Tuesday, September 22, 2026

Horus Heresy 3e Review: Master of Descent

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

Background. 
These Astartes are officers in the legion with a distinct talent for drop assaults and the coordination of them therein. They carry with them specialized communication devices that help them land others and then join the battle exactly at the point where they are needed. 

Strengths. 
A typical officer with WS and BS=5, 3 wounds and a 2+/5++ saving throw on the stat line. 

The Master of Descent comes with some special rules that are worth going over. The first one is a case of nominative determinism and allows the character and his unit to enter play from reserves on Turn 1. This is fairly unique in third edition (sadly). 

The Strato-Vox helps other units deep strike into play. It automatically passes reserves tests for the Master of Descent himself (i.e., guaranteed first turn deep striking). They can then successfully pass other reserves tests once on the board and bring down one unit per turn via deep strike. This is excellent and harks back to the first edition rules of drop pod assaults a little bit (I'm still sad that that army style is dead). 

Tip of the Spear meanwhile gives access to a new auxiliary detachment featuring one Praetorian Command Squad with jump packs, and two Veteran Assault Squads with primes. This is a good add-on overall and obviously encourages players to take the command squad along with the Master of Descent. 

Weaknesses. 
For the points cost, you are getting what you pay for really. I have no complaints other than I wish drop pod armies were still fully possible!

Builds.
Master of Descent, Power Fist (130 points).
A standard built. Take melta bombs to taste. 

Master of Descent, Thunder Hammer, Combat Shield (130 points). 
Looks good with other shield bearing marines?!

Master of Descent, Disintegration Pistol, Power Maul (130 points).
Gets you access to disintegration weapons whilst remaining good for melee. 

Monday, September 21, 2026

Horus Heresy 3e Review: Battlefield Assets

Journal Tactica: The Issvan V Dropsite Massacre is filled with a lot of lore about Isstvan V and what happened there when Ferrus Manus' fleet arrived. To a veteran like myself, a lot of the material is recycled and regurgitated from much older sources and does little to add anything spectacularly new compared to the First Edition black books (Book 2 and 3 in particular are worth referring back to here). 

With that said, I'm going to commence the brief review of this journal tactica with the Battlefield Assets. 

The journal makes clear that players can use them in any game - not just the legendary mission contained in the journal. The number of assets is dependent on the points value - 2 assets for up to 1500 points, and 5 assets for up to 3500 points (then 8 and 10 either side of 5000 points). Players determine the attacker and defender and this affects which can be selected. Minefields have to be away from other assets, and explosive ones go off on a 4+ to inflict a number of hits equal to the asset points at S=8 with breaching and shred. This is nasty. 

Disruption Emitter [attacker] (Warpstone Flux Rating: ⭐️⭐️ 1.5/5 stars, narrowly rounded up). Reduce the advanced characteristics by one will hardly make too much of a difference. The fact the emitter might disappear makes it worse. Not worth the stupidly large 3 asset points.

Melta Minefield [defender] (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars). This is useful not merely as a threat (which it clearly is in terms of hull points), but also as a way in which to control approach lanes. Easily worth the 2 asset points. 

Graviton Snares [defender] (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 3.5/5 stars, rounded up). Causing pinning, this is also a great minefield. Much like the melta minefield, it also controls approach lanes. AND it is only 1 asset point. 

Frag Minefield [defender] (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars). Similar to the above as a way to control approach lanes, this one is a blast marker that gets placed on any model on a roll of a 1 on 1d6 (so not every model will get hit). S=5 with AP=5 hits result. Strong and has the potential to take some marines down that want to cross it. Also probably a bit of a default choice. 

Contingency Device [defender] (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars). Remotely triggered corrosives and viruses! The triggering is awkward though: suffer and panic, and take an intelligence test. Seems a bit unnecessary - just trigger it. Everyone gets hit within a 6 inch radius with S=7, AP=4, 2 damage, shred and breaching. Ouch.

Forward Ammunition Drop (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars). Your miniatures must be using S=5 weapons or less without things like blast templates or heavy. Gain S+1. This is great!

Strategic Cogitator Array (Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars). Request new orders. On a roll greater than the battle turn, select a secondary objective in play and increase the victory points by 1. Neat, but possibly situational. 

Overall, these are fluffy. But if I am being brutally honest, some of the assets and dangers of the battlefield presented in the First Edition Black Books are simply just better and much more extensive!

Sunday, September 20, 2026

The Tyranids Last Home was The Magellanic Clouds - An Updated Argument

Back in March 2012 I posted a small hypothesis about where the Tyranids might actually have come from.


My argument then was fairly simple: the Tyranids were explicitly extragalactic, yet the various Hive Fleets appeared to be attacking the Milky Way from rather different directions. In particular, some of them appeared to be arriving along the plane of the Galaxy whilst Leviathan was doing something rather different and coming up from below it. 

My suggestion was Galactic Cannibalism. I argued (rather vaguely) that the Tyranids had originated in one of the satellite galaxies associated with the Milky Way: the Large Magellanic Cloud, Small Magellanic Cloud, or Sagittarius Dwarf. Their interaction with the Milky Way could then potentially account for Tyranid populations arriving from apparently different directions. Fourteen years later, I think I had part of this right and part of it wrong. 

The original post is here: Tyranids from Galactic Cannibalism? 

First, a bit of astrophysical housekeeping. The Hubble expansion argument in the original post isn’t especially relevant here. The Magellanic Clouds are members of the Local Group and are gravitationally interacting with the Milky Way. Treating their separation as though it were simply increasing according to Hubble’s Law isn’t appropriate. Likewise, the idea that destruction of a satellite galaxy could simply scatter Tyranid populations around the Milky Way is a little too convenient. Sagittarius is being tidally disrupted. The Magellanic Clouds are a more complicated dynamical system and I wouldn’t make quite the same argument now. 

So let me modify the hypothesis. The Tyranids came from the Magellanic Clouds! 

Or, more precisely, the Large and/or Small Magellanic Clouds were the last galaxies consumed by the Tyranids before they turned their attention to the Milky Way. There are several reasons why I rather like this version. The first is Hive Fleet Leviathan. The modern Tyranid background has doubled down considerably on the strange geometry of Leviathan. It isn’t simply another fleet entering through the Eastern Fringe. Leviathan is enormous, with tendrils detected throughout the Imperium, and Imperial observers conclude that these tendrils are attacking from below the Galactic plane.

The Fourth Tyrannic War makes the point even more strongly. Tyranid fleets are now appearing in Segmentum Pacificus, on the western side of the Imperium, having emerged from beneath the Galactic plane. This changes how I think about the old problem. We don’t necessarily have Hive Fleets arriving at the Milky Way independently from several completely different external galaxies. Instead, Leviathan appears to represent an enormous Tyranid distribution beneath the disc which is intersecting the Galactic plane in multiple places. 

Now look at the Magellanic Clouds. The Large Magellanic Cloud lies at Galactic coordinates approximately l = 280.5 degrees b = -32.9 degrees and the Small Magellanic Cloud at l = 302.8 degrees b = -44.3 degrees. In other words, both are substantially below the Galactic plane.

That isn’t proof of anything of course! Half of the extragalactic sky is below the plane! But it is interesting. If we wanted a nearby extragalactic location from which a vast Tyranid swarm could approach the Milky Way from beneath the disc, the Magellanic system is sitting in exactly the right general part of the sky. 

There is then the big piece of Tyranid lore that didn’t exist when I wrote the original article: the Pharos. The epilogue of Pharos established that the destruction/overloading of the Pharos during the Horus Heresy attracted the attention of the Tyranids. At that point they were drifting in the intergalactic void. The Pharos flare effectively told them that there was something worth eating over here. At first sight, that seems to kill my 2012 suggestion. If the Tyranids were happily living in the Large Magellanic Cloud in M31, they weren’t drifting around in the intergalactic void waiting for the Pharos to go off. 

But there is a much cleaner version. Suppose they had already eaten the Magellanic Clouds. They consume their way through one or both galaxies, exhaust the useful biomass, move out into the surrounding void, and enter whatever passes for dormancy in a Hive Fleet. Then the Pharos lights up. Suddenly there is a beacon coming from the next major galaxy. Dinner. This even works reasonably well in terms of distance. The Large Magellanic Cloud is around 163,000 light years away. The Small Magellanic Cloud is around 200,000 light years away. There are approximately ten thousand years between the Horus Heresy and the arrival of the major Tyranid invasions in M41. A very crude straight-line calculation therefore requires an effective velocity of order 16-20 times the speed of light. Which obviously doesn’t work in real physics. Fortunately the Tyranids aren’t using real physics. Narvhal bio-ships create compressed-space transit corridors which allow Hive Fleets to cross interstellar distances faster than light. A journey from the Magellanic system to the Milky Way over that sort of timescale therefore causes no particular difficulty within the established setting. 

There is one consequence of this idea that I particularly like. The Magellanic Clouds should still be there in M41. Tyranids don’t eat stars. An observer in the Milky Way would therefore still see the Large and Small Magellanic Clouds hanging in the southern sky. From a distance they might look entirely normal. But send a ship there and things could be very different. Billions of stars. Planetary systems intact. Rocky worlds still orbiting their suns. And almost nothing alive. World after world reduced to sterile rock, stripped of atmosphere, oceans and accessible organic material. An entire pair of dwarf galaxies that constitute the Tyranids’ previous meal. There is also a potentially testable version of all of this. Take the canonical locations where Leviathan’s tendrils enter the Galactic disc and try to reconstruct their approximate three-dimensional approach vectors. Then compare those with the real direction of the Magellanic system. Games Workshop’s Galactic cartography obviously isn’t accurate enough for precision astronomy. But the test doesn’t need to be precise. If the Leviathan vectors consistently occupy the Galactic hemisphere and broad direction containing the Magellanic Clouds, the idea becomes rather more interesting. 

If they point everywhere beneath the disc, the correspondence is probably coincidence. So my revised hypothesis for 2026 is slightly different from the one I proposed in 2012: The Tyranids didn’t necessarily originate in the Magellanic Clouds. The Magellanic Clouds were simply the last galaxies they ate. Afterwards they moved into the void. 

Then somebody turned on the Pharos. Oops.


Saturday, September 19, 2026

Assault Destroyer Conversion

How easy is it to turn a chaos space marine raptor into something approaching a Horus Heresy era assault destroyer marine? That's the question that I started out with several weeks ago after raiding the (frankly too large) bits box. 


This marine is built out of a number of kits. Obviously the raptor provided the basis and I've shaved off the chaos growths on the back of the jump pack along with most other things that are too heretical to mention. The right arm comes from the ancient chaos space marine range. The left arm from the more modern assault marines. Shoulder pads from the same along with the "first born" space marine range (I still don't like the term even despite the recent controversy). Grenades at the groin cover up the blank part where I shaved off the chaos star. 

I should probably add a chain sword, but otherwise I think this is done. The helmet seals the deal and makes it look a lot more Heresy era. My intention here is to paint this one up in Thousand Sons colours and see how it looks. Recommendations for paint scheme approaches welcome!


Thursday, September 17, 2026

Summary Page Update

Although this post is short, I have been working behind the scenes to update the Horus Heresy Summary Page. This now includes the entirety of Liber Custodes (i.e., Legio Custodes, the Sisters of Silence, and the Diviso Assassinorum). Additionally, the Zone Mortalis journal tactica has been added.

That brings to a close the Liber Custodes reviews. 

Next up will be another Journal Tactica, followed by the long-awaited Liber Mechanicum in due course. Lots more to come! 

And Dreadtober is approaching as well! 

Wednesday, September 16, 2026

Horus Heresy 3e Review: Kharon Pattern Acquisitor

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

Background. 
Sleek, deadly looking, and very stealth orientated, the Kharon Pattern Acquisitor is the Sisters of Silence transport unit. Realistically, it is meant to be for taking prisoners and bringing them in for some justice of one sort or another. It is also a highly rated tank overall as well.

Strengths. 
With an armour value of 13 on the front, the Kharon is a good transport and can carry up to 12 Sisters in to the heart of battle. Naturally it is also an assault vehicles but in this edition has a movement rate of 12. 

The weapons here are good. It has both a hellion heavy cannon array (suppressive 6 shots at S=7) and a Vratine heavy missile pair (each has a small pie plate, panic, and psy shock for your mortal and immoral enemies which still has uses thanks to panic against non-psychic enemies).

In and of itself, its mere appearance also causes fear! It also has outflank to get somewhere nasty fast and shrouded to help stay alive. It is a great transport realistically and should be taken to transport Sisters to where they need to be (or fluffier: their quarry away). 

Weaknesses. 
The Kharon has lost a bit compared to second edition. The movement rate is slower and it has less special rules. 

Beyond my gripes, the rear armour of 11 is an issue that players need to consider. 

Builds.
There are no builds to discuss.
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