Hierotek Circle
Composition
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
- CHRONOMANCER operative with one of the following options:
- 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.
Common Abilities and Options
*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 orderand 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, cover, and obscured.
If you do, this weapon has the Ceaseless weapon rule until the end of that action.
Interstitial Command (1AP):
SUPPORT
Select one other friendly HIEROTEK CIRCLE operative (excluding APPRENTEK and CRYPTEK) visible to and within 6" of this operative, or within 6" of a friendly DESPOTEK operative that is 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 has 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.
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.
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.
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.
Chronomancer
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeonstave (Blast 2", Lethal 5+, Stun, *Magnify) | 5 | 3+ | 3/3 |
| Entropic Lance (Dev3, Prc1, *Magnify) | 4 | 3+ | 5/3 |
| Aeonstave (Lethal 5+, Shock) | 4 | 4+ | 3/4 |
| Entropic Lance | 4 | 4+ | 3/6 |
Abilities
*Magnify1AP: Chronometron1AP: Countertemporal Nanomine1AP: Interstitial CommandLiving MetalReanimation Protocols1AP: TimesplinterPsychomancer
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Abyssal Lance (Blast 2", 2" Dev1, Prc2, *Magnify) | 5 | 3+ | 2/2 |
| Abyssal Lance (Dev1) | 4 | 4+ | 4/4 |
Abilities
*Magnify1AP: Harbinger Of Despair1AP: Interstitial CommandLiving Metal1AP: Nightmare ShroudReanimation Protocols1AP: Vision Of MadnessTechnomancer
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Staff Of Light (Rnd, *Magnify) | 6 | 3+ | 3/4 |
| Staff Of Light (Rnd) | 4 | 4+ | 3/5 |
Abilities
*Magnify1AP: Augment Weapon1AP: Canoptek Repair1AP: Interstitial CommandLiving MetalReanimation Protocols1AP: Reinforce MetalAccelerator
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Spark (Rng 4", Prc1) | 4 | 4+ | 2/3 |
| Claws | 3 | 5+ | 1/2 |
Abilities
1AP: AccelerateLiving MetalReanimation ProtocolsScuttlerReanimator
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Atomiser Beam (Rng 6", Lethal 5+) | 4 | 4+ | 3/4 |
| Claws | 3 | 5+ | 1/2 |
Abilities
Living Metal1AP: ReanimateReanimation ProtocolsScuttlerApprentek
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arcane Conduit (Prc1, *Magnify) | 4 | 3+ | 4/5 |
| Arcane Conduit | 3 | 4+ | 3/5 |
Abilities
*MagnifyApprentek AssistanceLiving MetalReanimation ProtocolsDeathmark
A 2
M 5"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Synaptic Disintegrator (Dev2, Hvy(Dash), Prc1, Severe) | 4 | 2+ | 4/3 |
| Fists | 3 | 3+ | 3/4 |
Abilities
DeathmarkedLiving Metal1AP: Multi-Dimensional VisionReanimation ProtocolsImmortal Despotek
A 2
M 5"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss Blaster (Prc1) | 4 | 3+ | 4/5 |
| Tesla Carbine (2" Dev1) | 5 | 3+ | 3/3 |
| Bayonet | 4 | 3+ | 3/4 |
Abilities
1AP: Interstitial CommandLiving MetalReanimation ProtocolsSteadfastImmortal Guardian
A 2
M 5"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss Blaster (Prc1) | 4 | 3+ | 4/5 |
| Tesla Carbine (2" Dev1) | 5 | 3+ | 3/3 |
| Bayonet | 4 | 3+ | 3/4 |
Abilities
Living MetalReanimation ProtocolsSteadfastMagnification 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.
Universal Equipment
Ammo Cache (x1)
(Universal)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 RESUPPLY (0 AP): 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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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 Barricade (1 AP): 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)
(Universal)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 GRENADE (1 AP):
- 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)
(Universal)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 GRENADE (1 AP):
- 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)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)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.
Strategy Ploys
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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
Firefight: 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).
Firefight: 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.
Firefight: 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.
Firefight: 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.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
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.
Ploys
Strategic - 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.
Strategic - 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.
Strategic - 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.
Strategic - 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 - 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).
Firefight - 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.
Firefight - 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.
Firefight - 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.
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.