Friday, August 14, 2026

Horus Heresy 3e Review: Vindicare Assassin

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Useful, if a bit points cost expensive.

Background. 
These are the marksmen (and women) supreme. They position themselves with a good vantage point and then pick out their chosen target to be taken out at range. And that range is incredibly large. 

Strengths.
BS=7 is incredibly strong here given that it offers a 2+ to hit at range, and a 5+ critical hit chance. And it is better than some Primarchs too. 

The main weapon is the Exitus Rifle. This has a superlative range of 100 with S=7, ordnance on AP (which means AP=2 if you stay still, which you should be doing anyway) and 2 damage. It comes with precision at 2+ for your sniping needs too. My only complaint here is that it is only 1 shot which is a bit sad. But. It does interact with the Deadshot special rule nicely. As well as never making snap shots, the controlling player also ignores shrouded if they stay still, and gains access to a further rule of their choice: murderous (5+ and ignore Eternal Warrior), Shred at 5+, or Shock to provide pinning, suppressed. You're already getting pinning natively on the rifle, so I'd imagine shred and murderous are where you at at here. 

The pistol side arm is 3 shots at S=6 with precision and a very tiny range. But this also interacts with Deadshot as well. So stay still and let them come to you. If needed, the assassin's blade is your melee weapon for breaching on a 6+. Let's hope it is not needed. I think the goal here has to be to set up on as tall of a terrain piece as you possibly can without wobbly model syndrome to command a view all around. Or hog a particular firing lane if all else fails. 

The Vindicare can take out key elements of the opposition's armour if needed, ranging from sergeants, to other members of a squad who may hold valuable equipment. Hopefully this is a one-shot and done proposition. Of course, the temptation is to go for bigger game. But with 2 damage being caused, you need to think hard about your targets. Praetors can survive this. You might gamble on Deadshot's shred on 5+ to up the damage to 3, in which case you get critical hits as well. Hence you have the potential to cause 4 wounds if you're feeling good about rolling a 5+ per turn. That is certainly enough for most models short of Primarchs or lacking Eternal Warrior. But hey, no doubt the target has an invulnerable save to worry about too. 

Weaknesses. 
Their shots don't do anything about Invulnerable Saves. Hence you will probably eliminate targets on only every other turn more or less when combined with the 2+ to hit roll. The question then becomes if you can set up properly (with Infiltrate of 9) and make back your points cost during the game. I think you can, but you have to play aggressively and go for the big game short of Primarchs, or get rid of valuable asset or equipment holders. Three of them during the game, and you might make your points cost back. 

Hence my overall view is that the points cost of the model versus abilities is good, but still a gamble - as are most things involving dice! But it is a powerful assassin and the ability to inflict pinning from superlative range can be game changing if used well. You just have to avoid getting charged or being in close combat. So set up in the highest place possible, or screened in the middle of a friendly and possibly mostly static bunch of squads to ablate anything incoming. All of this is an art form. 

Regardless, the Vindicare, along with the Callidus, and the Adamus are my strong assassing recommendations for third edition. Largely thanks to the native AP=2.  

Builds.
There are no builds to discuss.  

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.  
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