Showing posts with label mechanicum. Show all posts
Showing posts with label mechanicum. Show all posts

Wednesday, November 4, 2026

Horus Heresy 3e Review: Vorax Attack Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, rounded down. The rules are fine. 

Background. 
Got too much famine going on in the Forge World? Send in the Vorax for a little bit of population culling - that'll cure it. Grim and Dark. Got mutant vermin issues? Same. Got rogue machine problems? Vorax will search and destroy for you. Got a war going down? Well, same thing once again really. 

Strengths.
Starting with the stat line, we have S=5 and T=5 coupled with 4 wounds and a 3+/6++ saving throw which means these predators are going to be tough to dislodge.

Helping them get into position is a more than reasonable movement rate of 10. They're also Fast, have firing protocols, firestorm, and phased reactor shields. 

In the ranged weapon department, they have a twin rotor cannon which is great for the suppressive rule at 24 inch range and S=5. The singular lightning gun is slightly shorter range, but comes with shred and suppressive. These should cause some damage for the points cost. The upgrade to the irad-cleanser should certainly be considered for a model or two - especially for a unit closing for close combat. These provide a very handy phage on toughness, in addition to the usual poisoned and panic. 

Meanwhile the pair of power blades providfes AP=3 with breaching and shred at native strength which is plentiful for melee duties against many foes. 

Weaknesses. 
The WS and BS have had a touch of a nerf since last edition and are down to 3 in Third Edition. 

Don't forget they are also automata. 

Builds.
3 Vorax, 1 Irad Cleanser (155 points).
Considering that they want to be in combat, I like the irad cleanser. The poinst cost is also cheaper than third edition, at the cost of WS and BS as noted above. Very viable still, however. 

Tuesday, November 3, 2026

Horus Heresy 3e Review: Triaros Armoured Conveyor

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are more than sufficient. 

Background. 
This is the dedicated transport for the Taghmata Omnissiah Mechanicum. As might be expected for a Mechanicum transport, it is not a simple thing. Based on ancient technologies never shared with the other half of the Imperium, this transport has a killer front end that is literally capable of smashing things to oblivion, as well as having a large capacity. . 

Strengths.
The front of the vehicle is well armoured with AV=14 and 12 otherwise. The 7 hull points is good and the flare shield will help here too. 

On the centreline are two mounted Volkite Calivers which are notable for the long range. The bolt cannon mauler is also good. 

It has a solid evens-chance of auto repair and can also use itself as a shock ram to yield a +3 increase in damage. 

What is notable here though is the sheer carrying capacity. A whopping 22. Very impressive!

Weaknesses. 
This is not a rhino. It costs not like a rhino too. 

Builds.
There are no particular builds to discuss here apart from the Hunter Killer missile upgrade. I regard this upgrade as being to taste if your army needs them. 


Monday, November 2, 2026

Horus Heresy 3e Review: Armiger Moirax

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4.5/5 stars. Rounded Down. The rules are excellent. 

Background. 
An unseemly tool that wasn't seen much until the Heresy. This is scout class knight able to mount otherwise restricted weaponry. Their pilots were accordingly lesser and expendable in the grand scheme of things - tainted slowly by the otherwise radioactive poison of these machines. 

Strengths.
A modified stat line from regular armigers here with a bonus pip to the invulnerable save, better leadership (or 12) and lower initiative, but 1 more attack. They are powered by a Rad Furnace. This means they cause T-1 for opponents in close combat thanks to radiation leakage. Nasty. 

There is also some great customization available here. The Gyges claw singular or paired is nasty for S+5 (or 6) armour breaker and breaching. These are excellent and come recommended. They have a built in irad cleanser as well which is a nice template weapon overall.

I wouldn't recommend the Volkite Veuglaire particularly. Despite the high S, volkite needs big numbers to make the most of it. The lightning lock is a much better prospect with a blast, breaching, shred and suppressive on top of AP=3 and 2 damage coupled with the exact same strength as the volkite. Take the lightning lock. The graviton pulsar is similarly not fully recommended. The final option of the conversion beamer is certainly interesting. Hang back and cause devastation is the way to operate these and they can be good if you pull it off. 

If in doubt though, take the lightning lock. 

Weaknesses. 
They're not a full knight. They lack armour values, and come with the standard advanced characteristics which are excellent in leadership and cool, but very much lacking in intelligence and willpower. 

Builds.
Armiger Moirax, Gyges Siege Claw and Lightning Lock (170 points).
The standard build!

Armiger Moirax, Paired Gyges Siege Claws (175 points).
Close combat only, but viable thanks to the rad furnace inside.

Armiger Moirax, 2 Moirax Conversion Beamers (215 points). 
Very much a longer ranged option. Sit back and fire. 


Wednesday, October 28, 2026

Horus Heresy 3e Review: Thanatar Siege Maniple

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

Background. 
More a mobile artillery platform than an actual combat unit, the Thanatar is a force to be reckoned with. Other than the plasma weapon originating on Ryza, little more is generally known about their backgrounds save rumours about where the Calix variant hailed from (within the sects of the mechanicum itself).

Strengths.
Incredibly, the toughness and strength is 8, with 10 wounds, combined with a 2+ and 5++ saving throw. Importantly, the BS is 4 here, even though the WS is only 3. Firing protocols and firestorm are nice too.

The basic armament are shock chargers and twin mauler bolt cannon. The latter pumps out 6 lots of S=6 for both pinning and shred each turn. Very respectable. 

You also have to select one of two configurations.

The Cavas configuration provides a plasma mortar. This is a nice large pie plate with ordnance on range, breaching and barrage for S=8 and 2 damage, but only at AP=4. 

The Calix configuration gives a Sollex heavy-las and graviton ram. Of course, the graviton ram is nice in close combat with armour ban, AP3 and 2 damage. Given the base S=10 for these attacks, it will be collapsing rhinos with ease. The heavy las is also S=10 for 2 ranged attacks. Ordnance on damage, shock, suppressed, and armour bane all rolled in with native AP=2. 

The choice between them is therefore whether you want significant cover fire, versus something a bit more targeted and close combat orientated. Both are viable. 

Weaknesses.
WS is three, but presumably you don't care. They also explode, so watch out. 

Builds.
Thanatar Cavas (225 points). 
Sit back and fire.

Thanatar Calix. (245 points).
More focussed hits and close combat potential. But you have to get there with a movement rate of 6. 

Tuesday, October 27, 2026

Horus Heresy 3e Review: Castellax Battle Maniple

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

Background. 
These robots have long featured at the forefront of the Mechanicum's armies. So much so, that some in the Imperium saw them as a sleeping threat should Mars ever decide to break away from the deal struck with the Emperor. The Heresy quashed that in short order though.

Strengths.
The stat line is strong with 6's in both S and T which immediately makes these robots incredibly strong. When combined with 4 wounds and 3+ save, they suddenly become a big problem for opponents. 

Special rules include firing protocols, firestorm, and a phased reactor shield which will improve their invulnerable save against ranged attacks. 

They come armed with 2 bolt guns (upgrade to flamers possible, but not required), mauler bolt cannons (4 shots at S=6 with shred and pinning which is very nasty when done well), and shock chargers which can be upgraded to power blades (which depends a little bit on taste to my mind). 

Weaknesses.
WS and BS are only three, but players will be fine with this overall in all probability (and good die rolls). They also explode. But hey, that's the territory. 

Builds.
2 Castellax (100 points). 
I genuinely see little case for the upgrades, but perhaps the flamers might be nice on occasion. Given the movement rate though, I think of Castellax as a fundamentally ranged unit, so stick with the bolt rounds?

Monday, October 26, 2026

Horus Heresy 3e Review: Thallax Cohort

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

Background. 
Cyborgs that have been produced only via grim dark trauma, the Thallax retain some of their original human individuality thanks to the brain being moderately preserved. However, they have replaced most of everything else in favour of becoming shock troops for the Mechanicum.

Strengths.
The stat line has 4's where it matters and a 5 in toughness. Double wounds, attacks, and I=3 with reasonable 3+ save and 6+ invulnerable. They have deep strike natively thanks to the jump pack which also enables a movement rate of 10. 

Thanks to Aegis of Pain, they cause fear when they are modified with statuses which is an interesting option. 

The basic armament is a lightning gun which gives S=5 and 3 shots which also causes suppression and shred. Nice. Upgrades include the always useful multi-melta, a photon thruster (S=8 armourbane armour breaker and suppressive with a vital AP=2) or a phased plasma fusil (breaching at S=5 with three shots - which is okay).

Chain bayonets for the lightning locks are entertaining, melta bombs for the unit are fine for dedicated units, and one praetorian should be taken merely for the leadership boost. 

Don't forget the Reductor advantages here. They are significant. Wall breaker really turns them in to tank and fortification destroyers with ease, whilst the prime advantage boost the invulnerable save to 5+ and increases the leadership by a further pip. It is well worth taking the Reductor apex detachment merely for this and kitting out your thallax accordingly. 

Weaknesses.
In all honestly, for the poinst cost, what you are getting is worth it. 

Builds.
6 Thallax including 1 Preatorian, 6 Multi Meltas, Melta Bombs (250 points).
A melta build. Can also be a distraction carnifex. Doesn't need extra models really. 

9 Thallax including 1 Praetorian, all with lightning guns and chain bayonets (208 points).
Tactical flexibility here.

6 Thallax including 1 Preatorian, 6 Proton Thrusters (220 points).
A slightly longer ranged option for your armour busting enjoyment. 

6 Thallax, including 1 Praetorian, 2 Proton Thrusters, Melta Bombs (190 points).
Mixed threat.  

Sunday, October 25, 2026

Horus Heresy 3e Review: Tech-Thrall Covenant

Warpstone Flux Rating: ⭐️ 1.5/5 stars, rounded down. The rules are poor and points cost not worth it. 

Background. 
Not servitors so much as cyborgs, this is the fate that awaits the regular population of a Forge World should they offend their masters. Or, your know, when the need arises possibly as well. Simply put, these are expendable troops. 

Strengths.
Human cyborgs of the grim Lacrymaetra. They have a 5 in toughness and 12 in cool, but that's about the only thing I have to write home about. 

They are expendable, and don't suffer leadership tests in the same way as others except in terms of panic. Feel no pain is handy, but hardly an advance on the 6+ native save. 

For armaments they have a las lock with throws out S=4 ranged hits. It is okay. 

At best, this is a tar pit unit and a distraction. 

Weaknesses.
Lots of weaknesses here realistically. The 2's in both WS and BS are massively problematic. S=3 and I=2 means they don't stand up in combat. The 6+ save is pathetic. They need boosted to even get a basic job done. And they move only at a rate a 5. They just can't do things other than serve as a screening unit. Even a non-augmented unit of mortal humans could probably do better. I question the Mechanicum's vision here. 

The real problem here is the points cost. A unit of 10 costs the same as a space marine squad and they are nowhere near as effective. The poinst cost needs to be halved for me to roughly change my rating for this squad. 

Unfortunately therefore, my view is that this unit is simply not worth the points cost unless you want a really fluffy army. 

Builds.
20 Tech-Thralls (200 points). 
A large screening unit that you need a magos or arch magos with to get to function at an acceptable level. Honestly not worth it. 

Thursday, October 22, 2026

Horus Heresy 3e Review: Tech-Priest

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 3.5/5 stars, rounded up. The rules are solid. 

Background. 
Adepts of the Cult Mechanicus. These are the lower ranking priests of the orders and arcana. Their jobs are much more mundane than the magos or arch magos that they might ultimately serve. Perhaps one day they might even upgrade themselves sufficiently in rank and cybernetics to get there themselves. Until then, they herd the robots and the thralls, and otherwise labour away in the forges until war comes for them. 

Strengths.
With 5's in S and T, and 4's i nWS and BS, the humble tech priest is able to achieve a multitude of roles for the Mechanicum player. 

They have a bunch of special rules like feel no pain, comptroller, battle smith, and master of machines - all of which you might have guessed at. They also have firing protocols as well which means you can use two ranged weapons. This is easy to overlook but can potentially be exploited.

Otherwise their major strength is customisation. Take what you like from the Mechanicum wargear section. Stand outs include the cortex controller, cognis-signum, cyber familiar, servo arm, and nuncio vox (although rad grenades are very tempting too). They can have one item from the Rites list hence they gain access to some of the old tech magics. Overcharged reactors will probably remain a favourite. One pistol can be taken (bolt, volkite, or plasma are all fine here in my opinion) and one ranged weapon (again, all are nicely viable). One melee weapon can be taken as well and here the thunder hammer or power fist both look like reasonable options, but a power weapon is also nice.  

Weaknesses.
I=3 and 2 wounds with only a 3+ save (6+ invulnerable). They might not last long. But at least they are cheap enough to field a lot of! And in third edition, I think having several of them as troops is a really good prospect for a player. 

Builds.
Tech Priest, Thunder Hammer, Cortex Controller, Rad Grenades, Overcharged Reactors (80 points). 
An arcana-agnostic close combat variant with a cortex controller to plug and play with! This also illustrated the issue with the Tech Priest: the points cost can rapidly add up, so you will be thinking about stripping back the points (potentially the rad grenades?) in oder to make them more points efficient.

Tech Priest, Plasma Pistol, Melta Gun (55 points). 
Mid ranged with no further upgrades is still enough to cause a headache when embedded in a larger squad. 

Of course, building with specific arcana in mind is also certainly encouraged!

Tuesday, October 20, 2026

Horus Heresy 3e Review: Ursarax Cohort

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, narrowly rounded down. The rules are reasonable. 

Background. 
Thralls, rather than servitors, these beings are purposed as a close combat unit in service of the magos. Formed from human remains of selected people, they retain just enough ability to make good tactical decisions, but need regular grim-dark neural anesthetics to cope which they periodically get. Grim. 

Strengths.
The stat line is mostly 4's with T=5 and 2 wounds. 

They come with a pair of Ursarax Claws with give A+3 and breaching. This is very reasonable overall. However, it is certainly tempting to get the Ursarax Fists for S+2 and a native AP=2 with 2 damage and the expense of I-2. A mixture of the two options might be even more attractive. 

The volkite incinerators are very close range S=5 shots which are nice, but you need to get there. Helping that is the movement rate of 10. And related further: deep strike is a native option too here which can be taken advantage of. 

The real stand out in the special rules is Vanguard (3) which argues strongly for a up front approach and risky plays. Do it! Also: don't forget the arcana boost!

Weaknesses.
I=3 is a mild issue, but offset if you take the power fists upgrade in which case you're going last regardless, so might as well.

Builds.
6 Ursarax, 2 Power Fists, 1 Alpha (160 points). 
Swift and broad ranged enough to takle most enemy infantry.

9 Ursarax, 9 Power Fists, 1 Alpha (235 points).
Cheap enough to take, and potent enough to do damage when positioned well. 

Monday, October 19, 2026

Horus Heresy 3e Review: Castellax Destructor Maniple

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

Background. 
Thought of by some as a potential internal threat should Mars ever go against its agreement with the Emperor, the Castellax were a mainstay of both siege warfare and shock troops for the Mechanicum. This worry never arose thanks to the Heresy and they were never made in sufficient numbers ever again to pose an internal threat, but their potency was never much doubted thanks to the sheer aggression of the internal machine spirit.

Strengths.
With 6's in S and T coupled with 4 wounds and 3+/6++ these robots are going to be tough to dislodge - but not impossible. They have a stand out cool value of 12, but have the usual weaknesses elsewhere. Interestingly the WS and BS are 3's.

Customisation means you can optimise your unit for both ranged weaponry and close combat. The shock chargers are good as a baseline entry since they generate S=8 hits. The power blades upgrades give breaching and shred instead which might actually be more useful overall.

The mauler bolt cannon is useful on its own with S=6 hits and pinning. Upgrades here include the dark fire cannon which is always welcome with AP=2 and S=8 with suppressive despite the lower firing rate. The multi-melta pushes this further into anti-tank territory but is obviously shorter range. 

Weaknesses.
The WS and BS being 3 are mild issues. But the points cost remains attractive. At worst you can use them as distraction carnifexes. 

Builds.
6 Castellax (300 points).
Yes, no upgrades. Also yes: viable. 

3 Castellax, 3 dark fire cannons (195 points).
Long range options. 

3 Castellax, 3 Multi Meltas, 3 power blades, 3 flamers (225 points).
A close combat variation for taking out transports and dealing with the contents. Of course, mixing the builds up is also viable. 

Thursday, October 15, 2026

Horus Heresy 3e Review: Myrmidon Destructor Host

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

Background. 
A sub-sect of the Myrmidons that are dedicated to heavy weapons and the rendering of vehicles and buildings to slag. They were heavily used on both sides of the war, and even by some who would seek to avoid joining either (cross ref: Anvilus). 

Strengths.
Secutors have 4's and 5's in most places on the stat line. Of note is S=5, T=5 and W=4 which makes for a potent combination combined with a 3+/5++ save. The unit's Lord also gains a pip in BS and WS which is very nice. 

The regular armaments are volkite culverins (magnificent range with 3 lots of S=6 shots and heavy on FP too) and shock chargers (close combat for S+2 which is solid enough). 

The upgrades are where the attraction to this unit gets increased though. Irradiation engines are a template with panic, poisoned, and phage on toughness. Clearly this is a close combat choice though. The dark fire cannon is very attractive with 2 lots of S=8 shots and AP=2 which causes suppressive and has heavy on damage. This can cause some very serious problems from a good range. And then there is the conversion beamer which just gets better with longer range. Very tempting. 

Weaknesses.
The Myrmidax trait is already built in. Overall the points cost is nicely balanced and this is a great unit. However, I am unconvinced about the close combat build (with irradiation engines) as I feel other units can do close combat better. I see this unit fundamentally as a long range unit. 

Builds.
3 Destructors, 3 Conversion Beamers (195 points).
I just really like the idea of a trio of conversion beamers taking out things at long range. I'm not even sorry. 

3 Destructors, 3 dark fire cannons (210 points).
The dark fire cannon is similarly good at long range but the purpose is much more (laser!) focussed. 

10 Destructors, all with Volkite Culverins (465 points).
Remember the rule of thumb about Volkite weapons: go big! 

Wednesday, October 14, 2026

Horus Heresy 3e Review: Myrmidon Secutor Host

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

Background. 
The Myrmidon Secutors regard war as something to be computed with cold logic. They praise the Omnissiah through well executed battle plans and test themselves against new opponent in the arts of destruction. They have no master for long and during the Heresy could readily be found on both sides of the conflict. 

Strengths.
Secutors have 4's and 5's in most places on the stat line. Of note is S=5, T=5 and W=4 which makes for a potent combination combined with a 3+/5++ save. The unit's Lord also gains a pip in BS and WS which is very nice. 

They come armed as standard with power axes (nice), and twin maxima bolt guns (5 shots at S=4 and shred) which is a strong mix of ranged threat and close up potential. 

Vanguard (3) is beautiful to see here. My advice would be to go big in order to wip an opponent's unit in a single turn where possible.  The Lord gains battle meditation which provides feel no pain in a challenge, which is enhanced when their WS is out-matched. 

Beyond this, there are options to upgrade to twin phased plasma fusils which provides 3 lots of S=5 with breaching at 5+. Pretty solid and worth the upgrade. Or, take twin graviton guns for the same cost. These are only single shot, but are blast weapons at S=6 with breaching, and shock that causes pinning. The AP is only 4 here though, so I'd mildly favour the plasma upgrade for regular marine opponents, but the graviton blast template is absolutley worth it for the pinning and blasts. Tough choice. But the good news is that they can be mixed and matched. 

Weaknesses.
Note that the Myrmidax trait is already built in here. There's no downsides overall and the points cost is reasonable overall. 

Builds.
3 Secutors, 3 Twin Graviton Guns (210 points).
Lots of blast templates basically. 

10 Secutors, 2 Twin Graviton Guns, 2 Twin Phased Plasma Fusils (545 points).
The mixed threats makes sense, and the large numbers will all but ensure Vanguard (3) triggers most of the time against reasonably selected opposing units. You just need to get there. 

Monday, October 12, 2026

Horus Heresy 3e Review: Domitar Battle Maniple

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

Background. 
A late entry to the mechanicum's strength before the fires of the Heresy would gut everything. The Domitar was designed as a line breaker. Able to smash into enemy lines and tanks alike, their purpose was one of swift engagement and destroying key elements of the enemy.

Strengths.
With 7's in S and T, these are combat beasts that will stick around long enough to cause serious damage to many opponents. The BS and WS is the same as a space marine and with 4 wounds and a good save, they will provide a solid front line. 

They come armed with a Cyclone Missile Launcher as standard. These are handy for the choice between frag, krak, and also flak missiles - the latter being the sky fire option. Hence they provide even a strong ranged threat to all. The domitar fists in melee give AP=3 at S+1 with breaching and armour bane which is good enough to take care of light tanks and many space marine equivalents. And the graviton hammer helps all this along with a variant option. 

A feast of special rules includes fear, vanguard, firing protocols and impact on attacks which is glorious. Add on there fire storm for not having to make snap shots and this beast is a great deal overall.

Weaknesses.
It will explode! The movement rate is 7, which is good enough, but I'd like it faster ideally. Still, you get what you pay for here and it is a very good deal overall. Take them. 

Builds.
There are no build to discuss. 

Sunday, October 11, 2026

Horus Heresy 3e Review: Echidnax Servo Maniple

Warpstone Flux Rating: ⭐️⭐️⭐️ 3.5/5 stars, rounded down. Useful repairs, but I want to call them Echidnas. 

Background. 
Drones that follow their master around and are helpful by automating repairs. They also have some basic battle field programming that can help with in close combat or at range when required. 

Strengths.

Weaknesses.
The drones have limited autonomy. Hence if a sniper or similar removes the commander from play, they will just sit there in the same way that rocks do for the rest of the game. Hence they can be quite vulnerable. On the other hand, they are also cheap enough to not get too upset about this possibility. 

Builds.
10 Echidnax, 10 bolt guns (120 points).
Ten members here to make the best use of the battle smith special rule which gets its maximum advantage when 9 or more members of the unit are present.


Thursday, October 8, 2026

Horus Heresy 3e Review: Scyllax Guardian Maniple

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

Background. 
If you drew a Venn diagram of cyborgs, robots, and servitors, then the Scyllax might sit at the intersection and be a bit mistrusted by large parts of the mechanicum for their icky origins. There are claims that over time they gain something of self-awareness despite their minimal organic components. Their purpose is as a Magi's bodyguards and a melee unit. 

Strengths.
With 5's on the stat line in most places, the Scyllax are are strong proposition for the poins cost and like enhanced marines otherwise. 

The come equipped with a combat array for AP=3 with breaching. This is made worse for opponents due to the inherent rad furnace to reduce their toughness. The phased reactor shields are interesting as well for improving the invulnerable save against attacks to 5+. 

Beyond this, there is the option to upgrade with a bolt gun. This is so cheap it is in the category of "why not". 

Weaknesses.
The poinst cost is cheap enough to not be that bothered if they grind to a halt, and they can be effective even with 2 wounds and a 3+ save in many battlefield locations and situations. Obviously stronger in close combat than in ranged shooting - they just need to get there. The "Compact" rule will help if you need to transport them. But even as abalative wounds considering their retinue status, they are useful if not outstanding. 

Builds.
5 Scyllax, 5 bolt guns (135 points).
I selected 5 members only because it gives a final number divisible by 5 when upgrading to bolt guns. Otherwise this is a pretty standard unit. 
 


Wednesday, October 7, 2026

Horus Heresy 3e Review: Arcuitor Magisterium

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. Lords of the Malagra give excellent bang for the points cost. 

Background. 
In effect, these are the judges of tech-heresy and lords of the Malagra. Over many years they have become as close to the machine god as possible and are known as the grandfathers of the Malagra. Magi in their own rights, they are (socially) powerful and respected. On the battlefield, they are advisors by nature and rarely in command.

Strengths.
It is worth pointing out the WS=6 in the stat line here. This is the epitome of the Malagra - ready for close combat. The rest of the stat line is similar to a Magos, but with I=4 and A=5.

A well placed Arcuitor can cause serious WS and BS issues to nearby enemy units, and this combined with their own stat line makes them a clear threat. Combined with infiltrate, and you have the makings of something quite spectacularly deadly. 

The customisation is strong here, but for full effect the character will need to be kitted out for close combat. 

Weaknesses.
For the points cost, this character is as good as it gets! Hence 5/5 stars from me. 

Builds.
Arcuitor Magisterium, Thunder Hammer, Overcharged Reactors (135 points). 
A baseline build for close combat and buffing.

Arcuitor Magisterium, Thunder Hammer, Overcharged Reactors, Melta Bombs, Rad Grenades, Rad Furnace, Flamer (190 points). 
A more maximal version. The flamer is purely for the tactical status. The rest is mainly achieved through radiation poisoning and the thunder hammer. 


Tuesday, October 6, 2026

Horus Heresy 3e Review: Magos

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. Solid choice with or without an Abeyant. 

Background. 
The Magos Dominus fill a gap between the Archmagos Prime and the rest of the army / feuding states / technocracy. They are masters of the cybernetica and build the cortex automata for the Mechanicum. Some are at the very edge of heresy themselves thanks to all the body modifications that they put themselves through, and most are eccentrics and obsessive about their technologies.  

Strengths.
As with the Archmagos, there is a glorious amount of customisation available for the Magos. I will refer readers back to the Archmagos for some general thoughts. 

The stat line here is less than an Archmagos as might be expected: 5's are everywhere, with 4 wounds and WS=4 and I=3. Intelligence is still 9 which is important for commanding Mechanicum and their cyber rites. 

Weaknesses.
WS=4 is an issue for combat, as is I=3. I therefore regard the Magos as more of a support character choice than a full-on commander. 

Builds.
Magos, Conversion Beamer (130 points). 
Very much a ranged character, but I do like it a lot. Add some rites to taste. 

Magos, Abeyant, Rad Furnace, Thunder Hammer, Melta Bombs, Rad Grenades, Overcharged Reactors (200 points). 
A close combat version. The danger here is spending too many points on a single character who is not the archmagos to be honest. 


Monday, October 5, 2026

Horus Heresy 3e Review: Archmagos

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️ 5/5 stars. You will be taking one, basically. With or without an Abeyant.

Background. 
These unique individual are the high adepts of the machine cult of the Omnissiah. They have likely upgraded themselves for the purpose of war and might have gone as far as placing their remaining organic components inside the equivalent of a dreadnought. Armed and armoured with the best Forge World available kit, they are a force to be reckoned with.

Strengths.
With sixes in most places on the stat line, the archmagos is already rather powerful and maybe more powerful than a Praetor in some regards. Adding to this are special rules like feel no pain at 5+, battlesmith at 4, and firing protocols. And don't forget the ability to score victory points as well - this implies arming for at least a bit of close range action. 

The Archmagos is also highly customisable. They can take anything from the mechanicum gear and the magos gear. There's a lot to be had there:a cortex controller is almost always going to be useful, augury scanners are optional, cognis-signum is solid, cyber familiars are good, servo-arms are nice, melta bombs to taste, rad grenades are good at close range, nuncio vox is nice if no-one else has them. The rad furnace is attractive, and the machinator array similar. 

Choose from the rites as well (see here). I think players should be thinking about a couple of these regardless of anything else. Other armaments are to taste really. 

Weaknesses.
WS=5 is slightly lower than what is useful for a commander who might like to engage in challenges. 

Beware of spending too many points on the character with attractive upgrades galore!

Builds.
I'll try to provide one build per trait to give some ideas. There are obviously many more besides. And far too many permutations to list. Hence I hope it at least gives some ideas. Abeyants are the obvious upgrade here and also worth taking in any build below. They give T+1 and Command Throne to help with reactions at the price of being bulky and exploding. Worth it. 

Archmagos [Archimandrite], Overcharged Reactors, Chastise the Machine Spirit, Paragon Blade (165 points).
Trying not to spend too many points, but here we are focussed on using Cyber skills mainly. Other things like a cyber familiar are of course usable. 

Archmagos [Cybernetica], Overcharged Reactors, Cogitator Purge, Paragon Blade, Rad Furnace, Rad Grenades (190 points).
Take and hold objectives. Take the melta bombs, nuncio vox and augury scanner to taste.

Archmagos [Lacrymaerta], Fleshknit Protocols, Omega Protocols, Paragon Blade, Rad Furnace (175 points).
To take alongside your flesh and metal creations. 

Archmagos [Myrmidax], Overcharged Reactors, Paragon Blade, Rad Furnace (160 points).
Although you should go close combat, there's a case here for ranged as well - like the following.

Archmagos [Myrmidax], Conversion Beamer (150 points).
An interesting ranged option. A bit of a waste of close combat potential though.

Archmagos [Malagra], Overcharged Reactors, Paragon Blade, Cortex Controller (150 points).
This archmagos is all about positioning to be honest. 

Archmagos [Macrotek], Servo Arm, Machinator Array, Thunder Hammer, Overcharged Reactors (175 points).
Run alongside your tanks. Also a candidate for a conversion beam.

Archmagos [Reductor], Thunder Hammer, Deactivate the Limiters, Unseal the Portal, Melta Gun (175 points).
Reducing things to smaller things. 

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. 

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