Kill Team Hierotek Circle
Kill Team Hierotek Circle
Kill Team Hierotek Circle
OPERATIVES
● 1 CRYPTEK operative selected from the following list:
■ Aeonstave
■ Entropic lance
○ PSYCHOMANCER
○ TECHNOMANCER
● 1 PLASMACYTE ACCELERATOR operative
● 1 PLASMACYTE REANIMATOR operative
● 5 HIEROTEK CIRCLE operatives selected from the following list:
○ APPRENTEK
○ DEATHMARK
○ IMMORTAL DESPOTEK equipped with one of the following
options:
LIVING METAL
In the Ready Operatives step of each Initiative phase, this operative regains
up to 2 lost wounds (or up to 1 lost wound if it is a PLASMACYTE operative).
REANIMATION PROTOCOLS
Certain rules can allow friendly HIEROTEK CIRCLE operatives to attempt
reanimation (e.g. Reanimation Beam). The first time each friendly HIEROTEK
CIRCLE operative is incapacitated, if it attempts reanimation, before removing
that operative from the killzone, place one of your Reanimation tokens
underneath the operative as close as possible to the centre of its base and
leave its order token next to it. Note that the second time each friendly
HIEROTEK CIRCLE operative is incapacitated, it cannot attempt reanimation.
In the Ready Operatives step of each Turning Point, after resolving the Living
Metal ability, roll one D6 for each of your Reanimation tokens. On a 1-2, leave
that Reanimation token in the killzone. On a 3+, an operative is successfully
reanimated:
● Set up the operative that Reanimation token was placed for.
● It must be as close as possible to that Reanimation token and not
within Engagement Range of enemy operatives.
● It has D3 wounds remaining.
● It has the order of its remaining order token.
● Remove that Reanimation token.
In narrative play, operatives that are successfully reanimated are not treated
as being incapacitated for the purposes of Casualty tests unless they are
incapacitated again during that battle.