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Horus Heresy

Horus Heresy Third Edition: Inductii

by jellymuppet, Max | Oct 28 2025

A couple of weeks ago, the Horus Heresy team dropped new rules for Inductii as part of their ambitious digital release schedule. The Inductii had rules from the last edition, which could be found inside the Siege of Cthonia book, and we’re getting the same in this free PDF.

These reworked rules are interesting, fun and powerful, giving a new option for troops that trade flexibility, reliability in points scoring and mental stats for bulk and some interesting Legion eccentricities. We’ll go through the lore, look at the generic rules base and look at each Legion in turn.

If you’re hungry for our Blackshield review, hold tight a few days. We’re writing the review now and should get it out soon.

Horus Heresy Second Sphere Defense Credit: Soggy

Lore

As the Horus Heresy raged on, the Legions found themselves battered, bloody and depleted from the violence of early heresy such as the Istvaans, the Betrayal at Calth and the Burning of Prospero. Looking to quickly replenish their warhosts, in desperation some forces began to accelerate their normal recruitment processes, condensing the organ implantation and psycho-conditioning that would normally take years into mere months. This rapid indoctrination amplified the eccentricities of Legion culture and doctrine. The ranks of the Inductii include Blood Angels that practice cannibalism mid-battle, cybernetically lobotomised Iron Warriors and Night Lords who are even more cowardly and stabby than useful.

Many of the young Inductii were not recruited from their legions traditional recruiting grounds and so had a toxic desire to conform to their newly adopted culture and desperately prove themselves as true children of their Primarch.

Rules

All Inductii are troops choices based on a Tactical Squad or Despoiler Squad template. They have a standard Legionary profile, but cannot have Prime Benefits, and have reduced mental stats of 7 Leadership, 6 Intelligence and 6 Willpower. That said, the most important mental status is generally Cool, which they keep at normal Astartes levels. They generally don’t have sergeants, lose Fury of the Legion and are 10pts cheaper than their full brethren.

Taking mental stat checks on a 2D6 probability bell curve mean a drop in Leadership from 8 to 7 is a big deal, especially once they start losing fights, meaning they’re much more likely to get Panic. A common tactic is a difficult to Status 20 man Tactical brick with either Combat Veterans or Malefic to sit on objectives and ramp up points, but Inductii can’t take Prime Benefits so lose this option. They can however have characters join them which is a change from last edition – a Chaplain or Optae is amazing to take with one of these for the boosted mental stats.

Another big change for most of these is unit to their scoring mechanics: Normal Tactical and Despoiler squads both have Line (2), whereas most Inductii will have either Line (1) or some form of Vanguard (usually 2). Line scores points on objectives which wins games, making Tactical Squads arguably the best unit in the game. The Inductii score fewer points on objectives, which is the core role of Troops choices in your list, but they make up for this with a suite of Legion specific, weird, and interesting special rules and equipment options, some of which can be very powerful. Nuncios Voxes are also even more essential on these units, relying on nearby command models to prevent statuses.

A lot of these units get special equipment choices (like pistols or melee weapons on Despoilers) on 1 in 4, not the normal 1 in 5. I have no idea why this is the case, but it seems cool!

Dark Angels – They Get Volkite

In a simple but brutally efficient example of the Lion’s pragmatism, the Inductii of the Dark Angels were given the Legion’s surplus of weapons of the Old Night. While you never really see Volkite Charger tactical support squads, you would willingly pay points to give that unit Line and this unit is cheaper (by 40pts for 10). With the lowest mental stats of any Marine unit in the game, they’re also well poised to take advantage of the Dark Angels Legion Tactica (always rolling at least 6).

Emperor’s Children – Pumped Full of Drugs and Pride

Their special rule, Perfection Imbodied, makes them more invigorated to get in combat but more embarrassed when they lose. This means that when rolling for Status checks at the end of the shooting phase, they roll 3 dice and discard the highest, whereas if they lose in combat, they check their leadership with 3 dice and discard the lowest. This makes them more likely to make it into melee but leaves them only really capable of punching down as they’ll very likely run away from any serious melee unit (which at WS4 isn’t much), but maybe Initiative 5 from the Legion Trait will aid in possible up-punching.

To help them win these combats they have the option of taking Charnabal Sabres across the entire squad for 5 points per model, as well a one in 4 choice Legion Pistols and 1 in 4 of Heavy Chainswords and Power Weapons.

Iron Warriors – Reduced to Automata

Mercilessly indoctrinated to the point of brain damage, these Inductii are a solid force for holding mid-field objectives. With a Cool of 8 and an Intelligence of 5 (which won’t come up but for the most niche of situations). They have Expendable (1) so are less likely to give away points from Vanguard or First Strike, as well as Implacable Advance allowing them to volley fire Boltguns. You can also swap out their Boltguns for Shotguns sprinkling in a couple for Stun (0). This is a neat little package that does everything you want a Tactical Squad to do.

White Scars – Impetuous Glory Seekers

Anxious to prove themselves to their more Veteran kin, these Inductii seek out enemies to test themselves through feats of arms. Despoiler equivalent but with expendable (1) and a special rule improving their resilience against elite opponents. Proof of Valour means that WS5 enemies (i.e. most serious close combat units) only hit them on a 4+ and being able to take more Power Weapons in this unit to help them punch up makes them a serious contender if you were thinking about taking Despoilers and didn’t want to use your prime benefits on the Expendables (2) from their Prime Benefit Sagyar Mazan. That being said a WS4 unit isn’t going to cut it against most serious close combat threats, but at least the extra Movement from the Legion Trait will help you get there.

Space Wolves – Rowdy and Raucous Astartes Rushing into the Fray

Inspired by the countless deeds of their forebears these Inductii long to close with the enemy and make a name for themselves. The special rule Headstrong allows them (and only them – no characters) to rush and still charge, however if they fail they are immediately Stunned and Pinned (sad dog noises). To help them when they get there and for maximum Viking vibes, they may also take Combat Shields and swap their Chainswords for Chainaxes or Fenrisian Axes (plus all the normal Despoiler bits). The challenge with most Despoiler squads is that it’s sometimes hard to reach units you want to kill in combat, and this extra 4 inches of movement really helps them do that especially when combined with your extra 2 inch set-up move. This effectively gives a 16” threat range (+ charge roll) on foot vs 10” of a non-wolf squad. It’s 15 points cheaper to give this unit the same loadout as Grey Slayers but you’ll be trading the scoring potential of Line (2) for a slightly increased threat range.

Zone Mortalis at the Goonhammer Open. Photo Credit - Soggy

Imperial Fists – Fire Support Legionnaires

Dorn’s doctrine for the Siege of Terra meant that his Inductii specialise in using hails of bolter fire to pin enemy units in place for artillery strikes. These Tactical modelled Inductii can take a Heavy Bolter or Autocannon per 10 men in the unit and when stationary have Pinning (0). This is less good at scoring than a Tactical Squad but Statuses are really powerful, so a unit that can do both is uncommon and effective, especially when all of these guns hit on 2s with the Legion trait.

Night Lords – Stabby Gang Members

These merciless gang-land killers will exploit every opportunity to win a scrap. These Despoiler-template Inductii replace their chainsword for brutal improvised weapons that are somehow better than chainswords in almost every way (losing Shred (6+) and AP 5, for Breaching (6+) and Precision (6+). This offers them the capability to stab vulnerable sergeants, nuncios, and special weapon wielders. You do however sacrifice your power weapon options, meaning that whilst you lack AP3, with Breaching across the board you’re as effective against all comers and for cheaper. Adding to these underhand tactics, if you win (or draw) a fight, roll a dice for every model with the Unscrupulous Murderers and for every 6 deal a wound with AP- to the enemy unit. Just remember good Night Lords units thrive on killing Statused foes, so make sure to support them with some firepower that helps them leverage their combat strength. These are fun, thematic, and powerful. Ave Dominus Nox indeed.

Horus Heresy Second Sphere Defense Credit: Soggy

 

Blood Angels – Eaters of the Dead

Not subjected to the same amount of psychoconditioning and harpsichord lessons as their full blooded brethren, Blood Angels Inductii resort to the same feats of bloodshed and cannibalism as the Revenant Legion of yore. These Despoiler Inductii have access to heavy chainaxes across the board as well the Eaters of the Dead rule. After they win a combat they indulge in rampant mid-battle cannibalism, striking fear and disgust into the hearts of the enemies and forcing every unit with a model within 8” to take a Panic check. With a big unit of Inductii in the middle of the battlefield this’ll often hit many units, potentially devastating your opponents battleline. On your turn if you choose to execute this combat first, you can force a Panic check on combats as yet unresolved. Send this into a squishy unit for snacks and panic, especially on the charge so you get extra S from your Legion trait.

Iron Hands – Experimental Body Modders

With Ferrus Manus’ untimely demise (spoilers), and the supply of biological resources running low, the Iron Hands began recklessly implanting experimental bionics into their recruits. These Tactical Inductii have one phosphex bomb per unit and can volley fire it and their bolters using Implacable Advance. Their Forbidden Augmentations grant the unit a native Medic! (5+). While Medic eats up Reactions for little benefits, having more Panic (3) in your army is always a good thing and will make your opponent think twice before charging them as a result.

World Eaters – Brother, the Nails Are Biting!

The World Eaters are poorly disciplined rampaging squads of barely-sapient-from-bloodlust melee bruisers. They also have Inductii. They are Despoilers with an unusually high Vanguard (3), but paying for this with Heedless, meaning they can never really hold or score an objective; just kill things. Very on brand! They also have Impact (T), a weird rule making them T5 on the charge (I’ve never seen a version of this so used). Extra Toughness is helpful because compensates for Raving Madmen (normally seen on Red Butchers). This means characters can’t join the unit (unless they’re also Raving Madmen, like the weird Apothecaries this doc adds) and they always count as being WS3 when being attacked. There’s an extra page of rules here, allowing you to take Legio Hereticus-only Prime Benefit Apothecaries with Butcher-Surgeon granting Raving Madmen (giving the aforementioned downside but letting them join the Inductii and Red Butchers), and also which allows them to automatically have a charging unit they joined become Lost to the Nails.

Ultramarines – Led by a Proper Sergeant

The Ultramarines had constantly changing doctrine defined by Guilliman’s need for battlefield flexibility. To better aid this, Guilliman ensured his countless Inductii were commanded by Evocatus Intendants. These Veterans Sergeants have a ton of upgrades over a normal Inductii and weapon options to pair: WS5, 2 Attacks, LD8, CL8, WP7, IN 6. They also get 2 special weapons in the Tactical-esque Squad (and they don’t have to match), which you can use to supplement damage or bring some statuses with rotor cannons and flamers. You can even add some Pinning on a combi-grav from the Evocatus Indentant. Their special rule Certainty and Resolve makes them less likely to fall back off the table. This is a very cohesive package, but be careful buying upgrades in case you squad ends up pricier than Tacticals. They are also locked to 10 man units only.

Death Guard – Just More Lads

Death Guard Inductii were mostly deployed to garrison and fortification duties throughout the galaxy. These Tactical-esque models maintain Fury of the Legion (unlike most Inductii), and have access to 2 Flamers, Alchem Flamers or Rotor Cannons for reasonable prices. They also don’t have to take Rout Checks from casualties during shooting (although this notably doesn’t exclude Panic or other status checks), making them likely to stick around. Fury means they also make great use of the Death Guard Legion trait, allowing them to move 4” and still throw down mass bolter fire.

Thousand Sons – Experimental Nascent Psykers

After their near destruction at Prospero, the Thousand Sons were forces to rapidly rebuild. They attempted to use new technologies of psychic indoctrination and bio-alchemy to amplify their psychic powers. These Tacticals have WP7, which is helpful given they’re all Psykers. They get a single Volkite Caliver, and the Ætheric Guidance power. This nifty trick gives Breaching (6+) on a shooting attack if you pass a WP check with no downside unless you Perils. This adds a nasty sting to a bolter volley, especially if you add some extra caliver shots. The catch is this prevents you from choosing any of the other psychic shenanigans the Thousand Sons usually have.

Horus Heresy Second Sphere Defense Credit: Soggy

Sons of Horus – Prove to Your Elder (Battle) Brother You’re Cool

The Sons of Horus loved to recruit from worlds Cthonia with strong martial traditions, and you can tell by looking at their Inductii, who are attempting to impress their Veteran brethren. These Despoiler-pattern recruits have the option for free chainaxes as well as normal 1 in 4 Despoiler trimmings. The real joy comes with Creed of Brutality. In the Start Phase’s Effects Phase, you can to take a Leadership Check: If you pass you gain Impact (S) for the rest of the turn (which means wounding on 2+ with those chainaxes against Marines, yum!), if you fail you get Stunned (initiative 1, yuck). The good news is that if you’re in 6” of a Sons of Horus unit with WS5 or better, you can use their Ld. This is an incredibly fun rule, which a terrifying amount of the time is going to get you Stunned by your own hubris. Make sure to take a Nuncio so the guy you were trying to impress can ring you back to tell you you didn’t make a fool of yourself in front of the rest of class.

Word Bearers – They’re Full of Demons

Squad of warp-branded Despoilers, voluntarily exposed to the Warp to get them ready for demon bindings and even nastier business. They can all take Heavy Chainswords for too many points, but the main reason you want them is Empty Vessels. Once this unit scores points with Vanguard, they suffer D3 AP2 wounds, and then immediately gain Feel No Pain (6+) and the Malefic type. Stack their Legion Trait with a Vexilia for double combat resolution points, so even if you might draw a combat you stand a better chance of running someone down and getting stuff full of demons.

Salamanders – Scarce Boys Equipped with Plentiful Toys

After the disaster at Istvaan, the Salamanders had more gear than men for the rest of the Heresy. These Inductii are commanded by a Sergeant (like the Ultramarine one: WS5, 2 Attacks, LD8, CL8, WP7, IN 6) as well as a bewildering array of wargear. They can all take Heavy Chainswords, 1 in 5 can grab an item from the Sergeant(!) List (Thunder hammer? Power fist? Lightning claw?), and 1 in 10 can take a Flamer, Meltagun or Disintegrator Blaster, as well as a full suit of sergeant options, including the Forge-Crafted Legion Equivalents. They also get an extra Combat Resolution Score if they score a wound in combat from Wargear of Heroes, representing their need to honour the weapons they’re armed with. Generally, I’d tend to save these weapons for multiwound WS5 vets or command squad men, but this is an incredibly cool unit.

Raven Guard – Slippery Rogues

The Raven Guard Inductii follow their Legion’s methods of evasion. These Tactical Marines have the normal options, and are also immune to being Pinned thanks to Unchained Conviction. If they would ever take the Pinned Status, they immediately make a Fall Back Move (and don’t Panic/Rout) and discard it. This is a very powerful rule, but it's slightly niche in application. I wish it applied to more Statues than just Pinned. 1 in 10 also gets access to a sneaky Nemesis Bolter to take pot shots.

Alpha Legion – False Flag Operation

The Alpha Legion became incredibly good at faking signal and comms arrays, preventing their foes from recognising their true nature until it was too late. The Tactical Inductii utilise Treacherous Lure, preventing their enemies from shooting them in the first game turn. This means they can dash forward with a rhino to grab a turn 1 objective for some points without dealing with any bullet/laser/plasma related consequences. The bad news is that this doesn’t effect charges, so hope your opponent hasn’t brought any jump packs. There’s a few other caveats: Reactions and Volley Fire still hurts (watch out for Tarantulas), and no characters can join the unit, so no Saboteurs, Dynat or Pathfinders making matters worse or giving access to infiltrate or Centurions or Chaplains to stave off combat threats.

Final Thoughts

There we are; 18 incredibly fun and exciting units to add to the Legion roster, creating some highly flavourful units that sacrifice morale and points scoring for some Legion specific juice. If your goal is winning, it’ll always be hard to justify taking these instead of Tactical Marines. Line (2) is just too hard to pass up on, but we hope the units are interesting enough and our readership good natured enough that Goonhammer fans the world over will soon be deploying the Inductii to the battlefields of the 31st millennium.

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Tags: Horus Heresy | the horus heresy | heresy 3rd edition | inductii

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