Hierotek Circle

ReconSecurity
KILL GRADE [8]
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What to Know

Meet the Hierotek Circle: a 9-op Necron team with 3 Cryptek leaders, 2 Plasmacytes, and 5 Immortals/Deathmarks. They're a durable, elite shooting force with 3+ saves and 10-14 wounds. Their Reanimation Protocols bring operatives back from the dead, Living Metal heals D3+1 wounds each turn, and Magnify lets Crypteks/Apprenteks shoot through allies for Ceaseless. Use Relentless Onslaught for Balanced weapons within 8" and Undying Androids for extra saves. Control the board with tough, regenerating warriors who refuse to stay down!

Core Abilities

Unusual Shooting
Deathmark: Multi-Dimensional Vision: ignore obscuring when shooting.Deathmark: Deathmarked: Deathmarks gain Seek vs Deathmarked enemies.Magnify: determine cover and obscured from another operative's position.
Unusual Melee
Firefight Ploy: Dimensional Ambush: free Fight action when interrupting from Guard.
Super Conceal
Out of Order Movement
Strategic Ploy: Command Underlings: free Dash action for operatives near Cryptek or Apprentek
Activation Manipulation
Psychomancer: Vision of Madness: interrupt enemy activation on failed roll
APL Modifiers
Chronomancer: Aeonstave [Stun]Plasmacyte Accelerator: Accelerate: +1 APL to friendly DEATHMARK or IMMORTALImmortal Despotek: Steadfast: treats APL as 3 for marker controlPsychomancer: Harbinger of Despair: -1 APL to enemies for marker controlFirefight Ploy: Reanimated Function: treats marker as APL 1 for control
Bitter Demise
Faction Rule: Reanimation Protocols: Places marker on incapacitation for later reanimation.
Block Rerolls
Operative: Psychomancer: Nightmare Shroud: enemy operatives within 4" cannot reroll attack dice.
Damage Reduction
Operative: Reinforce Metal: subtract 1 damage when attack inflicts 3+ damageStrategic Ploy: Undying Androids: retain one defence dice as normal success if no cover savesEquipment: Phase Shifter: worsen enemy Piercing by 1 when shooting CRYPTEK

Faction Rules

  • Reanimation Protocols: Incapacitated operatives may be reanimated later with 1 wound.
  • Magnify: Certain weapons gain Ceaseless when another friendly operative is visible.
  • Living Metal: Operatives regain D3+1 wounds each Strategy phase.

Strategic Ploys

  • Relentless Onslaught: Gives Balanced weapon rule to ranged attacks within 8"
  • Undying Androids: Retain one defence dice as success without cover
  • Command Underlings: Allows nearby operatives to perform free Dash actions
  • Methodical Elimination: Gives Accurate 1 or 2 to melee weapons based on movement

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: Allows another friendly operative to benefit from Magnify weapon rule during a Shoot action
  • Phase Shifter: Worsens enemy Piercing weapon rule by 1 when shooting a friendly Cryptek
  • Tesla Weave: Inflicts D3+1 damage on enemy operatives that charge near friendly Hierotek Circle operatives
  • Tesseract Cube: Chance to gain 1CP in Strategy phase, up to 2CP total per battle

Rules Commentary

Q:
How does the Magnify weapon rule interact with an enemy WOLF SCOUT operative that's obscured by the RUNE PRIEST SKJALD operative's Call the Storm action, when the other friendly HIEROTEK CIRCLE operative that a valid target is being determined from is within 3" of that enemy operative?
A:
The WOLF SCOUT operative is not obscured in this scenario.
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

↘ 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
  • 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