Don’t miss all the new Adeptus Custodes 40k stratagems & army-wide rules for their updated 9th Edition Warhammer 40k codex.
With the Adeptus Custodes Codex in hobbyists’ hands and rules previews aplenty from Games Workshop, we can get a better picture of what all the new rules are looking like for defenders of the Emporer.
These unique faction rules are collected from all the following reviews on YouTube, and Warhammer Community alike, so be sure to watch your favorite presenters talk about their take on the book at the links below!
- Bell of Lost Souls
- Sprues & Brews
- SkaredCast
- StrikingScorpion82
- Guerrilla Miniature Games
- Tabletop Tactics
If you are curious about the recent Custodes vs GSC Army box itself, you can check the contents and values here.
Adeptus Custodes 9th Edition 40k Stratagem Rules
Since we originally saw all of these without their names, let’s quickly rehash them and match rules to names this time around.
- Arcane Genetic Alchemy 1/2CP: Transhuman; any custodes unit that’s not VEHICLE, 1CP if 3 or fewer models, 2CP otherwise. Lasts for phase, usable in any phase.
It might be called Arcane Genetic Alchemy but that’s just a clever name to fool the xenos and traitors. Everyone knows that the God-Emperor keeping an eye out for his chosen warriors is what keeps them alive.
If you’re going to be facing a ton of heavy fire, this will really help keep your units alive as they will never wound on anything but a 4+.
- Sweeping Advance 1CP: BIKER unit can consolidate extra 3”
- Praesidium Shieldwall 1CP: CUSTODIAN GUARD with shields, when targeted in combat, gain -1 to be hit. Only in melee combat.
- Death Mark 1CP: At start of first round, choose an enemy unit, until end of battle VIGILATORS re-roll hits against them.
- Avenge the Fallen 1CP: Use in fight phase when any custodes unit is selected to fight, if under starting strength, +1A to each model, if under half starting number of models, then each model gets +2A instead. (Note: this means fewer attacks than before but can now be used every phase to medium effect instead of just in the turn you lost a bunch of models)
- Slayers of Nightmares 1/2CP: when any custodes unit selected to fight in combat, +1 to wound vs enemy unit with higher toughness than the custodes unit. 2CP if more than 3 models in the custodes unit.
Talons of the Emperor 1CP: in any phase after shooting or fighting with any custodes unit, pick an ANATHEMA PSYKANA unit within 6” and that sisters unit gets +1 to hit for the phase. Note: does not say that the sisters unit needs to target the same unit as the custodes unit.
The new codex doesn’t just feature the Adeptus Custodes – it also includes the Sisters of Silence. If you picked up the Shadow Throne boxed set, you already have a nice mix of the two, and your Adeptus Custodes can inspire your Sisters of Silence to even greater valour.
It looks like they want units to buff up other units, which is interesting and will make you think about overall positioning. This makes their attacks easier to hit and for one CP, it’s not too bad…
- Purgation Sweep 1CP: when Witchseekers are selected to shoot or fire overwatch, for that phase, +1 Str to their flamers for that attack
- Vigil Unending 2CP: Fight on death for a custodes CHARACTER that has not fought yet. Can be used on named characters. Note: WHC said it wrong, it is indeed 2CP, not 1CP.
Vigil Unending gives your Characters one last chance to punish anyone that intends harm to the Imperium, bringing their Emperor-wrought might to bear against any who think they can go toe-to-toe with the Emperor’s finest.
- Wisdom Of The Moritori 1CP: ADEPTUS CUSTODES DREADNOUGHT (Note: can be the Forge World ones) in command phase chooses to give 6” aura of either re-roll hits or wounds of 1. Only effects CORE SHIELD-HOST units.
Adeptus Custodes’ Venerable Contemptor Dreadnoughts contain some of the finest warriors that the Imperium has ever witnessed. Pass on their centuries of experience to other units in your army with this Stratagem.
This is a really cool way to give your core units some extra buffs without having a Captain around. Since it gives every model in the unit the re-roll, it becomes quite strong. Plus that Telemon dreadnoughts have very big bases too!
- Retribution Of The Machine Spirit 1CP: In the command phase, choose a custodes machine spirit unit to act on top profile.
- Indomitable Engines 1CP: In any phase when custodes vehicle or anathema psykana vehicle would take a mortal wound, gain 5+++ against mortals for that phase.
Click Here To Get The New Sci-Fi Ruler Miniature!
- Earning A Name 1CP: When a non-named custodes character kills an enemy character in melee combat, pick one of the two to happen: a) pick a shield host trait that the character doesnt have and they gain it for the rest of the battle, or b) pick one stance of a martial ka’tah, the character always benefits from that stance. Can only use this start once per custodes character per game, and cant use in crusade unless you pay some requisition. Note: this was slightly hard to translate so possible I missed something in parts a or b. But the selection criteria are clear.
The Adeptus Custodes have access to many powerful Relics with which to slay the enemies of the God-Emperor, but sometimes it’s difficult to decide which one to take. So, why not take TWO? This Stratagem allows you to give a Relic to another Character in your army on top of the one that your Warlord can already take.
This is pretty standard for most armies, but having more than one Relic is always nice.
- The Emperor’s Heroes 1CP: Extra WL traits strat, one per character per CP, max 2 extra
- Victor Of The Blood Games 1CP: Give a second WL trait to a character. Note: does not have to be your actual warlord from what I understand.
- Eternal Penitent 1CP: Eternal penitent! Use before the battle, pick a custodes DREADNOUGHT (yes can be FW dreads) they gain +1A and re-roll charges. If they already re-roll charges (like from a ka-tah, etc.) then instead add +1 to their charge distance. CAN ONLY USE ONCE PER GAME. Note: not once per game per dread, straight up once per game per army. 🙁
- Fraternity Of Heroes 1CP: Heroic intervention with any unit, if they already could heroic, they intervene 6” instead.
- Martial Discretion 1/2CP: use in command phase when you pick a stance for a ka’tah. Pick any custodes unit and give them a different stance. That custodes unit benefits only from that new stance you picked, not the same stance as the rest of your army. They don’t get both. Lasts until next command phase. If the custodes unit contains 4 or more models it costs 2CP.
- Indomitable Guardians 1CP: Interrupt in combat if a custodes unit is in range of an objective. Same as before.
- Unleash The Lions 1/2CP: Unleash the lions, in command phase, same as before, but 2CP if 4 or more allarus in the unit at the time of using.
- Shoulder the Mantle 1CP: When your warlord dies, pick another custodes character to be your warlord, give them the WL trait that the dead warlord had if they don’t already have one. The new warlord is considered warlord for all rules purposes and it doesnt count as your warlord dying until this new one is slain. Note: there is no clause saying you can only use this once per game.
- Manoeuvre And Fire 1CP any custodes unit that can FLY can shoot after falling back (but not charge)
- Desperation’s Price 1CP in psychic phase when enemy suffers perils within 18” of ANATHEMA PSYKANA INFANTRY. They take an extra d3 mortal wounds.
- The Emperor’s Auspice 1/2CP: in any phase when any custodes unit is targeted, the enemy cannot re roll number of shots, hits, or wounds. 1CP if 4 or fewer models, 2CP if custodes unit has 5 or more models.
- From Golden Light They Come 1CP: before the battle when declaring reserves, an INFANTRY, BIKER, or DREADNOUGHT can deepstrike.
- Empyric Severance 1CP: 18” range 4+ to stop effects of an enemy psychic power, used by any ANATHEMA PSYKANA INFANTRY unit, used after any other deny the witch attempts.
- Creeping Dread 1CP start of any phase use on one ANATHEMA PSYKANA INFANTRY unit, they gain a 6” aura of enemy units are -1 to hit when targeting this sisters unit.
- Rapid Reactions 1CP use in opponents movement phase when an enemy unit wants to fall back from combat with a custodes INFANTRY unit. The custodes infantry unit can shoot at the enemy unit as if it were the shooting phase.
- Covered Advance 1CP: smokescreen standard -1 to hit
- Tanglefoot Grenade 1CP: TANGLEFOOT! Use at start of enemy’s movement or charge phase. Cant use on units that FLY. Must be visible within 12”. Otherwise same as before, subtract d6” from movement or charge distance. Can only use once per turn. Note: like many of our core strats from before, still strong, but toned down.
- Teleport Homer 1CP: Use when TELEPORT HOMER ADEPTUS CUSTODES is chosen to move. Remove them from the battlefield, then during the reinforcements step of the SAME movement phase, replace the unit on the battlefield within 3” of a VEXILUS PRAETOR or ALEYA, but more than 9” from enemy units.
There are no finer psyker hunters in the galaxy than the Sisters of Silence, and one of the reasons that they’re so good is that they have just the right tools for the job – such as psyk-out grenades.
This isn’t anything crazy, but for 1 CP you can cause D3 Mortal Wounds to Psykers, and if it destroys the unit, it deals d3 mortals to every other unit within 6″ of it. Wow, that could in some circumstances hurt a lot.
Now let’s quickly recap some of the army-wide rules.
Adeptus Custodes 9th Edition 40k Army-Wide Rules
Out of all the models in the codex, some have keyworded abilities. Instead of listing the ability each time on every datasheet, they instead only list it once. Aegis Of The Emperor is really important because without it and the Strom Shield nerf, a lot of units lost their invulnerable saves, however, this in essence lets some select units keep it. Daughters Of The Abyss is really only on Sisters of Silence units and essentially bundles up their previous anti-psychic abilities into this one. From Golden Light is just an ability allowing for the unit to be put in reserves then deep strike in.
Finally, there are Martial Ka’tahs. This acts as the Custodes Battle-forged benefit. After deployment and before deciding who takes the first turn, you choose three options from the list. During your command phase, the first one you chose becomes active, it lasts until your next command phase. Then after the first ends, the second one begins, followed by the third after the second ends. You can never go backward in order and must always go in the order of 1-2-3 when you selected them at the beginning.
If you missed it, the three that GW previewed are all good, with the others still being great options as well.
Calistus is the perfect opener, a light aperitif with notes of sustained gunfire. You can choose to get up-close and personal by boosting your Advance rolls or to lay a withering barrage as you approach. These may be performed in either order, so you could soften up your foes before advancing to secure the kill or vice versa.
These are two interesting ones if you need a bunch of movement to either secure objectives or to just get to your opponent!
When fighting hordes of infantry, Dacatarai is a tasty choice. The first stance allows your Custodian Guard to effortlessly manage the ebb and flow of hordes, preventing them being overwhelmed by swarms. The second stance lets you go on the offensive, allowing you to trade that extra pip of damage Custodes are set to get* for more attacks – perfect for clearing out swathes of puny foes.
If you’re fighting hordes with low wounds, this is going to destroy factions. The first stance is so insanely powerful against a horde army. Basically, you force them to a single inch of consolidation or pile, making it super hard for them to get all those models to attack. Then getting more attacks is always nice as long as they don’t have lots of wounds.
Mop up your foes with the Kaptaris Stance, which lets your Custodes parry and deflect attacks or lock units into combat, preventing them from falling back. Ideal for maintaining the upper hand by controlling the battlefield.
This stance basically turns your Custodes into Dark Eldar Wyches. It looks like they win ties, but this could really change the tide of a battle and keep your units safe from return fire.
Here’s all the latest on the Adeptus Custodes 9th Edition rules updates and points changes for Warhammer 40k
- Shield Hosts & Captain-Commanders Rules
- RUMORS: Adeptus Custodes Getting Day 1 Points Update
- 9th Edition 40k Unit Rules Datasheets
- Warlord Traits & Relics Rules
- Adeptus Custodes Wargear, Points, & Secondaries Rules
Click Here for all the Newest GW Model Previews
What do you think about the new stratagems & army-wide Rules for the Adeptus Custodes?
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