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Detachment Focus: Renegade Warband (Updated March 11, 2026)

by Robert "TheChirurgeon" Jones | Mar 11 2026

In this series of articles we take a deep dive into a specific Detachment for a faction, covering the faction’s rules and upgrades and talking about how to build around that faction for competitive play. In this article, we’re covering the Renegade Warband Detachment for Codex: Chaos Space Marines.

The new Maelstrom supplement gives Chaos Space Marines two new Detachments to work with, both modeled after the renegade marines who fled to the Maelstrom. Renegade Warband gives us a dark mirror on the modern Space Marines, who trade out Dark Pacts for the ability to fall back on their training of the Codex Astartes to get their own version of Combat Doctrines. The result can be very powerful, but comes with some steep trade-offs.

Changelog

Detachment Overview

In this Detachment your units lose the Dark Pacts ability in favor of playing like regular Space Marines. They gain [ASSAULT] and Oath of Moment instead, and this Detachment essentially plays a lot like the Chaos version of Gladius. It’s incredibly powerful, though there are some units the Detachment works better with than others. This is a Detachment which offers a lot of versatility and real power when you want to take down large, singular threats.

The downside is that you can't take cult troops and a lot of your units are already priced as though they always have either Sustained hits or Lethal Hits. That can make this Detachment feel like a weaker version of Veterans of the Long War on the whole, so a lot of the value you'll get here will depend on using units that get more out of having ASSAULT and the ability to Advance and Charge. Ultimately the balance update changes to this Detachment have rendered it an afterthought compared to Veterans of the Long War and Huron's Marauders.

Credit: Robert "TheChirurgeon" Jones

Detachment Rule: Slaves to None

Heretic Astartes models in your army lose the Dark Pacts ability. Their Ranged Weapons gain [ASSAULT]. 

Additionally, when mustering your army, you cannot use the Cults of the Dark Gods rule.

This isn’t a great tradeoff, but you get a lot more than just Assault out of the deal, as we’ll see in a moment. The big downside here was added shortly after release in the Q1 2026 balance update - you can't take Cult units like Noise Marines, Plague Marines, or Rubrics in this Detachment. That's a bigger blow, since when this first released our immediate reaction was "well those units don't even get Pacts to begin with!" This tends to be good with Obliterators - who need the extra movement - and vehicles that aren't interested in charging.

On the other hand, note that there are some units whose power relies on Dark Pacts - Possessed just don’t have nearly as much value here given they can’t access their extra abilities and Helbrutes may as well not have an ability. Chaos Terminators also have a Dark Pacts ability but it’s not as big a loss given they can just target your Oath target. Note that Obliterators no longer need to use Dark Pacts to activate their once-per-game [INDIRECT] ability, so they’re safe here.

Detachment Rule: Vendetta

At the start of your Command phase, pick a unit in your opponent’s army, until the start of your next Command phase, when one of your non-DAMNED models makes an attack against that unit, you can re-roll the Hit roll. 

This is just Oaths of Moment. It turns out Oaths is very good, and better in most cases mathematically than the buff you get from Sustained Hits or Lethal Hits with Dark Pacts. It also doesn’t do mortal wounds to you and isn’t affected by Leadership debuffs. It can be a big help for taking down big targets and ensuring you get the most out of units with a small number of high-value attacks.

Detachment Rule: Twisted Doctrine

In your Movement phase each time you set up or move a non-Battle-shocked unit you can have it Default to Doctrine. If you do, it has to take a Battle-shock test. Then you can pick one of the two effects: Either it can Fall back and still shoot/charge this turn or it can Advance and charge.

You get this effect regardless of whether you pass the test, and it’s worth noting that if you fail before falling back your life is going to suddenly involve a Desperate Escape test or two. This is very good, as it more or less gives you army-wide advance and charge whenever you need, albeit potentially at the cost of losing Stratagems and OC on your unit. That can be a big deal, so be sure you don’t need to rely on Stratagem support before you go for the test. 

The big downside to this is that, with the removal of Cult units, there aren't a ton of units that this matters for. You'd ostensibly want it on Possessed or Terminators, but they aren't good without pacts, and Chosen - your bread-and-butter unit for the faction - already have the ability to do this without taking a test. The big value here is again, on Obliterators, who otherwise might get stuck in a combat and really want to be able to drop back and shoot, on Raptors, and on Legionaries. Both units can be deceptively good for their cost, but they lack the output and durability you'll often need over efficiency.

Credit: Robert "TheChirurgeon" Jones

Enhancements

There are some solid Enhancements here, with Weaponised Hatred being the stand-out, though not as good as it was. The other three all have their uses and generally want to be built around.
  • Weaponised Hatred – Once per battle round, after your Vendetta target is destroyed, if the bearer is on the battlefield you can pick an enemy unit within line of sight to be your new Vendetta target until you select a new one. This became much worse in the balance update but dropped substantially in cost - down to 25 points - as a result. Needing Line of Sight on the new target hurts a lot and makes this much more situational. In an ideal world this lets you shoot one unit to death in the shooting phase, then Oath another to kill in the Fight phase. That'll likely mean having a character who's at least out and about to use this. The Dark Apostle was previously the best pick, and he may still be an OK pick for a unit of Legionaries or Chosen, but a Chaos Lord or Daemon Prince can also work. The Warpsmith is also a good shout thanks to Lone Operative and the fact that he'll often accompany Daemon Engines.
  • Eyes of the Hunter – Ranged Weapons equipped by models in the bearer’s unit have [IGNORES COVER]. This is really great on Havocs, where the ability to force through true AP-3 shooting with Lascannons is strong. You can throw this on a Warpsmith to add to them, but that makes the unit more expensive than you’d ever want. Unfortunately the rest of your army’s joinable units just don’t have enough good shooting to justify taking this. 
  • Fratricidal Trophies – Terminator only. In a turn in which you chose to Default to Doctrine, the bearer’s unit can re-roll Hit rolls. This is a great little consolation prize for losing Pacts on Terminators and ensures you’re able to advance and charge and re-roll hit rolls in the Fight phase even if you fail your Battle-shock test. It’s very good and goes a long way toward making Terminators playable.
  • Empyric Symbiote – Add 1 to Advance and Charge rolls for the bearer’s unit. This is just good, clean fun. Goes great with the army’s in-built ability to Advance and Charge.
Credit: Robert "TheChirurgeon" Jones

Stratagems

There are some solid Stratagems here, and they’re all priced to move at 1 CP. You’re going to be using Corrupted Munitions every turn if you can, and there are plenty of other options you’re going to want nearly as often. There’s so much good stuff here that CP is going to be real tight, especially if you want to have something like a unit of Warp Talons doing Rapid Ingress every round.
  • Never Outgunned (Epic Deed, 1 CP) – Used in your Shooting phase or the Fight phase to give a unit either [LETHAL HITS] or [SUSTAINED HITS 1] for the phase. That’s very good, and is a fun nod to being able to keep the Dark Pacts effect around. This combines very well with re-rolls to hit.
  • Vengeful Destruction (Battle Tactic, 1 CP) – Used in your Shooting phase or the Fight phase on an INFANTRY or MOUNTED unit (excluding DAMNED units) to give them +1 to Wound against your Vendetta target. This is a cute nod toward Oath of Moment and how it gives +1 to wound if you’re running some chapters, and it’s a powerful effect to allow a unit to punch up. It’s great on Warp Talons, Terminators, Chosen, and Raiders.
  • Undying Hatred (Strategic Ploy, 1 CP) – Used in the Fight phase, after an enemy unit targets one of yours with attacks. Each time a model in your unit is destroyed, don’t remove them, and after the opponent’s unit is done making its attacks, those dead models can fight on a 4+. Standard 1 CP fight on death rule, and it’s just fine. Helpful for punishing melee units that get the drop on you, whittling them down before your turn, when you’ll fall back, shoot them, and charge into them.
  • Renegade Claim (Strategic Ploy, 1 CP) – Used in your Movement phase to sticky an objective marker you control. This is very, very good. It can free you up from taking units of Cultists, and is just an effect you don’t have much access to otherwise in Chaos Space Marines. This combos very well with Red Corsairs Raiders, who can Infiltrate onto an objective turn 1 and sticky it before moving off.
  • Corrupted Munitions (Battle Tactic, 1 CP) – Used in your Shooting phase on a unit to give it +1 AP with its ranged attacks. This is insanely good. It’s amazing. It’s great on Havocs, especially if you’re giving them [IGNORES COVER] and it’s great on vehicles like Forgefiends, Predators, and Vindicators. Oh and it’s amazing on Noise Marines and Rubrics, who already have [IGNORES COVER] built-in on their ranged weapons.
  • Reavers’ Reaction (Strategic Ploy, 1 CP) – Used in your opponent’s shooting phase after they hit one of your non-MONSTER/VEHICLE units. Your unit can make a Normal move of up to D6”. Another great effect. D6” isn’t a lot, but if you’re right outside your Transport, it’s more than enough to get back in. Or it can be just enough to get into cover or move onto an objective. You can position with this in mind, and because it requires being shot, it’s less of a gotcha than a movement reaction or a surge move.
Credit: Robert "TheChirurgeon" Jones

Playing This Detachment

This Detachment took a massive beating with the Q1 balance update. You can't take Cult units, and there are a number of units which would do great here, but just kind of don't function without Dark Pacts - chief among those being Possessed, who can’t get their once per game DEVASTATING WOUNDS ability in this Detachment. Likewise, Helbrutes won’t do you much good, Terminators can't re-roll hits, and Abaddon can't generate you extra CP. And your Vendetta rule doesn’t give you re-rolls for your DAMNED units, so you’re likely skipping Accursed Cultists here in favor of more guys in power armor.

The rules here primarily push you toward infantry forces, though Vendetta/Oaths is just generically good on vehicles like the Vindicator. Your list here is going to look similar to what you might run in a Veterans of the Long War list, only without Noise Marines, and that means you'll instead likely lean on Legionaries, Obliterators, and Warp Talons. Raiders are likely to make the cut here as well, and whether you bring Chosen will depend on whether the unit’s natural resilience is worth the tradeoff of not getting much out of the Detachment rules. With ASSAULT, you can play more aggressively with units of Obliterators.

This is a combined arms force, where you’re going to use a mixture of different units combined with Vendetta/Oaths to take down one or two key targets per turn. Against big threats like Knights or C'Tan the ability helps you bring them down to begin with, and while it’s not as useful into horde armies it’ll still help you do more with less, spreading your forces while being confident that you can take out key threats while splitting fire/attacks. Chaos Space Marine armies tend to feel a bit fragile and this does little for you defensively so you’ll need to play it similar to how you might play Veterans of the Long War, making sure that you aren’t giving up any “free” kills to an opponent and ensuring every unit they remove comes at a high cost.

Strengths

  • Offensive output. Oath of Moment is an incredibly good ability, and re-rolling all hits is just better mathematically for most units than [SUSTAINED HITS 1] or [LETHAL HITS]. Add to that the ability to still get those, plus +1 AP or +1 to wound as needed and you have a lot of units who can punch above their weight.
  • Sticky Objectives. The ability to sticky an objective via Stratagem is huge, helping shore up a challenge to relying on Cultists for sticky objectives. 
  • Movement. Having [ASSAULT] on everything and the ability to fall back/advance shoot and charge gives you a ton of movement flexibility, and units like Obliterators can be remarkably spry when they can just Advance any time they want to shoot.

Weaknesses

  • No Dark Pacts. The obvious one, you lose your standard army rule. For most units this doesn’t matter, but there are several units whose abilities depend on attempting a Dark Pact, such as Terminators, Possessed, or Helbrutes. Your units have also all been priced as though they have Dark Pacts, and that'll make this army feel rough compared to marines.
  • CP Thirsty. This Detachment wants to spend lots of CP on its offensive Stratagems, and that’s a problem given that Chaos Space Marines don’t really have a way to generate Command Points - and the most reliable way is through Abaddon’s pact ability, which won’t work here.
  • Support for Damned and Vehicles. Oaths will do a lot of heavy lifting, but it’s notable that it doesn’t help DAMNED units and many of your best Stratagems and effects are INFANTRY-locked. 
Credit: Robert "TheChirurgeon" Jones

A Sample List

We haven't had enough time to see a post-update list for Renegade Warband drop, but we can start with a list from two weeks ago and work on removing the Cult troops from the equation. This is a list run by Stefan Steuber, who went 5-0 at the Alpine Cup event at the end of February.

Stefan's List - Click to Expand


+++++++++++++++++++++++++++++++++++++++++++++ Player Name: Stefan Stueber Team Name: Alpine Cup Army Factions Used: Chaos Space Marines Army Points: 2000 Army Enhancements (list on which model): Dark Apostle (Weaponized Hatred) Detachment Rule: Slaves to None, Vendetta, Twisted Doctrine +++++++++++++++++++++++++++++++++++++++++++++ Renegade Warband:

Char3: 1x Chaos Lord (90 pts): Daemon hammer, Plasma pistol Char4: 1x Chaos Lord (90 pts): Daemon hammer, Plasma pistol Char1: 1x Cypher (90 pts): Cypher's bolt pistol, Cypher's plasma pistol Char5: 3x Dark Apostle (125 pts) • 1x Dark Apostle: Accursed crozius, Bolt pistol Enhancement: Weaponised Hatred (+60 pts) • 2x Dark Disciple: 2 with Close combat weapon Char2: 1x Huron Blackheart (120 pts): Warlord, Tyrant's Claw and exalted power weapon, Tyrant's Claw heavy flamer 5x Masters of the Maelstrom (115 pts) • 1x Captain Sargotta: Laspistol, Power sabre • 1x Garlon Souleater: Force stave, Mind Wrench • 1x Garreon the Corpsemaster: Absolver bolt pistol, Reductor array • 1x Katar Garrix: Axe of Ending, Bolt pistol • 1x The Enforcer: Bionic gauntlet, Londaxi maimer

10x Cultist Mob (50 pts) • 1x Cultist Champion: Brutal assault weapon, Bolt pistol • 9x Cultist: 9 with Autopistol, Brutal assault weapon

5x Legionaries (90 pts) • 4x Legionary 1 with Balefire tome, Bolt pistol, Close combat weapon 2 with Astartes chainsword, Bolt pistol, Close combat weapon 1 with Bolt pistol, Close combat weapon, Heavy melee weapon • 1x Aspiring Champion: Chaos icon, Close combat weapon, Heavy melee weapon, Plasma pistol

5x Legionaries (90 pts) • 4x Legionary 1 with Balefire tome, Bolt pistol, Close combat weapon 2 with Astartes chainsword, Bolt pistol, Close combat weapon 1 with Bolt pistol, Close combat weapon, Heavy melee weapon• 1x Aspiring Champion: Chaos icon, Close combat weapon, Heavy melee weapon, Plasma pistol

5x Legionaries (90 pts) • 4x Legionary 1 with Balefire tome, Bolt pistol, Close combat weapon 2 with Astartes chainsword, Bolt pistol, Close combat weapon 1 with Bolt pistol, Close combat weapon, Heavy melee weapon • 1x Aspiring Champion: Chaos icon, Close combat weapon, Heavy melee weapon, Plasma pistol

3x Chaos Bikers (70 pts) • 1x Biker Champion: Close combat weapon, Combi-bolter, Bolt pistol • 2x Biker: 2 with Bolt pistol, Close combat weapon, Combi-bolter 1x Chaos Rhino (75 pts): Armoured tracks, Combi-bolter, Havoc launcher, Combi-weapon 1x Chaos Rhino (75 pts): Armoured tracks, Combi-bolter, Havoc launcher, Combi-weapon

6x Noise Marines (145 pts) • 5x Noise Marine 2 with Blastmaster, Close combat weapon 3 with Close combat weapon, Sonic blaster • 1x Disharmonist: Close combat weapon, Sonic blaster

6x Noise Marines (145 pts) • 5x Noise Marine 2 with Blastmaster, Close combat weapon 3 with Close combat weapon, Sonic blaster • 1x Disharmonist: Close combat weapon, Sonic blaster

2x Obliterators (160 pts): 2 with Crushing fists, Fleshmetal guns

2x Obliterators (160 pts): 2 with Crushing fists, Fleshmetal guns

5x Red Corsairs Raiders (110 pts) • 4x Red Corsairs Raider 3 with Bolt pistol, Boltgun, Reaver's blade 1 with Bolt pistol, Meltagun, Power fist • 1x Red Corsairs Raider Champion: Boltgun, Reaver's blade, Hand flamer

5x Red Corsairs Raiders (110 pts) • 4x Red Corsairs Raider 3 with Bolt pistol, Boltgun, Reaver's blade 1 with Bolt pistol, Meltagun, Power fist • 1x Red Corsairs Raider Champion: Boltgun, Reaver's blade, Hand flamer



There's a good mix of stuff here - Huron and his Maelstrom Masters join a unit of Legionaries (you more or less need the Corpsemaster to get extra CP), while the two Red Corsairs Raiders units are absolutely at their best here, able to Infiltrate and sticky objectives early, then move on to harass opponents. With [ASSAULT] on your guns and the ability to Advance and Charge you're able to gain value by dropping the Rhinos, and this list leans into that.

Following the balance update, this list gains 35 points on the Weaponised Hatred Enhancement and has to replace two units of Noise Marines. If you're into running a third unit of Obliterators, that's an option here but at 125 Havocs are also an alternative worth considering. Havoc Heavy Bolters are pretty close to what you get out of Sonic Blasters and come with SUSTAINED HITS 1 built in, so you won't feel most of the sting from losing Dark Pacts with them, and you can opt instead for Havoc Autocannons if you want to go heavier on output. You're still going to feel having five guns instead of six, and the loss of the two Blastmasters, but you'll save 10 points in the swap, freeing you up to add more Enhancements or a unit of Nurglings. The Predator Destructor is also a fine option here, and running two Predator Destructors instead of Noise Marines gives you a decent comparison in firepower on a chassis that's more mobile and more durable.

Final Thoughts

This is an incredibly strong Detachment - there’s a ton of power and versatility here, even after the nerfs. It's no longer in the top tier - Renegade Raiders, Huron's Marauders, Veterans, and Pactbound have it beat - but you can do a lot with this and it'll surprise people. There are a number of different ways to build here even without Cult Troops.

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Tags: 40k | chaos space marines | Tactics | Warhammer 40k | competitive play | Start Competing | Heretic Astartes | Detachment Focus

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