Warhammer 40K Custodes 1000pt Roster
Warhammer 40K Custodes 1000pt Roster
Configuration
Battle Size
Selections: 1. Incursion (1000 Point limit)
Categories: Configuration
Detachments
Selections: Solar Spearhead
Categories: Configuration
Show/Hide Options
Selections: Agents of the Imperium are visible, Imperial Knights are visible, Legends are visible, Titans are visible, Unaligned Forces
are visible, Unaligned Fortifications are visible
Categories: Configuration
Character [160pts]
Invulnerable
4+
Save
Strategic Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a
Mastery Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Once per battle, at the end of the Fight phase, if this model's unit fought this phase, if it is within
Sweeping
Engagement Range of one or more enemy units, it can make a Fall Back move or, if it is not within
Advance
Engagement Range of one or more enemy units, it can make a Normal move.
Unit M T SV W LD OC Ref
Infantry [130pts]
Allarus Custodians [130pts]
Categories: Allarus Custodians, Imperium, Faction: Adeptus Custodes, Terminator, Infantry
Rules: Deep Strike, Martial Ka'tah
Abilities: From Golden Light, Invulnerable Save, Slayers of Tyrants, Unit: Allarus Custodian
Once per battle, at the end of your opponent's turn, if this unit is not whithin Engagement Range of one or
From Golden more enemy units, you can remove it from the battlefield. In the Reinforcements step of your next
Light Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all
enemy models.
Invulnerable
4+
Save
Slayers of Each time a model in this unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit,
Tyrants you can re-roll the Wound roll.
Unit M T SV W LD OC Ref
Mounted [150pts]
Abilities: Invulnerable Save, Quicksilver Execution, Turbo Boost, Unit: Vertus Praetors
Invulnerable
4+
Save
Once per battle, after this unit ends a normal or Advance move, you can select one enemy unit
Quicksilver
(excluding MONSTER and VEHICLE units) that it moved over during that move, then roll one D6 for each
Execution
model in this unit; for each 2+, that enemy unit suffers 2 mortal wounds.
Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to
Turbo Boost
the Move characteristic of models in this unit.
Unit M T SV W LD OC Ref
Abilities: Advanced Firepower, Damaged: 1-5 wounds remaining, Invulnerable Save, Melee Weapons: Armoured hull, Ranged
Weapons: Twin arachnus heavy blaze cannon, Twin lastrum bolt cannon, Unit: Caladius Grav-tank
Each time this model makes an attack with its Twin iliastus accelerator cannon that targets an enemy
Advanced unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability. Each time this
Firepower model makes an attack with its Twin arachnus heavy blaze cannon that targets an enemy MONSTER
or VEHICLE unit, that attack has the [LETHAL HITS] ability.
Damaged: 1-5
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from
wounds
the Hit roll.
remaining
Invulnerable
5+
Save
Unit M T SV W LD OC Ref
Abilities: Damaged: 1-4 wounds remaining, Guardian Eternal, Invulnerable Save, Melee Weapons: Armoured feet, Telemon Caestus,
Ranged Weapons: Arachnus storm cannon, Spiculus bolt launcher, Twin plasma projector, Unit: Telemon Heavy Dreadnought
Damaged: 1-4 wounds While this model has 1-4 wounds remaining, each time this model makes an attack,
remaining subtract 1 from the Hit roll.
Each time an attack is allocated to this model, subtract 1 from the Damage characteristic
Guardian Eternal
of that attack.
Invulnerable Save 4+
Unit M T SV W LD OC Ref
At the end of the Fight phase, if this model is within Engagement Range of one or more enemy units, it can
make a Fall Back move of up to D6". In addition, at the end of your opponent's turn, if this model is not
Acrobatic within 3" of one or more enemy units, you can remove it from the battlefield and then, in
Escape the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more
than 9" horizontally away from all enemy models. If the battle ends and this model is not on the battlefield,
it is destroyed.
Invulnerable
This model has a 4+ invulnerable save.
Save
Lord of Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this
Deceit (Aura) model, increase the cost of that use of that Stratagem by 1CP.
This model cannot be selected as your WARLORD. If your army faction is AGENTS OF THE IMPERIUM, then
during the Declare Battle Formations step, you can replace this model with a different OFFICIO
ASSASSINORUM model, provided that the points value of the new model does not exceed the points value
Shadow
of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing this
Assignment
model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than
1 CULEXUS ASSASSIN, it cannot have more than 1 EVERSOR ASSASSIN and it cannot have more than 1
CALLIDUS ASSASSIN).
Unit M T SV W LD OC Ref
Selection Rules
Anti-: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a
target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with
Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using
Assault weapons its models are equipped with. (10th Edition Core Rules p25)
Assigned Agents: If your army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include
AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case,
the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below.
Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle
with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle
round. ()
Auric Armour: ■ While an Adeptus Custodes Vehicle unit from your army is at Starting Strength, unless that unit is an
Aircraft or it is Battle‑shocked, add 2 to the Objective Control characteristic of models in that unit.
■ While an Adeptus Custodes Vehicle unit from your army is below Starting Strength, each time a model in that unit makes an attack, re‑roll a Hit
roll of 1.
■ While an Adeptus Custodes Vehicle unit from your army is Below Half‑strength, each time a model in that unit makes an attack, re‑roll a Hit roll of 1
and re‑roll a Wound roll of 1. ()
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how
many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target
(rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the
attacking model’s army (including its own unit). (10th Edition Core Rules p26)
Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from
play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of
mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on
the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more
than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules
for Strategic Reserves or using the Deep Strike ability. (10th Edition Core Rules p39)
Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable
saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After
that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of
that attack, instead of inflicting damage normally. (10th Edition Core Rules p28)
Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. (10th Edition
Core Rules p32)
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is
more than 9" horizontally away from the enemy deployment zone and all enemy models. (10th Edition Core Rules p39)
Lance: Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a
Charge move this turn, add 1 to that attack’s Wound roll. (10th Edition Core Rules p25)
Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are
destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has
resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different
Toughness characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be allocated to a Character model in that
unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard
model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit, with its
original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its
attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached,
that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they
become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless
it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. (10th Edition Core
Rules p39)
Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a
Critical Hit automatically wounds the target. (10th Edition Core Rules p25)
Lone Operative: Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
(10th Edition Core Rules p19)
Martial Ka'tah: Each time a unit with this ability is selected to fight, select one of the Ka'tah stances below. Until that unit has finished making its
attacks, the selected Stance is active for it and it gains the relevant ability.
■ DACATARAI STANCE
Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
■ RENDAX STANCE
Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. ()
Moritoi Ancients: Add 2" to the Move characteristic of models in Adeptus Custodes Walker units from your army and add 1 to Advance and Charge
rolls made for such units. ()
Precision: Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully
wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that
attack allocated to that Character model instead of following the normal attack sequence. (10th Edition Core Rules p26)
Sustained Hits: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a
weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28)
Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack
automatically hits the target. (10th Edition Core Rules p25)
Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you
can re-roll that attack’s Wound roll. (10th Edition Core Rules p25)