We may earn a commission when you buy through links in our articles. Learn more.

Warhammer 40k detachments guide

Warhammer 40,000 detachments are rules templates for every army in Games Workshop's sci-fi tabletop wargame - here's how they work.

Warhammer 40k detachments guide - Warhammer Community photo showing Space Wolves and Orks models fighting

In the current 10th edition, Warhammer 40k detachments are themed rule-sets – normally two pages long – that offer different styles of play to choose from within each army. Read on for a breakdown of how it works – and a list of all available detachments right now, including the 2024 Grotmas PDFs.

 

Detachments, as a concept, have been a key element of Warhammer 40k army building through many editions of the game, but their role has changed several times to reflect how the game designers think your armies should be organised.

In Warhammer 40k 10th edition, they’re extremely simple: you choose one detachment, and all the rules for that detachment apply to your whole army, in addition to the basic army rules for your faction.

Warhammer 40k 10th edition detachments

In Warhammer 40k 10th edition, Detachments provide your force with several bonuses: an army-wide special rule, a set of 40k Stratagems, and ‘enhancements’ you can use to upgrade specific models or units in your force. Your whole army is considered to be part of this Detachment – you can’t build a force containing more than one Detachment.

Warhammer 40k Detachments - Tyranid Invasion Fleet detachment's Hyper Adaptation special rule, by Games Workshop

In June 2023, 10th edition launched with free datasheets and a single Detachment for each Warhammer 40k faction – but each army, in turn, is receiving a stack of alternative detachment options as more Warhammer 40k codex books are released to flesh out their rules.

In December 2024, GW also began releasing one-off additional detachments – one per faction – as part of its ‘Grotmas Calendar’ promotion. You can download these as free PDFs using the links in the table below.

As of December 10, 2024, these are all the currently legal Warhammer 40k detachments:

Adepta Sororitas Detachments

Detachment Source Preferred units
Hallowed Martyrs Index/Codex All
Penitent Host Codex Penitent
Bringers of Flame Codex Short ranged weapons, particularly flamers
Army of Faith Codex Jump pack troops
Champions of Faith Expansion – PDF Melee troops

Adeptus Custodes Detachments

Detachment Source Preferred units
Shield Host Index/Codex None
Talons of the Emperor Codex Balance of Custodes and Anathema Psykana
Null Maiden Vigil Codex Anathema Psykana
Auric Champions Codex Characters
Solar Spearhead Expansion – PDF Vehicles and Walkers

Adeptus Mechanicus Detachments

Detachment Source Preferred units
Rad-Zone Corps Index / Codex All
Skitarii Hunter Cohort Codex Skitarii
Data Psalm Conclave Codex Cult Mechanicus
Explorator Maniple Codex Transports
Cohort Cybernetica Codex Legio Cybernetica, Vehicles
Haloscreed Battle Clade Expansion – PDF All

Aeldari Detachments

Detachment Source Preferred units
Battle Host Index All
Armored Warhost Expansion – PDF Vehicles

Astra Militarum Detachments

Detachment Source Preferred units
Combined Regiment Index All
Bridgehead Strike Expansion – PDF Tempestus Scions

Black Templars Detachments

Detachment Source Restrictions
Righteous Crusaders Index All
Wrathful Procession Expansion – PDF Infantry and Mounted

Blood Angels Detachments

Detachment Source Preferred units
Liberator Assault Group Codex All
The Lost Brethren Codex Death Company
The Angelic Host Codex Jump Pack troops
Angelic Inheritors Expansion – PDF Characters

Chaos Daemons Detachments

Detachment Source Preferred units
Daemonic Incursion Index None
Plague Legion Expansion – PDF Nurgle
Scintillating Legion Expansion – PDF Tzeentch
Blood Legion Expansion – PDF Khorne
Legion of Excess Expansion – PDF Slaanesh

Chaos Knights Detachments

Detachment Source Preffered units
Traitoris Lance Index All
Iconoclast Fiefdom Expansion – PDF Knights supported by Damned infantry

Chaos Space Marines Detachments

Detachment Source Preferred units
Veterans of the Long War Codex Astartes
Deceptors Codex Astartes and Cultists
Renegade Raiders Codex Astartes with transports
Dread Talons Codex Fast infantry
Fellhammer Siege-Host Codex Ranged troops
Pactbound Zealots Codex All
Chaos Cult Codex Damned
Soulforged Warpack Codex Daemon Vehicles
Creations of Bile Expansion – PDF Astartes Infantry led by Fabius Bile

Dark Angels Detachments

Detachment Source Preferred units
Unforgiven Task Force Index/Codex All
Inner Circle Codex Deathwing
Company of Hunters Codex Mounted
Lion’s Blade Task Force Expansion – PDF Balance of Ravenwing and Deathwing

Death Guard Detachments

Detachment Source Preferred units
Plague Company Index None
Flyblown Host Expansion – PDF Infantry

Deathwatch Detachments

Detachment Source Preferred units
Black Spear Task Force Index All

Drukhari Detachments

Detachment Source Preferred units
Realspace Raiders Index All
Reaper’s Wager Expansion – PDF Balance of Harlequins and Drukhari

Genestealer Cults Detachments

Detachment Source Preferred units
Host of Ascension Index All
Final Day Expansion – PDF Balance of Genestealer Cults and Tyranid Vanguard Organisms

Grey Knights Detachments

Detachment Source Preferred units
Teleport Strike Force Index All
Warpbane Task Force Expansion – PDF Purifier Squads

Imperial Agents Detachments

Detachment Source Preferred units
Ordo Xenos Alien Hunters Codex Deathwatch
Ordo Hereticus Purgation Force Codex Arbites, Inquisitors, Insquisitorial Agents, Ordo Hereticus
Ordo Malleus Codex Inquisitor, Inquisitorial Agents, Ordo Malleus
Imperialis Fleet Codex Voidfarers
Veiled Blade Elimination Force Expansion – PDF Assassins

Imperial Knights Detachments

Detachment Source Preferred units
Noble Lance Index All
Questor Forgepact Expansion – PDF Knights supported by Ad Mech Skitarii

Leagues of Votann Detachments

Detachment Source Preferred units
Oathband Index All
Hearthband Expansion – PDF Kâhls, Hearthguard

Orks Detachments

Detachment Source Preferred units
War Horde Codex All
Da Big Hunt Codex Beastsnaggas
Kult of Speed Codex Speed Freakz
Dread Mob Codex Walkers
Green Tide Codex Boyz
Bully Boyz Codex Nobz
Taktikal Brigade Expansion – PDF Sneaky gits

Necrons Detachments

Detachment Source Preferred units
Awakened Dynasty Index / Codex Units led by Characters
Annihilation Legion Codex Destroyer Cult, Flayed Ones
Canoptek Court Codex Canoptek, Cryptek
Obeisance Phalanx Codex Overlord, Lychguard, Triarch
Hypercrypt Legion Codex Monoliths
Starshatter Arsenal Expansion – PDF Vehicles and Mounted

Space Marines Detachments

Detachment Source Preferred units
Gladius Task Force Index All
1st Company Task Force Codex Terminators and Veterans
Vanguard Spearhead Codex Phobos and Scouts
Stormlance Task Force Codex Mounted, some vehicles
Firestorm Assault Force Codex Units with Torrent weapons
Ironstorm Spearhead Codex Vehicles and Walkers
Anvil Siege Force Codex Units with Heavy weapons
Librarius Conclave Expansion – PDF Psykers

Space Wolves Detachments

Detachment Source Preferred Units
Champions of Russ Index All
Champions of Fenris Expansion – PDF Infantry and walkers

T’au Empire detachments

Detachment Source Preferred units
Kauyon Index/Codex Static ranged
Mont’ka Codex Mobile units
Retaliation Cadre Codex Battlesuits
Kroot Hunting Pack Codex Kroot
Auxiliary Cadre Expansion – PDF Balance of Kroot, Vespid, and T’au

Thousand Sons Detachments

Detachment Source Preferred units
Cult of Magic Index All
Hexwarp Thrallband Expansion – PDF All

Tyranids Detachments

Detachment Source Preferred units
Invasion Fleet Index All
Vanguard Onslaught Codex Vanguard Invader
Crusher Stampede Codex Monster
Assimilation Swarm Codex Harvester
Synaptic Nexus Codex Synapse
Unending Swarm Codex Endless Multitude
Warrior Bioform Onslaught Expansion – PDF Warriors

World Eaters Detachments

Detachment Source Preferred units
Berzerker Warband Index All
World Eaters Expansion – PDF Characters (other than Epic Heroes), Champions

How did detachments work in Warhammer 40k 9th edition?

The above is the full story of how detachments work now – but what did that system replace?

In Warhammer 40k 9th Edition, your army had to be ‘battle-forged’ to get access to Command Points and Stratagems. To achieve that, all of your units organized into neat and tidy blocks called detachments. Battle-forged armies were also required for matched play at official events and tournaments.

You could of course play without organizing your models and units into detachments (known as an ‘unbound’ army) but generally, you won’t see this outside very casual play, or special events.

In 9th edition, you were allotted a budget of Command Points and detachments depending on the size of game you are playing – though there are always a few weird exceptions to 40k rules.

In the core rules, those limits were:

  • Combat Patrol – 3 Command Points & 1 detachment
  • Incursion – 6 Command Points & 2 detachments
  • Strike Force – 12 Command Points & 3 detachments
  • Onslaught – 18 Command Points & 4 detachments

You used the CP allotments above to purchase detachments for your army. Certain detachments gave you a rebate against their cost if you stuck your general into them.

Players could earn CP via other means as well; for example, battle-forged armies generated 1 CP automatically per battle round. This helped to keep your tactical options open, even later in the game after your initial gambits have played out.

Grand Tournament: Arks of Omen detachment rules

Late in 9th edition’s lifespan, GW introduced new detachment rules for the Grand Tournament: Arks of Omen expansion, which in retrospect were clearly a trial run for 10th edition’s massively simplified system.

These games were limited to these two levels:

  • Incursion – games up to 1,000 points, 6 command points
  • Strike Force – games up to 2,000 points, 6 command points

Most importantly, armies had to contain just one single Arks of Omen detachment.

Arks of Omen detachment rules

The Arks of Omen detachment cost no CP. It is also much, much more open than any of the normal detachments then used in the base game.

You need to select a battlefield role, such as “Troops” or “Elites”, and take three units from that slot. You also need to take one HQ choice, unless you’re fielding Imperial Knights or Chaos Knights. Beyond that, you have incredible flexibility to pick units you like for the detachment – you could take three more Lords of War, or six additional Elites. You can take up to three additional Elites units beyond that limit, provided they’re characters.

Warhammer 40k Arks of Omen detachment - graphic by Games Workshop showing a force organisation chart for the game Warhammer 40k

Arks of Omen Allied detachments

GT Arks of Omen allows several armies to bring “battle brothers detachments” of thematically appropriate units. These use the same organisation charts as they do in the base rulebook, but cost no command points.

Main force Battle brothers Allied detachment type
Imperium (may only pick one) Agents of the Imperium Auxiliary support or Patrol
Imperium Imperial Knights Freeblade Super-heavy auxiliary detachment
Imperium Leagues of Votann Patrol
Asuryani (Eldar) Harlequin Patrol
Drukhari Harlequin Patrol
Astra Militarum Militarum Tempestus Patrol
Genestealer Cults Brood Brothers (Astra Militarum) Patrol, Auxiliary Support, or Super-heavy Auxiliary Support
Chaos Chaos Knight Dreadblade Super-heavy Auxiliary Support
World Eaters Khorne Daemons Patrol
Thousand Sons Tzeentch Daemons Patrol
Death Guard Nurgle Daemons Patrol
Emperor’s Chidren Slaanesh Daemons Patrol
Other Chaos Space Marines Chaos Daemons Patrol
Disciples of Be’lakor Chaos Daemons Army of Renown (may pick both) Chaos Space Marines Patrol
Disciples of Be’lakor Chaos Daemons Army of Renown House Korvax Chaos Knight Super-heavy Auxiliary Support

Warhammer 40k 9th edition – core rules detachments

In 9th edition, each detachment from the core rules costs a certain amount of CP to add to your army, though you’ll get a refund for the detachment containing your Warlord (or to another detachment, if you have a Supreme Command detachment).

Detachment type CP cost
Patrol 2
Battalion 3
Brigade 4
Vanguard 3
Spearhead 3
Outrider 3
Supreme  Command 0
Super-Heavy 3 or 6
Super-Heavy Auxiliary 3
Fortification Network 1
Auxiliary Support 2

Warhammer 40k Detachments Guide Space Wolves patrol photo

Faction keywords

A key thing to remember when building armies for 40K 9th Edition, as in its predecessor, was that some of your units’ rules and abilities may depend on them being part of a detachment (or sometimes  a whole army) composed entirely of units that share a given keyword in their rules.

All your detachments must share the same top-level faction keyword – such as [CHAOS] or [IMPERIUM] – to be able to be taken in the same army at all; a detachment of Space Marines can fight alongside a detachment of Sisters of Battle, but they would never make common cause with followers of Chaos.

But, beyond that, some units benefit from additional special abilities if they are part of a detachment – or, in some cases, a whole army – made entirely of units with a particular matching keyword, usually the keyword for the sub-faction they belong to.

For example, a battle-forged Space Marine army could contain one detachment of the Ultramarines Chapter and one of Black Templars – but it could not benefit from the Ultramarines special rule ‘Scions of Guilliman’ unless every detachment within the army was fully Ultramarines (or Ultramarines successors). Read the army rules in your codex carefully to make sure all your units and detachments have access to their snazziest abilities right off the bat.

Warhammer 40k detachments guide Guilliman fight scene artwork

9th edition detachment types

Ninth edition Warhammer 40k had eleven types of detachments available for use when building a Battle-Forged army. Three of these are considered ‘core’ detachments that serve as the backbone of most armies. These three contain essentially the same balance of unit types, just scaled up for use with larger game formats.

A ‘Patrol’ detachment is fine for the smaller Combat Patrol game type, but if you’re going up to Strike Force or Onslaught matches, you’ll probably want to build your list on one or more Battalion detachments instead – or even the mighty Brigade, if you’ve chosen a troops-heavy ‘horde’ type army like the Astra Militarum. The only real difference is the min-max numbers for units per category.

The defining trait of all three is that their CP costs are refunded if your Warlord happens to be in this detachment. This will allow you to use those points on another detachment (if applicable) or for various stratagems or other abilities that require CP to use.

Warhammer 40k detachments guide ultramarines army photo

Other than that, they all require that the units within the detachment be from the same faction, they all bar the use of under-strength units, and they all allow for you to take 1 dedicated transport for each ‘infantry’ unit in that detachment.

Warhammer 40k Detachments Guide Patrol

Patrol detachment

It’s worth noting that Combat Patrol format specifically requires you to take the ‘Patrol’ detachment as your sole choice. However, Imperial Knights & Chaos Knights can only go in Super-Heavy detachments.

Warhammer 40k Detachments Guide Battalion

Battalion detachment

The most commonly-used detachment in the game and the first building block of maybe 70%+ lists. If you’re not using a Battalion in your army, ask yourself why not.

Warhammer 40k Detachments Guide Brigade

Brigade detachment

For use when one of your army’s principal battle strategies is “throw lightly-armed bodies at the enemy until either we win or we run out of bodies”. This technique is so fundamental to the strategic doctrines of the Astra Militarum that it’s inscribed into the medals of senior – [That’s enough of that now- Ed.]

Warahammer 40k detachments guide admech fighting necrons image

The next three detachments types are a bit more specialist and offer a way to bring more of a specific unit type to your army, themed around a military strategy, whether that be a rapid reaction/strike force (Outrider) or perhaps an elite group of shock troopers (Vanguard).

Like the core detachment types above, units must be all from the same overall faction, and no under-strength units are allowed. You’re also allowed one dedicated transport per infantry unit again.

The key difference is that there’s no CP refund mechanic, regardless of whether your Warlord is present in this detachment or not. It’s not advised you stick your Warlord here, unless you’re wanting to run a specifically themed army.

A commonly-seen army structure is one battalion, supplemented by one of these specialist detachments, depending on the kind of playstyle or strategy the army is aiming for – be it taking and holding objectives with powerful elite troops, pounding enemies to dust with heavy firepower or encircling them with rapid, manoeuvrable assaults.

Warhammer 40k Detachments Guide Vanguard

Vanguard detachment

The one with all the elites – load it up with Terminators, wind it up and watch it smash things.

Warhammer 40k Detachments Guide Spearhead

Spearhead detachment

The one with all the heavy weapons – in 40k there is a saying: “Big guns never tire”. This is where you put your tanks, missile launchers and giant ramshackle scrap-metal energy cannons.

Warhammer 40k Detachments Guide Outrider

Outrider detachment

The one with all the fast-movers. Hulking gun-strapped motorcycles, floating jetbikes, green dudes with incredibly unstable-looking jetpacks, shoals of bat-winged alien monstrosities – they all live here.

Warhammer 40K detachments guide

Finally, there are currently five unique detachments that are very bespoke.

There are no unifying traits across these, as they each serve a very specific purpose. For example, if you want to bring some stationary armed buildings as part of your army, they’ll need to be in the Fortification Network detachment; mighty war engines such as Imperial Knights can only be deployed in a Super-Heavy detachment, and so on.

Warhammer 40k Detachments Guide Supreme Command

Supreme Command detachment

It’s worth noting this detachment is essentially only meant to be used if you’re fielding a major named character from your faction, like the Ultramarines’ Primarch Roboute Guilliman, or the newly-returned monarch of the Necrons, Szarekh the Silent King.

This was also in 8th edition, but the rules were fixed to prevent exploitation. Also note: this detachment doesn’t come with a dedicated transport rule.

Your warlord MUST go in this detachment, but you still essentially get the CP cost refunded of one of your other core detachments, so you’re not losing out.

Warhammer 40k Detachments Guide Superheavy

Super-Heavy detachment

For the big ‘uns. The Super-Heavy detachment is for building a complete list composed of super-heavy units (such as a Lance of Imperial Knights), while Auxiliary option is there to allow you to ‘ally in’ a single super-heavy unit to assist an army of foot-sloggers.

Warhammer 40k Detachments Guide Fortification Network

Fortification Network

Fortifications have had their ups and downs through successive editions of 40k, but have never really played a starring role in the game – whether it be the Star Wars-y floating, shielded platforms of the Tau or the suitably ridiculous, vehicle-repairing Mekboy Workshop that the Orks sometimes bring to battle.

Warhammer 40k Detachments Guide Auxhiliary Support

Auxiliary Support detachment

If you really can’t find a way to fit a critical unit into one of your other detachments – or maybe if you’re at a tournament and have limited models with you to make necessary swaps – you can use the Auxiliary Support detachment to transplant in an extra unit, at a cost of 2 CP.  Worth avoiding unless absolutely necessary.