Hierotek Circle

ReconSecurity
KILL GRADE [8]
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What to Know

Meet the Hierotek Circle: a 9-10 operative Necron kill team that refuses to stay dead! With Reanimation Protocols bringing operatives back from the grave, Living Metal healing wounds, and Magnify allowing Crypteks to shoot through allies, they're a resilient shooting force. They're tough (3+ saves, 10-14 wounds) but slow (5-6" move), focusing on precise firepower and strategic control. Use Plasmacytes for buffs, Deathmarks for sniping, and Crypteks for powerful support. Outlast and outgun your foes with undying metal warriors!

Core Abilities

Unusual Shooting
Operative: Deathmark: Deathmarked ability grants Seek to ranged weapons.Operative: Deathmark: Multi-Dimensional Vision: enemy operatives cannot be obscured.Faction Rule: Magnify: treat another operative for cover and obscured when shooting.
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Ploy: Command Underlings: free Dash for operatives near Cryptek or Apprentek.Rule Name: Reanimation Protocols: set up reanimated operatives in Strategy phase.
Activation Manipulation
Operative: Vision Of Madness: prevent enemy activation if D6 roll equals or exceeds APL
APL Modifiers
Chronomancer: Aeonstave [Stun]Plasmacyte Accelerator: +1 APL to friendly Deathmark or ImmortalFirefight Ploy: Reanimated Function: marker treated as operative with APL 1 for control
Bitter Demise
Reanimation Protocols: Places marker on incapacitation for reanimation with 1 wound.
Block Rerolls
Operative: Nightmare Shroud: opponent cannot reroll attack dice
Damage Reduction
Operative: Reinforce Metal: subtract 1 from damage if 3+ on attack dice

Faction Rules

  • Reanimation Protocols: Incapacitated operatives may reanimate later with 1 wound, placed near a marker.
  • Magnify: Shoot through visible friendly operatives, gaining Ceaseless for that action.
  • Living Metal: Each operative regains up to D3+1 wounds in the Strategy phase.

Strategic Ploys

  • Relentless Onslaught: Ranged weapons gain Balanced within 8" of target.
  • Undying Androids: Retain one defence dice as success without cover.
  • Command Underlings: Allows free Dash actions for nearby operatives.
  • Methodical Elimination: Melee weapons gain Accurate 1 or Accurate 2.

Firefight Ploys

  • Cortical Control: ignore distance for support action target selection
  • Reanimated Function: treat reanimation marker as operative for control
  • Dimensional Ambush: deathmark can guard while concealed
  • Living Lightning: tesla carbine gains blast, loses devastating range

Equipment

  • Magnification Conduits: Allows another friendly operative to be treated as active for Magnify weapon rule when shooting.
  • Phase Shifter: Worsens Piercing weapon rule by 1 when defending against shooting attacks.
  • Tesla Weave: Inflicts D3+1 damage on enemy operatives after they charge near friendly operatives.
  • Tesseract Cube: Chance to gain 1CP in Ready step, up to 2CP per battle.

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.