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+. 

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. 



Sunday, September 6, 2026

World Eaters Assault Sergeant with Meteor Hammer, Painted in Mid-Heresy Colours

This miniature has been a long time to completion. A World Eaters sergeant, armed with a meteor hammer, and painted in the mid-Heresy colours. 


Originally, I was intending to paint this one in the classic blue and white colours and let the head conversion do the work to suggest the starts of the Butcher's Nails starting to bite. I had a change of heart the more that I stared at the conversion and thought that mid Heresy colours might be something not only more appropriate, but also a bit of a different challenge to pull off. 

The reds were done in Mephiston red for the base colour and gold trim. Nuln oil was liberally washed over them and highlighting done with the red dry compound. 

Then came the fun bits that I like so much about World Eaters. Liberal application of grime and blood. Guilliman flesh and nuln oil have been applied into the recesses. Black has been sponged on in controlled amounts to suggest at least some battle scuffing or nearby explosions. Contract red has been flicked on - literally using my finger nail to do the flicking (who needs to nail varnish when you have citadel paints?). This created the underlying splatter. Then blood for the blood god in among the red flicked splatter to provide a genuinely clumpy red and gore like appearance. The decals are from the standard Forge World range: the mid Heresy legion icon on the left shoulder pad, the numeral "XII" on the right. An assault symbol on the left knee, crossed chains on the right, and a command symbol on the chest (neither of these latter three being very visible). 

From this model alone, it is easy to get a good sense of how the World Eaters became all red due to the fighting the erupted thanks to the Nails. A few more battles and undoubtedly even the rear of the white armour would become redder and redder. 

The rest of the squad will follow this same approach!

Saturday, September 5, 2026

Painted Iron Hands Breacher Sergeant

The breacher sergeant follows my established method for Iron Hands painting. Explicitly: under coated in black (spray can) followed by base coating in Eshin Grey. This is followed by washed of Nuln Oil and diluted black to give it a used and matte black colour whilst retaining some highlights. The silvers are done in lead belcher with Nuln Oil shading and dry brushed silver accents. 


What I think sets this painting scheme apart from many others is the white shield. I have seen Iron Hands (and indeed Raven Guard and Dark Angels) struggle to select accent colours well. Reds, Blues, Dark abyssal hues, and others beyond have all been used. But I always seem to come back to white as being a reasonable accent for generally black armour. There was another reason for this though: the decals. A good portion of the Iron Hands decals are black. And that doesn't show on a black background of course! Hence white is a favoured accent colour here by a long way. I think this has worked very well overall. I will shortly get the rest of the squad completed. 

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