Tuesday, November 11, 2025

Horus Heresy 3e Review: Contemptor Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Iconic and totemic for the Horus Heresy game. 

Background.
A relatively recent design by the beginning of the Heresy, the contemptor features a massively efficient power plant that enabled increased power flow and hence the ability to be very agile and carry massive weapons. They do, however, have a tendency to go boom when they die due to all that power build up. They remain, however, a complete talisman and icon of the game. 

Strengths. 
S=7, T=7, 8 wounds and only really lacking in the Intelligence department curiously (I guess that is what happens due to being inside one for a long time?). 

There is a strong array of set ups available here. The only real question is what battlefield role the player wants out of the dreadnought? 

Close combat (and probably via a drop pod) = take double fists or chain fists.

Ranged only = take the same weapon twice if you wish, but at least take 2 weapons with similar ranges. 

Mixed = one fist and one ranged weapon and sally forth happily.  

Weaknesses. 
The explosions can hurt if you are too close, but they remain 5/5 stars from me and the points cost is good for what you are getting. [Aside: I remain surprised that 3rd edition kept the stat line rather than revert to first edition armour values, but I guess we cannot have everything].

Builds.
Contemptor with dual power fists, 2 heavy flamers (170 points).
Close combat variant baseline. Take a havoc launcher if you absolutely have to retain some minor ranged threat. 

Contemptor with 1 power fist, 1 chain fist with melta gun (175 points).
Close combat with anti-tank built in. Graviton guns work here as well.

Contemptor with 2 Kheres Assault Cannons (180 points). 
Lots of dakka. The auto cannons aren't too bad an option either. The volkites are more anti-infantry in pairs though (and yes: I like them in pairs because the rule for volkite is always to go big). 

Contemptor with 2 Melta Cannons (180 points).
The anti-tank solution. 

Contemptor with power fist, Twin Las Cannon (170 points). 
Long range threat combined with close combat potential. The plasma cannon option is also appealing here. Take a bolt cannon if you are sporting and short on points. 

Contemptor with power fist, Conversion Beam Cannon, Havoc Launcher (180 points).
Overlapping threats from all sorts of weapons.  


Monday, November 10, 2025

Horus Heresy 3e Review: Rylanor the Unyielding

Warpstone Flux Rating: 
⭐️⭐️
2/5 stars. The rules are below par. 

Background.
Rylanor fought alongside the Emperor himself and bore the legion standard besides Fulgrim during the Great Crusade. Critically injured by the Eldar, Rylanor was interred in a contemptor suit with the battle honours of Thule and Roma still etched on its casing. Therein he served loyally as the Ancient of Rites and oversaw new recruits enter service. His loyalty was rewarded by betrayal at Isstvan III where he became a living icon for loyal Emperor's Children - and also a priority target for the traitors. News of his death was frequently over-rated. 

Strengths. 
Rylanor has the same stat line as a regular contemptor, except that he has a maximal value for Cool. He comes standard with a Kheres assault cannon and power fist with heavy flamer. 

Beyond this, his only other distinction is that he can make and receive challenges in combat so long as his opponent is Fulgrim (daemon prince version or mortal version). 

Weaknesses. 
For the loyalists only. Obviously.

If we add up his points value cost versus a standard contemptor with the same load out, it clocks in at 10 points more expensive. In other words you pay 10 extra points for the ability to challenge and the Cool boost. I honestly don't see this as worth while. 

Overall.
My overall star rating reflects the issue with the points value. I felt he was similarly over-costed in First Edition as well to be candid. There's just not enough special rules or variances in there. Hence he's only going to see play in fluffy loyalist lists, or Isstvan III related narrative battles. 


Sunday, November 9, 2025

Horus Heresy 3e Review: Kakophoni Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are good enough, but only for traitors!

Background.
As they slipped toward damnation, new formations arose within the Emperor's Children. Besides the surgical augmentations that some opted for, the Kakophoni were not only an embodiment of the rapidly degenerating legion, but also the precursors to the noise marines later on. They wielded psycho-sonic weapons fused of xenos technology, imperial know how, and daemonic taint. Their total damnation to Slaanesh would follow.

Strengths. 
With sonic shriekers as standard and the Cacophony, these are the proto-noise marines. The cacophony is quite good really, with a long range and S=6, they also stun and cause critical hits. The AP and damage isn't so good against marines though. So treat them as a plasma cannon alternative. 

Weaknesses. 
Traitors only. 

Builds.
5 Kakophoni, Orchestrator with Power Fist (165 points).
The power fist is not necessary unless you want a buried fist to provide a threat. The only other "upgrade" is more members in the squad. This is good to take overall and I think a max squad of 10 can be very good to run. Treat them as heavy support and you will be doing well. 


Saturday, November 8, 2025

Horus Heresy 3e Review: Palatine Blade Squad and Aquilae Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, and the traitors arguably slightly better. 

Background.
These men were the elite swordsmen of the Emperor's Children. More strictly, they were a fraternity belonging to an elite duelling club within the Emperor's Children. With the direction and discretion of the lord commanders, they were fielded in their own units to serve as an example of what everyone else should live up and look up to become. 

Strengths. 
Vanguard (3) as standard is powerful and not to be overlooked which is why I am stating it up front. 

Legacies gives the option of swapping the standard Palatine Blade for a Phoenix Rapier, in addition to the options of a phoenix power spear. This is largely a matter of taste (and also modelling aesthetic). There's nothing wrong with the palatine blade (breaching at 5+ and duellist's edge at AP=3 is great). Depends a little bit if you want the damage impact from the other options which is nice - I can genuinely see arguments both ways. 

The stat line is solid with 2 wounds and 3 attacks at WS=5 each. They also have a native 2+ armour save. 

The Aquilae squad is the same, but with wing, and the potential to take power weapons (stick with the palatine blades I'd suggest). 

Finally, traitors have the options of sonic weaponry. The shriekers are valuable for preventing reactions, but I don't think the lances are a top priority pick. 

Weaknesses. 
They're a little bit lacking in the advanced characteristics department, so I would certainly recommend pairing them up with a command or high command character to ensure that they don't get crushed immediately. 

Builds.
10 Palatine Blades (305 points / 360 points).
The slash for the points cost is for the basic squad versus the jump pack Aquilae squad. 

10 Palatine Blades, Traitors with Sonic Shriekers (355 points / 410 points).
Same as above, but with sonic shriekers for the traitors among you. The shriekers are great at preventing reactions and have genuine potential to swing the combat and possibly a game. A very strong reason to play traitor Emperor's Children overall!

Friday, November 7, 2025

Horus Heresy 3e Review: Sun Killer Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good. 

Background.
The elite of the heavy support units within the Emperors Children were known as the Sun Killers. Trained in energy weapons their role was to seek out monstrous enemies and heavy tanks and eliminate them. On occasion, they also provided cover fire to ensure a tactical withdrawal for their brothers when ordered. Any record of their failure was rumoured to be expunged on the orders of Fulgrim himself, and thus there was a lot of inter-unit competition between these men for glory. 

Strengths. 
A Legacies unit that really should be in the core rule book to my mind. Firstly, these marines have the designated quarry special rule which yields BS+1 for one turn against your chosen enemy that has the vehicle type. This is good overall. 

They can be customized with a choice of 4 different weapons. Las cannons come recommended as your baseline entry. Multi meltas are reasonable, but suffer from shorter range and that is an issue. Plasma cannons are solid, especially for light transports. Volkites are appealing for anti-infantry action. But you have to pick all the same weapon. 

Take the augury scanner to see through shrouded as standard. 

Weaknesses. 
Heedless means that they won't be taking any objectives any time soon. Sorry. 

They are also slightly worse in third edition as they cannot bring their own defence wall (sadly) and don't have a native BS=5. But I'll live with it given the massively reduced points cost! 

Curiously, this squad comes under Elites in third edition. 

Builds.
5 Sun Killers, all with Las Cannons, Augury Scanner (200 points).
The baseline option. Take more members if desired. Swap out for Plasma Cannons where desired. 

10 Sun Killers, all with Multi Meltas, Augury Scanner (375 points).
Take a transport and go hunting. 

20 Sun Killers, all with Volkite Culverins, Augury Scanner and Nuncio Vox (535 points).
The rule of thumb for volkite is to go big. This remains true in third edition. And here we have an exemplar of this in action that will be very likely to cause damage when positioned well. I might be tempted to take the vexilla here along with a melee weapon for the sergeant as well. 

Thursday, November 6, 2025

Horus Heresy 3e Review: Phoenix Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good. 

Background.
As the honour guard to Fulgrim himself, the Phoenix Terminators were an elite cadre within the Emperor's Children. As might be expected, they have pushed martial excellence to a higher level than most and were about to pull off feats that others might only dream to aspire to.

Strengths. 
Double wound terminators (and the vital WS=5 and T=5) armed with the standard phoenix power spear.

The Skill Unmatched rule here allows them to flip flop between choosing the perfect strike (gain a pip of WS to strike) and the perfect guard (gain a pip of WS when being struck by others). This really allows some customization of what you want them to do (slice and dice, or generally protect whoever they are escorting). 

The ability to take sonic shriekers, sonic lances, and grenade harnesses is similarly excellent. 

Weaknesses. 
They come as retinues, but I don't see this as a major negative to be very honest. 

They also lack in the ranged department. But again: this isn't a true negative if you are playing them like they should be played: aggressively and with intent. 

Builds.
5 Phoenix Terminators, Grenade Harness (205 points).
There are not many options here. In fact, there's only really the option to add more members to the retinue which is generally worth it. 
If you are playing a traitor force, you get the added option of sonic shriekers (take them!) and sonic lances (more to taste). I really favor the former for denying any reaction counter measures to you charging in - very much worth the points cost. I'm on the fence about the sonic lances.

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