Imperator Unleashed
In a turn a friendly Adeptus Astartes FLY INFANTRY unit made an ingress or charge move, that unit's attacks re-roll Hit rolls of 1, in both shooting and melee.
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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.
In a turn a friendly Adeptus Astartes FLY INFANTRY unit made an ingress or charge move, that unit's attacks re-roll Hit rolls of 1, in both shooting and melee.
1 CP. A Fly Infantry unit that made a charge move this turn adds 1 to the Strength of its melee attacks.
1 CP. An unengaged Fly Infantry unit that was eligible to fight makes a Normal move of up to D3+3 inches.
1 CP. A battle-shocked Adeptus Astartes unit stops being battle-shocked. Not restricted to Fly Infantry.
When the bearer's unit ends an ingress move, one enemy unit within 9 inches makes a battle-shock roll at -1. Fly Infantry model only.
A relic melee weapon with 4 Attacks, WS 2+, Strength 8, AP -2, Damage 3 and Cleave 2. Fly Infantry model only.
The archetypal Fly Infantry unit and the main beneficiary of the rule.
Arrives by ingress, so it takes the Hit re-roll without ever charging.
Hard-hitting Fly Infantry melee and a good home for Orksbane.
Leads the block and carries Avenging Angel or Orksbane.
Fly Infantry fire support that benefits from the shooting half of the rule after an ingress.
A static gunline that needs a fast element to reach objectives.
An infantry-led core that lacks a mobile threat.
How to play Vengeful Hosts in 11th edition β the 1-DP Armageddon campaign detachment for Fly Infantry, its ingress-and-charge re-rolls, three stratagems, and the Orksbane relic.
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.
Vengeful Hosts is a compact jump-pack detachment released as part of the Armageddon campaign material for Warhammer 40,000 11th edition (launched June 2026). At 1 Detachment Point it is a support package: a small, focused rules set for Fly Infantry that bolts onto a larger core detachment.
This is SprueSentry strategy commentary, not official rules. Unusually for a page like this, everything below comes from the official Games Workshop detachment PDF, so the rule, all three stratagems and both enhancements are confirmed rather than inferred. Points and availability can still change, so confirm in the Warhammer 40,000 app.
In a turn a friendly Adeptus Astartes FLY INFANTRY unit made an ingress or charge move, that unit's attacks re-roll Hit rolls of 1.
Three things are worth pulling out. First, it covers both shooting and melee, so a jump squad that charges gets the re-roll on its pistols as well as its chainswords. Second, ingress counts, not just charging, so a unit that arrives from reserve into a firing position is buffed even if it never reaches combat. Third, it is deliberately narrow: Fly Infantry only, which means jump-pack squads and nothing else. Your tanks, your Terminators and your ordinary Intercessors get nothing from it.
That narrowness is why it costs 1 DP and why it works as a support detachment rather than an army.
There are only three, and they all cost 1 CP:
Only two, both Fly Infantry only:
At 1 DP this is a support layer, not an army. Bolt it onto a 2-DP core when you already run a jump-pack element and want that element to be reliably better on the turns it commits. It is a natural partner for Anvil Siege Force or Bastion Task Force, where a static or infantry-led core needs a fast unit that can reach an objective the main line cannot.
Set expectations honestly: three stratagems and two enhancements is a small package, and the rule is a re-roll of 1s rather than a transformative ability. What it buys you for a single Detachment Point is consistency on your most swingy units β jump squads that either connect or waste a turn β plus a battle-shock removal button that quietly works for the rest of your army too.
Skip it if you own no jump-pack units, or if you want a full mobility army, in which case Stormlance Task Force at 3 DP is the real answer.
Sample gameplan: keep two Fly Infantry units in reserve. Ingress one onto the flank with a character carrying Avenging Angel to battle-shock the enemy holding an objective, then charge with the second and spend Meteoric Onslaught for +1 Strength. After the fight, use Purge by Sectors to slide the surviving squad onto the objective rather than leaving it standing in the open. Keep Know No Fear in hand for whichever unit in your core detachment gets battle-shocked at the worst moment.
1 DP, making it a cheap support detachment. At a 2,000-point (3 DP) game it pairs with a 2-DP core such as Anvil Siege Force, Bastion Task Force or Firestorm Assault Force.
Imperator Unleashed. In a turn one of your Adeptus Astartes FLY INFANTRY units made an ingress or charge move, that unit's attacks re-roll Hit rolls of 1, in both shooting and melee. It applies to jump-pack infantry only.
Fly Infantry only: jump-pack Assault Intercessors and Vanguard Veterans, Inceptors, Suppressors, and jump-pack characters. Vehicles, Terminators and ordinary power-armour squads get nothing from the detachment rule.
It is a small package: one rule, three 1 CP stratagems and two enhancements. Its value is making a jump-pack element consistent on the turns it commits, plus Know No Fear, which removes battle-shock from any Adeptus Astartes unit in your army rather than just Fly Infantry. If you own no jump packs, spend the DP elsewhere.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.