Forces of the Omnissiah – Thallax Cohort
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TROOPS

The hulking, heavily augmented cyborg shocktroops originating within the Ordo Reductor faction of the Mechanicum, the Thallax differ from the Martian Skitarii regiments both in their purpose and the unique degree of their augmetics. The Lorica Thallax which encases their major organs, nervous system and cerebrum also replaces the skeleton and limbs entirely with armoured mechanical systems powered by an internal reactor core.

The agony of this process, along with the replacement of the usual human sensory apparatus, proves so traumatic as to require the surgical excision of the pain centres and emotions. The Thallax, however, retains a degree of independent human thought; this individuality and self-determination is greater by far than that enjoyed by tech-thralls, whose cranial-surgery implants are often crude at best, damaging as much as they control.

  • Thallax Cohort 125 pts
M WS BS S T W I A Ld Sv Base
Thallax (base: 40mm)
Thallax 7 3 4 4 5 3 2 2 7 4+ 40mm
Unit Composition
  • 3 Thallax
Wargear
  • Close combat weapon
  • Lightning gun
  • Lorica Thallax
  • Incunabulan jet pack
  • Frag grenades
Unit Type
Special Rules
  • Bulky (2)
  • Djinn-sight
  • Feel No Pain (6+)
  • Relentless
  • Stubborn
Dedicated Transport
Options
  • The Thallax Cohort may include:
  • - Up to an additional six Thallax
    +37 points per model
  • The entire unit may take:
  • - Melta bombs
    +5 points per model
  • Any model with a lightning gun may take:
  • - Chain bayonet
    +2 points each
  • For every three models in the unit, one Thallax may exchange their lightning gun for one of the following weapons:
  • - Multi-laser
    +5 points
  • - Irad-cleanser
    +10 points
  • - Phased plasma-fusil
    +10 points
  • - Multi-melta
    +25 points
  • - Photon thruster
    +25 points
Melee Type
Weapons with the Melee type can only be used in close combat.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
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.
Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
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
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.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.

Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death
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.
Incunabulan Jet Pack

Capable of granting the hulking thallax a manoeuvrability that belies their bulk, these jet pack systems have gone through hundreds of years of refinement at the hands of generations of magi and been tested in hundreds upon hundreds of engagements. They have proven both a reliable and deadly addition to the armouries of the Mechanicum, superior to the simple jump packs in use by other Imperial armies.

A unit composed entirely of models with Incunabulan jet packs may choose to increase its Move Characteristic by +6" and ignore terrain while Moving during the Movement phase. A unit that ends or begins its movement in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Incunabulan jet packs and treats Difficult Terrain as Dangerous Terrain. In addition to the bonus to Move during the Movement phase, a unit composed entirely of models with Incunabulan jet packs may make an additional Move of 6" during the Shooting phase. This Move must be taken after the unit has completed any Shooting Attacks, is not limited by the weapons fired by that unit during the Shooting phase and ignores terrain in the same manner as moves made using a Incunabulan jet pack in the Movement phase.

Any model with an Incunabulan jet pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. Models with an Incunabulan jet pack may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their size due to the Bulky (X) special rule.

During any Reaction that allows a unit to Move, a unit composed entirely of models with Incunabulan jet packs increases the distance of that Move by 6 and allows it to ignore terrain in the same manner as other Incunabulan jet pack moves.
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
Irad-cleanser

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

Phased plasma-fusil

Range
Str
AP
Phased plasma-fusil
24"
6
3
Heavy 3, Breaching (4+), Gets Hot

Lance

The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness.

Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.
Photon thruster

Range
Str
AP
Photon thruster
24"
6
2
Assault 2, Blind, Lance, Gets Hot

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Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Feel No Pain (X)

Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.

When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).

Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.

For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.

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

Basic close combat weapon

Range
Str
AP
Basic close combat weapon
-
User
-
Melee

Multi-melta

Range
Str
AP
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked
Bulky (X)

This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.

Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).

Lightning gun

Range
Str
AP
Lightning gun
 - (Arc)
18"
4
-
Heavy 3, Shred
 - (Strike)
18"
7
5
Heavy 1, Rending (4+), Shred
Lorica Thallax

A divergent form of power armour technology developed by the Ordo Reductor of the Mechanicum. Permanently surgically bonded to the body of the wearer, it uses linked mechanical armatures to replace the primary limbs and a compact reactor core to generate power for the Thallax’s weaponry. The armour is fused directly to the spinal column and nervous system of the Thallax and marks them both as warriors of the Mechanicum and serves as a symbol of their servitude.

The Lorica Thallax confers a 4+ Armour Save. In addition, a unit that includes any models with Lorica Thallax may not make Sweeping Advances.
Djinn-sight

The sinister blank-faced helms of the Thallaxii conceal an array of inhuman sensory apparatus through which they experience the battlefield as a raging storm of electromagnetic turmoil, blood-heat and seismic percussion. However, for the organic brain to handle this hurricane of data, it must be surgically mutilated, removing the mere human senses such as sight and hearing.

When making Shooting Attacks, djinn-sight reduces the benefits of any Cover Save the target unit has by -2 (a 4+ becoming a 6+, a 5+ being ignored entirely, and so on). Additionally, Infiltrators may not be set up within 24" of units with this special rule, regardless of line of sight.

Chain bayonet

Range
Str
AP
Chain bayonet
-
+1
-
Melee, Two-handed, Shred

Multi-laser

Range
Str
AP
Multi-laser
36"
6
6
Heavy 3
© Vyacheslav Maltsev 2013-2024