlings: free Dash actions in Strategy phase.
Activation Manipulation
Psychomancer: Vision of Madness: prevents enemy activation with Madness token roll
APL Modifiers
Chronomancer: Aeonstave [Stun]Plasmacyte Accelerator: +1 APL to friendly DEATHMARK or IMMORTAL
Bitter Demise
Reanimation Protocols: Incapacitated operatives place markers for later reanimation with 1 wound.
Block Rerolls
Operative: Nightmare Shroud: cannot reroll attack dice.
Damage Reduction
Technomancer: Reinforce Metal: subtract 1 from damage of 3 or more on selected operative.

Faction Rules

  • Reanimation Protocols: Incapacitated operatives may be reanimated later with 1 wound.
  • Magnify: Some weapons treat another visible friendly operative as the shooter.
  • Living Metal: Operatives regain D3+1 wounds each Strategy phase.

Strategic Ploys

  • Relentless Onslaught: Ranged weapons gain Balanced within 8" of target
  • Undying Androids: Retain one defence dice without rolling if no cover
  • Command Underlings: Cryptek or Apprentek grants free Dash to nearby operatives
  • Methodical Elimination: Melee weapons gain Accurate 1, Accurate 2 if stationary or retaliating

Firefight Ploys

  • Cortical Control: ignore distance for support action targeting
  • Reanimated Function: treat marker as operative for control
  • Dimensional Ambush: perform Guard with Conceal, change to Engage
  • Living Lightning: tesla carbine gains Blast, loses Devastating

Equipment

  • Magnification Conduits: Once per turning point, another friendly operative can be treated as active for Magnify weapon rule.
  • Phase Shifter: Once per turning point, worsen enemy Piercing by 1 when shooting a friendly Cryptek.
  • Tesla Weave: Once per turning point, inflict D3+1 damage on enemy operatives after they Charge.
  • Tesseract Cube: Chance to gain 1CP in Ready step, up to 2CP per battle, with risk of failure.

Rules Commentary

Q:
How does the Steadfast rule interact with rules that treat the total APL stat of enemy operatives as 1 lower, e.g. PHOBOS STRIKE TEAM Terror?
A:
The Steadfast rule would treat the relevant operative's APL stat as 3, but the total APL of those contesting a marker would still be reduced by 1. For example, if one friendly operative that had both the Steadfast rule and was affected by Terror contested a marker, the total APL would be 2; if two friendly operatives with the same conditions contested a marker, the total APL would be 5, etc.
Q:
How does the Magnify weapon rule interact with an enemy operative that's wholly within an area of smoke, when the friendly operative that's being treated as the active operative for determining a valid target, cover and obscured is within 2" of that enemy operative?
A:
Smoke grenades and similar rules (e.g. MANDRAKE Weave Darkness) have no effect in this scenario.
Q:
Can an operative on guard interrupt and perform a point-blank shot against an enemy operative within control range of another friendly operative using the Magnify weapon rule?
A:
No.

Operative Selection

OPERATIVES

  • ↘ 1 Hierotek Circle 💀 operative selected from the following list:
    • CHRONOMANCER operative with one of the following options:
      • ○ Aeonstave
      • ○ Entropic lance
    • PSYCHOMANCER
    • TECHNOMANCER
  • ↘ 1 PLASMACYTE ACCELERATOR operative
  • ↘ 1 PLASMACYTE REANIMATOR operative
  • ↘ 5 Hierotek Circle 💀 operatives selected from the following list:
    • APPRENTEK
    • DEATHMARK
  • CONTINUES ON OTHER SIDE
  • DESPOTEK with one of the following options:
    • ○ Gauss blaster; bayonet
    • ○ Tesla carbine; bayonet
  • GUARDIAN with one of the following options:
    • ○ Gauss blaster; bayonet
    • ○ Tesla carbine; bayonet
  • Other than DEATHMARK and GUARDIAN operatives, your kill team can only include each operative on this list once.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment