Vanguard Veterans Guide — Jump Pack Melee Veterans

Vanguard Veterans Guide - Jump Pack Melee Veterans

What Are Vanguard Veterans?

Vanguard Veterans are the elite melee specialists of a Space Marine Chapter’s first company — hardened combat veterans who have earned the right to carry the Chapter’s finest wargear and fight with jump packs that let them descend upon the enemy from above like avenging angels. On the Warhammer 40,000 tabletop, Vanguard Veterans function as an elite jump pack assault unit armed with master-crafted power weapons, built to hit hardest on the charge.

Older versions of the unit were famous for mix-and-match loadouts of lightning claws, thunder hammers and storm shields. The current 11th Edition squad, introduced with the Armageddon launch box in 2026, is more streamlined: every veteran carries a master-crafted power weapon, any of them can take a combat shield, and the Sergeant has the heavy-hitting options. You still choose between shields and pistols to suit the matchup you are facing.

The jump pack gives Vanguard Veterans the mobility to strike where the enemy is weakest, bypassing screens and fortified positions to reach priority targets. Combined with their veteran statline and elite melee weapons, this makes Vanguard Veterans one of the most reliable assault units available to any Space Marine Chapter. They have been a fixture of Space Marine armies for many editions and remain one of the most popular first-company units in the game.

Note: In 11th Edition the current unit is the Vanguard Veteran Squad with Jump Packs from the 2026 kit. The older Vanguard Veteran Squad datasheet (the previous kit’s mix-and-match loadouts) is in Legends, so make sure you are building from the current kit and datasheet.

Vanguard Veterans Lore

Every Space Marine Chapter maintains a cadre of veterans who have proven their worth across decades or centuries of unbroken service. These warriors — the Chapter’s first company — are granted access to the armoury’s most prized wargear and are trained in advanced combat techniques that surpass even the already superhuman standards of the Adeptus Astartes. Vanguard Veterans are those first company warriors who specialise in close-quarters assault, favouring the visceral intensity of blade and claw over the precision of ranged warfare.

The Vanguard designation indicates a warrior who excels in the sharp end of combat — the furious initial assault, the decisive breakthrough, the killing blow that shatters an enemy formation. These are not defensive fighters or patient marksmen. They are killers who have honed their craft through hundreds of engagements and emerged from each one with a deeper understanding of how to destroy the enemy in close combat.

Jump packs are the Vanguard Veteran’s defining equipment. These powerful thrusters allow a fully armoured Space Marine to leap across the battlefield in soaring arcs, descending upon the enemy with the speed and fury of a striking raptor. The psychological impact of a Vanguard Veteran assault is almost as devastating as the physical — the roar of jump pack engines, the flash of lightning claws, and the thunderous impact of armoured bodies slamming into the enemy line is enough to break the morale of all but the most disciplined troops.

Every Chapter has its own traditions around veteran assault troops. The Blood Angels, with their long history of jump-pack warfare, are the Chapter most associated with airborne assaults, and their golden Sanguinary Guard take the idea to its ceremonial extreme. Raven Guard favour swift, surgical strikes from the shadows, and the Black Templars channel their religious fervour into headlong charges led by their Sword Brethren. The core principle is the same everywhere: get close, hit hard, leave nothing standing.

Datasheet and Core Stats

Vanguard Veterans have the profile of veteran Space Marines in power armour: tougher and more skilled than line troops, but without the extra durability of Terminator or Gravis armour. Their exact Movement, Weapon Skill, Toughness, Save, Wounds and points cost are set by the current Space Marine codex and the Munitorum Field Manual, so check those (or the Warhammer 40,000 app) rather than relying on figures from older editions.

The jump pack is the unit’s defining piece of wargear. It gives the squad high Movement, the Fly keyword and the Deep Strike ability, so Vanguard Veterans can cross the board quickly, move over intervening models and terrain, and arrive from reserves wherever they are needed. This mobility is arguably more valuable than any individual weapon option.

The squad is led by a Vanguard Veteran Sergeant with access to extra weapon options. The Sergeant’s loadout should complement the rest of the squad — if the squad is built for anti-elite work, give the Sergeant a weapon that enhances that role rather than diversifying unnecessarily.

Note: Always verify the current datasheet in your codex or the Warhammer 40,000 app, as wargear options, abilities and points change with new codexes and balance updates.

Weapon Loadouts

The current Vanguard Veteran Squad with Jump Packs is the new-scale unit introduced with the 11th Edition Armageddon launch box in 2026 and now sold as a multipart kit. It fields 5 or 10 models: each Vanguard Veteran carries a master-crafted power weapon and a heavy bolt pistol, and the Sergeant carries a relic blade. The old mix-and-match builds of lightning claws, storm shields and paired weapons belonged to the previous kit, whose Vanguard Veteran Squad datasheet is now in Legends. Exact profiles and points are in the current Space Marine codex and the Munitorum Field Manual.

Combat Shields or Pistols

Any model can swap its heavy bolt pistol for a combat shield, which gives it an invulnerable save. Shields are the better choice when your opponent brings a lot of heavy shooting that would otherwise strip the squad before it reaches combat; pistols add a little damage before and during the fight. Against shooting-heavy armies, shields on most of the squad are a sensible default.

Plasma Pistols

For every five models, up to two Vanguard Veterans can swap their heavy bolt pistol for a plasma pistol, adding a few armour-piercing shots at close range. Supercharging them is Hazardous, so weigh the extra damage against the risk.

Sergeant Options

The Sergeant can swap the relic blade for a thunder hammer (see what is a thunder hammer?) or a power fist, and the heavy bolt pistol for a plasma pistol. The thunder hammer gives the squad a few high-damage hits against vehicles and monsters; the relic blade is the better all-rounder against infantry.

Vanguard Assault

The unit’s Vanguard Assault ability gives its melee weapons an extra attack in a turn in which it made a charge move, so the squad hits hardest on the charge. Plan to charge rather than be charged.

How to Use Vanguard Veterans on the Tabletop

Vanguard Veterans are a reactive assault unit — you hold them back, identify the right moment and target, then commit them to a devastating charge that swings the game in your favour.

Reserves vs On-Table

The decision to deploy in reserves or on the table is critical. Under the 11th Edition core rules, a unit where every model has Deep Strike goes into strategic reserves and, from battle round 2, can be set up anywhere more than 8″ horizontally from all enemy units, including in the enemy deployment zone. It can’t make a normal move or Advance after arriving, but it can shoot and declare a charge. Because engagement range is now 2″, a charge from just over 8″ away needs a 7 or more on 2D6. Units still in reserves at the end of battle round 3 are destroyed, and your total reserves can’t exceed half your points before the game. The full rules are in our Deep Strike in 11th Edition guide.

Deep striking keeps the squad safe from shooting until it arrives and lets you pick the moment and the target. On-table deployment lets the squad use its jump packs to threaten the board from turn one and counter-charge enemy melee units, but exposes it to shooting. Against heavy shooting armies, reserves are usually better; against melee armies, on-table deployment lets you counter-charge earlier. Remember that if you attach a character without Deep Strike, the whole unit loses the ability to deep strike.

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Target Selection

Match your loadout to your target. With their master-crafted power weapons, Vanguard Veterans are at their best against multi-wound infantry and characters — do not waste them on single-wound chaff. The Sergeant’s thunder hammer or power fist adds some punch against vehicles and monsters, but the squad as a whole is not a dedicated anti-tank unit. Never charge a target your loadout is not optimised for if a better target is available.

After the Charge

After the initial charge, Vanguard Veterans often face a decision: consolidate into a new target, or fall back and set up another charge next turn. If the initial target is destroyed, consolidating into a nearby unit can tie up enemy shooting and keep the Vanguard Veterans safe from return fire. If the target survives, weigh whether staying in combat is more valuable than falling back and charging again. Remember that in 11th Edition a unit can only benefit from one stratagem per phase, so pick the one that matters most for the fight.

Chapter and Detachment Synergies

Old-style Chapter Tactics are gone. In 11th Edition, what boosts Vanguard Veterans is mainly your choice of detachments, bought with Detachment Points (2 DP at 1,000 points, 3 DP at 2,000 points), plus any Chapter-specific rules in the current codex or supplement. Exact detachment rules and stratagems change with each codex and balance update, so check the current books. Our Space Marines 11th Edition codex guide covers the current detachments.

Blood Angels

Blood Angels have long been the Chapter most associated with jump-pack assaults, and their rules have traditionally rewarded charging into combat. Older editions gave them a flat bonus to wound on the charge; that wording is out of date, so check the current Blood Angels rules for how their charge bonuses work now. Either way, they are the natural home for an aggressive Vanguard Veteran squad.

Black Templars

Black Templars are built around close combat, and their rules have consistently pushed melee units further. A Vanguard Veteran squad fits naturally alongside the Chapter’s other assault units; check the current Black Templars rules for how they buff melee units.

Raven Guard

Raven Guard favour stealth and surprise attacks, which suits a unit that arrives from reserves. Their current options depend on the Space Marine codex and its detachments rather than a fixed Chapter bonus, so look for detachments that reward deep striking and striking from cover.

Countering Vanguard Veterans

Screen your valuable units with cheap chaff to absorb the Vanguard Veterans’ charge. A unit of Cultists or Guardsmen in front of your gunline forces the Vanguard Veterans to waste their charge on expendable models, buying your shooting units another turn to target them. After they are stuck in combat with your screen, hit them with counter-charging melee units or fall back and shoot them. Like Jump Pack Intercessors, they are vulnerable to focused shooting after an unsuccessful charge.

Frequently Asked Questions

Vanguard Veterans vs Bladeguard Veterans — which is better?

Bladeguard Veterans are more durable, with storm shields as standard and Primaris profiles, but lack jump packs. Vanguard Veterans are much more mobile and hit hardest on the charge. Choose Vanguard Veterans when you need to reach targets across the board. Choose Bladeguard when you need a durable midfield anchor that holds objectives.

What is the best Vanguard Veteran loadout for competitive play?

The current squad’s main choice is combat shields versus pistols, plus the Sergeant’s weapon. Combat shields on most models with a thunder hammer on the Sergeant is a solid all-round build; keep the relic blade if you mainly expect infantry. The lightning claw and storm shield builds of older editions belong to the old kit, which is now in Legends. Weapon profiles change between codexes, so compare the current datasheet options before you build.

How many Vanguard Veterans should I take?

A single full-size squad is standard. Some lists run two squads for redundancy, but this is a significant points investment. One full squad is usually enough for most lists.

Can Vanguard Veterans deep strike?

Yes. The jump pack gives them Deep Strike, so they can arrive from strategic reserves from battle round 2, more than 8″ from all enemy units. This is one of their greatest strengths. Whether to deep strike or deploy on the table depends on the matchup and mission.

Are Vanguard Veterans worth it without jump packs?

The current kit and datasheet are the Vanguard Veteran Squad with Jump Packs, so the jump pack is part of the unit. If you want foot-slogging melee veterans, Bladeguard Veterans fill that role.

Where can I find Vanguard Veterans assembly instructions?

The building instructions come printed in the box. Games Workshop also publishes free assembly instruction downloads for many current kits on its website. If you are building an older or second-hand kit without the booklet, these downloads are the safest source, because weapon options and sergeant parts vary between kit versions.

Are there Primaris Vanguard Veterans?

In effect, yes. The 2026 Vanguard Veteran kit from the Armageddon launch is sculpted at the modern Space Marine scale, with the same style of jump pack as the Jump Pack Intercessors, so the current Vanguard Veterans are the new-scale version of the unit. Don’t confuse them with the Phobos-armoured ‘Vanguard’ units such as Infiltrators, Incursors, Eliminators and Reivers, which are stealth troops rather than jump-pack veterans. Bladeguard Veterans fill the elite melee veteran role on foot.

Can Dark Angels or Ultramarines use Vanguard Veterans?

Yes. The Vanguard Veteran Squad with Jump Packs is a core Space Marine unit, so Ultramarines, Iron Hands and other codex Chapters can all take it. Dark Angels play from the main Space Marine codex plus their own supplement, so they can field the unit too, painted in their own colours.

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