Tuesday, May 5, 2026

Horus Heresy 3e Review: Thousand Sons Ammitara Occult Intercession Cabal

Warpstone Flux Rating: 
⭐️⭐️
1.5/5 stars. Rounded up. The humble recon squad competes directly and might be a much better choice.

Background.
Ammitara are painted as part of the Order of the Blind. A secretive and shrouded sect within the legion that was responsible for assassination protocols in tandem with scouting duties ordinarily associated with reconnaissance squads. They were a force that was often doubted to exist, even within their host legion.

Strengths. 
This is a recon squad in recon armour. They have infiltrate, move through cover, and support unit as you might expect. 

They come armed with nemesis bolt guns for your sniping needs. Combined with infiltrate you can get to where you need to be and start taking shots. 

The ability to take upgrades to your weapons is solid. You can get melta guns, plasma guns, or aether-fire blasters. Given the infiltrate rule, the blaster looks very attractive. 

Weaknesses. 
The 4+ armour save is a significant problem. 

You get Corvidae by default and cannot change it. But that's actually okay. 

The lack of close combat weapon upgrades for the sergeant lowers the unit utility significantly. 

They've also lost the Mind Killer psychic power from first edition - sigh. This is really what made them stand out as a solid choice. 

Builds.
5 Ammitara, 1 Melta Gun, Nuncio Vox, Melta Bombs (180 points). 
An all comers base line unit. Very expensive. 

10 Ammitara, 2 Aether-Fire Blasters, Nuncio Vox (320 points). 
An eye watering points cost if I'm being perfectly honest. This is why the recon squad is going to be better in almost every case. 


Monday, May 4, 2026

Horus Heresy 3e Review: Thousand Sons Numerologist Cabal

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down The rules are fluffy but average.

Background.
The Order of Ruin within the Thousand Sons looked after the war machines and were basically tech marines in everything but name. They were able to predict the ebb and flow of battle in addition to the usual maintenance tasks and thus were highly valued by the legion. Valued enough that each of them had a personal group of bodyguards

Strengths. 
Battlesmith and a servo arm combine with Divination and Telepathy to give a solid character. The stat line is reasonable if unremarkable.

The life wards prevent precision shots against the Numerologist which is very nice and one of the real strengths of the unit overall. Used well this is quite a nice trait to have. But I suspect that players won't choose this unit outside of a fluffy choice most of the time. 

Weaknesses. 
You don't get the full range of psychic abilities. No arcana. And only Foresights's Blessing and Mind Burst as your powers.  

Builds.
Numerologist with Thunder Hammer, 4 Life Wards including 1 with a rotor cannon (150 points).
A flexible unit. Take a cyber familiar to taste.

Numerologist with Thunder Hammer, Cyber Familiar and Aether-Fire Blaster, 9 Life Wards including 1 Power Fist, 2 Rotor Cannons, Vexilla, Augury Scanner, Nuncio Vox (300 points).
Not quite sure it is worth the points cost, but this is the maximal squad.  

Saturday, May 2, 2026

Wargames Gallery: Iron Warriors Attack

Sprinting out of the land raider spartan, the Iron Warriors terminators prepare to attack the decimated forces of the World Eaters! But who should they target first?



More internecine battles between these two forces in future weeks! 

Friday, May 1, 2026

Horus Heresy 3e Review: Contemptor-Osiron Dreadnought

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The result of putting psykers in dreadnoughts!

Background.
The result of Magnus The Red's magnificent mind to solve the problem of interring a psychic warrior inside a dreadnought to serve still. The Thousand Sons legion was the first to field them and freely gave the tech away to the other legions who appear to have spurned the gift. Maybe not the Alpha Legion though?

Strengths. 
Rule of cool applies: psychic dreadnoughts for the win!

Alongside all the usual dreadnought upgrades, you also get to buy 1 psychic discipline and have a force sword that has reaping blow.

Weaknesses. 
Costs lots of points already and you're only getting WP+1 and a force sword (which to be fair is very very good) compared to the baseline dreadnought which is why it gets 3/5 stars from me. It is over-costed. But it is still very cool! 

Builds.
Osiron, Kheres Assault Cannon, Divination (235 points).
Dakka combined with preternatural foresight. 

Osiron, Melta Cannon, Melta Gun, Telekinesis (250 points).
Why not? Because of the points cost is the likely answer here to be fair. 

Osiron, Conversion Beam Cannon, Havoc Launcher, Pyromancy (235 points).
Lots of bits to play with. Not necessarily all overlapping though - NB.

Thursday, April 30, 2026

Horus Heresy 3e Review: Castellax-Achea Automata

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Psychic robots! Can't not like them and I'm not even sorry. 

Background.
Secret research by the Thousand Sons legion resulted in automata that were expendable in full frontal assaults. As with a lot about the legion, these constructs were pretty much in the realm of heresy even before the Council of Nikaea and the Emperor's Edict. The Space Wolves would find out about them soon enough at the Fall of Prospero though. 

Strengths. 
Did I mention Psychic Robots?!
They have a rule called psychic conduit which means that they act as psychic lightning rods. If you suffer a perils of the warp and you're close to the robot, then you can have the robot take wounds instead. 

The stat line is attractive with 6's in S and T, along with 4 wounds and Leadership of 12. The WS and BS are only 3 however. 

The Achea force claws are worthy with AP=3 and 2 damage with breaching. The asphyx bolt cannon is solid with 4 shots and rending at 4+. This can be upgraded to an aether-fire cannon which gives you a blast template and breaching instead at the same range. I'd be tempted by the upgrade since the AP is the same and the S is better with the aether-fire; and that blast template is nice even at the expense of rending (although I haven't math-hammered this to be very honest). A pair of regular bolters rounds it all out.

Firestorm and Firing protocols completes the picture here. 

Weaknesses. 
It explodes! There is a danger here because presumably you have a unit near by to take advantage of the psychic conduit special rule. 

Builds.
Pick between the bolt cannon (80 points) or the aether-fire (90 points) variants. Both are viable, but I do think the aether-fire variant edges it out. 

Wednesday, April 29, 2026

Horus Heresy 3e Review: Khenetai Occult Cabal

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

Background.
One of the smaller cults within the Thousand Sons legion, the Khenetai fused their psychic powers with their blades and accomplished incredible martial feats therein. Attuned beyond even what the Emperor's Children were, these warriors enhanced their skills through specific arcana that made them deadly and in unison with their brothers. 

Strengths. 
WS=5 warriors with 2 wounds each and paired Achea force swords and a bunch of special rules makes this a formidable close combat fighting unit. 

The paired blades first of all grant an extra attach compared to normal at S+1 with breaching. This is already impressive. 

They have 2 psychic reactions. The first - Bladeweaving - is a 5+ invulnerable save versus volley attacks and in melee. This is great and very fluffy. The second - Mindsong of Blades - is gaining Precision at 5+ in close combat which is very nice. 

Weaknesses. 
The Khenetai Prosperine Arcana replaces other arcana, but this is a straight up swap, so it isn't really negative, I'm just pointing it out. 

The points cost is just about okay, but I think in some scenarios they are probably over priced and could do with something like Vanguard to make up for it. 

Builds.
There are no upgrades to discuss. Hence the only variable is how many per squad which is set between 5 and 10. I can see arguments for the minimal and maximal sizes quite readily. 265 points for the full 10 man squad is solid, and 145 points for 5 is acceptable. 

Tuesday, April 28, 2026

Horus Heresy 3e Review: Sekhmet Terminator Cabal

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

Background.
Scarab Occult Terminators to those outside the Thousand Sons legion, and standing apart from those even within the legion. These are a band of psykers who hold their minds in the highest enumerations and in battle appear to be so precise as to be automata ... perhaps foreshadowing the fate of some of their members. 

Strengths. 
WS=5 terminators with Achea pattern force swords and Vanguard (3). 

There's build options here not only in terms of equipment but also the Arcana. I like Pavoni here, I have to admit. But don't let me put you off selecting others, as many of them are going to work depending on your plan for the unit (tank killers, infantry hunting, etc). 

I'd be thinking about a grenade harness as an almost auto-upgrade, but beyond that it depends how you are dedicating them. Lightning claws (especially single ones) are not my favourite. The odd thunder hammer and chain fist could certainly be useful though. The reaper autocannon is very nice (think: Corvidae especially). 

Weaknesses. 
They don't have access to asphyx weapons. But perhaps you can claw some of this back with careful thoughts about Arcana. 

Builds.
5 Sekhmet, grenade harness (255 points).
The base build. Works nicely with Pavoni if you don't have another purpose in mind. 

5 Sekhmet, 5 combi-melta, 2 chain fists, grenade harness (325 points).
Tank hunting or a distraction carnifex. Take Raptora perhaps. Expensive realistically though.

10 Sekhmet, 2 Reaper Autocannons, grenade harness (510 points).
Corvidae. Possibly a lack of friends as well (doubly so if you have a squad of heavy support marines with autocannons) - you've been warned. 


Monday, April 27, 2026

Horus Heresy 3e Review: Prosperine Sorcerer

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. A bespoke sorcerer with pre-defined powers at S+1. Effective enough!

Background.
Arguably reckless practitioners. These are the sorcerous cabals of Prospero. Effectively the men of these cabals are walking artillery in a psychic sense. They flick lightning bolts, fireballs, and blink tornadoes into existence to do some mighty damage and in the aftermath of the Space Wolves destruction of their home, they only got worse. 

Strengths. 
They come with a Prosperine Spirit Stave. This is a force weapon with AP=3 and initiative+1. However, the special rule here is very cool. You get S+1 on any ranged or close combat psychic weapon that you conjure thanks to the staff. 

The get access to Biomantic Slam (biomancy); Wildfire (pyromancy); and Immovable Force (telekinesis). That is all they get though. 

Weaknesses. 
They don't get the usual Arcana. They're stuck with a very limited set of psychic powers. 
It is also disappointing that there are not options for jump packs or bikes / jetbikes. [Or dare I say Discs of Tzeentch later on if you get super heretical]. 

Overall.
For the points cost you pay, this is a reasonable transaction. Since you can only have a pistol upgrade, I don't think its worth talking about build here. You will need a transport solution though.

Sunday, April 26, 2026

Horus Heresy 3e Review: Magistus Amon

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
4/5 stars. Strong psyker praetor. 

Background.
The one time tutor to the Thousand Sons' Primarch, Amon served as both equerry and emissary during the Great Crusade. He was really the lead in the legions intelligence gathering unit though. Post Prospero, he became an embittered individual and felt very cut off from his brothers.

Strengths. 
Amon has a praetor level stat line and some interesting weapons which are mainly based around poison. The ranged weapon fires random number of shots at short range to cause not only poison, but also stun and breaching. He only has one shot with this though. Boo. The melee weapons is also poisoned, but at 2+ with AP=2 which is nice. 

As a psyker, he comes with Divination and Telepathy built in which is more than a reasonable combination. 

The icing on the cake though has to be infiltrate to within 9 inches. This is outstanding and makes for an excellent turn 1 ranged attack and some psychic powers at the ready as well. 

Weaknesses. 
Poisoned and one shot on the ranged weapon isn't the best, but at least it is interesting!

Overall.
Worth the points and makes for an interesting alternative to Ahriman overall. I really like the infiltrate that he has going on.

Saturday, April 25, 2026

Praetor Challenge: World Eaters Jungle

Welcome Praetors! 

It is the start of the World Eaters turn on a jungle planet replete with Eldar ruins and hostile native flora, and dead megafauna. Once thought to be worthy of joining the Imperium, it is now fought over for scarce resources. 

The loyalist World Eaters need to optimize this turn. What should they do?




World Eaters Force:
Despoiler Squad: 8 strong, sergeant with power sword, vexilla.
Praetor (unwounded): Power fist, archeotech pistol.
Veteran Assault Squad x8, sergeant with falax blades, 1 power maul.

Iron Warriors Force:
(right of frame) Tactical Squad x10 (sergeant with power fist and plasma pistol), bayonets, vexilla.
(left of frame, north of rhino) Tactical Squad x10 (sergeant with power fist), chain bayonets, vexilla.
Rhino (full hull points) with havoc launcher.
Heavy support squad in terrain, 5x las cannons, augury scanner. 

Where are the World Eaters moving to, shooting at, and charging into? Are they worried about reactions? Are they going to deploy (advanced) reactions of their own? Over to you, Praetor. 

Friday, April 24, 2026

Horus Heresy 3e Review: Ahzek Ahriman

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. The quintessential psyker level praetor. 

Background.
He who would eventually curse the Thousand Sons legion to become dust and magic is both the first and the final chief librarian of the Thousand Sons legion during the Heresy. He is a superlatively talented and strong psyker and the arch-magister of the Corvidae cult within the legion. Let alone Magnus' pupil. 

Strengths. 
A suitably praetor like stat line combines with the Corvidaean Sceptre which is a force weapon providing native AP=2 and enhanced strength and initiative to cause some critical hitting damage. Being blunt: Ahriman is no slouch in a close combat situation and this is often underestimated by opponents. 

He is, of course, a psyker as well. He comes with Divination and Thaumaturgy built in along with Corvidae Arcana which we would expect given that he is the arch-magister of the Corvidae. 

Weaknesses. 
For what you are getting, Ahriman is excellent overall in my opinion which is why I am giving 5/5 stars. The points cost is about right, and everything slots into place nicely. Sure, he could do with a better side arm than a bolt pistol, but you have psychic powers so what do you care?

Overall.
Take him with an escort and a transport if you wish, or just zip around the battlefield with some telekinetic enhanced antigravity action. Ahriman is excellent for the points. 

Thursday, April 23, 2026

Horus Heresy 3e Review: Magnus the Red

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are strong, but you need to remember what he can do with all those psychic powers knocking around. 

Background.
Unique among his brothers for his unrivaled psychic potency and potential, it has long been held as truth that Magnus met his Father long before their physical encounter. Driven by a desire to not merely liberate humans from oppressors, but to literally bring light of reason to his conquests, it is this flaw and thirst for knowledge that would ultimately be his downfall. Of all his brothers, I feel that Magnus got the second most raw deal (behind Angron) and unlike almost all the traitors, his fall could well have been averted but he left the Emperor with little choice to make an example in an analogous way to the Word Bearers. Did he do wrong? Yeah. He did. But with the best of intentions. And thus the path was laid.

Strengths. 
On the stat line, Magnus has 11 in Willpower as you might expect, along with WS=7 and 6's elsewhere which makes him slightly average in a fair fight. But he's not going to fight fair. 

You can upgrade him to have 2 psychic disciplines from the main book (all are viable, but see my Psychic Powers review here). I suspect many players will default to Biomancy and Divination to make Magnus really offensive - he doesn't have to be though. In addition, he also has all of the Arcana from the legion rules. This gives massive flexibility of course - at the price of trying to learn and know which powers do what and when to play which of them!

Battle of Wills as the gambit is okay - you gain a bonus to focus equal to the differential between your willpowers. Magnus will always come out on top here, but the question is by how much. 

Interestingly, Prime Upgrade bonuses for Sire of the Thousand Sons are for unit with arcana which makes this much easier to fill than many other legions (generally). Until the end of turn 1, they also roll 3 die for manifestation checks and select any 2 of them. This gives your whole army a strong turn 1 boost - especially for positioning if you need it. 

The blade of Ahn-nunurta gives you access to AP=2 at S+1. He's not winning combat without psychic powers against his brothers in all honesty. The psyfire serpenta is actually a really nice AP=2 side arm that you shouldn't underestimate (or forget to shoot). 

Weaknesses. 
The points cost is high, but Magnus can do lots of things in third edition. You just have to choose what and remember all of those powers that he potentially has access to in order to optimize him each game turn. He will lose to most of his brothers in a fair fight, so you will need to psychically boost him to have a chance. You do have access to Shrouded innately at 6+ which will help him survive as well. 

Overall.
Good overall, expensive, and very flexible with the added boon of being a real army wide enhancer on the first turn. Build him how you like, and take on whatever role you want. Presumably very front footed and attacking. You will have a good time, but not necessarily win all the time. 

Wednesday, April 22, 2026

Horus Heresy 3e Review: Thousand Sons Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded Down. I feel this is a legion that has finally found its pace and place in third edition.

Background.
Before the Heresy formally took place, the Thousand Sons were attacked by the Space Wolves and their homeworld of Prospero destroyed. Later analysis would prove this to be the first likely act of Horus under the subtle influence of chaos who subtly changed the wording of the Wolves' orders from that of capture and return, to wholesale slaughter. Of course, even before this, they had been censured at Nikaea for arcane practices and stood apart from their brothers. They took part on both sides of the civil war, but were ever few in number thanks to preceding events. Magnus would take his time to throw his lot in with the traitors though, and didn't particular re-surface until the Siege of Terra itself. 

Armoury. 

Achea Pattern Force Swords. Command and champions can take a force sword for a small price upgrade on a power weapon. Generally worthwhile. 

Telekine Shift is actually really strong and a prime upgrade for a troops squad. Take a willpower check in order to gain anti-grav and move through cover and literally run where you want during a rush. Played well, this is an objective snatching game shifter!

Aether and Asphyx weapons are contained in legacies. In general these are bolt gun and extra warpfire upgrades that grant you rending. All of them are worth considering, but they do come at the price of a shorter range. But presumably you are already in position somehow? The points cost is steep though for a full unit of bolt guns, bolt pistols, or support squad of aether-fire blasters. 

Tactica. 
Cult Arcana returns to make all models psykers and WP+1 in the advanced characteristics. This is entirely appropriate. All unit can (not must) be given an upgrade from the arcana, and this is absolutely what you should be doing. Note as well that perils of the warp has been tidied up here to just 1d3 wounds for the unit which is totally acceptable. 

Raptora can have a crushing grasp weapon for tank killing which is excellent and a kine shield as a reaction to provide 4+ cover. This is a great choice overall. 

Pyrae gives inferno shield that inflicts d6 S=4 hits if anyone hits them. This is okay but not great. Burning Grasp gives some breaching at high strenght and AP=3 which is solid. 

Pavoni have a Stoneform reaction giving T+2 which is incredibly strong. The Bloodboil weapon is a 2+ poisoned attack which has AP=2 and is very likely to kill. A strong choice for the arcana. 

Corvidae provides 5+ rending with Fated Shots, so who needs the asphyx weapon upgrades. Paths of Consequence meanwhile gives -2 movement to the enemy and forces a dangerous terrain check. This is also great!

Athanean grants Clarity to remove tactical statuses and Enamation of Dread as a weapon is a good ranged weapon that inflicts panic. Useful. 

Gambit.  
Prophetic Duellist switches in your willpower (which is hopefully high) instead of your focus roll (which might be lower after bonuses) to allow you to get the focus. A great utility gambit. 

Additional Detachements. 
Proserpine Convocation is really a grab bag of troops, elites, fast attack, and heavy transport. I suppose its utility is simply its broadness! 

Advanced Reaction. 
Fortress of the Mind means a 3+ invulnerable save against shooting attacks but drops to 5+ if you fail the requisite willpower check; plus you take perils. A useful way of staying alive when needed. 

Overall then the Thousand Sons in third edition give you massive tactical flexibility whilst allowing you to also hone in on specialising your troops. Want an assault squad to crush a vehicle - take Raptora. Want a breacher squad to simply just sit there on an objective and take shots at higher toughness - take Pavoni. There's all sorts of things you can pull off beyond this of course. You just need to think hard about tailoring the arcana to the unit and what that unit's purpose is (tank killing, elite killing, backfield troop killing, objective sitter, ablative wounds for a named character, utility choice, and so on). I genuinely like them, but you have to plan ahead with your army building. 


Tuesday, April 21, 2026

Horus Heresy 3e Review: Kharybdis Assault Claw

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The largest drop pod!

Background.
The mother and father of drop pods. The Kharybdis is a mighty large drop pod that has an impressive carrying capacity. The background explicitly notes that it is well used as a surface-to-orbit assault vehicle to exact vengeance against enemy space craft crew. It is also useful for scouring the battlefield by using its short range weapons and undertaking a scorched earth style policy.

Strengths. 
With a transport capacity of 22, this is a drop pod with serious carrying ability. Armour of 12 all around and 8 hull points is impressive. 

The claw comes with a Kharybdis missile launcher which although is short range can cause some pinning and has a good fire rate and strength value. Nice in conjunction with the innate BS=4 value. 

You can also swap out the carrying capacity for a single Walker model with up to Bulky=7. In other words, this is your leviathan transport solution. 

Weaknesses. 
The points cost is very high. Just below par with some land raiders. 

Builds.
There are no builds or options to discuss.

Monday, April 20, 2026

Horus Heresy 3e Review: Dreadclaw Drop Pod

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. A flexible drop pod!

Background.
Unlike other drop pods, the Dreadclaw was designed to be a return vehicle. It was initially designed for void warfare. Those claws on the side dig into a target space craft while melta cutters get to work in order to create an access point for the marines aboard to gain access. It has also found use as a fully functional low altitude vehicle capable of strafing enemy lines with ease.

Strengths. 
A carrying capacity of 12 combined with the ability to take bulky contents such as a single dreadnought (up to bulky = 6 - hence up to a regular contemptor, but not leviathan or higher).

It has a movement rate of 15 which is very respectable and armour of 12 all around and 5 hull points.  

It is classed as a flyer and also transport. Hence my view is to use it to drop off your cargo, and then bumble around getting in the general way. 

Weaknesses. 
BS=4 but nothing to fire with?! 
Also in this edition, no landing clearing with heat blasting sadly. Groan. 

Builds.
There are no builds or options to discuss.
You pay a flat 115 points and get a very flexible drop pod. 

Sunday, April 19, 2026

Horus Heresy 3e Review: Dreadnought Drop Pod

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. It is a drop pod. For dreadnoughts.  

Background.
This does exactly what you think it does and is entirely analogous to the regular legion drop pod. They both have the same purpose afterall: dropping into place a unit - in this case a dreadnought - and being recoverable after the battle. 

Strengths. 
You get to transport a single dreadnought who has bulky less than 7. That's it. That's really all there is to it. It is an orbital assault vehicle and has impact reactive doors. Armour of 12 all around and 5 hull points feel a bit redundant at this point. 

Weaknesses. 
BS=2 but no bolt gun to shoot with? Surely this is Errata territory?

Builds.
There are no builds or options to discuss.
You pay a flat 100 points and get a drop pod designed to carry dreadnoughts. End of. 

Saturday, April 18, 2026

Resurrection of the Astulae Adventure Blog - Now Complete

About 15 years ago, I had this bright idea for a blog based adventure game called Astulae. It started out as a "Choose Your Own Adventure" style game with more than a strong hint of the computer game "Myst" thrown in for good measure. 

As I was designing it, things got complicated fast. Very fast. It became a sprawl of dead links and things that I needed to go back to and write more about. And on top of that, I'd created a cypher for the link pages themselves that at one time meant something. But when I returned to them recently, I could not make head nor tail of the cypher I'd used all those years ago, and had long since lost my (physical) notes. 

I turned to artificial intelligence and asked it to figure out my cypher. Which, of course, it did, in next to no time. With this in place, I have been tinkering with it and finishing it off. And today, it is ready to play, and 100% complete-able. So, if text adventure games in the spirit of Myst tickles something in your mind, head over to Astulae.Blogspot.Com and see what you think! Feedback very welcome. 

[Aside, this became the starting point for this roleplaying game that I later published on DriveThruRPG: Astulae which is now a best seller.]


Friday, April 17, 2026

Horus Heresy Review: Spartan

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️⭐️
5/5 stars. An enduring icon. 

Background.
Less common than other land raiders thanks to the expense of production, the Spartan nonetheless sees extensive use in all legions. In essence, it is a large transport carrier, while retaining all the benefits of a land raider's ranged arsenal. 

Strengths. 
An amazing carrying capacity of 26, 14 armour value all round, and a whopping 10 hull points. Las cannon arrays for sponsons, and a more humble twin heavy bolter to the front. 

Laser destroyers are tempting for the better strength and AP. The Gravis heavy bolter is maybe weaker but could be fluffy given the fire rate. 

Replacing the heavy bolter is to taste and I can see a case for the heavy flamer up close and personal, and the twin las cannon will help with more tank hunting. The pintle weapons can reinforce the role as well. Search lights and hunter killer missiles are entirely optional and to taste. 

Weaknesses. 
We are in 5/5 territory due to how often it is fielded, its value, and how often it is played. All players need to have a solution to a spartan ultimately and despite the points value you will see them fielded. 

Builds.
Spartan with laser destroyers, front twin las cannons (410 points). 
A great option for lasering your way across the battlefield and disgorging your passengers at the opportune moment. Take a pintle Multi Melta for extra close up work. 

Spartan with gravis heavy bolter batteries (400 points). 
A dakka style spartan. 

Thursday, April 16, 2026

Horus Heresy 3e Review: Land Raider Carrier

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Iconic in its own way. 

Background.
The Land Raider has been with us from almost the start. Through the Rogue Trader era to present day, this vehicle is a mainstay of the space marine legions and chapters. In 30k the same remains true and this particular unit sees deployment all over the galaxy on both sides of the civil war, and probably beyond.

Strengths. 
Movement rate of 10 combined with a transport capacity of 12. Naturally, it has an armour value of 14 all around which will keep it protected, and 8 hull points.

Sponson las cannons and a front mounted twin heavy bolter round out the armaments. Of course, it is also an assault vehicle and has auto-repair which is good. Don't forget about the smokescreen option too - it is easily over looked. 

In terms of options, the heavy flamer is an interesting swap to make. The front mounted las cannon is attractive for lots of las action. The pintle options are reasonable: havoc launcher for general duty, heavy bolter for more shots but might not be worth the points, heavy flamer is reasonable, and a multi melta is expensive but depends on if you are explicitly tank hunting at closer range. Combi weapons are okay too. I wouldn't bother with the search light, but the hunter killer missile is to taste. 

Weaknesses. 
It is a land raider. Deal with it. 

Builds.
Land Raider with Front Las Cannon (275 points). 
Cheap enough to be very attractive. Add a pintle multi melta to taste for extra tank hunting, and maybe a hunter killer missile if you are feeling lucky. 

Land Raider with front heavy flamer, pintle heavy flamer (275 points). 
Lots of heavy flames being thrown around for when you are up close. 

Wednesday, April 15, 2026

Warhammer: Manchester

A chance trip to Manchester recently, and as per usual, I sought out the local Warhammer store. This used to be inside the Arndale Centre the last time that I visited but that was over a decade ago now. The store is now Warhammer rather than Games Workshop, and it is physically located on the outside of the shopping centre along the very busy Corporation Street. It is well served by the local tram network at the Exchange Square stop and easy access to all the rest of the shops, buses, and major railway infrastructure in Manchester. 


Let me start by showing you the impressive shop window display. I noted that the old location was amazing, but they've continued the theme of blowing away the competition in the new store as well (apologies for the reflection). 


But when you go inside, the diorama of tyranids and genestealer cults assaulting the Blood Angels just gets even better. 


I mean, check out the tyranid space craft in low orbit here. Let alone what is dropping from the skies. And all those missiles and laser blasts. Furnaces (water on the outside). Okay. I'll shut up. Just look at the images. 


Elsewhere in the store is no different. Some really excellent displays. Horus Heresy caught my eye, of course. 


But also these daemons! I think I feel inspired to try to do some conversions myself for daemons of the ruin storm now...!


And the staff were so friendly with me too. I suspect they remember my visit despite me wanting to be the anonymous shopper that I usually am. I took too many photographs. I regret nothing though. I'm really inspired now!

Tuesday, April 14, 2026

Horus Heresy 3e Review: Land Speeder Squadron

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

Background.
The classic Land Speeder comes armed with an over abundance of upgrade options. This unit won't suit some legions or play styles, but it is undeniably going to shape others.

Strengths. 
The movement rate of 16 is one of the best in the entire game and whole units of these beasts will create headaches for opponents. T=5 and W=3 will keep them alive long enough to cause serious damage as well. 

Another multi-marine antigrav tank, Land speeders have solid rules like deep strike, firing protocols, and a native augury scanner (up-gradable to a second weapon). But where the real strength lies is in their upgrade flexibility. 

Weaknesses. 
Ld=8 is problematic.

Builds.
Land Speeder with 2x Multi Meltas (90 points). 
Tank hunting. You might need 2 or 3 of these depending on your opponent. Take hunter-killer missiles to taste. 

Land Speeder with 2x Plasma Cannons (70 points).
This is amazing for the points cost. 

Land Speeder with 2x Volkite Culverins (60 points).
Take a blob of 5 of these to deal with enemy infantry. Remember for volkite weapons: you want to go big!

Land Speeder with 2x Graviton Guns (70 points).
Very nice for the points. Only a couple of these needed per squad.

Land Speeder with 2x Havoc Launchers (55 points).
Sit back and take some shots at things? Take as many or as few as you desire here.

Land Speeder with Heavy Bolter and Heavy Flamer (50 points).
A meat shield for others in the squad, but also deters charges on occasion.


Monday, April 13, 2026

Horus Heresy 3e Review: Javelin Squadron

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

Background.
A more heavy weapon orientated grav craft than the jetbike and similarly able to have good speed and maneuverability. These are comparatively rare constructs and valued by many legions. 

Strengths. 
Good movement rates, T=6 and W=4 make for a much more solid version of the jetbike. 

These multi-marine Land speeders have nice rules like deep strike and firing protocols to make best use of what they are. 

In terms of weapons, the combination of the cyclone missile launcher and heavy bolter is actually not bad at al. Upgrade to two lascannons for long range aggression.

Weaknesses. 
Leave the volkite culverins at home - you can't go "big" with this squad. The heavy flamers have limited utility compared to other squads. Two more heavy bolters is interesting for sheer fire power. And what ever happened to multi meltas compared to second edition?

Builds.
3 Javelins (225 points). 
Exploit the missile launcher and heavy bolter combination. Replace the missiles with 2 more heavy bolters for sheer fire power. 

Javelin with 2 las cannons (80 points).
Long range fire platform for anti-monster or anti-tank duty. 

 

Sunday, April 12, 2026

Horus Heresy 3e Review: Scimitar Jetbike Squadron

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

Background.
They are jet bikes. With space marines mounted on them. They hover over the ground thanks to ancient anti-grav technology. Not only do they have the cool factor, but they make for a great strike unit in the game as well.

Strengths. 
Excellent movement rate of 16 combines with 2 wounds to make a swift glass cannon strike force. 

The jetbikes carry a heavy bolter as standard which can be upgraded to Volkite Culverins (which I'm not personally fond of unless you go to a maximum squad size of 10); Multi-Meltas (to kill tanks); and Plasma Cannons (to kill infantry with pie plates). 

Upgrading the sergeant's weapon is worth it for close combat duty, but the augury scanner and bolt pistol upgrades are subject to choice. 

Weaknesses. 
The 3+ armour save isn't great, but hopefully with that movement rate, you can position yourself appropriately. 

Builds.
3 Jetbikes, 3 Multi-Meltas, Sergeant with Thunder Hammer (155 points). 
Kill tanks, and perhaps take care of some of what was being transported. Melta-cide otherwise. 

6 Jetbikes, 6 Plasma Cannons (245 points).
Plasma death!

10 Jetbikes, 10 Volkite Culverins (355 points).
Volkite means going big or going home. Take a power fist and augury scanner to taste?
 

Saturday, April 11, 2026

Word Bearers Painting

A test model today: painting a Word Bearers flamer marine. 



The recipe was an under coat of black followed by a base coat of Mephiston Red. I then applied a wash of Nuln Oil mixed with Blood Angels red contrast paint (ratio of 2 parts contrast paint to 1 part Nuln Oil). This layer gives the marine a much more broody and deeper red colour whilst granting the recesses a genuinely darker shade. Highlights were then picked out using Evil Sunz Scarlet. 

For the silver parts, the base coat was lead belcher, followed by Nuln Oil, and then highlighted in brighter silver (I tested using necron dry brush which seems to work well for this, particularly for azimuthal angles). 

Shoulder pads were pure Abaddon black followed by edging in Eshin grey. Eye lenses were simply picked out in white and followed up with green contrast paint. Then came the fun part of applying the decals. I like the Word Bearers for the sheer diversity of decals available and the extensive scroll work and iconography that they come with. I've applied the legion symbol to the shoulder pad along with an Eye of Horus to denote allegiance - as if it were in doubt given the new heretical legion icon. There is scroll work on one leg and the Twisting Rune Chapter icon on the other. 

Overall this closely adheres to the colour scheme that I have always had in the back of my mind for the Word Bearers, without going metallic red, or over the top with daemonic mutations or spikes that would come afterward. 

Friday, April 10, 2026

Horus Heresy 3e Review: Fire Raptor

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

Background.
A storm eagle, but sacrificing carrying capacity for more guns! The background fluff here notes that they were great against the Ork hordes that plagued a variety of worlds, and the same would be true in 30k if the Orks had a codex or army book equivalent here.

Strengths. 
AP=12, 6 hull points, and a movement rate of 18 combine to make a great flyer (which also has the stable rule). Take your Strafing Run and go hunt some enemies!

The twin avenger bolt cannon causes suppressed as well as has a massive 10 shots at S=6 and AP=3 which makes it excellent for anti-regular-marine duties. The tempest rockets are equally fine. 

The heavy bolter batteries are good and can be upgraded to autocannon batteries which I like a lot. The tempest missiles can similarly be upgraded for hellstrike - to taste. 

Weaknesses. 
New rules for flyers in third edition are also worth a re-read if you've not used them much before. 

Builds.
Fire Raptor, Autocannon Sponsons (235 points). 
Most combinations are good here, but I do like the autocannon sponsons over the heavy bolters. The damage=2 characteristic here really helps with heavier targets. 

Wednesday, April 8, 2026

Horus Heresy 3e Review: Storm Eagle

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Good rules!

Background.
Made in vast numbers on Terra and Forge Worlds like Anvilus and Galatea, the Storm Eagle is a mainstay of the legions. An orbital assault craft, it carries large numbers of Astartes into battle whilst protecting them with strong armour and prosecutes warfare with excellent weaponry at the same time.

Strengths. 
Flyers in third edition function a bit different in the sense of the combat assignments that you have to assign them. Presumably you will want a drop mission for the storm eagle given its (reduced) capacity of 16. And then remember with the FAQ/Errata that you can enter the board from any board edge ultimately from turn 2 onward. This gives you strong flexibility to drop your deadly cargo right in the middle of enemy deployment zones. 

The tempest rockers, vengeance launcher and even the heavy bolt guns are all viable. With the stable rule on the flyer, you don't even have to fire snap shots. This is great fire power all round. 

AP=12 and 6 hull points are very reasonable and the movement rate of 18 very respectable. 

Weaknesses. 
Points cost builds fast. New rules for flyers in third edition are also worth a re-read if you've not used them much before. 

Builds.
Storm Eagle, Twin Lascannons (230 points). 
The las cannons are almost compulsory given the resin you buy from Forge World! 
Most other weapons are viable: the multi meltas and cyclone make sense to replace the heavy bolters depending on your targets, and the hunter killer missiles will help kill vehicles as well. 


Tuesday, April 7, 2026

Horus Heresy 3e Review: Xiphon Interceptor

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. A speedy interceptor that has the rule of cool! Seriously, I love the model. 

Background.
A dual atmospheric and void craft, the Xiphon is an ancient craft design. Brought into the Imperium thanks to the compliance of outlying worlds, by the end of the crusade it was only the Ultramarines and Dark Angels who were still really using them. The Heresy changed this as every legion pressed them back into battle. 

Strengths. 
This is an air-to-air interceptor primarily. It does do its job magnificently though.

It comes armed with two twin mounted las cannons on its centreline which makes it ideal for aerial dog fights and the interceptor role (remember that in third edition fliers start in aerial reserves and must be assigned a combat role when they get on the board - interceptor is one of these. Other viable ones including the traditional strafing run!).

The Rotary missile launcher is okay as well, but your main damage is probably coming from your las cannons. 

And the craft is magnificently fast with movement of 20!

Weaknesses. 
Armour of 11 all round make this an easy target - especially on a strafing run. With 5 hull points, it will likely go down quickly, so decide your role and go for it. Equally, the points cost is attractive enough to offset these concerns. 

Builds.
Xiphon (120 points). 
The only build available!

Monday, April 6, 2026

Steam Style Review of Isstvan 3

Thanks to ChatGPT, I give you the following: a Steam style review of Isstvan 3!! 
[Emperor's Children loyalist variety]

- - 

Not Recommended.  
26.3 hrs at review time.    

Avoid unless you are extremely committed to punishing difficulty, broken command structures, and being lied to by every system that is meant to protect the player. 

The deployment begins normally enough. Standard compliance theatre. You know the routine. Then, without meaningful warning, the campaign reveals that your own commanders have flagged you for deletion, the sky turns toxic, half your faction disappears in the opening minutes, and the rest of the experience becomes an extended endurance mode against impossible odds. 

To be clear, this is not “challenging” in the satisfying sense. This is a betrayal simulator with survival-horror elements. Respawns are effectively disabled. Reinforcements do not exist. Air support is hostile. Extraction is fictional. Supply lines are gone. Mission updates consist mostly of discovering fresh layers of treachery while your brothers die around you. 

And yet, infuriatingly, it works. 

Because once the scale of the deception becomes clear, the whole thing sharpens. Every corridor matters. Every magazine matters. Every last stand becomes personal. You are not fighting to win the map. You are fighting because the alternative is to accept that everything you served was already rotten. The game understands this, and it leans into it with brutal consistency. 

Enemy variety is also strong. Arrogant duelists, frothing butchers, trench-stubborn killers, cold administrators of death. You really do get the full traitor roster, each with their own special way of making the galaxy worse. 

Boss design on the command tier is especially effective, because the real mechanic is not damage output but moral injury. 

Pros: Phenomenal atmosphere. Excellent desperation-driven combat. Strong squad cohesion mechanics, especially when everyone knows they are already dead. One of the best final-act tonal collapses I have ever seen. 

Cons: Tutorial lies to you. Faction loyalty system catastrophically bugged. No meaningful victory condition. Ends exactly as badly as it should. 

I cannot recommend it to anyone seeking fairness, closure, or competent leadership. I can recommend it to anyone who wants to look treachery in the face and still choose to fight. 

Verdict: 10/10 experience. 0/10 command structure. 
Would die on the walls again.

Sunday, April 5, 2026

Horus Heresy 3e Review: Blood Angels Sanguinary Guard

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

Background.
These are the Ikisat who are also known as the Burning Ones. Their role is straight forward enough: guardians of Snaguinius - or on occasion of commanders who were held in favour by the Primarch or his heralds. In effect then, when a commander is accompanied by these men, he has the full backing of the Primarch as these Seraph will sacrifice themselves for the commander or Primarch to live. 

Strengths. 
More jump pack marines, but this time with 2 wounds, WS=5, and all armed with perdition weapons. 

There are a variety of upgrades available, and I think the full squad melta bombs on a full squad are an absolute steal. Paragon blades and inferno pistols all have their place as well. The best upgrade is, however, the banner. You should be taking the legion standard.

Weaknesses. 
I am a bit torn on the utility of combat shields for these marines to be honest. 

Builds.
5 Seraph, Legion Standard, Paragon Blade (235points). 
I feel there's no point to the unit unless you are taking the legion standard, and then a paragon blade comes a close second. 

10 Seraph, Melta Bombs, Legion Standard, 2 Paragon Blades, 2 Inferno Pistols (495 points).
In the realm of very costly in terms of points, but the cost is understandable. This is the ultimate escort unit minus the combat shields (20 points upgrade for that all round, so something to think over) and you should be able to pull things off by speed and positioning. 

Saturday, April 4, 2026

Hours Heresy 3e Review: Contemptor-Incaendius Dreadnought

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

Background.
Contemptor dreadnoughts with jump packs specially manufactured by the Mechanicum on Baal's first moon under the treaty of Anvillus. Being blunt: some dreadnoughts have jump packs - get over it. 

Strengths. 
Let's just revisit the core premise here. It is a dreadnought. WITH A JUMP PACK. 

In third edition, this amounts to a few things. It has a base move of 8. It can deep strike. It also has a special rule of a boost pack which enables it to gain the anti-grav type during a Rush. Hence not quite what an infantry man with a jump pack would be. But that is okay!

The paired talons of perdition weapons are solid and come with aflame 2 as well as AP=2 and are hitting at S=9. This is excellent. The melta and assault cannon upgrades are worth considering too.

Weaknesses. 
You are getting what you pay for, and it is expensive to be clear. But consider the cost of a regular dreadnought - let's say invariably 170 and above - combined with a dreadnought drop pod which would be 100 points, and you can see that the price here isn't actually bad at all!

Builds.
Contemptor-Incaendius Dreadnought, two melta guns (220 points).
I like the melta gun replacements for the heavy flamers as they provide excellent threats. 

Contemptor-Incaendius Dreadnought, two Iliastus assault cannons (230 points).
Slightly longer range threat as you close the gap for close combat. 

Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries