Space Marines Β· detachment

1st Company Task Force: The 11th-Edition Space Marines Terminator Detachment

How to play 1st Company Task Force in 11th edition β€” the 2-DP elite Terminator and Veteran melee detachment, its once-per-game Oath wound re-rolls, and how to time the assault.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

1st Company Task Force is the Space Marines elite Terminator and Veteran melee detachment: a 2-Detachment-Point package for a resilient, hard-hitting infantry force that grinds objectives and wins combats. It reflects Warhammer 40,000 11th edition (launched June 2026).

This is SprueSentry strategy commentary, not official rules. The detachment rule and its headline stratagems/enhancements are well-sourced; a few effect details carry over from the previous codex and weren't independently confirmed for 11th edition, so confirm the specifics and points against the free Space Marines Faction Pack.

What the Extremis-Level Threat detachment rule does

Once per battle, in your Command phase, you activate Extremis-Level Threat. Until your next Command phase, your attacks against the Oath of Moment target may re-roll the Wound roll β€” on top of the standard Oath Hit re-roll. It lasts through the opponent's turn but fires only once per game, so it isn't an always-on buff: it's a single decisive window you plan your main assault around. The detachment's Terminator and Veteran payoff comes mostly through its stratagems and enhancements rather than the core rule itself.

Stratagems and when to use them

  • Legendary Fortitude (opponent's Charge phase) β€” a just-charged Terminator or Veteran unit reduces the Damage of every attack against it by 1 for the turn, blunting the alpha strike that usually punishes elite melee. This is the confirmed signature defensive play.
  • Heroes of the Chapter (your Shooting/Fight) β€” a Veteran unit gains +1 to Hit, and +1 to Wound if it's below half strength, rewarding you for fighting on with a depleted squad.
  • Orbital Teleportarium β€” teleport a Terminator unit to Reserves to redeploy via Deep Strike next turn, escaping a bad matchup or repositioning.
  • Duty and Honour β€” a Veteran unit keeps control of an objective even after moving off it, helping a thin elite army hold the board.

(Effect wording beyond Legendary Fortitude carries over from the prior codex; confirm in the pack.)

Enhancements worth taking

  • The Imperium's Sword β€” +1 melee Attack for the bearer, and once per battle you extend +1 Attack to the whole unit for a phase: a burst of extra swings on a Terminator brick at the decisive moment.
  • Iron Resolve (Terminator character) β€” Feel No Pain 5+ for the bearer, and once per battle extend that FNP 5+ to the whole unit after it's targeted. Superb defensive tech for your hammer unit.
  • Rites of War (Terminator character) β€” improved Objective Control, with a once-per-battle whole-unit boost to seize and hold points.

(Points weren't independently confirmed for 11th edition.)

Key units

  • Terminator Squad β€” the durable, deep-striking core; loves Iron Resolve and Orbital Teleportarium.
  • Assault Terminators (Thunder Hammer / Storm Shield) β€” the hardest-hitting melee brick and the ideal recipient of The Imperium's Sword plus the once-per-game Oath wound re-rolls.
  • Sternguard Veterans β€” elite ranged Veterans that spike with the Oath turn and Heroes of the Chapter.
  • Bladeguard / Vanguard Veterans β€” fast, durable melee Veterans; every stratagem keys off the Veteran and Terminator keywords.
  • Character in Terminator armour (Captain, Librarian in Terminator armour) β€” leads the brick and carries the enhancements.

When to pick 1st Company Task Force

Choose it when you want a thematic, resilient elite-infantry army built around Terminators and Veterans that grinds objectives and wins melee, rather than a mobile or shooting-skewed list. It's generally seen as a mid-tier, characterful pick rather than a top competitive one β€” largely because its detachment rule only fires once per game β€” but it's tough and satisfying to play. At 2 DP it pairs with a 1-DP support at 2,000 points.

Sample gameplan: deploy one or two Terminator or Assault Terminator bricks with a Terminator character carrying The Imperium's Sword or Iron Resolve, plus Sternguard for ranged support. Use Deep Strike and Orbital Teleportarium to place threats where they matter, then time Extremis-Level Threat for the turn you commit your main assault into the Oath target so Hit and Wound re-rolls delete a key enemy unit. Protect the incoming brick with Legendary Fortitude and bank points with Duty and Honour.

Common questions

How many Detachment Points is 1st Company Task Force?

2 DP. At a 2,000-point (3 DP) game that leaves 1 DP for a support detachment like Librarius Conclave or Fulguris Task Force.

What is the 1st Company Task Force detachment rule?

Extremis-Level Threat: once per battle, in your Command phase, you let your army re-roll Wound rolls against the Oath of Moment target (on top of the Oath Hit re-roll) until your next Command phase. It's a single once-per-game window, so time it with your main assault.

What's the best enhancement in 1st Company Task Force?

The Imperium's Sword or Iron Resolve, both on a Terminator character. The Imperium's Sword adds melee attacks (and a once-per-game whole-unit burst); Iron Resolve grants Feel No Pain 5+ with a once-per-game whole-unit extension.

Is 1st Company Task Force competitive?

It's usually rated a mid-tier, thematic detachment rather than a top competitive pick, mainly because its signature rule fires only once per game. It's durable and fun, built around Terminators and Veterans grinding objectives and winning melee.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.