Hierotek Circle kt21
"Every machine and engine is made up of many constituent parts, all of which are necessary for it to function.
Sometimes, however, components break, or cease to work optimally.
When that happens, the weak element must be excised and replaced.
All are expendable if necessary, for the function of the whole."
Chronomancer
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Aeonstave (Blast ⬤, Lethal 5+, Stun) | 5 | 3+ | 3/3 |
Entropic Lance (AP1, MW3) | 4 | 3+ | 5/3 |
Aeonstave (Lethal 5+, Stun) | 3 | 3+ | 3/3 |
Entropic Lance | 3 | 3+ | 3/6 |
ACTIONS
Command
ABILITIES
Living Metal
Magnification Conduit
Reanimation Protocols
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, CHRONOMANCER
Psychomancer
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Abyssal Lance (AP2, Blast ⬤, Splash 1) | 5 | 3+ | 2/2 |
Abyssal Lance (Reap 3) | 3 | 3+ | 2/3 |
ACTIONS
Command
ABILITIES
Living Metal
Magnification Conduit
Reanimation Protocols
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, LEADER, CRYPTEK, PSYCHOMANCER
Technomancer
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Staff Of Light (AP1) | 6 | 3+ | 3/4 |
Staff Of Light (Lethal 5+) | 3 | 3+ | 3/5 |
ACTIONS
Command
Canoptek Repair (1 AP)
Nanoscarab Repair Swarm (1 AP)
ABILITIES
Living Metal
Magnification Conduit
Reanimation Protocols
Rites Of Reanimation
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, MEDIC, LEADER, CRYPTEK, TECHNOMANCER
Plasmacyte Accelerator
APL
2
MV
3⬤
GA
1
DF
2
SV
5+
WND
5
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Spark (Rng ◼) | 4 | 4+ | 2/3 |
Claws | 3 | 5+ | 1/2 |
ACTIONS
Accelerate
ABILITIES
Living Metal
Reanimation Protocols
Scuttler
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, PLASMACYTE, ACCELERATOR
Plasmacyte Reanimator
APL
2
MV
3⬤
GA
1
DF
2
SV
5+
WND
5
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Spark (Rng ◼) | 4 | 4+ | 2/3 |
Claws | 3 | 5+ | 1/2 |
ABILITIES
Living Metal
Reanimation Protocols
Reanimation Beam
Scuttler
HIEROTEK CIRCLE, NECRON, <DYNASTY>, FLY, PLASMACYTE, REANIMATOR
Apprentek
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Arcane Conduit (AP1) | 4 | 3+ | 3/4 |
Arcane Conduit | 3 | 3+ | 3/5 |
ACTIONS
Apprentek Assistance (1 AP)
ABILITIES
Living Metal
Magnification Conduit
Reanimation Protocols
HIEROTEK CIRCLE, NECRON, <DYNASTY>, APPRENTEK
Deathmark
APL
2
MV
2⬤
GA
1
DF
3
SV
3+
WND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Synaptic Disintegrator (AP1, Heavy, MW1) | 4 | 2+ | 4/4 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Living Metal
Reanimation Protocols
HIEROTEK CIRCLE, NECRON, <DYNASTY>, DEATHMARK
Immortal Despotek
APL
2
MV
2⬤
GA
1
DF
3
SV
3+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Gauss Blaster (AP1) | 4 | 2+ | 4/5 |
Tesla Carbine (Splash 1) | 5 | 2+ | 3/3 |
Bayonet | 4 | 2+ | 3/4 |
ACTIONS
Demand
ABILITIES
Living Metal
Reanimation Protocols
HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, DESPOTEK
Immortal Guardian
APL
2
MV
2⬤
GA
1
DF
3
SV
3+
WND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Gauss Blaster (AP1) | 4 | 3+ | 4/5 |
Tesla Carbine (Splash 1) | 5 | 3+ | 3/3 |
Bayonet | 4 | 3+ | 3/4 |
ABILITIES
Living Metal
Reanimation Protocols
HIEROTEK CIRCLE, NECRON, <DYNASTY>, IMMORTAL, GUARDIAN
Strategic Ploys
Dimensional Concealment
Dimensional Concealment (1 AP): Change this operative's order.
You can only use this Strategic Ploy once.
Intractable March
Relentless Onslaught
Undying Androids
Firefight Ploys
Commence Reanimation
Cortical Subjugation
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).
Dimensional Translocation
Leech Power
Equipment
Phase Oculars
Phase Oculars (0 AP): 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
Tesla Weave
Tesla Weave: Each time an enemy operative finishes a Charge action within Engagement Range of this operative, roll 3D6. For each result of 5+, that enemy operative suffers 1 Mortal Wound.
Arcshock Projector
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*
Phase Shifter: This operative has a 4+ Invulnerable Save.
Devourer Nanoscarabs*
Name | A | BS | D |
---|---|---|---|
Devourer Nanoscarabs | 4 | 3+ | 3/4 |
Special Rules | |||
Rng ⬟, Indirect, Lethal 5+, Lim |
Quantum Reanimytes*
Cryptek 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 1D6: On a 4+, that Wound is not lost.
Cryptek Action
[CA-CHRON] Timesplinter
When this operative is added to your roster or dataslate, it gains two Cryptek actions.
Timesplinter (1 AP): 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.
[CA-CHRON] Countertemporal Nanomine
When this operative is added to your roster or dataslate, it gains two Cryptek actions.
Countertemporal Nanomine (1 AP): 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 Dash actions are not affected. 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.
[CA-CHRON] Chronometron
When this operative is added to your roster or dataslate, it gains two Cryptek actions.
Chronometron (1 AP): 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 1D6: On a 5+, that Wound is not lost.
[CA-PSYCH] Conjure Trauma
When this operative is added to your roster or dataslate, it gains two Cryptek actions.
Conjure Trauma (1 AP): 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 1D6. If the result is higher than that enemy operative’s APL, subtract 1 from that enemy operative’s APL.
[CA-PSYCH] Nightmare Shroud
When this operative is added to your roster or dataslate, it gains two Cryptek actions.
Nightmare Shroud (1 AP): 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).
[CA-PSYCH] Harbinger Of Despair
When this operative is added to your roster or dataslate, it gains two Cryptek actions.
Harbinger Of Despair (1 AP): 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 ⬤ or, 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.
Rare Equipment
Plasma Crystal
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 x by 1 (e.g. MW1 becomes MW2).
Resurrection Beam
CRYPTEK or APPRENTEK operative only. The operative gains the following ability for the battle:
Resurrection Beam: Once per Turning Point, before you woud roll 1D6 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.
Tech-Tendrils
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 the 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 0 AP).
Rapid Reanimatrix
The operative gains the following ability for the battle:
Rapid Reanimatrix: After the battle, in the Update Dataslates step:
- If this operative was incapacitated during that battle, it automatically passes its Casualty test.
- If this operative has any Battle Scars, you can re-roll its Recovery test.
Temporic Orb
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 die or add 1 to the result.
Hunter Scarab*
The operative is equipped with the following ranged weapon for the battle:
Name | A | BS | D | |
---|---|---|---|---|
Hunter Scarab | 5 | 3+ | 1/1 | |
Special Rules | ||||
Indirect, Limited, No Cover, MW1 |