Don’t miss all the new Warhammer 40k rules changes coming for the Deathwatch in their 9th Edition Codex Supplement!
Join us as take another look at the supplement and the biggest changes coming to the Deathwatch. We will go over changes to the Chapter Tactics, Relics, Warlord Traits, and Psychic Powers.
Keep in mind that for other units they can take, you will need the base Space Marines Codex (which looks to be the norm now for all future supplements). We talk more about that in this article, along with the pending new releases for marines overall.
Some of the datasheets for this post are from reviews by Hellstorm Wargaming and the Sprues and Brews Youtube channels, be sure to watch their videos below and subscribe to them for more great Warhammer content.
All The New Deathwatch 9th Edition 40k Rules
Chapter Tactic & Doctrines
If you want to see more about the release lineup with pricing for the Deathwatch, you can check it out here!

New Unit Composition, Abilities, & Available Units:



Deathwatch Kill Team Specialisms 40k Rules

Deathwatch Warlord Traits

Deathwatch Stratagems

Prognosticating Volley: Who cares that so many Aeldari vehicles have minuses to hit them? Not the Deathwatch! For only a single CP, you get to ignore those pesky -1s to hit and the like. This will be super annoying to play against for your opponents (and great for you).

Out of these, Shroud Field is by far the most bonkers. Fliers get shot out of the air in the first two turns a lot. Being able to prevent this from getting shot turn 1 is huge! Not only can Blackstars pack a serious punch, but they are also often targetted, so you’ll want to put extra resources into protecting it. This stratagem a must against any shoot heavy lists that might do so.
It also looks like the previously conferred special abilities from units (like a biker) to Strike squads must not be activated with CPs. Kind of a bummer, but potentially balanced in 9th Edition.
Deathwatch Relics

The Tome of Ectoclades would combo well with Malleus specialization against high priority key targets.

Deathwatch Secondaries

For Long Vigil all you need to do is keep your deployment zone clear, which might be a problem against deep striking heavy lists, however, the fact it excludes flyers helps a lot.
Deathwatch Psychic Powers
Perimorphic Resonance gives a nearby unit three bonuses. +1 to hit with melee attacks, Overwatch is successful on 5s instead of 6s, and it fights first in the Fight phase. Considering all three of these are decent enough, it’s a pretty good package for one power at WC6. If your running max squads for the specializations, this becomes even better as more models are effected.
Neural Void, is a great way to decrease the incoming power of a charging unit. Then you can just move a beefy unit forward and force them to only charge them.
Kill Teams & Special Issue Ammunition
They go together like peanut butter and Jelly. We saw this Kill Teams in their Index a few weeks ago, but now we have the full picture on how they work, and what works with them as well.



So looks like Deathwatch is getting some love in 9th edition 40k already out the gate with a ton of new and updated rules! Plus don’t forget they also have access to the Space Marine codex and all the new updated Forge World units from the Imperial Armor Compendium as well. Be sure to check out our rules post covering all that here.
What do you think about the rules? Are you excited to bring the Ordo Xenos to the tables soon?
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