Forces of the Omnissiah – Ursarax Cohort

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A development of the later Great Crusade, the Ursarax tech-thralls were first designed by Explorator Magos Enabrin Falkan as a heavy, rapid-moving close combat unit for use by the notoriously independent magos’ forces. Using a fusion of existing technologies sacred to the Mechanicum, materials and patterns taken from the Thallax of the Ordo Reductor (much to their displeasure) and the fruits of Falkan’s own discoveries, they are formidable, even monstrous, killing engines.

Like the Thallax, Ursarax are thralls rather than servitors. Selected from suitable human candidates for conversion, their living components retain a consciousness and dim recollection of their former humanity, providing them with superior tactical abilities and the instincts to kill. Neural anaesthesia is automatically administered for the successful fulfilment of their orders, providing them with relief, albeit temporarily, from their tortured existences. After Falkan’s mysterious disappearance his warring acolytes dispersed to many different masters, taking the secret of the Ursarax’s creation with them.

  • Ursarax Cohort 145 pts
M WS BS S T W I A Ld Sv Base
Ursarax (base: 40mm)
Ursarax 7 4 3 4 5 3 2 2 7 4+ 40mm
Unit Composition
  • 3 Ursarax
  • Two lightning claws*
  • Volkite incinerator
  • Lorica Thallax
  • Utan jump booster
  • Frag grenades
Unit Type
Special Rules
  • Bulky (2)
  • Feel No Pain (6+)
  • Stubborn
* An Ursarax with two lightning claws gains two additional Attacks. These additional Attacks are not included in the characteristics profile above.
  • The Ursarax Cohort may include:
  • - Up to 6 additional Ursarax
    +45 points per model
  • For every three models in the unit, one Ursarax may exchange their two lightning claws for:
  • - Two power fists
    +15 points per model*
*An Ursarax with two power fists gains an additional Attack.
Melee Type
Weapons with the Melee type can only be used in close combat.

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.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.

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.

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.

Plasma blaster18"74Assault 2, Rending (4+), Gets Hot

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.
Power fist

Power fist
Melee, Unwieldy, Specialist Weapon

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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.
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)).
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.

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

Utan Jump Booster

Though of similar purpose to the more common jump packs in use by various branches of the Imperial military, the Utan jump booster makes use of toxic propellant to provide a boost to its lift capabilities. Such fuel would normally be deadly to any user, but the Utan is designed to be used in conjunction with automata like the Arlatax, which suffer not at all from the foul clouds that are emitted from the unit.

A unit composed entirely of models with Utan jump boosters may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, the unit ignores terrain while Moving and Charging. A unit that ends or begins its movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Utan jump boosters, and treats all Difficult Terrain as Dangerous Terrain.

A unit composed entirely of models with Utan jump boosters may not Run. During Reactions made in any Phase, a unit composed entirely of models with Utan jump boosters may not activate them to gain any bonus to their Movement Characteristic. Any model with an Utan jump booster also gains the Deep Strike special rule. Additionally, models with an Utan jump booster may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their Unit Type and their size due to the Bulky (X) special rule.
Two lightning claws

*When a model is equipped with two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.

Lightning claw*
Melee, Shred, Rending (6+), Specialist Weapon

Instant Death
Even though some warriors have multiple Wounds, there are several kinds of weapons in the 31st Millennium that are powerful enough to kill them instantly. If the Strength Characteristic of an attack is at least double the Toughness Characteristic (after modifiers) of the target model, the attack gains the Instant Death special rule.

Instant Death: 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.

This short range weapon requires a sizable charge of energy and is easily dodged if the target has not been restrained prior to the attack.

A weapon with this special rule may only target models with the Infantry Unit Type, and a model attacking with a weapon with this special rule makes only a single attack (regardless of any other factors).
Volkite incinerator
Volkite incinerator (Ranged)
Assault 2, Deflagrate
Volkite incinerator (Melee)
Melee, Instant Death, Prisoned
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