Tuesday, February 3, 2026

Horus Heresy 3e Review: Horus Ascended

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. Swollen on Warp Power, this version of Horus is exceptionally deadly and likely the most powerful (close combat) character in the game now. 

Background.
Drunk on the power of the warp, Horus became a swollen and towering version of his former self second only to the Emperor himself. It was not only his physique that changed though. His very personality altered. Gone was the consummate commander and honourable comrade who could get others to spin on a pin head through his words alone. Instead, he started punishing even minor infractions with serious consequences. His mental aspects became a dark reflection of the power that surged through him. 

Strengths. 
Let's start with the stat line. Horus gains bonuses almost everywhere. WS=9 is crazy, but when combined with 8s in many other places and 7s in A and I, he is truly exceptional. Even Vulkan would be put to shame now. His leadership (not so counter intuitively for the rebels) grows to 14 too. 

For the special rules, he retains deep strike, and gains feel not pain, fear, improves his eternal warrior stat, and retains his reaction bonus (+1 per turn). In addition to this, he gains The Spreading Corruption which means he is malefic and can join similar squads if he wishes. 

The Warmaster's Talon provides remains the same as before with 24 inch shots at S=5 with breaching, and also the lightning claws at AP=2 with reaping blow and shred. This is reasonable (better when you think about volleys at full ballistic skill), but once again, I suspect you will want the Worldbreaker as the favoured close combat weapon due to S+4, AP=2 and 3 damage (plus critical hitting). You take a bit of an initiative penalty, but you won't care too much I think. Those S=12 hits are going to wreck everything in the game pretty much. 

Weaknesses. 
He loses access to Sire of the Sons of Horus here as you might expect. So no bonus prime slots or similar I'm sorry to say. And no first turn movement bonuses any longer. 

Overall.
For the points cost, he is pretty much worth what you are paying. The native deep strike is expensive, yes, so you might want to think how to make the most of that, or give Horus a transport solution and run him with some malefic allies for maximum effect. And with the Ascended upgrade, Vulkan is no longer a match for him. I haven't ran his stats against Angron or Fulgrim as Daemon Primarchs, so not yet formed a view on the ascended rankings, but he seems to my initial reaction he is top of the pile there as well. Hence I'm giving Horus Ascended top ranking in all of the Horus Heresy! 5/5 stars from me. 

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