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Necrons

Hierotek Circle

Recon/Security

Led by ambitious and devious Crypteks, Hierotek Circles employ Necron soldiery and unique Canoptek constructs

Faction Rules

*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 has an Engage order and 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.

Living Metal

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 1D3+1 lost wounds (roll separately for each).

Reanimation Protocols

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 1D6:

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 do not 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.

For the purposes of the kill op, your opponent treats your starting number of HIEROTEK CIRCLE operatives as 5 (in other words, their kill grade goes up whenever a friendly HIEROTEK CIRCLE operative is incapacitated, to a maximum kill grade of 5, and goes down whenever a friendly HIEROTEK CIRCLE operative is REANIMATED).

REANIMATED operatives don't retroactively change any other VPs your opponent has scored, e.g. from tac ops.

Operatives

Strategic Ploys

Command Underlings

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.

Methodical Elimination

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 has not moved more than its Move stat, or whenever it is retaliating, its melee weapons have the Accurate 2 weapon rule instead.

Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

Relentless Onslaught

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 are 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).

Balanced: Can re-roll one Attack die.

Undying Androids

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.

Firefight Ploys

Cortical Control

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).

Dimensional Ambush

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 (see close quarters rules, Kill Team Core Book) in any killzone and while it has a Conceal order,

but when you perform the free Fight or Shoot action during the interruption, you must change its order to Engage.

Living Lightning

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.

Reanimated Function

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.

Equipment

Magnification Conduits

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.

Phase Shifter

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.

Tesseract Cube

In the Ready step of each Strategy phase, when you gain CP, if a friendly CRYPTEK operative is not incapacitated, is not within control range of enemy operatives, and has not 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 have gained 2CP from this rule, you cannot use it for the rest of the battle.

Tesla Weave

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.

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 HIEROTEK CIRCLE KillTeam is composed of:

- 1 HIEROTEK CIRCLE operative selected from the following list:
  - CHRONOMANCER operative with one of the following options:
    - Aeonstave
    - Entropic lance
  - PSYCHOMANCER
  - TECHNOMANCER
- 1 PLASMACYTE ACCELERATOR operative
- 1 PLASMACYTE REANIMATOR operative
- 5 HIEROTEK CIRCLE operatives selected from the following list:
  - APPRENTEK
  - DEATHMARK
  - DESPOTEK with one of the following options:
    - Gauss blaster; bayonet
    - Tesla carbine; bayonet    
  - GUARDIAN with one of the following options:
    - Gauss blaster; bayonet
    - Tesla carbine; bayonet
        
Other than DEATHMARK and GUARDIAN operatives, your kill team can only include each operative on this list once.