Close-range Eradication
Every Adeptus Astartes ranged weapon in your army gains the Assault ability, and attacks made against a target within 12 inches add 1 to their Strength.
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This is SprueSentry strategy commentary, not official rules. Rules read from the current 11th-edition faction rules and cross-checked between independent mirrors. Confirm the specifics and points against the free Space Marines Faction Pack before a game.
Every Adeptus Astartes ranged weapon in your army gains the Assault ability, and attacks made against a target within 12 inches add 1 to their Strength.
2 CP. Torrent weapons in the selected unit gain Devastating Wounds until the end of the phase.
1 CP. A unit that disembarked this turn adds 1 to Hit rolls against the closest eligible target within 12 inches, and destroying models forces a Battle-shock test.
1 CP. An Infantry unit adds 1 to Wound rolls against the closest eligible target within 6 inches.
1 CP. When a Transport is targeted, an embarked unit disembarks and shoots the attacking unit.
1 CP. An Infantry unit within 6 inches of an empty Transport can embark within it.
1 CP. Worsen the Armour Penetration of attacks against the unit by 1.
25 points. Add 3 to the Strength of the bearer's melee weapons. Infantry model only.
20 points. Subtract 1 from the Damage of attacks allocated to the bearer, and cap Melta or Torrent attacks at 1 Damage.
15 points. Once per turn, change a Hit roll or saving throw in the bearer's unit to an unmodified 6.
10 points. The bearer's unit can ignore modifiers to characteristics and rolls, saving-throw modifiers aside. Tacticus model only.
The flamer Battleline unit, and the reason Immolation Protocols exists.
The delivery system that half the stratagem suite assumes.
A natural passenger that benefits from the Strength bonus and then charges.
See the box: price and offersMulti-melta output that climbs a Strength bracket against vehicles up close.
See the box: price and offersTorrent flamestorm gauntlets plus Gravis durability at 12 inches.
At 2 DP it leaves 1 DP for a fast Speeder support.
Adds covert scoring behind an aggressive close-range core.
How to play Firestorm Assault Force in 11th edition β the 2-DP Assault-and-transports detachment, its inside-12-inch Strength bonus, flamer stratagems, and the Rhino-rush 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.
Firestorm Assault Force is the Space Marines get-close-and-burn-it detachment: a 2-Detachment-Point package that makes your whole army mobile shooters and rewards you for fighting at knife range. It reflects Warhammer 40,000 11th edition (launched June 2026).
This is SprueSentry strategy commentary, not official rules. The detachment rule, all six stratagems and all four enhancements below were read from the current 11th-edition faction rules and cross-checked between two independent rules mirrors, which agreed exactly. Points can still move on a dataslate, so confirm in the Warhammer 40,000 app or the free Space Marines Faction Pack before a game.
Firestorm's rule does two things at once, army-wide. First, every Adeptus Astartes ranged weapon gains Assault, so any unit can Advance and still shoot. Second, attacks against a target within 12" get +1 Strength.
That Strength step is bigger than it looks because it changes wound brackets. Bolt weapons at S4 become S5, which wounds Toughness 5 Marine-equivalents on 4s instead of 5s. Melta and plasma climb a bracket against heavy targets. Combined with Assault, the rule pushes you to sprint into the 12" band and stay there, rather than trading at long range where the bonus does nothing.
Half of the suite is about transports, and one is about flamers:
Take Firestorm when your collection is infantry plus transports and you would rather push up the board than hold a firing line. Compared to Anvil Siege Force, which pays you for standing still, Firestorm pays you for the opposite; compared to Gladius, it is more focused and cheaper in DP. It is generally seen as a strong but demanding detachment rather than a top-table default, because a good half of its stratagems require you to be embarking, disembarking, or carrying Torrent weapons. Build for it and it rewards you; ignore that and half the suite is dead text.
At 2 DP it leaves 1 DP spare in a 2,000-point game, so it pairs neatly with a 1-DP support like Fulguris Task Force or Subversion Assets.
Sample gameplan: load Infernus and Assault Intercessors into Rhinos or Impulsors and drive at the midfield turn one. Turn two, disembark inside 12", spend Onslaught of Fire for accuracy and Immolation Protocols on your flamer block, and let the army-wide +1 Strength do the rest. Protect the transports with Armour of Contempt, punish anyone who shoots them with Burning Vengeance, and use Rapid Embarkation to pull a mauled squad back into cover after it has done its job.
2 DP. At a 2,000-point (3 DP) game that leaves 1 DP for a support detachment such as Fulguris Task Force, Subversion Assets or Librarius Conclave.
Close-range Eradication. Every Adeptus Astartes ranged weapon in your army gains the Assault ability, and attacks made against a target within 12 inches add 1 to their Strength. It makes the whole army mobile shooters that hit harder up close.
Immolation Protocols, at 2 CP, which gives a unit's Torrent weapons Devastating Wounds. On a squad with several flamers it is the detachment's highest-damage turn, which is why Infernus Squads and Aggressors are close to mandatory.
Effectively yes. Three of its six stratagems key off embarking or disembarking, and the rule wants you inside 12 inches, so Rhinos, Impulsors and Repulsors are how you get there without being shot off the board first.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.