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. 

Thursday, October 1, 2026

Dreadtober 2026: Not much to show so far!

Dreadtober 2026 has started! 

This year, I have pledged to complete a Saturnine Dreadnought. Largely because it has been sat in the Saturnine box for way, way too long, and I need the motivation!


As can be seen, my progress is strong and substantial thus far. The legion can almost be guessed at as well I suspect. I've just got a couple of parts to glue into place (all of them). And I'm sure it could use a few licks of paint here and there to make it more interesting and eye catching (all of them). I have zero doubt that I will finish it off in no time at all. 

I am also a raging optimist. 


Tuesday, September 29, 2026

Warhammer World: Terminator Helmet

I have been meaning to post this one for a long time, but it honestly slipped my mind. On my visit to Warhammer World earlier this year, I spied an Indomitus pattern Terminator helmet that I wanted to share!


The is an Ultramarines chapter helmet, in red. 

The construction of it really took my eye - so to speak. If you zoom in and look closely if you get to visit the Warhammer world exhibits, it is worth seeing some of the everyday items that have gone into this, but are otherwise cleverly disguised and integrated. The mesh and wires were nice to see. The rebreather seems like household items to my untrained eyes. And the bionic eye / targeter was very interesting to have on board there. 

Overall, a very impressive addition to the exhibits and worth taking a good look at. Doubly so if LARPing or cosplay are your thing. 


Monday, September 28, 2026

Mid-Heresy World Eaters Assault Squad Part 2 - Angry Marines Officers Looking Angry

Continuing to the second half of the World Eaters post-Isstvan assault squad, and today we have the officers, or the members that have some weapon upgrades toting around. 


The sergent (centre) has a meteor hammer which is a strong conversion from many other parts. I like the pose and the sheer forward momentum carried here. A closer look at him is already posted here. 

To the left are a pair of marines with heavy chain axes. The two handed pose is excellent with this kit and really gives those marines something hefty looking that says "World Eaters" and nearly "Khorne", without quite being there yet. Obviously they are secret loyalists. 

To the right are two other marines sporting power swords. Originally I was going to opt drectly for power mauls simply becuase they might look more intimidating. I then thought there was not a good reason that the World Eaters would NOT use power swords though. They are highly utilitarian, and frankly more welcoming of diversity, than most other legions. At least in my head canon!

The reds and whites follow the same formula as before, with a good amount of splatter from blood for the blood god and the red contrast flicking that I have been employing. Hope you like them!


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. 
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