Sunday, November 30, 2025

Horus Heresy 3e Review: Mortus Poisoner Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The access to Alchem Flamers is good - but you have to upgrade to these. 

Background.
Within the Death Guard, the Mortus Poisoners were a cadre belonging to the Destroyer companies. Their point of differentiation from their brothers was to carry more, and more toxic chemicals on to the battlefield than even the Death Guard would usually prefer. Accordingly, to be assigned to the Poisoners was something of a condemnation and a sentence passed for disobedience, censure or similar. The members were inevitably subjected to a slow demise thanks to their munitions. Yet there were certainly some for whom this was far removed from a sentence and something they actively enjoyed. 

Strengths. 
This is a squad that has rad grenades as standard. Beyond this though, the real strength is in the upgrades that you can take. 

Firstly, you can take "true grit" in the sense of bolt gun bolt pistol, and chainsword for all eventualities. This is probably not worth it. Nor are the bayonets or chain bayonets. 

Flamers and alchem flamers are where the action is at here. Plus the heavy alchem flamer per 5 models. Power weapons, power scythe, phosphex and melta for the Master are all good options. And the vexilla and other standard upgrades won't hurt either. 

The way to run this squad is therefore as a close range flame unit. They can be backed up with bolt pistol and chainsword too which is very attractive for close combat work. 

Weaknesses. 
Funamentally they are standard 3+ save marines. The question is whether you want an actual destroyer squad or these marines. The foundational way they are better are through the alchem flamers. And it is for this reason that you should really be taking them - the 2+ poisoned rule is very strong. You shouldn't take them without upgrades. 

Builds.
5 Poisoners, 5 Alchem Flamers (80 points).
A surprise chemical flamer unit. The first time an opponent is hit by these chemical flamers will be a surprise. 

5 Poisoners, 4 Alchem Flamers, 1 Heavy Alchem Flamer, Master with Phosphex Bombs and Power Scythe (113 points).
A heavy version of the above with close combat readiness. Take Vexilla to taste. 

10 Poisoners, 8 Alchem Flamers, 2 Heavy Alchem Flamers, Chain Swords All Round, Vexilla, Master with Phosphex Bombs and Power Scythe (237 points).
The fully kitted out unit with flamers and close combat extra potential. You could, of course, just ditch the chain swords and go full flamer, and who could blame you. Take an extra 5 members for fun if you're not taking a rhino or other transport. 

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