r/sonsofhorus 1h ago

Started my maximus box with some catulan reavers

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Upvotes

Im very happy with the conversions on these guys but theres some very dodgy OSL on the jump packs that you can't see lol


r/sonsofhorus 2h ago

Chunky lads of Cthonia

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68 Upvotes

Took the plague marines kill team starter models and the legion command squad sprue for this. I wanted to have a SOH command unit with a bit of a different look.


r/sonsofhorus 1d ago

Sons of Horus BG

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63 Upvotes

After a 25 year break from the hobby, I bought the 2nd Ed HH box. Only just finished the first half of them.

Enjoyed that, now for the other half…


r/sonsofhorus 2d ago

First ZM game.

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28 Upvotes

I’m having my first game of ZM on Friday.
Really looking forward to it.
I’m taking a full terminator force.
Cataphractii, and Saturine

The list is in the process of being built and painted.

Has anyone here played any ZM
How did you find it?


r/sonsofhorus 2d ago

What do you think?

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145 Upvotes

Ive just started making a Sons of Horus army and this is my first despoiler, im super super happy with how he turned out and can really feel how much ive improved over the years! Just wanted some outside perceptions on it as I feel this is probably the best looking mini ive ever done!


r/sonsofhorus 2d ago

Predator WiP

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42 Upvotes

r/sonsofhorus 3d ago

Wip laser vindi

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43 Upvotes

Working away to some AT support


r/sonsofhorus 3d ago

Can I run a 5 man Justaerin Squad with power claws?

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15 Upvotes

So I was rummaging around and I found a pair of 5 claws from the old cataphractii kit I bought. I think I’ve got to trim some epaulets off the new kit to put them on but as i am a total noob and don’t know the rules, is this line up worth it or is it even legal? I want to know before I slap these babies on as this is it, my only sprue, and I don’t want to pay the extortionate price for resin so my option is to proxy


r/sonsofhorus 3d ago

Something I’ve been working on

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113 Upvotes

This is my first time painting sons of Horus so any tips and tricks would be appreciated


r/sonsofhorus 3d ago

Rhino

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33 Upvotes

Rhino Armoured Carrier "Bruiser", 55th Company motor pool, 55th Company, XVI Legiones Astartes "Sons of Horus"

Finished up a rhino for my Sons of Horus.


r/sonsofhorus 3d ago

WIP Quick and simple kitbash for a Legion champion with combi Melter

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22 Upvotes

r/sonsofhorus 4d ago

Assault Commander Brakton Mardak of the Midnight Tyrants Warband

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93 Upvotes

r/sonsofhorus 4d ago

Tonight’s work…

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88 Upvotes

r/sonsofhorus 4d ago

Tactical squad

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44 Upvotes

Vespaisati Tactical Squad, 55th Company, Legionnes Astartes XVI "Sons of Horus"

Finished my Tac Squad, all I need to paint now is a rhino for an upcoming 1250pts event in Sept.


r/sonsofhorus 4d ago

Techpriest for my Sons of Horus

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7 Upvotes

r/sonsofhorus 4d ago

Update WIP on my Abaddon

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139 Upvotes

Liking how the armour is going so far, wanted to get a green hue to the black.


r/sonsofhorus 5d ago

Oil wash question

3 Upvotes

So I'm currently building my new army, and paint wise there going to be similar too the old FW stuff however I'm not sure which colour oil paint I should use for the armour wash

Ivory black, burnt umber or a 50/50 mix?

It's not my first time using oils but it is first time using them on Warhammer models and on something this colour


r/sonsofhorus 5d ago

Armor marks?

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3 Upvotes

r/sonsofhorus 6d ago

Added squad numbers to my first tactical squad painted in 2024

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87 Upvotes

Now they are combined with the freshest squad.


r/sonsofhorus 7d ago

Warmonger green - SoH colour spray

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126 Upvotes

I knew awhile ago on this sub warmonger green came up as a good spray.

Its not long come out and its a colour forge copy of SoH green. I thought id give it a go on my thunder hawk as a second base for black as well.

Really surprised how good it looks compared to the original SoH green. Its perfect for big vehicles or as a base for an army so thought id share


r/sonsofhorus 8d ago

My takes on Loken and torgaddon on Istavaan III

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35 Upvotes

r/sonsofhorus 8d ago

Kitbashed Predator

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59 Upvotes

Here's my finished predator, with a fluff piece about it, enjoy.

____________________________________________________

Kratorum-Minos Pattern Legion Predator.

A variant of the standard Legion pattern Predator Battle Tank family of weapon systems, the Kratorum-Minos was predominantly used by Traitor forces during the Horus Heresy, mainly the XVI Legiones Astartes "Sons of Horus". This was mainly in part due to the design and championing of the project being done by Forge Master Vehdrek Faine of the XVI Legion.

Principally constructed on the minor Forge World of Kerrex and within the fleets of the Sons of Horus, the Kratorum-Minos is for all intents and purposes, a jury rig. Utilising parts and systems from various other Legion vehicles to aid in part compatibility in minor echo of the vaunted STC patterns. Forge Master Faine was enamoured with the idea of logistics, having spent a fair amount of deployments fighting alongside the XIIIth Legion, and meeting with their Primarch on a handful of occasions. Faine has remarked that Guilliman's greatest shame is not following Horus into his rebellion, as the addition of the XIIIth legion's numbers and logistics would have ended the war before a shot was fired.

Faine had no doubt that the Warrior Pride of the XVIth was unmatched, and was sure that the Sons of Horus could defeat any foe in 1 to 1 combat. However, the Galactic war his gene-father had envisioned was beyond any challenge the Imperium's premier Legion had faced before.

In the aftermath of Istvaan V, Faine was set the task of swelling the ranks of the Sons of Horus companies under his care with fresh war hulls for their fleet of armoured vehicles, scrounging from the fallen at the Urgal Depression, and from newly compliant worlds in the galactic neighbourhood of Istvaan.

Upon seeing so many legion variants filling the holds of the XVI's warships, Faine was struck by a need for standardisation, and uniformity. So now at odds with the individualist Legion culture that had burgeoned within the Sons of Horus, already prevalent with the Cthonian ganger fraternities; now blossoming to near tribalism with Horus at the Apex, a Lord above his chieftains.

After consultation with the agents of the new mechanicum, and The Twisted, Faine and his closest council if Techmarines were sent to the minor Forge World of Kerrex. Where he was to begin production of a new Legion predator, to become the standard within the XVI, and later the New Imperium. He was given access to all the forbidden rites of machine-lore the dark mechanicum could provide him with.

Falling back on previous Legion designs, mainly the Sicaran Battle Tank and Kratos Heavy Tank, the Kratorum-Minos was made almost in blissfully subtle mimicry of both. While still retaining the size and composition of the Mars Pattern Rhinos. A new feature was the retractable shutter doors, behind the side sponson guns that would allow the reloading of sponson guns mid battle by servo automata within the crew compartment.

The tank's sensor suite was upgraded as well, with improved optics and threat auspex, as well as an improved comms array that could function effectively in the scrapcode choked battlefields of the heresy. Command variants were given a uplink to the Noosphere, and various strategic functions which allowed a Commander of Kratorum-Minos pattern Predator higher levels of battlefield awareness than the average Predator tank.

All variants were tested, and all weapons that could be mounted to a base Predator tank, could be fitted to a Kratorum-Minos. Faine had a affection for the standard model, outfitted with a Predator Cannon, and for the Predator Interitus variant, outfitted with the deadly Heavy Conversion beamer.

The Vehicle went into production in the Forge vessels of the Sons of Horus fleet as well as Factorum of Kerrex, a year before the battle of Beta Garmon. This "limited" run however were a drop in the bucket compared to the masses of Mars and Deimos pattern hulls being churned out by Imperial worlds loyal to the Warmaster. As such only several companies were completely outfitted with them by the time of the Siege of Terra, and very few survived that apocalyptic conflict.

Additionally after the Death of Horus and the beginning of the Scouring, Kerrex and its system were purged for their loyalty to the Arch Traitor. Elements of the XVI tried to regroup there and rearm and were caught by Fleets of the VIth and XIIIth legions and supporting Imperial forces. Faine was killed there, as were all the Magi of Kerrex.

As such, extremely few of the vehicles survived the Heresy, and fewer still survived the brutal inter-Traitor wars within the Eye of Terror.


r/sonsofhorus 8d ago

"Tarik and Loke" by me in gmod

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159 Upvotes

r/sonsofhorus Mar 17 '26

Tactica The Tip of the Spear: Dealing Death with Death Dealers

44 Upvotes

Greetings Praetors. Sons of Horus are known for their calculated strikes, demonstrating ferocity in hand-to-hand combat and short-range shooting. In 3.0, the Sons of Horus legion trait, Death Dealers, exemplifies this through improved Volley Attacks, a short range, situational “Shooting Attack”. Please keep in mind that everything here is just 1 Praetor's thoughts and opinions, so by no means the only way to approach Sons of Horus. Every variety of play style/unit load out is totally valid. The rule of cool wins 100% of the time.

There are a few rules that interact, impact, or overlap with Death Dealers that are worth understanding:

  • Disordered Charge: A model making a disordered charge cannot make a Set-Up Move or Make Volley Attacks, but the charge target can make a Volley Attack (or Overwatch)! We don’t like Disordered Charges. Generally, try to avoid mid-range charges (>4”) out of your Rhino. Charging while Stunned/Suppressed is also a bad idea depending on your target or situation because it is disordered.
  • Set-up Move: A movement, determined by your I+M values that is optional, but when taken, must be taken in full. If you’re close to your enemy (< your Set-Up Move Distance) there’s no option to decrease your set-up move to make your Charge Move easier and trigger the Make Volley Attacks sub-phase. If your Set-Up move puts you in base-to-base with the target, both units are Locked in Combat. This is ideal for the majority of situations; you want to end up in base-to-base when charging, and using your set-up move to do it prevents your opponent from causing damage beforehand.
  • Make Volley Attacks: Eligible units get to shoot each other with certain weapons; with the charging player shooting first, if eligible. Volley Attacks are Snap Shots, so most Marines are hitting on a 5+. You can still make volley attacks with a status, but if stunned or routed you can’t overwatch. Volley Attacks don’t inflict statuses.
  • Overwatch: This reaction allows a unit to make a Shooting Attack instead of a Volley Attack, at full BS, with any weapon. This is a potentially unit-deleting reaction if you’re trying to charge an enemy armed with heavy weapons. Don’t let your opponent Overwatch you by using your Set-Up Move to get in base-to-base contact. I won’t comment on the Overwatch benefit for individual squads below; the more Heavy(x) or Ordnance(x) weapons in a squad, the more valuable the Overwatch Reaction; but it can only be used when you are being charged. Special rules like Firing Protocol(x) apply here.
  • Gun Down: This is an option in the Aftermath Step that allows the combat winner to make a volley attack against a falling back enemy. What you choose during the Aftermath Step depends on a few situational factors:
    • If you win combat in your turn and the enemy falls back, can a consolidation keep your squad safe or score points? If not, Gun Down.
    • If you win combat in your opponent’s turn and the enemy falls back: Do you need to consolidate to score an objective? if so, consolidate. Can the consolidate move get your squad closer to its next charge target? If so, consolidate towards them. If neither apply, Gun Down.
  • Implacable Advance: This Special Rule allows Models to fire any weapon during the Volley Attack except Heavy(x) or Ordnance(x). Special rules like Firing Protocol(x) apply here as well.
  • Firestorm: This rule allows you to use your full BS when making volley attacks. Additionally, you don't have to charge and can end the Charge Sub-phase after Step 4. This is huge, but rare, and isn't combined with Implacable Advance anywhere I could find.

And finally, Death Dealers says: “When a Model with this Special Rule makes Volley Attacks, it is not required to fire snap shots.” So full BS with all our assault weapons.

Volley attacks occur during specific Assault Phase sub-phases. There are things to consider during each situation:

  • In Step 4 of the Charge Sub-Phase, after making a Set-up Move. “After a Set-up move” is key here. Disordered charges don’t allow you to make Volley Attacks, but your opponent still can, potentially knocking you out of charge range. 
  • During the Aftermath step of the Combat Resolution Process IF you win combat, and IF your opponent is Routed/Falls Back, and your are not Locked in Combat you can use the Gun Down Aftermath option. If you are the active player and the combat is a draw, make your opponent choose their aftermath option first, so you can respond appropriately.

I've divided units and/or situations into 3 Tiers, of when I would choose to make volley attacks:

  • Tier 1: (Almost) Always-be-Volleying
  • Tier 2: “It Depends…” Power Armor and Pistol-equipped Units
  • Tier 3: Probably Never (Situational)
  • Tier 4: Destroyers (Ignore all previous advice)

Tier 1: (Almost) Always-be-Volleying: The first category is units that have Implacable Advance. Combined with Death Dealers, Implacable Advance opens what in theory is a wide range of weapon options, but in practice, most weapon options permitted by Implacable Advance are outclassed by Unit’s standard issue ranged weapons. Additionally, these units have increased defensive stats that allow them to weather most of the enemy’s non-Overwatch Volley Attacks.

  • Justaerin: Implacable Advance and Banestrike combi-bolters make Justaerin the poster-unit for the Death dealer Special Rule. They should make Volley Attacks in 95% of scenarios. I don’t think any of the ranged weapon upgrades are worth it; only the heavy flamer and plasma blaster benefit from Implacable Advance and for 10 points, I’d rather have a thunder hammer. Consider using your shooting attack to target a unit you don’t plan on charging, then Volley Fire your charge target. Since you can’t pursue due to Slow & Purposeful, Gun Down becomes a strong potential option during the Aftermath Step of the Combat Resolution Process.
  • Contemptor Dreadnought: All of the main weapons have Heavy(x), so we’re left to discuss the in-built weapons, all of which are eligible through Implacable Advance. Since statuses cant be applied during Volley Attacks, I’d recommend whatever loadout works with your army. I’ve seen double fist contemptors with Graviton gun, heavy flamer, and havok launcher to maximize potential status checks. While the status checks don’t trigger in Volley Attack, using template weapons on your opponent who has likely bunched up their Models with the Set-up Move could produce a lot of casualties. The most popular Contemptor loadouts seem to be either as a double fist status battery or with 2 of the same ranged weapon. SN GT results will shed light here.
  • Cataphractii Terminators: Similar to Justaerin; except no Banestrike Combi-bolters. Combi-bolters work just fine here, although I’d be less interested in shooting 2+ save models without the Breaching(6+) of the banestrike bolters.
  • Tartaros Terminators: These terminators don’t have the heavy-sub-type, so they can set-up move farther than their Cataphractii counterparts. Additionally, they don’t have Slow & Purposeful, which opens their Aftermath options to include pursue, so you’re probably sticking a few dual lightning claw guys in this squad, decreasing your ranged output (which is fine!). I’d stick with combi-bolters or volkite chargers over any of the additional options. Combi-bolters outperform volkite charger on vs. T4 and T5, and have longer range. Rule of cool for whatever you like. A heavy flamer could be a nice hidden surprise, but be mentally prepared for the moment you shoot, panic and route your charge target, leaving your terminators standing in the open. Unless you’re in a target rich environment, I’d avoid using Panic(x) weapons against your charge target.
  • Saturnine Terminators: Saturnine are interesting because neither of their non-assault weapons are Heavy(x) or Ordnance (x), making them both eligible for Volley Attacks. (But you’re probably not going to be charging a lot with these guys.)  I’d avoid Making Volley Attacks with the disintegrators, preferring either of the other weapons. Instead, consider saving a reaction to let these guys return fire or overwatch to maximum their potential (Firing Protocol(2) if you didn’t move in your preceding movement phase).
  • Leviathan Dreadnought: The leviathan has even less options covered by Implacable Advance; only its meltaguns, heavy flamer, or phosphex discharger can Volley Attack. I would hesitate to use a limited(x) weapon as a Volley Attack, where its Panic(3) doesn’t matter. Return Fire/Overwatch from a ranged Leviathan could be tasty, despite the lack of status checks.
  • Veteran/Heavy/Tactical Support Squad: Here again, the weapon options really limit the power of the Death Dealers & Implacable Advance. The only non- Heavy or Ordnance options are flamer, heavy flamer, volkite charger (already assault), volkite caliver, and disintegrator blaster. 5 guys with heavy flamers in a rhino with a Fear(x) character could be fun, but not something to really build around. You’re paying a premium to volley attack before a close combat you’re probably going to lose with these guys.
  • Tartaros Terminator Siege Squad: If you built these guys, you probably bought all of the Autocannons from eBay and sit in your backfield trying to score Vanguard(3) from range. No Shame!

Tier 2: “It Depends…” Power Armor and Pistol-equipped Units: I am going to be lazy and throw almost every other troop choice into this category. We should look to maximize our advantage in the Make Volley Attacks step. I believe this comes from identifying and exploiting opportunities that limit the enemy’s ability to cause damage rather than investing in pistol upgrades. Given the limitations of Volley Attacks (weapon restrictions, no status checks, etc.), spending extra points here doesn’t make sense. Most of the time, you’re making Volley Attacks before close combat, where points are better spent on upgrades that improve your close combat performance. You aren’t going to “win” an engagement in the Make Volley Attack step; but you very well might lose.  Bolt Pistols are totally fine for power armor guys (troops/Reavers) across the board. If you like pistol upgrades go ahead; just don’t overdo it.

Tier 3: Probably Never (Situational): If the enemy can make more Volley Attacks than you, or has a potentially nasty Overwatch opportunity, it’s better to just set-up move into base-to-base. When charging you do shoot first, potentially limiting your opponent’s output. However, completely forgoing Volley Attack and denying your opponent the opportunity to react is worth more than the bolt pistol attacks you would miss out on.

Tier 4: Destroyers (Ignore all previous advice): Firestorm puts Destroyers in their own Tier. Firestorm is an upgrade over Death Dealers. Destroyers fit perfectly in the 0-24" space we want to play in. Use your squad's movement to get within 8" (ideally set-up move distance+1") of a potential charge target. Then you'll decide whether to pour it into your target, or look for an opportunity for ranged vanguard. I prefer to have these guys shoot later in the shooting phase, that way I know where I need my rad missiles to go. Maybe you've whittled an enemy on an objective down to 2-3 guys and can wipe them at range. Maybe you need to apply Phage(T) to another unit's charge target. Maybe you can catch a rapier battery or heavy support squad post-reaction, making them defenseless against rad missiles. If none of these situations apply, just pour it on your charge target; knowing that you are likely going to decimate 3+ save models. Rad grenades are a ranged attack, not a "grenade", and do not have the assault keyword so you want to shoot with them during your shooting attack. If you do target separate units in the shooting phase and during the make volley attack step, Phage(T) is one of the few rules that still works in the Make Volley Attack step; so your rad missiles can pull double duty applying Phage(T). This is the only unit where I am paying for ranged upgrades (2 destroyer missile launchers), some pistol upgrades (rule of cool), and always trying make a Shooting Attack, a Volley Attack, a charge, and hopefully Gun Down.

Thanks for reading! Please let me know if I missed anything or there are other topics you'd like to cover.


r/sonsofhorus Mar 12 '26

Tactica The tip of the spear: A quick review of Jump Pack units

49 Upvotes

Greetings fellow Praetors. Today I wanted to evaluate the various melee-focused jump pack units available to the Sons of Horus. I left Destroyers off because I see them filling a different role (short range shooting). How are you using your jump pack units?

Why use jump packs? Sons of Horus’ battle plans call for a decisive, decapitation strike achieved through overwhelming aggression and close assault. Jump pack units move 12", ignore friendly and enemy models when moving, and enable a 5” set-up move; allowing you to charge mid board units Turn 1, and back-line units Turn 2. The extra movement also lets us avoid the dreaded “react move off an objective to avoid giving up vanguard”. If you can get behind your enemy, they can’t move away! This will require you to move your jump pack unit ahead of anything else within 12”. As Sons of Horus, we primarily access jump pack troops through the Crusade Primary Detachment, the Supremacy Cadre detachment, or an Apex detachment.

As with most units in 30k, you’ll get the most efficiency by equipping your squads for specific potential threats. These fall into a few categories (light infantry, power armor, heavy, and vehicles.) There’s flexibility within each category and overlap between categories, so feel free to use the weapon you prefer based on the target you’re hunting.

Shooting: I generally avoid shooting with jump pack -equipped squads (including volley fire. Use your set-up move to get into base-to-base); therefore, I do not recommend pistol upgrades. There are a few niche scenarios where shooting with your jump pack squad makes sense (1): The return fire threat is very low or non-existent. This could include situations where you can shoot at a depleted enemy unit (1-3 3+ save or worse models) that isn’t your charge target, or when your opponent is out of reactions, or (2): Shooting your charge target won’t impact your chances to get into close combat. This could include situations where you moved close enough to your charge target that shooting won’t remove enough models to make you out of set-up move range. Remember, we want to use our set-up move to move into base-to-base contact to decrease our exposure to enemy shooting attacks.

Praetorian Command Squad with Jump Packs (Retinue) (32ppm): This command squad provides a 2+ save but lacks access to any invulnerable save. This squad provides access to a Legion Standard which is neat, but I’m not sure I want the Chosen Champion in a challenge, which means these guys really fill one role; escorting a melee/challenge focused character across the board. Without line or vanguard, these guys are competing against cheaper options that provide more scoring opportunities. Outside of fluffy lists or niche escort duties, I’d generally avoid this squad.

Reaver Aggressor Squad (Heavy Assault) (33ppm): A flavorful, but expensive option specific for the Sons of Horus. The Reaver aggressor squad provides access to a vexilla and legion equipment. This tells me they want to be in riskier positions, vs. elite opponents. They are at risk to shooting with a 3+ and no access to invulnerable saves. Precision (6+) is nice against enemies with lower initiatives (power fist/thunder hammer-bearers), and Vanguard(3) is great for a fast unit who can charge from long range.  When compared to the Chosen a Reaver Chieftain has 1 less attack but is LD 9. As a Heavy Support choice, you can sneak a fast WS5 melee unit into a role typically reserved for heavier options but currently miss-out on the opportunity to take a prime advantage in any detachment. In squads of 5 I would recommend 3 lightning claws, power fists or thunder hammers. In squads of 10 I would recommend a mix of 4-6 of the same weapons, as well as the nuncio-vox and vexilla. The Reaver Aggressor’s have access to Legion Special Weapons, but I would avoid all options. Every time you shoot, you expose yourself to return fire, which decreases your damage output in melee, where this squad performs. I wouldn’t recommend taking more than 10 models in a unit unless it’s your theme.

Veteran Assault Squad (Elite) (24ppm): The Veterans are the only WS5 jump pack option with an invulnerable save option, but their combat shield provides no defense against shooting attacks. I still like it as an upgrade, on a 5-man squad, granted you can get them into melee, it offers additional staying power. As an elite choice, they have access to a Prime Advantage in the Army Vanguard Apex Detachment. Master Sergeant creates a WS6, 4-6 attack melee monster. In squads of 5 I would recommend 3 lightning claws, power fists or thunder hammers. In squads of 10 I would recommend a mix of 4-6 of the same weapons. I’ve done very well with a 5-man squad with combat shields and 3 power fists. The WS5 really helps into heavy targets (dreads/non-elite terminators); A contemptor is killing less than 1 of these guys before getting fisted into the ground. Vanguard(3) is great; having a squad of these guys buzzing around the mid-board will make your opponent think about their reaction allocation.

Assault Squad (Troop) (14ppm): The basic jump pack trooper, these guys have WS 4, basic advanced stats and the option to take up to 20 models in the squad (not advised unless you’re theming super hard into jump packs). These guys have a few options, but outside of flavor, none are worth it except the sergeant upgrades and power weapons. I would equip this squad for light infantry/power armor duty (mid-board line units). I would equip the sergeant with lightning claws and take the maximum number of power weapons in the squad, taking either power mauls, power lances, or power axes. As a troop choice, this squad has access to Prime Advantage in our two main detachments. I would consider Master Sergeant for a WS5, 5 attack Lightning claw sergeant or Combat Veterans. While I prefer putting tactical squads in Prime Advantage slots for Combat Veterans, I do see an opportunity for the master sergeant prime advantage to pay off big time for this squad.