Warhammer fans, the anticipation is real as the next Codex: Space Marines prepares for its grand release. With it comes a treasure trove of new rules to elevate your Angels of Death to new heights. One highlight is the addition of six exciting Detachments that expand the Gladius Task Force, offering fresh opportunities for creating thematic and characterful armies specializing in vanguard troops, lightning assaults, and close-range firepower.
But before we dive into these Detachments, let’s address a significant update – the Oath of Moment army rule is getting a makeover. Now, when you select one unit each turn as your target, you’ll only reroll Hit rolls against them, not Hits and Wounds. This adds a layer of strategy for Space Marine players, although the faction boasts new and updated abilities that open up opportunities for rerolling Wound rolls.
Let’s take a closer look at one of the new Detachments, starting with the 1st Company Task Force.
1st Company Task Force This Detachment offers a fantastic opportunity to make the most of the brand-new Terminators and Sternguard Veterans that coincide with the Codex. It also includes units of Bladeguard Veterans and Vanguard Veterans. Their unique rule, Extremis-level Threat, allows them to single out a target for certain destruction once per game, a rule that persists across both your and your opponent’s turn.
Three of the four Enhancements, such as Iron Resolve, provide a model the ability to extend their boost to an entire squad once per game. Their experience keeps them calm under pressure, and enemy charges are blunted by their Legendary Fortitude.
The remaining Detachments are versatile and can be used by Space Marines of any Chapter. However, they align with traits commonly associated with the six First Founding Chapters closely following the Codex Astartes. This means you’re not obligated to paint your troops yellow to adopt a heavy static defense strategy reminiscent of the Imperial Fists.
Similarly, the Salamanders, famous for their flame and melta firepower, bring the Firestorm Assault Force to the table, offering opportunities for various close-range gunnery tactics. Their Detachment rule, Close-range Eradication, grants the Assault keyword to all weapons, enabling units to Advance without losing their shooting ability. When they get close enough, the additional point of Strength significantly enhances the damage output of many weapons.
Your Eradicators, armed with Strength 10 melta rifles, become even more effective against Toughness 10 tanks, while Infernus Marines excel at incinerating Tyranids and Orks with Strength 6 pyreblasters. And if you’re up close and personal, why not enhance your melee character’s weapon with the War-tempered Artifice Enhancement? Who wouldn’t love power swords hitting as hard as power fists?
This Detachment is also ideal for Chapters that prioritize speed or excel in close combat against vehicles. White Scars can make the most of the Assault ability on their Outriders and Invader ATVs, positioning for future charges without sacrificing firepower. Meanwhile, Iron Hands armies with numerous Dreadnoughts benefit from increased Strength even during close combat, thanks to the Big Guns Never Tire rule.
Lastly (for today), we return to the dependable Gladius Task Force, a familiar Detachment for those who have already deployed their Space Marines in the new edition.
Returning with the same Enhancements, Stratagems, and Combat Doctrines Detachment ability, the Gladius Task Force remains a versatile, take-all-comers army that supports various unit types. The Armour of Contempt Stratagem is now a signature ability across all seven Space Marine Detachments.
Stay tuned to this site for more reveals on the other exciting Detachments available in Codex: Space Marines. The galaxy is yours to conquer!
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