As we count down the hours to the pre-order launch of the new edition of Warhammer: The Horus Heresy, it’s the perfect moment to highlight some of the incredible miniatures waiting inside those big new boxes. Today, we’re zeroing in on one heavy-hitting favourite: the Saturnine Dreadnought.

The Horus Heresy has always offered Space Marine commanders plenty of armoured choices — but the Saturnine stands out for its sheer battlefield presence and staying power. Here’s why this brutal machine might become the backbone of your next army — and how to make it pull its weight in your games.
A Walking Fortress

On paper, the Saturnine Dreadnought is a powerhouse of resilience. Sitting at Toughness 8 with 8 Wounds, it’s built to weather all but the most dedicated anti-armour fire. Its movement is steady but slow at 6", which is expected for something this massive — but the payoff is clear: it’s hard to bring down.
Compared to its cousin, the Leviathan, the Saturnine gains an edge in pure durability, with an extra Wound and a built-in 4+ Invulnerable Save. One of its standout defensive features is its thermal diffraction field, which weakens incoming attacks with the Las, Plasma, Melta, or Flame traits — all common choices for cracking open hard targets. Even better, this field helps limit overload damage from its own plasma weapons, should you run them hot.
A New Niche Among Dreadnoughts
Every Dreadnought has a role, and the Saturnine fills a gap between the heavy melee punch of the Leviathan and the long-range anti-air reach of the Deredeo. When you need a rugged line-breaker that can dominate mid-range firefights, the Saturnine shines.
This makes it perfect for pushing up with your main force, acting as a rolling gun platform that soaks up enemy fire and returns it in kind — without needing to get stuck into hand-to-hand unless absolutely necessary.
Big Guns & Versatile Loadouts
Right out of the box, the Saturnine comes armed for serious work. Each hull mounts two large weapons — with four big gun options across current and future releases — plus a pair of smaller secondary guns to keep infantry at bay.
Included at launch:

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Disintegrator Cannon: Ideal for shredding heavy armour and automata, this gun fires two Strength 9, D3 Damage shots. The Overload (2) rule adds a little risk, but the reward is huge damage output — especially when targeting enemy Dreadnoughts or Terminator elites.

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Heavy Plasma Bombard: This one is designed for erasing infantry squads. Its 5” blast can reach units hidden out of line of sight within 36”, covering a big area and landing devastating hits with ease.
Coming soon as upgrades:

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Graviton Pulveriser: This brutal option deals 4 Damage when fired from a stationary position — excellent for cracking armoured infantry or stubborn enemy walkers.

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Inversion Beamer: Another blast weapon with AP2 and a 3 Damage punch at close range, perfect for smashing entrenched elite units.
Supporting these heavy hitters are small point-defence pairs, like the concussive resonator and photonic incinerator, both included in the main kit. These short-range weapons help discourage enemy infantry from getting too close for comfort.
How to Use It on the Table
At roughly 340 points base, the Saturnine is an investment. It’s best used as an armoured anchor: keep it close to your main advance, just behind your front lines, pouring fire into enemy positions while tougher melee units handle close-quarters threats.
In the heat of battle, expect your Saturnine to soak up firepower that would flatten lesser tanks — while its guns methodically dismantle enemy Dreadnoughts, automata, or elite infantry formations.
Ready to Dominate No Man’s Land
The new edition makes the Saturnine Dreadnought a top pick for any commander who wants a resilient mid-range bruiser to back up their line troops and win the gunfight. It’s tough, adaptable, and built to hold ground — everything you want from a walking fortress in the Age of Darkness.
