Monday, April 27, 2026

Horus Heresy 3e Review: Prosperine Sorcerer

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. A bespoke sorcerer with pre-defined powers at S+1. Effective enough!

Background.
Arguably reckless practitioners. These are the sorcerous cabals of Prospero. Effectively the men of these cabals are walking artillery in a psychic sense. They flick lightning bolts, fireballs, and blink tornadoes into existence to do some mighty damage and in the aftermath of the Space Wolves destruction of their home, they only got worse. 

Strengths. 
They come with a Prosperine Spirit Stave. This is a force weapon with AP=3 and initiative+1. However, the special rule here is very cool. You get S+1 on any ranged or close combat psychic weapon that you conjure thanks to the staff. 

The get access to Biomantic Slam (biomancy); Wildfire (pyromancy); and Immovable Force (telekinesis). That is all they get though. 

Weaknesses. 
They don't get the usual Arcana. They're stuck with a very limited set of psychic powers. 
It is also disappointing that there are not options for jump packs or bikes / jetbikes. [Or dare I say Discs of Tzeentch later on if you get super heretical]. 

Overall.
For the points cost you pay, this is a reasonable transaction. Since you can only have a pistol upgrade, I don't think its worth talking about build here. You will need a transport solution though.

Sunday, April 26, 2026

Horus Heresy 3e Review: Magistus Amon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4/5 stars. Strong psyker praetor. 

Background.
The one time tutor to the Thousand Sons' Primarch, Amon served as both equerry and emissary during the Great Crusade. He was really the lead in the legions intelligence gathering unit though. Post Prospero, he became an embittered individual and felt very cut off from his brothers.

Strengths. 
Amon has a praetor level stat line and some interesting weapons which are mainly based around poison. The ranged weapon fires random number of shots at short range to cause not only poison, but also stun and breaching. He only has one shot with this though. Boo. The melee weapons is also poisoned, but at 2+ with AP=2 which is nice. 

As a psyker, he comes with Divination and Telepathy built in which is more than a reasonable combination. 

The icing on the cake though has to be infiltrate to within 9 inches. This is outstanding and makes for an excellent turn 1 ranged attack and some psychic powers at the ready as well. 

Weaknesses. 
Poisoned and one shot on the ranged weapon isn't the best, but at least it is interesting!

Overall.
Worth the points and makes for an interesting alternative to Ahriman overall. I really like the infiltrate that he has going on.

Saturday, April 25, 2026

Praetor Challenge: World Eaters Jungle

Welcome Praetors! 

It is the start of the World Eaters turn on a jungle planet replete with Eldar ruins and hostile native flora, and dead megafauna. Once thought to be worthy of joining the Imperium, it is now fought over for scarce resources. 

The loyalist World Eaters need to optimize this turn. What should they do?




World Eaters Force:
Despoiler Squad: 8 strong, sergeant with power sword, vexilla.
Praetor (unwounded): Power fist, archeotech pistol.
Veteran Assault Squad x8, sergeant with falax blades, 1 power maul.

Iron Warriors Force:
(right of frame) Tactical Squad x10 (sergeant with power fist and plasma pistol), bayonets, vexilla.
(left of frame, north of rhino) Tactical Squad x10 (sergeant with power fist), chain bayonets, vexilla.
Rhino (full hull points) with havoc launcher.
Heavy support squad in terrain, 5x las cannons, augury scanner. 

Where are the World Eaters moving to, shooting at, and charging into? Are they worried about reactions? Are they going to deploy (advanced) reactions of their own? Over to you, Praetor. 

Friday, April 24, 2026

Horus Heresy 3e Review: Ahzek Ahriman

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. The quintessential psyker level praetor. 

Background.
He who would eventually curse the Thousand Sons legion to become dust and magic is both the first and the final chief librarian of the Thousand Sons legion during the Heresy. He is a superlatively talented and strong psyker and the arch-magister of the Corvidae cult within the legion. Let alone Magnus' pupil. 

Strengths. 
A suitably praetor like stat line combines with the Corvidaean Sceptre which is a force weapon providing native AP=2 and enhanced strength and initiative to cause some critical hitting damage. Being blunt: Ahriman is no slouch in a close combat situation and this is often underestimated by opponents. 

He is, of course, a psyker as well. He comes with Divination and Thaumaturgy built in along with Corvidae Arcana which we would expect given that he is the arch-magister of the Corvidae. 

Weaknesses. 
For what you are getting, Ahriman is excellent overall in my opinion which is why I am giving 5/5 stars. The points cost is about right, and everything slots into place nicely. Sure, he could do with a better side arm than a bolt pistol, but you have psychic powers so what do you care?

Overall.
Take him with an escort and a transport if you wish, or just zip around the battlefield with some telekinetic enhanced antigravity action. Ahriman is excellent for the points. 

Thursday, April 23, 2026

Horus Heresy 3e Review: Magnus the Red

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong, but you need to remember what he can do with all those psychic powers knocking around. 

Background.
Unique among his brothers for his unrivaled psychic potency and potential, it has long been held as truth that Magnus met his Father long before their physical encounter. Driven by a desire to not merely liberate humans from oppressors, but to literally bring light of reason to his conquests, it is this flaw and thirst for knowledge that would ultimately be his downfall. Of all his brothers, I feel that Magnus got the second most raw deal (behind Angron) and unlike almost all the traitors, his fall could well have been averted but he left the Emperor with little choice to make an example in an analogous way to the Word Bearers. Did he do wrong? Yeah. He did. But with the best of intentions. And thus the path was laid.

Strengths. 
On the stat line, Magnus has 11 in Willpower as you might expect, along with WS=7 and 6's elsewhere which makes him slightly average in a fair fight. But he's not going to fight fair. 

You can upgrade him to have 2 psychic disciplines from the main book (all are viable, but see my Psychic Powers review here). I suspect many players will default to Biomancy and Divination to make Magnus really offensive - he doesn't have to be though. In addition, he also has all of the Arcana from the legion rules. This gives massive flexibility of course - at the price of trying to learn and know which powers do what and when to play which of them!

Battle of Wills as the gambit is okay - you gain a bonus to focus equal to the differential between your willpowers. Magnus will always come out on top here, but the question is by how much. 

Interestingly, Prime Upgrade bonuses for Sire of the Thousand Sons are for unit with arcana which makes this much easier to fill than many other legions (generally). Until the end of turn 1, they also roll 3 die for manifestation checks and select any 2 of them. This gives your whole army a strong turn 1 boost - especially for positioning if you need it. 

The blade of Ahn-nunurta gives you access to AP=2 at S+1. He's not winning combat without psychic powers against his brothers in all honesty. The psyfire serpenta is actually a really nice AP=2 side arm that you shouldn't underestimate (or forget to shoot). 

Weaknesses. 
The points cost is high, but Magnus can do lots of things in third edition. You just have to choose what and remember all of those powers that he potentially has access to in order to optimize him each game turn. He will lose to most of his brothers in a fair fight, so you will need to psychically boost him to have a chance. You do have access to Shrouded innately at 6+ which will help him survive as well. 

Overall.
Good overall, expensive, and very flexible with the added boon of being a real army wide enhancer on the first turn. Build him how you like, and take on whatever role you want. Presumably very front footed and attacking. You will have a good time, but not necessarily win all the time. 

Wednesday, April 22, 2026

Horus Heresy 3e Review: Thousand Sons Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded Down. I feel this is a legion that has finally found its pace and place in third edition.

Background.
Before the Heresy formally took place, the Thousand Sons were attacked by the Space Wolves and their homeworld of Prospero destroyed. Later analysis would prove this to be the first likely act of Horus under the subtle influence of chaos who subtly changed the wording of the Wolves' orders from that of capture and return, to wholesale slaughter. Of course, even before this, they had been censured at Nikaea for arcane practices and stood apart from their brothers. They took part on both sides of the civil war, but were ever few in number thanks to preceding events. Magnus would take his time to throw his lot in with the traitors though, and didn't particular re-surface until the Siege of Terra itself. 

Armoury. 

Achea Pattern Force Swords. Command and champions can take a force sword for a small price upgrade on a power weapon. Generally worthwhile. 

Telekine Shift is actually really strong and a prime upgrade for a troops squad. Take a willpower check in order to gain anti-grav and move through cover and literally run where you want during a rush. Played well, this is an objective snatching game shifter!

Aether and Asphyx weapons are contained in legacies. In general these are bolt gun and extra warpfire upgrades that grant you rending. All of them are worth considering, but they do come at the price of a shorter range. But presumably you are already in position somehow? The points cost is steep though for a full unit of bolt guns, bolt pistols, or support squad of aether-fire blasters. 

Tactica. 
Cult Arcana returns to make all models psykers and WP+1 in the advanced characteristics. This is entirely appropriate. All unit can (not must) be given an upgrade from the arcana, and this is absolutely what you should be doing. Note as well that perils of the warp has been tidied up here to just 1d3 wounds for the unit which is totally acceptable. 

Raptora can have a crushing grasp weapon for tank killing which is excellent and a kine shield as a reaction to provide 4+ cover. This is a great choice overall. 

Pyrae gives inferno shield that inflicts d6 S=4 hits if anyone hits them. This is okay but not great. Burning Grasp gives some breaching at high strenght and AP=3 which is solid. 

Pavoni have a Stoneform reaction giving T+2 which is incredibly strong. The Bloodboil weapon is a 2+ poisoned attack which has AP=2 and is very likely to kill. A strong choice for the arcana. 

Corvidae provides 5+ rending with Fated Shots, so who needs the asphyx weapon upgrades. Paths of Consequence meanwhile gives -2 movement to the enemy and forces a dangerous terrain check. This is also great!

Athanean grants Clarity to remove tactical statuses and Enamation of Dread as a weapon is a good ranged weapon that inflicts panic. Useful. 

Gambit.  
Prophetic Duellist switches in your willpower (which is hopefully high) instead of your focus roll (which might be lower after bonuses) to allow you to get the focus. A great utility gambit. 

Additional Detachements. 
Proserpine Convocation is really a grab bag of troops, elites, fast attack, and heavy transport. I suppose its utility is simply its broadness! 

Advanced Reaction. 
Fortress of the Mind means a 3+ invulnerable save against shooting attacks but drops to 5+ if you fail the requisite willpower check; plus you take perils. A useful way of staying alive when needed. 

Overall then the Thousand Sons in third edition give you massive tactical flexibility whilst allowing you to also hone in on specialising your troops. Want an assault squad to crush a vehicle - take Raptora. Want a breacher squad to simply just sit there on an objective and take shots at higher toughness - take Pavoni. There's all sorts of things you can pull off beyond this of course. You just need to think hard about tailoring the arcana to the unit and what that unit's purpose is (tank killing, elite killing, backfield troop killing, objective sitter, ablative wounds for a named character, utility choice, and so on). I genuinely like them, but you have to plan ahead with your army building. 


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