Tuesday, April 28, 2026

Horus Heresy 3e Review: Sekhmet Terminator Cabal

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average mainly and flexible for the points cost paid.

Background.
Scarab Occult Terminators to those outside the Thousand Sons legion, and standing apart from those even within the legion. These are a band of psykers who hold their minds in the highest enumerations and in battle appear to be so precise as to be automata ... perhaps foreshadowing the fate of some of their members. 

Strengths. 
WS=5 terminators with Achea pattern force swords and Vanguard (3). 

There's build options here not only in terms of equipment but also the Arcana. I like Pavoni here, I have to admit. But don't let me put you off selecting others, as many of them are going to work depending on your plan for the unit (tank killers, infantry hunting, etc). 

I'd be thinking about a grenade harness as an almost auto-upgrade, but beyond that it depends how you are dedicating them. Lightning claws (especially single ones) are not my favourite. The odd thunder hammer and chain fist could certainly be useful though. The reaper autocannon is very nice (think: Corvidae especially). 

Weaknesses. 
They don't have access to asphyx weapons. But perhaps you can claw some of this back with careful thoughts about Arcana. 

Builds.
5 Sekhmet, grenade harness (255 points).
The base build. Works nicely with Pavoni if you don't have another purpose in mind. 

5 Sekhmet, 5 combi-melta, 2 chain fists, grenade harness (325 points).
Tank hunting or a distraction carnifex. Take Raptora perhaps. Expensive realistically though.

10 Sekhmet, 2 Reaper Autocannons, grenade harness (510 points).
Corvidae. Possibly a lack of friends as well (doubly so if you have a squad of heavy support marines with autocannons) - you've been warned. 


Monday, April 27, 2026

Horus Heresy 3e Review: Prosperine Sorcerer

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. A bespoke sorcerer with pre-defined powers at S+1. Effective enough!

Background.
Arguably reckless practitioners. These are the sorcerous cabals of Prospero. Effectively the men of these cabals are walking artillery in a psychic sense. They flick lightning bolts, fireballs, and blink tornadoes into existence to do some mighty damage and in the aftermath of the Space Wolves destruction of their home, they only got worse. 

Strengths. 
They come with a Prosperine Spirit Stave. This is a force weapon with AP=3 and initiative+1. However, the special rule here is very cool. You get S+1 on any ranged or close combat psychic weapon that you conjure thanks to the staff. 

The get access to Biomantic Slam (biomancy); Wildfire (pyromancy); and Immovable Force (telekinesis). That is all they get though. 

Weaknesses. 
They don't get the usual Arcana. They're stuck with a very limited set of psychic powers. 
It is also disappointing that there are not options for jump packs or bikes / jetbikes. [Or dare I say Discs of Tzeentch later on if you get super heretical]. 

Overall.
For the points cost you pay, this is a reasonable transaction. Since you can only have a pistol upgrade, I don't think its worth talking about build here. You will need a transport solution though.

Sunday, April 26, 2026

Horus Heresy 3e Review: Magistus Amon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4/5 stars. Strong psyker praetor. 

Background.
The one time tutor to the Thousand Sons' Primarch, Amon served as both equerry and emissary during the Great Crusade. He was really the lead in the legions intelligence gathering unit though. Post Prospero, he became an embittered individual and felt very cut off from his brothers.

Strengths. 
Amon has a praetor level stat line and some interesting weapons which are mainly based around poison. The ranged weapon fires random number of shots at short range to cause not only poison, but also stun and breaching. He only has one shot with this though. Boo. The melee weapons is also poisoned, but at 2+ with AP=2 which is nice. 

As a psyker, he comes with Divination and Telepathy built in which is more than a reasonable combination. 

The icing on the cake though has to be infiltrate to within 9 inches. This is outstanding and makes for an excellent turn 1 ranged attack and some psychic powers at the ready as well. 

Weaknesses. 
Poisoned and one shot on the ranged weapon isn't the best, but at least it is interesting!

Overall.
Worth the points and makes for an interesting alternative to Ahriman overall. I really like the infiltrate that he has going on.

Saturday, April 25, 2026

Praetor Challenge: World Eaters Jungle

Welcome Praetors! 

It is the start of the World Eaters turn on a jungle planet replete with Eldar ruins and hostile native flora, and dead megafauna. Once thought to be worthy of joining the Imperium, it is now fought over for scarce resources. 

The loyalist World Eaters need to optimize this turn. What should they do?




World Eaters Force:
Despoiler Squad: 8 strong, sergeant with power sword, vexilla.
Praetor (unwounded): Power fist, archeotech pistol.
Veteran Assault Squad x8, sergeant with falax blades, 1 power maul.

Iron Warriors Force:
(right of frame) Tactical Squad x10 (sergeant with power fist and plasma pistol), bayonets, vexilla.
(left of frame, north of rhino) Tactical Squad x10 (sergeant with power fist), chain bayonets, vexilla.
Rhino (full hull points) with havoc launcher.
Heavy support squad in terrain, 5x las cannons, augury scanner. 

Where are the World Eaters moving to, shooting at, and charging into? Are they worried about reactions? Are they going to deploy (advanced) reactions of their own? Over to you, Praetor. 

Friday, April 24, 2026

Horus Heresy 3e Review: Ahzek Ahriman

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. The quintessential psyker level praetor. 

Background.
He who would eventually curse the Thousand Sons legion to become dust and magic is both the first and the final chief librarian of the Thousand Sons legion during the Heresy. He is a superlatively talented and strong psyker and the arch-magister of the Corvidae cult within the legion. Let alone Magnus' pupil. 

Strengths. 
A suitably praetor like stat line combines with the Corvidaean Sceptre which is a force weapon providing native AP=2 and enhanced strength and initiative to cause some critical hitting damage. Being blunt: Ahriman is no slouch in a close combat situation and this is often underestimated by opponents. 

He is, of course, a psyker as well. He comes with Divination and Thaumaturgy built in along with Corvidae Arcana which we would expect given that he is the arch-magister of the Corvidae. 

Weaknesses. 
For what you are getting, Ahriman is excellent overall in my opinion which is why I am giving 5/5 stars. The points cost is about right, and everything slots into place nicely. Sure, he could do with a better side arm than a bolt pistol, but you have psychic powers so what do you care?

Overall.
Take him with an escort and a transport if you wish, or just zip around the battlefield with some telekinetic enhanced antigravity action. Ahriman is excellent for the points. 

Thursday, April 23, 2026

Horus Heresy 3e Review: Magnus the Red

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong, but you need to remember what he can do with all those psychic powers knocking around. 

Background.
Unique among his brothers for his unrivaled psychic potency and potential, it has long been held as truth that Magnus met his Father long before their physical encounter. Driven by a desire to not merely liberate humans from oppressors, but to literally bring light of reason to his conquests, it is this flaw and thirst for knowledge that would ultimately be his downfall. Of all his brothers, I feel that Magnus got the second most raw deal (behind Angron) and unlike almost all the traitors, his fall could well have been averted but he left the Emperor with little choice to make an example in an analogous way to the Word Bearers. Did he do wrong? Yeah. He did. But with the best of intentions. And thus the path was laid.

Strengths. 
On the stat line, Magnus has 11 in Willpower as you might expect, along with WS=7 and 6's elsewhere which makes him slightly average in a fair fight. But he's not going to fight fair. 

You can upgrade him to have 2 psychic disciplines from the main book (all are viable, but see my Psychic Powers review here). I suspect many players will default to Biomancy and Divination to make Magnus really offensive - he doesn't have to be though. In addition, he also has all of the Arcana from the legion rules. This gives massive flexibility of course - at the price of trying to learn and know which powers do what and when to play which of them!

Battle of Wills as the gambit is okay - you gain a bonus to focus equal to the differential between your willpowers. Magnus will always come out on top here, but the question is by how much. 

Interestingly, Prime Upgrade bonuses for Sire of the Thousand Sons are for unit with arcana which makes this much easier to fill than many other legions (generally). Until the end of turn 1, they also roll 3 die for manifestation checks and select any 2 of them. This gives your whole army a strong turn 1 boost - especially for positioning if you need it. 

The blade of Ahn-nunurta gives you access to AP=2 at S+1. He's not winning combat without psychic powers against his brothers in all honesty. The psyfire serpenta is actually a really nice AP=2 side arm that you shouldn't underestimate (or forget to shoot). 

Weaknesses. 
The points cost is high, but Magnus can do lots of things in third edition. You just have to choose what and remember all of those powers that he potentially has access to in order to optimize him each game turn. He will lose to most of his brothers in a fair fight, so you will need to psychically boost him to have a chance. You do have access to Shrouded innately at 6+ which will help him survive as well. 

Overall.
Good overall, expensive, and very flexible with the added boon of being a real army wide enhancer on the first turn. Build him how you like, and take on whatever role you want. Presumably very front footed and attacking. You will have a good time, but not necessarily win all the time. 
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