Showing posts with label 3eHHReview. Show all posts
Showing posts with label 3eHHReview. Show all posts

Saturday, October 3, 2026

Horus Heresy 3e Review: Cybertheurgy

Cybertheurgy, or cyber spells, are used by models with the Cybertheurgist trait, or cyber sorcerers. In short then, these are the members of the Mechanicum who understand how to manipulate robots, electrical flows, transitors, something approaching AI, and magnetic fields (or similar). They are not warp based magic in the slightest, even though some of the outcomes might seem like they border on those results.

To activate these abilities, an Intelligence test is conducted, with a modifier for the difficulty level (as a negative). Handily, other cybertheurgists can help out if they are in the same unit to give +1 bonueses. Failure leads to feedback which is essentially perils of the warp under a new name. 

There are three common statuses to be aware of that arise from these powers. Quicken gives movement+1 and I+1 (or movement+3 if it lacks intelligence). Fortify gives S+1 and T+1 (or a chosen armour value +1). Guide gives WS+1 and BS+1.  

Standard Rites:
Programming Interrupt gives ones of the three above statuses and can make a free reaction at the cost of removing the status. This is good, and sound, and should be used. 

Cogitator Pulse removes those statuses and inflicts a feedback outcome. Also basic and very reasonable, if situational given the opponent. 

Overcharged Reactors also applies statuses, is easier to cast, and gets removed at the end of the turn. Very basic, and you probably should aim for programming interrupt given an option and some good die rolls. 

Lacrymaerta Rites:
Omega Protocols removes statuses, suffers feedback, and if any models are removed then two more S=6 hits get applied. Essentially and upgrade for Cogitator Pulse. 

Flesh-Knit Protocols gives fortify or quicken. It is a touch easier to cast than Overcharged Reactors. 

Reductor Rites:
Unseal The Portal forces an emergency disembark and inflicts a feedback. Nice, albeit short ranged.

Deactivate Limiters is essentially a long ranged version of Overcharged Reactors. 

Esoteric Rites:
Fury Of Ages is for Myrmidax and gives fortify or guide at short range and low difficulty. 

Chastise The Machine Spirit is for everyone and gives Stunned or Suppressed as well as a feedback. This is good. 

We will cover Machina Malefica distinctly. 

Friday, October 2, 2026

Horus Heresy 3e Review: Mechanicum Traits

Beginning the reviews of Liber Mechanicum, we first turn to the high tech arcana of the various traits - or factions - within the Mechanicum itself. Players can choose which traits they like, but there are penalties for mixing a commander of one trait with a unit from another. Further, all automata can't control objectives (unless via the Cybernetica trait), make reactions (except if someone has a cortex controller), suffer tactical statuses, or be routed. 

Archimandrite (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars). 
This is the governing and political faction, broadly speaking. Their core benefit is Cl+1 and Ld+1 which is very nice to have. Significantly, they don't suffer any penalties for joining other factions. For a small points cost, the player can also use 2 Cybertheurgic Rites per turn as well which can be powerful. Their apex detactment has troops with veterans prime advantage selected for them as well as retinues since they can summon the corse of the Forge Worlds power to the front. 

Cybernetica (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 4.5/5 stars, narrowly rounded up!).
The robot controllers and creators. Any automata unit accompanied by a magos or similar can hold objectives. This one cannot be under-estimated on the battlefield. One model can also be given Paragon of Metal as a prime advantage (Ld+4, Int+4, WP+4, I+1, WS+1) and is counted as a tech priest - this is amazing really. Their apex detachment gives you yet more robots or different force organisation chart slots. 

Lacrymaerta (Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, but rounded down). 
The flesh and metal masters. Your battlesmiths can repair wounds to infantry, walkers, automata, as well as vehicles as normal. Or just add more tech thralls to your unit that you are already in proportionate to your battlesmith value. Interesting! The prime advantage here is for infantry: S+2 and W+1. This turns one unit into a super unit effectively. And the apex detachment is three heavy assault slots to use as Ursarax cohorts. 

Myrmidax (Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars). 
This is the trait of warfare! Models get W+1 and a bunch of special rules such as battle meditation. They become champions too and therefore eligible for challenges. As a gambit, the get an additional die in the focus phase and discard the highest in exchange for a shooting attack. The apex formation are elites with only a single prime advantage. 

Malagra (Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars). 
Effectively the secret police of the Mechanicum! Cause BS-1 and WS-1 in a reasonable range to Mechanicum enemies as you radiate fear into them. Pretty amazing really when placed well. They also come with a gambit which is an Intelligence test to add a battlesmith value to one of WS, S, A, or I which will help. For the Apex detachment, there are three Arcuitor Magisterium units to gain. 

Macrotek (Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars). 
Building things from cities to titans - they have the grandest of plans and visions. They can grant a 6++ to a regular vehicle just by being close to it. The Prime Advantage also gives vehicles AV+1 on the front and sides, Hull Points +2, and an increase of transport capacity by 2. This is solid without being outrageous. Of course, their Apex detachment offers 6 vehicles and you have to select the prime advantage discussed for all of them. 

Reductor (Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars). 
Dissembling things - like enemy fortifications - into ash. The give S+1 to things shooting at buildings or stationary vehicles, or eliminates the use of ShieldWall advanced reaction choice when targeting a unit that otherwise could declare it. The Prime advantage is 5++ and Ld+1 which is solid. They get 3 Thallax cohorts in their Apex detachment. 

Saturday, September 26, 2026

Horus Heresy 3e Review: Destroyer Assault Squad

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. A Legacies unit with great rules. [The image is wrong - it is Legacies and not Journal Tactica - sorry!]

Background. 
Shunned by many. Not use by several legions (e.g., Salamanders). Regarded as an evil necessity, and potentially dishonourable. Embraced fully by others (e.g., Death Guard). The Destroyer Squads are a remnant of the old wars on Terra and use weapons that are otherwise proscribed and leave behind a scorched earth. 

Strengths. 
Rad grenades in third edition remain an excellent option. Although small range, the phage on toughness combined with 2+ on poisoned is very strong - especially just before a charge. The key thing with the Destroyer Assault squad is to get the positioning right so that you can pull off both a rad attack at range and then close in with either this unit or another unit to finish them off with lower toughness. 

Melta bombs and phosphex bombs are optional upgrades for the sergeant and remain great choices depending which way you are going to go. Phosphex should probably be the default though. Panic, poisoned, and breaching is a great combination with a base of AP=3. And, if you are going to commit war crimes, then you might as well not limit it to rad grenades. 

Speaking of which, taking the rad missile launcher is highly recommended and should be a default upgrade. It is an assault weapon so can be shot on the move very easily. Again, it is poisoned and phage, but just has a much longer range making for a greater threat zone. Conversion possibilities here are encouraged since I think that the rad missiles / grenade launcher should look different to the classic frag missile launcher myself (a personal opinion). A heavy bolt gun as the basis could work, but I'd encourage players to also look up the resin version of the rad grenade launcher that used to be sold by Forge World - converting an analogue to that is reasonably okay. 

For the other upgrades, I'm not tempted by the plasma pistol, nor the double volkite serpentas and double hand flamers. I'd keep it to the items above. However for the sergeant, and upgrade to a close combat weapon like a power fist or a thunder hammer is recommended. A power weapon upgrade is also viable. 

Weaknesses. 
One wound and a 3+ armour save makes this unit an expensive glass cannon. Positioning and timing your shots and charges is everything here. 

Builds.
5 Destroyers, 1 Rad Missile Launcher, Sergeant with Power Fist and Phosphex Bombs (140 points).
Yes, the points cost is expensive. Also yes: it is very effective if you can time your shots and charges correctly. Consider melta bombs if wanted. 

10 Destroyers, 2 Rad Missile Launchers, 2 Power Mauls, Sergeant with Thunder Hammer and Phosphex Bombs, Melta Bombs (275 points). 
The full upgrade suite. Very expensive. Very effective. Very glass cannon territory and a target priority for your opponent. Very much consider a terminator squad instead perhaps? I actually prefer a smaller unit if I'm honest. 

Friday, September 25, 2026

Horus Heresy 3e Review: Interdiction Cadres

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

Background. 
Taking up concealed positions, these cadres wait for the enemy to come to them and ambush them. Their use was probably not exactly prohibited during the Great Crusade, but used like never before during the Heresy. 

Strengths. 
Interdiction Cadres are Prime Advantages. 

Squads set up in reserve, and then activate the Concealed Positions Ambush advanced reaction in step 2 of the movement phase - which is to say when an enemy unit has finished moving around. 

A reaction point is then spent, and the unit comes in from reserves and assembles in coherency. They can then make snap shots or make a disordered charge. 

Weaknesses. 
I think I like the disordered charge more than I do the snap shots, but there are some units for whom snap shots won't be much of an issue. 

Overall.
Worth considering once in a while to spice things up. This is a strategy that can pay off well when paired with some appropriate units - but they have to sacrifice a Prime Advantage for it, and that is the pay off. There are plenty of units to choose between, but for troops, I quite like the look of some World Eaters despoilers, or Iron Hands breachers for personal reasons. 

Thursday, September 24, 2026

Horus Heresy 3e Review: Hyperios Missile Tank

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The rules are perfectly fine for what you get. 

Background. 
This tank is what you get when you cross a hyperios tarantula missile launcher with a rhino chassis. Its like a Scorpius with a different armament. They were used in garrisons and similar encampments after campaigns. 

Strengths. 
With armour of 12 on the front, the basic idea here would be to keep the tank stationary and fire at will, whilst protection (in some undefined manner) the rear armour of 10 if you are about it. 

Of course, you could move around, but with sky fire and rapid tracking, this is fundamentally and anti-air tank that doesn't need to displace itself. And that's the point of the tank: stay put and fire at things in the air. Of course, there's no need to dedicate yourself to that, but it is obviously what the tank was made for. 

Weaknesses. 
That armour of 10 on the rear is a concern. Players will almost invariably sit the tank with its read against a wall or similar. 

Builds.
Hyperios Missile Tank, with Havoc Launcher (125 points). 
I do love my havoc launchers to be very honest. They're not needed to be very clear. And the naked version of this tank is viable without any upgrades at all. Dozer blade if you expect to move a lot (you probably won't); search lights (maybe); and hunter killer missiles (also maybe). 

Wednesday, September 23, 2026

Horus Heresy 3e Review: Augur Command and Control Squad

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars. Rounded Down. Could be game changing, or might not.  

Background. 
The command and control squad are those marines who look after unit coordination. They take recon reports, battle situation reports, and make recommendations. Although usually found with Siege Breakers or Masters of Signals, they are adept enough to take their skills to where they are needed. 

Strengths. 
The stat line reads like a near-veteran marine with 2 wounds and 2 attacks each with slightly enhanced advanced characteristics. The have a bolt gun and bolt pistol each, but one model could upgrade to a legion special weapon. I would actually entertain a rotor cannon purely for suppressing purposes here. 

The main special rule is Battlefield Coordinators. This means they they can reduce the reaction point cost once per turn, but they have to be within 18 inches and pass an intelligence test which isn't always guaranteed. Hence this is a risk-reward strategy for the unit overall. To place them next to other units that need them, but also realizing that it won't always go your way. 

Weaknesses. 
The saving throw is a 3+ here hence there's a need to consider where to position them on the battlefield for maximum impact. Unfortunately with a 3+ save, that might not be the front lines unless you like World Eaters. And there's only 4 of them per unit which makes the points cost seem high. They're also retinues which merits further thought!

Builds.
Augur Command and Control Squad, 1 Rotor Cannon (90 points). 
Rotor cannon to suppress enemies, but you also need a clear plan of where to position them for maximal impact. 

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!

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.

Tuesday, September 15, 2026

Horus Heresy 3e Review: Anathema Cadre

Warpstone Flux Rating: ⭐️⭐️ 2/5 stars. The only troops choice. Over-costed compared to space marines and otherwise lacking in custom units compared to previous editions.

Background. 
These sisters of silence are organised in to a paramilitary force and able to take down anything ranging from enemy psykers through to armies of animated corpses controlled by corrupted so-called sorcerers. These are the core units of the sisterhood in short. 

Strengths. 
A 10 in willpower with 4's in WS, BS, and I, but otherwise looking very mortal on the stat line. The 3+ save is the same as a space marine, of course.

They have bolt guns as standard, and come with Fear (useful) and hatred against psykers and malefic (situationally useful).

The upgrades are mixed. Two bolt pistols is fine overall for close up work. Flamers are useful for your purification obsessed units. And Execution Blades are good enough, but you are giving up the bolt gun for these. Equally, rending and breaching at S=5 and AP=3 will quickly deal with enemy space marine squads so long as they survive the strikes coming back at them. 

Weaknesses. 
I am more than disappointed that there is only a singular unit of Sisters troops available. Seriously - all the glorious divisions and even beast handlers of previous editions have been lost. Not cool. 

Worse than this, I would contend that they are over-costed in comparison to core space marines. A tactical squad with 10 Astartes at T=4 is 100 points. Here we have 10 women mortals with T=3 (not an issue - NB), but costed at 115 points. For this, all you get is fear and hatred as extra, but they will go down to massed fire power much more easily. 

Builds.
10 Sisters with bolt guns (115 points).
Basic and reasonable. Swapping out for 2 bolt pistols each is also entirely viable and might actually be better in Zone Mortalis or similar.  

5 Sisters, All with Flamers (90 points).
Up close and personal with flame units. 

10 Sisters with Executioner Blades (215 points).
Somewhat expensive, to be sure. But if they get the charge in, then things will start falling apart in all likelihood. And I like the miniatures. They a bit like power swords, but better!

Monday, September 14, 2026

Horus Heresy 3e Review: Knight-Centura

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The only command choice, but lacks build flexibility.

Background. 
Battlefield commanders from within the Chamber of Oblivion. These commanders field their own mission forces and can be responsible for many Sisters. 

Strengths. 
Strictly inferior to Jenetia Krole, but that is to be expected. The Knight-Centura is the command choice for the Sisters of Silence. 

They come equipped with a paragon blade which is the best part of it. With WS=5 they will be hitting, but only at S=4 with critical on a 6+. 

They do cause fear though which is great, and have native precision at 6+ along with the usual hatred against malefic and psykers. 

They are also light infantry which has uses of its own.

Weaknesses. 
What really stands out to me here is the sheer lack of customization! There are literally no choices to make and no build variants. This is poor form to say the least. 

Builds.
As noted above, there are no builds to discuss. Boo. 

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. 



Friday, September 4, 2026

Horus Heresy 3e Review: Pallas Grav-Tank

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

Background. 
The hunter killer grav craft employed by the Custodes. They're skimmers and they're rather fast and dashing. As you might expect, they are used for hit and run exercises which they are well able to perform.

Strengths. 
It is a grav tank with a movement rate of 16, 4 hull points and 11's on the side and back with 12 on the front. 

It comes with a twin Iliastus accelerator fusil as standard. Four shots at S=7 is solid without being outrageous and breaching helps. 

This can be upgraded to a Arachnus blaze cannon. This is more of a serious anti-armour option and does well. 

Weaknesses. 
For me, the points cost is probably about right to just a touch too high. This is fundamentally a weapons platform, but I can't help but think that Space Marines do this a lot better. 

Builds.
Pallas with Iliastus Accelerator Fusil (105 points).
Solid enough. Can be quite a distraction if not dealt with.

Pallas with Arachnus Blaze Cannon (130 points).
Anti-armour and effective. 


Thursday, September 3, 2026

Horus Heresy 3e Review: Gyrfalcon Jetbike Sodality

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. Custodes on jetbikes doing exactly what you think. 

Background. 
These are custom jetbikes designed specifically for the Custodes. Not only to take their mass, but also to provide some unique functionality for them as well. They are a screening unit as well as a fast response - and the models are really nice in my opinion as well. 

Strengths.
Custodes on jetbikes are cool - and I won't be taking any questions about this at the current time. 

Movement rate of 16 ensures that they get to where they need to be rapidly and with an extra wound compared to the foot slogging variety as might be expected. 

They are armed with a lastrum bolt cannon which is very nice for the rate of fire, and a solarite power lance as standard. The lance on the charging strike is significant with S+5 (for S=10) with impact on attacks, critical hitting, and armourbane. In defensive strike mode, they are much less to write home about. Hence strike fast and early to cause damage and get out of there if you think you will need back up. 

The cannon can be swapped out for the adrathic devastator (which is okay, but not amazing) or a twin corvae las pulser which is great for the armour bane action. 

Weaknesses. 
Why has the name changed from Agamatus since the other two editions? I am unclear.

This is fundamentally an expensive unit that does exactly what you would expect. You will want to clear your target in one strike though, so my advice is to field a few more than the base unit provides. Take las pulers to taste. 

Builds.
5 Jetbikes, 2 las pulsers (370 points). 
Shoot to explode a transport (like a rhino), then charge in to finish them all off. Take more pulsers for land raider purposes. 


Wednesday, September 2, 2026

Horus Heresy 3e Review: Venatari Sodality

Warpstone Flux Rating: ⭐️⭐️ 2/5 stars. I want to like it more, but I just feel other options in the army are superior. 

Background. 
Custodes who have proven themselves in the Blood Games (which seems to be a game of tag designed to test the emperor's defences) can take up the mantle of Venatari. So long as they also have an aptitude with the flight technology of their power armour as well. Typically found in the rafters of the Imperial Palace, they swoop down from high to the battlefield to pick their targets. 

Strengths.
I like the models and I may be in a minority to say that. 

The attraction here is the movement rate of 14 combined with the potential to deep strike in or outflank. Firestorm also means that they don't have to make snap shots for volley attacks which is good. 

For equipment they come with the Tarsus Buckler as standard which gives S-1 to incoming volleys or overwatches against them. This is very nice. The Kinetic Destroyers are excellent with breaching at 5+ and S=7 with 3 shots, but at very close range only. They can certainly whittle down an enemy squad before a charge. Or, upgrade to the Ventrum Lance and have a good close combat attack with AP=2 and S+1 with precision and a very limited shooting attack at S=5 to cause stun. And the Neutronium Cascade Mines are an interesting option with S=9 and 3 damage with a slew of special rules including armour bane and detonation to help with destroying tanks or immobile structures. 

Weaknesses. 
Melta bombs are gone and effectively replaced with the Neutronium mines. They're okay, but I did prefer the melta bombs. 

I'm not sure what this unit should do. The base build is a close range shooting option. The melee version is fine, but I prefer a guardian spear for all round purposes. 

Builds.
3 Venatari, Neutronium Mines (195 points).
Distraction carnifex territory or maybe neutronium-cide anti-tank. Difficult to tell. Eliminate a rhino and shoot the transported squad I guess. 

3 Venatari, all with lances (165 points).
Perhaps a better all round build, but lacking in shooting. Again, very much a distraction carnifex that an enemy has to deal with or it will cause some damage. I prefer this configuration. Add Neutronium to taste. 

Tuesday, September 1, 2026

Horus Heresy 3e Review: Coronus Grav-Carrier

Warpstone Flux Rating: ⭐️⭐️⭐️ 3/5 stars. The rules are average for the points cost. 

Background. 
I personally have always liked the grav-craft since they were first depicted in Rogue Trader. The Coronus carries on this tradition by having the grav-craft be in use by the Legio Custodes. The wider background shows that the craft was an upgrade to the Jocasta design employed in the Unification Wars. Of course, the other grav-craft are based on the Coronus design and have improved it whilst maintaining the goal of being fast an able to deploy into zones that other vehicles might find tough.

Strengths.
As a heavy transport, it has a carrying capacity of 14 which is reasonable overall. But remember that your regular Custodes has Heavy (2). 

The movement rate is 12, which is okay. The armour is 13 with 11 on the rear and 8 hull points which means it is mid-range in terms of survival. 

On the plus side, it does have auto-repair at 3+ and is an assault vehicle with deep strike as standard which is excellent. The armaments are also very reasonable with a turret Arachnus blaze cannon (amazing with S=9 in concentrated mode!), and a twin lastrum bolt cannon which is S=6 but with only AP=4. 

Weaknesses. 
I would really like to have seen the movement rate be higher. In second edition it was 16, so this is quite a bit of a loss in my opinion. The access point is on the rear, which is also where the AV=11 armour is located. 

Don't take it for deep striking purposes if you already have an Arae Shrike elsewhere in the army as you will compete against yourself for getting your army on the board. Instead, think of it as an enhanced and very much upgraded rhino for your Custodes. I'd actually begin with it on the board to make best use of the blaze cannon!

Builds.
There are no builds to discuss.

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