In today’s article we are looking at the brand new Warpstrike Champions Detachment for Chaos Space Marines. If you’re looking to tear those corpse-god followers apart with surgical strikes and hard-hitting shooting and melee power, then the Warpstrike Champions Detachment may be right up your alley.
Chaos Space Marines thrive on pressure, threat projection, and raw efficiency. They have tools to bully the mid-board, punish mistakes, and turn one opening into a full turn of momentum. Warpstrike Champions leans hard into that identity, pushing Terminators, Obliterators, Mutilators, and other Deep Strike threats into a much more aggressive role. Warpstrike Champions plays right into this with timing, board access, and layered reserve pressure in a way that can overwhelm opponents who leave even a small gap in their screen.
The Chaos Space Marines Army Rule, Dark Pacts, which lets a unit pick a Chaos boon when it fights or shoots, gaining either Lethal Hits or Sustained Hits 1 until the end of the phase helps ramp up the threat ability from the Detachment with a suite of Stratagems and Enhancements that lets you get those key units exactly where you want them. With reliable Charge rolls and flexibility to use their up and down Detachment rule to continue applying pressure all over the board, Warpstrike Champions offers a lot of utility for a Chaos Space Marines player.

Warpstrike Champions: Detachment Rule
Warp Portals:
At the end of your opponent’s turn, you can select a number of Heretic Astartes Terminator, Obliterators, and Mutilators units and remove them from the battlefield into Strategic Reserves (excluding units that are within Engagement Range of enemy units). The number of units you can select depends on the size of the Battle. Up to one unit in Incursion, two in Strike Force (the tournament standard format), or three in Onslaught.
From a competitive standpoint, that is where the real value starts to show. This rule gives you repositioning, threat projection flexibility, and protection allowing you to pick up elite units and reposition them in your subsequent turn. If your Terminators are out of position, you can lift them. If your Obliterators have already done their job on one flank, you can reset the problem somewhere else. If your opponent overextends to pressure one side of the table, Warp Portals gives you a clean way to punish that by shifting your key units into a more relevant position.
It also creates awkward target priority for your opponent. They cannot simply plan around where your bricks are standing now. They have to plan around where those units could be after their turn ends. This forces conservative movement and wider screening as threats can come from all angles.
Warpstrike Champions rewards players who understand timing and spacing. You want to think a full turn ahead, identify which unit is safest to extract, and decide whether the next turn is about pressure, scoring, or setting up a decisive charge.
Warpstrike Champions: Enhancements
The enhancements in Warpstrike Champions are all built around reserve manipulation and punch on arrival, which fits the detachment perfectly.
Infernal Fulgurite: Heretic Astartes model (excluding Damned models). Once per battle, the bearer’s unit can use Rapid Ingress for 0CP, even if you already targeted another unit with that Stratagem that phase. Really great to use on a character like a Sorcerer in Terminator Armor or a Chaos Lord in Terminator Armor. Also useful on a Chaos Lord with Jump Pack with a squad of Raptors to drop them down and threaten a wide board area on the following turn.
Eye of the Warp: Heretic Astartes model with the Deep Strike Ability. The bearer’s unit can re-roll Charge rolls in the turn it is set up. This is a great utility piece that combines well with the Portal of Spite Stratagem (which I’ll get into below). It’s a great Enhancement for a Chaos Lord in Terminator Armor leading a big brick of Terminators that wants to slam into the opponent out of Deep Strike. This one is practically an auto-take.
Akshur’s Binding Runes: Heretic Astartes model with the Deep Strike Ability. It lets the bearer’s unit be set up using Deep Strike in the Reinforcements step of your first, second, or third Movement phase, regardless of mission rules. This is really the go-to Enhancement in this Detachment. This is perfect on a Sorcerer in Terminator Armor as he grants his unit Charge re-rolls with his datasheet ability already, freeing you up to use that 1 CP in Turn 1 for Portal of Spite. This gives you a very reliable and dangerous turn 1 Deep Strike threat that the opponent has got to screen properly. This unit can set the pace and tempo in your favor in the early game.
Tzagulla: Heretic Astartes model with the Deep Strike ability. The bearer improves the Attacks, Strength, and AP of its weapons by 1, and if the unit arrives from Reserves, it also improves its Damage by 1 until the end of the turn. From a raw damage perspective this Enhancement is nice, but it is pricey and probably not worth the points for what you’re getting out of it, especially when competing with Akshur’s Binding Runes or Eye of the Warp.
Overall, the enhancement package really ramps up the power of the Detachment and combos well with the Stratagems and the Detachment rule. Akshur’s Binding Runes really helps ramp up the pressure in the early game and helps to set the tempo, while Eye of the Warp helps that Chaos Lord in Terminator Armor and his brick of Terminators get stuck in when they really need to.
Warpstrike Champions: Stratagems
The stratagem suite is where Warpstrike Champions really starts to feel dangerous. It has a variety of tools that combo very well with the Detachment rule helping you get those units where they want to be when using the Detachment rule and doing the things you need to be doing with those units when they come in. All of the Stratagems are 1 CP except for Armour of Corruption which is 2 CP.
Empyric Dislocation – worsens the AP of attacks targeting one of your Heretic Astartes units (except Damned units) by 1 in your opponent’s Shooting or Fight phase, after targets are selected. Armor of Contempt basically. This is a very nice strat to have in the aresenal with a Detachment that’s going to be mostly using units like Terminators and Obliterators and that 2+ Armor Save.
Armour of Corruption – Gives a targeted Terminator, Obliterators, or Mutilators unit -1 Damage in the Fight phase. Can’t be used in combination with Empyric Dislocation, which is kind of a let down, but gives you some more flexible defensive options with multiple units which is not a bad thing. This strat is 2 CP to use, so it’s best used with the Chaos Lord in Terminator Armor to reduce that down to 1 CP. A great defensive buff that can help those Terminators stay in the fight longer.
Warp Flicker – Your Movement phase. A Terminator, Obliterators or Mutilators unit can shoot and charge after Advancing. Advance and shoot/charge is always a nice tool to have in the arsenal especially with relatively slow moving units like Terminators and Mutilators who really want to cover more ground and threaten areas to charge. Having this strat in your pocket means your threat ranges are wider and your opponent must account for that in their movement and positioning.
Warp-Tainted – Your Movement phase. A Terminator, Obliterators, or Mutilators unit within range of an objective marker you control can “sticky” it until your opponent’s Level of Control beats yours at the end of a phase. Sticky objectives are always a great tool to have. Using this in combination with a previous Rapid Ingress can help you take control of a key area and move away from it. The fact that a Warpstrike Champions Detachment is likely going to be mostly filled with elite and expensive units helps them project threat while still having the tools to secure objectives.The fact that it is also used in the Movement phase rather than the Command phase lets you move those units onto key points and sticky them as opposed to having to wait a full turn after moving onto them.
Siegebreaker Strike – Your Shooting phase. Gives up to two Heretic Astartes units that arrived by Deep Strike this turn Ignores Cover in your Shooting phase. A really great strat to use on Obliterators when they drop down. Especially comboing with their once per game ability to shoot Indirect. This can help get that damage through when you really need something gone.
Portal of Spite – Your Charge phase. Gives a Deep Striking Heretic Astartes unit +2 to its Charge roll, provided the closest eligible enemy unit is one of the declared targets. This is they stratagem to build around in this Detachment. Most of your strategy, at least offensively, will be centered around using Portal of Spite to get those Terminators and Mutilators locked into combat. With built-in Charge re-rolls from a Sorcerer in Terminator Armor, or the Eye of the Warp Enhancement on a Chaos Terminator Lord, this really helps ramp up the pressure when those units are bouncing around the board with the Detachment rule. It forces your opponent to play a more defensive game and really be cautious with their movement and screens because the threat of a brick of Terminators just dropping down and making a big Charge quite easily is too good to ignore. Portal of Spite is the fuel that makes this Detachment go.
Taken together, these stratagems give Warpstrike Champions a strong identity. The detachment is not just about dropping in from reserves. It is about arriving in the right place, surviving the counterpunch, and converting that arrival into points, tempo, and board control.
Running a Chaos Space Marines Warpstrike Champions Army
Let’s look at an example list for a Chaos Space Marines Warpstrike Champions army:
Click to see the List
CSM Warpstrike Champions (1990 Points)
Chaos Space Marines
Warpstrike Champions
Strike Force (2,000 Points)
CHARACTERS
Chaos Lord in Terminator Armour (100 Points)
• Warlord
• 1x Combi-bolter
• 1x Exalted weapon
• Enhancements: Eye of the Warp
Red Corsairs Reave-Captain (75 Points)
• 1x Bolt Pistol
• 1x Power sword
Sorcerer in Terminator Armour (100 Points)
• 1x Combi-bolter
• 1x Force weapon
• 1x Infernal Gaze
• Enhancements: Akshur’s Binding Runes
Traitor Enforcer (55 Points)
• 1x Traitor Enforcer
â—¦ 1x Bolt pistol
â—¦ 1x Power fist
• 1x Traitor Ogryn
â—¦ 1x Ogryn weapons
BATTLELINE
Cultist Mob (50 Points)
• 1x Cultist Champion
â—¦ 1x Autopistol
â—¦ 1x Brutal assault weapon
• 9x Chaos Cultist
â—¦ 9x Autopistol
â—¦ 9x Brutal assault weapon
Cultist Mob (50 Points)
• 1x Cultist Champion
â—¦ 1x Autopistol
â—¦ 1x Brutal assault weapon
• 9x Chaos Cultist
â—¦ 9x Autopistol
â—¦ 9x Brutal assault weapon
OTHER DATASHEETS
Chaos Bikers (70 Points)
• 1x Biker Champion
â—¦ 1x Chaos Icon
â—¦ 1x Close combat weapon
â—¦ 1x Combi-bolter
â—¦ 1x Power fist
• 2x Chaos Biker
â—¦ 2x Astartes chainsword
â—¦ 2x Close combat weapon
â—¦ 2x Combi-bolter
â—¦ 2x Meltagun
Chaos Bikers (70 Points)
• 1x Biker Champion
â—¦ 1x Chaos Icon
â—¦ 1x Close combat weapon
â—¦ 1x Combi-bolter
â—¦ 1x Power fist
• 2x Chaos Biker
â—¦ 2x Astartes chainsword
â—¦ 2x Close combat weapon
â—¦ 2x Combi-bolter
â—¦ 2x Meltagun
Chaos Terminator Squad (360 Points)
• 1x Terminator Champion
â—¦ 1x Combi-weapon
â—¦ 1x Power fist
• 9x Chaos Terminator
â—¦ 4x Accursed weapon
â—¦ 9x Combi-weapon
â—¦ 5x Power fist
Chaos Terminator Squad (360 Points)
• 1x Terminator Champion
â—¦ 1x Combi-weapon
â—¦ 1x Power fist
• 9x Chaos Terminator
â—¦ 4x Accursed weapon
â—¦ 9x Combi-weapon
â—¦ 5x Power fist
Obliterators (160 Points)
• 2x Obliterator
â—¦ 2x Crushing fists
â—¦ 2x Fleshmetal guns
Obliterators (160 Points)
• 2x Obliterator
â—¦ 2x Crushing fists
â—¦ 2x Fleshmetal guns
Red Corsairs Raiders (110 Points)
• 1x Red Corsairs Raider Champion
â—¦ 1x Boltgun
â—¦ 1x Hand flamer
◦ 1x Reaver’s blade
• 4x Red Corsairs Raider
â—¦ 4x Bolt pistol
â—¦ 3x Boltgun
â—¦ 1x Meltagun
â—¦ 1x Power fist
◦ 3x Reaver’s blade
Warp Talons (270 Points)
• 1x Warp Talon Champion
â—¦ 1x Warp claws
• 9x Warp Talon
â—¦ 9x Warp claws
This army is really built around controlling tempo and taking advantage of weak points and gaps in your opponent’s strategy. The ability to up/down up to two units per turn really ramps up the potential of the Detachment especially in combination with Portal of Spite for the +2 Charge roll. Chaos Terminators are an obvious choice here as they get full hit re-rolls when they use Dark Pacts so you’ve got a hard hitting unit making reliable charges with the ability to go up/down every turn. Meanwhile Obliterators are able to drop in behind terrain, use their once per battle indirect ability, then go back up to reposition later for better firing lanes.
Put simply, this Detachment feels like it has a lot of viability competitively because of the flexibility to drop in and out and threaten key areas of the battlefield. In this list, the Sorcerer in Terminator Armor with the Binding Runes Enhancement is dropping down turn 1 to put immediate pressure on the opponent. Because of his built-in Charge re-roll ability, you can spend that 1 CP you gain in turn 1 on Portal of Spite giving you a super reliable Charge threat on the first turn that your opponent has to account for. The Chaos Lord in Terminator Armor acts as the second wave allowing you to come in later and use Portal of Spite again for free and have a built-in Charge re-roll with the Eye of the Warp Enhancement.
Warp Talons can drop in and use Portal of Spite as well if needed to attack a weak spot reliably and then immediately bounce out with their datasheet ability.
This army really is about surgically threatening the entire board while being very difficult to pin down. Up/down Obliterators are a threat that is very hard to screen out and circumvents their main weakness which is slow movement once they are in place.
This Detachment really feels like it can be an absolute game changer for Chaos Space Marines players moving forward.
Final Thoughts
Warpstrike Champions looks like a detachment with real competitive legs. It asks for thoughtful play and disciplined timing, but the payoff is very real. It takes units like Terminators and Obliterators and really ramps up their power level drastically while mitigating one of their biggest weaknesses; lack of speed. If you enjoy Chaos Space Marines that pressure from strange angles, manipulate the table through reserve play, and hit hard when the window opens, this detachment has a lot to offer. I firmly believe this may be among the best Detachments Chaos Space Marines has access to at the moment, but time will tell if it’s enough to knock off other popular builds like Renegade Warband, Huron’s Marauders or even Pactbound Zealots.
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