Tuesday, April 21, 2026

Horus Heresy 3e Review: Kharybdis Assault Claw

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The largest drop pod!

Background.
The mother and father of drop pods. The Kharybdis is a mighty large drop pod that has an impressive carrying capacity. The background explicitly notes that it is well used as a surface-to-orbit assault vehicle to exact vengeance against enemy space craft crew. It is also useful for scouring the battlefield by using its short range weapons and undertaking a scorched earth style policy.

Strengths. 
With a transport capacity of 22, this is a drop pod with serious carrying ability. Armour of 12 all around and 8 hull points is impressive. 

The claw comes with a Kharybdis missile launcher which although is short range can cause some pinning and has a good fire rate and strength value. Nice in conjunction with the innate BS=4 value. 

You can also swap out the carrying capacity for a single Walker model with up to Bulky=7. In other words, this is your leviathan transport solution. 

Weaknesses. 
The points cost is very high. Just below par with some land raiders. 

Builds.
There are no builds or options to discuss.

Monday, April 20, 2026

Horus Heresy 3e Review: Dreadclaw Drop Pod

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. A flexible drop pod!

Background.
Unlike other drop pods, the Dreadclaw was designed to be a return vehicle. It was initially designed for void warfare. Those claws on the side dig into a target space craft while melta cutters get to work in order to create an access point for the marines aboard to gain access. It has also found use as a fully functional low altitude vehicle capable of strafing enemy lines with ease.

Strengths. 
A carrying capacity of 12 combined with the ability to take bulky contents such as a single dreadnought (up to bulky = 6 - hence up to a regular contemptor, but not leviathan or higher).

It has a movement rate of 15 which is very respectable and armour of 12 all around and 5 hull points.  

It is classed as a flyer and also transport. Hence my view is to use it to drop off your cargo, and then bumble around getting in the general way. 

Weaknesses. 
BS=4 but nothing to fire with?! 
Also in this edition, no landing clearing with heat blasting sadly. Groan. 

Builds.
There are no builds or options to discuss.
You pay a flat 115 points and get a very flexible drop pod. 

Sunday, April 19, 2026

Horus Heresy 3e Review: Dreadnought Drop Pod

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. It is a drop pod. For dreadnoughts.  

Background.
This does exactly what you think it does and is entirely analogous to the regular legion drop pod. They both have the same purpose afterall: dropping into place a unit - in this case a dreadnought - and being recoverable after the battle. 

Strengths. 
You get to transport a single dreadnought who has bulky less than 7. That's it. That's really all there is to it. It is an orbital assault vehicle and has impact reactive doors. Armour of 12 all around and 5 hull points feel a bit redundant at this point. 

Weaknesses. 
BS=2 but no bolt gun to shoot with? Surely this is Errata territory?

Builds.
There are no builds or options to discuss.
You pay a flat 100 points and get a drop pod designed to carry dreadnoughts. End of. 

Saturday, April 18, 2026

Resurrection of the Astulae Adventure Blog - Now Complete

About 15 years ago, I had this bright idea for a blog based adventure game called Astulae. It started out as a "Choose Your Own Adventure" style game with more than a strong hint of the computer game "Myst" thrown in for good measure. 

As I was designing it, things got complicated fast. Very fast. It became a sprawl of dead links and things that I needed to go back to and write more about. And on top of that, I'd created a cypher for the link pages themselves that at one time meant something. But when I returned to them recently, I could not make head nor tail of the cypher I'd used all those years ago, and had long since lost my (physical) notes. 

I turned to artificial intelligence and asked it to figure out my cypher. Which, of course, it did, in next to no time. With this in place, I have been tinkering with it and finishing it off. And today, it is ready to play, and 100% complete-able. So, if text adventure games in the spirit of Myst tickles something in your mind, head over to Astulae.Blogspot.Com and see what you think! Feedback very welcome. 

[Aside, this became the starting point for this roleplaying game that I later published on DriveThruRPG: Astulae which is now a best seller.]


Friday, April 17, 2026

Horus Heresy Review: Spartan

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. An enduring icon. 

Background.
Less common than other land raiders thanks to the expense of production, the Spartan nonetheless sees extensive use in all legions. In essence, it is a large transport carrier, while retaining all the benefits of a land raider's ranged arsenal. 

Strengths. 
An amazing carrying capacity of 26, 14 armour value all round, and a whopping 10 hull points. Las cannon arrays for sponsons, and a more humble twin heavy bolter to the front. 

Laser destroyers are tempting for the better strength and AP. The Gravis heavy bolter is maybe weaker but could be fluffy given the fire rate. 

Replacing the heavy bolter is to taste and I can see a case for the heavy flamer up close and personal, and the twin las cannon will help with more tank hunting. The pintle weapons can reinforce the role as well. Search lights and hunter killer missiles are entirely optional and to taste. 

Weaknesses. 
We are in 5/5 territory due to how often it is fielded, its value, and how often it is played. All players need to have a solution to a spartan ultimately and despite the points value you will see them fielded. 

Builds.
Spartan with laser destroyers, front twin las cannons (410 points). 
A great option for lasering your way across the battlefield and disgorging your passengers at the opportune moment. Take a pintle Multi Melta for extra close up work. 

Spartan with gravis heavy bolter batteries (400 points). 
A dakka style spartan. 

Thursday, April 16, 2026

Horus Heresy 3e Review: Land Raider Carrier

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Iconic in its own way. 

Background.
The Land Raider has been with us from almost the start. Through the Rogue Trader era to present day, this vehicle is a mainstay of the space marine legions and chapters. In 30k the same remains true and this particular unit sees deployment all over the galaxy on both sides of the civil war, and probably beyond.

Strengths. 
Movement rate of 10 combined with a transport capacity of 12. Naturally, it has an armour value of 14 all around which will keep it protected, and 8 hull points.

Sponson las cannons and a front mounted twin heavy bolter round out the armaments. Of course, it is also an assault vehicle and has auto-repair which is good. Don't forget about the smokescreen option too - it is easily over looked. 

In terms of options, the heavy flamer is an interesting swap to make. The front mounted las cannon is attractive for lots of las action. The pintle options are reasonable: havoc launcher for general duty, heavy bolter for more shots but might not be worth the points, heavy flamer is reasonable, and a multi melta is expensive but depends on if you are explicitly tank hunting at closer range. Combi weapons are okay too. I wouldn't bother with the search light, but the hunter killer missile is to taste. 

Weaknesses. 
It is a land raider. Deal with it. 

Builds.
Land Raider with Front Las Cannon (275 points). 
Cheap enough to be very attractive. Add a pintle multi melta to taste for extra tank hunting, and maybe a hunter killer missile if you are feeling lucky. 

Land Raider with front heavy flamer, pintle heavy flamer (275 points). 
Lots of heavy flames being thrown around for when you are up close. 

Wednesday, April 15, 2026

Warhammer: Manchester

A chance trip to Manchester recently, and as per usual, I sought out the local Warhammer store. This used to be inside the Arndale Centre the last time that I visited but that was over a decade ago now. The store is now Warhammer rather than Games Workshop, and it is physically located on the outside of the shopping centre along the very busy Corporation Street. It is well served by the local tram network at the Exchange Square stop and easy access to all the rest of the shops, buses, and major railway infrastructure in Manchester. 


Let me start by showing you the impressive shop window display. I noted that the old location was amazing, but they've continued the theme of blowing away the competition in the new store as well (apologies for the reflection). 


But when you go inside, the diorama of tyranids and genestealer cults assaulting the Blood Angels just gets even better. 


I mean, check out the tyranid space craft in low orbit here. Let alone what is dropping from the skies. And all those missiles and laser blasts. Furnaces (water on the outside). Okay. I'll shut up. Just look at the images. 


Elsewhere in the store is no different. Some really excellent displays. Horus Heresy caught my eye, of course. 


But also these daemons! I think I feel inspired to try to do some conversions myself for daemons of the ruin storm now...!


And the staff were so friendly with me too. I suspect they remember my visit despite me wanting to be the anonymous shopper that I usually am. I took too many photographs. I regret nothing though. I'm really inspired now!

Tuesday, April 14, 2026

Horus Heresy 3e Review: Land Speeder Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are solid. 

Background.
The classic Land Speeder comes armed with an over abundance of upgrade options. This unit won't suit some legions or play styles, but it is undeniably going to shape others.

Strengths. 
The movement rate of 16 is one of the best in the entire game and whole units of these beasts will create headaches for opponents. T=5 and W=3 will keep them alive long enough to cause serious damage as well. 

Another multi-marine antigrav tank, Land speeders have solid rules like deep strike, firing protocols, and a native augury scanner (up-gradable to a second weapon). But where the real strength lies is in their upgrade flexibility. 

Weaknesses. 
Ld=8 is problematic.

Builds.
Land Speeder with 2x Multi Meltas (90 points). 
Tank hunting. You might need 2 or 3 of these depending on your opponent. Take hunter-killer missiles to taste. 

Land Speeder with 2x Plasma Cannons (70 points).
This is amazing for the points cost. 

Land Speeder with 2x Volkite Culverins (60 points).
Take a blob of 5 of these to deal with enemy infantry. Remember for volkite weapons: you want to go big!

Land Speeder with 2x Graviton Guns (70 points).
Very nice for the points. Only a couple of these needed per squad.

Land Speeder with 2x Havoc Launchers (55 points).
Sit back and take some shots at things? Take as many or as few as you desire here.

Land Speeder with Heavy Bolter and Heavy Flamer (50 points).
A meat shield for others in the squad, but also deters charges on occasion.


Monday, April 13, 2026

Horus Heresy 3e Review: Javelin Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are reasonably good. 

Background.
A more heavy weapon orientated grav craft than the jetbike and similarly able to have good speed and maneuverability. These are comparatively rare constructs and valued by many legions. 

Strengths. 
Good movement rates, T=6 and W=4 make for a much more solid version of the jetbike. 

These multi-marine Land speeders have nice rules like deep strike and firing protocols to make best use of what they are. 

In terms of weapons, the combination of the cyclone missile launcher and heavy bolter is actually not bad at al. Upgrade to two lascannons for long range aggression.

Weaknesses. 
Leave the volkite culverins at home - you can't go "big" with this squad. The heavy flamers have limited utility compared to other squads. Two more heavy bolters is interesting for sheer fire power. And what ever happened to multi meltas compared to second edition?

Builds.
3 Javelins (225 points). 
Exploit the missile launcher and heavy bolter combination. Replace the missiles with 2 more heavy bolters for sheer fire power. 

Javelin with 2 las cannons (80 points).
Long range fire platform for anti-monster or anti-tank duty. 

 

Sunday, April 12, 2026

Horus Heresy 3e Review: Scimitar Jetbike Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are nice. 

Background.
They are jet bikes. With space marines mounted on them. They hover over the ground thanks to ancient anti-grav technology. Not only do they have the cool factor, but they make for a great strike unit in the game as well.

Strengths. 
Excellent movement rate of 16 combines with 2 wounds to make a swift glass cannon strike force. 

The jetbikes carry a heavy bolter as standard which can be upgraded to Volkite Culverins (which I'm not personally fond of unless you go to a maximum squad size of 10); Multi-Meltas (to kill tanks); and Plasma Cannons (to kill infantry with pie plates). 

Upgrading the sergeant's weapon is worth it for close combat duty, but the augury scanner and bolt pistol upgrades are subject to choice. 

Weaknesses. 
The 3+ armour save isn't great, but hopefully with that movement rate, you can position yourself appropriately. 

Builds.
3 Jetbikes, 3 Multi-Meltas, Sergeant with Thunder Hammer (155 points). 
Kill tanks, and perhaps take care of some of what was being transported. Melta-cide otherwise. 

6 Jetbikes, 6 Plasma Cannons (245 points).
Plasma death!

10 Jetbikes, 10 Volkite Culverins (355 points).
Volkite means going big or going home. Take a power fist and augury scanner to taste?
 

Saturday, April 11, 2026

Word Bearers Painting

A test model today: painting a Word Bearers flamer marine. 



The recipe was an under coat of black followed by a base coat of Mephiston Red. I then applied a wash of Nuln Oil mixed with Blood Angels red contrast paint (ratio of 2 parts contrast paint to 1 part Nuln Oil). This layer gives the marine a much more broody and deeper red colour whilst granting the recesses a genuinely darker shade. Highlights were then picked out using Evil Sunz Scarlet. 

For the silver parts, the base coat was lead belcher, followed by Nuln Oil, and then highlighted in brighter silver (I tested using necron dry brush which seems to work well for this, particularly for azimuthal angles). 

Shoulder pads were pure Abaddon black followed by edging in Eshin grey. Eye lenses were simply picked out in white and followed up with green contrast paint. Then came the fun part of applying the decals. I like the Word Bearers for the sheer diversity of decals available and the extensive scroll work and iconography that they come with. I've applied the legion symbol to the shoulder pad along with an Eye of Horus to denote allegiance - as if it were in doubt given the new heretical legion icon. There is scroll work on one leg and the Twisting Rune Chapter icon on the other. 

Overall this closely adheres to the colour scheme that I have always had in the back of my mind for the Word Bearers, without going metallic red, or over the top with daemonic mutations or spikes that would come afterward. 

Friday, April 10, 2026

Horus Heresy 3e Review: Fire Raptor

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are solid. 

Background.
A storm eagle, but sacrificing carrying capacity for more guns! The background fluff here notes that they were great against the Ork hordes that plagued a variety of worlds, and the same would be true in 30k if the Orks had a codex or army book equivalent here.

Strengths. 
AP=12, 6 hull points, and a movement rate of 18 combine to make a great flyer (which also has the stable rule). Take your Strafing Run and go hunt some enemies!

The twin avenger bolt cannon causes suppressed as well as has a massive 10 shots at S=6 and AP=3 which makes it excellent for anti-regular-marine duties. The tempest rockets are equally fine. 

The heavy bolter batteries are good and can be upgraded to autocannon batteries which I like a lot. The tempest missiles can similarly be upgraded for hellstrike - to taste. 

Weaknesses. 
New rules for flyers in third edition are also worth a re-read if you've not used them much before. 

Builds.
Fire Raptor, Autocannon Sponsons (235 points). 
Most combinations are good here, but I do like the autocannon sponsons over the heavy bolters. The damage=2 characteristic here really helps with heavier targets. 

Wednesday, April 8, 2026

Horus Heresy 3e Review: Storm Eagle

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Good rules!

Background.
Made in vast numbers on Terra and Forge Worlds like Anvilus and Galatea, the Storm Eagle is a mainstay of the legions. An orbital assault craft, it carries large numbers of Astartes into battle whilst protecting them with strong armour and prosecutes warfare with excellent weaponry at the same time.

Strengths. 
Flyers in third edition function a bit different in the sense of the combat assignments that you have to assign them. Presumably you will want a drop mission for the storm eagle given its (reduced) capacity of 16. And then remember with the FAQ/Errata that you can enter the board from any board edge ultimately from turn 2 onward. This gives you strong flexibility to drop your deadly cargo right in the middle of enemy deployment zones. 

The tempest rockers, vengeance launcher and even the heavy bolt guns are all viable. With the stable rule on the flyer, you don't even have to fire snap shots. This is great fire power all round. 

AP=12 and 6 hull points are very reasonable and the movement rate of 18 very respectable. 

Weaknesses. 
Points cost builds fast. New rules for flyers in third edition are also worth a re-read if you've not used them much before. 

Builds.
Storm Eagle, Twin Lascannons (230 points). 
The las cannons are almost compulsory given the resin you buy from Forge World! 
Most other weapons are viable: the multi meltas and cyclone make sense to replace the heavy bolters depending on your targets, and the hunter killer missiles will help kill vehicles as well. 


Tuesday, April 7, 2026

Horus Heresy 3e Review: Xiphon Interceptor

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A speedy interceptor that has the rule of cool! Seriously, I love the model. 

Background.
A dual atmospheric and void craft, the Xiphon is an ancient craft design. Brought into the Imperium thanks to the compliance of outlying worlds, by the end of the crusade it was only the Ultramarines and Dark Angels who were still really using them. The Heresy changed this as every legion pressed them back into battle. 

Strengths. 
This is an air-to-air interceptor primarily. It does do its job magnificently though.

It comes armed with two twin mounted las cannons on its centreline which makes it ideal for aerial dog fights and the interceptor role (remember that in third edition fliers start in aerial reserves and must be assigned a combat role when they get on the board - interceptor is one of these. Other viable ones including the traditional strafing run!).

The Rotary missile launcher is okay as well, but your main damage is probably coming from your las cannons. 

And the craft is magnificently fast with movement of 20!

Weaknesses. 
Armour of 11 all round make this an easy target - especially on a strafing run. With 5 hull points, it will likely go down quickly, so decide your role and go for it. Equally, the points cost is attractive enough to offset these concerns. 

Builds.
Xiphon (120 points). 
The only build available!

Monday, April 6, 2026

Steam Style Review of Isstvan 3

Thanks to ChatGPT, I give you the following: a Steam style review of Isstvan 3!! 
[Emperor's Children loyalist variety]

- - 

Not Recommended.  
26.3 hrs at review time.    

Avoid unless you are extremely committed to punishing difficulty, broken command structures, and being lied to by every system that is meant to protect the player. 

The deployment begins normally enough. Standard compliance theatre. You know the routine. Then, without meaningful warning, the campaign reveals that your own commanders have flagged you for deletion, the sky turns toxic, half your faction disappears in the opening minutes, and the rest of the experience becomes an extended endurance mode against impossible odds. 

To be clear, this is not “challenging” in the satisfying sense. This is a betrayal simulator with survival-horror elements. Respawns are effectively disabled. Reinforcements do not exist. Air support is hostile. Extraction is fictional. Supply lines are gone. Mission updates consist mostly of discovering fresh layers of treachery while your brothers die around you. 

And yet, infuriatingly, it works. 

Because once the scale of the deception becomes clear, the whole thing sharpens. Every corridor matters. Every magazine matters. Every last stand becomes personal. You are not fighting to win the map. You are fighting because the alternative is to accept that everything you served was already rotten. The game understands this, and it leans into it with brutal consistency. 

Enemy variety is also strong. Arrogant duelists, frothing butchers, trench-stubborn killers, cold administrators of death. You really do get the full traitor roster, each with their own special way of making the galaxy worse. 

Boss design on the command tier is especially effective, because the real mechanic is not damage output but moral injury. 

Pros: Phenomenal atmosphere. Excellent desperation-driven combat. Strong squad cohesion mechanics, especially when everyone knows they are already dead. One of the best final-act tonal collapses I have ever seen. 

Cons: Tutorial lies to you. Faction loyalty system catastrophically bugged. No meaningful victory condition. Ends exactly as badly as it should. 

I cannot recommend it to anyone seeking fairness, closure, or competent leadership. I can recommend it to anyone who wants to look treachery in the face and still choose to fight. 

Verdict: 10/10 experience. 0/10 command structure. 
Would die on the walls again.

Sunday, April 5, 2026

Horus Heresy 3e Review: Blood Angels Sanguinary Guard

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.

Background.
These are the Ikisat who are also known as the Burning Ones. Their role is straight forward enough: guardians of Snaguinius - or on occasion of commanders who were held in favour by the Primarch or his heralds. In effect then, when a commander is accompanied by these men, he has the full backing of the Primarch as these Seraph will sacrifice themselves for the commander or Primarch to live. 

Strengths. 
More jump pack marines, but this time with 2 wounds, WS=5, and all armed with perdition weapons. 

There are a variety of upgrades available, and I think the full squad melta bombs on a full squad are an absolute steal. Paragon blades and inferno pistols all have their place as well. The best upgrade is, however, the banner. You should be taking the legion standard.

Weaknesses. 
I am a bit torn on the utility of combat shields for these marines to be honest. 

Builds.
5 Seraph, Legion Standard, Paragon Blade (235points). 
I feel there's no point to the unit unless you are taking the legion standard, and then a paragon blade comes a close second. 

10 Seraph, Melta Bombs, Legion Standard, 2 Paragon Blades, 2 Inferno Pistols (495 points).
In the realm of very costly in terms of points, but the cost is understandable. This is the ultimate escort unit minus the combat shields (20 points upgrade for that all round, so something to think over) and you should be able to pull things off by speed and positioning. 

Saturday, April 4, 2026

Hours Heresy 3e Review: Contemptor-Incaendius Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.

Background.
Contemptor dreadnoughts with jump packs specially manufactured by the Mechanicum on Baal's first moon under the treaty of Anvillus. Being blunt: some dreadnoughts have jump packs - get over it. 

Strengths. 
Let's just revisit the core premise here. It is a dreadnought. WITH A JUMP PACK. 

In third edition, this amounts to a few things. It has a base move of 8. It can deep strike. It also has a special rule of a boost pack which enables it to gain the anti-grav type during a Rush. Hence not quite what an infantry man with a jump pack would be. But that is okay!

The paired talons of perdition weapons are solid and come with aflame 2 as well as AP=2 and are hitting at S=9. This is excellent. The melta and assault cannon upgrades are worth considering too.

Weaknesses. 
You are getting what you pay for, and it is expensive to be clear. But consider the cost of a regular dreadnought - let's say invariably 170 and above - combined with a dreadnought drop pod which would be 100 points, and you can see that the price here isn't actually bad at all!

Builds.
Contemptor-Incaendius Dreadnought, two melta guns (220 points).
I like the melta gun replacements for the heavy flamers as they provide excellent threats. 

Contemptor-Incaendius Dreadnought, two Iliastus assault cannons (230 points).
Slightly longer range threat as you close the gap for close combat. 

Friday, April 3, 2026

Horus Heresy 3e Review: The Angel's Tears

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.

Background.
There exist a range of attitudes toward destroyer units among the legions. There are those that simply do not use them (Salamanders) to those that regularly use them without remorse (Death Guard), and various shades of shunning, and occasional use in-between. For the Blood Angels, they use them, but only when Sanguinius calls for it. These then are the Angel's Tears: Destroyers for the Blood Angels, also called Erelim, and part of the First Sphere like the Crimson Paladins. They have given up their names and identities whilst they serve in this manner.

Strengths. 
Destroyer assault squads with twin volkite serpentas and rad grenades. 

The vanguard (3) rule is excellent here and might swing games. Firestorm ensures that their volleys are not snap shots either. 

Upgrades include the Erelim grenade launcher that has poisoned and phage on toughness which is excellent. Legacies give further options including rotor cannons for causing statuses and Iliastus assault cannons. 

Weaknesses. 
Expensive given that they only have 1 wound each and a 3+ save to keep them alive. Very much glass cannon territory if not played intelligently. 

Builds.
5 Erelim, Arch-Erelim with thunder hammer (165 points). 
The baseline entry. 

5 Erelim, Arch-Erelim with inferno pistol and thunder hammer, 2 rotor cannons, 2 assault cannons,  (230 points). 
Note the use of the inferno pistol here. I'd like melta bombs here too, but can't seem to get them in Third Edition. 

10 Erelim, Arch-Erelim perdition weapon, all with heavy flamers (365 points). 
The anti-horde build. It won't make you many friends, but it is very nice. 

10 Erelim, all with Iliastus pattern assault cannons (450 points).
Dakka till you drop. Again, you are not making any friends here. The price is too steep realistically as well. 

10 Erelim, Arch-Erelim with power fist, all with Erelim grenade launchers (365 points). 
 I really like this build as well. Might get you slightly more friends for being fluffy, but don't count on it.

Wednesday, April 1, 2026

Horus Heresy 3e Review: Dawnbreaker Cohort

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are great.

Background.
The Dawnbreakers are the elites of the assault squads for the Blood Angels. They are known for accompanying Sanguinius himself in dawn raids as they sprinkle down from the skies to liberate long long human colony worlds from xenos and tyrants alike.

Strengths. 
High movement, WS=5 and armed with the falling star power spear. This does impact (SM) and breaching whilst bringing AP=3 to the table. You can exchange this in Legacies with a pair of equinox blades to get an extra attack which might be attractive, but I'd value the spears higher. A couple of perdition weapons might also be desirable for the Aflame rule here. 

Alongside this, they come armed with grenade dischargers (frag and krak) which are a great shorter ranged weapon for when they charge in.

And charge in they are very likely to. They have deep strike natively as you would expect with jump packs. They also have Set the Sky Aflame. You cannot be targeted by interceptors over 12 inches away when you deep strike. This is very strong indeed. 

Rounding this off is the fact they have a 2+ save and 2 wounds each which explains their higher points cost, but they are still worth it. 

Weaknesses. 
Not many, but I would recommend a character being attached to them.

Melta bombs for 25 points for the entire unit are good for larger units, but not as great for smaller ones. 

Builds.
10 Dawnbreakers, Melta Bombs, 3 Perdition Weapons (315 points).
A baseline build (you could go smaller) that is effective and strong. 
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