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===HCircle Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Unearth Artifice:''' Revealed during the first turn. You can drop a special token anywhere over 6"/pentagon from your DZ and not on any terrain. Your operatives gain a special action they can use near this token to unearth it and mark it as theirs for 1 VP if you do it before turn 4, plus another VP if you end the game with it in your control. *'''Unyielding Ancients:''' Revealed during the first turn. You score 1 VP if you have 3+ operatives aside from the Plasmacytes within 6"/pentagon of the center of the board or your opponent's DZ, and another VP if one of those operatives is either the Cryptek or Apprentek. *'''Worthy of Study:''' Revealed during turn 1 or 2. Mark two enemy operatives, leaving your opponent to designate one of them as the test subject. When this operative dies, they leave behind a special marker for your Cryptek or Apprentek to claim, scoring 1 VP for each turn where you control this marker and your Cryptek or Apprentek is within 6" of that marker. </tab> <tab name="Spec Ops - Excavate Nexus"> ''Note - This counts as the Perform Ritual Spec Op for terms of repeating'' #''Uncover Structures'': Finish five games where you scored VP from the Unearth Artifice, Triangulate, or Central Control Tac Ops. All of these require controlling special spots, so you'll need to make sure that your scorers are well protected. #''Reactivate Nexus'': Finish one last game where you score VP from the Plant Banner Tac Op. One last point to score. Completing this Spec Op gives you 2 RP and one {{W40kKeyword|Cryptek}} operative or Apprentek gains 5XP to themselves. In Addition, all your operatives automatically pass any casualty and recovery checks. </tab> <tab name="Spec Ops - Field Study"> ''Note - This counts as the Recover Archeotech Spec Op for terms of repeating'' #''Collect Data'': Finish five games where you scored VP from the Worthy of Study, Retrieval or Mark Target Tac Ops. #''Activate Dimensional Translocation'': Finish one last game where you win VP through the Triangulate Tac Op. Completing this Spec Op scores 5 XP to spread across your operatives and 1 RP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> {{W40kKeyword|Cryptek}} operative only #'''Controlling:'''This operative can use the Command action on any Deathmark or {{W40kKeyword|Immortal}} operative that they can see, which is much handier for backliners. #'''Ingenious:''' This operative gains all three Cryptek actions. Awesome. #'''Collector:''' One item this operative grabs costs no EP. Awesome! For everyone else #'''Enduring:''' If this operative didn't reanimate during this turn, they can restore an additional d3 wounds via Living Metal. However, this will block you from any other repair actions. #'''Revenant:''' Add +1 to this operative's reanimation rolls. When they do resurrect, they gain a flat 3 wounds. #'''Unrelenting:''' This operative can ignore all APL and movement modifiers, which can also include weapons with Stun. </tab> <tab name="Requisition"> *'''Amend Protocol (1 RP):''' You can pick any one operative that isn't your {{W40kKeyword|Cryptek}} operative or Apprentek and doesn't have the Proficient Operative requisition and re-determine any or all Battle Honours they have. If you remove all of them, of course, you can also choose to re-spec them to a different specialism. *'''Arcane Treatment (1 RP):''' Lets you remove a Battle Scar from your {{W40kKeyword|Cryptek}} operative. *'''Fearsome Reputation (1 RP):''' One {{W40kKeyword|Cryptek}} operative or Apprentek gains 2XP whenever you gain a piece of Rare Equipment or expand the asset capacity. </tab> <tab name="Assets"> *'''Dimensional Gateway:''' Lets you use the Dimensional Translocation ploy for free on any operatives of your choosing. *'''Repair Scarabs:''' Once after each battle, a rested operative will auto-pass their Recovery check. Great for getting your troops back on the field at peak efficiency. *'''Tesseract Core:''' Any time you finish a Spec Op mission or expedition stage if you use the Gallowdark Exploration rules, you gain 1 RP. </tab> <tab name="Rare Equipment"> #'''Plasma Crystal (2 EP):''' One ranged weapon gains MW1 or improves its MW score by 1. #'''Resurrection Beam (3 EP):''' {{W40kKeyword|Cryptek}} operative or Apprentek only. This grants them the Plasmacyte Reanimator's resurrection beam ability to help raise your troops. Especially handy if you didn't take the Technomancer. #'''Tech-Tendrils (3 EP):''' {{W40kKeyword|Cryptek}} operative only. An enemy within 2 circles/4" of the bearer loses an attack from any melee weapons they have. It also lets them perform an objective action at a 1AP discount. #'''Rapid Reanimatrix (1 EP):''' The bearer auto-passes Casualty checks and re-rolls Recovery checks. Throw it on your Cryptek, don't regret it cuz that's your lynchpin for the entire team. #'''Temporic Orb (1 EP):''' {{W40kKeyword|Cryptek}} operative only. Once per game, you can opt to either re-roll to seize the initiative or add +1 to your existing roll. #'''Hunter Scarab (1 EP):''' Grants a single-use ranged attack that does pitiful damage but has Indirect and No Cover as well as MW1 if you get lucky with a crit. </tab> </tabs>
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