Monday, August 10, 2026
Horus Heresy 3e Review: Eversor Assassin
Sunday, August 9, 2026
Horus Heresy 3e Review: Culexus Assassin
Saturday, August 8, 2026
Horus Heresy 3e Review: Callidus Assassin
Friday, August 7, 2026
Horus Heresy 3e Review: Adamus Assassin
Thursday, August 6, 2026
Horus Heresy 3e Review: Divisio Assassinorum Rules
As with all units in this volume, assassins are forced to be loyalists in terms of their faction. Indeed, the entire book might as well as have the word Loyalist in the title to be maximally descriptive.
The assassins themselves can never be a detachment or army on their own. They can only ever be taken by using the Clade Operative prime advantage. If a loyalist army does this, then they gain 3 support slots that can only be filled with assassins, and only once in a prime detachment.
Whether this is worth doing or not is dependent on many factors.
In a large game, they're probably not worth it in my view. A single assassin is unlikely to be taking out a squad of terminators. However, in lower points games where one-on-one match ups are a bit more valuable and impactful, they can do extremely well. I would therefore recommend them for narrative play and up to (e.g.) 1500 points to play around with. Although the sacrifice of the Prime Advantage is steep to purchase them in such games as well.
They all come with a Divisio Tactica called Nemesis. This means that any incoming shots are snap shots unless made by the closest unit. This gives the assassin a bit of breathing room to operate in, but doesn't make them invulnerable. Yet they remain vulnerable to volleys and precision shots by the same token. This ties in with their fluff: they wear a body glove which helps them disguise themselves against their background - hence my recent paint scheme using a glitch camo approach for my Vindicare. All of them are also heedless - they can never take or contest objectives. Their personal missions are beyond such petty concerns! Their advanced reaction (Tactical Displacement) also helps keep them going by moving them in response to incoming fire.
Overall then, the rules for assassins get a middle of the road 3/5 from me. We will look at the individual assassins in the next suite of posts.
Wednesday, August 5, 2026
Salamanders Fire Drake Conversion
Tuesday, August 4, 2026
Horus Heresy 3e Review: Veteran Breacher Squad
10 Veterans, Vexilla, Nuncio Vox, 9 Volkite Chargers, Sergeant with thunder hammer (308 points).
Monday, August 3, 2026
Horus Heresy 3e Review: Veteran Despoiler Squad
Sunday, August 2, 2026
Horus Heresy 3e Review: Auxilia Combat Technician Section
Saturday, August 1, 2026
Horus Heresy 3e Review: Veletaris Raider Section
Friday, July 31, 2026
Horus Heresy 3e Review: Castellax Infernus Maniple
There are no options here to discuss other than the number of Castellax to use in the unit. These extra bodies don't come with a discount, so I'd suggest taking whatever your points cost or build aesthetic wants or needs.
Thursday, July 30, 2026
Horus Heresy 3e Review: Zone Mortalis Advanced Reactions, Reserves, and Detachments
Zone Mortalis Advanced Reactions
(1) Take Cover.
This is an obvious advanced reaction in many ways. When you are shot at, players can use this to gain the Shrouded special rule. This is only at 6+, so it is debatable how worthwhile this is, but it might help once in a while.
(2) Bypass Cogitator.
A more interesting one to use in the movement phase where an enemy comes within 8 inches of a battlesmith. The battlesmith then closes or opens doors up to his battlesmith number if an intelligence test is passed. This is interesting in the context of Zone Mortalis and encourages players to take battlesmiths just for the boarding action use here.
Reserves.
These work exactly as you might otherwise expect and brings online all the different flavours used over many years. This includes Reinforcements (own board edge), Forced March (like reinforcements, but more likely to succeed at the risk of being pinned when they arrive), Encirclement (deploy on the opposing player's edge), Flanking Force (side edges), Mass elevators (you need an elevator platform in play), or Teleport Strike (deep strike as you might expect, with the usual risks).
In addition, a prime advantage can be selected to buy teleport transponders for anyone wanting to risk a teleport strike, which is generally worth it if you can manipulate your rolls to avoid a result of 1 and destroying your own unit!
Detachments.
There are 3 detachment that players can use instead of their normal primary force.
Zone Mortalis Strike Force has 8 slots: high command, command, heavy assault, and troops. This is nice and very welcome for the general player.
Zone Mortalis Bulwark the same number, but this time: high command, command, war-engines, support, and troops. I actually like this one a lot!
Zone Mortalis Linebreaker also has the same number with: high command, command, heavy assault, troops, and elites.
Of course, players can expand these in the normal fashion to include auxilliary, apex and other detachments.
Overall, these rules are nice and streamline and I quite like them.









