Rain of Ruin
Friendly Havocs and Obliterators units' ranged attacks have Heavy. That is the whole rule, which is why this is a 1-DP detachment rather than a core.
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This is SprueSentry strategy commentary, not official rules. The detachment rule, stratagems and enhancements below are read from the printed pages of the free Chaos Space Marines Faction Pack version 1.2, legal for matched play from 26 August 2026, checked on 27 August 2026. Detachment Point costs and enhancement points are not in the Faction Pack; they were read from the official Munitorum Field Manual on 27 August 2026 and are reprinted here as a planning aid. Points move with every update, so confirm them in the Warhammer 40,000 app before a game.
Friendly Havocs and Obliterators units' ranged attacks have Heavy. That is the whole rule, which is why this is a 1-DP detachment rather than a core.
1CP. When a friendly Havocs or Obliterators unit is selected to shoot, if that unit uses the Dark Pacts ability its ranged attacks have both Lethal Hits and Sustained Hits 1 rather than the one the pact normally grants.
1CP. When an enemy unit ends a move within 8" of a friendly unengaged Havocs unit, that Havocs unit can make a normal move of up to D3+3", which is how a stationary gunline re-establishes its firing lines without giving up Heavy.
1CP. When an enemy unit targets a friendly Havocs or Obliterators unit, attacks against it with a Strength greater than its Toughness have -1 to wound rolls.
Warpsmith model only. When this unit is selected to shoot, select one enemy unit within 24": that enemy has +6" detection range until this unit has shot.
Warpsmith model only. The unit can re-roll Leadership rolls when it uses Dark Pacts, and in your Shooting phase, if it used Dark Pacts and those attacks destroyed an enemy model, it heals 3 wounds.
One of only two datasheets the detachment rule names, and the sole target of Snare of Fire.
See the box: price and offersThe other named datasheet, and the pack rewrote their Warp Rift Firepower ability to grant Indirect Fire once per battle. No current catalog kit matched this datasheet, so no box is linked.
Both enhancements are Warpsmith only, so without one the detachment has no enhancement at all.
See the box: price and offersScreening bodies to keep chargers off a gunline that wants to stand still all game.
See the box: price and offersLine-of-sight blocking and a mobile screen for a static firebase; the pack also gave it the Frame keyword.
See the box: price and offersRain of Ruin only pays off if the Havocs are still alive next turn. Iron Fortitude subtracts 1 from Wound rolls for high-Strength ranged attacks, which is the profile most anti-Havoc firepower has.
Focus of Hatred gives the gunline re-rolls against a nominated target, and Let the Galaxy Burn adds Ignores Cover on the turn it matters.
How to play Devotees of Destruction in 11th edition β the 1-DP support detachment that gives Havocs and Obliterators the Heavy ability, and the cheapest real upgrade in the faction.
BySprue Sentry
ReviewedAug 28, 2026
SourceFaction Pack: Chaos Space Marines v1.2 (official GW PDF, legal from 26 August 2026)
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Devotees of Destruction is the Chaos Space Marines heavy weapon package: a 1-Detachment-Point detachment with a one-line rule that meaningfully improves the two units it names. It reflects Warhammer 40,000 11th edition (Chaos Space Marines Faction Pack v1.2, legal for matched play from 26 August 2026), which prints its full rules.
This is SprueSentry strategy commentary, not official rules. The rule, three stratagems and two enhancements below are read from the pack's own printed pages, checked on 27 August 2026. Its DP cost and enhancement points come from the official Munitorum Field Manual, and the Warhammer 40,000 app is the final word as points updates land.
Friendly Havocs and Obliterators units' ranged attacks have [HEAVY].
That is the entire rule, which is exactly why it costs 1 DP rather than 2 or 3. It is also why it is worth taking: Heavy rewards a unit for remaining stationary, and Havocs and Obliterators are the two datasheets in the faction that were already going to stand still.
The consequence for list-building is simple and worth stating. Two units, two keywords, no conditions. You do not have to mark anything, pact with anything, hold an objective or wait for a phase. If your collection contains a Havocs squad and a unit of Obliterators, this detachment improves them from the moment the game starts.
The consequence for gameplay is that it makes a real decision out of moving. A Havocs squad that repositions gives up the whole detachment rule for that turn, which is what the Snare of Fire stratagem exists to soften.
Three, all 1CP, and all three are aimed at the same two units.
Ruination's Bounty is the one to plan a turn around: taking both pact abilities at once on a heavy weapons squad is a large amount of output for a single command point.
Both are Warpsmith model only, which is unusually narrow and means a Warpsmith is effectively mandatory if you want an enhancement at all.
Pact of Destruction is the more useful of the two in most lists, because it directly de-risks the pact that Ruination's Bounty requires.
(Points come from the Munitorum Field Manual and move with updates; confirm in the app.)
Take it as the default 1-DP splash on almost any 2-DP core, provided your collection contains Havocs or Obliterators. It is the cheapest genuinely useful upgrade in the faction: no setup, no conditions, and it makes two units you probably already field noticeably better.
Be clear-eyed about the limits. It is two datasheets. If you own neither, the detachment does absolutely nothing, and even the stratagems and enhancements are locked to Havocs, Obliterators and Warpsmiths. It is a package, not a theme.
Two pairing notes are worth spelling out. Renegade Warband removes Dark Pacts army-wide, which does not stop Rain of Ruin but does make Ruination's Bounty unusable, so the pairing is worth less than it looks. And a Warpstrike Champions core will keep picking your Obliterators up and putting them into Reserves, which is at odds with a rule that rewards standing still, so pick one plan or the other for that unit.
Sample gameplan: deploy Havocs and Obliterators on a firing position with a screen in front and a Rhino blocking the angle you cannot cover. Do not move them. Pact for either ability and spend Ruination's Bounty on the turn the enemy's key unit is in range, with Pact of Destruction on a nearby Warpsmith so the Leadership roll is re-rollable. Hold Undying Hatred for the return fire and Snare of Fire for the moment something fast tries to charge the Havocs.
1 DP, so at a 2,000-point game it leaves 2 DP for a core detachment. DP costs are not printed in the Faction Pack; the official Munitorum Field Manual lists it at 1 DP, and the Warhammer 40,000 app is the final word as points updates land.
Rain of Ruin, and it is one line: friendly Havocs and Obliterators units' ranged attacks have Heavy. Heavy rewards a unit for remaining stationary, which is how those two datasheets want to play anyway.
Yes, and it is still the cheapest useful splash in the faction, but you should know what you are buying. Two of the three stratagems name Havocs or Obliterators, and Snare of Fire names Havocs alone, so a Havocs-only list uses the whole detachment except the Obliterators half of two effects.
Partly. The Rain of Ruin rule still works, because Heavy does not depend on Dark Pacts. But Renegade Warband removes the Dark Pacts ability army-wide, and the Ruination's Bounty stratagem only does anything if the unit uses Dark Pacts, so you lose the detachment's biggest damage spike.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.