Thursday, November 20, 2025

Horus Heresy 3e Review: Invictarus Suzerain Squad

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

Background.
These are the Lords of Ultramar and destined for higher things. They are the elite and marked for command in the future. For the moment though, they are learning everything they can about warfare from multiple angles, but mostly chopping with axes, shielding, and otherwise glittering in starlight as their armour inspires all around. 

Strengths. 
WS=5 and A=3 makes for a very reasonable stat line overall, and they come native with Legatine Axes and Argyrum pattern boarding shields which makes them something of an elite boarding squad. The 2+/5+ save is excellent. 

The also create a large bubble with which other squads nearby can use their advanced characteristics for tests to remove tactical statuses (so long as the Suzerains are not under the effects of tactical statuses). 

Weaknesses. 
A high, but justified points cost here. You will want to use them offensively as much as possible which means getting them to where they need to be; and maybe also as ablative wounds for significant characters. 

Builds.
5 Suzerains, 2 Thunder Hammers (195 points). 
A basic squad with a mix of axes and hammers. I am not sold on plasma pistols here (they won't get that much use if you play the squad well), but I guess take them depending on your tastes. 

10 Suzerains, all with Thunder Hammers (425 points).
Again, plasma pistols (two of them) to taste here. This is the maximum squad. It is cheaper than second edition.

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