Fulguris Task Force: The 11th-Edition Space Marines Speeder Detachment
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.
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.
Fulguris Task Force is one of only three genuinely new Space Marines detachments in Warhammer 40,000 11th edition (launched June 2026). It costs just 1 Detachment Point, which makes it a natural support package to bolt onto a larger core detachment, or the backbone of a dedicated mono-Speeder mobility list.
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.
What the Fulguris Task Force detachment rule does
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.
Stratagems and when to use them
The officially confirmed signature stratagem is Reactive Evasion: on your opponent's turn, when an enemy gets close, an unengaged Speeder makes a short reactive move β sliding out of a charge, off a screen, or back into cover. Use it to deny charges and keep your skimmers alive after they have alpha-struck; hit-and-run only works if the units survive to run.
The faction pack includes further stratagems beyond this one. Community trackers list additional escape and detection tricks, but their exact wording is not yet confirmed from an official source, so check the current pack rather than committing to specific numbers.
Enhancements worth taking
The confirmed standout enhancement is Bellicose Weapon Spirits, which lets the bearer re-roll its Damage rolls and its random number-of-Attacks rolls. Put it on a Speeder carrying random-shot or random-damage weapons β a multi-melta Speeder or a Storm Speeder Thunderstrike β where smoothing those dice swings turns a feast-or-famine gun into a reliable one.
The pack offers more enhancements; some appear on trackers (for example an Ignores-Cover option that is excellent against objective-campers in cover) but are not yet officially confirmed, so treat those as provisional.
Key units
- Land Speeder (the new Armageddon-box kit) β the signature unit: fast, FLY, strong firepower for its cost, and a duck-back-after-shooting profile that the detachment's mobility amplifies.
- Storm Speeder Thunderstrike β anti-vehicle/anti-monster; the free ingress move lines up melta and heavy shots turn one, and Bellicose Weapon Spirits steadies its damage.
- Storm Speeder Hammerstrike β dedicated tank-hunter that loves getting side/rear angles immediately.
- Storm Speeder Hailstrike β anti-infantry output that reliably clears objective-holders.
When to take Fulguris Task Force
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.
Common questions
How much does Fulguris Task Force cost in Detachment Points?
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.
Is Fulguris Task Force new in 11th edition?
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.
What is the Fulguris Task Force detachment rule?
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.
What's the best enhancement in Fulguris Task Force?
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.
- Warhammer 40k 11th edition starter guide (Wargamer) Β· 2026-07-02
- Download new Space Marine Faction Packs today (Warhammer Community) Β· 2026-06-08
- Space Marine Detachment Points list (Wargamer) Β· 2026-06-09
- 40k brings back an iconic Space Marine army rule for 11th edition (Wargamer) Β· 2026-06-05
- 11th Edition Faction Pack Review: Space Marines (Tabletop Battles) Β· 2026-06-05
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.