Skystrike
Land Speeders and the Storm Speeder Hailstrike, Hammerstrike and Thunderstrike all gain the SPEEDER keyword, and in your first Movement phase your Speeder units can make an ingress move.
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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.
Land Speeders and the Storm Speeder Hailstrike, Hammerstrike and Thunderstrike all gain the SPEEDER keyword, and in your first Movement phase your Speeder units can make an ingress move.
1 CP. When a Speeder unit shoots, pick an enemy unit within 24 inches; that enemy has 6 inches more detection range until your unit has shot.
1 CP. When an enemy ends a move within 8 inches of an unengaged Speeder, that Speeder makes a Normal move of up to D3+3 inches.
1 CP. Place an unengaged Speeder unit into Strategic Reserves so it can redeploy later.
The bearer re-rolls its Damage rolls and the rolls that set a weapon's number of Attacks. Speeder unit only.
The unit's ranged attacks gain Ignores Cover. Speeder unit only.
How to play the new 1-DP Fulguris Task Force β turn-one anti-grav redeploys, hit-and-run Speeder firepower, and when to bolt it onto a bigger detachment.
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.
Fulguris Task Force is one of only three genuinely new Space Marines detachments in (launched June 2026). It costs just , which makes it a natural support package to bolt onto a larger core detachment, or the backbone of a dedicated mono-Speeder mobility list.
The signature unit: fast, FLY, strong firepower for its cost, and a duck-back-after-shooting profile.
Anti-vehicle/anti-monster; the free ingress move lines up heavy shots turn one.
See the box: price and offersDedicated tank-hunter that loves getting side/rear angles immediately.
See the box: price and offersAnti-infantry output that reliably clears objective-holders.
See the box: price and offersBest as a cheap support bolted onto a 2-DP armour core.
Adds a fast Speeder wing to a slower gunline.
This is SprueSentry strategy commentary, not official rules. The officially previewed pieces are confirmed below; a few stratagem and enhancement details currently only appear on community trackers, so always confirm the specifics against the current free Space Marines Faction Pack before a game.
The detachment rule (previewed as Skystrike) gives your Land Speeders and Storm Speeders β Hailstrike, Hammerstrike and Thunderstrike β a shared Speeder identity and, crucially, a bonus reposition move in your first Movement phase. That turn-one "ingress" burst lets fast, heavily-armed skimmers appear in firing angles your opponent never screened for: side and rear shots on tanks, or heavy guns onto a backfield objective. It sits in the pack's Disruption role for a reason β the whole point is to be somewhere inconvenient on turn one.
Fulguris has exactly three stratagems, all 1 CP, and they map neatly onto a hit-and-run loop.
The loop is: alpha-strike, evade with Reactive Evasion, and when a Speeder is finally cornered, surge it out and bring it back somewhere more useful.
Fulguris has exactly two enhancements, and both go on a Speeder rather than a character.
With only two options, the choice is genuinely about the target: Bellicose for a big variable gun, Raptorial for volume fire into entrenched infantry.
At 1 DP it is rarely your whole army β its best use is as a cheap support detachment bolted onto a 2-DP core (an Ironstorm armour list, an Anvil gunline) at a 2,000-point game, adding a fast, disruptive Speeder wing to a slower list. Take it when you lack turn-one pressure or a way to threaten backfield objectives, and it shines into slow gunlines and cover-camping armies.
Sample gameplan: deploy the Speeders, use the turn-one ingress to jump into firing positions, alpha-strike priority targets (meltas into vehicles, output into objective-holders), then on the opponent's turn use Reactive Evasion to slide unengaged Speeders back out of threat range. Trade efficiently and grind objectives with repeated hit-and-run.
1 DP. That makes it one of the cheapest Space Marines detachments β ideal as a support package bolted onto a 2-DP core detachment at a 2,000-point (3 DP) game, rather than as a standalone army.
Yes. It is one of only three genuinely new Space Marines detachments in 11th edition, alongside Subversion Assets and the reworked 1-DP Librarius Conclave.
Its rule gives your Land Speeders and Storm Speeders a bonus reposition move in your first Movement phase β a turn-one redeploy that puts fast, heavily-armed skimmers into firing angles the opponent didn't screen against.
The confirmed standout is Bellicose Weapon Spirits, which re-rolls Damage and random-Attacks rolls. It's best on a Speeder with random-shot or random-damage weapons, like a multi-melta Speeder or Storm Speeder Thunderstrike.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.