Pyrotek Circle

The Pyrotek Circle awoke from their slumber in peace. Their peace was stricken when they were forced to acknowledge biological life in the universe. Since having associated with the Destroyer Cults, they have amplified their weapons with every technology and ritual they could lay their hands upon. Serving no God but themselves, they appealed to chaotic energy, the Imperiums arsenal, and the Necrons’ ancient tech to create Pyrotek weapons. These weapons constantly hum with Gauss, Plasma, and Warpflame coursing through their coils, the sheer energy of which has recolored their necrodermis to electric blues and fiery oranges as this energy coursed through them. They long to watch all the living join all the dead in a torrent of flame.

Pyrotek Circle

Common Abilities and Options

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).

*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.

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.

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.

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.

Deathmarked:
Whenever this operative ends the Shoot action, the target gains one of your Deathmarked tokens if it was not 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 (1AP):
Until the start of this operative’s next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Operatives

1. Plas’Hma, Chief Pyrotechnic
Technomancer
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Staff Of Light (Rnd, *Magnify)
6
3+
3/4
Staff Of Light (Rnd)
4
4+
3/5
Abilities
Living Metal*MagnifyReanimation Protocols1AP: Augment Weapon1AP: Canoptek Repair1AP: Reinforce Metal1AP: Interstitial Command
Notes

When they first arose, it was Plas’Hma who led their hatred into battle, and who finally altered their weaponry to reflect their anger. After waking, Plas’Hma traversed the galaxy observing the technology used, deeming it primitive, but effective. By synthesizing the weapons from many origins, Plas’Hma created and maintains the Pyrotek’s dangerous arsenal.

Augment Weapon (1AP): 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 is 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.

Canoptek Repair (1AP): 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.

Reinforce Metal (1AP): 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 is 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.

HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, TECHNOMANCER
2. Pye’Rre, Chief Overclock
Chronomancer
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Aeonstave (Blast 2", Lethal 5+, Stun, *Magnify)
5
3+
3/3
Aeonstave (Lethal 5+, Shock)
4
4+
3/4
Abilities
Living Metal*MagnifyReanimation Protocols1AP: Chronometron1AP: Countertemporal Nanomine1AP: Interstitial Command1AP: Timesplinter
Notes

It is Pye’Rre’s doing that the Pyrotek’s necrodermis is marred, not that any of them particularly care. When they first modified their weaponry, the Pyrotek were enraged that its greatly increased firepower required more time charging between shots, meaning the weapons were not able to be shot for minutes after each firing, which was not efficient enough for their hunger and scorn. Pye’Rre solved this issue by quickening the process in battle allowing the weapons to be used repeatedly, as their cores were experiencing almost triple speed, however the excess heat of such a terrific reaction permanently changed the appearance of their wielder. In combat, Pye’Rre augments the Pyrotek’s weapons to function quickly, but also their wielder to better position for more deadly attacks.

Chronometron (1AP): 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 is shooting that selected operative.

This operative cannot perform this action while within control range of an enemy operative.

Countertemporal Nanomine (1AP): Place your Countertemporal Nanomine marker visible to this operative, or on Vantage terrain of a terrain feature that is 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.

Timesplinter (1AP): 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" of this operative, measuring the horizontal distance only, in a location it can be placed. Each friendly operative can only be selected for this rule once per turning point. 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.

HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, CHRONOMANCER
3. Pyrocyte Engine
Accelerator
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Spark (Rng 4", Prc1)
4
4+
2/3
Claws
3
5+
1/2
Abilities
Living MetalReanimation ProtocolsScuttler1AP: Accelerate
Notes

Pyrocyte Engines’ own cores have been overdriven using warpflame and plasma to augment their Necron origin, destabilizing their cores extremely, allowing them to imbue excess energy to their comrades. In battle, under the maintenance of Rekk’Gajh, Pyrocyte Engines overenergize his core to allow for spectacular feats.

Accelerate (1AP): 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.

HIEROTEK CIRCLE, NECRON, PLASMACYTE, ACCELERATOR
4. Pyrocyte Medkit
Reanimator
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Atomiser Beam (Rng 6", Lethal 5+)
4
4+
3/4
Claws
3
5+
1/2
Abilities
Living MetalReanimation ProtocolsScuttler1AP: Reanimate
Notes

Pyrocyte Medkits also have overcharged cores, but instead of simply arcing energy to their allies, they deploy a unique apparatus to expedite the reanimation protocols and living metal of their team. In battle, similar to the Engines, these Pyrocytes also accompany Rekk’Gajh to ensure his overenergized core and weaponry do not implode during combat when his systems are in hyperdrive.

Reanimate (1AP): 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 is 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.

HIEROTEK CIRCLE, NECRON, MEDIC, PLASMACYTE, REANIMATOR
5. Byr’Narr, Apprentice Incendiary
Apprentek
A 3
M 6"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Arcane Conduit (Prc1, *Magnify)
4
3+
4/5
Arcane Conduit
3
4+
3/5
Abilities
Apprentek AssistanceLiving Metal*MagnifyReanimation Protocols
Notes

Byr’Narr’s malevolence rivals all in the universe, his deep hatred of organic life turning him to the Crypeks for inspiration. Having shadowed both an Overclock and Pyrotechnic, even despite his suboptimal frame, he uses his knowledge to cast viscous abilities across the battlefield with a skill that rivals Pye’Rre and Plas’Hma. In battle he mirrors his Cryptek, using his skills that complement his leader he torments his opponents with indirect fire and torturous abilities.

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.

HIEROTEK CIRCLE, NECRON, APPRENTEK
6. Rekk’Gajh. Apprentice Combustor
Immortal Despotek
A 2
M 5"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Gauss Blaster (Prc1)
4
3+
4/5
Bayonet
4
3+
3/4
Abilities
Living MetalReanimation ProtocolsSteadfast1AP: Interstitial Command
Notes

Rekk’Gajh sees biological life as an insult. He was among the first to aspire to Pyrotek power, and has since risen above and beyond, having manually updated and upgraded his weapons and software to the point where he requires the constant maintenance of a Pyrocyte Engine and Medkit to support his overburdened core. Because of this dependency, he is responsible for maintaining the Canoptek counterparts to the Pyrotek Circle. He also follows Pye’Rre into battle, being enhanced yet again through his power to truly impressive levels.

HIEROTEK CIRCLE, NECRON, IMMORTAL, DESPOTEK
7. Ar’Mhahk, Acolyte of Overcharge
Deathmark
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Dev2, Hvy(Dash), Prc1, Severe)
4
2+
4/3
Fists
3
3+
3/4
Abilities
DeathmarkedLiving MetalReanimation Protocols1AP: Multi-Dimensional Vision
Notes

Using devastating weaponry, Ar’Mhahk and Ghe’Heddon flood the battlefield with lethal accuracy. Specifically, Ar’Mhahk has terrific aim, accurately severing heads and limbs from impossible distances. Where he lacks, Ghe’Heddon makes up for, meaning in battle they are a terrific pair, and a one two punch even Nurgle’s finest couldn’t withstand.

HIEROTEK CIRCLE, NECRON, DEATHMARK
8. Ghe’Heddon, Acolyte of Hellfire
Deathmark
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Dev2, Hvy(Dash), Prc1, Severe)
4
2+
4/3
Fists
3
3+
3/4
Abilities
DeathmarkedLiving MetalReanimation Protocols1AP: Multi-Dimensional Vision
Notes

Using devastating weaponry, Ar’Mhahk and Ghe’Heddon flood the battlefield with lethal accuracy. Specifically, Ghe’Heddon has almost a sixth sense for battle tactics. Able to accurately predict the locations of any adversaries on the battlefield without requiring clear line of sight. Where she lacks, Ar’Mhahk makes up for, meaning in combat they make for an omniscient duo, able to spot and eliminate any target that exposes their position, a suppressive force even the Emperor’s finest couldn’t escape.

HIEROTEK CIRCLE, NECRON, DEATHMARK
9. Ehem’Bhaer, Acolyte of Energy
Immortal Guardian
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Tesla Carbine (2" Dev1)
5
3+
3/3
Bayonet
4
3+
3/4
Abilities
Living MetalReanimation ProtocolsSteadfast
Notes

His core stronger than his Allie’s’, Ehem’Bhaer uses this to be tougher than his comrades, withstanding torrents of fire from his opponents whilst capturing their objectives.

HIEROTEK CIRCLE, NECRON, IMMORTAL, GUARDIAN

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

Command Underlings
Strategy Ploy

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
Strategy Ploy

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
Strategy Ploy

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
Strategy Ploy

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.

Cortical Control
Firefight Ploy

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
Firefight Ploy

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
Firefight Ploy

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
Firefight Ploy

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.

Tac Ops

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.