Book | Kind | Edition | Version | Last update |
Purge Corps Deltic-9 | ||||
Purge Corps Deltic-9 | Index | 10 | January 2024 |
An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. The ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, controlling their cyborg soldiery and mechanical creations through doctrina imperatives encoded to augment and adapt the warriors’ abilities.
At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative
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Conqueror Imperative
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These gilded vents upon the Tech-Priest’s hunched upper carapace enable them to disperse a spray of holy unguent over the faithful, diffused in a greasy mist. The sanctified substance coats thick robes and exposed bionics alike in a viscous layer that bleeds potential energy from incoming attacks.
Each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.Drawing on reserves of the holy Motive Force, the Tech-Priest infuses their nest of coiling electropositors so that they thrum with overcharged power. With this potential energy, they invigorate their servants’ weapons with the power and reach to cut down the Machine God’s enemies wherever they hide.
Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit, and those weapons have the [IGNORES COVER] ability.In a binharic decree, an enemy of the Omnissiah has been designated for priority purgation. The proof of their flesh and blood frailty and their existence as a weak link amongst the foe must be forged swiftly and unequivocally.
At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).The enemy have broken through in this region, but they must be contained, lest they gain a foothold in which to funnel ever more troops. As the Omnissiah’s legions gather to mount a full-scale counterattack, the foe must first be delayed or driven back, no matter the cost to the Tech-Priest’s willing servants.
From the second battle round onwards, at the end of your turn, you score 3VP if there are no enemy units within your deployment zone (excluding Battle-shocked units). If there are no enemy units within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Transonic cannon [devastating wounds, torrent] | |||||||
Transonic cannon [devastating wounds, torrent] | 12" | D6 | N/A | 4 | 0 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Omnissian staff | |||||||
Omnissian staff | Melee | 4 | 3+ | 6 | -1 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Mechanicus pistol [devastating wounds, pistol] | |||||||
Mechanicus pistol [devastating wounds, pistol] | 12" | 1 | 4+ | 6 | -1 | 1 | |
Arc rifle [anti-vehicle 4+, devastating wounds, rapid fire 1] | |||||||
Arc rifle [anti-vehicle 4+, devastating wounds, rapid fire 1] | 30" | 1 | 4+ | 8 | -1 | D3 | |
Plasma caliver – standard | |||||||
Plasma caliver – standard | 30" | 2 | 4+ | 7 | -2 | 1 | |
Plasma caliver – supercharge [hazardous] | |||||||
Plasma caliver – supercharge [hazardous] | 30" | 2 | 4+ | 8 | -3 | 2 | |
Radium carbine [anti-infantry 4+] | |||||||
Radium carbine [anti-infantry 4+] | 18" | 3 | 4+ | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Alpha combat weapon | |||||||
Alpha combat weapon | Melee | 2 | 4+ | 5 | -1 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Mechanicus pistol [pistol, DEVASTATING WOUNDS] | |||||||
Mechanicus pistol [pistol, DEVASTATING WOUNDS] | 12" | 1 | 4+ | 6 | -1 | 1 | |
Phosphor blast carbine [blast, ignores cover] | |||||||
Phosphor blast carbine [blast, ignores cover] | 18" | D6 | 4+ | 6 | 0 | 1 | |
Phosphor pistol [ignores cover, pistol] | |||||||
Phosphor pistol [ignores cover, pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
Sulphur breath [ignores cover, pistol, torrent] | |||||||
Sulphur breath [ignores cover, pistol, torrent] | 9" | D6 | N/A | 3 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Cavalry arc maul [anti-vehicle 4+, devastating wounds, extra attacks] | |||||||
Cavalry arc maul [anti-vehicle 4+, devastating wounds, extra attacks] | Melee | 1 | 4+ | 5 | -1 | 1 | |
Clawed limbs | |||||||
Clawed limbs | Melee | 4 | 4+ | 4 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Flechette blaster [pistol] | |||||||
Flechette blaster [pistol] | 12" | 5 | 4+ | 3 | 0 | 1 | |
Phosphor torch [ignores cover, torrent] | |||||||
Phosphor torch [ignores cover, torrent] | 12" | D6 | N/A | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Pteraxii talons | |||||||
Pteraxii talons | Melee | 2 | 4+ | 4 | 0 | 1 | |
Taser goad [sustained hits 2] | |||||||
Taser goad [sustained hits 2] | Melee | 3 | 4+ | 6 | 0 | 1 |
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.The ADEPTUS MECHANICUS keyword is used in the following Purge Corps Deltic-9 datasheets:
Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.
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Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.The ADEPTUS MECHANICUS keyword is used in the following Purge Corps Deltic-9 datasheets:
The IMPERIUM keyword is used in the following Purge Corps Deltic-9 datasheets:
The INFANTRY keyword is used in the following Purge Corps Deltic-9 datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. The ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, controlling their cyborg soldiery and mechanical creations through doctrina imperatives encoded to augment and adapt the warriors’ abilities.
At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative
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Conqueror Imperative
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Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The SKITARII keyword is used in the following Purge Corps Deltic-9 datasheets:
High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.