Detachment Focus: Soulforged Warpack (Updated January 13, 2025)

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 Soulforged Warpack Detachment for the Chaos Space Marines.

The Tenth Edition release of Codex: Chaos Space Marines gives the faction access to a whopping eight detachments, each with their own strengths and weaknesses. These can dramatically change how the army plays, as each one tends to push players to build in a different way. In this series we’re diving deep into each Detachment and talking about what its rules are and how to play it.

Changelog

  • Update: 2025-01-13 for an FAQ item and strengths/weaknesses
  • Update: 2025-01-07 for recent balance updates and a new list
  • Update: 2024-07-30 for the Q2 Balance updates and a new list
  • Published: 2024-05-11

Detachment Overview

When Vashtorr showed up back in late Ninth Edition we didn’t think much of his rules. They were, in fact, pretty bad. And they stayed that way in the Tenth Edition Index. But coming into Codex: Chaos Space Marines, Vashtorr is back in a big way. He’s got a Detachment of his own, focused squarely on Daemon Engines and letting them exploit the pacts they’ve made with the Arkifane to further boost their offensive output. And no, you probably won’t be playing Vashtorr when you run the detachment competitively.

Detachment Rule: Debt to the Soul Forge

Each time a HERETIC ASTARTES DAEMON VEHICLE from your army makes a Dark Pact, it can invoke its contract. If it does, it gets -1 to the resulting Leadership test and until the end of the phase, it gets +1 to wound rolls for its ranged attacks and +2  to the Attacks characteristics of its melee weapons.

This is very good. You aren’t required to pass the test, and it’s almost always worth it to get these benefits. Many of the Daemon Engines in the book need to be just a little bit better to be playable at their current costs, and suddenly punching up with Forgefiends or throwing out seven big swings with a Maulerfiend can make a huge difference. This also combines with some other must-take abilities in the Detachment to create some amazing combos. This is just a really good ability and it pushes you to build around some specific units in interesting ways.

For the record, here’s the current list of legal Daemon Engines this can apply to:

  • Defiler
  • Forgefiend
  • Heldrake
  • Khorne Lord of Skulls
  • Maulerfiend
  • Venomcrawler

Note that, for reasons completely unfathomable to me, Lords Discordant are no longer VEHICLE units and are now MOUNTED, making them useless in this Detachment.

Credit: Robert “TheChirurgeon” Jones

Enhancements

One of these is one of the best Enhancements in the game, and a surefire must-take any time you take this Detachment. Spoilers: It’s Tempting Addendum. Otherwise, these are cheaper than what you see in most Detachments.

  • Invigorated Mechatendrils (15 points). WARPSMITH only. Gives the bearer +4 Movement. A bit much for 15 points; I’d have liked to see it at 5-10. It’s okay. Helpful for those times you need to move to keep up with a Daemon Engine, but because the healing for a unit happens in the Command phase, it’s often too late to reactively move to where you’d want to be anyways.
  • Tempting Addendum (25 points). Each time a Daemon Engine in your army invokes its contract while within 3″ of the bearer, if it takes mortal wounds from a Dark Pact, it takes an additional mortal wound (i.e. D3+1), and until the end of the phase, each time a model in that unit makes an attack, it can re-roll the Hit Roll. This is just bonkers, and you are going to windmill slam it on a Warpsmith in 1000% of your games. It’s just stupid good to have access to a full re-rolls bubble and the extra mortal wound is pretty negligible. This is one of the best Enhancements in the game, and worth building your army around.
  • Forge’s Blessing (20 points). In your Command phase pick a friendly VEHICLE unit within 12″ of the bearer and it gets a 6+ Feel No Pain until your next Command phase. This is pretty nice, and I like that it goes on any vehicle. It’s worth looking at if you take a second Warpsmith, as dropping this on a Forgefiend about to go off can mean the difference between living and Dying if you find a way to do 6-7 mortal wounds to yourself in one go.
  • Soul Harvester (15 points). While the bearer is on the battlefield, each time an enemy unit within 12″ of the bearer is destroyed, roll a D6′ on a 5+ you gain 1 CP. This is whatever. If Lord Discordants were worth taking, it’d be something I’d consider. As is, I don’t think there’s a character I’d take who would want it, but you’re really, really going to want CP in a Soulforged Warpack so it might be okay.

Credit: Robert “TheChirurgoen” Jones

Stratagems

On top of those Enhancements, the Soulforged Warpack have some very solid Stratagems to work with. They’re all priced to move at 1 CP and two of them involve invoking your contract. Note that there’s no requirement to actually pass the test – Vashtorr doesn’t care if you take wounds or not. Note that the most recent FAQ/Errata update made three of these Stratagems work with Vashtorr, giving him slightly more play in his own Detachment.

  • Desperate Pledge (Battle Tactic, 1 CP) – Used in your Shooting phase or the Fight phase. Pick a Daemon Vehicle unit in your army which hasn’t shot or fought yet and until the end of the phase, if that unit invokes its contract, each time it makes an attack improve the AP of that attack by 1. A generic +1 AP is amazing, especially when you consider that there are Detachments where you only get this in melee against Battle-shocked units.
  • Glut of Souls (Strategic Ploy, 1 CP) – Used in the Fight phase on a non-Titanic Daemon Vehicle. Until the end of the phase, if your unit invokes its contract, then each time it makes an attack which destroys an enemy model roll a D6; on a 5+ it regains one lost wound after its attacks have been resolved, to a maximum of 6. This is okay. Lame that it can’t be used on a Lord of Skulls but it can be decent on a Maulerfiend or a Helbrute. “But Rob,” you say, “Helbrutes aren’t Daemon Vehicles!” Well…
  • Daemonic Possession (Epic Deed, 1 CP) – Used in your Command phase. Gives a Vehicle the DEMON keyword for the rest of the game. Basically unlocks Detachment rules for some lucky vehicle. It’s not something you want to plan on doing 4-5 times, but having 1-2 uses lined up can be a big deal, especially if you drop it turn 1 on something like a Vindicator.
  • Unstoppable Rampage (Strategic Ploy, 1CP) – Used in your Movement or Charge phase. One Vehicle or Vashtorr from your army that hasn’t moved yet can make a Normal, Advance or Charge move and when they do they can move through horizontal terrain features as if they weren’t there. This mirrors the best Stratagem in the Chaos Knights’ arsenal and it’s an amazing trick. Taking a Maulerfiend or Defiler straight through a wall for a charge is huge, and it will let your big bases move wherever they please. It’s cute that this works on Vashtorr thanks to a Errata, but it’s not a compelling reason to bring him.
  • Predatory Pursuit (Strategic Ploy, 1 CP) – Used in your opponent’s movement phase, after they finish a Normal, Advance, or Fall Back Move within 9″ of one of your Vehicles or on Vashtorr. You can immediately make a Normal move of up to 6″ but you have to end that move as close as possible to the enemy unit. This is way more situational than a normal reactive move, since with those you’re typically moving away or out of charge range, but can be really useful for move-blocking things with something like a Rhino or melee threat, or for moving onto an objective unexpectedly.
  • Feeding Frenzy (Strategic Ploy, 1 CP) – Used in your opponent’s Movement phase, when a non-MONSTER/VEHICLE unit Falls Back. Pick a Daemon Vehicle or Vashtorr within engagement range of the unit falling back. Until the end of the phase, each time an enemy unit (except MONSTERS/VEHICLES) Falls back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that unit is Battle-shocked, subtract 1 from each of those tests. This is situational, but decent – I’ve seen plenty of opponents stay in combat to avoid such a test, and being able to force one can make that threat too real. That said, it’s not actually likely to kill an entire unit and won’t work on vehicles or monsters, so there are some limits to it. But it’s still a good way to punish units attempting to flee. Or at the very least, threaten to punish.

Word Bearers Venomcrawler
Word Bearers Venomcrawler. Credit: Jeff Scarisbrick

Playing This Detachment

This Detachment is going to be all about Daemon Engines. Hell, you may even play Vashtorr, though I don’t think he’s required for it at all. He’s certainly better this time around, but nothing about his abilities really keys into what this Detachment is doing. Yeah, there are times where +1 to the strength of one of your Daemon Vehicles will matter, but those are going to be pretty rare given the actual strength values of most Daemon Vehicle weapons. You’re going to take quite a few mortal wounds in this army from failed tests, and so you’re going to want to run a couple of Warpsmiths in Soulforged Warpack lists. Not only do they improve your BS, but they can heal your units and gain LONE OPERATIVE while within 3″ of them, and you’ll want at least one for the Tempting Addendum. If there’s a downside here, it’s that this Detachment lacks a way to re-roll wounds, making it harder to just fish for Devastating Wounds with something like a Forgefiend. That said, there’s enough power elsewhere to make up for it and you can easily punch up at bigger targets using the +1 to wound.

Perhaps the biggest challenge to the Soulforged Warpack is the Pariah Nexus missions pack. Before the pack’s release it looked like Soulforged Warpack lists were going to be tearing it up but the new missions put a much bigger premium on performing actions and having BATTLELINE units, so while Bring It Down isn’t the problem it used to be, you’re also generally disincentivized from taking vehicle-only armies more than you used to be. Sure, opponents are only picking up 2-3 points per vehicle but you still have to score yourself.

If you were to tell me that the strength of this army is tied directly to the points cost of Forgefiends well, I’d be hard pressed to refute that. As good as Maulerfiends can be, Forgefiends are the real backbone of this detachment. With all that said, don’t sleep on the non-Daemon vehicles – Chaos Vindicators and Predator Destructors are still very good, and the latter are so cheap it makes sense to include them regardless of the lack of synergy.

Strengths

  • Powerful buffs for Daemon Engines make some of the army’s best units even better and create a real stat check problem for opponents
  • Strong buffs for Warpsmiths make them worth taking in this Detachment, and they make your vehicles even better
  • Decent buffs for melee vehicles give you a reason to take Maulerfiends and Venomcrawlers

Weaknesses

  • Buffs only work on Daemon Engines and it’s costly (and slow) to give other vehicles the Daemon Engine keyword
  • You’re going to be taking – and failing – a lot of Leadership tests with units that don’t get to re-roll them, which means taking a lot of wounds
  • No support for infantry means you’re always running skew lists and opening yourself up to Bring it Down

Credit: Robert “TheChirurgeon” Jones

A Sample List

Nicholas Willingale took this list to a 4-1, 2nd-place finish at the Saffron Slam X event on January 3rd, 2025. Nicholas lost on the final table to Deathwatch in a close matchup and beat two Ultramarines lists on the way there – one Ironstorm and one Vanguard – plus Tyranids and Blood Angels.

Nicholas' List - Click to Expand

demon forge 2.0 (2000 points)

Behold the mighty warpsmiths have come to play and have brought all their machinations out and are looking to destroy all for the glory of Chaos!!!!

Chaos Space Marines
Strike Force (2000 points)
Soulforged Warpack

CHARACTERS

Warpsmith (95 points)
• Warlord
• 1x Flamer tendril
1x Forge weapon
1x Melta tendril
1x Plasma pistol
• Enhancement: Tempting Addendum

Warpsmith (70 points)
• 1x Flamer tendril
1x Forge weapon
1x Melta tendril
1x Plasma pistol

BATTLELINE

Cultist Mob (50 points)
• 1x Cultist Champion
• 1x Autopistol
1x Brutal assault weapon
• 9x Chaos Cultist
• 9x Autopistol
9x Brutal assault weapon

OTHER DATASHEETS

Chaos Predator Destructor (140 points)
• 1x Armoured tracks
1x Combi-bolter
1x Havoc launcher
2x Lascannon
1x Predator autocannon

Chaos Predator Destructor (140 points)
• 1x Armoured tracks
1x Combi-bolter
1x Havoc launcher
2x Lascannon
1x Predator autocannon

Chaos Predator Destructor (140 points)
• 1x Armoured tracks
1x Combi-bolter
1x Havoc launcher
2x Lascannon
1x Predator autocannon

Chaos Vindicator (185 points)
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher

Forgefiend (190 points)
• 1x Armoured limbs
3x Ectoplasma cannon

Forgefiend (190 points)
• 1x Armoured limbs
3x Ectoplasma cannon

Forgefiend (190 points)
• 1x Armoured limbs
3x Ectoplasma cannon

Maulerfiend (130 points)
• 1x Lasher tendrils
1x Maulerfiend fists

Maulerfiend (130 points)
• 1x Lasher tendrils
1x Maulerfiend fists

Venomcrawler (120 points)
• 2x Excruciator cannon
1x Soulflayer tendrils and claws

Venomcrawler (120 points)
• 2x Excruciator cannon
1x Soulflayer tendrils and claws

ALLIED UNITS

Nurglings (70 points)
• 6x Nurgling Swarm
• 6x Diseased claws and teeth

Nurglings (40 points)
• 3x Nurgling Swarm
• 3x Diseased claws and teeth

This list is a lot of killer with very little filler. There’s a single Vindicator here to be the recipient of your early game Daemonic Possession Stratagem, and a trio of Destructors to take out heavy infantry and provide additional support against vehicle threats alongside the trio of Ectoplasma Forgefiends. The Nurglings act as early screening to prevent chargers from coming across into your shootier units – note the one unit of 6 for extra durability – while the Maulerfiends and Venomcrawlers provide you with all the forward melee threats you’ll need. At their best, these lists are as nasty a stat check as any Chaos Knights list, offering up eleven T9+ hulls to deal with.

Final Thoughts

The Soulforged Warpack is one of the more interesting Detachments in the Chaos Space Marines army, offering some powerful tools for improving the offensive output of your daemon engines, albeit at a cost. There’s a real question as to whether its boosts are better than the Pactbound Zealot crit buffs, and that’s worth looking at in a Hammer of Math article. But the other add-ons here add quite a bit, and running a bunch of Daemon Engines is just a lot of fun conceptually. Vashtorr’s Detachment may not be the strongest Detachment in Codex: Chaos Space Marines but in my opinion it’s one of the coolest.

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