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Necrons

Canoptek Circle

Recon/Security

Canoptek Circle kill teams comprise sinister alien constructs in thrall to their Cryptek master. The emotionless and unliving Canoptek constructs overcome obstacles to a Cryptek’s ambitions, whether rock and metal or the bodies of the living, while their master accesses nodes of power and data to charge the constructs’ ancient abilities further.

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

Strategic 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. 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 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 that 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.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A CANOPTEK CIRCLE Killteam is composed of:

- 1 CANOPTEK CIRCLE GEOMANCER operative
- 2 CANOPTEK CIRCLE TOMB CRAWLER operatives with one of the following options (select separately for each):
  - Twin gauss reapers; claws
  - Transdimensional isolator; claws*
- 1 CANOPTEK CIRCLE ACCELERATOR operative
- 1 CANOPTEK CIRCLE REANIMATOR operative
- 3 CANOPTEK CIRCLE WARRIOR operatives with one of the following options (select separately for each):
  - Gauss scalpel; claws & tail
  - Tesla caster; claws & tail

*Your kill team can only include up to one transdimensional isolator.