Warzone Heresy Scotland

Warzone Heresy Scotland Scottish Horus Heresy enthusiasts with a passion for narrative gaming.

29/07/2026

Important PSA for all our followers.

The new Mark IV miniatures are an exciting addition to the plastic Space Marine range. I suspect they will prove surpris...
08/06/2026

The new Mark IV miniatures are an exciting addition to the plastic Space Marine range. I suspect they will prove surprisingly popular with Horus Heresy players. While Mark II and VI miniatures have understandably dominated the model range since the launch of the current edition, Mark IV remains one of the most recognisable and widely used armour patterns of the later Great Crusade and Horus Heresy.

At the very least, the release helps round out the available suite of power armour variants in plastic form and gives hobbyists far more flexibility when building forces that better reflect their chosen Legion and era.

The battleforce itself also appears to offer fairly solid value. For newer players looking to start a Legion force, it provides a useful mix of core infantry and armour without relying on niche units that may struggle to find a place on the tabletop. The inclusion of a Contemptor and Sicaran is particularly welcome, as both remain fun, effective, and broadly useful choices in 3rd Edition. Neither feels like a “filler” unit included simply to inflate the contents of the box.

Perhaps most importantly, the release continues the gradual expansion of the Heresy plastic range into a genuinely comprehensive system. With Mark II, Mark III, Mark IV, Mark VI, Terminators, Dreadnoughts, and an increasingly diverse vehicle range now available, new players have more entry points into the hobby than ever before, while veteran collectors gain additional options to represent the character and evolution of their Legions.

Will you be picking up the new miniatures, and if so, what fun projects do you have planned for them?

- Chris

Gordon and I are fairly Badab-curious at present, with both of us becoming somewhat disenchanted with the current state ...
06/06/2026

Gordon and I are fairly Badab-curious at present, with both of us becoming somewhat disenchanted with the current state of the 3rd Edition Horus Heresy meta.

The Badab War, and particularly the Liber Maelstrom ruleset (shoutout to Alex C for his stellar work on this), provides a fantastic alternative 40K setting in which to use the Horus Heresy rules. It captures a very different flavour of conflict, with smaller wars, isolated rebel garrisons, desperate Astartes raids, and masses of ordinary soldiers caught between the ambitions of greater powers.

Today’s game saw my Badab 13th Heavy Infantry Regiment, represented by the Imperial Guard portion of the Liber Maelstrom, tasked with defending an armoury on the dusty frontier planetoid of Orlov Minor. Opposing them was a raiding force of Death Guard renegades intent on plundering the vast stockpiles of munitions and fuel held within their depot.

The odds were never favourable. The Death Guard force was heavily armed with plasma and flamer heavy weapon squads, and supported by a mighty Kratos heavy tank, while the defenders possessed little more than determination, prepared positions, and the ancient Leman Russ Executioner “Wrath of Badab” and her lighter Chimera consorts.

What followed was exactly the sort of battle that makes the setting so enjoyable. Defensive lines were overrun, bunkers were reduced to rubble, and the Badab 13th suffered appalling casualties as wave after wave of corrupted legionaries pushed into the Imperial complex. For a time it seemed certain that the armoury would fall. In the end, however, the defenders managed to hold on by the narrowest of margins. The company was virtually destroyed, but the Death Guard assault was blunted just long enough for combat engineering reinforcements to arrive via Hades drill, forcing the renegades to withdraw back into the wastes after the destruction of their Kratos.

A great game, a close result (3-3 VP), and another reminder that narrative play often produces far more memorable stories than any meta-chasing list ever could!

++ MESSAGE START ++

Orlov Minor lay at the extreme edge of the Babad Sector, a barren planetoid of wind-scoured rock and drifting ochre dust at the periphery of civilised space. Few Imperial citizens had ever heard its name, yet buried beneath its deserts were strategic reserves of fuel, munitions, and armoured vehicles destined for Lord Huron’s campaigns throughout the sector.

The Karsk Armoury Complex was guarded by a reinforced company of the 13th Badab Heavy Infantry under the command of Captain Kaspars Vilks. His greatest asset was Wrath of Badab, a venerable Leman Russ Executioner whose battle-scarred hull and temperamental plasma blaster had become a familiar sight amongst the depot’s bunkers and ammunition magazines.

The attack came at dawn with the rising of a dust storm.

Vox contact with the outer sentry posts ceased first. Moments later, warning sirens echoed across the complex as bulky shapes emerged from the blowing sand. Warriors in corroded green armour advanced through the haze, their ancient plate pitted by age and decay. Rusted bells hung from rope chains fixed to their armour. Tattered banners bearing the fly-mark of the Death Guard snapped in the desert wind. At their head rolled a massive Kratos heavy tank, its hull covered in verdigris and foul iconography, while a hulking Dreadnought strode alongside it through swirling clouds of dust and insect vermin.

The first defensive line vanished beneath fire and smoke.

Plasma cannon fire hammered bunkers apart. Flamer teams swept through trenches and fighting positions. The Dreadnought smashed open hardened strongpoints that had stood untouched for decades. Yet the soldiers of the 13th Badab refused to yield. Squad by squad, bunker by bunker, they traded lives for time as the Death Guard pushed deeper into the armoury complex.

By nightfall, Karsk Delta was burning.

Opened fuel reservoirs blazed across the desert, acrid black smoke pouring into the sky. Ammunition stores detonated beneath pillars of fire, shaking the ground in tectonic heaves. With the outer perimeter lost and casualties mounting, Captain Vilks committed his final reserve. Wrath of Badab emerged from the smoke between the shattered magazines and opened fire, Leman Russ battle tanks aside her, firing streams of heavy bolter tracers into the Death Guard lines. Superheated plasma blasts from
The Wrath of Badab engulfed the advancing renegades, tearing through their armour, and crisping foul flesh that had endured centuries of unending war.

The battle reached its climax amidst the ruins of the central depot. There, under the guns of the ancient Executioner, the Death Guard assault finally faltered. Their advance stalled amongst burning vehicles and shattered fortifications. With their attack broken and losses mounting, the renegades withdrew into the dust storm from which they had come.

Relief forces arrived three days later.

They found the ruined Karsk Delta station still in Imperial hands.

Of the reinforced company that had defended the armoury, barely a platoon remained fit for duty. The depot was scarred, burning, and half-buried in the dunes. Yet it endured. Against impossible odds, the 13th Badab Heavy Infantry had held the line, and the arsenals of Orlov Minor remained beyond the grasp of the Death Guard…for now.

++ MESSAGE END ++

- Chris



📢 Warzone Heresy Podcast now on YouTube!📢Hi everyone - after a hiatus we are back! We’ve uploaded the latest episode of ...
03/06/2026

📢 Warzone Heresy Podcast now on YouTube!📢

Hi everyone - after a hiatus we are back!

We’ve uploaded the latest episode of the Warzone Heresy Podcast to YouTube and our usual podcast platforms for you to enjoy.

In this month’s show the team discuss our recent narrative event, The Depths of Gehenna Part I, and crafting Zone Mortalis narrative events in 3rd Edition Horus Heresy. We cover recent hobby progress, the new event series, some of the standout moments from the games, and what's coming next for Warzone Heresy as the story of Gehenna and The Canticle Wars continues.

This is our first podcast upload to YouTube, and we greatly appreciate all Craig’s hard work to edit so if you've got some time we'd really appreciate you giving it a watch, dropping a comment, and consider subscribing to the new channel. We hope to release our future podcasts and narrative Horus Heresy gaming content on the channel over the next few months.

Every new subscriber to our Horus Heresy content helps us grow the Horus Heresy community across Scotland and beyond. A sincere “thank you” to everyone who supports our events, subscribes to our social media channels, and helps make the Warzone Heresy Community grow.

- Chris

🎥Watch here:

https://youtu.be/mDW8S8_1szs?si=-mfIRVi4cPeP1DBF

🔈Listen here:

https://podcasts.apple.com/gb/podcast/the-warzone-heresy-podcast/id1663676911?i=1000770847418

https://on.soundcloud.com/L5ucPCR02kAVmbDdlu

https://open.spotify.com/episode/0UYRSNkvkxjce4vVBOrXiT?si=ec385df66179461f

Sometimes, you just want to play a game for the pure spectacle of the thing. That was the basic idea behind a game Graha...
25/05/2026

Sometimes, you just want to play a game for the pure spectacle of the thing. That was the basic idea behind a game Graham and I had the other day where we both brought our biggest toy – my Fulgrim Transfigured and his Warlord Titan – and threw them at each other in a game best described as “this town ain’t big enough for the two of us”. It was a profoundly bizarre experience to see Fulgrim, usually the largest and most striking model on a battlefield, so easily dwarfed by the Warlord Titan.

Having never faced a Titan in 3.0, I wasn’t sure what to expect. But, I’d read Saturnine where Sanguinius is able to stab the head off of a Warlord Titan and Graham assured me that a similar mechanic existed in the Titan rules and so I was determined to make it happen. As it turns out though, decapitating a Warlord Titan is much harder than it looks, especially when they’re reducing all non-Titan and Ordinance Damage by several points.

What was not as hard to decapitate was my entire command structure, as the Alpha Legion supporting the Titan ruthlessly hunted down and eliminated every member of my Command, High Command and Warlord choices. In hindsight, I made a few tactical blunders, such as breaking Fulgrim off on his own and thinking he could survive 5 meltaguns to the face much like previous editions. Spoilers, he could not. I exacted a small measure of revenge by decapitating his Praetor with my Master of Descent, but suffice it to say that it was not the skull I had hoped to claim and he was swiftly eliminated in turn by a sniper’s bullet.

My more aggressive, Vanguard-heavy force also somewhat hamstrung me as while Graham was able to easily rack up points by annihilating command bunkers in the distance with his Titan, I struggled to accrue many points at all despite killing most of the Alpha Legion operatives present. I am still committed to find a way to make my Liber Hereticus force work in 3.0, but I definitely felt the uphill struggle of a Vanguard force.

Another bone of contention for me was my laser destroyer Vindicators. I am lead to believe that these tanks are considered by many one of the strongest units in 3.0 for some reason. However, across all of the games of 3.0 I have so far played they have consistently underperformed and this game was no exception, doing minimal damage to the Titan throughout the game. The Sunkillers were useful at stripping void shield from the Titan, but not much else. That seems hardly surprising through, they are definitely built for a scale of combat one size below Titan combat.

The rules for Titan combat vs non-Titan opponents feels really fun though. Obviously Fulgrim got his crack at stabbing the head of the Titan, but my Thunderhammer Terminators got to try and crack its ankles, and the Palatine Aquillae managed to foul the guns at one point. It felt like you could overwhelm such a beast through sheer weight of numbers if your opponent lacked the ground troops to fight off the interlopers or failed to screen them off properly, which felt right. Graham, displaying his superior tactical acumen, managed to keep my forces at bay for long enough with his Alpha Legion ground troops to ensure that the Titan never took more than superficial damage.

All in all, it was a win for the Alpha Legion and it felt like it. They brought the mother of all distractions so they could move in it’s shadow and eliminate the Emperor’s Children commanders – presumably in an effort to weaken them ahead of the Siege of Terra for their own nefarious ends. A well deserved victory to the XXth!

What’s the biggest battle you’ve had in 3.0 so far?

- Nick



We’ve had great fun recording our Warzone Heresy Presents - The Canticle Wars: The Depths of Gehenna Part 1 wrap-up epis...
19/05/2026

We’ve had great fun recording our Warzone Heresy Presents - The Canticle Wars: The Depths of Gehenna Part 1 wrap-up episode tonight!

Very soon you’ll be able to download and hear all about the planning for our recent Zone Mortalis event, and get a sneaky peak into some ideas which we’ll be integrating into Warzone Heresy Presents - The Canticle Wars: Depths of Gehenna Part 2…

In the interim, please enjoy some more pictures of the first chapter of the event series, showing off all our attendees great armies, and our worthy prize winners.

- Chris, Graham, Nick, Alex and Craig





🐝☢️🧐

++ ARMY FOCUS | “The Carnifex” ++Warzone Heresy Scotland team member Alex attended the recent Warzone Heresy Presents - ...
28/04/2026

++ ARMY FOCUS | “The Carnifex” ++

Warzone Heresy Scotland team member Alex attended the recent Warzone Heresy Presents - The Canticle Wars: The Depths of Gehenna Part 1 event, and in between a spot of EO-ing, found some time to play the Zone Mortalis event. On this occasion he brought his Blackshield army for us to see, and to enjoy some of his first games (!) of Horus Heresy 3rd Edition.

So without further ado, we’ll hand over to Alex to talk you through his weekend at the tables.

- Chris





• THE CARNIFEX

The Carnifex are an excommunicated Blackshield warband, once a proud company of the VII Legion, the Imperial Fists.

They were declared Excommunicate Traitoris in 007.M31 following the Vannic Reach Atrocity, a campaign that should have been a footnote in the Great Betrayal, but instead became an epitaph.

They had once been the 4th Line-Breaker Cohort, specialists in brutal close assault, where the more patient doctrines of their parent Legion gave way to the necessity of brutal close combat. Where other brothers built walls, The Carnifex tore them down.

Their heraldry, twinned axes on a void-blue field, marked them as executioners in all but name, called upon when compliance required more than siegecraft.

They were the Emperor’s final sanction.

On Vanic Reach, for eighty-seven days, the 4th Cohort were perfect in their brutality. On the eighty-eighth, they learned that knowledge does not always lead to power…

Aaaaand that’s as far as I got with my pre-event fluff!

What an event, and some of my very first games of Heresy 3.0 to boot!

Army selection for me was quite a challenge, I had my Emperors Children, my original Blackshield force (The Wraiths of the Lacunae Abyss), and I had a ZM specific army of 40k-ish Executioners that I had built for Badab War gaming.

The Executioners had been a total bits box army (so they ended up very heresy-centric anyway), with a zero spend goal, and I almost inconceivably made that happen!

With Gehenna being a ZM event, and with a pile of scratch-built breachers to use, it would’ve been rude not to use the Executioners army, renamed as above, The Carnifex.

I think that wee bit of fluff convincingly brought the army into the Horus Heresy and is something I’ll expand upon now our event is complete.

With two units of 10 breachers, 10 veteran breachers, and 10 terminators, all I needed now was a few units to make up the points. Assault marines seemed a fluffy and slightly unwise choice given ZM’s movement limitations, so of course that’s what I decided on.

I had really wanted to stay away from dreadnoughts and the new saturnines, one because I like the idea of massed gene-hanced mega men, and two, I didn’t have any painted for that army, and I was pretty light on hobby time leading up to the event due to work commitments.

Luckily my limited unit choices were fluffy, and seemed to be a pretty strong army following my very first Heresy 3.0 game the night before the event with fellow Warzone Heresy member Graham. Out of the two practice games I had a win and a loss apiece, which given my famously ineffective habit of using cool units because they’re thematic, or meme-y units because they’re funny, and not really paying attention to how they’d perform on the tabletop, this was a nice change of pace.

For the four games of the event itself I got another perfect 50/50 win/loss split.

- Game 1
- Opponent: Tom (Blood Angels)
- VPs: 11-1 (Won)

This was a great first game, against the attendee voted Best Army, always a great start to an event when you get to play a recipient of the coveted ‘coolest models’ award.

In true ZM fashion, the opening of a single door changed the outcome of the whole game, with a brutal challenge forcing his terminators to become routed, I smashed my own terminators into his squishy power armoured main force, holding them in place with tight lines of breachers. Left with no where to go the Blood Angels were picked off unit by unit, though if the game had gone on for another turn his still fresh contemptor would’ve wreaked bloody havoc.

A great game, with challenges galore for both players, and a worthy Best Army winner.

- Game 2
- Opponent: Alan (Space Wolves)
- VPs: 19:15 (Won)

Alan’s Space Wolves I think would’ve had me, but the vagaries of ZM saved my bacon in Game 2. WZH events always feature NPCs, special units or characters given to a player for a game, or unique missions for certain players.

In Alan’s case he got a unit of Bilge Denizens, a 10-man unit of crazed mortal cultists. which ended up being the biggest headache for us both. They managed to hold up my tactical support squad in an assault for 3 turns in a choke point that effectively divided the board in two, trapping both of our ‘Praetor and terminator friends’ units away from the main action. Again, my ability to tactically manoeuvre around (or rather, flee from) Alan’s contemptor and Saturnine terminators was the deciding factor.

This was yet another great game against another wonderful opponent and I really enjoyed playing against such a cool example of the Rout.

- Game 3
- Opponent: Lewis (Raven Guard)
- VPs: 17-8 (Loss)

During the game with Lewis and his Raven Guard shenanigans (insert vigorous fist shaking here) we used blip tokens to show the position of unknown units as they made their way around the board, only revealing which unit a blip represented when they were in line of sight of an enemy unit. I proceeded to enact my own shenanigans by using my Investigator, by himself, to pull Lewis’ tooled up white scars allied unit to the opposite corner of the board from the main action.

Even with that, I was out shenanigan-d, with three of my units stumbling across a Raven Guard unit that popped out of nowhere, and effectively ended any gameplan I might have had! From that point on it was a brutal slaughter, the Raven guard slowly chopping through The Carnifex. This was exacerbated by a rabid alien Spinewasp (one of my favorite WZH special NPC units 😂) bursting out of the chest of a Raven guard sergeant, infecting one of my units in turn, and turning the main combat into a confused fight against marine and wasp.

All-in-all it was a great game with a hilarious and kind opponent!

- Game 4
- Opponent: Craig (Loyalist Alpha Legion)
- VPs: 5-4 (Loss)

While this game is a ‘loss’ in the win/loss tables, it was very much a combined effort to destroy the reactors that, we had very carefully been told by the EOs, were very unstable, would have lasting effects on part 2 of the Ghenna series, and were worth enough victory points to secure the win for either side at this critical juncture!

However fellow WZH member Craig and I were in immediate agreement that dousing the whole facility in mega-radiation (making everyone in the table -2 toughness) was a hilariously wonderful goal, and it seems it did to a great majority of the events attendees from the scoring.

Playing on the awesome ‘secret mission’ table in a separate back room, complete with ambient geiger-counter soundtrack and flashing hazard lights, we set about bringing maximum destruction. The first few turns were a flurry of wiffed Meltagun shots and wildly innacurate Lascutters. However we finally got the job done, destroying both fusion reactors, for better or worse, before setting about each other’s armies.

With every model now reduced in toughness it became a very quick affair to wipe out 90% of the remaining models on the table. With some great rolls, and the Alpha Legion’s damnable ‘everything is 2” further away’ rule, Craig managed to out range, out manoeuvre, and out charge me at every turn, leading to a hugely well deserved win for the Loyalists!

That game brought my games for Gehenna Part 1 to a close, and boy was it a great belated introduction the Heresy 3.0.

Four great games, four wonderful opponents, screams, shouts, and laughs galore. I hope you’ve enjoyed my event rundown and I look forward to seeing you across the UK at more Horus Heresy events!

- Alex

Warzone Heresy Presents - The Canticle Wars: The Depths of Gehenna Part 1 ended with a (literal) bang, with our Traitor ...
27/04/2026

Warzone Heresy Presents - The Canticle Wars: The Depths of Gehenna Part 1 ended with a (literal) bang, with our Traitor team securing the final available Victory Points in the event, leading to a narrow win.

The Traitors also established a strong lead in Investigator Points, reflecting canny use of their NPCs to interact with our terrain and mission objectives.

Well done on both counts!

This dual advantage will be reflected in benefits for Traitor players during the upcoming Depths of Gehenna Part 2 event, were both factions will return to the Tethys Platform and the polar seas of Gehenna to solve the mystery of the Dread Sovereign…

- Chris





++ MESSAGE START ++

> AFTER-ACTION RECORD

> TRAITOR ASCENDANCY / LOYALIST WITHDRAWAL

> TETHYS MANUFACTORUM / GEHENNA THEATRE

• Clearance Level: Vermilion–Restricted
• Originator: Investigator Cadre, Tethys Platform
• Attribution: Investigator Thrain (Recovered Extract)
• Data Integrity: Partial – Signal Degradation Present
• Cross-Reference: Elmghast Incident Logs

The final tallies were recorded, the dead accounted for, and the outcome established without ambiguity.

Traitor forces have secured the upper decks of Tethys Manufactorum.

Loyalist elements, their positions compromised and lines fractured, conducted a fighting withdrawal from the platform’s primary habitation tiers and dock spines. Bulkheads were sealed in the wake of their retreat. Transit routes were restricted. Defensive cordons were established by the ascendant force across all major access points. What had been a contested combat zone was rendered, in practical terms, Traitor controlled territory.

Stabilisation phases followed, though not without complication. In the closing stages of the engagement, multiple reactor clusters responsible for power generation across Tethys and its associated systems, sustained critical damage. Output became erratic. Lighting across the platform reduced to intermittent or emergency levels. Environmental controls degraded, with atmospheric regulation failing across several deck strata.

Radiological hazards increased accordingly.

Sections of the platform were rendered unsafe due to sustained gamma exposure. Flooded compartments within the lower decks showed measurable contamination, with irradiated water ingress recorded well above acceptable tolerances. Reports from patrol elements describe the presence of abnormally mutated lifeforms within these regions, consistent with prolonged exposure to unstable reactor output and environmental collapse.

Despite these conditions, power was partially restored to priority systems. Vox networks were re-established in limited capacity. Patrol routes were formalised and enforced by Traitor command elements. To external observation, the engagement had concluded: one force in control, the other driven off or destroyed. This assessment proved incomplete.

The directive to continue combat operations did not originate from orbiting fleet command or Legion authority. It was issued by the attached Investigator cadre, overriding usual protocol.

The role of the Investigators on Tethys had remained poorly defined throughout the campaign. They operated outside conventional command hierarchies, but tasked with the identification and assessment of irregular phenomena associated with the platform and its surrounding environment. Their initial reports were unremarkable. Equipment misplacements. Transient auspex returns in sealed corridors. Door systems cycling without command inputs. These incidents were logged as residual instability following sustained combat operations. The volume of such reports increased during the final battle.

Irregularities began to align across multiple sectors. Auspex contacts were recorded in areas confirmed clear of the foe. Localised temperature drops were detected within isolated compartments. Vox distortion was confined to specific deck ranges, repeating fragments of earlier transmissions. Several of these screeching transmissions matched corrupted distress signals previously attributed to Elmghast, despite no confirmed data linkage. The Investigator cadre reclassified these incidents as “active anomalies”, with the ascendant Traitor assets now tasked with overseeing a formal investigation process.

A controlled advance was thusly ordered into the lower structural decks of Tethys. These regions, once designated inaccessible, redundant, or unmapped are collectively referred to as the Bilge. The descent below was conducted under heavily armed Astartes es**rt. Beyond the maintained transit routes, environmental conditions degraded rapidly. Lighting systems failed intermittently. Atmospheric regulation became inconsistent. Structural readings fluctuated across bulkheads predating all recorded refit cycles. Augur systems proved unreliable at depth. Returns showed incomplete geometries, with voids recorded where solid structure should exist. Internal schematics failed to correspond with physical space. Passageways terminated without explanation or extended beyond known structural limits. Servitor units exhibited repeated hesitation at junctions, requiring manual override to proceed.

Material evidence was recovered within sealed compartments adjacent to the lower corridors. These objects were not consistent with standard Imperial cargo. They comprised metallic constructs of unfamiliar composition, marked with repeating geometric patterns resistant to Mechanicum classification. A portion bore clear signs of recent seabed retrieval, including dock markings and containment housings applied prior to the conflict. Others did not. These strange and irregularly shaped items showed no record of excavation, transfer, or storage. Their presence within Tethys remains unexplained.

Reports from the lowest accessible decks describe increasing environmental instability and disruption as the reconnaissance columns advanced, more frequent and concerning variances inconsistent with recorded records. This interference did not conform to recognised signal transmission. It presented as recursive sensor feedback, and systemic augury degradation affecting independent machine networks. Astartes and Solar Auxilia instrumentation failed to produce consistent readings within affected “Hazard Zones”.

The final Traitor transmission from advance forces was received prior to complete signal loss, and is recorded as follows:

*** Upper levels now secured. Our descent continues. Anomalies increasing in frequency and cohesion.
Strange artefacts present within the substructure at deepest levels. Origin unverified. Correlation with seabed structures probable. Proceeding to lower docking interfaces for further review. ***

No further communication was received.

Beneath Tethys Manufactorum lies the polar basin of Gehenna, and within it, the extensive substructure associated with the malign entity designated the Dread Sovereign. The extent to which material from that environment has been recovered, or has entered the platform independently, remains undetermined at this time.

> VID/PIC REC: Sensor-Servitor and Astartes augury scan records of the Tethys Manufactorum now show considerable damage, attributed to the unrestrained brutality of Legion War within her hull. Upper spine docking structures show extensive battle damage, with many consumed in ongoing firestorms. Mid-spine levels show significant external hull damage, compromising the Platform’s ability to resist adverse weather effects on Gehenna, and raising concern for possible deckwide flood-hazard scenario. The lowest decks of the supra-sea structure exhibit large blooms of rad-waste and Cherenkov phenomena, indicators of severe radiological collapse and possible meltdown of fusion reactor sectors. In short, long term viability of the Tethys Manufactorum is now in question. Suggest urgent further examination by Mechanicum assets.

++ MESSAGE END ++

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