Adaptive Defence
Every Adeptus Astartes model whose unit is within a terrain feature re-rolls Hit rolls of 1 and Wound rolls of 1. A unit is ENTRENCHED if it is within terrain, was not set up this turn, and moved no more than 3 inches.
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This is SprueSentry strategy commentary, not official rules. The detachment rule, stratagems and enhancements below were checked against the official Space Marines Faction Pack v1.2, legal for matched play from the 26 August 2026 balance update, and any points against Munitorum Field Manual v1.3. Points move with balance updates, so confirm the current values in the Warhammer 40,000 app before a game.
Every Adeptus Astartes model whose unit is within a terrain feature re-rolls Hit rolls of 1 and Wound rolls of 1. A unit is ENTRENCHED if it is within terrain, was not set up this turn, and moved no more than 3 inches.
1 CP. Grant the unit Sustained Hits 1 or Lethal Hits, or both if it is Entrenched.
2 CP. An Infantry or Mounted unit re-rolls Wound rolls against Character, Monster or Vehicle targets.
1 CP. A reactive Normal move of up to D6 inches, re-rollable if the unit is Entrenched.
1 CP. Destroyed models roll a D6, with +1 if Entrenched, and stay in play to fight on a 4+ before being removed.
1 CP. A unit in Engagement Range of an enemy gains +1 Objective Control until your next Command phase.
How to play Ceramite Sentinels in 11th edition β the 3-DP army-wide re-roll detachment, the ENTRENCHED keyword, and why holding ruins is the whole gameplan.
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.
Ceramite Sentinels is the Space Marines hold the ruins detachment: a 3-Detachment-Point package that hands your entire army a damage buff simply for standing inside terrain. It reflects (launched June 2026).
1 CP. Worsen the Armour Penetration of attacks against the unit by 1.
15 points. The bearer's ranged weapons gain Ignores Cover.
25 points. After deployment, redeploy up to three units, optionally into Strategic Reserves.
25 points. On the bearer's first destruction, roll a D6 and on a 2+ set it back up with full wounds. Gravis model only.
20 points. After Falling Back, the bearer's unit can still perform an Action, or shoot and charge.
High-AP plasma that turns the army-wide re-rolls into consistent damage from a ruin.
See the box: price and offersDurable bodies that hold terrain and need do nothing else to earn the rule.
Gravis durability and attack volume, and the natural home for Honour Indefatigable.
Slow, heavily armed, and unbothered by a detachment that pays you not to move.
Anti-tank that pairs with Priority Strike against enemy armour.
See the box: price and offersThis is SprueSentry strategy commentary, not official rules. Rules below were checked against the official Space Marines Faction Pack v1.2, legal for matched play from the 26 August 2026 balance update, and points against the Munitorum Field Manual v1.3. Points move with balance updates, so confirm the current values in the Warhammer 40,000 app before a game.
Adaptive Defence gives every Adeptus Astartes model whose unit is within a terrain feature a re-roll of Hit rolls of 1 and Wound rolls of 1. That is it. No Oath target restriction, no once-per-battle limit, no keyword tax.
The reason it is costed at a full 3 DP is that it is close to unconditional on a normal tournament board. Terrain is everywhere, and you want to be in it anyway for cover, so in practice the detachment is a permanent, army-wide accuracy and consistency boost that stacks on top of Oath of Moment rather than competing with it.
The rule also defines a second state, ENTRENCHED: a unit is Entrenched if it is within terrain, was not set up this turn, and moved no more than 3". Several stratagems get an upgraded effect while Entrenched, which is what pulls you toward a slow, positional game rather than a mobile one.
Take Ceramite Sentinels when you want a strong, low-effort army-wide buff and you are happy to play a positional game around terrain. It is the most forgiving of the 3-DP detachments to pilot, because the core rule needs no timing decisions at all, and unlike Anvil Siege Force it does not switch off the moment you move β you only lose the Entrenched upgrades, not the re-rolls.
The cost is real, though. At 3 DP it consumes your whole budget at 2,000 points, so you cannot bolt on a 1-DP support the way a 2-DP core can. You are trading the combining-detachments toolbox for a rule that is simply always on.
Avoid it if your plan is a fast board-wide assault, or if you are playing on a sparse table where terrain is scarce, since both the rule and the Entrenched upgrades assume you are standing in something.
Sample gameplan: deploy your gun units inside separate terrain features with overlapping fire onto the midfield, and use Defensive Mastery to fix any bad matchups after seeing the opponent's deployment. Stay put so units are Entrenched, and each turn spend Augmented Targeting on your main gun for both Sustained and Lethal Hits. Save Priority Strike for enemy vehicles and characters, Unyielding Might to take a contested objective, and Evasive Repositioning only to pull a unit out of a genuinely lethal shot.
3 DP. That is the full budget of a 2,000-point Strike Force game, so like Gladius Task Force and Stormlance Task Force it cannot be paired with a 1-DP support detachment.
Adaptive Defence. Every Adeptus Astartes model whose unit is within a terrain feature re-rolls Hit rolls of 1 and Wound rolls of 1. It also defines the ENTRENCHED keyword for a unit in terrain that was not set up this turn and moved no more than 3 inches.
It is a state, not a bonus by itself. A unit is Entrenched if it is in terrain, was not set up that turn, and moved no more than 3 inches. Several stratagems upgrade while Entrenched: Augmented Targeting grants both Sustained Hits 1 and Lethal Hits, Evasive Repositioning becomes re-rollable, and Stand to the End gets +1 on its roll.
They solve different problems. Anvil pays you specifically for Remaining Stationary and switches off the turn you move; Ceramite Sentinels pays you for being in terrain, which is easier to satisfy and does not vanish when you reposition. Anvil costs 2 DP and leaves room for a support detachment, though, while Ceramite Sentinels takes all 3.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.