Thursday, January 18, 2024

Horus Heresy 2e Review: Sons of Horus Additional Rules (Siege of Cthonia)

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Nice, strong boons for the Sons of Horus. 

Carsoran Power Weapons.

There are two variants of these which can replace power weapons at no cost. The axe version is excellent for making short work of space marines thanks to AP3. With being a specialist weapon its also a good choice to pair up with other things (e.g., hammers!). The tabar version comes at S+1 and is unfortunately two handed. But given breaching at 4+, a unit armed with these could potentially be quite deadly if a charge is pulled off at the right moment in a game.

Warlord Trait: True Son.
Available to only traitor forces, this trait is for those who want to fight with traditional honour, rather than go down the route of chaos inspired corruption. The warlord gains a leadership boost for morale and pinning, as do units who can see him. This bonus alone is fantastic and makes the trait worthwhile. There's an added armour save boost against psychics, which is nice but situational. The bonus assualt reaction is sound. Overall a great trait.

Warlord Trait: Cast in Gold.
Gain A+1 and S+1 when in a combat challenge where the opponent has equal or greater WS. This is a nice boost, but the real gain here is the additional victory point if you win. The bonus movement is great. Rooted in Cthonian tradition, this trait is available to all Sons factions - traitor or loyalist. Its a really nice trait, but obviously suited to an aggressive build. 

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