Forces of the Omnissiah – Knight Moirax Talon
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HEAVY SUPPORT

The Knight Moirax was a variant of the Armiger chassis which saw little use before the darkest hours of the Horus Heresy as it was considered to be an unseemly tool with which to build a pristine Imperium. However, as a blunt and dirty weapon the Moirax was capable of mounting the most lethal weaponry available to its class of Scout Knights and was undeniably effective in wars which required the utter eradication of an enemy and the salting of the earth of their worlds. Talons of Knight Moirax are most frequently sent to battle among those Knight Households indentured to the Mechanicum, and those few Questor Masters who made use of them ensured that only their weakest noble lines and latter sons were expended in the radioactive prison of a Moirax cockpit. The rad furnace ticking at the heart of the machine and the resultant reactor leaks and critical anbaric malfunctions often led to the tainting of both a Moirax’s machine spirit and its pilot. Those unfortunate pilots ordered to mount such a frame were considered lesser and expendable by their lords, and though every other courtesy was extended to them, they would be excluded from both their place at Questor Court and their right to extend the reach of their bloodline.

  • Knight Moirax Talon 200 pts
M WS BS S T W I A Ld Sv Base
Knight Moirax (base: 100mm)
Knight Moirax 8 4 4 7 7 6 4 3 8 3+ 100mm
Unit Composition
  • 1 Knight Moirax
Wargear
  • Siege claw with in-built irad-cleanser
  • Volkite veuglaire
  • Ionic deflector
  • Rad furnace
Unit Type
Special Rules
  • Fleet (2)
  • Greuso Protocol
  • Moirax Talon
  • Move Through Cover
  • Night Vision
Options
  • The Knight Moirax Talon may include:
  • - Up to 3 additional Knight Moirax
    +200 points per model
  • Any Knight Moirax may exchange its volkite veuglaire and/or its siege claw with in-built irad-cleanser for any of the following weapons:
  • - Siege claw with in-built irad-cleanser
    Free
  • - Volkite veuglaire
    Free
  • - Lightning lock
    +5 points each
  • - Conversion beam cannon
    +10 points each
  • - Graviton pulsar
    +10 points each
Melee Type
Weapons with the Melee type can only be used in close combat.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Haywire

Haywire weapons send out powerful electromagnetic pulses.

For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.
Blind

This attack looses a brilliant flare of light, searing the sight of the victim and forcing them to fight blind for a few moments.

Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.
Rad Grenades

These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.

During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Rad-phage

One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.

A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Blast Markers and Templates
Some weapons are so powerful that they don’t just target a single model or unit, but have an ‘area effect’ which might encompass several different models or units. To better represent these circumstances, Horus Heresy – Age of Darkness games use a series of different Blast markers and templates:
  • A ‘Small’ Blast marker (3" in diameter).
  • A ‘Large’ Blast marker (5" in diameter).
  • A ‘Template’ (a teardrop-shaped template roughly 8" long).
A number of weapons are even more powerful, able to obliterate entire squads in a single shot. These apocalyptic weapons use even bigger markers and templates, which include:
  • A ‘Massive’ Blast marker (7" in diameter).
  • An ‘Apocalyptic’ Blast marker (10" in diameter).
  • An ‘Apocalyptic Barrage’ marker (a clover-shaped set of five overlapping markers, each 5" in diameter).
  • A ‘Hellstorm’ (a teardrop-shaped template roughly 16" long).
All of these templates and Blast markers can be purchased separately.

The templates and Blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or a blast radius. When an attack uses a template or Blast marker, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed further later in this section). To work out the number of Hits, you normally need to hold the template or Blast marker with its central hole over an enemy model or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models lie partially or completely underneath. Various special rules and weapon effects will provide additional details on the specific use of templates when making attacks with those special rules or weapons.

A unit takes a Hit for each model that is fully, or even partially, underneath the template or Blast marker. Remember that a model’s base is counted as being part of the model itself, so all a template or Blast marker has to do to cause a Hit is to cover any part of the target’s base.
Graviton Pulse

Some weapons crush their targets, cracking bones and rupturing organs.

Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the start of the next turn of the player that made the attack.
Concussive (X)

Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.

A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
Rad Furnace

These horrific devices were originally an offshoot of early research into atomantic generators, but have since been turned to vile weapons of war. They serve to generate and emit a constant deluge of exotic radiation, an insidious onslaught that bypasses armour and other defences to cripple the foe. Only those magi with properly shielded organics or full automata can bear such devices for any length of time without collapsing from the corrupting touch of the radiation they emit.

Any melee Hits allocated to models locked in combat with one or more units that include a model with a rad furnace require one lower result To Wound than they would normally, to a minimum of 2+. This effect is not cumulative with itself if more than one model in a combat has a rad furnace. Models with rad furnaces are immune to the effects of rad grenades, the Rad-phage special rule and the rad furnaces of models they are locked in combat with. In addition, Hits from weapons with the Rad-phage special rule that are allocated to a model with a rad furnace only successfully wound on a To Wound roll of a 6+.
Irad-cleanser

Range
Str
AP
Irad-cleanser
Template
2
5
Assault 1, Fleshbane, Rad-phage

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Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Wrecker

Some attacks cause severe damage to their targets, frying circuitry and ravaging infrastructure as they strike. Few engines of war or armoured bastions can survive the onslaught of such attacks.

Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.
Ionic Deflector

A lesser example of ion shield technology, tied to a smaller directional generator that can protect only a narrow arc of the war engine upon which it is mounted. Fortunately, the Knights that most often mount such devices are more capable of positioning the device to best protect themselves, and using the lower energy drain of the deflector to better power their devastating arsenals of weapons.

A model with an ionic deflector gains a 5+ Invulnerable Save, and any model with an ionic deflector and a Wounds Characteristic gains the Eternal Warrior special rule. In addition, when a model with an ionic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6+3" suffer an automatic Hit at Str 8, AP -.
Armiger and Moirax Talons

The Scout Knights of the Taghmata and Questoris Households often roamed the battlefield independently as the vanguard of their orders. While each war machine strode the battlefield distant from their companions, they shared fierce bonds of fealty and brotherhood.

When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.
Fleet (X)

Preternaturally agile, these warriors can cover ground more quickly than their plodding foes.

A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.

If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
Move Through Cover

Some warriors are skilled at moving over broken and tangled terrain.

A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
Night Vision

Some warriors can see almost as clearly in the darkness as they can in daylight.

A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Exoshock (X)

Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.

If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.

This datasheet has Heavy Support Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:

Lightning lock

Range
Str
AP
Lightning lock
36"
7
3
Heavy 1, Blast (3"), Rending (4+), Shred, Exoshock (4+)

Siege claw

Range
Str
AP
Siege claw
-
x2
2
Melee, Brutal (2), Sunder, Wrecker

Volkite veuglaire

Range
Str
AP
Volkite veuglaire
30"
6
4
Heavy 5, Deflagrate

Advanced Reaction: Greuso Protocol
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Greuso Protocol – This Advanced Reaction may be made whenever an enemy unit declares a Charge targeting a friendly unit with the Automata Unit Type or Knight Unit Sub-type which is within 12" of another friendly unit that includes at least one model with the Greuso Protocol special rule and is not itself locked in combat. The unit with the Greuso Protocol special rule may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Greuso Protocol Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons used as part of a Greuso Protocol Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Greuso Protocol Reaction may not take Cover Saves against Wounds inflicted as part of that Reaction.
Greuso Protocol

The Mechanicum Knight Moirax is deployed primarily to be kept at the heel of valuable automata and constructs as their guardian, running ahead to identify and neutralise threats. Its programmed behaviours restrict it from straying too far from its ward, remaining within range to respond to aggressors.

A unit that includes one or more models with this special rule may make use of the Greuso Protocol Advanced Reaction.
Conversion beam cannon

Range
Str
AP
Conversion beam cannon
Up to 18"
7
-
Heavy 1, Blast (3"), Blind
More than 18"-42"
9
4
Heavy 1, Blast (3"), Blind
More than 42"-72"
12
1
Heavy 1, Blast (3"), Blind

Graviton pulsar

Range
Str
AP
Graviton pulsar
24"
*
4
Heavy 2, Blast (3"), Concussive (1), Graviton Pulse*, Haywire

© Vyacheslav Maltsev 2013-2024