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Sunday, October 25, 2026

Horus Heresy 3e Review: Tech-Thrall Covenant

Warpstone Flux Rating: ⭐️ 1.5/5 stars, rounded down. The rules are poor and points cost not worth it. 

Background. 
Not servitors so much as cyborgs, this is the fate that awaits the regular population of a Forge World should they offend their masters. Or, your know, when the need arises possibly as well. Simply put, these are expendable troops. 

Strengths.
Human cyborgs of the grim Lacrymaetra. They have a 5 in toughness and 12 in cool, but that's about the only thing I have to write home about. 

They are expendable, and don't suffer leadership tests in the same way as others except in terms of panic. Feel no pain is handy, but hardly an advance on the 6+ native save. 

For armaments they have a las lock with throws out S=4 ranged hits. It is okay. 

At best, this is a tar pit unit and a distraction. 

Weaknesses.
Lots of weaknesses here realistically. The 2's in both WS and BS are massively problematic. S=3 and I=2 means they don't stand up in combat. The 6+ save is pathetic. They need boosted to even get a basic job done. And they move only at a rate a 5. They just can't do things other than serve as a screening unit. Even a non-augmented unit of mortal humans could probably do better. I question the Mechanicum's vision here. 

The real problem here is the points cost. A unit of 10 costs the same as a space marine squad and they are nowhere near as effective. The poinst cost needs to be halved for me to roughly change my rating for this squad. 

Unfortunately therefore, my view is that this unit is simply not worth the points cost unless you want a really fluffy army. 

Builds.
20 Tech-Thralls (200 points). 
A large screening unit that you need a magos or arch magos with to get to function at an acceptable level. Honestly not worth it. 

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