Friday, October 3, 2025

Horus Heresy 3e Review: Overseer

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A great way to escort Auxilia friends!

Background.
Sometimes the legions decide to incorporate some mortals in their strategies. They might be a way to earn favour with mortal forces and bring honour to them. It might be the case that the mortals have gained a ceremonial honour. Perhaps they are bringing extra forces to simply bolster their own. In all cases, an Overseer from the space marine legions is put in charge of them on the battlefield.

Strengths. 
As Master of the Auxilia, your Overseer can join a Solar Auxilia Unit without causing any reduction in Leadership or Cool. This is very nice. The Overseer also brings his WS=5 and BS=5 to the fore and has Fear (1) to boot which is impressive.

Weaknesses. 
I wish this unit had access to opening up a new slot in the organization chart without having to have a brand new detachment of Auxilia - this is a flaw compared to Second Edition. 

Otherwise the unit is pretty cheap overall and a sporting way to bring Fear to the table. 

Builds.
Overseer with hand flamer (90 points). 
Cheap and cheerful really. Add a vexilla to taste and you're good to go really. 
Fundamentally though, you will need to decide if you want to be static (usually yes for an Auxilia gun line), or have a bit more movement (in which case a vexilla and/or melta bombs start to look attractive). Take the maul or lash according to which miniature you have purchased realistically. 

I'm gutted that my conversion is no longer playable. Hence from now on that weapon shall be a counts-as bolt pistol - eek!


Thursday, October 2, 2025

Horus Heresy 3e Review: Siege Breaker

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. Solid enough rules, but better with the attachment it unlocks.  

Background.
Do you see that building over there?
We do not want to see that building over there.
Who do you call?
The siege breakers. They can wreck everything and apply excessive force to a precise area to do so. 

Strengths. 
Reasons to take a Siege Breaker:
You get the Storm Battery auxiliary detachment unlocked (rapiers and arquitors). Invest in this. 
You get the combination of cognis-signum and an augury scanner. This helps with the detachment! 
You get to play with a thunder hammer and phosphex bombs. 
If the above doesn't interest you, then you have the wrong command choice. Invest in the detachment and it is worth it. 

Weaknesses. 
Purely play style dependent realistically. Arguably slightly expensive to have a thunder hammer for such a ranged character. 

Builds.
Siege Breaker (115 points). 
Without any upgrades the Siege Breaker is totally viable so long as you are investing points into the auxiliary detachment. 

Siege Breaker with Jump Pack, Melta Bombs (140 points).
A slightly more combat orientated character. Honestly, I prefer the naked version since you probably want to stay close to your unlocked detachment. I feel exactly the same about the mounted versions. Sure, they get to scoot around and potentially help out other units, but what's the point: better to be with your unlocked detachment.

Siege Breaker in Cataphractii Terminator Armour (130 points). 
This has to be the favoured build in my opinion just from a durability point of view. Take it. 
15 Rampagers, Caedere Weapons of all types to taste, Champion with Lightning Claws (365 points).
The maximum squad for foot slogging like a wall of weapons across the battlefield. 

Dreadtober 2025! Pitiful Beginnings.

It is that time of year again: Dreadtober!!

This year, I am pledging to complete an Iron Warriors Contemptor Dreadnought.

To my shame, this dreadnought comes from the SECOND EDITION Horus Heresy boxed set. You remember that one, with the beak armour, the land raider, and so forth? Yeah. I've not done much with the dreadnought from that. 

Here is my literal progress so far - in time for the Friday Update.


No. 
Seriously. 
This is actual progress. 
It is out of the box. It is not going back in. It is going to be on the shelf annoying the rest of the family until this is complete. So go ahead and judge me, but I have the willpower to get this pulled off! 



Wednesday, October 1, 2025

Horus Heresy 3e Review: Rampager Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average. 

Background.
Fitted with the butcher's nails, and selected for their sheer savagery even within the World Eaters legion, the rampagers were a group of warriors too far gone, or those that chose to funnel their rage through feral weapons and enhance their martial gifts. In short then: nasty shock assault troops for the front lines. 

Strengths. 
Impact in strength gives them a bonus when charging in which is great to have. On top of this, they all come with some Caedere weapons.

Please refer back to the World Eaters Legion Rules entry for some thoughts on the Caedere weapons. In short, in third edition they are all viable. I like the Falax blades for sheer attack volume, barb-hook lash for phage, meteor hammer for strength and damage, and the excoriator as an inbetween option. In short then, they are all viable (and there may still be a preference for falax blades as per second edition due to the attack volume, but in third, its not as crystal clear first place all of the time every time). 

Vanguard (3) is also impressive along with the modified stat line the reads like a veteran, even if will power and intelligence are distinctly average. 

Weaknesses. 
Remember that with the Legacies update, you get bolt pistols for free as well. Hence you also have some ranged. 

Note that the points cost can climb to terminator squad levels very easily, but also note that these are more like veterans that you are paying points cost for. They just have a routine and regular 3+ save as the real weakness. And the lack of jump packs in third edition is a massive issue. 

Builds.
10 Rampagers, All with Falax Blades (245 points). 
The sheer volume of attacks at S=5 on the charge is impressive and can dice more regular squads. 

15 Rampagers, Caedere Weapons of all types to taste, Champion with Lightning Claws (365 points).
The maximum squad for foot slogging like a wall of weapons across the battlefield. 

Tuesday, September 30, 2025

Horus Heresy 3e Review: Red Butchers

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average. 

Background.
When World Eaters utterly succumb to their inherent madness, as happened from time to time before the coming of Angron, but very much so after the Butcher's Nails and at the Betrayal, they become savages of little more than rage. The techmarines fashioned mobile prisons for them and released them from their chains in the ship's hold when needed.

Strengths. 
WS=5 along with T=5. A surprising leadership of 12 (so that they don't rout), but unsurprisingly low will power and intelligence. These are rampaging terminators made for killing the enemy. 

They come with ravening madmen as standard. This means they have WS=3 for opponents attacking them - they just don't care about themselves. 

The Butcher power axes and chain fists are both worthy. The axes grant I+1 and A+1 which is nice. The fists penalize I, but grant S+4 and 3 damage which is great. 

They have eternal warrior which is an interesting one as well. Don't forget the Legacy options here either. 

Weaknesses. 
Heedless means that they cannot claim objectives. But this is also fluffy! See also Ravening Madmen above as a weakness. 

Builds.
5 Red Butchers, 2 Thunder Hammers, Devoured with Grenade Harness (265 points). 
Entry level butchers. Very effective and worth the points. Take a chain fist or two to taste.

10 Red Butchers, 2 Thunder Hammers, 2 Chain Fists, Devoured with grenade harness and combi-flamer (520 points).
A maximal squad! Take advantage of extra bodies costing less than the original 5. 

8 Red Butchers, 8 Combi-Bolters, Devoured with Grenade Harness (390 points)
Take Khorne's sacred number ... or something. Take lightning claws to taste instead?



Monday, September 29, 2025

Horus Heresy 3e Review: Lotara Sarrin

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars, rounded up. Solid performer, but easy to pick off due to being mortal which is in turn reflected in her points cost. I want to actually give her 5/5 stars thanks to the reserves manipulation, but you may not survive that long.

Background.
You would have to be someone special to be the Captain of the Conqueror, flagship of the World Eaters. Sarrin rose rapidly thanks to her near innate comprehension of void warfare. But more than this, she was respected by Angron and Kharn for her tactical genius, coordination skills, as well as calm presence. The latter likely won many battles for the legion as they later descended into nail induced madness. 

Strengths. 
You can use her advanced characteristics if you need to thanks to the Level Headed special rule. 

The real reason to take Sarrin though is the Shadow of the Conqueror special rule. On a successful intelligence test you get to do one of two things. Firstly you can manipulate reserves by +1. Great for that drop pod you want down on turn 2 I would suggest. Or, you can use the guns of the Conqueror and rain down mayhem. This is almost akin to the old Orbital Bombardment special rule that we used to have, but it is a reaction if an enemy comes within 24 inches. It is a short range barrage 2 with large blast and breaching at S=10 and AP=3 with 3 damage. This is enough to wipe out entire squads frankly. 

Weaknesses. 
If an enemy has got precision, you will be dead on turn 1 if they think about it. Exodus and similar will want to take you down quickly. You are also very, very mortal with T=3 and a 6+/5++. You are not going to survive long on the ground. Sure, you also have a power blade, and a bog standard fleet pistol, but your average space marine enemy kills you before you have chance to do anything with either. 

Overall.
You are taking Sarrin for the Guns of the Conqueror special rule. You will make the intelligence test most of the time (but not all the time) to activate it at Int=8. If successful, you get to use it, and it will certainly kill stuff. But she is exceptionally vulnerable to precision shots against her. I would personally see her as a high value target to pick off before charging in myself. Yet balancing all this up is the relatively cheap points cost for her which makes Sarrin ultimately very playable. That, and she is really, really fluffy. I wish other legions had orbital bombardment back again to be honest! I want to give her more stars than I have, but I wound up sitting right on the fence and thought 3/5 was about as balanced as she could get given the uncertainty about the Intelligence test, the vulnerability, and the reserves manipulation you might want to undertake. Hence this is a complex case for me to resolve to give stars to ultimately and one that I'm sure many players will disagree with me about. 

Sunday, September 28, 2025

Painted World Eaters Centurion / Praetor Conversion

This one has taken too long to bring to fruition. Here we have the World Eaters conversion that was made with Age of Sigmar arms and weapon combined with Khorne Berserker body and regular Heresy era helmet. He has been painted up in a slightly modified World Eaters colour scheme. 


I have added extra blue accents on the upper end of the gloves, as well as the lower extremity of the greaves. I then got messy. Nuln oil has been applied very inconsistently around the rest of the raised areas - especially noticeable on the top of the greaves / just below the knee, but also in a variety of other locations like the helm. This gives the idea of armour that has been so well used that the owner (or ship crew) have not serviced it in a while. Accumulated grime. Dirt from so many worlds that the killing didn't really stop. Accents of Guilliman Flesh have been applied in number of the joints as well to give variation to the inking. 

The dirty approach is then accented by application of black using a sponge, as well as some silver edge highlights very selectively. The blood meanwhile has a two stage approach. The first is flicking contrast paint to create a spray in different locations. Blood for the Blood god is then applied liberally elsewhere to show collected gore. Some decals have also been applied (prior to this process) for kill counting (right wrist) and the legion numeral (right shoulder pad - not very visible in the image). 

Overall the goal of creating a World Eater who has either been on campaign too long, or who has really started to have the nails bite as their amour steadily turns wholly read by late Heresy is one that I think has been achieved nicely enough. Happy with this one. The next enterprise will be a despoiler squad to deliver him. 

Saturday, September 27, 2025

Horus Heresy 3e Review: Kharn the Bloody

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. Kharn is an excellent beat stick praetor-level character. 

Background.
Although but a line captain when Angron was found, it was Kharn who brought him about. He served as his equerry and was one of only a few people that Angron ultimately listened to. Kharn brought him back from insanity and managed to curb the worst of his violence on occasion. For all his contributions though, Kharn was not immune to the effects of the nails either. Once a great swordsman and duelist, he also became a dark harbinger of what was to become, and later betrayed his own. 

Strengths. 
WS=7 combined with lots of attacks immediately makes Kharn a close combat master. He comes with The Cutter, which is a S+1 critical hitting power weapon ... thing. But in all honesty, if you are not playing Angron, upgrade Kharn to take Gore Child Reforged for a small points cost increase to also gain shred at 5+ - this is worth the upgrade. 

Other than the equipment, he also has reaping blows, eternal warrior, and precision which combine to make him worth the points cost that you are paying for him. 

Weaknesses. 
He doesn't do much aside from close combat, and the occasional plasma pistol shot. That is it. That's all you get for your points. But you should have expected this for a World Eaters classic. 

Overall.
Worth the points. Worth taking the upgraded Gore Child chain axe if Angron isn't around. He's a beat stick and you need to treat him like that!

Friday, September 26, 2025

Horus Heresy 3e Review: Angron Transfigured

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. 

Background.
The nails were killing him. He was doomed from when they hammered them into his gene enhanced skull. Even the Emperor couldn't save him. And he had tried. Luckily, Lorgar knew a way to help him survive: by getting him ascended to daemonhood and becoming a daemon prince of Khorne! This ensured that the nails would not destroy him, but at what cost? Glorious wings on his back is certainly part of the answer!

Strengths. 
The stat line here is improved over an above the standard mortal Angron. We have 7's in S, T, W, and I, whilst the attacks are boosted at source, and the movement reflects the wings. He drops a bit of intelligence to gain willpower though. 

He comes with various weapons that can act as either AP=2, D=2 reaping blows (2) at base characteristics, or crush stuff with a D=4 attack and S+4, but at a lower initiative and with limited attacks (4). No good against his brothers thanks to eternal warrior of course, so you'll want the base level blades. 

He is, of course, only a traitor, and comes with things like deep strike and fear, along with being malefic and anti-grav. 

Fundamentally he is a massive beat stick. And good at it. But no longer lord of the red sands who is able to pivot from one combat to the next. 

Weaknesses. 
You cannot play Angron Transfigured in the same army as regular Angron. This is not a weakness though.

The real drawback is that he does nothing for his army. Absolutely nothing. All that he exists for is as a killing machine. That's it. That's literally all there is to Angron Transfigured. You should not be surprised by this. 

Overall.
As a daemon prince, Angron Transfigured is very worthy and will win many battles. However, he is no force multiplier, and faster armies can still out-position him. Is he worth the points cost? Just about. But it is steep. I'm going to go out on a branch here and suggest to you that I actually prefer mortal Angron for the set of rules and fluffiness. I do still like Transfigured Angron though, to be clear. 

Thursday, September 25, 2025

Horus Heresy 3e Review: Angron

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. Not quite as powerful as he should be in my personal opinion. But very, VERY close.

Background.
Landing on a planet in the Ultramar sector, he was quickly sold into slavery and unfortunately had the Butcher's Nails hammered into his skull. Perhaps he could have been a warrior empath in another life. Sadly, he became a monster. Yet in the early days, he showed signs of coherence such as organizing the slave revolt from the gladiatorial pits. He didn't like meeting his Father, nor particularly liked his brothers. Or his sons for that matter either. Except Kharn eventually. All he cared about soon was the blood lust driven onward by the Nails. He carved a bloody path with Horus to Terra and later ascended to Khorne's daemon prince. 

Strengths. 
WS=8 will give him the edge that he desperately needs in many combats. This can and should be enough to get him through things. 

He uses his chain axes, gore father and gore child, in unison to get A+1 at AP=2 and 2 damage with critical hits and shred. These help immensely to get through the enemies in close combat that he needs to. 

His side arm is the Spite Furnace which allegedly he hardly uses. It is, however, really rather nice with S=7 at AP=2 and 2 damage. And 2 shots. Use it. 

Lord of the Red Sands allows Angron to pivot from one challenge to the next, and the next in a single turn. This is unique in the game and allows him to slaughter his way through entire units worth of characters if he needs to. You just stack the combat resolution points until you run out of enemy characters. 

Sire of the World Eaters give the prime bonus if 4 slots are filled with despoilers or assault troops. This is good. 

Additionally, everyone in the army gets Fast (2) for the first turn if you are infantry or paragons. This'll help you get to where you need to be at. 

Worth mentioning at this point as well that he has Impact for Strength. This means you get S+1 if you successfully charged. So for goodness sake, get the charge in. Finally, you must remember that he is also a World Eater so he will also get A+1 fairly reliably (and very reliably under the traitor trait). 

Weaknesses. 
I have to be honest here - the stat line isn't as good as it otherwise could be. T=6 is not going to keep him alive too long versus some opponents. Against Alpharius (who remember, has phage with his weapon and has higher native initiative) he can lose -- as I proved in a game several weeks ago where phage was a major factor along with Alpharius' gambit. Hence, for all his fluff about being the master of the gladiatorial pits, his abilities in game don't always quite stack up. But when you get that charge in, he is appropriately deadly with A=8 (melee weapon bonus and World Eater trait) and S=7. 

Overall.
He's still a primarch. He will still slaughter entire squads given half the chance. He will go from one character to the next - short of his own brothers and select major other characters - and destroy each of them in sequence. But he isn't quite as good as he should be in my opinion. Just another pip in S would tilt it if you ask me. I'd even drop a pip in Cool or Intelligence for that. This said, it is important to try to remember the Impact rule (easy to overlook). Fundamentally he is worth the points, but just remember to watch out for some of his brothers and their own special rules.  

Wednesday, September 24, 2025

Horus Heresy 3e Review: World Eaters Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. I have a soft spot for the tortured World Eaters, but here in third edition, their rules work, and they are also nicely fluffy whilst giving attention to units who have really fell far to the Nails.  

Background.
I feel sorry for the World Eaters. They were particularly doomed by the arrival of their flawed Primarch. Then, wanting to somehow become more like him, hammered the damned nails into their heads to heighten their rage. Their fall from grace could have been prevented at multiple turns, but most notably if the Emperor had actually helped Angron with his little slave rebellion. Who knows how things might have turned out differently (cf., Dornian Heresy). Later in the Horus Heresy, Angron ascended to daemonhood and became something else thanks to Khorne. Blood and skulls followed in the World Eaters path like never before. 

Armoury. 
Blades of the Fighting Pits. As per usual, you get to exchange chain swords for chain axes. This is good and comes recommended. It is also highly fluffy. 

Caedere Weapons. Select from meteor hammers, excoriator chain axe, paired falax blades, and barb-hook lash. I remain a fan of the falax blades. Yet in all honestly in third edition all of them have potential. Even the barb-hook lash now gets not only a critical hit, but also a strength phage. On top of this [Legacies], your commanders, sergeants and so on can all take them as a replacement for a power weapon for a small points cost increase. This is to taste as the points cost does rise - sometimes too high, but it is fluffy. 

Chain-Bonded. Select a Prime. Someone else in your army is his chain bonded brother who fought alongside him in the pits. Both get +1 to hit if in the same combat, so stick close together. This is super fluffy!

Tactica. 
Violence Incarnate gives A+1 in combat in the turn you charged. 

The Nails Bite is for the traitors. Fail a Ld test and you can become lost to the nails. This is good in some ways since you can get +1 to your set up moves, A+1, 10 on your advanced characteristics, but always have to make a charge move. You also get to remove all tactical conditions which is amazing. 

Gambit.  
Violent Overkill allows your additional wounds in combat to simply spill over outside of the combat. Beautiful!

Brutal Dismemberment gets you 2 additional combat resolution points if you remove your opponent, which is very nice for the show off wannabe champions of Khorne. 

Additional Detachements. 
Berserker Cadre adds 4 units but the 2 heavy assault ones must be rampagers. Useful. 

For the traitors, Sons of Bodt gives you 2 supports that have to be apothecaries - or butcher surgeons as they should be called. 

Advanced Reaction. 
Brutal Tide
is fluffy and appropriate and takes place when you are shot at. You get eternal warrior (1) which is nice and you must make a charge roll if you can which then results in you being locked in combat. 

Furious Charge (they seem to have run out of original names at this point) is for the traitors and allows a unit to become lost to the nails after a volley step of a charge. 


Overall, the rules for the World Eaters combine fluffiness and effectiveness. They're really good!

Tuesday, September 23, 2025

Horus Heresy 3e Review: Termite

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up due to the rule of cool.

Background.
I keenly remember having some Termites when I played Epic scale back in its hey day. The Termite method of assaulting from beneath the surface has stayed with me, and always struck me as a great alternative, and even complement, to deep striking. Great for assaulting any fortified positions that the enemy might have going!

Strengths. 
The transport capacity of 12 makes the termite a key alternative to the more humble (and only a little bit cheaper) Rhino transport. What is different here is that the termite comes with Deep Strike built in so that you can emerge in the midst of the enemy and charge out. 

They are slightly better armoured than a rhino as well and come with melta cutters as well as combi-bolters. These can be upgraded to flamers or volkite chargers. 

Weaknesses. 
AV=10 on the rear remains a key concern.

Remember also the limitation on Deep Striking in third edition. You only want one or two of these (or drop pods, or teleport homers) in general. Sadly in this edition, there is no scattering of the enemy upon emergence any longer. But it still functions very well. Once emerged (deep strike), it has a slow movement rate of 6. 

Builds. 
Termite with pintle mounted heavy flamers (85 points).
Given the slow movement rate and the likelihood of emerging near enemy held fortifications, the heavy flamers come recommended by me. That said, the pure bolt guns and volkite chargers remain viable. The plan here is easy enough: deep strike, and unload. You also look cool doing it which is why the termite gets 4/5 stars from me overall. 


Monday, September 22, 2025

Horus Heresy 3e Review: Moritat, and Mortalis Moritat

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Move, shoot, destroy, repeat.

Background.
Moritats are lone killers within the legions. Some are regarded as outcasts without honour. Others are welcomed for their death dealing but casually shunned. All have some amazing skills with short ranged weapons which reminds me of so-called "gun kata" (look up the movies with this in if you've not seen them - you're welcome).

Strengths. 
BS=6 is very strong to begin with. The Firestorm special rule means that your volley attacks are never snap shots either. Hence this guy is deadly at short range. 

You get to have a pair of overcharged volkite serpentas which can be upgraded to a pair of overcharged plasma pistols. Either works very well. 

Their jump packs get you to where you need to be quickly and you basically follow the plan and shoot at short range. 

The Mortalis Moritat follows the same pattern, but is on foot and therefore slightly cheaper. 

Weaknesses. 
The overload rule is the most obvious weakness here. Beware! I also missed the old "chain" rule, but hey, it was in need of changing I think! 

The Mortalis Moritat is also cheap, but honestly the lack of jump pack should have reduced the points cost further in the Legacy Units. 

Builds. 
Moritat, 2 Overcharged Volkite Serpentas (95 points).
Good enough to work very well.

Moritat, 2 Overcharged Plasma Pistols, Melta Bombs (110 points).
With plasma, you might be tempted to take on units which can also be affected by melta bombs, hence why I've selected them here. 

Mortalis Moritat, 2 Overcharged Plasma Pistols, Melta Bombs (100 points). 
Honestly, for the points cost, just take the jump pack regardless. 

Sunday, September 21, 2025

Horus Heresy 3e Review: Praevian

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up.

Background.
Every legion has a complement of robots in its vast stores, whether they are planet side or ship bound. The robots were either taken on the battlefield, donated by Forge Worlds, or are otherwise relics. Regardless of origin, they are looked after by the Praevian who then unleash them when the time is right. 

Strengths. 
Arguably the main reason to take a Praevian is that you want to bring along a batch of robots that you would not otherwise be permitted to do so. This is accomplished by the Master of Automata special rule that lets you bring a unit of Castellex - battle maniple or destructor maniple. You ditch the Cybernetica trait and replace it with Bonded Automata. You can also join a unit of Automata and nothing bad happens to their advanced characteristics because of this. Personally, I think this is very fluffy and I can see this as a gateway to building a Mechanicum force. 

The other accessories are just icing on the cake such as a cyber familiar and the vital cortex controller. They also gain feel no pain which will keep them alive longer and battle smith which is similarly nice to have. 

Weaknesses. 
In all honesty, this unit is good for its points cost and will allow you to field some robots if you wanted them. There's no drawbacks beyond taking up a slot on the force organisation chart and I can see strong benefits for doing this if you are tilting (e.g.) towards Iron Hands or even Iron Warriors. But who cares - every legion has robots, so why not see if you can't bring some World Eaters or Space Wolves robots to battle to forge a truly unique narrative?

Builds. 
There are very few upgrades available. Pistol upgrades are fine, but there's probably not much incentive if you are surrounded by your pet robots. Perhaps a hand flamer is nice for defensive purposes if your legion armoury doesn't have anything better. The melta bombs could also come in useful. Hence:

Praevian, Hand Flamer, Melta Bombs (105 points).
Again though, the non-upgraded version is very good and shouldn't be overlooked.  

Saturday, September 20, 2025

Painted Lorgar Conversion

The full conversion of Lorgar, now painted!


The full conversion has the spirit hosts scattered around the base of Lorgar and seemingly being summoned from the pure willpower. These ghostly apparitions have been painted in a gradient from hex wraith green through to more blue and green contrast paints down to a blue and black mixture. This gives them a very striking and peculiar appearance which hints at a daemonic origin, rather than merely something from the graveyard. 

The greens are reflected in the candle light as well as the runes engraved on the stonework for Lorgar. This has been achieved by inking white into the grooves followed by the hex wraith green to give it the appearance of glowing out of the stonework as the spirits orbit around Lorgar.

As for the Primarch himself, I have chosen to go with a slightly alternate paint scheme. The usual paint scheme is in the grey slate colours. But here I have gone for red contrast paint suggestive of way later in the Heresy. It is accented by the original slate grey as well as selected gold-yellow panels on the knees and elsewhere to provide a visual contrast.

Naturally, his head is painted in gold! This has been followed up by careful application of Colchisian runes onto his shaved skull as is fitting for his lore. On the rear of his cape, I have applied some more runes that I had spare from a decal sheet. 

Very pleased with this! I think my long term goal is to now try to collect most of the Primarchs and get them painted. But this will be a very long term goal indeed due to costs (unless any of you want to Buy Me A Coffee -- see link to the right / below!).
 

  Buy Me A Coffee


Friday, September 19, 2025

Horus Heresy 3e Review: Raven Guard Deliverers Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars, rounded down. They do, indeed, deliver. But for the points, you would be better off with a Warmonger character combined with regular terminators. I really want to like them more than I do.

Background.
The Deliverers are the remains of the Terrans within the legion and trained with the Luna Wolves under Horus himself prior to Corax being found. Finding reward with the Justaerin they were subsequently shunned by Corax since terminators did not truly fit in with the Raven Guard's new modus operandi. Not honoured like they used to be, some declared for Horus in the wars that followed whereas others stayed with Corax, if only to die a worthy death and prove their worth to the Raven Lord.

Strengths. 
Fundamentally, these men are two wound WS=T=5 terminators with 2+/4++ saves. They have a high degree of customization available to them as well.

What really stands out here though is the in-built deep strike special rule. This is very rare and cannot be overlooked. Place them right, at the right time, and they can deliver (sic) the game to you potentially. Vanguard (3) is also amazing. 

Weaknesses. 
Don't deploy them with Corax. End of. You get -1 to reserve rolls when he is also in reserves, and Corax can't join them anyway. 

I honestly see two primary routes to builds for them: ranged later game teleportation, and transported on land raiders / Spartans into position. 

I want to be clear about the former case though: a Warmonger character with regular terminators is much more points cost efficient. 

Builds.
15 Deliverers, 3 Reaper Autocannons, 4 Chain Fists (700 points).
Later game teleportation squad for your shooting pleasure. No need to take 15, even 10 or 5 will suffice quite nicely to be very honest and will be much cheaper in terms of the points cost (the points cost here is exceptionally steep!). 

5 Deliverers, 1 Reaper Autocannon, 2 Chain Fists (250 points).
A watered down version of the above. 

5 Deliverers, 1 Multi-Melta, 4 Combi-Meltas (270 points).
Almost unique in the game: teleport in and wreck some armour. Take chain fists for extra damage to taste. This is the build that is likely most viable for you. 

5 Deliverers, All with Raven Talons (265 points).
For filling up your land raider. Or teleporting very close to the enemy held objective. Again here, the points cost doesn't add up since regular terminators do it more efficiently, and if you're using a transport you have wasted your teleport. 


Thursday, September 18, 2025

Horus Heresy 3e Review: Dark Fury Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Excellent melee unit. 

Background.
A decapitation strike unit to mirror the darker Raptors fielded by the Night Lords, except they are much more disciplined and largely on the loyalist side of the conflict per se.

Strengths. 
Two wounds, movement of 14, and the Corvid pattern jump packs makes for a swift and deadly unit that can be set up and then rapidly deployed into position for at minimum a turn 2 charge I would anticipate.

The Corvid raven talons help to slice and dice very effectively, and they also get precision on a 6+ to boot. Deep strike and them being anti-grav is just the icing on the cake really. 

Weaknesses. 
They don't really have many customization options. At first glance the points cost might seem a bit steep, but when you get into combat they can and do shine. 

Builds.
10 Dark Furies, including 2 Choosers of the Slain, both with Melta Bombs (350 points). 
The maximum squad is my recommendation here. The ability to take 2 characters in a squad is actually subtle, but really strong. Giving them melta bombs each provides options against tank(ier) units. 

Wednesday, September 17, 2025

Horus Heresy 3e Review: Mor Deythan Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The shining light of the Raven Guard rules - they are good!

Background.
These are the shadow masters of the Raven Guard. They have inherited something of their Lord's ability to slip unnoticed even in plain sight. They are also the ancient remnants of the Lycaean uprising, and rarely admit new members into their ranks, thus at the outset of the heresy they are rare sight.

Strengths. 
With 2 wounds, these are grizzled veterans of the legion. Their native BS is 5, but this can be increased once per game via the Fatal Strike special rule to give them BS+2 so long as they have not moved in the previous movement phase. 

Combine this with Infiltrate of 8, and you have a recipe for making quite the mess of your enemy. 

They come with nemesis bolt guns as standard, but as per the update in the Legacies release, they have the full range of options available to them, including melta guns for an alpha strike where needed. The cameleoline will certain help them stay alive as well. 

Weaknesses. 
The 3+ save isn't amazing for such a unit. Hence my view on them remains as it has been: use Fatal Strike early and get the most use of it you possibly can. 

Builds.
6 Mor Deythan, 4 Combi-Melta, 2 Melta guns (235 points).
My favourite set up! I steal them as well with the Alpha Legion on occasion. 

10 Mor Deythan, all with nemesis bolt guns (325 points).
Take melta bombs on the Shade as a deterrent if you feel the need. A back line and long range shooting option. 

9 Mor Deythan, 3 Volkite Chargers, 6 Combi-Volkite (355 points).
Volkite: go big or go home. You won't have many enemies left at BS=7 thanks to Fatal Strike. And probably not many friends either - just to be clear. This is deadly.  

Tuesday, September 16, 2025

Horus Heresy 3e Review: Kaedes Nex

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars - rounded up. Expensive, but effective. 

Background.
If there was ever a space marine that should have been part of the Night Lords instead of the Raven Guard, it is Nex. He was a condemned criminal on Kiavahr but found his pardon with Corax who offered him a new life so long as he only targeted prey that Corax selected. And so it began. Nex is obsessed with the hunt and the kill. He is a murderer and a very skilled one at that. Despite being a Moritat, he is shunned actively by everyone in the Raven Guard as an ill omen. Good job he likes it like that.

Strengths. 
Nex's BS is 6. And nothing can change that. Snap shots? Nope. His BS=6. He is the Blood Crow and doesn't do changes to his BS. In addition, any shrouded test is at a maximum of 6+. This combines to make him a potentially deadly shot.

So let's look at his weapons: a pair of Kiavahr looted fulcrum hand cannons. They are S=6 with an impressive firing rate, but only at 12 inches (good job he has infiltrate=8). He can and will cause damage with these thanks to breaching, but also don't overlook the Stun ability of these weapons - excellent! In close combat, he also gets to wield these at an impressive AP=2 with Shred as well. 

He has other equipment like Cameleoline and melta bombs, but really, his talent is to set up close and explode with those fulcrum hand cannons. 

Weaknesses. 
With a 3+ save and 3 wounds, he might go down fast. But. In this edition, he can at least join other squads which I recommend if you are infiltrating.

He is also a specialist, rather than a true command figure. Hence zero challenges for him. But this is actually a distinct advantage. Let others take on challenges whilst his AP=2 close combat skills whittle down the enemy. This is rather good!

Overall.
Although the points cost is rather high for Nex, his utility is strong. Take with another infiltrating squad and set up to open fire. Then charge in as soon as possible. Let another character take on any challenges, whilst Nex destroys the rest of the squad. A good deal, but still a bit overpriced and vulnerable to sniping. Yet, he also has precision shots, so perhaps not such a worry. 

Monday, September 15, 2025

Horus Heresy 3e Review: Corvus Corax

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. A weak primarch when contextualized against his brothers. But still a primarch. 

Background.
Brought up on Lycaeus, a decaying natural satellite of Kiavahr, he instilled a revolution in the slave-like mine workers of this Forge world. It worked. And from there he became synonymous with granting freedom to the oppressed. And more than this, he carried with him the warp-born ability to slip unnoticed even in plain sight. He also has very pale skin and deep black eyes which give his a striking ghostly appearance. 

Strengths. 
Although his WS=7, the rest of the stat line is filled with 6's which makes him one of the weakest primarchs in the game physically. At least his pinions make up for this with a movement rate of 16 which could enable very early close combat for him, and at a position of his choosing which should be considered a major asset. His cameleoline gives him shrouded which will help with not taking ranged damage in the short time you try to get into combat. 

His side arms (wrath and justice) are arcane and gives an impressive fire rate of 6 coupled with breaching and S=5. Don't forget to use them. The whip he carries is only S=3, but goes at I=10 which is impressive. But you don't really want to be using it even if the damage is 2 and it has breaching. Instead you will be relying on the Corvidine Talons lightning claws which provide 2 more attacks at I=7 and AP=2. These are only 1 damage though, but they do have critical hits at 6+. So on balance, they will likely slice and dice their way through lesser opponents, but will still struggle against other primarchs who have better access to damage=2 sources. 

Of course, he does come with eternal warrior like his brothers, as well as deep strike, but his special rule of The Shadowed Lord enables him to exit combats he is otherwise losing. The downside is that you are forced to use that bullwhip to do so and got some hits in. 

As sire of the Raven Guard, he grants primes if 4 troops slots are filled with tactical squads or assault squads. In addition, in turn 1, all Raven Guard gets move through cover which is nice, but can be situational based on the terrain in play and where you want to get to. 

Weaknesses. 
He is a weak primarch when stacking him up against his brothers. This doesn't mean you shouldn't engage, but Alpharius should kill you statistically. Good job you have an escape route.  

Overall.
The points cost is very reasonable. And despite what I've written above, remember that Corax is still a primarch, and still crazy deadly. He just needs to look out for fights against his brothers that he risks everything in. 

Sunday, September 14, 2025

Horus Heresy 3e Review: Raven Guard Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Solid and average.  

Background.
Smashed and betrayed on the sands of Istvaan 5, the Raven Guard fought a battle for their very survival before they were picked up by their brothers over 90 days later. Their latter actions in the heresy became muted, but not for lack of trying. Corax even gained knowledge from the Emperor about gene crafting, but only created monster for his legion instead of the fresh troops that he desperately needed. Splintered segments of the legion became part of the shattered legions, and they inflicted serious losses against the traitors as best as they could, including the Perfect Fortress, as well as saving the Space Wolves at Yarant. 

Armoury. 
Third edition brings back the bulk of their armoury. 

Ravens Talons is a free replacement for lightning claws that bags the Impact special rule for I+1 which makes it a no-brainer upgrade. 

Corvid Pattern Jump Pack gives not only M=14, but also a free pass for dangerous terrain and a maximum Bulky rule of 3. Might as well take them. 

Wraiths is the special rule for prime advantage which shows how their gene father passed along his gift for moving unseen. This one is tricky to wrap your head around. If they rush, they can then make a willpower check which if successful means that enemy charges against them are disordered. But if failed, then the unit becomes stunned. This is wildly risky and from a rules point of view just not justified. Only do it with a WP=10 commander present, and then even then you'll probably think twice. It is too situational really. I doubt it will see much play sadly. Swing and a miss from the rules creators. 

Tactica. 
Shadow Walkers means that your units are only suffering snap shots at them from >18 inch range. This is a massive change to previous editions. Yes, it is super powerful. But. On the other hand. If you are facing off against the World Eaters who want to close the gap immediately (or similar), it is really no advantage at all. Bizarrely for the Raven Guard, it is now probably better to have massive gun lines and bulky dreadnoughts than up close sneaky infantry conducting an alpha strike (but again: your fluffy World Eaters opponents don't care about your special rule, so it won't be an advantage at all. Strange days. 

Gambit.  
Decapitation Strike
 causes you to have 1 attack which if successful is followed up by the rest of your attacked without bothering about focus rolls. Combined with a big nasty close combat weapon, this is actually a really powerful gambit and one that you should be using at the outset. Very strong and reliable, unlike most of the above. 

Additional Detachments. 
Decapitation Cadre 
gives 4 slots that have to be filled with recon marines (2), or veteran assault squads and dark fury squads (2). It's passable, but not excellent.  

Advanced Reaction. 
Shadow Veil
 lets you move a distance equal to your initiative when being shot at and grants shrouded at 5+. This is good and potentially makes an opponent waste their shots (in extremis), but likely gives you that 5+ shrouded save (more reliably). 

The Raven Guard are a figurative shadow of themselves in Third Edition. Against some opponents (gun lines), they will actually be really powerful. Against others (close assault), much less so. Fundamentally, this is why they get 3/5 stars from me. Solid enough against mid-tier armies but nothing stands out beyond the gambit. 

Saturday, September 13, 2025

Primarch Conversions - Lorgar

When Morathi was released for Age of Sigmar, there was a notable up-tick in the community of hobbyists using the lower half of the snake and combining it with the resin Fulgrim to make the ascended Primarch. I've seen a small number of other conversions over the years such as Corax wielding a heavy bolt gun and lacking his pinions (cf., First Edition and the sands of Istvaan). But I've not seen too many people have a kit bash of Lorgar. 

So here's my interpretation.


Lorgar's left hand can be rotated and re-positioned in a reasonably lossless manner to have him look like he is either gesturing, or holding something. This is exactly what I've done with the resin here and I have positioned the palm face up (frankly the cape is much more hassle than going this if I'm honest - I had to pin the cape). 

In his open left hand, I have added some Age of Sigmar night haunt spirit hosts. There's some green stuff added to give the spirit a smooth tail end, but otherwise the conversion is actually rather straight forward. 

The idea here is that Lorgar is not merely his early crusade self, but more mid to late Heresy era. Perhaps even a more ascended form where he has let rip with his psychic powers (cf., First Edition, and his ascended form). Here we see him either summoning some daemonic forms, or being surrounded by a daemonic tutelary. He has long been in alignment and allied with the darker powers and is regularly summoning and binding them to his will.

In Third Edition, he gets to directly summon Daemons which is a nice touch (more Word Bearer reviews eventually - promise). Hence I think this sort of interpretation still works very nicely! This represents my first Primarch conversion and I actually quite like it. 



Wargames Gallery: Primarch Duel

Corax and Alpharius (maybe Omegon) face off against each other on a bridge that somehow holds both of their weight.



For those wanting spoilers: Alpharius wins. 


Friday, September 12, 2025

Horus Heresy 3e Review: Master of Signals

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. A reliable way to bring a command vox relay. 

Background.
Gifted in ranged communications, and most importantly having the equipment with them, the Master of Signals is reliably able to identify the weak spot of the enemy and press home advantages. They can also reinforce against enemy assaults. 

Strengths. 
The entire reason to take a Master of Signals in third edition is to get hold of the Command Vox Relay. 

This device gives you a +1 to reserve rolls which is excellent - but only if you are using reserves. 

Further, it can give Line (1) or Vanguard (1) on a successful Intelligence check. Which you are likely to pass since it is set to 10. 

Otherwise, they are WS=5=BS, along with 3 wounds. 

Weaknesses. 
They are a bit pricey, and if you are not running reserves, they won't feature in your army roster. It is as simple as that. They used to be a lot more attractive in previous editions thanks to Orbital Bombardment and I long and wish for that to return. 

Builds. 
Only pistol upgrades can be taken here, and if I'm honest the naked version is going to do just fine. Its only the Command Vox Relay that will make you want to take this model. 

Thursday, September 11, 2025

Horus Heresy 3e Review: Vigilator

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Excellent and relatively cheap ranged character. 

Background.
Sourced directly from the best of the recon squads, the Vigilators are the true marksmen of the legions. More than this, they are also the ears on the ground and the scouts who get the lay of the land before the main attack. 

Strengths. 
BS=7 is very attractive indeed.

They carry a Nemesis rifle which gives them an impressive 48 inch range along with S=6 shots that come with breaching, pinning, as well as precision. This combination is terrific. Not only can you snipe half the time, but getting to apply pinning from turn 1 is a very good move as well!

They come with a native infiltrate of 9 which means you can set up almost at will. But you really probably don't want to be too close. Set up in the middle perhaps where you have height and range to last a few turns before someone targets you. The 2+/5++ save is reasonable here as well to help keep you alive. Also don't forget your Smoke Screen where applicable. 

Weaknesses. 
For the points cost, I can't really fault a vigilator. Hence if ranged sniping is your favourite play, then this is almost a "must" character, and he is also much cheaper than the likes of Exodus. 

Builds. 
No builds are available: there are no upgrades to take unless your legion specific rules allow it. 

Wednesday, September 10, 2025

Horus Heresy 3e Review: Legion Champion

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. Savage close combat character. 

Background.
Some of the best that any given legion has to offer. These are the swordsmen of the space marine legions and they carry with them not only deadly weaponry, but also a significant quantum of pride and honour for the legion as they march forth. They deliberately seek out enemy commanders to take down - close and personal - to bring the Imperial Truth closer to home. 

Strengths. 
With WS=6 as base, the champion of the legion will want to get into close combat as quickly as possible (so remember a transport solution or take one of the Legacy versions with a jump pack or mounted). 

The must always take part in challenges due to the Never Back Down special rule. Other than that, they come with a Paragon Blade to help them out which is very nice indeed. 

Weaknesses. 
Upgrades are very limited - only a combi-melta or melta bombs. Neither of which is especially appealing overall. Secondly, you might want to consider if a named legion character does the job better (some named characters seriously outshine even a legion champion). 

Builds. 
Champion with Jump Pack (135 points).
My personal favourite, but of course even a naked Champion is a threat if you have a transport and a retinue. Take a jetback alternatively for 155 points. 

Champion in Cataphractii Terminator Armour (135 points).
A nice addition to a land raider!

Sunday, September 7, 2025

Horus Heresy 3e Review: Lernaean Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Had a glow up compared to second edition and now a very serious option to take.

Background.
The Alpha Legion elites are hardly known outside their legion. The Lernaean terminators make it so because there are usually no survivors! Their job is to be the crushing and grinding jaws of the many headed hydra that the Alpha Legion is and are fearsome in assault. 

Strengths. 
Terminators in Cataphractii armour with WS=5, and T=5 make this unit survivable and strong. 

Significantly in this edition, they have hatred of all Legiones Astartes. They. Hate. Them. All. No favours here! They also have line (1) which makes them very valuable in principle for the Elites slot. 

Their load outs come with volkite chargers and power axes as standard. But they get a wide range of possible upgrades including combi bolters, a wide range of power weapons, lightning claws, and a choice of heavy flamer, conversion beam cannon, reaper autocannon, and plasma blaster for every 5 models you have in the squad.

Weaknesses. 
The load out has changed since Second Edition. Gone is the sergeant's venom sphere. And the larger Volkite weaponry. Boo. They also cost a lot of points. 

Builds.
5 Lernaeans, 1 Conversion Beamer (265 points). 
Sit on the objective whilst blasting things at the opposite side of the board. 

5 Lernaeans, 1 power fist, 1 plasma blaster, Harrower with chain fist (280 points). 
Sadly it is no longer an option to take an EXTRA power dagger instead of upgrading your power weapon. You only get the upgrade. However, this squad is still powerful and multi-purpose. 

10 Lernaeans, 2 Autocannons, 4 power fists, Harrower with thunder hammer (555 points). 
Getting expensive here, but this is an all round squad which can be remarkably deadly from both a shooting and a close combat point of view. Goodbye Volkite Culverins. I had already modelled you, but perhaps I can change them to autocannons?

Saturday, September 6, 2025

Horus Heresy 3e Review: Exodus

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Solid and does the job, just a bit over costed.

Background.
The Alpha Legion has an amazing marksman who seem to go by the code of Exodus. Whether there is actually just one of them that appears in multiple places, or many, is anyone's guess, but the latter probably applies! 

Strengths. 
BS=8 is amazingly high for the game and outside of Primarchs is almost unheard of. He gets infiltrate (9) to get to be deployed where you need him, and is shrouded (5+) as well as carries important utilities like venom spheres (easy to overlook) and a power dagger. 

The key item here though is The Instrument - a long range sniper rifle. This can give you 3 S=6 shots with precision at 4+ for rapid firing, or a single S=8 shot at AP=2 for when you feel confident of picking out your target - or just wanting to cause pinning to be honest. 

Weaknesses. 
Not being able to join other units is a negative. The 3+ save is weak, but you do have an invulnerable, shrouded, and smokescreen to aid survival if needed. 

The main weakness for me though is the points cost. It is very steep here and only barely offset by ability level. Yes, he can probably hold his own in a fight, it has to be said. But you really want him sniping everything. And he is not unique either, nor has an allegiance which although nice, you probably won't want two of them. I just feel other units can do this job better overall. 

Overall.
Expensive. Effective. Yet there remains other choices. 


Friday, September 5, 2025

Horus Heresy 3e Review: Headhunter Kill Team

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Good and playable.

Background.
The Alpha Legion might have created seeker squads in public, but behind closed doors, they developed the headhunter kill teams and took the idea to its absurd extreme. As you do. They get behind enemy lines with prized war gear and cause havoc. Take your pick of attack vectors. 

Strengths. 
Infiltrate at 9 inches is clearly the most strong asset of this squad. They want to get up front and personal as quickly as possible. On top of this, they gain hatred of commanders which means that they need to be hunting them down actively to make best use of this rule. And let's not neglect Precision at 4+. This is deadly. 

Banestrike combi-bolters at BS=5 is really rather nice - just factor in that you have a fire rate of 4 on these beasts of bolt guns and the sheer rate of fire will do the rest thanks to breaching. The power daggers are the icing on the cake. 

Worth also mentioning here (because I always forget) that Headhunters also get the Smokescreen trait. Use it. 

Weaknesses. 
With 1 wound each and regular power armour, this unit is an expensive glass cannon. You need to think clearly about positioning, screening, approach, and then overwhelming fire power and whether you even want to get in to close combat. Which to be clear: you might well want to, particularly against other 3+ armour save units. 

Builds.
10 Headhunters, Prime with Power Fist (240 points). 
The large version of the squad for ranged shooting, and close combat (remember: I am Alpharius). 

5 Headhunters, 1 Multi-Melta, Prime with Power Fist (160 points).
General purpose squad. Precision shots can melt your chosen enemy with a bit of luck here. Swap out the multi melta for a heavy bolter to taste. 

5 Headhunters, 4 combi-melta guns, 1 multi-melta, all with melta bombs (210 points).
A risky melta-cide squad. 

5 Headhunters, all with melta bombs (150 points).
A much cheaper variant of the above. 

Thursday, September 4, 2025

Horus Heresy 3e Review: Saboteur

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounding down. A glass cannon.

Background.
The Alpha Legion has a large cadre of specialists whose job it is to disrupt the enemy. This might be via infiltration, or assassination, or generally causing a nuisance. Little is beneath contempt for the legion if it works. 

Strengths. 
With BS=WS=5 and 3 wounds, the character is somewhat above average but nothing really to note given that his special characteristics are a little low. 

What stands out here is the equipment list and the False Colours special rule. Under this special rule, the Saboteur cannot be the target of a shooting attack or a charge. At least until the Saboteur attacks, or an enemy unit gets within six inches and passes an intelligence test. This is interesting, but it makes him a glass cannon and rather vulnerable if you do not manage to have the first turn, or get wiped out with a reaction. 

The equipment list comes with a banestrike shot gun which is a bit average, venom spheres (yay), melta bombs (useful), a power dagger (useful), as well as infiltrate within 6 inches (amazing). 

What I would suggest here is maybe buying a plasma pistol and shooting it on maximal to take something out. Mind you, the shot gun does have stun which can be nice. I think here you just need to pick out your target carefully. Something for the melta bombs to target? Something to shoot at? Something to charge at?

Weaknesses. 
Will Power = 7 feels low to me. This is supposed to be a character, not a line trooper. 

They won't last long though. They are alone and out there to disrupt or occupy the opponent's first turn. 

Overall.
Treat them as the troll unit that they are. Do not expect them to survive long. Your only job is to cause some initial damage until the rest of the army arrives - perhaps this is a squad of Headhunters just behind them (they have infiltrate 9). Equally, if you have more than one Saboteur advancing on the same target, that makes for a very interesting (if expensive) scenario. 

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