Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are great.
Background.
More a mobile artillery platform than an actual combat unit, the Thanatar is a force to be reckoned with. Other than the plasma weapon originating on Ryza, little more is generally known about their backgrounds save rumours about where the Calix variant hailed from (within the sects of the mechanicum itself).
Strengths.
Incredibly, the toughness and strength is 8, with 10 wounds, combined with a 2+ and 5++ saving throw. Importantly, the BS is 4 here, even though the WS is only 3. Firing protocols and firestorm are nice too.
The basic armament are shock chargers and twin mauler bolt cannon. The latter pumps out 6 lots of S=6 for both pinning and shred each turn. Very respectable.
You also have to select one of two configurations.
The Cavas configuration provides a plasma mortar. This is a nice large pie plate with ordnance on range, breaching and barrage for S=8 and 2 damage, but only at AP=4.
The Calix configuration gives a Sollex heavy-las and graviton ram. Of course, the graviton ram is nice in close combat with armour ban, AP3 and 2 damage. Given the base S=10 for these attacks, it will be collapsing rhinos with ease. The heavy las is also S=10 for 2 ranged attacks. Ordnance on damage, shock, suppressed, and armour bane all rolled in with native AP=2.
The choice between them is therefore whether you want significant cover fire, versus something a bit more targeted and close combat orientated. Both are viable.
Weaknesses.
WS is three, but presumably you don't care. They also explode, so watch out.
Builds.
Thanatar Cavas (225 points).
Sit back and fire.
Thanatar Calix. (245 points).
More focussed hits and close combat potential. But you have to get there with a movement rate of 6.

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