Monday, March 23, 2026

Building Ferrus Manus

One of my latest projects was Ferrus Manus; Primarch of the 10th Legion: the Iron Hands. Made by Forge World a considerable time ago, this is a primarch that has a number of the hallmarks of previous primarch builds in the sense of:

(a) instructions that are no longer available;
(b) when you find the instructions, they only help a little bit, and some parts amount to "put it all together!".


I have used two pins here. The first is in the rock on Ferrus Manus' left (forward) foot -- or rather the rock that it is attached to. I have pinned the rock horizontally to the other rocks after a lot of slicing away of excess resin to make it fit. It was quite fiddly, and I still might apply some green stuff before painting. The other pin, unsurprisingly, is in the haft of the hammer and into his hands to provide stability. The hammer joint is much to flimsy otherwise in my opinion. 

Other pain points included the back pack wherein I was not quite sure what slotted where and how it would hang on his back, but I got there eventually with a lot of dry fitting. And those pturges. Exceptionally fiddlesome and tough to know where and how to slot a number of them (under the shoulder pads, and some on the waist as well. 

There is also a rock that I have left off at the front so that I can model or at least make the diorama between Fulgrim and Ferrus (their bases literally join by intent to make a duel pose and diroama possible). 

All in all, slightly better to assemble than Fulgrim, perhaps on par with Angron, but not really near the modern primarch models that Forge World have released. 

Saturday, March 21, 2026

Gaming Gitz: Lectio Primus Vorias

I have had the distinct pleasure of working with Gaming Gitz over the past little while to generate ideas and discussions. It is a superlative YouTube channel that I have followed for some time, so you can imagine my delight when we started talking properly about all things Horus Heresy.

When asked whether I had a character in mind who might be under-explored in a short, I eventually settled on Lectio Primus Vorias of the World Eaters: their chief librarian during the Heresy. He occupies a particularly grim position within the Legion. The World Eaters librarians were lucid enough to witness their brothers descend further and further into blood-madness (largely since they didn't take the Butcher's Nails without perishing), even as they themselves remained loyal to Angron and to the Legion’s wider cause. It is a bleak and fascinating vantage point, and, as ever with the World Eaters, it does not end well.

Gaming Gitz tells that story in Lore Told Poorly here.



A big shout out to Rafiq and the team at Gaming Gitz. If, like me, you are a something of a Horus Heresy and Warhammer fanatic, then this is a channel that I really favour and can whole heartedly recommend to you! Check it out at https://www.youtube.com/@gaminggitz/featured , click subscribe, and give the team support over there with some likes! 


Friday, March 20, 2026

Horus Heresy 3e Review: Araknae Quad Accelerator Platform

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

Background.
New for third edition is the massive gun platform to outshine the tarantula: the araknae. 

They are serious gun encampments that the legions used to clear landing zones, hold back enemy advances, clear the airways, and establish footholds. Handy if you, say, wanted to fight other legions on Isstvan 5. 

Strengths. 
Ten shots at S=7 per turn is very impressive. But its better than that because they come with sky fire, breaching, and rapid tracking, making for a very formidable platform. 

With BS=4 and 5 hull points, they will also stick around for a while whilst causing that damage. 

Finally, it also has atomantic pavise to provide an invulnerable save of 5+ in a bubble around it. Handy for holding a position when you have some troops on top of an objective. 

Weaknesses. 
The platform gloriously explodes on a 4+ when dead and gone. Try not to be taking advantage of the 5+ pavise at that point in time. 

Builds.
There are no builds to discuss here. 

Thursday, March 19, 2026

Horus Heresy 3e Review: Deathstorm Drop Pod

Warpstone Flux Rating: 
⭐️⭐️
2/5 stars. I genuinely used to love death storm drop pods in previous editions, but they're not as good in third edition.

Background.
Its a drop pod. 

Instead of transport capacity, it has a missile launcher system integrated inside it and had its prototype in place by the Raven Guard legion before the rediscovered of Corax..

Strengths. 
Deep strike from orbit and then immediately make 5 shooting attacks using the death storm system. Each shot is d3 shots at S=6 and causes pinning. Pinning is great! But the range of the death storm isn't so good. 

The pod is therefore excellent for a one turn pinning effort against tightly crowded enemies. But then it falls silent. Therein, the major (and overlooked strength) is to provide line blocking and funnel your opponent down attack lanes of your choosing. This tactical advantage shouldn't be overlooked. 

Weaknesses. 
I would like further shooting in subsequent turns (perhaps using the out of ammo rule from second edition), better BS, and simply more utility to bring the number of stars up. Otherwise its not going to be great in third edition beyond a one turn shock and awe tactic for anyone who hasn't seen it. But honestly: it is still great against big infantry blobs that are marching close to each other like the World Eaters. 

Builds.
There are no builds to discuss here. 

Wednesday, March 18, 2026

Horus Heresy 3e Review: Techmarine

Warpstone Flux Rating: 
⭐️⭐️⭐️
2.5/5 stars. Rounded up. Average rules for a utility choice.

Background.
Trained in the arcana of the Martian mysteries, the techmarines are responsible for the supply and repair of the armouries of the legions. On the battlefield, they can conduct emergency repairs to tanks which for some legions will be very useful, but for others you are probably never going to take this unit.

Strengths. 
The Techmarine brings Battlesmith (2) to the field. This is for repairing vehicles and similar and results in them gaining 2 wounds or hull points, or alternatively restoring them to their original condition by removing up to 2 statuses. 

Their stat line is average with 2 wounds and an 8 in intelligence. You can also boost your intelligence tests with a cyber familiar which is almost an auto-upgrade given the Techmarine's function. The servo arm gives you an extra wound restoration which feels really redundant, whilst the power axe is nice. 

Weaknesses. 
I think I would sooner play a threat or a distraction than such a utility overall. Often taking more offensive as opposed to the ability to repair is a superior option, but that might just be a reflection of my own play style and you might like to play more defensively and out last your opponents. 

Builds.
Techmarine with Cyber Familiar (60 points).
About the best build in my opinion. 

Tuesday, March 17, 2026

Horus Heresy 3e Review: Apothecary

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. Useful. But not as much as previous editions.  

Background.
Apothecaries in 30k stride the battlefield as one with their brothers. Capable of fighting and shooting just as well as any other, they also have the sacred duty of recovering gene seed from the dead, as well as keeping their brothers in the battle as much as possible.

Strengths. 
The apothecary has 2 wounds and is otherwise fairly standard except he brings the Medic rule to any unit that he joins.

Explicitly, this functions like an advanced reaction. Upon activation, you get a recovery save of 4+ for any unsaved wounds from shooting. This is, of course, very useful!

Weaknesses. 
This is certainly not the feel no pain of previous editions, but in my view it is a little fairer across the board. It is a way of not only getting rid of particularly stubborn opponents in one fell swoop by the designers, but also retains the spirit and fluff of the apothecary. He literally has to patch people up on the fly, and as such, an advanced reaction seems appropriate.

I should also mention the 3+ armour save and the general lack of upgrades - I would single out the jump pack here which is now only available to Primus Medicae (as well as bikes, jet bikes and so on). This is bad. The Narthecium is also re-purposed here: it allows recovery tests in the morale sub-phase. If successful, they get -2 to the characteristic check. This is mega-clunky and not really very good in my opinion. 

Builds.
Apothecary (30 points).
I honestly don't feel the need to take upgrades, but the odd power weapon here might be useful. 

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