The first time each friendly **HIEROTEK CIRCLE** operative is incapacitated, before it's removed from the killzone, place one of your Reanimation markers within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. **CHRONOMANCER** operative's Chronometron action, Poison tokens, APL stat changes, being implanted, etc.). In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one D6: on a 1-2, leave that Reanimation marker in the killzone and repeat this process with a different one of your Reanimation markers (if any); on a 3+, an operative is **REANIMATED**. You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don't select any more for that turning point. Whenever an operative is **REANIMATED**: - Set up the operative that Reanimation marker was placed for (it's no longer incapacitated). It must be placed within 3" of that Reanimation marker and not within control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead). - It has 1 wound remaining. - It has an order of your choice and is ready. - Remove that Reanimation marker. As **REANIMATED** operatives are no longer incapacitated, for the purposes of the kill op, this means your opponent's kill grade can go down during the battle (they lose VP accordingly). However, it won't retroactively change any other VPs your opponent has scored, e.g. from tac ops.
Some **HIEROTEK CIRCLE** **APPRENTEK** and **HIEROTEK CIRCLE** **CRYPTEK** weapons in this team's rules have the Magnify weapon rule below. *Magnify: Whenever this operative is performing the **Shoot** action with this weapon, if the target is visible to this operative, and another friendly **HIEROTEK CIRCLE** **APPRENTEK** or **HIEROTEK CIRCLE** **CRYPTEK** operative that has an Engage order and isn't within control range of enemy operatives is visible to this operative, you can use this rule. If you do, treat that operative as the active operative for the purposes of determining a valid target, that **Shoot** action's conditions, cover and obscured. If you do, this weapon has the Ceaseless weapon rule until the end of that action.
In the Ready step of each Strategy phase, after resolving all other rules in this step (e.g. Reanimation Protocols faction rule), each friendly **HIEROTEK CIRCLE** operative regains up to D3+1 lost wounds (roll separately for each).
APL 3 · Move 6" · Save 3+ · Wounds 14
Keywords: HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, CHRONOMANCER
Interstitial Command. **SUPPORT.** Select one other friendly **HIEROTEK CIRCLE** operative (excluding **APPRENTEK** and **CRYPTEK**) visible to and within 6" of this operative, or visible to and within 6" of a friendly **DESPOTEK** operative that's visible to this operative. 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, perform an action it's already performed during this turning point, or perform that action again during this turning point. This operative cannot perform this action while within control range of an enemy operative, or while counteracting.
Timesplinter. **SUPPORT.** Select one other expended friendly **HIEROTEK CIRCLE** operative visible to and within 5" of this operative. Remove it from the killzone and set it back up visible to and within 5" horizontally of this operative, in a location it can be placed. Note that a Comms Device from universal equipment only affects the first distance of this rule. This operative cannot perform this action while within control range of an enemy operative, during the first turning point, or if a friendly operative has already performed this action during this turning point.
Chronometron. **SUPPORT.** Select one friendly **HIEROTEK CIRCLE** operative visible to and within 6" of this operative. Until the start of this operative's next activation, until this operative is incapacitated or until this action is performed again by a friendly operative (whichever comes first), subtract 1 from the Atk stat of an operative's weapons whenever it's shooting that selected operative. This operative cannot perform this action while within control range of an enemy operative.
Countertemporal Nanomine. Place your Countertemporal Nanomine marker visible to this operative, or on Vantage terrain of a terrain feature that's visible to this operative. Whenever an enemy operative is within 4" of your Countertemporal Nanomine marker, subtract 2" from its Move stat. When this operative is next activated, is incapacitated or this action is performed again by a friendly operative (whichever comes first), remove that marker. This operative cannot perform this action while within control range of an enemy operative.
APL 3 · Move 6" · Save 3+ · Wounds 14
Keywords: HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, PSYCHOMANCER
Interstitial Command. **SUPPORT.** Select one other friendly **HIEROTEK CIRCLE** operative (excluding **APPRENTEK** and **CRYPTEK**) visible to and within 6" of this operative, or visible to and within 6" of a friendly **DESPOTEK** operative that's visible to this operative. 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, perform an action it's already performed during this turning point, or perform that action again during this turning point. This operative cannot perform this action while within control range of an enemy operative, or while counteracting.
Harbinger of Despair. Place your Despair marker visible to this operative, or on Vantage terrain of a terrain feature that's visible to this operative. When this operative is next activated, is incapacitated or this action is performed again by a friendly operative (whichever comes first), remove that marker. Whenever an enemy operative is within 2" of your Despair marker, your opponent must spend 1 additional AP for that enemy operative to perform the **Pick Up Marker** and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of your Despair marker. Note this isn't a change to the APL stat, so any changes are cumulative with this. This operative cannot perform this action while within control range of an enemy operative.
Nightmare Shroud. Until the start of this operative's next activation, until it's incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an enemy operative within 4" of this operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice and cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules). This operative cannot perform this action while within control range of an enemy operative.
Vision of Madness. Select one enemy operative visible to this operative. Until the start of this operative's next activation, until it's incapacitated or until this action is performed again by a friendly operative (whichever comes first), that selected operative gains one of your Madness tokens. Whenever your opponent would activate an enemy operative that has one of your Madness tokens, you can roll one D6: if the result is equal to or higher than that enemy operative's APL, they cannot activate it during this activation. If that operative is successfully activated, or there are no other enemy operatives eligible to be activated, remove its Madness token. This operative cannot perform this action while within control range of an enemy operative.
APL 3 · Move 6" · Save 3+ · Wounds 14
Keywords: HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, TECHNOMANCER
Interstitial Command. **SUPPORT.** Select one other friendly **HIEROTEK CIRCLE** operative (excluding **APPRENTEK** and **CRYPTEK**) visible to and within 6" of this operative, or visible to and within 6" of a friendly **DESPOTEK** operative that's visible to this operative. 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, perform an action it's already performed during this turning point, or perform that action again during this turning point. This operative cannot perform this action while within control range of an enemy operative, or while counteracting.
Canoptek Repair. **SUPPORT.** Select one friendly **HIEROTEK CIRCLE** operative visible to and within 6" of this operative to regain up to 2D3 lost wounds. This operative cannot perform this action while within control range of an enemy operative, or if a friendly operative has already performed this action during this turning point.
Augment Weapon. **SUPPORT.** Select one friendly **HIEROTEK CIRCLE** operative visible to and within 6" of this operative. Until the start of this operative's next activation, until it's incapacitated or until this action is performed again by a friendly operative (whichever comes first), select two of the following weapon rules for one weapon from that selected operative's datacard to have: Lethal 5+, Rending, Saturate, Severe. Note that if you select a staff of light or arcane conduit, you only select the additional weapon rules for either the ranged or melee profile of that weapon. This operative cannot perform this action while within control range of an enemy operative.
Reinforce Metal. **SUPPORT.** Select one friendly **HIEROTEK CIRCLE** operative visible to and within 6" of this operative. Until the start of this operative's next activation, until it's incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an attack dice inflicts damage of 3 or more on that operative, subtract 1 from that inflicted damage. This operative cannot perform this action while within control range of an enemy operative.
APL 2 · Move 7" · Save 5+ · Wounds 5
Keywords: HIEROTEK CIRCLE, NECRON, PLASMACYTE, ACCELERATOR
Scuttler. - Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". - This operative can perform the **Fall Back** action for 1 less AP. - This operative cannot use any weapons that aren't on its datacard, or perform unique actions other than **Accelerate**.
Accelerate. Select one friendly **DEATHMARK** or **IMMORTAL** operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
APL 2 · Move 7" · Save 5+ · Wounds 5
Keywords: HIEROTEK CIRCLE, NECRON, MEDIC, PLASMACYTE, REANIMATOR
Scuttler. - Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". - This operative can perform the **Fall Back** action for 1 less AP. - This operative cannot use any weapons that aren't on its datacard, or perform unique actions other than **Reanimate**.
Reanimate. Select one of your Reanimation markers visible to and within 6" of this operative. Roll one D6: on a 3+, a friendly operative is **REANIMATED**; if you spent 1 additional AP, a friendly operative is automatically **REANIMATED** (you don't need to roll one D6). An operative that's **REANIMATED** from this unique action is set up expended if it was already expended during this turning point. This operative cannot perform this action while within control range of an enemy operative.
APL 3 · Move 6" · Save 3+ · Wounds 11
Keywords: HIEROTEK CIRCLE, NECRON, APPRENTEK
Apprentek Assistance. This operative has the same unique actions as your **CRYPTEK** operative selected for the battle, but can only perform one **CRYPTEK** unique action per turning point.
APL 2 · Move 5" · Save 3+ · Wounds 10
Keywords: HIEROTEK CIRCLE, NECRON, DEATHMARK
Deathmarked. Whenever this operative ends the **Shoot** action, the target gains one of your Deathmarked tokens if it wasn't incapacitated (the primary target, if relevant). Whenever a friendly **HIEROTEK CIRCLE** **DEATHMARK** operative is shooting an enemy operative that has one of your Deathmarked tokens, that friendly operative's ranged weapons have the Seek weapon rule.
Multi-Dimensional Vision. Until the start of this operative's next activation, whenever it's shooting, enemy operatives cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.
APL 2 · Move 5" · Save 3+ · Wounds 11
Keywords: HIEROTEK CIRCLE, NECRON, IMMORTAL, DESPOTEK
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.
Interstitial Command. **SUPPORT.** Select one other friendly **HIEROTEK CIRCLE** operative (excluding **APPRENTEK** and **CRYPTEK**) visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free (excluding **Accelerate**); it cannot move more than or be removed and set up more than 2" during that action, perform an action it's already performed during this turning point, or perform that action again during this turning point. This operative cannot perform this action while within control range of an enemy operative, or while counteracting.
APL 2 · Move 5" · Save 3+ · Wounds 10
Keywords: HIEROTEK CIRCLE, NECRON, IMMORTAL, GUARDIAN
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.
Whenever a friendly **HIEROTEK CIRCLE** operative is shooting an operative within 8" of it, that friendly operative's ranged weapons have the Balanced weapon rule. Note that when you're using the Magnify weapon rule, this operative must still be within 8" of the target to use this rule (not the other friendly operative from which you're determining a valid target).
Whenever an operative is shooting a friendly **HIEROTEK CIRCLE** operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.
Friendly **HIEROTEK CIRCLE** operatives' melee weapons have the Accurate 1 weapon rule. Whenever a friendly **HIEROTEK CIRCLE** operative is fighting during an activation in which it hasn't moved more than its Move stat, or whenever it's retaliating, its melee weapons have the Accurate 2 weapon rule instead.
Select one of the following: - **SUPPORT.** Each other friendly **HIEROTEK CIRCLE** operative visible to and within 6" of a friendly **CRYPTEK** operative can immediately perform a free **Dash** action in an order of your choice. - **SUPPORT.** Each other friendly **HIEROTEK CIRCLE** operative (excluding **CRYPTEK**) visible to and within 3" of a friendly **APPRENTEK** operative can immediately perform a free **Dash** action in an order of your choice.
Use this firefight ploy when a friendly **HIEROTEK CIRCLE** **APPRENTEK** or **HIEROTEK CIRCLE** **CRYPTEK** operative performs a **SUPPORT** unique action. Until the end of that action, for the purposes of selecting another friendly operative, ignore the distance requirement (only visibility is a requirement).
Use this firefight ploy when determining control of a marker. Select one of your Reanimation markers. Until the start of the next turning point, whenever determining control of a marker, treat that Reanimation marker as a friendly **HIEROTEK CIRCLE** operative that has an APL stat of 1. For the purposes of the Martyrs tac op (Approved Ops 2025), this ploy has no effect.
Use this firefight ploy when a friendly **HIEROTEK CIRCLE** **IMMORTAL** operative is performing the **Shoot** action and you select a tesla carbine. Until the end of that action, that weapon doesn't have the 2" from its Devastating weapon rule but has the Blast 2" weapon rule.
Use this firefight ploy during a friendly **HIEROTEK CIRCLE** **DEATHMARK** operative's activation, if it has a Conceal order. During that activation, that operative can perform the **Guard** action regardless of the killzone and while it has a Conceal order (see close quarters rules, *Kill Team Core Book*), but when you perform the free **Shoot** or **Fight** action during the interruption, you must change its order to Engage.
Once per turning point, when a friendly **HIEROTEK CIRCLE** **APPRENTEK** or **HIEROTEK CIRCLE** **CRYPTEK** operative is performing the **Shoot** action, you can use this rule. If you do, select one other friendly **HIEROTEK CIRCLE** operative (excluding **PLASMACYTE**) that has an Engage order and is visible to that friendly operative. Until the end of that action, that other friendly operative can be treated as the active operative for the Magnify weapon rule.
Once per turning point, when an operative is shooting a friendly **CRYPTEK** 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.
In the Ready step of each Strategy phase, when you gain CP, if a friendly **CRYPTEK** operative isn't incapacitated, isn't within control range of enemy operatives and hasn't been **REANIMATED** this turning point, you can use this rule. If you do, roll one D6: on a 1, you cannot use this rule for the rest of the battle; on a 4+, you gain 1CP. Once you've gained 2CP from this rule, you cannot use it for the rest of the battle.
Once per turning point, when an enemy operative ends the **Charge** action with friendly **HIEROTEK CIRCLE** operatives within its control range, you can use this rule. If you do, inflict D3+1 damage on that enemy operative.
The WOLF SCOUT operative is not obscured in this scenario.
Smoke grenades and similar rules (e.g. MANDRAKE Weave Darkness) have no effect in this scenario.
No.
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.