Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, narrowly rounded down. The rules are reasonable.
Background.
Thralls, rather than servitors, these beings are purposed as a close combat unit in service of the magos. Formed from human remains of selected people, they retain just enough ability to make good tactical decisions, but need regular grim-dark neural anesthetics to cope which they periodically get. Grim.
Strengths.
The stat line is mostly 4's with T=5 and 2 wounds.
They come with a pair of Ursarax Claws with give A+3 and breaching. This is very reasonable overall. However, it is certainly tempting to get the Ursarax Fists for S+2 and a native AP=2 with 2 damage and the expense of I-2. A mixture of the two options might be even more attractive.
The volkite incinerators are very close range S=5 shots which are nice, but you need to get there. Helping that is the movement rate of 10. And related further: deep strike is a native option too here which can be taken advantage of.
The real stand out in the special rules is Vanguard (3) which argues strongly for a up front approach and risky plays. Do it! Also: don't forget the arcana boost!
Weaknesses.
I=3 is a mild issue, but offset if you take the power fists upgrade in which case you're going last regardless, so might as well.
Builds.
6 Ursarax, 2 Power Fists, 1 Alpha (160 points).
Swift and broad ranged enough to takle most enemy infantry.
9 Ursarax, 9 Power Fists, 1 Alpha (235 points).
Cheap enough to take, and potent enough to do damage when positioned well.

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