Adeptus Astartes: Space Marines

Space Marines Tactical Summary as of 10-26-16

There is not much to say, that you don’t already know about the Space Marines. The Space Marines are the poster boys of Games Workshop, though I imagine the original designers would rather have had some fantasy army with the mantle. As it is, the sales of the Space Marine model line is equivalent to the entire Age of Sigmar model line. If you think in those terms, it is no wonder Games Workshop continues to go to the Space Marine well to drive sales. When you drill down, Space Marines are actually a cool concept having aged very well; though it is maybe the name, Space Marine, itself that still gets in the way of many taking them seriously.

The Space Marine codexes throughout the ages has never been terrible, Games Workshop has always done a good job of making some combination playable. Today, Space Marines are very competitive, having certain combinations above all others, like Battle-Company with free transports. The high number of Detachments and Formations gives too many options for players deciding on a Space Marine army. Not to mention, if you go into the shit ton of rules for each faction within a faction. On a fluff level the variety is amazing and narratives are easily forgeable.

The Space Marine model range is pretty (plastic) complete, with most units getting periodic updates to sculpts to sell more units. It isn’t any coincidence grav-weapons are now the featured item getting you buying newer versions of still good older models. Then you have units like Centurions and Space Marine Bikers (Relentless) showcase the over-powered nature of grav weapons. Powerful Formations like Skyhammer means Devastators and Assault Space Marines always have a place. Classically, tanks are out of favor, they have not kept up with the rule wise. Games Workshop continues minor tweaks, but this still hasn’t been able to convince players to bring out units like Predators or Land Raiders to the board. As mentioned before, Space Marines have too many options, which keeps players from actually experimenting, leaving them with the obvious powered choices to fall back on.

Below you find all the quick reference material you need to build an competitive or fluffy Space Marines army.

As of 03-21-2017 Space Marines Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment
  • Sternhammer Strike Force
  • Fist of Medusa Strike Force
  • Talon Strike Force
  • Flameblade Strike Force
  • Gladius Strike Force
  • Armoured Might
  • Scarblade Strike Force
  • Castellans of the Imperium Detachment
  • Victrix Strike Force Detachment

(See tabs for details)

Combined Arms Detachment

Force Organization

Compulsory: 1 HQ, 2 Troops

Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification

Restrictions: All units chosen must have the same Faction (or have no Faction).

Command Benefits:

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

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Allied Detachment

Compulsory: 1 HQ, 1 Troop

Optional: 1 Troop, 1 Elite, 1 FA, 1 HS

Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).

Command Benefits:

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Air Superiority Detachment

Force Organization

Compulsory: 1 Flyer Wing

Optional: 2 Flyer Wings

Restrictions: All Units must have the same Faction.

Command Benefits:

Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.

Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.

Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.

Source: Supplement: Death from the Skies

Sternhammer Strike Force Detachment

Force Organization

Core 1-2: 1-2 Battle Demi-Company Formation, Centurion Siegehammer Cohort Formation

Command 0-3: Strike Force Command is 1 of the following: – Captain Lysander – Terminator Captain – Captain – Chaplain, 0-1 Honour Guard, 0-1 Command Squad, Reclusium Command Squad Formation, Libarius Conclave Formation

Auxiliary 1+: Armoured Task Force Formation, 1st Company Task Force Formation, 10th Company Task Force, Storm Wing Formation, Anti-Air Defense Formation, Supression Force Formation, Land Raider Spearhead Formation, Strike Force Ultra Formation, Skyhammer Orbital Strike Force Formation, Skyhammer Annihilation Force Formation, Raptor Wing Formation, 1 Devastator Squad, 1 Centurion Assault Squad or Centurion Devastator Squad, 1 unit of Vindicators, 1 unit of Thunderfire Cannons, 1 unit of Ironclad Dreadnoughts or Contemptor Dreadnoughts 

Restrictions: This Detachment must include at least one Core choice and one Auxiliary choice. It may include any number of additional Core choices. It may also include one Command choice and up to ten Auxiliary choices per Core choice taken. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the Imperial Fists Chapter.

Command Benefits:

Dorn’s Legacy: If this Detachment is your Primary Detachment, all models in it have the Stubborn special rule while your Warlord is alive.

Superior Bolter Drill: Models in this Detachment with the Bolter Drill special rule re-roll all failed To Hit rolls made for bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons that are firing as boltguns, instead of only re-rolling To Hit Rolls of 1. This rule also applies to models firing hellfire, kraken, vengeance or dragonfire rounds.

Demolition Expertise: Models in this Detachment add 1 to any armour penetration rolls they make against buildings.

Source: Supplement: Angels of Death

Fist of Medusa Strike Force Detachment

Force Organization

Core 1-2: Stormlance Battle Demi-Company Formation, Armoured Task Force Formation, Battle Demi-Company Formation

Command 0-3: Strike Force Command is 1 of the following: Terminator Captain – Captain – Chaplain, 0-1 Honour Guard, 0-1 Command Squad, Reclusium Command Squad Formation, Libarius Conclave Formation

Auxiliary 1+: 1st Company Task Force Formation, 10th Company Task Force, Storm Wing Formation, Anti-Air Defense Formation, Suppression Force Formation, Centurion Siegebreaker Cohort Formation, Land Raider Spearhead Formation, Strike Force Ultra Formation, Skyhammer Orbital Strike Force Formation, Skyhammer Annihilation Force Formation, Raptor Wing Formation, 1 unit of Ironclad Dreadnoughts or Contemptor Dreadnoughts, 1 Tactical Squad and 1 unit chosen from the following: – Dreadnoughts – Venerable Dreadnoughts – Ironclad Dreadnoughts – Contemptor Dreadnoughts.

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 be drawn from the Iron Hands Chapter.

Command Benefits:

Logical Commander: If this Detachment is your Primary Detachment, your Warlord has two Warlord Traits instead of one. This extra Warlord Trait must be generated from either the Tactical or Strategic Traits table (see Warhammer 40,000: The Rules). If you roll twice on the same table, re-roll duplicate results. Reject the Flesh,

Embrace the Machine: Models in this Detachment add 1 to any Feel No Pain rolls they make whilst they are within 12? of any Independent Character from the same Detachment.

Roused Machine Spirits: Vehicles in a Fist of Medusa Strike Force have the Power of the Machine Spirit special rule whilst within 12? of, or whilst carrying, any Independent Character from this Detachment.

Source: Supplement: Angels of Death

Talon Strike Force Detachment

Force Organization

Core: 1-2 Battle Demi-Company, Pinion Battle Demi-Company

Command: 0-2 Strike Force Command, Reclusium Command Squad,

Auxiliary: 1+ 1st Company Task Force Formation, 10th Company Task Force Formation, Shadowstrike Kill Team Formation, Raptor Wing Formation, Skyhammer Orbital Strike Force Formation, Bladewing Assault Brotherhood Formation, Ravenhawk Assault Group Formation, Anti-Air Defense Force Formation, Storm Wing Formation, Suppression Force Formation.

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. All units in the Detachment must be drawn from the Raven Guard.

Command Benefits:

Extensive Planning: If your Warlord is part of this Detachment, you can choose to re-roll the result on the Mission Table, re-roll the result when rolling for a Random Deployment Zone, and re-roll your dice when rolling off to see who deploys first.

Know When To Strike: If any units from this Detachment start the game in Reserve, you can choose to make a Reserve Roll for any of them at the start of your first turn. If the roll is a 4 or more, the unit arrives this turn; otherwise it remains in Reserve and is rolled for normally.

Know When To Fade: You can always choose to fail Morale Checks for units from this Detachment.

Source: War Zone Damocles – Kauyon

Talon Strike Force Detachment

Force Organization

Core 1-2: Stormlance Battle Demi-Company Formation, Battle Demi-Company Formation

Command 0-3: Strike Force Command is 1 of the following: – Vulcan He’stan – Terminator Captain – Captain – Chaplain, 0-1 Honour Guard, 0-1 Command Squad, Reclusium Command Squad Formation, Libarius Conclave Formation

Auxiliary 1+: Armoured Task Force Formation, 1st Company Task Force Formation, 10th Company Task Force, Storm Wing Formation, Anti-Air Defense Formation, Suppression Force Formation, Centurion Siegebreaker Cohort Formation, Land Raider Spearhead Formation, Strike Force Ultra Formation, Raptor Wing Formation, Stormbringer Squadron Formation, Ravenhawk Assault Group Formation, 1 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 be drawn from the Salamanders Chapter.

Command Benefits:

Vulkan’s Teachings: If this Detachment is your Primary Detachment, your Warlord has two Warlord Traits instead of one. This extra Warlord Trait must be generated from the Personal Traits table (see Warhammer 40,000: The Rules). If you roll twice on this table, re-roll duplicate results.

Scorched Earth: Add 1 to the Strength of all flamer weapons (as defined in Warhammer 40,000: The Rules), used by Salamanders models in this Detachment.

Not One Step Back: If a unit from this Detachment remains stationary in its Movement phase, it has the Fearless special rule until the start of its next movement phase.

Source: Supplement: Angels of Death

Talon Strike Force Detachment

Force Organization

Core 1-2: Stormlance Battle Demi-Company Formation, Battle Demi-Company Formation

Command 0-3: Strike Force Command is 1 of the following: – Vulcan He’stan – Terminator Captain – Captain – Chaplain, 0-1 Honour Guard, 0-1 Command Squad, Reclusium Command Squad Formation, Libarius Conclave Formation

Auxiliary 1+: Armoured Task Force Formation, 1st Company Task Force Formation, 10th Company Task Force, Storm Wing Formation, Anti-Air Defense Formation, Suppression Force Formation, Centurion Siegebreaker Cohort Formation, Land Raider Spearhead Formation, Strike Force Ultra Formation, Raptor Wing Formation, Stormbringer Squadron Formation, Ravenhawk Assault Group Formation, 1 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 be drawn from the Salamanders Chapter.

Command Benefits:

Vulkan’s Teachings: If this Detachment is your Primary Detachment, your Warlord has two Warlord Traits instead of one. This extra Warlord Trait must be generated from the Personal Traits table (see Warhammer 40,000: The Rules). If you roll twice on this table, re-roll duplicate results.

Scorched Earth: Add 1 to the Strength of all flamer weapons (as defined in Warhammer 40,000: The Rules), used by Salamanders models in this Detachment.

Not One Step Back: If a unit from this Detachment remains stationary in its Movement phase, it has the Fearless special rule until the start of its next movement phase.

Source: Supplement: Angels of Death

Gladius Strike Force Detachment

Compulsory: 1-2 Battle Demi-Company

Optional: 0-3 Strike Force Command (1 Pedro Kantor, High Marshal Helbrecht, Marneus Calgar, Captain, or Chaplain, 0-1 Honour Guard, 0-1 Command Squad, 0-1 Emperor’s Champion), Reclusiam Command Squad Formation, Libarius Conclave Formation. 1+ Armoured Task Force Formation, 1st Company Task Force Formation, Anti-Air Defense Force Formation, 10th Company Task Force Formation, Storm Wing Formation, Suppression Force, Centurion Siegebreaker Cohort Formation, Land Raider Spearhead Formation.

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. 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).

Source: Codex: Space Marine

Armoured Might Detachment

Force Organization

Core 1-2: Armoured Task Force Formation. Land Raider Spearhead Formation

Command 0-2:  Masters of the Armoury 1 of the following: – Sergeant Chronus – Space Marine HQ Command Tanks – 1 Predator – 1 Vindicator – 1 Land Raider, Land Raider Redeemer, – Land Raider Crusader or Keepers of the Forge 1 Techmarine, 1 Rhino or Razorback

Auxiliary 1+: Suppression Force Formation, Anti-Air Defense Force Formation, Raptor Wing Formation, Storm Wing Formation, Mechanized Infantry 1 of the following: – Tactical Squad – Assault Squad – Devastator Squad – Scout Squad – Terminator Squad – Terminator Assault Squad – Cataphractii Terminator Squad – Sternguard Veteran Squad – Vanguard Veteran Squad – Centurion Devastator Squad – Centurion Assault Squad, 1 Techmarine or Thunderfire Cannon, Recon Outriders 1 unit of Land Speeders, Honored Ancients 1 unit of Dreadnoughts, Ironclad Dreadnoughts, Venerable Dreadnoughts or Contemptor Dreadnoughts.

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:

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: 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.

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.

Source: Supplement: Angels of Death

Scarblade Strike Force Detachment

Force Organization

Core: 1-2 Battle Demi-Company, Stormlance Battle Demi-Company, or Hunting Force

Command: 0-3 Strike Force Command, Reclusium Command Squad, Libarius Conclave

Auxiliary: 1+ Stormbringer Squadron Formation, Speartip Strike Formation, 1st Company Task Force Formation, Strike Force Ultra Formation, Armour Task Force Formation, Anti-Air Defense Force Formation, 10th Company Task Force Formation, Storm Wing Formation, Suppression Force Formation, Land Raider Spearhead Formation.

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 be drawn from the White Scars Chapter.

Command Benefits:

Lightning Assault: Units from this Detachment can re-roll failed Initiative tests when attempting to leave combat using the Hit & Run special rule.

Ride the Wind: Vehicles from this Detachment that move Flat Out and Bikes from this Detachment that Turbo-boost move an additional D6?, or 2D6? if they are a Fast vehicle or Flyer.

Maximum Impact: If a unit from this Detachment successfully charges an enemy unit that is at least 8? away, it gains the Hammer of Wrath rule for the duration of the Assault phase. If it already has the Hammer of Wrath rule, it can re-roll failed Wound rolls when resolving Hammer of Wrath attacks.

Source: War Zone Damocles – Kauyon

Castellans of the Imperium Detachment

Force Organization

Compulsory: 2 HQ, 4 Troops

Optional: 0-2 HQ, 4+ Troops, 6 Elites, 6 FA, 6 HS, 3 Lord of War

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.

The Castellans of the Imperium 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.

  • Inquisitor Greyfax, Celestine, Terminator Captain,  Commissar,Commissar Yarrick, Company Command Squad, Enginseer (& Servitors), Knight Commander Pask, Lord Commissar, Ministorum Priest, Primaris Psyker, Tank Commander, Canoness, Ecclesiarchy Battle Conclave,Sororitas Command Squad, Uriah Jacobus, Inquisitor Coteaz, Inquisitor Karamazov, Ordo Hereticus Inquisitor, Ordo Malleus Inquisitor, Ordo Xenos Inquisitor, Militarum Tempestus Command Squad, Captain, Chaplain, Chaplain Grimaldus, The Emperor’s Champion, High Marshal Helbrecht, Librarian, Techmarine
  • Infantry Platoon, Veterans, Battle Sisters Squad,  Militarum Tempestus Scions, Crusader Squad, Scout Squad, Tactical Squad
  • Callidus Assassin, Culexus Assassin, Eversor Assassin, Vindicare Assassin, Cataphractii Terminator Squad, Bullgryns,  Militarum Tempestus Platoon, Ogryns, Ratlings, Wyrdvane Psykers,  Celestian Squad, Repentia Squad, Inquisitorial Henchmen Warband, Centurion Assault Squad, Command Squad, Dreadnoughts, Honour Guard, Ironclad Dreadnoughts,  Sternguard Veteran Squad, Terminator Squad, Terminator Assault Squad, Vanguard Veteran Squad, Venerable Dreadnoughts
  • Armoured Sentinel Squadron, Hellhound Squadron, Rough Riders,  Scout Sentinel Squadron, Vendetta Squadron, Valkyrie Squadron, Dominion Squad, Seraphim Squad, Stormhawk Interceptors, Taurox Prime, Assault Squad, Attack Bike Squad, Bike Squad, Drop Pod, Land Speeder Storm, Land Speeders, Razorback, Rhino, Scout Bike Squad, Stormtalon Gunship
  • Contemptor Dreadnought, Basilisk Battery, Deathstrike, Hydra Battery, Leman Russ Squadron, Manticore, Wyvern Battery, Exorcist, Penitent Engine, Retributor Squad, Centurion Devastator Squad,  Devastator Squad, Hunters,  Land Raider, Land Raider Crusader,  Land Raider Redeemer, Predators, Stalkers,  Stormraven Gunship, Thunderfire Cannons, Vindicators, Whirlwinds
  • Knight Crusader, Knight Errant, Knight Gallant, Knight Paladin, Knight Warden,  Baneblade, Banehammer, Banesword,  Doomhammer, Hellhammer, Shadowsword, Stormlord,  Stormsword

Command Benefits:

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.

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.

Source: Gathering Storm Fall of Cadia

Victrix Strike Force Detachment

Force Organization

Core: 1+ Battle Demi-Company or Strike Force Ultra

Command: 0-3 Strike Force Command, Reclusium Command Squad Formation, Libarius Conclave Formation

Auxiliary: 1+ Victrix Guard Formation, 1st Company Task Force Formation, Armour Task Force Formation, Anti-Air Defense Force Formation, 10th Company Task Force Formation, Storm Wing Formation, Suppression Force Formation, Land Raider Spearhead Formation, Centurion Siegebreaker Cohort

Restrictions: This Detachment must include at least one Core choice and one Auxiliary choice. It may include any number of additional Core choices, and up to three Command choices. It must also include between one and ten Auxiliary choices per Core choice taken. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the Ultramarines Chapter.

Command Benefits:

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Sons of Ultramar: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Ultramarine Warlord Traits.

Source: Gathering Storm III: Rise of the Primarch

As of 03-21-2016 Space Marines Unique Item groups are…

  • Chapter Relics
  • Gifts of the Gorgon
  • Relics of Chogoris
  • Relics of Ravenspire
  • Relics of Nocturne
  • Relics of Phalanx
  • Relics of Ultramar

(See tabs for details)

Only one of each Chapter Relics may be taken per army.

The Primarch’s Wrath 20 pts:

Range 24 inches, Str 4, AP 4 Type: Salvo 4/5, Master-Crafted, Shred

Standard of the Emperor Ascendant 60 pts:

A model equipped with the Standard of the Emperor Ascendant has the Fear special rule. In addition, friendly models drawn from the same Chapter as a model equipped with the Standard of the Emperor Ascendant have +1 Attack and the Fearless special rule whilst they are within 12? of that model.

Teeth of Terra 35 pts:

Range -. Str 2, AP, 3, Type: Melee, Concussive, Rampage, Specialist Weapon

The Shield Eternal 50 pts:

The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.

The Burning Blade 55 pts:

Range -, Str 3, AP2, Type: Melee, Blind, Incandescent = At the end of an Assault phase in which the bearer made one or more To Hit roll with the Burning Blade, roll a D6. On a roll of a 2+, nothing happens. On the roll of a 1, the bearer takes a Strength 4 AP2 hit.

The Armour Indomitus 60 pts:

The Armour Indomitus confers a 2+ Armour Save and a 6+ invulnerable save. Once per game, at the beginning of any phase, the wearer can choose to temporarily push the armour’s force field to its limit. For the duration of that phase, the Armour Indomitus confers a 2+ invulnerable save.

Units in an Iron Hands Detachment that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Gifts of the Gorgon list at the points cost shown instead. You can take items from both lists in the Detachment. Note that the Ironstone, the Gorgon’s Chain and the Tempered Helm do not replace one of the model’s weapons.

The Mindforge Stave 15 pts:

The Mindforge Stave can only be carried by a Librarian, and replaces his force weapon. Range -, Str x2, AP 2, Type: Force, Concussive, Melee, Unwieldy

Axe of Medusa 25 pts:

Range -, Str + 2, AP 2, Type: Melee, Master-crafted, Unwieldy, Severing Strike – Each time the bearer of the Axe of Medusa rolls a 6 To Hit, resolve that attack at +4 Strength instead. Any other hits are resolved at +2 Strength as normal.

The Ironstone 30 pts:

Friendly Clan Raukaan Tanks and Walkers within 6? of the bearer pass their It Will Not Die rolls on a 4+. If this roll is a 6, the Ironstone also repairs a Weapon Destroyed or Immobilised result that the vehicle suffered earlier in the battle (controlling player’s choice).

Betrayer’s Bane 25 pts:

Can be fired with either of the following profiles each time it fires. Boltgun Barrel Range 24 inches, Str 4, AP 5, Type: Rapid-Fire, Master-crafted. Melta Barrel Range 12 inches, Str 8, AP 1, Type: Assault 1, Master-crafted.

Gorgon’s Chain 45 pts:

The bearer of the Gorgon’s Chain has the following special rules, depending on how many unsaved Wounds he has suffered during the battle: Wounds Suffered – Special Rules, 0 Wounds suffered – The bearer has a 3+ invulnerable save, +1 to his Feel No Pain rolls and the Eternal Warrior special rule. 1 Wound suffered – The bearer has a 3+ invulnerable save and the Eternal Warrior special rule. 2 Wounds suffered – The bearer has a 3+ invulnerable save. 3 Wounds suffered – The bearer has a 4+ invulnerable save. Each time the bearer suffers an unsaved Wound or recovers a Wound as a result of the It Will Not Die special rule, the effects of the Gorgon’s Chain change immediately; you should roll the bearer’s saves individually.

The Tempered Helm 35 pts:

When taking Morale tests, all friendly units within 24? of the bearer can use his Leadership characteristic instead of their own. Furthermore, nominate a single friendly unit within 12? of the bearer at the start of each of his Shooting phases. That unit can re-roll all To Hit rolls of a 1 in that Shooting phase. Both of these rules can be used even if the bearer is embarked in a vehicle or building.

Units in White Scars Detachments that can take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Chogoris list at the points cost shown instead. You can take items from both lists in the Detachment. A single model in your army that may take items from the Space Marine Standards list may instead take the Banner of the Eagle. Note that the Banner of the Eagle, the Hunter’s Eye, the Mantle of the Stormseer and Wrath of the Heavens do not replace one of the model’s weapons

The Banner of the Eagle 20 pts:

May only be taken by a model that may take items from the Space Marine Standards list. Friendly White Scars units within 12″ of a model with the Banner of the Eagle have the Fleet and Furious Charge special rules.

The Glaive of Vengeance 30 pts:

Range S AP Type – +3/+1* 2/3* Melee, Master-crafted * The Glaive of Vengeance has two profiles for both Strength and AP. The first is used only on a turn in which the bearer charged; the second is used at all other times.

The Hunter’s Eye 20 pts:

A model equipped with the Hunter’s Eye adds one to his Ballistic Skill and all his ranged weapons have the Ignores Cover special rule. Whilst a model equipped with the Hunter’s Eye is part of a unit, all other ranged weapons carried by models in that unit also have the Ignores Cover special rule.

Mantle of the Stormseer 20 pts:

Librarian only. A model equipped with the Mantle of the Stormseer has the Adamantium Will special rule and knows the Psychic Maelstrompower from the Telekinesis discipline in addition to any others he knows. This is not considered when determining if he has Psychic Focus.

Scimitar of the Great Khan 25 pts:

Range S AP Type – +1 3 Melee, Warblessed,Master-crafted Warblessed: When a model carrying this weapon fights in a challenge, add 3 to its Weapon Skill.

Wrath of the Heavensis 25 pts: 

Wrath of the Heavensis is a Space Marine bike, and cannot be taken by models equipped with Terminator armour or a jump pack. When a model riding Wrath of the HeavensTurbo-boosts, it can move up to 18″ and pass over units and terrain as though it were a Jetbike

Units in a Raven Guard Detachment that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of the Ravenspire list at the points cost shown instead. You can take items from both lists in the Detachment. A single Scout Veteran Sergeant in your army may replace his boltgun with Nihilus. Note that the Armour of Shadows, the Raven Skull of Korvaad and Raven’s Fury do not replace one of the model’s weapons

The Armour of Shadows 35 pts:

The Armour of Shadows confers a 2+ Armour Save. A model equipped with the Armour of Shadows has the Stealth special rule, or the Shrouded special rule if it did not Move, Run or Charge in its previous turn.

Ex Tenebris 10 pts:

Range S AP Type 24″ 4 5 Assault 3, Rending,Precision Shots

Nihilus 15 pts:

Veteran Scout Sergeant only. Replaces the model’s boltgun. Range S AP Type 36″ X 3 Heavy 1, Sniper,Armourbane, Shadow-shot Shadow-shot: A model equipped with Nihilus can shoot at a different target to the rest of his unit. When fired at a vehicle, this weapon counts as Strength 6.

The Raven Skull of Korvaad 15 pts:

Add 1 to the Weapon Skill and Leadership of a model equipped with the Raven Skull of Korvaad. If the model is removed as a casualty, note its last position. For the rest of the battle, friendly Raven Guard models have the Hatred and Rage special rules while they are within 6″ of this position.

Raven’s Fury 15 pts:

Raven’s Fury is a jump pack. When a model equipped with Raven’s Fury makes Hammer of Wrath attacks, they are resolved at +2 Strength and have the Strikedown special rule.

Swiftstrike and Murder 35 pts:

Swiftstrike and Murder replace both a model’s bolt pistol and Melee weapon. Each can be used as a Melee weapon with the following profile: Range S AP Type – User 3 Melee, Flurry,Shred, Specialist Weapon Flurry: After a model attacking with this weapon has rolled to hit, it makes a number of bonus attacks equal to the number of hits that have been scored. Further hits do not cause further bonus attacks.

Units in a Salamanders Detachment that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Nocturne list at the points cost shown instead. You can take items from both lists in the Detachment. One model in your army that may take items from the Special Weapons list may instead take Nocturne’s Fury. Note that Vulkan’s Sigil, the Tome of Vel’cona and the Salamander’s Mantle do not replace one of the model’s weapons.

Drake-smiter 50 pts:

Range S AP Type – x2 2 Melee, Concussive, Master-crafted, Specialist Weapon, Unwieldy, Mighty Strike Mighty Strike: Instead of Attacking normally, the wielder of Drake-smiter can instead make a single mighty strike with it; this attack has all of Drake-smiter’s normal rules, but is resolved at Strength D.

Nocturne’s Fury 20 pts:

May only be taken by a model that may take items from the Special Weapons list. Replaces that model’s boltgun. Note that Nocturne’s Fury is a flamer weapon for the purposes of any special rules that interact with flamer weapons as described in Warhammer 40,000: The Rules. Each time the bearer fires Nocturne’s Fury they can choose to use either of the following profiles. Range S AP Type Earthfire Template 4 4 Assault 1 Drakefire Template 4 4 Heavy 1, Torrent

Salamander’s Mantle 30 pts:

The bearer of the Salamander’s Mantle has the Eternal Warrior special rule.

Tome of Vel’cona 25 pts:

Librarian only. A model equipped with the Tome of Vel’cona knows the Molten Beampower from the Pyromancy discipline in addition to any others he knows. This is not considered when determining if he has Psychic Focus. In addition, the bearer of the Tome of Vel’cona can add 1 to the Strength of all Pyromancy witchfire powers he uses.

Vulkan’s Sigil 30 pts:

Chaplain only. Once per game, at the start of any Fight sub-phase, the bearer of Vulkan’s Sigil can use its power. When he does so, he and all other Salamanders models in his unit make one extra Attack until the end of the current phase.

Wrath of Prometheus 10 pts:

Range S AP Type 30″ 5 4 Rapid Fire, Master-crafted, Rending

Units in Imperial Fists Detachments that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Phalanx list at the points cost shown instead. You can take items from both lists in the Detachment. A model in your army that may take items from the Space Marine Standards list may instead take the Banner of Staganda. Note that the Eye of Hypnoth, the Bones of Osrak and the Banner of Staganda do not replace one of the model’s weapons

Eye of Hypnoth 15 pts:

A model with the Eye of Hypnoth can use it in place of making a shooting attack. If he does, target an enemy unit or building within 18? (this does not count as choosing a target for his unit to shoot at). A unit targeted by the Eye of Hypnoth has its cover save reduced by 1 until the end of the phase (this is not cumulative with the similar bonus granted by an Auspex – see Codex: Space Marines). A building targeted by the Eye of Hypnoth instead has all of its Armour Values reduced by 1 (to a minimum of 1) until the end of the phase.

Angel of Sacrifice 10 pts:

The Angel of Sacrifice can only be taken by a Chaplain, and replaces the model’s crozius arcanum. Range -, Str +2, AP 4, Melee, Concussive, Only in Death – If the bearer of the Angel of Sacrifice loses his last Wound in the Assault phase, he is not removed as a casualty until after all close combat attacks have been resolved, and can thus still attack if he is slain either by Overwatch or by a close combat attack made at a higher Initiative step.

Bones of Osrak 25 pts:

The Bones of Osrak can only be taken by a Librarian. The bearer generates an additional Warp Charge point, and can re-roll failed Psychic tests.

Banner of Staganda 25 pts:

The Banner of Staganda can only be taken by a model that may take a Company Standard. The bearer has the Counter-Attack and Crusader special rules. In addition, friendly units within 12? of the bearer, and with the same Chapter Tactics, re-roll failed Morale checks and Pinning tests.

The Spartean 5 pts:

Range 12 inches, Str 4, AP 5, Pistol, Ignores Cover, Master-crafted

Units in Ultramarine Detachments that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Ultramar list at the points cost shown instead. You can take items from both lists in the Detachment. In addition, one unit of Honour Guard choose to take the Stanard of Macragge Inviolate at teh points cost shown instead of taking an item from the Space Marines Standards list. Only one of each of the following items may be chosen per army, and only may be chosen per model.

Tarentian Cloak 35 pts:

The bearer has the Eteneral Warrior and It Will Not Die special Rules.

Helm of Censure 30 pts:

The wearer of the Helm of Censure has the Preferred Enemy special rule. Against Chaos Space Marines he re-rolls all failed to Hit and To Wound rolls.

Sanctic Halo 15 pts:

Space Marine Captain only. The bearer of the Sanctic halo has the Adamantium Will and Feel no Pain spacial rules.

Soldier’s Blade 20 pts:

Range -, Str User, AP 2, Melee

The Standard of Macragge Inviolate 60 pts:

Friendly Ultramarine units within 12″ of the Bearer of this standard add 1 to their Leadership characteristic. In addition, the bearer and his unit have the +1 attack while the bearer is alive. Finally, roll a dice each time a friendly Ultramarine Infantry model is killed within 6″ of this standard, before removing the model as a casualty; on a 5+ that Space Marine can make an out of sequence shooting attacking if it is the Movement, Psychic or Shooting phase, or pile in and make its attacks if it is the Fight sub-phase at the normal Initiative step.

Vengeance of Ultramar 20 pts:

Range 24″, Str 1, AP 5, Assault 4, Poisoned 2+

As of 10-25-16

The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.

Battle Demi-company Formation

Battle Demi-company Formation

Requirements: 1 Captain or Chaplain, 0-1 Command Squad Unit, 3 Tactical Squad Units, 1 Assault Squad, Bike Squad, Attack Bike Squad, Land Speeder, or Centurion Assault Squad Unit, 1 Devastator Squad or Centurion Devastator Unit, 0-1 Dreadnought, Ironclad Dreadnought, or Venerable Dreadnought Unit.

Restrictions: None.

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.

Source: Codex: Space Marine

Anti-Air Defense Force Formation

Anti-Air Defense Force Formation

Requirements: 1 Hunter Unit, 1 Stalker Unit

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.

Source: Codex: Space Marine

1st Company Task Force Formation

1st Company Task Force Formation

Requirements: 3-5 units in any combination from the following choices; 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.

Source: Codex: Space Marine

10th Company Task Force Formation

10th Company Task Force Formation

Requirements: 3-5 units in any combination from the following choices; Scout Squads, 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.

Source: Codex: Space Marine

Centurion Siegebreaker Cohort Formation

Centurion Siegebreaker Cohort Formation

Requirements: 2-4 Centurion Assault Squads, 1 Ironclad Dreadnought Unit

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 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 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.

Source: Codex: Space Marine

Land Raider Spearhead Formation

Land Raider Spearhead Formation

Requirements: 3 units in any combination from the following choices; Land Raider, Land Raider Redeemer, Land Raider Crusader

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.

Source: Codex: Space Marine

Librarius Conclave Formation

Librarius Conclave Formation

Requirements: 3-5 units Librarians

Restrictions: None.

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?.

Source: Codex: Space Marine

Armoured Task Force Formation

Armoured Task Force Formation

Requirements: 1 Techmarine, 0-3 Thunderfire Cannons, 3-5 units in any combination from the following choices; 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.

Source: Codex: Space Marine

Suppression Force Formation

Suppression Force Formation

Requirements: 1 Whirlwind Unit, 1 Land Speeder Unit

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.

Source: Codex: Space Marine

Storm Wing Formation

Storm Wing Formation

Requirements: 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.

Source: Codex: Space Marine

Saint Tylus Battle Force Formation

Saint Tylus Battle Force Formation

Requirements: Chaplain Cassius, 1+ Tyranic War Veteran Squads, 0-6 Stormtalon Gunships

Restrictions: The Tyrannic War Veteran Squads may not take Drop Pods as Dedicated Transports.

Special Rules:

Aerial Superiority: The Stormtalon Gunships from this formation have the Infiltrate special rule. In addition, they do not have to deploy in Reserve (even though they are Flyers). If they deploy on the battlefield at the start of the game, then they start the battle in Hover mode.

Pummelled by Fire: If a Stormtalon Gunship from this formation hits an enemy unit in the Shooting phase, then for the remainder of that Shooting phase, all subsequent shooting attacks made against that unit by Tyrannic War Veteran Squads from this formation have the Ignores Cover special rule.

Source: Dataslate: Tyranic War Veterans

Reclusiam Command Squad Formation

Reclusiam Command Squad

Requirements: 1 Chaplain, 1 Command Squad, 1 Razorback

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.

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.

Source: Codex: Space Marine

1st Company Skyspear Assault Wing Formation

1st Company Skyspear Assault Wing Formation

Requirements: 1 Terminator Squad, 1 Terminator Assault Squad, 1 Venerable Dreadnought, 1 Stormraven Gunship

Restrictions: This Formation’s Venerable Dreadnought and Terminator Assault Squad deploy or arrive from Reserves embarked in the Formation’s Stormraven Gunship. The Terminator Squad must be composed of five models, and must be placed in Deep Strike Reserve. The Terminator Assault Squad must be composed of five models.

Special Rules:

Fury of the Storm: Units from this Formation have the Hammer of Wrath special rule on the turn that they disembark from this Formation’s Stormraven Gunship. Swift Deployment: This Formation’s Terminator Squad can Run and shoot on the turn it arrives by Deep Strike.

Source: Dataslate: Space Marines Strike Force Ultra

1st Company Hammerfall Assault Force Formation

1st Company Hammerfall Assault Force Formation

Requirements: 1 Terminator Captain, 1 Terminator Squad, 1 Terminator Assault Squad, 1 Landraider Crusader or Redeemer

Restrictions: This Formation’s Terminator Captain and Terminator Assault Squad deploy or arrive from Reserves embarked in the Formation’s Land Raider. The Terminator Squad must be composed of five models, and must be placed in Deep Strike Reserve. The Terminator Assault Squad must be composed of five models.

Special Rules:

Maximum Impact: Units from this Formation have the Hammer of Wrath special rule on any turn in which they disembark from this Formation’s Land Raider.

Swift Deployment: This Formation’s Terminator Squad can Run and shoot on the turn it arrives by Deep Strike.

Source: Dataslate: Space Marines Strike Force Ultra

Strike Force Ultra Formation

Strike Force Ultra Formation

Requirements: 1 Captain, 2 Terminator Units, 2 Terminator Assault Units, 1 Venerable Dreadnaught, 1 Stormraven Gunship, 1 Landraider 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.

Special Rules:

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.

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.

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.

Source: Codex: Space Marine

Skyhammer Annihilation Force Formation

Skyhammer Annihilation Force Formation

Requirements: 2 Assault Squad Units, 2 Devastator Squad Units

Restrictions: Each Devastator Squad must take a Drop Pod as a Dedicated Transport. Each Assault Squad must be equipped with Jump Packs.

Special Rules:

Shock Deployment: All units in the Skyhammer Annihilation Force 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 this Formation will arrive during the first or second turn. The entire Skyhammer Annihilation Force automatically arrives on the turn you chose. Ignore this Formation’s Drop Pods for the purposes of the Drop Pod Assault special rule. First the Fire, then the Blade: On the turn they arrive from Deep Strike reserve, the Devestator Squads in this Formation have the Relentless special rule and the Assault Squads can charge even though they arrived from Reserves that turn.

Suppressive Fusillade: A unit targeted by this Formation’s Devastator Squads 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 immediately Go to Ground. If the test is passed the enemy is unable to fire Overwatch for the rest of the turn. Leave No Survivors: Assault Squads in this Formation can use their Jump Packs in both the Movement phase and the Shooting phase. If an Assault Squad from this Formation charges a unit that has Gone to Ground as the result of Suppressive Fusillade special rule, that Assault Squad can re-roll failed to Hit and to Wound rolls in the ensuing Assault phase.

Source: Datasheet: Skyhammer Annihilation Force & Supplement – Angels of Death

Spear of Sicarius Formation

Spear of Sicarius Formation

Requirements: Captain Sicarius, 1 Chaplain, 1 Command Squad Unit, 6 Tactical Marine Units, 2 Devastator Squad Units, 2 Assault Squad Units, 2 Dreadnoughts

Restrictions: All Tactical, Devastator, Assault Squads must include 10 models. All units must be drawn from the Ultramarines Chapter and take a Drop Pod as a Dedicated Transport

Special Rules:

Stubborn Fiery Arrival: All units from this Formation must start the game embarked upon their Drop Pods. All Drop Pods in this Formation arrive from Deep Strike reserve at the start of the controlling player’s first turn. Drop Pods in this Formation do not count towards the total number of models that arrive as part of the Drop Pod Assault special rules. Once all all Drop Pods from this Formation have landed, each enemy unit within 3? any of them suffers D6 Strength 4 AP5 hits for each Drop Pod from this Formation within range.

Tip of Spear: On the turn that it disembarks from a Drop Pod, a unit from this Formation can fire twice in the ensuing Shooting phase (this can be against two different targets). If a unit from this Formation not to shoot twice on the turn it disembarks from its Drop Pod, and does not fire any Rapid Fire or Heavy Weapons it can charge in the Assault phase instead.

Source: Warhammer World Exclusive: Blood Oath

Ultramarines 1st Company Formation

Ultramarines 1st Company Formation

Requirements: 1 Captain , 1 Chaplain, 10 Units chosen in any combination from the following list: Terminator Squad, Terminator Assault Squad, Sternguard Veteran Squad, Vanguard Veteran Squad, 3 Venerable Dreadnoughts

Restrictions: All units must include 10 models. All units must be drawn from the Ultramarines Chapter.

Special Rules: Fear, Fearless.

Paragons of the Imperium: Friendly Units from the Armies of the Imperium within 6? of any units from this Formation have the Stubborn special rule.

Veteran Doctrine: When activating either the Devastator, Assault, or Tactical Doctrine as part of the Ultramarine Chapter Tactics, units from this Formation instead re-roll all failed to Hit rolls in the Shoot and Assault phases of those turns

Source: Warhammer World Exclusive: Blood Oath

Stormlance Battle Demi-company Formation

Stormlance Battle Demi-company Formation

Requirements: 1 Captain or Chaplain, 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.

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.

Source: War Zone Damocles – Kauyon

Hunting Force Formation

Hunting Force Formation

Requirements: 1 Captain, 0-1 Chaplain, 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.

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.

Source: War Zone Damocles – Kauyon

Stormbringer Squadron Formation

Stormbringer Squadron Formation

Requirements: 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?.

Source: War Zone Damocles – Kauyon

Speartip Strike Formation

Speartip Strike Formation

Requirements: 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.

Source: War Zone Damocles – Kauyon

Pinion Battle Demi-company Formation

Pinion Battle Demi-company Formation

Requirements: 1 Captain or Chaplain, 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

Restrictions: The Captain or Chaplain may not be equipped with Terminator armour.

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.

Source: War Zone Damocles – Kauyon

Shadowstrike Kill Team Formation

Shadowstrike Kill Team Formation

Requirements: 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 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.

…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.

Source: War Zone Damocles – Kauyon

Bladewing Assault Brotherhood Formation

Bladewing Assault Brotherhood Formation

Requirements: 1 Captain or Chaplain, 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.

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.

Source: War Zone Damocles – Kauyon

Skyhammer Orbital Strike Force Formation

Skyhammer Orbital Strike Force

Requirements: 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.

Source: War Zone Damocles – Kauyon

Ravenhawk Assault Group Formation

Ravenhawk Assault Group Formation

Requirements: 1 Sternguard Veteran Squad, 1 Dreadnought, Ironclad Dreadnought or Venerable Dreadnought, 1 Stormraven Gunship

Restrictions: None.

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.

Source: War Zone Damocles – Kauyon

Raptor Wing Formation

Raptor Wing Formation

Requirements: 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.

Source: War Zone Damocles – Kauyon & Supplement – Angels of Death

Shadow Force Formation

Shadow Force Formation

Requirements: 1 Captain, 1 Sternguard Veteran Squad, 1 Vanguard Veteran Squad, 1 unit of Land Speeder

Restrictions: The Captain may not be equipped with Terminator armour.

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.

Source: War Zone Damocles – Kauyon & Supplement – Angels of Death

Firespear Strike Force Formation

Firespear Strike Force Formation

Requirements: 1 Captain, 1 Tactical Squad, 1 Venerable Dreadnought

Restrictions: The Captain must be equipped in Terminator armour.

Special Rules:

Sustained Fire: At the start of the Movement phase, pick one unit in the Firespear Strike Force that is within in 12? of its Captain. The unit that you picked can immediately shoot as though it where the Shooting phase, but cannot then move (or charge) for the rest of the turn. This unit can shoot again in the Shooting phase (but cannot run)

Source: Start Collecting: Space Marines

Shadow Force Solaq Formation

Shadow Force Solaq Formation

Requirements: Shadow Captain Solaq, Sternguard Squad Amerex, Vanguard Squad Darvos, Land Speeder Darkwind

Restrictions: None.

Special Rules: Acute Senses, Move through Cover.

Swift Redeployment: All units in this Formation have the Scout special Rule. Furthermore, 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

Source: War Zone Damocles – Shadow Force Solaq

Strike Wing Formation

Strike Wing Formation

Requirements: 1 Flyer Wing consisting of 2 Stormhawk Interceptors and  2 Stormtalon Gunships

Restrictions: None.

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.

Source: Supplement: Death from the Skies

Wrathful Crusade Formation

Wrathful Crusade Formation

Requirements: Celestine, Inquisitor Greyfax , 1 Captain, 0-1 Sternguard Veteran Squad,  2-4 Crusader Squads, 1-2 Assault Squads, 1 Militarum Tempestus Platoon

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.

Source: Gathering Storm Fall of Cadia

Fallen Champions Formation
Fallen Champions Formation Requirements: Cypher, 1-3 Fallen Restrictions: None. Special Rules: Infiltrate.

Fallen Leader: Any unit from this Formation that is within 12″ of Cypher must use his Leadership characteristic instead of their own for any Leadership tests, and has the And They Shall Know No Fear special rule.

Source: Gathering Storm III: Rise of the Primarch

Triumvirate of the Primarch Formation

Triumvirate of the Primarch Formation

Requirements: Cypher, Grand Master Voldus, Roboute Gulliman

Restrictions: None.

Special Rules:

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

Inspiring Presence: Whilst Grand Master Voldus and Roubte Guilliman are on the battlefield, all friendly units with the Armies of the Imperium Faction have the Stubborn special rule.

Source: Gathering Storm III: Rise of the Primarch

Victrix Guard Formation

Victrix Guard Formation Formation

Requirements: Captain Sicarius, 1 Honour Guard unit, 4 Sternguard Veterans or Vanguard Veterans units 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.

Source: Gathering Storm III: Rise of the Primarch

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