Playing versus Canoptek Circle
Key mechanics: Obelisk Node Matrix.
Operatives
- Geomancer — Can determine mission marker control from an Obelisk Node marker instead of itself; 1 AP: roll 2D6 for each operative within 2" of a visible point on terrain (8" range) — damage equals (roll − wounds remaining); 1 AP: a Canoptek visible within 6" (or in matrix) performs a free 1 AP action; 1 AP: on a Canoptek's next move action, remove and set up within Move stat horizontally — passes through walls in close quarters
- Tomb Crawler — 21 wounds, 3+ save, 5" move — tanky; In Conceal order: still a valid target (but keeps its cover save); Always treated as APL 3 for marker control; Transdimensional isolator option: after damaging, 2D6 vs target's remaining wounds can insta-kill (overrides Medic/Frenzy); Twin gauss reapers option: Torrent 1" sweep
- Accelerator — 1 AP: +1 APL to a Canoptek within 3" (or anywhere in matrix) for next activation; 1 AP: -1 APL to a visible enemy within 6" (or anywhere in matrix) for next activation
- Reanimator — Once per TP: a friendly within 6" (or in matrix) that would be incapacitated stays at 1 wound, gets a free Dash, then activation ends; 1 AP: heal 3D3 wounds on a Canoptek within 6" (or in matrix). Once per TP.
- Warrior — Ignored for opponent's kill op AND for mission VPs that require escape/survive/incapacitation; If incapacitated within 2" by an enemy: D3 ≥ 2 inflicts 1 damage back; Strategic Gambit TP2+: set up a new Warrior in drop zone if fewer than 3 are alive
Tips
- The matrix is the centerpiece — buffs, +1 APL, and most ploys all hinge on it. Positioning to break matrix lines cripples them
- Matrix reshapes between turns (and can move mid-turn) — don't commit to a denial position more than 1 TP ahead
- Warriors don't count for your kill op and respawn each TP — only kill them if they're blocking objectives
- Reanimator turns single-attack kills into wasted attacks — finish important targets in one activation