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Structure

Contents
Detachments
• Gladius Strike Force
• 
Anvil Strike Force
• 
Castellans of the Imperium
Formations
• 10th Company Task Force
• 1st Company Task Force
• Anti-air Defence Force
• Armoured Task Force
• Battle Demi-company
• Centurion Siegebreaker Cohort
• Land Raider Spearhead
• Librarius Conclave
• Reclusiam Command Squad
• Storm Wing
• Strike Force Ultra
• Suppression Force
• 
Skyhammer Annihilation Force
• 
Storm Wing
• 
Strike Wing
• 
Triumvirate of the Primarch
• 
Victrix Guard
• 
Wrathful Crusade
• 
Bladewing Assault Brotherhood
• 
Pinion Battle Demi-company
• 
Raptor Wing
• 
Ravenhawk Assault Group
• 
Shadow Force
• 
Shadowstrike Kill Team
• 
Skyhammer Orbital Strike Force
• 
Firespear Strike Force
• 
Hunting Force
• 
Speartip Strike
• 
Stormbringer Squadron
• 
Stormlance Battle Demi-company
Apocalypse Formations
• 1st Company Veterans
• Centurion Siegebreaker Cohort
• Imperial Fists Titanhammer Squad
• Librarius
• Masters of the Chapter
• Predator Assassin Squadron
• Scout Company
• Space Marine Company
This page details military structure of Space Marines forces including Detachments, Formations and Apocalypse Formations.

Detachments


Gladius Strike Force

The Gladius Strike Force allows you to represent the typical structure of a Space Marine army on the Warhammer 40,000 battlefield. Whether you wish to represent a full Battle Company with support elements or a force assembled to tackle a specific threat, the choices below offer a great way to pick your army.

The Gladius Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Gladius Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Gladius Strike Force, that entire Gladius Strike Force is your Primary Detachment.

Command
0-3
Core
1-2
Auxiliary
1+


STRIKE FORCE COMMAND
 • 1 of the following:
  - Pedro Kantor
  - High Marshal Helbrecht
  - Marneus Calgar
  - Captain
  - Chaplain
 • 0-1 Honour Guard
 • 0-1 Command Squad
 • 0-1 Emperor’s Champion
 • 1 Chaplain
 • 1 Command Squad

 • 3-5 Librarians


 • 1 Techmarine
 • 0-3 units of Thunderfire Cannons
 • 3-5 units chosen in any combination from the following list:
  - Vindicators
  - Predators
  - Whirlwinds
 • 0-1 Sergeant Chronus

 • 3-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
 • 0-1 Sergeant Telion

 • 3-5 units chosen in any combination from the following list:
  - Terminator Squad
  - Terminator Assault Squad
  - Sternguard Veteran Squad
  - Vanguard Veteran Squad

 • 1 unit of Hunters
 • 1 unit of Stalkers


 • 1 unit of Whirlwinds
 • 1 unit of Land Speeders

 • 3 units chosen in any combination from the following list:
  - Land Raider
  - Land Raider Crusader
  - Land Raider Redeemer

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one more Core choice, up to three Command choices and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must have the Space Marines Faction and must be drawn from the same Chapter.

COMMAND BENEFITS
Codex Astartes: If your army contains one or more Gladius Strike Forces, you can enact each of the Combat Doctrines (Devastator, Assault and Tactical) once per game. When each Combat Doctrine is enacted, all models in your army with the Chapter Tactics rule that are part of a Gladius Strike Force are affected.

Company Support: If a Gladius Strike Force includes two Battle Demi-companies, one including a Captain and the other including a Chaplain, then together they form a Battle Company. Any unit from the Battle Company that has the option to take a Rhino, Razorback or Drop Pod as a Dedicated Transport may take one at no points cost (though they must pay for any additional upgrades and options as normal).

Anvil Strike Force

The Anvil Strike Force allows you to field the vehicular might of the Space Marines in the Warhammer 40,000 battlefield. Whether you wish to assemble an army of battle tanks, their guns roaring as they smite the foe, or a force of vehicle squadrons deployed to support the main infantry advance, there are a multitude of choices available.

The Anvil Strike Force is a special type of Detachment that can be included in any Battle-forged Space Marine army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of an Anvil Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of an Anvil Strike Force, that entire Anvil Strike Force is your Primary Detachment.

Command
0-2
Core
1-2
Auxiliary
1+


KEEPERS OF THE FORGE
 • 1 Techmarine
 • 1 Rhino or Razorback
MASTERS OF THE ARMOURY

 • 1 Techmarine
 • 0-3 units of Thunderfire Cannons
 • 3-5 units chosen in any combination from the following list:
  - Vindicators
  - Predators
  - Whirlwinds
 • 0-1 Sergeant Chronus
 • 3 units chosen in any combination from the following list:
  - Land Raider
  - Land Raider Crusader
  - Land Raider Redeemer

 • 1 unit of Hunters
 • 1 unit of Stalkers

 • 1 unit of Land Speeders
 • 2 Stormtalon Gunships

RECON OUTRIDERS
 • 1 unit of Land Speeders

 • 1 Flyer Wing consisting of:
  - 1 Stormraven Gunship
  - 2 Stormtalon Gunships

 • 1 unit of Whirlwinds
 • 1 unit of Land Speeders

TECHMARINE
HONOURED ANCIENTS

MECHANISED INFANTRY

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one more Core choice, up to two Command choices and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment. This Detachment must include a Transport vehicle for each unit of Infantry.

COMMAND BENEFITS
Armour of Contempt: Vehicles in an Anvil Strike Force Detachment ignore the effects of Crew Shaken and Crew Stunned damage results, though they still lose a Hull Point.

Master of Mechanised Warfare: You may choose a vehicle from this Detachment to be your Warlord, even if your army includes characters. If you do, your Warlord has the following Warlord Trait:

Big Guns Never Tire:

Your Warlord doesn’t believe that there is such a thing as too much firepower, and he knows just how to use his biggest guns to maximum effect.

At the end of your Shooting phase, your Warlord can nominate himself or another vehicle from this Detachment that is within 24" of him. That vehicle can immediately fire its weapons again.

Spear of Macragge: Instead of being included as a Command choice in this Detachment, Sergeant Chronus can be included in any Formation in this Detachment that lists Rhino’, ‘Razorback’, ‘Predator’, ‘Whirlwind’, ‘Vindicator’, ‘Hunter’, ‘Stalker’, ‘Land Raider’, ‘Land Raider Crusader’ or ‘Land Raider Redeemer’ as part of its composition. Sergeant Chronus replaces the chosen vehicle with one of the same type, which he commands. For example, Sergeant Chronus commanding a Land Raider could be included in a Land Raider Spearhead, replacing one of the Land Raiders.

Castellans of the Imperium

When the Imperium faces the direst of threats, it requires all of its military arms to work in conjuction to secure the future of Humanity. Bolstered by their versatility and shared devotion to the Emperor, and driven by the desperation such a mustering of strength signifies, disparate Imperial warriors become a force greater than the sum of its parts.

Unlike the Detachments shown in Warhammer 40,000: The Rules, the Castellans of the Imperium Detachment have Force Organisation Charts whose slots are a combination of Battlefield Roles from multiple Factions. However, they still have compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment. If your Warlord is part of a Castellans of the Imperium Detachment, that entire Detachment is your Primary Detachment.

The Castellans of the Imperium Detachment Army List divides the units available into several categories, according to their Battlefield Role. You must use the profiles, points costs, equipment, options, special rules and any Dedicated Transports available to each unit as described on their datasheet. Each entry will include an abbreviated reference to the codex, publication or dataslate where their appropriate datasheet can be found, denoted as follows:

HQ
2-4
Troops
4+
Heavy Support
0-6
Fast Attack
0-6
Elites
0-6
Lords of War
0-3

HQ
One of the following:
 • Inquisitor Greyfax
 • Celestine
 • Terminator Captain (AoD)
 • Commissar (AM/MT)
 • Commissar Yarrick (AM)
 • Company Command Squad (AM)
 • Enginseer (& Servitors) (AM/IA)
 • Knight Commander Pask (AM)
 • Lord Commissar (AM)
 • Ministorum Priest (AM/AS/IA)
 • Primaris Psyker (AM/IA)
 • Tank Commander (AM)
 • Canoness (AS/IA)
 • Ecclesiarchy Battle Conclave (AS)
 • Sororitas Command Squad (AS/IA)
 • Uriah Jacobus (AS/IA)
 • Inquisitor Coteaz (I/IA)
 • Inquisitor Karamazov (I/IA)
 • Ordo Hereticus Inquisitor (I/IA)
 • Ordo Malleus Inquisitor (I/IA)
 • Ordo Xenos Inquisitor (I/IA)
 • Militarum Tempestus Command Squad (MT)
 • Captain (SM)
 • Chaplain (SM)
 • Chaplain Grimaldus (SM)
 • The Emperor’s Champion (SM)
 • High Marshal Helbrecht (SM)
 • Librarian (SM)
 • Techmarine (SM)

FAST ATTACK
One of the following:
 • Armoured Sentinel Squadron (AM)
 • Hellhound Squadron (AM)
 • Rough Riders (AM)
 • Scout Sentinel Squadron (AM)
 • Vendetta Squadron (AM)
 • Valkyrie Squadron (AM/MT)
 • Dominion Squad (AS/IA)
 • Seraphim Squad (AS/IA)
 • Stormhawk Interceptors (DftS)
 • Taurox Prime (MT)
 • Assault Squad (SM)
 • Attack Bike Squad (SM)
 • Bike Squad (SM)
 • Drop Pod (SM)
 • Land Speeder Storm (SM)
 • Land Speeders (SM)
 • Razorback (SM)
 • Rhino (SM)
 • Scout Bike Squad (SM)
 • Stormtalon Gunship (SM)

LORDS OF WAR
One of the following:
 • Knight Crusader (IK)
 • Knight Errant (IK)
 • Knight Gallant (IK)
 • Knight Paladin (IK)
 • Knight Warden (IK)
 • Baneblade (M)
 • Banehammer (M)
 • Banesword (M)
 • Doomhammer (M)
 • Hellhammer (M)
 • Shadowsword (M)
 • Stormlord (M)
 • Stormsword (M)
TROOPS
One of the following:
 • Infantry Platoon (AM)
 • Veterans (AM)
 • Battle Sisters Squad (AS/IA)
 • Militarum Tempestus Scions (MT)
 • Crusader Squad (SM)
 • Scout Squad (SM)
 • Tactical Squad (SM)

HEAVY SUPPORT
One of the following:
 • Contemptor Dreadnought (AoD)
 • Basilisk Battery (AM)
 • Deathstrike (AM)
 • Hydra Battery (AM)
 • Leman Russ Squadron (AM)
 • Manticore (AM)
 • Wyvern Battery (AM)
 • Exorcist (AS/IA)
 • Penitent Engine (AS/IA)
 • Retributor Squad (AS/IA)
 • Centurion Devastator Squad (SM)
 • Devastator Squad (SM)
 • Hunters (SM)
 • Land Raider (SM)
 • Land Raider Crusader (SM)
 • Land Raider Redeemer (SM)
 • Predators (SM)
 • Stalkers (SM)
 • Stormraven Gunship (SM)
 • Thunderfire Cannons (SM)
 • Vindicators (SM)
 • Whirlwinds (SM)

ELITES
One of the following:
 • Callidus Assassin (A/IA/M)
 • Culexus Assassin (A/IA/M)
 • Eversor Assassin (A/IA/M)
 • Vindicare Assassin (A/IA/M)
 • Cataphractii Terminator Squad (AoD)
 • Bullgryns (AM)
 • Militarum Tempestus Platoon (AM)
 • Ogryns (AM)
 • Ratlings (AM)
 • Wyrdvane Psykers (AM/IA)
 • Celestian Squad (AS/IA)
 • Repentia Squad (AS/IA)
 • Inquisitorial Henchmen Warband (I)
 • Command Squad (SM)
 • Dreadnoughts (SM)
 • Honour Guard (SM)
 • Ironclad Dreadnoughts (SM)
 • Sternguard Veteran Squad (SM)
 • Terminator Squad (SM)
 • Terminator Assault Squad (SM)
 • Vanguard Veteran Squad (SM)
 • Venerable Dreadnoughts (SM)

RESTRICTIONS
This Detachment must include at least four Troops choices and two HQ choices. It may include up to two more HQ choices and any number of additional Troops choices, as well as up to 6 Elites, 6 Fast Attack and 6 Heavy Support choices, and up to 3 Lord of War choices, in any combination. This Detachment must also include units that have at least two different Factions.

COMMAND BENEFITS
Flock to the Front Line: Each time a Troops unit from this Detachment is completely destroyed, roll a D6. On a 5+, you can immediately place a new unit into Ongoing Reserves that is identical, in terms of the original number of models, weapons and upgrades, to the unit that was just destroyed. This new unit counts as being part of the original Detachment, so roll a D6 as described above if they are subsequently destroyed. Victory points are awarded as normal for new units in this Detachment that have been completely destroyed.

Lord Castellan: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.

Zealous Defenders: All units in this Detachment have the Hatred special rule. However, if this Detachment’s Force Organisation Chart contains the maximum number of units (excluding Troops), then all units in the Detachment have the Zealot special rule instead.

Formations


10th Company Task Force

FORMATION
 • 3-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
 • 0-1 Sergeant Telion
RESTRICTIONS
Scout Bike Squads in this Formation must be equipped with cluster mines.
SPECIAL RULES
Concealed Positions: Each unit from this Formation that deploys using the Infiltrate rule and does not have the Stealth special rule is Concealed. A Concealed unit has the Stealth special rule until it Moves, Runs, Turbo Boosts, Charges or Falls Back, at which point it immediately loses the Stealth special rule for the rest of the battle.

The Trap is Sprung: During the first game turn, all units from this Formation have the Precision Shots special rule.

1st Company Task Force

FORMATION
 • 3-5 units chosen in any combination from the following list:
  - Terminator Squad
  - Terminator Assault Squad
  - Sternguard Veteran Squad
  - Vanguard Veteran Squad
RESTRICTIONS
None.
SPECIAL RULES
 • Fear
 • Fearless


Extremis Level Threat: At the start of the game, before deployment, nominate one unit in the enemy army. Units in this Formation have the Preferred Enemy special rule when making attacks against the nominated unit.

Terrifying Proficiency: Enemy units subtract 2 from their Leadership whilst they are within 12" of at least three units from this Formation.

Anti-air Defence Force

FORMATION
 • 1 unit of Hunters
 • 1 unit of Stalkers
RESTRICTIONS
The unit of Stalkers must consist of at least 2 models.
SPECIAL RULES
Skyspear Autotargeting: If a Hunter from this Formation causes a hit on an enemy Flyer or Flying Monstrous Creature when firing its skyspear missile launcher, all Stalkers in this Formation add 1 to their Ballistic Skill until the end of the phase when firing at that same target unit.

Armoured Task Force

FORMATION
 • 1 Techmarine
 • 0-3 units of Thunderfire Cannons
 • 3-5 units chosen in any combination from the following list:
  - Vindicators
  - Predators
  - Whirlwinds
 • 0-1 Sergeant Chronus
RESTRICTIONS
None.
SPECIAL RULES
Paregoric Cant: Vehicles from this Formation ignore the effects of Crew Shaken and Crew Stunned results while they are within 6" of the Techmarine or a Techmarine Gunner from this Formation.

The Will of the Omnissiah: The Techmarine and Techmarine Gunners from this Formation have a +1 bonus when making Blessings of the Omnissiah rolls to repair vehicles from this Formation.

Battle Demi-company

SPECIAL RULES
Objective Secured: A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.

Tactical Flexibility: If your army contains one or more Battle Demi-companies, you can choose to enact the Tactical Doctrine once per game. When the Doctrine is enacted, all models in your army with the Chapter Tactics rule that are part of a Battle Demi-company are affected.

Centurion Siegebreaker Cohort

FORMATION
 • 2-4 Centurion Assault Squads
 • 1 unit of Ironclad Dreadnoughts
RESTRICTIONS
None.
SPECIAL RULES
Demolition Specialists: Units from this Formation which contain a model with an omniscope re-roll failed armour penetration rolls against buildings, and can choose to reroll glancing hits in an attempt to instead get a penetrating hit – but the second result must be kept.

Seismic Devastation: If a building or Transport vehicle loses its last Hull Point as the result of attacks made in the Assault Phase by models in this Formation, any unit embarked in the building or vehicle immediately suffers 2D6 Strength 6 AP4 hits with the Ignores Cover special rule. These Wounds are Randomly Allocated, and are in addition to any hits that the unit would normally suffer.

Land Raider Spearhead

FORMATION
 • 3 units chosen in any combination from the following list:
  - Land Raider
  - Land Raider Crusader
  - Land Raider Redeemer
RESTRICTIONS
None.
SPECIAL RULES
Armoured Behemoths: Models from this Formation ignore Crew Shaken, Crew Stunned, Weapon Destroyed and Immobilised results on the Vehicle Damage table as long as they are within 6" of at least one other model from this Formation when the roll is made.

Even the Mightiest Shall Fall: Models in this Formation can re-roll failed To Wound rolls or armour penetration rolls when shooting at gargantuan creatures, super-heavy vehicles or buildings that have the Mighty Bulwark special rule.

Librarius Conclave

FORMATION
 • 3-5 Librarians1
RESTRICTIONS
None.

1 Chief Librarian Tigurius may be taken in place of a Librarian.
SPECIAL RULES
Empyric Channelling: At the start of the Psychic phase, you can nominate one Librarian from this Formation. If you do this, the nominated Librarian has access to any psychic powers known by other Librarians from this Formation within 12" until the end of the phase; however, other Librarians from this Formation within 12" of the nominated Librarian cannot manifest psychic powers until the end of the phase.

Furthermore, when the nominated Librarian makes Psychic tests this phase, he will harness Warp Charge points on a result of 3+ rather than 4+ if there is one other Librarian from this Formation within 12", or 2+ rather than 4+ if there are two or more other Librarians from this Formation within 12".

Reclusiam Command Squad

FORMATION
 • 1 Chaplain1
 • 1 Command Squad
RESTRICTIONS
The Command Squad must take a Razorback as a Dedicated Transport. The Chaplain must join the Command Squad during deployment, and cannot leave it during the course of the battle.

1 Chaplain Cassius may be taken in place of the Chaplain.
SPECIAL RULES
 • Crusader

Stirring Rhetoric: All friendly units with the Space Marines Faction within 6" of the Chaplain from this Formation re-roll failed To Hit rolls during the first round of each close combat.

Storm Wing

FORMATION
 • 1 Stormraven Gunship
 • 2 Stormtalon Gunships
RESTRICTIONS
None.
SPECIAL RULES
Data Lattice: As long as at least one Stormtalon from this Formation has not been completely destroyed, the Formation’s Stormraven Gunship has the Strafing Run special rule.

Escort Craft: When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserves Roll, all of the units in this Formation arrive from Reserve.

Strike Force Ultra

FORMATION
 • 1 Captain1
 • 2 Terminator Squads
 • 2 Terminator Assault Squads
 • 1 Venerable Dreadnought
 • 1 Stormraven Gunship
 • 1 Land Raider Crusader or Redeemer
RESTRICTIONS
The Captain must be equipped with Terminator armour. During deployment, all units from this Formation other than Transport vehicles must either be embarked on a Transport vehicle from this Formation or placed into Deep Strike Reserve.

1 Captain Lysander may be taken in place of the Captain.
SPECIAL RULES
Force of a Thunderbolt: When a Terminator Assault Squad from this Formation disembarks from a Transport vehicle from this Formation for the first time, all models in the unit add 1 to their Attacks until the end of the turn.

Fury of the Storm: When a Terminator Squad from this Formation arrives from Deep Strike Reserve or disembarks from a Transport vehicle from this Formation for the first time, all ranged weapons carried by models in the unit add 1 to the number of shots they can make until the end of the turn.

Ultra Strike: All units in this Formation must be placed in Reserve. Make Reserve Rolls for all units from this Formation at the start of your first turn. Make Reserve Rolls as normal for any units from this Formation that do not arrive in your first turn.

Suppression Force

FORMATION
 • 1 unit of Whirlwinds
 • 1 unit of Land Speeders
RESTRICTIONS
The unit of Whirlwinds must consist of at least 2 models.
SPECIAL RULES
Datalink Telemetry: One Land Speeder from this Formation can nominate an enemy unit within 18" and in line of sight in its Shooting phase. It cannot do this in the same turn it moves Flat Out. Until the end of the phase, all shooting attacks made with Whirlwind multiple missile launchers by models in this Formation against the nominated can re-roll To Hit and are treated as having an infinite range.

Skyhammer Annihilation Force

FORMATION
 • 2 Assault Squads
 • 2 Devastator Squads
RESTRICTIONS
Each Devastator Squad must take a Drop Pod as a Dedicated Transport. Each Assault Squad must be equipped with jump packs.
SPECIAL RULES
First the Fire, then the Blade: On the turn they arrive from Deep Strike Reserve, the Devastator Squads in this Formation have the Relentless special rule and the Assault Squads can charge even though they arrived from Reserves.

Leave No Survivors: Assault Squads in this Formation can use their jump packs in both the Movement and Assault phase. If an Assault Squad from this Formation charges a unit that has Gone to Ground as a result of the Suppressing Fusillade special rule, that Assault Squad can re-roll failed To Hit and To Wound rolls in the ensuing Assault phase.

Shock Deployment: All units in this Formation start the game in Deep Strike Reserve. Instead of using the normal deployment and reserve rules for these units, you can, during deployment, choose whether they will arrive in your first or second turn. The entire Formation automatically arrives on the turn you chose. Ignore this Formation’s Drop Pods for the purposes of the Drop Pod Assault special rule.

Suppressing Fusillade: A unit targeted by a Skyhammer Annihilation Force’s Devastator Squad in the Shooting phase must take a Morale test at the end of the phase on 3D6, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must immediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn.

Storm Wing

FORMATION
 • 1 Flyer Wing consisting of:
  - 1 Stormraven Gunship
  - 2 Stormtalon Gunships
RESTRICTIONS
The Stormraven Gunship must be the Wing Leader.
SPECIAL RULES
Data Lattice: The Formation’s Stormraven Gunship has the Strafing Run special rule if the Wing is in an Attack Pattern.

Orbital Power Dive: Add 12" to the minimum and maximum moves of all models in the Formation in the Movement phase that they first arrive from Reserve. In addition, enemy models that use the Interceptor special rule to attack models from this formation on the turn that they first arrive from Reserve can only take Snap Shots.

Strike Wing

FORMATION
 • 1 Flyer Wing consisting of:
  - 2 Stormhawk Interceptors
  - 2 Stormtalon Gunships
RESTRICTIONS
See the Twin Leaders rule on the right.
SPECIAL RULES
Twin Leaders: This formation has two Wing Leaders. One must be a Stormhawk Interceptor, and the other a Stormtalon Gunship. If desired, the Wing can form two Vigilance Attack Patterns, one consisting of two Stormhawk Interceptors, and the other of two Stormtalon Gunships. As long as both pairs of Flyers are in the appropriate Attack Pattern, then the Vigilance special rules are received by each pair no matter how far the pairs are from each other. The Flyer Wing can form other Attack Patterns normally.

Triumvirate of the Primarch

RESTRICTIONS
None.
SPECIAL RULES
Inspiring Presence: Whilst Grand Master Voldus and Roboute Guilliman are on the battlefield, all friendly units with the Armies of the Imperium Faction have the Stubborn special rule.

Touched by Fate: You can re-roll one failed saving throw each turn for each model from this Formation.

Victrix Guard

FORMATION
 • Captain Sicarius
 • 1 unit of Honour Guard
 • 4 units of Sternguard Veterans or Vanguard Veterans, in any combination
RESTRICTIONS
No unit in this Formation may take a Dedicated Transport or begin the battle embarked in a Transport.
SPECIAL RULES
Fight Like Demigods: Add 1 to the Weapon Skill and Ballistic Skill characteristics of all models in this Formation.

The Primarch’s Chosen: While a unit from this Formation is within 3" of Roboute Guilliman, he can make Look Out, Sir rolls as if he was part of that unit.

Wrathful Crusade

RESTRICTIONS
All units from Codex: Space Marines must be drawn from the Black Templars Chapter.
SPECIAL RULES
 • Crusader

Collective Fanaticism: If the Wrathful Crusade contains the maximum number of units, then all units in this Formation gain the Zealot special rule.

Unbridled Fury: All units in the Wrathful Crusade can re-roll failed charge rolls. In addition, if you roll a 10 or more when determining the charge distance of a unit from the Wrathful Crusade, all models in that unit have the Furious Charge special rule for that turn.

Bladewing Assault Brotherhood

FORMATION
 • 1 Captain or Chaplain1
 • 1-3 Vanguard Veteran Squads
 • 2-4 Assault Squads
RESTRICTIONS
All models must be equipped with jump packs. This Formation may include no more than 30 models.

1 Shadow Captain Shrike may be taken in place of the Captain or Chaplain.
SPECIAL RULES
On Wings of Fire: Once per game, in your Movement phase, you can declare that this Formation will disengage. Each unit from this Formation that is on the battlefield is removed from play, even if it is locked in close combat, and placed into Ongoing Reserve.

Thunderhawk Assault: If any units from this Formation are in Reserve or Ongoing Reserve, they will arrive at the same time if you need to make Reserve Rolls, make a single roll for all units from this Formation. When the Formation arrives from Reserve, draw a straight line from a point on any table edge to a point on the opposite table edge. Each unit from this Formation must attempt to Deep Strike onto a point on this line, and can re-roll the scatter dice when Deep Striking.

Pinion Battle Demi-company

FORMATION
 • 1 Captain or Chaplain1
 • 0-1 Command Squad
 • 3 Tactical Squads
 • 1 Assault Squad
 • 1 Devastator Squad
 • 1-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
SPECIAL RULES
Scout Support: During the Shooting phase, each Scout Sergeant or Scout Veteran Sergeant from this Formation can spot for another unit from this Formation within 9". Weapons carried by the unit being spotted for gain the Ignores Cover special rule until the end of the phase.

Wayfinders: Each Scout Squad or Scout Bike Squad in this Formation that is kept in Reserve can lead another unit from this Formation to the battlefield. That unit must also be kept in Reserve, but cannot be placed in Deep Strike Reserve. When making Reserve Rolls, do not roll for the unit being led; instead, it will arrive at the same time as the unit that is leading it. If the Scout Squad or Scout Bike Squad Outflanks, the unit it is leading will arrive from the same table edge, even if it cannot normally Outflank. When the units move onto the battlefield, the unit being led has the Stealth special rule until the start of its next turn as long as it is within 9" of the unit leading it.

Raptor Wing

FORMATION
 • 1 unit of Land Speeders
 • 2 Stormtalon Gunships
RESTRICTIONS
None.
SPECIAL RULES
Incoming Support: If the Stormtalon Gunships from this Formation are in Reserve at the start of the controlling player’s second turn, they arrive automatically.

Priority Target Received: Once per turn, in your Shooting phase, a Land Speeder from this Formation can nominate an enemy unit within 18" and in line of sight. That unit is designated as a priority target until it is destroyed or until a Land Speeder from this Formation designates another priority target in a later turn. Stormtalon Gunships from this Formation can re-roll failed To Wound and Armour Penetration rolls when firing at a priority target they can also choose to re-roll glancing hits in an attempt to instead get a penetrating hit.

Ravenhawk Assault Group

SPECIAL RULES
Targeted Strike: When the first unit from this Formation is deployed or arrives from Reserve, nominate a unit in the enemy army to be the Assault Group’s target. Units from this Formation re-roll failed To Hit rolls against that unit for the duration of the battle.

Vertical Insertion: The Stormraven Gunship from this Formation has the Deep Strike special rule. If it arrives from Deep Strike, it must Hover on the turn it arrives.

Shadow Force

FORMATION
 • 1 Captain1
 • 1 Sternguard Veteran Squad
 • 1 Vanguard Veteran Squad
 • 1 unit of Land Speeders
SPECIAL RULES
 • Acute Senses
 • Move Through Cover

 • Scout


Swift Redeployment: Non-vehicle units in this Formation can re-roll the dice when determining their Run moves, and vehicle units in this Formation can move an additional 6" when moving Flat Out.

Shadowstrike Kill Team

FORMATION
 • 2-4 Scout Squads
 • 1-3 Vanguard Veteran Squads
RESTRICTIONS
All Vanguard Veteran Squads in this Formation must be equipped with jump packs.
SPECIAL RULES
...On Target: Vanguard Veteran Squads from this Formation can charge on the turn they arrive from Deep Strike. In addition, they do not scatter when arriving from Deep Strike if the first model is placed within 9" of at least two Scout Squads from this Formation.

On Time...: Instead of rolling to see whether a unit of Vanguard Veterans from this Formation arrives from Reserve, you can choose whether to pass or fail that roll.

Skyhammer Orbital Strike Force

FORMATION
 • 3 Tactical Squads
 • 1-3 units of Land Speeders
RESTRICTIONS
Each Tactical Squad must take a Drop Pod as a Dedicated Transport
SPECIAL RULES
Dropsite Clearance: At the start of your first turn, before any Drop Pods arrive using the Drop Pod Assault special rule, pick a point on the battlefield to mark the centre of this Formation’s dropsite. Units from this Formation re-roll To Hit and To Wound rolls of 1 against enemy units within 12" of that point, and Drop Pods from this Formation that arrive from Deep Strike Reserve within 12" of that point only scatter D6" rather than 2D6".

Shock Assault: Tactical Squads from this Formation can Run and then shoot on the same turn they disembark from their Drop Pods.

Firespear Strike Force

RESTRICTIONS
None.
SPECIAL RULES
Sustained Fire: At the start of your Movement phase, pick one unit from the Firespear Strike Force is within 12" of its Captain. The unit that you pick can immediately shoot at though it were the Shooting phase, but it annot then move (or charge) for the rest of your turn. This unit can shoot again in the Shooting phase (but it cannot Run).

Hunting Force

FORMATION
 • 1 Captain1
 • 0-1 Chaplain1
 • 0-1 Command Squad
 • 2-5 Bike Squads
 • 1-3 Attack Bike Squads
 • 1-3 Scout Bike Squads
RESTRICTIONS
All models must be equipped with a Space Marine bike

1 Kor’sarro Khan may be taken in place of the Captain or Chaplain. He must be equipped with Moondrakkan.
SPECIAL RULES
The Hunters’ Prey: After deployment is complete, pick an HQ unit in the enemy army to be this Formation’s primary target, then two other units to be the Formation's secondary and tertiary targets. The primary target is the Formation’s prey at the start of the game; once that unit is completely destroyed, the secondary target becomes the Formation’s prey, and so on. When attacking their prey, units from this Formation re-roll failed To Hit and To Wound rolls. In addition, if a unit from this Formation charges their prey, they have the Furious Charge special rule until the end of the phase.

Thunderous Assault: Models from this Formation that make Hammer of Wrath attacks make two hits instead of one if there are at least five models in their unit.

Speartip Strike

FORMATION
 • 1-3 units of Land Speeders
 • 2 units chosen in any combination from the following list:
  - Bike Squad
  - Attack Bike Squad
  - Scout Bike Squad
RESTRICTIONS
None.
SPECIAL RULES
Strategic Spearhead: At the start of your Shooting phase, you can choose either to enact Focussed Suppression or attempt to provoke the enemy with Harassing Fire.

Focussed Suppression: Pick an enemy unit to suppress. If at least two units from this Formation shoot at that unit, it must take a Pinning test at the end of the phase. When it takes this test, subtract 2 from its Leadership for each additional unit from this Formation (after the first two) that shot at it during the phase.

Harassing Fire: Any unit that suffers one or more unsaved Wounds from a unit that is part of this Formation must take a Leadership test at the end of the phase. If the unit fails the test, it can choose to Go to Ground immediately. If the unit does not Go to Ground, and had not already Gone to Ground, it is Provoked. A Provoked unit must move as far as possible towards the nearest unit from this Formation in its next Movement phase.

Stormbringer Squadron

FORMATION
 • 1-3 units of Land Speeders
 • 1-3 Scout Squads
RESTRICTIONS
Each Scout Squad must take a Land Speeder Storm as a Dedicated Transport
SPECIAL RULES
Locate and Secure: Scout Squads from this Formation (but not their Land Speeder Storms) have the Objective Secured special rule. A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.

Outrider Support: Land Speeder Storms from this Formation receive a +1 bonus to any Jink saves if they are within 6" of a Land Speeder from this Formation.

Rapid Deployment: Scout Squads from this Formation can disembark from their Land Speeder Storm after it has moved, so long as it has not moved more than 12".

Stormlance Battle Demi-company

FORMATION
 • 1 Captain or Chaplain1
 • 0-1 Command Squad
 • 3 Tactical Squads
 • 1 Devastator Squad
 • 1 unit chosen from the following list: Assault Squad, Bike Squad, Attack Bike Squad, Land Speeders
RESTRICTIONS
Any non-vehicle units from this Formation that are not equipped with jump packs or Space Marine bikes must start the game embarked on a Rhino or Razorback.

1 Captain Sicarius, Chaplain Cassius, Kor’sarro Khan, Vulkan He’stan. Shadow Captain Shrike, Pedro Kantor, High Marshal Helbrecht or Chaplain Grimaldus may be taken in place of the Captain or Chaplain.
SPECIAL RULES
Clear and Sweep: Units from this Formation can re-roll failed To Hit rolls in the Shooting phase when targeting an enemy unit that is controlling an Objective Marker.

Mobile Firebase: Units from this Formation equipped with Space Marine bikes or jump packs can move 2D6" immediately after they shoot in the Shooting phase. Other units from this Formation can move D6" immediately after they shoot in the Shooting phase, and may embark on their Dedicated Transport if all their models end this move within 2" of one of its Access Points, even if they disembarked in the same turn. Units that move after shooting cannot charge in the subsequent Assault phase.

Apocalypse Formations


1st Company Veterans

APOCALYPSE FORMATION
 • 1 Terminator Captain or Captain Lysander
 • 1 Chaplain
 • 1 Command Squad
 • 3 Venerable Dreadnoughts
 • 10 units, in any combination, chosen from the following:
  - Terminator Squad
  - Terminator Assault Squad
  - Vanguard Veteran Squad
  - Sternguard Veteran Squad
RESTRICTIONS
The formation must contain 100 models chosen from Terminator, Terminator Assault, Sternguard Veteran and/ or Vanguard Veteran Squads. The Command Squad must include the Company Standard. If Lysander is the Captain of the formation, the rest of the formation must be Imperial Fists as well.
TYPE
 • Battle Formation

SPECIAL RULES
 • Counter-attack
 • Deep Strike

 • Fear

 • Preferred Enemy


Comrades-in-Arms: If an enemy unit declares a charge against a unit from the formation, then any unengaged non-vehicle units from this formation within 12" of the charging unit's target can choose to fire Overwatch, as if they were also targets of the charge (though they can still only fire Overwatch once per phase).

Seize and Control: All units in the formation within 12" of a Strategic Objective have the Stubborn special rule.

Strike Cruiser: The player with this formation has an additional Orbital Strike Strategic Asset.

Centurion Siegebreaker Cohort

APOCALYPSE FORMATION
 • 2+ Centurion Assault Squads
 • 1+ Ironclad Dreadnoughts
RESTRICTIONS
All Centurion Sergeants in the formation must be equipped with omniscopes.
TYPE
 • Battle Formation

SPECIAL RULES
Demolition Specialists: As long as at least one Centurion Sergeant from this formation is still alive, all Centurion Assault Squads in this formation re-roll failed Armour Penetration rolls against buildings (both with shooting attacks and in close combat), and can choose to re-roll glancing hits in an attempt to instead get a penetrating hit – but the second result must be kept.

Seismic Devastation: If a building suffers a Partial Collapse, Structural Collapse, Total Collapse, or Detonation! result on the Building Damage table from the close combat attacks of any unit in this formation, any unit occupying the building suffers an additional D6 Strength 6 AP`-` hits with the Ignores Cover special rule.

Imperial Fists Titanhammer Squad

APOCALYPSE FORMATION
 • 1 Captain Lysander
 • 3+ Terminator Assault Squads
RESTRICTIONS
All Terminators must have thunder hammers and storm shields.
TYPE
 • Battle Formation

SPECIAL RULES
Targeted Teleportation: All units in a Titanhammer Squad begin the game in Strategic Reserve. When they become available, they must deploy by Deep Strike. Any that choose to deploy within 12" of an enemy Super-heavy vehicle (except Super-heavy Flyers), Gargantuan Creature or Grounded Flying Gargantuan Creature will not scatter.

Vortex Grenade Strike: Captain Lysander has the Vortex Grenade Strategic Asset. This is in addition to the normal allocation of Strategic Assets available to the owning player's side.

Librarius

APOCALYPSE FORMATION
 • 5 Space Marine Librarians or
 • 5 Space Wolves Rune Priests
RESTRICTIONS
None.
Designer’s Note: The following special character Psykers can be selected in place of one of the formation’s Librarians or Rune Priests: Chief Librarian Tigurius, Mephiston, Ezekiel or Njal Stormcaller. However, all units in the formation must belong to the same Chapter of Space Marines.
PSYCHIC CHOIR POWER
Warp Charge: 4
The Librarius creates a globe of coruscating psychic energy that tears apart the molecular bonds of anything it touches.
Force Vortex is a witchfire power with the following profile:

Range S AP Type
24" D 1 Heavy 1, Large Blast, Vortex

Masters of the Chapter

APOCALYPSE FORMATION
 • 1 Chapter Master1
 • 0-1 Honour Guard Squad
 • 4-10 Captains2
RESTRICTIONS
All units in this formation must belong to the same Chapter of Space Marines.

1 The following special characters may be selected in place of the formation's Chapter Master: Marneus Calgar, Commander Dante, Azrael, High Marshal Helbrecht, Chapter Master Gabriel Seth, Pedro Kantor.
2 As they are Space Marine Captains (or of equivalent rank), the following special characters can be selected in place of one of the formation’s Captains: Captain Sicarius, Shadow Captain Shrike, Sammael, Vulkan He’stan, Captain Lysander, Kor’sarro Khan, Belial, Captain Tycho. Note that all units in the formation must belong to the same Chapter of Space Marines.
TYPE
 • High Command

SPECIAL RULES
Chapter Assets: A Masters of the Chapter formation may select three additional Strategic Assets in the first scheduled break rather than only one.

Their Finest Hours (Masters of the Chapter): If the Chapter Master uses the Finest Hour or Sons of the Primarch special rules, all Captains in the formation receive a 3 + invulnerable save until the start of their next turn.

Predator Assassin Squadron

APOCALYPSE FORMATION
 • 3-5 Predators
RESTRICTIONS
None.
TYPE
 • Armoured Spearhead

SPECIAL RULES
Killshot: If a Predator from this formation is equipped with two lascannons and a twin-linked lascannon, and all three of its lascannons hit the Assassin Squadron's nominated target (see the squadron's Target Acquired special rule) in the same Shooting phase, you may either choose to resolve those hits as normal, or resolve those hits as a single 'killshot' that has Strength D and AP2.

Target Acquired: Each Assassin Squadron must nominate a single enemy unit after deployment. The Predators in the Assassin Squadron may not fire at any other target until the nominated target is destroyed. If a Predator in this formation is within 6" of another Predator in the same formation when it makes a shooting attack at the nominated target, it may re-roll failed To Hit rolls that turn.

Scout Company

APOCALYPSE FORMATION
 • 1 Captain
 • 10 Scout Squads
RESTRICTIONS
All Scout Squads must have 10 models. The Captain may not take a Command Squad, or be given Terminator Armour.
TYPE
 • Battle Formation

SPECIAL RULES
Disruption Attacks: Units from this formation may charge on the same turn that they enter play from Strategic Reserve.

Fortified Positions: All buildings in the deployment zone of the Scout Company's side have been fortified, increasing the cover save they provide by 1.

Lead by Example: The Captain of a Scout Company has the Infiltrate, Move Through Cover and Scout special rules.

Space Marine Company

APOCALYPSE FORMATION
 • 1 Captain1
 • 1 Chaplain
 • 1 Command Squad
 • 3 Dreadnoughts (any type and in any combination)
 • 10 Space Marine squads
RESTRICTIONS
The formation can represent either a Battle Company or a Reserve Company. A Battle Company must have six Tactical Squads, two Assault Squads and two Devastator Squads. A Reserve Company must have 10 Squads of the same type (i.e. all Tactical, all Assault, or all Devastator). All Space Marine squads must have 10 models. The Command Squad must include the Company Standard.

1 As they are Space Marine Captains (or of equivalent rank), the following special characters can be selected in place of the formation’s Captain as part of a Space Marine Company: Captain Sicarius, Shadow Captain Shrike, Vulkan He’stan, Kor’sarro Khan, Captain Tycho. Note that all units in the formation must belong to the same Chapter of Space Marines.
TYPE
 • Battle Formation

SPECIAL RULES
 • Counter-attack

Comrades-in-Arms: If an enemy unit declares a charge against a unit from the formation, then any unengaged non-vehicle units from this formation within 12" of the charging unit's target can choose to fire Overwatch, as if they were also targets of the charge (though they can still only fire Overwatch once per phase).

Seize and Control: All units in the formation within 12" of a Strategic Objective have the Stubborn special rule.

Strike Cruiser: The player with this formation has an additional Orbital Strike Strategic Asset.