Canoptek Circle - Kill Team Rules

Faction Rules

Obelisk Node Matrix

As a **STRATEGIC GAMBIT** in the first turning point, place your three **OBELISK NODE** markers wholly within your territory. As a **STRATEGIC GAMBIT** in each turning point after the first, you can move each of your **OBELISK NODE** markers up to 3" horizontally. Your **OBELISK NODE** markers control other markers within 1" of them that no enemy operatives contest (treat your **OBELISK NODE** markers as friendly operatives for this purpose). If more than one player would use their **OBELISK NODE** markers to control the same marker, no **OBELISK NODE** markers control it. Whenever one of your **OBELISK NODE** markers is within 6" horizontally of another of your **OBELISK NODE** markers, those markers and the area between them create an **OBELISK NODE MATRIX** above and below (in other words, their height in the killzone is irrelevant). If all three of your **OBELISK NODE** markers fulfil this, it creates a larger combined **OBELISK NODE MATRIX**. Whenever a friendly **CANOPTEK CIRCLE** operative is within your **OBELISK NODE MATRIX**: - Weapons on its datacard have the Accurate 1 weapon rule. - Add 1 to its APL stat (to a maximum of 3).

Operatives

Geomancer

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: CANOPTEK CIRCLE, NECRON, LEADER, CRYPTEK, GEOMANCER

Obelisk Node Control. Whenever this operative would perform a mission action (excluding **Retrieve**, Approved Ops 2025), if it requires this operative to control an objective marker, you can instead determine control from one of your **OBELISK NODE** markers (see Obelisk Node Matrix faction rule). Whenever this operative would perform the **Operate Hatch** action, you can open or close a hatchway that's access point is within 1" of one of your **OBELISK NODE** markers instead. Note that you must still fulfil the **Operate Hatch** action's conditions.

Geomantic Disturbance. Select a point on a terrain feature; that point must be visible to and within 8" of this operative. Separately roll 2D6 for each operative within 2" of that point. If the result is higher than that operative's remaining wounds, inflict damage on it equal to the difference. This operative cannot perform this action while it has a **Conceal** order, or while within control range of an enemy operative.

Canoptek Control. **SUPPORT**. Select one friendly **CANOPTEK CIRCLE** **CANOPTEK** operative visible to and within 6" of this operative. Alternatively, you can select one friendly **CANOPTEK CIRCLE** **CANOPTEK** operative that's visible to this operative and within your **OBELISK NODE MATRIX** (**SUPPORT** doesn't apply to this selection). That selected operative can immediately perform a 1AP action for free; it cannot move more than or be removed and set up more than 2" during that action. This operative cannot perform this action while within control range of an enemy operative, or while counteracting.

Molecular Breach. **SUPPORT**. Select one friendly **CANOPTEK CIRCLE** operative visible to and within 6" of this operative. Alternatively, you can select one friendly **CANOPTEK CIRCLE** operative visible to this operative and within your **OBELISK NODE MATRIX** (**SUPPORT** doesn't apply to this selection). The next time the selected operative performs an action in which it moves, don't move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a **Dash**) horizontally of its original location in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance can be measured over and through Wall terrain and the operative can be set up on the other side. Note that it gains no additional distance when performing the **Charge** action. It must be set up in a location it can be placed, and unless it's the **Charge** action, it cannot be set up within control range of an enemy operative. This operative cannot perform this action while within control range of an enemy operative.

Canoptek Macrocyte Accelerator

APL 2 · Move 7" · Save 4+ · Wounds 7

Keywords: CANOPTEK CIRCLE, NECRON, CANOPTEK, MACROCYTE, ACCELERATOR

Overcharge. Select one other friendly **CANOPTEK CIRCLE** **CANOPTEK** operative visible to and within 3" of this operative. Alternatively, if this operative is within your **OBELISK NODE MATRIX**, you can select one other friendly **CANOPTEK CIRCLE** **CANOPTEK** operative within your **OBELISK NODE MATRIX**. Until the end of that selected operative's next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Cranial Overload. Select one enemy operative visible to and within 6" of this operative. Alternatively, if this operative is within your **OBELISK NODE MATRIX**, you can select one enemy operative within your **OBELISK NODE MATRIX**. Until the end of that enemy operative's next activation, subtract 1 from its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Canoptek Macrocyte Reanimator

APL 2 · Move 7" · Save 4+ · Wounds 7

Keywords: CANOPTEK CIRCLE, NECRON, CANOPTEK, MACROCYTE, REANIMATOR

Reanimate. Once per turning point, when another friendly **CANOPTEK CIRCLE** operative would be incapacitated, if that operative is visible to and within 6" of this operative, or if this and that operative are within your **OBELISK NODE MATRIX**, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn't incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free **Dash** action, but must end that action within this operative's control range or within your **OBELISK NODE MATRIX**. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it's a **Shoot** action and this operative would be a primary or secondary target.

Nanoscarab Beam. Select one **CANOPTEK CIRCLE** operative visible to and within 6" of this operative. Alternatively, if this operative is within your **OBELISK NODE MATRIX**, you can select one other friendly **CANOPTEK CIRCLE** operative within your **OBELISK NODE MATRIX**. The selected operative regains up to 3D3 lost wounds. It cannot be an operative that the Reanimate rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Canoptek Macrocyte Warrior

APL 2 · Move 7" · Save 4+ · Wounds 7

Keywords: CANOPTEK CIRCLE, NECRON, CANOPTEK, MACROCYTE, WARRIOR

Aggressive Defence. If this operative is incapacitated by an enemy operative within 2" of it, before this operative is removed from the killzone, roll one D3: on a 2+, inflict 1 damage on that enemy operative.

Expendable Construct. This operative is ignored for your opponent's kill/elimination op (when it's incapacitated, and when determining your starting number of operatives). It's also ignored for victory conditions and scoring VPs if either require operatives to 'escape', 'survive' or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

A Ceaseless Scuttling. As a **STRATEGIC GAMBIT** in each turning point after the first, if you have less than three non-incapacitated friendly **CANOPTEK CIRCLE** **WARRIOR** operatives, you can set up another one ready and with a **Conceal** order wholly within your drop zone (you can select its weapon options as normal).

Canoptek Tomb Crawler

APL 2 · Move 5" · Save 3+ · Wounds 21

Keywords: CANOPTEK CIRCLE, NECRON, CANOPTEK, TOMB CRAWLER

Dimensional Banishment. After this operative uses the Transdimensional isolator, if you inflicted damage on or retained any critical successes, if the target wasn't incapacitated, roll 2D6: if the result is higher than the target's remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, **FELLGOR RAVAGER** Frenzy) and your opponent cannot place a Reanimation marker (**HIEROTEK CIRCLE**) for that operative, if relevant.

Weapon Sentinel. Whenever your opponent is selecting a valid target, if this operative has a **Conceal** order, it can be treated as a valid target. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

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.

Strategy Ploys

Hypershielding

Whenever an operative is shooting a friendly **CANOPTEK CIRCLE** operative, if your **OBELISK NODE MATRIX** is intervening, or that friendly operative is within your **OBELISK NODE MATRIX**, you can re-roll any of your defence dice results of one result (e.g. results of 2).

Transdynamic Amplification

Whenever a friendly **CANOPTEK CIRCLE** operative is shooting, if your **OBELISK NODE MATRIX** is intervening, or the target is within your **OBELISK NODE MATRIX**, that friendly operative's weapons have the Ceaseless weapon rule.

Cryptogravitic Repulsion

Once per action, the first time an enemy operative would move within your **OBELISK NODE MATRIX**, the distance is treated as an additional 1". Note this means if that enemy operative doesn't have sufficient move distance (e.g. it's at the end of its move), that operative cannot move within your **OBELISK NODE MATRIX**.

Souldrain

Whenever an enemy operative is within your **OBELISK NODE MATRIX**, or whenever it's fighting or retaliating against a friendly **CANOPTEK CIRCLE** operative that's within your **OBELISK NODE MATRIX**, subtract 1 from both Dmg stats of that enemy operative's melee weapons (to a minimum of 2) until the end of the activation/counteraction. Note this means if the enemy operative moves through your **OBELISK NODE MATRIX**, apply this change at the end of that move action until the end of the activation/counteraction.

Firefight Ploys

Shield Flare

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly **CANOPTEK CIRCLE** operative. If your **OBELISK NODE MATRIX** is intervening, or that friendly operative is within your **OBELISK NODE MATRIX**, ignore that inflicted damage. Note your opponent determines intervening (i.e. where on their operative's base to draw the targeting lines from).

Animate Obelisk Nodes

Use this firefight ploy when it's your turn to activate or counteract with a friendly operative. Move any number of your **OBELISK NODE** markers instead. They can move up to 6" horizontally combined, and distances are always rounded up to the nearest inch (so if you move a marker 1.5", it's treated as moving it 2"). For example, you could move one marker 6", three markers 1" each, or any combination of moves that doesn't exceed 6" in total. You can also move them 0" (to effectively skip an activation). In any case, your opponent activates as normal afterwards.

Nodal Response

Use this firefight ploy during a friendly **CANOPTEK CIRCLE** operative's activation, before or after it performs an action. You can either change one of the strategy ploys you used during this turning point (only pay additional CP if that ploy costs more), or use a strategy ploy now (pay its CP cost as normal).

Sacrificial Thrall

Use this firefight ploy when a friendly **CANOPTEK CIRCLE** **GEOMANCER** operative is selected as the valid target of a **Shoot** action or to fight against during the **Fight** action. Select one other friendly **CANOPTEK CIRCLE** **CANOPTEK** operative visible to and within 3" of the first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn't normally be valid for this). If it's the **Fight** action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it's the **Shoot** action, that other operative is only in cover or obscured if the original target was. This ploy has no effect if it's the **Shoot** action and the ranged weapon has the Blast or Torrent weapon rule.

Equipment

Matrix Manipulator

Once per battle, during a friendly **CANOPTEK CIRCLE** operative's activation or counteraction, you can use this rule. If you do, until the end of that activation/counteraction, a friendly **CANOPTEK CIRCLE** **GEOMANCER** operative is treated as your fourth **OBELISK NODE** marker.

Awakened Obelisk Nodes

After revealing this equipment option, roll one D3. You can use the Animate Obelisk Nodes firefight ploy for 0CP a number of times during the battle equal to the result.

Nanoscarab Caskets

Whenever a friendly **CANOPTEK CIRCLE** operative is activated, it regains up to D3 lost wounds.

Phase Shifter

Once per turning point, when an operative is shooting a friendly **CANOPTEK CIRCLE** **GEOMANCER** 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.

Official Commentary

If all three **WARRIOR** operatives are incapacitated, can I still set one up as a **STRATEGIC GAMBIT** using the A Ceaseless Scuttling rule?

Yes.

In the example provided in this team's rules where all three **OBELISK NODE** markers are within 6", is the 'area between' these markers the entire triangle or just the 20mm wide lines directly between the markers?

The 20mm wide lines.

When **OBELISK NODE** markers are moved, are they affected by Accessible terrain, Obstructing terrain, climbing or dropping?

No, but note that they cannot move through Wall terrain.

When determining control from an **OBELISK NODE** marker using the **CANOPTEK CIRCLE** **GEOMANCER**'s Obelisk Node Control rule, do I use the **GEOMANCER**'s APL stat to determine control?

No.

How should I resolve it if I attempt to use a strategy ploy using the Nodal Response firefight ploy, but that strategy ploy is cancelled by an opponent's rule (e.g. **INQUISITORIAL AGENT** Absolute Authority)?

You can either use a different strategy ploy, or have the CP for both that strategy ploy and Nodal Response refunded.

In a killzone that uses the close quarters rules, is the **OBELISK NODE MATRIX** measured through Wall terrain?

No.

If another **CANOPTEK CIRCLE** **WARRIOR** operative is set up as a result of the A Ceaseless Scuttling rule, does it count as a new operative for the purposes of other rules (e.g. **HAND OF THE ARCHON** **SKYSPLINTER ASSASSIN** Omen)?

Yes.

In killzones that use the close quarters rules, how do I measure the horizontal area between my **OBELISK NODE** markers to create my **OBELISK NODE MATRIX** if there is Wall terrain partially intervening between them?

You cannot measure between your **OBELISK NODE** markers if Wall terrain is intervening. This means the **OBELISK NODE MATRIX** does not curve around walls, it must be a single straight line.

When using the Matrix Manipulator faction equipment to measure my **OBELISK NODE MATRIX**, do I measure a 20mm wide line (as with all other markers) straight to the **CANOPTEK CIRCLE** **GEOMANCER**'s 50mm base, or do I measure a widening shape to all facing parts of its 50mm base?

A widening shape to all facing parts of its base.