Thursday, November 10, 2022

Horus Heresy 2e Review: Diabolist

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are very good!

Background.
Near the beginning of the Heresy, the Word Bearers were already dabbling in things that maybe they should have left well alone. The diabolists were a symptom of the dabbling; creating powers never seen before and tearing at the frayed edges of real space. 

Strengths.
Gain the psyker rule for a small points cost increase (and notably significantly less than becoming a Librarian consul), but also gain the corrupted rule (that shouldn't bother you if you're playing Word Bearers). They gain Diabolism for this which grants them psychic lightning along with A Dark and Terrible Power (choose your charge distance and gain 3x Hammer of Wrath, as well as increased S and T! -- truly magnificent for close combat), along with Hellfire (an amazing S=7 template weapon). This character is very much a close range and close combat character and needs to be played as such.

Weaknesses.
No psychic hoods here, but you can grab a force weapon which is good news.

Builds.
Diabolist, with Force Weapon (100 points).
A baseline build to accompany a close combat squad and give it a power up in the deadly department.

Diabolist, Force Axe, Jump Pack (120 points).
More of a solo artist potentially.

Diabolist in Cataphractii Armour, Thunder Hammer, Grenade Harness (130 points).
I trust that you don't have any friends left at this stage. Force axes work in place of the thunder hammer of course, but I just like the thunder hammer here on the charge. 



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