Wednesday, August 12, 2026

Horus Heresy 3e Review: Venenum Assassin

Warpstone Flux Rating: ⭐️⭐️ 1.5/5 stars, rounded up due to the template weapon. Occasionally useful. 

Background. 
Masters of toxic alchemy and recruited by the Clades to become assassins by means of poisoning their enemies. They are supposedly the most successful clade of them all. Narratively speaking that makes a lot of sense. On the battlefield, this is a gross miscalculation. 

Strengths.
The toxin ejector weapon is a template with breaching and poisoned (with armour bane as well, which I found odd). At least is it S=5 which gives a nice shooting attack that could be useful. 

The poison globes are Alpha Legion inspired with a one use small blast with 3+ poisoned, and panic. The AP is 3, and the damage is 2, so it will hurt regular space marine squads at least.

In close combat the Hookfang gives rending and precision, but also the The Venum special rule. And this one is interesting. Every subsequent round, make a T test or take further wounds. The could, in the right circumstances, result in a board removal even after the assassin has been dealt with. But to make the most of it, I suspect players would have to reduce their opponent to one or so wounds remaining, which might not happen to be honest. 

Beyond this, they never suffer phage on toughness which is niche and have infiltrate and shrouded. 

Weaknesses. 
Another assassin that doesn't quite make the mark for me to be honest with readers. The template weapon is nice enough and should hurt, but I just can't see how this assassin will make their points value back. 

Builds.
There are no builds to discuss.  

Tuesday, August 11, 2026

Horus Heresy 3e Review: Vanus Infocyte Assassin

Warpstone Flux Rating: ⭐️ 1.5/5 stars, rounded down. It still doesn't do it for me. 

Background. 
Combine the Alpha Legion with the Raven Guard and throw in a bit Mechanicum and you have an Infocyte. These assassins are the masters of manipulating things from behind the scenes whether it be direct control, or coercion based on secrets they've found out about the target and urge them onward. After all, the best assassin is the one that gets others to do the dirty work for them. 

Strengths.
The Vanus is a battlefield manipulator (manipulatrix?). The core idea here is they they are intercepting enemy signals and modifying them. And to some extent, the rules back them up. They get access to two advanced reactions. The first (Auspectre) allows them to reposition a flyer coming in from reserves anywhere along the edge. The second (Signus Shunt) can suppress or pin a unit coming in from reserves. The first is very situational, the second is much stronger, but also needs the enemy to be using reserves. 

The laspistols are meh. The synaptic dataspikes are at least useful in close combat with rending, precision, shock, I+1 (i.e., I=6) and 2 extra attacks. This is almost better than some other clades (but not truly - whilst the Adamus is jealous, they do have helpful rules in close combat which the Vanus does not). They can also disengage at will and has infiltrate, as well as shrouded to help keep them alive. 

Weaknesses. 
I want to like them more than I do. I would really like them to be able to somehow interact with voxes across the battlefield somehow (not sure how - just to be clear). Or to sow some kind of deception more broadly (swap around two units at the point of deployment?). Then the Vanus would be well worth it. As it stands, the points cost is simply not worthwhile taking in my view, but feel free to disagree. 

I do like the model though - just to be clear!

Builds.
There are no builds to discuss.  

Monday, August 10, 2026

Horus Heresy 3e Review: Eversor Assassin

Warpstone Flux Rating: ⭐️⭐️ 2/5 stars. The frenzon rage will ultimately kill them if an enemy doesn't. 

Background. 
Implanted with sensors. Beefed up on training. Administered with frenzy in chemical form. Held in a state of uncaring wrath. Drop inserted from orbit. If Khorne had an assassin it would be an Eversor. In fact, the loyalists of the Imperium are lucky to have them. I guess its just an expression of the grim dark nature of the Imperium of man. 

Strengths.
The executioner pistol has both a regular bolt pistol, combined with a needle pistol secondary which gives poisoned on a 3+ and also pinning. Combined, they can give a status and probably a wound before contact in close combat which is where the other strengths lie. 

The neuro-gauntlet gives rending and poisoned both of which are excellent along with 2 damage at I=6 and S=5 with AP=3. Good enough to take out marine sergeants and similar as well as posing issues to the rest of the squad. The Frenzon rage gives a gambit that must be used for +3 focus but takes a wound for rolling 1's to hit. 

Infiltrate and reaping blow are good to have and shrouded and move through cover will help along with eternal warrior. 

Weaknesses. 
I think that they should have deep strike to be honest!

The self inflicted wounds from the frenzon rage will soon see the assassin leave the board to be very honest, and this makes the assassin a problem. But, at least they explode when they die and might take some with them! Its just not enough to let me give them more than 2 stars though. Sorry!

Builds.
There are no builds to discuss.  

Sunday, August 9, 2026

Horus Heresy 3e Review: Culexus Assassin

Warpstone Flux Rating: ⭐️⭐️ 2/5 stars. Thematic, and would get higher star rating against psykers. 

Background. 
Members of this assassin clade possess the Pariah gene, but at an incredible level. Even being near them can give ordinary people a bit of the shudders. The clade gives them the ability to switch on and off this ability and enhance it to obscene levels, whilst also training them physically to be formidable. 

Strengths.
The same stat line as Adamus, with willpower boosted to ten. 

The main weapon here is the Animus Speculum template. This comes with breaching, panic and psy-shock. At S=5 this is a good template regardless of psy-shock, but will really come into its own against enemies that can be affected by it. 

They also have limited use (3) psyk-out grenades which can be used in close combat and come with a wealth of special rules including aflame, rending, precision, and breaching. With S=5, AP=3 and 2 damage, these will slaughter regular space marine squads which is good for an assassin. 

In addition, the Culexus also has a bunch of special rules including infiltrate, anathema, ex-oblivio, infiltrate at 9 inches, and shrouded to name but a few. The unique one here is Etherium which in third edition reduces the incoming unsaved wounds by 1 (to a minimum of 1) helping keep them alive. 

I can see a strong case here for this assassin to be a backline disruptor and destroyer. Put them down near a heavy support squad and they will be able to cause havoc before they perish outside of challenges. 

Weaknesses. 
A strong combination of rules exist here, but to make the most of them, the enemy needs to be psykers or malefic. This means that they're best against armies like the Thousand Sons and certain Word Bearers builds. Outside of this, they can be a bit average. And if they were infiltrated next to a heavy support squad, they'd still make a juicy target for them, and I'd be challenging them in a challenge as a direct way to nullify most of their potential. 

Builds.
There are no builds to discuss.  

Saturday, August 8, 2026

Horus Heresy 3e Review: Callidus Assassin

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Masters of confusion and thematically well done. 

Background. 
Chaos and confusion incarnate on the battlefield! In large part this is thanks to the polymorphine compound that this clade has become synonymous with. If you've ever played Dungeons and Dragons, then you'll know that this substance is the future equivalent of a polymorph self spell. The assassin use this compound and then poses as enemy commanders (or similar) to sow said chaos, revealing themselves at the opportune moment. 

Strengths.
The same stat line as Adamus, but gets better infiltration to 6 inches which is remarkable in itself. The neural shredder weapon is a template that causes pinning which is a very nice opening volley for the assassin. They also have poison blades which are short range (12 inches) with 3 shots. Nevermind its strength, it has poisoned and precision at 3+ along with breaching at 4+. It is, however, one shot only. This is a killing opening volley unlike the pinning template from the shredder. 

The main melee weapon is the phase sword. This goes at I=7 and has AP=2, along with precision, rending and a new rule which is Bypass on a 6+. If when wounding you roll the number in question, then the target gets no saves of any sort. This is quite amazing really, but might not be enough for the toughest of opponents. 

Two further rules help out a lot. The polymorphine means the assassin cannot be shot at or charged at until it has already attacked or been attacked. The only way for the enemy to do this is with an Intelligence test within 3 inches. Secondly, the assassin causes stunned when they first charge.  

Weaknesses. 
I quite like the combination of rules here as they will cause damage and can get a good part of the assassin job done. As with other assassins, they won't take out entire squads, and they are squishy with T=4 and a 4+ save (but do note the other assassin special rules to help keep them alive). I actually think this is one of the stronger assassins due to the native AP=2 (along with the Vindicare). Worth taking.

Builds.
There are no builds to discuss.  

Friday, August 7, 2026

Horus Heresy 3e Review: Adamus Assassin

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Despite being a sword master, the launcher weapon is equally valuable.  

Background. 
These assassins are the tradition blade masters of the clades. They are sword masters supreme and have a bit of martial regality about them if I'm reading the background correctly. 

Strengths.
As with almost all assassins, they have 5's in WS, BS, and I, 4's in S and T, and 3 wounds coupled with 10's in leadership and cool. The 4+ in both kinds of saves will help keep them alive a little longer too. 

The Adamus comes with a needle spine blaster which can be shot like a bolt pistol, or like a launcher (one shot only). The launcher gives 3 shots at S=6 with a range of rules that are extremely valuable once the assassin closes in with their blades. These include phage on toughness, as well as breaching and precision to try to ensure that you cause some damage on the way in. 

The Nemesii Blade has had a glow up compared to the previous edition and is now natively AP=2 with critical hitting and shred. This should pose a threat even to terminators - doubly so if they have had their toughness reduced through phage. 

The Nemesii Grenades are a defensive measure to provide a disordered charge when the assassin is moved against. And if the charge move is completed, then count that charge as going over dangerous terrain too This is quite nice.

Death's Artisan gives access to the Mirror Form gambit (but why have 2 names for it!). The player MUST select this gambit though and anything that prevents this is over-ridden. This means always hitting on 4+ regardless of WS comparisons. The assassin can always strike back in the round they are reduced to 0 wounds even if they don't have the advantage. 

Weaknesses. 
Nice in one-on-ones with a good chance (well, at least 50% perhaps) of hitting, although wounding with S=4 may be a worse problem unless you used phage earlier. AP=2 will certainly help with them being deadly though. Infiltrate and shrouded will help you get to where you need to be early in the game too. But with T=4 and 3 wounds with a 4+ save, there is vulnerability to massed incoming fire (bit of a waste given the rules and reactions possible) and challenges against Praetors will certainly be entertaining and deadly quickly. 

Builds.
There are no builds to discuss.  
Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries