Sunday, September 13, 2026

Mid-Heresy World Eaters Assault Squad - Angry Marines Looking Angry

In the years after the Drop Site Massacre, the World Eaters slowly began changing their colours. This was, according to lore, done in two steps or two different manners, depending what you believe (and I would note that the canon is always ambiguous in the grim dark future, so don't flame me!). The first is that they chose to replace the blue of their armour with red paint. The second was the sheer accumulation of blood that turned the armour disgusting red anyway. Seriously: why don't these marines undertake basic hygiene? They must smell really bad by thus point. My guess is that they destroyed the servitors that would have done the spring cleaning by this point for fun. 


Here are five of those marines all armed with bolt pistols and chain axes, as befits a World Eaters assault squad. The painting follows my usual grime laden prescription. This includes white spray paint undercoat and base coat. Using Guilliman contrast paint in most of the recesses to show wear and accumulation. Mephiston red as the base coat and red contrast to fill it in. I have added Nuln Oil to the approach on top of the contrast - most especially on the painted red parts (shoulders and jump packs). Then comes the fun part. Sponge applied black for explosive wear and tear, selected scratching. The flicking red contrast paint on to the miniature. This is especially effective on the white parts of course. Following that, blood for the blood god applied where it needs to be: in the largest accumulation of the red splatter, and around the chain axe heads. 

Some of the marines are more restrained and allow just a few spatters to do the talking. Others are much more grim and covered in the stuff. They look well on their way to total red berserkers. Which to me, is the point. 

The mind flip here is the question of "what if they are loyalist after all". I like that tension a lot. 

Friday, September 11, 2026

Horus Heresy 3e Review: Jenetia Krole

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The witch bane is well worth the points as a high commander. 

Background. 
The "Soulless Queen" herself -- Knight commander of the silent sisterhood and a sinister figure to say the least. The background fluff suggests she was legend prior to the Battle of Prospero with the Thousand Sons and that she stalked many battlefields like some deathly spectre hunting down psykers galore for the Emperor (or even at the Emperor's behest). 

Strengths. 
With WS=6 and BS=5, Krole presents a severe proposition for opponents to deal with along with 4 wounds and 2+/4++ saves. The advanced characteristics are all 10s except willpower which is a 12. 

She is armed with an archaeotech pistol which is nice, and the Sword of Oblivion. The sword gives S+2 which is needed here for S=5 and also have AP=2 and 2 damage. Critical hitting and duellist's edge round out a rather unique weapon. 

As the Souless Queen, she has a gambit named for that which gives a focus bonus equal to the difference in willpower. Ouch on the whole! She also has a bunch of extra rules like hatred against psykers and malefic which will help her out, along with causing fear and precision all the time. Don't forget Ex Oblivio as well. 

Finally, I think its worth noting that she is also light infantry. 

Weaknesses. 
T=3 is the real issue with Krole. This is terribly mortal. Eternal warrior will help keep her alive, but you will also need to either transport her, or screen her effectively (preferably within a unit as well). Opposing players would be well advised to gun her down before she reaches their lines. Especially Thousand Sons. 

Builds.
There are no builds to discuss.

Thursday, September 10, 2026

Horus Heresy 3e Review: The Silent Sisterhood Rules

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Situational and average rules.

The Anathema Psykana Army List is very limited to say the least. There are only a few units - we will review these distinctly - which does not give a lot of flexibility. As they are also Talons of the Emperor, they can be allied to a main Custodes force, which is reasonable, or any other Loyalist force. 

The Silent Sisterhood can also be the primary detachment. In which case the army gets one bonus reaction point so long as you have someone with the Investigatus Militant trait (which is essentially either Jenetia Krole, or a Knight-Centura -- undoubtedly a player will have one of these in a primary force!). 

As for the main perk, their Divisio Tactica is Anathema. This means that they are immune to psychic damage and warp damage. They cannot be targeted by friend or foe for blessings or curses. All damage from things like psychic powers and perils of the warp is simply ignored. End of. Further, if someone tries to wound them with a psychic weapon or immaterium weapon, then they only do so on a 5+. 

The command choices also have Ex Oblivio which forces perils of the warp tests on enemies who are psychic or malefic at the end of a combat round which is extra tasty. But also extra situational. 

Overall, this is - as you would expect - an anti-psyker, anti-daemon, and anti-sorcerer army. They could do well against certain builds (notably daemons, Thousand Sons, certain Word Bearers, and others). But against more regular armies like traitor Death Guard who might shun psykers, their only boon is realistically the additional reaction point. Hence I would give them a much higher star rating against certain armies, and a much lower one most of the time. Which is why I've given 3/5 stars overall as a bit of a compromise position. 

Wednesday, September 9, 2026

Horus Heresy 3e Review: Ares Gunship

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. Lots of firepower.

Background. 
This is a flyer that has been in use since the Unity wars on old Terra. The firepower alone was enough to make the Chancellor of the Antipodean Penninsula (wonder where that is?) capitulate and surrender to the Emperor. 

Strengths. 
Armour of 13 all round with a terrific movement rate of 18 and 12 hull points.

The main attraction here is the armaments:
Twin Arachnus Storm Carronade (anti armour option at S=10 with 2 shots; or six lots of S=7) at long range;

Neutronium Magna-Caster Cannon (S=10 template with hellstorm, breaching, phage on T and cascade) at much closer range;

Two Infernus Fire bomb Clusters (limited shot with large pie plates at S=6 to cause panic).

On top of this there is also the Eclipse Shield. 

There is a bit of a dichotomy between the long and short range weapons, but players will honestly get used to it. 

Weaknesses. 
The Ares is mildly over-costed to my mind. 
I would actually almost prefer the Orion Drop Ship if you had to choose between these super heavies. 

Builds.
There are no builds to discuss.

Tuesday, September 8, 2026

Horus Heresy 3e Review: Orion Assault Dropship

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. A good flying super heavy transport!

Background. 
Specifically created for the Custodes. This is a drop ship that can carry a whole load of them into the fight, precisely where they need to be and fend off on-coming attacks whilst scouring a landing zone simultaneously. 

Strengths. 
With armour values of 13 all round, this is a tough flyer that will keep going thanks to the 12 hull points. The transport capacity is a very impressive 26 with an equally impressive movement rate of 18. 

The craft comes with an Eclipse Shield. This gives a 5+ shrouded save against shooting attacks, but only once it suffers a penetrating hit. And only until it returns back to the aerial reserves. 

For amaments it sports a twin Arachnus blade cannonade, two twin lastrum bolt cannons, and two spiculus missile pods. These provide 12 S=6 shots per turn which is excellent. 

Weaknesses. 
The points cost says "Super Heavy". It has also had a bit of a downgrade compared to second edition wherein it pumped out even more shots per turn. It is still good, but it is now certainly on the core gambit side of things for your army. In other words, plan around how you will play the Dropship!

Builds.
There are no builds to discuss.

Monday, September 7, 2026

Horus Heresy 3e Review: Caladius Grav-Tank

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The rules are average. 

Background. 
Hailing from the dark age of technology, this grav tank combines the anti-gravity technology of a bygone age with the ability to bring a strong weapon to the middle of the battlefield. A mobile weapons platform that the Iliastus accelerator cannon would later be retrofitted to other vehicles for. 

Strengths. 
Armour of 13 on the front and sides with 7 hull points makes for a strong tank with a respectable movement rate of 14. The BS is significant here with 5. 

The Iliastus accelerator cannon gives S=9 with 4 shots and breaching with is attractive for a multi-role deployment. 

The Arachnus blaze carronade gives S=10 but only 2 shots and Ordnance on damage with armour bane. Clearly this is the anti tank duty. But note that the burst fire mode is still respectable for anti-infantry. I would therefore advocate this build over the accelerator cannon. 

Weaknesses. 
The points cost is a touch high, but I can see why that is. 

The option of the Neutronium cascade projector is probably not worth it for a long range tank. 

Just beware of your rear armour which is weak. 

Builds.
Caladius with Arachnus Blaze Cannonade (225 points).
My recommendation in the general case. 



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