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Codex: Space Marines Detachments Breakdown

When it comes to the Adeptus Astartes, it’s fair to say that one of the most appealing aspects of the faction is its variety. With more chapters and successor chapters than you can shake a stick at, this is further reflected by the detachments that are available on the tabletop. 

If you’re unfamiliar with detachments in the 10th edition of Warhammer 40,000, these can be described as a set of rules, Enhancements and Stratagems that you can apply to your army that change the way they play. Each of these detachments are loosely based on specific chapters in 40k lore, but can be used for any army composed of units from the Codex: Space Marines. 

To help you familiarise yourself with the various detachments available (including the additional detachment that came out during the Grotmas Christmas event!), let’s go through each in turn, looking briefly into their backgrounds, rules, Enhancements, Stratagems and some tactics you can employ.

Gladius Task Force

The Gladius Task Force represents the classic Codex Astartes approach to warfare, based on the Ultramarines’ doctrines. It is highly adaptable, making it an excellent choice for new players and veterans alike. This detachment’s strength lies in its flexibility, allowing you to shift between different combat roles as the battle unfolds. If you’re looking for a balanced playstyle that can handle most opponents, the Gladius Task Force is a strong option.

Detachment Rule: 
At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine: This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine: This unit is eligible to declare a charge in a turn in which it Advanced.

Enhancements:
Artificer Armour 10 pts
ADEPTUS ASTARTES
model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

The Honour Vehement 15 pts
ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead.

Adept of the Codex 20 pts
CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle.

Fire Discipline 40 pts
ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can reroll Advance rolls made for that unit.

Stratagems:

Armour of Contempt – 1 CP
When: Opponent’s Shooting or Fight phase, after an enemy unit selects its targets.
Target: One ADEPTUS ASTARTES unit from your army targeted by the attacking unit.
Effect: While the attacking unit makes its attacks, worsen the Armour Penetration of its attacks against your unit by 1.

Only in Death Does Duty End – 2 CP
When: Opponent’s Fight phase, after an enemy unit selects its targets.
Target: One ADEPTUS ASTARTES unit targeted by the attacking unit.
Effect: Until the end of the phase, destroyed models in your unit that haven’t fought yet can fight after the attacking unit finishes its attacks, then are removed from play.

Honour the Chapter – 1CP
When: Your Fight phase.
Target: One ADEPTUS ASTARTES unit from your army.
Effect: Melee weapons in your unit gain [LANCE] until the end of the phase. If under the Assault Doctrine, improve their Armour Penetration by 1.

Storm of Fire – 1CP
When: Your Shooting phase.
Target: One ADEPTUS ASTARTES unit that has not shot this phase.
Effect: Ranged weapons in your unit gain [IGNORES COVER] until the end of the phase. If under the Devastator Doctrine, improve their Armour Penetration by 1.

Squad Tactics – 1CP
When: Opponent’s Movement phase, after an enemy unit ends a Normal, Advance, or Fall Back move.
Target: One ADEPTUS ASTARTES INFANTRY or MOUNTED unit within 9″ of that enemy unit.
Effect: Your unit makes a Normal move of up to D6″, or up to 6″ if under the Tactical Doctrine.
Restrictions: Cannot target a unit within Engagement Range of enemy units.

Tactics: Looking over the detachment rules and stratagems, the Gladius Task Force thrives on adaptability and keeping your opponent second guessing which way you intend to hit them next.

– Use your detachment rule to make specific units shine at key moments of a game. Need to move up into a good firing position and still get some shots off? The Devastator Doctrine allowing you to advance and still fire is incredibly useful for such an offensive. Ready to go in and smack the enemy straight in the face? The Assault Doctrine will allow you to cover some serious distance when advancing and charging.

– Combine your stratagems with your detachment rule to further get more juice out of each action. Honour the Chapter gives a unit [LANCE], adding 1 to the wound of a charging unit. Add this with the Assault Doctrine and you secure those critical charges.

– Characters with Adept of the Codex can ensure a unit still gains the bonuses you need even when you have already used them in a previous turn. This is ideal in a situation where you might a unit to fulfil one specific purpose while the rest of your army is adapting on the fly. 

Anvil Siege Force

The Anvil Siege Force is inspired by the stoic Imperial Fists, known for their mastery of siege warfare. This detachment is ideal for players who prefer a defensive playstyle, excelling at holding objectives and grinding down the enemy through attrition. While it may lack mobility, it more than compensates with resilience and firepower.

Detachment Rule: Any ranged weapons that are equipped by ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.

Enhancements:
Indomitable Fury 20 pts
GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

Fleet Commander 15 pts
CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12″ of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed.

Stoic Defender 15 pts
ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0.

Architect of War 25 pts
ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons     equipped by models in that unit have the [IGNORES COVER] ability.

 Stratagems:
Armour of Contempt – 1 CP
When: Opponent’s Shooting or Fight phase, after an enemy unit selects its targets.
Target:
One ADEPTUS ASTARTES unit selected as a target of the enemy’s attacks.
Effect:
Worsen the Armour Penetration of enemy attacks against your unit by 1 until the end of their attacks.

Rigid Discipline – 1 CP
When: End of the Fight phase.
Target: One ADEPTUS ASTARTES unit within Engagement Range of enemy units.
Effect:
Unit can Fall Back up to 6″. Must end move wholly within your deployment zone or near an objective marker.

Not One Step Back – 1 CP
When: Your Command phase.
Target: One ADEPTUS ASTARTES INFANTRY unit within range of an objective marker.
Effect: Double the unit’s Objective Control (OC) for the turn. The unit must Remain Stationary.

No Threat Too Great – 2 CP
When: Your Shooting phase.
Target: One ADEPTUS ASTARTES unit that hasn’t shot this phase.
Effect: Models can re-roll Wound rolls for ranged attacks against MONSTERS or VEHICLES until the end of the phase.

Battle Drill Recall – 1 CP
When: Your Shooting phase.
Target: One ADEPTUS ASTARTES unit that hasn’t shot this phase.
Effect: Unit gains SUSTAINED HITS 1. If it Remained Stationary, Critical Hits trigger on unmodified Hit rolls of 5+.

Hail of Vengeance – 2 CP
When: Opponent’s Shooting phase, after an enemy unit finishes its attacks.
Target: One ADEPTUS ASTARTES unit with models destroyed by the enemy unit.
Effect: Your unit can shoot back as if it were your Shooting phase, but can only target the enemy unit that attacked it.

Tactics: Holding the line and unleashing a hail of fire upon any target in sight is what the Anvil Siege Force does best. Even if an opponent is playing the same game and hunkering down, there are options for you to blast them apart as they duck for cover.

  • A roster of heavy weapons is the cornerstone for this detachment, but so is good positioning. Staying stationary lets units gain +1 to wound rolls with heavy weapons, so be sure to cross your firing lines to maximise this key strength.
  • Objective control is also a core element of this fighting force, especially with the stratagem Not One Step Back to double their OC value. This can be pivotal in those close games that can be decided by a single VP.
  • The Architect of War Enhancement allows a character’s unit ignore cover – making sure that you can take advantage of the terrain while negating your opponent’s ability to do so. 

Firestorm Assault Force

The Firestorm Assault Force draws inspiration from the Salamanders, masters of flame and fury. This detachment focuses on overwhelming the enemy with incendiary and explosive attacks. It is a strong choice for players who enjoy thematic, high-damage gameplay.

Detachment Rule: Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12″, add 1 to the Strength characteristic of that attack.

Enhancements:
Champion of Humanity 10 pts
TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws).

War-tempered Artifice 25 pts
ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons.

Forged in Battle 15 pts
ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6.

Adamantine Mantle 20 pts
ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead

Stratagems:
ARMOUR OF CONTEMPT – 1CP
When:
Opponent’s Shooting or Fight phase, after an enemy selects its targets.
Target: One ADEPTUS ASTARTES unit selected as a target.
Effect: Worsen the Armour Penetration of enemy attacks against your unit by 1 until the end of their attacks.

CRUCIBLE OF BATTLE – 1CP
When:
Your Shooting or Fight phase.
Target: One ADEPTUS ASTARTES INFANTRY unit that hasn’t shot or fought this phase.
Effect: Attacks against the closest eligible target within 6″ gain +1 to Wound rolls.

RAPID EMBARKATION – 1CP
When:
End of the Fight phase.
Target: One empty ADEPTUS ASTARTES TRANSPORT and one INFANTRY unit wholly within 6″.
Effect: INFANTRY unit embarks into the TRANSPORT.
Restrictions: Cannot target INFANTRY in Engagement Range, that cannot embark in the TRANSPORT, or that disembarked this turn.

IMMOLATION PROTOCOLS – 2CP
When:
Your Shooting phase.
Target: One ADEPTUS ASTARTES unit that hasn’t shot this phase.
Effect: Torrent weapons gain DEVASTATING WOUNDS until the end of the phase.

ONSLAUGHT OF FIRE – 1CP
When:
Your Shooting phase.
Target: One ADEPTUS ASTARTES unit that disembarked from a TRANSPORT this turn and hasn’t shot yet.
Effect: Attacks against the closest eligible target within 12″ gain +1 to Hit rolls. If an enemy model is destroyed, its unit must take a Battle-shock test.

BURNING VENGEANCE – 1CP
When: Opponent’s Shooting phase, after an  enemy resolves attacks.
Target: One ADEPTUS ASTARTES TRANSPORT that was targeted by enemy   attacks.
Effect: One embarked unit may disembark as if it were the Movement phase, then shoot as if it were the Shooting phase, but must target only the enemy unit that attacked it (if eligible).

Tactics:
Run, gun and don’t fire till you can see the whites of their eyes! The Firestorm Assault Force is keen to bring the fight to the enemy, not with glorious hand to hand combat but with the holy fury that only torrent and assault weapons can bring to the table. 

  • Having all ranged weapons gaining the assault ability gives a large amount of maneuverability to your army. This is incredibly important as your units need to stay in the sweet spot of close but not too close to get the most out of the additional strength gain from firing within 12”. 
  • Transports have a couple of extremely useful stratagems to make use of in this detachment. Onslaught of Fire ensures that you can move your troops to a good firing position and disembark while still being able to fire, while Burning Vengeance allows them to retaliate against a unit that has tried to take one of your transports down.
  • Being so close to an enemy means the chances of your units getting charged is pretty high. Make the enemy regret their choices by providing one of your characters with the War-tempered Artifact to add 3 to their melee weapon’s strength characteristic. Space Marines already boast a strong arm in melee but with this Enhancement, they will be able to hit a charging enemy with extra zeal.

Vanguard Spearhead

The Vanguard Spearhead focuses on stealth, precision, and surgical strikes, echoing the tactics of the Raven Guard. This detachment excels in disrupting enemy plans and eliminating high-value targets. It is a fantastic choice for experienced players who enjoy tactical manoeuvring and outmanoeuvring opponents.

Detachment Rule: Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12″, subtract 1 from the Hit roll and the target has the Benefit of Cover against that attack.

Enhancements:
The Blade Driven Deep 25 pts
ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

Ghostweave Cloak 15 pts
ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities.

Execute and Redeploy 20 pts
PHOBOS model only. In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6″. If it does, until the end of the turn, that unit is not eligible to declare a charge. This cannot allow the bearer’s unit to move more than once in your Shooting phase.

Shadow War Veteran 30 pts
PHOBOS model only. Gain following ability: Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12″ of this model, increase the cost of that use of that Stratagem by 1CP.

 Stratagems:
A DEADLY PRIZE – 1CP
When: Start of Command phase.
Target: One ADEPTUS ASTARTES INFANTRY or MOUNTED unit within range of an objective you control.
Effect: The objective is Sabotaged and stays under your control even without models present. While Sabotaged, if an enemy unit ends a move within range, roll a D6—on a 2+, it suffers D3 mortal wounds.

ARMOUR OF CONTEMPT – 1CP
When: Opponent’s Shooting or Fight phase, after they select targets.
Target: One ADEPTUS ASTARTES unit    targeted by enemy attacks.
Effect: Until enemy attacks are resolved, worsen the AP of those attacks by 1.

SURGICAL STRIKES – 2CP
When: Fight phase.
Target: One ADEPTUS ASTARTES INFANTRY unit that hasn’t fought this phase.
Effect: Until the end of the phase, melee weapons gain PRECISION.

STRIKE FROM THE SHADOWS – 1CP
When: Your Shooting phase.
Target: One ADEPTUS ASTARTES INFANTRY unit that hasn’t shot this phase.
Effect: Until the end of the phase, ranged attacks against targets more than 12” away gain +1 to BS and AP. If attacks destroy a model, that enemy unit must take a Battle-shock test.

CALCULATED FEINT – 1CP
When: Opponent’s Charge phase, after they declare a charge.
Target: One ADEPTUS ASTARTES INFANTRY unit selected as a charge target.
Effect: Your unit can make a Normal move of D6″ (or 6″ if PHOBOS or SCOUT SQUAD).
Restrictions: Cannot be used if the unit is in Engagement Range.

GUERRILLA TACTICS – 1CP
When: End of opponent’s Fight phase.
Target: Up to two PHOBOS/SCOUT SQUAD units, or one other ADEPTUS ASTARTES  INFANTRY unit.
Effect: Selected units enter Strategic Reserves.
Restrictions: Units must be more than 3″ from all enemies.

Tactics:
The bane of the enemy’s shooting phase, the Vanguard Spearhead have a treasure trove of tricks they can employ to frustrate an opponent while playing around with objectives and rapidly redeploying across the battlefield with Scout and Phobos units. 

  • So long as your units keep their distance, ranged units will have a harder time hitting and killing them. This makes your tough units even tougher but also gives your more fragile units a much needed increase in survivability. 
  • An extremely frustrating (for your opponent) and amusing (for you) stratagem is A Deadly Prize. It allows you to control an objective even after your unit moves away from it, and if an enemy unit moves near to claim it, on a 2+ they take D3 mortal wounds. This stratagem is great for objective based play which is certainly a strength for this detachment. 
  • Ever wanted a solo hero going out on the tabletop? The Ghostweave Cloak Enhancement gives a character Solo Operative and Stealth (even if they do not have Phobos armour). So, if you want a character with heavier armour but still want them to be as stealthy as some of your other characters, that can absolutely be an option!

Ironstorm Spearhead

The Ironstorm Spearhead embodies the mechanised and armoured warfare tactics of the Iron Hands. This detachment excels at supporting vehicles and armoured units, making it perfect for players who love tanks and dreadnoughts. It is an excellent choice for those who enjoy a durable and hard-hitting force.

Detachment Rule: Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.

Enhancements:
Target Augury Web 30 pts
TECHMARINE model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6″ of the bearer. Until the start of your next Command phase, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability.

The Flesh is Weak 10 pts
ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability.

Adept of the Omnissiah 35 pts
TECHMARINE model only. Once per battle round, when a saving throw is failed for a friendly ADEPTUS ASTARTES VEHICLE model within 6″ of the bearer, you can change the    Damage characteristic of that attack to 0.

Master of Machine War 20 pts
ADEPTUS ASTARTES model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6″ of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn.

Stratagems:
UNBOWED CONVICTION – 1CP
When:
Command phase.
Target: One ADEPTUS ASTARTES
unit below Starting Strength.
Effect: Unit ignores any or all modifiers to its characteristics, rolls, or tests (except saving throws) until the end of the turn.

ARMOUR OF CONTEMPT – 1CP
When:
Opponent’s Shooting or Fight phase, after an enemy selects its targets.
Target: One ADEPTUS ASTARTES unit selected as a target.
Effect: Worsen the Armour Penetration of enemy attacks against your unit by 1 until the end of their attacks.

MERCY IS WEAKNESS – 2CP
When:
Your Shooting or Fight phase.
Target:
One ADEPTUS ASTARTES unit that hasn’t shot or fought this phase.
Effect:
Attacks against units below Starting Strength gain SUSTAINED HITS 1. VEHICLES score Critical Hits on unmodified Hit rolls of 5+.

VENGEFUL ANIMUS – 1CP
When:
Any phase, after an ADEPTUS ASTARTES VEHICLE with Deadly Demise is destroyed.
Target:
The destroyed VEHICLE.
Effect:
Automatically inflict mortal wounds from Deadly Demise – do not roll.

ANCIENT FURY – 1CP
When:
Your Command phase.
Target:
One ADEPTUS ASTARTES WALKER.
Effect:
Until your next Command phase, +1 to Move, Toughness, Leadership, Objective Control, and Hit rolls.

POWER OF THE MACHINE SPIRIT – 1CP
When:
Opponent’s Shooting phase, after an enemy resolves attacks.
Target: One ADEPTUS ASTARTES VEHICLE reduced to Below Half-strength.
Effect: Unit shoots back as if it were your Shooting phase, but only at the attacking enemy unit (if eligible).

Tactics: The Ironstorm Spearhead has a heavy focus on a few things: tanks, dreadnoughts and everything else in between. This detachment adds a shine to the war machines of the Adeptus Astartes while giving your characters amazing synergy in support. 

  • The Detachment Rule for the Ironstorm Spearhead is incredibly strong when bring a lot of vehicles to the tabletop. Being able to re-roll one hit, wound or damage roll each phase (not turn, mind you) gives a lot more reliability to those hard-hitting weapons with low Attack values. 
  • Often when a player brings on a large damage-dealing vehicle in an army, it’s often the first thing to get focused down. The Power of the Machine Spirit Stratagem will help these mechanised death dealers get some extra shots off by being able to retaliate during your opponent’s Shooting Phase.
  • While techmarines play an important part in your army roster in ensuring your tanks live longer. Keep your most precious vehicles alive even longer by giving one of these super engineers the Adept of the Omnissiah – reducing one attack’s damage to zero once per battle round.

Stormlance Task Force

The Stormlance Task Force embodies the rapid, precision-based warfare of the White Scars. It focuses on mobility, hit-and-run tactics, and relentless assaults. This detachment is perfect for players who enjoy fast-paced gameplay and overwhelming their opponents with swift, decisive strikes. It is also beginner-friendly, as its rules encourage aggressive, straightforward tactics while allowing for tactical nuance.

Detachment Rule: ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.

Enhancements:
Fury of the Storm 25 pts
ADEPTUS ASTARTES MOUNTED model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. 

Portents of Wisdom 15 pts
ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit.

Feinting Withdrawal 10 pts
ADEPTUS ASTARTES model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back. 

Hunter’s Instincts 25 pts
ADEPTUS ASTARTES MOUNTED model  only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the   battlefield, treat the current battle round number as being one higher than it actually is.

Stratagems:
ARMOUR OF CONTEMPT – 1CP
When:
Opponent’s Shooting or Fight phase, after an enemy selects its targets.
Target:
One ADEPTUS ASTARTES unit selected as a target.
Effect:
Worsen the Armour Penetration of enemy attacks against your unit by 1 until the end of their attacks.

BLITZING FUSILLADE – 1CP
When:
Your Shooting phase.
Target:
One ADEPTUS ASTARTES unit that hasn’t shot this phase.
Effect:
Ranged weapons gain ASSAULT. If they already have ASSAULT, they gain SUSTAINED HITS 1 instead.

FULL THROTTLE – 2CP
When:
Your Movement phase.
Target:
One ADEPTUS ASTARTES MOUNTED or VEHICLE (excluding WALKERS).
Effect:
If unit Advances, add 6″ to Move (or 9″ if MOUNTED) instead of rolling.

SHOCK ASSAULT – 1CP
When:
Your Charge phase.
Target: One ADEPTUS ASTARTES MOUNTED
unit that hasn’t charged this phase.
Effect:
Unit can re-roll Charge rolls, and melee weapons gain LANCE until the end of the turn.

RIDE HARD, RIDE FAST – 1CP
When:
Your Opponent’s Shooting phase, after an enemy selects targets.
Target:
One ADEPTUS ASTARTES MOUNTED or FLY VEHICLE unit that was targeted.
Effect:
Until end of phase, enemy attacks suffer -1 to Hit and -1 to Wound against your unit.

WIND-SWIFT EVASION – 1CP
When:
Your Opponent’s Movement phase, after an  enemy unit ends a Normal, Advance, or Fall Back move.
Target:
One ADEPTUS ASTARTES unit within 9″ of that enemy.
Effect:
Your unit can make a 6″ Normal move.
Restrictions:
Cannot be used if your unit is in   Engagement Range of an enemy.

Tactics: Hearing the engines (and Space Marines) roar while charging headlong into battle, mounted units reign supreme in the Stormlance Taskforce. Combining powerful characters with fast striking units allows a player to get into an enemy’s weak spots before turning to the next target with a swiftness not many detachments can match. 

  • While encouraging you to focus on mounted units, being able to charge while advancing means you can cover an extreme amount of ground and challenge those hard to reach objectives from turn 1. 
  • While being a melee focused detachment, you always want to make sure that your attacking units are not on the receiving end of a charge. Wind-Swift Evasion allows you to move your units away from an enemy unit when they move within 9”. This stratagem is key for keeping away from enemy units that could cause you some problems if they are the first to attack while getting closer to their more vulnerable models. 
  • Not every unit has to be dedicated to just hitting things directly in the face however, as you can give a character the Feinting Withdrawal Enhancement. Not only can you still charge when you fall back as normal within the detachment, but you now also have the opportunity to fire as well – giving one of your units a little more flexibility. 

1st Company Task Force

The 1st Company Task Force represents the elite veterans of the Adeptus Astartes, including Terminators, Sternguard Veterans, and Vanguard Veterans. This detachment focuses on durability, precision, and devastating firepower, making it ideal for players who want to field an elite, hard-hitting army. While it’s less forgiving for beginners due to its smaller model count, it rewards tactical positioning and target prioritisation.

Detachment Rule: Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well.

Enhancements:
The Imperium’s Sword 25 pts
ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well.

Fear Made Manifest (Aura) 30 pts
ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6″ of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead.

Rites of War 10 pts
ADEPTUS ASTARTES TERMINATOR model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well.

 Iron Resolve 15 pts
ADEPTUS ASTARTES TERMINATOR model only. The bearer has the Feel No Pain 5+ ability. Once per battle, after the bearer’s unit is selected as the target of one or more attacks, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 5+ ability.

Stratagems:
ARMOUR OF CONTEMPT – 1CP
When:
Opponent’s Shooting or Fight phase, after an enemy selects its targets.
Target:
One ADEPTUS ASTARTES unit selected as a target.
Effect:
Worsen the Armour Penetration of enemy attacks against your unit by 1 until the end of their attacks.

HEROES OF THE CHAPTER – 1CP
When:
Your Shooting or Fight phase.
Target:
One TERMINATOR, BLADEGUARD VETERAN, STERNGUARD VETERAN, or VANGUARD VETERAN unit that hasn’t shot or fought this phase.
Effect:
+1 to Hit rolls. If Below Half-strength, also +1 to Wound rolls.

TERRIFYING PROFICIENCY – 1CP
When:
Your Fight phase.
Target:
One TERMINATOR, BLADEGUARD VETERAN, STERNGUARD VETERAN, or VANGUARD VETERAN unit that charged and destroyed an enemy unit this phase.
Effect:
In your opponent’s next Command phase, enemy units within 6″ take a Battle-shock test. If Below Half-strength, they suffer -1 to the test.

DUTY AND HONOUR – 1CP
When:
Your Movement phase.
Target:
One TERMINATOR, BLADEGUARD VETERAN, STERNGUARD VETERAN, or VANGUARD VETERAN unit within range of an objective you control.
Effect:
That objective stays under your control even if you have no models within range, until your opponent captures it.

ORBITAL TELEPORTARIUM – 1CP
When:
End of opponent’s Fight phase.
Target:
One TERMINATOR unit.
Effect:
Remove unit from the battlefield and place it in Strategic Reserves. It arrives in the next Movement phase via Deep Strike.
Restrictions:
Cannot be used if unit is in Engagement Range.

LEGENDARY FORTITUDE – 1CP
When: Opponent’s Charge phase, after an enemy unit ends a Charge move.
Target: One TERMINATOR, BLADEGUARD VETERAN, STERNGUARD VETERAN, or VANGUARD VETERAN unit in Engagement Range.
Effect: Until the end of the turn, reduce the Damage of attacks against the unit by 1.

Tactics:
Unforgiving to both players and their opponents, the First Company Task Force rewards decisive plays and efficient use of a small but elite fighting force. Used right, this detachment can take hits and dish out an incredible amount of damage in return. 

  • While only being able to use their detachment rule once per battle, being able to reroll your Wound rolls against an Oath of the Moment target (which also allows you to reroll hits) means that you are guaranteed one turn of insane damage potential against any target your want removing from the battle. 
  • When fighting against melee units that are designed to hurt heavy infantry, you can drastically reduce the incoming damage with the Legendary Fortitude stratagem – making your tough units even tougher and allowing them to contest objectives for longer. 
  • Across all the Enhancements within this detachment is a once per battle ability. Keeping with the theme of rewarding decisive choices, the Fear Made Manifest has the potential to take out 3 models near a character with this Enhancement if they fail a battle-shock test (or 1 model on turns when this ability is not use). In clutch battles where an enemy is below half-strength, this can help delete enemy units quickly, regardless of how tough they are. 

Librarius Conclave

The Librarius Conclave centres around the psychic might of the Adeptus Astartes. This detachment focuses on psychic powers, supporting units, and dealing mortal wounds. It’s a great choice for players who enjoy the thematic and tactical aspects of psychic warfare. While it requires careful management of psykers, it offers immense utility and destructive potential.

Detachment Rule: At the start of the battle round, select one of the following Psychic Disciplines. Until the end of the battle round, that Psychic Discipline is active and its effects apply to all ADEPTUS ASTARTES PSYKER units from your army.

Biomancy Discipline
Add 2″ to the Move characteristic of models in this unit.

Divination Discipline
Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Pyromancy Discipline
Each time a ranged attack made by a model in this unit targets an enemy unit within 12″, improve the Armour Penetration characteristic of that attack by 1.

Telekinesis Discipline
Each time a ranged attack targets this unit, subtract 1 from the Strength characteristic of that attack.

Telepathy Discipline
Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.

Enhancements:
Prescience 25 pts
ADEPTUS ASTARTES PSYKER  model only excluding  TERMINATOR models. Once per turn, when     an enemy unit ends a Normal, Advance or Fall Back move within 9″ of the bearer’s unit, the bearer’s unit can make a Normal move of up to D6″, or up to 6″ instead if the Divination Discipline is active for your army.

Celerity 30 pts
ADEPTUS ASTARTES PSYKER
model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced, and if the Biomancy Discipline is active for your army, it is eligible to declare a charge in a turn in which it Fell Back.

Obfuscation 20 pts
ADEPTUS ASTARTES PSYKER model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit, and if the Telepathy Discipline is active for your army, the bearer’s unit cannot be targeted by ranged   attacks unless the attacking model is within 18″.

Fusillade 15 pts
ADEPTUS ASTARTES PSYKER model only. Ranged weapons equipped by models in the bearer’s unit have the [ANTIMONSTER 5+] and [ANTI-VEHICLE 5+] abilities, and:

The [SUSTAINED HITS 1] ability if the Pyromancy Discipline is active for your army.

– Add 6″ to the Range characteristic of those weapons if the Telekinesis Discipline is active for your army.

 Stratagems:
ARMOUR OF CONTEMPT – 1CP
When: Opponent’s Shooting or Fight phase, after an enemy selects its targets.
Target:
One ADEPTUS ASTARTES unit selected as a target.
Effect: Worsen the Armour Penetration of enemy attacks against your unit by 1 until the end of their attacks. 

SENSORY ASSAULT – 1CP
When: Command phase.
Target: One PSYKER unit.
Effect: Select an enemy unit within 18″ and visible to the target PSYKER. It becomes pinned (-2 Move, -2 Charge rolls). If Telepathy is active, it must also take a Battle-shock test at -1. 

FIERY SHIELD – 1CP
When: Fight phase, after an enemy selects its targets.
Target: One INFANTRY or MOUNTED unit within 18″ of a friendly PSYKER.
Effect:
-1 to Hit rolls against your unit. If Pyromancy is active, weapons targeting your unit gain [HAZARDOUS]. 

IRON ARM – 1CP
When: Your Fight phase.
Target: One INFANTRY unit within 18″ of a friendly PSYKER that hasn’t fought yet.
Effect:
+1 Strength to melee weapons, or +2 if Biomancy is active. 

ASSAIL – 1CP
When: Your Shooting phase.
Target: One PSYKER unit eligible to shoot.
Effect:
Select an enemy unit within 18″ (excluding Lone Operatives). Roll 6D6, adding +1 if Telekinesis is active; for each 4+, the target suffers 1 mortal wound. 

PRESCIENT PRECISION – 1CP
When: Your Shooting phase.
Target: One PSYKER unit that hasn’t shot this phase.
Effect: Attacks gain [LETHAL HITS], and also [IGNORES COVER] if Divination is active. 

Tactics:
Bibbity, boppity, boom. Psykers are clearly a must have in this detachment as everything is centered around these mad lads bolstering your troops, hurting the enemy and negating debuffs to your army. When the Psykers stand, there is an high level of flexibility on offer, regardless of what enemy they are up against. 

  • With 5 disciplines to choose from each turn, this detachment can draw some comparisons to the Gladius Task Force with the additional benefit that you can use each discipline as many times as you want. This allows you to stay at your own pace and is a lot more forgiving if you choose to use the wrong discipline during a turn. 
  • The stratagems for the Librarius Conclave have some powerful effects if used in tandem with the disciplines. A fun stratagem is Assail: allowing you to roll 6D6 with a potential to cause a target 1 mortal wound for each 3+ (if the telekinesis discipline is active). On a good set of rolls, this is enough to outright kill some enemy characters!
  • While Psykers have the potential to be great damage dealers, they also play a supporting role for your army. This is even more true when equipping them with Enhancements such as Fusillade to further increase the damage potential of a unit against Monsters and Vehicles with an Anti +5 against both targets. 

And that’s that! All the detachments of Codex: Space Marines broken down into an easy to read article. If you want this info on the go, sign up to the Age of Miniatures newsletter to have a access to colourful and print-friendly PDFs of everything above!

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