Playing versus Hierotek Circle
Key mechanics: Reanimation Protocols, Living Metal, Magnify.
Operatives
- Chronomancer — 1 AP: teleport an expended ally within 5"; 1 AP: -1 Atk debuff on a friendly; 1 AP: places a marker: -2" Move zone within 4"; 1 AP: nearby friendly performs a free 1 AP action (max 2" move)
- Psychomancer — 1 AP: can block an enemy activation; 1 AP: shut down rerolls and crits within 4"; 1 AP: marker denies mission actions and reduces control APL within 2"; 1 AP: nearby friendly performs a free 1 AP action (max 2" move)
- Technomancer — 1 AP: heal 2D3; 1 AP: buff a weapon; 1 AP: reduce incoming damage; 1 AP: nearby friendly performs a free 1 AP action (max 2" move)
- Apprentek — Copies the Cryptek's support actions (1 per TP); 1 AP: nearby friendly performs a free 1 AP action (max 2" move)
- Plasmacyte Accelerator — Super conceal; 1 AP: +1 APL to a Deathmark or Immortal
- Plasmacyte Reanimator — Super conceal; 1-2 AP: force reanimate from a marker
- Deathmark — Heavy (Dash only); Marks targets on hit, all Deathmarks gain Seek against target; 1 AP: ignore obscured
- Despotek — Treat APL as 3 for objective control; 1 AP: nearby friendly performs a free 1 AP action (max 2" move)
- Guardian — Treat APL as 3 for objective control