Adeptus Custodes 8th Edition
As of 03-10-2018 Adeptus Custodes Summery
The new Adeptus Custodes Codex is an advancement in army design, especially for an army with a shallow model line. The Adeptus Custodes codex attempts to create an elite army that is actually competitive, with middling results. The Adeptus Custodes codex would have been better served if Games Workshop had made this a complete Talons of the Emperor codex by including the Sisters of Silence. As it is though Games Workshop has a plan to roll in the Horus Heresy Forge World Custodes line into 40k, but until then an Adeptus Custodes army will need some Imperial ingredients to go with the base broth it has.
The Adeptus Custodes codex is not worth $40 bucks, but the content it does have is impressive.
At first blush the Adeptus Custodes codex seems like a powerful addition to 8th edition, but when you dig deep you still see the same problems plaguing all elite armies. The Adeptus Custodes are not immune to the 8th edition AP system, you will still rarely getting 2+ armour save against most competitive lists. It means the army will rely on its 4/5+ invulnerable save to stay relevant. Like all elite armies once you start to add up the points you realize you cannot get too many of the tricks you want, really leaving units like the Land Raider, Contemptor Dread, and the Allarius by the wayside.
Still a combined Imperial force with the Adeptus Custodes can be quite devastating. Imperial Guard will clearly be the go to army in conjunction with the Adeptus Custodes, as they provide everything the Adeptus Custodes does not: screens and long range unit busting. Until Forge World gets around to providing the rules for there model range; we won’t know for certain if you can play the Adeptus Custodes just by themselves and be effective. For now expect to see Brother-Captain Bikes flying around many a Imperial army.
The Adeptus Custodes are definitely an army for the cagey player, one who has to maximize the stratagems and focus on striking at the right time to cripple an opponent, not a player who runs head long hoping wounds and armour will withstand a a good army’s damage output. If nothing else the Adeptus Custodes is good fluff book, too bad it is not worth the $40 price tag for only 80 pages.
Below you find all the quick reference material you need to build a Adeptus Custodes army.
As of 03-10-2018 Adeptus Custodes Stratagems groups are…
- Universal Stratagems
- Adeptus Custodes Stratagems
(See tabs for details)
As of 08-18-2017 Universal Stratagems are…
Command Re-Roll: 1 CP
You can re-roll any single dice.
Counter-Offensive: 2 CP
Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.
Insane Bravery: 2 CP
You can automatically pass a single Morale test and must be used before taking the test.
As of 03-10-2018 Adeptus Custodes Stratagems are…
Open the Vaults: 1/ 3 CP
Use before the battle. Your army can have one extra Relics of Terra for 1 CP, or two extra Relics of Terra for 3 CPs. All the Relics of Terra that you include must be different and be given to different Adeptus Custodes Characters.
From Golden Light They Come: 1/3 CP
Use during deployment. Insteadof placing them onthe battlefield, you can set up one Adeptus Custodes Infantry, Biker or Dreadnought unit from your army in reserve for 1 CP, or two for 3 CPs. At the end of your Movement phases these units can teleport into battle – set them up anywhere on the battlefield that is more than 9″ away from any enemy models. This Stratagem can only be used once per battle.
Unflinching: 1 CP
Use this in your opoonent’s Charge phase. Choose an Adeptus Custodes unit from your army. When models in this unit fire Overwatch in this phase, they require a roll of 5+ to hit.
Tanglefoot Grenade: 1 CP
Use at the begining of your opponent’s Movement or Charge phase. Choose an enemy unit within 12″ of an Adeptus Custodes Infantry unit from your army and roll a D6. Your opponent must reduce that unit’s Movement characteristic or charge distance by the result until the end of the phase. Units with the Fly keyword are not affected.
Ever Vigilant: 2 CP
Use immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of an Adeptus Custodes Infantry unit from your army. That unit can immediately shoot at the enemy as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
Vexilla Teleport Home: 3 CP
Use this at the end of your Movement phase. When you set up a teleporting Adeptus Custodes unit at the end of the phase, you can set it up wholly within 6″ of a friendly Vexilus Praetor other than one that was set up in this turn and more than 3″ from enemy models. Any models that cannot be set up this way are destroyed.
Avatars of the Emperor: 1 CP
Use at the beginning of the Morale phase. Choose an Adeptus Custodes unit from your army not a vehicle. You can use that unit’s Leadership when taking Morale tests for friendly Imperium units within 6″ of that unit in this phase.
Shoulder the Mantle: 1 CP
Use this when your Warlord is slain. Choose a Shield Captain on the battlefield from your army. They become your Warlord – choose or generate a Warlord Trait for them immediately. For the purposes of the mission, your Warlord is not considered slain while this model is on the battlefield.
Networked Machine Spirits: 1 CP
Use this in your Shooting phase. Choose a Venerable Land Raider from your army and at least one other friendly Venerable Land Raider within 6″ of that model. None of the chosen models suffer any penalties to their hit rolls unit the end of the phase.
Indomitable Guardians: 1 CP
Use this in your opponent’s Fight phase after an enemy uni that charged has fought. Choose an Adeptus Custodes unit from your army that is within 3″ of an objective marker and fight with it next.
Imspire Fear: 1 CP
Use this at the beginning of the Morale phase. Choose one of your Adeptus Custodes units that is not a Vehicle. Your opponent must add 1 to Morale tests taken for enemy units within 3″ of that unit in this phase.
Sentinel Storm: 2 CP
Use this at the end of your opponent’s Shooting phase. Choose one of your Adeptus Custodes units that with 1″ of an enemy unit. That unit you choose can shoot with its sentinel blades as if it were your Shooting phase.
Burst Missile Net: 1 CP
Use this i your Shooting phase, when choosing a unit of Vertus Praetors from your army to make their ranged attacks. If they all fire flakkburst missiles at the same target with the Fly keyword, you can re-roll failed wound rolls for these attacks.
Spark of Divinity: 1 CP
Use this when an enemy Psyker manifests a psychic power within 12″ of an Adeptus Custodes Infantry or Adeptus Custodes Biker unit from your army. You can take Deny the Witch test for that unit as if it were a Psyker.
Plant the Vexilla: 1 CP
Use this at the end of your Movement phase. Choose a Vexilus Praetor from your army that did not move in that phase. You can increase the range of the Custodes Vexilla ability for that model by 6″ unit your next Movement phase. The Vexilus Praetor that you choose cannot charge this turn.
Piercing Strike: 1 CP
Use this when you select an Adeptus Custodes unit from your army to attack in the Fight phase. Add 1 to wound rolls made for that unit’s guardian spears until the end of the phase.
Inescapable Vengeance: 2 CP
Use this when you select a unit of Allarus Custodians from your army to make their attacks in the Shooting phase. They can target enemy Characters with their attacks, even if they are not the closest enemy model.
Wisdom of the Ancients: 1 CP
Use this at the start of any phase. Select an Adeptus Custodes Dreadnought from your army. Until the end of the phase, you can re-roll hit rolls of 1 for friendly Adeptus Custodes units within 6″ of it.
Castellan Strike: 1 CP
Use this when you select one of your Adeptus Custodes units to attack in the Fight phase. As long as more than one model in the uit is attacking with a castellan axe, and they all target the same unit, improve the AP of that unit’s castellan axes to 3- until the end of the phase.
Concussion Grenades: 1 CP
Use this in your Shooting phase, when choosing a unit of Allarus Custodians from your army to attack. Until the end of the phase, their balistus grenade launchers have an AP characteristic of 0, and Infantry units that are hit by these attacks are stunned until the end of the turn – they cannot fire Overwatch and your opponent must subtract 1 from hit rolls made for this unit.
Victor Of the Blood Games: 2 CP
Use this when you set up an Adeptus Custodes Character from your army during deployment. You can re-roll hit one, one wound roll or one save roll for this model in each turn.
Even in Death: 2 CP
Use this when an Adeptus Custodes Character from your army is slain. Before removing the model from the battlefield, it can immediately either shoot as if it were the Shooting phase, or fight as if it were the Fight phase.
Avenge the Fallen: 1 CP
Use this when you select an Adeptus Custodes unit from your army to attack in the Fight phase. Until the end of the phase, increase the Attacks characteristic of each model in the unit by 1 for each model from that unit that was slain this turn.
Bringers of the Emperor’s Justice: 1 CP
Use this when an Adeptus Custodes unit from your army is chosen to attack in the Fight phase. each time you make a hit roll of 6+ for a model in that unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. if it was targeting a Black Legion unit, it instead makes an extra attack on a hit roll of 4+. These extra attacks cannot themselves generate any further attacks.
Stooping Dive: 3 CP
Use this at the end of your opponent’s Charge phase. Choose an Adeptus Custodes Biker unit from your army that is within 12″ of an enemy unit. You can declare a charge with that unit as if it were your Charge phase. If the unit’s charge is successful, that unit fights before all other units in the subsequent Fight phase – even before charging units. If your opponent has any units with similar abilities, take it in turns to resolve them, beginning with your opponent.
As of 03-10-2018 Adeptus Custodes Unique Item groups are…
- Relics of Terra
(See tabs for details)
If your army is led by a Adeptus Custodes Warlord, you may give one Relics of Terra to a Adeptus Custodes Character in your army. Named characters cannot be given relics. Some Relics of Terra replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.
Models with guardian spear only. Replace the bearer’s guardian spear with the following profile: Melee, S +1, AP -3, D D3 or 24″ Rapid Fire 3, S4 AP -1, D2. Overwatch attacks made with this weapon successfully hit on rolls of 3+ rather than 6.
Raiment of Sorrows
Roll a D6 each time a friendly Adeptus Custodes Infantry or Biker model is destroyed within 6″ of the bearer, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. You cannot use the Even in Death Stratagem on a model that does so.
Bike model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model.
The Praetorian Plate
Terminator model only. When you set the bearer up, choose a friendly Imperium Character. At the end of your opponent’s Charge phase, if there is an enemy model within 1″ of that character, you can remove the bearer from the battlefield and even if they were not on the battlefield, set them up within 3: of that character and within 1″ of an enemy model. The bearer is not considered to have charged.
The Veilded Blade
Models with sentinel blade only. Replace the bearer’s sentinel blade with the following profile: Melee, S User, AP -3, D D3 or 12″ Pistol, S4 AP 0, D1. Each time the bearer fights whilst they are within 3″ of an objective marker, they can make 2 additional attacks with this weapon.
Models with misericordia only. Replace the bearer’s misericordia with the following profile: Melee, S User, AP -2, D1. Each time the bearer fights, it can make 1 additional attack with this weapon unless it also equipped with a storm shield. In addition, add 1 to any Morale tests taken by enemy units within 12″ of the bearer.
Model with a Vexilla Magnifica only. Lose the Custodes Vexilla ability, instead a friendly Imperium Infantry and Biker units within 6″ of the bearer in the Morale phase automatically pass Morale tests, and once per battle in your Movement phase, if the bearer does not move, you can roll a D6 for each unit friend or foe within 6″ Subtract 1 from the result if the unit being rolled for is a Character, or 2 from the result if the unit being rolled for a Adeptus Custdoes. On a 4+ the unit being rolled for suffers D3 mortal wounds.
Your opponent must subtract 1 from the Attacks characteristic of enemy Characters whilst they are within 6″ of the bearer to a minimum of 1. In addition, in missions that use victory points, if the bearer slays the enemy Warlord in the Fight phase, you score an additional D3 victory points.
Models with balistus grenade launcher only. Replace the bearer’s balistus grenade launcher with the following profile: 12″ Assault 1, S10, AP -4, D D3.
The Castellan’s Mark
If the bearer is on the battlefield, at the beginning of the game but before the first turn you can remove them and up to one friendly Adeptus Custodes unit within 6″ of them from the battlefield and set them up again following the mission rules. You must set them up on the battlefield.
Model with a Vexilla Magnifica only. Lose the Custodes Vexilla ability, instead a friendly Imperium Infantry and Biker units within 6″ of the bearer in the Morale phase automatically pass Morale tests, and the bearer can attempt to deny one psychic power in each enemy Psychic phase as if they were a Psyker.
Model with a Vexilla Defensor only. Lose the Custodes Vexilla ability, instead a friendly Imperium Infantry and Biker units within 6″ of the bearer in the Morale phase automatically pass Morale tests, and the bearer has the following weapon profile. 8″ Assault 6, S10, AP -1, D1 or Melee S +2. AP -1, D1. Attacks made this weapon’s shooting profile automatically hit.
As of 03-10-2018 Adeptus Custodes Warlord Traits are…
- Universal Warlord Traits
- Adeptus Custodes Warlord Traits
(See tabs for details)
If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army
If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.
Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.
Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.
If the Warlord of your army is an Adeptus Custodes Character, you can pick the Warlord Trait from the Adeptus Custodes Traits Table.
Champion of Imperium
Friendly Adeptus Custodes Infantry, Biker adn Dreadnought units that are within 12″ of your Warlord at the start of your opponent’s Charge phase can make Heroic Interventions this phase in the same manner as Characters.
Each time you make a hit roll of 6+ for your Warlord in the Fight phase, they can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Each time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound.
Your Warlord can attempt to Deny the Witch once in each of your opponent’s Psychic phases as if they were a Psyker. When they do so, add 1 to the result of the Deny the Witch test.
Your opponent must subtract 1 from hit rolls that target your Warlord.
You can re-roll the dice for the damage inflicted by your Warlord’s attacks.
Codex Adeptus Custodes 8th edition was released on 01-27-18
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