Saturday, February 21, 2026

Emperor's Children Terminator Lord or Praetor

A conversion that I've been thinking about undertaking for a long time has finally taken shape! This model is an Emperor's Children terminator. Possibly a Praetor for 30k or a chaos lord for 40k. It could work either way (although obviously traitor aligned for the Heresy era). 

The parts used include:

Tail: Daughters of Khaine Blood Sisters (Age of Sigmar)
Body, Head, and Cape: Chaos Terminator Lord
Lightning Claws: Dark Angels
Shoulder Pads: Regular 40k Terminator

The core idea here is that this is a Lord or Praetor who is treading right down the chaos path toward the dark prince. He is clearly mutated already, but his brothers don't care and regard it as perfectly natural, or perhaps a level of perfection for them to all aspire to! 

I might use him along side the thunder hammer and storm shield Emperor's Children Indomitus terminators that I have already assembled and painted. The painting here uses the exact same formulation of my standard approach to the Emperor's Children in Horus Heresy, so he does at least slot in nicely in terms of the colour scheme, but perhaps a bit less so with the mutation! I'm reasonably content with how it turned out, but I do acknowledge that some finer details could do with touching up (e.g., the eye of Horus in the centre of the chest and some more highlighting on the tail perhaps). 


Friday, February 20, 2026

Horus Heresy 3e Review: Seeker Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4.5/5 stars, rounded up!! One of the best squads (arguably) in the game. 

Background.
An invention of the Alpha Legion which subsequently spread to other legions with the Emperor's blessings. The seekers are the best shots in the legions and gather together with explicit orders to take down the enemy command structure and are armed with weapons to do exactly that. 

Strengths. 
Infiltrate (9) is excellent here and will get you within range of almost anything. 

The seekers come issued with a Kraken bolt gun. These are impressive. Apart from the 30 inch range, they have precision and shot selector. This latter rule is to account for the specialist rounds that they carry. Every turn you can gain your choice of panic, breaching, or suppressive. This is excellent!

Alternatively, swap it out for a combi-bolt gun (which might work for a melta-cide squad). I also like to arm the sergeant with a close combat weapon that will make the enemy think twice, or at least cause some damage in a distraction carnifex style. 

Weaknesses. 
Seekers suits some legions more than others, of course. 

Fundamentally, these are 3+ save marines with 1 wound each. However, the points cost remains entirely reasonable for what they are able to pull off. 

Finally a warning. Don't spam multiple small units of these if you, you know, like having friends. 

Builds.
5 Seekers, Sergeant with Power Weapon, Nuncio Vox, Augury Scanner (135 points).
A basic build. Multiple ones of these will leave you with few friends. Just so I'm clear. 

5 Seekers, 5 Combi-Meltas (155 points).
Melta-cide distraction. Other squads might do this better, but I still like this set up. 

10 Seekers, Sergeant with Thunder Hammer and melta bombs, Nuncio Vox, Augury Scanner (240points).
More expensive, but the full tool kit that you'd ever need. Yes, terminators are cheaper which is why I favour multiple small units for seekers. 

Thursday, February 19, 2026

Horus Heresy 3e Review: Veteran Assault Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Once again, command squads are strictly better here, but these squads are still reasonable. 

Background.
The veteran assault squad members have to be exceptional to have such a good survival rate. In return, they get their picks from the legion armoury to take into battle with them which provides a good amount of customization possibilities. 

Strengths. 
Any member can take one of the sergeant melee weapons. Hence this is going to be a strong way to bring lots of power weapons, fists, thunder hammers, and the rest to the party. Note that chain axes are a free upgrade here. Twin lightning claws also have a case to be thought about. Heavy chain axes and chain swords to taste (or for fluff reasons). 

Combat shields might make a difference here given the base saving throw remains 3+. 

Melta bombs and pistols for the sergeant are to taste really. But given you have WS=5, you want to get into melee and remain there. Further pistols are to taste, and there is a case for multiple flame weapons or plasma. 

Weaknesses. 
Don't bother with the volkite here - there's not enough access to bother with. As with the veteran tactical squads, the stat line is only at a base level (3+ save, low advanced characteristics) despite the WS=5 and two wounds each. 

Builds.
10 Veterans, Chain Axes, 2 Heavy Chain Axes, Sergeant with Thunder Hammer (255 points).
Choppy.

10 Veterans, 10 Twin Lightning Claws (330 points)
Steep points cost. You get all power weapons for the same cost as well - NB. 

10 Veterans, Combat Shields, 10 Thunder Hammers (400 points).
Ridiculous (which is to say pretty much prohibitive) points cost, but looks very cool admittedly. 

Wednesday, February 18, 2026

Horus Heresy 3e Review: Veteran Tactical Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. Some customization is possible, but command squads do it better. 

Background.
Beginning our look at the Elites section, the veteran tactical squad represents those marines who have been doing the job, and doing it well, for a long time. They are afforded more deadly weaponry where appropriate and set the example by which others are measured.

Strengths. 
There is some customization available here. Disintegration weapons are a reasonable option, but you only have a 3+ save. Shotgund are great from a tactical status point of view. Volkite chargers are merely okay so long as you have them in numbers.

The double wound is nice and the BS=5 argues for medium ranged shooting attacks. Line (1) is also handy. 

Weaknesses. 
The armour save of 3+ is a problem for disintegration weapons - you would be better with a command squad for the 2+ armour save. But equally, the points cost is understandably lower here. So you get what you pay for. 

The advanced characteristics are not high either. 

Builds.
5 Veterans, 4 Disintegration Rifles, 1 Heavy Disintegrator, Augury Scanner, Nuncio Vox (140 points).
Disintegration squad. Possibly disintegrating yourself as well. 
Take combi-weapons instead for melta-cide duty if required. 

5 Veterans, 5 Shotguns, Sergeant with Thunder Hammer, Nuncio Vox, Vexilla (130 points)
Apply some tactical conditions and generally be annoying! Several of these are very annoying, rest assured. 

10 Veterans, 10 Volkite Chargers, Sergeant with Power Fist, Nuncio Vox, Vexilla (215 points).
Volkite means going big. Range means you will probably get into close combat, hence the vexilla. 



Tuesday, February 17, 2026

Summary page updated

Today's post isn't a very exciting post. It is simply this: I've spent some time updating the Horus Heresy third edition summary page

We have now reviewed 7 loyalist legions (Dark Angels and Blood Angels yet to do), and 7 traitor legions (Thousand Sons and Word Bearers yet to do). Let me know if you have a preference for the next legion in the comments below (otherwise I will choose!).

And I'm still missing some core units as well. Elites, Support, Heavy Transport, Fast Attack, and Armour are all still yet to do. Yikes! I will turn to the Lords of War last to be honest. Again, let me know if you have preferences in the comments below. 

I will get through every single unit eventually - we swear it as the oath of the moment!

And then onward to the other books!

Monday, February 16, 2026

Horus Heresy 3e Review: Reaver Attack Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. They are okay overall and their flexible builds mean you can have access to lots of deployment options. 

Background.
An evolution of the despoiler squad, with Horus' name and the Cthonian ganger background writ large across it. The Reavers are the other half of the Sons of Horus elites and an opposite/complement to the Jastaerin. They are individuals clubbed together in their own squad which is a war band in and of itself as you might expect of their Cthonian origins. 

Strengths. 
Chain axes and bolt pistols as standard coupled with WS=5 a nice complement of attacks and 2 wounds each. 

The squad features a high level of flexibility in builds and can take lots of sergeant weapons and pistols if you have the points value available, along with special weapons to boot. 

The "Aggressor" variant from the Legacies update allows them to take jump packs for a modest points increase which comes recommended. Indeed, all the builds below are quite viable in this configuration as well. 

Weaknesses. 
The armour save of the reavers remains at 3+ and means that they are vulnerable to the more elite shooting and melee attacks of other units. 

Builds.
10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Plasma Guns, 4 Power Fists (345 points).
Take a rhino and go forth. 

10 Reavers, 1 Nuncio Vox, 1 Vexilla, 2 Melta Guns (295 points).
Blow up some light tanks and assault the contents if it is a transport. Take power weapons to taste.

10 Reavers, 2 Flamers, 3 Hand Flamers, 4 Power Axes (310 points).
Take the nuncio vox and vexilla to taste. Take as an aggressor unit?


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