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New 40k Space Marines Codex Detachments & Rules Revealed

new space marine detachments codex art and rules image

Get the full Space Marines Detachment rules breakdown from the 500 Worlds: Titus and see how they let Captain Titus cook in Warhammer 40k now! 

Ready to watch your Space Marines turn a normal game of Warhammer 40k into a full-on compliance exercise? The 500 Worlds: Titus rules just dropped three new Detachments, and they read like the Adeptus Astartes remembered they are the setting’s favorite problem-solvers.

One Detachment leans hard into launching your Marines from space directly onto the battlefield. You set the tempo, lock down lanes, and make your opponent play the mission through a wall of ceramite and bad decisions. Another one is all about movement tricks. You can advance or fall back and then act like normal, giving you wild movement shenanigans. The third feels built for pure objective play and really lets your Ultramarines heroes shine. 

Here are our thoughts on these new Warhammer 40k Space Marines Detachment rules!

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New Reclamation Force Space Marines Detachment

Updated on January 7th, 2026, by Rob Baer with the latest.

Captain Titus and The Wardens of UltramarIf you have ever looked at an objective marker and thought, “Yeah, I want that,” the Reclamation Force is your go-to. This detachment is built for Ultramarines who want to plant a flag, start a brawl, and somehow make every “fine, I’ll just Fall Back” plan feel like a personal insult.

Space Marines Detachment Rule: Oath of Reclamation

Reclamation Force DetachmentReclamation Force is basically “fight on the point, win on the point” with two stacked perks:

  • Melee gets mean on objectives: When an Adeptus Astartes model makes a melee attack that targets a unit within range of an objective marker, you improve that attack’s Armour Penetration by one.
  • Toughness check protection on your turf: When an attack targets one of your Adeptus Astartes units, if your unit is within range of an objective marker you controlled at the start of the phase, and the attack’s Strength is higher than your Toughness (or your unit has the TITUS keyword), the attacker takes -1 to the Wound roll.

Restriction: You can include Ultramarines units, but you cannot include Adeptus Astartes units from any other Chapter. So yes, this is a Guilliman fan club list, and it is proud of it.

Enhancements: Reclamation Force Space Marines Detachment

Reclamation Force Detachment EnhancementThese are the ones that actually change how your opponent has to play the table.

  • Seals of Reconquest: The bearer’s unit gets a 5+ invulnerable save. It is boring, it is efficient, and it makes your “I’m standing on this objective forever” plan way harder to dislodge.
  • Scroll of Proclamation: When the bearer’s unit declares a charge, if one or more targets are within range of an objective marker, you can re-roll the Charge roll. This is the difference between “I’ll probably make it” and “you’re definitely getting punched on your own point.”
  • Liberatum: If the bearer attacks an enemy unit that is within range of an objective marker, you can re-roll the Hit roll and re-roll the Wound roll. This turns one character into a reliable objective bully that stops your key turn from fizzling.

Reclamation Force Space Marines Detachment Stratagems

Reclamation Force StratagemThese Reclamation Force Space Marines Detachment stratagems keep you on the point, punish disengagement, and turn trades into pure misery.

  • Scions of Guilliman (1CP): Right after one of your units Falls Back, it can still shoot and declare a charge this turn. Your opponent tries to tag you to shut you down, and you reply with, “That was cute.”
  • Ultramarian Destiny (1CP): In your Movement phase, pick an objective you control that your unit is within range of. That objective stays under your control until your opponent’s control there is greater than yours at the end of a phase. It’s a sticky objective with a smug Ultramarines stamp on it.
  • Fight to the End (1CP): In the Fight phase, after an enemy picks targets, if your unit is targeted, each time one of your models dies, roll a D6. On a 4+, it is not removed until after it fights. This is how you make “I charged your objective holder” turn into “why did half my unit die anyway?”

Orbital Assault Force Space Marines Detachment

multi-part TerminatorThis new Space Marines detachment is for anyone who thinks the Movement phase is for cowards and would rather solve problems by arriving from orbit and immediately starting an argument at point-blank range. If you like Drop Pods, Deep Strike pressure, and “surprise, the game is happening over here now,” this is the one.

Orbital Assault Force Space Marines Detachment Rule: Rapid-Drop Deployment

Orbital Assault ForceAt the start of the Declare Battle Formations step, you pick a number of Adeptus Astartes units (excluding Titanic) to gain Deep Strike, based on battle size:

  • Incursion: 2 units
  • Strike Force: 3 units
  • Onslaught: 4 units

Then you get the “welcome to the battlefield” accuracy buffs:

  • If a model was set up on the battlefield this turn, it can re-roll Wound rolls of 1.
  • If it disembarked from a Drop Pod this turn, it can also re-roll Hit rolls of 1.

So the detachment is basically saying, “Your arrival turn is not just dramatic, it is efficient.”

Enhancements: Orbital Assault Force Space Marines Detachment

Orbital Assault Force EnhancementsThese new enhancements from the Orbital Assault Force Space Marines Detachment either fix the risky parts of the plan or let you cheat deployment.

  • Laurels of Thunder: Re-roll Charge rolls for the bearer’s unit in a turn in which it was set up on the battlefield. Deep Strike charges are the classic heartbreak moment, and this is the detachment handing you tissues and a crowbar.
  • Orbital Uplink Reliquary: After both players deploy, select up to three Adeptus Astartes units and redeploy them. You can even put them into Strategic Reserves, regardless of how many units are already there. This is how you win games before turn one by making your opponent’s deployment decisions retroactively wrong.
  • Dedicated Gunship (Terminator only): Once per battle, at the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range, you can remove it and put it into Strategic Reserves. Terminators that can punch, survive, and then just leave? Absolutely disgusting. In the best way.

Orbital Assault Force Space Marines Detachment: Stratagems

Orbital Assault Force StratagemsJust like the enhancements, these startagems for the Orbital Assault Force Space Marines Detachment focus on dropping out and hitting hard for damage, survival, and follow-up positioning.

  • Auto-sense Coordination (1CP): Shooting or Fight phase. Pick a unit not yet selected to shoot or fight. It gains Lethal Hits or Sustained Hits 1 until the end of the phase, with extra relevance when you are doing the Drop Pod and close-range thing. 
  • Blind Screen (1CP): Opponent’s Shooting phase, after they select targets. If your unit got targeted and you have a friendly Smoke Vehicle or Drop Pod within 9″, your unit gains Stealth, and you can also hand out the Benefit of Cover against that attack. It is the classic clapback protection you need after you land in the open like a maniac.
  • Shock Onslaught (1CP): Fight phase. When your unit makes a Pile-in or Consolidation, it can move up to 6″ instead of 3″. This is how you turn one clean charge into tagging a second unit, touching an objective, or just generally becoming a problem in more than one place.

Bastion Task Force Space Marines Detachment

assault intercessorsBastion Task Force is the Space Marine detachment for players who want their basic troops to matter again, and then want those basic troops to point at something and let their army take it off the field. It is Battleline-first combined arms, with a very smug scan-and-delete engine bolted on.

Bastion Task Force Space Marines Detachment Rule: Interlocking Tactics

Bastion DetachmentYour Adeptus Astartes Battleline units get a whole pile of freedom:

  • They can shoot and declare a charge in a turn where they advance or fall back.
  • They can start an Action in a turn where they Advanced or Fell Back.

Then comes the real engine:

  • Each time one of your Battleline units is selected to attack, after those attacks resolve, pick an enemy unit hit by one or more of those attacks. That enemy becomes an auspex scan until the end of the turn.
  • Each time an Adeptus Astartes model from your army attacks an auspex-scanned unit, you can re-roll a Hit roll of 1.

So Battleline units are not just bodies. They are also your targeting network.

Enhancements: Bastion Task Force Space Marines Detachment

Bastion Detachment EnhancementsThese either weaponize Battleline or make the detachment’s “Battleline matters” premise way easier to trigger.

  • Hero of the Chapter: While leading a unit, the bearer has the Battleline keyword. This is the “my character counts for the good stuff now” upgrade, and it is huge for unlocking the detachment’s toys where you want them.
  • Blades of Valour: Improve the AP by 1 for melee weapons equipped by the bearer and Battleline models in the bearer’s unit. Suddenly, your “objective babysitters” are trading like they actually meant it.
  • Bombast Omnivox: Each time your unit is targeted by a Stratagem, roll a D6 and add 1 if the unit has Battleline. On a 4+, you gain 1CP. It is not glamorous, but it is the kind of resource drip that wins the boring games that decide tournaments.

Stratagems: Bastion Task Force Space Marines Detachment

Bastion Task Force StratagemsThese are all about efficiency, control, and a durability button that keeps your network online.

  • Codex Discipline (1CP): Shooting or Fight phase. Your unit re-rolls Hit rolls of 1, and if the target is auspex scanned, you also re-roll Wound rolls of 1. This is the stratagem that turns “chip damage” into “why did that unit evaporate?”
  • Guided Disruption (1CP): After a Battleline unit attacks, if the enemy is auspex scanned and is not a Monster or Vehicle, it becomes pinned until your next turn, taking -2 Move and -2 to Charge rolls. This is how you stop the counterpunch and keep the game on your terms.
  • Angels Defiant (1CP): Opponent’s Shooting or Fight phase, after they select targets. Protect a Battleline unit, and when the enemy’s Strength is higher than your Toughness, they take -1 to the Wound roll. Your Battleline are the engine, so this is the “no, you do not get to turn it off” button.

Picking the Right Space Marines Detachment for Your Table

500 Worlds Titus collectors editionAt the end of the day, these new Space Marines detachments are basically three different flavors of Space Marine nonsense. Reclamation Force is for the “this objective is mine forever” crowd, Orbital Assault is for players who think arriving from orbit is a personality trait, and Bastion Task Force is for anyone who wants Battleline to actually feel like the backbone of the army again.

Pick the one that matches how you like to win games, then lean into it hard, because the real secret sauce here is getting stuck in. Now go make somebody regret standing on your objective marker!

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