Aeronautica Imperialis - Faction Review - Space Marines



UPDATED June 2025

The Adeptus Astartes, the legendary Space Marines, were released during the final year of Aeronautica Imperialis' publication. At the time, I believed their arrival would secure the game’s future for years to come. Sadly, I was wrong. Just a few months later, Aeronautica was shelved in favour of Legions Imperialis. However, many of the Adeptus Astartes aircraft, along with several Imperial Navy models, remain available. As a result, the Space Marines now stand as the most vital faction for keeping Aeronautica Imperialis alive in the skies.


The Space Marines




The Adeptus Astartes, the Space Marines, are tough, well-armed, and often outnumbered. They're an unsubtle force, more than willing to fly straight into enemy fire and emerge on the other side leaving only burning wreckage behind. While they lack speed and manoeuvrability, their durability more than makes up for it. They are, however, a forgiving faction to play, though being regularly outnumbered means they'll still demand skill, especially against experienced opponents who know how to exploit the movement phase against them. For me, the biggest appeal is playing aerial battles of the Horus Heresy. 

How many models are available in the range?

Currently, there are rules for four Space Marine aircraft and two ground defences.
However, only the aircraft are available to buy from the Warhammer store, in the form of Legions Imperialis sets.

The four aircraft are:
  • Xiphon Interceptor
  • Storm Eagle
  • Fire Raptor Gunship
  • Thunderhawk Gunship
The two ground defences are:
  • Icarus Stormcannon
  • Skyspear Missile Launcher

Xiphon Interceptor

Dark Angel Xiphon Interceptors


The Xiphon Interceptor is a durable, well armed and manoeuvrable fighter aircraft. With a solid Max Speed and access to almost all of the Ace Manoeuvres, it can be counted on to get into the action and position itself where it needs to be. Its low Min Speed of 2 and Throttle value of 3 give it excellent flexibility, allowing it to reposition with a high degree of unpredictability.

The Xiphon’s main armament is a battery of Quad Lascannons [0/4/2 2+(6+)] which is a powerful weapon at medium range. However, it has a notable weakness at short range, where the lascannons cannot be used at all. This is not ideal in a tight dogfight.


Horus Heresy Loyalist Blood Angels against the traitor Emperor's Children

To compensate, the Xiphon is also armed with a Rotary Frag Missile Launcher [2/2/1 5+] providing much needed short range firepower. Alternatively, the missile launcher can be replaced with Krak or Hunter Killer Missiles, or both, each with an ammo count of 3. These options open up a variety of tactical roles. Krak Missiles [2/2/2 3+(6+)] make the Xiphon a capable ground attack fighter, ideal for hunting defences and objectives. Hunter Killer Missiles [0/2/2 3+(6+)] turn it into a long range aerial sniper, perfect for picking off enemy planes.

Personally, I always upgrade my Xiphons with two sets of Hunter Killer Missiles, making them deadly at medium range. Overall, I rate the Xiphon as one of the best aircraft in the game.



Storm Eagle Gunship


Imperial Fist Storm Eagle


The Storm Eagle is a fighter, albeit an unusual one. It has 4 Structure points and a Transport Capacity of 2. However, it lacks the manoeuvrability and top end Maximum Speed found in the more traditional fighters of other factions. In many ways, it shares characteristics with the Imperial Valkyrie.

Like most Space Marine aircraft, the Storm Eagle is a flying brick. For a fighter, it is extremely durable but hampered by a low Maximum Speed and limited Manoeuvrability. This is an aircraft that will rely on absorbing enemy fire rather than dodging it. Thanks to its Minimum Speed of 0 and a Throttle of 2, the Storm Eagle is capable of hovering and making sudden speed and altitude changes. It can drop from Speed 5 to Speed 1 in a single turn, keeping opponents guessing about its final position.

The Storm Eagle is armed with Quad Lascannons [0/4/2 2+(6+)], a powerful weapon at medium range. However, it lacks short range firepower. To make up for this, it carries Twin Heavy Bolters [3/1/0 5+] and Dual Frag Missile Pods [3/3/1 5+]. The missile pods can be upgraded to Dual Krak or Hunter Killer Missiles, both with an ammo count of 3. These options open up a wide range of tactical flexibility. With Dual Krak Missiles [3/3/3 3+(6+)], the Storm Eagle becomes an effective ground attack platform, capable of hunting down enemy defences and objectives. Alternatively, Hunter Killer Missiles [0/3/3 3+(6+)] allow it to snipe enemy aircraft at long range.

These upgrades make the aircraft costly, but in my experience, well worth it. Overall, the Storm Eagle is a solid choice for scenarios where Transport Capacity is needed. Just be aware that its slow speed makes it vulnerable to true fighters that can easily get behind it. Despite that, I have found this aircraft to be very effective.




Fire Raptor Gunship


Dark Angel Fire Raptor



The Fire Raptor, like the Storm Eagle, is a heavy fighter. However, it sacrifices the Storm Eagle's transport capacity in favour of additional firepower. It is equipped with a front mounted Avenger Bolt Cannon [3/7/0 4+(6+)] and a Hellstrike Missile Launcher for ground attack [2/2/2 3+(6+)]. Additionally, the Fire Raptor features two turret mounted Heavy Bolters [6/2/0 5+], which can fire to either side of the aircraft. These can be upgraded to Autocannons [1/4/0 4+] or Lascannons [0/2/1 2+(6+)] depending on your tactical needs.

When I built mine, I chose to keep the Heavy Bolters. Overall, they were more affordable and provided excellent short range firepower, something the Space Marine force generally lacks.

 

Like its counterpart the Storm Eagle, the Fire Raptor is a flying brick. For a fighter, it offers high durability but suffers from low Maximum Speed and Manoeuvrability. It relies on absorbing enemy fire rather than evading it. Thanks to its Minimum Speed of 0 and a Throttle value of 2, it can hover or suddenly change speed and altitude, allowing it to drop from Speed 5 to Speed 1 and reposition unexpectedly.

Overall, in standard games I have found the Fire Raptor somewhat underwhelming. It is too slow and lacks sufficient air to air firepower. However, in more specialised missions that include ground targets, it proves much more valuable. In particular, I found it to be very effective in a Canyon Attack Run mission, where its slow speed and all around short range firepower became essential.



Thunderhawk Gunship




First and foremost, this is a Thunderhawk Gunship — one of the most iconic vehicles in the Warhammer 40,000 universe. In Aeronautica Imperialis, it is the only Space Marine aircraft with the bomber type, making it essential for certain scenarios.

This aircraft takes Space Marine durability to the next level with a massive 8 Structure points. I almost always take the Armoured Crew Compartment upgrade for added protection and often add Ceramite Plating as well.

The Thunderhawk has a Maximum Speed of 5 and only access to 4 Ace Manoeuvres, limiting its agility. However, what it lacks in speed and finesse, it makes up for with an impressive arsenal that allows it to fire in almost every direction. Its main weapon is a Turbo Laser Destructor [2/2/3 2+(4+)], which fires forward and upward but not downward, surprisingly ineffective against ground targets for a bomber. In addition, Twin Lascannons [0/2/1 2+(6+)] provide extra forward firepower, while four Heavy Bolters [4/1/0 5+] cover multiple arcs for close range defence.

The Thunderhawk's primary role is as an orbital drop ship, delivering its payload of Space Marines directly into the heart of battle. With a Transport Capacity of 4 and extreme durability, only sustained and focused enemy fire is likely to prevent it from reaching its landing zone.

At 44 points, the Thunderhawk is an expensive aircraft, but for missions that involve transporting troops or bombing objectives, it is a powerful tool in the Space Marine arsenal. And any enemy fighters that wander into its forward arc, especially those with only 2 Structure points, are unlikely to last long.



Icarus Stormcannon

This rapid firing ground defence of the Space Marines has an effective altitude of 3, which is superior to that of most other factions in Aeronautica Imperialis. It matches the performance of the Aeldari equivalent. The weapon can engage targets at all ranges [5/5/2 5+] and can only be avoided by aircraft flying at Altitude 5. For example, Ork aircraft, which have a maximum altitude of 4, cannot escape its reach. Overall, this ground defence is a solid choice. At just 9 points, it offers reliable coverage and will be invaluable for protecting your ground targets.


Skyspear Missile Launchers

Missile Silo from the Adeptus Titanicus Accessories sprue
 
This ground defence, armed with missiles, is far more effective than its counterpart in scenarios without specific ground targets. It has an effective altitude of 4 and a weapon profile [2/2/1 4+(6+)], allowing it to target any aircraft that enter its long range. For 7 points, it is a solid choice, though for just 2 more you can field the more effective Icarus Stormcannon.

The Adeptus Astartes Ground Defences are only available from Forge World, and as such, they are quite expensive. Alternatively, you can use the Adeptus Titanicus Accessories sprue. This sprue includes a couple of radar turrets, a command bunker, and, most importantly, a missile silo and a cannon. The missile silo can easily be used as a Skyspear Missile Launcher, as shown in the picture above. Additionally, the command bunker or radar turret can be used as ground targets.

 
Upgrades

In my opinion, points should only be spent on upgrades if they offer a meaningful advantage. Do not waste points on unnecessary upgrades when those points could be better spent on more aircraft. That said, the Space Marines do have access to some of the best upgrades in the game.

Armoured Crew Compartment gives the aircraft a 6+ save against any damage. This is particularly effective for Space Marine aircraft, which have high structure point values. Ceramite Plating is also excellent, as it reduces the chance of taking damage from powerful extra damage weapons. Infra Red Targeting is extremely useful as well, especially since many Space Marine weapons perform best at medium range.

The remaining upgrades are limited to once per game. The Techmarine allows for the repair of one structure point on a roll of 5+. Initially, I was not impressed with this upgrade, but upon re reading, you get to roll one die per structure point lost. For example, a Thunderhawk that has lost 7 structure points would roll 7 dice to attempt repairs. As a result, the Techmarine is well worth it for a Thunderhawk.



Building your own Adeptus Astartes Air Force


Primarily, your Space Marine air wing should be built around Xiphon Interceptors. These fighter planes are excellent and can be equipped for both air and ground attack. Once you have a collection of these—probably from a single box set—you will need to purchase a Thunderhawk. The Thunderhawk is a bomber with transport capacity and will allow you to play missions that require this type of aircraft.

Next, I would consider getting some ground defences. As mentioned above, you can use the Strategic Assets sprue from Adeptus Titanicus. With this range of miniatures, you can play all the different types of missions available in Aeronautica.

If you want to collect any more miniatures, I would suggest either the Storm Eagles or the Fire Raptors, as both have their uses.

One more thought, which I will cover in a later article: why not share the content of a Space Marine box set?

Since you get six Xiphons in a box, it is a great idea to split the box between two players. Each player can take three Xiphons and paint them up for different Adeptus Astartes forces. With just one box of miniatures, you can start playing the game. This can then be followed up by sharing a box of Storm Eagles or Fire Raptors, expanding both players’ forces at the same time.

In conclusion, the Adeptus Astartes may have been one of the last forces to be released for Aeronautica, but they are among the best and the easiest to obtain. They make for a great introduction to the game and, for me, they are my favourite force.

If you have any questions please ask them in the comments sections. 





More of my Aeronautica articles can be found here.

I continue this article with the Legions of the Astartes Here.

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No matter which aircraft you choose or how you build your force, remember that the skies are a dangerous place. Strategy, positioning, and quick thinking are key to survival. So, gear up, plan your moves carefully, and always watch your six—because in Aeronautica Imperialis, the enemy is never far behind.





Comments

  1. These articles have been fantastic. I have been looking to start a marine force. In your force build you said you would use autocannons on the fire raptors, but in the fire raptor section you said you preferred lascannons turrets; is there a reason to choose one over the other?

    ReplyDelete
  2. Thank you for the positive comments. I have added some additional notes for you on the different loadouts for the Fire Raptor. I hope these help.

    ReplyDelete

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