Adeptus Custodes Quick Reference (11th ed)
My own summaries for the Custodes list. Datasheet numbers come from the New Recruit export of 2026-10-15 (catalogue revision 18); detachment enhancements and stratagems from Wahapedia’s 11th-edition pages, read 2026-10-15 after the October 2026 balance update. Check exact wording in the app or Faction Pack, and points in New Recruit.
Army page: Adeptus Custodes · Core rules, keywords and core stratagems: Core rules
Contents: Army rule · Detachment · Attachments · Units
Army rule
Martial Ka’tah
Every Custodes unit (not the Sisters of Silence) picks a stance each time it’s selected to fight, for that fight only:
- Dacatarai: melee weapons get Sustained Hits 1.
- Rendax: melee weapons get Lethal Hits.
Rule of thumb: Rendax into high-toughness targets where wounding is the problem, Dacatarai into infantry where you want more hits. The Shield-Captain can run both at once, once per battle.
Detachment: Shield Host (2 DP)
- Martial Mastery: at the start of each battle round pick one, for the round:
- melee attacks from Ka’tah units score critical hits on 5+, or
- Ka’tah units’ melee weapons get +1 AP.
Critical hits on 5+ doubles the payoff from either stance, so that’s the default; take +1 AP against 2+ saves.
- Enhancements:
- Auric Mantle (15, Shield-Captain or Blade Champion): +2 wounds. Taken, on the Blade Champion.
- Castellan’s Mark (20, Shield-Captain): after deployment, redeploy up to two Custodes units, including into strategic reserves beyond the normal limit.
- From the Hall of Armouries (20, Shield-Captain): +1 S and +1 D on the bearer’s melee weapons.
- Panoptispex (5, Shield-Captain or Blade Champion): the bearer’s unit’s guns ignore cover.
- Stratagems (1CP each):
- Arcane Genetic Alchemy: when a unit takes mortal wounds, 4+ Feel No Pain against mortal wounds for the phase.
- Avenge the Fallen (start of Fight phase): a unit that has lost models gets +1 attack on melee weapons, +2 if below half strength.
- Unwavering Sentinels (Fight phase): Custodes infantry on an objective you control are hit at -1 in melee for the phase.
- Multipotentiality (Movement phase): a unit that fell back can still shoot and charge.
- Vigilance Eternal (Movement phase): an objective a Custodian Guard unit is on stays yours after they leave.
- Archeotech Munitions (Shooting phase): a unit’s guns get Lethal Hits or Sustained Hits 1 before it shoots.
Attachments
Set in the export:
- Trajann leads one Custodian Guard squad. They ignore hit modifiers, and he’s the Warlord.
- Blade Champion leads the other Custodian Guard squad. Re-rolled charges, and one advance-and-charge per battle.
- Shield-Captain is unattached. He can only lead Guard, Wardens or Sagittarum, and both Guard squads are taken. Either swap him for the Blade Champion on one squad or accept he runs solo; 170 pts are still spare in the list.
- Allarus, Praetors and Prosecutors have no leaders in this list.
Units
Statline format: M / T / Sv / W / Ld / OC / invulnerable save. Weapon format: range · attacks · to-hit · S · AP · D · keywords. Points are per unit as taken in the list. Every Custodes unit except the Prosecutors has Martial Ka’tah; the infantry and characters all have Deep Strike.
Trajann Valoris (135; Epic Hero, Warlord)
- Stats: 6” / 6 / 2+ / 7 / 5+ / 3 / 4+. 5+ Feel No Pain.
- Captain-General: his unit ignores modifiers to hit rolls, BS and WS.
- Moment Shackle: once per battle at the start of the Fight phase, either his axe has 12 attacks or he has a 2+ invulnerable save, for the phase.
- Watcher’s Axe: 6 · 2+ · 10 · -2 · 3. Eagle’s Scream: 24” · 2 · 2+ · 5 · -2 · 3 · Assault.
- Leads: Custodian Guard (either kind), Wardens, Sagittarum.
Blade Champion (110 + 15 Auric Mantle)
- Stats: 6” / 6 / 2+ / 8 with the Mantle / 6+ / 3 / 4+.
- Swift Onslaught: re-roll charge rolls for his unit.
- Martial Inspiration: once per battle, his unit can charge after advancing.
- Vaultswords, pick one profile each fight: Behemor 6 · 2+ · 7 · -2 · 2 (Precision); Hurricanis 9 · 2+ · 5 · -1 · 1 (Sustained Hits 1); Victus 5 · 2+ · 6 · -3 · 3 (Devastating Wounds).
- Leads: the same units as Trajann.
Shield-Captain (110)
- Stats: 6” / 6 / 2+ / 6 / 6+ / 2 / 4+.
- Master of the Stances: once per battle, both Ka’tah stances at once for one fight.
- Strategic Mastery: once per battle round, a stratagem used on his unit costs 1CP less.
- Guardian spear: melee 7 · 2+ · 7 · -2 · 2; shooting 24” · 2 · 2+ · 5 · -1 · 2 · Assault.
- Leads: the same units as Trajann.
Custodian Guard (225 for 5; Battleline; two squads)
- Stats: 6” / 6 / 2+ / 3 / 6+ / 3 / 4+. The vexilla model has 4 wounds from its shield.
- Stand Vigil: re-roll wound rolls of 1; full wound re-rolls while on an objective you control.
- Sentinel Storm: once per battle, shoot twice in one Shooting phase.
- Vexilla: +1 OC for every model in the unit (so 4 each).
- Guardian spear: melee 5 · 2+ · 7 · -2 · 2; shooting 24” · 2 · 2+ · 5 · -1 · 2 · Assault. The vexilla model fights with a misericordia 5 · 2+ · 5 · -2 · 1.
Allarus Custodians (120 for 2; two squads)
- Stats: 5” / 7 / 2+ / 4 / 6+ / 2 / 4+.
- Slayers of Tyrants: re-roll wound rolls against Characters, Monsters and Vehicles.
- From Golden Light: once per battle at the end of the enemy’s turn, if not engaged, go back into strategic reserves and Deep Strike again later.
- Weapons: guardian spear as above; balistus grenade launcher 18” · D6 · 2+ · 4 · -1 · 1 · Blast.
Prosecutors (55 for 5; Sisters of Silence; two squads)
- Stats: 6” / 3 / 3+ / 1 / 6+ / 2 / –. No Ka’tah.
- Daughters of the Abyss: 3+ Feel No Pain against psychic attacks and mortal wounds.
- Purity of Execution: shooting at Psykers gets Precision and Devastating Wounds.
- Boltgun: 24” · 1 · 3+ · 5 · -1 · 1 · Rapid Fire 1. Melee 2 · 3+ · 3 · 0 · 1.
- Cheap objective sitters and action-doers. Keep them out of fights.
Vertus Praetors (230 for 3)
- Stats: 12” / 7 / 2+ / 5 / 6+ / 2 / 4+.
- Turbo Boost: advancing is a flat +6” instead of a roll.
- Quicksilver Execution: once per battle after a move, pick a non-monster, non-vehicle enemy unit they moved over and roll a D6 per Praetor; each 2+ is 2 mortal wounds.
- Weapons: interceptor lance 5 · 2+ · 7 · -2 · 2 (Lance: +1 to wound on the charge); salvo launcher 24” · 1 · 2+ · 10 · -3 · D6+1 · Twin-linked.
Caladius Grav-tank (210)
- Stats: 10” / 11 / 2+ / 14 / 6+ / 4 / 5+. Deadly Demise D3. -1 to hit at 5 wounds or fewer.
- Advanced Firepower: the accelerator cannon gets Lethal Hits against anything that isn’t a monster or vehicle.
- Twin iliastus accelerator cannon: 48” · 4 · 2+ · 10 · -1 · 3 · Rapid Fire 4, Twin-linked. Twin lastrum bolt cannon: 36” · 3 · 2+ · 6 · -1 · 1 · Sustained Hits 1. Hull 4 · 4+ · 6 · 0 · 1.
Venerable Land Raider (220; Transport)
- Stats: 10” / 12 / 2+ / 16 / 6+ / 5 / –. Deadly Demise D6. -1 to hit at 5 wounds or fewer.
- Carries 6 Custodes infantry models. Terminators (Allarus) usually take two spaces each; check the datasheet.
- Assault Ramp: a unit that gets out after the tank’s normal move can still charge.
- Weapons: 2 Godhammer lascannons, each 48” · 2 · 2+ · 12 · -3 · D6+1; twin heavy bolter 36” · 3 · 2+ · 5 · -1 · 2 · Sustained Hits 1, Twin-linked; tracks 6 · 4+ · 8 · 0 · 1.